BNW Characters - Steve's


What follows are some characters created and/or "statted" by the author. Some are drawn from a variety of existing sources other than comics, some are entirely the author's creation.




Carnifex (experienced)

Real Name: Billy Ray
Power Package: Scrapper
Group Affiliation: Delta Prime
Delta Points: 3
Size: 5
Pace: 10
Smarts: 2d6
Area Knowledge (home city): 2
Bureaucratics: 1
Computing: 2
Criminology: 1
Language (English): 2
Security: 1
Tactics: 3
Speed: 5d6
Acrobatics: 3
Boating (Speedboat): 1
Dodging: 3
Shooting: 3
Stealth: 3
Spirit: 3d6
Bravery: 4
Perception: 3
Persuasion (Interrogation): 3
Persuasion (Taunt): 3
Persuasion (Intimidation): 4
Scrutinize: 3
Search: 3
Tracking: 1
Strength: 4d6 + 3
Climbing: 4
Fighting (Barehanded): 5
Fighting (Blade): 3
Running: 3
Sport (Football): 2
Swimming: 2

Quirks: Addiction (Adrenaline/Action) -1, Ambixdexterous +5, Arrogant -3, Authority (Delta Primer) +3, Delta,
Fastidious +1, Impulsive -3, Iron Jaw +3, Mean -2, Public ID, Registered, Savage -3, Self-Confident +2, Tough +2, Ugly -2, Vengeful -2, Voice (Hard) +1

Tricks: Bulls-Eye, Dirty Fighting, First Move, Find Weakness (as per Gunner), Knockdown

Gear: Colt Python, Hunting Knife, White Uniform

Appearance: Carnifex wears a blindingly white uniform with a black hood. He rarely pulls the hood up, though, leaving it to hang behind his head. He has black hair (clean-shaven) and green eyes. His face is oddly non-symmetrical, looking as if it has been taken apart and put together crudely like a jigsaw puzzle. He's taken a few too many hits to the face, and his "healing" rarely puts it back together perfectly.

Background: Billy Ray had a relatively normal life, making it to college on an athletic scholarship. He played for the Michigan Wolverines, and turned Delta during a major game. During a first quarter scrimmage his leg was shattered in three places and his neck was broken. However, he was back and ready to play by the third quarter. Loyal to his country, Billy had no problem with signing up and going in for government training. Recognizing a good thing when they saw it, the government signed him on to Delta Prime, where he's cut a bloody swathe ever since. He was initially code-named "Wolverine" (or "Kid Wolverine") after his alma mater. There tended to be so many Deltas running around with that name, however, that some confusion ensued. Someone in DP dubbed him Carnifex (Latin for "Executioner") and the name stuck.

Personality: Carnifex lives to fight, and really doesn't care who he cuts loose on. He is loyal to whoever he works for. He's loyal to the U.S. Government, and Delta Prime provides him with a convenient outlet for satisfying his need for battle. He's reckless but fearless, feeling that there are few folks who can defeat him and that his healing factor will put him together even if his opponent gets lucky. He's not adverse to a strategic retreat if overwhelmingly outnumbered. However, due to his healing factor he'll be willing to take chances that seem insane.

Tactics: Wade in and start fighting. The more the merrier. Against a more powerful opponent he's not adverse to sneaking up and getting in a surprise attack. He rarely runs into (what he considers) such foes, however.

Quote: "Do you know how hard it is to get those bloodstains out, asshole? I'm going to have to lay some extra hurt on you for that."

Based on the character created by John J. Miller for the Wild Cards series.



Cameo (experienced)

Real Name: Ellen Allworth
Power Package:
Medium
Group Affiliation: Defiance
Delta Points: 3
Size: 5
Pace: 8
Smarts: 3d6
Academia (Parapsychology): 3
Area Knowledge (home city): 2
Disguise: 1
Etiquette: 2
Forgery: 3
Language (English): 2
Security: 3
Speed: 3d6
Acrobatics: 1
Boating (Speedboat): 1
Dodging: 3
Driving (Personal Vehicle: 2
Martial Arts (Barehanded): 2
Stealth: 2
Spirit: 5d6
Bravery: 2
Leadership: 3
Persuasion (Bluff): 2
Persuasion (Charm): 3
Perception: 3
Scrutinize: 4
Search: 1
Shadowing: 2
Streetwise: 4
Strength: 2d6
Climbing: 2
Swimming: 2

Quirks: Beautiful +1, Cautious -3, Dark Secret -2, Delta, Duty (Defiance) -3, Secret ID, Self-Confident +2, Sharp Ears +1, Snobby -1, Unregistered, Voice (soft) +1

Tricks: First Move, Mercy, Richochet

Gear: Derringer, Kevlar Jacket, up to 5 items from deceased Deltas

Appearance: A young attractive blonde in her mid-20's. She looks a little like Veronica Lake. She typically dresses in clothing of a 20's or 30's style. She always wears a black choker with a cameo brooch about her neck.

Background: Very little is known of Cameo at this time. Her relatively unique powers resulted from a near-death experience from which she claimed to hear "voices," which she apparently brought back with her. Delta Prime tried to hunt her down, and she fled to the Defiance. Her abilities make her an ideal candidate for leading the Defiance (see Tactics below), and she has risen up through the ranks over the last six years.

Personality: Quiet, withdrawn, and standoffish most of the time in her "normal" persona. The only time she becomes excited is when the chance arises to gain an artifact from a deceased Delta.

Tactics: Cameo lets each of her spirit allies take control of her when she is dealing with a particular Resistance cell. This means that in the case of capture, she can lose or destroy the items and is proof against mind probes, truth serum, etc. In combat she calls upon whatever attuned items and power packages are best suited to the situation at hand. Unlike a Bargainer, it takes her extended time to switch over to a different item, so she has become adept at anticipating which power package will best suit her needs.

Quote: "Do you have the [jacket - ring - brooch - cape - etc.]?"

Based on the character created by Kevin Andrew Murphy for the Wild Card series.



Flick (starting character)

Real Name: Unknown
Power Package: Shrinker

Group Affiliation: Independent Hitman
Delta Points: 4
Size: 6
Pace: 9
Smarts: 2d6
Area Knowledge (home city): 2
Demolition: 2
Language (English): 2
Security: 2
Survival (city): 2
Speed: 4d6
Acrobatics: 3
Dodging: 5
Stealth: 4
Spirit: 2d6
Bravery: 2
Perception: 2
Scrutinize: 1
Search: 1
Shadowing: 2
Strength: 4d6
Climbing: 2
Fighting (barehanded): 2
Fighting (knife): 5
Running: 2
Swimming: 2

Quirks: Brawny +3, Delta, Impulsive -3, Lucky +3, Mean -2, Secret ID, Sharp Eyes +1, Stubborn +2, Tough +2, Unregistered, Vengeful -2

Tricks: Bull's Eye, Disappear, Growth Charge

Gear: Kevlar Jacket (10/-), Hunting Knife (Strength +3 damage)

Appearance: A brawny, well-built muscular man, apparently in his mid- to late-20's. He wears dark jeans and a tanktop, and a simple hood over his face.

Background: Very little is known of Flick's background. He first appeared in public along with his partner Flicker. The two of them have since formed a partnership that has struck terror in the hearts of many well-placed politicians, businessmen, and criminals (or any combination of same). Flick & Flicker are a team of high-priced hitmen. They try not to go after government officials too much, so that they don't bring down the attention of Kennedy's honds. They'll do it, but they charge more. Otherwise, pretty much anyone is a valid target. It's nothing personal, so they're rarely the target of vengeful opponents. At least, not after the attempted kill.

Personality: Direct and to the point. He arrives, he moves into position, he kills. He will snarl or toss off a remark as he cuts someone's throat, but other than that he doesn't stick around long enough for anyone to get to know him. He is loyal to Flicker (and vice versa).

Tactics: Typically, Flick uses a knife (thus his code name) and will strike from surprise, using his Shrinking to move to best position unseen, and then use Growth Charge for maximum damage. He'll try to time his actions so that he can immediately Shrink back out of sight, Disappear, and move into position for another strike (if necessary). He tries to avoid direct hand-to-hand confrontation (as do most Shrinkers, one hopes, if they wish to survive!). He is also adept at moving into vehicles and cutting vital parts of their engines. He will then either jump at the last moment or count on Flicker for a ready escape.

Quote: "Time to get big and medieval on your ass!"

© Stephen Crow, 2000



Flicker (starting character)

Real Name: Unknown
Power Package: Teleporter

Group Affiliation: Independent Hitman
Delta Points: 3
Size: 5
Pace: 9
Smarts: 4d6
Area Knowledge (home city): 2
Disguise: 3
Forgery: 2
Language (English): 2
Navigation: 5
Tactics: 2
Speed: 4d6
Dodging: 3
Driving (personal): 3
Piloting (airplane): 1
Piloting (helicopter): 2
Stealth: 3
Spirit: 2d6
Leadership: 1
Mimic: 1
Perception: 2
Scrutinize: 1
Search: 1
Shadowing: 2
Strength: 2d6
Climbing: 2
Swimming: 2
Throwing: 4

Quirks: Arrogant -3, Cautious -2, Delta, Photographic Memory +5, Secret ID, Sense of Direction +1, Sense of Time +1, Unregistered, Vengeful -2,

Tricks: Flicker, Teleport Foe, Teleport Friend

Gear: Kevlar Jacket (10/-), Night-Vision Goggles

Appearance: Flicker is elegantly dressed, usually in a black or dark gray business suit. She has long blonde hair, and a simple face mask to conceal her features. She appears to be in her mid-20's.

Background: Very little is known of Flicker's background. She first appeared in public along with his partner Flick. The two of them have since formed a partnership that has struck terror in the hearts of many well-placed politicians, businessmen, and criminals (or any combination of same). Flick & Flicker are a team of high-priced hitmen. They try not to go after government officials too much, so that they don't bring down the attention of Kennedy's honds. They'll do it, but they charge more. Otherwise, pretty much anyone is a valid target. It's nothing personal, so they're rarely the target of vengeful opponents. At least, not after the attempted kill.

Personality: Flicker maintains a veneer of politeness, even as she is teleporting someone to their death. She is loyal to her partner, and will go to any lengths to rescue him. She avoids combat whenever possible.

Tactics: Flicker prefers not to teleport someone into a solid object (she considers it "crude and unbecoming"). She isn't adverse to teleporting them outside the window of a high-rise building, however, and letting them fall to their death. She likes to get close to a victim by pretending to be his chauffeur and then driving his car into a wall or crashing his plane. She also has the Flicker trick, which allows her to 'port in, drop off Flick, and get off before anyone notices her. She is a master infiltrator, using her abilities so that she can get a good look at the areas she plans to teleport to.

Quote: "It looks like it's time for you to take the big fall, sir. Have a nice trip."

© Stephen Crow, 2000



Mack the Knife (experienced)

Real Name: Mackie Messer
Power Package:
Buzzsaw
Group Affiliation: Freelance
Delta Points: 3
Size: 5
Pace: 10
Smarts: 2d6
Area Knowledge (home city): 2
Area Knowledge (West Berlin): 2
Language (English): 2
Language (German): 2
Security: 1
Survival (city): 2
Speed: 5d6
Acrobatics: 2
Dodging: 5
Driving (Personal Vehicle: 1
Escaping: 1
Lockpicking (mechanical): 1
Sleight of Hand: 2
Stealth: 3
Spirit: 2d6
Perception: 1
Persuasion (Intimidate): 2
Scrutinize: 4
Search: 1
Shadowing: 1
Streetwise: 2
Strength: 3d6
Climbing: 2
Fighting (barehanded): 5
Running: 2
Swimming: 1

Quirks: Alert +3, Bloodthirsty -2, Brave +1, Crazy -2, Delta, Illiterate -3, Patron +3 (various terrorist organizations), Public ID, Sense of Direction +1, Sharp Eyes +1, Unregistered, Vengeful -2,

Tricks: Bull's Eye, Phase Out, Slice 'n Dice

Gear: Nothing but the clothes on his hunched back

Appearance: A blonde boy in his early 20's, with the face of a martyr in a painting. He has a hunchback which is noticeable but doesn't impede him overly much. He typically wears jeans, t-shirt, leather jacket, and mismatched sneakers. He typically whistles "Mack the Knife", more as a nervous habit than anything.

Background: Mackie is one of those Deltas the Kennedy government loves to hold up as an example of the vicious nature of unregistered Deltas. And they're right, as far as it goes. Mackie is a psychopath who'll kill anyone who gets in his way. He was recruited into the Red Brigade in Europe when his power first manifested. Since then, his cell leaders were captured or killed, but he went on his way moving from one organization to another. He's currently in the U.S., striking fear and terror at the commands of whoever happens to be holding his reins at the moment.

Personality: Manic-depressive, Mackie varies between sobbing fits of self-pity and lashing viciously at anyone who gets in his way. He'll kill anyone he desires, and he feels his powers make him unbeatable.

Tactics: Mackie isn't subtle, unless specifically ordered to. He'll phase in, cut up his intended victim, and depart. He's not adverse to taking out bystanders, and he's bloodthirsty enough that he'll probably do so anyway. If he has time, he'll take his time and make his victims hurt. A lot.

Quote: "Party party party *bzzz*!"

Based on the character created by Kevin Andrew Murphy for the Wild Card series.



Scar (experienced)

Real Name: Unknown
Power Package: Teleporter

Group Affiliation: Gang Leader
Delta Points: 3
Size: 6
Pace: 10
Smarts: 2d6
Academia (Pacific Rim Cultures): 1
Area Knowledge (home city): 2
Language (English): 2
Navigation: 5
Speed: 5d6
Dodging: 5
Driving (personal): 2
Stealth: 4
Spirit: 3d6
Bravery: 2
Leadership: 2
Persuasion (Intimidation, Taunt): 3
Scrutinize: 3
Search: 2
Streetwise: 3
Strength: 4d6
Climbing: 1
Fighting (blade): 5
Throwing: 1

Quirks: Arrogant -3, Brawny +3, Contact +2, Delta, Mean -2, Public ID, Self-Confident +2, Sense of Direction +1, Ugly -2, Unregistered, Vengeful -2, Voice (hard) +1

Tricks: Bull's Eye, Flicker, Make an Impression

Gear: Hunting Knife

Appearance: Scar is an African-American in his mid-20's. He wears loose, casual clothing: typically a white t-shirt and black chinos. His face has been ritually tattoed in the manner of a Maori tribesman, the better to intimidate his opponents and make an impression.

Background: A gang leader who gained his Delta power after a drive-by shooting, Scar has since risen to become the leader of a number of gangs. An anthropologist who interviewed him for a paper on street gangs (and their ritual similarities to certain primitive tribes) gave him the idea of tattoing his face. Scar now runs various gangs for the Mafia.

Personality: Scar is a sadistic SOB who likes to kill too much to be a really effective leader and planner. He basically runs the gangs and does strong-arm wrok for the Mob.

Tactics: Scar prefers to play with his victims. He'll hold an action, teleport in then break his hold and cut, then teleport out ASAP. Repeat as necessary. He's never been interested in otherwise developing his power or gaining any additional Teleport tricks. He travels alone, and prefers to cut rather than teleport a target into something (he considers his method more painful).

Quote: "First I'm goin' to slice you. Then I'm goin' to slice you some more. Then I'll start killin' you."

Based on the character created by John J. Miller for the Wild Cards series.

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