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Guest Worldmaker

Re: Supervillain Images

 

Wow and wow! This one's awesome! Very professional-looking. I really love this. The colors pop' date=' the fur looks terrific, etc. I'd hate to run into this guy in a dark alley.[/quote']

 

Are you in the Majestic campaign? :eg:

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Guest Worldmaker

Re: Supervillain Images

 

BFD has enough love to spread all about the GG universe. :D

 

Speaking of, have you turned the writeup in to the NPC Boss?

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Re: Supervillain Images

 

BFD has enough love to spread all about the GG universe. :D

 

The player that was going to meet him this turn, alone with no support, wisely turned into a falcon and flew into the sky.

 

Was that before or after he saw the pic?

 

Just curious!

 

 

Mags

 

PS to Worldmaker: Working on the PC Zand now and Abyss is next in line. ;)

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Re: Supervillain Images

 

My guess is it was deleted by one of the board Mods because it was someone else's work.

 

Mags

Yeah, I posted the image then pulled it because it was a modification of an image taken from Ultimate Spider-Man (Electro). Sorry.

 

Hawkfu

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  • 2 weeks later...

Re: Supervillain Images

 

Ok, it's not done yet, but what do you think of Abyss so far?

 

Comments?

 

 

Mags

I guess my monitor's too dark. Playing with it a bit in an image program, I can see that the picture has green and blue in it, but without that enhancement, it all looks black to me. I love the outline, but would like to see it be just a hair lighter.

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Guest Worldmaker

Re: Supervillain Images

I wouldn't want to have to fight him.
Neither would anyone else.AbyssPlayer: NPC
Val Char Cost
30 STR 20
23 DEX 39
30 CON 40
20 BODY 20
33 INT 23
20 EGO 20
33 PRE 23
10 COM 0
10/25 PD 4
10/25 ED 4
5 SPD 17
14 REC 4
60 END 0
55 STUN 5
6" RUN02" SWIM06" LEAP0Characteristics Cost: 219
Cost Power END
267 Ready Biotechnology: Variable Power Pool' date=' 200 base + 67 control cost, (300 Active Points); Biotechnical Special Effects Only Slightly Limited (-1/4), Only Foci and Armor Attachments Slightly Limited (-1/4)
0 1) Anesthetic Spores: Energy Blast 5d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Self-Contained Breathing or the Appropriate Immunity; +1), Continuous (+1), Area Of Effect (9" Radius; +1) (112 Active Points); OAF (SporePods; -1) Real Cost: 56 0
0 2) Bio-Electric Symbiotes: Energy Blast 8d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (120 Active Points); OAF (Symbiote Organism; -1) Real Cost: 60 0
0 3) BioSwarm: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), No Normal Defense (PD Force Field, Being Englobed by a PD Force Wall, or Being in a Hermetically Sealed Environment; +1), Does BODY (+1), Continuous (+1) (22 Active Points); OAF (SwarmPods; -1) Real Cost: 11 0
0 4) Coloration-Shifting Symbiote: (Total: 30 Active Cost, 13 Real Cost) +10 with Concealment (20 Active Points); OAF (Chameleon Symbiote; -1), Self Only (-1/2) (Real Cost: 8) plus +5 with Stealth (10 Active Points); OAF (Chameleon Symbiote; -1) (Real Cost: 5) Real Cost: 13 0
0 5) Corrosive Spores: Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Force Field or Force Wall; +1), Does BODY (+1), Area Of Effect (11" Radius; +1) (135 Active Points); OAF (SporePods; -1) Real Cost: 67 0
0 6) Echo-Location: Active Sonar (Hearing Group), +5 to PER Roll (20 Active Points) Real Cost: 20 0
0 7) Formic Acid Spray: Killing Attack - Ranged 2d6, Penetrating (+1/2), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (105 Active Points); OAF (Acid Sprayer; -1), Limited Range (8") (-1/4) Real Cost: 47 0
0 8) Fungal BioMass Capture Foam: Entangle 5d6, 5 DEF, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (100 Active Points); OAF (CaptureFoam Pods; -1), Vulnerable (Cold; -1/2) Real Cost: 40 0
0 9) Suffocating Spores: Energy Blast 6d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Self Contained Breathing; +1), Continuous (+1) (105 Active Points); OAF (Spore Pods; -1) Real Cost: 52 0
0 10) PoisonSpine Gun I: (Total: 164 Active Cost, 60 Real Cost) Killing Attack - Ranged 2d6, 32 Charges (+1/4), No Normal Defense (Immunity to Biotoxins; +1), Does BODY (+1) (97 Active Points); OAF (PoisonSpine Gun; -1) (Real Cost: 48) plus Drain CON 3d6, 32 Charges (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (67 Active Points); Extra Time (5 Minutes, -2), OAF (PoisonSpine Gun; -1), Gradual Effect (5 Minutes; -3/4), HKA Must Do Body (-1/2), Linked (Killing Attack - Ranged; -1/2) (Real Cost: 12) Real Cost: 60 [32']
0 11) PoisonSpine Gun II: Entangle 5d6, 10 DEF, Cannot Be Escaped With Teleportation (+1/4), 32 Charges (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (150 Active Points); OAF (PoisonSpine Gun; -1), Vulnerable (Mental Attacks; -1/2), Cannot Form Barriers (-1/4), Vulnerable (Biomanipulation Attacks; -1/4) Real Cost: 50 [32]
0 12) PoisonSpine Gun III: Drain DEX 6d6, 32 Charges (+1/4), Ranged (+1/2) (105 Active Points); OAF (PoisonSpine Gun; -1) Real Cost: 52 [32]
0 13) Puppeteer Parasites: Mind Control 15d6 (Additional Class of Minds and Additional Class of Minds classes of minds), Reduced Endurance (0 END; +1/2) (142 Active Points); OAF (Puppeteer Parasite; -1), Effects End Immediately If Parasite Is Removed (-1/2), No Range (-1/2), Requires A Successful To Hit Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/4) Real Cost: 44 0
0 14) Spined/Clawed Gauntlets: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Spined/Clawed Gauntlets; -1) Real Cost: 15 0
0 15) Tailored Pheremones I: Mind Control 12d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (11" Radius; +1) (165 Active Points); Based on CON (Defense: PD; -1), OAF (Pheremone SprayPods; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), No Range (-1/2) Real Cost: 39 0
0 16) Tailored Pheremones II: Drain PRE 3d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Hour; +1), Area Of Effect (8" Radius; +1) (112 Active Points); Extra Time (5 Minutes, -2), OAF (Pheremone SprayPods; -1) Real Cost: 28 0
0 17) Tailored Pheremones III: Mental Illusions 12d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (11" Radius; +1) (165 Active Points); No Conscious Control (-2), OAF (Pheremone SprayPods; -1), Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 30 0
0 18) Tailored Virus I: (Total: 166 Active Cost, 40 Real Cost) Drain CON 2d6, MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Hour; +1), No Normal Defense (Appropriate Immunity; +1), Area Of Effect (8" Radius; +1) (95 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), OAF (Virus Spore Dispersal System; -1) (Real Cost: 27) plus Killing Attack - Ranged 1d6, MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), No Normal Defense (Appropriate Immunity; +1), Does BODY (+1), Area Of Effect (6" Radius; +1) (71 Active Points); Extra Time (1 Hour, -3), OAF (Virus Spore Dispersal System; -1), Linked (???; -1/2) (Real Cost: 13) Real Cost: 40 0
0 19) Tailored Virus II: Drain STR, CON, STUN 1d6, MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Sticky (+1/2), All Stats Affected Simultaneously (+1), No Normal Defense (Appropriate Immunity; +1), Continuous (+1), Area Of Effect (8" Radius; +1), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (85 Active Points); Extra Time (5 Minutes, -2), OAF (Virus Spore Dispersal System; -1) Real Cost: 21 0
0 20) Tailored Virus III: Killing Attack - Ranged 1d6, MegaScale (1" = 1 km; +1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1), No Normal Defense (Appropriate Immunity; +1), Does BODY (+1), Continuous (+1) (94 Active Points); Extra Time (5 Minutes, -2), OAF (Virus Spore Disperal System; -1) Real Cost: 23 0
0 21) Tailored Virus IV: Major Transform 6d6 (Any Living Being Into a Less Evolved Form of Itself, Applying the Antidote Virus), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2) (157 Active Points); OAF (Virus Spore Dispersal System; -1), Limited Target (Living Organic Beings; -1/4) Real Cost: 70 0
0 22) Tailored Virus V: Drain All Non-Mystical, Non-Foci-Based Powers 1d6, Ranged (+1/2), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Cumulative (24 points; +1), Continuous (+1), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4), all [special effect] powers simultaneously (+2) (82 Active Points); OAF (Virus Dispersal System; -1) Real Cost: 41 0
100 Wisdom of the Ages: Multipower, 100-point reserve
2u 1) Analyzing the Evidence: Retrocognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Power Only to Determine the Exact Chain of Events in a Given Circumstance (-1/2), Limited Power Must Have Some Sort of Data (-1/4) 0
1u 2) Manipulation: Mind Control 10d6, Reduced Endurance (0 END; +1/2), Cumulative (+1/2) (100 Active Points); Extra Time (1 Week, -4 1/2), Limited Power Cannot Override Psychological Limitations (-1/2), Limited Power Must Achieve "Target Will Remember Actions And Think They Were Natural" (-1/2), Limited Power Not vs. Targets Who Know They Are Being Manipulated (-1/2), Does Not Provide Mental Awareness (-1/4) 0
2u 3) Observation: Telepathy 13d6, Reduced Endurance (0 END; +1/2) (97 Active Points); Extra Time (5 Minutes, -2), No Range (-1/2), Limited Power Only for Figuring Out Target's Intentions, Truthfulness, or Things They Are Trying to Hide (-1/2), Receive Only (-1/2), Limited Power Must Be Able to Observe Target (-1/2), Does Not Provide Mental Awareness (-1/4) 0
2u 4) Predicting Outcomes: Precognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Power Only to Predict Likely Outcomes and Results (-1/2), Limited Power Must Have Some Sort of Data (-1/4) 0
33 Biotechnical Armor Systems: Elemental Control, 66-point powers
34 1) Buffering Plates: Force Field (15 PD/15 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (67 Active Points) 0
42 2) Propulsion Systems: Flight 30", Usable Underwater (+1/4) (75 Active Points) 7
50 3) Self-Repair Systems: Healing BODY 6d6 (standard effect: 18 points), Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (170 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) 0
15 An Ancient Mind: Mental Defense (19 points total) 0
30 Bio-Organic Armor I:: Energy Damage Reduction, Resistant, 50% 0
30 Bio-Organic Armor II: Physical Damage Reduction, Resistant, 50% 0
10 Bio-Organic Armor III: Damage Resistance (10 PD/10 ED) 0
45 Bio-Organic Armor IV: Total Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; 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) 0
23 Clone Army: Summon 128 200-point Cloned Agents, Reduced Endurance (0 END; +1/2), Slavishly Devoted (+1) (187 Active Points); Extra Time (1 Month, -5), OAF Immobile (Cloning Pods; -2) 0
62 Cloning: Summon 550-point Being Identical to Any Individual From Whom Abyss Has Acquired a DNA Sample, Reduced Endurance (0 END; +1/2), Specific Being (+1), Slavishly Devoted (+1), Expanded Class of Beings Any Type of Being (+1) (495 Active Points); Extra Time (1 Month, -5), OAF Immobile (Cloning Pods; -2) 0
5 Eternal: Life Support (Longevity Immortal) 0
5 Infrared Sensors: Infrared Perception (Sight Group) 0
5 Light Amplification Sensors: Nightvision 0
5 Ultraviolet Sensors: Ultraviolet Perception (Sight Group) 0
Powers Cost: 768
Cost Skill
40 +10 Overall (100 Active Points); Limited Power Only If He Has Time to Prepare (-1 1/2)
24 +3 with All Combat
3 Acrobatics 14-
3 Acting 16-
3 Analyze: Technology 16-
3 AK: The Planet Earth 16-
3 Bugging 16-
3 Bureaucratics 16-
3 Concealment 16-
5 Cramming
5 Cramming
5 Cramming
5 Cramming
5 Cramming
3 Cryptography 16-
3 Deduction 16-
3 Forensic Medicine 16-
3 Interrogation 16-
3 Inventor 16-
3 Lipreading 16-
3 Mimicry 16-
4 Navigation (Air, Land, Marine) 16-
3 Paramedics 16-
3 Power Skill: Biotechnology Tricks 16-
3 PS:: Master Villain 16-
3 PS: Ecoterrorist 16-
3 Scholar
2 1) KS: Biotechnology (3 Active Points) 16-
2 2) KS: Every Species on Planet Earth (3 Active Points) 16-
2 3) KS: Evolutionary Theory (3 Active Points) 16-
2 4) KS: The History of Planet Earth (3 Active Points) 16-
3 Scientist
2 1) SS: Applied Biotechnology 16- (3 Active Points)
2 2) SS: Biology 16- (3 Active Points)
2 3) SS: Ecology 16- (3 Active Points)
2 4) SS: Forced Evolution 16- (3 Active Points)
2 5) SS: Genetic Engineering 16- (3 Active Points)
2 6) SS: Terraforming 16- (3 Active Points)
3 Shadowing 16-
3 Stealth 14-
12 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 16-
3 Tactics 16-
Skills Cost: 194
Cost Perk
15 Money: Filthy Rich
140 Vehicles & Bases
Perks Cost: 155
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
37 Danger Sense (any area, out of combat, Function as a Sense) 16-
5 Eidetic Memory
3 Lightning Calculator
20 Universal Translator 16-
Talents Cost: 74
Val Disadvantages
20 Distinctive Features: Obvious Superhuman (Permanently Grafted Biotechnical Armor) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Global Guardians 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
20 Psychological Limitation: Amoral (Very Common, Strong)
15 Psychological Limitation: Cautious Long-Term Thinker (Common, Strong)
15 Psychological Limitation: Dedicated to the Preservation of Life on Earth (Common, Strong)
15 Psychological Limitation: Thinks About the Big Picture (Common, Strong)
20 Reputation: Massively Powerful Psychotic Eco-Terrorist, 14- (Extreme)
10 Rivalry: Professional (Doctor Simian; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
20 Social Limitation: Known Supervillain (Very Frequently, Major)
15 Social Limitation: Permanent Identity (Abyss) (Frequently, Major)
Disadvantage Points: 220

Base Points: 200Experience Required: 990Total Experience Available: 990Experience Unspent: 0Total Character Cost: 1410

Height: 2.00 m Hair: Unknown
Weight: 100.00 kg Eyes: Unknown
Appearance: Abyss's true appearance is as unknowable as his methods. Locked as he is in his bio-organic armor, no one has ever seen his face or heard his true voice. The armor, however, is both reptilian and insectile in aspect, and truly frightening to those no expecting its appearance.Personality: Abyss is a very patient man, quite willing to spend time reflecting on any particular move before making it. When he finally does act, he is hard to stop because he's accounted for all possible contingencies.

 

A man of few words, he nevertheless has a deep rooted need to be in the company of others. He is quite willing to work with anyone to achieve his ends (the preservation of sentient life on earth) and has been known to work both with and against Dr. Simian. However, ultimately, he prefers to keep his plans to himself having found it too frustrating to explain himself to lesser creatures.

 

While he abides by a personal sense of honor and a code of ethics, his rules of engagement are draconian in the extreme and creatures who haven't lived as long as he often find his sense of integrity unfathomable.

Quote:"This might hurt for a little while, but you cannot make omelets without breaking eggs."Background: Abyss is so old; he doesn't even remember his previous life.

 

Many millions of years ago, an Ardipithicus ramidus was captured by the P!k gardening ship and forced to evolve into a sentient being. He was forced to spend countless ages trapped in the abyss of an alien hell attended to by soulless machines whose sole purpose was to understand him and evolve him.

 

Unfortunately, as he began to achieve sentience and upon realizing the enormity of the hell he was in, he attempted suicide. The machines restored his life. He attempted suicide again and again, each time the machines restored his life. The P!k gardening ship was unable to comprehend why a sentient being would continue to destroy itself and its alien psychology failed to realize that it, itself, was the cause. There is a fundamental need in the genetic makeup of humans (and stretching all the way back to Ardipithicus) for freedom.

 

In an attempt to cure this problem, the P!k gardening ship analyzed and recognized the need for social contact in this creature. It wired him up to its external sensors and forced the creature to observe from the pit of hell

as time passed by outside. He witnessed the passing of time at a glacier's pace. He was there, first hand, as global ecological catastrophes occurred and new life came about.

 

Finally, after millions of years, the ship began to fall apart. Abyss was able to escape. Many people have assumed that Abyss is a mutant. He is actually an alien experiment. Many people have assumed that Abyss is a nihilist. The fact is, after so long without the company of others, he desperately needs for life to go on and is fearful of being without the company of others.

 

Many people have assumed that Abyss is insane. Okay, they are probably right about this one. However, he also has seen the signs of another global catastrophe coming and is ready to avert it no matter the cost. Unfortunately for the heroes, Abyss has little concern for individual peoples' lives. To a being who has lived for five million years, the fact that another creature's life ended 40 years short is just academic.

Powers/Tactics: The alien ship has evolved Abyss to the greatest extent his species was able to achieve. As a result, he is stronger, smarter, and faster than any human. His extraordinary senses are heightened further by the armor he wears. He can heal at a remarkable rate, no longer ages, and can use his advanced brain and skills gained from five million years of observation to achieve remarkable feats of intellect (various forms of clairvoyance, mind control, etc.)

Inside his armor, he is capable of nearly anything...

Campaign Use: Abyss works best as the sort of "near-unstoppable force" that the players must think around rather than outgun and outfight. Its easier to stop his plans than beat him in a straight fight.
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Re: Supervillain Images

 

I guess my monitor's too dark. Playing with it a bit in an image program' date=' I can see that the picture has green and blue in it, but without that enhancement, it all looks black to me. I love the outline, but would like to see it be just a hair lighter.[/quote']

 

 

I'm sorry about that, Rob. Abyss is supposed to be a scary individual, hence, lots of inky blackness. :D

 

By the way, Worldmaker likes it as is, so I guess the pic is done.

 

Mags

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Re: Supervillain Images

 

That's a cool image Mags :) Kinda reminds me of Swamp Thing a bit

 

 

Swamp thing? Ok. Heh. I think he looks a bit fishy, sorta Creature-of-the-Black-Lagoon-ish, and here I was going for insect carapace/reptilian. Sometimes a pic just takes on a personality of its own... tee hee!

 

 

Mags

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Re: Supervillain Images

 

When I first looked at Abyss' date=' I thought it looked pretty cool, but the lower legs and feet don't quite fit the rest of the image. Consider the possibility of making the feet claw-like, similar to the hands. Especially considering that it is bio-armor.[/quote']

 

 

I'll change it if Worldmaker wants me to. Abyss is his villain, after all. ;)

 

Mags

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Re: Supervillain Images

 

Swamp thing? Ok. Heh. I think he looks a bit fishy, sorta Creature-of-the-Black-Lagoon-ish, and here I was going for insect carapace/reptilian. Sometimes a pic just takes on a personality of its own... tee hee!

 

 

Mags

Oh don't I know it! :) It's half the fun of being an artist ;)

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