Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage 15 DEX 15 12- OCV: 5/DCV: 5 20 CON 20 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 25 EGO 30 14- ECV: 8 40 PRE 30 17- PRE Attack: 8d6 50 COM 20 19- 3 PD 0 Total: 3 PD (0 RPD) 4 ED 0 Total: 4 ED (0 RED) 4 SPD 15 Phases: 3, 6, 9, 12 7 REC 0 50 END 5 28 STUN 0 Total Characteristics Cost: 145 Movement: Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills Quantum Powers 10 1) Psychic Shield: Mental Defense (15 Points Total) 24 2) Floats Rather Than Walks: Flight 6", Reduced Endurance (0 END; +1/2), Persistent (+1/2) 50 3) Narcotic Aura: Naked Modifier, Area Of Effect (+1); Only When Power Activates As Side Effect (-1/2), END 7 60 4) Invulnerability To Mental Powers: Mental Damage Reduction, Resistant, 75% 37 Narcotic Powers: Elemental Control, 74-Point Powers 75 1) Nemocysts: Energy Blast 4d6, Damage Shield (does damage in HTH combat; +3/4), Continuous (+1), NND ("Hard" Armor Or Forcefield; +1), END 7 25 2) Narcotic Touch: Major Transform 5d6 (Character Into Same Character Intoxicated On Various Drugs), Stopped By Hardend Defense Or Forcefield (+0); No Range (-1/2), END 7 30 3) Paralytic Toxins: Drain Dexterity 5d6, Reduced Endurance (1/2 END ; +1/4), NND (Hardened Defense/ Immunity To Drugs; +1); Side Effects (Narcotic Aura Power Activates, Side Effect Occurs Automatically Whenever Power Is Used; -1), Only Living Targets (-1/2), END 5 65 4) Hypnotic Gas Cloud: Mind Control 15d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), No Normal Defense (Immunity To Drugs; +1), Area Of Effect (21" Radius; +1); Based On CON (Defense: PD; -1), Side Effects (Narcotic Aura Power Activates, Side Effect Occurs Automatically Whenever Power Is Used; -1), No Range (-1/2), Hypnosis Or Emotion Control (-1/4) 19 5) Mind Controlling Toxins: Mind Control 9d6, Reduced Endurance (0 END; +1/2), NND (Immunity To Drugs; +1); Based On CON (Defense: PD; -1), Skin Contact Required (-1), Side Effects (Narcotic Aura Power Activates, Side Effect Occurs Automatically Whenever Power Is Used; -1) Mega Attribute Enhancements 31 1) Natural Empath: Telepathy 8d6, Invisible Power Effects (Mental Group; +1/4), Reduced Endurance (0 END; +1/2); Receive Only (-1/2), Empathy (All Emotions; -1/2), Does Not Provide Mental Awareness (-1/4) 12 2) Artistic Genius: +3 With Artist Skills; Costs Endurance (Only Costs END To Activate; -1/4), END 1 10 3) Seductive Looks: Mental Illusions 6d6; Self Only (-1), Only To Make Target Think He Looks Like Their Idea (-1/2), Does Not Provide Mental Awareness (-1/4), Visible:Others Can See The Changes (-1/4), END 3 11 4) First Impression: +5 With Pre Based Skills; Only To Make A Good First Impression (-1), Costs Endurance (Only Costs END To Activate; -1/4), END 2 23 5) The Voice: Mind Control 8d6; Only Commands That Can Be Accomplished In A Phase Or Two (-1/2), Does Not Provide Mental Awareness (-1/4), END 4 2 6) Hypnotic Gaze: Mind Control 1d6; Eye Contact Required (-1/2), Hypnosis Only (-1/2), Does Not Provide Mental Awareness (-1/4), END 1 9 7) Persuader: Persuasion 25-; Costs Endurance (Costs END Every Phase; -1/2), Increased Endurance Cost (2x END; -1/2), END 4 9 8) Dreadful Mien: +4 With DCV; Only Vs One Living Feeling Target Within 30 Meters/15" (-1), Costs Endurance (Only Costs END To Activate; -1/4), END 2 36 9) Natural Agitator/Soothe: Mind Control 8d6, Telepathic (+1/4), Explosion (+1/2), Reduced Endurance (1/2 END; +1/4); No Range (-1/2), Only To Incite Or Reduce Violence (-1/2), Does Not Provide Mental Awareness (-1/4), END 3 11 10) Seductive: Detect: The Form Of Behavior That The Target Would Find The Most Seductive And Arousing 19- (Analyze, Discriminatory, Range); Extra Time (1 Turn [Post-Segment 12]; -1 1/4) Perks 30 Contact: The Teragen (15-) (Contact Has: Very Useful Skills Or Resources, Very Good Relationship With Contact), Organization Contact (+2) 5 Membership: Leader Of The Cult Of Mal 10 Money (Wealthy) Skills 5 Acrobatics 13- 5 Breakfall 13- 9 Bureaucratics 20- 3 Criminology 12- 5 Deduction 13- 5 Paramedics 13- 3 Interrogation 17- 3 KS: Drug Cartel Culture 12- 3 KS: Narcotics 12- 5 KS: Wardrobe And Style 14- 3 Oratory 17- 3 Persuasion 17- 5 PS: Poet 14- 4 SS: Pharmacology 13- 655 Total Powers & Skills Cost 800 Total Cost 400+ Disadvantages 10 Distinctive Features: Unearthly Beauty, Floats Constantly, Concealable, Noticed And Recognizable, Detectable By Commonly-Used Senses 15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 20 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Psychological Limitation: Amoral And Manipulative, Common, Strong 20 Psychological Limitation: Obsessed With Divis Mal, Believes His Is His Messiah And The Future Of Novas, Common, Total 15 Psychological Limitation: Wants To Be Mal's Second And Will Do Anything To Attain That Goal, Common, Strong 295 Chrysalis Bonus 800 Total Disadvantage Points
Background/History: Despite his natural charisma Marcel has always been a follower. A follower with a tendency to betray his leaders. He grew up one of many disenfranchised French youths full of resent but with no ambition. He was an easy recruit for the ultra nationalist movements in France at the time. Those beliefs carried on when he Erupted and, convinced he was a superior being, Marcel became a member with Caroline Fong of the roundtable that formed the Teragen.
Following Fong's lead, Marcel underwent his first Chrysalis early, but when Fong's Chrysalis failed (or vastly prolonged itself) he saw her as a failure and turned his worship to Mal's lover Scripture and threw him, Mal himself. Without Scripture's knowledge he betrayed the location of Fong's Chrysalis cocoon to Project Utopia to get her out of the way. He began to see Mal as a divine figure and those that didn't follow this belief, such as The Mathematician and Count Orzaiz as heretics that needed to be purged from the movement. Marcel has grown more and more obsessed with Mal and now wants to replace Scripture in his eyes, seeing him as a false prophet leading him astray. Going threw a second Chrysalis only strengthened this obsession to all new levels and will lead to some of the bloodiest times in the Teragen.
Powers: The Apostle is a living drug factory. He can produce any chemical narcotic or drug imaginable at will. His body is covered in millions of syringe like hairs, ultra strong and incredible sharp. He can use these hairs to inject his toxins into anyone not protected by some form of hard armor (a natural shell will do), or a forcefield. Delomir is all but immune to mental powers and his natural charisma and social ability have been elevated to superhuman levels by his eruption and Chrysalis. Unfortunately, his power has a price. When activates many of his powers, he immediately begins to produce powerful narcotic vapors that affect all around him.
Appearance: The Apostle is perfect. His features, build, everything about him is angelically beautiful practically beyond compare. Every features seems to have been created by a master sculpture to meld flawlessly into the next. His build is just defined enough. His eyes just piercing enough, his jaw line strong without being too rugged. In short, perfect. And its frightening. The Apostle's beauty is so fine it is inhuman. He has none of the little flaws and failings that make a person real. He is like a air brushed ideal of masculine beauty come to life and its disturbing to look upon him. His beauty incites an almost wanton lust in those attracted to such but also makes them feel small and insignificant. Others simply feel jealous and ugly compared to him. Another sign of his abandoned humanity is the fact he doesn't walk but hovers constantly, sheathed in a hazy cloud of sweet smelling narcotic gases. The Apostle tends to dress in robes as befit of holy man but does don more normal suits for appropriate occasions.
(The Apostle created by White Wolf, character sheet created by Kim Foster [email@example.com])
Return to RPG Character Adaptations