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Aberrant Conversions:The Teragen


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James "Geryon" Booth

Val Char Cost Roll Notes

75 STR 65 24- Lift 819.2tons; 15d6 HTH damage

29 DEX 57 15- OCV: 10/DCV: 10

50 CON 80 19-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV: 3

25 PRE 15 14- PRE Attack: 5d6

0 COM -5 9-

21 PD 6 Total: 36 PD (15 rPD)

16 ED 6 Total: 31 ED (15 rED)

4 SPD 1 Phases: 3, 6, 9, 12

25 REC 0

100 END 0

78 STUN 0 Total Characteristics Cost: 240

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

40 Crush: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. ED) 4

52 Shockwave Attack: Energy Blast 15d6 (vs. PD), Personal Immunity (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (131 Active Points); Restrainable (-1/2), No Range (-1/2), Only effects Targets on the ground (Power loses about a third of its effectiveness; -1/2) 13

16 Accuracy: +3 with All Combat (24 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 2

11 Multitasking: +2 Overall (20 Active Points); Only to offset Multitasking and Sweep Penalties (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2

5 Commanding Presence: +10 PRE (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Only to issue commands (Power loses about a third of its effectiveness; -1/2) (not added to totals) 1

 

55 Protean Form: VPP, 30 base + 25 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (67 Active Points); Physical Modification Only (Limited; -1/2)

45 Hardened Skin: Armor (15 PD / 15 ED) (added to Primary Value)

20 Dormancy: Multiform (100 Character Points in the most expensive form)

 

Martial Arts: MA NAME

Maneuver OCV DCV Notes

4 1) Martial Block +2 +2 Block, Abort

4 2) Martial Strike +0 +2 STR +2d6 Strike

5 3) Joint Break -1 -2 Grab One Limb; HKA 0 1/2d6, Disable

5 4) Offensive Strike -2 +1 STR +4d6 Strike

4 5) Martial Escape +0 +0 +15 STR vs. Grabs

 

Perks

3 Anonymity

6 Contact:Teragen contact (13-) (Contact has: useful Skills or resources, Good relationship with Contact)

4 Contact:Mole in Project Utopia (12-) (Contact has: useful Skills or resources)

4 Contact:Nova Detective (12-) (Contact has significant Contacts of his own)

10 Money (Wealthy)

 

Skills

7 Acrobatics 17-

7 Breakfall 17-

3 Combat Driving 15-

1 Deduction 8-

1 Computer Programming 8-

3 Security Systems 12-

3 Lockpicking 15-

1 Survival (Temperate/Subtropical) 8-

2 Language: French: Fluent Conversation

5 Tactics 13-

1 Disguise 8-

1 KS: The arts 8-

2 Forgery 12-

3 Persuasion 14-

3 Conversation 14-

3 Streetwise 14-

20 +4 with HTH Combat

9 +3 with Thrown Weapons

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skills Cost: 372

Total Cost: 612

 

400+ Disadvantages

15 Distinctive Features: Huge malformed monster with a lovely face, Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

15 Hunted: Team Tomorrow, More Powerful, 8- (Occasionally), Harshly Punish

10 Hunted: Lotus Infinite, As Powerful, 8- (Occasionally), Harshly Punish

15 Psychological Limitation: Vengeful, Common, Strong

20 Psychological Limitation: Intolerance of Baseline racism aginst novas, Common, Total

15 Psychological Limitation: No Regard for human life, Common, Strong

15 Psychological Limitation: Will not kill another Nova, Common, Strong

20 Reputation: Murderous Terrorist, Almost Always (14-), Extreme

62 Teragen Bonus

 

Total Disadvantage Points: 612

 

 

 

Geryon can safely be ranked among the top 10 most feared Nova criminals in the world. He is the enforcer of the Teragen and a monstrous force of vengeance for Novas as a race. He was apparently recruited shortly after Eruption and his accent places him as British. Aside from that little else is known. His name is taken from Dante's Inferno, an appropriate source. Geryon is one of the founding members of the Teragen and the leader of the Nova Vigilance faction, a group devoted to "protecting the rights of Novas and stopping Baseline Oppression". Considering one of the principles of Teras is that Novas are beyond human law and morality this has troubling implications.

 

Geryon is wanted for numerous acts of murder and terrorism the world over, including the public "executions" of those that would "oppress the One Race (Novas). His victims include the mayor of Tampa Florida when he declared the city off limits to Novas and a Central African dictator that tried to install tracking beacons in his countries Nova population. All his killings have been extremely brutal, meant to send a message to any one that follow in his victim's footsteps. He doesn't go out of his way to kill Baselines, but doesn't spare them either crushing any that get between him and his target. Or escape. So far the combined efforts of Interpol, the Directive and Project Utopia have been unable to stop him.

 

Perhaps the only redeeming feature about Geryon is that he refuses to kill another Nova. He has never explained quite why, but he seems unwilling to move into lethal combat with another Nova. It is a small mercy has he has no problems with crippling another Nova as a demonstration of his power as the tragic paralyzation of Harmony demonstrates. Geryon seems to hold a particular contempt for Team Tomorrow and other "super heroes" such as Team Nippon, taking a very personal pleasure in defeating them.

 

Powers:Geryon possess extreme levels of superhuman strength and resistance to injury. He is essentially immune to small arms fire and rip reinforced concrete apart with his bare hands. Geryon is extremely fast and agile for his size, capable of moving with blinding speed even against other Novas. His personal fighting skills know almost no equal and he can easily hold his own against four or more Novas without falling totally on the defensive. Geryon has developed a personal highly acrobatic style of combat to capitalize on his abilities. Geryon also demonstrates highly advanced adaptive shape shifting. He regularly sprouts horns, claws, gills or anything else he need to capitalize on a situation. His form is rarely the same twice but is highly recognizable regardless.

 

Appearance:In his nova form, Geryon is a monster, pure and simple. A hulking mountain of over developed muscular, fur, scales and armor plating. He never looks quite the same twice and changes to adapt to battle conditions growing digigrade legs, claws, horns or whatever he needs at will. Geryon's head is scarcely more than a suggestion almost totally engulfed by his overdeveloped shoulders such at he has no neck. But perhaps more disturbing is that his face is supernaturally beautiful, perfect in every way. Exactly what his human form looks like isn't known, but its apparently very non descript as he can vanish into a crowd almost effortlessly once he assumes it.

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Originally posted by Metaphysician

Not too bad. I would definitely say he needs more Speed, though. A big part of his schtick is taking on and holding his own against multiple opponents at once, and thats just not possible with a 4 speed. He also probably needs more defense.

 

Yeah, I problably will in his ver 2.0. I debated it but his Aberrant write up didn't give him Mega Wits and/or Quickness so I decided to be faithful to the numbers instead of the concept in that instance. And many of the "bricks" were coming out out with 2-3 speeds, but yeah he should problably have a sconce more speed since he takes on teams by himself.

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Marcel "The Apostle" Delorimir

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 HTH damage

15 DEX 15 12- OCV: 5/DCV: 5

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

50 COM 20 19-

3 PD 0 Total: 3 PD (0 rPD)

4 ED 0 Total: 4 ED (0 rED)

4 SPD 15 Phases: 3, 6, 9, 12

7 REC 0

50 END 5

28 STUN 0 Total Characteristics Cost: 145

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Quantum Powers

10 1) Psychic Shield: Mental Defense (15 points total)

24 2) Floats rather than walks: Flight 6", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 Active Points)

50 3) Narcotic Aura: Naked Modifier, Area of Effect (+1) (75 Active Points); Only when Power activates as side effect (Power loses about a third of its effectiveness; -1/2) 7

60 4) Invulnerability to Mental Powers: Mental Damage Reduction, Resistant, 75%

37 Narcotic Powers: Elemental Control, 74-point Powers

75 Nemocysts: Energy Blast 4d6 (vs. PD), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), No Normal Defense:"Hard" armor or Forcefield (Standard; +1) (75 Active Points) 7

25 2) Narcotic Touch: Transform 5d6: Character into same character intoxicated on various drugs (Major), Stopped by hardend Defense or Forcefield (Power loses less than a fourth of its effectiveness; +0) (75 Active Points); No Range (-1/2) 7

30 3) Paralytic Toxins: Drain 5d6: Dexterity, Reduced Endurance (Half END; +1/4), No Normal Defense:Hardened Defense/Immunity to drugs (Standard; +1) (112 Active Points); Side Effects:Narcotic Aura power activates, Side Effect occurs automatically whenever Power is used (-1), Only Living Targets (Power loses about a third of its effectiveness; -1/2) 5

65 4) Hypnotic Gas Cloud : Mind Control 15d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), No Normal Defense (Standard; +1), Area Of Effect (21" Radius; +1) (281 Active Points); Based on CON (Defense: PD; -1), Side Effects:Narcotic Aura power activates, Side Effect occurs automatically whenever Power is used (-1), No Range (-1/2), Hypnosis or Emotion control (Power loses about a fourth of its effectiveness; -1/4)

19 5) Mind Controlling Toxins: Mind Control 9d6, Reduced Endurance (0 END; +1/2), No Normal Defense:Immunity to drugs (Standard; +1) (112 Active Points); Based on CON (Defense: PD; -1), Skin Contact Required (-1), Side Effects:Narcotic Aura power activates, Side Effect occurs automatically whenever Power is used (-1)

Mega Attribute Enhancements

31 1) Natural Empath: Telepathy 8d6, Invisible Power Effects (Mental Group; +1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Receive Only (-1/2), Empathy (All Emotions; -1/2), Does Not Provide Mental Awareness (-1/4)

12 2) Artistic Genius: +3 with Artist skills (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1

10 3) Seductive Looks: Mental Illusions 6d6 (30 Active Points); Self Only (-1), Only to make target think he looks like there idea (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4), Visible:Others can see the changes (-1/4) 3

11 4) First Impression: +5 with Pre based skills (25 Active Points); Only to make a good first impression (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 2

23 5) The Voice: Mind Control 8d6 (40 Active Points); Only commands that can be accomplished in a phase or two (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 4

2 6) Hypnotic Gaze: Mind Control 1d6 (5 Active Points); Eye Contact Required (-1/2), Hypnosis Only (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 1

9 7) Persuader: Persuasion (19 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Increased Endurance Cost (2x END; -1/2) 25- 4

9 8) Dreadful Mien: +4 with DCV (20 Active Points); Only vs one living feeling target within 30 meters (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 2

36 9) Natural Agitator/Soothe: Mind Control 8d6, Telepathic (+1/4), Reduced Endurance (Half END; +1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (80 Active Points); No Range (-1/2), Only to incite or reduce violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 3

11 10) Seductive: Detect:The form of behavior that the target would find the most seductive and arousing A Single Thing 19- (Analyze, Discriminatory, Range) (25 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4)

 

Perks

10 Money (Wealthy)

5 Leader of the Cult of Mal

30 Contact:The Teragen (15-) (Contact has: very useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (30 Active Points)

 

Skills

5 Acrobatics 13-

5 Breakfall 13-

5 Deduction 13-

3 Criminology 12-

9 Bureaucratics 20-

5 Paramedics 13-

4 SS: Pharmacology (INT-based) 13-

3 KS: Narcotics (INT-based) 12-

3 CuK: Drug Cartels (INT-based) 12-

3 Interrogation 17-

3 Persuasion 17-

5 KS: Wardrobe and style (INT-based) 14-

5 PS: Poet 14-

3 Oratory 17-

 

Total Powers & Skills Cost: 655

Total Cost: 800

 

400+ Disadvantages

10 Distinctive Features: Unearthly Beauty, floats constantly, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

20 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

15 Psychological Limitation: Wants to be Mal's second and will do anything to attain that goal, Common, Strong

15 Psychological Limitation: Amoral and Manipulative, Common, Strong

20 Psychological Limitation: Obsessed with Divis Mal, believes his is his messiah and the future of Novas, Common, Total

295 Chrysalis Bonus

 

Total Disadvantage Points: 800

 

 

 

Despite his natural charisma Marcel has always been a follower. A follower with a tendency to betray his leaders. He grew up one of many disenfranchised French youths full of resent but with no ambition. He was an easy recruit for the ultra nationalist movements in France at the time. Those beliefs carried on when he Erupted and, convinced he was a superior being, Marcel became a member with Caroline Fong of the roundtable that formed the Teragen.

 

Following Fong's lead, Marcel underwent his first Chrysalis early, but when Fong's Chrysalis failed (or vastly prolonged itself) he saw her as a failure and turned his worship to Mal's lover Scripture and threw him, Mal himself. Without Scripture's knowledge he betrayed the location of Fong's Chrysalis cocoon to Project Utopia to get her out of the way. He began to see Mal as a divine figure and those that didn't follow this belief, such as The Mathematician and Count Orzaiz as heretics that needed to be purged from the movement. Marcel has grown more and more obsessed with Mal and now wants to replace Scripture in his eyes, seeing him as a false prophet leading him astray. Going threw a second Chrysalis only strengthened this obsession to all new levels and will lead to some of the bloodiest times in the Teragen.

 

Appearance:The Apostle is perfect. His features, build, everything about him is angelically beautiful practically beyond compare. Every features seems to have been created by a master sculpture to meld flawlessly into the next. His build is just defined enough. His eyes just piercing enough, his jaw line strong without being too rugged. In short, perfect. And its frightening. The Apostle's beauty is so fine it is inhuman. He has none of the little flaws and failings that make a person real. He is like a air brushed ideal of masculine beauty come to life and its disturbing to look upon him. His beauty incites an almost wanton lust in those attracted to such but also makes them feel small and insignificant. Others simply feel jealous and ugly compared to him. Another sign of his abandoned humanity is the fact he doesn't walk but hovers constantly, sheathed in a hazy cloud of sweet smelling narcotic gases. The Apostle tends to dress in robes as befit of holy man but does don more normal suits for appropriate occasions.

 

Powers:The Apostle is a living drug factory. He can produce any chemical narcotic or drug imaginable at will. His body is covered in millions of syringe like hairs, ultra strong and incredible sharp. He can use these hairs to inject his toxins into anyone not protected by some form of hard armor (a natural shell will do), or a forcefield. Delomir is all but immune to mental powers and his natural charisma and social ability have been elevated to superhuman levels by his eruption and Chrysalis. Unfortunately, his power has a price. When activates many of his powers, he immediately begins to produce powerful narcotic vapors that affect all around him.

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Allsion "Shrapnel" Huges

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 HTH damage

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

40 CON 60 17-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

22 EGO 24 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

30 COM 10 15-

9 PD 3 Total: 21 PD (21 rPD)

11 ED 3 Total: 23 ED (23 rED)

3 SPD 0 Phases: 4, 8, 12

14 REC 0

80 END 0

44 STUN -1 Total Characteristics Cost: 138

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Quantom Powers

29 1) Bodymorph:Molten Metal and flame: Armor (12 PD / 12 ED) (36 Active Points); Only In Heroic Identity (-1/4) (added to Primary Value)

18 Bodymorph:Shrapnel: Elemental Control, 44-point Powers, all slots: (22 Active Points); Only In Heroic Identity (-1/4)

172 Bodymorph:Fiery Molten Metal: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), Does BODY (+1), Attack Versus Limited Defense: Hardened Defenses (+1 1/2) (172 Active Points)

18 2) Fiery Propulsion: Flight 22" (44 Active Points) 4

42 3) Shrapnel Blast: Killing Attack - Ranged 5d6 (vs. PD) (75 Active Points) 7

Quantum Enhancements

30 1) Crushing Strength: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) 3

12 2) Durability and Hardbody: Damage Resistance (9 PD / 11 ED), Hardened (+1/4) (12 Active Points)

13 3) Rapid Strike: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2

16 4) Accuracy: +3 with All Combat (24 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 2

10 5) EM Vision: N-Ray Perception

17 6) Blindfighting: Combat Sense 14-

9 7) Mega Perception: Enhanced Perception (+3 to PER Rolls for All Sense Groups)

3 8) Face of Terror: +10 PRE (10 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Only to cause Fear (Power loses about a third of its effectiveness; -1/2), Visual Only (Power loses about a fourth of its effectiveness; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (not added to totals) 1

 

Martial Arts: Commando Training

Maneuver OCV DCV Notes

4 1) Punch/Knee +0 +2 STR +2d6 Strike

4 2) Knifehand strike -2 +0 HKA 0 1/2d6

3 3) Judo Throw +0 +1 STR +v/5, Target Falls

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

 

Skills

15 +3 with HTH Combat

9 +3 with any handguns

20 +4 with Melee Weapons

7 Acrobatics 15-

5 Breakfall 14-

3 Combat Driving 13-

6 Survival (Temperate/Subtropical) 14-

3 Language: Spanish: Completely Fluent, w/Accent

4 Language: Gaelic: Idiomatic, native accent

4 Language: German: Idiomatic, native accent

3 Language: English: Completely Fluent, w/Accent

3 Computer Programming 12-

3 Bureaucratics 12-

5 Deduction 13-

3 Interrogation 12-

7 Streetwise 14-

 

Total Powers & Skills Cost: 504

Total Cost: 664

 

400+ Disadvantages

10 Distinctive Features: Woman made of molten metal shards, Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

25 Hunted: Project Utopia, More Powerful, 11- (Frequently), Harshly Punish, Extensive Non-Combat Influence

15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

5 Physical Limitation: Nova Physiology, Infrequently, Slightly Impairing

10 Reputation: Murderous Nova Terrorist, Sometimes (8-), Extreme

15 Psychological Limitation: Hatred of Baselines, Common, Strong

15 Psychological Limitation: Believes Novas should rule/destroy baseline society, Common, Strong

147 Teragen Bonus

 

Total Disadvantage Points: 642

 

 

 

Allison erupted at 17 after car bomb exploded outside her apartment in Belfast, killing her family and leaving the girl a ward of the Crown. Seeing the potential in the young nova, the British government turned her into a living weapon. Suffering from post truamatic stress, the girl quickly withdrew and soon took pleasure in only one thing, causing pain.

 

"Shrapnel" as she came to be known earned a deadly reputation in the Equatorial Wars (conflicts in Africa and South America fought mainly be Nova Mercs (Elites) as proxies for baseline soldiers. Secretly, she took great pleasure in tormenting the pathetic humans she was supposed to be protecting. After a few years, she went rogue and while dodging the manhunt sent for her met Natalya "Swarm Queen" Pronova, another disillusion Elite. In 2003, Count Raul Orzaiz offered them both member ship in the nascent Teragen organization.

 

Inside, Shrapnel longed to end the violence and return to her baseline innocence. But all around she Nova, her "people" used and abused so human could reap the rewards. Novas were used to fight so the monkeys could live? What made their lives more important? In 2005, when Mal issued his famous Null Manifesto, Natalya, Shrapnel and a cadre of other Novas went public and formed The Primacy(The Faction of the Teragen that urges the conquest/destruction of Baselines).. The time of the One Race had come!

 

Powers:Shrapnel's powers are fairly straight forward. She can assume an inorganic form and fire concussive blasts of white hot metal and energy at well. Her metal form is extremely durable and can fly on jets of molten debris. Shrapnel has superhuman strength, but rather mild compared to most nova and prefers to keep her fights at range, despite her martial arts training and natural agility.

 

Appearance:Shrapnel "The Angel of Teras", emerged from her first Chrysalis as a being of metal and energy rather an flesh and blood. She appears to be statue of molten metal and shards, eerily beautiful and terrifying at once. Her razor edged white hot "flesh" can slice threw steel like butter and when she rages, even strong men grew faint. Shrapnel can "pull herself together" and resume more human form but prefers not to, liking to stay in her "natural" form. In human form she is no less attractive, with long flowing red hair, bright green eyes and a hint of freckles. But her face is cold and her eyes hold only a burning malice for the world.

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Count Raoul Orziaz

Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 HTH damage

34 DEX 72 16- OCV: 11/DCV: 11

35 CON 50 16-

12 BODY 4 11-

25 INT 15 14- PER Roll 14-

20 EGO 20 13- ECV: 7

45 PRE 35 18- PRE Attack: 9d6

35 COM 13 16-

7 PD 0 Total: 10 PD (10 rPD)

7 ED 0 Total: 10 ED (10 rED)

4 SPD 0 Phases: 3, 6, 9, 12

14 REC 0

70 END 0

47 STUN -1 Total Characteristics Cost: 233

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Quantum Powers

13 1) Pretercognition: Clairsentience (Sight Group; Precognition) (40 Active Points); Precognition/Retrocognition Only (-1), Vague and Unclear (-1/2), Blackout (-1/2) 4

9 2) Toughness: Armor (3 PD / 3 ED) (added to Primary Value)

16 3) Psychic Screen: Mental Defense (20 points total)

Quantum Enhancements

5 1) Lifter: +30 STR (30 Active Points); Increased Endurance Cost (10x END; -4), Only for lifting (Power loses about half of its effectiveness; -1), No Figured Characteristics (-1/2) (not added to totals) 30

13 2) Fast Tasks: +3 Overall (30 Active Points); Only to offset penalties for rushing (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 3

7 3) Quantum Leap: Leaping 1" (Accurate), Megascale (1" = 1 km; +1/4) (7 Active Points) (not added to totals) 1

5 4) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1

7 5) Durability: Damage Resistance (7 PD / 7 ED)

24 6) Physical Prodigy: +3 Overall, Only for Physical Skills (Power loses less than a fourth of its effectiveness; +0) (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 3

7 7) Dreadful Mien: +3 with Ranged Combat (15 Active Points); Only vs one living target within 30 meters (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 1

33 8) Natural Agitator/Soothe: Mind Control 8d6, Invisible Power Effects (Mental Group; +1/4), Area Of Effect (5" Radius; +1) (90 Active Points); Requires A Skill:Oratory Roll (-1/2), No Range (-1/2), Only to incite or pacify people (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 9

7 9) Seductive: Detect The manner of behavior that would be most seductive or arousing to the target A Single Thing 16- (Analyze, Discriminatory) (15 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4)

11 10) Persuader: Persuasion (17 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 25- 2

22 11) Hypnotic Gaze: Mind Control 8d6, Telepathic (+1/4) (50 Active Points); Eye Contact Required (-1/2), Hypnotism Only (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 5

23 12) The Voice: Mind Control 8d6 (40 Active Points); Only commands that can performed in a phase or two (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 4

17 13) First Impression: +5 with Pre skills (25 Active Points); Only to make a good first impression (Power loses about a third of its effectiveness; -1/2)

17 14) Seductive Looks: Mental Illusions 8d6, Reduced Endurance (Half END; +1/4) (50 Active Points); Self Only (-1), Only to look like the target's physical ideal (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4), Visible:Others see the changes (-1/4) 2

 

Perks

15 Money (Filthy Rich)

2 Fringe Benefit (Member of the Lower Nobility)

25 Many and varied contacts

3 Well-Connected

26 1) Contact:The Casablancans (13-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (27 Active Points)

 

Skills

7 Acrobatics 18-

9 Bureaucratics 21-

3 Combat Driving 16-

5 Breakfall 17-

3 Computer Programming 14-

3 KS: Buisness and Finance (INT-based) 14-

9 Interrogation 21-

5 High Society 19-

3 Conversation 18-

3 Persuasion 18-

3 Bribery 18-

10 +2 with HTH Combat

3 Paramedics 14-

4 PS: Photography (INT-based) 15-

3 Linguist

2 1) Language: English: Completely Fluent, w/Accent (3 Active Points)

3 2) Language: Hindustani: Idiomatic, native accent (4 Active Points)

3 3) Language: Spanish: Idiomatic, native accent (4 Active Points)

3 4) Language: Arabic: Idiomatic, native accent (4 Active Points)

2 5) Language: Japanese: Completely Fluent, w/Accent (3 Active Points)

 

Total Powers & Skills Cost: 394

Total Cost: 626

 

400+ Disadvantages

5 Distinctive Features: Extremely handsome man, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses

20 Hunted: Project Utopia, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

15 Hunted: The Directive, As Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

15 Reputation: Teragen Face man, Almost Always (14-)

15 Psychological Limitation: Staunch Believer is Teras, Common, Strong

15 Psychological Limitation: Protects his friends, Common, Strong

20 Psychological Limitation: Honorable, Common, Total

196 Teragen Bonus

 

Total Disadvantage Points: 626

 

 

 

 

My background on Raoul is unfortunately limited (he was detailed in one of the books I have misplaced). He was born to nobility so the idea of being above the common man is not new to him. So the philosophy of Teras called to him after he Erupted, and he met with other founding members of the Teragen as the historic roundtable that birthed organization shortly at the Galatea Eruption. Orzaiz is a staunch believer in the Philosophy of Teras, but in many ways is an oddity. He has never been threw a Chrysalis and seems to have no desire to. He associate freely with Baselines and Novas alike, counting members of both "races" as close friends. He simply acknowledges that Novas and Baselines are different and thinks Novas do not "owe" humanity their service (the line pushed by Utopia). If a Nova wishes to, and chooses to work with and help baselines with his abilities that is his decision. But he should not be forced to, either physically or by emotional manipulation. Raoul represents a faction of the Teragen called The Casablancans. Deal makers and politically savvy types that realize that baseline society isn't just going to keel over to Nova will and must be dealt with.

 

Quote:"If your neighbor owns a shovel, you do not automatically expect him to dig your new swimming pool. You ask him. How is this any different?"

 

Powers:Raoul's physical development is superhuman. He is faster, stronger and more durable than any human, easily exceeding even Olympic caliber athletes. He has been gifted with an extra ordinary will and is resistant to mind powers of all sorts. Personally, he is incredibly charming and well spoken. Even his enemies speak well of him. In some ways, he is the perfect noble, intelligent, attractive charismatic and powerful.

 

Appearance:Orzaiz is tall and strikingly handsome. He shaves his head and maintains a small neat beard and mustache. The overall effect is roguish and striking in slightly "Lavey" manner. He is of Spanish descent and well muscled, moving with a cat like grace and economy of motion. Always dressed impeccably, he favors tailored European suits but is equally at home in safari gear or casual wear.

"Schwartzennegger's acting was extremely disappointing, especially after his performance in Conan the Barbarian; he's so stiff and mechanical, he comes across like a robot."

-From an actual review of The Terminator

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(mature readers)

 

Meena "Sin Eater" Harjapantan

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 HTH damage

15 DEX 15 12- OCV: 5/DCV: 5

15 CON 10 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

15 COM 3 12-

2 PD 0 Total: 2 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

2 SPD 0 Phases: 6, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristics Cost: 58

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Quantum Powers

13 1) Aberration Transfer: Transform 3d6: Nova with aberrations to Nova without aberrations (Major) (45 Active Points); Extra Time (5 Minutes; -2), No Range (-1/2) 4

75 Biomanipulation: VPP, 45 base + 30 control cost, No Skill Roll Required (+1) (90 Active Points); Limited Class Of Powers Available:Powers limited to gross physical alterations of other living things (Limited; -1/2)

 

Perks

10 Money (Wealthy)

3 Well-Connected

1 1) Contact:Taint riddled Bollywood starlet (12-) (Contact has been blackmailed by the character)

3 2) Contact:Another movie star (12-) (Good relationship with Contact) (4 Active Points)

1 3) Contact:Another star (12-) (Contact has been blackmailed by the character)

 

Skills

5 Acrobatics 13-

3 Breakfall 12-

3 Combat Driving 12-

1 Computer Programming 8-

2 Language: English (Hindustani is native): Fluent Conversation

5 KS: Bollywood Film industry (INT-based) 14-

9 Interrogation 17-

3 High Society 14-

5 Conversation 15-

5 Persuasion 15-

 

Total Powers & Skills Cost: 148

Total Cost: 205

 

150+ Disadvantages

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

25 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

10 Psychological Limitation: Believes Taint is evolution, Common, Moderate

10 Psychological Limitation: Cold blooded and manipulative, Common, Moderate

 

Total Disadvantage Points: 205

 

 

Before her eruption in 2004, Meena was an Untouchable in Mumbai. The growth in the Indian film industry had turned the city into an unprecedented center of glamor and entertainment. Unfortunately for Meena, some of the local pretty boy stars decided she was an acceptable target for their more brutal sexual appetites. Unfortunately for them, she was had a latent MR Node. With the second of three rapists on top of her and the filthy street below, she erupted. She sent the dark energies coursing threw her into her assailants and watched as they, screaming and pleading, warped into more and more monstrous forms until their organs collapsed.

 

Meena quickly found a niche for herself among the city of stars. Taint was unacceptable to media darlings and she charged hefty fees for absorbing it. Her "cure" isn't permanent but that only ensures return costumers. In 2005, she contacted Raoul Orzaiz and joined the Teragen seeing it as a place where Novas understood Taint rather than feared it. She continues to operate her Purity Clinic in Bombay and consults with wealthy Novas worldwide, covertly examining her shallow costumers for those with backbone to be recruited into the Teragen.

 

Quote: "You must use Taint, master it for that is the only way you can influence it. Regardless of what you think you are, Taint is your true self. That's it. Give in to it. Let it surge threw you...."

 

Appearance:Meena is an slight attractive Indian woman with black hair, dark eyes and a conservative reserved look. She dresses in business suits and plain dresses, keeps her hair in a simple pony tail and overall maintains a professional look at all times. For all her love of Taint, she has no physical aberrations (at least none that can't be covered with clothing) and has not undergone a Chrysalis.

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Re: Conversion question

 

Originally posted by Benzini

Do you use any certain guide lines to convert from WW to FRED?

 

Some basic guidelines. 1 pip of normal attributes equals 5 ips in Hero. Mega Str each pip equal 10 pips in Hero, Mega Dex 1 for 3.

 

Powers, defenses and the like I am basically eyeballing.

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Re: where is Divas Mal ?

 

Originally posted by Deathwatch

Divas Mal?

 

I decided not to try and do a write up for Mal. He is honestly less of a character than a plot device that can do anything he wants. Ceastus Pax was the most expensive character I've seen written up in Hero terms (And I don't think I got him completely right) and Divis' power level completely dwarfs him. It would be a bit like statting out God. :)

 

I might attempt to write up Jerimah Scripture, Divis' lover. He is exceptionally powerful, but more within comprehension. I just need to figure how to covert powers with Quantum Mastery. Its an "Extra (Advantage) that increases a power's effectivenes by orders of magnitude each time you get it.

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Jeremiah Scripture

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 HTH damage

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

25 CON 30 14-

10 BODY 0 11-

40 INT 30 17- PER Roll 17-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

20 COM 5 13-

2 PD 0 Total: 2 PD (0 rPD)

5 ED 0 Total: 5 ED (0 rED)

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

7 REC 0

60 END 5

29 STUN 1 Total Characteristics Cost: 167

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Quantum Powers

400 Mastery of Light and Air: VPP, 200 base + 200 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (450 Active Points); Limited Class Of Powers Available (Slightly Limited; -1/4)

0 1) Smite: Killing Attack - Ranged 3d6 (vs. ED), Does BODY (+1), Attack Versus Limited Defense: Hardened Defenses (+1 1/2) (157 Active Points) Real Cost: 157 16

 

15 Psychic Screen: Mental Defense (20 points total)

20 Sensory Shield: Flash Defense (20 points) (Sight Group)

33 Mastery of Beasts: Telepathy 8d6, Reduced Endurance (Half END; +1/4) (50 Active Points); Communication Only (-1/4), Does Not Provide Mental Awareness (-1/4) 2

25 Mastery of Tongues: Universal Translator 22-

117 The Voice of God's Authority: Mind Control 12d6 (Additional Class of Minds:Animals), Reduced Endurance (Half END; +1/4), Personal Immunity (+1/4), Area Of Effect (11" Radius; +1) (175 Active Points); Does Not Provide Mental Awareness (-1/4), Limited Power:Targets must be able to hear him (Power loses about a fourth of its effectiveness; -1/4) 8

15 Detecting the Truth: Detect A Class Of Things 17- (Discriminatory, Range)

33 Listening to the Voice of God: Spatial Awareness (Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Range, Telescopic (+8)) (50 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

75 Mental Manipulation: Multipower, 75-point reserve

7u 1) The Babel Effect: Transform 5d6: Target into Target with Disadvantage:Does speak or comprehend language (Major) (75 Active Points) 7

7u 2) Mind Blasting: Ego Attack 7d6 (70 Active Points) 7

7u 3) Scramble Autonomic Nervous System: Killing Attack - Ranged 1d6 (vs. ED), Does BODY (+1), Continuous (+1), Attack Versus Limited Defense: Mental Defense (+1 1/2) (67 Active Points) 7

5u 4) Shut Down Senses: Flash 5d6 (Sight Group), Reduced Endurance (Half END; +1/4), Attack Versus Limited Defense: Mental Defense (+3/4) (50 Active Points) 2

 

Quantum Enhancements

17 1) Physical Prodigy: +3 Overall (30 Active Points); Limited Power:Only for Physical skills and PSes (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3

3 2) Hyper enhanced Hearing: Ultrasonic Perception

8 3) Hyper enhanced Hearing: Radio Perception

5 4) Full EM scan: Ultraviolet Perception

10 5) Electro Magnetic Vision: N-Ray Perception

5 6) Ultra Peripheral Vision: Increased Arc Of Perception (240-Degree) (Sight Group)

5 7) Full Em Scan: Infrared Perception

5 8) Perfect Guest: Detect:The right manners and social graces for any occasion A Class Of Things 17-

28 9) Natural Empath: Telepathy 10d6, Reduced Endurance (Half END; +1/4) (62 Active Points); Receive Only (-1/2), Empathy (All Emotions; -1/2), Does Not Provide Mental Awareness (-1/4) 2

2 10) Human Nature: Detect:Inner or concealed motivations A Class Of Things 17-, Sense Affected As Another Sense:Hearing group (+0) (5 Active Points); Extra Time (1 Minute; -1 1/2)

12 11) Mega Perception: Enhanced Perception (+4 to PER Rolls for All Sense Groups)

40 12) Soothe: Mind Control 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-1/2), Limited Power:Only to quell violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 9

7 13) Awe Inspiring/Face of Terror: +10 PRE, Limited Power:Only to cause fear/awe (Power loses less than a fourth of its effectiveness; +0) (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2) (not added to totals) 1

 

Perks

10 Money (Wealthy)

30 Custom Perk:Large web of contacts and favors

3 Anonymity

3 Well-Connected

41 1) Contact:The Teragen (17-) (Contact has access to major institutions, Contact has: extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (42 Active Points)

 

Skills

1 Acrobatics 8-

1 Breakfall 8-

1 Combat Driving 8-

3 Deduction 17-

11 Survival (Arctic/Subarctic, Desert, Marine Surface, Temperate/Subtropical, Tropical) 18-

3 KS: Art 12-

5 KS: Philosophy (INT-based) 19-

6 KS: Teras (INT-based) 20-

5 Tactics 18-

5 Disguise 18-

9 Interrogation 20-

3 Persuasion 17-

3 Conversation 17-

3 Bribery 17-

3 High Society 17-

 

Total Powers & Skills Cost: 1055

Total Cost: 1222

 

400+ Disadvantages

10 Distinctive Features: Hairless, glowing haloed albino with blank white eyes, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

15 Psychological Limitation: In love with Divis Mal, Common, Strong

15 Psychological Limitation: Believes in Teras and Nova Spirituality, Uncommon, Total

15 Psychological Limitation: Non Violent, tries diplomacy first , Common, Strong

742 Teragen Pantheon Bonus

 

Total Disadvantage Points: 1222

 

Appearance: Jeremiah Scripture cannot be mistaken for human, though he is strangely beautiful. He is constantly sheathed in white light and has a faint halo when he uses his more spiritual powers and dresses in the simple robes of a travelling monk or holy man. His eyes are pure white and glow faintly particularly when he is looking for truths or thinking deeply. He is of modest height but seems far larger in person and would be intimidating if it wasn't the air of peace that surrounds him. Scripture is an albino but does not suffer for it. He has a powerful, melodic voice that always carries strongly though he never seems to raise it.

 

Those who respect him say when the Galatea lit up the Heaven, Scripture erupted during a state of calm contemplation. But the truth of it and his life long relationship with Divis Mal is unknown. Rumors abound in the Teragen, however. Some say he knew Mal before his Eruption, others claim Scripture is just playing the Apostle John to Mal's Jesus. A few think he is setting Mal up as something greater than he is. Scripture claims to follow Mal because he speaks with unparalleled clarity and vision.

 

Scripture advocates a totally religious view of Novas. He sees them as the latest avatars of God. Angels with souls. He is unbending in this stance and this has put him at odds with some of the more logical members of the Teragen, such as The Mathematician. Only recently has he begun to take an active role in the Teragen and these inter group conflicts have blinded him and other leaders to dangerous intrigues simmering within the organization. Threw it all though, Scripture is peaceful. He listens to all points of view and is often the mediator in inter group conflicts.

 

Powers:Scripture has complete control over light and air, both literally and metaphysically. He can create, destroy and manipulate them in any way he sees fit, at will, and can effect target KMs away with relative ease. He can also manipulate the human mind in power ways, directly shutting down the brain's language or sensory centers or turning off autonomic functions such as breathing and heartbeat, though he is reluctant to do so. On a more spiritual level, Scripture can hear and project the "Voice of God" and command any living thing in ear shot to do his bidding. By listening to this "voice" he can become aware of anything and everything around him and detect hidden truths.

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Rene "Bounty" Manata

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 HTH damage

15 DEX 15 12- OCV: 5/DCV: 5

30 CON 40 15-

15 BODY 10 12-

25 INT 15 14- PER Roll 14-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

22 COM 6 13-

2 PD 0 Total: 2 PD (0 rPD)

6 ED 0 Total: 6 ED (0 rED)

2 SPD 0 Phases: 6, 12

8 REC 0

60 END 0

34 STUN -1 Total Characteristics Cost: 111

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Quantum Powers

17 1) Biological Sensing: Detect:Life A Single Thing 16- (Discriminatory, Increased Arc of Perception: 360-Degree, Microscopic (x1), Sense)

25 Health and Fertility Powers: Elemental Control, 50-point Powers

45 1) Boost Fertility: Transform 4d6: Living thing into Living thing with increased fertility (Cures Infertility) (Minor), Reduced Endurance (Half END; +1/4), Improved Target Group (+1/2) (70 Active Points) 3

50 2) Life Acceleration: Change Environment:Increase planet growth and fertility 128" radius (Long-Lasting: 1 Day), Reduced Endurance (Half END; +1/4) (75 Active Points) 3

17 3) Boost Health: Succor:Constitution and Recovery 4d6 (max. Aided Points: 24), Variable Effect (Two Powers Simultaneously; +1/2), Area Of Effect (3" Radius; +1) (50 Active Points); Others Only (-1/2) 5

17 4) Accelerate healing: Healing 5d6 (max. Healed Points: 30) (50 Active Points); Others Only (-1/2) 5

35 5) Accelerate Gestation: Transform 8d6: Halves Gestation time per use (Cosmetic), Improved Target Group (+1/2) (60 Active Points) 6

Quantum Enhancements

36 1) Soothe: Mind Control 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); No Range (-1/2), Limited Power:Only to quell violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 8

 

Perks

9 Contact:The Teragen (13-) (Contact has: extremely useful Skills or resources, Very Good relationship with Contact)

20 Base:The Nursery (100 Base, 25 Disad)

70 Follower:Loyal Novas she's helped have children (x4, 300 Base, 100 Disad)

 

Skills

9 Animal Handler (Birds, Bovines, Canines, Equines) 15-

1 Bureaucratics 8-

1 Combat Driving 8-

5 KS: Farming Techniques (INT-based) 16-

2 Language: English (Afrikaans is native): Fluent Conversation

2 Navigation (Land) 14-

6 PS: Farmer (INT-based) 17-

7 SS: Botany (INT-based) 18-

5 SS: Biology (INT-based) 16-

0 TF: Small Motorized Ground Vehicles

 

Total Powers & Skills Cost: 379

Total Cost: 490

 

400+ Disadvantages

10 Distinctive Features: Lovely African woman completely covered with green growing plants, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

20 Psychological Limitation: Protective of the Nursery, Common, Total

15 Psychological Limitation: Despises Utopia, Common, Strong

15 Psychological Limitation: Code Against Killing, Common, Strong

20 Hunted: Project Proteus, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

 

Total Disadvantage Points: 490

 

 

 

Appearance:Bounty is a slender woman of African descent with short black hair and dark, innocent eyes. Since her Chrysalis she has been covered in a layer of living green plants that grow from her skin. Since this covering is fairly adequate and she rarely travels among baselines with their prudish beliefs, she usually goes naked. Bounty's voice is soft but strong and she has a very pleasant accent when speaking. It is particularly soothing to children.

 

It didn't take long though, for her abilities to reveal the secret sterilization programs inside Utopia. In 2005, with Mal's Null Manifesto fresh in her mind, Bounty fled and sought out the Teragen. She soon underwent her first Chrysalis emerging with new and more potent abilities to become the woman most important for the survival of Novas as species. She established the most secretive of Terat enclaves. Called the Nursery, it is hidden in the jungles near her native Zaire. Terats that wish to have children come to her to have their fertility restored. By 2008, the Nursery houses over a dozen children of Nova parents, four of them Bounty's own.

 

Bounty is a gentle loving creature for the most part. But when her charges are threatened she can become quite fierce. She favors a non violent approach to most problems but Utopia is the target for her only true spite. She feels hurt and betrayed by the organization and would do almost anything to see it exposed for what it truly is. The future does not look bright for the gentle Bounty and her charges. The Apostle will most likely betray them in his bid to gain Mal's favor and eliminate his rivals in the Teragen.

 

Powers:Bounty controls fertility. She can cause plants to spontaneously grow to maturity is moments and make the land incredibly fertile. In animals she can increase their fecundity to a level where a successful conception is guaranteed, but can't cause pathogenesis in creatures not already capable of it. Bounty's presence naturally increases health and stimulates healthy growth and healing. She can focus this and speed healing to superhuman levels but can't cause spontaneous regeneration. Yet.

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Leonardo "Leviathan" de la Rocha

Val Char Cost Roll Notes

75 STR 65 24- Lift 819.2tons; 15d6 HTH damage

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

40 CON 60 17-

16 BODY 12 12-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

15 PD 0 Total: 25 PD (10 rPD)

15 ED 7 Total: 25 ED (10 rED)

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

23 REC 0

80 END 0

75 STUN 1 Total Characteristics Cost: 209

Movement: Run: 10"/NC"

Swim: 22"/NC"

 

Cost Powers END

Innate form abilities

8 1) Big and Heavy: Knockback Resistance -4"

10 2) Long Reach: Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

8 3) Fully Amphibious: Life Support (Expanded Breathing:Breath water, Safe in High Pressure, Safe in Intense Cold)

20 4) Improved Swimming: Swimming +20" (22" total) (added to Primary Value) 2

4 5) Hyper swimming: Swimming 3", Megascale (1" = 1 km; +1/4) (4 Active Points) (not added to totals) 1

8 6) Slithers rather than walks: Running +4" (added to Primary Value) 1

8 7) Slithers and coils around objects: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)

Quantum Powers

8 1) Slick Skin: +4 with DCV (20 Active Points); Limited Power:Only vs Grabs/Entangles (Power loses about half of its effectiveness; -1), Limited Power:Doesn't work underwater (Power loses about a third of its effectiveness; -1/2)

33 2) Nemocysts: Energy Blast 4d6 (vs. PD), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1) (75 Active Points); Limited Power:Doesn't work underwater (Power loses about a third of its effectiveness; -1/2), Limited Power:Requires flesh to flesh contact (Power loses about a fourth of its effectiveness; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time, Only to Activate Constant or Persistent Power (Extra Segment; -1/4)

30 3) Tough Skin: Armor (10 PD / 10 ED) (added to Primary Value)

22 4) Electro Magnetic Spatial Sense: Spatial Awareness

Quantum Enhancements

20 1) Hyper Acute Smell: Targeting Sense (Smell/Taste Group)

10 2) Hyper acute smell: Tracking (Smell/Taste Group)

10 3) Hyper Acute Smell: Discriminatory Sense (Smell/Taste Group)

5 4) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1

55 5) Crushing Strength: Killing Attack - Hand-To-Hand 3 1/2d6 (plus STR) (vs. PD) 5

 

Martial Arts: MA NAME

Maneuver OCV DCV Notes

3 Martial Grab -1 -1 Grab Two Limbs, +10 STR for holding on

5 Flying Grab -2 -1 Grab Two Limbs, +10 STR for holding on; FMove

4 Crush +0 +0 STR +4d6 Crush, Must Follow Grab

 

Perks

5 Leader of the Radical Harvesters

 

Skills

3 Acrobatics 13-

5 Contortionist 14-

2 KS: Catholicism 11-

4 AK: Vienna (INT-based) 13-

6 KS: Vienna Canals and underground (INT-based) 15-

2 Language: English (Italian is native): Fluent Conversation

3 Paramedics 12-

5 Stealth 14-

2 Survival (Marine) 12-

3 Streetwise 13-

20 +4 with HTH Combat

 

Total Powers & Skills Cost: 331

Total Cost: 540

 

400+ Disadvantages

20 Distinctive Features: Huge reptilian monster, Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

10 Physical Limitation: Huge, Frequently, Slightly Impairing

5 Physical Limitation: Blind, Infrequently, Slightly Impairing

20 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

15 Psychological Limitation: Contemptuous of Religion, Common, Strong

5 Psychological Limitation: Sarcastic smart mouth, Uncommon, Moderate

55 Teragen Monster bonus

 

Total Disadvantage Points: 540

 

 

 

When Novas came not everyone greeted them as saviours. Leonardo's mother was present when her son erupted into a reptilian monster. Despite the Pope's edict, she saw him as demon tainted and instead of getting him the help he needed, hid him away and subjected him to ever increasing corporal punishment and religious readings. Confused and terrified, Leonardo began to believe he was the demon his mother claimed and began to act the part.

 

Eventually his mother could not control him. He filled his bedroom and openly defied her more and more. At her wit's end she sea fire to their home and vanished into the night. Leonardo survived by beating down his walls and diving into the Venice canals. He has lived there ever since. Since his escape, Leonardo has overcome the belief that he is demonic yet still acts the part of a monster. As a Harvester he belive inhumanity is the path of evolution and enjoys his role. He openly contemptuous of religion and scorns the Cult of Mal and The Apostle, making snide comments and playing jokes on the zealous Nova whenever possible. He does respect Scripture oddly enough and listens to him.

 

Quote: "HAHAHA... aw' right, sorry, Apostle, but if you could just see the look on your face...."

 

Powers:Leviathan is a brute, immensely strong and tough. Water is his natural environment and he moves threw with ease. Leonardo lacks eyes but "sees" via his skin which is sensitive to electromagnetic disturbances such as those around most objects and people. His incredibly acute sense of smell aids him as well, though reading and color are lost to him. Out of the water, he can coat his skin with a noxious slippery slime that makes it hard to hold onto him and stings who ever touches him. He often coats his fists with this substance before a fight to give his blows a little extra sting. In combat, Leonard hits fast and hard using a crushing martial style that capitalizes on his strength and surprising speed. Near the water, land based opponents are grabbed and dragged down to drown.

 

Appearance:Leviathan is a huge legless reptilian monster. His body is a dull sea green/bluish color and rippling with muscles. Taint has twisted him into something entirely inhuman lacking much of a face at all. He doesn't have eyes instead sporting over sized nostrils and a gaping maw full of small sharpy teeth. Oddly enough, he has no trouble making himself understood when he speaks. His hands are webbed and tipped in small non functional claws and instead of legs he has a long muscular tail. He does not wear clothing but has no visible genitalia.

 

Note:For something squicky to picture, one of the children in the Nursery is rumored to be the son of Leviathan and Bounty...

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Guiseppi "Sloppy Joe" Bennatti

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 HTH damage

10 DEX 0 11- OCV: 3/DCV: 3

30 CON 40 15-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

16 EGO 12 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

0 COM -5 9-

4 PD 1 Total: 14 PD (10 rPD)

6 ED 0 Total: 16 ED (10 rED)

2 SPD 0 Phases: 6, 12

9 REC 0

60 END 0

33 STUN 0 Total Characteristics Cost: 58

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Innate Form abilities

90 1) Acidic Juices: Killing Attack - Ranged 2d6 (vs. PD), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points)

21 2) Liquid Flowing body: Contortionist 20-

15 3) Semi Liquid body: Physical Damage Reduction, Resistant, 25%

Quantum Powers

40 1) Containment Field: Force Field (10 PD / 10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points) (added to Primary Value)

Quantum Enhancments

46 1) Adaptability: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)

5 2) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1

7 3) Horrific Looks: +10 PRE (10 Active Points); Limited Power:Only to cause fear (Power loses about a third of its effectiveness; -1/2) (not added to totals)

 

Perks

25 Follower:Sympathetic friends (x2, 100 Base, 100 Disad)

9 Contact:The Harvesters (11-) (Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points)

3 Anonymity

 

Skills

1 Breakfall 8-

3 Bureaucratics 11-

5 Computer Programming 13-

1 Paramedics 8-

15 +3 with HTH Combat

5 Interrogation 12-

1 SS: Oncology 8-

 

Total Powers & Skills Cost: 292

Total Cost: 350

 

200+ Disadvantages

20 Distinctive Features: Sack of blood and guts, Concealable, Extreme Reaction, Detectable By Commonly-Used Senses

20 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing

10 Physical Limitation: Most constantly replace Skeleton or lose much strength and mobility, Infrequently, Greatly Impairing

15 Physical Limitation: Dies Instantly if Force Field is shut off, Infrequently, Fully Impairing

15 Reputation: Insane Nova Monster, Frequently (11-), Extreme

20 Psychological Limitation: obsessed with finding a cure, Common, Total

10 Psychological Limitation: Bitter and cynical, Common, Moderate

10 Psychological Limitation: Passively suicidal, Common, Moderate

5 Unluck: +1d6

15 Psychological Limitation: Casual Killer, Common, Strong

 

Total Disadvantage Points: 350

 

 

Eruption is usually a thing to be welcomed. It brings wealth, fame, superhuman powers and a body honed to perfection free of the frailties that plague baselines. But every rule has its exceptions. Guiseppe is at least three of them. Riddled with cancer, he lay on his death bed praying for release from the pain, either death or a cure. Eruption should have saved him from a terrible fate, but instead twisted him into something perhaps worse.

 

His cancer cells reacted to the quantum surge from his MR Node and spread down his spinal column then threw out his body. Invigorated and mutated the cancer consumed his connective tissue, his muscles and bones, reducing his body to a sludge of internal organs. As a living worse case scenario, Guiseppe could not be allowed to live and was targeted for extermination by Utopia in their Bahrain facility. On the plane there, "Sloppy Joe" as his handlers dubbed him has his only stroke of luck. The pilot realized the truth behind the facility and freed his passengers.

 

Since then, Joe as been on the run, hiding from and lashing out at the society that rejects him. All the while he seeks a cure and many forces inside and outside of the Teragen, have dangled it in front of him like a carrot on a stick to get him to do their bidding. And time and time again he has been betrayed once his usefulness was at an end.

 

Powers:Joe's powers, if you want to use the term loosely are based on his twisted body. His cancer is now a ravenous acidic thing, feeding off what ever he touches. He can envelops foes and slowly consume them. His containment field is quite tough and resistant to attack, up to and including small arms and provides with near total immunity to environmental conditions.

 

Appearance:Sloppy Joe lives up to his name. His bones and connective tissue have been completely eaten away by his run away cancer. Only a thin transparent Forcefield holds his free floating organs, blood and viscera together in a vaguely humanoid mass of tissue. His organs lay exposed for all to see floating around in a mush of digestive fluids strong enough to score steel but that he is strangely immune to. Worse yet, he leaks, leaving scorched squishy footprints in his wake. Joe can somewhat hide his monstrous form with long coats and such, but inevitably they are eaten away and his true appearance lies revealed.

 

Notes:Sloppy Joe is a starting character example and ironically enough works out to 350 points. He would have been much more expensive if I had gone the Desolid route on his liquid body. I wrote him up as an example of where PCs would generally start in Aberrant as compared to the powerhouses in the previous characters.

 

I hope people find some uses for this collection of monsters and lunatics. They could make an interesting supremacist group in a camapaign. Just scratch out "nova" and write metahuman, mutant or what have you. Sloppy Joe makes for a good Dark Champions antagonist looking to avenge himself on whatever caused his awful mutation.

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Guest cubist

At least in terms of the strength stat, it is easy to direct ocnversions by using the main book descriptions- just double the dealift amounts and take that as the basis for hero strength, my conversion of them came out like this:

Str*- Str 3

Str**- Str 8

Str***- Str 15

Str****- Str 18

Str*****- Str 21

Mega s-Strength is even easier-

Mega Str*- Str 30

Mega Str**- Str 44

Mega Str***- Str 50

Mega Str****- Str 55

Mega Str*****- Str 60

For Mega strength above five, just keep adding five points for each additional dot.

 

Dexterity and the other stats are pretty iffy in how to convert them over, but I found strength was easy ans fairly accurate, except for the fact that a Mega Str 2 Nova is doing more than an extra die of damage compared to a Mega Str1 nova.

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  • 2 weeks later...

Re: Aberrant Conversions:The Teragen

 

Looking back over these characters, I think I might have given the wrong impression of the Teragen as a whole. They can be "heroic" characters. You can easily have a character that is a Terat but wants to help baselines for reasons of noblesse oblige, compassion or just for kicks. You can have Terats that are heroes, but for their "people" but don't harm baselines out of hand.

 

I would create Terats on 500 points with "Ascended" (those that have been thew Chrysalis) Terats being based on 600 with more DFs and Physical Disadvantages.

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