Many Malvan gladiators have the Psycho-logical Complication Malvan Gladiator’s Code. This is most common among volunteer gladiators who are native Malvans, but it exists at all levels of the gladiatorial world. It’s an unwritten body of rules that gladiators follow, and its tenets include:
n I will fight to the best of my abilities, neither giving nor asking quarter and expecting the same from my opponent.
n I will fight fairly and honorably, never attempting to find ways to take unfair advantage of my opponent (typically this simply prohibits behavior such as taking performance-enhancing drugs, but among the more “chivalrous” gladiators it can extend as far as never attacking a Stunned opponent)
n I will fight only in the arena, never engaging my opponents in dishonorable brawls outside it
n I will honor my fallen opponents and do them no further harm (this prevents superhumanly strong gladiators from using unconscious enemies as “clubs” or “thrown weapons” against other foes)
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116 n Malva: Planet Of The Super-gladiators Hero System 6th Edition
Val Char Cost Roll Notes
40 STR 30 17- Lift 6,400 kg; 8d6 HTH damage [4]
20 DEX 20 13-25 CON 15
14-20 INT 10 PER Roll 13-10 EGO 0
11-30 PRE 20 15- PRE Attack: 6d6 8 OCV 25
8 DCV 25 3 OMCV 0 3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12 20 PD 18 Total: 20 PD (20 rPD) 20 ED 18 Total: 20 ED (20 rED) 15 REC 11
60 END 8 20 BODY 10
60 STUN 20 Total Characteristics Cost: 260 Movement: Running: 24m
Flight: 40m
Cost Powers END
90 Weapons Systems: Multipower, 90-point reserve 9f 1) Pulson Bolt (Offensive Mode): Blast 18d6 9 9f 2) Pulson Bolt (Low-Power Mode): Blast 12d6 0
Reduced Endurance (0 END; +½)
9f 3) Pulson Bolt (Auto-Mode): Blast 9d6 3 Autofire (5 shots; +½), Reduced Endurance (½ END; +½) 7f 4) Pulson Bolt (Focused Mode): Blast 12d6 7
Armor Piercing (+¼)
6f 4) Pulson Bolt (Omnidirectional Spray Mode):
Blast 9d6 9
Area Of Effect (20m Radius Explosion; +½), Personal Immunity (+¼), Reduced Endurance (½ END; +¼);
No Range (-½)
7f 5) Stun-Beam: Blast 8d6 3
NND (defense is Power Defense; +½), Reduced Endurance (½ END; +¼)
3f 6) Tangle-Cable: Entangle 6d6, 6 PD/6 ED [4]
4 Charges (-1)
4f 8) Flare: Sight Group Flash 8d6 6 Area Of Effect (16m Cone; +½); No Range (-½) 8f 9) Enervator Beam: Drain Characteristics 4d6 8
Expanded Effect + Variable Effect (any two Charac-teristics at a time; +1)
7f 10) Top-Mounted Mini-Missiles: Blast 10d6 [12]
Area Of Effect (12m Radius; +¾); 12 Charges (-¼) 4f 11) Arm-Mounted Rockets: Blast 14d6 [4]
Area Of Effect (4m Radius; +¼); 4 Charges (-1) 10 Robotic Form: Hardened (+¼) for 20 PD/20 ED 0 25 Robotic Form: Resistant (+½) for 20 PD/20 ED 0
Hardened (+¼)
5 Psionic Screen: Mental Defense (5 points) 0
5 Structural Force-Field: Power Defense (5 points) 0 5 Hardened Visual Sensors: Sight Group Flash Defense
(5 points) 0
5 Electronic Countermeasures: Radio Group Flash
Defense (5 points) 0
12 Heavy: Knockback Resistance -12m 0 10 Emotional Control: +20 Presence 0
Only To Protect Against Presence Attacks (-1)
35 Robotic Form: Life Support: Total 0 67 Foot-Jets: Flight 40m, x4 Noncombat 0
Reduced Endurance (0 END; +½)
12 Robotic Legs: Running +12m (24m total) 1 5 Visual Sensors: Infrared Perception (Sight Group) 0 5 Visual Sensors: Ultraviolet Perception (Sight Group) 0 10 Visual Sensors: Increased Arc Of Perception (360
Degrees) (Sight Group) 0
10 Visual Sensors: x100 Microscopic for Sight Group 0 9 Visual Sensors: Telescopic (+6 versus Range for Sight
Group) 0
15 Auditory Sensors: Active Sonar (Hearing Group) 0 3 Auditory Systems: Ultrasonic Perception (Hearing Group) 0 12 Radio Sensors: HRRP (Radio Group) 0
15 Radar: Radar (Radio Group) 0
6 Sensor Enhancements: +2 to PER Rolls
with all Sense Groups 0
Talents
3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator
6 Speed Reading: x100 times normal speed 20 Universal Translator
13-Skills
40 +4 with All Combat 3 Computer Programming 13-3 Cryptography
13-3 Deduction 13-3 Electronics 13-3 AK: Malva 13-15 KS: Everything 25-3 Tactics 13-3 Teamwork
13-Total Powers & Skills Cost: 563 Total Cost: 823
400 Matching Complications (75)
10 Physical Complication: can be affected by Mental Powers that affect either the Alien (i.e., Malvan) or Machine class of minds (Infrequently, Slightly Impairing)
Total Complications Points: 10 Experience Points: 488
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Champions Beyond n Chapter Five 117
Here are a few examples of non-sentient oppo-nents that characters might find themselves pitted against in the Malvan arena.
Description: This character sheet represents a typical Malvan robot designed for use against living opponents in the gladiatorial arena (or for that matter, in warfare). It features a robot of “average” power; weaker and much stronger robots, or robots tailored to fight specific gladia-tors, can easily be built.
A standard Malvan Battle-Robot consists of a large central cylindrical column with arms and legs attached. It has no distinct head (though its “brain” is located at the top of the cylinder);
weapons are often mounted on top of the cylinder, as well as on the arms and other parts of the frame.
(See page 111 for an illustration of a Battle-Robot.)
Description: The radiation belt the Az’arc’a (see page 26) evolved in also allowed for the evolu-tion of many other life-forms that are vaguely analogous to fleshly animals and plants. One of the fiercest of the fauna is this creature, which the Malvans think is the equivalent of a large, preda-tory cat. Vicious, extremely difficult to hurt, and always eager to suck the energy out of flesh-and-blood beings as a form of sustenance, the Az’arc’a
“panther” is a match for most Malvan super-glad-iators. (The Malvans surround the creature with special force-fields so it can survive in gravity.)
In most battles, the panther prefers to circle its opponent warily at first, sizing it up and looking for weaknesses. If an adversary attacks it during this time, or if it’s ever seriously hurt, it dissipates (becomes Desolidified) and continues to observe or flees. Once it feels ready to attack, it leaps into the fray, using its energy claws to inflict deep wounds. Additionally, just coming into contact with it can inflict serious burns, and it can drain the energy from another being. It’s difficult to hurt, particularly with energy attacks (which it
“eats”).
The panther’s Stealth roll applies in energy environments such as the one it evolved in. When it’s in normal environments (such as the Malvan arena or the interior of a starship), it stands out like a sore thumb no matter how sneaky it tries to be. In fact, its subconscious energy emissions tend to interfere with nearby radios and similar devices.
In its most common natural state, the Az’arc’a panther looks more or less like a roughly ovoid mass of orange-yellow energy. When attacking it extrudes limb-like protrusions with which it can grab prey, “claw” at an enemy, and so forth.
Description: Native to a planet not far from Mon’da, the ulta-falcon is a bird of prey with a body the size of an adult Human, razor-sharp talons five inches long, and a jagged-edged beak that can bite skull-sized chunks out of its prey. It’s also strong enough to carry off an adult Human without strain. Its plumage is mainly green above and gold on the underside, with a crest of emerald-green feathers on the head (similar in shape to that of a North American cardinal). Its eyes are solid black, and its talon and beak are obsidian black as well.
Since an ulta-falcon is relatively easy to harm, the Master of Beasts often equips it with a force-field device (Resistant Protection (10 PD/10 ED), typically) so that it can stay in the fight longer if it’s facing powerful opponents. In other cases (such as a battle between several ulta-falcons and a dozen more or less ordinary fighters equipped with jetpacks and melee weapons) it’s left to fend for itself.
Description: Native to Toracta, a shard-beast looks something like a muscular, lumpy-bodied, blunt-snouted Komodo dragon that’s thirty feet long and twelve feet tall at the shoulder. Its skin is a dull green-black and scaly. Here and there its body has lighter-colored crystalline “warts.”
In the Malvan arenas, shard-beasts are often pitted against multiple non-superpowered fighters armed with various weapons, or groups of low-powered superhumans. Due to the potential for fatal injuries, fighters are often issued force-field devices for extra protection... or a large team of medical-bots stands by.
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118 n Malva: Planet Of The Super-gladiators Hero System 6th Edition
Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1]
20 DEX 20 13-20 CON 10
13-10 INT 0 PER Roll 11-5 EGO -5
10-15 PRE 5 12- PRE Attack: 3d6 6 OCV 15
6 DCV 15 2 OMCV -3 2 DMCV -3
4 SPD 20 Phases: 3, 6, 9, 12 15 PD 13 Total: 15 PD (10 rPD) 20 ED 18 Total: 20 ED (20 rED) 10 REC 6
50 END 6 15 BODY 5
40 STUN 10 Total Characteristics Cost: 132
Movement: Running: 0m
Fight: 18m
Cost Powers END
55 Energy Form: RKA 2d6 0
Area Of Effect (personal Surface — Damage Shield;
+¼), Constant (+½), Persistent (+¼), Inherent (+¼), Reduced Endurance (0 END; +½); Always On (-½) 83 Subconscious Energy Emissions: Suppress Radio
Powers 2d6 0
Expanded Effect + Variable Effect (all Radio powers simultaneously; +4), Constant (+½), Personal Immunity (+¼), Reduced Endurance (0 END; +½);
No Range (-½)
37 Energy “Claws”: RKA 3d6 6
+1 Increased STUN Multiplier (+¼); No Range (-½) 25 Energy Draining: Drain BODY and STUN 2d6 0
Expanded Effect (two Characteristics at once; +½), Constant (+½), Reduced Endurance (0 END; +½);
Must Follow Grab (-½), No Range (-½)
120 “Eating” Energy: Absorption 60 BODY (energy, half to
BODY, half to STUN) 0
Defensive Absorption (BODY Absorbed counts as Resistant ED; +1)
15 Energy Form: Resistant (+½) for 10 PD/20 ED 0 18 Energy Form Movement: Flight 18m 2 -12 Only “Flies”: Running -12m (0m total)
24 Energy Perception: Detect Energy 13-
(no Sense Group), Discriminatory, Range, Sense 0 12 Energy Perception: HRRP (Radio Group) 0 60 Dissipated Energy Form: Desolidification (affected by
electricity or pulson energy) 0 Reduced Endurance (0 END; +½)
Skills 16 +2 HTH
3 Stealth 13- (see text) Total Powers & Skills Cost: 456 Total Cost: 588
175 Matching Complications (50)
20 Physical Complication: Animal Intelligence (Frequently, Greatly Impairing)
0 Physical Complication: Human Size
20 Physical Complication: Very Limited Manipulation (Frequently, Greatly Impairing)
Total Complications Points: 40 Experience Points: 453 Val Char Cost Roll Notes
50 STR 40 19- Lift 12.5 tons; 10d6 HTH damage [5]
12 DEX 4 11-32 CON 22
15-8 INT -2 PER Roll 11-5 EGO -5
10-30 PRE 20 15- PRE Attack: 6d6 6 OCV 15
4 DCV 5
2 OMCV -3 2 DMCV -3
3 SPD 10 Phases: 4, 8, 12 18 PD 16 Total: 24 PD (6 rPD) 16 ED 14 Total: 20 ED (4 rED) 13 REC 9
65 END 9 23 BODY 13
70 STUN 25 Total Characteristics Cost: 189 Movement: Running: 48m
Cost Powers END
30 Bite: HKA 2d6 (5d6+1 with STR) 1
15 Claws: HKA 1d6 (3½d6 with STR) 1
16 Stomp!: HA +4d6 2
Hand-To-Hand Attack (-¼)
15 Scaly Skin: Resistant Protection (6 PD/4 ED) 0 18 Heavy: Knockback Resistance -18m 0 36 Long Legs: Running +36m (48m total) 3 3 Reptilian Senses: +1 PER with all Sense Groups 0
5 Tail: Extra Limb 0
Inherent (+¼); Limited Manipulation (-¼)
9 Tongue: Extra Limb 0
Inherent (+¼); Limited Manipulation (-¼) plus: Reach +4m
Limited Body Parts (tongue; -¼)
Total Powers & Skills Cost: 147 Total Cost: 336
175 Matching Complications (50)
20 Physical Complication: Animal Intelligence (Frequently, Greatly Impairing)
15 Physical Complication: Huge (16m long; +6 OCV for others to hit, +6 to PER Rolls for others to perceive) (Frequently, Slightly Impairing)
20 Physical Complication: Very Limited Manipulation (Frequently, Greatly Impairing)
Total Complications Points: 50 Experience Points: 161
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Champions Beyond n Chapter Five 119
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]
14 DEX 8 12-15 CON 5
12-8 INT -2 PER Roll 11-8 EGO -2
11-25 PRE 15 14- PRE Attack: 5d6 8 OCV 25
6 DCV 15 3 OMCV 0 3 DMCV 0
3 SPD 10 Phases: 4, 8, 12 8 PD 6 Total: 8 PD (3 rPD) 8 ED 6 Total: 8 ED (3 rED)
8 REC 4
40 END 4 12 BODY 2
36 STUN 8 Total Characteristics Cost: 109 Movement: Running: 2m
Leaping: 2m
Swimming: 0m
Flight: 40m
Cost Powers END
30 Talons: HKA 2d6 (3d6 with STR) 2
15 Beak: HKA 1d6 (2d6 with STR) 1
1 Tough: Resistant (+½) for 3 PD/3 ED 0
33 Wings: Flight 40m 2
Reduced Endurance (½ END; +¼); Restrainable (-½)
29 Stooping: Flight +48m 0
Reduced Endurance (0 END; +½); Restrainable (-½), Only To Dive At Prey For Move Bys (-1)
-10 Short Legs: Running -10m
-1 Poor Leaper: Leaping -2m (2m total) 1 -2 Can’t Swim: Swimming -4m
10 Raptor Eyes: +5 PER with Sight Group 0 8 Raptor Eyes: +16 versus Range for Normal Sight 0
Skills 16 +2 HTH 2 Stealth
10-Total Powers & Skills Cost: 131 Total Cost: 240
175 Matching Complications (50)
20 Physical Complication: Animal Intelligence (Frequently, Greatly Impairing)
0 Physical Complication: Human Size
20 Physical Complication: Very Limited Manipulation (Frequently, Greatly Impairing)
Total Complications Points: 40
Experience Points: 75
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120 n Malva: Planet Of The Super-gladiators Hero System 6th Edition
The popularity of individual gladiators comes and goes, with a shining few names becoming legendary examples of gladiatorship that last for tens or hundreds of thousands of years: Tethuris the Blade, the first of the great gladiators and one of the rare few to maintain an undefeated record for his entire career; Vorbin Blackmane, who still holds the record for most opponents killed in one-on-one duels; the bizarre alien Gork, who simply pummelled his foes into unconsciousness with a crude-looking but actually tactically sophisticated pattern of attack; and of course the great Ronos Firefist, about whom nothing more need be said.
Ten years ago the most popular gladiators were Ariax Thone, Drogen Lar, and Tren Tarrec Dazeur, but all three have largely been forgotten by a Malvan populace ever eager for the next amazing thing. Here are a few examples of gladiators who are highly popular as of 2011.
Background/History: Marisol Dalaguan was born into a poor but happy family in Puerto Rico.
Although none of them ever starved, the family never seemed to have enough and constantly moved from one financial crisis to another.
Marisol was often upset and bitter about the situ-ation and spent a lot of time daydreaming about a better life.
Then she hit puberty... and her mutant powers of light control manifested. At first they terrified her, but then she began to realize what a gift they were. She figured she could use them to make some real money for her family — but her mother had other ideas. A kind-hearted and God-fearing woman, she believed Marisol’s powers were “an angelic gift” and that Marisol should use them to help other people, not herself.
Prodded by her mother, Marisol chose the crimefighting name Ave de Amanecer, or Dawn-bird as most people called her, and “apprenticed”
herself to an experienced Puerto Rican mystic superheroine Talismán Luciente (“Shining Talisman”). For over a decade she fought super-villains and criminals on Puerto Rico, first as Talismán Luciente’s partner and later on her own...
but her heart was never really into it. Her mother essentially guilted her into it; she always felt there were better, more enjoyable, more profitable ways to use her abilities (though she’d never dream of becoming a villain).
Then her mother died. At long last freed from her oversight, Dalaguan was wondering what to do with her life and her powers when her luck took an unusual change for the better. While on patrol one day she was attacked and captured by Kanrok the Acquisitioner (CV3 169-71). She spent a month fighting in the arenas on Malva, and achieved a certain measure of popularity among the fans. When the arena officials decided she’d “served her time” and were prepared to erase her memory and send her back to Earth, she asked them not to. She found she enjoyed fighting in the arena; in fact, she liked it a lot more than being a superheroine. There wasn’t really anyone or anything waiting for her back on Earth, so why not stay on Malva? She’s been there ever since, earning accolades for her prowess in the arena and having the time of her life.
Personality/Motivation: Dawnbird is a much happier person on Malva than she ever was on Earth. As a gladiator she’s confident, famous, at the top of her profession, and a part (albeit a secondary one) of the most advanced civilization in the Galaxy. Every now and then she has brief moments of homesickness, but they usually pass quickly when she realizes just how good she’s got it.