Hairy Goblin

Hairy Goblin

Real Name: Maru


Background

    Maru was a dirty, homeless bum wandering the streets of Hong Kong before his eruption. Children constantly teased and harrassed him calling him names and throwing rocks. One of the insults that stuck was Hairy Goblin and Maru delighted in frightening the children and running them off with curses and shouts. One night a group of street toughs out having fun knifed him and left him for dead. Maru would have died except that the Dragon Emperor had forseen this moment in his dreams and appeared before the dying Maru. The combination of his life bleeding on the pavement and being in the presence of such a powerful nova caused him to erupt. Through the Heaven Thunders Triad he serves the Dragon Emperor while in his spare time he terrorizes children all over China during the night.

Roleplaying Notes
    The Hairy Goblin is a monster out of childrens nightmares and acts accordingly. He prefers to make his opponents feel helpless before doing anything against them. Tactics such as restricting their movement, avoiding attacks from more powerful foes and hurting them slightly before going in for the kill are favorites of his. When he talks to his victims and foes he likes to gloat and talk in riddles. He especially enjoys whispering into people's ears while using Mega Stealth and Invisibility to remain hidden. He also enjoys reading the minds of people whom he is facing but he never reveals this by using his telepathy to communicate.

Attributes:
    Strength: 5, Dexterity: 5, Stamina: 5, Perception: 5, Intelligence: 4, Wits: 5, Appearance: 0, Manipulation: 5, Charisma: 3

Abilities:
    Brawl: 2 , Might: 4, Athletics: 5 (Dodge), Drive: 2, Legerdemain: 5, Martial Arts: 5, Melee: 5, Stealth: 4 (Ambush), Endurance: 5, Resistance: 5, Awareness: 5, Academics: 1, Bureaucracy: 2, Computer: 3, Intrusion: 2, Linguistics: 3, Survival: 2, Arts: 5, Intimidation: 5, Interrogation: 2, Streetwise: 3, Subterfuge: 5, Etiquette: 3, Perform: 3

Backgrounds:
    Allies: 4, Backing: 3, Cipher: 3, Influence: 3, Node: 5, Resources: 3

Mega Attributes:
    Mega Strength: 2 (Strong Block, Quantum Leap)
    Mega Dexterity: 4 (Fast tasks, Rapid strike)
    Mega Stamina: 3 (Durability, Hardbody, Resiliency)
    Mega Perception: 2 (Bloodhound, Blind fighting)
    Mega Wits: 4 (Enhanced Initiative, Quickness x3)
    Mega Apperance: 2 (Face of Terror)
    Mega Manipulation: 4 (Hypnotic Gaze, Persuader, Trickster, the Voice)

Mega Abilities:
    Mega Athletics: 4 (Catfall, Human fly, Mid-air dodge, Proactive dodge)
    Mega Martial Arts: 5 (Iron skin, Lazy throw)
    Mega Stealth: 4 (Deaden, Scentless, Silent fall, Slow tread)

Advantages:
    Willpower: 10, Quantum: 5, Taint: 8, Quantum Pool: 44, Initiative: 18 (23)

Quantum Powers:
    Claws: 2 (Armor piercing)
    Dimensional Weaving: 4 (Bolthole, Gate, Ward, Web)
    Intuition: 2
    Invisibility: 3
    Psychic Shield: 2
    Telepathy: 2 (Surreptious)

Aberrations:
    Glowing Spider eyes, Grey-green skin, Allergic to sunlight, Paranoid Schizophrenic, Sheer hideousness

Health levels:
    Bruised, Bruised, Hurt, Injured, Wounded, Maimed, Crippled, Incapacitated, Squashed.

New Power:

Dimension Weaving
    Level: 3
    Quantum Minimum: 5
    Dice Pool: Variable
    Range: Variable
    Area: Variable
    Duration: Variable
    Effect: The nova can manipulate spatial dimensions to create and access other dimensional space.
    Multiple Actions: Yes
    Description: Dimension Weaving is the ability of a nova to either create or manipulate realities outside the spatial perception of relative space. Whether this space exists before the nova accesses it or not is unkown. However the nova with this power has access to a whole new level of reality.
    Characters may choose from the techniques listed below or make up their own, with the Storyteller's permission and approval.

Bolthole
    Dice Pool: Dexterity + Dimension Weaving
    Range: Self
    Area: N/A
    Duration: Maintenance
    The nova can transport himself and as much material as he can attune to a small extradimensional space and then cut it off from reality. This extradimensional space is only large enough to accomodate the nova and whatever he has brought along with him. The only physical force affecting the nova while within this space is inertia. This space resides alongside physical reality and when the nova exits he will exit in the same area as he entered. Planetary rotation may cause the nova to drift a few meters but his previous inertia as part of that system will keep him in the same general area.

Distort Dimensions
    Dice Pool: Manipulation + Dimension Weaving
    Range: (Quantum + Power Rating) x 10 meters
    Area: (Quantum + Power Rating) x 5 meters
    Duration: Maintenance
    A dimensional distortion causes a crossover into our dimension of conditions and elements from another dimension. This area can be hazardous or simply disorienting as the nova desires. A hazardous area causes [Quantum] + (Power level x2) damage to everyone inside it except the nova creating it. A disorienting area reduces the dice pools of those inside it by one for every net success on a Manipulation + Dimension Weaving roll. This roll is resisted by a Resistance roll and cannot reduce a dice pool below one. The nova can also choose to create an area that is both hazardous and disorienting but to do so he must first pay 3 additional Quantum.

Gate
    Dice Pool: Manipulation + Dimension Weaving
    Range: (Quantum + Power Rating) meters
    Area: (Power Rating) x3 meters
    Duration: Maintenance
    A Gate opens up a portal between dimensions. The portal actually translates the body of those passing through into the reality on the other side. Thus elemental effects of the environment do not pass through but become the same as that on the other side. This also means that humans and novas who pass into another dimension can survive there even though the new reality could not generally support matter or organisms from our dimension. However if a native of that dimension could not survive the conditions at the location the Gate is opened then those conditions may also affect the traveller in a negative manner. The Gate can be opened anywhere and to any dimension the nova can envision or imagine. Actual physical location does not matter so two Gates are an effective means of travel between two locations on the same plane. The nova needs only walk a few feet from portal to portal in the alternate dimension however the distance covered in the end is determined by the table below.
    Level    Distance Travelled
    •        Two kilometers
    ••       20 kilometers
    •••      200 kilometers
    ••••     2,000 kilometers
    •••••    20,000 kilometers
    Most Alternate dimensions are Ethereal and respond to the subconscious impulses of those travelling there. With this in mind any alternate dimension could turn from a monospatial white event into a three dimensional hell dredged up from the deepest fears and darkest imaginings of the human psyche. No two dimesnions will be alike though most Dimension Weavers will choose one or two with which they feel most comfortable and use these for all their further needs. When creating new dimensions be creative and flexible and let the player decide on the major aspects of each dimension and its population if any.

Ward
    Dice Pool: Stamina + Dimensional Weaving
    Range: (Quantum + Power Rating) x 10 meters
    Area: (Quantum + Power Rating) x 3 meters
    Duration: Maintenance
    A Ward can be used to protect a location against unwanted spatial and dimensional distortions. Each success on a Ward roll reduces the number of succeses on any power used within the Ward to affect Space and Dimension. Powers such as Spatial Mastery, Teleport, Warp and Dimensional Weaving are much harder to use within a ward and may even be impossible to effect within its confines.

Web
    Dice Pool: Dexterity + Dimension Weaving
    Range: (Quantum + Power Rating) x 10 meters
    Area: (Quantum + Power Rating) x 3 meters
    Duration: Maintenance
    The nova can create a dimensional discontinuity that crosses over into our dimension thereby preventing movement and trapping people and objects in a web. The nova can decide whether to trap things in this dimension by placing the distortion on this plane or on the other dimension by placing the objects there. Unlike Immobilize this dimensional web can trap Immaterial and Density Decreased objects since it works by putting them at cross purposes with the dimension they reside in. A Web can be dodged if the victim can see it or it can be resisted with Quantum.

Enhancements:

    Strong Block: This enhancement allows the Nova to add his Mega Strength autosuccesses to the Soak total against one attack that he has successfully blocked, even if the damage is Aggravated or would normally bypass Armor.

Mega Ability Enhancements:

    Catfall - The Nova can safely land from great heights using this technique. For every level of Mega Athletics double the safe landing distance of the Nova. Of course the Nova can extend this distance with a dice roll to land safely from even greater heights. Instead of being able to fall one meter per success without taking damage the hieght is doubled for each level of Mega Athletics. At level one this is two meters at level two it is 4 meters at level three it is eight meters and so on. This Technique remains active for one fall.

    Human Fly - For each level of Mega Athletics the character can double the distance he can move with a successfull Athletics roll. At Mega Athletics 1 he could cover 6 meters per success, at level two he could cover 12 meters per success and so on. This Technique lasts for one full turn of climbing. The character may need to activate it multiple times to complete a long or terribly difficult climb as judged by the Storyteller.

    Mid Aerial Dodge - The Nova can whip crack his body in mid flight to avoid attacks in mid-air. With this Technique the character can dodge incoming attacks while using Quantum Leap or when some one playfully launches you across state lines with Lifter.

    Proactive Dodge - As long as the Nova with Proactive Dodge has Quantum he can dodge. Proactive Dodge is an instinctive and relfexive action and takes up none of his actions, however he can only roll his Mega Athletics dice for each of his Proactive dodge attempts. This Technique costs one Quantum per dodge.

    Iron Skin - The Nova can add his rating in Mega Martial Arts to his Bashing Soak total for one attack. Combined with Durability this makes the Nova seem virtually impervious to damage. This technique lasts for one turn or against one attack, whichever comes first. As a special note if the attack that comes next does Lethal or Aggravated damage the Iron Skin is still used up even though it provides no protection.

    Lazy Throw - This technique relies on the strength of the attacker. By moving with the attacker the Mega Martial Artist can turn his own strength against him. The Mega Martial Artist must wait for the attacker to initiate an attack then roll for a block like normal. However he must gain more successes than the attacker and ties go to the attacker. If the Lazy Throw is successful then the attacker must soak his own strength in damage. Successes from the attack or defense roll do not add to this damage. This technique lasts for one attack.

    Deaden - The fine hairs on the skin of the Nova with this technique vibrate in counterpoint to any sound he might make. Other forms of deaden exist it depends mostly on the Nova in question. Some hold all the sound inside a Telekinetis or Electromagnetic field that surrounds their body and some just don't make any sound to begin with. This Technique counters the Hyperenhanced Hearing Enhancement and increases by three the difficulty for people to hear the Nova. This Technique stays active for one scene.

    Scentless - The Nova with this Technique has mastered the ability of hiding his scent. This can take various forms, either the Nova smells like something other than a human being or he can disguise his scent as something else or it could also be that he has no scent whatsoever. This Technique counters the Bloodhound Enhancement. This Technique stays active for one scene.

    Silentfall - This Technique allows the Nova to fall within his normal safe jumping distance without making a sound. This Technique is incompatible with Quantum Leap but is a perfect complement to the Mega Might Technique of Leaping. This Technique remains active for one jump or fall.

    Slow Tread - With this Technique the Nova can judge the proper speed he needs to walk at so as to not set up waves of air that will travel in front of him alerting people with sensitive skins to his presence. This Technique counters the Analytic Touch/Taste Enhancement. It also allows the Nova to shadow Novas with Intuition and Premonition as long as he takes no hostile action against him.