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The Uplifted:Sentient Animal villians


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Worldmaker asked me to post Prime and her bodyguard awhile back. I thought I'd throw up the whole group. More as I get them worked up.

 

Primate Prime

Val Char Cost Roll Notes

0 STR -10 9- Lift 25.0kg; 0d6 HTH damage

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

21 CON 22 13-

8 BODY -4 11-

25 INT 15 14- PER Roll 14-

28 EGO 36 15- ECV: 9

18 PRE 8 13- PRE Attack: 3 1/2d6

10 COM 0 11-

3 PD 3 Total: 3/23 PD (0/20 rPD)

6 ED 2 Total: 6/26 ED (0/20 rED)

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

4 REC 0

60 END 9

28 STUN 9 Total Characteristics Cost: 140

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

170 Mental Attacks: Multipower, 170-point reserve

7u 1) Mind Reading: Telepathy 12d6, Animal Minds (70 Active Points) 7

5u 2) Will Sapping: Drain Ego 2d6, Based On EGO Combat Value (Mental Defense; +1), Delayed Return Rate (points return at the rate of 5 per Day) (+1 1/2) (70 Active Points); Limited Power:No Range Power loses about a third of its effectiveness (-1/2) 7

5u 3) Postive Reinforcement: Mental Illusions 9d6, Trigger (+1/4), Uncontrolled (+1/2), Continuous (+1) (124 Active Points); Only creates Intense pleasure Power loses about half of its effectiveness (-1), Limited By Senses Touch Group (-1/4) 12

11u 4) Negative Reinforcement: Ego Attack 5d6, Trigger (+1/4), Continuous (+1) (112 Active Points) 11

3u 5) Psionic Conditioning: Transform 5d6: Character into Character with altered behavior (Major), Reduced Endurance 1/2 END (+1/4), Based On EGO Combat Value (Mental Defense; +1) (169 Active Points); Extra Time 1 Week (-4 1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points, RSR Skill is subject to Skill vs. Skill contests -1/2) 7

10u 6) Mental Shutdown: Entangle 3d6, 3 DEF (Stops A Given Sense Group: Hearing Group, Stops A Given Sense Group: Sight Group, Stops A Given Sense Group: Smell/Taste Group, Stops A Given Sense Group: Touch Group, Stops A Given Sense Group: Touch Group), Works Against EGO, Not STR (+1/4) (100 Active Points) 10

4u 7) Unleash the animal: Mind Control 12d6 (60 Active Points); Set Effect:Only Primal Emotions (-1/2) 6

 

37 Telekinetic Flight: Flight 10", Position Shift, Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (37 Active Points) 4

50 Telekinetic Field: Force Field (20 PD/20 ED) (Protect Carried Items) 5

15 Strong Mind: +15 Mental Defense (21 points total)

8 Reading People: Detect:Base motivations and primitive drives A Class Of Things 18-, Analyze, Discriminatory (19 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Sense Affected As More Than One Sense (-1/4)

6 Animal Sense: Enhanced Perception (+2 to PER Rolls for All Sense Groups)

7 Enhanced Smell: Enhanced Perception (+2 to PER Rolls for Single Sense; Discriminatory)

5 Animal Eyes: Nightvision

5 Tail: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4)

 

Perks

5 Money: Well Off

40 Vehicles & Bases (x4, 150 Base, 0 Disad)

40 Follower (x16, 100 Base, 0 Disad)

3 Contact: Supervillain she is “couselling†(Contact limited by identity, Good relationship with Contact) 12-

1 Contact: Animal rights activist (Contact limited by identity) 11-

2 Contact: Poisedion (Contact limited by identity) 12-

 

Talents

5 Eidetic Memory

3 Lightning Calculator

4 Speed Reading (x10)

19 Universal Translator 23- (29 Active Points); Human Terrestrial Languages only Power loses about a third of its effectiveness (-1/2)

 

Skills

7 Paramedics 16-

3 Mechanics 14-

3 Lipreading 14-

3 KS: Scientific Groups (INT-based) 14-

6 CuK: Human Behavior (INT-based) 17-

4 KS: Primate Studies 13-

3 KS: Bio Ethics 12-

4 KS: Animal Rights Groups 13-

5 Interrogation 14-

4 Forgery 16-

3 Forensic Medicine 14-

3 Deduction 14-

3 Tactics 14-

3 Teamwork 13-

7 Persuasion 15-

12 +4 with any Multipower

5 +1 with DCV

20 +4 with DCV

7 Climbing 15-

5 Concealment (7 Active Points); Self Only Power loses about a third of its effectiveness (-1/2) 16-

9 Stealth 16-

3 Scientist

7 1) SS: Psychology (INT-based) (8 Active Points) 19-

6 2) SS: Genetics (INT-based) (7 Active Points) 18-

6 3) SS: Biology (INT-based) (7 Active Points) 18-

5 4) SS: Metagenetics (INT-based) (6 Active Points) 17-

4 5) SS: Zoology (INT-based) (5 Active Points) 16-

5 6) SS: Biochemistry (INT-based) (6 Active Points) 17-

4 7) SS: Microbology (INT-based) (5 Active Points) 16-

3 8) SS: Cybernetics (INT-based) (4 Active Points) 15-

 

Total Powers & Skills Cost: 632

Total Cost: 772

 

400+ Disadvantages

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

10 Physical Limitation: Small (Frequently; Slightly Impairing)

15 Social Limitation: Secret ID:Dr Kara Soren (Frequently; Major)

5 Vulnerability: Sonic Flashes (Uncommon)

15 Susceptibility: High Pitched Sounds 1d6 damage, per Phase (Uncommon)

15 Enraged: Caged or Imprisoned (Uncommon), go 11-, recover 11-

20 Psychological Limitation: Looks on most humans with contempt and views them as lab animals (Very Common; Strong)

15 Psychological Limitation: Intense scientific curiosity (Common; Strong)

10 Psychological Limitation: See all lab animals as her "brothers" and "sisters" (Uncommon; Strong)

 

Total Disadvantage Points: 772

 

Primate Prime was the product of one of the seemingly infinite special (and often ethically challenged) projects to not only create superhuman abilities but create them in a controlled and repeatable fashion. After years of work and untold millions of research dollars the Project: Exogensis team had formulated a connection between sentience and the manifestation of superhuman abilities. Some animals did share the genetic sequence that seemed to be the key to spontaneous mutation but none so far had been able to have that potential activated. Threw extensive surgeries, gene therapy and cybernetic alteration several experimental monkeys have their intellect increased dramatically. They were "Uplifted" so to speak before their metagenetic structure sparked by various means.

 

All most of all them died in agony as their bodies warped and twisted under the influence of forces barely understood. All but one. One female rhesus surivived the procedure. Larger, stronger than her brethren, the primate demonstrated no other unsusual abilities. Even her enhanced intelligence was only slight. Still, she was considered somewhat of a success and kept for testing being dubbed "Primate Prime" as somewhat of a joke among the researchers. So for weeks, Prime suffered threw more testing, watching from her cage. And listening. Listening as slowly the guttural huff and barks of the bizarre white ones began to make some sort of sense. Slowly realizing that at times, she wasn't hearing what they said at all. But what they thought and felt...

 

Ironically, Primate Prime recalls those early days as some of the best in her life. Such learning. So many new things. She, of course, kept her intelligence quiet. She saw what awaited her should be revealed. Testing, eventually euthanasia and destructive examination of her brain and organs. She to much to gain. So mainly she observed and learned, picking up more and more from the humans as her intellect soared. Soon rivaled the best of them in their own fields, even exceeding many of them. And as she watched her contempt for them grew. They clearly though themselves above the mere animals they tormented. As if there overdeveloped brains gave them the right. And all the while the indulged in the same savage drives that motivated the entire animal kingdom. A male would posture for a mate. A female would instinctively hate a outsider female. All the same. Just covered with layers of socialization and so called "civilization" used as an excuse.

 

Eventually she tired of them and made her plans to escape. Leaving her cage once the facility was closed, she would escape her cage and use the computer system, searching for more knowledge and explore her options. Out of boredom, Prime constructed an online identity for herself as a psychology student offering somewhat slanted advice to desperate (and pathetic) users she'd run across. She found she could relate to humans this way much better. They didn't know what she was to look down on her. It was during this time she meet her future cohort K-9 and Poseidon while looking into other project file. K-9's story was similar to her own, just a different species. Poseidon was a dolphin being trained for military work as a saboteur and underwater scout.

 

After arranging a massive break in by an animal rights group, Prime and her cohorts escaped in the confusion, using their dupes to transport Poseidon to the sea. Prime and K-9 opted to stay among humans, the wild holding little interest for the sentient animals. Humans were much more fun to play with. Since then, the pair of gathered the products of experiments, forming a team/support group called the Uplifted. Prime continues her research and experiments, indulging her cruel streak and curiosity at the same time.

 

Personality: Primate Prime is bitter. She resents the changes inflicted on her and the pain she was subjected too. On the other hand, awareness has proven to be a useful gift. She enjoys working on her experiments and tries to hide her crueler impulses behind a façade of scientific curiosity, but even the other Uplifted shudder at some of her designs at times. She hold most humans in contempt, seeming them as the ultimate hypocrites, just animals that have falsely elevated themselves above all others and enjoys humiliating them. A few very few humans have earned her respect, even a warped friendship but it is very difficult.

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Re: The Uplifted:Sentient Animal villians

 

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

10 Physical Limitation: Small (Frequently; Slightly Impairing)

15 Social Limitation: Secret ID Kara Soren (Frequently; Major)

 

Your monkey has a Secret ID? :jawdrop:

 

All most of all them died in agony....

 

Do you mean "Almost all of them...?"

Hmm... too crazy for my games; however, if you did Ape in a Cape.... :)

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Re: The Uplifted:Sentient Animal villians

 

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

10 Physical Limitation: Small (Frequently; Slightly Impairing)

15 Social Limitation: Secret ID Kara Soren (Frequently; Major)

 

Your monkey has a Secret ID? :jawdrop:

 

All most of all them died in agony....

 

Do you mean "Almost all of them...?"

Hmm... too crazy for my games; however, if you did Ape in a Cape.... :)

 

Its an online id only. "Kara Soren" exists only on paper, electronically and in the minds of certain people that Prime and K-9 have implanted memories in.

 

and yeah, it was "almost all of them" thanks for catching that.

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Guest Worldmaker

Re: The Uplifted:Sentient Animal villians

 

Worldmaker asked me to post Prime and her bodyguard awhile back. I thought I'd throw up the whole group. More as I get them worked up.

 

Can I use her in the Guardians setting?

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Re: The Uplifted:Sentient Animal villians

 

Steel Simian

Val Char Cost Roll Notes

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

22 DEX 36 13- OCV: 7/DCV: 7

25 CON 30 14-

17 BODY 14 12-

8 INT -2 11- PER Roll 11-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

13 PD 7 Total: 13/25 PD (12/24 rPD)

12 ED 7 Total: 12/24 ED (12/24 rED)

4 SPD 8 Phases: 3, 6, 9, 12

11 REC 0

50 END 0

50 STUN 5 Total Characteristics Cost: 144

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

Cybernetic implants:All powers are "restrainable" -1/4

10 1) Internal Armor Plating: Damage Resistance (12 PD/12 ED) (12 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)

30 2) Artifical Limbs/muscle weave: +30 STR, Reduced Endurance 0 END (+1/2) (45 Active Points); No Figured Characteristics (-1/2)

34 3) Pain Editor: Energy Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4)

34 4) Pain Editor 2: Physical Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4)

22 5) Combat Drugs: Succor:Strength and Dexterity 4d6 (max. Aided Points: 24), Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Variable Effect Two Powers Simultaneously (+1/2), Uncontrolled (+1/2), Continuous (+1) (65 Active Points); 1 Continuing Fuel Charges lasting 5 Minutes each (-1/2), Fuel is Difficult to obtain (-1/4), Self Only (-1/2), Enraged while until points fade Power loses about a third of its effectiveness (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4)

6 6) "Augmented Grip": Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Restrainable (Only by means other than Grabs and Entangles -1/4), He must be able to grip surface (Def 8) Power loses about a fourth of its effectiveness (-1/4)

9 7) Onboard Tactical computer: Tactics (11 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) 15-

8 8) Onboard Tactical Computer: +3 with All Combat (24 Active Points); Requires A Skill:Tactics Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1), Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Restrainable (Only by means other than Grabs and Entangles -1/4)

50 Neural linked Weapon Pack: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2)

4u 1) Concussion Rocket Launcher Pod: Energy Blast 10d6 (vs. PD), Explosion (+1/2) (75 Active Points); 8 Charges (-1/2)

5u 2) Auto Cannon: Killing Attack - Ranged 2 1/2d6 (vs. PD), 32 Charges (+1/4), Autofire (5 shots; +1/2) (70 Active Points)

3u 3) Flame Thrower: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (12" Line; +1) (60 Active Points); No Range (-1/2), 12 Charges (-1/4)

Battle Harness

16 1) Detachable Battle Harness: Armor (12 PD/12 ED) (36 Active Points); Activation Roll 12- (-3/4), OIF (-1/2)

26 2) Harness Jet packs: Flight 20", x4 Noncombat (45 Active Points); OIF (-1/2), 1 Continuing Fuel Charges lasting 20 Minutes each (-1/4)

11 3) HUD Targetting Computer: +4 with Ranged Combat (20 Active Points); OIF (-1/2), Only with Multipower Power loses about a fourth of its effectiveness (-1/4)

47 Battle Harness Add on Pool: Variable Power Pool, 40 base + 7 control cost (60 Active Points); Character Has No Choice Regarding How Powers Change (-1/2), Limited Class Of Powers Available Limited (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), All Powers must be OIF Power loses about a fourth of its effectiveness (-1/4)

Animal Abilities

8 1) Bite: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); Reduced Penetration (-1/4) 1

4 2) Roar: +10 PRE (10 Active Points); Only for Fear based Pre Attacks Power loses about half of its effectiveness (-1), Incantations (-1/4)

7 3) Arm Swing: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1

3 4) Animal Senses: Enhanced Perception (+1 to PER Rolls for All Sense Groups)

 

Talents

6 Ambidexterity (Reduce Off Hand Penalty to -1)

3 Lightsleep

 

Skills

3 Acrobatics 13-

5 Accurate Sprayfire

3 Breakfall 13-

24 +3 with All Combat

7 Demolitions 13-

5 Rapid Attack (Ranged)

1 Mechanics 8-

3 Stealth 13-

4 Survival (Tropical) 12-

 

Total Powers & Skills Cost: 401

Total Cost: 545

 

400+ Disadvantages

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

15 Hunted: US Army Project:Iron Giant 8- (Mo Pow; Harshly Punish)

15 Social Limitation: Legally an animal, no rights (Occasionally; Severe)

15 Susceptibility: Intense Magnetic fields 1d6 damage, per Phase (Uncommon)

10 Vulnerability: 2 x STUN Electrical Damage (Uncommon)

5 Physical Limitation: Reduced sense of touch (Infrequently; Slightly Impairing)

15 Psychological Limitation: Protective of Primate Prime (Common; Strong)

10 Psychological Limitation: Destructives, loves fighting and explosions (Common; Moderate)

10 Psychological Limitation: Extremely competitive (Common; Moderate)

20 Enraged: Takes Body from Electrical Attacks (Uncommon), go 11-, recover 14-, Berserk

5 Money: Poor

5 Unluck: 1d6

 

Total Disadvantage Points: 545

 

Background: Steel Simian is the Spiritual predecessor of Project: Pheonix and Project: Iron Maiden, the corporate and military human bionic augmentation programs. (See Pheonix and Gina’s backgrounds). This relatively peaceful mountain gorilla has been bionically enhanced physically and mentally with experimental alien derived technology intended to create a powerful yet expendable solider. The project was basically a success, but due to the efforts of Primate Prime and the rest of the Uplifted will never see the light of day beyond Steel. The great ape remembers the pain of his treatments quite well and its very loyal to Prime for his rescue. Unlike Posiedon his has no desire to resturn to the wild. He has come to love the physical superiority his new body gives him. That part his training went very well. Prime is happy enough with his choice as it adds some much needed physical might to the Uplifted. Steel Simian likes being allowed smash metahumans and blow things up. It’s a perfect working arrangement. In his “off†times Simian indulges in online gaming (Mostly fighters but he is starting to develop a love of RTS games and Sims). His screen name is Battlechimp Potempkin. He has no particular dislike of humanity in general, but loves competition in all forms.

 

Powers: Steel Simian is a cyborg, outfitted with some of the best cybernetic technology current available in the campaign world. His strength, speed and agility have all been increased dramatically and his battle pack adds even more durability and firepower to the mix. When needed artificial glands can boost Steel Simian’s abilities even more at the cost of his rationality (He goes Enraged). Prime often outfits Simian with mission specific technology such as stealth devices, psionic based weaponry or whatever she can develop and feels might be required.

 

Appearance: A large powerful male mountain gorilla. Potempkin’s altered body allows him a more upright stance than most of his species and his limbs are obviously artificial with steel tendons and musculature. Metal plates protect his chest and vitals and his eyes are red glowing lights. In his full battleharness he looks more like a silver and olive drab robot than an animal and is quite imposing.

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Re: The Uplifted:Sentient Animal villians

 

K-9

Val Char Cost Roll Notes

-5 STR -15 8- Lift 12.5kg; -1d6 HTH damage

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

18 CON 16 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

20 EGO 20 13- ECV: 7

12 PRE 2 11- PRE Attack: 2d6

10 COM 0 11-

4 PD 4 Total: 4 PD (0 rPD)

4 ED 0 Total: 4 ED (0 rED)

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

4 REC 0

50 END 7

25 STUN 6 Total Characteristics Cost: 75

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

133 Mastery of Illusions: Variable Power Pool, 80 base + 53 control cost, No Skill Roll Required (+1) (160 Active Points); Limited Class Of Powers Available:Any use of Mental Illusions Limited (-1/2)

Innate Powers

6 1) Powerful Mind: +6 Mental Defense (10 points total)

22 2) Psionic Targeting System: Mind Scan 12d6 (60 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Costs END To Maintain Full END Cost (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4) 6

40 3) "A dog and his boy": Duplication (creates 100-point form), Cannot Recombine (+0), Altered Duplicates (100%; +1) (40 Active Points)

30 4) "A dog and his boy 2": Mind Link (One Specific Mind:His duplicate), Any dimension, No LOS Needed, Psychic Bond

50 5) "A dog and his boy 3": Clairsentience (Sight , Hearing , Smell/Taste And Touch Groups), Reduced Endurance 0 END (+1/2) (75 Active Points); Only Through The Senses Of Duplicate (-1/2)

Animal Powers

12 1) Canine Senses: Enhanced Perception (+4 to PER Rolls for All Sense Groups)

10 2) Canine Nose: Tracking (Smell/Taste Group)

3 3) Canine Ears: Ultrasonic Perception

10 4) Canine Teeth: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) 1

1 5) Strong legs: Leaping +1" (1" forward, 0 1/2" upward) 1

 

Skills

9 Conversation 14-

3 Deduction 12-

5 High Society 12-

7 Interrogation 13-

3 KS: Fine Wines and Food (INT-based) 12-

4 KS: Psychology 13-

5 Lipreading 13-

7 Acting 13-

9 Persuasion 14-

3 Streetwise 11-

3 Shadowing 12-

7 Seduction 13-

3 +1 with any Seduction, Persuasion and Conversation

 

Total Powers & Skills Cost: 385

Total Cost: 460

 

400+ Disadvantages

15 Distinctive Features: Pure Bred German Shepherd (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Social Limitation: Animal, No legal rights (Frequently; Major)

15 Psychological Limitation: Hedonistic and lecherous (Common; Strong)

10 Psychological Limitation: Somewhat in love with Masque (Common; Moderate)

5 Money: Poor

 

Total Disadvantage Points: 460

 

Background: K-9 (Lot K, subject 9 strictly a coincidence) is the product in the creation of psionic powers in non humans using nanotechnological implants in the brain and nervous system. He is one of the few survivors and the only one to develop controllable powers. K-9 has known Prime since the beginning and assisted her out of a sense of friendship and loyalty, though he doesn’t share her disdain for humanity. K-9 serves to control her more brutal and hatful urges and is, in a sense, her conscious. Not that he doesn’t have his own failings. His loyalty to Primate Prime has been strained somewhat when met the genetically engineered raccoon thief/heroine Masque. He’s found himself drawn to her romantically and allowed her to escape both his mental control and physically from Primate Prime (See Masque).. Just how this little drama will play out is anyone’s guess.

 

Personality: K-9 is fun loving and charismatic. He enjoys dealing with people of all sorts and can be very convincing. He enjoys the finer things in life and has no desire what so ever to be “just†a dog again. In fact, he “think he’s people†in allot of ways and prefers it that way something that annoy Primate Prime a bit. He’s also a lecher of the first order and uses his “human†body and his powers to indulge those appetites frequently.

 

Powers: K-9’s telepathic powers are centered totally on creation mental illusions of incredible complexity and believability. He can do almost anything and very creative with his powers and just plain strong. In addition, K-9 had built a system into his collar that allows him to target his powers from a distance. K-9’s oddest ability is that he had effectively two bodies, his original dog body and a cloned human body that he uses to interact with people and as cover when in combat. People naturally assume the human form is the villain, not his “seeing eye dog†and act accordingly.

 

Appearance: K-9’s dog body is a large pure bred male German Shepherd. His human is a tall man with a slim athletic build, dark hair and handsome features who tends to dress in white suits and wears dark glasses as if blind (thought it sees quite well).

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Re: The Uplifted:Sentient Animal villians

 

Appearance: A large powerful male mountain gorilla. Potempkin’s altered body allows him a more upright stance than most of his species and his limbs are obviously artificial with steel tendons and musculature. Metal plates protect his chest and vitals and his eyes are red glowing lights. In his full battleharness he looks more like a silver and olive drab robot than an animal and is quite imposing.

 

Potempkin? As in Battle Chimp Potempkin from FENG SHUI?

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