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I didn’t intent to create back-to-back swordmen for Marvel, but it shook out that way. Here is Willard H. Wright from Umineko: When They Cry. Willard is a relatively minor character, not appearing until late in the series and, as such, not appearing in the anime adaptation of the first half.

This datafile is an experiment in building a custom datafile centered around D8s. Marvel doesn’t have a point-buy system and it’s easy to get carried away with custom files and create stat bloat. Willard is meant to be a starting level physical combatant with some specialties against mystical targets and some tricks to protect other heroes in combat.

“We are Inquisitors of Heresy. Felling evil witches is our job. However, we must not risk hurting the innocent. We must not suspect them!”

History

Willard is one of the main characters of the Requiem of the Golden Witch, the seventh story in the series Umineko: When They Cry. Named after the real identity of the SS Van Dine, the more public parts of Willard’s personality are what one would expect of an art critic; blunt, cold and ruthless. Willard worked as an inquisitor, investigating crimes and hunting witches through the lens of Van Dine’s Twenty rules for writing detective stories. He quickly rose up through the ranks, becoming a young ace and a role model for other witch-hunters in SSVD.

SSVD’s practices became more aggressive as others followed Willard’s lead. Realizing the violent team he had accidentally created, Willard renounced his position and left in disgust. He has become something of a recluse, preferring to spend his free time relaxing with his pet cat, Diana, and defending those who SSVD would crush in their investigations.

Personality

Willard’s public self is gruff and short tempered. He’ll quickly point out lapses in logic or judgement, even ones he sees in himself. Beyond that surface identity, he’s compassionate and concerned for the emotional well-being of others. He will intentionally overlook small crimes in investigations, focusing on the bigger picture. He prefers to deal with situations socially before resorting to violence and, even when violence is his needed, he will intentionally limit himself to prevent collateral damage. Those who knew Willard as an inquisitor are quick to point out this hypocrisy.

Abilities & Resources

Willard is armed with an archbishop’s sword, an artifact from his time as an inquisitor. The sword has a massive black blade that’s incredibly potent against supernatural targets. It can physically slice through illusions and projections, destroying them with no effort. Willard also retains his physical and intellectual experience from his job as an inquisitor.

Fan art, but I sadly don't have a source for it.

Fan art, source missing.

Willard H. Wright

Affiliations

Solo D8          Buddy D10          Team D6

Distinctions

Former Chief Inquisitor     Wise Ass
Wilfully Ignorant

ARCHBISHOP’S SWORD

Weapon: D8,
Enhanced Durability: D8

SFX: Illusions to Illusions. When including Weapon as part of an attack action against magic and mystic-related targets, add D6 and step up effect die +1.

Limit: Gear. Shutdown Archbishop’s Sword and gain 1 PP. Take an action vs. the doom pool to recover gear.

WITCH HUNTER

Enhanced Stamina: D8,
Enhanced Strength: D8, Enchanted Reflexes: D8, Psychic Resistance: D8

SFX: Don’t Look for a Miracle. Be One. Spend 1 PP to add a Witch Hunter power to another character’s dice pool before they roll a reaction. If that character takes physical stress, take D6 mental stress.

SFX: Second Wind. Before you make an action including a Witch Hunter power, you may move your physical stress die to the doom pool and step up the Witch Hunter power by +1 for this action.

SFX: Take the Hit. Spend 1 PP to take physical stress intended for a nearby ally or friend.

Limit: Exhausted. Shutdown any Witch Hunter power to gain 1 PP. Recover power by activating an opportunity or during a Transition scene.

Specialties

Combat Master D10, Crime Expert D8, Mystic Expect D8, Psych Master D10

Milestones

Never Make Light of the Heart

1 XP: When you criticize an ally for dealing Emotional Stress.
3 XP: When you help another hero recover Emotional Stress inflicted in a Scene in which you were present.
10 XP: When you either inflict Emotional Trauma or give up your status or reputation by refusing to inflict Emotional Stress.

Do Not Toy with the Fates of Others

1 XP: When you use your powers to give a support to an ally.
3 XP: When you either take trauma to save a non-combatant or convince an opponent to attack you rather than a non-combatant.
10 XP: When you either sacrifice yourself for your allies or fight until you’re the last hero to fall.

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