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The AniCommandos


Kharis2000

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I normally post over on the Pulp Hero board, but having located the original file of these characters (I wrote them up for the old Rogue's Gallery APA) on my HD, I thought that I'd 'share the love' as it were. So, with a little polishing, here are the AniCommandos in all their furry fury.

 

The AniCommandos were based off NPCs created by a college roomate more years ago than I want to admit to for a Heroes Unlimited game. The premise for the game was that supers were manufactured by the superpowers as covert weapons. The average man on the street didn’t know that they existed and everyone on all sides tried to keep it that way.

 

There were two basic processes used: the American system and the Russian/Chinese system. The American system guaranteed that the recipients received powers, but had the restriction that there was a huge fluctuation in the level of power given and the recipient was required to have the ultra-rare AB- blood type. The Russo-Chinese system, when it didn’t kill the recipient, usually gave a predictable power level with rare fluctuations up and down. The problem with it was that for every thousand people processed, eight hundred had nothing happen, one hundred ninety-nine died, and one person got powers.

 

The Anicommandos were the testbed subjects for the American process, and, once the process was perfected, found themselves marginalized and relegated to ‘lab duty’ – which in their case meant that they were the duty of the lab assistants to take care of.

 

This didn’t sit too well with the eight surviving subjects, so they ‘adopted’ one of the American heroes (who had been the only person to treat them as something other than test subjects) and spent their time escaping from the lab to hang out with him, try and improve his social life, occasionally fight crime on the streets of Miami, and help him with his battles against the Russian and Chinese supers.

 

For the original involved character’s part, there was a long, uphill struggle with the Powers-That-Be to get permission to create another batch of enhanced animals as mates for them. It was a battle that he finally won, though he wound up signing away his own genetic code to the Powers for use in making a series of experimental super-soldiers to buy the right for the AniCommandos to have families.

 

That, of course, only came back to haunt the character about a dozen times further down the road, and led to a whole new set of problems for the game, but he never regretted doing it. All the character had to do to remind himself of why he’d done it was to visit the RC’s at their New Mexico homestead on a downsized military base, and he remembered. By the time the game ended, that one act had led to an entire community of intelligent, empowered animals living there with their families and some human scientists and techs, and had allowed a breakthrough in the American process for making supers that let the process be tailored to produce more specific results based on individual biochemistries.

 

It also led to the world’s only all-animal covert super team, the character’s marriage to a defecting Chinese super, and the destruction of three entire drug cartels… but that’s another story, for another time.

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Geist

 

Geist

 

Background/History: Thanks to budgetary overruns of astronomical proportions, and a desperate need to produce tangible proof that their system worked, the two lead scientists on the American government’s super-empowerment program turned, to one of their lab assistants and requested a variety of animals for an ‘under-the-table’ test of the process. The assistant’s solution was a collection of common and uncommon animals looted from an exotic pet store where his girlfriend was employed.

 

Geist was the first of the AniCommandos to ‘awaken’ and realize that he was something more than just a lab specimen – and that he had powers. Geist used those powers to ensure that the rest of the AniCommandos were left untouched by the developers of the process, and has kept the group together with them. In many real ways, he is the brains and will that drive them, much as Flex Ferret is the heart and soul of the team with his good humor and concern for others.

 

It was Flex’s idea that they ‘adopt’ the hero that recognized their true nature and treated them as sentients in their own right, but Geist endorsed it wholeheartedly, and has planned many of the things they’ve done to ‘help’ their friend.

 

Personality/Motivation: Geist is the most emotionally and intellectually developed of the AniCommandos, with an IQ that would be considered very good in a human, much less a guinea pig. He’s also the only one to truly appreciate how alone they are, as he knows not even his powers can persuade the Powers-That-Be to authorize another round of processes to empower a series of mates for the AniCommandos.

 

Consequently, he’s protective and loyal to his companions, since he knows that they – and possibly their human friend – will give him the only companionship he will ever know.

 

He has been mulling over a plan for some time that would have the AniCommandos sneaking out to fight actual crime – and using the money stolen from drug dealers and the like to finance a hideaway should the Powers-That-Be finally make the decision to cancel their portion of the project. He feels that it’s necessary, but doesn’t like the moral implications that it has, which has prevented him from implementing the plan to date.

 

Geist also feels responsible for the lab assistants that tend to the AniCommandos, and tries to matchmake and solve their problems for them. In a sense, he sees them as *his* lab animals in a social engineering experiment designed to improve their lives and socialization skills.

 

Quote: “---” [Telepathic translation of mental command: “Leave the cages unlocked, James… and why don’t you call that nice young lab assistant from the Physics Section.”

 

Powers/Tactics: Geist’s powers are all mental in nature, owing to the complete utilization of his brain’s power. He can read and send thoughts, search for specific minds, and influence and control their actions. He has also mastered the technique of hooking minds into a telepathic ‘switchboard’ to allow the other commandos to communicate with him and each other. He will include others (outside the AniCommando’s hero ‘friend’) in the link only reluctantly.

Geist prefers to use his powers from a place of concealment (not a difficult task for him), and tends to concentrate his efforts on the individual he deems most likely to be susceptible to them. Whenever possible, he takes the +10 point effect to have his powers unnoticed.

 

While incredibly durable for a guinea pig, Geist is terribly fragile when compared to regular, human-sized supers, and will *always* default to defensive actions if he feels threatened, or retreat if he is in danger of being discovered.

 

He regrets doing so, but will attempt to turn guard animals against their owners in a fight, knowing that they are far more dangerous than he and many of his companions are.

 

One ability often overlooked, even by the hero that the AniCommandos have adopted, is Geist’s ability to operate devices as complex a personal computers via his ‘Systems Operations’ skill provided the controls are within his ability to manipulate. With it, he can do an incredible number of things that no one would expect or think to guard against.

 

Appearance: Geist is a large, healthy black and white guinea pig with a white blaze that runs up the center of his face.

 

Geist

 

Val Char Cost Roll Notes

-20 STR -30 5- Lift 1.6 kg; 0d6 HTH

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

10 CON --- 11-

06 Body -8 10-

13 INT 03 12-

15 EGO 10 12- ECV: 5

05 PRE -10 10-

10 COM --- 11-

02 PD 06 8PD/6rPD

02 ED 02 8ED/6rED

03 SPD 05

04 REC 04

30 END 05

20 Stun 09

 

Total Characteristics Cost: 11

 

Movement: Running 1”/2"

 

Powers & Skills END

 

20 Elemental Command of Mental Powers: 40-point reserve

33 5d6 Mind Control; Telepathic; (+¼); Reduced Endurance: ½ (+¼); Affects Human and Animal minds +10. 1

20 Mind Link: any 16 minds; Affects Human and Animal minds +10

24 5d6 Mind Scan; Reduced Endurance: ½; (+ ¼); Affects Human and animal minds +10. 1

24 5d6 Telepathy; Reduced Endurance: ½ (+¼); Affects Human and Animal Minds +10 1

 

10 Mental Defense: 13 total points

12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

 

01 Leaping: Leaping +1” (1” forward, ½” upward)

-10 Short Legs: -5” Running

-01 Short Legs: -1” Swimming

06 Animal Senses: +2 PER with all Sense Groups

05 Animal Eyes: Nightvison

 

Skills

30 Hard To Hit: + 6 DCV

10 Practiced Mentalist: +2 with Mental Powers

 

03 Animal Handling 12-

05 AK: ‘The Lab’ 11-

03 Breakfall 12-

03 Bureaucratics 10-

10 Concealment [self Only (-½)] 17-

03 Climbing 12-

05 KS: Lab Rules and Procedures 14-

05 KS: Laboratory Gossip 14-

03 KS: Life of ‘Adopted’ Hero 13-

--- Language: English (Native, Literate)

03 Language: German (Fluent, Literate)

03 Paramedic 12-

03 Persuasion 10-

03 Riding 12-

03 SC: Psychology 12-

15 Stealth 18-

03 Survival 11-

03 Systems Operation 12-

02 Teamwork 13-

02 TF: Riding Animals

 

Total Powers and Skills Cost: 264

Total Character Cost: 275

 

Disadvantages: 100+

15 Distinctive Features: Large, well-groomed guinea pig (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.25m; +9’ KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

Quirks:

01 Considers the lab assistants and workers to be ‘his’ experimental specimens

01 Secretly – and guiltily – enjoys watching cheesy kung fu movies

01 Enjoys having his fur brushed

102 Empowered Guinea Pig Bonus

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Bombardier Bat

 

Bombardier Bat

 

Background/History: Bombardier was one of the last of the AniCommandos to ‘awaken, ’thanks to the growth process that he went through as a result of the empowerment process. When he did, however, he was delighted with the changes the process had made. He was larger, stronger, faster... and smart!

 

Personality/Motivation: Bombardier is happy with his current status, perhaps the second best adjusted member of the AniCommandos behind Flex Ferret. He’s smart now, he can understand music, and what the humans are saying to each other, and best of all, he has friends that are smart too.

 

He likes listening to music, particularly pop music, and sometimes ‘dances’ while clinging to his perch in the lab. To the other AniCommando’s horror, Bombardier has decided that Brittany Spears has the *perfect* voice, and insists on listening to her music and singing along with it whenever he can. (What this says about Brittany when one considers what Bombardier’s voice sounds like is best left alone)

 

He’s loyal to his friends, and to the hero that they’ve adopted, and thinks that Geist is the best leader the group could hope for.

 

Powers/Tactics: With one exception, Bombardier’s powers are largely all just amplifications of his normal abilities. He flies faster than a normal bat, his hearing is more acute, he’s almost immune to sonic attack, and his Sonar is both more powerful and can be used to deafen a target. The exception, of course, is the power that he draws his name from: his ‘bombs.’

 

Essentially, his system processes his guano into a highly explosive incendiary substance that detonates on impact. The ‘bombs’ have a bursting power equal to that of a 40mm grenade, and can devastate a wide area thanks to their extremely concentrated power.

 

If forced to fight, Bombardier prefers to open with his screech, and then dodge erratically across the field of combat until he can let loose with a ‘bomb’ without injuring one of his companions. He and Retro Rat make the deadliest combat combination in the AniCommandos when they coordinate their attacks.

 

Quote: “Skreee K-kreee!!!!” [Translated by Mindlink as: ‘Bomb’s away!”]

 

Appearance: Bombardier Bat is a Natterer’s bat of unheard of size, thanks to the process he underwent. Where the average member of his species is, at most, a few inches long, Bombardier stands a full foot tall and has a wingspan of almost a yard. He predominantly brown, with a white breast and large ears. Other than the increased volume of his screech, and the unnatural speed at which he flies, there is no visible manifestation (beyond the obvious) when he uses his powers.

 

 

Bombardier Bat

 

Val Char Cost Roll Notes

-15 STR -25 04- 3.2 kg/ 0d6

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

10 CON --- 11-

06 BODY -08 12-

08 INT -02 11-

05 EGO -10 10- ECV: 5

10 PRE --- 11-

10 COM --- 11-

02 PD 02 8 PD/6 rPD

02 ED 02 8 ED/6 rED

4 SPD 10

12 REC ---

30 END 05

20 STUN 09

 

Total Characteristics Cost: 13

 

Movement: Running 0”

Flight: 15”/30”

 

Powers & Skills END

 

30 Piecing Shriek: Hearing Group Flash 4d6; Reduced END (0 END; +1/2) 0

40 Sonic Immunity: Energy Damage Reduction, Resistant, 75% (60 active points); Only Works Against Sound (-1/2)

45 Explosive Guano: RKA 2d6 Explosion (-1 DC/2”; +3/4), +1 Increased STUN Multiplier(+1/4)(60 active points); 8 Charges (-1/2)

45 Bat’s Wings: Flight 15”; Reduced END (0 END; +1/2) 0

-12 Tiny, Awkward Legs: Running –6”

20 Sonar: 360° Active Sonar

10 Bat’s Ears: +5 PER with Hearing Group

12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

 

Skills

40 Hard To Hit: +8 DCV

07 Agile Flyer I: +2 DCV; Only When Using Flight (- ½)

10 Agile Flyer II: +5 levels with Flight

15 Skilled: +3 with ‘Bat Powers’

 

03 Acrobatics 13-

04 AK: The Lab 12-

15 Concealment [self Only (- ½)] 21-

06 KS: Popular Music 14-

06 KS: Brittany Spears Songs 14-

01 PS: Singing [Really ‘Rhythmic Squeaking’] 08-

19 Shadowing 21-

03 Stealth 13-

07 Survival 13-

03 Talent: Perfect Pitch

03 Teamwork 13-

 

 

Total Powers and Skills Cost: 332

Total Character Cost: 345

 

Disadvantages: 100+

15 Distinctive Features: Extremely large Natterer’s bat (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.5m; +9’ KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psychological Limitation: Always Good-Natured And Cheerful (Common, Moderate)

10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

Quirks:

01 Likes Mexican food

01 Listens to pop music and dances to it while hanging upside down in his cage

01 Thinks Brittany Spears has the perfect voice

162 Empowered Bat Bonus

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Retro Rat

 

Retro Rat

 

Background/History: One of the AniCommandos that ‘awoke’ at roughly the same time (the others were Blink, Quantum, and HedgeHammer), Retro’s powers were discovered when a lab assistant tried to pick him up and take a blood sample. The resulting damage to the lab (and the assistant) was all the proof that the scientists needed to realize that their process was, indeed a success.

 

Personality/Motivation: Retro isn’t an incredibly happy rat. He’d much rather be hanging out at a trash dump, or checking out the crawlspaces and access tunnels of the lab than sitting in a cage watching TV. And then there’s this whole ‘no mates’ thing to add to his general irritation.

 

His friends make it worthwhile most of the time, and when he discovered rap music and realized that even humans got angry and wanted to lash out, he felt a lot better. Still, he is the AniCommando most likely to lash out with his powers, and is always the first one to use them in defense of himself or the others.

 

Quote: “Squeeek!” [Translated by Mindlink as: “Flame on, suckah!”]

 

Powers/Tactics: Retro has the ability to generate an aura of plasma flame around himself, and derives his other powers from manipulation of that aura.

 

His primary ability is that of flight, and he is the second-fastest of the AniCommandos in straight-line movement ability, exceeded only by Race rabbit. When in flight, the flaming plasma trail that provides him with thrust extends behind him, trailing for a long distance if space permits, or splashing down onto the ground if he hovers. That ‘tail’ as he calls it, generates extreme heat, and is potentially lethal to unprotected individuals caught in it, as well as to the environment at large. His aura generates damaging temperatures as well, and while not as hot as his ‘tail’ it does generate damaging temperatures and has been known to ignite materials in contact with it.

 

When his powers are active, Retro is virtually immune to damage from fire or heat, although the effects of smoke can still disable him. If forced to enter combat, Retro will ignite his aura and seek to use his ‘tail’ to attack as many individuals as possible. He is especially dangerous in combination with Bombardier Bat. Retro will always default to a defensive action if attacked, and frequently tries to sneak to an advantageous position before activating his powers since they preclude stealth of any sort.

 

Appearance: Retro Rat is a slightly larger than normal lab rat with white fur and pink eyes. When he activates his powers, he is wreathed in a flaming aura that totally surrounds him. In flight, his aura distends to a teardrop shape, forming a flaming trail that extends behind him, providing thrust.

 

 

Retro Rat

 

Val Char Cost Roll Notes

-20 STR -30 04- 1.6 kg; 0d6

16 DEX 18 12- OCV: 5/DCV: 5

10 CON --- 11-

06 Body -08 10-

08 INT -02 11-

05 EGO -10 10-

08 PRE -02 11-

10 COM --- 11-

02 PD 06 8PD/6rPD

02 ED 02 8ED/6rED

04 SPD 10

04 REC ---

30 END ---

20 Stun 03

 

Total Characteristics Cost: -13

 

Movement: Running 1”/2"

Flight: 10”/160”

 

Powers & Skills

 

59 Flame Aura: HKA 1d6 Damage Shield (does damage in HTH Combat; +3/4), Continuous (+1), Reduced END (0 END, +1/2)(49 active Points); No STR Bonus (-1/2)(33 points) plus RKA 1d6, Continuous (+1), Uncontrolled (can be doused with water, sand, and the like; +1/2), Reduced END (0 END, lasts for the lesser of 5 phases or until doused; +1/2)(45 active Points); No Range (only works on targets who touch, or are touched by, the Flame Aura; -1.2), Linked (RKA may be used in any phase in which Damage Shield is in use; -1/4)(26 total points)

 

34 Flaming Trail: RKA 2d6, Area of Effect (12” Line; +1), Reduced Endurance (0 END; +1/2)(75 active points); No Range (-1/2), Linked (RKA may be used in any phase in which Damage Shield is in use; -1/4), Always Aimed In Opposite Direction To Direction Of Travel (-1)

 

40 Fiery Body I: Energy Damage Reduction, Resistant, 75% (60 active points); Only Works Against Fire/Heat (-1/2)

10 Fiery Body II: Force Field +10 ED, Reduced END (0 End; +1/2)(15 active points); Only Works Against Fire/Heat (-1/2)

45 Fiery Flight: Flight 10” x8 NCM; Reduced Endurance (0 END; +1/2)

 

12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

5 Rat’s Teeth: HKA 1 pip w/STR

1 Leaping: +1”

-10 Short Legs: Running -5”

-01 Short Legs: Swimming -1”

06 Animal Senses: +2 PER w/All Senses

05 Animal Eyes: Nightvision

 

Skills

 

30 Hard To Hit: +6 DCV

04 Wagging His Tail: +2 Levels with ‘Tail’

06 Better Flier Than You’d Think: +3 Levels with Flight

 

03 Acrobatics 12-

03 AK: The Lab 11-

06 AK: Campaign City Sewer and Water Systems 14-

03 Climbing 12-

10 Concealment [self Only; (-1/2)] 17-

03 KS: Rap Music 11-

--- Language: English (Native, Literate)

15 Stealth 18-

03 Streetwise 11-

03 Teamwork 12-

 

 

 

Total Powers and Skills Cost: 301

Total Character Cost: 288

 

Disadvantages: 100+

15 Distinctive Features: Large, well-groomed white rat (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.25m; +9’ KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psychological Limitation: Bad Temper (Common, Moderate)

10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

Quirks:

01 Likes to explore sewers and tunnels

01 Listens to rap music

01 Prefers his cheese toasted

102 Empowered White Rat Bonus

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The HedgeHammer

 

The HedgeHammer

 

Background/History: Part of the group of AniCommandos that all ‘awakened’ at the same time (the others were Retro, Blink, and Quantum), HedgeHammer armored up for the first time when Retro powered up and started a laboratory fire. He hasn’t looked back since.

 

Personality/Motivation: He likes being ‘the world’s strongest hedgehog’ and rarely transforms back to his normal form until he needs to eat or drink. He does still worry about his status as a lab animal, and the lack of asocial life he and the other AniCommandos have, but he trusts Geist will figure that out in time. He spends far too much time watching professional wrestling on the televisions that the lab assistants brought in to keep the AniCommandos quiet, and tends to act and speak like one of the larger-than-life characters he idolizes so much.

 

Like all the AniCommandos, he’s loyal and protective of the others, and their adopted hero, but can’t resist a few ‘ring-style’ jabs at the gloomier members like Retro occasionally. Of all the group, he is the only one to instinctively ‘get physical’ with opponents, and is the most likely to interpose himself to protect another member.

 

Quote: “murmurmurmurmurmur.” [Translated by Mindlink as: “What’cha gonna do, when the HedgeHammer runs wild on you?”]

 

Powers/Tactics: HedgeHammer has the power to transform himself into a super-dense solid metal form. In that form, his strength rises to an unimaginable (for a hedgehog, anyway) degree, and he becomes extremely hard to injure. Once transformed, his quills become razor-sharp needles that can injure anyone making contact with them. His polished, reflective metal skin is resilient enough that many ranged attacks either deflect away on impact, or become lost in a maze of reflections in the quills covering him and dissipate harmlessly.

 

In a fight, HedgeHammer will try to close with his opponents undetected and use his unexpected strength to knock them to the ground. His short limbs make grappling difficult, but he is capable of lunges and strikes that allow him to use his strength to damage others and knock down objects. Although he has never used it, he and Bombardier Bat have a tactic worked out that involves Bombardier carrying HedgeHammer in his untransformed form over a fight to drop him onto a target, with HedgeHammer transforming to his metal form as soon as he’s released.

 

Appearance: The HedgeHammer is a very large English Hedgehog. When he activates his powers, he transforms to a mirror-polished, metal form that bristles with razor-sharp quills. When using his powers, his weight increases dramatically, and rises to just short of 300 pounds.

 

The HedgeHammer

 

Val Char Cost Roll Notes

0/25 STR -10 13- 800 kg; 5d6

15 DEX 30 13- OCV: 5/DCV: 5

20 CON 20 13-

12 Body 12 12-

08 INT 08 13-

05 EGO 08 12-

10 PRE 10 13-

10 COM --- 11-

05 PD 05 20PD/10rPD

05 ED 01 20ED/10rED

03 SPD 05

06 REC 04

40 END ---

30 Stun 08

 

Total Characteristics Cost: 101

 

Movement: Running 3”/6"

 

 

Powers & Skills

50 Body of Steel I: Density Increase (x128 Mass, +25 STR, +5PD, +5ED); Reduced Endurance (0 END; +1/2), Persistent (+1/2)(50 active points); Visible (-1/4)

24 Body Of Steel II: Armor +10PD/+10ED (30 active points); Linked (Armor may be used in any phase in which Density Increase is in use; -1/4)

24 Body of Steel III: Missile Deflection vs. All, +5 OCV (30 active points); Linked (Missile Deflection may be used in any phase in which Density increase is in use; -1/4)

32 Quills of Steel: HKA 1d6 Damage Shield (does damage in HTH Combat; +3/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1)(56 active points); No STR Bonus (-1/2), Linked (Damage Shield may be used in any phase in which Density Increase is in use; -1/4)

 

3 Leaping: +3” (3” forward/1½” upwards)

-03 Short Legs: Running -3”

-01 Short Legs: Swimming -1”

06 Animal Senses: +2 PER w/All Senses

05 Animal Eyes: Nightvision

 

Skills

30 Hard To Hit: +6 DCV

15 Doing It Like They Do In The Ring: +3 Hand-To-Hand

10 Look Out Little Buddy!: +5 with Dive For Cover

 

03 Acrobatics 12-

03 AK: The Lab 11-

03 Climbing 12-

10 Concealment [self Only; (-1/2)] 17-

06 KS: Professional Wrestling World 14-

--- Language: English (Native, Literate)

15 Stealth 18-

03 Streetwise 11-

03 Teamwork 12-

 

Total Powers and Skills Cost: 241

Total Character Cost: 342

 

Disadvantages: 100+

15 Distinctive Features: Large, well-groomed English hedgehog (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.25m; +9’ KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psychological Limitation: Professional Wrestling Mentality (Moderate, Common)

10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

Quirks:

01 Loves professional wrestling

01 Prefers his metal form

01 Sneaks drinks from the other AniCommando’s water bowls

159 Empowered Hedgehog Bonus

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Blink Badger

 

Blink Badger

 

Background/History: One of the group of AniCommandoes that all ‘awoke’ essentially at the same time (the others being Retro, the HedgeHammer and Quantum), he discovered his powers when Retro flamed on for the first time and his cage caught fire. His instinctive desire to escape deposited himself and the other commandos in the small exercise enclosure three rooms away when the first technician with a fire extinguisher charged into the then-burning lab.

 

Personality/Motivation: Blink is fairly well adjusted for a badger with the intelligence of an average human and the power to teleport. He’s the most complacent of the AniCommandos, and rarely gets upset or angry, even with the acerbic Retro. His powers were a great gift to him, and he’s generally happy to sit and watch the television he now understands, steal snack food from the laboratory cafeteria, and hang out with his friends.

 

Like most of the AniCommandos, Blink is protective and loyal to his companions, although in his case it’s less because they’re the only creatures like themselves on earth, and more because he genuinely likes them. Of all the AniCommandoes, he’s the only one that tries to spend time with each of the others every day.

 

Quote: “Grumble… Grumble…” [Translated by Mindlink as: “Everybody ready? We go on three… two… one… ”]

 

Powers/Tactics: Blink, while not a world-class teleporter is still powerful and versatile one. He can teleport just himself, or can carry up to 400 kilograms worth of passengers and cargo selected from anyone or thing within 10 meters of him. His range varies greatly, from as little as a few meters to as much as sixty kilometers, depending on what it is that he’s trying to do.

 

The largest limitation on his mass teleport powers is that he can only transport personnel and objects with them to locations that he has spent time scouting out and memorizing. Consequently, he will often scout out an area with one of the others, usually HedgeHammer or Retro, and have several fallback points memorized before any planned operation. His permanent, fixed location is ‘The Lab’ and he makes certain to insert everyone into the proper cages when he uses it.

 

He can teleport himself in a ‘stutter step’ fashion, making it extremely difficult to draw a bead on him, but he is still not the hardest to hit of the AniCommandos.

 

Lacking any offensive powers, he tends to hang back and hold his action to evacuate the team or their adopted hero if need be. If threatened, he is likely to blink out and return to monitor the fight from another location.

 

Appearance: Blink is a large, somewhat overweight, badger with typical coloration.

 

Blink Badger

 

Val Char Cost Roll Notes

-20 STR -30 5- Lift 1.6 kg; 0d6 HTH

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

10 CON --- 11-

08 Body -4 10-

08 INT -02 10-

08 EGO -04 10- ECV: 4

05 PRE -10 10-

10 COM --- 11-

02 PD 06 8PD/6rPD

02 ED 02 8ED/6rED

03 SPD 05

04 REC 04

30 END 05

20 Stun 07

 

Total Characteristics Cost: -06

 

Movement: Running 1”/2"

Swimming 1”/2”

Teleport A: 10”/160”

Teleport B: 1 km/60km

Teleport C: 10”/1280”

 

Powers & Skills END

 

125 Teleportation Multipower: 125-point reserve

5u 1) Move ‘em Out I: Teleportation 10”, Increased Mass (400 kg), Position Shift, x8 NCM (160”), AoE (Any 5” Area; +1), Selective (+1/4), Useable Against Others (+1/4) (125 point Active Cost); Extra Time (Extra Phase, -3/4), Only To Fixed Locations (-1/2) 12

5u 2) Move ‘em Out II: Teleportation 5”, Increased Mass (400 kg), Position Shift, x8 NCM (60”), Megascale (1”=1km; +1/4), AoE (Any 5” Area; +1), Selective (+1/4), Useable Against

Others (+1/4)(110 Active Point Cost); Extra Time (Extra Phase; -3/4), Only To Fixed Locations

(-1/2) 11

9u 3) Gone In A Blink: Teleportation 10” x256 NCM (1280”) No Relative Velocity, Reduced Endurance (0 END, +1/2) ----

4u 4) Now You See Me…: Blink Teleport: +8 DCV

 

1 Home Is Where The Cage Is: 1 Fixed Location (The Lab)

25 It’s A Nice Place To Visit: 5 Floating Locations

12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

 

01 Leaping: Leaping +1” (1” forward, ½” upward)

-10 Short Legs: -5” Running

-01 Short Legs: -1” Swimming

06 Animal Senses: +2 PER with all Sense Groups

05 Animal Eyes: Nightvison

 

Skills

20 Hard To Hit: + 4DCV

 

05 AK: ‘The Lab’ 13-

05 AK: Campaign City 13-

05 AK: Campaign Country 13-

03 Breakfall 12-

10 Concealment [self Only (-½)] 17-

03 Climbing 12-

05 KS: Human Snack Food 13-

--- Language: English (Native, Literate)

15 Stealth 18-

03 Survival 11-

02 Teamwork 13-

 

Total Powers and Skills Cost: 241

Total Character Cost: 235

 

Disadvantages: 100+

15 Distinctive Features: Large, slightly overweight badger (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.5m; +6”KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psych Lim: Wants To ‘Help’ Hero Who Helped Him And His Friends (Common, Moderate)

Quirks:

01 Secretly Wishes He’d Gotten Race’s Powers

01 Prefers human food to what the lab assistants give him

01 Teleports almost everywhere – hasn’t walked more than fifteen consecutive feet in the last year

175 Teleporting Badger Bonus

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Rush Rabbit

 

Rush Rabbit

 

Background/History: Rush was the last of the AniCommandos to awaken, his powers not activating until after Blink had pulled all of them out of the burning laboratory. When they did, he was so startled that he took off and took almost an hour to find his way back again, despite a one-sided encounter with one of the guard dogs outside the facility. (He picks on the animal every chance he gets now).

 

Personality/Motivation: Rush lives life in fast-forward. He’s the fastest rabbit alive, and he wants everyone to know it – but especially that stupid dog on the gate outside the lab.

 

He’s got the same reckless trait that seems typical of speedsters, and never seems to grow tired of how cool it is that he can run so fast that water is the same as concrete to him, or that he can run up walls and along ceilings.

 

He’s not as friendly as Flex or Blink, as cheerful as Bombadier, or as acerbic as Retro, making him the median line for the group. He’s a bit sad that there are no lady rabbits for him to impress with his speed, but he’s content for now to wait and see what Geist can do about that.

 

Powers/Tactics: While he may not really be faster than a speeding bullet all the time like another superheroic character, when he goes all-out, Rush is capable of speeds well in excess of Mach 4, making him the undisputed fastest rabbit alive.

 

When running, his reaction time increases to match his raw speed, making him virtually impossible to hit, as he can simply jink out of the way of any attack before it lands. He remains vulnerable to other speedsters, as their reactions can match his own, but hasn’t, to date, had a problem with one.

 

His lack of mass and manipulative limbs has hindered Rush in developing many other uses for his powers that other speedsters do, but he has developed one stunt that has a great effect on targets standing on the ground: he zips around their feet at incredible velocity, distracting them and making it difficult to concentrate on combat or the use of purely physical skills.

 

Quote: “-----” [Translated by Mindlink as: “Forget the guy in blue spandex – I’ve got your ‘faster than a speeding bullet’ right here!”]

 

Appearance: Rush is a large, North American jackrabbit, mostly a dirty white in color, but with darker orange-tan ears with black tips and orange-tan patches around his eyes (he refers to it as his ‘mask’), mouth, and nose. When he is in motion, his form is normally blurred out to a white streak.

 

 

Rush Rabbit

 

Val Char Cost Roll Notes

-5 STR -15 08- 12.5 kg/ 0d6 [1]

28 DEX 54 16- OCV: 10/DCV: 10

15 CON 10 15-

08 BODY -04 11-

08 INT -02 11-

08 EGO -04 10- ECV: 3

10 PRE --- 11-

10 COM --- 11-

02 PD 02 8 PD/6 rPD

02 ED 02 8 ED/6 rED

05 SPD 10

06 REC 06

40 END 05

25 STUN 09

 

Total Characteristics Cost: 73

 

Movement: Running 7”/14”

Hyper Running A: 24”/48”

Hyper Running B: 10km/40 km

 

Powers & Skills END

 

75 Hyper-Rabbit Running Multipower: 75-point Reserve

5u 1) Run Like The Wind 1: Flight 24” Reduced END (0 END; +1/2)(72 Active Points); Only In Contact With A Surface (+1/4) 0

7u 2) Run Like The Wind II: Fight 10” x4 NCM, Megascale (1”=1 km; +1/4), Noncombat Acceleration/Deceleration (+1), Reduced END (0 END; +1/2)(69 Active Cost); Only In Contact With A Surface (-1/4) 0

 

27 Just A Jink To The Left: Desolidification [Affected by Mental Powers, Magic, and Other Superspeed Attacks](40 Active Points); May Not Pass Through Solid Objects (-1/2) 4

52 Master Of Being Underfoot: Change Environment 16” Radius, –4 to all DEX Rolls and DEX-Based Skill Rolls, -2 OCV/-2 DCV, Selective (+1/2)(91 Active Points); No Range (-1/2), Only Versus ‘Grounded’ Targets (-1/4) 9

 

08 Gnashy Rabbit Teeth: HKA 1/2d6 [1/2d6 w/STR]

10 Swift: Running +5” (7” total)

03 Rabbit’s Legs: Leaping +3” (4” forward, 2” upward)

06 Animal Senses: +2 PER w/ all Sense Groups

04 Rabbit’s Ears: +2 PER with Hearing Group

05 Animal Eyes: Nightvision

12 Artful Dodging: Combat Luck 6 PD/ED Armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

 

Skills

40 Hard To Hit: +8 DCV

 

03 AK: The Lab 11-

03 Breakfall 15-

15 Concealment [self Only (- ½)] 21-

15 Shadowing 21-

07 Stealth 17-

07 Survival 13-

03 Teamwork 11-

 

 

Total Powers and Skills Cost: 295

Total Character Cost: 368

 

Disadvantages: 100+

15 Distinctive Features: White jackrabbit (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.25m; +9’ KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psychological Limitation: Reckless (Common, Moderate)

10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

Quirks:

01 Runs circles around dogs

01 Likes to run across water to watch his roostertail

01 Eats in ‘quick time’

245 World’s Fastest Rabbit Bonus Bonus

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Flex Ferret

 

Flex Ferret

 

Background/History: Flex was the next-to-last AniCommando to have their powers awaken, and the one to have them awaken most comically. He started to wriggle to escape when a lab assistant picked him up, and before he realized what had happened, he had lengthened to over thirty feet long and was wrapped up around the tech.

 

Personality/Motivation: Flex is the single best-adjusted individual member of the AniCommandos. As he sees it, he’s not only smart, has a great bunch of friends, and gets to play all sorts of games - but he has really cool powers to boot.

 

He’s always there to lend a paw if one of the others needs him (and occasionally when they don’t), always making jokes or clowning around, and generally is the heart and soul of the team as much as Geist is the brains. Even Retro can’t maintain his normally acerbic attitude in the face of Flex’s attempts to make him laugh.

 

Quote: “Yeek! Yeek!!” [Translated by Mindlink as: “Hey! Think I’m gonna dance now!”]

 

Powers/Tactics: The experimental process that gave the AniCommandos their powers seemed to be demonstrating a sense of humor when it came to Flex. He’s able to extend his body out like a rubber band, reaching a length of almost twenty meters at full extension. His physical tissues are so resilient that many attacks are absorbed entirely, others blunted, and some even reflected back the way they came. During all of this, his form stretches and distends alarmingly, but so far has always snapped back to normal. Flex’s best two tricks are to wrap himself around a target, literally tying them up with his elastic form, and (his favorite), the ability to inflate himself up to the size of a normal human being.

 

Appearance: Flex is a classically colored ferret with dark fur, a white undercoat and face, and a dark mask around his eyes. When he stretches, his fur elongates too, although he can look somewhat ‘patchy’ at fullest extension. When he ‘gets big’ as he calls it, he inflates himself up to the size of an average human being.

 

Flex Ferret

 

Val Char Cost Roll Notes

-20 STR -30 04- 1.6 kg; 0d6

16 DEX 18 12- OCV: 5/DCV: 5

10 CON --- 11-

06 Body -08 10-

08 INT -02 11-

05 EGO -10 10-

08 PRE -02 11-

10 COM --- 11-

02 PD 06 8PD/6rPD

02 ED 02 8ED/6rED

04 SPD 10

04 REC ---

30 END ---

20 Stun 03

 

Total Characteristics Cost: -13

 

Movement: Running 1”/2"

Flight: 10”/160”

 

Powers & Skills END

 

20 Flexible Ferret Body Elemental Command: 40-pt. Reserve

22 1) Super Elastic Ferret Body: Stretching 10” Reduced END (1/2 END; +1/4) 1

25 2) Like Hitting A Rubber Ball: 50% Damage Reduction vs. PD, Resistant, plus 25% Damage Reduction vs. ED 0

21 3) Back At You!: Missile Deflection vs. all, Costs END (+1/2), plus Missile Reflection (Only Back At Attacker); Physical Missiles Only (-1), Costs END (-1/2) 4

20 4) Cuff Him Danno: Entangle 6d6 DEF 6, Backlash (+1/2)(90 Active Points); Feedback (Flex Takes All Damage Done To Entangle By Anyone Other Than The Victim, -1), No Range (-1/2), Cannot Form Barriers (-1/4)

 

08 Elastic Ferret Wriggle: +4” Running (10” total)

45 Inflated Sense Of Self: Growth 30 points. [+30 STR, +6 Body, +6 Stun, +6” Knockback Resistance, Normal Human Mass 0

08 Inflated Sense of Self II: +12 PRE, Offensive Only (-1/2) 0

 

12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

5 Ferret Teeth: HKA 1/2d6 [1/2d6 w/STR]

1 Leaping: +1”

-01 Short Legs: Swimming -1”

06 Animal Senses: +2 PER w/All Senses

05 Animal Eyes: Nightvision

 

Skills

 

30 Hard To Hit: +6 DCV

 

03 Acrobatics 12-

03 AK: The Lab 11-

03 Climbing 12-

10 Concealment [self Only; (-1/2)] 17-

07 PS: Dance 13-

03 KS: Dance Styles 11-

--- Language: English (Native, Literate)

15 Stealth 18-

03 Teamwork 12-

 

 

 

Total Powers and Skills Cost: 274

Total Character Cost: 261

 

Disadvantages: 100+

15 Distinctive Features: Slightly scruffy ferret that moves utterly bonelessly (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.25m; +9’ KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psychological Limitation: In It For The Fun (Common, Moderate)

10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

Quirks:

01 Likes to ‘Get Big’ and dance

01 Watches reruns of ‘American Bandstand,’ ‘Soul Train,’ and “Dance Party USA’

01 Secretly wants to be a professional sports team mascot

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Quantum Cat

 

Quantum Cat

 

Background/History: Part of the group of AniCommandos that all ‘awakened’ at the same time (the others were Retro, Blink, and the HedgeHammer), Quantum first phased out during the confusing episode when Retro’s power activated for the first time and Blink moved them all to the exercise area.

 

Personality/Motivation: Quantu is primarily a cat, and enjoys all the charming - and not so charming - behavior common to the species. In his case, though, he actually *knows* that he's lying on the report you need, leaving fur on your tuxedo, and clawing up your favorite chair. He's protective of the other AniCommandos, especially (oddly enough given their respective species) Retro, and is willing to unleash his deadly Flashing Paws Of Quantum Death on anyone he believes is trying to inflict serious harm on his friends. He doesn't speak much, but when he does, he's usually either serious or making fun of someone in a dry catlike way.

 

Quote: “Meeeee-row!” [Translated by Mindlink as: “Put the rat down or I’m going to claw you a new one!”]

 

Powers/Tactics: Quantum’s powers allow him to alter the quantum level of his physical makeup and slip between the molecules that make up normal matter. He does this on an instinctive level, matching the quantum frequencies on a constant basis to such a perfect degree that he sustains himself by the energy interplay on the quantum level, requiring no food or oxygen while in his altered state, and being immune to conditions as extreme as outer space.

 

He’s also taught himself several additional uses for the ability: He can match the quantum frequency of microscopic particulate matter in the air and literally walk on it, appearing to walk on thin air. He has mastered the ability of hardening his claws on the quantum level so that they will affect the material world while he remains out of phase.

 

Appearance: Quantum is a male Siamese cat, with dark chocolate brown points. When his Quantum powers are active, he becomes wispy around the edges, as if bits of him were trailing off and dissipating.

 

 

Quantum Cat

 

Val Char Cost Roll Notes

-15 STR -25 6- 3.2 kg; 0d6 [1]

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

12 CON 04 11-

10 Body --- 11-

11 INT 01 11-

08 EGO -04 10-

10 PRE --- 11-

12 COM 01 11-

02 PD 02 8 PD/6 rPD

02 ED --- 8 ED/6 rED

04 SPD 10

06 REC 08

40 END 08

30 Stun 18

 

Total Characteristics Cost: 43

 

Movement: Running 10”/20"

 

 

Powers & Skills END

 

60 Walks Through Walls: Desolidification (Affected by Mental Powers, Magic, and Quantum Displaced Individuals), Reduced END (0 END, +1/2) 0

21 Quantum Claws: Affects Physical World for Flashing Claws of Doom (+2) +2

20 Walks On Air: 10” Flight, Reduced END (0 END; +1/2)(30 Active Points); Linked to Desolidification (-1/2) 0

10 Quantum Displacement: Life Support (Self-Contained Breathing, Safe Environments: Low Pressure/Vacuum, High Pressure, High Radiation, Intense Cold, Intense Heat)(16 Active Points); Linked to Desolidification (-1/2) ----

 

 

05 Bite: HKA 1 pip (1 pip w/STR) 1

05 Flashing Claws of Doom I: HKA 1 pip (1 pip w/STR) 1

02 Flashing Claws of Doom II: Autofire (5 shot) for Claws +1

03 Pounce: +3”Leap (3” forward/1½” upwards)

08 Quick Kitty Feet: +4” Running (10”)

09 Cat’s Senses: +3 PER w/All Senses

05 Cat’s Eyes: Nightvision

05 Cat’s Nose: Tracking for Normal Scent

 

Skills

20 Hard To Hit: +4 DCV

10 Skilled Hunter: +2 Hand To Hand

 

 

09 AK: The Lab 14-

03 Breakfall 13-

03 Climbing 13-

13 Concealment [self Only; (-1/2)] 19-

09 KS: Cat-related Entertainment 14-

09 KS: Chuck Jones’ Tom and Jerry Cartoons 14-

--- Language: English (Native, Literate)

15 Stealth 18-

03 Streetwise 11-

03 Teamwork 12-

 

Total Powers and Skills Cost: 251

Total Character Cost: 294

 

Disadvantages: 100+

15 Distinctive Features: Large, well-groomed English hedgehog (Not Concealable; Always Noticed)

15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

10 Physical Limitation: Tiny (.25m; +9’ KB)

20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

10 Psychological Limitation: Lets Humans Think They’re In Charge (Moderate, Common)

10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

Quirks:

01 Watches the musical Cats at least once a week – has worn out two DVDs.

01 Prowls the lab at night

01 Sunbathes in major pathways

111 Cat Who Walks Through Walls Bonus

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Notes on using the AniCommandos

 

When GMing for the AniC’s the biggest thing to remember is that they aren’t people. They don’t think like people, and their reactions won’t always be for reasons that humans would think of. They prefer direct solutions to problems, and have an animal’s disregard for human concepts like ‘laws’ and ‘morality’ and ‘private property rights.’ (In the original game, their first attempted solution to their adopted hero’s lack of a social life was to knock over a drug deal, steal the money, and then use their stolen funding to throw a ‘block party’ for him with free drinks and a live band, and then invite no less than three University Of Miami sororities.)

 

They don’t balance out in terms of combat power to defensive ability – while some of them have powers that are potentially lethal to normal humans and even some supers, the AniCommandos all can take damage less well than any normal PC. They’re quick, they have high DCVs and some resistant defenses (mostly through Combat Luck) – but there’s really nothing backing that up. The reason for that is simple: they’re not supposed to be in fights with Mechanon. Heck, or Bulldozer for that matter. They’re there for color, a bit of humor, a nice change from the usual ‘Slightly Less powerful’ NPCs, and to ask questions that the PCs might not know were even there. (Ranging from, ‘Why did you hit Icicle” Aren’t you all the time telling us how pretty she is and how you’d like to take her out?’ to ‘I thought you said that killing people was bad?’) That’s not to say that the AniCommandos can’t save their adopted hero’s bacon in a pinch, just that as fragile as they are, it’s not something you want to count on.

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