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WIP: Conquest


Enforcer84

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Conquest

Val Char Cost Roll Notes

70 STR -2 23- Lift 409.6tons; 14d6

30 DEX -4 15- OCV: 10/DCV: 10

35 CON -2 16-

35 INT 25 16- PER Roll 16-

30 EGO 20 15- ECV: 12 - 9

40 PRE 5 17- PRE Attack: 8d6

 

10 OCV 0

10 DCV 0

12 OMCV 27

9 DMCV 18

7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

 

2+28 PD 0 Total: 2/30 PD (0/28 rPD)

2+28 ED 0 Total: 2/30 ED (0/28 rED)

20 REC 0

120 END 0

25 BODY 0

120 STUN 0 Total Characteristic Cost: 117

 

Movement: Running: 12m/24m

Flight: 85m/170m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

96 Gadget Pool: Variable Power Pool (Gadget Pool), 60 base + 90 control cost, (105 Active Points); all slots IIF (-¼)

40 Mobility: Multipower, 50-point reserve, (50 Active Points); all slots Only In Alternate Identity (-¼)

4f 1) Closing Speed: Flight 40m, Reduced Endurance (½ END; +¼) (50 Active Points); Only In Alternate Identity (-¼) 2

4f 2) Combat Mode: Flight 30m, No Turn Mode (+¼), Combat Acceleration/Deceleration (+¼) (45 Active Points); Only In Alternate Identity (-¼) 4

3f 3) Cruising Speed: Flight 15m, MegaScale (1m = 1,000 km; +1 ¾) (41 Active Points); Only In Alternate Identity (-¼) 4

60 Telepathic Prowess: Multipower, 60-point reserve

6f 1) Coersion: Mind Control 9d6 (Human class of minds), Telepathic (+¼) (56 Active Points) 6

6f 2) Domination: Mind Control 12d6 (Human class of minds) (60 Active Points) 6

6f 3) Mental Switchboard: Mind Link , Human class of minds, Any Willing Target, No LOS Needed, Number of Minds (x64), Unlimited range in this dimension (60 Active Points) 0

6f 4) Mind Probe: Telepathy 12d6 (Human class of minds) (60 Active Points) 6

6f 5) Mind. Blown: Mental Blast 6d6 (Human class of minds) (60 Active Points) 6

100 Weapons Systems: Multipower, 125-point reserve, (125 Active Points); all slots Only In Alternate Identity (-¼)

6f 1) Encephallo Bomb: (Total: 77 Active Cost, 62 Real Cost) Mental Blast 4d6 (Human class of minds) (40 Active Points); Only In Alternate Identity (-¼) (Real Cost: 32) plus Mental Group Flash 10d6, Area Of Effect (8m Radius Explosion; +¼) (37 Active Points); Only In Alternate Identity (-¼) (Real Cost: 30) 8

10f 2) Impact Pulse Wave: Blast 12d6, Area Of Effect (12m Radius; +¾), Selective (+¼) (120 Active Points); Only In Alternate Identity (-¼) 12

10f 3) Impact Pulse: Blast 20d6, Reduced Endurance (½ END; +¼) (125 Active Points); Only In Alternate Identity (-¼) 5

7f 4) Magno Bolas: Entangle 5d6, 6 PD/6 ED, Takes No Damage From Attacks All Attacks (+½) (82 Active Points); Only In Alternate Identity (-¼) 8

10f 5) Overcharged Blast: Blast 16d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (120 Active Points); Only In Alternate Identity (-¼) 5

7f 6) Particle Beam: Killing Attack - Ranged 6d6 (90 Active Points); Only In Alternate Identity (-¼) 9

10f 7) Zero Point Blast: Blast 16d6, Line Of Sight (+½) (120 Active Points); Only In Alternate Identity (-¼) 12

Conquest Armor, all slots Only In Alternate Identity (-¼)

16 1) BioEnergy Conversion: +100 END (20 Active Points); Only In Alternate Identity (-¼)

67 2) Crystalline Infused Alloy Armor: Resistant Protection (28 PD/28 ED) (84 Active Points); Only In Alternate Identity (-¼) 0

15 3) Environmental Systems: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (19 Active Points); Only In Alternate Identity (-¼) 0

50 4) Exoskeleton: +62 STR (62 Active Points); Only In Alternate Identity (-¼) 6

20 5) Impressive Armor: +25 PRE (25 Active Points); Only In Alternate Identity (-¼)

40 6) Life Support Secondary Systems: +100 STUN (50 Active Points); Only In Alternate Identity (-¼)

12 7) Life Support Secondary Systems: +15 BODY (15 Active Points); Only In Alternate Identity (-¼)

13 8) Life Support Secondary Systems: +16 REC (16 Active Points); Only In Alternate Identity (-¼)

22 9) Life Support Secondary Systems: +27 CON (27 Active Points); Only In Alternate Identity (-¼)

10 10) Life Support Units: Life Support (Eating: Character only has to eat once per week; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (12 Active Points); Only In Alternate Identity (-¼) 0

32 11) Protected Senses: Hearing Group Flash Defense (10 points), Mental Group, Radio Group, Sight Group (40 Active Points); Only In Alternate Identity (-¼) 0

16 12) Telempathic Relays: +2 SPD (20 Active Points); Only In Alternate Identity (-¼)

35 13) Telempathic Relays: +22 DEX (44 Active Points); Only In Alternate Identity (-¼)

28 14) Telempathic Relays: +7 DCV (35 Active Points); Only In Alternate Identity (-¼)

28 15) Telempathic Relays: +7 OCV (35 Active Points); Only In Alternate Identity (-¼)

84 16) Telepathic Enhancement: Aid Telepathic Prowess Multipower 5d6 (standard effect: 15 points), Reduced Endurance (0 END; +½), Expanded Effect (x5 Characteristics or Powers simultaneously) (All Powers in Telepathic Prowess MP; +2) (105 Active Points); Only In Alternate Identity (-¼) 0

Mentalism

20 1) Iron Will: Mental Defense (20 points total) 0

34 2) Mental Reserves: Endurance Reserve (100 END, 20 REC) Reserve: (39 Active Points); REC: (14 Active Points); Personal REC (-½) 0

16 3) Social Telepathy: +6 with all Interaction Skills (24 Active Points); Costs Endurance (-½) 2

 

Perks

75 Army of Thugs: Follower

10 Entrepeneur: Money: Wealthy

6 Street Cred: Positive Reputation: Mastervillain (A large group) 14-, +2/+2d6

30 The Villa: Base outside of San Diego

3 Well-Connected

37 Contacts: Underworld, Scientific, and Mentalist communities

 

Talents

3 Keen Sense of Timing: Absolute Time Sense

3 Maths: Lightning Calculator

4 Prettyboy: +2/+2d6 Striking Appearance (vs. women)

5 Razor Sharp Memory: Eidetic Memory

6 Voracious Reader: Speed Reading (x100)

 

Skills

8 +1 with Ranged Combat

20 +2 with All Attacks

30 +5 with all Mental Powers

3 Bureaucratics 17-

3 Charm 17-

3 Computer Programming 16-

3 Cryptography 16-

3 Deduction 16-

3 Electronics 16-

3 High Society 17-

3 Interrogation 17-

3 Inventor 16-

3 Linguist

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

2 2) Language: German (idiomatic) (4 Active Points)

2 3) Language: Japanese (completely fluent) (3 Active Points)

1 4) Language: Latin (completely fluent) (3 Active Points)

3 Mechanics 16-

3 Oratory 17-

3 PS: Play Chess 16-

3 Paramedics 16-

3 Scholar

2 1) KS: Military History (3 Active Points) 16-

2 2) KS: Psionic Etiquette (3 Active Points) 16-

2 3) KS: The Psionic World (3 Active Points) 16-

2 4) KS: The Superhuman World (3 Active Points) 16-

3 Scientist

2 1) Science Skill: Biology 16- (3 Active Points)

2 2) Science Skill: Chemistry 16- (3 Active Points)

2 3) Science Skill: Mathematics 16- (3 Active Points)

2 4) Science Skill: Physics 16- (3 Active Points)

2 5) Science Skill: Psionic Engineering 16- (3 Active Points)

2 6) Science Skill: Psychology 16- (3 Active Points)

3 Security Systems 16-

3 Systems Operation 16-

3 Tactics 16-

6 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons) 16-

 

Total Powers & Skill Cost: 1283

Total Cost: 1400

 

400+ Matching Complications

20 Psychological Complication: Driven to Win/Conquer (Common; Total)

15 Social Complication: Secret Identity Frequently, Major

10 Psychological Complication: Disdain for Manual Labor (Common; Moderate)

1000 Experience Points

 

Total Complications Points: 1400

 

Background/History: Rory Dean Jessop was better than his station in life, he just knew it. When his psionic powers developed in his early teens he took over his family and began his plans for world conquest. As he got older he "outgrew" his parents and siblings and - after setting up the life insuance go only to the children - had them all killed in an accident.

 

Taking his modest trust fund and mental powers to the city, he changed his identity to something more fitting and moved to the west coast, no one conquered the world from Alabama. The rechristianed Anders Harker studied technology and psionics at the most prestigeous universities on the west coast, even interning at the Hyperian Institute, where he made many friends - and one important enemy.

 

Fleeing from the Institute, he resettled in San Diego and began his conquest of the world - creating his powered armor and testing it on a few robberies to buy munitions and hire mercenaries.

 

Personality/Motivation: Conquest is driven by his namesake. He lives for victory and goes at it with ruthless efficiency. His other primary trait is his disdain for manual labor - it's one of the reasons he's so physically unimpressive out of his armor, he refuses to exercise. But he likes the feeling of crushing people under his superhuman heel.

 

Quote:

 

Powers/Tactics: A potent suite of telepathic abilities backed by state of the art powered armor and a budding organization behind him.

 

Campaign Use:

 

Appearance: Anders Harker is an attractive, but slight man. He has short blonde hair and keen blue eyes. He rarely leaves his armor - prefering it's might to his weakness; but when he does, he wears expensive, extravegantly tailored suits.

 

The Conquest armor is glossy black with red and gold accents and a dark red cape.

 

 

 

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Conquest is one of the paper cutout villains I've had fro years - I threw the name out for a hunted and that was pretty much that.

 

He's been active since the late 90's we'll say in some form or another.

 

Minor Timeline:

 

First Appearance:1998, Attacked Vandenburg Airforce Base to steal a spy satellite and some technology - accompanied by thugs with conventional street weapons, no body armor and stocking masks. Thwarted by Local Superteam Westguard. Swore revenge.

 

Appeared a few more times around California and as far east as Texas. Mostly smash and grab tech robberies and a few "Shows of Power"

 

First conflict with 80's Era master Villain Dominion ended in a stalemate. Agents began to wear unifrom body armor and high tech weapons.

 

First attempt to conquer California (and then the world....) 2004 - Extortion using a Seismic Cannon that could cause massive earthquakes. Plan Foiled by West Guard, Atomic Rangers, and the fact that two of his mercenary Supervillains turned on him. Vowed to never use mercs again.

 

 

 

 

 

 

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