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Show Me The Master/Megavillain


megaplayboy

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Inspired by the success of the "Show me the PC" and "the New Circle" threads, I'm throwing out an invitation for all the fulltime, part time and one time GMs out there to post some of their favorite master or mega villains. If you're concerned about players in your group reading the thread, just post a summary, or even an alternate/old writeup.

Some general thoughts: a general classification of their capabilities vis a vis superheroes:

from 1-12:

1 -- a match for a small(3-4) group of 250 point heroes

2-- a match for a medium(5-7) group of 250 point heroes

3-- a match for a large(8-12) group of 250 point heroes, or a small group of 350 point heroes

4-- a match for a medium group of 350 pointers

5-- a match for a large group of 350 pointers, or a small group of 450 pointers

6-- a match for a medium group of 450 pointers

7--a match for a large group of 450 pointers or a small group of 600 pointers

8-- a match for a medium group of 600 pointers

9--a match for a large group of 600 pointers or a small group of 700 pointers

10-- a match for a medium group of 700 pointers

11-- a match for a large group of 700 pointers, or a small group of experienced cosmic-level types

12-- a match for a medium or larger group of cosmic type heroes

 

I will try to post a few when I get home, though my main reservoir of them is still offline.

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Re: Show Me The Master/Megavillain

 

Mr. Psycho

 

Leader of the Sinister Squadron

 

Real Name: Jerry Buchanan

 

Characteristics

Val Char Base Cost Roll Special

15 STR 10 5 12- 3D6 H-H Dmg

20 DEX 10 30 13- OCV: 6 DCV:6

15 CON 10 10

15 BOD 10 10

30 INT 10 20 15- PER 15-

30 EGO 10 40 15- ECV: 10

20 PRE 10 10 13- 4D6 PRE ATT

10 COM 10 0

5 PD 3 2 35 PD (30rPD)

5 ED 3 2 35 ED (30rED)

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

15 REC 6 18

50 END 30 10

50 STN 31 19

Total Char Cost 196

 

Skills/ Perks/ Talents

Cost S/P/T

3 Bugging 15-

3 Computer Programing 15-

5 Cramming

3 Deduction 15-

3 Demolitions 15-

3 Inventor 15-

3 Forensic Medicine 15-

3 Linguist

3 Language: French (Completely Fluent, Literate

3 Language: Gaelic (Completely Fluent, Literate)

3 Language: German (Completely Fluent, Literate)

3 Language: Greek (Completely Fluent, Literate)

3 Language: Hebrew (Completely Fluent, Literate)

3 Language: Latin (Completely Fluent, Literate)

3 Language: Italian (Completely Fluent, Literate)

3 Language: Japaneese (Completely Fluent, Literate)

3 Language: Russian (Completely Fluent, Literate)

3 Mechanics 15-

3 Scientist

2 SS: Anatomy 15-

2 SS: Bio-Chemistry 15-

2 SS: Biology 15-

2 SS: Chemistry 15-

2 SS: Genetics 15-

2 SS: Geology 15-

2 SS: Mathematics 15-

2 SS: Micro-Biology 15-

2 SS: Neurology 15-

2 SS: Organic Chemistry 15-

2 SS: Physics 15-

2 SS: Physiology 15-

3 Security Systems 15-

3 System Opperations 15-

 

5 Edictic Memory

4 Speed Reading (x10)

98 Total S/P/T

 

Powers

Cost Power

100 Mental Attack Powers: Multi Power 100 Pt Reserve

10u 1) Mental Bolt: Ego Attack 7D6 (Human & Alien Minds); Reduced END (0 +1/2) (100 active pts)

10u 2) Mind Bomb: Ego Attack 4D6 (Human & Alien Minds) AoE (5" Radius +1) (100 Active pts)

10u 3) Mind F**k: Mental Illusions 11D6 (Human & Alien Minds) Reduced END (0 +1/2)

(97 Active pts)

10u 4) Telekenetic Bolt: Energy Blast 13D6; Reduced END (0 +1/2) (97 Active pts)

10u 5) Telekenetic Wave: Energy Blast 7D6; AoE (14" Long, 2" Tall, 4" Wide line +1 3/4)

(96 Active pts)

 

30 Telekenisis Elemental Control; 60 pt Powers

30 Self Levitation: Flight 20" Reduced End (0 +1/2) (60 Active pts)

30 Telekenetic Shield I: Force Field 30 PD & 30 ED

30 Telekenesis: 40 STR (60 Active pts)

 

20 Telekenetic Shield II: Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active pts)

Requires a PER & DEX Roll (-1/2); Costs END (Only to Activate -1/4)

19 Mental Defense (25 pts Total)

309 Total Power Cost

 

Disadvantages

Cost Disadvantage

25 Enraged if battleing Vandal go 14- recover 8-

20 Hunted by Superheroes 8- (Mo Pow, Capture, NCI )

10 Hunted by Police 8- (Less Pow, Capture, NCI)

20 Psych Limitation: Hatred of Superheroes

20 Psych Limitation: Megalomania

15 Psych Limitation: Vengeful

15 Social Limitation: Certifiably Insane

15 Social Limitation: Public Identity

10 Unluck: 2D6

253 G.M. Maniacal Genius Bonus

403 Total Diadvantage Cost

 

Charcter Total= 603 = Base 200 + 403 Disadvantages

 

Personality: Mr. Psycho is like his name says, completely insane, yet through his insanity his brilliance still functions, so he can be very calculating when it comes to designing his criminal plans.

 

Quote: I'm not insane..but you will be when I'm done with your mind.

 

Origin

Jerry Buchanan was at one time a well respected member of society. Proffesor of genetics at Columbia University. Winner of the Nobel Prize for his studies in genetics. It was said that he was very close to finding a cure for both cancer and aids. Then it happened. Jerry and his wife were having a wonderful romantic evening. They had attended an opera and were enjoying a late dinner, a group of masked men stormed the building, yelling for everyone to empty there wallets and purses. The criminals circled out to collect the loot when a group of supers came in through the skylight. The criminals reacted throwing a grenade in the middle of the heroes and several of them went flying. As Jerry watched on in horror, the hero know as the Vandal, flew into his wife and then into the brick wall. The rubble buried both of them. A few seconds later, Vandal emerged covered in blood, unfortunaly for Jerry it wasn't Vandal's. Jerry snapped he ran out of the restauraunt. He spent the next few months plotting of ways to get revenge on the Vandal and all superheroes for that matter. Experimetning with several chamical formulas he finally thought he had one worth using and drank it. The room began to spin and his mind seemed to lash out at object around him. Beaker began to levitate and fly against the wall. As he watched a lab table flew towards him, he instictively put his hand up to defend himself and the table bounced off a field around him. He quickly managed to control his powers and after several experiments learned his capabilites. Knowing he wouldnt be able to handle Vandal and his team on his own he began assembling his own team. Finding criminals who were willing to undergo alteration or wear the batlesuits he designed. Calling themselves the Sinister Squadron they began a war against the Vandal and other heroes. Since then he has clashed with both the Vandal's hero group, Vigilant, and The Forces of Nature on several occasions. He has only been captured once and during that time he was put in an insane asylum, he eventually escaped with the aid of the Squdron.

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Re: Show Me The Master/Megavillain

 

Mr Psycho looks good. And he looks to be about a 4-5 if you use Megaplayboys rating system.

 

Reposted from the New Circle Thread.

 

The Golden Skull

 

Player: NPC Master Villian

 

Val** Char*** Cost
40** STR 30
28** DEX 54
30** CON 40
20** BODY 20
23** INT 13
23** EGO 26
30** PRE 20
10** COM 0
*
20** PD 4
18** ED 4
7** SPD 32
14** REC 0
60** END 0
55** STUN 0
*15"**RUN08"**SWIM020"**LEAP0Characteristics Cost: 243

 

Cost** Power END
16** Armored Costume: Armor (8 PD/8 ED); OIF (-1/2)* 0
75** Aura of Dark Power: Energy Damage Reduction, Resistant, 50% plus Physical Damage Reduction, Resistant, 50% plus Power Defense (15 points)* 0
330** Dark Sorcery: Variable Power Pool (Magic Pool), 150 base + 180 control cost, Cosmic (+2); Limited Class Of Powers Available: Magic (-1/4)*
0** 1) Caress of Darkness: Sight Group Flash 12d6, Reduced Endurance (0 END; +1/2) Real Cost: 90* 0
0** 2) Dark Agony: Ego Attack 10d6; Visible (-1/4) Real Cost: 80* 10
0** 3) Dark Bolt: Energy Blast 18d6 Real Cost: 90* 9
0** 4) Dark Chains of the Mind: Mind Control 16d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Visible (-1/4) Real Cost: 112* 0
0** 5) Dark Form: Desolidification (affected by light and holy attacks), Reduced Endurance (0 END; +1/2) Real Cost: 60* 0
0** 6) Dark Gate: Long Range: Teleportation 10", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 1000 km; +1 1/2), Can Be Scaled Down 1" = 10 m (+1/4); Gate (-1/2) Real Cost: 60* 9
0** 7) Dark Gate: Short Range: Teleportation 10", Improved Noncombat Movement (x16), Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1); Gate (-1/2) Real Cost: 64* 10
0** 8) Dark Lightning: Killing Attack - Ranged 3d6, Armor Piercing (+1/2), +2 STUN Multiplier (+1/2) Real Cost: 90* 9
0** 9) Dark Shield: Force Field (10 PD/10 ED/14 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2) Real Cost: 59* 0
0** 10) Dark Shroud: Invisibility to Sight Group and Detect Soul , No Fringe, Reduced Endurance (0 END; +1/2) Real Cost: 49* 0
0** 11) Dark Wall: Force Wall (18 PD/18 ED) (Opaque Sight Group), Reduced Endurance (1/2 END; +1/4) Real Cost: 125* 5
0** 12) Dark Wings: Flight 20", Reduced Endurance (0 END; +1/2) Real Cost: 60* 0
0** 13) Darkness's Gift: Aid STR, DEX, SPD, STUN 5d6 (standard effect: 15 points), Limited Range (8"; +1/4), STR, DEX, SPD, STUN simultaneously (+1); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -1/2) Real Cost: 75* 0
0** 14) Mage Bolt: Energy Blast 16d6, Variable Special Effects (Any SFX; +1/2) Real Cost: 120* 12
0** 15) Mage Hand: Telekinesis (70 STR), Fine Manipulation Real Cost: 115* 11
34** MageSense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Sense, Targeting* 0
23** Mana Consuption: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only in a Magic Rich Area (-1/4)* 0
20** Master of Magic: Find Weakness 13- with All Attacks; Only vs Magical Defenses (-1)* 0
15** Powerful Will: Mental Defense (20 points total)* 0
47** Soul Sense: Detect Living Souls 14- (Unusual Group), Range, Sense, Targeting Sense plus Detect Aura 14- (Unusual Group), Discriminatory, Analyze, Range, Sense* 0
60** Spell Cleaver: Multipower, 90-point reserve, all slots Restrainable (-1/2)*
3u** 1) Blade: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); Restrainable (-1/2)* 0
6u** 2) Cleave Spell: Dispel Magic 20d6, any Magic power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4); Restrainable (-1/2)* 3
6u** 3) Devour Magic: Drain Magic 5d6, any Magic power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4); Restrainable (-1/2)* 3
3u** 4) Flat: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), Restrainable (-1/2)* 0
5u** 5) Magic Vampirism: Transfer 3d6 (Magic to END), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), from any Magic power one at a time (+1/4); Restrainable (-1/2)* 3
57** Supernatural Form: Damage Resistance (8 PD/6 ED) plus Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)* 0
36** Supernatural Swiftness: Running +9" (15" total) plus Leaping +12" (20" forward, 10" upward) plus Swimming +6" (8" total)* 4
Powers Cost: 736

 

 

Cost** Skill
16** +2 with All Combat*
6** +2 with Spell Cleaver*
15** +3 with Magic*
2** Analyze: Magic 14-*
1** Cryptography 14-; Translation Only (-1/2)*
2** Deduction 14-*
2** Interrogation 15-*
2** KS: Demons 14-*
2** KS: Magic 14-*
2** KS: Occult 14-*
2** KS: Summoning 14-*
2** KS: Superntural Creatures 14-*
2** KS: The Mystical World 14-*
2** KS: Undead 14-*
3** Language: Latin (completely fluent)*
2** Oratory 15-*
2** Persuasion 15-*
4** Power: Magic 16-*
2** Seduction 15-*
2** Tactics 14-*
2** WF: Common Melee Weapons*
Skills Cost: 75

 

Cost** Perk
2** Reputation: Powerful and Evil Sorcerer (A small to medium sized group) 14-, +2/+2d6*
Perks Cost: 2

 

Cost** Talent
37** Danger Sense (general area, any danger, Function as a Sense) 14-*
Talents Cost: 37

 

Cost** Equipment END
** Staff of Dark Power: Multipower, 150-point reserve, all slots OAF (-1)*
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 1093

 

Val** Disadvantages
10** Distinctive Features: Dark and Evil Mystical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)*
15** Distinctive Features: Huge male with Golden Mask (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
15** Hunted: Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish)*
20** Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)*
15** Hunted: Takofanes 8- (Mo Pow, Harshly Punish)*
15** Hunted: Trimegistus Council 8- (As Pow, NCI, Capture)*
10** Psychological Limitation: Kills only when necessary, waste of future pawns (Common, Moderate)*
15** Psychological Limitation: Overconfidence (Very Common, Moderate)*
15** Psychological Limitation: Powerhungry (Common, Strong)*
5** Psychological Limitation: Tries to corrupt mages and superhumans (Uncommon, Moderate)*
15** Reputation: Evil master of magic, 14- (Extreme; Known Only To A Small Group)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 743

Total Experience Available: 743

Experience Unspent: 0

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Reposted, but then I don't have that many "master" villains.Probably a 4-5 or better rated character, depending on how you play him

Master Ninja!

Tim Muddlethorp

Val Char Cost
30 STR 20
30 DEX 60
28 CON 36
20 BODY 20
13 INT 3
10 EGO 0
10 PRE 0
10 COM 0
6/24 PD 0
6/24 ED 0
6 SPD 20
12 REC 0
56 END 0
49 STUN 0
6" RUN 0
2" SWIM 0
13" LEAP 0
Characteristics Cost: 159

Cost Power END
80 Amazing Ninja Army!: Multipower, 80-point reserve
8u 1) My Army of Loyal Ninjas!: Summon 16 100-point Ninjas!, Expanded Class of Beings Very Limited Group (Any type of Ninja!; +1/4), Devoted (+3/4) (80 Active Points) 8
8u 2) Begone My Ninja Friends!: Dispel Summon 26 1/2d6 (80 Active Points) 8
5u 3) Speak to Me My Ninja Brothers!: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32) (50 Active Points) 0
5u 4) Obey Me My Ninja Slave!: Mind Control 12 1/2d6 (Only Ninjas or trained Martial Artists class of minds), Telepathic (+1/4) (79 Active Points); Limited Class Of Minds Only Ninjas or Trained Martial Artists (-1/2) 8
7u 5) I Am Your Daddy Ninja-Boy!: Major Transform 2d6 (Trained Martial Artist into Willing Ninja Slave), Penetrating (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points) [Notes: Healed by Psychic Surgery or Therapy] 7
Real Ultimate Ninja Perks!
3 1) No One Knows The True Identity of Master Ninja!: Anonymity
30 2) My Loyal Ninjas Are Everywhere!: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (30 Active Points) 11- [Notes: Hundreds of loyal Ninja Slaves now serve Master Ninja! Hey, is that the mailman? No! It's a Ninja!]
55 3) I Call On My Ninja Brothers! : Follower [Notes: Yes, you will fear the vast army of ninjas! Up to 128 100 point Ninjas!]
15 4) My Ninja Brothers Fill My Coffers With Gold, and Bonds, And Stocks: Money: Filthy Rich [Notes: You'd be insanely rich too if served by a vast cult of idiot Ninjas]
80 5) Ninja HQ! Ninja Mobile! Ninja Plane! Ninja Island! Ninja Space Shuttle! Mecha-God_Ninja! More!: Vehicles & Bases
5 6) I Command the Real Ultimate Ninjas!: Reputation: Leader of the Real Ultimate Ninjas (The Martial World) 14-, +5/+5d6
Real Ultimate Ninja Powers!
12 1) Ha! Ninja Speed!: Combat Luck (6 PD/6 ED)
15 2) Ha! I Mock You With Ninja Mocking!: +3 with DCV
5 3) Ninjas See All!: Nightvision 0
25 4) You Can't Kill The Ninja Master!: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
17 5) My Mind Is Full Of Ninjas!: Mental Defense (19 points total) [Notes: Controlling the mind of a complete lunatic is harder than it looks.] 0
36 6) Way Cool Ninja Suit!: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Only In Heroic Identity (-1/4) [Notes: Ninja Suit, may summon, change may be prevented by drugs or alcohol.] 0
7 7) I Fear Nothing, For I Have Ninjas!: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only to protect against PRE attacks; -1)
32 Groovy Ninja Powers!: Multipower, 40-point reserve, (40 Active Points); Only In Heroic Identity (-1/4)
3u 1) Ninjas Move Like Ghosts!: Desolidification (affected by Anything that can't be dodged) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
3u 2) You Can't Spot a Ninja!: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points) 3
1u 3) Ninja Leap!: Leaping +7" (13" forward, 6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) 1
1u 4) Ninjas Can Climb Anything!: Clinging (45 STR) (15 Active Points) 0
1u 5) Ninjas Can Fly! Sort Of!: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points) 0
37 Groovy Ninja Weapons!: Multipower, 56-point reserve, (56 Active Points); all slots Restrainable (-1/2) [Notes: Requires weapons, strip searching or entangling Master Ninja blocks MP. Individual weapons may be taken away, but he always has more.]
3u 1) Any Blunt Ninja Weapon: Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 2
4u 2) Any Sharp or Pointy Ninja Weapon: Killing Attack - Hand-To-Hand 3d6 (5d6 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2) 2
3u 3) Any Thrown Ninja Weapon: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4) 2
Powers Cost: 506

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 10d6 / 4d6 Strike; Target Falls
4 Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 / HKA 1d6 +1
4 Reversal: var Phase, -1 OCV, -2 DCV, 65 STR / 35 STR to Escape; Grab Two Limbs
1 Weapon Element: Blades
1 Weapon Element: Chain & Rope Weapons
1 Weapon Element: Fist-Loads
1 Weapon Element: Karate Weapons
1 Weapon Element: Polearms
1 Weapon Element: Staffs
1 Weapon Element: War Fan
16 +4 HTH Damage Class(es)
Martial Arts Cost: 46

Cost Skill
3 Acrobatics 15-
3 Breakfall 15-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Off Hand
12 +4 with Martial Maneuvers
0 Language: English (idiomatic; literate) (5 Active Points)
3 Language: Japanese (fluent conversation; literate)
2 PS: Pizza Delivery Boy and High Shool Student 11-
3 TF: Large Motorized Ground Vehicles (Cars), Skateboarding, Two-Wheeled Muscle-Powered Ground Vehicles
3 Scholar
1 1) KS: Manga and Anime (2 Active Points) 11-
2 2) KS: Ninjas! (3 Active Points) 12-
2 3) KS: Ninjutsu (3 Active Points) 12-
Skills Cost: 39

Val Disadvantages
15 Dependent NPC: Mom and Dad, Doug and Wendy Muddlethorp 8- (Normal; Unaware of character's adventuring career/Secret ID)
5 Distinctive Features: Twitchy Skinny Hyperactive Babbling Sugar Junky (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Groups Of Teen Fan Boys)
15 Enraged: Frustrated, Questioned, Surprised, Insulted, Bored (Very Common), go 8-, recover 14-
20 Hunted: Yakuza and Triads / Japanese and Chinese Crime Familys 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Supers Who Take The Ninja Threat Seriously 8- (Mo Pow, NCI, Mildly Punish)
10 Reputation: Insane Master Ninja, 8- (Extreme)
5 Rivalry: Professional (All Martial Artists, Especially Supers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Social Limitation: Annoying Teen Idiot (Frequently, Minor, Not Limiting In Some Cultures (Not as much of a problem in school or as Master Ninja))
20 Psychological Limitation: Ninjas Can Do Anything! Overconfidence and Impulsiveness. (Very Common, Strong)
10 Psychological Limitation: Desperate To Be Seen As Important and Taken Seriously (Common, Moderate)
15 Psychological Limitation: Deep Love Of All Things Ninja (Common, Strong)
15 Psychological Limitation: Almost No Empathy, Huge Geek (Very Common, Moderate)
Disadvantage Points: 150
Cost Summary:Base Points:600Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 750Height: 1.65 mHair: RedWeight: 50.00 kgEyes: Bloodshot BlueAppearance: Skinny geeky teen with terribly bad skin. As Master Ninja, he is dressed like a Ninja.Personality: Twitching teen ninja geek. Tim has no idea how or why his powers work, all he knows is that his Ninjas are everywhere, and that it is totally sweet! Tim is slightly less sane than a very insane thing locked in a small room and fed entirely on a diet of coca-cola and methamphetamines.Quote:You Will Fear Master Ninja! Ninja Chop!Background: NINJAS! AHHHHHHH!!! Tim Muddlethorp was an ordinary kid and he loved ninjas because ninjas were totally sweet and ninjas can do anything and one day he found a ninja toy in his Ninja Funkies Breakfast Cereal and he choked on it but he didn’t die instead he turned into a ninja and so now he has all sorts of sweet ninja powers and he’s the Ninja Master and he Rules He Rules He Rules!!!!!!! AHHHHHHH!!!!!

 

Tim currently continues to live his normal life with his folks, who believe that the huge numbers of Ninja that they see around the house from time to time are Tim’s annoying friends from the Society for Creative Ninjitsu. However, Tim also maintains several secret bases through his army of loyal ninjas. He has played both the hero and villain, more or less at random, and has deeply annoyed organized crime figures in Asia through his completely inept attempts to muscle in on their turf and/or “protect†people from them. Worse, his Ninjas have managed to form a strange sort of organized crime network of their own, alternately running prostitution and gambling operations and battling actual crime families. Add to this Ninja Burger, the Ninjaworld Theme Park, Club Ninja, and other failed business ventures. His network of Ninja contacts has grown shockingly large, and the ninjas themselves are almost always far saner and more competent than Tim, though they remain absolutely devoted to him.

Powers/Tactics: Tim’s near death experience unhinged him completely, unlocking subconscious abilities of ectoplasmic projection, reality alteration, and telepathy. Were he to actually understand and control his powers, he would be one of Earth’s most powerful supers. As things stand, Tim can create vast numbers of Ninjas, who are then fully alive and able to function as independent beings. The Ninjas often have access to knowledge that is not possessed by Tim; this knowledge is drawn from the collective unconscious. Tim himself has the heightened physical abilities he believes to be appropriate to a Master Ninja, can conjure Ninja Weapons at will, and has gained a large number of skills from the minds and memories of actual martial artists. Tim also believes himself to be able to dominate and control martial artists of all kinds, and bizarrely is often able to do just that.

 

Tim will normally send his ninja armies against the foe; as the ninjas are only 100 point characters, this rarely goes well. Tim himself will attempt to strike from surprise, which with his invisibility and genuine Martial Arts skill is often much more effective than people would expect.

 

Tim can not die as Master Ninja unless his brain is completely destroyed; intact, it will rebuild his body.

Campaign Use: You would seriously consider using him? OK, think Foxbat, but with Ninjas.
Master Ninja's Generic Ninjas

Val Char Cost
15 STR 5
14 DEX 12
13 CON 6
10 BODY 0
13 INT 3
10 EGO 0
15 PRE 5
16 COM 3
3/6 PD 0
3/6 ED 0
3 SPD 6
6 REC 0
26 END 0
25 STUN 0
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 40

Cost Power END
6 Wicked Cool Ninja Armor: Armor (3 PD/3 ED) (9 Active Points); OIF (Ninja Suit!; -1/2) 0
11 Awesome Ninja Weapons: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1)
1u 1) Ninja Stick!: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0
1u 2) Ninja Sword!: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1) 0
1u 3) Ninja Stars!: Killing Attack - Ranged 1d6, 8 Recoverable Charges (+0), Autofire (5 shots; +1/2) (22 Active Points); OAF (-1) [8 rc]
Powers Cost: 20

Cost Martial Arts Maneuver
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 / 0d6 Strike; Target Falls
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 Weapon Element: Blades
1 Weapon Element: Karate Weapons
Martial Arts Cost: 13

Cost Skill
3 Acrobatics 12-
3 Breakfall 12-
2 KS: Ninjutsu 11-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
6 +2 with Martial Maneuvers
0 Language: Japanese (idiomatic; literate) (5 Active Points)
2 Language: English (fluent conversation)
2 KS or PS: One Skill or Knowledge Master Ninja may find useful 11-
3 One Skill, Pick on creation
3 Teamwork 12-
Skills Cost: 28

Val Disadvantages
25 Psychological Limitation: Absolute Devotion To Master Ninja (Very Common, Total)
15 Psychological Limitation: Never Questions Own History or Nature (Uncommon, Total)
Disadvantage Points: 40
Cost Summary:Base Points:100Disadvantage Points: 40Total Experience Available: 0Total Character Cost: 101Height: 1.76 mHair: BrownWeight: 74.00 kgEyes: BrownAppearance: Ninja! Hot Babe or Cool Guy ninja mostly. Always Japanese.Personality: We Obey Master Ninja! Ninja Work Make Fun! Hai!Quote:(silent, in a cool Ninja kind of way)Background: Ninja! These newly created ninja have vague memories of training and andventure based on Tim's favorite Ninja movies.Powers/Tactics: Attack! Dodge! Block! Attack! HAI!Campaign Use: Minions of Master Ninja. Follower and Contact ninja may use disads to purchase additional skills and perks that Tim might find useful, summoned Ninja just have the basic skill set.
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Re: Show Me The Master/Megavillain

 

Mr Psycho looks good. And he looks to be about a 4-5 if you use Megaplayboys rating system.

 

 

Thanks, I reposted him from my Hero's and Villains thread where the rest of the members of his group the Sinister Squadron are listed. So you wouldn't be facing him alone, unlees you had managed to capture/defeat the others first.

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Guest Worldmaker

Re: Show Me The Master/MegavillainThe EmperorPlayer: NPC

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
10 BODY 0
23 INT 13
23 EGO 26
23 PRE 13
12 COM 1
15 PD 11
8 ED 4
6 SPD 27
10 REC 4
40 END 0
40 STUN 10
6" RUN02" SWIM04" LEAP0Characteristics Cost: 178
Cost Power END
160 Wizardry: Variable Power Pool, 100 base + 60 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (175 Active Points); Spells Only Slightly Limited (-1/4)
0 1) Aetheric Form: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points) Real Cost: 60 0
0 2) Bolt of Power: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points) Real Cost: 100 4
0 3) Contract of Doom: Killing Attack - Ranged 2d6, Delayed Effect (+1/4), Continuous (+1) (67 Active Points); No Control Over Delay (1d6 Days) (-1/4) Real Cost: 54 7
0 4) Dark Puppet: Telekinesis (30 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Gestures, Requires Gestures throughout (-1/2), Telekinesis Must Align With The Caster's Shadow (-1/2) Real Cost: 34 2
0 5) The Deadly Light: Killing Attack - Ranged 2d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points) Real Cost: 61 2
0 6) Demonic Horde: Summon 128 75-point Hordlings, Slavishly Devoted (+1) (100 Active Points); Side Effects (Same summoning, but Hoardlings have +10 EGO, have 20 points of Mental Defense against Mind Control, and hate the summoner; -1), Requires A Power Skill: Wizardry Roll (-1/2), Incantations (-1/4) Real Cost: 36 10
0 7) The Fires of Hades: Energy Blast 12d6, Explosion (+1/2), Nonselective Target (-1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points) Real Cost: 90 3
0 8) The Flash of Lightning, The Crash of Thunder: Sight and Hearing Groups Flash 12d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points) Real Cost: 81 3
0 9) Invoked Phantasms: Sight and Hearing Groups Images Increased Size (8" radius; +3/4), +/-5 to PER Rolls (52 Active Points) Real Cost: 52 5
0 10) Mantle of Concealment: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points) Real Cost: 45 0
0 11) Mental Shackles: Mind Control 12d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points) Real Cost: 90 3
0 12) Sominus: Ego Attack 8d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Does Not Provide Mental Awareness (-1/4) Real Cost: 80 4
0 13) The Spell Eternal: Major Transform 6d6 (Transform Living Being Into Living Being Plus Life Support: Longevity (Immortality)) (90 Active Points) Real Cost: 90 9
0 14) Spell of Protection: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points) Real Cost: 20 0
0 15) Wizard Hands: Telekinesis (50 STR), Reduced Endurance (1/2 END; +1/4) (94 Active Points) Real Cost: 94 3
25 Warding Spells: Elemental Control, 50-point powers
17 1) Counter-Spells: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Magical Effects Only (-1/2) 0
35 2) Wall of Mystic Force: Force Wall (10 PD/10 ED; 5" long and 2" tall) (60 Active Points) 6
13 3) Warding Trap: Entangle 3d6, 3 DEF, Works Against Ego, Not Strength (+1/4), Backlash (+1/2) (52 Active Points); Does Not Prevent the Use of Accessible Foci (-1) 5
20 All Powerful Mind: Mental Defense (25 points total) 0
44 Dimension Walking: Teleportation 10", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4) (44 Active Points) 4
35 Mystic Reserves: Endurance Reserve (250 END, 10 REC) (35 Active Points) 0
11 Personal Defensive Magic I: Damage Resistance (15 PD/8 ED) 0
60 Personal Defensive Magic II: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points) 0
25 Personal Defensive Magics III: Power Defense (25 points) 0
25 Timeless Body: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal) 0
62 Wings of Wind: Flight 20", x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2
Powers Cost: 532
Cost Skill
35 +7 with All Spells
16 +2 with All Combat
5 Bureaucratics 15-
5 Concealment 15-
5 Conversation 15-
5 Deduction 15-
5 Disguise 15-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Florence, Italy 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: Profession 11-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) TF: Custom Adder, Small Motorized Ground Vehicles
2 Gambling (Card Games) 14-
3 High Society 14-
3 Interrogation 14-
3 Linguist
0 1) Language: Italian (Idiomatic) (4 Active Points)
4 2) Language: Arabic (idiomatic)
2 3) Language: Cantonese (idiomatic) (4 Active Points)
2 4) Language: English (idiomatic) (4 Active Points)
2 5) Language: French (idiomatic) (4 Active Points)
3 6) Language: German (idiomatic) (4 Active Points)
4 7) Language: Japanese (idiomatic)
4 8) Language: Mandarin (idiomatic)
1 9) Language: Portugese (idiomatic) (4 Active Points)
3 10) Language: Russian (idiomatic) (4 Active Points)
2 11) Language: Spanish (idiomatic) (4 Active Points)
3 Oratory 14-
3 Paramedics 14-
7 Persuasion 16-
17 Power: Wizardry 21-
3 Riding 14-
3 Scholar
4 1) KS: Arcane And Occult Lore (5 Active Points) 16-
4 2) KS: Artifact Lore (5 Active Points) 16-
2 3) KS: Business Law (3 Active Points) 14-
2 4) KS: Criminal World (3 Active Points) 14-
2 5) KS: Demonology (3 Active Points) 14-
4 6) KS: Economics (5 Active Points) 16-
2 7) KS: Global Guardians (3 Active Points) 14-
2 8) KS: International Business World (3 Active Points) 14-
2 9) KS: International Finance (3 Active Points) 14-
2 10) KS: International Law (3 Active Points) 14-
2 11) KS: Mystic World (3 Active Points) 14-
2 12) KS: Other "Big Guns" In The Superhuman World (3 Active Points) 14-
2 13) KS: Other Tarot Arcana (3 Active Points) 14-
9 14) KS: Politics (10 Active Points) 21-
2 15) KS: Stock Manipulation (3 Active Points) 14-
2 16) KS: Superhuman World (3 Active Points) 14-
2 17) KS: Tarot (3 Active Points) 14-
2 18) KS: Terrorist World (3 Active Points) 14-
2 19) KS: World Economic Trends (3 Active Points) 14-
2 20) KS: World History (3 Active Points) 14-
3 Sleight Of Hand 14-
3 Tactics 14-
3 Trading 14-
Skills Cost: 212
Cost Perk
3 Anonymity
15 Money: Filthy Rich
5 Reputation: One of the Magical Power Players (A small to medium sized group) 14-, +5/+5d6
Perks Cost: 23
Cost Talent
40 Danger Sense (immediate vicinity, out of combat, Analyze, Discriminatory, Function as a Sense, Telescopic (+3)) 14-
5 Eidetic Memory
Talents Cost: 45
Val Disadvantages
10 Distinctive Features: Mystical Powerhouse (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: FBI 8- (Mo Pow, NCI, Capture)
5 Hunted: Lord Doom 8- (As Pow, NCI, Watching)
15 Psychological Limitation: Always Calm and Collected (Common, Strong)
20 Psychological Limitation: Arrogant and Overconfident (Common, Total)
20 Psychological Limitation: Manipulative (Common, Total)
1 Quirk: Drinks Wine With Every Meal
1 Quirk: Hates the Smell of Tobacco Smoke
1 Quirk: Loves Ice Cream
1 Quirk: The More Intricate the Political System, The More Entertaining It Is To Watch
1 Quirk: Thinks It Funny When Other People Are Described as "Machiavellian"
20 Reputation: Leader Of The Most Dangerous Criminal Organization In The World, 14- (Extreme)
15 Social Limitation: Secret Identity (Niccolo Machiavelli) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 640Total Experience Available: 640Experience Unspent: 0Total Character Cost: 990

Height: 1.86 m Hair: Brown
Weight: 91.00 kg Eyes: Brown
Appearance: The Emperor is a tall, middle-aged man with graying brown hair. He keeps himself clean-shaven at all times, and is always dressed in the finest clothes. He has a "costume", of sorts, including a rather garish crown, but except when absolutely necessary loathes to put it on.

 

When it is necessary, the Emperor dresses in black silk pants and shirt, over which a red tabard is worn. A belt of red leather and matching boots and gloves, plus a long flowing black cloak complete the ensemble. Lastly, a large spiked crown tops off his costume.

Personality: The Emperor may well be the most arrogantly self-assured human being on the planet. Being effectively immortal, he always takes the long view. His plans always include fallback positions in case of failure, and many have multiple secondary goals. If the primary goal of a plan fails, the accomplishment of these secondary goals still may make the mission a success. "Wheels within wheels within wheels" correctly describes his mindset.

 

The Emperor views the constant warfare between Tarot and the world's superhero community as an ongoing chess game with an opponent who does not know how to play. His contempt for others is seconded only by his self-confidence. Even such world-shaking persons as Abyss and Lord Doom matter to him only as pawns in the game.

Quote:"No enterprise is more likely to succeed than one concealed from the enemy until it is ripe for execution."Background: Niccolo Machiavelli was born in Florence to an established though not particularly affluent middle-class family whose members had traditionally filled responsible positions in local government. While little of the his early life has been documented, it is known that as a boy he learned Latin and that he quickly became an assiduous reader of the ancient classics.

 

Machiavelli's first recorded involvement in the volatile Florentine political scene occurred in 1498, when he helped the political faction that deposed Girolamo Savonarola, then the dominant religious and political figure in Florence. In the same year Machiavelli was appointed to the second chancery of the republic. As chancellor and secretary to the Ten of Liberty and Peace, a sensitive government agency dealing chiefly with warfare and foreign affairs, Machiavelli participated both in domestic politics and in diplomatic missions to foreign governments. These posts afforded him innumerable opportunities over the next fourteen years to closely examine the inner workings of government.

 

It was during this period that he developed a taste for political and economic power that has ruled his world ever since. His yearning for greater and greater power led to his involvement in the dark arts of sorcery.

 

In his most famous political treatises (The Prince, written in 1513, and Discourses on the First Ten Books of Titus Livius, written in 1521), Machiavelli offered rules advice designed to keep a ruler in power. As he grew older, he began to despair that none of the heads of state were actually following his advice. He slowly came to the conclusion that someone, namely himself, would have to gain control of the whole of Europe, and from there the whole of the world, if the planet was to be an ordered, organized place in which economic and political prosperity was to be assured.

 

He faked his own death in 1527. Shortly thereafter, he founded the secret society that would one day become Tarot.

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

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

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

 

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

 

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

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

 

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

 

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

 

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

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

 

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

 

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

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

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

Campaign Use: Abyss works best as the sort of "near-unstoppable force" that the players must think around rather than outgun and outfight. Its easier to stop his plans than beat him in a straight fight.Doctor 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
13 Last Minute Insurance Policy: Killing Attack - Ranged 2d6 (30 Active Points); OAF (Laser Pistol; -1), 12 Charges (-1/4) [12]
120 Perfect Planning: +5 Overall, Ranged (+1/2), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 8 people at once; +1) (150 Active Points); Requires A Tactics Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/4)
14 Staytight Vest: Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2), Real Armor (-1/4) 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: 505
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: 1052Total Experience Available: 1012Experience Unspent: 0Total Character Cost: 1402

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.
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Guest Worldmaker

Re: Show Me The Master/MegavillainEvil MastermindPlayer: NPC

Val Char Cost
5 STR -5
13 DEX 9
8 CON -4
8 BODY -4
33 INT 23
13 EGO 6
10 PRE 0
10 COM 0
2 PD 1
2 ED 0
3 SPD 7
5 REC 4
20 END 2
20 STUN 5
3" RUN-61" SWIM-11" LEAP0Characteristics Cost: 37
Cost Power END
43 A Bottle of Soda, Two Empty Rolls of Toilet Paper, an Electric Toothbrush, and 'Voila': Variable Power Pool (Gadget Pool), 35 base + 8 control cost, (52 Active Points); Limited Special Effect Jury-Rigged Technology (-1/4); all slots OIF (-1/2), Must Have Some Sort of Tools to Change Powers (-1/4) [Notes: Inventor Used As Skill Roll]
2 Unfathomable: Mental Defense (5 points total) 0
Powers Cost: 45
Cost Skill
10 +1 Overall
3 Analyze: Technology 16-
3 Analyze: Just How Much Dumber Someone Is Than Him 16-
3 Bugging 16-
3 Computer Programming 16-
3 Concealment 16-
5 Cramming
5 Cramming
5 Cramming
3 Deduction 16-
3 Electronics 16-
Everyman Skills
0 1) Acting 8-
0 2) Area Knowledge: New York City, New York (Custom Adder) 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 Skill: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) Professional Skill: Evil Genius (Custom Adder) 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) Transport Familiarity: Small Ground Vehicles: Custom Adder
3 Forgery 16-
3 Inventor 16-
3 Mechanics 16-
3 Scholar
2 1) KS: General Knowledge and Trivia (3 Active Points) 16-
2 2) KS: Local Superhumans (3 Active Points) 16-
2 3) KS: Mathematics (3 Active Points) 16-
3 Scientist
2 1) Science Skill: Chemistry 16- (3 Active Points)
2 2) Science Skill: Physics 16- (3 Active Points)
2 3) Science Skill: Software Engineering 16- (3 Active Points)
3 Security Systems 16-
3 Stealth 12-
3 Systems Operation 16-
3 Tactics 16-
Skills Cost: 85
Cost Talent
5 Eidetic Memory
3 Lightning Calculator
8 Speed Reading (x1000)
Talents Cost: 16
Val Disadvantages
20 Dependent NPC: Parents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
15 Distinctive Features: 11-Year Old (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Arrogant and Condescending (Very Common, Moderate)
15 Psychological Limitation: Young (Common, Strong)
10 Social Limitation: Minor (Frequently, Minor)
Disadvantage Points: 75

Base Points: 100Experience Required: 8Total Experience Available: 8Experience Unspent: 0Total Character Cost: 183

Height: 1.77 m Hair: Brown
Weight: 77.00 kg Eyes: Green
Appearance: Evil Mastermind, in his secret identity as Charles Pennington III, looks more or less like any other rather nerdy ten-year-old boy. He has neatly combed brown hair with a "sinister" wave in it, square glasses, and sharp green eyes. He can normally be found in his school uniform, a buttoned pastel shirt and tie with navy blue pants. Otherwise, he dresses casually.

 

As Evil Mastermind, he wears an outfit befitting the brilliant leader of Evil Mensa (an old Halloween costume his mother made). It is a full black suit (evil, evil black - not just any shade) with an evil black cape and mask. EM has been attached to the front via Velcro.

Personality: Most people are too complex to be summed up in a single word. Evil Mastermind, however, can best be described simply as "arrogant." He is incredibly intelligent, but lacks common sense, restraint, and self-control. He has absolutely no tolerance for anyone who doesn't recognize his genius and obey him...except for his parents, because he needs his allowance to get supplies.

 

He also tends to get irritated when people insist on dwelling on his age, instead of giving him the proper respect due to someone with his talent. This has caused no small number of letters sent home to his parents.

Quote:"Don't try to think too hard, idiot - you might hurt your brain cell."Background: Chip had always been smarter than everyone around him - that was the first brilliant conclusion he came to. At first, he had drawn the conclusion that the large people who constantly waited on him were lacking in intelligence compared to the small ones like himself, who were clearly superior. Then he noticed that he was slowly growing, leading to the possibility that his brains would begin to shrink. He was right in the middle of devising a devilishly brilliant plan to permanently stunt his growth by means of caffeine supplements when his servants sent him to a detention center along with other children. It didn't take him long to realize that they, too, were inferior.

 

Before long, Chip figured out that most people - regardless of their size - were morons, compared to him. However, his readings led him to discover that there were some people with unusual mental powers: other "geniuses." At this point, he didn't realize that his own intelligence ran far beyond any assessment of genius normal people could conceive of. He sought out the best and brightest people who could find - only to discover that they were merely less inferior to him. Not only had they nowhere near his mental capabilities, but they failed to recognize how superior he was.

 

When Chip read about Mensa, it became obvious what he had to do. He would join and then take over the organization - after all, as the smartest person he had ever met, it was his rightful place. When he was rejected - due to a combination of his age and the essay he sent in about how much smarter he was than the grader - he was furious. He decided that Mensa was below him after all, and he would form his own, superior organization - Evil Mensa. From there he set out to destroy Mensa, and spread evil across the city, block by block.

Powers/Tactics: Evil Mastermind is very, very smart - enough to make his world-class arrogance almost justified. He has great aptitude for nearly any field his intelligence can help with, ranging from electrical engineering to small-unit tactics. He also has an uncanny talent for making super-technology out of ordinary items. Unfortunately, Evil Mensa's rather limited budget can't buy him any better materials, but he makes do with what he gets.Campaign Use: Affiliation: Evil Mensa

Concept: Gadgeteer

Nationality: American

Place of Birth: New York City, New York

Date of Birth: February 3, 1993

Quote About Him: "Don't underestimate him. His age isn't any limitation...except for the curfew. That bites." - Blank

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Re: Show Me The Master/MegavillainHe's a 5+, but is most useful as a high ranking non-combat minion for other villains.

Trainer Dan

Dan Conte

Val Char Cost
35/85 STR 25
29 DEX 57
33 CON 46
20/25 BODY 20
28 INT 18
10 EGO 0
40 PRE 15
16 COM 3
7/40 PD 0
7/40 ED 0
6 SPD 21
14 REC 0
66 END 0
55/60 STUN 0
14" RUN 0
2" SWIM 0
7"/17" LEAP 0
Characteristics Cost: 205

Cost Power END
15 Really Huge Powers!: Elemental Control, 30-point powers
16 1) Pack On Strength and Muscle!: Density Increase (4,000 kg mass, +25 STR, +5 PD/ED, -5" KB), Costs END Only To Activate (+1/4) (31 Active Points) 2
16 2) Maximize Your Size!: Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 4,032 kg, -3 DCV, +3 PER Rolls to perceive character, 5.7 m tall, 2.9 m wide), Costs END Only To Activate (+1/4) (31 Active Points) 2
15 3) Healthy Glowing Skin!: Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points) 2
15 4) Achieve Incredible Speeds!: Running +8" (14" total), combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points) 1
5 5) Heal Faster And Better Than Ever Before!: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
Really Huge Powers II
20 1) Glycogen Filled Muscles!: Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Pack On Strength and Muscle!; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2) 0
20 2) Steel Hard Abs and Everything Else!: Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Pack On Strength and Muscle!; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2) 0
20 3) Work Through The Pain!: Armor (10 PD/10 ED) (30 Active Points); Linked (Pack On Strength and Muscle!; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2) 0
10 4) Be Big and Hard and Ready For Anything!: +15 PRE (15 Active Points); Linked (Maximize Your Size!; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)
9 Quick, Tough and Combat Trained: Armor (6 PD/6 ED) (18 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Must be aware of attack; -1/4) 0
4 Speed Reading (x10)
5 Eidetic Memory
10 Profits and savings from criminal enterprises: Money: Wealthy
65 Muscle Boys, Fitness Babes, Mutants, and the Occasional Lawyer: Follower [Notes: Dan always has access to a number of self created 200 point Muscle Boys and Fitness Babes, as well as a few very good lawyers, accountants, hollywood types and other criminals. He ensures loyalty by paying well and providing metahuman class medical aid, as well as providing recreational pharmaceuticals.]
85 The Iron Dungeon, Club Thong, The Muscle Car, and more: Vehicles & Bases [Notes: Dan always maintains a few hideouts, safehouses, and vehicles, all of them of quite good quality. Most are constructed by Viper, Argent, and other criminal agencies in trade for services rendered.]
15 I Made You Huge!: Contact: Network of Superhumans and Entertainers (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8-
21 Let's Do A Deal: Contact: Viper, Demon and other criminal organizations (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 8-
75 Pharmacy Pool: Variable Power Pool (Gadget Pool), 60 base + 15 control cost, (90 Active Points); Limited Class Of Powers Available Limited (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (In a lab, or in an area where backup gadgets have been stored; -1/2) [Notes: The Pharmacology Pool may only be used to create drugs, including Science Fiction class drugs. Quite advanced delivery systems are possible.]
0 1) Clarity: Force Field (15 Mental Defense/15 Power Defense/10 Flash Defense: Sight Group), 1 Continuing Charge lasting 6 Hours (+0), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (60 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), IIF (Inhaler; -1/4), Gestures (Must load and sniff inhaler; -1/4) Real Cost: 30 [1 cc]
0 2) Rage: Aid 3d6+1 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), STR, CON simultaneously (+1/2) (58 Active Points); 1 Charge (-2), Extra Time (Extra Phase, -3/4), Gestures (Must Use Inhaler; -1/4), IIF (Inhaler; -1/4) Real Cost: 14 [1]
0 3) The Juice: Major Transform 1d6 (Human into Metahuman, Time and Withdrawl), Uncontrolled (+1/2), Reduced Endurance (0 END; Shuts Off once target makes CON roll at -6; +1/2), Continuous (+1) (45 Active Points); 1 Continuing Charge lasting 1 Minute (-1), No Range (-1/2), Conditional Power Only on Targets with Latent Metahuman Potential, must be injested (-1/2), Side Effects (Side Effect always occurs whenever the character does some specific act, Side Effect only affects the recipient of the benefits of the Power; Failed Transformations of Latent to Active Metahumans result in a 4d6 KA or other random effect; -1/2), IIF (Delivery Medium; -1/4) Real Cost: 12 [1 cc]
Powers Cost: 441

Cost Martial Arts Maneuver
Football, Boxing, and Wrestling
4 1) Charge: 1/2 Phase, +0 OCV, -2 DCV, 9d6 / 2d6 +v/5 Strike, FMove
5 2) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 3) Jab: 1/2 Phase, +2 OCV, +0 DCV, 9d6 / 2d6 Strike
4 4) Breakaway: 1/2 Phase, +0 OCV, +0 DCV, 50 STR / 15 STR vs. Grabs
Martial Arts Cost: 17

Cost Skill
3 Scientist
2 1) SS: Anesthesiology 15- (3 Active Points)
2 2) SS: Biochemistry 15- (3 Active Points)
2 3) SS: Biology 15- (3 Active Points)
2 4) SS: Chemical and Biological Weapons 15- (3 Active Points)
2 5) SS: Emergency Medicine 15- (3 Active Points)
2 6) SS: Engineering (Drug Delivery Systems) 15- (3 Active Points)
2 7) SS: Medicine 15- (3 Active Points)
2 8) SS: Mutagenics 15- (3 Active Points)
2 9) SS: Neurology 15- (3 Active Points)
2 10) SS: Pharmacology 15- (3 Active Points)
2 11) SS: Strength Training 15- (3 Active Points)
2 12) SS: Surgery 15- (3 Active Points)
2 13) SS: Toxicology 15- (3 Active Points)
2 14) SS: Veterinary Medicine 15- (3 Active Points)
2 15) SS: Virology 15- (3 Active Points)
3 Scholar
2 1) KS: Criminal World (3 Active Points) 15-
2 2) KS: Entertainment World (3 Active Points) 15-
2 3) KS: Plastic/Reconstructive Surgery (3 Active Points) 15-
2 4) KS: Superhuman World (3 Active Points) 15-
2 5) KS: Weight training and Body Building (3 Active Points) 15-
3 PS: Surgeon 15-
3 Inventor 15-
3 High Society 17-
3 Streetwise 17-
3 Seduction 17-
3 Persuasion 17-
3 Oratory 17-
3 Computer Programming 15-
3 Combat Driving 15-
3 Combat Piloting 15-
3 Mechanics 15-
3 Weaponsmith (Biological Weapons, Chemical Weapons) 15-
5 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Helicopters, Tracked Military Vehicles, Wheeled Military Vehicles
Skills Cost: 87

Val Disadvantages
15 Distinctive Features: Grotesquely over-muscled. no body or facial hair, other alterations (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Social Limitation: Wanted Criminal (Frequently, Major)
20 Hunted: Law Enforcement Agencies 8- (Mo Pow, NCI, Capture)
20 Hunted: Viper's Dragonbranch and Demon's Black Scientists 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Enraged: When Guru Status or skills questioned (Uncommon), go 8-, recover 11-
15 Enraged: When Plans Go Wrong (Uncommon), go 11-, recover 11-
10 Reputation: Mad Scientist Steroid Guru For Hire, 8- (Extreme)
10 Psychological Limitation: Must Prove Self By Pushing The Edge Of Human Enhancement Technology (Common, Moderate)
15 Psychological Limitation: Takes care of his "Boys and Girls", trys to act friendly, but has no genuine empathy at all (Very Common, Moderate)
15 Psychological Limitation: Craves Fame, Glory, Social Aproval (Very Common, Moderate)
5 Unluck: 1d6
Disadvantage Points: 150
Cost Summary:Base Points:600Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 750Height: 1.80 mHair: BrownWeight: 126.00 kgEyes: BlueAppearance: In his normal size: Goodlooking bodybuilder type, usually wearing an expensively taiored suit when outside of his lab. At full size: 20 feet tall, carying roughly 25 tons of solid muscle.Personality: Dan wanted to be rich, loved, and respected. Mostly rich. He was a very good salesman, the kind who believed in what he was selling, and he retains those skills. Now, he wants something more. He wants to be remembered as the man who unlocked the full power of the metagene, the man who made men into Gods. He knows that he’ll have to cause some pain to achieve utopia, but the prize is worth it. He can be surprisingly considerate towards his underlings, and will see to it that the needs of his cronies are met. He can also be a completely uncaring bastard when it comes to test subjects and “betrayersâ€.Quote:"Now with twice the power!"Background: Dan was a wannabe, and he knew it. Not quite smart enough to get to the top in the hard sciences, not quite good enough to get to the top in bodybuilding, not quite shrewd enough to get to the top in business. He just couldn't succeed, but not for lack of trying. Step by step he slipped out of academia and into victimless crime, eventually making a good living as a steroid guru, helping athletes and bodybuilders prepare for competition and beat the drug tests. That might have been his life, but then...

 

DNP. It was potentially deadly, but a legal herbal form might be the key to a billion dollar weight-loss empire! Tribulous testeratis. A natural testosterone booster. Together they could be the bodybuilder's legal dream stack! Add a little tiger's penis, some bull's testicle, some fungus, monkey semen, creatine, ribose, this that and the other...Dan plotted and planned, brewed and schemed, mixed and matched, and finally came up with The Juice! It would make him rich, but first, it would make him huge! Hyooge!

 

Dan was right about the "Hyooge" part.

 

Dan sunk all of his cash into an infomercial for the perfectly legal Juice, and demonstrated the Amazing Powers it had granted him in exciting and only slightly edited before and after shots. Millions of dollars poured in! A half dozen more people became Hyooge...and several dozen died. Hundreds were hospitalized. Three exploded.

 

Dan was ruined. All of his money went to paying lawyers and settlements, and his chances of breaking into the supplement main stream were shot. Still, he knew he had something. He had heard of brain enhancing chemicals, legal ones, things that would do for human minds what The Juice did for Human Bodies. Well, some bodies. The ones that didn’t explode. Ginko Bilboa. Guarna Nut. Bacopin. Specially cross bred super-potent Ginsing. Rhino horn. THC extract. More. Dan blended, mixed, refined, and tried Super Brain-o-Grow on himself! It worked! Dan felt better than he ever had! His ability to learn, to think, to reason, shot to heights he’d never imagined! Now, finally, success was at hand!

 

This time all of his test subjects died. In two cases their heads fell off. In one case a test subject’s head leaped off, grew a half dozen little legs, attacked one of Dan’s assistants, and eventually escaped from the lab.

 

Dan’s new, heightened intelligence allowed him to understand. Somehow he had stumbled across a way to activate the metagene. This was worth billions. Of course, some testing would be needed. And some test subjects.

 

Dan currently lives the strange life of a useful criminal on the edges of real power. Hollywood producers use him to buff up stars before their next nude scenes, ultra-rich women use him to take a few pounds and a few years off their looks, athletes and sports figures use him to win, and both criminal organizations and shady government agencies use him from time to time to manufacture super-humans. For his own part, Dan uses them all. He needs test subjects and plenty of funding and support. He needs lab equipment, active metahumans, latent metahumans, and protection from those that might object to the deaths, disappearances, and occasional bloody rampages that are all necessary parts of his work. Viper, Demon and other organizations have attempted to recruit him, and he has worked with Dragon-branch (as a researcher) and Demon’s Black Scientists, but so far Dan remains largely independent. After all, working for others means having to share the credit.

 

Dan has managed to successfully create dozens of minor metahumans at this point, and always keeps a few around as bodyguards and assistants. He has accepted payment for his work in the form of secret lairs, labs, vehicles, and favors, and has grown a surprisingly successful organization.

 

Dan knows that he’s probably insane, but tries not to let it get him down.

Powers/Tactics: Dan is not in it for the combat, and will try to stay far away from the type of flashy, public crimes a Growth-Brick is commonly associated with. On those occasions when he needs something he absolutely can’t buy or get through his contacts, well, that’s why he has his “boys and girlsâ€. If forced into combat, he'll grow as large as he can and hit somebody. Not very sophisticated, but it works more often than you'd think. If out matched he will to charge a single foe, knock them out of the way, and just keep running until he reaches one of his escape vehicles. Any of his boys will try to delay pursuers, knowing that Dan will get them the very best lawyers. Dan’s Pharmacy Pool will be largely devoted to a few defensive drugs tailored to any dangers he is expecting. He can create incredibly deadly bio-weapons, but he is not a mass murderer, and would only do o under very unusual circumstances. Outside of combat, Dan will work on whatever project his current employer has set for him, while at the same time using teams of his Boys to buy, transport or steal (or kidnap) whatever (or whoever) he needs for his own attempts to push the human genome past its limits.

 

Remember that Dan can only achieve his full power in areas where he has room to grow to over 20 feet tall. Also note that he is very vulnerable to Flash and Mental attacks if not expecting them. Once captured, law abiding heroes may fin it hard to hold onto Dan for any length of time; he has very good lawyers.

Campaign Use: Dan is a friendly, over the top muscle geek version of Tellios. He does not want money (he has that) or power for power’s sake (he just wants enough of that to perform his experiments and bring humanity to the next level); he wants to be famous, loved, and adored for his role in changing the world. He makes an excellent surprise for heroes who break into a villain's secret lab expecting to get information out of the scientists, and could also show up working for an NPC Hero team as a trainer, or using a cover identity as a "hero" promoting a new product. He might how up on the seedier side of Hollywood, Vegas, or Monte Carlo life working for the rich and famous, or in a government or Viper lab. His temper will eventually get him in trouble; at that point the heroes might be asked to bring in a very large science geek.

 

Plot Seed: One of the heroes got his powers from a Super Soldier formula or chemical accident. Why are teams of muscle men attacking him and trying to get blood samples?

 

Plot Seed: Viper has been adding dozens of new, low level Supers to Dragon Branch. Has Dan finally perfected The Juice? If he has, maybe he’ll help the heroes get is invention out of the hands of Viper. Of course, he’ll then want to give it to the world.

 

Plot Seed: Three players on a high school football team and two of the cheerleaders suddenly mutate into muscle bound Supers in the middle of a game. They form a new super group, “Team Spirit.†Is Dan behind this? What happens when the negative side effects of Juicing kick in?

 

Pot Seed: People are turning into hideously deformed and violently insane mutants all over the city! Who do the heroes know with the medical knowledge to stop this plague? What price will he ask? How will the mad scientists who unleashed this plague react if Dan helps the heroes stop it?

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Re: Show Me The Master/Megavillain

Trainer Dan's Boys

Val Char Cost
30 STR 20
20 DEX 30
18 CON 16
12 BODY 4
10 INT 0
10 EGO 0
20 PRE 10
12 COM 1
6/16 PD 0
4/14 ED 0
4 SPD 10
10 REC 0
36 END 0
36 STUN 0
7" RUN 2
3" SWIM 1
7" LEAP 0
Characteristics Cost: 94

Cost Power END
30 Incredibly Toughness I: Armor (10 PD/10 ED) 0
7 Incredibly Tough II: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
6 Big and Heavy: Knockback Resistance -3" 0
1 Leaping +1" (7" forward, 3 1/2" upward) 1
Powers Cost: 44

Cost Martial Arts Maneuver
4 Bearhug I: 1/2 Phase, +0 OCV, +0 DCV, 12d6 / 6d6 Crush, Must Follow Grab
4 Break Free: 1/2 Phase, +0 OCV, +0 DCV, 55 STR / 25 STR vs. Grabs
3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR / 20 STR for holding on
3 Tackle: 1/2 Phase, +0 OCV, -1 DCV, 8d6 / 2d6 +v/5 Strike; You Fall, Target Falls; FMove
4 Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Jab: 1/2 Phase, +2 OCV, +0 DCV, 10d6 / 4d6 Strike
5 Hook: 1/2 Phase, -2 OCV, +1 DCV, 12d6 / 6d6 Strike
8 +2 HTH Damage Class(es)
Martial Arts Cost: 35

Cost Skill
6 +2 with Martial Maneuvers
2 PS: Minor Criminal 11-
1 PS: Bodybuilder 8-
1 Acting 8-
1 Oratory 8-
1 Persuasion 8-
1 Streetwise 8-
3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
Skills Cost: 22

Cost Perk
5 Contact: Trainer Dan (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-
Perks Cost: 5

Val Disadvantages
5 Hunted: Police and Law Enforcement 8- (Less Pow, NCI, Mildly Punish)
20 Hunted: Trainer Dan 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Distinctive Features: Absurdly Over-Muscled (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Psychological Limitation: Arrogant and Overconfident (Very Common, Moderate)
15 Psychological Limitation: Low Empathy, Bully, Vain (Very Common, Moderate)
15 Psychological Limitation: Loyal To Boss (Very Common, Moderate)
10 Physical Limitation: Doesn't Know Own Strength (Frequently, Slightly Impairing)
5 Physical Limitation: 2-3 times normal mass (Infrequently, Slightly Impairing)
Disadvantage Points: 90
Cost Summary:Base Points:200Disadvantage Points: 90Total Experience Available: 0Total Character Cost: 200Height: 1.94 mHair: BrownWeight: 141.00 kgEyes: BrownAppearance: Personality: Young, big, overconfident, high on danger, headed for a fall.Quote:"You can't beat me! Look at my muscles!" (pose) (pose)Background: Mostly young would be bodybuilders, actors, and petty criminals. These young men saw working for Trainer Dan as their ticket to the good life, and they are grateful, loyal, and not all that bright.Powers/Tactics: Hit him! Hit him again! Hit him with a rock!Campaign Use: Thugs and followers. These are only one of several types of muscle boys Dan has created, and they are not the bright ones.
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Re: Show Me The Master/Megavillain

Trainer Dan's Girls

Val Char Cost
25 STR 15
23 DEX 39
23 CON 26
12 BODY 4
10 INT 0
10 EGO 0
25 PRE 5
16 COM 3
5/17 PD 0
5/17 ED 0
4 SPD 7
10 REC 0
46 END 0
37 STUN 0
6" RUN 0
3" SWIM 1
5" LEAP 0
Characteristics Cost: 100

Cost Power END
18 Incredibly Toughness I: Armor (6 PD/6 ED) 0
7 Incredibly Tough II: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
12 Quick and Agile: Combat Luck (6 PD/6 ED)
7 Knows How To Use Men: +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only Versus Men; -1/2)
4 Braced and Ready: Knockback Resistance -2" 0
25 Brick and Fitness Tricks: Multipower, 25-point reserve
2u 1) Acrobatic Strike: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) 2
2u 2) Acrobatic Movement: Flight 10", combat acceleration/deceleration (+1/4) (25 Active Points); Must Land At The End Of Each Phase (-1/2) 2
1u 3) Wrestling Power: +25 STR (25 Active Points); No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Only for Grabs, Escapes, Holding, and Crushing; -1/2) 2
Powers Cost: 78

Cost Skill
1 Acting 8-
1 Oratory 8-
1 Streetwise 8-
1 Bribery 8-
1 PS: Dancer 8-
1 High Society 8-
1 Persuasion 8-
3 Seduction 14-
1 Trading 8-
3 Acrobatics 14-
3 Breakfall 14-
Skills Cost: 17

Cost Perk
5 Contact: Trainer Dan (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-
Perks Cost: 5

Val Disadvantages
5 Hunted: Police and Law Enforcement 8- (Less Pow, NCI, Mildly Punish)
20 Hunted: Trainer Dan 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Arrogant and Overconfident (Very Common, Moderate)
15 Psychological Limitation: Greedy, Vain, Materialistic (Very Common, Moderate)
15 Psychological Limitation: Loyal To Boss (Very Common, Moderate)
Disadvantage Points: 70
Cost Summary:Base Points:200Disadvantage Points: 70Total Experience Available: 0Total Character Cost: 200Height: 1.94 mHair: BlondWeight: 141.00 kgEyes: BlueAppearance: Very fit and attractive young women, often with exagerated proportions.Personality: Young, vain, overconfident, high on danger, headed for a fall.Quote:"You don't want to hurt me, do you?" (Big Eyes) (Kick in head)Background: Mostly runaways, dead end girls, angry young women with limited prospects making a living with their bodies. Dan gave them bodies with which they could make a far better living, and have fun doing it.Powers/Tactics: Seductive PRE attacks when possible, otherwise hit and run.Campaign Use: Thugs and followers. These are only one of several types of muscle girls Dan has created, and they are not the bright ones.
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Re: Show Me The Master/Megavillain

Trainer Dan's Muscle Van

Val Char Cost
55 STR 0
12 DEX 6
19 BODY 0
3 SPD 8
0" RUN -12
15" SWIM 0
0" LEAP 0
Characteristics Cost: 47

Cost Power END
61 Super Stylish Black Friction-Free Armor: +16 DEF, Hardened (+1/4) (Modifiers affect Base Characteristic) [Notes: It's just totally black!]
60 Strange Alien Flight Technology: Multipower, 60-point reserve
6u 1) Standard Mode: Flight 21", Position Shift, No Turn Mode (+1/4) (59 Active Points) 0
6u 2) Omega-Jump Mode: Flight 13", MegaScale (1" = 1 km; +1/4), Noncombat acceleration/deceleration (+1) (58 Active Points) 0
6u 3) Underwater Mode: Swimming +13" (15" total) (Position Shift), No Turn Mode (+1/4), Full Reverse (+1/4), Sideways Maneuverability full velocity (+1/2), Noncombat acceleration/deceleration (+1) (58 Active Points)
75 Laser Turret Omega-Boom!: Multipower, 150-point reserve, (150 Active Points); all slots OIF Bulky (-1)
7u 1) Omega Boom Laser : RKA 5d6, 16 Charges (+0), Armor Piercing (+1/2), No Range Modifier (+1/2); OIF Bulky (-1) [16]
6u 2) Omega Heat Burst: RKA 5d6, Explosion (-1 DC/3"; +1); OIF Bulky (-1), 8 Charges (-1/2) [8]
6u 3) Omega Flash Charge: Sight and Radio Groups Flash 9d6, Personal Immunity (+1/4), Area Of Effect (48" Radius; +1 3/4) (150 Active Points); OIF Bulky (-1), 8 Charges (-1/2) [8]
7u 4) Omega Space Laser Cannon "Mister Sparky": Killing Attack - Ranged 4d6+1, 16 Charges (+0), Increased Maximum Range (3,250"; +1/4), Penetrating (+1/2), No Range Modifier (+1/2) (146 Active Points); OIF Bulky (-1) [16]
11 Space and Sea Worthy: Life Support Systems: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); IIF Bulky (-3/4) 0
8 Self Repair Nano-Systems: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
17 Sensor Systems: Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees); IIF Bulky (-3/4) 0
Onboard Computer Systems, all slots IIF Bulky (-3/4)
2 1) Computer Systems: Absolute Range Sense (3 Active Points); IIF Bulky (-3/4)
2 2) Computer Systems: Absolute Time Sense (3 Active Points); IIF Bulky (-3/4)
2 3) Computer Systems: Bump Of Direction (3 Active Points); IIF Bulky (-3/4)
3 4) Computer Systems: Eidetic Memory (5 Active Points); IIF Bulky (-3/4)
4 5) Nav-Comp: Combat Piloting 11- (7 Active Points); IIF Bulky (-3/4)
5 6) Nav-Comp: Navigation (Air, Hyperspace, Marine, Space) 11- (9 Active Points); IIF Bulky (-3/4)
9 7) Targeting Computers: +5 with Ranged Combat (25 Active Points); Limited Power Power loses about half of its effectiveness (OCV Only; -1), IIF Bulky (-3/4)
Powers Cost: 303

Val Disadvantages
20 Distinctive Features: Floating black cube with hatch and large gun turret on top (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Reputation: Strange Alien Technology Modified by "Virus", 14- (Known Only To A Small Group: Those who know of "Virus") [Notes: "Virus" claims to have been a human transformed into a cyborg through some sort of time travel accident, and has quickly established himself as one of Earth's leading post-human scientific criminals. He built this vehicle for Trainer Dan in exchange for services rendered.]
Disadvantage Points: 30
Cost Summary:Base Points:0Disadvantage Points: 30Experience Required: 320Total Experience Available: 350Experience Unspent: 30Total Character Cost: 350Height: 2.00 mHair: BrownWeight: 100.00 kgEyes: BrownAppearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
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Re: Show Me The Master/Megavillain

 

Inspired by the "Odd Question" thread; this is my first ever Hero Designer character, so please be gentle on the presentation issues.

 

Apothesis

 

Player: NPC

 

Val Char Cost

30 STR 20

30 DEX 60

25 CON 30

20 BODY 20

12 INT 2

30 EGO 40

25 PRE 15

10 COM 0

 

6/46 PD 0

5/45 ED 0

8 SPD 40

11 REC 0

100 END 25

48 STUN 0

 

6" RUN 0

2" SWIM 0

6" LEAP 0

Characteristics Cost: 252

 

Cost Power

120 I Control Reality Itself: Multipower, 120-point reserve

24m 1) I Mold Forms and Minds Like Clay: Major Transform 4d6 (Anything into Anything, A reversing Transformation, Shapeshifting, or Probability Alteration Heals), Improved Target Group (Anything; +1) (120 Active Points)

16m 2) I Can Make You Do As I Please: Mind Control 16d6 ( Human, Animals and Aliens classes of minds) (100 Active Points); Does Not Provide Mental Awareness (-1/4)

18m 3) To Hell With Subtlety: Energy Blast 12d6, Variable Special Effects (Any SFX; +1/2) (90 Active Points)

16m 4) You Can't Touch Me: Force Field (40 PD/40 ED) (80 Active Points)

17m 5) That Didn't Just Happen: Healing BODY 6d6, Can Heal Limbs, Resurrection (85 Active Points)

16m 6) Duh, Of Course I Can Fly: Flight 40" (80 Active Points)

2u 7) "Let's Make That Retroactive, Shall We?": Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x2 Increased Weight, Usable As Attack (Shifts Victim (and Apothesis) into an alternate dimension where a chosen Transformation "has always been true."; +1) (80 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Limited Power Power loses about half of its effectiveness (Cannot be used in front of witnesses; -1)

3u 8) Bored Now: Teleportation 5", No Relative Velocity, MegaScale (1" = 1 km; +1/4), Safe Blind Teleport (+1/4) (30 Active Points)

4u 9) I Can Even Change My Own Appearance!: Shape Shift (Sight , Hearing , Smell/Taste and Touch Groups, Any Humanoid Shape), Imitation, Instant Change (44 Active Points)

 

15 He Probably Won't Go Down With Just One Shot: Energy Damage Reduction, Resistant, 25%

15 He's A Mega-Villain After All: Physical Damage Reduction, Resistant, 25%

24 You Didn't Think It Was Going To Be *That* Easy, Did You?: Mental Defense (30 points total)

30 Nice Try, But He's Got This Covered: Power Defense (30 points)

45 I Can Sense The Fabric of Reality: Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Microscopic (x10), Range

Powers Cost: 365

 

 

Cost Skill

5 Cramming

2 KS:Comic Books 11-

2 AK:Littleton 11-

1 Language: Spanish (basic conversation)

0 Language: English (idiomatic) (4 Active Points)

2 Navigation (Air) 11-

3 Oratory 14-

1 PS: Farmer 8-

2 PS: Student 11-

3 Analyze: Psychological Limitations 11-

3 +1 With Multipower Attacks

Skills Cost: 24

 

 

Cost Talent

3 Absolute Range Sense

3 Absolute Time Sense

3 Lightning Calculator

Talents Cost: 9

 

Total Character Cost: 650

 

Pts. Disadvantage

30 Enraged: Berserk When Successfully Taunted (Uncommon), go 14-, recover 11-, Berserk

15 Hunted: Player Characters 8- (Mo Pow, Harshly Punish)

15 Hunted: Police 11- (Less Pow, NCI, Harshly Punish)

15 Physical Limitation: Bad at Physical Confrontation (-3 levels in HtH Combat) (Frequently, Greatly Impairing)

15 Psychological Limitation: Vengeful (Common, Strong)

20 Psychological Limitation: Easy to Psychologically Manipulate (Very Common, Strong)

15 Psychological Limitation: Likes To Toy With His Victims (Common, Strong)

10 Reputation: Extremely Dangerous Reality Manipulator, 8- (Extreme)

5 Social Limitation: Minor (Occasionally, Minor)

10 Unluck: 2d6

Disadvantage Points: 150

Base Points: 500

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Hair Color: Brown Eye Color: Brown Height: 1.73 m Weight: 62.00 kg

 

Description: Ezekiel is a seriously scrawny sixteen-year-old with rather plain features, upgraded from his previously really ugly, and clear skin. In civilian guise, he favors expensive, trendy clothing. He's usually scowling or sneering.

 

In his first appearance as Apothesis, Ezekiel wears a Littleton High letter jacket in purple and white over a bare chest, baggy jeans, expensive tennis shoes, and a purple cape with red lining that has a high collar that *should* be obstructing his peripheral vision, but doesn't actually do so. In futher appearances, Apothesis will favor crimson, purple and white as costume colors, and aim for a "regal" look.

 

Background: Ezekiel Mundus was born and raised in Littleton, a small rural community a couple of hours' drive from Campaign City. What seemed at the time like a poor roll of the genetic dice made young Ezekiel a scrawny, ugly child. He proved to be hopeless at sports, a huge disappointment to his athletics-obsessed father. For a few years, he was very attached to his mother, until the birth of his little sister Jenny.

 

Jenny was born with a congenital defect that required frequent medical treatment and often caused her to be bedridden. The already low-income family had to spend all their spare funds on her care, and Ezekiel felt neglected because Jenny got all the attention.

 

At school, Ezekiel's ugliness, poverty and wimpiness made him the main target of bullies. "Zeke the Freak" came in for constant teasing and pummeling. If Ezekiel told an adult, sometimes the bullies got punished, but then they beat him up even worse in revenge. Ezekiel's parents were unsympathetic, his father because "real men defend *themselves*" and his mother because her hands were full with Jenny. Ezekiel initially showed some talent for schoolwork, but every time a teacher pointed him out as a good example, the bullies would target him again.

 

The greatest pleasure in Ezekiel's life was comic books. By scrimping and saving every penny he could find, Ezekiel was able to buy one or two on the family trips to Campaign City for Jenny's treatments. Ezekiel knew that if somehow he ever got superpowers, he'd finally have the good life he deserved.

 

Puberty brought Ezekiel a severe case of acne over his already unattractive features, and a new sort of bullying when a rumor got started that he was homosexual. He wasn't, but that didn't seem to matter to his attackers, and since girls treated him like a loathsome disease, the charge was difficult to disprove.

 

Today began with Ezekiel learning that he was expected to take a part-time job in addition to his farm chores, the money to go to his sister's care. When he got to school, the lock on his locker was broken, and everything inside had been smeared with used tampons. And the comic books had been torn to shreds. Everyone was laughing at him. He gathered up his things to take them to the boys' room to wash, but got only two steps before someone tripped him.

 

"Someone" turned out to be Brent Phearson, the football team's best running back, and a seriously homophobic bully. "What's the matter, faggot? Your limp ankles finally give out? Maybe it's time someone put you out of our misery."

 

"P-please don't--" Ezekiel felt ill, as though something was growing in his brain.

 

"Oh, I know you want me, you little queer. I seen you staring at me in the showers. I know you want something rammed up your butt." And with that, Brent kicked Ezekiel in the general area of his buttocks.

 

Everyone laughed again.

 

Ezekiel felt something snap in his head. "If you can't see what's really going on, then maybe you shouldn't have eyes!" A violet glow surrounded first him, then Bryce, and when it faded, Bryce had only empty pits where his eyes used to be. "That...was cool," said Ezekiel as he stood up. "I wonder what else I can do."

 

The laughing stopped and the screaming began.

 

About an hour into Ezekiel's rampage, after he'd stopped by the school library and chosen the name "Apothesis", the sheriff had rounded up the Mundus family, and asked them to attempt to talk the boy down.

 

"Boy, you get down here right now!" yelled Mr. Mundus. "I'm going to give you such a hiding!"

 

Mrs. Mundus shuddered. "Ixnay on the idinghay, Dear. I don't think he's in the mood."

 

Jenny coughed, and pleaded, "Ezekiel, I love you! Please don't do this, I'm begging you!"

 

Apothesis cocked his head and smiled, but it wasn't the friendly sort of smile. "Dear, dear little Jenny. Poor, brave Jenny. Bearing up so nobly under her affliction. She's so *special.* I hate you. Oh, God it feels good to finally say it. I HATE you!" Violet light traced over his body.

 

Jenny cowered, and her father moved to shield her. "Don't you touch her, you little punk! I should have known, you can't possibly be my son!"

 

"Wrong, Pop. I'm exactly the son you deserve. And I'm not going to hurt Jenny. Much." Moving at inhuman speed, Apothesis got behind them, and his violet rays struck Jenny. She writhed in pain as the rays played over her body.

 

When they stopped, however, she appeared unchanged. Jenny patted herself down, then realized, "My lungs, they don't hurt anymore! Nothing hurts!"

 

Apothesis smirked. "That's right, Jenny. You're cured. You don't get to be special anymore. Now, vamoose, before I change my mind. You too, Mom and Pop. I don't want to ever see you again."

 

As the grateful family scrambled away, the sheriff hoped that the metahuman backup he'd called for would arrive soon.

 

POWERS/TACTICS: Apothesis is able to alter the fabric of reality itself. This allows him to transform people and objects at will, control minds, project force fields and summon blasts of any desired composition. By bending space-time, he can even fly or teleport. Subconscious use of his powers prevents some forms of harm, and if wounded, Apothesis can simply cause the wound to go away as if it had never occured. He also is able to sense the realitiy around him without the use of his eyes.

 

Perhaps the most frightening application of Apothesis' power is his ability to bend spacetime to make a transformation retroactive, as if it had always been the case. Fortunately, this requires him to spend several seconds to penetrate the time barrier, and the presence of other beings who remember the current timeline will cause it to fail.

 

Oh, and he's given himself superhuman physical prowess, just as a sideline.

 

For all his power, Apothesis sucks at tactics. He prefers to track down his prey one by one, torture them with his transformations, and move on when he's had his fun. Initially, he will tend to underestimate metahuman opponents, slapping them down as quickly as possible without bothering to check on the results. If pressed, Apothesis will use the most obvious energy blasts he can while protecting himself with a force field, or mind control an opponent into fighting for him. In dire circumstances, he'll attempt to teleport away. He will often forget useful applications of his powers, and will tend to repeat actions that succeed, even if they're now predictable.

 

PERSONALITY/MOTIVATION: Apothesis feels that the world has kicked him around all his life, and now that he has power, he has the right to kick back hard. He remembers every insult, snide remark, blow and practical joke at his expense, and now he will repay tenfold. While he doesn't have any qualms about killing, dead people can't suffer, so he prefers to do things to them other than instant death. He also quite likes "poetic justice", and often tailors his transformations to match the victim's past crimes or personality.

 

Starved for affection and respect, Apothesis can be easily manipulated by anyone who can sway his emotions. Insults are not as effective as they once were, since he can turn them back on their wielder, but if a barb strikes home and he's unable to avenge it, Apothesis will fly into a destructive rage.

 

Campaign Use: Apothesis is an example of a superhuman gaining powers at exactly the wrong time and place. He should be especially useful for Teen Champions campaigns, as young player characters are the most likely to empathize with his bankground.

 

Apothesis will Hunt people who annoy him, but he will tend to be a bit haphazard about it. He may cooperate with other Hunters if they don't step on his nerves, but is unlikely to join a team or organization.

 

If Apothesis is too powerful for your campaign, knock his Speed down a point or three, and lower the Active Points limit on his Multipower. If he's not powerful enough, move his Force Field out of his Multipower and give it Reduced END so he can attack at full strength with it on, and perhaps add a few more slots to the MP. (Eventually, he can have a Cosmic VPP.)

 

Plot Seeds....

 

Apothesis Now: Ezekiel just gained his powers this morning, and is still rampaging through Littleton. The player characters are called in to deal with this dangerous new metahuman threat. By the time they arrive, Apothesis has erected a four meter tall razor wire fence around the town to keep any more victims from escaping, The streets are littered with people who've obviously been transformed, many in horrific fashion; others who aren't obviously transformed but claim they have been, and some who are just acting bizarrely. There are bent lampposts, smashed automobiles, a couple of buildings are on fire, and the high school has a huge hole in its side. Civic-minded characters might try to allieviate some of the immediate suffering; cautious ones will try to gather more information about what happened.

 

A fight is not inevitable; a clever bunch of heroes might be able to give Apothesis an attack of conscience and convince him to undo at least some of the damage. However, if the team includes Attitude Lad or Trigger-Happy Lass, this is unlikely.

 

Flow My Tears Softly, The Policeman Said: A player character that was especially obnoxious to Apothesis the last time they met is ambushed by the reality-controller, inflicted with a humiliating transformation (including the blocking of any powers that would allow the victim to easily escape the situation), and then Apothesis makes it retroactive. The protagonist must now make his way in a world where everyone believes that he has always been as he is now, no matter how ludicrous that seems. ("But you've always had the head of a chicken, Attitude Lad. I've seen your baby pictures.") Even if the victim manages to get the transformation reversed, the only way to restore the history he remembers is to convince Apothesis to fix the timestream....

 

Golddigger: Apothesis is back, but he seems to have changed his agenda. He's robbing banks, jewelry stores, boutiques--"He's got a girlfriend, doesn't he?" Yes, a reasonably attractive young female criminal has managed to get her claws into Apothesis, and has convinced him to commit crimes for profit and to provide her with nice things. She's also giving him tips on tactics, making Apothesis much more dangerous in battle, especially when she's present. Of course, she'd better not slip and reveal how she actually feels about Apothesis where he can hear her.

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Guest Skaramine

Re: Show Me The Master/Megavillain

 

I like them all, but Master Ninja! is just totally sweet. I love him with all my body...

 

Those who've been to Real Ultimate Power know the rest of this. :angel:

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Re: Show Me The Master/Megavillain

 

A powerful and effective Takofanes substitute; could we see his back story?

 

Unfortunatly not, I have PCs who are on the board and (at least) one tends to seek out my posts(just to see what I'm talking about).

 

If they beat him(or find it out) then I'll update.

 

John

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Guest Worldmaker

Re: Show Me The Master/Megavillain

 

Unfortunatly not, I have PCs who are on the board and (at least) one tends to seek out my posts(just to see what I'm talking about).

 

Don't tell me you let them get away with using player-knowledge...

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Monkey says what?

 

Worldmaker,

 

Love the writeups. As I read the one for Dr Simian though I had one nagging thought. With his amazing insight into human behavior and understanding of all things it seems his Enraged is a tad...beneath him. Perhaps his brilliance only makes being judged by lesser minds that much more intolerable?

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Guest Worldmaker

Re: Monkey says what?

 

Worldmaker,

 

Love the writeups. As I read the one for Dr Simian though I had one nagging thought. With his amazing insight into human behavior and understanding of all things it seems his Enraged is a tad...beneath him. Perhaps his brilliance only makes being judged by lesser minds that much more intolerable?

 

 

Even smart people have blindspots. Simian's is humans. He doesn't understand human behavior because he doesn't care to. And his temper is part of his character.

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