Editor-in-Chief:
If so, we need to give you some extra die in certain skill sets to reflect what we know about Van thus far. Like he's 2d4 in the following: hand to hand combat, stealth, electronics...what else am I forgetting?
If this is all something we've covered before, my apologies.
It's all on my character sheet:
TRAIT: "Possessed by the Spirit of Promise-Keeping."
--Van is compelled to do his best to keep any promises he makes. If something forces a delay, he feels compelled to get back to trying to keep it as soon as possible.
--Van feels compelled to make others keep their promises that were made with good intentions. Spirit inside of him HATES corrupt public servants. If something forces a delay, he feels compelled to get back to trying to do something about them as soon as possible.
--Van feels compelled to stop lawbreakers and/or those who create chaos. If something forces a delay, he feels compelled to get back to trying to do something about them as soon as possible.
(Feel free to have Calvaros give a penalty to Van's rolls if he delays for too long-- Calvaros might even take over-- maybe controlling Van's body, forcing him to walk to certain dangerous neighborhoods in the city to pursue a criminal-- maybe Van might not even REMEMBER doing so, suffering blackouts while Calvaros uses his body.)
POWER: Burst of strength/speed: Calvaros can grant Van a burst of
superhuman strength or speed-- BUT the NEXT roll after using it is -1 die
(or, if it's at 1 die already, -1 from the result) because using this power
temporarily wears Van out.
AMAZING EQUIPMENT: Magnetic Glove: As Judge Midnight, Van uses a glove
with sophisticated circuitry that can:
--repel metal projectiles (ANY metal, not just iron/steel), or
--yank metal out of the hand of someone who doesn't expect Van to do it (this requires a successful roll).
----Van must actively activate these two modes-- as a default, neither is "on" all the time.
POWER: What Have You Sworn? Roll 2d4:
--Highest result is 4: Van knows what another character within 50 feet of him
has sworn, and whether or not they have upheld that vow.
--Highest result is 3: Van gets only a vague sense of whether or not another character within 50 feet of him is trustworthy, not necessarily more than that.
--Highest result is 2: Van gets nothing, and the NEXT roll after using this power is -1 die (or, if it's at 1 die already, -1 from the result) because this temporarily wears Van out.
--Highest result is 1: Calvaros takes over Van's body briefly. When PC comes back, the NEXT roll after using this power is -1 die (or, if it's at 1 die already, -1 from the result) because this temporarily wears Van out.
SKILL: Fisticuffs: Van gets +1 die in hand-to-hand combat. (Maybe he ONLY gets it when in his guise as Judge Midnight?)
SKILL: Stealth: Van gets +1 die when sneaking around, trying not to be noticed. (Maybe he ONLY gets it when in his guise as Judge Midnight?)
SKILL: Endurance: Van gets +1 die when resisting the effects of gas, hypnosis, electrical shock, intense cold, nausea, passing out (except when Calvaros is trying to take over his body), etc. (Maybe he ONLY gets it when in his guise as Judge Midnight?)
SKILL: Science (electronics, physics): Van gets +1 die when rolling to do anything with electrical machinery or wiring (disabling an alarm system or a bomb, say) or physics.
Van will have invented the Magnetic Glove himself.