Merlyn"Be done with him, we can not afford to waste time dealing with this fool."
Identity: Merlyn
Side: Good
Affiliation: Independent Hero
Base of Operations: Avalon
Sex: Male
Age: 45*(see below)
Level: 19
Training: Endurance
Powers: 1) Willpower (A): PR=1.
2) Weather Control Device: Magical Staff: See pages 18-19 for a full description of this power. 18 uses per day.
3) Heightened Intelligence (A): +12.
4) Body Power: Retarded Aging: He has magically slowed his aging process.
5) Heightened Charisma (B): +13.
6) Pet: Talon: A Peregrine Falcon. Use the stats for an Eagle from page 46 of the rulebook.
7) Magic Spells:
a)
Deflection: Save vs. Agility to deflect magical based attacks back at attacker. Only usable from front or side arcs.
b)
Thunderbolt: Attacks as Lightning Control. PR=3, R=End x 2 (46”), 1d12 damage
c)
Thunderclap: Attacks as Sonic Abilities. PR=4, R=End x 2 (46”), 1d12 damage
d)
Fireball: Attacks as Flame Powers. PR=2 , R = End x2 (46“), 1d12 damage
e)
Forget: Target must save vs. Int or forgets. R=Int, PR=variable (See table)
1 turn - PR=1
5 min - PR=3
1 hour - PR=5
1 day - PR=7
1 week - PR=12
1 month - PR=20
1 Year - PR=25
f)
Sphere of Protection: Affects the user as though he were protected by a Force Field. R=Self, PR=1 per turn, +1 per two points of damage stopped.
g)
Shrink: Unwilling targets must save vs. Endurance or be shrunken to 6” in height. R=Int, PR=3
h)
Portal: Acts as Dimensional Travel. Special Requirement: Must use a normal doorway as a focus for this spell. PR=5
I)
Flight: PR=1 per hour. 115“ (max speed is based on 5 x Endurance).
j)
Dispel Magic: PR=5* To successfully dispel a spell cast by another, he must successfully roll his inventing percentage, or lower, on 1d100 - the level of the individual who cast the spell. He may increase his percentage chance by spending additional power. For each additional point spent, he increases his chance to succeed by 5%.
k)
Mirror Image: Creates up too six illusions of him. R=INT, PR=2.
l)
Invisibility: PR=2 per hour.
m)
Spirit Drain: Attacks Devitalization Ray, R=Int x 2 (52”),
n)
Fickle Fingers: Drains 1d6 Agility. Target must save vs. Endurance to resist effects. Affected characters recover 1 point of Agility per hour. R=Int, PR=4
o)
Shield: Defends as though it were force field. R=Int (26”)
Weight: 165 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 13
Endurance: 23
Agility: 16
Intelligence: 26
Charisma: 28
Reactions from: Good: +5/Evil: -5
Hit Mods.:
Hit Points: 30
Healing Rate: 2.4
Power: 78
Damage Mod.: +3
Accuracy: +2
Carrying Cap: 373 lbs.
Basic H2H Damage:1d8
Movement Rates: 52”ground
Detect Hidden: 18%
Detect Danger: 22%
Inventing Points:
Inventing: 78%
Origin and Background: English, mystical
Legal Status: N/A
Origin and Background: Not much is known about the past of the man simply known as Merlyn. Some have postulated that he may be a reincarnation of the Merlin of Arthurian myth, whether this is true or not remains to be seen, and Merlyn has done nothing to offer any clues to his origins.
Combat Tactics/M.O.: Merlyn prefers not to engage in direct combat, preferring to remain on the sidelines using his mystical abilities to support his comrades. He’ll usually target the most powerful opponents with either his Fickle Fingers, or Spirit Drain. If forced into a physical combat situation he will use immediately cast his Sphere of protection spell. He will do his best to disengage form his target cast either a Fireball, Thunderbolt, or Thunderclap spell.
Personality/Character Traits: When it comes to mystical threats, Merlyn is a force to be reckoned with. He’s defended the Earthly plane for many decades, defeating an untold number of otherworldly threats. The problem is he lets everyone know it. To be honest, Merlyn comes across as a bit of an ass, as he has somewhat of a condescending attitude. It’s not unusual for him to belittle his fellow heroes, if he feels they are not meeting his exceptionally high standards. He doesn’t tolerate fools, or rashness. As a result, his personality tends to grate on those around him. It’s not unusual for him to expect to lead missions involving mystical threats, as “His many years of experience provide him with knowledge that others could hardly comprehend.” But, unlike many blowhards and loud mouths the heroes may encounter, Merlyn has the ability to back up his comments. When it comes to the mystical world, he’s not one to be toyed with.
Rouges Gallery:
Morgan le Fey,
Lord Pumpkin,
The SorceressAdditional Notes: Merlyn could be used as a powerful ally for any hero group. He could quite easily be integrated into any game, or scenario involving magic. His superior attitude could come as a bit a of a shock to the PCs, especially PCs who are used to running the show. GMs could use this to cause a bit of friction, having him go head to head with the team's leader if he feels the group is making a mistake (i.e. the GM wants to have a little fun at the players expense). This should be played up to the fullest, with the GM doing his best to undermine the group's leader by constantly having Merlyn make side remarks such as, "I suppose, this is the best I could expect when dealing with someone as inexperienced as
you." Basically you want things to come to a head, and the PCs should have to force him to treat them as equals. Once they do, I'd suggest giving them an additional point or two of charisma for the effort.