B.A.D.A.S.S.
BALATAR

NAME : Hans Baker-Schmidt IDENTITY : Secret OPERATIONS : The Pocket Manor, mobile POWER LEVEL : 11 PLAYER : Ken Hallaron
Balatar

STRENGTH 1 STAMINA 6/2 AGILITY 0 DEXTERITY 0 FIGHTING 1 INTELLECT 6 AWARENESS 8 PRESENCE 3
Abilities Cost: 42
 Lifting STR 1 
100 lbs.


Flight SPD 5
60 MPH

Teleport rank
21: 8000 miles


Impervious
 ignores up to 8 

Regenerate
 every 3.3 rounds 


DODGE (AGL) 6 (DC 16) PARRY (FGT) 6 (DC 16) FORTITUDE(STA) 10/2 TOUGHNESS(STA) 16/12 WILL (AWE) 12
Defense Cost: 15
Offense:

Unarmed
+1 Close, Damage 1 Magic Missile +11 Ranged Damage 11, Multiattack, Homing 5, Improved Crit. 16-20 Magic Blast -- Perception Damage 11, 2nd Effect Magic Attack +5 Ranged Damage 17, Crit. 16-20 Magickinisis II +9 Ranged Move Object 13 Magic Spasm -- Perception Damage 11 vs Will "Die." -- Perception Damage 11 vs Fortitude

INITIATIVE +10

Accurate Attack All-Out Attack Artificer Assessment Benefit 3 (Cipher, Wealth 1, Alternate ID Basil McKenna) Connected

Equipment 5 Extraordinary Effort Languages 4 [Queen's English] (Spanish, German, Arabic, French, Romanian, Mandarin Tibetan, Nepalese) Improved Initiative 1

Improvisation 1 Move-By Attack Power Attack Ritualist Speed of Thought Ultimate Effort (Magic) Well-Informed Holding Back 1
Advantages Cost: 26
Notes:

Acrobatics -- 0 -- Athletics 4 1 3 Close Combat 1 1 -- Deception 6 3 3 Expertise
Magic 15 6 9 Cryptography 7 6 1 Forgery 7 6 1 Teaching 7 6 1 Mystic World 8 6 2 Insight 8 8 0

Intimidation 5 3 2 Investigation 7 6 1 Perception 11 8 3 Persuasion 6 3 3 Ranged Combat 0 0 -- Magic 5 0 5 Sleight of Hand -- 0 -- Stealth 7 0 7 Technology 7 6 1 Treatment 8 6 2 Vehicles -- 0 --
Skills Cost: 22

Spell of Protection: Protection 10, Impervious Toughness 15 25 Magic Awareness: Senses 1 (Awareness: Magic) 1 Spell of Communication: Feature: Make Magic Communicators 1 Tapping his Mystic Potential Array 62 AE Magic Missiles: Ranged Damage 11, Multiattack, Accurate 4 (+6), 48 Homing 4, Variable Descriptor 2 (Magic), Affects Insubstantial 2, Improved Critical 4 AE Magic Missile Swarm: Shapable Area 2 Damage 11, Selective, 1 Affects Insubstantial 2, Variable Descriptor 2 AE Magic Attack: Ranged Damage 17, Variable Descriptor 2, Affects 1 Insubstantial 2, Improved Critical 4 AE Magic Blast: Perception Ranged Damage 11, Secondary Effect, 1 Affects Insubstantial 2, Variable Descriptor 2 AE Magic Boom: Burst Area 2 Ranged Damage 11, Variable 1 Descriptor 2, Affects Insubstantial 2 AE Magical Pain: Perception Ranged Cumulative Affliction 11, 1 Extra Condition, Concentration, Limited Degree (Dazed & Impaired, Stunned & Disabled), vs Will AE Magical Bindings: Perception Snare 11, Variable Descriptor 2 1 AE Magikinisis I: Perception Move Object 11, Subtle 2, Affects 1 Insubstantial 2, Damaging AE Magikinisis II: Move Object 13, Damaging, Accurate 2, Affects 1 Insubstantial 2, Variable Descriptor 2, Precise AE Magic Matter: Create 11, Precise, Subtle, Innate, Impervious, 1 Variable Descriptor 2 (Magic) AE Magic Brain Spasm: Perception Ranged Damage 11, vs Will, 1 Variable Descriptor 2, Affects Insubstantial 2 AE Never say "Die": Perception Ranged Damage 11, vs Fortitude, 1 Variable Descriptor 1 (Verbal Single Word Commands), Affects Insubstantial 2, Subtle 1 (whisper) AE Team Transport: Teleport 13, Accurate, Extended, Change 1 Direction, Change Velocity, Increased Mass 7, Extended Only (distance 21; 8000 miles) AE Undercover Super Hero: Enhanced STR 5 limited to Lifting; 1 Enhanced STR 10; Close Attack 10; Morph 1; Senses 8 (Low-Light Extended 3 Vision Penetrates Concealment) AE Spells on the Fly: Variable 5, Free Action (25 pts.) 1 - Basic Healing: Healing 12, Stabelise - Massive Cleaning: Shapable Area 5 Move Object 3, Continuous, Precise - Let Me See With You Eyes: Mind Reading 8, Sensory Link, Insidious - Magic Flail: STR-based Damage 8, Accurate 6, Penetrating 9, Reach 2 - Magic Sword: STR-based Damage 8, Accurate 6, Penetrating 9, Affects Insubstanial 2, - Mysteria Gate: Movement 2 (Dimensional: Mysteria, Time: Present), Portal (8) - No, not the Mind Probe: Mind Reading 11, Subtle 1, Insidious - Glamour: Morph 2, Affects Others, Area Perception, Selective, Continuous (18) - Spirit Travel: Concealment 10 (All), Passive; Insubstantial 3 - Magical Analysis: Enhanced Perception +10; Senses 19 (Accurate, Acute, Analytical, Extended 3, Radius, Counters and Penetrates All Concealment all on Detect 2: Extranormal Energies) Dark Magicks: Enhanced Advantage: Holding Back 1 1
Powers Cost: 90

Cloak of Levitation Array (Removable -2), Indestructible 12 10 AE Basic Flight: Flight 5 10 AE Fast Flight: Flight 10, Distracting 1 Gem of Fortitude: (Removable -4) Regeneration 3; Enhanced Stamina 4 14 Enhanced Fortitude 4; Immortality 4, limited - jewel must remain with the corpse during the 4 days Orb of Scrying: (Easily Removable -2) Variable 3, Limited 2: Sensory 4 powers only, Slow, Check Required: Expertise Magic DC 15
Devices Cost: 28
Total Cost: 223
Base Points: 176 ExP Spent: 47 Experience Points Total: 56 Total Points: 223
Equipment:

Contribution to the Pocket Manor 19 Magic B.A.D.A.S.S. Communicator 2 Germanicus Manual x2 (Latin Translations) 0 Germanicus Manual (ancient German Rune Translation) 0 The Feral Book 3
Complications:
Obsession - Balatar has a very strong hatred of evil and Black Magic.
Responsibility - As his number of allies grows, Hans is finding it harder and harder to remain emotionally detatched from them.
Relationships - Balatar and Artemis have begun an occasional physical relationship. Hans hasn't figured out if they are "just" Monster-Hunters-With-Benefits or something more than that. He is still close with his mentor, and has taken on a set of pupils of his own: the reluctant Damon Flagg and the technology-centric GUI.
Enemy/Mistaken Identity - Balatar resembles and is the unknown grandson of Kristoffer, Son of Mordred.
Stay off the Sidewalks - Balatar never learned to drive at all. He cannot make routine Vehicles checks, and must make a Vehicles check even under routine conditions.
Vulnerability - Balatar's Spell of Protection is magic, and, as such, it can be countered by certain other magicks. Certain magical attacks might, for example, gain a +5 damage against Balatar, or the Protection may be Unreliable (roll), or any of a number of other possibilities, depending on the precise circumstance.


POCKET MANOR

LOCATION : Pocket Dimension SIZE : Large OWNERS : Balatar (19) and GUI (15)
Pocket Manor

SIZE 2 TOUGHNESS 8 ARMORY 1 CONCEALED 6 (Pocket Dimension) CHANGING LAYOUT 1 COMMUNICATIONS 2 (BADASS Rune Switchboard) COMPUTER 1 DIMENIONAL PORTAL, MOBILE 2 GROUNDS 1

HOLDING CELLS 1 LABORATORY 1 LIBRARY 1 LIVING SPACES 1 POWER SYSTEM 1 SEALED 1 SECURITY SYSTEM 5 SECURITY USES 1 Exp: Magic SELF-REPAIRING 1 SUPER WARDROBE 1 SWIMMING POOL 1 WORKSHOP 1
Total Points: 34

Notes: This is a magically-created dimension that holds a large Victorian-era house on a dreary, grey landscape, that, if explored leads back to the house. The realm is a möbius strip.


Background: While the general public was never made aware of it, Adolf Hitler's fascination with the occult was so deep that he actually recruited a mage to be his sorcerous advisor. Curiously, this mage was English, although he did desire to see England fall to Germany. This mage, while staying at the German chancellery took a perverse liking to one of the young women the Nazis had pressed into servitude. He forced himself on her in 1944. Had he ever learned he had impregnated her he would have had her killed. The arrival of the Allied forces in Germany gave him other things to worry about before he or she learned of her condition. The servant girl escaped and was found by Allied forces.

Balatar in his current 'supersuit' As luck would have it, she and a British soldier fell in love. When her delicate condition was discovered, he married her, assuming the child she carried was his. A career soldier, he stayed in West Germany through the Occupation, and then endeavoured to stay. Their daughter grew up having a fairly normal, healthy childhood, never knowing that her true father was a 1300 year old sorcerer from England.

Eventually, she married, and thirty years ago her son, Hans, was born. Hans was born with strong magic potential, inherited from his grandfather and his grandfather's mother before him. Growing up, many strange and yet beneficial events happened to or around Hans, who never realised it was his unconscious. While he was in college, he was approached by a man named Frederick Hall (known to some as Professor Möbius) who offered to teach Hans how to control his magic.

As the time of him finishing his training neared, he was one of a handful of novice adventurers (Fantasia, Alistair Munroe, Menagerie¹, Quadtron, and D'stani) who were brought to der Nacht. After escaping he went and completed his training. Recently, he has fallen in with another group, one that hates evil magic the way he does.


After exterminating a lot of evil monsters, Balatar discovered that one of his allies, Damon Flagg, was the der Nacht-Earth link. After severing that link, Balatar brought Flagg to Möbius for training. Möbius made Balatar promise to start learning how to train. Having returned to Möbius for training on training, he and GUI have restructured how their group does things. Balatar's response to GUI's new name for the team, BADASS, was to start referring to the 'Reservists' as 'GUI's Reserve Army Battling Against Supernatural Sociopaths'.

Balatar is created, designed and played by Ken Hallaron. His second supersuit was designed by Matt Hallaron.

© Copyright 1999, 2023 - Kenneth G. Hallaron

Back to the B.A.D.A.S.S. page

Back to the Retribution page

Back to the Freax page

Back to the Earth-K page

Back to the Welcome to the RCU page

Last updated on 8 July 2023