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Mr. R

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So I strated this a few weeks ago and I was slowly going to place it on the boards.  But now that I have broken my ankle, I find I have a fair bit of free time, so I'll try to get one or two done a day.

 

Notes. 

 

Str becomes equivelent dakmage classes.  So str 10 = 50

Dex is an amalgam of fgt, agil and dex, but I based it more off the Offence and Parry /Dodgeratings.

Con  Int Ego Pre al eyeballed

 

PD and ED  all start at 8 with damage resist (M&M does not seem to differentiate between KA and NA)

 

SPD 3-5  with some rare ones getting 6

 

Powers as written

 

Advantages  Where I could convert I di, but many involve the action economy

Three stand outs are Ritualist, Arcanist and Inventor which I made into VPP at about 40 points with only changest between adventures

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So the first up:

 

Abracadaver

 

Val    Char   Cost   Roll Notes

   40      STR         30      17-    Lift 6400.0kg; 8d6 [4]

   18      DEX        24      13-    OCV:  6/DCV:  6

   30      CON        40      15-

   10      BODY      0       11-

   15      INT          5       12-    PER Roll 12-

   13      EGO         6       12-    ECV:  4

   15      PRE          5       14-    PRE Attack:  5d6

    2       COM        -4      9-

 

8+27    PD            0                 Total:  8/35 PD (8/35 rPD)

8+27    ED            2                 Total:  8/35 ED (8/35 rED)

    5       SPD         22                Phases:  3, 5, 8, 10, 12

   14      REC          0

   60      END         0

   45      STUN       0       Total Characteristic Cost:  130

 

Movement:                     Running:                  6"/12"

                                        Leaping:                   8"/16"

                                        Swimming:               2"/4"

                                        Teleportation:         15"/240"

 

Cost  Powers                                                              END

30        Chunck of body parts:  Armor (20 PD/20 ED) (60 Active Points); Ablative BODY or STUN (-1)

8          Damage Resistance (8 PD/8 ED)

14        Dark armour:  Force Field (7 PD/7 ED)                                        1

7          Offence only Pre:  +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (-½)

70        Multipower, 56-point reserve, all slots Reduced Endurance (½ END; +¼) (70 Active Points)

5u        1)  Dark bolt:  Energy Blast 11d6 (55 Active Points)                   2

5u        2)  Dark tendrils:  Entangle 6d6, 5 DEF (55 Active Points)          2

5u        3)  Dead of night:  Darkness to Sight Group 5" radius, Alterable Size (55 Active Points)             2

6u        4)  Death's door:  Teleportation 15", x16 Noncombat, Safe Blind Teleport (+¼) (56 Active Points)          3

5u        5)  Drain life:  Drain CON 3 ½d6, Ranged (+½) (52 Active Points)              2

5          Nightvision

15        Life:  Detect A Large Class Of Things 12- (Sight Group), Discriminatory

27        Zombie minions:  Summon 16 100-point zombies (40 Active Points); Summoned Being Must Inhabit Locale (-½)     4

50        Variable Power Pool, 40 base + 10 control cost, Delayed Effect (+¼) (65 Active Points); VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½), Requires A Skill Roll (-½)

 

       Talents

5          Magesight

 

       Skills

3          Disguise 12-

11        Power:  magic 16-

3          KS: medicine 12-

3          KS: magic 12-

3          Oratory 14-

3          Sleight Of Hand 13-

3          Contortionist 13-

3          Concealment 12-

3          Stealth 13-

3          Shadowing 12-

3          Paramedics 12-

16        +2 with All Combat

10        +2 with Ranged Combat

 

Total Powers & Skill Cost:  324

Total Cost:  454

 

200+  Disadvantages

25        Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20        Psychological Limitation:  Power hungry (Common; Total)

10        Rivalry:  Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

15        Physical Limitation:  Dead (All the Time; Slightly Impairing)

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

174      Experience Points

 

Total Disadvantage Points:  454

Earned Experience:  0

Spent Experience:  174

Unspent Experience:  0

 

Background/History:  Martin Archery AKA Mortimr Coffin was a magician in search of fame.  But it just kept eluding him until he found THE BLACK BOOK.  Reading it, he found it was a grimore of spells and dark power.  He kept at the book day and night until he finished.  And found that he was dead.  And in possession of great power.  Calling himself Abracadaver, her searches the world for great power. 

 

Personality/Motivation:  A dark necromancer mixed with a stage magician.  Abracadaver is powerful, and he will do actions with a sence of flair and showmanship.  But at heart, he is a power hungry dark mage, and when he has to, he can very nasty.

 

Quote:

 

Powers/Tactics:  His darkness set give him good offence and his undead state meand he can suck up damage that he wouldn't look like he can do.  Add some summoned Zombie minions and a ritual VPP, means he can have some nasty surprises for the pc's if can prepare a bit.  Also do not forget his strenght, which can be a nasty surprise for those who are used to weak mage types.

 

 

Campaign Use:  A rival for a PC magician is most likely.  He tends to solo a lot, but there may be villains who can tolerate him.  (V&V's Samhain and Maratulku would be perfct allies)

 

Appearance:  A zombie in a tux and cape with shuffling minions.

 

So my verdict, he's useable.  He certainly is differnt from what PC would be prepared for in am Mage.  To power him up. give him the Arcanist ability to make magic items or power up the Ritualist pool.  Aslo just increasing the MP to 13 DC would make im nasier also.

 

To weaken him, get rid of the Ritualist and his skill levels.

 

 

Any comments welcome and appreciated!

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Anvil

 

Val     Char  Cost   Roll       Notes

40+30    STR      30      17- / 23-    Lift 6400.0kg/409.6tons; 8d6/14d6 [4/7]

   14        DEX      12      12-            OCV:  5/DCV:  5

   30        CON     40      15-

   10        BODY    0       11-

   10        INT        0       11-            PER Roll 11-

   10        EGO       0       11-            ECV:  3

   15        PRE        5       12-            PRE Attack:  3d6

   14        COM     2       12-

 

24+6     PD         16                        Total:  24/30 PD (24/30 rPD)

24+6     ED         18                        Total:  24/30 ED (24/30 rED)

    4         SPD      16                        Phases:  3, 6, 9, 12

   14        REC       0

   60        END       0

   45        STUN    0       Total Characteristic Cost:  139

 

Movement:                    Running:                12"/24"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

15        Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

45        Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½)

30        Metal body!  OH YEAH!:  Damage Resistance (30 PD/30 ED)

15        Life Support  (Eating: Character only has to eat once per week; Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

20        Metal body!  OH YEAH!:  Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only vs attacks he can perceive; -½)

12        Running +6" (12" total)                                                            1

82        Multipower, 82-point reserve

4u        1)  Bowling ball charge baby!  OH YEAH!:  Energy Blast 6d6, Double Knockback (+¾), Area Of Effect (20" Line; +1) (82 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only along full move line, attack does no damage, just KB; -1)                                                                 8

2u        2)  Head but from hell baby!  OH YEAH!:  Hand-To-Hand Attack +6d6, No Normal Defense ([standard]; +1) (60 Active Points); Conditional Power Power does not work in Very Common Circumstances (Does no damage, just to calculate con stun, only with Off Strike; -1), Hand-To-Hand Attack (-½)                           6

4          Choke Hold                                                                               -2            +0            Grab One Limb; 2d6 NND

5          Sacrifice Strike                                                                          +1            -2             12d6 / 18d6 Strike

3          Martial Grab                                                                              -1            -1             Grab Two Limbs, 50 STR  / 80 STR for holding on

5          Offensive Strike                                                                        -2            +1            12d6 / 18d6 Strike

 

       Perks

10        Vehicles & Bases

 

       Skills

3          Acrobatics 12-

3          Breakfall 12-

3          Disguise 11-

3          KS 11-

3          Streetwise 12-

3          Deduction 11-

3          Stealth 12-

3          Shadowing 11-

3          TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

 

Total Powers & Skill Cost:  279

Total Cost:  418

 

200+  Disadvantages

15        Distinctive Features:  3 ft tall metal man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

10        Physical Limitation:  Size and wieght (Frequently; Slightly Impairing)

20        Psychological Limitation:  Loves to fight (Very Common; Strong)

15        Psychological Limitation:  Chauvenist. Will not hit a woman unless she can take it (Common; Strong)

5          Social Limitation:  Public ID (Occasionally; Minor)

15        Psychological Limitation:  Thrill seeker (Common; Strong)

128      Experience Points

 

Total Disadvantage Points:  418

Earned Experience:  0

Spent Experience:  128

Unspent Experience:  0

 

Background/History:  Donnie Moore loved drinking, fighting and riding motorcyles.  But he was too intence even for the local clubs and so found himself on the outs more often than not.  So when he was caught in the Silver Storm and given super powers, he whooped with joy.  Since then he has made a new career as hired muscle going up against super powered opponents.  And he has never been happier!

 

Personality/Motivation:  Drinking, fighting and riding his hog!  Anvil is very uncomplicated.  Think of a biker mixed with a WWE wrestler (Ric Flair) and you will be close!

 

Quote:

 

Powers/Tactics:  Charge in, find the toughest oppenentent and get to work!  He has some dirty infighting tricks from his old biker days as well as a few new techniques from his metal body.  As well he is very hard to harm physically, making him perfect to go up against othe bricks!

 

Campaign Use:  Hired muscle.  He is too intence to become a member of any team, but will sign up for one off jobs!

 

Appearance:  A 1 meter tall man of metal who weighs nearly 1000 kgs, he dresses in biker leathers and boots, bandana and rides a custome bike sized for him and his weight!

 

 

I like him.  A nice straight up muscle.  No hidden agenda or secrets.  He wants a good tussle. 

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Arcanix

 

Val    Char   Cost   Roll Notes

   10      STR         0       11-    Lift 100.0kg; 2d6

   21      DEX       33      13-    OCV:  7/DCV:  7

   25      CON       30      14-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   20      EGO        20      13-    ECV:  7

   15      PRE         5       13-    PRE Attack:  4d6

   10      COM       0       11-

 

8+15    PD           6                 Total:  8/23 PD (8/23 rPD)

8+15    ED           3                 Total:  8/23 ED (8/23 rED)

    5       SPD        19                Phases:  3, 5, 8, 10, 12

   10      REC         6

   50      END        0

   28      STUN      0       Total Characteristic Cost:  127

 

Movement:                    Running:                6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

                                        Teleportation:       10"/20"

 

Cost  Powers                                                              END

3          Offence:  +5 PRE (5 Active Points); Limited Power Power loses about a third of its effectiveness (-½)

8          Damage Resistance (8 PD/8 ED)

48        artificer:  Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1)

50        ritualist:  Variable Power Pool, 40 base + 10 control cost, Delayed Effect (+¼) (65 Active Points); Requires A Skill Roll (-½), Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½)

25        Flight 10", Reduced Endurance (½ END; +¼) (25 Active Points)    1

26        Forget me Aura:  Invisibility to Sight, Hearing, Mental, Smell/Taste and Touch Groups , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Limited Power Power loses almost all of its effectiveness (Only to make people forget his exixtence; -2), Conditional Power Power does not work in Common Circumstances (Does not work is target makes and Ego roll; -½)

60        Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points)

58        Multipower, 70-point reserve, all slots Reduced Endurance (½ END; +¼) (87 Active Points); all slots Gestures (-¼), Incantations (-¼)

4u        1)  Bolts oif bedevilment:  Energy Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼)         3

4u        2)  Bands of binding:  Entangle 6d6, 6 DEF (60 Active Points); Gestures (-¼), Incantations (-¼)             3

3u        3)  Mystic Grasp:  Telekinesis (40 STR), Fine Manipulation (70 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage only movement; -½), Gestures (-¼), Incantations (-¼)             3

32        Secret Doors:  Teleportation 10", Safe Blind Teleport (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset; +½), Reduced Endurance (0 END; +½), MegaScale (1" = 1,000 km; +1) (65 Active Points); Limited Power Power loses about half of its effectiveness (-1)

 

       Perks

2          Deep Cover

1          False Identity

6          Contact 15-

6          Contact 15-

 

       Talents

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Disguise 12-

9          Magic:  KS 18-

3          Deduction 12-

3          Forensic Medicine 12-

3          Persuasion 13-

3          Sleight Of Hand 13-

15        Stealth 19-

3          Shadowing 12-

11        magic:  Power 16-

11        Magic items:  Power 16-

16        +2 with All Combat

10        +2 with Ranged Combat

 

Total Powers & Skill Cost:  438

Total Cost:  565

 

200+  Disadvantages

5          Rivalry:  Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20        Psychological Limitation:  Arrogant (Common; Total)

20        Psychological Limitation:  Secretive (Common; Total)

320      Experience Points

 

Total Disadvantage Points:  565

Earned Experience:  0

Spent Experience:  320

Unspent Experience:  0

 

Background/History:  Name unknown.  A seeker of secrets, who will show up, steal some secret or artifact and disappear.  No one knows why he is doing this, but any practitioner of magic is not safe from his depedations!

 

Personality/Motivation:  Arrogant and secretive!  He will taunt heroes, while revealing little himself!

 

Quote:

 

Powers/Tactics:  A set of commonly used spells, a Ritualist VPP and an Arcanist device collection, he should have a something for every contingency!  His two special powers are his Forget Aura that makes people forget he was ever there, and his teleportation ability to get out of tight spots!

 

Campaign Use:  A hunted for A hero mage (AGAIN)!

 

Appearance:  Black and white costume, full face mask and cape!

 

I feel this give more of the mystery im majic as a hunted and I much prefer him to Abracadaver.  But he does require players buy into the Forget Aura or the feel of the NPC would be lost.  Also he opens a lot of possible opening as to his true motivatons, which a GM can indulge in!

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The Battle Brothers

 

Val    Char   Cost   Roll Notes

   60      STR        50      21-    Lift 102.4tons; 12d6 [6]

   21      DEX       33      13-    OCV:  7/DCV:  7

   40      CON       60      17-

   10      BODY     0       11-

   10      INT          0       11-    PER Roll 11-

   10      EGO         0       11-    ECV:  3

   18      PRE         8       14-    PRE Attack:  4 ½d6

   16      COM       3       12-

 

   30      PD          18                Total:  30 PD (30 rPD)

   30      ED          22                Total:  30 ED (30 rED)

    4       SPD         9                 Phases:  2, 4, 6, 8, 10, 12

   20      REC         0

   80      END        0

   60      STUN      0       Total Characteristic Cost:  203

 

Movement:                    Running:                10"/20"

                                        Leaping:                 22"/352"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Running +4" (10" total)                                                            1

3          +5 PRE (5 Active Points); Limited Power Power loses about a third of its effectiveness (-½)

10        Mind Link , One Specific Mind, Any distance, No LOS Needed (20 Active Points); Only With Others Who Have Mind Link (-1)

11        Mental Defense (13 points total)

30        Leaping +10" (22" forward, 11" upward) (Accurate, x16 Noncombat)            3

19        Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

30        Damage Resistance (30 PD/30 ED)

10        +2 SPD (20 Active Points); Conditional Power Power does not work in Very Common Circumstances (only to get extra hth attacks  no movement or defense; -1)

4          Choke Hold                                                                               -2            +0            Grab One Limb; 2d6 NND

3          Martial Grab                                                                              -1            -1             Grab Two Limbs, 70 STR for holding on

5          Offensive Strike                                                                        -2            +1            16d6 Strike

4          Fast Strike                                                                                 +2            +0            14d6 Strike

 

       Skills

3          Climbing 13-

3          Stealth 13-

3          Shadowing 11-

6          Teamwork 16- (9 Active Points); Limited Power Power loses about a third of its effectiveness (-½)

 

Total Powers & Skill Cost:  152

Total Cost:  355

 

200+  Disadvantages

20        Dependence:  When a Km apart! Takes 1d6 Damage (Very Common; 1 Minute)

15        Psychological Limitation:  Bully (Common; Strong)

15        Psychological Limitation:  Greedy (Common; Strong)

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

35        Dependence:  When apart by more that 10 meters -10 Active Points from Affected Power (Very Common; 1 Segment)

35        Dependence:  When apart by more than 100 meters -10 Active Points from Affected Power (Very Common; 1 Segment)

25        Experience Points

 

Total Disadvantage Points:  355

Earned Experience:  0

Spent Experience:  25

Unspent Experience:  0

 

Background/History:  Meet Jack Pryce and Malcolm Manning.  Convicted criminals.  So when their prision was attacked by F.O.E. (Viper) they escaped in the confusion.  Making their way to a local Natioan Park, they hid out in a cave when they noticed a strange ontainer.  In it were a pair of bracers.  Each took one where upon they grafted to their wrists.  Now they were linked physically and mentally.  Also their physiology was improved upon to super human levels.  Now stuck together, they hire themselves out as muscle as the Battle Brothers.

 

Personality/Motivation:  Greed, violence, the easy life!

 

Quote:

 

Powers/Tactics:  They like to double team an opponent, so theyare never far apart.  One effect of their teamwork is the extra SPD stat which reflects them setting up opprtunities for the other to use.  Otherwise, they are your standard brick!

 

Campaign Use:  Hired muscle.  But the bracers add a nice addition.  Where are they from, and what is the true purpose as they are undoubtedly to be used as a pair!

 

Appearance:  Jack is caucasian with blond hair.  Malcolm is african american and bald.  When on the job they wear full body jump suits with red piping!

 

Again a couple of simple thugs, but with a cool hook if you chose to use it

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Cerebrus Rex

 

Val     Char  Cost   Roll       Notes

10+20    STR       0       11- / 15-    Lift 100.0kg/1600.0kg; 2d6/6d6

   20        DEX      30      13-            OCV:  7/DCV:  7

   20        CON     20      13-

10+4     BODY    0       11- / 12-

   40        INT       30      17-            PER Roll 17-/20-

   23        EGO      26      14-            ECV:  8

   20        PRE       10      13-            PRE Attack:  4d6

    6         COM     -2      10-

 

13+15    PD         11                        Total:  13/28 PD (9/24 rPD)

13+15    ED          9                         Total:  13/28 ED (9/24 rED)

    5         SPD      20                        Phases:  3, 5, 8, 10, 12

   10        REC       8

   40        END       0

25+4     STUN    0       Total Characteristic Cost:  162

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

                                        Teleportation:       5"/10"

 

Cost  Powers                                                              END

9          Damage Resistance (9 PD/9 ED)

30        Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½)

7          Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½)               1

90        Multipower, 108-point reserve, all slots Reduced Endurance (½ END; +¼) (135 Active Points); all slots OIF (-½)

5u        1)  Spatiial shock:  Energy Blast 6d6, Line Of Sight (+½), No Normal Defense ([standard]; Con roll; +1) (75 Active Points); OIF (-½)                                                                                                3

7u        2)  Dimensional cascade:  Energy Blast 9 ½d6, Variable Special Effects (Limited Group of SFX; +¼), Area Of Effect (13" Cone; +1) (108 Active Points); OIF (-½)                                           5

6u        3)  Teleportals:  Teleportation 5", x128 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1" = 100 km; +¾) (90 Active Points); OIF (-½)                                                                       4

1          Teleportation: Fixed Location (1 Locations)

25        Teleportation: Floating Fixed Location (5 Locations)

10        +3 with DCV (15 Active Points); OIF (-½)

13        exo suit:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½)

30        Exo suit:  Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

6          +3 PER with Smell/Taste Group

5          Nightvision

10        Tracking with Smell/Taste Group

76        Summon 16 90-point creatures, Expanded Class of Beings Limited Group (+½), Weak-Willed -4 on EGO Rolls (+½) (76 Active Points)                                                                                        8

48        Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1)

 

       Perks

20        Vehicles & Bases

 

       Talents

20        Universal Translator 17-

5          Eidetic Memory

6          Lightning Reflexes: +4 DEX to act first with All Actions

15        Science:  Skill Master (+3 with all Skills based on [characteristic])

 

       Skills

6          Science Skill:  Dimensional Engineering 20-

3          Demolitions 17-

3          Inventor 17-

3          Mechanics 17-

3          Electronics 17-

7          gadgeteer:  Power 19-

 

Total Powers & Skill Cost:  469

Total Cost:  631

 

200+  Disadvantages

25        Distinctive Features:  Dinosaur in a battle suit (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

25        Psychological Limitation:  Arrogant (Very Common; Total)

15        Psychological Limitation:  Hates humans (Common; Strong)

10        Rivalry:  Professional, Prof Zed, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry

356      Experience Points

 

Total Disadvantage Points:  631

Earned Experience:  0

Spent Experience:  356

Unspent Experience:  0

 

Background/History:  Cerebrus Rex is from a world where the dinosaurs never died out.  Then came the Great conflict.  Cerebrus was one of the greatest scientist on his world, and he knew it was dying.  He needed to find a new home.  Then he met the dimensional traveller caller Prof Zed, and entered int a bargain with him,planning to betray him at the first opportunity,  But the professor struck first, and now Cerebrus finds himself on a world filled with ape primitives.  No matter.  He will conquer this worl for his people, and if mankind dies in the process, so be it!

 

Personality/Motivation:  Arrogant and superior.  He knows he is a genius and won't let you forget it.  He is also devoted to saving his people.  Mankind are lower life forms to him and need to be eliminated.  Peaceful coexixtance is NOT an option!

 

Quote:

 

Powers/Tactics:  A brilliant scientist, he wears a battlesuit with a number of offencive and defensive abilities.  Also he is a 4 meter tall dinosaur.  Add his robotic minions and his ability to cobble together devices as needed, and you have a very dangerous villain!

 

Campaign Use:  World conqueror.  He has no allies as even other world conquerors consider him dangerous!

 

Appearance:  A 4 meter tall red t-rex/velociraptor with a battle suit!

 

 

A mad scientist dinosaur with an army of robot dinosaurs.  COOL!

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Today's entry

 

 

Death Magnetic

 

Val    Char   Cost   Roll Notes

   15      STR         5       12-    Lift 200.0kg; 3d6 [1]

   21      DEX       33      13-    OCV:  7/DCV:  7

   20      CON       20      13-

   10      BODY     0       11-

   18      INT          8       13-    PER Roll 13-

   13      EGO         6       12-    ECV:  4

   18      PRE         8       13-    PRE Attack:  3 ½d6

   18      COM       4       13-

 

8+15    PD           5                 Total:  8/23 PD (8/23 rPD)

8+15    ED           4                 Total:  8/23 ED (8/23 rED)

    5       SPD        19                Phases:  3, 5, 8, 10, 12

   10      REC         6

   40      END        0

   28      STUN      0       Total Characteristic Cost:  118

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/80"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

7          Mental Defense (10 points total)

8          Damage Resistance (8 PD/8 ED)

85        Multipower, 85-point reserve

15m     1)  Magnetic Blast:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

11m     2)  Magnetic Manipulation:  Telekinesis (55 STR) (83 Active Points); Limited Power Power loses about a third of its effectiveness (Only Ferrous ; -½)                                          8

11m     3)  EMP:  Dispel 12d6, Area Of Effect (8" Radius; +1 ¼) (81 Active Points); No Range (-½)     8

11m     4)  Magnetic Wave:  Energy Blast 7 ½d6, Area Of Effect (8" Radius; +1 ¼) (85 Active Points); No Range (-½)    8

45        Magnetic Flight:  Flight 20", x4 Noncombat                       4

45        Metalic Armour:  Armor (15 PD/15 ED)

25        Magnetism:  Detect A Single Thing 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting

47        Variable Power Pool, 40 base + 7 control cost,  (60 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-½), Requires A Skill Roll (-½); all slots OAF (-1)

 

       Skills

3          Computer Programming 13-

3          Current events:  KS 13-

3          Demolitions 13-

3          Inventor 13-

3          Power 13-

3          Electronics 13-

3          Mechanics 13-

10        +2 with Ranged Combat

 

Total Powers & Skill Cost:  341

Total Cost:  459

 

200+  Disadvantages

15        Psychological Limitation:  Greedy (Common; Strong)

20        Psychological Limitation:  Vindictive (Very Common; Strong)

5          Psychological Limitation:  Split personality (Uncommon; Moderate)

5          Accidental Change:  8- (Uncommon)

10        Hunted:  Police 8- (Less Pow; NCI; Capture)

204      Experience Points

 

Total Disadvantage Points:  459

Earned Experience:  0

Spent Experience:  204

Unspent Experience:  0

 

Background/History:  Chelsea Lincoln worked hard all he life.  Got good grades and an entry level IT position.  SHe had scrimped and saved and done without for so long, and now finally was seeing success.  Then came the Silver Storm, and Chelsea was changed.  Not only did she get super powers, but her personality became Greedy and vindictive.  After a short crime spree, her old personality reasserted itself in jail.  It wasn't your fault, we'll get you help.  It was too much for her.  When the power dampers were damaged, Chelsea slipped back ito oblivion and Death Magnetic took her place!

 

Personality/Motivation:  A split personality

 

Chelsea- Kind, thoughtful, bookish, hard working

 

Death Magnetic- Greedy, selfish, cruel and vindictive

 

Quote:

 

Powers/Tactics:  Your standard Ferro controller.  TK, flight, Armour, EB and EMP abilities.  As well she has good grasp of electronics and mechanics and can make item on the fly using her powers.

 

Campaign Use:  Again, another thug.  Her Death Magnetic personality is very short term and selfish. 

 

Appearance:  Medium height, blond hair, blue eyes, she wears what appears to be a mideval armoured suit that is actually held there by her powers!


The power set we have seen before.  So about the personality.... I HATE IT!

 

OH a female who gets powers and lets it go the her head.  Sweet Mary, becomes hateful Susan.  And the evil side is certainly more powerful.   ARRRG! 

 

There was a NPC from Hero with Multiples, but each had access to the powers and did different things with them. 

 

Or how about one has magentic and the other electric and are trying to amalgamate.  The good one tries to undo the damage of the evil one.   WOW  there is some reason to get to know and interact!

 

Rant Off

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Another magical menace, with a twist!

 

Doctor Azoth

 

Val    Char   Cost   Roll Notes

   10      STR         0       11-    Lift 100.0kg; 2d6

   21      DEX       33      13-    OCV:  7/DCV:  7

   18      CON       16      13-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 13-

   18      EGO        16      13-    ECV:  6

   18      PRE         8       13-    PRE Attack:  3 ½d6

   10      COM       0       11-

 

    8       PD           6                 Total:  8 PD (8 rPD)

    8       ED           4                 Total:  8 ED (8 rED)

    5       SPD        19                Phases:  3, 5, 8, 10, 12

    6       REC         0

   36      END        0

   24      STUN      0       Total Characteristic Cost:  112

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

48        Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1)

15        Elixir of Life:  Life Support  (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

10        Elixir of Life:  Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Self Only (-½), Always On (-½)

8          Damage Resistance (8 PD/8 ED)

55        Potions:  Multipower, 110-point reserve,  (110 Active Points); all slots OAF (-1)

3u        1)  Cloud of Confusion:  Mind Control 10d6, Area Of Effect (2" radius; +¾) (87 Active Points); OAF (-1), Set Effect (be confused; -½), Does Not Provide Mental Awareness (-¼)              9

3u        2)  Wall Powder:  Entangle 5d6, 5 DEF, Area Of Effect (20" Line; +1) (100 Active Points); Only To Form Barriers (-1), OAF (-1)    10

4u        3)  Universal Solvent:  (Total: 80 Active Cost, 40 Real Cost) Drain PD 2d6, Area Of Effect (2" Radius; +1) (40 Active Points); OAF (-1) (Real Cost: 20) plus Drain ED 2d6, Area Of Effect (2" Radius; +1) (40 Active Points); OAF (-1) (Real Cost: 20)    8

5u        4)  Solomnet mists:  Energy Blast 8d6, Area Of Effect (2" radius; +¾), No Normal Defense ([standard]; Con roll; +1) (110 Active Points); OAF (-1)                                                                     11

5u        5)  Explosive flask:  Energy Blast 12d6, Area Of Effect (2" radius; +¾) (105 Active Points); OAF (-1)    10

4u        6)  Obscuring mists:  Darkness to Sight Group 6" radius, Uncontrolled (+½) (90 Active Points); OAF (-1)            9

 

       Perks

5          Vehicles & Bases

6          Contact 15-

6          Contact 15-

50        Follower

 

       Talents

20        Universal Translator 13-

18        Combat Luck (9 PD/9 ED)

 

       Skills

3          Disguise 13-

6          KS 16-

3          Analyze:  Agility Skills 13-

3          Deduction 13-

3          Forensic Medicine 13-

3          Contortionist 13-

3          Concealment 13-

3          Shadowing 13-

3          Stealth 13-

3          Paramedics 13-

17        Power 20-

3          blades:  +3 with any single attack with one specific weapon

1          potions:  +1 with any single attack with one specific weapon

 

Total Powers & Skill Cost:  319

Total Cost:  431

 

200+  Disadvantages

25        Psychological Limitation:  Thirst for knowledge (Very Common; Total)

5          Distinctive Features:  Arabic man (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10        Hunted:  police 8- (Less Pow; NCI; Harshly Punish)

20        Psychological Limitation:  Arrogant (Very Common; Strong)

171      Experience Points

 

Total Disadvantage Points:  431

Earned Experience:  0

Spent Experience:  171

Unspent Experience:  0

 

Background/History:  Amir ibn-Azoth al-Chem was born in Alexandria, where he learned the secrets of alchemy and sorcery.  His master fearing his power, tried to kill him, but died in the altercation.  Since then he has wandered the world, studying and learning.  Eventually he mastered the Elixir of Life, and has wandered the world since, studying and learning.

 

Personality/Motivation:  He must know!  Dir. Azoth is driven by a search for knowledge, no matter who he has to harm in finding it.  Self- centered, he cares only for himself.  His latest project is to become apotheosis.  As a god he will rule over others as he wills!

 

Quote:

 

Powers/Tactics:  Dir. Azoth dislikes dirtying his hands, but if he must, he keeps a sizable amount of potions and elixirs on himself.  He also heals incredibly quickly and his VPP allows him to make custom potions!

 

 

 

Campaign Use:  Potions that gives super powers.  Golems and Homunculi for hire.  Looking for Secrets man was not meant to know.

 

Appearance:  An Arabic man dressed in fine robes!

 

 

I find him interesting.  He can be the behind the scenes powerbroker, while having his own schemes in place.

 

He also has three cool minions that I think I may post, as the four make a formidable team!

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So today we get the three minions of Dr. Azoth

 

Doctor Azoth MINION Man Drake

 

Val     Char  Cost   Roll       Notes

50+20   STR      40      19- / 23-  Lift 25.6tons/409.6tons; 10d6/14d6 [5/7]

  18       DEX     24      13-            OCV:  6/DCV:  6

  30       CON     40      15-

10+4     BODY   0       11- / 12-

    8        INT       -2      11-            PER Roll 14-

  10       EGO      0       11-            ECV:  3

  15       PRE       5       14-            PRE Attack:  5d6

    4        COM    -3      10-

 

  30       PD        20                       Total:  30 PD (30 rPD)

  30       ED        24                       Total:  30 ED (30 rED)

    4        SPD      12                       Phases:  3, 6, 9, 12

  16       REC      0

  60       END      0

50+4     STUN    0       Total Characteristic Cost:  160

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                10"/20"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

30       Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½)

9          +3 PER with all Sense Groups

7          +10 PRE (10 Active Points); Limited Power loses about a third of its effectiveness (-½)

30       Damage Resistance (30 PD/30 ED)

10       Life Support  (Expanded Breathing; Longevity: Immortal)

18       Mental Defense (20 points total)

5          Dr. Azoth:  Mind Link , One Specific Mind

50       Energy Blast 5d6, No Normal Defense ([standard]; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-½)    7

13       Flight 10" (20 Active Points); Restrainable (-½)                 2

 

       Skills

3          Stealth 13-

3          Shadowing 11-

 

Total Powers & Skill Cost:  178

Total Cost:  338

 

200+  Disadvantages

25       Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

25       Physical Limitation:  Loyal to Dr. Azoth (All the Time; Fully Impairing)

10       Physical Limitation:  Can barely talk (Infrequently; Greatly Impairing)

78       Experience Points

 

Total Disadvantage Points:  338

Earned Experience:  0

Spent Experience:  78

Unspent Experience:  0

 

Background/History:  His first minion and personal bodyguard

 

Personality/Motivation:  To serve Dr. Azoth

 

Quote:

 

Powers/Tactics:  Great strength, poisonous breath, durable and can fly!

 

Campaign Use:

 

Appearance:  A plant man about 4 meters tall with draconic features at the face and small dragon like wings!

 

 

So here we get why the good Dr. has lived so long.  With a bodyguard like this!

 

He's big and tough!

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Doctror Azoth MINION Petra

 

Val    Char   Cost   Roll Notes

  30      STR       20      15-    Lift 1600.0kg; 6d6 [4]

  21      DEX       33      13-    OCV:  7/DCV:  7

  30      CON      40      15-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  13      EGO        6       12-    ECV:  4

  13      PRE         3       12-    PRE Attack:  2 ½d6

  16      COM       3       12-

 

8+13   PD           2                Total:  8/21 PD (8/21 rPD)

8+13   ED           2                Total:  8/21 ED (8/21 rED)

    4       SPD         9                Phases:  3, 6, 9, 12

  12      REC        0

  60      END        0

  40      STUN      0       Total Characteristic Cost:  118

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                6"/12"

                                        Swimming:            8"/16"

 

Cost  Powers                                                              END

30       Hand-To-Hand Attack +6d6, Variable Special Effects (Any SFX; +½) (45 Active Points); Hand-To-Hand Attack (-½) 4

7          Same as the HTH:  Variable Special Effects (Limited Group of SFX; +¼) (7 Active Points) applied to STR        1

50       Stretching 10"                                                                            5

20       No humanoid:  Shape Shift  (Sight Group, limited group of shapes)             2

10       Life Support  (Expanded Breathing; Longevity: Immortal)

17       Mental Defense (20 points total)

8          Damage Resistance (8 PD/8 ED)

40       Multipower, 40-point reserve

2u       1)  Wings:  Flight 10" (20 Active Points)                              2

1u       2)  Fins:  Swimming +6" (8" total) (6 Active Points)          1

4u       3)  Diamond skin:  Force Field (13 PD/13 ED), Reduced Endurance (0 END; +½) (39 Active Points)

46       Smother attack:  Energy Blast 5d6, Personal Immunity (+¼), Area Of Effect (6" Radius; +1), No Normal Defense ([standard]; +1) (81 Active Points); No Range (-½), Linked (No humanoid; -¼)              8

 

Total Powers & Skill Cost:  235

Total Cost:  353

 

200+  Disadvantages

10       Psychological Limitation:  Longs to be human (Common; Moderate)

25       Physical Limitation:  Loyal to Dir. Azoth (All the Time; Fully Impairing)

118     Experience Points

 

Total Disadvantage Points:  353

Earned Experience:  0

Spent Experience:  118

Unspent Experience:  0

 

Background/History:  Another minion of Dr. Azoth!

 

Personality/Motivation:  She longs to be human, but the good doctor finds her too useful to let her indulge in such nonsense!

 

Quote:

 

Powers/Tactics:  Able to stretch he body, her greater ability is to be able to transform into different substances (The VFX) like flames or silver.  She can also go into a gas like state that has a knock out effect!

 

Campaign Use:

 

Appearance:  A stone statue with female features!

 

The sympathy minion.  Also a surprise for many players.  With her VFX she can place a real hurt on a PC!

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Doctor Azoth MINION Takwin

 

Val     Char  Cost   Roll       Notes

20+20   STR      10      13- / 17-  Lift 400.0kg/6400.0kg; 4d6/8d6 [2/4]

  24       DEX     42      14-            OCV:  8/DCV:  8

  20       CON     20      13-

10+4     BODY   0       11- / 12-

  13       INT        3       12-            PER Roll 15-

  18       EGO     16      13-            ECV:  6

  18       PRE       8       13-            PRE Attack:  3 ½d6

  20       COM     5       13-

 

    8        PD          4                        Total:  8 PD (8 rPD)

    8        ED         4                        Total:  8 ED (8 rED)

    4        SPD       6                        Phases:  3, 6, 9, 12

    8        REC      0

  40       END      0

30+4     STUN    0       Total Characteristic Cost:  118

 

Movement:                   Running:               9"/18"

                                        Leaping:                6"/12"

                                        Swimming:            4"/8"

 

Cost  Powers                                                              END

6          Running +3" (9" total)                                                             1

2          Swimming +2" (4" total)                                                          1

2          Leaping +2" (6"/10" forward, 3"/5" upward)                      1

9          +3 PER with all Sense Groups

8          Damage Resistance (8 PD/8 ED)

10       Life Support  (Expanded Breathing; Longevity: Immortal)

16       Mental Defense (20 points total)

98       Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups, limited group of shapes), Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +½), Persistent (+½) (98 Active Points)

16       Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Limited Power loses about half of its effectiveness (Only to imitate beings that tall, gives no stat bonuses; -1), Linked (Shape Shift; -½)

8          Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Limited Power loses about half of its effectiveness (Only for imitation; -1), Linked (Shape Shift; -½)

12       Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

26       Energy Blast 6d6, Autofire (2 shots; +¼), Reduced Endurance (½ END; +½) (52 Active Points); OAF (-1)         2

5          Defensive Block                                                                      +1            +3           Block, Abort

5          Sacrifice Strike                                                                         +1            -2            9d6 / 13d6 Strike

4          Fast Strike                                                                                 +2            +0           7d6 / 11d6 Strike

4          Martial Disarm                                                                         -1            +1           Disarm; 35 STR  / 55 STR to Disarm

5          Passing Strike                                                                           +1            +0           5d6 / 9d6 +v/5; FMove

4          Weapon Bind                                                                           +1            +0           Bind, 35 STR  / 55 STR

4          +1 HTH Damage Class(es)

8          Weapon Element:  Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Karate Weapons, Staffs, Staffs, Whips

 

       Talents

18       Combat Luck (9 PD/9 ED)

6          Lightning Reflexes: +4 DEX to act first with All Actions

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Climbing 14-

3          Deduction 12-

3          Forensic Medicine 12-

11       Stealth 18-

3          Shadowing 12-

5          TF:  Common Motorized Ground Vehicles, Riding Animals, Two-Wheeled Motorized Ground Vehicles

1          Language:  Arabic (imitate dialects; literate) (6 Active Points)

6          Language:  English (imitate dialects; literate)

6          Language:  Spanish (imitate dialects; literate)

 

Total Powers & Skill Cost:  323

Total Cost:  441

 

200+  Disadvantages

25       Physical Limitation:  Loyal to Dr. Azoth (All the Time; Fully Impairing)

20       Psychological Limitation:  Sociopath (Very Common; Strong)

196     Experience Points

 

Total Disadvantage Points:  441

Earned Experience:  0

Spent Experience:  196

Unspent Experience:  0

 

Background/History:  One of the created minions of Dr. Azoth.  He is the one mostly likely to be sent out first to get intelligence and meet with customers!

 

Personality/Motivation:  A manipulator and sociopath, only his innate loyalty to the Doctor keeps him in line!

 

Quote:

 

Powers/Tactics:  An expert shape shifter, he can look like anyone, imitate anyone.  Add a body at the peak of human ability and an alchemical sword and throwing darts and you also have a perfect assassin!

 

Campaign Use:

 

Appearance:  Default an Arabic man in flowing robes!

 

The face of the good Dr.  With him around, you need to watch your back.  He is not a front line fighter, but as an investigator and shit disturber, he is perfect!

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Doctor Shock

 

Val    Char   Cost   Roll Notes

   30      STR        20      15-    Lift 1600.0kg; 6d6 [3]

   20      DEX       30      13-    OCV:  7/DCV:  7

   28      CON       36      15-

   10      BODY     0       11-

   30      INT         20      15-    PER Roll 18-/19-

   13      EGO         6       12-    ECV:  4

   15      PRE         5       12-    PRE Attack:  3d6

    4       COM      -3      10-

 

   20      PD          14                Total:  20 PD (20 rPD)

   20      ED          14                Total:  20 ED (20 rED)

    5       SPD        20                Phases:  3, 5, 8, 10, 12

   12      REC         0

   56      END        0

   39      STUN      0       Total Characteristic Cost:  162

 

Movement:                    Running:                9"/18"

                                        Leaping:                 9"/18"

                                        Swimming:             4"/8"

 

Cost  Powers                                                              END

47        Variable Power Pool, 40 base + 7 control cost,  (60 Active Points); Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½); all slots OAF (-1)

12        High Range Radio Perception (Radio Group)

1          +1 PER with Normal Hearing

9          +3 PER with all Sense Groups

5          Infrared Perception (Sight Group)

5          Night vision

3          Leaping +3" (9" forward, 4 ½" upward)                                1

6          Running +3" (9" total)                                                              1

2          Swimming +2" (4" total)                                                           1

20        Damage Resistance (20 PD/20 ED)

27        Energy Damage Reduction, 75% (40 Active Points); Only Works against Limited Type of Attack (electricity; -½)

12        Detect A Single Thing 18-/16- (Unusual Group), Discriminatory, Increased Arc of Perception (240 Degrees), Sense

25        Elemental Control, 50-point powers

30        1) Electrical blast:  Energy Blast 11d6 (55 Active Points)  5

17        2) Electrical field:  Energy Blast 8d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When touched; +¼) (50 Active Points); No Range (-½)         5

 

       Perks

14        Vehicles & Bases

 

       Talents

3          Bump of Direction

3          Absolute Range Sense

5          Eidetic Memory

 

       Skills

3          Climbing 13-

3          Super humans:  KS 15-

6          Science:  KS 18-

3          Forensic Medicine 15-

3          Deduction 15-

3          Demolitions 15-

3          Electronics 15-

3          Mechanics 15-

3          Inventor 15-

13        Power 16-

6          Lightning blast:  +3 with any single attack

 

Total Powers & Skill Cost:  295

Total Cost:  457

 

200+  Disadvantages

25        Distinctive Features:  Cyborg body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

10        Hunted:  Police 8- (As Pow; Harshly Punish)

25        Psychological Limitation:  He must know (Very Common; Total)

15        Reputation: , 11- (Extreme)

20        Psychological Limitation:  emotionless (Common; Total)

5          Accidental Change:  split personality 8- (Uncommon)

157      Experience Points

 

Total Disadvantage Points:  457

Earned Experience:  0

Spent Experience:  157

Unspent Experience:  0

 

Background/History:  Gordon Shockley was a respected scientist.  For him, everything could be explained by science.  He was especially fascinated by super powers.  When he developed his own, he was overjoyed.  Then his powers began to kill him.  He turned his formidable intellect to seeking a cure.  Genetic treatments, cybernetics... whgatever he could think of.  Eventually he succeeded.  But Gordon was gone.  Replaced by an unfeeling, uncaring man of science who still searches for a cure.  And he doesn't care who he has to kill to find it.

 

Personality/Motivation:  An emotionless mad scientist.  It’s all for SCIENCE! 

 

Quote:

 

Powers/Tactics:  Electrical powers added to a cyborg body.  He also has a gadget pool to modify his abilities. 

 

Campaign Use:  His experiments get loose, or are freed on a raid to one of his bases.  Also he wants to know what makes super powers tick, so a kidnap and sampling is often needed!

 

Appearance:  A full cyborg in a lab coat!

 

An mad Scientist.  I am ambivilent about him.  As written he will darken you campaign as he kills without cumpunction.  Any hero captured by him is dead.  If you want this, then use him.  Otherwise I'd be leary of using him except for a very limited time showing his faults and how the heroes are superior, then letting him die!  He is at best a super powered serial killer.  Nothing to admire or pity!

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Fallout

 

Val    Char   Cost   Roll Notes

   75      STR        65      24-    Lift 819.2tons; 15d6 [7]

   20      DEX       30      13-    OCV:  7/DCV:  7

   38      CON       56      17-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 13-

   13      EGO         6       12-    ECV:  4

   25      PRE        15      14-    PRE Attack:  5d6

    2       COM      -4      9-

 

   30      PD          15                Total:  30 PD (30 rPD)

   30      ED          22                Total:  30 ED (30 rED)

    4       SPD        10                Phases:  3, 6, 9, 12

   23      REC         0

   76      END        0

   67      STUN      0       Total Characteristic Cost:  218

 

Movement:                    Running:                6"/12"

                                        Flight:                     30"/480"

                                        Leaping:                 15"/30"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

3          +1 PER with all Sense Groups

94        Energy Form:  Flight 30", x16 Noncombat, Reduced Endurance (½ END; +¼) (94 Active Points)           3

30        Damage Resistance (30 PD/30 ED)

40        Energy form:  Physical Damage Reduction, 75%

45        Energy form:  Desolidification  (affected by anti-radiation ), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Limited Power loses about half of its effectiveness (no defense, only to pass through solids; -1)

33        Radioactive body:  Drain CON 1d6, Personal Immunity (+¼), Inherent (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Persistent (+½), Delayed Return Rate (points return at the rate of 5 per Month; +2) (50 Active Points); Always On (-½)

97        Multipower, 97-point reserve

9u        1)  Atomic Blast:  Energy Blast 18d6 (90 Active Points)    9

4u        2)  Fallout attack:  Major Transform 3d6 (normal to radioactive), Continuous (+1) (90 Active Points); Limited Power loses about half of its effectiveness (only material; -1)                            9

6u        3)  Atomic Burst:  Energy Blast 6d6, Personal Immunity (+¼), No Normal Defense ([standard]; +1), Area Of Effect (7" Radius; +1) (97 Active Points); No Range (-½)                                        10

 

       Skills

6          Military:  KS 15-

3          Deduction 12-

3          Forensic Medicine 12-

3          Electronics 12-

3          Inventor 12-

3          Mechanics 12-

3          Demolitions 12-

14        TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Motorized Boats, Large Planes, One-Wheeled Muscle-Powered Ground Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

 

Total Powers & Skill Cost:  399

Total Cost:  617

 

200+  Disadvantages

25        Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

25        Psychological Limitation:  Paranoid (Very Common; Total)

15        Physical Limitation:  Energy body (Infrequently; Fully Impairing)

10        Psychological Limitation:  Hatred of the military (Common; Moderate)

10        Psychological Limitation:  Hatred of Government workers (Common; Moderate)

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

15        Hunted:  Military handlers 8- (As Pow; NCI; Harshly Punish)

307      Experience Points

 

Total Disadvantage Points:  617

Earned Experience:  0

Spent Experience:  307

Unspent Experience:  0

 

Background/History:  Project NINE TANGENT APPLE nicknamed Hyperion was an attempt by the US armed forces to create a super soldier.  Twenty started, four survived.  Major Emmerson Cort was one of them.  Given a harness so he could control the energies he was emitting, it looked a success, until the four began exhibiting psychological deteriorations.  In Cort this manifested as a deep paranoia.  The four members were placed in stasis and the project forgotten.  Until recently Fallout has awaked and he is not happy.  He wants to find those responsible for his condition and make them pay!  And if the world gets damaged in the process, so be it.

 

Personality/Motivation:  Vengeance and Paranoia.  He lost his career, any normal life and his body.  He hates the military and the civilians who let them do it!

 

Quote:

 

Powers/Tactics:  Fallout is a strong radiation source that he can direct outwards for a number of dangerous effects.  He is also incredibly strong and capable to taking large amounts of damage.  Add the ability to fly at sonic speeds and you have a man sized WMD!

 

Campaign Use:  If you campaign feature shadow governments and people who "Decide what is best for this country", then Fallout is perfect to mix up the situation.  Yes he is destructive, but he has good reason.  Which way do you go?

 

Appearance:  A glowing man shaped energy construct with a red harness at his chest, groin and legs!


 

So it is a version of Project Sunburst, but darker and edgier (YAWN).  As a build he is very dangerous.  Close in or ranged he is nasty.  And if you have shadow governments or sectretive black ops organizations, then he fits right in.  He is unredeemable, but he is sympathetic!  But be careful as he can take a whole team all by himself.

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Next up Fu- Manchu

 

 

 

Doctor Sin

 

Val    Char   Cost   Roll Notes

   13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

   27      DEX       51      14-    OCV:  9/DCV:  9

   15      CON       10      12-

   10      BODY     0       11-

   43      INT         33      18-    PER Roll 18-

   35      EGO        50      16-    ECV:  12

   20      PRE        10      13-    PRE Attack:  4d6

   16      COM       3       12-

 

    8       PD           5                 Total:  8 PD (8 rPD)

    8       ED           5                 Total:  8 ED (8 rED)

    5       SPD        13                Phases:  3, 5, 8, 10, 12

    6       REC         0

   30      END        0

   30      STUN      5       Total Characteristic Cost:  188

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

72        Variable Power Pool, 60 base + 12 control cost,  (90 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1)

72        Variable Power Pool, 60 base + 12 control cost,  (90 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1)

20        Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents)

8          Damage Resistance (8 PD/8 ED)

8          Small pistol:  Energy Blast 4d6 (20 Active Points); OAF (-1), 8 Charges (-½)              [8]

5          Defensive Block                                                                       +1            +3            Block, Abort

5          Defensive Strike                                                                       +1            +3            6 ½d6 Strike

3          Defensive Throw                                                                     +1            +1            Block, Target Falls

4          Joint Lock/Throw                                                                     +1            +0            Grab One Limb; 3d6 NND ; Target Falls

3          Legsweep                                                                                  +2            -1             7 ½d6 Strike, Target Falls

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Disarm                                                                          -1            +1            Disarm; 43 STR to Disarm

4          Nerve Strike                                                                               -1            +1            4d6 NND

5          Offensive Strike                                                                        -2            +1            10 ½d6 Strike

5          Takeaway                                                                                  +0            +0            Grab Weapon, 43 STR to take weapon away

3          Takedown                                                                                 +1            +1            6 ½d6 Strike; Target Falls

16        +4 HTH Damage Class(es)

 

       Perks

30        Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (30 Active Points) 13-

20        Vehicles & Bases

55        Follower

 

       Talents

30        Combat Luck (15 PD/15 ED)

6          Lightning Reflexes: +4 DEX to act first with All Actions

20        Universal Translator 18-

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Disguise 18-

3          General sciences:  Science Skill 18-

3          Interrogation 13-

3          Persuasion 13-

3          Sleight Of Hand 14-

3          Concealment 18-

3          Contortionist 14-

3          Stealth 14-

3          Shadowing 18-

3          Mechanics 18-

3          Inventor 18-

3          Electronics 18-

3          Demolitions 18-

1          Language:  Mandarin (imitate dialects; literate) (6 Active Points)

6          Language:  Cantonese (imitate dialects; literate)

6          Language:  English (imitate dialects; literate)

6          Language:  Latin (imitate dialects; literate)

6          Language:  Japanese (imitate dialects; literate)

6          Language:  Russian (imitate dialects; literate)

6          Language:  Sanskrit (imitate dialects; literate)

6          Language (imitate dialects; literate)

6          Language (imitate dialects; literate)

6          Language (imitate dialects; literate)

3          Arcanist:  Power 18-

3          Tech gadgets:  Power 18-

10        TF:  Common Motorized Ground Vehicles, Riding Animals, Large Planes, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles

16        +2 with All Combat

6          +2 with Martial Maneuvers

48        +6 with all non-combat Skills

 

Total Powers & Skill Cost:  588

Total Cost:  776

 

200+  Disadvantages

0          Distinctive Features:  Old Asian man (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5          Enraged:  When defied (Uncommon), go 8-, recover 14-

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

10        Hunted:  Granddaughter 8- (As Pow; Harshly Punish)

15        Psychological Limitation:  Arrogant (Common; Strong)

20        Psychological Limitation:  Honourable (Common; Total)

516      Experience Points

 

Total Disadvantage Points:  776

Earned Experience:  0

Spent Experience:  516

Unspent Experience:  0

 

Background/History:  Dr. Tzin Sing was born over 100 years ago to a life of wealth and privilege.  Even at an early age, his genius was apparent and he gravitated toward the sciences.  But the jealousy of others hampered him constantly, but he would fulfill his destiny.  So he built a criminal empire and clashed with many heroes over the years.  His greatest adversary was the original Raven and his own daughter Jasmine.  In a plot to kill Raven, his Jasmine died instead.  Since then he when into seclusion, but now has returned.  China and the world are changing, and he plans to be at the forefront of change!

 

Personality/Motivation:  Calm arrogance.  He knows he is one of the greatest minds on the planet, and due to his elixirs that extend his life; he can take the long view.  He wants a challenge though and is honourable enough to keep his word!

 

Quote:

 

Powers/Tactics:  No powers, except for a genius intellect.  But he has an entire organization behind him with many minions and access to many items both magical and technological!  And he is one of the best trained martial artists in the world!

 

Campaign Use:  Fu-Manchu.  The far eastern crime boss / conqueror!

 

Appearance:  Old Asian gentleman with a short beard and mustache always impeccably dressed in traditional Chinese fashions!

 

This is a very street oriented build.  As written he is designed to go up against his grand daughter the persent Raven (she's Batman to his Ras-al Ghul).  In a street level world, he's extremely dangerous.  In a four colour world with Thor and Wonderwoman analogues, I have to ask how he has survived this long.  I'd seriously power him up with some always on devices and magical doo-dads.  Also his own super team/ followers.  Otherwise, I am sorry, but I can't see him as a lasting threat!

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He really packs two. 

 

In M&M there are three advantages called Artificer, Inventor and Ritualist.  From what I read these alow you to do various effects.  Artificer allows you to enchant items for later use.  Inventor is like a gadget pool.  Ritualist allows you to cast various effects given time and material.  A few NPC like Arcanix have Artificer and Ritualist.

 

Dr. Sin has Inventor that reflects his scientific knowledge and Artificer that reflects his set of ancient artifacts!

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First of three

 

Foxfire

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

  20      DEX       30      13-    OCV:  7/DCV:  7

  20      CON      20      13-

  10      BODY     0       11-

  20      INT        10      13-    PER Roll 13-

  20      EGO       20      13-    ECV:  7

  23      PRE       13      14-    PRE Attack:  4 ½d6

  20      COM       5       13-

 

8+12   PD           6                Total:  8/20 PD (8/20 rPD)

8+12   ED           4                Total:  8/20 ED (8/20 rED)

    4       SPD        10               Phases:  3, 6, 9, 12

    6       REC        0

  40      END        0

  25      STUN      0       Total Characteristic Cost:  118

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

119     Sight, Hearing, Mental, Radio, Smell/Taste, Touch and Mystic Groups and Danger Sense Images Increased Size (2" radius; +¼), +/-6 to PER Rolls, Alterable Size, Selective Target (+½) (119 Active Points)      12

8          Damage Resistance (8 PD/8 ED)

15       Elemental Control, 30-point powers

32       1)  Shape Shift  (Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups, limited group of shapes), Instant Change, Makeover, Usable By Other (+¼), Reduced Endurance (0 END; +½) (79 Active Points); Limited Power loses about half of its effectiveness (-1)

10       2)  Flight 10", Usable By Other (+¼), Reduced Endurance (0 END; +½) (35 Active Points); Limited Power loses about half of its effectiveness (-1)

25       3)  Force Field (12 PD/12 ED), Usable By Other (+¼), Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (66 Active Points); Limited Power loses about half of its effectiveness (-1)

40       4)  Sight Group Flash 11d6, Usable By Other (+¼), Reduced Endurance (0 END; +½) (96 Active Points); Limited Power loses about half of its effectiveness (-1)

40       5)  Energy Blast 11d6, Usable By Other (+¼), Reduced Endurance (0 END; +½) (96 Active Points); Limited Power loses about half of its effectiveness (-1)

18       Only to max ocv 9:  +6 with Ranged Combat, Usable By Other (+¼) (37 Active Points); Limited Power loses about half of its effectiveness (-1)

50       Mind Control 5d6, Telepathic (+¼), Reduced Endurance (½ END; +¼), Invisible Power Effects (Fully Invisible; +½), Cumulative (120 points; +1) (75 Active Points); No Range (-½)   3

10       Clinging (40 STR) (20 Active Points); Linked (Images; -½), Limited Power loses about a third of its effectiveness (Only to stick to possessed target; -½)

56       Elemental Control, 112-point powers

37       1)  Invisibility to Sight, Hearing, Mental, Smell/Taste and Touch Groups , No Fringe, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (112 Active Points); Always On (-½)

49       2)  Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½), Invisible Power Effects (Fully Invisible; +1) (130 Active Points); Always On (-½)

 

       Perks

2          Deep Cover

1          False Identity

3          Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

 

       Talents

20       Universal Translator 13-

 

       Skills

3          Disguise 13-

8          Japanese Mythology:  KS 18-

3          Analyze:  Agility Skills 13-

3          Persuasion 14-

3          Sleight Of Hand 13-

3          Contortionist 13-

3          Concealment 13-

3          Stealth 13-

3          Shadowing 13-

 

Total Powers & Skill Cost:  567

Total Cost:  685

 

200+  Disadvantages

10       Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

10       Hunted:  Former victims 8- (As Pow; Harshly Punish)

15       Physical Limitation:  Spirit (Frequently; Greatly Impairing)

15       Psychological Limitation:  Trickster (Common; Strong)

5          Psychological Limitation:  Sympathetic to victims (Uncommon; Moderate)

15       Physical Limitation:  Invisible (Frequently; Greatly Impairing)

415     Experience Points

 

Total Disadvantage Points:  685

Earned Experience:  0

Spent Experience:  415

Unspent Experience:  0

 

Background/History:  Foxfire is a kitsune, a Japanese spirit creature who somehow got to the pacific northwest of North America.  For years she server an evil mage called Dragoneye, but his recent passing has freed her.  Now with a list of people allied to Dragoneye and their victims, she's about to make some people sorry!

 

Personality/Motivation:  A born trickster, she likes to misdirect her victims, making them hurt themselves if possible.  As well she can possess people and grant them superpowers.  As such, no one is ever sure what the ground rules are when Foxfire is on the hunt!

 

Quote:

 

Powers/Tactics:  Power one- Illusion generating

 

Power two- Possession and the granting flight, EB, flash and protection!

 

Campaign Use:  Possible ally.  Especially in any scenario that involves the Far East!

 

Appearance:  Invisible usually, she can appear however she wants due to her illusion powers!

 

I find this NPC interesting.  I am not sure I got the build right, but a possessing spirit who may or may not be a friend.  She makes for the perfect wild card, especially in a Asian themed adventure. 

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Want to SCARE your heroes

 

 

Huntmaster

 

Val     Char  Cost   Roll       Notes

20+10   STR      10      20- / 22-  Lift 51.2tons/204.8tons; 11d6/13d6 [5/6]

  17       DEX     21      14-            OCV:  9/DCV:  9

  20       CON     20      15-

10+2     BODY   0       11-

  13       INT        3       12-            PER Roll 14-/16-

  15       EGO     10      12-            ECV:  5

  20       PRE      10      13-            PRE Attack:  4d6

  18       COM     4       13-

 

  11       PD          0                        Total:  30 PD (30 rPD)

    5        ED         -1                        Total:  30 ED (30 rED)

    4        SPD       3                        Phases:  3, 6, 9, 12

  17       REC      0

  60       END      0

53+2     STUN    0       Total Characteristic Cost:  80

 

Movement:                   Running:               15"/60"

                                        Leaping:                14"/112"

                                        Swimming:            4"/8"

                                        Teleportation:      1"/2"

 

Cost  Powers                                                              END

6          Running +3" (15" total)                                                           1

3          Leaping +3" (14"/16" forward, 7"/8" upward)                    1

2          Swimming +2" (4" total)                                                          1

6          +2 PER with all Sense Groups

20       Armour:  Damage Resistance (30 PD/30 ED) (30 Active Points); OIF (-½)

15       Armour:  Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); OIF (-½)

33       Electric field:  Energy Blast 8d6, Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Persistent (+½) (100 Active Points); Limited Power loses about half of its effectiveness (-1), No Range (-½), OIF (-½)

23       Armour:  +35 STR (35 Active Points); OIF (-½)                 3

20       Armour:  +10 DEX (30 Active Points); OIF (-½)

13       Armour:  +10 CON (20 Active Points); OIF (-½)

13       Armour:  +19 PD (19 Active Points); OIF (-½)

17       Armour:  +25 ED (25 Active Points); OIF (-½)

10       Leg actuators:  Leaping 0" (14"/16" forward, 7"/8" upward) (Accurate, x8 Noncombat) (15 Active Points); OIF (-½)     1

11       Leg actuators:  Running +6" (15" total), x4 Noncombat (17 Active Points); OIF (-½)              2

76       Plasma Spear:  Energy Blast 13d6, Reduced Endurance (½ END; +¼), Area Of Effect Accurate (One Hex; +½) (114 Active Points); OIF (-½)                                                                       5

13       Armour:  Life Support  (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-½)

15       Mind Link , One Specific Mind, Number of Minds (x4)

3          Sensor system:  +2 PER with Smell/Taste Group (4 Active Points); OIF (-½)

3          Sensor system:  Nightvision (5 Active Points); OIF (-½)

4          Sensor system:  +5 versus Range Modifier for Hearing Group (8 Active Points); OAF (-1)

13       Sensor system:  Infrared Perception (Sight Group), Discriminatory, Analyze, Tracking (20 Active Points); OIF (-½)

7          Sensor system:  Tracking with Smell/Taste Group (10 Active Points); OIF (-½)

7          Sensor system:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

36       Quantum Tunnel:  Teleportation 1", x32 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1" = 100 km; +¾) (54 Active Points); OIF (-½)                                                                       5

40       Hounds of the Hunt:  Summon 4 250-point creatures (60 Active Points); OIF (-½)   6

4          Fast Strike                                                                                 +2            +0           13d6 / 15d6 Strike

4          Quick Shot                                                                                +1            +0           Strike, +2 DC

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 65 STR  / 75 STR for holding on

 

       Perks

20       Vehicles & Bases

5          Contact 14-

5          Contact 14-

 

       Talents

3          Lightning Reflexes: +2 DEX to act first with All Actions

2          Absolute Range Sense (3 Active Points); OIF (-½)

2          Absolute Time Sense (3 Active Points); OIF (-½)

13       Universal Translator 12- (20 Active Points); OIF (-½)

 

       Skills

3          Climbing 14-

2          KS 11-

2          KS 11-

3          Analyze:  Agility Skills 12-

3          Deduction 12-

3          Forensic Medicine 12-

3          Stealth 14-

3          Shadowing 12-

3          Inventor 12-

3          Mechanics 12-

3          Demolitions 12-

3          Paramedics 12-

22       TF:  Common Motorized Ground Vehicles, Mecha, Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Military Spacecraft, Personal Use Spacecraft, Railed Vehicles, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Spaceplanes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

16       +2 with All Combat

13       Tracking 17-

 

Total Powers & Skill Cost:  555

Total Cost:  635

 

200+  Disadvantages

25       Psychological Limitation:  THE HUNT (Very Common; Total)

20       Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10       Hunted:  8- (As Pow; Harshly Punish)

380     Experience Points

 

Total Disadvantage Points:  635

Earned Experience:  0

Spent Experience:  380

Unspent Experience:  0

 

Background/History:  Rol-An Dye's history is unknown.  Last of an ancient race?  God of the Hunt?  What is known is that he alleviates his boredom by hunting various beings. Sometimes it is for a price, but most often it is for a challenge.

 

Personality/Motivation:  The Hunt is all.  He cares nothing for local laws or customs.  Only his code of the Hunt.  He hunts alone except for his hounds, gets to know his prey and desires to defeat them in single combat.  He has sworn that an enemy that has beaten him will be free of him forever.  As he has never failed, that is yet to be tested!

 

Quote:

 

Powers/Tactics:  Huntmaster wears a 1.5 meter tall suit of armour that allows him to T-port, protects him from harm, and generates a plasma spear.

 

Campaign Use:  Hunter of heroes

 

Appearance:  A human like being in an advanced battlesuit surrounded by at least four robotic hounds


He has no hidden agenda.  He wants a hunt.  ideally he can take on an entire team. 

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The hounds of the Hunt Master

 

Huntmaster Hounds

 

Val     Char  Cost   Roll       Notes

20+20   STR      10      13- / 17-  Lift 400.0kg/6400.0kg; 4d6/8d6

  18       DEX     24      13-            OCV:  6/DCV:  6

  30       CON     40      15-

10+4     BODY   0       11- / 12-

  10       INT        0       11-            PER Roll 14-

  15       EGO     10      12-            ECV:  5

  15       PRE       5       12-            PRE Attack:  3d6

  10       COM     0       11-

 

8+9      PD          4                        Total:  8/17 PD (0/9 rPD)

8+9      ED         2                        Total:  8/17 ED (0/9 rED)

    4        SPD      12                       Phases:  3, 6, 9, 12

  10       REC      0

  60       END      0

35+4     STUN    0       Total Characteristic Cost:  107

 

Movement:                   Running:               16"/64"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

30       Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½)

9          +3 PER with all Sense Groups

27       Armor (9 PD/9 ED)

37       Running +10" (16" total), x4 Noncombat, Reduced Endurance (0 END; +½) (37 Active Points)

22       Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Self Only (-½), Always On (-½)

20       Penetrating (+½), Reduced Endurance (0 END; +½) (20 Active Points) applied to STR

5          Mind Link , One Specific Mind

10       Tracking with Smell/Taste Group

5          Nightvision

5          Infrared Perception (Sight Group)

10       Tracking with Normal Sight and Infrared Perception

22       Mental Defense (25 points total)

 

       Talents

3          Bump Of Direction

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Teamwork 13-

2          +2 with any single attack with one specific weapon

 

Total Powers & Skill Cost:  216

Total Cost:  323

 

200+  Disadvantages

20       Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

25       Physical Limitation:  (All the Time; Fully Impairing)

78       Experience Points

 

Total Disadvantage Points:  323

Earned Experience:  0

Spent Experience:  78

Unspent Experience:  0

 

Background/History:  Robotic hounds of the Huntmaster

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


Imagine four robotic Dobemans about 2 meters at the shoulder, who never tire and can heal themselves. 

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