Astute observers that are
extremely familiar with the FGU module "Terror By Night" may have recognized the absence of one pivotal character: Tim Vanesk. That's because I substituted a Player Character I created - Batwing - for that character, even using the image provided for my new PC. This was a creative way of introducing a PC, while also keeping him as one of the suspects in the adventure's mystery.
I was
surprised - when compiling this info - that Batwing was my
first PC in the campaign. I honestly had no idea of that fact (it's been many years). I obviously didn't play him very long (he's only Level 3), and I am reminded when typing up his stats how wimpy he truly was ("Ooh, he can do a 'bat attack' and do a potential 1d4!")
Still, he provided a good 'support' character, which used to be all that I was looking for (as I was almost always the GM). Powers like Telepathy, Flight, and even Darkness Control can serve to aid the team in the accomplishment of the mission, without the GM's PC hogging the spotlight or being one of the main combatants.
I'm also amazed at how many members of Justice Force ended up getting Transformation (and then chose Power Activation). Perhaps a better name for the team would have been the Transformers!
Here's Batwing...
Identity: Michael James
Name:
BATWINGSide: Good
Sex: Male
Level: 3
Age: 22
Powers:
Transformation: Type A - Power Activation; takes one action.
Animal Control: Bats; maximum of 7.
Heightened Strength: +9.
Flight: Maximum of 240 m.p.h.; PR-1/hour.
Darkness Control: One action; PR-2; sphere with radius of 14; Range-48.
Telepathy: Range-90; switchboard-9 minds; PR-1/turn; thought scan-1 action, PR-1; mind probe-1d6 turn s, PR-5, Range-touch.
Psychosis: Dislikes and avoids sunlight, bright lights.
Low Self-Control: Flash of light causes transformation back to normal.
Weight: 110 (60")
Basic Hits: 3
Agility Mod.: +2
Strength: 20
Endurance: 12
Agility: 16
Intelligence: 9
Charisma: 14
Reactions From: Good: +1 Evil: -1
Hit Points: 11
Power: 57
Healing Rate: .9
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 506
Basic HtH Damage: 1d8
Movement Rates: 48, Flight-1,056
Det. Hidden: 8%
Det. Danger: 12%
Inventing: 27%
Security Clearance: -
Rep. Pts.: 0
American Citizen
Chance to Hit / Damage:
Bats 10 / 1d4
HtH 7 / 1d8+1