
Seraph
Context
This character is an original creation. We often call these “homemades” or “homebrewed” – think home cooking or craft beer.
Many of these characters were created to take part in tabletop role-playing game sessions. Others were invented as a creative writing exercise, often as part of a community event.
As to this specific character, this is an Elseworld version of Spawn.
Background
- Real Name: Al Simmons.
- Marital Status: Widowed.
- Known Relatives: Wanda (widow).
- Group Affiliation: None.
- Base Of Operations: Our Lady of Sacred Waters, Manhattan.
- Height: 6’ 3” Weight: 210 lbs. Age: 31 at time of death.
- Eyes: Blue, flaming Hair: indeterminate
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Powers and Abilities
Al Simmons is a walking undead. He has been given the power of Heaven to fight on the side of Good and Right. He’s an Earthbound angel to oppose Maelbolgia’s schemes to possess Earth.
He has nearly any power he needs to accomplish his task. Yet he mostly uses simple techniques he learned as an assassin for the US government. He prefers physical combat to all the mystic mumbo-jumbo. But he has found that as Heaven’s champion he really can’t avoid tapping into his angelic powers.
His heavenly powers have not been pushed to their limits yet.
History
Al Simmons was a government assassin who got killed by his buddy Chapel.
He was offered a deal with the Maelbolgia. They would let him return to Earth and live again, albeit five years later as a Hellspawn.
He was offered a chance at redemption when he was rescued from Hell and recreated as an angel, the Seraph. He was returned to Earth to protect the Innocent, to deliver holy justice to the wicked, and to oppose the plans of his former master, Maelbolgia.
Description
As himself, Simmons is a disgusting half-rotted corpse. Only clad in his angelic battle armor does he shine with the radiance of heaven and lose his evil aura. His armor is gold and silver, with a great sword slung across his back, and when he needs to fly, it unfurls great fiery golden wings. His helmet obscures his face entirely, except for his flaming eyes.
Personality
Al Simmons has had a glimpse of Heaven and Hell, and much prefers Heaven. He has seen the pain and misery and destruction that Hell will bring to Earth if Maelbolgia wins, and has determined that he will fight that evil with every fiber of his being.
He is still a family man, misses his wife Wanda horribly, and hopes against hope that in the paradise he seeks to achieve they will be united once more.
Quotes
“Vengeance is mine, I will repay, saith the Lord… Only evil need fear the shadow of the Seraph’s wings”
Game Stats — DC Heroes RPG
Tell me more about the game stats
Seraph
A 2700 point character
Dex: 08 | Str: 07 | Bod: 08 | Motivation: Unwanted Power |
Int: 06 | Wil: 08 | Min: 06 | Occupation: Adventurer |
Inf: 06 | Aur: 07 | Spi: 11 | Resources {or Wealth}: 000 |
Init: 022 | HP: 080 |
Powers:
Sorcery: 14, Aura of Fear: 11, True Sight: 08, Awareness: 08
Bonuses and Limitations:
Aura of Fear only affects Evil or Villainous Motivation characters (-1). Aura of Fear only works on truly evil beings who recognize Seraph for what he is… the Fist of Heaven, a Scourge upon Sinners and a Plague upon the Wicked
Skills:
Martial Artist: 07, Military Science: 07, Thief: 06, Vehicles: 06, Weaponry: 08
Advantages:
Area Knowledge (Alleys of New York); Buddy (Cogliostro); Security Clearance (Medium), Expansive Headquarters (Our Lady of Sacred Waters Catholic Church, SoHo, Manhattan.
Drawbacks:
Exile (Forced, from his normal life); Serious Irrational Attraction to Wanda Blake; CIA to Protecting the Innocent/Smiting the Wicked, Strange Appearance (when wearing the armor, Aura of Fear takes precedence. Without his armor, he takes on his true appearance as an undead, walking corpse).
Equipment:
- ARCHUS (Seraph’s Armor) Seraph’s Armor is sentient and that is why it has mental and mystical stats. [DEX 07 STR 00 BODY 06 INT 04 WIL 06 MIN 06 INF 06 AUR 06 SPI 06, Flight: 09, Flash: 10, Claws: 06, Mystic Blast: 09, Blunting: 05, Sorcery: 06. Note: Flight is Winged (-1), Claws represent Seraph’s flaming sword (0); Mystic Blast is focussed through the sword (-1), and only works on mystic creatures (-3), Seraph uses the costume’s Sorcery power to do minor magical effects].
- Big Gun [BODY 06, Projectile weapons: 08, Ammo: 08, R#04].
Seraphic Power
Seraph has used his Sorcery Power to duplicate Energy Blast, Teleportation, Regeneration, Density Increase, boosting his STR, Chameleon, and bringing somebody back to life, etc. He only has limited power, and each time he uses Sorcery for evil or vengeful purposes he moves himself closer to being returned to Hell, while doing good and/or fighting Evil as he is supposed to brings him closer to Heaven.
When his power is used up, he will be returned to Heaven or Hell, whichever, but I’m not sure how best to represent this in game terms. When playing Seraph you should be understandably reluctant to use his Sorcery, and the GM would decide when the power was all gone.
Here’s a couple of possible ways to represent this:
- A point pool of sorts, maybe 400 points or so. When Sorcery is used, deduct the APs of Sorcery used from the pool. When it hits zero, the hilarity begins.
- Give Sorcery an R#2 to be rolled each time it’s used. Rolling the R# doesn’t cause the Power to fail, but rather increases the R# by 1. When the R# hits 20, the hilarity begins.
Note that this will likely go slowly at first, but near the end almost any use will crank up the R# while still leaving a chance for a free ride until the very last use, which makes for a nicer feeling of suspense than the point pool IMO.
Source of Character: Pufnstuff’s diseased Imaginings of an Image Elseworld.
Helper(s): William C Wendel for the original Spawn writeup, Sébastien Andrivet and the list members for various suggestions (I honestly don’t recall who all), Roy Cowan for the “This is the end” section. Illustration from issue #77 of Spawn.