My Friend of Misery

You just stood there screaming
Fearing no one was listening to you
They say the empty can rattles the most
The sound of you own voice must soothe you
Hearing only what you want to hear
And knowing only what you've heard
You, you smothered in tragedy
You're out to save the world

Misery
You insist the weight of the world
Must be on your shoulders
Misery
There's much more to life than what you see
My friend of misery

You still stood there screaming
No one caring about these words you tell
My friend before your voice is gone
One man's fun is another's hell
These times are sent to try men's souls
But something's wrong with all you see
You, you'll take it on all yourself
Remember, Misery loves company

Misery
You insist the weight of the world
Must be on your shoulders
Misery
There's much more to life than what you see
My friend of misery

You just stood there screaming
My friend of misery
My Friend of Misey
Image by Matt Foster



Shadow Strike II (Mathew McFaileas)

Val Char Base Cost Pts. Roll Notes
18 STR 10 ×1 8 13- 300 kg; 4d6
18 DEX 10 ×3 24 13- OCV: 6 / DCV: 6
18 CON 10 ×2 16 13-
18 BODY 10 ×2 16 13-
13 INT 10 ×1 3 12- PER Roll: 12-
13 EGO 10 ×2 6 12- ECV: 4
12 PRE 10 ×1 2 11- PRE Attack: 2d6
12 COM 10 ×½ 1 11-
5 PD (STR/5) 4 ×1 1 Total: 5(9) PD / 0(4) rPD
5 ED (CON/5) 4 ×1 1 Total: 5(9) ED / 0(4) rED
4 SPD (1+DEX/10) 2.8 ×10 12 Phases: 3, 6, 9, 12
8 REC (STR/5+CON/5) 8 ×2 0
36 END (CON×2) 36 ×½ 0
36 STUN (BODY+STR/2+CON/2) 36 ×1 0
Total 90

Pts. Power/Talent/Skill/Perk Roll
Shadow Mastery Powers
12 Mastery of Shadows - 15 points Elemental Control - Shadow Powers, not in direct sunlight (-¼)
16 Shadow Travel - 10" Teleportation, 1 floating location, no relative velocity, position shift, safe blind teleport (+¼), only to and from shadows (-1) [5]
14 Hide in Shadows - Desolidification (affected by light based powers), cannot pass through solid objects (-½) [4]
12 Shadow Fall - 3" Darkness vs. Sight Group [3]
12 Shadow Stalking - Invisibility vs. Sight Group, no fringe [3]
12 Cloak of Shadows - +6 w/Hand to Hand Combat
Combat Skills
32 Strangle Rope - 1d6 HKA, continuous (+1), NND - having hardened neck defense or not needing to breathe (+1), does body (+1), ½ END cost (+¼), STR doesn't add damage (-½), must grab (-½) [3]
51 Martial Arts - Ninjitsu (w/ +2 DC)
Maneuver OCV DCV Notes
Thrust Kick (Defensive Strike) 7 9 6d6
Side Kick (Martial Strike) 6 8 8d6
Spinning Kick (Offensive Strike) 4 7 10d6
Leg Kick (Legsweep) 8 5 7d6, opponent falls
Choke (Choke Hold) 4 6 Grab, 4d6 NND
Disarm (Martial Disarm) 5 7 Disarm, 38 STR
Escape (Martial Escape) 6 6 43 STR vs. Grabs
Hold (Martial Grab) 5 5 Grab as 38 STR (damage as usual)
Throw (Martial Throw) 6 7 6d6 + v/5, opponent falls
Dodge (Martial Dodge) 6 11 Dodge vs. all attacks, Abort
Block (Martial Block) 8 88 Block, Abort
3 Analyze Combat Technique 12-
1 Weapon Familiarity: Off Hand
2 Weapon Familiarity: Street Weapons
2 Weapon Familiarity: Common Martial Arts Weapons
1 Weapon Familiarity: Pistols
Vigilante Skills
3 Acrobatics 13-
3 Breakfall 13-
3 Concealment 12-
3 Lockpicking 13-
3 Paramedics 12-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 12-
1 Tracking 8-
10 Perk: 10 various contacts, inherited from Shadow Strike I (only as Shadow Strike) 11-
Silver Spoon Skills
3 Bureaucratics 11-
1 Conversation 8-
3 High Society 11-
1 Riding 8-
2 Perk: Well Off (200,000$ per year)
215 Skill Total
90 Char Cost
315 Grand Total

Disadvantage Pts.
Distinctive Features - shadowy crimefighter (easily cancelable, extreme) 15
Hunted - NYPD (more powerful, NCI, limited area, 14-) 25
Hunted - variable crime organization (more powerful, NCI, limited are, 11-) 20
Normal Characteristics Maximum 20
Physical Limitation - can't see well in bright lights (frequently, slightly) 10
Psychological Limitation - casual killer (very common, strong) 20
Psychological Limitation - lack of confidence (very common, strong) 20
Psychological Limitation - obsessed with crimefighting (very common, total) 25
Reputation - murderous vigilante (11-, extreme) 15
Social Limitation: Secret ID 15
Total 185




Campaign: Questionable HEROes (Dark Champions)

Background:
Mathew was born with a silver spoon in his mouth. Everything he needed, everything he wanted, was given to him by his loving parents, on questions asked. From the day he was old enough to speak he knew he never needed to work hard, since his future was already laid out for him. He knew that when he came of age he would inherit his father's corporate empire and live happily ever after. All he had to worry about was his tan and his tennis game. Or so he thought.
He and his father were leaving a high-society party when they were confronted by a man in a ski mask who was rambling something about avenging his bother's death. Mathew's father tried to reason with him, but to no avail. The more he tried to calm the man down, the more he became agitated. Eventually, he seemed to snap, pull out a gun, and shoot Mathew's father. In an act of pure instinct, Mathew grabbed his father and leapt into the closest shadow, just to find himself emerging out of another shadow, two blocks away.
With his dying breath his father told him about his secret life as the masked crimefighter Shadow Strike, a dark harbinger of justice who stroke terror in the hearts of the evil. He told him of his mutant genetic legacy. With his dying breath, he made him swear to take up the mantle of Shadow Strike, and to continue his work.
Mathew took up this promise with a zeal he never knew he had. For the first time since he could remember himself, his life had a meaning. He started to study the ancient art of Ninjitsu and to train in many kinds of weapons. He became obsessed with proving that he was worthy of the Shadow Strike mantle. However, the sad truth is that Mathew is simply a lesser man than his father. Sure, he is an excellent fighter. But being a vigilante requires more than that. It requires a razor sharp mind to know what criminals are planning before they even know they're planning it. It requires an awesome presence to strike terror and doubt in the heart of an opponent, thus defeating him before the first blow is even struck. Mathew lacks these things.
Even though encountering him can usually be a deadly experience, he just doesn't seem to frighten the criminal element of the city the way his father did. He doesn't seem to be everywhere at once, ever vigilant like his father was. He simply is not his father, and that realization is slowly starting to sink in.

Personality:
As noted, Mathew is a man obsessed. He builds his entire life around his quest to become worthy of being Shadow Strike, and he is slowly understanding that his never will be. He has abandoned his social life and hobbies, devoting himself solely to training and crimefighting. Mathew is extremely unconfident and this shows not only when he is fighting, but whenever he gets cornered in an argument or even in a simple debate.
In his effort to achieve the same, almost mystical, aura of fear his father commanded, Mathew has killed more than once. In fact, he has killed so often that he no longer views killing as an abnormal action.

Appearance:
Mathew could have been quite handsome had he not seemed so possessed. He is tall and has a perfect muscular build. He lets his hair grow long and has a small goatee. However, his pale skin, is haunted eyes and his restless demeanor prevent him from being really attractive.
When in civilian guise, he dresses in cloths appropriate to his place in society, with a distinct preference to the colors black and gray.
When taking the role of Shadow Strike he dresses in a black body suit, complete with boots and gloves. On top of that he wears a black trenchcoat that almost seems like a living shadow, swirling around him.

Powers/Tactics:
Mathew is a mutant blessed with the power to control shadows. He can travel by walking into one shadow and exiting from another. He can hide himself in the shadows, almost becoming a part of them and he can drop a shadowy veil on his opponents to blind him. When in combat he will animate the shadows his coat casts to confuse his opponents and to hide his maneuvering.
Mathew's offensive powers come from his mastery of Ninjitsu. Even though he is a capable fighter, he will always try to gain the advantage by fighting in the shadows, attacking from behind, etc.. His preferred method of attack is to appear out of the shadows behind someone, wrap a piano cord around his throat and listen to him choke to death.
He prefers not to carry any weapons that could become a liability later, but he is quite capable of using any he could pick up during a fight. When expecting to encounter heavily armed guards he will wear a Kevlar armor (4 DEF, locations 9-13) even though it will slow him down.

Notes:
Mathew's shadow manipulation powers as based on a concept laid down by a player of mine named Ziv Weisman in my Champions campaign Deeds of HEROism.

Campaign Use:
Shadow Strike is a loose cannon. He is wanted both my the organized crime lords and the police for the murder of more than a hundred different individuals, and scores of other charges. He could be a potent ally if convinced he and the characters are on the same side or a deadly opponent if not.
If the players play sanctioned vigilantes, they could be sent by the police to bring Shadow Strike down. That could be especially interesting if the PCs are veterans, and have known (and fought along side) the original Shadow Strike. They could be reluctant to bring in an old friend, even though he hasn't seemed to be himself lately...