I think I have half a handle on this:
Lamar Cragson was the son of a devout Baptist minister and his wife. He grew up
in the church, married, chose to go into missionary work and crashed in the Himalaya's while attempting to smuggle bibles into Communist Russia. When he came to, Lamar was alone in a cave. His injuries had been attended to, and there was food and water nearby. Dragging himself across the floor, he attempted to leave the cave and find his wife and the other members of the expedition. He passed out before he had traveled a dozen feet.
When he woke again, he was able to stand. He had been cleaned, and clothed, and was swiftly healing. His beard suggested he had been unconscious for months, but he was still alone. Wrapping a blanket around him, he staggered out of the cave
and straight into a blizzard. It was difficult to breath, and he could feel the ice forming around his nostrils and eyes. He had not gone far, when he was lifted and carried back to the cave. Even then he could not see or hear the one assisting him.
Back in the cave, Lamar returned to the bed. He felt defeated, worthless, unable to go on. Finally, he went to sleep.
When he woke, again, he knew he was not alone. He could see no one, yet he felt they were there. He attempted to speak to the people around him. First he thanked them, then he asked where he was. Finally, he asked if anyone else had been saved from the airplane. When he asked that, he heard, not with his head but in his heart, that he, alone, had come forth breathing. That was all Lamar could take. His body had been broken, now his mind, and even his soul, seemed to join it.
The yeti took great pains in putting Lamar back together. Although they told him who they were, he could never claim to have seen them. When he was healed, they led him to paths down the mountain, and Lamar reached a village where they had seen the plane go down. He made his way through the valleys to the sea, and worked his passage back to the states on a freighter.
Abandoning his life, Lamar took odd jobs and saved money. When he was able, he purchased a few black suits, hats, and trenchcoats from a resale shop. He bought a shotgun and a pistol from a pawn shop, and made a few sets of bolas. Somewhere, Lamar had developed a compulsion to "stop the evil" and he knew of no other way. The nightstick he acquired when a grateful police officer gave it to him.
One evening, after dispatching four subjects that appeared to have robbed a bank, the remaining conscious perpetrator asked him who he thought he was. Without missing a beat, Lamar responded "Your worst nightmare." The name stuck, and the press has called him that ever since.
Identity | Nightmare | Side | Good |
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Name | Lamar Cragson | Sex | male |
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Experience | 0 | Level | 1 |
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Age | 45 | Weight | 160 |
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Basic Hits | 4 | Agility Mod | 0 |
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Strength | 10 | Endurance | 17 |
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Agility | 21 | Intelligence | 16 |
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Charisma | 22 | Hit Mod | (1.8)(1.8)(1)(1.2)=4.7520 |
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Hit Points | 20 | Power | 64 |
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Reaction Mod | 4 | Carrying Capacity | 216 |
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Damage Mod | 3 | Basic HTH Damage | 1d4 |
---|
Accuracy | 4 |
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Detect Hidden | 12% | Detect Danger | 16% |
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Healing Rate | 1.6 |
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Powers- Innate Power
Emotion Control |
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It's Just Not Worth It |
16" radius attack (doesn't affect targets to the rear |
evokes ennui in those that fail to save. |
PR = 8 per attempt |
- Skills
Heightened Charisma |
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type A, add 2d10 to Charisma |
14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht C. |
Heightened Agility |
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type A, add 2d10 to Agility |
14:48, Today: Supplicant 6 rolled 11 using 2d10. Ht A. |
Heightened Attack |
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+1 point per experience level to damage scored |
Weakness Detection |
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spend one action within 1" of a target and learn |
one of the subject's weaknesses, plus get a bonus |
of +6 on all attacks to the subject, continued use of |
the skill may learn additional weaknesses but adds no |
further combat bonuses. A subject's weaknesses are |
never forgotten, but the combat bonus can not be passed |
to others. |
- Magic/Psionics
Magical Spells: |
---|
Mystic Techniques |
Cloud the Minds - to utilize this technique requires an action |
and the expenditure of one point of power per mind affected, |
all affected target's can not sense the user of this technique with |
any senses as long as they remain in range and the user of the |
technique does not directly affect the target (including, but not |
limited to, attacking the target), the technique has a range that |
matches the user's intelligence and attacks all targets in range |
as Paralysis Ray |
Nightmare's equipment
Nightmare is normally equipped with a police officer's nightstick, a set of bolas, an automatic pistol (.45 caliber, one extra clip, seven shots per clip, requires an action to change clips), and a sawed off shotgun (over and under, holds two shells, requires an action to reload, carries eight shells total)
Weapon Characteristics- Hand to Hand
Weapon: | To Hit Modifier: | Damage Caused: |
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Bare Hands | +4 | 1d4 + 4 |
nightstick | +6 | 2d4 + 4 |
- muscle-powered ranged
Weapon: | To Hit Modifier: | Damage Caused: | Range: |
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Bolas1 | +7 | 1d4 + 1d3 + 4 | 21" range |
1also causes entanglement (GM fiat)
- technological ranged
Weapon: | To Hit Modifier: | Damage: | Range: |
---|
Pistol | +7 | 1d8 + 4 | 126" range |
Shotgun | +6 | three seperate 1d4 | 21" range |
This message was last edited by the player at 03:34, Mon 12 Mar 2012.