BNW Characters - The "Other" Other Company


What follows are some characters created and/or "statted" by the author. They all originated with not a comics book company, but the other comic books company. All trademarks and likenesses are the property of said company.

  • Sabra (Scrapper w/Gadget)



Blacklash (starting character)

Real Name: Mark Scarlotti (aka "Mark Scott")
Power Package: Gadgeteer
Group Affiliation: Freelance Contract Man
Delta Points: 3
Size: 5
Pace: 9
Smarts: 3d6
Area Knowledge (home city): 2
Gambling: 1
Language (English): 2
Science (metallurgy): 3
Security: 2
Tinkering: 5
Speed: 4d6
Acrobatics: 3
Dodging: 1
Martial Arts (whip): 5
Martial Arts (barehanded): 2
Quick Draw: 3
Stealth: 3
Spirit: 2d6
Perception: 2
Persuasion (intimidation): 2
Scrutinize: 1
Search: 1
Streetwise: 2
Strength: 3d6 (+3 w/whip)
Climbing: 1
Running: 3
Throwing: 4

Quirks: Ambidexterous +5, Arrogant -3, Delta, Enemies (5 points worth), Public ID, Unregistered, Vengeful -2, Veteran, Wanted

Tricks: Entangle, Fine Tuning, Knockdown

Gear: Kevlar Vest

Gadget: Cyber Whip - 3" length
Damage: 2d6+5, Quickness 1, Defensive Bonus +2, AP5
When used to throw something: +3 Strength
In rotor extension: +5 to Acrobatics (to avoid falling damage only)
In swirling/shield mode: 10/- armor (works against Blaster damage)
In pole-vaulting mode: +2" of Leaping
As a rope or climbing line: 18' length

Appearance: See picture - the cape is Kevlar. His whip is retractable, and Blacklash can keep it concealed in a compartment in his gauntlet until ready to cybernetically extend it and become battle-ready. Out of costume, Scarlotti has red hair, and favors casual clothing.

Background: Scarlotti graduated with honors from a college after earning his PhD, but soon fell in with the Mafia. An explosion at the laboratory where he was working on more effective bullet-proofing material caused by a rival Family nearly killed him, but he survived and manifested a delta-class talent for building weaponry. He channeled his expertise into building his "cyber-whip," and now works as an independent contractor for whoever can meet his fee. He may or may not be able to build other techno-Gadgets. To date he has only built his Cyber-Whip.

Personality: Scarlotti is a professional, and will always fulfill a contract. He's not suicidal, however, and makes sure he can handle a contract before taking it on. He gets rather impatient with anyone who gets in his way, and while he won't necessarily seek them out later, he isn't adverse to selling his services to someone who also wants to take them out.

Tactics: His cyber-whip gives him a variety of low-level powers. Against a single opponent he will try to entangle. Against multiple opponents he will stick to whipping and/or throwing things (fire hydrants, helicopter propellors, etc.).

Quote: "Someone wants you taken out. The fact that I owe you one is just icing on the cake."

Based loosely on the Marvel character of the same name.



Belladonna (starting character)

Real Name: Narda Ravonna
Power Package: Gadgeteer
Group Affiliation: Independent Contractor
Delta Points: 4
Size: 5
Pace: 9
Smarts: 4d6
Area Knowledge (home city): 2
Bureaucratics: 2
Language (English): 2
Professional (administration): 2
Science (chemistry): 3
Tinkering: 5
Speed: 4d6
Dodging: 4
Driving (personal): 1
Quick Draw: 3
Shooting: 4
Stealth: 3
Spirit: 2d6
Perception: 3
Persuasion (seduction): 2
Scrutinize: 2
Search: 1
Strength: 2d6
Climbing: 1
Swimming: 1
Throwing: 1

Quirks: Alert +3, Beautiful +1, Cautious -3, Delta, Greedy -2, Lucky +3, Secret ID, Squeamish -2, Unregistered

Tricks: Fast Learner, Fine Tuning, New Friend

Gear: Kevlar Vest, Gas Gun

Gadget: Gas Gun: Belladonna is immunized against her own gas. Her gun has 30 points "stored." Basic attack causes everyone in a 1 yard radius to make an opposed Stamina check against the gas' Strength of 1d6 or be Stunned. Each point she uses she may either increase the gas's "Strength" by 1d6 (up to a maximum of 5), or increase the radius by an additional yard (up to 5 yards). The gun has no range. The gas is passed on through both skin contact and respiration - anyone with adequate protection may ignore the attack. Belladonna recovers the 30 points after a standard Maintenance check.

Appearance: See picture.

Background: Ravonna was a chemist and businesswoman working in the perfume industry. Her partners, with connections to the Mafia, tried to oust her when she grew too inquisitive. The resulting explosion would have killed her if she hadn't turned Delta. She was also exposed to the perfume she was working on, a belladonna derivative. and gained an immunity to same. She has since gone underground, leaving her partners to believe she died. However, she strikes back against them, and their Mafia superiors, from the shadows in the guise of "Belladonna."

Personality: Ravonna fights against criminals out of a desire for revenge rather than any real altruistic motive. She is not adverse to commiting robberies to maintain her funds as she constantly upgrades her equipment and chemicals. Still, she wouldn't be adverse to helping heroic Deltas if there was something in it for her in the way of further revenge or money.

Tactics: Belladonna is not a stand-up fighter, and prefers to gas opponents as a surprise attack whenever possible. When confronted with an opponent who could seriously harm her, she'll typically choose the better part of valor.

Quote: "Night-night."

Based loosely on the Marvel character of the same name.



Solo (experienced character)

Real Name: Unknown
Power Package: Shooter
Group Affiliation: Counter-Terrorist
Delta Points: 3
Size: 6
Pace: 10
Smarts: 3d6
Academia (anti-terrorism): 4
Area Knowledge (home city): 2
Criminology: 2
Demolition: 4
Language (English): 2
Medicine: 2
Navigation: 4
Security: 2
Survival (city): 2
Tactics: 5
Weaponsmith: 4
Speed: 5d6 (+5 for initiative)
Acrobatics: 2
Dodging: 3
Martial Arts (barehanded): 5
Quick Draw: 4
Shooting: 6 (+5)
Speed-Load: 3
Stealth: 4
Spirit: 4d6
Bravery: 4
Perception: 4
Persuasion (interrogation): 4
Persuasion (intimidate): 4
Scrutinize: 3
Search: 3
Tracking: 4
Strength: 3d6
Climbing: 2
Fighting (blade): 4
Running: 2
Swimming: 2
Throwing: 5

Quirks: Alert +3, Ambixdextrous +5, Bloodthirsty -2, Crazy -1 (obsessed with killing terrorists), Delta, Enemies -5 (various terrorist organizations), Gear +5 (Teleport Harness, see below), Secret ID, Self-Confident +2, Self-Righteous -2, Sense of Direction +1, Unregistered, Veteran, Voice (hard) +1, Vow (kill terrorists) -4

Tricks: Bull's Eye, Extra Damage, Fast Move, Make an Impression, Pierce Armor

Gear: Kevlar, small knife, Colt 2000 (x2), Colt M16A2, Ingram M10 (x2), Grenades (x6), Lots of ammo

Teleport Harness: The electronic harness that Solo wears gives him the equivalent of the Teleporter power package, although he cannot learn or perform any Teleporter Tricks with it.

Appearance: See picture

Background: Unknown. The Delta calling himself "Solo" first appeared on the scene when a group of hostages took a bank hostage. Solo teleported in, killed them, left a note with his now-familiar identifying phrase, and departed as quickly as he came. Since then, Solo has appeared on a number of occasions. His MO remains the same: teleport in, kill terrorists, teleport out.

It is believed that Solo is an independent operator, although recently he has taken to attacking Delta Warrior operations. This has led some to believe that he might be a Delta Prime or ex-Delta Prime operative. However, he seems to harbor no grudge against the Defiance per se, but only the terrorist activities of the Delta Warrior subfaction. In fact, on at least one occasion he worked wtih several Defiants who were fighting a terrorist organization.

Personality: Grim, silent, and bloodthirsty. He isn't much for small talk. He has no desire to kill Defiance members, and doesn't seem particularly interested in the American political system either. As long as Delta Prime and the Defiance don't get in the way of his one-man war on terrorism, he doesn't seem to care what they do or how corrupt Kennedy's government is.

Tactics: See above. Teleport in, attack, teleport out. Solo's primary attack is guns. Lots and lots of guns. However, he is a skilled hand-to-hand fighter as well, and the nature of his missions sometimes require that he interrogate prisoners.

Campaign Uses: If the player group are Delta Warriors then Solo makes for some effective non-Delta Prime opposition. Used properly, Solo can confront the Delta Warriors' terrorist rationale with a rationale of his own.

If a Guide runs a Delta Prime or Defiance-based campaign, Solo can function as an outside contractor, or even come bursting in as the cavalry. He really only becomes involved when terrorists threaten, but he might also be present if it looks like terrorists are involved. If they are not, he typically departs, but a persuasive group might convince him to stick around and help.

Quote: "While I live, terror dies."

Based very loosely on the Marvel character of the same name.




Whiteout (starting character)

Real Name: Unknown
Power Package:
Blinder
Group Affiliation: Criminal
Delta Points: 3
Size: 5
Pace: 8
Smarts: 2d6
Area Knowledge (home city): 2
Language (English): 2
Survival (mountain): 2
Speed: 3d6
Dodging: 3
Shooting: 3
Stealth: 3
Spirit: 5d6
Leadership: 2
Perception: 4
Persuasion (intimidate): 4
Scrutinize: 3
Search: 4
Strength: 2d6
Climbing: 2
Fighting (blade): 3
Running: 2

Quirks: Alert +3, Cautious -3, Delta, Secret ID, Unregistered

Tricks: Bull's Eye, Focused Light, Make An Impression

Gear: Colt 2000, 2 extra clips of ammo

Appearance: See picture

Background: Unknown. The woman calling herself Whiteout has but recently arrived on the criminal scene. Despite (or perhaps because of) her bright-light power, she maintains a fairly low profile. She prefers to operate as part of a team, and has been seen working with several groups of villainous Deltas.

Personality: Grim and untalkative. She isn't particularly friendly or chatty.

Tactics: Nothing fancy. Blind an opponent and let someone else take them out. If pressed, she will shoot or stab someone who gets in her way but she'd prefer not too.

Campaign Uses: Back-up for a group of reg or Delta criminals. She'll sell her services to whoever will pay. If you need a Blinder for your team, Whiteout's as good a choice as any.

Quote: "If you won't get out of my way, then you'll just have to be unable to see to get in my way."

Based loosely on the Marvel character of the same name.




Sabra (starting character)

Real Name: Ruth Bat-Seraph
Power Package: Scrapper
Group Affiliation: Israeli Intelligence Operative
Delta Points: 3
Size: 5
Pace: 9
Smarts: 2d6
Area Knowledge (Israel): 2
Criminology: 2
Language (English): 2
Language (Hebrew): 2
Security: 2
Speed: 4d6
Acrobatics: 2
Flying: 4
Martial Arts (barehanded): 4
Shooting: 4
Spirit: 3d6
Bravery: 1
Faith: 2
Perception: 2
Persuasion (intimidation): 1
Scrutinize: 2
Search: 2
Shadowing: 1
Strength: 3d6 + 3
Climbing: 2
Running: 2
Throwing: 2

Quirks: Authority +3 (police officer in Israeli), Delta, Duty -5 (Israeli police), Gear +5 (power armor), Heroic -5, Public ID, Registered, Self-Confident +2

Tricks: Bull's Eye, Fast Healer, Fast Learner

Gear: Sabra Battle Armor

Battle Armor
Armor: 10/3
Strength: +5 to Strength rolls
Fly: Pace 40
Energy Quill Shooter: Auto Action, Special Ammo, 60 Shots, Quickness 1, ROF 3, Range 5, Damage Special - 5d6+10 (AP10) damage, but no Wounds. Instead, have the target make a Stun check against a difficulty based on the number of Wounds that would have been inflicted.

Appearance: See picture

Background: Israeli has produced relatively few Deltas, and those that appear are treated with a great deal of respect and consideration. Ruth Bat-Seraph is one of those. A simple farm girl, she was caught under a falling tractor. The Israelis keep a tight check on such near-death occurrences, and the country's small size made it quite easy to spot her. Ruth was taken in by the government and given special-operative training. She was also supplied with a special suit of battle armor (the better to protect their asset) and then sent forth to do the government's bidding. Her duties can take her through the Middle East and even into America when required.

Personality: Sabra is a relative novice. She is devoted to her country, and will do anything they ask. She is not a vicious fighter, and will attempt to stun rather than use her strength in combat.

Tactics: Fly and stun opponents. She will try to avoid hand-to-hand combat if possible (ironically enough as she is technically a Scrapper), but will not avoid it if the need arises.

Campaign Uses: Sabra can appear anywhere that the Israelis have a vested interested in something or another going on. They don't employ her services frivolously, but she will definitely show up any time that her superiors feel that a Delta-class presence is required. She could be after terrorists, or bodyguarding an Israeli politician visiting America, or even be involved in some covert Israeli operation on American soil.

Quote: "A 'sabra' is a prickly desert pear. I will show you what my quills can do."

Based loosely on the Marvel character of the same name.



Sidewinder (starting character)

Real Name: Seth Voelker
Power Package: Gadgeteer
Group Affiliation: Independent Freelancer
Delta Points: 3
Size: 5
Pace: 9
Smarts: 4d6
Academia (economics): 2
Area Knowledge (home city): 2
Language (English): 2
Navigation: 4
Profession (accounting): 2<
Tinkering: 4
Speed: 4d6
Dodging: 5
Driving (personal vehicle): 1
Lockpicking (electronic): 2
Stealth: 4
Spirit: 2d6
Leadership: 2
Perception: 4
Scrutinize: 1
Search: 3
Strength: 2d6
Climbing: 1
Running: 2
Swimming: 2

Quirks: Alert +3, Contact +4 (various criminal organizations), Cautious -3, Delta, Glass Jaw -3, Loyal -3, Secret ID, Self-Confident +2, Unregistered

Tricks:
Cache, First Move, Teleport Friend

Gear: Teleportation Cloak

Teleportation Cloak
The cloak lets Sidewinder teleport just like the Teleporter package except he cannot teleport to areas he has not seen before. All teleports must be to somewhere within his line of sight. He can learn Teleporter tricks normally.

Appearance: See picture

Background: Voelker was an economics professor who was fired after failing to make tenure. He started working for a major electronics corporation as a financial analyst, and discovered that they were doing secret research in sidereal dimensions. He took advantage of his position to infiltrate the project lab and steal an experimental teleportation cloak. He was shot in the process, but managed to activate the cybernetic circuits of the cloak, teleporting himself to safety.

Voelker wouldn't have had a clue as to how the cloak would have worked before his "accident." However, when the cloak broke down for the first time, he discovered his newfound knack for working with such gadgets. A cautious man at heart with a desire to make money as safely as possible, he decide dthat rather than go out and cross paths with the Defiance or Delta Prime, he would sell his services as an emergency "escape plan." He donned a snake costume based on the sidewinder: a pun on the fact that the cloak was part of a sidereal dimension-exploration project. Since then, Voelker has done well working for various criminal organizations, freeing their imprisoned members or helping them to escape a last-minute raid.

Personality: Voelker is a cautious, cunning man. He prefers not to engage in fighting of any sort, and will escape rather then risk confrontation. His other driving aspects are his greed (as he tries to get as much money as possible), and his loyalty to whoever is paying his bills. He will never abandon a client. He has little interest in expanding his range of gadgets, and seems content to rely upon his cloak.

Tactics: Get close, teleport in, teleport out. He doesn't shoot guns, or teleport foes (unless absolutely necessary as a last-ditch self-defense measure).

Campaign Uses: If you the Guide need a rationale for getting a major opponent out of the way at the last minute, just have Sidewinder show up, teleport them out, and you're set. Voelker doesn't put himself at risk by commiting any other type of crime. Even his current criminal lifestyle is fairly safe, since the authorities are usually more concerned with re-locating whoever he helped to escape, rather than the "escape car" as it were.

Quote: "Hello and goodbye."

Based loosely on the Marvel character of the same name.

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