B.A.D.A.S.S.
BALATAR into Darkness

NAME : Hans Baker-Schmidt; Basil McKenna IDENTITY : Secret OPERATIONS : The Pocket Manor, mobile POWER LEVEL : 15 PLAYER : Ken Hallaron
Balatar

STRENGTH 1 STAMINA 6/2 AGILITY 0 DEXTERITY 0 FIGHTING 1 INTELLECT 6 AWARENESS 8 PRESENCE 4
Abilities Cost: 42
 Lifting STR 1 
100 lbs.


Flight SPD 6/12
120/8000 MPH

Teleport rank
20: 4000 miles


Impervious
 ignores up to 9 

Regenerate
 every 3.3 rounds 


DODGE (AGL) 13 (DC 23) PARRY (FGT) 13 (DC 23) FORTITUDE(STA) 10/2 TOUGHNESS(STA) 17/12 WILL (AWE) 12
Defense Cost: 15
Offense:

Unarmed
+1 Close, Damage 1 Magic Missile +17 Ranged Damage 13, Multiattack, Homing 5, Improved Crit. 16-20 Magic Blast -- Perception Damage 15 Magic Attack +11 Ranged Damage 19, Crit. 16-20 Magickinisis II +15 Ranged Move Object 15 Magic Spasm -- Perception Damage 15 vs Will "Die." -- Perception Damage 15 vs Fortitude

INITIATIVE +10

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

Equipment 8 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: 29
Notes:

Acrobatics -- 0 -- Athletics 4 1 3 Close Combat 1 1 -- Deception 6 3 3 Expertise
Magic 16 6 10 Cryptography 7 6 1 Forgery 7 6 1 Teaching 7 6 1 Mystic World 9 6 3 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: 23

Spell of Protection: Protection 11, Impervious Toughness 17 28 Magic Awareness: Senses 1 (Awareness: Magic) 1 Spell of Deflection: Enhanced Defenses (Dodge +7, Parry +7), 13 Noticable (Visible Energy Shields) Spell of Communication: Feature: Make Magic Communicators 1 Tapping his Mystic Potential Array 106 AE Magic Missile Barrage: Shapeable Area 4 Damage 15, Selective, 94 Affects Insubstantial 2, Variable Descriptor 2 AE Magic Missiles: Ranged Damage 13, Multiattack, Homing 7, 1 Accurate 6 (+12), Variable Descriptor 2 (Magic), Affects Insubstantial 2, Improved Critical 4 AE Magic Boom: Burst Area 3 Ranged Damage 15, Variable 1 Descriptor 2, Affects Insubstantial 2 AE Never say "Die": Perception Ranged Damage 15, vs Fortitude, 1 Variable Descriptor 1 (Verbal Single Word Commands), Affects Insubstantial 2, Subtle 1 (whisper) AE Magical Pain: Perception Ranged Cumulative Affliction 15, Extra 1 Condition, Concentration, Limited Degree (Dazed & Impaired, Stunned & Disabled), vs Will, Affects Insubstantial 2 AE Magical Bindings: Perception Snare 15, Variable Descriptor 2 1 AE Magikinisis I: Perception Move Object 15, Subtle 2, Affects 1 Insubstantial 2, Damaging AE Magikinisis II: Move Object 17, Damaging, Accurate 4, Affects 1 Insubstantial 2, Variable Descriptor 2, Precise AE Put a Building on the Moon: Teleport 18, Accurate, Extended, 1 Change Direction, Change Velocity, Increased Mass 22, Extended Only (distance 26; 250,000 miles) AE Hell Pet: Summon 18 (Active, Controlled, Mental Link, 1 Sacrifice, Broad Type: Demons; Attitude: indifferent) AE Hellmouth: Summon 9 (Active, Multiple Minions 3: 8 minions, 1 Horde, Sacrifice, General Type: Demonlings; Indifferent) AE Spells on the Fly: Variable 10, Free Action (50 pts.) 1 - Basic Healing: Healing 12, Persistant, Restorative, Resurrection, Stabelise - Massive Cleaning: Shapable Area 5 Move Object 3, Continuous, Precise - Let Me See With You Eyes: Mind Reading 15, Sensory Link, Insidious - Magic Flail: STR-based Damage 10, Accurate 9, Reach 2, Penetrating 10 - Magic Sword: STR-based Damage 10, Accurate 9, Affects Insubstanial 2, Penetrating 10 - No, not the Mind Probe: Mind Reading 15, Subtle 1, Insidious - Magic Attack: Ranged Damage 19, Affects Insubstantial 2, Accurate 3, Improved Critical 4 - Magic Matter: Create 15, Precise, Subtle, Innate, Impervious - Magic Blast: Perception Ranged Damage 15, Affects Insubstantial 2 - Mysteria Gate: Movement 2 (Dimensional: Mysteria, Time: Present), Portal (8) - 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) - Undercover Super Hero: Enhanced STR +16; Unarmed Combat: +12; Morph 1; Senses 7 (Low-Light Extended 2 Vision Penetrates Concealment) [Unarmed +13, Close Damage 17] Dark Magicks: Enhanced Traits: Holding Back 1 1
Powers Cost: 150

Cloak of Levitation Array (Removable -2), Indestructible 13 11 AE Basic Flight: Flight 6 12 AE Fast Flight: Flight 12, 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: 29
Total Cost: 288
Base Points: 236 (176 + 60) ExP Spent: 52 Total Points: 288
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 figure out which can be trusted and relied upon.
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 - Hans Baker-Schmidt never learned to drive at all. Balatar cannot make routine Vehicles checks, and must make a Vehicles check even under routine conditions.
Vulnerability - Balatar's Spells of Protection are magic, and, as such, they 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 (18) 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 DEFENSE SYSTEM 1 DIMENIONAL PORTAL, MOBILE 2

GROUNDS 1 HOLDING CELLS 1 LABORATORY 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.


POCKET VAULT LIBRARY

LOCATION : Pocket Dimension SIZE : Small OWNERS : Balatar (15)
Pocket Library

SIZE 0 TOUGHNESS 6 CONCEALED 6 (Pocket Dimension) DIMENIONAL PORTAL 1

DEFENSE SYSTEM 1 LIBRARY 1 SEALED 1 SECURITY SYSTEM 5 SECURITY USES 1 Exp: Magic
Total Points: 16

Notes: This is a magically-created sub-dimension, accessible only through the Pocket Manor, that now holds the library that used to just be in the Manor.


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, Mr. Menagerie, Quadtron, and D'stani) who were brought to der Nacht. After escaping he went and completed his training. He then fell 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, 2024 - Kenneth G. Hallaron

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Last updated on 24 March 2024