Flenser

   Flenser is – or was – one of the few seriously psychotic supervillains to be found running about in the Emergence Campaign. Most of them are either saner than this or in jail – but Flenser was pretty difficult to catch. Given his ability to create his own super-powered minions, he found it easy to found his own supervillanigroup – the Ten Demons – and later added in a genuine warrior-demon (most commonly known as Afreet) after he recruited a competent mystic or two. Flenser was eventually hurled into the depths of hell when the Old Mandate interrupted an attempt to re-summon the recently-banished Afreet.

   Flenser was – originally – loosely based on a random character rolled up in the original Marvel Super Heroes system. Even for champions players, that’s a pretty useful game to have access to (and is now available for download in various places online). Stuck for inspiration? A few random die rolls will almost certainly provide some.

.

Flenser

Value Characteristic Points
28 STR 18
24 DEX 42
48 CON 76
15 BODY 10
13 INT 3
11 EGO 2
25 PRE 15
12 COM 1
30 PD 24
30 ED 20
6 SPD 26
16 REC 0
20 END -38
53 STUN 0
  Total 199

.

Points Powers END
41 Multipower (124-pt reserve); Protoplasmic Control Powers Only (-.5), No Range (-.5), Does not work against non-protoplasmic beings (-1).  
u-4 3d6 Major Transform; The Sculptors Touch (Major, Limited Class); Range: 0; Cumulative: +½; Reduced END: Zero, +½; Active Points: 124; Armor Piercing: 1, +½ 0
u-3 1d6 Transform (Major, Limited Class); Range: 0; Cumulative: +½; Reduced END: Zero, +1; Autofire: 10 shots, ¾; Continuous: +1; Active Points: 101; Affects Desolidified: +½; Penetrating: +½; Area Effect (Radius): 3″ radius, +1; Selective Target: +¼ 0
u-3 2d6 Major Transform; Formless Aura (Major, Limited Class); Range: 0; Cumulative: +½; Damage Shield: +½; Reduced END: Zero, +½; Uncontrolled: +½; Active Points: 97 0
u-2 1d6 Major Transform; Shaping Wave (Major, Limited Class); Range: 0; Reduced END: Zero, +1; Autofire: 5 shots, ½; Area Effect (Radius): 8″ radius, +1; Selective Target: +¼; Increased Area: ×4, +½; Cumulative: +½; Active Points: 75 0
u-4 6d6 Killing Attack; Biodisruption; Range: 0; Reduced END: Half, +¼; Active Points: 112 4
u-4 3d6 Entangle; Neural Paralysis (DEF 3); Range: 0; Based on EGO Combat Value: vs. ECV, +1; Area Effect (Radius): 9″ radius, +1; Reduced END: Zero, +½; Affects Desolidified: +½; Active Points: 120 0
u-4 3d6 Drain; All Attributes (Return/5 min.); Range: 0; Affects: All Powers of Special Effect, +2; Active Points: 120; Reduced END: Zero, +½ 0
u-4 3d6 Drain; Any one attribute or physical power (Return/season); Range: 0; Active Points: 112; Reduced END: Zero, +½; Affects: Single Power of Special Effect, +¼ 0
u-4 6d6 Drain; Any one attribute or physical power. (Return/min.); Range: 0; Affects: Single Power of Special Effect, +¼; Reduced END: Zero, +½; Active Points: 120 0
u-2 Desolidification; Reduced END: Zero, +½; Cannot Move through Solid Objects: -½ 0
u-4 3d6 Aid; Power Imbuement (Fade/year, Max. 30); Range: 0; Active Points: 121; Reduced END: Zero, +½; Affects: All Powers of Special Effect, +2; Flenser can restructure people’s bodies to add armor, claws, venoms, fangs, extra muscle mass, etc. While he’s restricted to purely physical abilities, this can be formidable… 0
u-2 Running (+24″, 30″, NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 107; Reduced END: Zero, +½; Active Points: 72 0
u-1 Swimming (+22″, 24″, NC: 48″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 98; Active Points: 33; Reduced END: Zero, +½ 0
u-2 12d6 Mind Control (Neural Modification); Communication: Telepathic, +¼; Reduced END: Zero, +½; Active Points: 120; Difficult to Dispel: ×2, +¼; Extra Time: 5 min., -2 0
u-4 12d6 Healing; Reduced END: Zero, +½; Ranged: +½ 0
u-3 Darkness (Neural Disruption) (Spatial Awareness, Sight, Hearing, 4″ radius); Range: 0; Reduced END: Zero, +½; Personal Immunity: +¼; Active Points: 105 0
u-2 Interrogation 43-
u-2 Paramedic 41-
   
7 Elemental Control; Protoplasmic Form (15-pt reserve); Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½; “Side Effects” are Mind Control; Sees people as insignificant animals, cannot be angered or excited, cannot push powers,  
a-7 Shape Shift (Limited Group); Reduced END: Zero, +½; Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½ 0
b-7 Damage Reduction (Physical, 50% Resistant); Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½  
c-7 Damage Reduction (Energy, 50% Resistant); Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½  
d-13 Stretching (6″, NC: 12); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½ 0
e-7 Life Support (total); Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½  
f-7 Regeneration (3 BODY/Turn); Regenerate: Standard, +0; Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½  
g-7 Damage Resistance (30 PD/30 ED); Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½  
h-4 Clairsentience (Normal Sight); See: Present, +0; Dimensions: Current, +0; Range: 100″; Reduced END: Zero, +½; OAF; Protoplasmic Tendril: -1; Maximum range limited by stretching, must be able to get a tendril into area to be viewed.: -1; Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½ 0
i-7 Mental Defense (32 pts); Add to Total; Always On: -½; Visible: -¼; Side Effects; Any form of normal social interaction is impossible.: 30/Half, -½  
   
5 Power Defense (5 pts)  
5 Lack of Weakness (-5 to Roll)  
5 Extra Limbs; Protoplasmic Tendrils (12); Number: 12  
12 Enhanced Perception (all) (+4 to PER)  
12 Spatial Awareness; Senses protoplasm only: -1  
5 Flash Defense (Sight, 5 pts)  
212 Total Powers  

.

Points Skills, Talents, Perks Roll
25 +5 level w/Multipower  
21 +4 level w/All Combat; Defensive Only: -½  
3 Professional Skill; Medicine 12-
49 Total Skills, Talents, Perks  

.

125+ Disadvantages
20 Hunted; The Protectors (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted; Local Superheroes (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted; Police (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
25 Raving Psychopath (Very Common, Total)
15 Overconfidence (Very Common, Moderate)
10 Sadist (Common, Moderate)
20 Phys. Lim.; Unstable Form. Revealing, disrupts social interactions. (All the Time, Greatly)
10 Phys. Lim; Unable to comprehend why people get upset when he treats them as toys. (Frequently, Slightly)
20 Vulnerability; Fire (1½× STUN and BODY); Attack: Common, +10
20 Vulnerability; Area-Effect Attacks (1½× STUN and BODY); Attack: Common, +10
10 Public Identity
20 Reputation; Psychopathic Torturer (14-, Extreme)
15 Accidental Change; To protoplasmic mass under stress. (11-)
15 Distinctive Features; Protoplasmic Tendrils; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
15 3d6 Unluck
90 Villain Bonus
335 Total Disadvantages

.

COSTS: Char.   Powers   Total Total   Disadv.   Base
  199 + 261 = 460 460 = 335 + 125

.

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 32 30/30 30/30 2, 4, 6, 8, 10, 12

 

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