Champions – Dylan “Redstone” Williams, Pulp Jungle Warrior

Despite his social gaffes, his predatory stance, and savage energy, Dylan “Redstone” Williams was not raised by wolves.

He was, in fact, raised by Cats – to be precise, the African Leopard Men, a secretive tribe of feline shapeshifters who – for reasons unknown – chose to adopt and raise a stray child, rather than simply ignoring him or turning him over to someone else. Perhaps they had enough magic beyond their felithropic talents to detect his potential, perhaps the small defiant boy somehow impressed them, perhaps it was a simple whim – but regardless of their reasoning, they took him in after his parents, and most of the rest of the Safari group, were massacred in one of the inter-tribal disputes endemic to Africa.

He never did learn to shapeshift like his mentors. His Northern European heritage was not closely enough bound to the cat-totem for THAT – but that same lack of an affinity allowed him to learn to draw on the strengths of many different creatures.

He was ten when he earned the name “Redstone” – killing his first poacher, a man who was shooting at one of his young feline friends, by crushing his skull with a rock.

By the time he was fourteen, and an adult by the standards of the tribe, he had dealt with many more poachers and plunderers – and the tales had spread across Africa.

By the time he was twenty there were whispers of an unkillable phantom of the jungle, of a wild man, of a king of the beasts – and that the Leopard Men had found a leader to help them resist the colonial powers.

None of that was really true of course – Dylan was mortal, and raised within a tribe (even if they did live in the deep jungle). He influenced animals, but did not rule them – and his power wasn’t THAT much greater than that of the average Felinothrope, and was still less than that of their elders. Still, he had far easier access to colonial society, and could bring them a lot of helpful information.

Dylan visited Europe for a time to learn of those colonial powers, and to claim his parents substantial (albeit not particularly awesome) estate – but soon returned to Africa, and his jungles. He did not venture beyond Africa again until the renewed assaults of the Qliphoth made it all too obvious that the Jungle could not stand alone; to defend it meant defending the rest of the world as well.

And Dylan stepped forth. Whether it will be to grow into a mighty champion of the world or to perish remains to be seen.

——————————————————-

Dylan’s powers are fairly straightforward. He’s a pulp hero, he has great strength, and considerable toughness, and he can tap into a variety of animalistic powers – including the ability to influence and communicate with animals. That isn’t an especially powerful mix when compared to most modern heroes – but he’s reasonably versatile and is doing pretty well in his milieu.

Of course he’s VERY heavily influenced by the totem spirits that he calls upon, and his reputation for antsocial behavior is well earned.

Dylan’s build relies rather heavily on a particular set of “side effects” – (Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man) – basically a set of stereotypical behavior patterns. This is more than a bit cheesy, but it also controls a good deal of his behavior and creates endless difficulties for him – making him a rather difficult hero.

——————————————————-

Yes, yes, stereotypes… The “Pulps” were mass-produced as cheaply as possible, and peaked a century ago. Even at the time, if a character type in them wasn’t a stereotype to start, it soon would be.

 

Dylan “Redstone” Williams, the Lion King

Value Characteristic Points
0/43 STR -10
18 DEX 24
23/28 CON 26
11 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
15 COM 2
9 PD 0
7 ED 1
4 SPD 12
15 REC 0
32 END -12
47 STUN 0
Total 55

 

Points Powers END
2 Elemental Control: Pulp Hero (5-pt reserve); Generic Limitation (No power may exceed 10 active points.): -¾; Visible (Obvious pulp hero.): -¼
a-2 Armor: Only a flesh wound! (4 PD/3 ED)
b-2 +10 PRE: I’ve seen worse!
c-2 Mental Defense: Unconquered Will (12 pts); Add to Total
d-2 +5 CON: Tough As Nails
e-2 Regeneration (1 BODY/hour); Regenerate: Standard, +0
f-2 Resistance (+10 to EGO Rolls)
17 Mowgli Multipower (52-pt reserve); Linked (To Strength): -½; Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man. ): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½
u-1 +40 PRE / The Lion’s Roar; Generic Limitation (Only 50% effective on humans and other intelligent races.): -½
u-1 Cat Climbing / Clinging (Clinging STR +5); Active Points: 12
u-1 Monkey Swinging (+20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Half, +¼ 2
u-1 2d6 Bloody Fang / Killing Attack (HTH) (Total 4d6); Range: 0; Reduced END: Half, +¼

He normally uses a weapon for this – but a stick or chunk of rock will do, so there’s no limitation.

1
u-1 2d6 Killing Attack (RKA); Range: 225; Reduced END: Zero, +½; Generic Limitation (Requires a knife, spear, javelin, bow, or other primitive weapon.): -¼ 0
u-1 Cheetah Running (+10″, 16″, NC: 64″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 60; Reduced END: Zero, +½; Active Points: 37 0
u-1 +10 Gorilla Strength; Doesn’t Affect Figured: -½; Reduced END: Zero, +½; Generic Limitation (Only for combat purposes; cannot life massive weights, rip apart entangles, etc.): -½ 0
u-1 +5 DEX / Mongoose Reflexes; Doesn’t Affect Figured: -½
u-1 Beast Senses / Enhanced Perception (all) (+5 to PER)
u-1 Otter Darting / Swimming (+10″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½ 0
u-1 5d6 Beast Speech / Telepathy; Generic Limitation (Only to communicate with animals): -½; Reduced END: Zero, +½ 0
u-1 2d6 Call of the Wild / Mind Control (Summon Animals); Communication: Telepathic, +¼; Area Effect (Radius): 1000″ radius, +1; Reduced END: Half, +¼; Increased Area: ×500, +2¼; Generic Limitation (Only works on animals.): -1; Active Points: 47 2
u-1 Jungle Lord
(2) Acrobatics 14-
(3) Mimicry 14-
(3) Survival 14-
(2) Tracking 14-
(2) Seduction 14-
22 +43 Strength of the Elephant; Reduced END: Half, +¼; Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man. ): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½ 2
5 Damage Resistance (5 PD/5 ED)
1 Immune to Aging; Generic Limitation (Ages quite slowly, but does age.): -1
72 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/Mowgli Multipower
5 Money (Well Off)
5 Knowledge: Jungles 14-
3 High Society 12-
3 Paramedic 12-
3 Bump of Direction
3 Lightsleep
0 English (Native Accent); Literacy: Standard, 0
0 Yoruba (Native Accent); Literacy: Standard, 0
1 Bantu (Basic Conv.); Literacy: Standard, 0
33 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 DNPC: Girlfriend(s) of the Week (Normal, 8-); Skills: Normal, +0
15 No Code Against Killing (Common, Strong)
15 Overconfidence (Very Common, Moderate)
10 Represents the interests of the Leopard Man society (Uncommon, Strong)
10 Womanizer (Common, Moderate)
10 Enraged: Plunderers of the Natural World (11-, 11-); Circumstances: Common, +10
10 Public Identity
10 Reputation: Crazy “Jungle King” (11-)
5 Rivalry: Anyone else who was “raised by animals”; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
20 8d6 Unluck; Generic Limitation (Only applies for running into lost tribes, evil plots, bizarre monsters, and so on. He doesn’t quite inhabit the same world as everyone else. ): -1
15 Hunted: Nature Exploiting Syndicate (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Mercenaries (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
150 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
55 + 105 = 160 250 = 150 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 12 13/9 10/8 3, 6, 9, 12

 

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