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Name: rick pim
Address: 572 earl st, kingston, ont, canada k7l 2k4
rick@qucdnee.bitnet, rick@qucdnee.ee.queensu.ca
Phone Number: (613) 546-9856
OCV: 9 PD 28 (21) ED 26 (19) Levels: n/a DCV: 9 rPD 10 (3) rED 10 (3) Defenses: mental, flash ECV: 4 some hardened def, invisibility Description: In secret ID he seems pretty ordinary. He's a private eye, wears cheap ill-fitting suits (he tends to ruin a lot of them). He's in his mid-thirties, vaguely good-looking, with dark hair, and brown eyes but pretty unremarkable. In hero ID he becomes a form that seems demonic (but isn't necessarily). He is about 6'6", covered in grey scales, with horns, hooves, fangs. He has bullish horns, a lantern jaw with a couple of large protuding teeth, a humanoid body, batlike wings, long dangly arms, and hooved feet. He wears no clothing or costume (but then, he has no visble sex organs anyway), and carries a katana. He is pretty ugly, with rows of spines down his arms, legs, back, and knuckles. 40 Str 30 Cost Skills/Talents/Perks: 26 Dex 48 ===================== 28 Con 36 10 Martial Arts (Def Strk, Block, use 12 Bod 4 with swords) 13 Int 3 4 Decuction; Criminology 11 Ego 2 2 PI's license 10(20) Pre 8 *4 2 Stealth 12(2) Com -3 *4 3 Computer Programming 18 PD 10 16 ED 10 3 Combat Sense 5 Spd 14 14 Rec 0 2 Contact: the Manticore 11- 56 End 0 1 Contribution for base 46 Stn 0 4 Selby the AID --------- ----- Total 162 31 Total Dex Roll: 14- Int Roll: 12- Per Roll: 12- Ego Roll: 11- Cost Powers: ======= 8 EC 12 (only in hero ID, all slots take an additional +1/4 or more) 7e +12" Running, no noncombat multiple (18" total) (4) 12e AP effect on 60 STR, 15- (3) 8e 7/7 Armour, Hardened, 14- (0) 9 3/3 Armour (0) 34 "Demon Powers" MP 60, +3/4 limitations on each slot 2u Desolid (*1, *2) (8) 3u Invisibility (normal, IR, UV), no fringe, 0 END (*1, *3) (0) 3u 21" Flight, 4x noncombat, 1/2 END (*4, *5) (2) 3u 8d6 Aid, any one physical stat (+1/4), lose 5/min (*1, *2) (12) 2u Extra Dim Mvement, "the 7 worlds", 4x mass, time, (*2, *6) (12) 2u Summon (1 150 point being) (*1, *2, *4) (12) 3 +5 pts Mental Defense (0) 4 IR Vision (*4) (0) 5 5 pts Flash Defense, hardened (*4) (0) 13 Katana MP 30, +1 1/4 lims on each slot 1u 2d6 HKA, OAF sword (*4) (3) 1u Missile Deflection, all, +5 OCV OAF sword (*4) (0) ------------- 120 Total Notes on power limitations: *1: not in christian churches, or other holy sites -1/4 *2: x2 END, -1/2 *3: not in direct sunlight, -1/2 *4: only in hero ID, -1/4 *5: wings, can be entangled, -1/2 *6: no conscious control, -2 Bonus Disadvantages: ============== -15 Secret ID -20 Hunted (8) Demon -10 Hunted (8) magic-using villain -10 Hunted (8) magic-using villain -16 Distinctive Features, unconcealable, reaction, hero ID only -10 Enraged (11,11) if Mind Controlled -12 Can't do fine work, hero ID only - 4 1d6 from religious artifacts, hero ID only -15 Accidental change (11) near spellcasting -16 Overconfidence, hero ID only -15 Hatred of magic-using villains - 8 Kills easily, hero ID only -63 Experience ----- 213 Total
The MP effects are all magical in nature. The Desolid is only 40 pts and will remain so until such time as the MP gets big enough to allow the advantage "usable on others". The flight requires the wings, but is also some sort of magical effect, because the wings are comparatively small. The Aid will affect any one physical (defined as STR, CON, and stats that figure from them) stat at a time. The Extra-Dim movement represents an ability to move between the "local group" of dimensions but it's at best unreliable; he also gets Summoned on occasion. The Summon slot will summon a being that looks much like him.
The other MP represents a sword + scabbard. The sword is some sort of magical blade that only appears when he turns into hero form, and then only if he had it when he last switched back to normal form. There is a scabbard associated with it which is a mundane item (bought from mcquark, possibly) and is carried as a walking stick in secret ID. See below for suggestions.
The AID isn't really anything special. The Contact is a magician named the Manticore who _used_ to work for Demon but is currently, umm, also hiding from them.
The lims and disads MAY represent real lims, or they may represent Bob's uncertainty about what the hell exactly happened. Clearly Demon is interested in him, as are two magic-using supervillains (referee's choice) who he has tangled with since his transformation. It is entirely possible that he's nothing but some sort of "normal" paranormal, and the limitations and disads are mostly psychosomatic. It's also possible that there is some nonhuman/ extraplanar (demonic, if you like) origin. Bob doesn't know. I didn't know when I started playing this character. The referee in that campaign was (at least initially) leaning toward the latter, but Bob hadn't managed to discover out his true nature by the time the campaign wound down.
Spike: "Ah. You've seen me. I'll have to hurt you for that." or (after being chastised by a teammate for using excessive force) "Don't worry about it. People die every day."
The phone beside the couch rang. The Tick put down his beer and ViewMaster and scooped up the handset. after a couple of grunts, he dropped the phone and bellowed for Spike: "Spike! that was Titan! there's guys in turtle armour knocking over the bank at barrie and princess!"
"It's probably a trap."
"Titan says he's going in!"
"Okay, okay."
A few seconds later Spike dropped the Tick next to Titan around the corner from the bank, and flew around to the back of the building. As he heard an overblown soliloquy from the front of the bank answered by gunshots, he walked through the back wall, took a quick glance at the situation, and vanished. A group of about 6 figures in turtle armour were scattered around the bank, with two obvious bricks who had just jumped from cover to ambush Titan and the Tick. As Spike moved along behind a teller's bench, one of the armoured figures shouted "invisible figure, grid e-4" and two other figures lobbed grenades into Spike's hex. Spike dove for cover, ignored the minor damage from the shrapnel as well as the screams from bank employees struck by shell fragments, and moved up to the figure who had shouted (and was, by now, shouting even louder) before the agents had time to act again. Noting the scanning device he carried, he pushed his KA and dropped the agent with one slash. Agent blaster fire tore into the bank counter, so he charged the nearest two agents, doing move bys on the two of them, stunning them both. More wild blaster fire followed, with one of the bolts hitting him and knocking him to the ground. He snarled, appeared, willed his STR higher, rolled to his feet, grabbed a Stunned agent and threw him at the agent who had just hit him with the blaster. Both agents crumpled, and before the other two could move he grabbed one and threw him into the other.
Meanwhile, Titan and the Tick had been hammering on the two bricks. With an AP Move Through from behind on one of them the fight was soon over.
Spike will start any encounter as sneakily as possible, using desolid, invisibility, stealth to get in a good position, from where he will hammer on anyone who can attack him, or anyone who nobody else can deal with - he's not afraid of anyone. he's a good scout for the same reason - he can get almost anywhere. (Of course, in order to do things like read files, use computers, etc he might have to turn back to (buck naked) bob adams.:-)
(b) might be reasonable to add Regeneration
(c) might be reasonable to add a Damage Shield to the EC
(d) might be reasonable to add an HKA to the EC
(e) make the Desolid usable on others
(f) acrobatics, breakfall, persuasion, interrogation, streetwise. so
few points, so many things to buy...
Spike might be introduced in any of the following ways:
(a) he can get Summoned by a Mystical Bad (or Good) Guy.
(b) he can do an Xtra-dim movement and wind up in entirely the wrong
place.
(c) any plotline involving Demon or his other Hunteds might have
a subplot with either (a) them hunting spike or
(b) spike hunting them.
(d) it's happened in our games that PCs have hired NPC private eyes.
(e) any Unexplained Mystic Phenomena might attract him to look for clues
as to his origin and true nature. remember the old "terror in the
treasures" adventure from Adventurer's club? it had a museum expo
with an artifact that Black Paladin and the Slug both recognized and
wanted. I ran this with B-P and Slug showing, plus some of
Deathstroke showing to steal something else, plus some Nazis to
steal something ELSE. it's entirely possible that one of the
artifacts is (say) a sword scabbard that reminds Spike of his sword,
and he shows up to examine/swipe it.
Kieran Mullen adds:
(f) You cold have Adams entirely unaware of his demon form. The players
could face the difficulty of stopping the villain demon form without
killing the human host. If played correctly, it may be quite a while
before any of the PC's realize he is the host. Alternatively, you
could inflict Spike as a curse on a character - making the character
the host instead of Adams.