ENEMIES: THE INTERNATIONAL FILE CHARACTER REVISIONS

BELL, BOOK, AND CANDLE

Val	CHA	Cost	Roll	Notes
13	STR	3	12-	Lift 151.6 kg; 2 ½d6 HTH Damage [1]
20	DEX	20	13-
18	CON	8	13-
13	INT	3	12-	PER Roll 12-
20	EGO	10	13-
20	PRE	10	13-	PRE Attack:  4d6

7	OCV	20	
7	DCV	20	
7	OMCV	12	
7	DMCV	12	
4	SPD	20		Phases:  3, 6, 9, 12

7+22	PD	5		Total:  7/29 PD (0/22 rPD)
7+22	ED	5		Total:  7/29 ED (0/22 rED)
8	REC	4
40	END	4
9	BODY	-1
25	STUN	3		Total Characteristics Cost:  158

Movement:	Running:	14m/28m 
		Flight:		30m/60m
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
27	Bell:  Multipower, 62-point reserve, all slots OAF (bell; -1), Does Not Work In A Vacuum (-¼)
5v	1)  Sonic Blast:  Blast 10d6, Reduced Endurance (½ END; +¼); OAF (bell; -1), Does Not Work In A Vacuum (-¼), END 2
2f	2)  Sonic Boom:  Blast 8d6, Area Of Effect (16m Radius Explosion; +¼), Personal Immunity (+¼); OAF (bell; -1),
	No Range (-½), Does Not Work In A Vacuum (-¼), END 6
7v	3)  Sonic Liquification:  RKA 2d6+1, Armor Piercing (+¼), Double Knockback (+½); OIF (bell; -½), Does Not Work
	In A Vacuum (-¼), END 6
4v	4)  Siren Song:  Mind Control 10d6 (Human class of minds), Telepathic (+¼); OAF (bell; -1), Limited Normal
	Range (40m; -½), Does Not Work In A Vacuum (-¼), END 6
5v	5)  Sonic Screen:  Resistant Protection (16 PD/16 ED), Hardened (+¼); OAF (bell; -1), Costs Half Endurance (-¼),
	Does Not Work In A Vacuum (-¼), END 3
3v	6)  Riding The Soundwaves:  Flight 30m; OAF (bell; -1), Does Not Work In A Vacuum (-¼), END 3

30	Candle:  Multipower, 60-point reserve, all slots OAF (candlestick and candle; -1)	
5v	1)  Dispel The Darkness:  Dispel Darkness To Sight Group 20d6; OAF (candlestick and candle; -1),
	No Range (-½), END 6
5v	2)  Flare Cone:  Sight Group Flash 8d6, Area Of Effect (16m Cone; +½); OAF (candlestick and candle; -1),
	No Range (-½), END 6
1f	3)  Lightbending:  Invisibility to Sight Group , No Fringe; OAF (candlestick and candle; -1), Only When Not
	Attacking (-½), END 3
1f	4)  Create Light:  Sight Group Images, +4 to PER Rolls, Area Of Effect (8m Radius; +½); Only To Create Light (-1),
	OAF (candlestick and candle; -1), END 3
	 	
26	Book:  Endurance Reserve  (100 END, 20 REC); IAF (book; -½)

	Martial Arts:  Judo
	Maneuver	OCV	DCV	Damage
5	Block		+1	+3	Block, Abort
4	Disarm		-1	+1	Disarm; 23 STR to Disarm roll
4	Escape		+0	+0	28 STR vs. Grabs
3	Joint Lock	+0	-1	Grab One Limb,  23 STR  for holding on
4	Joint Lock/Throw
			+1	+0	Grab One Limb; 1d6 NND ; Target Falls
4	Strike		+0	+2	4 ½d6 Strike
3	Takedown	+1	+1	2 ½d6 Strike; Target Falls

7	Armored Costume:  Resistant Protection (6 PD/6 ED); OIF (reinforced costume; -½), Requires A Roll (11- roll; -1)
12	Nearly Deaf:  Hearing Group Flash Defense (10 points), Hardened (+¼)
2	Quick Footed:  Running +2m (14m total), END 1

	Talents
6	+2/+2d6 Striking Appearance (vs. all characters)

	Skills
20	+2 with All Attacks

2	AK: England 11-
3	Breakfall 13-
3	Charm 13-
3	Climbing 13-
1	Criminology 8-
1	Cryptography 8-
1	Forensic Medicine 8-
3	Language:  Sign Language (completely fluent)
5	Lipreading 13-
1	Lockpicking 8-
2	Power:  Magic Skill 10-
2	PS: Archeologist 11-
2	SS:  Archeology 11-
1	Security Systems 8-
3	Stealth 13-
3	Streetwise 13-
3	Scholar
1	1)  KS: English History 11-
1	2)  KS: Judo 11-
1	3)  KS: Occult Legends And Lore 11-
1	4)  KS: The London Underworld 11-

Total Powers & Skill Cost:  243
Total Cost:  400

400+	Matching Complications (75)
15	Hunted:  English superhuman group Infrequently (Mo Pow; Harshly Punish)
20	Physical Complication:  Nearly Deaf (-5 to all Hearing PER Rolls) (Frequently; Greatly Impairing)
20	Psychological Complication:  Overconfident Show-off, a wild and wicked hellion (Very Common; Strong)
15	Social Complication:  Secret ID (Frequently, Major)
5	Unluck: 1d6

Total Complications Points:  75
Experience Points:  0

Background/History: The woman who now calls herself ‘Bell. Book, And Candle’ was once Ellen Morton, an archeologist charged with digging up and preserving England’s extensive historical past. During one such excavation, she uncovered an ancient chest of unknown origins. Upon opening it, she found inside three curious objects—an all-metal handbell, a battered book with parchment pages, and a simple candlestick of wrought silver. In removing the items for cleaning and preservation, Ellen found the bell twisting in her hand, the clapper ringing loudly as waves of sound echoed through her mind, drowning out the frantic cries of her original personality. Once the ringing stopped, Bell, Book, and Candle smiled to herself. After hundreds of years of being hidden in the depths of the earth, it was free to wreck havoc on the world of men once again.

Personality/Motivation: What was one Ellen Morton, archeologist, is now almost fully replaced by Bell, Book, and Candle, a being of almost unrestrained power and hedonistic desires. And what it desires most is power—be it magical, financial, or geopolitical. Thus, Bell, Book, and Candle looks to amass sufficient wealth, along with various enchanted artifacts and objects, to finally attempt to conquer the world, or a certain portion of it anyway.

Quote: “It seems this time, the bell tolls for you! Hahahahahahaha!”

Powers/Tactics: Quite mad, Bell, Book, and Candle revels in her power, and enjoys using it. She prefers to use the Bell to wreck havoc among her foes, with the Sonic Blast, Sonic Boom, and Sonic Liquefaction her preferred methods of attack. However, she’s not totally foolish, and will use her Siren Song to convince her victims to allow her into restricted and guarded areas. She’ll also use her Candle to sneak into secure areas, but then will often use the Bell to blast her way back out. Her book never leaves her carry-all if she can help it, as it powers all of her other attacks.

If disarmed, Bell, Book, and Candle will fight using her hand-to-hand combat skills, and will seek to recover her carry-all and the Bell and Candle. If forced to flee, she’ll try to at least have the Book with her, but will also try and take the Bell. The Candle she’ll come back for.

Appearance: A lot of time spent digging in the English soil, as well as regular Judo sessions, have given Bell, Book, and Candle a fairly fit build. Her costume is a curious hodgepodge of faux medieval-looking elements. The base is a royal purple bodystocking with an attached headpiece that covers all but her nose and the area around her mouth. A hole at the back allows her brown hair to fall free. She also wears black suede boots, one of which extends to mid-thigh, while the other stops at her knee. Both have fold over tops with a crenellation cut. Her brown leather gloves extend past her elbows. Over her torso she has a black vest, the outer layer is black suede, the inner is an advanced armored fabric. Over all this she wears an ankle-length cloak, with a gray lining and a royal purple outside. A rather mundane leather carry-all, slung over one shoulder, contains her bell, book, and candle.

Designer’s Notes: Bell, Book, and Candle started out as the character of Death Knell, found on page 8 of Enemies: The International File. For starters, I changed her name to the more English Ellen Morton (Nelly is just a nick-name), edited her Characteristics a bit, and then made all three items she found in the dug-up chest have a use (originally only the bell had any powers.) Curiously, she went from 390 points to an even 400, despite the increase in Characteristics and my adding in a whole new set of skills and a new Multipower and the Endurance Reserve. As with many of the Enemies: The International File characters, I reduced her Complications drastically. The original had 225 points worth (in 3rd Edition terms), I edited that down to a simple 75 points for this version.

As presented here, Bell, Book, and Candle is little more than a rampaging creature of power. She robs banks and rips off museums in an effort to amass wealth and magical power. You can expand on this by making her willing to worth with characters with similar aims. Thus any would-be world conqueror could hire her out, provided they supply her with sufficient luxuries to keep her happy. In addition, PCs may want to rescue Ellen Morton from the curse of the Bell. This is best left up to the GM, although it could take the form of a journey into Bell, Book, and Candle’s mind, a complex dispel on the Bell, or manifesting (and fighting) the spirit within the Bell.


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