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GGU NPCs For Review


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Guest Worldmaker

Re: GGU NPCs For Review

 

I find this difficult to believe. I can certainly accept that he wouldn't be good at using them' date=' but for him not to know how to make them function? Surely he'd have to be able to test the weapons in some way to make them and would have to know their basic operations, controls, etc. in order to invent them. I just don't see it.[/quote']

 

Okay... I think we're using two different definitions. The way I've always run Weapon Familiarities is this: they mean that the person who has the skill has trained in the use of the weapon in question. You don't need to have WF: Handguns to be able to shoot someone with a pistol. But if you're supposed to be trained and thus *good* with such a weapon, you need the skill.

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Guest Worldmaker

Re: GGU NPCs For ReviewArchibald PertweePlayer: NPC

Val Char Cost
20 STR 10
14 DEX 12
18 CON 16
20 BODY 20
15 INT 5
13 EGO 6
20 PRE 10
8 COM -1
8 PD 4
4 ED 0
3 SPD 6
8 REC 0
36 END 0
39 STUN 0
6" RUN02" SWIM04" LEAP0Characteristics Cost: 88
Cost Power END
29 Always Prepared: Precognitive Clairsentience (Sight And Hearing Groups), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Precognition (-1), Only To Anticipate What Will Be Needed (-1), Always On (-1/2) 0
10 Confusing Mind: Mental Defense (13 points total) 0
Powers Cost: 39
Cost Skill
3 Combat Driving 12-
3 Combat Piloting 12-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Dover, England 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Cook 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Small Motorized Ground Vehicles
5 High Society 14-
3 KS: The Denver Defenders 12-
5 Mechanics 13-
6 PS: Butler 15-
3 PS: Handyman 12-
Skills Cost: 28
Val Disadvantages
10 Distinctive Features: Walking Talking Stereotype (British Butler) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Always Calm and Collected (Common, Total)
20 Psychological Limitation: Loyal To The Denver Defenders Team (Common, Total)
20 Psychological Limitation: Code vs. Killing (Common, Total)
Disadvantage Points: 70

Base Points: 75Experience Required: 10Total Experience Available: 10Experience Unspent: 0Total Character Cost: 155

Height: 1.87 m Hair: Brown
Weight: 73.00 kg Eyes: Brown
Appearance: Tall and slim, Mr. Pertwee fits the image of a stereotypical English butler. His dark hair is going gray in a distinguished fashion, and not a strand is out of place. His traditional uniform is always correct as well, and his piercing blue eyes miss very little.Personality: Veddy veddy British. Pertwee is the epitomy of the gentleman's gentleman. His manners are impeccable, his reserve impenetrable, his command of the situation total.Quote:"I believe this is what you have in mind, sir/ma'am."Background: Archibald Pertwee is usually referred to as "The Butler." He showed up the day the remodeling started on what was to be the Denver Defenders base, and started directing the remodeling efforts as if he belonged there. After doing a background check, David Perkins decided to hire him, a decision he's never regretted. The Butler has an uncanny knack for knowing what is needed before it is needed. For example, he started the workmen clearing most of the suites out of the 3rd floor even before David found the Lark and its inventor. Besides doing the work of 4 people (cook, housecleaner, handyman, as well as butler), he is invaluable for having the team ready to go when trouble strikes.Powers/Tactics: His talents are many, but most notable is his ability to know what is needed and to have it ready when needed. Campaign Use: Archibald Pertwee is one of the Denver Defenders team DNPCs. He serves as the butler and general caretaker of their headquarters and is an invaluable right hand man.
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Re: GGU NPCs For ReviewBlack AngusPlayer: NPC

Val Char Cost
50 STR 40
18 DEX 24
30 CON 40
20 BODY 20
10 INT 0
10 EGO 0
30 PRE 20
6 COM -2
48 PD 23
20 ED 14
4 SPD 12
28 REC 24
60 END 0
60 STUN 0
20" RUN02" SWIM010" LEAP0Characteristics Cost: 215
Cost Power END
34 Bull's Charge: Elemental Control, 68-point powers
23 1) The Charge: (Total: 68 Active Cost, 48 Real Cost) Running +14" (20" total) (Real Cost: 28) plus Area Of Effect (up to 20" Line; +1); Linked (Running; -1/4) for up to 50 Active Points of Strength (40 Active Points); Only While Performing Move Throughs (-1) (Real Cost: 20) 7
16 2) The Impact: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2), Area Of Effect (18" Line; +1) (75 Active Points); Only When Performing a Move Through (-1), Hand-To-Hand Attack (-1/2) 0
8 Bite: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-1/4) 1
10 Minotaur's Nose: Tracking with Smell/Taste Group 0
22 Toughness: Damage Resistance (25 PD/20 ED) 0
15 Thick Skull: +15 PD, Only When Doing Move-Throughs (+0)
Powers Cost: 128
Cost Skill
20 +4 with HTH Combat
3 Breakfall 13-
3 Climbing 13-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Chicago, Illinois 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Bank Robber 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
2 Gambling (Sports Betting) 11-
3 Interrogation 15-
2 Navigation (Land) 11-
3 Streetwise 15-
3 Teamwork 13-
3 Tracking 11-
Skills Cost: 42
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
20 Distinctive Features: Obvious Superhuman (8' Tall Minotaur) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Enraged: When Insulted or Thwarted (Common), go 11-, recover 11-
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: The FBI 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
20 Psychological Limitation: Daredevil (Very Common, Strong)
20 Psychological Limitation: Fearless (Common, Total)
15 Social Limitation: Public Identity (Angus Izatt) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 38Total Experience Available: 38Experience Unspent: 0Total Character Cost: 388

Height: 2.54 m Hair: Black
Weight: 567.00 kg Eyes: Red
Appearance: The mythological beast Minotaur brought to life only meaner and bigger. He is a very large guy standing over eight feet tall and tipping the scales at around three thousand pounds. He is very well muscled and just an all around big guy. He generally wears a kilt.Personality: Angus is not the brightest fellow, but he makes up for it with an incredible temper and the ability to beat everything in sight to a pulp. He isn't very complicated; he knows he is strong and therefore everyone should do what he says. He is a bully; but unlike most bullies, if he is challenged he flies into a killer rage.Quote:"I crush you!"Background: Angus Izatt had always been a different child. He was born with a small pair of horns, but as he had aged, they had grown larger. His teeth had become enlarged also. Puberty was the worst, though; the pain in his head was incredible. In three days, his head had changed from that of a young man to that of a bull with a shaggy black mane.

 

He was devastated, but along with the change came great strength. Unfortunately, along with the strength came a great rage, an undying rage that Angus has tried to quench by fighting almost anyone and everyone. He does what he wants and fears no repercussions. He wants money and power and to work never again. He is a proud Scotsman and likes to drink and party; he also likes the ladies. Usually, he sleeps with prostitutes or anyone who is too scared to say no.

 

The change has done nothing to his intelligence; sometimes he is scarily insightful, but most times he is nothing but a mindless brute. He will flip into a rage if angered and destroy anyone and anything that angers him. He has been in and out of prison his entire adult life. He intends to stay out of jail this time and the Masters of Mayhem are his insurance. He is quick to anger and slow to calm, and is quick to use any dirty trick to win.

Powers/Tactics: Black Angus is strong and hard to hit. He can gore opponents with his horns or bite with his incredibly strong teeth. He can charge very quickly for bursts of speed. Using his head as a ram he can cause tremendous amounts of damage.Campaign Use: Black Angus is a member of the Masters of Mayhem, a supervillain team active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewBoomerPlayer: NPC

Val Char Cost
15 STR 5
21 DEX 33
20 CON 20
10 BODY 0
13 INT 3
10 EGO 0
13 PRE 3
12 COM 1
5 PD 2
5 ED 1
4 SPD 9
7 REC 0
40 END 0
30 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 79
Cost Power END
90 Naturally Explosive: Multipower, 90-point reserve
8u 1) Bomb Blast I: Energy Blast 8d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (80 Active Points) 0
8u 2) Bomb Blast II: Energy Blast 8d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2) (80 Active Points) 0
7u 3) Concentrated Blast: Killing Attack - Ranged 2d6, Explosion (+1/2), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (75 Active Points) 0
9u 4) Directed Charge: Energy Blast 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points) 0
9u 5) Flash-Bang I: Sight and Hearing Groups Flash 11d6, Reduced Endurance (0 END; +1/2) (90 Active Points) 0
9u 6) Flash-Bang II: Sight and Hearing Groups Flash 8d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points) 0
84 Continuous Blasting Field: (Total: 105 Active Cost, 84 Real Cost) Energy Blast 4d6, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1) (55 Active Points) (Real Cost: 55) plus Force Field (25 PD/15 ED), Costs END Only To Activate (+1/4) (50 Active Points); Linked (Energy Blast; -1/2), Side Effects (-1/4) (Real Cost: 29) 9
5 Lucky: Luck 1d6 0
Powers Cost: 229
Cost Skill
3 Bureaucratics 12-
3 Criminology 12-
3 Deduction 12-
9 Demolitions 15-
3 Electronics 12-
0 Acting 8-
1 AK: Home Area 11 or less
0 Climbing 8-
0 Computer Programming 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Language: English (idiomatic) (4 Active Points)
0 Paramedics 8-
0 Persuasion 8-
0 PS: Profession 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Custom Adder, Small Motorized Ground Vehicles
3 KS: Explosives 12-
3 Paramedics 12-
5 Power: Trick Explosions 14-
3 SS: Chemistry 12-
3 SS: Structural Engineering 12-
3 Security Systems 12-
Skills Cost: 42
Val Disadvantages
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: Denver Defenders 14- (Mo Pow, Limited Geographical Area, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
15 Physical Limitation: Cannot Be Stealthy While Force Field Is Active (Frequently, Greatly Impairing)
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
20 Psychological Limitation: Code vs. Killing (Common, Total)
15 Psychological Limitation: Greedy (Common, Strong)
15 Psychological Limitation: Methodical Planner (Common, Strong)
15 Social Limitation: Public Identity (Brad Destin) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.98 m Hair: Brown
Weight: 98.00 kg Eyes: Brown
Appearance: Brad is tall with a muscular build. Not one much for fancy clothes, he wears a T-shirt with ripped off sleeves, jeans, and sneakers. On Money Club missions, he'll usually wear something to cover his facial features although that can range from a ski mask to a Halloween mask.Personality: Brad is an easy-going, happy-go-lucky sort of guy. Other than his fascination with explosions, he's fairly normal. His demolitions training leads him to be careful. After all, in demolitions, you only get one chance, so it better be right the first time. He sees the clubs crimes the same way, and insists on having a detailed plain. Although Black Knight does most of the actual planning, Boomer functions as a Devil's advocate, questioning everything about a plan to ensure that it's as perfect as possible.Quote:"Aren't explosions the neatest thing?"Background: Brad Destin had his plans all made. As soon as he finished high school he was going to become the world export on demolitions. He didn't even need dynamite! Brad sent in applications to all the top demolition companies in the US, so that he could take a job from whichever one had the best offer. He was astonished when they all turned him down.

 

He ended up flipping burgers in a fast food joint while quietly simmering at the unfairness of it all. Finally he decided that with all his knowledge and power that he was meant for better things. If he couldn't be a legitimate bomb expert, he would be the underworld bomb expert and show those companies what they could have had working for them.

 

The only problem is Brad didn't want to hurt anyone, and if he worked for others they might have him blow up buildings with people still inside. He'd just have to work for himself he decided. That's when Seeker contacted him telepathically.

Powers/Tactics: Brad can create explosions at a distance. He can vary this from a full explosion to a directed blast right in front of a target. He can use his blast power to ignite magnesium pouches he caries, giving him a flash attack. And he can use metal cones to get an armor piercing attack.

 

Brad can also use explosions as a defense, establishing a field around himself that reacts to any unexpected contact with an explosion directed away from him. This generally blunts or defuses any attacks that aren't stopped completely. It's also painful for anyone touching him, although the blast isn't strong enough to affect many Guardians. Even when nothing is touching him this 'force field' is visible as it reacts to microscopic particles in the air, making it visible, and especially audible.

 

In addition, Brad is almost as good of a demolitions expert as he thinks he is.

 

Campaign Use: Boomer is a member of the Money Club, a supervillain team active in the Global Guardians Universe. Boomer provides flexible fire power for the club. He can flash cameras or destroy just about anything. In any mission, he'll have something to blow up, unlike Frost he's not happy just being a lookout.
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Guest Worldmaker

Re: GGU NPCs For ReviewYamatoPlayer: NPC

Val Char Cost
55 STR 10
18 DEX 24
20 CON 20
10 BODY 0
13 INT 3
10 EGO 0
25 PRE 0
10 COM 0
5/20 PD 1
5/20 ED 1
4 SPD 12
8 REC 0
40 END 0
30 STUN 0
6" RUN02" SWIM011" LEAP0Characteristics Cost: 71
Cost Power END
40 Onboard Weaponry: Multipower, 60-point reserve, (60 Active Points); all slots Battlesuit (-1/2) [Notes: All Slots Draw From Endurance Reserve]
1u 1) Burrowing Lasers: Tunneling 3" through 6 DEF material (24 Active Points); Battlesuit (-1/2) 2
4u 2) Concussion Blaster: Energy Blast 12d6 (60 Active Points) 6
3u 3) Strobe: Sight Group Flash 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2) 6
4u 4) Stunner: Energy Blast 6d6, No Normal Defense (ED Force Field, Being Behind an ED Force Wall, or Resistant ED; +1) (60 Active Points) 6
4u 5) Tangleweb Cannon: Entangle 4d6, 4 DEF, Explosion (+1/2) (60 Active Points) 6
3u 6) Telekinesis: Telekinesis (40 STR) (60 Active Points); Affects Whole Object (-1/4), Reduced By Range (-1/4) 6
8 Battlesuit Systems: Elemental Control, 20-point powers, (10 Active Points); all slots Only In Heroic Identity (-1/4)
20 1) Flight Pack: Flight 15", x16 Noncombat (45 Active Points); Battlesuit (-1/2) 4
8 2) Insulation: Energy Damage Reduction, 50% (20 Active Points) 0
37 3) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points) 0
23 4) Servomotors: +35 STR, Inherent (+1/4), Reduced Endurance (0 END; +1/2) (61 Active Points); Battlesuit (-1/2), No Figured Characteristics (-1/2)
8 5) Shock Absorbers: Physical Damage Reduction, 50% (20 Active Points) 0
20 6) Stealth Systems: Invisibility to Radio Group , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Always On In Hero Identity (-1/4) 0
10 Batteries: Endurance Reserve (150 END, 10 REC) (25 Active Points); Can Only Recover Between Stories (-1), Battlesuit (-1/2) 0
6 Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Battlesuit (-1/2), Sense Affected As More Than One Sense Hearing and Radio Group (-1/2) 0
7 Heavy, With Gyroscopic Stabilizers: Knockback Resistance -5" (10 Active Points); Battlesuit (-1/2) 0
15 Impressive Piece of Metal: +15 PRE, Inherent (+1/4) (19 Active Points); Only In Heroic Identity (-1/4)
12 Sensor Suite I: +3 PER with Sight Group and Hearing Group, Battlesuit (+0) 0
3 Sensor Suite II: Infrared Perception (Sight Group) (5 Active Points); Battlesuit (-1/2) 0
3 Sensor Suite III: Ultraviolet Perception (Sight Group) (5 Active Points); Battlesuit (-1/2) 0
Powers Cost: 239
Cost Skill
15 +3 with Weapons Systems Multipower
3 Breakfall 13-
3 Computer Programming 12-
3 Conversation 14-
3 Electronics 12-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: San Diego, California 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Video Store Clerk 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
2 KS: Bundett Industries 11-
3 KS: Computer Games 12-
2 KS: The Hacker World 11-
2 KS: Mass Communication 11-
3 Mechanics 12-
3 Persuasion 14-
6 PS: Mechwarrior Player 15-
3 Systems Operation 12-
Skills Cost: 51
Cost Perk
15 Advanced Technology
Perks Cost: 15
Cost Talent
2 Absolute Range Sense (3 Active Points); Battlesuit (-1/2)
2 Absolute Time Sense (3 Active Points); Battlesuit (-1/2)
2 Bump Of Direction (3 Active Points); Battlesuit (-1/2)
2 Lightning Calculator (3 Active Points); Battlesuit (-1/2)
Talents Cost: 8
Val Disadvantages
10 Distinctive Features: 8' Tall, Ton and a Half Metal Man Bristling With Weapons (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Diamond Technologies 8- (Mo Pow, NCI, Capture)
15 Hunted: Bundett Industries 8- (Mo Pow, Capture)
5 Physical Limitation: Powered Armor Is Huge and Heavy (Infrequently, Slightly Impairing)
15 Psychological Limitation: Adventurous and Funloving (Common, Strong)
15 Psychological Limitation: Impressed With Armor's Abilities (Common, Strong)
15 Psychological Limitation: Lazy When It Comes To Doing Things He Considers Boring (Common, Strong)
15 Psychological Limitation: Reluctant to Kill (Common, Strong)
15 Psychological Limitation: Thrill Seeker (Common, Strong)
1 Quirk: Avid Computer Gamer
1 Quirk: Considers Himself a Ladies' Man Despite Being a Complete Geek
1 Quirk: Loves Mountain Dew
1 Quirk: Thinks Being Good At Video Games Makes Him a Badass In Real Life
1 Quirk: Sporadic Atkins Diet Zealot
15 Social Limitation: Secret Identity (Otojiro Matsuda) (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 34Total Experience Available: 34Experience Unspent: 0Total Character Cost: 384

Height: 1.69 m Hair: Brown
Weight: 83.00 kg Eyes: Brown
Appearance: Out of his armor, Otojiro is a young, heavyset Asian American man who typically wears brightly colored T-shirts over green shorts. His weight fluctuates depending on whether or not he's on a diet, but he always keeps it low enough to make sure he can fit well into his armor. He keeps his hair cut very short, claiming that long hair makes his head get hot inside the Yamato armor.

 

The Yamato armor is slate-gray, trimmed with silver and black. It is heavily built powered armor about nine feet tall and weighing more than 1,100 pounds. It has oversized gauntlets, boots, and helmet. Most of the armor's weaponry is placed in obvious fashion (a turret on one arm, a grenade launcher on another, etc.) and the armor is clearly bristling with firepower. The Comets logo is stenciled on one arm and the Japanese flag and the Japanese characters spelling "Battleship Yamato" are stenciled on the chest.

Personality: As Yamato, Otojiro has settled easily into his role as muscle for the Comets. He tends to be very laid back in day-to-day relations, yet very aggressive (he calls it "talking smack") in mission situations. He rarely holds a grudge and smiles often, but he does enjoy using the armor in combat, and has occasionally endangered the success of a mission by choosing a demonstration of force when none was necessary. Otojiro tends to jump from one hobby to another as the mood strikes him, and rarely shows interest in anything resembling work. He enjoys his missions as Yamato, however, for their variety and excitement, and considers it the perfect job.Quote:"If you're not impressed yet, you should be. Just wait until I go all BattleTech on your ass."Background: Late in 2002, the original three members of the Comets... Deadlock, Ojo, and Rush... managed a coup: They stole a prototype Shamrock III battlesuit from Australia's Bundett Industries. When their client was arrested before making payment, however, they had to figure out what to do with the armor. Enchanted by the potential offered by the powerful armor (not to mention the improvements he felt he could make to its design) Deadlock was loathe to sell the device. Wearing it would cripple the cybernetic abilities he and Rush possessed, and Ojo was simply too small to wear it. Instead, he needed to recruit a new member to the team.

 

Deadlock generated a profile of the ideal candidate: thrillseeker; amoral; unambitious; physically fit without being obsessive about it; intelligent, but not in Deadlock's class; a decent strategist; greedy; good at following orders; skilled at video games, especially those with complicated controls; at least six feet tall; single; mentally stable; computer literate. Armed with the profile, Deadlock launched an extensive search using his access to various computer databases.

 

The man he ultimately found to fit the role was Otojiro Matsuda. The second-place world champion at MechWarrior tournaments, Otojiro was a graduate student and part-time clerk at a video rental store. He was ostensibly studying mass communications in school, but was basically spinning his wheels, unsure what to do with his life. To Deadlock, he was perfect.

 

Otojiro was enthralled at the possibilities that the suit offered him. He shrugged at Deadlock's code name for him... Yamato, after a World War II-era Japanese battleship. He didn't care about the name, just about the power that the armor gave him. As Deadlock had planned, he easily mastered the armor's functions, suggesting several modifications that the Comets were able to install. Even better, he enjoyed using the armor so much that he never questioned the Comets' missions or the morality of them. To him, getting to use the armor to its full extent, including in combat now and then, was all the motivation he needed.

Powers/Tactics: The Yamato armor is large, heavy, very strong powered armor. It is incredibly resilient, with sophisticated armor, communications, and propulsion systems, as well as a series of armaments. Its concussion blasts, strobe lights, and chest-mounted tractor beam were part of the original ordinance developed by Bundett Industries. The tangleweb attacks were traded to the Comets by the Weaponsmith as partial payment for a job they performed on his behalf. The micro-lasers that allow him to burrow through the ground were stolen from Diamond Technologies.

 

The armor also enhances Otojiro's natural abilities, making him stronger and faster than he is without it.

Campaign Use: Yamato is a member of the Comets, a supervillain team active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewOne of my favorite villain teams: Prime 8.BushbabyPlayer: NPC

Val Char Cost
28 STR 18
28 DEX 54
28 CON 36
18 BODY 16
13 INT 3
13 EGO 6
28 PRE 18
8 COM -1
15/23 PD 9
15 ED 9
5 SPD 12
20 REC 16
56 END 0
46 STUN 0
9" RUN02" SWIM05 1/2" LEAP0Characteristics Cost: 196
Cost Power END
5 100% Pure Willpower: Mental Defense (11 points total) (8 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Nonpersistent (-1/4) 1
12 Amazingly Sharp Senses: +4 PER with All Sense Groups 0
2 Ape's Ears: +1 PER with Hearing Group 0
2 Ape's Nose: +1 PER with Smell/Taste Group 0
24 Claws: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points); Reduced Penetration (-1/4) 3
6 Dense Musculature and Thick Bones: Armor (8 PD/0 ED) (12 Active Points); Only vs. Blunt Force Trauma (-1) 0
10 Don't Bother Trying to Poison Him: Life Support (Immunity All terrestrial poisons and chemical warfare agents) 0
5 Feet Can Also Be Used as Hands: Extra Limbs (2) 0
40 Get's Better Quickly: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
15 He's Really, Really Tough II: Energy Damage Reduction, Resistant, 25% 0
10 He's Really, Really Tough II: Physical Damage Reduction, 25% 0
4 Makes His Own Handholds: Clinging (normal STR) (10 Active Points); 1/2 OCV and DCV While Clinging (-1), Sideways Movement Is At 1/2 Ground Movement Rate (-1/4), No Ceiling Movement (-1/4) 0
10 Never Get's Sick: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0
20 Sharp Nose: (Total: 20 Active Cost, 20 Real Cost) Discriminatory with Smell/Taste Group (Real Cost: 10) plus Tracking with Smell/Taste Group (Real Cost: 10) 0
6 Sprinter: Running +3" (9" total) 1
Powers Cost: 171
Cost Martial Arts Maneuver
Natural Predator Fighting
4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 Strike
5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 Strike
5 5) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 9 1/2d6 Strike
Martial Arts Cost: 22
Cost Skill
9 +3 Tracking, Survival, and Stealth
3 Acrobatics 15-
2 AK: Bulgaria 11-
3 AK: Central Africa 12-
3 Breakfall 15-
3 Climbing 15-
3 Concealment 12-
8 Defense Maneuver I-III
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Bulgaria 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: Bulgarian (Idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Assassin 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
3 Language: English (completely fluent)
3 Language: Swahili (completely fluent)
3 Lockpicking 15-
2 PS: Terrorist 11-
5 Rapid Attack (HTH)
3 Stealth 15-
3 Streetwise 15-
14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 12-
3 Tracking 12-
Skills Cost: 73
Cost Talent
3 Lightsleep
9 Ambidexterity (No Off Hand Penalty)
18 Combat Sense 15-
Talents Cost: 30
Val Disadvantages
5 Distinctive Features: Skeleton Sets Off Metal Detectors (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Enraged: In Combat (Common), go 11-, recover 11-
30 Enraged: Berserk If Enranged (Common), go 8-, recover 8-
20 Hunted: The Global Guardians 8- (Mo Pow, NCI, Capture)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
15 Social Limitation: Sentient Ape (Frequently, Major)
15 Social Limitation: Permanent Identity (Test Subject #22 "Radomir"); Bushbaby (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 142Total Experience Available: 142Experience Unspent: 0Total Character Cost: 492

Height: 0.91 m Hair: Black
Weight: 40.00 kg Eyes: Green
Appearance: Small for a chimpanzee (well he is a pygmy chimpanzee after all), Bushbaby is almost all lean whipcord muscle on a bone. He prefers to dress in light, tight clothing that doesn't interfere with movement. On

missions he wears blood red knee-length pants and a gunmetal gray shortsleeve shirt with his personalized logo of a blood red triple gash. He generally keeps his claws retracted until he needs them. When in battle, his eyes seem to almost glaze over.

Personality: Bushbaby is basically a hunter and a killer. Howerver, he is neither cold-blooded nor cruel, just efficient. He knows the price of blood and in some ways he relishes in it. In his early years, because of his diminutive stature, he was often underestimated, but few make that mistake now. Even his teammates sometimes can't determine the difference between his dark humor and his serious talk.Quote:"In the end ape and man are the same: a pile of sliced flesh over broken bone."

 

Quote About Him: "It seems that Dr. Simian has somehow determined, or perhaps created, the controlling motivator for Radomir." - Dr. Sarac

Background: "Pojhalsta, tovarisch, sadeetyes." The small squinty-eyed man said.

 

But despite the unimposing stature and mousy voice of the NKVD major, of course, Dr. Nikolai Sarac sat down. That the spy asked him politely... in Russian!... was just a consolation that didn't set him at ease to any degree.

 

"The Party is crumbling. Gorbachev is a weakling who is ready to cave into the demands of the capitalist pig Reagan!" Colonel Alexander Ivanov Tupunin walked - almost pranced - around the table in front of Dr. Sarac "You see, Kolya, the Red Army can not withstand the upcoming Glasnost... it can not withstand the counter-revolution... Project Rosomakha must be accelerated. We obtained through a KGB resource in Houston, the plans for Soldier 2000... Of course you know that it was over EIGHT MONTHS AGO!"

 

"Yes, Colonel." Dr. Sarac was once scared of Tupunin. He was once scared of the Soviets and their Bulgarian Communist Party lackeys. Perhaps he was even a little scared of the Bulgarian government spies. But now both Natasha and Eva were someplace safe half way around the world. So, they could only take his life... If there was any sweat on his body, it was due more to the long hours of hard work than any fear. With a calm that he knew must irritate the sadistic spy, Dr. Sarac continued, "Project Rosomakha is well underway. We have, in fact, had success in the physical modifications to Test Subject #22. And I would assure you that if we needed to do the modifications to one of your men, they too would be successful. Would you like to see Radomir?"

 

Of course, Dr. Sarac, left out the part about the control failures. Other than fear, they could not find the proper motivators. And that is why the project was delayed.

 

"Ochyen horosho!" the colonel replied. "I will examine him myself. You are dismissed Kolya. But send in Boris and Vitya..."

 

"Very well, tovarisch," the doctor replied de-emphasizing 'tovarisch' as much as possible. "I will have Oleg bring him to you."

 

Several minutes later, Colonel Tupunin, flanked by the two Bulgarian secret policeman watched as Dr. Sarac's technician, Oleg, who was also under the pay of the Bulgarian secret police, pushed the large wheeled cage into the room.

 

"Chain it and bring the test subject here, tovarisch." The Soviet spy commanded the technician. Clamps were placed on the wrists and chains linked the ape's arms together. Other chains tethered Radomir to the wall.

 

The chimpanzee, pulled at the chains that held his arms as he ambled out of the cage and glared at the Soviet spy who bent over to examine him. Colonel Tupunin slipped a stilleto out of his coat pocket, "Very well, time to test the results. Healing ability first - Vitya, write notes, eh?"

 

With a quick slash the ape's arms were bleeding. But the gash quickly began to close. But as the man with the knife bent over for another test wound, the chimp muttered, "A cut for a cut, tovarisch."

 

Snikt! Snikt!

 

"Aiyeee!" The colonel shouted as he felt pain as four blades cut into his calf and another four cut into his thigh. He had underestimated the altered chimp and just previously didn't know that the 'feet' were as altered as the

hands. Well, now he knew. As Radomir sliced his bonds using the claws of his feet, Colonel Tupunin shouted, "Izvineetye! Izvineetye!"

 

But his shouts soon turned to gurgles as no other sound could be emitted from a slashed throat. There was just enough time for the others to panic before they, too, followed similar fates.

 

Hissssss.

 

The hissing went on for a good twenty minutes before Radomir slumped to the ground at last. A breathing apparatus covering his face, Dr. Sarac opened the battered security door, carefully lifted Radomir and placed him back in the cage.

 

A second man entered, covered the cage with a dark cloth and began pushing it down the hallway. He paused for a second, removed his own breathing mask then handed a small envelope to Dr. Sarac. His gruff voice, softly spoke, "As we agreed, good doctor, here is the information that you will need in order to access the account in Zurich... Dosvidanya."

 

 

Years Later, Prague, the Czech Republic: The magnifying glass was of no use - for magnifying newsprint only made it appear like large colored dots - but Dr. Sarac knew that it was Radomir. After reading the text of the article, he smiled, knowing that the conclusion was correct. This 'Bushbaby' who fought against the Global Guardians with the ape terrorist group, Prime 8, could only be the chimpanzee whom Dr. Sarac had worked on in Project Rosomakha. He carefully cut the thin news paper, took the clipping and filed it in his folder behind the news article regarding the bloody assassination of a Gorilla City minister.

Powers/Tactics: During Project Rosomakha, the cells of Test Subject #22 "Radomir" were altered. An engineered virus was injected which changed osteocytes, platelets, and fibroblasts in various ways. This resulted in higher resilience of healing, higher tensile strength, and increased flexibility.

 

Furthermore, the Soviet sponsors of the project decided that they wanted to give their super-assassins inherent weapons. Despite Dr. Sarac's protests that this would detract from the elegance of the viral gene alteration and

at the same time this would prohibit the assassins from clandestinely getting into secure areas, he went along. Thus, Bushbaby had 8 cm long retractable, telescoping claws implanted into the metacarpal bones of all

four 'hands'. Other non-genetic alterations were made by Dr. Simian to create 'the ultimate hunter'.

Campaign Use: Bushbaby is a member of Prime 8, an ape supremacy terrorist group in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewBrass MonkeyPlayer: NPC

Val** Char*** Cost
70** STR 10
23** DEX 39
20** CON 20
10** BODY 0
18** INT 8
11** EGO 2
15** PRE 5
10** COM 0
*
5/25** PD 1
5/25** ED 1
5** SPD 17
8** REC 0
50** END 5
30** STUN 0
*6"**RUN02"**SWIM014"**LEAP0Characteristics Cost: 108
Cost** Power END
108** Powered Armor Modules: Variable Power Pool, 75 base + 33 control cost, No Skill Roll Required (+1) (149 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), No Mental Powers (-1/4); all slots Battlesuit (-1/2) [Notes: Draws From Endurance Reserve When Necessary]*
0** 1) Concussion Blast: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); Battlesuit (-1/2) Real Cost: 35* 7
0** 2) Electro-Blaster: Energy Blast 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); Battlesuit (-1/2) Real Cost: 37* 7
0** 3) Focused Energy Beam: Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points); Battlesuit (-1/2) Real Cost: 37* 7
0** 4) Gauntlet-Mounted Extendable Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Battlesuit (-1/2) Real Cost: 15* 0
0** 5) High-Energy Laser: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); Battlesuit (-1/2), Beam (-1/4) Real Cost: 20* 4
0** 6) Plasma Cannon: Energy Blast 15d6 (75 Active Points); Battlesuit (-1/2) Real Cost: 37* 7
0** 7) Spotlight: Sight Group Images Increased Size (4" Cone; +1/4), +/-6 to PER Rolls (35 Active Points); Only To Create Light (-1), Battlesuit (-1/2) Real Cost: 12* 3
0** 8) Tangleweb Sprayer: Entangle 5d6, 5 DEF, 12 Boostable Charges (+0) (50 Active Points); Battlesuit (-1/2), Limited Range (30") (-1/4) Real Cost: 22* [12 bc]
** *
25** Standard Power Armor Modules: Elemental Control, 50-point powers*
28** 1) Armor Plating: Armor (20 PD/20 ED) (60 Active Points); Only In Heroic Identity (-1/4)* 0
12** 2) Exoskeleton: +50 STR (50 Active Points); Battlesuit (-1/2), No Figured Characteristics (-1/2)* 5
17** 3) Flight Pack: Flight 25" (50 Active Points); Battlesuit (-1/2)* 5
** *
20** Advanced Power Cell: Endurance Reserve (200 END, 10 REC) (30 Active Points); Battlesuit (-1/2)* 0
6** Agile Feet: Extra Limbs (2), Inherent (+1/4) (6 Active Points)* 0
4** Audio Dampeners: Hearing Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4)* 0
5** Bite: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR)* 1
6** Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Battlesuit (-1/2), Affected As Both Hearing Group and Radio Group (-1/2)* 0
20** Fingertip Tool Kit: +4 with Technoloy Skills, Battlesuit (+0)*
2** Food Concentrate Tube: Life Support (Eating Character does not eat), 1 Continuing Fuel Charge lasting 1 Week (+0) (3 Active Points); Only In Heroic Identity (-1/4)* [1 cc]
16** Hermetically Sealed Armor: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents) (20 Active Points); Only In Heroic Identity (-1/4)* 0
8** Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (+0) (10 Active Points); Only In Heroic Identity (-1/4)* [1 cc]
5** Light Amplification: Nightvision, Battlesuit (+0)* 0
4** Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4)* 0
19** Radar Array: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+4 versus Range Modifier) (29 Active Points); Battlesuit (-1/2)* 0
7** Self-Contained Environment: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); Only In Heroic Identity (-1/4)* 0
12** Tempest Shielding: Power Defense (15 points) (15 Active Points); Only In Heroic Identity (-1/4)* 0
4** Well-Constructed Armor I: Lack Of Weakness (-5) for Normal Defense (5 Active Points); Only In Heroic Identity (-1/4)* 0
4** Well-Constructed Armor II: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); Only In Heroic Identity (-1/4)* 0
** *
-2** Poor Swimmer: Swimming -2" (-2 Active Points)* 0
-4** Slow: Running -4" (-4 Active Points)* 0
Powers Cost: 326
Cost** Skill
24** +3 with All Combat*
3** Acrobatics 14-*
3** Analyze: Technology-Based Powers 13-*
3** Breakfall 14-*
7** Climbing 16-*
3** Combat Driving 14-*
3** Concealment 13-*
3** Deduction 13-*
3** Demolitions 13-*
3** Electronics 13-*
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: Gorilla City 11-*
0** 3) Climbing 8-*
0** 4) Computer Programming 8-*
0** 5) Concealment 8-*
0** 6) Conversation 8-*
0** 7) Deduction 8-*
0** 8) Language: Latin (Idiomatic) (4 Active Points)*
0** 9) Paramedics 8-*
0** 10) Persuasion 8-*
0** 11) PS: Technician 11-*
0** 12) Shadowing 8-*
0** 13) Stealth 8-*
-1** 14) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
3** Inventor 13-*
2** Language: English (Fluent Conversation)*
2** Language: French (Fluent Conversation)*
3** SS: Computer Design 13-*
3** SS: High Energy Physics 13-*
3** SS: Metallurgy 13-*
3** SS: Powered Armor Design 13-*
3** Security Systems 13-*
3** Stealth 14-*
3** Streetwise 12-*
3** Systems Operation 13-*
3** Teamwork 14-*
Skills Cost: 88
Val** Disadvantages
20** Hunted: Checkmate 8- (Mo Pow, NCI, Capture)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)*
20** Hunted: Tarot 14- (Mo Pow, NCI, Watching)*
15** Hunted: Doctor Simian 14- (Mo Pow, Watching)*
10** Physical Limitation: Limited Manipulation (Clumsy Hands) (Frequently, Slightly Impairing)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
15** Psychological Limitation: Aggressive In Combat (Common, Strong)*
15** Psychological Limitation: Looks After Herself First And The Team Second (Common, Strong)*
10** Reputation: Brutal Combatant, 11-*
15** Social Limitation: Secret Identity (Tongi Mfusa) (Frequently, Major)*
Disadvantage Points: 150

Base Points: 200Experience Required: 172Total Experience Available: 172Experience Unspent: 0Total Character Cost: 522

Height: 0.81 m Hair: Brown
Weight: 60.00 kg Eyes: Black
Appearance: Tongi Mfusa is a Bonobo chimpanzee from the area in Zaire between the Congo River and the Kasai Rivers. She has normal appearance of an ape of her size and build who routinely exercises intensely. Standing nearly six feet tall, the Brass Monkey suit is a large ape shaped metallic gold powered armored suit. Tongi Mfusa climbs into it like a miniature mech. The arms reach nearly down the the ground and the forearms are oversized for more contact surface. These massive arms give Brass Monkey its power. A two fisted smash can crumple a tank with one blow.Personality: A bit sure of herself, Tongi Mfusa leads a life unlike any other chimpanzee. Living with Dr. Simian and planning their takeover of the human world. Or at least that is what Dr. Simian wants her to think. She on the other hand is more interested in keeping her lifestyle at the level she is comfortable with. If that means she has to follow a brilliant planner and execute a few maneuvers then that is what she does. She treats this like a job although it is a job she enjoys waking up to.

 

In combat she is fiercely aggressive, using the Brass monkey suit to pummel her target to pulp, or if ordered to use her ranged weaponry. Away from the field she is always flirting with one of more of the other members of Prime 8. She has been serious with most of the team at one point or another. She calls this her Bonobo genes.

Quote:“Prepare to meet the pinnacle in powered armored technology, human!"Background: Tongi Mfusa lost her family when she was young. Taken in by a well to-do business ape, she enjoyed access to lots of information. And her meta-gene loved her for it. She absorbed information like a sponge and applied it to everything she did. She always knew she was better that the rest of them. After spending Some time studying at home she sought greater knowledge and more challenge.

 

Even when she within Gorilla City, she had shown exceptional intellect compared to others. In a training school she bored quickly and would become disruptive during class yet would still ace the tests. This kind of act brings one under the attention of Dr. Simian. Looking for the brightest and most powerful allies, Dr. Simian knew it would be better to gain control of this asset before it was used against him. He masterfully manipulated Tongi Mfusa into trusting him and agreeing to his views on humanity. When she had reached a level of control and manipulation, he acquired her into his corporation of ape allies.

 

Tongi Mfusa was always told that gaining the attention of Dr. Simian was not always a good thing. But in this case it was. She was given the opportunity to stretch herself mentally as well as physically. Having an affinity for powered armor design, Dr. Simian naturally commissioned her to design a great suit with which to teach the inferior humans a lesson.

 

Agreeing with the good Doctor, Tongi Mfusa went about designing the Brass Monkey Armor. Taking from what she could learn about the powered armored people of the world, she added her own touch and created some tricks not yet thought of by those little humans. When it was finished, she had designed a powerfully destructive suit.

 

Taking the suit on its maiden voyage, she encountered a local super hero team. Attacking with maneuvers the like of which they had never seen before, Brass Monkey was , within moments, leaping through the air towards Gorilla City and Dr. Simian's Prime 8 team.

Powers/Tactics: Brass Monkey is a man sized gorilla-looking powered armor with a cockpit for an average 3 foot tall Bonobo Chimpanzee. Its locomotion is very ape like and the gait can carry the armor and its pilot a quick clip across open terrain or even in crowded areas. The servos within the arms have been designed to magnify an apes already destructive smash attack. Extra plating goes into forearms and hands. The overlarge arms also aide the suit in its jump-jets navigation. The arms also house a serious amount of firepower which Brass Monkey will use as directed by Dr. Simian or Cyberangutan. She tends to prefer close combat but understands tactics enough to know when discretion is the better part of valor.Campaign Use: Brass Monkey is a member of Prime 8, an ape-surpremacist terror organization active in the Global Guardians Universe.
brassmonkey.jpg

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Black Angus

 

As I read it, when performing a Move Through, Black Angus only has to hit DCV 3 (due to the Area of Effect Attack). When he does so, he easily do 22 1/2 d6 damage:

  • 10d6 from STR
  • 6d6 from the Hand Attack
  • 6 1/2 d6 from Velocity (20"/3)

This is before he does Knockback to his opponents, which, of course, he should.

 

Am I missing something, or is this a bit excessive?

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Re: GGU NPCs For Review

 

The Yamato armor is slate-gray' date=' trimmed with silver and black. It is heavily built powered armor about nine feet tall and weighing more than 1,100 pounds. It has oversized gauntlets, boots, and helmet. Most of the armor's weaponry is placed in obvious fashion (a turret on one arm, a grenade launcher on another, etc.) and the armor is clearly bristling with firepower. The Comets logo is stenciled on one arm and the Japanese flag and the Japanese characters spelling "Battleship Yamato" are stenciled on the chest.[/quote']

 

I like it, but no Wave Motion gun?

 

:)

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Re: GGU NPCs For Review

 

I really like the "Bonobo genes" like. Yes, the female character that's free with her affections might be a cliche, but I've never seen one thats an intelligent ape before! :)

 

What's the GGU?

It stands for Global Guardians Universe. I believe that it's the biggest Champions play by e-mail campaign world around. www.globalguardians.com

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Guest Worldmaker

Re: GGU NPCs For Review

 

I really like the "Bonobo genes" like. Yes' date=' the female character that's free with her affections might be a cliche, but I've never seen one thats an intelligent ape before! :) [/quote']

 

 

Its actually appropriate for the species. Apparently a female bonobo will have sex with any male that offers, regardless of whether she's in heat or not.

 

 

 

What's the GGU?

 

The Global Guardians PBEM Universe. Feel free to come in and look around.

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Guest Worldmaker

Re: Black Angus

 

As I read it, when performing a Move Through, Black Angus only has to hit DCV 3 (due to the Area of Effect Attack). When he does so, he easily do 22 1/2 d6 damage:

  • 10d6 from STR
  • 6d6 from the Hand Attack
  • 6 1/2 d6 from Velocity (20"/3)

This is before he does Knockback to his opponents, which, of course, he should.

 

Am I missing something, or is this a bit excessive?

 

Only if you let him get a full head of steam up.

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Guest Worldmaker

Re: GGU NPCs For ReviewThe next member of Prime 8.KongPlayer: NPC

Val Char Cost
25/100 STR 15
20 DEX 30
20 CON 20
15/30 BODY 10
13 INT 3
13 EGO 6
45 PRE 10
10 COM 0
15 PD 10
15 ED 11
4 SPD 10
15 REC 12
50 END 5
50/65 STUN 12
36" RUN02" SWIM05"/20" LEAP0Characteristics Cost: 154
Cost Power END
94 The 8th Wonder of the World: Growth (+75 STR, +15 BODY, +15 STUN, -15" KB, 4.948E6 kg, -10 DCV, +10 PER Rolls to perceive character, 53 m tall, 27 m wide), Costs END Only To Activate (+1/4) (94 Active Points) 7
17 Towering Over the Skyline, Blocking Out the Sun: +25 PRE (25 Active Points); Linked (The 8th Wonder of the World; -1/2)
2 Ape's Ears: +1 PER with Hearing Group 0
2 Ape's Nose: +1 PER with Smell/Taste Group 0
5 Feet Can Be Used as Hands: Extra Limbs (2) 0
50 Giant's Stride: Running +30" (36" total), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Linked (The 8th Wonder of the World; -1/2) 3
15 Resilient I: Damage Resistance (15 PD/15 ED) 0
15 Resilient II: Energy Damage Reduction, Resistant, 25% 0
15 Resilient III: Physical Damage Reduction, Resistant, 25% 0
33 Six Foot Tall Fists: Naked Modifier: Area Of Effect (up to One Hex; +1/2) for up to 100 Active Points (50 Active Points); Linked (The 8th Wonder of the World; -1/2) 5
25 Tireless Strength: : Reduced Endurance (1/2 END; +1/4) for up to 100 Active Points (25 Active Points) 0
Powers Cost: 273
Cost Skill
4 +4 With Punch
3 AK: Gorilla City 12-
3 Breakfall 13-
5 Climbing 14-
3 Demolitions 12-
2 KS: The History of Human/Ape Relations 11-
3 KS: Prime 8 12-
2 KS: The Superhuman World 11-
3 Language: English (completely fluent)
3 Paramedics 12-
2 PS: Terrorist 11-
3 Security Systems 12-
3 Stealth 13-
3 Streetwise 18-
3 Systems Operation 12-
3 Tactics 12-
3 Teamwork 13-
Skills Cost: 51
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
Talents Cost: 3
Val Disadvantages
10 Physical Limitation: Nearsighted (Frequently, Slightly Impairing)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: The Global Guardians 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
10 Psychological Limitation: Hates His Twin Brother With a Passion (Uncommon, Strong)
20 Psychological Limitation: Think's He's Invulnerable (Common, Total)
10 Psychological Limitation: Would Betray Prime 8 In A Heartbeat If The Reward Were Great Enough (Uncommon, Strong)
15 Reputation: One of the Global Guardian's Most Wanted, 14- (Extreme; Known Only To A Small Group)
15 Social Limitation: Public Identity (Mariquo Jafaro) (Frequently, Major)
15 Social Limitation: Sentient Ape (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 131Total Experience Available: 131Experience Unspent: 0Total Character Cost: 481

Height: 1.66 m Hair: Black
Weight: 151.00 kg Eyes: Brown
Appearance: A handsome gorilla with thick, carefully brushed black hair and cocoa-colored eyes, Mariquo is about average in size for his species until he activates his powers. When he does, he can grow to tremendous sizes. He wears a pair of red shorts with black stripes that Doctor Simian has created for him; they change size when he does.Personality: The yang to his brother’s yin, Mariquo is not so much actively evil as he is resistant to authority and out to please himself, even at others’ expense. Unlike several of his teammates, he’s not completely devoted to Doctor Simian’s dogma. Instead, he is happy to seek out the "good life" and enjoy the fruits of his crimes. As Kong, he enjoys fighting and won’t hesitate to lay waste to any who oppose him, though to him that’s more a part of "the job" than it is a matter of real antipathy. The only exception to that is his hostility toward his brother, which approaches true hatred. Still, it’s unlikely he’d actually kill Quito, as the two share a strange bond that would, subconsciously at least, make the world seem an emptier place without the other. He is rightfully confident in his powers and tends to consider himself unbeatable.Quote:"Fay Wray? No way."Background: Many identical twins share a special bond, a deep combination of understanding, love, and friendship that makes their relationship closer than anyone else could hope to approach. Such was not the case of Mariquo and Quito Jafaro, natives of the mysterious Gorilla City. Their mother tells stories of them kicking in the womb—not her, but each other. Their parents had to put them in separate cribs early in life because even before they could walk, they were striking each other, pulling each other’s hair, biting and scratching each other, and stealing each other’s food. Mariquo was the more aggressive of the two, but Quito kept up with his brother, returning attacks with a vengeance.

 

Unfriendly to each other with a passion that surpassed even the fiercest rivals between schoolyard "enemies," the two were kept to separate classrooms, separate recesses, separate lunch breaks. What was most uncanny to their schoolmasters was the chilling resemblance between the two, not only in appearance, but in mannerisms and speech patterns, likes and dislikes. Though they loathed each other, Mariquo and Quito frequently found themselves dressing similarly, pursuing the same friends, and adopting the same hobbies. The only clear demarcation between them—other than their mutual hatred—was an ethical one. Quito was unflinchingly honest, polite to others, and obedient to the laws of the city. Mariquo was anything but, a well-adjusted scoundrel who broke the rules for fun.

 

Maybe it was inevitable that Mariquo would become a criminal and Quito a cop. Both were very good at their chosen "professions," and made a point of trying to antagonize each other—Mariquo by committing crimes in Quito’s patrol area during his watch, Quito by constantly trying to capture his brother with charges he could make stick.

 

Their pivotal confrontation came on a busy city street. Finally convinced he had enough evidence on his brother to make the charges stick, Quito surprised Mariquo and prepared to make an arrest. As he’d expected, and perhaps even hoped for, Mariquo fought back. By mutual consent, the two eschewed weapons, fighting instead with tooth and nail. All the rage of their childhood hatred boiled out of them, and they saw nothing but each other, nothing but the mirrored anger in each other’s eyes. They didn’t even notice when they started to swell, to grow to immense proportions. Each was about 20 feet tall when they noticed that they were towering over those around them, that their clothes had ripped away from them, and that the incidental damage of their brawling was going beyond the incidental level. They still did not stop. By the time the city defense team had managed to tear the two apart, each was nearly 20 meters tall, but the property damage was immeasurable.

 

They weren’t actually banished from Gorilla City, but neither felt quite welcome there anymore. Mariquo decided to use his newfound abilities—latent metahuman abilities awakened by the surge of adrenalin from his battle with Quito—to make himself rich. He’d barely stepped foot outside of Gorilla City before he was recruited by Doctor Simian.

Powers/Tactics: Mariquo possesses the ability to grow to tremendous size; at the top of his powers, he can become 64 meters tall, at which point he weighs 3 million kilograms; he could possibly become even larger if he pushed his growth ability. He used to be limited to a smaller size—about 32 meters, but Doctor Simian performed a series of treatments on him to unlock his abilities, giving him a distinctive edge over his twin brother. As he grows, he becomes incredibly strong and terrifying. His powers are such that, even at his "normal" size, he is extremely resilient to attacks. Not much of a tactician in combat, he tends to punch his enemies or throw them far away. His incredible abilities make either approach extremely effective. He never hesitates to use property destruction to his team’s advantage.Campaign Use: Kong is a member of Prime 8, an ape supremacist terrorist group.
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Guest Worldmaker

Re: GGU NPCs For ReviewAnd the next...MonkeyshinesPlayer: NPC

Val Char Cost
10 STR 0
30 DEX 60
25 CON 30
10 BODY 0
18 INT 8
18 EGO 16
15 PRE 5
10 COM 0
7/27 PD 5
18/38 ED 13
8 SPD 40
7 REC 0
50 END 0
30 STUN 2
6" RUN02" SWIM02" LEAP0Characteristics Cost: 179
Cost Power END
80 Light Powers: Multipower, 80-point reserve
7u 1) Flare Blast: Sight Group Flash 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
5u 2) Flare Cone: Sight Group Flash 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-1/2) 8
8u 3) Flare Field: Sight Group Flash 8d6, Area Of Effect (4" Radius; +1) (80 Active Points) 8
2u 4) Laser Beam: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (26 Active Points); No Knockback (-1/4) 1
6u 5) Light Blast: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); No Knockback (-1/4) 3
7u 6) Ultra Flare: Sight Group Flash 10d6, Armor Piercing (+1/2) (75 Active Points) 7
2 Ape's Ears: +1 PER with Hearing Group 0
22 Lightform Powers: Elemental Control, 44-point powers
25 1) Body of Light: Desolidification (affected by Light and Darkness Powers), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Move Through Opaque Materials (-1/2) 0
38 2) Lightspeed Travel: Teleportation 12", MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points) 6
38 3) Riding the Photons: Flight 30" (60 Active Points) 6
23 4) Prismatic Shield: Force Field (20 PD/20 ED/5 Flash Defense: Sight Group) (45 Active Points) 4
2 Ape's Nose: +1 PER with Smell/Taste Group 0
10 Eyes of Light: Sight Group Flash Defense (10 points) 0
5 Feet Can Be Used As Hands: Extra Limbs (2) 0
10 Lightspeed Travel II: Faster-Than-Light Travel 0
Powers Cost: 290
Cost Skill
10 +2 with Light Powers Multipower
3 AK: Gorilla City 13-
3 Breakfall 15-
3 Bureaucratics 12-
3 Climbing 15-
3 Computer Programming 13-
3 KS: The History of Human/Ape Relations 13-
3 KS: Research Methods 13-
3 KS: Prime 8 13-
2 KS: The Superhuman World 11-
4 Language: English (idiomatic)
3 Paramedics 13-
3 PS: Academic Researcher 13-
3 PS: Astronomer 13-
2 PS: Terrorist 11-
3 Scientist
2 1) SS: Astronomy 13- (3 Active Points)
2 2) SS: Astrophysics 13- (3 Active Points)
2 3) SS: Mathematics 13- (3 Active Points)
2 4) SS: Orbital Mechanics 13- (3 Active Points)
2 5) SS: Physics 13- (3 Active Points)
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 15-
Skills Cost: 73
Cost Perk
1 Fringe Benefit: Doctorate in Astronomy
Perks Cost: 1
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
Talents Cost: 3
Val Disadvantages
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: The Global Guardians 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
10 Physical Limitation: Near Sighted (Frequently, Slightly Impairing)
15 Psychological Limitation: Amoral (Common, Strong)
15 Psychological Limitation: Scientific Curiosity (Common, Strong)
10 Reputation: One of the Global Guardian's Most Wanted, 14- (Known Only To A Small Group)
15 Social Limitation: Public Identity (Nantua Shvoda) (Frequently, Major)
15 Social Limitation: Sentient Ape (Frequently, Major)
10 Vulnerability: 2 x STUN Darkness Attacks (Uncommon)
5 Vulnerability: 1 1/2 x STUN Darkness Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 196Total Experience Available: 196Experience Unspent: 0Total Character Cost: 546

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Nantua Shvoda, or Monkeyshines as he is popularly known, is a small specimen for a male gorilla. He has the silver hair across his back and shoulders that is typical of a male "silverback". One unique aspect of his appearance, other than his size, is his eyes. Frequently, his crystal blue eyes will flash with the bright light he so easily manipulates. Monkeyshines typically wears a white leather outfit when he's performing tasks for Dr. Simian and Prime 8Personality: Nantua Shvoda is a typical geek. He loves science, astronomy, and plotting stars and orbital patterns for several hours at a time, every day, every week, and every month of a year. That is when his aching desire to get back at the humans for the slur's he endured while at his professional crowning moment - or unthroning moment as the case may be - doesn't lead him into truly horrific acts of terrorism. When he is Monkeyshines, he can finally use brute force to fry all the bullies into crispy critters.

 

And he likes that.

 

A lot.

Quote:"Starlight, star bright, may you burn in Hell tonight, human!"Background: Nantua Shvoda began his professional career as an esteemed scientist and astronomer in Gorilla City, at the early age of 23. Despite not having much contact with the outside world, he did manage to get a hold of a few books written by a scholar of ancient texts named Zechariah Sitchin. The complete content of what Dr. Sitchin postulated is not important, but it is important that the basis of his hypotheses influenced Nantua's cosmological studies and research.

 

In short, Zechariah Sitchen retranslated the Old Testament, the Dead Sea Scrolls, the Gnostic Texts, and many of the Old Sumerian texts. What he found was that the Ancients had a much better grasp of astronomy than even we do today, as they had plotted our entire solar system out to Pluto and beyond, without any of the technological instruments necessary to detect these orbital bodies. He also formulated theories on how the asteroid belt was formed, how our moon was formed, and how Mankind was created. Basically, where the missing link was.

 

In conclusion, his theories state that there was a large, inhabited planet that orbited our sun in a 3,000 earth-year elliptical, and that eventually during one of the close passes near Earth, they found gold. Every 3,000 years these aliens would send ships to Earth to mine this gold, and because their technology was incredibly advanced, they also genetically created the human race out of Neanderthal stock and their own DNA. They created humans as a slave race to mine gold for them.

 

Well this theory at first sounded ludicrous to Zechariah, but it intrigued him. So he went about trying to either prove, or disprove Sitchen's assertion. After several years of study, and access to the best Observatories in Gorilla City possession, he found several strange anomalies in the infrared spectrographs. The speed things were moving away from Earth, and the colors representing various elemental compounds, did not jive with all the latest scientific texts. Sure, the anomalies were so small, that they could easily be ignored and passed off as an allowable differentiation, but Nantua wanted to figure out what they meant.

 

He figured it had to be something relatively large-at least planetoid in size-out there, moving toward Earth's solar system, but what exactly it was, he could not tell. So he decided to take his research and findings to several international scientific communities. Most of them politely told him that his documentation was interesting but of no consequence. What really bugged him, though, was the last visit he had with several senior officials at the SETI Institute in California.

 

Now it has to be stated, that ever since his youth, Nantua was known for his blistering temper, and the tantrums he would throw when it inevitably exploded. As he grew older, he became better able to control it or rather he chose to control his temper instead of letting it get the better of him. But with the continuing rebuffs by his colleagues, despite how polite they were, and finding a group of young scientists in a hallway just outside the conference room, where he had given his presentation at the SETI Institute, making fun of him in a very derogatory way toward intelligent apes, he exploded.

 

For a gorilla, Nantua was not a strong person, nor especially large. But something snapped when he let his anger take over. As he exited the conference room, he pointed at the group of scientists, the targets of his tantrum, and much to his surprise, laser beams shot from his fingertips. He actually killed three of the scientists before he truly realized what had happened.

 

In the confusion that ensued, Nantua Shvoda managed to escape the SETI Institute, as he transformed into pure light, and flashed away quicker than the eye could follow. Soon after his return to Gorilla City, he was approached by the local police force, and arrested for murder, awaiting extradition to the United States of America. Nantua was understandably upset, as he didn't mean to kill those men, and they had no right to speak ill of him and his ideas, simply because he was an ape.

 

Meanwhile, Dr. Simian had been following Nantua's studies, and found some merit to having someone with the fugitive astronomer's obvious scientific acumen on his team. So it was the Doctor that gathered the rest of his Prime 8 team together to bust the media dubbed, Monkeyshines, from prison. Nantua immediately took to his rescuer, and vowed to help Dr. Simian in his exploits against the humans. It was their fault he had gotten in his predicament after all.

 

It still is unclear whether his research was correct or not, and whether the scholar Zechariah Sitchen was correct or not, but what is sure, is that Monkeyshines has made a valuable addition to Dr. Simian's team of terrorists. Fortunately for his other teammates, Nantua's transformation burned his temper from him.

Powers/Tactics: Monkeyshines is a master manipulator of light, and light energy. He is capable of blinding or searing attacks that can bring the most prepared combatant to their knees. Monkeyshines is also able to transform into pure light, and move through the universe at the speed of light.Campaign Use: Monkeyshines is a member of Prime 8, an ape supremacist organization.
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Re: Black Angus

 

Only if you let him get a full head of steam up.

Since he can get up to that full velocity in a single phase with no turn mode (it being Running) and still attack, I don't see how that's difficult for him to do.

 

On another note, shouldn't there be some kind of limitation on the Line effect that limits it to space that he can run through? Otherwise, he could do a move through on, say, a Stop sign at the very end of his movement range, and therefore do damage to a superhero standing 20" away.

 

Since I'm running the character in a combat right now, I'm just trying to get my facts straight before proceeding. The audited version of the character was able to do something like 18d6 damage and dealt nasty damage to a PC in one phase. 22 1/2 d6 is more dice than I'm used to rolling, so before I hit a hapless PC with it, I want to make sure that I understand this revised version.

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Guest Worldmaker

Re: Black Angus

 

Since I'm running the character in a combat right now' date=' I'm just trying to get my facts straight before proceeding. The audited version of the character was able to do something like 18d6 damage and dealt nasty damage to a PC in one phase. 22 1/2 d6 is more dice than I'm used to rolling, so before I hit a hapless PC with it, I want to make sure that I understand this revised version.[/quote']

 

You're running the Masters of Mayhem? Do you have the write ups for the rest of them? I've only ever posted Black Angus.

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Re: Black Angus

 

You're running the Masters of Mayhem? Do you have the write ups for the rest of them? I've only ever posted Black Angus.

Just Black Angus. He showed up at the Hero City opening to work out a grudge against Jungle Boy.

 

We'd e-mailed about this a while back on the NPC list--it's why the character was written up first and why he was audited quickly (by me). I was using the audited version, figuring that it was official, but I can change to this version. I'm just trying to understand how it works.

 

And I figured you were following every exciting turn of the campaign. :weep:

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Re: GGU NPCs For Review

 

If I might make a suggestion' date=' maybe Black Angus' additional running should be limited to "Straight line motion only"? Since it is a charging attack?[/quote']

I see the point of it, but to me, that would really cripple the character. Maybe a "turn mode" limitation? I'd be more inclined to lower the HA personally. The main problem with the character, to my mind, isn't his manueverability, but his incredible damage potential. Reducing the HA to 2d6 instead of 6d6 would be just about right, depending on the level of opponents he will be facing.

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Re: GGU NPCs For Review

 

I see the point of it' date=' but to me, that would really cripple the character. Maybe a "turn mode" limitation? I'd be more inclined to lower the HA personally. The main problem with the character, to my mind, isn't his manueverability, but his incredible damage potential. Reducing the HA to 2d6 instead of 6d6 would be just about right, depending on the level of opponents he will be facing.[/quote']

I don't see a problem with that kind of damage potential. Sometimes the players just need to know when to dive for cover or martial throw.

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Guest Worldmaker

Re: GGU NPCs For Review

 

If I might make a suggestion' date=' maybe Black Angus' additional running should be limited to "Straight line motion only"? Since it is a charging attack?[/quote']

 

 

That's actually a pretty good idea.

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Guest Worldmaker

Re: GGU NPCs For ReviewSpiderPlayer: NPC

Val Char Cost
25 STR 15
39 DEX 87
33 CON 46
15 BODY 10
23 INT 13
8 EGO -4
20 PRE 10
6 COM -2
7/22 PD 2
7/22 ED 0
10 SPD 51
12 REC 0
66 END 0
45 STUN 0
6" RUN02" SWIM05" LEAP0Characteristics Cost: 228
Cost Power END
75 Hyperspeed Tricks: Multipower, 75-point reserve
2u 1) All Tied Up With No Place to Go: Entangle 6d6, 6 DEF, Transparent to Bludgeoning Attacks (+1/4) (75 Active Points); OAF (Any Long Rope or Chain; -1), No Range (-1/2), Cannot Form Barriers (-1/4), Vulnerable/Susceptible As Appropriate For Object Used (-1/4), Must Be Able to Circumscribe Target (-1/4) 7
5u 2) Dashing Around: (Total: 75 Active Cost, 50 Real Cost) Desolidification (affected by Affected By Area Effect Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 33) plus Invisibility to Sight Group , Reduced Endurance (1/2 END; +1/4) (25 Active Points); Linked (Desolidification; -1/2) (Real Cost: 17) 3
3u 3) Grab and Drop: Hand-To-Hand Attack +15d6 (75 Active Points); Hand-To-Hand Attack (-1/2), Only vs. Targets Previously Grabbed by Spider (-1/2), Must Follow Half-Move (-1/4), Using This Power Ends Grab (-1/4), Must Have a Hard Object Into Which the Target Is Thrown (-1/4) 7
7u 4) Hyperspeed Knifehand: Killing Attack - Hand-To-Hand 3d6+1 (4d6+1 w/STR), Armor Piercing (+1/2) (75 Active Points) 7
5u 5) Hyperspeed Throwing: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2), Area Of Effect (10" Cone; +1) (75 Active Points); OIF (Objects of Opportunity; -1/2) 7
7u 6) Mess Things Up: Dispel Focus Based Powers 20d6, Any Focus-Based Power, One At A Time (+1/4) (75 Active Points) 7
5u 7) Poke and Prod: Hand-To-Hand Attack +6d6, Attack Versus Limited Defense (Lack of Weakness or No Hit Locations; +1 1/2) (75 Active Points); Hand-To-Hand Attack (-1/2) 7
30 Fastest Chimpanzee Alive: Elemental Control, 60-point powers
11 1) Accelerated Metabolism: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
13 2) Always Rolls With the Punch I: Energy Damage Reduction, Resistant, 75% (60 Active Points); Not vs. Area Effect Attacks (-1/2), Must Be Aware of incoming Attack and Must Be Able to React (-1/2), Nonpersistent (-1/4) 0
13 3) Always Rolls With the Punch II: Physical Damage Reduction, Resistant, 75% (60 Active Points); Not vs. Area Effect Attacks (-1/2), Must Be Aware of Incoming Attack and Must Be Able to React (-1/2), Nonpersistent (-1/4) 0
37 4) Instantaneous Regeneration: Armor (15 PD/15 ED), Hardened (+1/4), Inherent (+1/4) (67 Active Points) 0
17 5) Maximum Speed: Succor Dexterity and Speed 12d6, Affects Dexterity and Speed Simultaneously (+1/2) (90 Active Points); Side Effects: 2d6 HKA vs. Spider, Side Effect occurs automatically whenever Power is used (-1), 1 Continuing Charge lasting 1 Minute (-1), Self Only (-1/2) [1 cc]
24 6) Swiftness: Flight 20", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Only In Contact With A Surface (-1/4) 2
2 Ape's Ears: +1 PER with Hearing Group 0
2 Ape's Nose: +1 PER with Smell/Taste Group 0
5 Feet Can Also Be Used as Hands: Extra Limbs (2) 0
25 Flurry of Blows: Naked Modifier: Autofire (10 shots; +1) for up to 25 Active Points 2
6 Instant Blink: Sight Group Flash Defense (8 points) (8 Active Points); Requires An INT Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/4) 0
Powers Cost: 294
Cost Skill
10 +2 with HTH Combat
10 +2 with Hyperspeed Tricks Multipower
3 Acrobatics 17-
3 Breakfall 17-
3 Climbing 17-
3 Combat Driving 17-
3 Combat Piloting 17-
3 Concealment 14-
3 Contortionist 17-
10 Defense Maneuver I-IV
3 KS: The Terrorist World 14-
5 Language: English (Imitate Dialects)
3 Lockpicking 17-
3 Power Skill: Hyperspeed Tricks 17-
3 PS: Terrorist 14-
3 Security Systems 14-
3 Shadowing 14-
3 Sleight Of Hand 17-
3 Stealth 17-
3 Tactics 14-
3 Teamwork 17-
3 Tracking 14-
3 TF: Grav Vehicles/Hovercraft, Helicopters, Small Motorized Boats, Small Planes, Wheeled Military Vehicles
Skills Cost: 92
Cost Talent
9 Ambidexterity (No Off Hand Penalty)
12 Combat Luck (6 PD/6 ED)
3 Lightning Calculator
6 Speed Reading (x100)
Talents Cost: 30
Val Disadvantages
20 Hunted: The Global Guardians 8- (Mo Pow, NCI, Capture)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
10 Physical Limitation: Nearsighted (Frequently, Slightly Impairing)
20 Psychological Limitation: Adrenaline Junkie (Common, Total)
15 Psychological Limitation: Aggressive in Combat (Common, Strong)
20 Psychological Limitation: Unquestionably Loyal to Doctor Simian and to Prime 8 (Common, Total)
15 Social Limitation: Public Identity (Spider) (Frequently, Major)
15 Social Limitation: Sentient Ape (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 294Total Experience Available: 294Experience Unspent: 0Total Character Cost: 644

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Spider is a big, lanky ape. He has finally filled out and gotten used to his bulk, but he still looks clumsy and ungainly to a casual observer. He is significantly larger than the average adult male chimpanzee, and also heavier, most of which is muscle. His body hair largely hides it, but he has a lean, wiry build. His face typically has a cocky, condescending smile.Personality: Spider is a bit impatient, except around Dr. Simian, but he is not reckless. Although he was once motivated by personal loyalty to his savior, he now adds a powerful ego trip to his villainous motivations. He is part of one of the most powerful and elite groups on the planet, and he likes knowing it. Humiliating humans, especially less powerful speedsters, is one of his favorite pastimes, a close second being needless violence. He is an immature, egotistical, and cruel chimpanzee who desperately wants people to respect and fear him.Quote:"Bit slow, pinkskin? Too late, you’re dead."Background: "S-s-sir, Doctor Simian, please, may I ask you something?" Stuttered the nervous young chimpanzee.

 

"Certainly, my son," the brilliant ape responded as he turned to face his younger counterpart, putting a warm, affable smile on his face.

 

"Doctor, I know you have a great deal to do, but … I think you are the only one who can help me. You see, I’m … well, how old do you think I am?"

 

With one of the smartest minds on the planet, Dr. Simian immediately caught on – the oddly immature facial expression, nervousness, the odd, ungainly bulk that the young chimp didn’t seem to quite control.

 

"Accelerated aging. How fast is it?"

 

"It’s been speeding up more and more. Right now I’m only eight years old, but I’m physically more like twice that. Sir, do you think you can help me? You’re the smartest ape in the entire world, and I thought that you might…"

 

"Certainly, my son. Come with me to my laboratory. I’ll see what I can do for you."

 

The kind, generous, and insightful Doctor Simian quickly befriended his young patient. Soon, he confided his story to his benefactor – a wild chimpanzee, from one of the remaining untouched sections of Africa, Senegal. His metagene granted him intelligence, but seemingly no other abilities. He found human civilization, and was granted rights as a citizen, as per the Non-Human Intelligence Law. However, he soon discovered the "twist" of his metagene – he began to age faster and faster. His hair was the easiest way to measure it – by the time he finally found Dr. Simian, it grew at ten times the normal rate. He had taken the name Spider, because of his ungainly limbs.

 

Doctor Simian began work immediately, devoting much of his spare time between efforts to liberate the great apes from human control to curing his young patient. He managed to slow the process down, but not stop it. Almost four years later, however, he stumbled across a near-miracle – a serum that would not only cure Spider’s progeria, but actually curtail his aging permanently. Immediately, he administered the serum, with shocking results.

 

Nervous with anticipation, Spider flinched, just a little, as the needle entered his arm. The "kick" of the fluid going in hurt, but he was used to it by now. His arm felt cold, then warm, and the feeling spread throughout his body.

 

"Hooooowwwww dooooo yooouuuu feeeeeeel, Ssssspiiiiideeerrrr?"

 

"WhatwhyareyoutalkingsoslowSir?"

 

Doctor Simian raised his eyebrows. This was certainly unexpected. Spider glanced nervously around the room, and his head became a blur to Doctor Simian. He pondered the consequences of this unexpected result. Not only had he stumbled across a secret that might soon lead to a solution to his own growing age, but he had transformed a dying chimpanzee into a superape. Adapting his speech on the fly to a faster conversation, Doctor Simian ran his words together as though he, too, were accelerated, relying on his immense intellect to keep up.

 

"My son, it seems you have been granted a gift, a great gift. It is not I that am slow, but you that are fast. It seems too convenient that your metagene now manifests in a positive way after my treatment – I believe you are meant to help carry on the crusade against the pinkskins, the stupid, greedy humans that couldn’t or wouldn’t help you. You now have a great power – I ask that you use it responsibly."

 

Overawed with the sudden transformation in his role in the world, Spider immediately accepted, adding another member to the Prime 8. However, while he respects and admires Doctor Simian, he’s not totally sold on the necessity of Ape World Domination – but he keeps his views to himself. After all, in the Prime 8 he has power, respect, and a good, exciting life. Besides, he feels like he owes it to Doctor Simian for saving his life.

Powers/Tactics: Spider’s metabolism is accelerated to the point where he sees the world like a slow-motion movie. Everything is fast for him – thought, action, and metabolism. He is one of the fastest speedsters out there, and he can also regenerate at an incredible speed because of his body’s hastened ability to repair itself. He is so fast that he is nearly impossible to get a clean hit on, unless he’s surprised, and combined with his regenerative powers he is tougher to take down than his lack of armor would indicate. With effort, Spider can speed himself up even more, but doing so is hazardous to his health.Campaign Use: Spider is a member of Prime 8, an ape-supremacist organization.
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Guest Worldmaker

Re: GGU NPCs For ReviewYet another member of Prime 8... Doctor Simian, leader of the group, should be next.CyberangutanPlayer: NPC

Val Char Cost
48 STR 8
33 DEX 69
18 CON 16
10 BODY 0
15 INT 5
11 EGO 2
20 PRE 10
8 COM -1
5/20 PD 1
5/20 ED 1
6 SPD 17
8 REC 0
40 END 2
35 STUN 7
6" RUN02" SWIM024 1/2" LEAP0Characteristics Cost: 137
Cost Power END
48 Cybernetic Hand Weapons: Multipower, 60-point reserve, (60 Active Points); all slots Cybernetics (-1/4)
4u 1) High Voltage Inducer: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Area Of Effect (One Hex; +1/2), No Normal Defense (Electrical Powers or Insulation; +1), Does BODY (+1) (52 Active Points) 5
3u 2) Pneumatic Hammering: Hand-To-Hand Attack +6d6, Armor Piercing (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4
4u 3) Titanium Claws: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR) (45 Active Points) 4
2u 4) Toxic Talons I: (Total: 35 Active Cost, 20 Real Cost) Drain CON 1d6, Continuous (+1) (20 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2) (Real Cost: 11) plus Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Linked (Drain; -1/2) (Real Cost: 9) 1
4u 5) Toxic Talons II: (Total: 60 Active Cost, 38 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points) (Real Cost: 12) plus Energy Blast 3d6, No Normal Defense (No Damage Taken By HKA; +1), Continuous (+1) (45 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2) (Real Cost: 26) 1
10 Cybernetic Limbs: Elemental Control, 30-point powers, (15 Active Points); all slots Cybernetics (-1/2)
9 1) Extendable Limbs: Stretching 6" (30 Active Points); Only With Arms and Legs (-1/4) 3
7 2) Pneumatic Arms: +30 STR (30 Active Points); No Figured Characteristics (-1/2) 3
10 3) Pneumatic Legs: Leaping +15" (24 1/2" forward, 12" upward) (Accurate, x8 Noncombat) (30 Active Points) 3
6 Agile Feet: Extra Limbs (2), Inherent (+1/4) (6 Active Points) 0
5 Bite: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) 1
15 Cybernetically Enhanced Senses: +5 PER with all Sense Groups 0
22 Communications Systems: High Range Radio Perception (Radio Group), Targeting, Tracking (27 Active Points); Cybernetics (-1/4) 0
6 Cranial Components: Mental Defense (12 points total) (10 Active Points); Only Works Against Mental Powers vs. Human Minds (-1/2), Cybernetics (-1/4) 0
4 Infrared Sensors: Infrared Perception (Sight Group) (5 Active Points); Cybernetics (-1/4) 0
16 Battery Pack: Endurance Reserve (100 END, 10 REC) (20 Active Points); Cybernetics (-1/4) 0
9 Tactical Computer: +5 with Teamwork, Usable Simultaneously (up to 8 people at once; ; +1) (20 Active Points); Requires A Tactics Roll (-1/2), Those Using Power Must Be In Radio Contact (-1/2), Cybernetics (-1/4) 2
45 Sub-Dermal Sheathing: Armor (15 PD/15 ED) 0
-2 Poor Swimmer: Swimming -2" (-2 Active Points) 0
-4 Slow: Running -4" (-4 Active Points) 0
Powers Cost: 223
Cost Skill
20 +2 Overall
25 +5 with HTH Combat
3 Acrobatics 16-
3 Breakfall 16-
3 Bugging 12-
11 Computer Programming 16-
7 Climbing 18-
11 Cryptography 16-
11 Electronics 16-
0 Acting 8-
0 AK: Palembang, Indonesia 11-
0 Climbing 8-
0 Computer Programming 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Language: Indonesian (idiomatic) (4 Active Points)
0 Paramedics 8-
0 Persuasion 8-
0 PS: Profession 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Custom Adder, Small Motorized Ground Vehicles
3 KS: Computer Games 12-
3 KS: Lord Doom 12-
3 KS: The Metahuman World 12-
3 Mechanics 12-
3 Paramedics 12-
3 PS: Computer Game Designer 12-
2 SS: Cybernetics 11-
3 Shadowing 12-
11 Systems Operation 16-
3 Tactics 12-
3 Teamwork 16-
Skills Cost: 134
Cost Talent
3 Absolute Time Sense
3 Lightning Calculator
Talents Cost: 6
Val Disadvantages
20 Distinctive Features: Blatantly Obvious Cybernetic Parts (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Lord Doom 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Physical Limitation: Counts As Both a "Human" Mind And a "Machine" Mind For Class-of-Mind Purposes (Infrequently, Fully Impairing)
10 Physical Limitation: Limited Manipulation (Clumsy Hands) (Frequently, Slightly Impairing)
5 Physical Limitation: Permanently Altered by Intrusive Cybernetics (Infrequently, Slightly Impairing)
15 Psychological Limitation: Grim and Humorless (Common, Strong)
20 Psychological Limitation: Obeys Doctor Simian Without Question (Common, Total)
15 Psychological Limitation: Offended by Laziness and Stupidity (Common, Strong)
5 Reputation: Brown Noser, 11- (Known Only To A Small Group)
10 Social Limitation: Exposed/Obvious Cybernetic Parts (Frequently, Minor)
15 Social Limitation: Public Identity (Cyberangutan) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 150Total Experience Available: 150Experience Unspent: 0Total Character Cost: 500

Height: 1.35 m Hair: Orangish Red
Weight: 58.00 kg Eyes: Blue
Appearance: Mostly covered with polished metal, the few patches of hair on Cyberangutan are of a red-orange hue. Most of the time, he wears some sort of bright colored sweatshirt and sweat pants. On missions, Cyberangutan wears a set of small tights that cover his entire body except for the head and his cybernetic arms.Personality: Cyberangutan is actually pleasant some of the time. But, plagued by headaches, he is much more often grumpy. Perhaps it is because of this that he impresses others as having no sense of humor. This is only heightened by the fact that as Dr. Simian's second-in-command, he likes to make sure that everybody is doing something productive.

 

When not on a mission or working on things that Dr. Simian tasks him with, Cyberangutan likes to write computer games programs (and computer viruses). His spoof of hunting games, 'Big Game Hunter Hunter III', was a top-seller in 2001. Recently he has completed an educational software with some game elements, 'Apes of the Planet'.

Quote:"Stop It! You're giving me a HUUUUGE headache!"Background: PAIN!

 

Like a few other apes, Orang #2 gained his sentience in his adult life. Unlike most, however, his first sentient experience was that of immense pain. It was not that pain was exclusively a sentient experience, but rather although he could think now, the only thing he could think of was the pain.

 

He felt pain through his entire body even in his arms and legs, which he couldn't even move. So, all he could do is lie there and feel pain. He couldn't go to sleep, for the pain wouldn't let him. He couldn't move about the small cage because his limbs didn't respond. All he could do was whimper, "help me."

 

That whimper was not unheard.

 

...

 

When the door of the room opened and the lights were turned on, it brought a bit of relief to Orang #2. At least now, he had a stimulus other than pain. There were three people there. Orang #2 cringed, hoping that they weren't going to do more to him - not going to cause more pain.

 

"Don't worry, Orange," Franz Metler, the laboratory technician said soothingly. "These guys are from PETA. They're going to take you away and make you feel better."

 

A woman put a smoke-smelling gun on her back and then helped Franz carry Orang #2's cage down a number of corridors then out a big red door past two bullet-riddled security guards. A man accompanied Franz and the woman the entire way pointing a smelly gun here and there nervously. At the dock was another man with a smelly gun waiting on a boat. Franz waved goodbye to Orang #2 then went back into the building while the second man and the woman took Orang #2 out of his cage and gently lay him in the cage in the boat.

 

Loud klaxons stoked the pain in his head again, but that subsided as the boat pulled away from the island. So, he was left with only the chronic pain that plagued him for as long as he had his sentient memory.

 

...

 

After nearly an hour on the boat, a small click sounded drawing Orang #2's attention. Panels dropped next to the bars of the cage, obscuring his view of everything else. He couldn't hear the voices anymore but did hear a muffled 'boom'. The cage shook violently and then tumbled until its descent was buffered. But it continued to descend for a minute or two. Much was going on and Orang #2 couldn't do anything. He wanted to panic, but still his limbs did not respond.

 

A lot had gone on in the past few minutes. His pain had not subsided, but at least he could think of something else. He heard another click and the sinking slowed greatly. A hissing sound followed. The tumbling stopped and the cage began to float upwards.

 

...

 

Dr. Simian smiled to himself as he pulled the floating crate aboard his small yacht. It was the second piece of the puzzle that would be Prime 8. So far, everything was going as planned. The fool of a technician in that imperious Lord Doom's research center would be blamed for everything. He believed that ALF and PETA had arranged the entire ordeal and manipulated the security system. No, indeed, the guards running the system were temporarily knocked out, but the videotape systems would firmly implicate the technician. ALF and PETA were mere pawns, too, but their operatives were no longer existent and their vessel nothing more than flotsam and jetsom now because of the missile strike by Lord Doom's attack helicopter.

 

The winch did the rest of the work and soon the crate was in the small cargo hold. The brilliant chimp punched a command into the keyboard on the wall commanding the yacht to southwest along the preplanned route. At last, Dr. Simian retrieved a small tube key from his pants pocket and unlocked the crate. He scratched his head when the walls of the crate slid back to reveal Orang #2. He would have to change his plans, but only slightly. It was clear that this ape had no control of his peripheral nerves.

 

Sighing, he put Orang #2 on the bed and injected a strong dose of anesthetic to the pained orangutan. Doing so, Dr. Simian said to no one in particular, "Ah well, let's see if we can make a silk purse out of a sow's ear."

Powers/Tactics: Cyberangutan is a cyborg. His limbs all are built with sliding concentric sheathing to allow him to extend his hands and feet. Pneumatic pistons greatly enhance the strength of arms and legs. Each hand is loaded with an array of weapons, of which his favorite are Titanium Talons and two different types of Toxic Talons. In addition to cybernetic limbs, Cyberangutan also has an array of communications, sensory, and tactical gear in his head and back. These pieces of equipment enable him to be an effective field commander in the absence of Dr. Simian.Campaign Use: Cyberangutan is a member of Prime 8, an ape-supremacist terror group active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewDoctor SimianPlayer: NPC

Val** Char*** Cost
23** STR 3
20** DEX 30
18** CON 16
10** BODY 0
45** INT 35
15** EGO 10
15** PRE 5
10** COM 0
*
5/43** PD 2
5/43** ED 1
5** SPD 10
13** REC 12
40** END 2
30** STUN 4
*6"**RUN02"**SWIM04 1/2"**LEAP0Characteristics Cost: 130
Cost** Power END
25** Unfathomable Intelligence: Elemental Control, 50-point powers*
9** 1) Amazing Insight I: Precognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (60 Active Points); Precognition Only (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Time Modifiers (-1/2), Only To Predict the Actions of Others (-1/2)* 0
9** 2) Amazing Insight II: Retrocognitive Clairsentience (Hearing Group), Reduced Endurance (0 END; +1/2) (60 Active Points); Retrocognition Only (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Time Modifiers (-1/2), Only to Recreate Past Events (-1/2)* 0
25** 3) Complete Knowledge of Anatomy and Structure: Find Weakness 15- with All Attacks (50 Active Points)* 0
46** 4) Reading People: Telepathy 12d6, Reduced Endurance (0 END; +1/2), Area Of Effect (15" Radius; +1), No Normal Defense (Defense Is EGO 23 Or Better; +1) (210 Active Points); Only For Reading Out Discovering Target's Intentions, Determining Their Truthfulness, or Discovering Things They Are Trying To Hide (-1 1/2), No Range (-1/2), Must Be Able To Observe Target (-1/2), Receive Only (-1/2)* 0
** *
187** Casual Technology: Variable Power Pool, 150 base + 37 control cost, (225 Active Points); VPP Powers Can Be Changed Between Adventures (-1/2); all slots All Slots Must Be Taken With A Focus (-1/2)*
0** 1) Antigravity Harness: Flight 15", x16 Noncombat, Reduced Endurance (0 END; +1/2) (67 Active Points); OAF (Harness; -1) Real Cost: 27* 0
0** 2) Blaster Cannon: Energy Blast 16d6 (80 Active Points); OAF Bulky (Cannon; -1 1/2), Crew-Served (2 people; -1/4), 12 Charges (-1/4) Real Cost: 23* [12]
0** 3) Blaster Pistol: Energy Blast 10d6, 8 clips of 8 Charges (+0) (50 Active Points); OAF (Pistol; -1) Real Cost: 20* [8]
0** 4) Cling-Grips: Clinging (normal STR) (10 Active Points); OAF (Cling Grips; -1), Cannot Resist Knockback (-1/4) Real Cost: 4* 0
0** 5) Disintigrator Pistol: Killing Attack - Ranged 3d6, 16 Charges (+0), No Normal Defense (Force Field or Force Wall; +1), Does BODY (+1) (135 Active Points); OAF (Pistol; -1) Real Cost: 54* [16]
0** 6) EMP Cannon: Dispel Technology Powers 16d6, All Technological Powers Simultaneously (+2) (144 Active Points); OAF (EMP Cannon; -1), 8 Charges (-1/2) Real Cost: 48* [8]
0** 7) Energy Gauntlets: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (Gauntlets; -1/2), 12 Charges (-1/4) Real Cost: 11* [12]
0** 8) Fire Extinguisher: Dispel 10d6, Any Fire Power One at a Time (+1/4) (37 Active Points); OAF (Extinguisher; -1), Limited Range (3") (-1/4), 12 Charges (-1/4) Real Cost: 12* [12]
0** 9) Flashlight: Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (Flashlight; -1), Only To Create Light (-1), No Range (-1/2) Real Cost: 4* 0
0** 10) Force Barrier Projector: Force Wall (20 PD/20 ED; 5" long and 2" tall) (110 Active Points); OAF (Force Projector; -1), 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 40* [1 cc]
0** 11) Force Field Belt: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2) (45 Active Points); IIF (Force Field Belt; -1/4) Real Cost: 26* 0
0** 12) Glider Vanes: Gliding 10" (10 Active Points); OAF (Glider Wings; -1) Real Cost: 4* 0
0** 13) Glue Grenade: Entangle 5d6, 5 DEF, Explosion (+1/2) (75 Active Points); No DEF (-1 1/2), OAF (Grenades; -1), 8 Charges (-1/2), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4) Real Cost: 15* [8]
0** 14) Haze Grenades: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (+0) (30 Active Points); OAF (Grenades; -1), Range Based On Strength (-1/4) Real Cost: 11* [8 cc]
0** 15) Heavy Armored Suit: Armor (15 PD/15 ED) (45 Active Points); OIF (Suit of Armor; -1/2) Real Cost: 22* 0
0** 16) Mace Grenades: Hearing Group Flash 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (Grenades; -1), 8 Charges (-1/2), Range Based On Strength (-1/4) Real Cost: 18* [8]
0** 17) Neural Interference Ray: (Total: 135 Active Cost, 44 Real Cost) Drain DEX 3d6, Ranged (+1/2) (45 Active Points); OAF (Pistol; -1), 12 Charges (-1/4) (Real Cost: 16) plus Drain INT 3d6, Ranged (+1/2) (45 Active Points); OAF (Pistol; -1), Linked (Drain; -1/2), 12 Charges (-1/4) (Real Cost: 14) plus Drain EGO 3d6, Ranged (+1/2) (45 Active Points); OAF (Pistol; -1), Linked (Drain; -1/2), 12 Charges (-1/4) (Real Cost: 14) Real Cost: 44* [12]
0** 18) Pain Enducer: Ego Attack 3d6, Reduced Endurance (0 END; +1/2), Continuous (+1) (75 Active Points); OAF (Inducer; -1), Does Not Provide Mental Awareness (-1/4) Real Cost: 27* 0
0** 19) Rapid Fire Blaster Pistol: Energy Blast 8d6, Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (80 Active Points); OAF (Pistol; -1) Real Cost: 32* [32]
0** 20) Stun Gas Grenades: Drain STUN 3d6, Ranged (+1/2), No Normal Defense (Defense is Self-Contained Breathing; +1), Area Of Effect (8" Radius; +1) (105 Active Points); OAF (Grenades; -1), 8 Charges (-1/2) Real Cost: 35* [8]
0** 21) Super-Steroid Pills: (Total: 50 Active Cost, 16 Real Cost) +10 STR, Usable By Other (+1/4), 4 Continuing Charges lasting 20 Minutes each (+1/4), Persistent (+1/2), Ranged (+1/2) (25 Active Points); OAF (Pills; -1), No Figured Characteristics (-1/2) (Real Cost: 10) plus +1 SPD, Usable By Other (+1/4), 4 Continuing Charges lasting 20 Minutes each (+1/4), Persistent (+1/2), Ranged (+1/2) (25 Active Points); OAF (Pills; -1), Linked (STR; -1/2) (Real Cost: 10) Real Cost: 16* [4 cc]
0** 22) Transdimensional Displacer: Teleportation 20", MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 people at once; ; +1 1/4) (130 Active Points); OAF (Transporter Device; -1) Real Cost: 52* 0
0** 23) Weakness Darts: Drain STR 4d6, Range Based On STR (+1/4) (50 Active Points); OAF Fragile (Darts; -1 1/4), Must Target Non-Armored Locations (-1/4), 12 Charges (-1/4) Real Cost: 15* [12]
** *
6** Agile Feet: Extra Limbs (2), Inherent (+1/4) (6 Active Points)* 0
5** An Organized Mind: Mental Defense (8 points total)* 0
5** Bite: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR)* 1
15** Brainstorming: Luck 6d6 (30 Active Points); Only To Make Impossible Deductions (-1)* 0
2** Immortality Serum: Life Support (Longevity 400 Years)* 0
15** Last Minute Insurance Policy: Killing Attack - Ranged 2d6 (30 Active Points); OAF (Laser Pistol; -1)* 3
80** Perfect Planning: +5 Overall, Usable Simultaneously (up to 2 people at once; ; +1/2), Ranged (+1/2) (100 Active Points); Requires A Tactics Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/4)* 10
12** Staytight Vest: Armor (8 PD/8 ED) (24 Active Points); OAF (Body Armor; -1)* 0
15** Super-Observant: +5 PER with all Sense Groups* 0
15** Unflappable: +30 PRE (30 Active Points); Only to Defend Against Presence Attacks (-1)*
** *
-2** Poor Swimmer: Swimming -2" (-2 Active Points)* 0
-4** Slow: Running -4" (-4 Active Points)* 0
Powers Cost: 465
Cost** Skill
50** +5 Overall*
16** +2 with All Combat*
3** Acrobatics 13-*
3** Analyze: Technology 18-*
3** ArS: Food Plating and Presentation 12-*
5** ArS: Painting 14-*
2** ArS: Ukelele 11-*
3** Breakfall 13-*
3** Bugging 18-*
7** Climbing 15-*
3** Computer Programming 18-*
3** Concealment 18-*
3** Conversation 12-*
3** Cryptography 18-*
3** Deduction 18-*
3** Demolitions 18-*
3** Electronics 18-*
** *
** Everyman Skills (Cost: 0)*
0** 1) Acting 8-*
0** 2) AK: The Poconos Snake and Animal Farm, Marshalls Creek, Pennsylvania 11-*
0** 3) Climbing 8-*
0** 4) Computer Programming 8-*
0** 5) Concealment 8-*
0** 6) Conversation 8-*
0** 7) Deduction 8-*
0** 8) Paramedics 8-*
0** 9) Persuasion 8-*
0** 10) PS: Criminal Mastermind 11-*
0** 11) Shadowing 8-*
0** 12) Stealth 8-*
0** 13) TF: Custom Adder, Small Motorized Ground Vehicles*
** *
3** Forensic Medicine 18-*
2** Forgery (Other (General) Electronic Data) 18-*
7** Interrogation 14-*
3** Inventor 18-*
** *
3** Jack of All Trades*
2** 1) PS: Anthropologist (3 Active Points) 18-*
2** 2) PS: Astronomer (3 Active Points) 18-*
2** 3) PS: Botanist (3 Active Points) 18-*
2** 4) PS: Chef (3 Active Points) 18-*
2** 5) PS: Chemist (3 Active Points) 18-*
2** 6) PS: Circus Animal (3 Active Points) 18-*
2** 7) PS: Computer Engineer (3 Active Points) 18-*
2** 8) PS: Criminal Mastermind (3 Active Points) 18-*
2** 9) PS: Engineer (3 Active Points) 18-*
2** 10) PS: Epidemiologist (3 Active Points) 18-*
2** 11) PS: Gardener (3 Active Points) 18-*
2** 12) PS: Geneticist (3 Active Points) 18-*
2** 13) PS: Hacker (3 Active Points) 18-*
2** 14) PS: Linguist (3 Active Points) 18-*
2** 15) PS: Mathematician (3 Active Points) 18-*
2** 16) PS: Physician (3 Active Points) 18-*
2** 17) PS: Physicist (3 Active Points) 18-*
2** 18) PS: Psychologist (3 Active Points) 18-*
2** 19) PS: Surgeon (3 Active Points) 18-*
2** 20) PS: Veterinarian (3 Active Points) 18-*
** *
3** Linguist*
0** 1) Language: English (idiomatic) (4 Active Points)*
3** 2) Language: Afrikaans (idiomatic) (4 Active Points)*
2** 3) Language: American Sign Language (idiomatic; Custom Adder) (3 Active Points)*
3** 4) Language: Amharic (idiomatic) (4 Active Points)*
3** 5) Language: Arabic (idiomatic) (4 Active Points)*
3** 6) Language: Basque (idiomatic) (4 Active Points)*
3** 7) Language: Bhasa Indonesia (idiomatic) (4 Active Points)*
2** 8) Language: Body Language (idiomatic; Custom Adder) (3 Active Points)*
1** 9) Language: Braille (idiomatic; Custom Adder, literate)*
3** 10) Language: Cantonese (idiomatic) (4 Active Points)*
3** 11) Language: Dogon (idiomatic) (4 Active Points)*
3** 12) Language: Dutch (idiomatic) (4 Active Points)*
3** 13) Language: Farsi (idiomatic) (4 Active Points)*
3** 14) Language: French (idiomatic) (4 Active Points)*
3** 15) Language: Gaelic (idiomatic) (4 Active Points)*
3** 16) Language: German (idiomatic) (4 Active Points)*
3** 17) Language: Greek (idiomatic) (4 Active Points)*
3** 18) Language: Hausa (idiomatic) (4 Active Points)*
3** 19) Language: Hindustani (idiomatic) (4 Active Points)*
3** 20) Language: Italian (idiomatic) (4 Active Points)*
3** 21) Language: Japanese (idiomatic) (4 Active Points)*
3** 22) Language: Latin (idiomatic) (4 Active Points)*
3** 23) Language: Mandarin (idiomatic) (4 Active Points)*
3** 24) Language: Portugese (idiomatic) (4 Active Points)*
3** 25) Language: Russian (idiomatic) (4 Active Points)*
3** 26) Language: Spanish (idiomatic) (4 Active Points)*
3** 27) Language: Swahili (idiomatic) (4 Active Points)*
3** 28) Language: Vietnamese (idiomatic) (4 Active Points)*
** *
3** Lipreading 18-*
3** Navigation 18-*
3** Oratory 12-*
3** Paramedics 18-*
3** Power: Super Smarts Tricks 18-*
3** Power: Jury-Rigged Technology Tricks 18-*
** *
3** Scholar*
2** 1) KS: Baking and Desserts (3 Active Points) 18-*
2** 2) KS: Basic Cooking Techniques (3 Active Points) 18-*
2** 3) KS: Chess (3 Active Points) 18-*
2** 4) KS: Economics (3 Active Points) 18-*
2** 5) KS: Fine Wines (3 Active Points) 18-*
2** 6) KS: Food Safety and Sanitation (3 Active Points) 18-*
2** 7) KS: Gardening (3 Active Points) 18-*
2** 8) KS: General Trivia (3 Active Points) 18-*
2** 9) KS: History of Human/Ape Relations (3 Active Points) 18-*
2** 10) KS: Knife Skills (3 Active Points) 18-*
2** 11) KS: Life of Circus Animals (3 Active Points) 18-*
2** 12) KS: Literature (3 Active Points) 18-*
2** 13) KS: Macro-Economics (3 Active Points) 18-*
2** 14) KS: Music (3 Active Points) 18-*
2** 15) KS: Orchids (3 Active Points) 18-*
2** 16) KS: Research Methods (3 Active Points) 18-*
2** 17) KS: Statistics (3 Active Points) 18-*
2** 18) KS: Stocks and Sauces (3 Active Points) 18-*
2** 19) KS: Superheroes (3 Active Points) 18-*
2** 20) KS: Superhuman World (3 Active Points) 18-*
2** 21) KS: Supervillains (3 Active Points) 18-*
2** 22) KS: Terrorist World (3 Active Points) 18-*
2** 23) KS: Vegetarian Cuisine (3 Active Points) 18-*
2** 24) KS: World History (3 Active Points) 18-*
2** 25) KS: World Politics (3 Active Points) 18-*
** *
3** Scientist*
2** 1) SS: Acoustics 18- (3 Active Points)*
2** 2) SS: Aerodynamics 18- (3 Active Points)*
2** 3) SS: Analytical Epidemiology 18- (3 Active Points)*
2** 4) SS: Anatomy 18- (3 Active Points)*
2** 5) SS: Animal Behavior 18- (3 Active Points)*
2** 6) SS: Anthropology 18- (3 Active Points)*
2** 7) SS: Applied Mathematics 18- (3 Active Points)*
2** 8) SS: Applied Nuclear Physics 18- (3 Active Points)*
1** 9) SS: Astronomy 11- (2 Active Points)*
2** 10) SS: Astrophysics 18- (3 Active Points)*
2** 11) SS: Ballistics 18- (3 Active Points)*
2** 12) SS: Behavioral Psychology 18- (3 Active Points)*
2** 13) SS: Biochemical Engineering 18- (3 Active Points)*
2** 14) SS: Biochemistry 18- (3 Active Points)*
1** 15) SS: Bioinorganic Chemistry 11- (2 Active Points)*
2** 16) SS: Biology 18- (3 Active Points)*
2** 17) SS: Biomolecular Chemistry 18- (3 Active Points)*
2** 18) SS: Biomolecular Engineering 18- (3 Active Points)*
1** 19) SS: Bioorganic Chemistry 11- (2 Active Points)*
2** 20) SS: Biophysics 18- (3 Active Points)*
2** 21) SS: Biotechnology Engineering 18- (3 Active Points)*
2** 22) SS: Botony 18- (3 Active Points)*
2** 23) SS: Cellular Mechanics 18- (3 Active Points)*
2** 24) SS: Cellular Physiology 18- (3 Active Points)*
2** 25) SS: Chemical Metallurgy 18- (3 Active Points)*
2** 26) SS: Chemical Physics 18- (3 Active Points)*
2** 27) SS: Chemistry 18- (3 Active Points)*
2** 28) SS: Clinical Medicine 18- (3 Active Points)*
2** 29) SS: Clinical Pharmacology 18- (3 Active Points)*
2** 30) SS: Combinational Theory 18- (3 Active Points)*
2** 31) SS: Complex Variable Equations 18- (3 Active Points)*
2** 32) SS: Computer Language Engineering 18- (3 Active Points)*
2** 33) SS: Computer Science 18- (3 Active Points)*
1** 34) SS: Computer Systems Engineering 11- (2 Active Points)*
2** 35) SS: Continuum Mechanics 18- (3 Active Points)*
2** 36) SS: Developmental Biology 18- (3 Active Points)*
2** 37) SS: Differential Calculus 18- (3 Active Points)*
2** 38) SS: Dimensional Engineering 18- (3 Active Points)*
2** 39) SS: Electrical Engineering 18- (3 Active Points)*
2** 40) SS: Electrical Power Systems 18- (3 Active Points)*
2** 41) SS: Electrochemistry 18- (3 Active Points)*
2** 42) SS: Emergency Medicine 18- (3 Active Points)*
2** 43) SS: Engineering 18- (3 Active Points)*
2** 44) SS: Environmental Geophysics 18- (3 Active Points)*
2** 45) SS: Fluid Dynamics 18- (3 Active Points)*
2** 46) SS: Genetic Engineering 18- (3 Active Points)*
2** 47) SS: Genetics 18- (3 Active Points)*
2** 48) SS: Gerontology 18- (3 Active Points)*
2** 49) SS: Hyperspace Physics 18- (3 Active Points)*
2** 50) SS: Immunology 18- (3 Active Points)*
2** 51) SS: Information Systems Technology 18- (3 Active Points)*
2** 52) SS: Inorganic Chemistry 18- (3 Active Points)*
2** 53) SS: Integral Equations 18- (3 Active Points)*
2** 54) SS: Linguistics 18- (3 Active Points)*
2** 55) SS: Materials Engineering 18- (3 Active Points)*
2** 56) SS: Materials Mechanics 18- (3 Active Points)*
2** 57) SS: Materials Science 18- (3 Active Points)*
2** 58) SS: Mathematical Modeling and Analysis 18- (3 Active Points)*
2** 59) SS: Mathematics 18- (3 Active Points)*
2** 60) SS: Mechanical Engineering 18- (3 Active Points)*
2** 61) SS: Medical Anthropology 18- (3 Active Points)*
2** 62) SS: Medical Engineering 18- (3 Active Points)*
2** 63) SS: Memetics 18- (3 Active Points)*
2** 64) SS: Metahuman Studies 18- (3 Active Points)*
2** 65) SS: Microbiology 18- (3 Active Points)*
2** 66) SS: Microcomputer Science 18- (3 Active Points)*
2** 67) SS: Microelectronics 18- (3 Active Points)*
2** 68) SS: Micromechanics 18- (3 Active Points)*
2** 69) SS: Molecular Chemistry 18- (3 Active Points)*
2** 70) SS: Nanomechanics 18- (3 Active Points)*
2** 71) SS: Neurobiology 18- (3 Active Points)*
2** 72) SS: Non-Linear Dynamics and Chaos Theory 18- (3 Active Points)*
2** 73) SS: Nuclear Physics 18- (3 Active Points)*
2** 74) SS: Nutrition 18- (3 Active Points)*
2** 75) SS: Optics 18- (3 Active Points)*
2** 76) SS: Organic Chemistry 18- (3 Active Points)*
2** 77) SS: Particle Physics 18- (3 Active Points)*
2** 78) SS: Pathophysiology 18- (3 Active Points)*
2** 79) SS: Pharmacology 18- (3 Active Points)*
2** 80) SS: Physical Chemistry 18- (3 Active Points)*
2** 81) SS: Physics 18- (3 Active Points)*
2** 82) SS: Physiology 18- (3 Active Points)*
2** 83) SS: Plasma Physics 18- (3 Active Points)*
2** 84) SS: Polymer Chemistry 18- (3 Active Points)*
2** 85) SS: Polymer Physics 18- (3 Active Points)*
2** 86) SS: Primatology 18- (3 Active Points)*
2** 87) SS: Probabilistic Systems Analysis 18- (3 Active Points)*
2** 88) SS: Probability Theory 18- (3 Active Points)*
2** 89) SS: Psionics 18- (3 Active Points)*
2** 90) SS: Psycholinguistics 18- (3 Active Points)*
2** 91) SS: Psychology 18- (3 Active Points)*
2** 92) SS: Quantum Electronics 18- (3 Active Points)*
2** 93) SS: Quantum Information Science 18- (3 Active Points)*
2** 94) SS: Quantum Mechanics 18- (3 Active Points)*
2** 95) SS: Quantum Physics 18- (3 Active Points)*
2** 96) SS: Quantum Theory 18- (3 Active Points)*
2** 97) SS: Reactor Physics 18- (3 Active Points)*
2** 98) SS: Real Medicine 18- (3 Active Points)*
2** 99) SS: Reproductive Biology 18- (3 Active Points)*
2** 100) SS: Robotics 18- (3 Active Points)*
2** 101) SS: Social Theory 18- (3 Active Points)*
2** 102) SS: Sociology 18- (3 Active Points)*
2** 103) SS: Software Engineering 18- (3 Active Points)*
2** 104) SS: Solid Physics 18- (3 Active Points)*
2** 105) SS: Solid State Chemistry 18- (3 Active Points)*
2** 106) SS: Statistical Mechanics 18- (3 Active Points)*
2** 107) SS: Statistical Methods 18- (3 Active Points)*
2** 108) SS: Statistical Physics 18- (3 Active Points)*
2** 109) SS: Structural Biology 18- (3 Active Points)*
2** 110) SS: Structural Dynamics 18- (3 Active Points)*
2** 111) SS: Structural Engineering 18- (3 Active Points)*
2** 112) SS: Structural Mechanics 18- (3 Active Points)*
2** 113) SS: System Dynamics 18- (3 Active Points)*
2** 114) SS: Theoretical Physics 18- (3 Active Points)*
2** 115) SS: Thermodynamics 18- (3 Active Points)*
2** 116) SS: Toxicology 18- (3 Active Points)*
2** 117) SS: Trauma Medicine 18- (3 Active Points)*
2** 118) SS: Virology 18- (3 Active Points)*
2** 119) SS: Xenobiology 18- (3 Active Points)*
2** 120) SS: Xenology 18- (3 Active Points)*
2** 121) SS: Zoology 18- (3 Active Points)*
** *
3** Security Systems 18-*
3** Tactics 18-*
3** Teamwork 13-*
3** WF: Blades, Handguns, Laser Pistols*
7** Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 18-*
Skills Cost: 585
Cost** Perk
105** Vehicles & Bases*
15** Money: Filthy Rich*
18** Reputation: One of the Smartest Beings on Earth (A large group) 14-, +6/+6d6*
Perks Cost: 138
Cost** Talent
3** Absolute Time Sense*
3** Bump Of Direction*
20** Danger Sense (immediate vicinity, out of combat, Intuitional) 18-*
5** Eidetic Memory*
3** Lightning Calculator*
10** Speed Reading (x10000)*
Talents Cost: 44
Val** Disadvantages
25** Enraged: When Humiliated or Laughed At By Humans (Uncommon), go 14-, recover 8-*
20** Hunted: Checkmate 8- (Mo Pow, NCI, Capture)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)*
10** Physical Limitation: Nearsighted (Frequently, Slightly Impairing)*
15** Psychological Limitation: Annoyed by Incompeted People (Common, Strong)*
20** Psychological Limitation: Considers Humans To Be Either Lab Animals Or Moving Targets (Common, Total)*
20** Psychological Limitation: Driven To Establish Ape Supremacy (Common, Total)*
10** Rivalry: Professional (Lord Doom; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)*
15** Social Limitation: Public Identity (Doctor Simian) (Frequently, Major)*
Disadvantage Points: 150

Base Points: 200Experience Required: 1012Total Experience Available: 1012Experience Unspent: 0Total Character Cost: 1362

Height: 1.28 m Hair: Graying Black
Weight: 54.00 kg Eyes: Gold
Appearance: Doctor Simian is a chimpanzee. His hair (thinning on top, now that he's entered late middle age) is black with gray streaks, and his skin (where bare) is the cool brown of cafe au lait. For his age, he's in great shape, and endeavors to keep himself so. Normally, Doctor Simian wears only a pair of shorts (he prefers denim, for the comfort and the fit) and a vest that seems to be made totally of pockets, over which is usually added a white lab coat that has had extra pockets added to it. Gadgets, gizmos, notes, and tools bulge from this plethora of pockets, ready to be used at a moment's notice.Personality: To his fellow apes, Doctor Simian often comes across as a friendly, affable... even likeable... soul whose primary interest are his orchids and painting landscapes. He's generous to a fault, and yearly spends millions of dollars to support ape-run charity organizations that assist apes in need. He has sponsored several scholarship programs for "right-thinking" apes, finding fine humor in the thought that these "children" of his are using the pinkskin's own system against them.

 

To those who oppose his goals (meaning all of humanity and those apes who have been "duped" into thinking that humanity isn't a race of evil oppressors), he brings only terror and death... preferably in that order. He has no patience or use for any human except as test subjects or as moving targets.

Quote:"The time for our blessed race to eclipse the pinkskins is nigh! Arise, my fellow apes!"Background: Later, he would come to the conclusion that all apes suddenly thrust to greater levels of intelligence by their inborn metagene "woke up" with the same thought: "I've been stupid!" It felt as if some great, divine simian had reached into his braincase and removed the cotton. Everything became clear as a bell. For the chimpanzee called Bobo, the initial moment of brilliant clarity came while he was standing on a circular stool, wearing a grass skirt, a blonde wig, and a lei of plastic flowers.

 

Bobo stared at the crowd of pink, fleshy, hairless faces, all laughing at his humiliation. Pointing and laughing and jeering at him. And the anger began to burn. He lept from his stool and hurled himself at the crowd, ukulele raised above his head like a samurai's sword. His scream burned up out of the depths of his shame and his hatred, and his vision blurred with the urge to kill every one of the fat, stupid creatures who dared look on him with derision.

 

The ukulele shattered ineffectively upon impact with his target, and he howled again in anger at the cruel joke that was fate. And it was in this moment of precise rage that his "trainer"... his enslaver, and tormenter, and nemesis... shot him in the back with a tranquilizer dart. Just like the pink numbskull to use a cowardly tactic... they could only beat him if they cheated.

 

Bobo came to back in his cage, brought back from unconsciousness by shouting voices. Two humans were arguing using that bababababababa language of theirs. It took mere minutes of listening to figure out they were discussing him. Most likely thinking up the means of his torturous death. Well, if he had anything to do with it, their plans would come to naught.

 

Escaping the cage was easy. So was evading capture. In the weeks that followed, the supergenius chimpanzee researched the treatment of apes by human society. The knowledge he gained only confirmed his worst fears, and made his anger that much deeper and hotter. He knew what he needed to do, and knew he would be able to do it when the time came.

 

He'd make sure of it. Leaving the "slave name" of Bobo behind, the chimp rechristened himself Doctor Simian, and embarked on his quest to overthrow humanity.

Powers/Tactics: Doctor Simian is one of the two or three most intelligent beings on the planet, hands down. This intelligence allows him to often out-think and out-plan his enemies. He always seems to be one step ahead of everyone, mainly because he has planned for nearly every contingency. In addition, he has used his intelligence to create technology that is decades if not centuries ahead of that used by common humanity.

 

Doctor Simian realized that he had a time limit to achieve his mission, and that time limit was too soon for realistic projections. To that end... and after years of genetic research... he created a chemical treatment which permanently retarded his aging. He has since administered this treatment to the other members of Prime 8 as well.

 

Doctor Simian rarely enters combat if he can help it, but just in case has reinforced the clothing he wears to offer some protection from attack. In addition, he always carries what he calls his "last minute insurance policy", a small x-ray laser.

Campaign Use: Doctor Simian is the leader of Prime 8, an ape-supremacist terror organization active in the Global Guardians Universe.
doctorsimian.jpg

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