Morpheus
Unbound | Supporting Cast | Villains & Vigilantes
Origin & Background: Amelia Idstrom was
an unwitting participant in a ritual designed to open a portal to the "spirit
world." The ritual's intent was to grant the ritual leaders power over
spirits and great power in the material world (i.e. Earth). The ritual was
disrupted, but Amelia fell through the portal.
Lost
and confused in the spirit world, Amelia was rescued by a spirit that identified
itself as her "totem companion." The spirit either granted her powers, or
helped her unlock her natural powers, and she was able to return
home.
Combat Tactics: Blue Condor is a melee
fighter, with her ranged attacks existing only in her spirit
companion. Her Adaptation and good hit points make her resilient,
but not invulnerable. She likes to use her short-range teleport to get
behind targets and deliver a powerful unarmed
strike.
The spirit condor bursts into flames at the
first sign of real danger, then lets loose with flaming breath attacks.
Its first action each turn is to evade, and combined with Flame Power defense
and Adaptation makes it surprisingly hardy. If the condor becomes
incapacitated, then it is banished back to the spirit world until it regains at
least one hit point (typically two to three days), at which point it can return
using its own Dimensional Travel power. Amelia can visit the spirit world
at any time and retrieve it sooner (consider her visit to be an automatic
successful recovery of one hit point).
Personality
Traits: The spirit condor has human-level intelligence and is an
independent entity. It usually does what she asks, but has its own
opinions about things, and considers itself wiser than Amelia, often dispensing
wisdom. The totem can communicate telepathically with any creature that
has a language within 50 feet, but rarely does so. Amelia tends to speak
aloud her side of the conversation, and most observers think she is merely
talking to herself or imagining that the condor is talking to her.
Appearance: Blue Condor describes herself as "five-foot nothing", although she is closer to 5'2" tall. She has short black hair, and piercing black eyes. Her spirit companion is almost larger, with a wingspan of about 8'.
Powers: Blue Condor can channel spirit energy to open dimensional portals or wreath her hands in flame. The energy suffuses her body, granting her environmental independence. She has a spirit totem companion (pet) that can breath fire and transform to flame.
Notes: For a long time I've disliked the "Pets" power, but thanks to Tim Hartin, I think I could come to love Pets http://paratime.ca/v_and_v/campaigns/hq/v&v_pets.htm
Strength 12, Endurance 16, Intelligence 15, Agility 16, Charisma 18, 110
lbs., level 2
Basic Hits 3; Hit Modifier (1.2) (1.8) (1.2) (1.6) =
4.1472; Hit Points 12; Power 59; Move 44" ground; Carrying Capacity 183 lbs.;
Basic HTH 1d4; Accuracy +2; Damage +2; Detect Hidden 24%; Detect Danger 32%;
Heal 1.2; Inventing Points 1.0
Adaptation:
This is the ability to resist the effects of hostile environments: vacuum,
poisonous atmospheres, high gravity, the insides of suns, etc. At a power cost
of one per hour, the character can survive and resist the effects of hostile
environments. Adaptation is also usable as a defense: each time it is used as
the character’s defense against any attack, one power point must be expended
(see 3.2). Adaptation activates automatically at no action or movement cost
whenever needed.
Dimensional Travel (Type 3): The
ability to travel to and from any dimension not imitating a point or place in
Earth’s timeline. The character may describe his intended destination in as much
or as little detail as he desires. Then, his percent chance of successfully
arriving there is equal to his Intelligence score plus 1% per point of power
expended. There are two exceptions: first, if the GM decrees that the dimension
requested simply does not exist, the attempt fails (but the power is still
expended). Second, if the character has ever been there before, his base
percentage chance increases to I x 4%.
It is
essential that the character know where he presently is in order to leave with
any base chance of getting where he wants to go (i.e., if you’re lost, your base
chance = 0% plus whatever Power is expended, as usual). A character has a
percentage chance of deducing his location in the multiverse per day of
exploration equal to his Intelligence score.
Any
failure to arrive at the intended destination allows the GM t olocate the
character in some other interesting place. However, this power includes an
automatic failsafe which prevents the character from popping up anywhere where
an unprotected human is certain to die (i.e., not in vacuum or inside a solid
object, etc.).
The character may choose at the start
of the game to have the ability to bring along more cargo than just his carrying
capacity would allow. This means that the character creates a portal 5’ x 5’ (a
1” square) which anyone may use to travel by simply going through it. The
portal’s diameter can be increased by 1" per point of Power specifically spent
for this. The portal will last until the end of the turn in which it was
established, then it winks out. While it exists, characters can move back and
forth through it as desired. If a portal is created, doing so requires one full
action. Otherwise, the dimensional shift requires movement only.
Invention
(Short-Range Teleportation): The character is able to instantaneously
transfer his body from place to place. Base maximum distance = the character’s
current Power score in inches per turn at a power cost of one per use.
Heightened Expertise (skill): +4 "to hit"
with all unarmed melee attacks
Heightened Senses
(skill): Keen eyesight and hearing, both five times better range
than normal humans. Double Detection rolls.
Natural
Weaponry: She can channel the energy of her spirit totem to gain +3 "to
hit" and +6 damage with unarmed melee attacks.
* Special Ability
(spirit fire): 4 times per day she can call spirit fire around
her hands, feet and other striking surfaces of her body for 4 turns. This
gives her a Flame Powers carrier attack for 1d12 damage. No PR cost.
While activated, she can also spend one action per turn to gain Flame Powers
defense by blocking incoming attacks.
Pet (Spirit
Condor): She has bonded with her spirit totem, the Spirit Condor
(below). As a Pet, the spirit condor's level does not change, and is
permanently fixed at level 4.
Combat Summary
Unarmed: HTH+9 attack, 1d4+8
damage, plus Flame Power carrier attack +2 attack, 1d12 damage
Strength 10, Endurance 12, Intelligence 10, Agility 21, Charisma
14, 20 lbs., level 4
Basic Hits 1; Hit Modifier (1.0) (1.4) (1.0)
(2.2) = 3.08; Hit Points 3; Power 53; Move 14" ground, 147" flying (or 336"
flying when flaming); Carrying Capacity 22 lbs.; Basic HTH 1 point; Heal 0.3;
Detect Hidden 8%; Detect Danger 12%; Accuracy +4; Damage
+2
Adaptation: This is the ability to resist
the effects of hostile environments: vacuum, poisonous atmospheres, high
gravity, the insides of suns, etc. At a power cost of one per hour, the
character can survive and resist the effects of hostile environments. Adaptation
is also usable as a defense: each time it is used as the character’s defense
against any attack, one power point must be expended (see 3.2). Adaptation
activates automatically at no action or movement cost whenever
needed.
Dimensional Travel (Type 1): The
ability to travel to and from one particular dimension, such as Hyper-Space,
Null-Space, another time (see explanation in 2 below), a particular alternate
world, etc. The place or dimension must be specified at the start of the game. A
character with this version of Dimensional Travel may travel back and forth at
will, with no chance of error, spending 4 points of Power per dimensional
shift.
Invention (Short-Range Teleportation): The character is able to
instantaneously transfer his body from place to place. Base maximum distance =
the character’s current Power score in inches per turn at a power cost of one
per use.
Flame Power (spirit flame):
The character’s whole body bursts into flames. This gives him an automatic Flame
Power defense while he is burning. It also allows him to fly through the air at
a rate of one mile per hour per inch of normal movement. PR = 3 to activate the
ability, PR = 3 per attack and PR = 1 per hour of flight. A flame attack
has a range of S + E and does 1d12 damage.
Heightened
Expertise: +4 "to hit" with Flame
Power
Natural Weaponry: Sharp beak and
talons. Combat benefits are recorded below.
Combat
Summary
Unarmed: HTH+6 attack, 1d6+1
damage
Flame Power: +8 attack, 1d12+2
damage
Copyright © 2011 by Patric L.
Rogers. All rights reserved.
Villains & Vigilantes and Living Legends are Trademarks of Monkey House
Games.
Last
updated 21 July 2011 by Patric L. Rogers.
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morpheus_unbound@patric.net.
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