Post by pneumonica on Oct 18, 2009 23:18:42 GMT -5
For my first post, I thought I'd add one of my favorite villains. Any suggestions are welcome.
Madcap
Secret Identity: Unknown/Unrevealed
Species: Mutagenic
Gender: Male
Appearance: 5’9”, 145 lbs., blue eyes, brown hair
Intelligence: 3
Strength: 1
Agility: 2
Speed: 1
Durability: 2
Health: 2
Energy: 6
Actions
Acrobatics 2
General Knowledge 2
- Theology
Madcap’s Gaze 6
- Targets must be able to see Madcap’s eyes
- Must overcome target’s Intelligence plus Mental Defense
- Every stone spent on area doubles the possible number of targets (base of 1)
- Victims behave randomly, sometimes violently or self-destructively, base duration 3 (additional for spending stones)
- For PCs, put one red stone per Intelligence plus one white stone in a cup
– A draw of a red stone indicates useless action and a draw of a white stone indicates destructive behavior
- GM may add additional white stones for already-insane victims
- NPCs should be decided by the GM
Social Skills 3
- Trickery
Thieving 3
- Prison/asylum escape
Modifiers
Instant Healing Factor
Invulnerability to Pain (or other effects requiring tactile sensation)
Reconstitute Self
- Fully recovered on one panel
Equipment
Bubble Gun
- +1 equipment modifier for some uses of trickery, such as to startle people into looking up
Wealth: -1
Challenges
Wildly insane, with no clear motives except to disrupt people’s lives as severely as possible
Known criminal, incarcerated in mental institutions due to multiple atrocities
Total Stones: 38 (45 minus 7 from complications)
Madcap
Secret Identity: Unknown/Unrevealed
Species: Mutagenic
Gender: Male
Appearance: 5’9”, 145 lbs., blue eyes, brown hair
Intelligence: 3
Strength: 1
Agility: 2
Speed: 1
Durability: 2
Health: 2
Energy: 6
Actions
Acrobatics 2
General Knowledge 2
- Theology
Madcap’s Gaze 6
- Targets must be able to see Madcap’s eyes
- Must overcome target’s Intelligence plus Mental Defense
- Every stone spent on area doubles the possible number of targets (base of 1)
- Victims behave randomly, sometimes violently or self-destructively, base duration 3 (additional for spending stones)
- For PCs, put one red stone per Intelligence plus one white stone in a cup
– A draw of a red stone indicates useless action and a draw of a white stone indicates destructive behavior
- GM may add additional white stones for already-insane victims
- NPCs should be decided by the GM
Social Skills 3
- Trickery
Thieving 3
- Prison/asylum escape
Modifiers
Instant Healing Factor
Invulnerability to Pain (or other effects requiring tactile sensation)
Reconstitute Self
- Fully recovered on one panel
Equipment
Bubble Gun
- +1 equipment modifier for some uses of trickery, such as to startle people into looking up
Wealth: -1
Challenges
Wildly insane, with no clear motives except to disrupt people’s lives as severely as possible
Known criminal, incarcerated in mental institutions due to multiple atrocities
Total Stones: 38 (45 minus 7 from complications)