I have been trying hard to work on question #5 of the Power Nineteen for IG, which deals with character creation. While I know what I'd like, I'm kind of stuck with building issues. So instead of finishing that up immediately, I'm offering (courtesy of the LintKing) some of the character types and examples of things I want to be able to do with it.
Captain Drake Hazley is not entirely the typical pirate captain I expect to see in Illegal Gods, but he's not far off from the option. Please note that the first initial run of the game was used with the BESM system, so while I'm trying to make the references more generic, I might not catch everything.
Name: Captain Drake Hazley
Race: Human
Occupation: Space Pirate/Scavenger/God Merchant
Age: 31
Gender: Male
Height: 5'7
Weight: 150
Captain Drake Hazley is a man with a very fuzzy past. He's worked for a lot of people...enough that even he can't remember all of them. He finally went `pirate' because that's really what he's always wanted to be. HE considers himself strictly pirate, but could very easily be described as `scavenger' or `god merchant', too. He does have an image of himself as daring, romantic, and `essentially a good guy', but a lot of it is just that - self image, more than reality. (ala Grosse Point Blank: "I like the lone gunman thing...look at the way I dress.") He's actually fairly average looking, a trait that's served him well; average height, dark hair and eyes, and it takes his eyepatch holo to build these into a good `swarthy complexion'.
Some Advantages:
Skills: Piloting - (space), Mechanics, Electronics, Gun Combat - (blaster), Heavy Weapons - (ship), Navigation - (space), Military Sciences - (Clergy), Acrobatics - (falling), Business Management - (piracy), Cultural Arts - (occultism), Police Sciences - (Inquisition), Gaming - (gambling), Ranged Defense - (ship),
Mechanical Genius
The big note on this is that it lets you modify mecha and items of power ("technologically based", but I'm assuming we'll adjust the envelope on that for the genre...I suppose he's more of an `occulto-mechanical genius' or something...) as long as the point totals stay the same - so do expect him to swap out components on his eyepatch and the D.S. Malfeasance as we go.
Some Disadvantages:
Easily Distracted by Gambling, maintaining a "Dashing & Romantic" Image, Adventure, and Gadgets
Owned by Gambling Debts
He had literally just transported Lady Luck halfway across the galaxy when he had the chance to join into a high stakes game. He was actually doing quite well for the first half of the game, but he started taking chances, and not all of them worked out...
Recurring Nightmares
There ARE downsides to being psychically linked to a demon, and subconscious glimpses into its home are one of the big ones...
Wanted By the Authorities
Pirate! Also demonic tinkerer, smuggler, and deserter. No one's quite clear what side he deserted from, actually, but there are people from several factions (including the Clergy) who are, at least, convinced that he had been working for them in such a manner that he should have been more loyal. His response is, "I don't know HOW I got in their records, I've never been the military type," but...the astute will notice that this response does nothing to explain how he got a demon ship, or how he knows so much about their protocols and tactics.
Skeleton in the Closet
As noted, he HAS worked for a lot of different factions...there are people all over the galaxy who think he's on their side, or was on their side, or whatever, and if nothing else he'd really rather they didn't necessarily find out about each other. It's gotten too tangled for him to keep track of, and he's occasionally recognized by someone he doesn't quite remember.
Eye Patch of Power
Patch is completely unnecessary, and no, he doesn't always keep it on the same eye...but it also has a very advanced computer system built in. Along with a target system and the specs on every weapon from the atl atl on up, it has powerful optical enhancement capability with multiple `advanced' features (e.g. night vision, infrared, etc.) On top of all that, it generates a low-level hologram over his face...only subtly different from how he actually looks, but it makes him appear quite dashing, and does make him harder to recognize if someone has only seen him with it and he takes it off, or vice-versa.
Special Item
Owns the DS Malfeasance
Okay, here's how it all started. Drake was working for...oh, somebody. Two or three somebodies, actually, but it was ONE of those somebodies who sent him along on a raid. It was a while ago and the war was oh SO confusing, but he's sure it was either the Clergy raiding the Quaballah Qorporation, or the Quaballah Qorporation sending a team to recover stuff that had been taken in an earlier raid by the Clergy. Anyway, security was tight, but they blasted through the physical side of it and had good protections against the magical. One thing he'd say for whoever sent him: They didn't send their people in unprepared. While they were grabbing stuff and breaking anything left, he came across a beautiful ruby ring. Well, he figured, hey - who's going to miss it? The odds of anybody missing the leather-bound volume with a picture of the same ring embossed onto the cover seemed pretty slim, too, so he pocketed them both. He couldn't really make out the language in the book, but there were lots of diagrams, and pieces done in `blockquote' insets, and for kicks one night he set the ring up according to one of the diagrams and muddled through the letters in the inset, and...there she was, promising to make all his dreams come true. He didn't really believe her until he found out she was also a spaceship.
The Demon Ship Malfeasance is on many levels more demon than ship. It LOOKS basically like a ship, but...it's like a hellhound to a regular hound. The metal glints darkly. The edges seem sharper. Reflections in it twist slightly - faces looking back seem to sneer, glower, or mock, regardless of what the face looking in is doing. And there's a hint in the shaping of something...crouching. Great arms with claws poised over the rockets, vast wings curled tight around the hull, and the definite hint of a face staring straight ahead. Only the most artistic/sensitive would notice this on ANY kind of conscious level (even if they have Sense Evil or Sense Spirits, the Malfeasance has Stealth against that, so they'd still have to beat the dice...), but it tends to give people the creeps. The reaction to this varies...many customs inspectors are inclined to find an excuse to wave him through so they don't have to touch it. More determined ones, however, have sometimes had their suspicions roused. She is more than smart enough to play dumb when there are inspectors around.
The DS Malfeasance can function approximately a month without fueling. Fuels primarily by Melding with a star to absorb energy. It IS a demon and there ARE darker ways to fuel it, but Captain Hazley really prefers the star method. Well, and the defiling-a-virgin method, if he can talk one into it, but while he's quite comfortable dealing with demons, he considers himself too robin-hoody to use any of the other options. Unless he really had to.
Along with the Captain, the main body of the ship can hold up to 5 more people. Probably up to three other people reasonably comfortably.
The Malfeasance takes advantage of its infernal nature to access the ultimate in secretive storage space: A room-sized fold in warpspace. Drake uses it to store all kinds of things - even legal cargo, once in a great while. There are a couple of cots, a refrigerator, and a microwave in there, which are its concessions to being used to hold people for any length of time. Otherwise, it's not necessarily comfortable, but it IS pretty secure.
The Malfeasance can move in ways that are just flat-out impossible from a strictly physics-based standpoint. It has also been known to *bend*, and if there aren't too many people inside, can actually suck in...
On top of being highly maneuverable, the Malfeasance is fast. Military inteceptors are faster, as are good racers, in regular space; most other military-grade ships and racers are "as fast" at best. And in honor of the Millenium Falcon...the Malfeasance's warp speed is literally unheard of. Military interceptors get left blinking stupidly as it vanishes. I'd have to know more about the cosmology to work out exactly how; even related to being demonic, this should be faster than most demon ships, too. Teleportation, if someone can do it over interstellar ranges, is technically faster...but only just. It's possible that Drake doesn't know - certainly, the `warp engine' is probably one thing he doesn't touch with his tinkering, though that could as easily be because it's one of the things he always knows he'll need...
The Sensors don't have the best range out there, but they're pretty powerful within their range. In addition to standard analytical functions, the Malfeasance is capable of sensing magic and other spiritual energies, and of analyzing those. The Electronic Counter-Measures are automatic; it gives a penalty to missiles targeting the Malfeasance, and if they roll badly it can re-target them as desired.
The DS Malfeasance has some telepathy included: she can communicate with its Captain over considerable distance (including if the Malfeasance is in orbit and he's gone planetside) - conversational speeds, and can share images and senses. Among other things, this means he doesn't have to be anywhere in particular in the ship to control it, and if someone else started, say, taking more manual control, he could at least pitch the AI against them and make them work for it. It can also send single terms and flash-images to anyone on board, which it often uses for things like "Batten down" before a really tricky maneuver.
There is a Mutual Damage disadvantage. It's not a physical failing, it's a part of the telepathic link between the ship and the captain. And perhaps just a bit of orneriness on the part of the ship - "If I'm taking hits for you, you're going to feel it" kind of thing.
The Malfeasance can transform into the form of a demoness; `naturally', she has bat-like wings, little horns, red (though not glowing) eyes, night-black hair and skin, white nails that curve into claws, and a long tail that's not quite prehensile. However, she has a touch of shapechanging, and can look perfectly normal. (Well, according to the rules, She can alter her appearance as desired; mostly, of course, this means toning down the red eyes and sucking in her wings and horns, but she could also look like a small wookie or a large ewok if she had to. She can also break down yet further, becoming a huge mass of chittering imp-like things. She doesn't do this often, though, because it gives Drake the willies.) In this form she can still access the warpspace by means of a drawn pentagram. Only people can really pass in and out, though - sending objects through requires having a person to carry them. She doesn't LOOK armored in this form, and it is, to be sure, a good deal less powerful, but it's still there. She is still, on many levels, a `ship'. Note that in her `natural' form, she has wings. She does NOT have to have them `out' to fly, though she prefers it. Although she quite clearly doesn't actually weigh many tons, she actually will still register on Sensors as if she DID have the three levels of Awkward Size...they'll pick her up the same way they would, say, a spoonful of neutronium, albeit not to such an extreme. Too much mass in too small an area. She maintains good night vision, heat, and can `hear' local radio signals (this takes a moment of `listening' to tune to a particular frequency and, of course, only applies in cultures that use radio signals.)
Unique: Subject to exorcism/spirit wards
This doesn't actually apply so much to the Malfeasance as a ship - it has, in In Nomine terms, a very strong role attached to that vessel, and its Stealth largely lets it slip past even Spirit Wards without setting them off. In her humanoid form, however, she doesn't enjoy that protection...if she is Exorcised, she'll actually vanish when her Energy hits zero, and Drake will have to summon her again.
Conditional Ownership
Due to its infernal origins, the DS Malfeasance can't be used `altruistically'. Any service that involves the ship has to be paid for somehow, or systems start to fail...it's not really a conscious thing on the ship's part, it doesn't have that kind of self-awareness. It's just that its functioning is partly based on avarice.
Special Attacks: She can cast a shroud over a fairly large area (city-sized, if I remember right.)
Celestial Blaster
Similar to some of the `celestial blades' we've done in the past, she has a blaster. Never say demons aren't up-to-date. It just appears in her hand at will, vanishing when she doesn't need it. Note that if she's battling another spirit-type creature, she can try to banish them instead - obviously especially advantageous if they are, say, incorporeal, since the regular blasts won't affect that anyway. This works just like a regular Exorcism, just without all the chanting. Demons tend to be a little more straightforward about these things. Essentially, she focuses her will through the blaster, which enhances it and sends out a blast that tries to banish instead of hurt them.
Weaponry
Flare Cannon
A fairly standard Flare Cannon Mark III. It's mounted, of course, to the back of the ship - their assumption is that they'll be shooting while they run. Drake has refixed it to the front when he knows they're going to have to fight their way IN. The whole ship flares when it fires - anyone right around the hull, inside or out, will take 12 damage when it goes off. Otherwise, Drake's given it an exceptional targeting system...once it's locked on, it can target specific locations on an enemy ship pretty effectively, and it can hold a target through all kinds of movement...
Cloud of Desolation Attack
The Cloud of Desolation is an infernal attack form so rare as to be virtually unheard of, and so forbidden that even Drake and the Malfeasance are reluctant to use it. It's essentially a spell. As it's cast, the Malfeasance's `eyes' glow - the impression of a demon crouched around the ship becomes, visually, much stronger. Comm channels in the area will pick up a soft static that, if isolated, amplified, sped up, and played backwards, would reveal to be chanting. Then a cloud envelops the target ship - one only visible to those with Spirit Sight or similar abilities - and those within feel an intense sense of *loss*, as if they had just learned of the death of a loved one. When they're really backed into a corner and he has to remember that she can do this, is when Drake is really reminded of just what he's got here...
Drain Soul (Incurable)
Those whose souls are empty simply lose all volition. A few who get left with a bit have committed suicide, but those with nothing don't even have the will for that... It requires significant effort to recover any Soul lost from this attack - weeks of fasting and meditation just to start the process, and the points will then begin to return at one per month spent "pure" - e.g. no illicit sex, no unprovoked violence...even physical `impurity' (getting sick, say) will interrupt the process. `Mild impurities' - indulging in impure thoughts, just being physically unclean - will slow it down by about half. Continuing with the fasting and meditation, helping orphans, and things like that, can speed it up. If your Soul has been reduced to 0, of course, you don't have the will for any of this - fasting doesn't count when you just don't care enough to eat anyway. Someone left in that state will require someone else caring for them for the same several weeks - forcing food into them, cleaning them, getting them to walk, etc...at which point the process can begin as above.
The Malfeasance can attempt this up to three times before having to do some meditation herself - in her case, it's more of an `impurifying' process. She can curl up in a star and think evil thoughts for a full day, or they can indulge in something more `impure' over less time. (In theory, if Drake was the wrong kind of master, he could start sacrificing virgins in her and recharge this in the middle of a battle - effectively, if fitting a similar effect onto a more evil user, replace this with a Special Requirement as it'll take sacrificing someone every few uses. In Drake's case, though, it's limited shots, because he won't do anything that would work that fast.) It is, as the Malfeasance has explained to Drake several times, a very TRICKY spell, and no, you can't just record the chanting and play it back. Essentially, it's calling on powers even the person calling on them doesn't really want to have NOTICE them, so at the first sign that they are, the chant has to be aborted, and you don't want to try it again for at least a few days.
It can only be used in relatively deep space, as regards any kind of population center...if there's an inhabited planet anywhere around, the spell will be drawn off towards their life energy instead, and dissipate. A habitation orbital or anything like that would have the same effect. The fact that they have to be pretty close to use this is something Drake tries not to think is a big reason they don't use it more often, but it probably is.
Special Equip: Mechanoccult Lab
It has all kinds of tools. Some of them a doctor would recognize, some an electrician, some a mechanic, some a tribal shaman might...and many, by now, Drake built himself and NOBODY would recognize. His particular alchemy of science and supernatural is, I imagine, pretty rare even in this setting...
Features or Accessories
Climate Control, a holographic game-board,
Comments (2)
What version of BESM?
Is the list of features/accessories incomplete?
Posted by Paul | January 31, 2007 7:21 AM
Posted on January 31, 2007 07:21
I could send you the original in e-mail if you're interested in the statistics. With the DS Malfeasance it becomes a pretty hefty character, but we were testing some things out.
Posted by MT Fierce | January 31, 2007 9:15 AM
Posted on January 31, 2007 09:15