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Krohnos the Conqueror


levi

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From the diary of Krohnos...

 

I have been considering of late, the story of my life. It is difficult for me to put these events in words, mostly because they must seem so disjointed to the poor temporals who are most likely to read it.

 

I was born in chaos and war. I have often wondered how it is that people can continue on birthing children in an era ravaged by war, but as it happened for me it was fortunate. As I matured I learned the ways of war from the fierce raw power of personal combat to the nuances of commanding a legion of men across vast distances. My parents both died in war. My father was killed in battle by one of his own men, a lesson I will never forget. My mother was one of a harem of women when I was born and I was taken from her at an early age to be raised with the other boys at academy. I have visited her life silently over the course of my life and I have seen that she was sold many times after the death of my father, along with the rest of his harem and ultimately outlived her usefulness and was burned with the trash. Now before you ask, of course I could have prevented the deaths of both of my progenitors, but I honestly don't see the point. They were never very important to my life, beyond their coupling, which I have also witnessed and been disappointed by. The loathsome rutting of a pair of half-naked savages is a less than dignified beginning to one's life, especially one who has come to master all of time and space as I have.

 

Now as I look upon the worlds and eras I have come to rule, I find there to be no challenge left in my life and afterall, what is life without conflict? As a consequence I have begun to search the timestreams at my leisure to find a challenge to my considerable mastery. One such era on one insignificant world has become the focus of my attention of late. Pitting myself against the heroes of this era may yet be my greatest challenge at least, I can hope that it will be.

 

 

This is my obvious homage to Marvel's Kang the Conqueror. Largely Krohnos is a plot device to set up a mysterious time spanning conspiracy/war/mystery. The PCs should never fight him directly (because really, how do you fight someone with absolute mastery of time and space???), but spoil his plans and defeat his agents. This can be frustrating for some players, but if your group is one that enjoys a recurring villain and epic adventures across time and space, he may be just the thing for you to use on occasion. Anyone who would like to contribute Plot Seeds or agent characters sheets to this thread are welcome to do so.

 

Again the character sheet that follows is supposed to be one of a master villain capable of orchestrating multi-temporal conflicts.

 

 

Name: Krohnos

Alternate IDs: Many of the greatest leaders and innovators throughout history

Player: GM - Plot Device

 

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Val Char Roll Notes

30 STR 15- HTH Damage 6d6 END [3]

30 DEX 15- OCV 10 DCV 10

30 CON 15-

30 BODY 15-

45 INT 18- PER Roll 18-

31 EGO 15- ECV: 10

80 PRE 25- PRE Attack: 16d6

30 COM 15-

10/50 PD

10/50 ED

10 SPD

45 REC Run: 15"

100 END Swim: 2"

100 STUN Leap: 6"

 

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DEX: 30 SPD: 10 ECV: 10

Phases: 2, 3, 4, 5, 6, 8, 9, 10, 11, 12

10/50 PD (10/50 rPD) 10/50 ED (10/50 rED) MD: 50

END: 100 STUN: 100 BODY: 30

 

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Disadvantages Pts

Psychological Limitation: Seeks out Challenges (Common, Strong) 15

Psychological Limitation: No respect for women (Very Common, Total) 25

Psychological Limitation: All others are expedable (Common, Strong) 15

Reputation: Conqueror, 14- (Extreme; Known Only To A Small Group) 15

Social Limitation: Treats all others like lesser creatures (Frequently, Major) 15

 

XP

 

3715

 

 

Base : 200

Disads : +85

XP Spent : +3715

Total = 4000

 

 

511 : Characteristics Cost

2681 + Powers Cost

808 + Martial Arts/Skills/Perks/Talents Cost

4000 = Total Cost

 

 

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Pts. Power/Skill/Perk/Talent END

Powers

Battlesuit

60 1) Invulnerability: Armor (20 PD/20 ED) 0

60 2) Shielding: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) 0

150 3) Chronosight: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups And Combat Sense), Discriminatory, Increased Arc Of Perception (360 Degrees), Perceive into any dimension, Reduced Endurance (0 END; +1/2) (150 Active Points) 0

80 4) Toughness: Damage Resistance (10 PD/10 ED/50 Mental Def./40 Flash Def./50 Power Def.) 0

40 5) Chronoshift: Desolidification (affected by Time Attacks), Reduced Endurance (0 END; +1/2) (60 Active Points); Instant (-1/2) 0

250 6) Master of TIme...: Suppress Time Powers 10d6, all Time powers simultaneously (+2), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (38" Radius; +1 1/4) (250 Active Points) 0

250 7) ...and Space: Suppress Teleportation Powers 10d6, all Teleportation powers simultaneously (+2), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (38" Radius; +1 1/4) (250 Active Points) 0

175 8) Slow Reaction Time: Drain 5d6, Reduced Endurance (0 END; +1/2), DEX, SPD, INT & EGO simultaneously (+1), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (175 Active Points) 0

125 9) Chronoblast: EB 10d6, Reduced Endurance (0 END; +1/2), NND (Time Powers; +1) (125 Active Points) 0

288 10) Chronostasis: Entangle 10d6, 10 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Mental Group, Stops A Given Sense Group Radio Group, Stops A Given Sense Group Sight Group, Stops A Given Sense Group Smell/Taste Group, Stops A Given Sense Group Touch Group), Cannot Be Escaped With Teleportation (+1/4), Personal Immunity (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Reduced Endurance (0 END; +1/2) (360 Active Points); Cannot Form Barriers (-1/4) 0

300 11) Dimensional Shifting: Extra-Dimensional Movement (Any Dimension, Any Location), x2,097,152 Increased Weight, Ranged (+1/2), Reduced Endurance (0 END; +1/2) (300 Active Points) 0

157 12) Flight 50", Position Shift, Reduced Endurance (0 END; +1/2) (157 Active Points) 0

172 13) Chronostep: Teleportation 50", No Relative Velocity, Position Shift, Reduced Endurance (0 END; +1/2) (172 Active Points) 0

40 14) Self-Repair Systems: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), BODY< END & STUN simultaneously (+1), Continuous (+1) (40 Active Points) 0

127 15) Disguises: Sight, Touch, Smell/Taste and Hearing Groups Images 1" radius, +/-20 to PER Rolls, Reduced Endurance (0 END; +1/2) (127 Active Points) 0

79 16) Out of Synch: Invisibility to Sight, Mental, Hearing, Smell/Taste and Touch Groups and Radio Perception , No Fringe, Reduced Endurance (0 END; +1/2) (79 Active Points) 0

51 17) Sealed Systems: LS (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; 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; Sleeping: Character does not sleep) 0

20 18) Lack Of Weakness (-20) for Normal Defense 0

20 19) Lack Of Weakness (-20) for Resistant Defenses 0

20 20) Lack Of Weakness (-20) for Mental Defense 0

20 21) Sight Group Flash Defense (20 points) 0

20 22) Hearing Group Flash Defense (20 points) 0

44 23) Mental Defense (50 points total) 0

50 24) Power Defense (50 points) 0

65 Find Weakness 18- with All Attacks 0

18 Running +9" (15" total) 2

 

Skills

3 Acrobatics 15-

3 Analyze: Combat 18-

3 Analyze: Location of Origin 18-

3 Animal Handler 25-

3 Armorsmith 15-

3 Breakfall 15-

3 Bribery 25-

3 Bureaucratics 25-

3 Climbing 15-

3 Combat Driving 15-

3 Combat Piloting 15-

3 Computer Programming 18-

3 Conversation 25-

5 Cramming

3 Cryptography 18-

3 Deduction 18-

3 Demolitions 18-

3 Disguise 18-

3 Electronics 18-

3 Fast Draw 15-

3 High Society 25-

3 Interrogation 25-

3 Inventor 18-

3 Mechanics 18-

3 Navigation 18-

3 Oratory 25-

3 Persuasion 25-

3 Riding 15-

3 Security Systems 18-

3 Seduction 25-

3 Shadowing 18-

3 Sleight Of Hand 15-

3 Stealth 15-

3 Streetwise 25-

3 Survival 18-

3 Systems Operation 18-

3 Tactics 18-

3 Teamwork 15-

3 Trading 25-

3 Weaponsmith 18-

3 PS: Soldier 18-

3 PS: Politician 25-

10 Two-Weapon Fighting (HTH)

10 Two-Weapon Fighting (Ranged)

10 Defense Maneuver I-IV

15 KS: History of the Multiverse 30-

3 Scientist

2 1) SS: Computer Engineering 18- (3 Active Points)

2 2) SS: Dimensional Engineering 18- (3 Active Points)

2 3) SS: Electrical Engineering 18- (3 Active Points)

2 4) SS: Genetic Engineering 18- (3 Active Points)

2 5) SS: Hyperspace Physics 18- (3 Active Points)

2 6) SS: Mechancal Engineering 18- (3 Active Points)

 

Perks

50 Deep Cover (Dozens of Deep Covers)

50 Favors

30 Money: is no object

125 Followers - Agents across time and space

110 Vehicles & Bases Across time and space

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Ambidexterity (-2 Off Hand penalty)

22 Combat Sense (Discriminatory, Sense) 18-

5 Eidetic Memory

2 Environmental Movement (no penalties in water)

2 Environmental Movement (no penalties in Zero Gravity)

3 Lightning Calculator

30 Lightning Reflexes: +20 DEX to act first with All Actions

3 Lightsleep

20 Resistance (20 points)

3 Simulate Death

10 Speed Reading (x10,000)

20 Universal Translator 18-

 

Base OCV: 10 Base DCV: 10 Base ECV: 10

Adjustment + Adjustment + Adjustment +

Final OCV: Final DCV: Final ECV:

 

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Range 0-4 5-8 9-16 17-32 33-64 65-128

RMod 0 -2 -4 -6 -8 -10

 

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Combat Maneuvers

Name Phase OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod.

Disarm 1/2 -2 +0 Can disarm

Dodge 1/2 --- +3 Abort, vs. all attacks

Grab 1/2 -1 -2 Grab two limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2* +0 -5 +4DC to attack

Move By 1/2 -2 -2 STR/2 + v/5

Move Through 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged attacks only

Strike 1/2 +0 +0 STR or weapon

Martial Arts

Basic Strike 1/2 +1 +0 8d6 Strike

Charge 1/2 +0 -2 8d6 +v/5 Strike, FMove

Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND

Counterstrike 1/2 +2 +2 8d6 Strike, Must Follow Block

Crush 1/2 +0 +0 10d6 Crush, Must Follow Grab

Defensive Block 1/2 +1 +3 Block, Abort

Defensive Strike 1/2 +1 +3 6d6 Strike

Defensive Throw 1/2 +1 +1 Block, Target Falls

Disarming Throw 1/2 +0 +0 Grab Weapon, 35 STR to take weapon away; Target Falls

Fast Strike 1/2 +2 +0 8d6 Strike

Flying Grab 1/2 -2 -1 Grab Two Limbs, 40 STR for holding on; FMove

Flying Tackle 1/2 +0 -1 6d6 +v/5 Strike; You Fall, Target Falls; FMove

Joint Break 1/2 -1 -2 Grab One Limb; HKA 1d6 +1 , Disable

Killing Strike 1/2 -2 +0 HKA 1d6 +1

Legsweep 1/2 +2 -1 7d6 Strike, Target Falls

Martial Block 1/2 +2 +2 Block, Abort

Martial Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm

Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort

Martial Escape 1/2 +0 +0 45 STR vs. Grabs

Martial Flash 1/2 -1 -1 Flash 4d6

Martial Grab 1/2 -1 -1 Grab Two Limbs, 40 STR for holding on

Martial Strike 1/2 +0 +2 8d6 Strike

Martial Throw 1/2 +0 +1 6d6 +v/5, Target Falls

Nerve Strike 1/2 -1 +1 2d6 NND

Offensive Strike 1/2 -2 +1 10d6 Strike

Passing Strike 1/2 +1 +0 6d6 +v/5; FMove

Reversal var -1 -2 45 STR to Escape; Grab Two Limbs

Root 1/2 +0 +0 45 STR to resist Shove; Block, Abort

Shove 1/2 +0 +0 45 STR to Shove

Takeaway 1/2 +0 +0 Grab Weapon, 40 STR to take weapon away

Weapon Bind 1/2 +1 +0 Bind, 40 STR

 

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Height: 6' 5" Weight: 220 lbs

Black Eyes Brown Hair

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