Clarissa was a thoughtless, wasteful, delinquent, little vandal, who’s basic answer to almost any situation was to break something – often as many things as possible. When her parents had finally had enough, and threw her out, she took to the “street punk” lifestyle with enthusiasm. Arnold – or Fear – first encountered her when she was completing a mugging by breaking her victim’s knees. When Arnold offered her the power to grab what she wanted and indulge her whims on a wider scale… well, she didn’t hesitate.
Now, even other super-villains fear her rampages; as Destruction she glories in her power to release devastating blasts of energy, enhance her strength to unheard-of levels, and generally tear the world apart. Even Fear is cautions about her – for what he has called forth taps some deeper and more primal source of power than he.
Given that traveling with Fear generally offered her many chances to work her will, Destruction has never seriously challenged him – but she doesn’t necessarily pay all that much attention to his notions of tactics or subtlety either.
When the aftermath of the Jerusalem Disaster left her powers inoperative she was cast into a severe depression – and was only pulled out by Arnold’s promise that he would find a way for BOTH of them to regain their powers, so that city-smashing Destruction would once more reign over the cities of man.
Destruction originally appeared in Wrath of the Seven Horsemen, Hero Games, 1987. This version is pretty thoroughly rewritten and – once again – has a differing power source. I did keep the general idea though, as well as some chunks of the original adventure background.
|63||Primal Destruction Multipower (126-pt reserve); Generic Limitation (Primal Destruction Only): -½; Only in Hero ID: -¼; Visible: -¼|
|u-3||+53 STR; Doesn’t Affect Figured: -½; Reduced END: Half, +¼; Active Points: 66.||2|
|u-2||Thunderclap or Earthquake Blow: STR; Explosion (Extended Area +0″/DC): +½.|
|u-3||4d6 Disintegrating Touch Killing Attack (HTH) (Total 8d6); Range: 0.||6|
|u-6||8d6 Cosmic Storm Energy Blast; Range: 600; Versus: ED; Area Effect (Radius): 40″ radius, +1; Selective Target: +¼; Active Points: 120; Increased Area: ×8, +¾.||12|
|u-6||4d6 Bane to Life Energy Blast; Range: 600; Versus: ED; Area Effect (Radius): 5000″ radius, +1; Increased Area: ×1000, +2½; Active Points: 120; Reduced END: Zero, +½; No Normal Defense (Vrs Force Field, Immortality, Cosmic Powers): +1.||0|
|u-6||12d6 Stellar Detonation Energy Blast; Range: 600; Versus: ED; Explosion (Extended Area +1″/DC): +¾; Reduced END: Half, +¼.||5|
|u-4||15d6 Electromagnetic Blast Energy Blast; Range: 470; Versus: ED; Reduced END: Half, +¼.||3|
|u-4||A Blight Upon the Earth / Ecological Drain.|
|(17)||1d6 Killing Attack (RKA); Range: 335; Area Effect (Radius): 500″ radius, +1; Increased Area: ×250, +2; Active Points: 67; Reduced END: Zero, +½; Generic Limitation (Only affects Plants): -2.||0|
|(18)||3d6 Aid to All Damaged Characteristics and Powers (Fade/turn, Max. 18); Range: 0; Affects: All Powers of Special Effect, +2; Active Points: 45; Generic Limitation (Personal Only): -½.||4|
|7||Elemental Control: Primal Energy Aura (10-pt reserve); Variable Limitations: -½, -¼; Only in Hero ID: -¼|
|a-11||1d6 Killing Attack (RKA); Range: 150; Damage Shield: +½; Reduced END: Zero, +½; No Knockback: -¼.||0|
|b-7||Damage Resistance (20 PD/20 ED).|
|c-7||Regeneration (1 BODY/Turn); Regenerate: Lost Limbs and Organs, +10.|
|d-7||Mental Defense (23 pts); Add to Total.|
|e-7||Power Defense (20 pts).|
|f-13||15″ Flight (NC: 30″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 67.||3|
|g-13||Life Support (total).|
|h-7||Armor (7 PD/7 ED).|
|i-8||Force Field (5 PD/5 ED); Reduced END: Zero & Persistent, +1; Hardened: ×1, ¼.||0|
|12||+12 CP to All Attributes Great Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.|
|(12)||2d6 Aid (All attributes) (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Difficult to Dispel: ×2, +¼; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones.||0|
|10||Detect Life (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5|
|7||Superleap (+7″, 25″, NC: 50″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 31||1|
|Points||Skills, Talents, Perks||Roll|
|20||+4 level w/Multipower|
|25||Total Skills, Talents, Perks|
|25||Berserk in HTH Combat (11-, 11-, Berserk); Circumstances: Very Common, +15|
|20||Glories in Massive Destruction (Very Common, Strong)|
|20||Overconfidence (Very Common, Strong)|
|5||Always favors attacking Tokyo (Uncommon, Moderate)|
|5||Weirdly drawn to confront giant monsters. (Uncommon, Moderate)|
|10||Can never be stealthy (Infrequently, Greatly)|
|20||Reputation: Psychotic Destroyer (14-, Extreme)|
|10||Accidental Change when severely frustrated (11-)|
|10||Hunted: The Mandate (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|20||Hunted: Any handy superheroes (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|10||Hunted Police (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|10||Hunted: UNTIL (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|10||Vulnerability to Negative Energy (1½× STUN and BODY); Attack: Uncommon, +5|
|10||10||6||23||42/32||42/32||2, 4, 6, 8, 10, 12|
Destruction is, quite literally, capable of defeating armies. She’s nigh-invulnerable to many attacks, possesses a wide variety of massive energy-manipulating attacks, can manifest vast strength, can attack hundreds of people at once, has powerful defenses against most simple attacks, and can even send out waves of life-disrupting power capable of rendering her enemies (almost everyone) unconscious within a radius of some ten kilometers – easily enough to prevent most interference with her rampages. Even most of her fellow horsemen were not as powerful – and even teams of heroes may find her quite a challenge if they lack appropriate special abilities.