Howler
 
Cost Characteristic Value Roll Notes  
5 STR 15 12- Lift: 200  Damage: 3d6  END: 1
26 DEX 23 14-  
10 CON 20 13-  
3 INT 13 12- PER Roll: 12-
3 EGO 13 12- Mental Defense: 3
8 PRE 18 13- PRE Attack: 3 1/2d6
35 OCV 10 ---  
25 DCV 8 ---  
0 OMCV 3 ---  
0 DMCV 3 ---  
30 SPD 5 --- Phases: 3, 5, 8, 10, 12
0 PD 2/22 --- Resistant PD: 0/20
0 ED 2/17 --- Resistant ED: 0/15
6 REC 10 ---  
10 END 70 ---  
4 BODY 14 ---  
10 STUN 40 ---  
-3 Running 9m/19m --- END: 1/2
-2 Swimming 0m --- END: 0
2 Leaping 8m --- Forward: 8m  Upward: 4m  END: 1
 
Character Summary      
Real Name: Bojangles Played By: NPC
Concept: Energy Blaster Nationality: American
Hair/Eye Color: Graying Black/Cobalt Blue Date of Birth: 12 May 1952
Height/Weight: 4' 5" / 134 Place of Birth: Lake Elsinore, California
 
Cost Powers END
51 Sonic Powers: Multipower, 90-point reserve, (90 Active Points); all slots Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  ---
5f 1) Sonic Discomfiture: Drain CON 4d6, Area Of Effect (8m Cone; +1/4), Continuous (+1) (90 Active Points); Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  9
1f 2) Amplification: Hearing Group Images, +/-5 to PER Rolls, Area Of Effect (4m Radius; +1/4) (25 Active Points); Set Effect (Can Only Amplify Existing Sounds Howler Can Hear) (-1), Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  2
3f 3) Audiomimicry: Shape Shift (Hearing Group, Any Shape), Imitation, Instant Change, Reduced Endurance (0 END; +1/2) (45 Active Points); Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  0
3f 4) Deafening Shriek: Hearing Group Flash 15d6, Area Of Effect (15m Radius Explosion; +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); No Range (-1/2), Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  3
4f 5) Earth-Shattering Howl: Killing Attack - Ranged 4d6, Area Of Effect (8m Cone; +1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); No Range (-1/2), Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  3
3f 6) Infrasonic Disruption: Blast 6d6, Area Of Effect (8m Cone; +1/4), Reduced Endurance (1/2 END; +1/4), No Normal Defense (Hardened PD, Hardened Armor, Force Field, or Being Behind a PD Force Wall; All Or Nothing; +1) (75 Active Points); No Range (-1/2), Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  3
4f 7) Inner Ear Assault: Drain DEX, OCV, and DCV 4d6, Area Of Effect (8m Cone; +1/4), Expanded Effect (DEX, OCV, and DCV Simultaneously) (+1) (90 Active Points); No Range (-1/2), Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  9
3f 8) Repellent Yell: Telekinesis (40 STR), Area Of Effect (8m Cone; +1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); Only to Push Objects Away (-1), No Range (-1/2), Must Be Able To Exhale (-1/2), Affects Whole Object (-1/4), Does Not Work In Environments That Insulate Against Sound (-1/4)  3
3f 9) Siren Song: Mind Control 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Must Be Able To Exhale (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Limited Range (20"; -1/4), Does Not Work In Environments That Insulate Against Sound (-1/4)  3
2f 10) Throwing His Voice: Hearing Group Images, +/-5 to PER Rolls, Area Of Effect (4m Radius; +1/4), Line Of Sight (+1/2) (35 Active Points); Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  3
4f 11) Ultrasonic Blast: Blast 12d6, Area Of Effect (8m Cone; +1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); No Range (-1/2), Must Be Able To Exhale (-1/2), Does Not Work In Environments That Insulate Against Sound (-1/4)  3
    
5 Ape Feet: Extra Limbs (Feet Can Be Used As Hands) (2)  0
5 Bite: Killing Attack - Hand-To-Hand 1 point (1d6+1 w/STR)  1
10 Good at Detecting Sounds: +5 PER with Hearing Group  0
3 Good at Detecting Sounds: Ultrasonic Perception (Hearing Group)  0
2 Life Extension Treatment: Life Support (Longevity: 400 Years)  0
10 Occasionally Catches a Break: Luck 2d6  0
5 Rollerblades: Running +10m (9m/19m total) (10 Active Points); Only On Appropriate Terrain (-1/2), OIF (Skate Boots; -1/2)  1
15 Sonar: Active Sonar (Hearing Group)  0
16 Sonic Field: Resistant Protection (10 PD/5 ED) (24 Active Points); Costs Endurance (-1/2)  2
30 Sonic Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only vs. Sonic-Based Damage (-1)  0
20 Sonic Immunity: Hearing Group Flash Defense (20 points), Only vs. Sound-Based Flashes (+0)  0
15 Staytight Vest: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (10- roll; -3/4), IIF (Body Armor; -1/4)  0
5 Team Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (Guardians Communicator; -1)  0
 
Cost Skills
9 +3 with Sonic Powers Multipowers 
3 Acrobatics 14- 
3 Acting 13- 
3 Breakfall 14- 
3 Climbing 14- 
3 Combat Driving 14- 
3 Concealment 12- 
8 Defense Maneuver I-III  

---

Everyman Skills 
0 1) Acting 8- 
0 2) AK: Lake Elsinore, California 8- 
0 3) Climbing 8- 
0 4) Concealment 8- 
0 5) Conversation 8- 
0 6) Deduction 8- 
0 7) Language: English (idiomatic) (4 Active Points) 
0 8) Paramedics 8- 
0 9) Persuasion 8- 
0 10) PS: Performer 11- 
0 11) Shadowing 8- 
0 12) Stealth 8- 
0 13) TF: Common Motorized Ground Vehicles 
3 Gambling 12- 
2 KS: History of Human/Ape Relations 11- 
2 KS: The Superhuman World 11- 
3 KS: Prime 8 12- 
3 Lipreading 12- 
3 Lockpicking 14- 
3 Mechanics 12- 
9 Power: Sonic Tricks 15- 
2 PS: Terrorist 11- 
3 Security Systems 12- 
3 Shadowing 12- 
3 Sleight Of Hand 14- 
3 Stealth 14- 
3 Streetwise 13- 
2 Survival (Urban) 12- 
3 Systems Operation 12- 
3 Teamwork 14- 
1 TF: One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 
9 Ventriloquism 15- 
 
Cost Talents

3

Perfect Pitch 
 
425+ Complications
5 Distinctive Features: Looks Far Too Old To Be Still Active As A Supervillain (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20 Psychological Complication: Obeys Doctor Simian Without Question (Common; Total) 
20 Psychological Complication: Will Not Hesitate To Sacrifice Himself For The Team (Common; Total) 
20 Susceptibility: Darkness vs. Hearing Group 1d6 damage per Segment (Uncommon) 
10 Watched: Doctor Simian Infrequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Watching) 
 
Character Point Summary      
Characteristics Cost: 172 Base Points: 425
Powers Cost: 227 Total Matching Complication Points: 75
Martial Arts Cost: 0 Total Experience Points Earned: 0
Skills Cost: 98 Experience Points Spent: 0
Talents Cost: 3 Experience Points Unspent: 0
Perquisites Cost: 0 Total Points: 500
Total Cost: 500    
 
Background:
Bojangles was a performing ape: a showman, a clown, and a buffoon. He spent much of his time in small casino acts, roller-skating among the audience members and taking trinkets and handed food for the amusement of the patrons. He’d always been intelligent- but his mind was so clouded by maltreatment and malnutrition from an early age that it never much mattered. He’d skate, and ignore the people, or steal from them for his own amusement. His owner thought it would be a kick to hook him on cigarettes and cigars as well.

For thirty years he performed, stood erect in a mis-tailored suit, smoked and skated, and then he was “free.” An ape-liberation bunch of human do-gooders legislated for his release, and paid his former owner compensation. All he saw it as was an end to income and a place to sleep. By this time, some rights had been acquired for intelligent apes -- the same rights as those for humans who were destitute and had no property. And with no cash and no job skills, he found himself in much the same place. He spent a good amount of time panhandling for money, performing his act on the street and still skating for the amusement of humans. He still suffered malnutrition and arthritis, often misdiagnosed.

Eventually he ended up at a shelter, and at some point around his thirty-fifth year during a shaky session of “detoxification” with herbal extracts and chelation therapy, his powers manifested. He began shrieking, and shrieking, and shrieking, until finally the entire dilapidated house came down, and the ground cracked, and windows shattered for blocks around. His voice, something he’d not used in his entire career, now had a power beyond any of his imagining.

He escaped into rural America, in the Midwest, where he began refining his powers in the woods and eventually on a convenience store or two. He quickly found out that hypersonic shrieks and fragile comestables don’t mix, and developed a few new skills in his repertoires to allow him to distract clerks, misdirect security guards, and generally get what he wanted without involving the police or destroying merchandise. He learned how to “throw” his voice by using ultrasonics that decayed to audible sounds at fixed distances, or when colliding with objects, and thereby was able to create illusions of voices, and then sounds. Then he discovered infrasonics- the low and hyper-low frequencies that shook buildings, destroyed bridges, and drove the humans mad.

Eventually, a decade of petty crime brought him to the attention of the authorities, and a fifty-five year old skating chimp found himself pursued- until he fell in with Dr. Simian. It was originally as he was approached by one of the Doctor’s aid organizations, appearing to be what he was: a derelict and chain-smoking chimpanzee. His bad experience with “aid” organizations made him resist, until finally approached by Dr. Simian directly. The Doctor, through his observations of Bojangles came to realize that this simian had a lot of power, and a lot of potential, and in a way was what the Doctor would have become if he had not escaped captivity.

Alternately disgusted by his boorish taste and manners, and angry at the history he described, he brought him into his organization and re-christened him “Howler.” Here was a kindred spirit, if rather dulled by malnutrition and maltreatment, and in no way his intellectual equal, plus a valuable reminder to the others of what humans could do. Additionally, here was a powerful weapon that had little will or care for resisting where it was pointed, and shared some of his anger and hatred toward humanity.
 
Personality/Motivation:
Howler is still damaged, if only psychologically. Nearly half a century of accumulated maltreatment even by humans with good intentions has left him with no trust, care, or affection for the hairless ape. He refuses to consider even human enslavement as an alternative, as "that would make us as bad as them." While he does like his companions, he can be a bit zealous in following Dr. Simians commands, and additionally a little jealous of the attention and position of Cyberangutan.

While cured of a physiological addiction to tobacco, he retains a psychological attachment, and prefers the feel and taste of a real cigar.

 
Quote:
"If by my voice alone I could bring down all the hallowed halls of man, I would die happy."
 
Powers/Tactics:
Howler uses his voice as much for its morale effect as for its raw destructive power, and throws sounds, voices, and cries for help among the enemy in an effort to distract. He will follow this up with infrasonics to disperse and disrupt, and only then begin any massive strikes designed to destroy en-masse or one-on-one. His ranged attacks vary in effect and severity, from deafening to burial to direct assault, giving him a wide variety of tactics and adaptability.
 
Appearance:
Howler has the appearance of an elderly chimpanzee, with nearly black skin and gnarled features and hands. Injected with Dr. Simian's Longevity serum he retains few of the other features of an elderly chimp, and appears as spry on the battlefield as many of the younger members of Prime 8. Additionally, it had the effect of hardening his body and improving his physical prowess. While it has cured his arthritis, he still has his bad posture which was more a result of malnutrition and forced walking and skating erect: consequently, he is almost never seen knuckle-walking.
 
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