Mr. R Posted November 12, 2016 Author Report Share Posted November 12, 2016 Two for today. Junkpile Val Char Cost Roll Notes 40+40 STR 30 17- / 25- Lift 6400.0kg/1.6ktons; 8d6/16d6 [4/8] 12 DEX 6 11- OCV: 4/DCV: 4 35 CON 50 16- 10+4 BODY 0 11- / 12- 8 INT -2 11- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 4 COM -3 10- 26+4 PD 18 Total: 26/30 PD (26/30 rPD) 26+4 ED 19 Total: 26/30 ED (26/30 rED) 3 SPD 8 Phases: 4, 8, 12 15 REC 0 70 END 0 48+4 STUN 0 Total Characteristic Cost: 131 Movement: Running: 9"/18" Leaping: 10"/20" Swimming: 4"/8" Teleportation: 10"/20" Cost Powers END 30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 30 Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 30 Damage Resistance (30 PD/30 ED) 28 Mental Defense (30 points total) 22 Teleportation 10", Reduced Endurance (0 END; +½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (45 Active Points); Conditional Power does not work in Very Common Circumstances (Only to get to another junk pile within 10 KM; -1) 1 Life Support (Longevity: 200 Years) 15 Healing BODY 1 ½d6, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Self Only (-½), Always On (-½) 15 Stretching 3" 1 2 Swimming +2" (4" total) 1 6 Running +3" (9" total) 1 2 Leaping +2" (10"/18" forward, 5"/9" upward) 1 3 +1 PER with all Sense Groups 3 Martial Grab -1 -1 Grab Two Limbs, 60 STR / 100 STR for holding on 8 +2 HTH Damage Class(es) Skills 3 Climbing 11- 3 Stealth 11- 3 Shadowing 11- 10 +2 with HTH Combat Total Powers & Skill Cost: 214 Total Cost: 345 200+ Disadvantages 15 Psychological Limitation: Childlike, naive (Common; Strong) 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 120 Experience Points Total Disadvantage Points: 345 Earned Experience: 0 Spent Experience: 120 Unspent Experience: 0 Background/History: Junkpile is just that, a living pile of junk. Many surmise that some alien tech and the Silver Storm combined to grant him sentience. But he is a child. A very powerful child, and many plan to use him! Personality/Motivation: It wants a friend, acceptance and a home. It is child like a naive, but not stupid. Quote: Powers/Tactics: Big and strong, it is hard to hurt and will heal itself as it fights. It can shift its shape to an extent, and even T-port to another pile to get away if it has to. Campaign Use: Sympathetic new life form. Can the heroes get it to trust them? Until then it is hired muscle! Appearance: A 4 meter tall pile of junk. Another sympathetic monster. He makes a great brick, would be difficult to capture if left behind, and has hooks for those who like to redeem villains! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 12, 2016 Author Report Share Posted November 12, 2016 A Martial Artist nemesis: Jade Spider Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 30 DEX 60 15- OCV: 10/DCV: 10 18 CON 16 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 14- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 10 REC 6 36 END 0 27 STUN 0 Total Characteristic Cost: 142 Movement: Running: 9"/18" Leaping: 6"/12" Swimming: 4"/8" Cost Powers END 3 Leaping +3" (6" forward, 3" upward) 1 2 Swimming +2" (4" total) 1 6 Running +3" (9" total) 1 6 +2 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 8 Life Support (Immunity Venom from common plant/animal; Immunity Venom from very common plant/animal; Immunity Venom from common plant/animal; Immunity: Venom from rare plant/animal) 80 Multipower, 80-point reserve 5u 1) Iron Spider: Hand-To-Hand Attack +8d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (80 Active Points); Hand-To-Hand Attack (-½) 3 2u 2) Poison Chi Drains Martial art skills. Start with extra dam. Then the most expensive abilities: Drain BODY 5d6 (50 Active Points); Conditional Power does not work in Very Common Circumstances (-1) 5 4u 3) Spider Silk Strike: Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+¼), Reduced Endurance (½ END; +¼) (75 Active Points); No Range (-½), Cannot Form Barriers (-¼) 3 4u 4) Venomous Strike: Energy Blast 6d6, Reduced Endurance (½ END; +¼), No Normal Defense ([standard]; +1) (67 Active Points); No Range (-½) 3 4 Fast Strike +2 +0 7d6 Strike 4 Martial Strike +0 +2 7d6 Strike 5 Offensive Strike -2 +1 9d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 35 STR for holding on 3 Legsweep +2 -1 6d6 Strike, Target Falls 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Block +2 +2 Block, Abort 8 +2 HTH Damage Class(es) Talents 24 Combat Luck (12 PD/12 ED) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 KS 12- 3 KS 12- 3 Stealth 15- 3 Shadowing 12- 4 TF: Common Motorized Ground Vehicles, Small Planes, Two-Wheeled Muscle-Powered Ground Vehicles 5 Language (idiomatic; literate) 9 These cannot be used with the Multipower Only base M.A.: +3 with Martial Maneuvers Total Powers & Skill Cost: 226 Total Cost: 368 200+ Disadvantages 20 Psychological Limitation: Code of the Mercenary (Common; Total) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 25 Psychological Limitation: Selfish (Very Common; Total) 10 Rivalry: Professional, PC or NPC of choice, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 103 Experience Points Total Disadvantage Points: 368 Earned Experience: 0 Spent Experience: 103 Unspent Experience: 0 Background/History: James Jian Kar Fei was an unknown when he became a pupil of Master Lee. Lee hoped the training would bring out the heroic side of James. But James was self-centered and selfish. He lacked honour and restraint. Master Lee cast James from his service, where upon James wandered, always looking for more power. Soon he had found the Order of the Jade Spider and became their star pupil. But his selfish nature reasserted himself and he proceeded to lock all the monks in the monetary, steal valuable scrolls and relics, and burnt it to the ground. Eventually he mastered the last of the scrolls and is now Jade Spider, killer for hire! Personality/Motivation: Self-centered and power hungry. He has no interest in spiritual growth, or betterment. All is done to make him a better killer. His one redeeming feature is a mercenary code. Once bought, he stays bought. This is more for reputation than any loyalty though! Quote: Powers/Tactics: A master Martial Artist, he also has a number of what are called Chi abilities, such as paralysis or extra damage! Add agility and infiltration and he becomes an expert to get into and out of a place quickly and efficiently. Campaign Use: Rival Martial Artist. Master Lee has trained a number of heroes. Also are any members of the Jade Spider still alive? Also many schools have counter schools. Can you find it? Appearance: An oriental man of average height and weight, he wears a black practice uniform with black boots and gloves that have a green web design on them. He has a green belt and a full hood with a green spider at the forehead. If you have "Watchers of the Dragon" then this is not new to you. Traditional MA suite with some "Chi" powers added for flavour. All in all acceptable! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 13, 2016 Author Report Share Posted November 13, 2016 A wanna be master villain King Babylon Val Char Cost Roll Notes 65 STR 55 26- Lift 3.3ktons; 17d6 [4] 21 DEX 33 13- OCV: 7/DCV: 7 40 CON 60 17- 10 BODY 0 11- 10 INT 0 11- PER Roll 13- 20 EGO 20 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 18 COM 4 13- 26 PD 13 Total: 26 PD (26 rPD) 30 ED 22 Total: 30 ED (30 rED) 4 SPD 9 Phases: 3, 6, 9, 12 21 REC 0 80 END 0 63 STUN 0 Total Characteristic Cost: 231 Movement: Running: 6"/12" Flight: 25"/200" Leaping: 17"/34" Swimming: 2"/4" Cost Powers END 6 +2 PER with all Sense Groups 10 Luck 2d6 30 Damage Resistance (30 PD/30 ED) 37 Chaos field: Energy Blast 3d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), No Normal Defense ([standard]; +1), Area Of Effect (4" Radius; +1) (56 Active Points); No Range (-½) 20 Anti luck: Suppress 3d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Area Of Effect (3" Radius; +1) (41 Active Points); Linked (Enhanced Perception; Lesser Power can only be used when character uses greater Power at full value; -½), No Range (-½) 30 Spatial distortion: Change Environment 4" radius, -2" of any one mode of Movement, -2" of any one mode of Movement, -2" of any one mode of Movement, Multiple Combat Effects, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (61 Active Points); No Range (-½), Linked (Chaos field; Lesser Power can only be used when character uses greater Power at full value; -½) 120 Multipower, 120-point reserve 11u 1) Chaos Blast: (Total: 111 Active Cost, 111 Real Cost) Energy Blast 13d6, Reduced Endurance (½ END; +¼) (81 Active Points) (Real Cost: 81) plus Drain ED 1d6, Ranged (+½) (15 Active Points) (Real Cost: 15) plus Drain PD 1d6, Ranged (+½) (15 Active Points) (Real Cost: 15) 5 4u 2) Mental Meltdown: Mind Control 10d6, Personal Immunity (+¼), Area Of Effect (2" radius; +¾) (100 Active Points); Limited Power loses about half of its effectiveness (-1), No Range (-½) 10 75 Defy Gravity: Flight 25", x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points) 3 14 Godlike form: Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 11 Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); No Conscious Control (-2), Always On (-½), Self Only (-½) 10 Power lifter: +20 STR, Reduced Endurance (½ END; +¼) (25 Active Points); Conditional Power does not work in Very Common Circumstances (Only for lifting; -1), No Figured Characteristics (-½) 1 16 Reduced Endurance (½ END; +¼) (16 Active Points) applied to STR Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 3 Streetwise 14- 1 Language (imitate dialects; literate) (6 Active Points) 5 Language (idiomatic; literate) 5 Language (idiomatic; literate) 16 +2 with All Combat 10 +2 with HTH Combat Total Powers & Skill Cost: 440 Total Cost: 671 200+ Disadvantages 10 Physical Limitation: Chaos effects (Frequently; Slightly Impairing) 20 Psychological Limitation: Boastful (Very Common; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Vengeful (Common; Strong) 5 Reputation: , 8- 10 Psychological Limitation: Petty (Common; Moderate) 401 Experience Points Total Disadvantage Points: 671 Earned Experience: 0 Spent Experience: 401 Unspent Experience: 0 Background/History: Michael Haziz was a refugee from Iraq. Early on he was given a sense of superiority over the rest of the refugees. They were rich and powerful, and the undeserving had conspired to take their birthright. He grew up feeling entitled and soon was on the street preying on his fellow refugees. When they retaliated he left town and his family to their fates. He drifted and grifted and stole always one step of the law. Then he ran into the Silver Storm and emerged with power. Now he will take what he wants, and establish a criminal empire! Personality/Motivation: Vain, boastful. He has power, but he has not got the plans that will bring about long term goals about. Quote: Powers/Tactics: A living chaos field, probabilities are disrupted when he is around. He can use it for destructive blasts. He is also immensely strong and durable, able to fly, can create sensory distortions. Campaign Use: Master mind wannabe. Want your heroes to get into a knockdown tussle with a tough opponent? Or are the heroes making a name for themselves? King Babylon will take them on just to prove how tough he is. Also, he could be manipulated by another mastermind to attack as a diversion! Appearance: An Arabic man with a short beard. He wears a purple bodysuit with a wine (Whine) coloured cape! Another bad guy for your team to beat up to establish their bonifides. Just don't get overconfident. He has some serious power. If he ever got his act together, he would be seriously dangerous! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 13, 2016 Author Report Share Posted November 13, 2016 A true Mastermind Mastermind Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 21 DEX 33 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 35 INT 25 16- PER Roll 16- 26 EGO 32 14- ECV: 9 25 PRE 15 14- PRE Attack: 5d6 20 COM 5 13- 10+28 PD 5 Total: 10/38 PD (10/38 rPD) 10+28 ED 5 Total: 10/38 ED (10/38 rED) 4 SPD 9 Phases: 3, 6, 9, 12 10 REC 0 50 END 0 36 STUN 0 Total Characteristic Cost: 174 Movement: Running: 9"/18" Flight: 25"/800" Leaping: 8"/16" Swimming: 4"/8" Cost Powers END 2 Swimming +2" (4" total) 1 6 Running +3" (9" total) 1 3 Leaping +3" (8" forward, 4" upward) 1 10 Damage Resistance (10 PD/10 ED) 25 Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity: Immortal) 9 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 42 Elemental Control, 84-point powers 234 1) Telekinesis (75 STR), Fine Manipulation, Reduced Endurance (½ END; +¼), Line Of Sight (+½), Invisible to Sight Group (+½) (276 Active Points) 12 45 2) Flight 25", x32 Noncombat, Reduced Endurance (½ END; +¼) (87 Active Points) 3 42 3) Force Field (28 PD/28 ED), Reduced Endurance (0 END; +½) (84 Active Points) 39 4) Telepathy 10d6, Reduced Endurance (½ END; +¼), Cumulative (120 points; +¾) (100 Active Points); No Range (-½) 4 Perks 30 Vehicles & Bases Talents 20 Universal Translator 16- Skills 3 Climbing 13- 3 History: KS 16- 2 KS 11- 3 Science Skill: Life sciences 16- 3 Tactics 16- 3 Forensic Medicine 16- 3 Deduction 16- 3 Persuasion 14- 3 Oratory 14- 3 Electronics 16- 3 Inventor 16- 3 Mechanics 16- 3 Demolitions 16- 3 Paramedics 16- 31 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Balloons & Zeppelins, Carts & Carriages, Chariots, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, One-Wheeled Muscle-Powered Ground Vehicles, Rafts, Sleds, Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing 40 +6 Overall (60 Active Points); Conditional Power does not work in Common Circumstances (jack of all trade; -½) Total Powers & Skill Cost: 619 Total Cost: 793 200+ Disadvantages 15 Psychological Limitation: Arrogant (Common; Strong) 10 Psychological Limitation: Altruistic (Uncommon; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 558 Experience Points Total Disadvantage Points: 793 Earned Experience: 0 Spent Experience: 558 Unspent Experience: 0 Background/History: Long ago a simple tribesman was taken by strange beings that came from the sky. He was dissected while alive and his brain preserved for further study. After an aeon, he began learning from his captors. Science, history, philosophy. Finally he took control of the facility holding his mind, and had it construct a new body for him, a perfect body with great power. And so he went among the populace. He guided when needed, opposed when necessary and occasionally took breaks to recharge himself. Now he has emerged again. He sees super humans as harbingers of a glorious future, if they can be guided. And he was the only one with the power and wisdom to lead. Mastermind will rule! Personality/Motivation: The world needs a leader, and he is the best qualified. He hopes to be benevolent, but if some must be hurt, so be it! Quote: Powers/Tactics: A supremely powerful telekinetic he also has access to large amounts of technology and is one of the premier geneticists on the planet! Campaign Use: A World conqueror with a sound philosophical basis for his plans. Also, he takes the long view and plans may be foiled but he has backups ready! Appearance: A perfect male physical specimen, with peak physical attributed. He wears a red and blue body suit, a great blue cape and a metal face mask with an "M" design on the forehead! Yes, you are reading it right, his TK is THAT expensive. M&M seems to like to pile on the advantages without regard to how it affects the PL or DC. 10d6 blast, invisible, no range mod, AE one hex. As long as your PL is 10 (DC10) its OK. 11d6 is not allowed though for some reason. If I was to make him Hero accurate, I would do a lot like Gravitar. One big TK, then a MP with other powers and flavours. I love the concept, but if a GM brought this to the table I would seriously think twice regardless of the system. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 14, 2016 Author Report Share Posted November 14, 2016 Today a mastermind and his Minions Ku Tu the Eternal Val Char Cost Roll Notes 40+10 STR 30 17- / 19- Lift 6400.0kg/25.6tons; 8d6/10d6 [4/5] 24 DEX 42 14- OCV: 8/DCV: 8 30 CON 40 15- 10+2 BODY 0 11- 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 25 PD 17 Total: 25 PD (25 rPD) 25 ED 19 Total: 25 ED (25 rED) 4 SPD 6 Phases: 3, 6, 9, 12 14 REC 0 60 END 0 45+2 STUN 0 Total Characteristic Cost: 202 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Teleportation: 10"/20" Cost Powers END 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½); all slots OAF (-1) 15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½) 25 Damage Resistance (25 PD/25 ED) 5 Life Support (Longevity: Immortal) 11 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½) 113 Multipower, 113-point reserve 9u 1) Energy Blast 15d6, Reduced Endurance (½ END; +¼) (94 Active Points) 3 9u 2) (Total: 90 Active Cost, 90 Real Cost) Drain PD 3d6, Ranged (+½) (45 Active Points) (Real Cost: 45) plus Drain ED 3d6, Ranged (+½) (45 Active Points) (Real Cost: 45) 8 6u 3) Teleportation 10", x128 Increased Mass, MegaScale (1" = 100 km; +¾) (96 Active Points); Limited Power loses about a third of its effectiveness (-½) 10 7u 4) Major Transform 3d6+1, Personal Immunity (+¼), Area Of Effect (6" Radius; +1) (112 Active Points); No Range (-½) 11 1 Teleportation: Fixed Location (1 Locations) 25 Teleportation: Floating Fixed Location (5 Locations) Perks 20 Vehicles & Bases 80 Follower 77 Follower Talents 20 Universal Translator 14- Skills 3 KS 14- 3 KS 14- 3 Demolitions 14- 3 Electronics 14- 3 Mechanics 14- 3 Inventor 14- 3 Paramedics 14- 3 Power 14- 11 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles 10 +2 with Ranged Combat 4 +2 with any single attack Total Powers & Skill Cost: 519 Total Cost: 721 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Psychological Limitation: Megalomaniac (Very Common; Total) 471 Experience Points Total Disadvantage Points: 721 Earned Experience: 0 Spent Experience: 471 Unspent Experience: 0 Background/History: Ku Tu came to earth 5000 years ago to study our primitive culture. He settled in the Olmec region of Mexico and for years, did just that. But his superiority over the locals developed into megalomania. He began to think himself a GOD. Finally the local revolted and he was thrown into his power chamber, which triggered an explosion and buried his ship. In the modern age his ship was discovered and he was freed. Killing all but one of the archeologists, he has announced that their god is back and ready to resume his rule! Personality/Motivation: A megalomaniac. He is superior to everyone else on the planet, we just don't acknowledge it. Quote: Powers/Tactics: The explosion in the power chamber granted KU TU cosmic powers that he can use as super strength, power blasts, teleportation portals and transformation abilities! Also he his highly intelligent and has access to some advanced alien technology. Campaign Use: Ancient conqueror with a Central American twist. Appearance: A mummified human about 3 meters tall with gold bracers, leg bands and crimson cape! I love the idea of an Aztec/Olmec styled villain with all the tropes and a twist. So yes I like him! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 14, 2016 Author Report Share Posted November 14, 2016 Minions #1 Ku Tu the Eternal Jaguar men Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 13 EGO 6 12- ECV: 4 15 PRE 5 14- PRE Attack: 5d6 10 COM 0 11- 8 PD 3 Total: 8 PD (8 rPD) 8 ED 3 Total: 8 ED (8 rED) 4 SPD 6 Phases: 3, 6, 9, 12 10 REC 0 50 END 0 36 STUN 0 Total Characteristic Cost: 110 Movement: Running: 15"/30" Leaping: 11"/22" Swimming: 4"/8" Cost Powers END 27 Running +9" (15" total), Reduced Endurance (0 END; +½) (27 Active Points) 3 Swimming +2" (4" total), Reduced Endurance (0 END; +½) (3 Active Points) 9 Leaping +6" (11" forward, 5 ½" upward), Reduced Endurance (0 END; +½) (9 Active Points) 13 Clinging (35 STR) 9 +3 PER with all Sense Groups 7 +10 PRE (10 Active Points); Limited Power loses about a third of its effectiveness (-½) 8 Damage Resistance (8 PD/8 ED) 45 Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points) 10 Tracking with Smell/Taste Group 5 Nightvision 15 Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½) 12 Reduced Endurance (0 END; +½) (12 Active Points) applied to STR Talents 6 Combat Luck (3 PD/3 ED) Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 15 Stealth 20- 11 Shadowing 15- Total Powers & Skill Cost: 204 Total Cost: 314 200+ Disadvantages 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: (All the Time; Fully Impairing) 69 Experience Points Total Disadvantage Points: 314 Earned Experience: 0 Spent Experience: 69 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance The primary minions of Ku Tu. They would probably be the first indication that he is about! As is they can be a serious threat, esp in HTH. And hit and run is a serious tactic for them! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 14, 2016 Author Report Share Posted November 14, 2016 The other minion of Ku Tu Ku Tu the Eternal Stone Head Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 30 CON 40 15- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8+9 PD 2 Total: 8/17 PD (8/17 rPD) 8+9 ED 2 Total: 8/17 ED (8/17 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 12 REC 0 60 END 0 40 STUN 0 Total Characteristic Cost: 114 Movement: Running: 6"/12" Flight: 20"/80" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 27 Armor (9 PD/9 ED) 75 Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points) 5u 1) Energy Blast 10d6 (50 Active Points) 5u 2) Energy Blast 8d6, Autofire (2 shots; +¼) (50 Active Points) 90 Flight 20", x4 Noncombat, Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points) 5 Infrared Perception (Sight Group) 5 Nightvision 27 Telekinesis (30 STR), Reduced Endurance (0 END; +½) (67 Active Points); Limited Power loses about half of its effectiveness (No damage; -1), Limited Power loses about a third of its effectiveness (Push/ pull only; -½) Skills 15 +3 with DCV Total Powers & Skill Cost: 271 Total Cost: 385 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Physical Limitation: (All the Time; Greatly Impairing) 15 Physical Limitation: (Infrequently; Fully Impairing) 125 Experience Points Total Disadvantage Points: 385 Earned Experience: 0 Spent Experience: 125 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: They look like the great big stone heads found in Central America. Actually they are sophisticated robots that can fly, fire lasers from their eyes and have tractor beams. The Disads are a programmed loyalty to Ku Tu and a lack of arms and legs! This is what makes Ku Tu cool. I can see a final battle with Jaguar men, Flying Heads and Ku Tu in the middle. Awesome! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 16, 2016 Author Report Share Posted November 16, 2016 Minions of the Mad Machinist Mad Machinist Rob-E-Bot Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 15 DEX 15 12- OCV: 5/DCV: 5 30 CON 40 15- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 18 PD 12 Total: 18 PD (18 rPD) 18 ED 12 Total: 18 ED (18 rED) 4 SPD 15 Phases: 3, 6, 9, 12 12 REC 0 60 END 0 40 STUN 0 Total Characteristic Cost: 114 Movement: Running: 6"/12" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 18 Damage Resistance (18 PD/18 ED) 10 Sight and Hearing Groups Images 1" radius (15 Active Points); No Range (-½) 1 7 Pincers: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1 45 Blaster: Energy Blast 9d6 4 12 High Range Radio Perception (Radio Group) 10 Radio Perception/Transmission (Radio Group) 5 Mind Link , One Specific Mind 10 Sight and Hearing Groups Images 1" radius (15 Active Points); No Range (-½) 1 Skills 2 +1 with any single attack Total Powers & Skill Cost: 128 Total Cost: 242 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: Loyal to Mad Machinist (All the Time; Fully Impairing) Total Disadvantage Points: 242 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 16, 2016 Author Report Share Posted November 16, 2016 Mad Machinist Omni-bot Val Char Cost Roll Notes 30+20 STR 20 15- / 19- Lift 1600.0kg/25.6tons; 6d6/10d6 [3/5] 21 DEX 33 13- OCV: 7/DCV: 7 30 CON 40 15- 10+4 BODY 0 11- / 12- 10 INT 0 11- PER Roll 14- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 25 PD 19 Total: 25 PD (25 rPD) 25 ED 19 Total: 25 ED (25 rED) 4 SPD 9 Phases: 3, 6, 9, 12 12 REC 0 60 END 0 40+4 STUN 0 Total Characteristic Cost: 140 Movement: Running: 12"/24" Leaping: 11"/44" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 25 Damage Resistance (25 PD/25 ED) 15 Leaping +5" (11"/15" forward, 5 ½"/7 ½" upward) (Accurate, x4 Noncombat) 1 12 Running +6" (12" total) 1 62 Blaster: Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2 7 Pincers: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1 5 Extra Limbs (2) 15 Arms: Stretching 3" 1 30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 12 High Range Radio Perception (Radio Group) 12 High Range Radio Perception (Radio Group) 10 Radio Perception/Transmission (Radio Group) 10 Mind Link , One Specific Mind, Any distance 10 Sight and Hearing Groups Images 1" radius (15 Active Points); No Range (-½) 1 3 Martial Grab -1 -1 Grab Two Limbs, 50 STR / 70 STR for holding on 8 +2 HTH Damage Class(es) Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 2 +2 with any single attack with one specific weapon Total Powers & Skill Cost: 253 Total Cost: 393 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: Loyal to Mad Machinist (All the Time; Fully Impairing) 143 Experience Points Total Disadvantage Points: 393 Earned Experience: 0 Spent Experience: 143 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 16, 2016 Author Report Share Posted November 16, 2016 Mad Machinist Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 20 INT 10 13- PER Roll 16- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 16 COM 3 12- 8+3 PD 6 Total: 8/11 PD (8/11 rPD) 8+3 ED 5 Total: 8/11 ED (8/11 rED) 3 SPD 5 Phases: 4, 8, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristic Cost: 78 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 6 Armor (3 PD/3 ED) (9 Active Points); OIF (-½) 15 Video feeds from robots: +10 versus Range Modifier for Sight Group and Hearing Group (30 Active Points); Limited Power loses about half of its effectiveness (Only what his robots see and hear; -1) 6 Loudspeakers: Hearing Group Images 1" radius, +/-1 to PER Rolls, Alterable Size (13 Active Points); Limited Power loses about half of its effectiveness (Loud speakers on robots; -1) 1 20 Control module: Mind Link, Control module class of minds, One Specific Mind, Number of Minds (x128) (40 Active Points); OAF (-1) 35 Robots: Elemental Control, 70-point powers 27 1) Omni-bot: Summon 4 400-point creatures (90 Active Points); OAF (-1) 9 17 2) Rob-E-Bot: Summon 64 200-point creatures (70 Active Points); OAF (-1) 7 Perks 30 Vehicles & Bases Skills 6 Science Skill: Psychiatry 16- 3 Inventor 13- 3 Electronics 13- 3 Mechanics 13- 3 Demolitions 13- Total Powers & Skill Cost: 191 Total Cost: 269 200+ Disadvantages 10 Psychological Limitation: Manic Depressive (Common; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 20 Psychological Limitation: Loves to taunt opponents (Very Common; Strong) 24 Experience Points Total Disadvantage Points: 269 Earned Experience: 0 Spent Experience: 24 Unspent Experience: 0 Background/History: Dr. Harold Hellman works as a psychiatrist. An embittered and worn out man who felt he was not making a difference. He fell into a depression and took a cocktail of drugs to hide it. Then he met Walter Wychoski, a man kept alive only because of the strange machine that allowed him to breath. Eventually Hellman learned that Wychoski was formerly known as the Mad Machinist. Drugging and hypnotizing the old man, he found is old base. Taking mechanics and electronics courses, he learned to fix many of the old robots. Now he is ready to his debut. He hopes this lifts him out of his problems! Personality/Motivation: An embittered and depressed man, he cares little for helping others now and just wants to cause chaos and misery. Quote: Powers/Tactics: He has no powers but for his robots. Those on his sheet are those he has working right now; feel free to add more as the campaign progresses that reflects the new units he brings online. Also he has multiple small HQs all around the city to work from and can relocate as needed! Campaign Use: The new menace, perfect for the new team. Complete with a mystery! Appearance: White, male wearing a leather lab coat and skull cap! He makes a great starting menace for a team. Also for those who remember City of Heroes, you can do a Clockworks take, where he's really a brain in a jar, controlling the robots psychically! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 16, 2016 Author Report Share Posted November 16, 2016 One for today! Mindfire Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 14- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 8+15 PD 6 Total: 8/23 PD (8/23 rPD) 8+15 ED 4 Total: 8/23 ED (8/23 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 40 END 0 25 STUN 0 Total Characteristic Cost: 100 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 6 +2 PER with all Sense Groups 10 Mental Awareness, Discriminatory, Increased Arc Of Perception (360 Degrees) 8 Damage Resistance (8 PD/8 ED) 35 Flight 15", x4 Noncombat 3 30 Force Field (15 PD/15 ED) 3 125 Multipower, 100-point reserve, all slots Reduced Endurance (½ END; +¼) (125 Active Points) 5m 1) The Bug Room: Mental Illusions 6d6, Cumulative (72 points; +¾) (52 Active Points); Limited Power loses about half of its effectiveness (Only what a target fears; -1), Visible (-¼) 2 20m 2) Telekinetic hand: Telekinesis (44 STR), Line Of Sight (+½) (99 Active Points) 5 13m 3) TK field: Telekinesis (26 STR), Fine Manipulation, Personal Immunity (+¼), Explosion (+½), Selective Target (+¼) (98 Active Points); No Range (-½) 5 10m 4) Telepathic torture: Ego Attack 6d6 (60 Active Points); Visible (-¼) 3 8m 5) Telepathic intrusion: Telepathy 6d6, Variable Limitations (requires -¼ worth of Limitations; +0), Cumulative (72 points; +¾) (52 Active Points); Visible (-¼) 2 15m 6) Telekinetic Torture: Energy Blast 6d6, Line Of Sight (+½), No Normal Defense ([standard]; +1) (75 Active Points) 3 16m 7) Telekinetic Attack: Energy Blast 11d6, Line Of Sight (+½) (82 Active Points) 4 Perks 21 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (21 Active Points) 12- Skills 3 Streetwise 13- 3 Persuasion 13- 3 Seduction 13- 3 Oratory 13- Total Powers & Skill Cost: 334 Total Cost: 434 200+ Disadvantages 15 Psychological Limitation: Sociopath (Common; Strong) 15 Psychological Limitation: Likes to inflict pain (Common; Strong) 15 Psychological Limitation: Greedy (Common; Strong) 189 Experience Points Total Disadvantage Points: 434 Earned Experience: 0 Spent Experience: 189 Unspent Experience: 0 Background/History: Emma Jefferies was the daughter of mob lawyer Michael Jefferies. But the elder Jefferies was never allowed into the inner circle of influence and he took his frustrations out on his family. When she wasn't shunted to a boarding school, she was at home being beaten. This made her sociopathic and manipulative. Eventually daddy found out what she was doing and he placed her in various mental hospitals. While being shunted from one facility to another, she was caught in the Silver Storm. As her powers developed, she broke free and decided to show daddy how mad she was! Since then she has become a mob enforcer as well as muscle for hire. Personality/Motivation: Rage at her early life, a sense of entitlement and a desire to see others suffer. She can act normally, but she is happiest when inflicting pain. In short a sociopath! Quote: Powers/Tactics: Telepathy and telekinesis. Unfortunately for her, her powers are always accompanied by a flame affect, hence her name! Campaign Use: Muscle with a twist. As well she can lead into a mob themed set of stories! Appearance: A petite with long red hair. She wears a red and black bodysuit! OK, I prefer this personality. She starts damaged and stays damaged. She has an element of sympathy, but at her core she's has serious issues and the power to give in to her desires. Powerwise she has standard TK and TP powers, just not a lot of subtlety. So an OK NPC! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 18, 2016 Author Report Share Posted November 18, 2016 An evil male version of the Wasp! Mosquito Val Char Cost Roll Notes 5 STR -5 10- Lift 50.0kg; 1d6 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8 PD 7 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 7 SPD 39 Phases: 2, 4, 6, 7, 9, 11, 12 4 REC 0 30 END 0 21 STUN 0 Total Characteristic Cost: 109 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 1"/2" Swimming: 2"/4" Cost Powers END 6 +2 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 60 Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½) 29 Bio wings: Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); Restrainable (-½) 1 16 Healing BODY 2d6, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Limited Power loses about half of its effectiveness (Only after using bio drain; -1), Self Only (-½) 13 +10 REC (20 Active Points); Linked (Healing; -½) 77 Multipower, 62-point reserve, all slots Reduced Endurance (½ END; +¼) (77 Active Points) 6u 1) Bio Drain: Drain STUN 5d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (62 Active Points) 3 4u 2) Electric sting: Energy Blast 10d6 (50 Active Points); Limited Range (-¼) 2 Talents 12 Combat Luck (6 PD/6 ED) 9 Lightning Reflexes: +6 DEX to act first with All Actions Skills 3 Acrobatics 13- 3 Breakfall 13- 3 KS 12- 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 12- 3 Mechanics 12- 3 Inventor 12- 3 Electronics 12- 3 Demolitions 12- 3 Security Systems 12- Total Powers & Skill Cost: 273 Total Cost: 382 200+ Disadvantages 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 0 Dependence: Using bio drain Takes 1d6 Damage (Easy To Obtain; 1 Day) 20 Psychological Limitation: Bitter and envious (Common; Total) 15 Hunted: Dr. Shock 8- (Mo Pow; Harshly Punish) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 127 Experience Points Total Disadvantage Points: 382 Earned Experience: 0 Spent Experience: 127 Unspent Experience: 0 Background/History: Arthur Mossberg was an executive with Morganstern Labs. He worked hard and was looking forward to early retirement. Then his wife left him and his health took a turn for the worse. Alzheimer’s was claiming his memories and faculties. So when an unknown figure approached him with a deal he took it. All he had to do was get some info on some high level projects. After he did this Dr. Shock went to work. Arthur awoke amidst a battle brewing between the good doctor and some heroes who had found one of his labs. Now 12 cm tall and with wings, no one noticed him scooting out amidst the carnage. He discovered that the new height was permanent, and that he had electrical generating abilities. He also had a need to feed on the bio-energy of people periodically to sustain himself. His life was truly over and Mosquito would take what he wanted. Personality/Motivation: Bitter. He wants revenge on all the normals, especially rich, executive types. Also he wants to get rich to sustain himself in a manner that is comfortable. Quote: Powers/Tactics: About 12 cm tall permanently. he also various bio-electric abilities: A bio drain that he uses to keep himself alive, an electric blast, energy wings and increased healing and recovery abilities. Campaign Use: Scout, infiltrator and sneak thief. Also connections to Dr. Shock and an evil corporation. Appearance: I like him. Tons of plot hooks and team potential. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 21, 2016 Author Report Share Posted November 21, 2016 A gadgeteer with a twist! Pack-rat Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 23 CON 26 14- 10 BODY 0 11- 23 INT 13 14- PER Roll 17- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 8 COM -1 11- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 3 Total: 8 ED (8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 8 REC 0 46 END 0 30 STUN 0 Total Characteristic Cost: 118 Movement: Running: 15"/60" Leaping: 5"/10" Swimming: 4"/8" Cost Powers END 2 Leaping +2" (5" forward, 2 ½" upward) 1 29 four on the floor: Running +9" (15" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (29 Active Points) 1 2 Swimming +2" (4" total) 1 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); Requires A Skill Roll (-½); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 15 teeth and claws: Hand-To-Hand Attack +2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Hand-To-Hand Attack (-½) 5 Extra Limb (1) 30 Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 2u 1) Phase field generator: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OAF (-1), Costs Endurance (-½) 4 3u 2) Vari-blaster: Energy Blast 8d6, Variable Special Effects (Limited Group of SFX; +¼), Indirect (Same origin, always fired away from attacker; +¼) (60 Active Points); OAF (-1) 6 3u 3) Gravitic Hand: Telekinesis (33 STR), Fine Manipulation (60 Active Points); OAF (-1) 6 5 Defensive Strike +1 +3 3d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 25 STR for holding on 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove Perks 6 Vehicles & Bases 1 Contact 8- 1 Contact 8- Talents 20 Animal Friendship 24 Combat Luck (12 PD/12 ED) 5 Eidetic Memory 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Deduction 14- 3 Forensic Medicine 14- 3 Concealment 14- 3 Contortionist 14- 3 Stealth 14- 3 Shadowing 14- 3 Inventor 14- 3 Electronics 14- 3 Mechanics 14- 10 +2 with a group of similar Skills 3 KS 14- 15 +3 with Ranged Combat Total Powers & Skill Cost: 299 Total Cost: 417 200+ Disadvantages 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Greedy (Common; Strong) 15 Psychological Limitation: Coward (Common; Strong) 177 Experience Points Total Disadvantage Points: 417 Earned Experience: 0 Spent Experience: 177 Unspent Experience: 0 Background/History: Morganstern Labs has a history of biological experimentation. Clandestine labs, well hidden. But not well enough. A raid on one lab led to the release of a modified rat, which immediately fled into the sewer systems. He taught himself through poorly stocked libraries and downscale bookstores. One day he rescued a street person being beaten up and he gained his first follower. Eventually he had a small pack that survived by being ignored. He was now the Pack-Rat! Personality/Motivation: Totally greedy. He wants it because he wants it. He also has a hard coded cowardice that avoids confrontation whenever possible. Also he has trouble with human concepts like property; he's a mutated rat, not a human with rat features. Quote: Powers/Tactics: A humanoid rat of 1.25 meters height, he has rat teeth and claws and can attain a fast amount of speed when he drops to all four. Also he is a tech savant and has a number of kludged together devices on him. They are not pretty, but they do work! Campaign Use: Thief. Source of new tech toys. ties to Morganstern Labs! Appearance: A humanoid rat with a harness holding his devices and a pair of old jeans! Need a high tech theif. A lead in to Morganstrn Labs. A sourse of some high tach devices on the street. Here's your rat! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 22, 2016 Author Report Share Posted November 22, 2016 A Mastervillain that I had to heavily modify or players would flip tables! Professor Zed Val Char Cost Roll Notes 10 STR 0 15- Lift 1600.0kg; 6d6 10 DEX 0 13- OCV: 7/DCV: 7 10 CON 0 16- 10 BODY 0 11- 30 INT 20 15- PER Roll 15- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 8+12 PD 2 Total: 8/20 PD (8/20 rPD) 8+12 ED 1 Total: 8/20 ED (8/20 rED) 4 SPD 10 Phases: 3, 6, 9, 12 13 REC 0 66 END 0 42 STUN 0 Total Characteristic Cost: 53 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 6"/12" Swimming: 2"/4" Teleportation: 3"/6" Cost Powers END 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½); all slots OAF (-1) 13 +20 STR (20 Active Points); OIF (-½) 2 20 +10 DEX (30 Active Points); OIF (-½) 31 +23 CON (46 Active Points); OIF (-½) 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 40 Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF (-½) 40 Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF (-½) 40 Mental Damage Reduction, 75% (60 Active Points); OIF (-½) 8 Damage Resistance (8 PD/8 ED) 17 Anti Grav walking: Flight 10", Reduced Endurance (½ END; +¼) (25 Active Points); OIF (-½) 1 10 Life Support (Expanded Breathing; 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) (15 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 47 Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups) (70 Active Points); OIF (-½) 7 52 Zed Scepter: Multipower, 105-point reserve, (105 Active Points); all slots OAF (-1) 3u 1) Dimensional Jump: Extra-Dimensional Movement (Any Dimension, Any Location), x32 Increased Weight (70 Active Points); OAF (-1) 7 3u 2) Spatial Jump: Teleportation 3", x32 Increased Mass, MegaScale (1" = 1,000 km; +1) (62 Active Points); OAF (-1) 6 4u 3) Dimensional cascade: Energy Blast 8d6, Variable Special Effects (Any SFX; +½), Area of Effect (13" Cone; +1) (100 Active Points); OAF (-1), No Range (-½) 10 5u 4) Dimensional Blast: Energy Blast 12d6, Reduced Endurance (½ END; +¼), Variable Special Effects (Any SFX; +½) (105 Active Points); OAF (-1) 4 Perks 6 Vehicles & Bases 16 Vehicles & Bases 5 Contact 14- 5 Contact 14- Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) 13 Universal Translator 15- (20 Active Points); OIF (-½) Skills 3 Science Skill: Dimensional Engineering 15- 3 Demolitions 15- 3 Electronics 15- 3 Inventor 15- 3 Power 15- 3 Mechanics 15- 6 +2 with any three maneuvers or a tight group of attacks 3 Paramedics 15- 11 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Combat Aircraft, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes 3 Analyze: Agility Skills 15- Total Powers & Skill Cost: 501 Total Cost: 554 200+ Disadvantages 15 Psychological Limitation: Arrogant (Common; Strong) 25 Psychological Limitation: Control freak (Very Common; Total) 10 Rivalry: Professional, Cerebrus Rex, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 304 Experience Points Total Disadvantage Points: 554 Earned Experience: 0 Spent Experience: 304 Unspent Experience: 0 Background/History: Prof. Zediker was a brilliant researcher who disappeared years ago when one of his experiments gave a young man a number of super powers that he tricked into committing thefts for an even bigger experiment. Now he his back. He had travelled dimensions and plundered the knowledge of dozens of worlds. He knows something is coming and only he can handle it. Personality/Motivation: Pompous megalomaniac. He believes an earth changing event is about to happen and that humanity needs to accede to his rule. After he has steered us through the crisis then he will leads us into a glorious future. Quote: Powers/Tactics: A powerful suit of protective armour, a scepter that allows him to channel dimensional energies and a brilliant mind! Campaign Use: High tech world conqueror. If you like to incorporate other dimensions and timelines, he is perfect! Appearance: A man in his 50's with a white goatee, he wears silver high tech armour and wields a scepter that allows him various energy abilities. In the M&M version he had the equivilent of 100% Dam Red with the limitation only versus attacks he has experienced at least once. Sorry? This is a dimensional traveler who has access to devices that can allow founts of energy to cascade through. So for physical attacks, well they are all kinetic energy so one good punch or fastball and he's good. Energy attacks, heat cold, EM spectrum, strong force, weak force, gravity. We good. Mental attacks, ok a bit tricky. But none are close to a 1/4 limitation, which means no limitation. Yeah, that'll go over well with the players. So I modified him to be hard to hurt, but still hurtable. Otherwise he sounds like Mastermind. And he has many of the powers of Cerebrus Rex. Sorry hard to get excited about him. I'll pass! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 23, 2016 Author Report Share Posted November 23, 2016 A sort of team today! The Power Corps Val Char Cost Roll Notes 15 STR 5 18- Lift 12.8tons; 9d6 [4] 15 DEX 15 13- OCV: 7/DCV: 7 15 CON 10 13- 10 BODY 0 11- 10 INT 0 11- PER Roll 13- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+12 PD 5 Total: 16/28 PD (16/28 rPD) 8+12 ED 5 Total: 16/28 ED (16/28 rED) 4 SPD 15 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 60 Movement: Running: 9"/18" Flight: 20"/160" Leaping: 11"/22" Swimming: 4"/8" Cost Powers END 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 2 Leaping +2" (11" forward, 5 ½" upward) 1 6 +2 PER with all Sense Groups 16 Damage Resistance (16 PD/16 ED) 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 41 Boot jets: Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2 37 Blaster: Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points); OIF (-½) 2 6 Psi shield: Mental Defense (15 points total) (13 Active Points); Limited Power loses about a third of its effectiveness (not vs. ego attack; -½), OIF (-½) 13 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); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 3 Nightvision (5 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 15 +30 STR (30 Active Points); OIF (-½), No Figured Characteristics (-½) 3 7 +5 DEX (15 Active Points); OIF (-½), No Figured Characteristics (-½) 5 +5 CON (10 Active Points); OIF (-½), No Figured Characteristics (-½) 5 +8 PD (8 Active Points); OIF (-½) 5 +8 ED (8 Active Points); OIF (-½) Perks 10 Vehicles & Bases Talents 5 Lightning Reflexes: +3 DEX to act first with All Actions 2 Bump Of Direction (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 KS 11- 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 11- 3 Demolitions 11- 3 Electronics 11- 3 Mechanics 11- 3 Inventor 11- 3 Paramedics 11- 9 TF: Common Motorized Ground Vehicles, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 10 +2 with Ranged Combat 16 +2 with All Combat 3 Analyze: Agility Skills 11- 3 Teamwork 13- Total Powers & Skill Cost: 304 Total Cost: 364 200+ Disadvantages 10 Psychological Limitation: Greed (Common; Moderate) 0 Distinctive Features: (Easily Concealed; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 20 Psychological Limitation: Code of the mercenary (Common; Total) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 124 Experience Points Total Disadvantage Points: 364 Earned Experience: 0 Spent Experience: 124 Unspent Experience: 0 Background/History: The Power Corps is a team of high tech mercenaries. Originally formed by Mastermind in one of his long range plots, they went independent after his defeat. Since then they have not lacked for work doing everything from theft to intimidation to assassination for governments, crime figures and corporations. They divert a share of their fees towards upkeep of the armour and stocking safe houses in various places around the globe. If someone needs a bit of muscle, they are your men! Personality/Motivation: Greed. They live the high life off the great fees they bring in. Quote: Powers/Tactics: Eight men in a suit of high tech armour, they use their maneuverability as much as possible to stay at range for their blasters. But the suits are strong enough to go toe to toe with some opponents. Campaign Use: A group of high tech mercenaries. Need someone to send a message.... Need something "acquired".... Appearance: A metallic suit of body armour with boot jets and blaster gauntlets. I remember in Aaron Alston's Strike Force a team called the Steel Brigade. All high tech armour formed by a BBEG to confound the heroes, who then went independent as high tech mercs. I guess it is a classic plot line in comics, and here we have the Power Corps. Individually they are probably not a match for the heroes, but there are eight of them, and team tactics will level a playing field real fast. This is the group you send in when you want to mix things up. They can probably take on most starting teams (350 pt PCs) and can certainly act as a distraction for higher point teams. The possibilities with these guys are endless. Can you tell I like them? Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 23, 2016 Author Report Share Posted November 23, 2016 Next up another team, The Looking Glass Gang. All have a Lewis Carroll theme to them, and can pose a serious threat to the party if not taken seriously! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 24, 2016 Author Report Share Posted November 24, 2016 So the leader of the LGG White Rabbit Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 15- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8 PD 6 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 36 END 0 24 STUN 0 Total Characteristic Cost: 88 Movement: Running: 9"/18" Leaping: 4"/8" Swimming: 4"/8" Cost Powers END 2 Leaping +2" (4" forward, 2" upward) 1 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 33 Elemental Control, 66-point powers 97 1) Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (16" radius; +1), +/-5 to PER Rolls, Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½), Selective Target (+½) (130 Active Points) 6 34 2) Invisibility to Sight, Hearing, Smell/Taste and Touch Groups , No Fringe, Reduced Endurance (0 END; +½) (67 Active Points) 15 3) Major Transform 5d6 (75 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Limited Power loses about a third of its effectiveness (Takes a number of attempts; -½) 7 3 Legsweep +2 -1 3d6 Strike, Target Falls 3 Takedown +1 +1 2d6 Strike; Target Falls 4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls Talents 24 Combat Luck (12 PD/12 ED) 10 Fascination Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Disguise 12- 3 Persuasion 12- 3 Sleight Of Hand 13- 3 Concealment 12- 3 Contortionist 13- 3 Shadowing 12- 3 Stealth 13- 15 +3 with DCV Total Powers & Skill Cost: 295 Total Cost: 383 200+ Disadvantages 15 Psychological Limitation: Paranoid (Common; Strong) 20 Psychological Limitation: anarchist (Very Common; Strong) 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 15 Hunted: THEM 8- (As Pow; NCI; Harshly Punish) 123 Experience Points Total Disadvantage Points: 383 Earned Experience: 0 Spent Experience: 123 Unspent Experience: 0 Background/History: Daniel Linholm believes "THEY" are out there. At first it was a few tests, but eventually he went too far down the rabbit hole, and he showed everyone what he found there! Now he roams the country with his gang stealing what they need and sometime sticking it to "THEM"! Personality/Motivation: To show the world the wonders he has seen. Quote: Powers/Tactics: An invisible mentalist who specializes in illusions, no one is sure what the playing field is when he is around! Campaign Use: Leader of a gang of thieves. Also who are "THEY"? Do they exist? Appearance: Colourful Victorian garb with long rabbit ears attached to the hat! So he's by no means a powerhouse. But as support, he's ideal. Mental Illusions and Images and Invisibility means he can strike from surprise anytime he wants! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 26, 2016 Author Report Share Posted November 26, 2016 White Rabbit's #1 servant Bill the Lizard Val Char Cost Roll Notes 5 STR -5 21- Lift 102.4tons; 12d6 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 16- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 8 PD 7 Total: 30 PD (30 rPD) 8 ED 4 Total: 30 ED (30 rED) 4 SPD 12 Phases: 3, 6, 9, 12 5 REC 0 40 END 0 23 STUN 0 Total Characteristic Cost: 78 Movement: Running: 6"/12" Leaping: 12"/24" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 5 Nightvision 5 Infrared Perception (Sight Group) 5 Extra Limb (1) 30 Damage Resistance (30 PD/30 ED) 80 Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Reduced Endurance (0 END; +½), Persistent (+½) (80 Active Points) 34 +55 STR, Reduced Endurance (½ END; +¼) (69 Active Points); Limited Power loses about a third of its effectiveness (Only when at normal size; -½), No Figured Characteristics (-½) 2 15 +15 CON (30 Active Points); Limited Power loses about a third of its effectiveness (Only at normal size; -½), No Figured Characteristics (-½) 15 +22 PD (22 Active Points); Limited Power loses about a third of its effectiveness (Only at normal size; -½) 15 +22 ED (22 Active Points); Limited Power loses about a third of its effectiveness (Only at normal size; -½) 5 Offensive Strike -2 +1 16d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 70 STR for holding on 3 Legsweep +2 -1 13d6 Strike, Target Falls 3 Takedown +1 +1 12d6 Strike; Target Falls 5 Sacrifice Strike +1 -2 16d6 Strike Talents 20 Animal Friendship 15 Beast Speech Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 11- Total Powers & Skill Cost: 282 Total Cost: 360 200+ Disadvantages 15 Physical Limitation: Cold blooded (Infrequently; Fully Impairing) 10 Physical Limitation: amnesia (Frequently; Slightly Impairing) 25 Physical Limitation: Loyal to White Rabbit (All the Time; Fully Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 80 Experience Points Total Disadvantage Points: 360 Earned Experience: 0 Spent Experience: 80 Unspent Experience: 0 Background/History: Bill doesn't remember anything before he met White Rabbit. Since then he has been the right hand lizard to WR and his most loyal supporter! Personality/Motivation: To serve WR! Quote: Powers/Tactics: He can shrink down to the size of a small lizard or grow to the size of a normal human. At human size he has great strength and durability. Campaign Use: Appearance: A 2 meter tall human lizard in butler gear! Can be sneaky if needed, or straight up front fighter. I find him interesting! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 28, 2016 Author Report Share Posted November 28, 2016 One of the reasons the LGG is hard to capture. Dormouse Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 15- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 8 PD 6 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 4 SPD 9 Phases: 3, 6, 9, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristic Cost: 86 Movement: Running: 9"/18" Leaping: 5"/10" Swimming: 4"/8" Teleportation: 10"/20" Cost Powers END 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 3 Leaping +3" (5" forward, 2 ½" upward) 1 9 +3 PER with all Sense Groups 25 Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) 8 Damage Resistance (8 PD/8 ED) 93 Shape Shift (Sight, Hearing, Smell/Taste, Touch and Mystic Groups, any shape), Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +½) (93 Active Points) 20 Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points) 17 Teleportation 10", MegaScale (1" = 100 km; +¾) (35 Active Points); Limited Power loses about a third of its effectiveness (-½), Limited Power loses about a third of its effectiveness (-½) 3 26 Mental Illusions 6d6, Cumulative (72 points; +¾) (52 Active Points); No Range (-½), Limited Power loses about a third of its effectiveness (Only to make a maze; -½) 5 Talents 36 Combat Luck (18 PD/18 ED) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 9 Disguise 15- 3 Sleight Of Hand 13- 3 Concealment 12- 3 Contortionist 13- 13 Stealth 18- 11 Shadowing 16- 3 Electronics 12- 3 Mechanics 12- 3 Inventor 12- 3 Demolitions 12- Total Powers & Skill Cost: 308 Total Cost: 394 200+ Disadvantages 15 Physical Limitation: Doesn't understand human culture (Frequently; Greatly Impairing) 15 Physical Limitation: one meter tall (Frequently; Greatly Impairing) 15 Physical Limitation: Loves to sleep (Frequently; Greatly Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 139 Experience Points Total Disadvantage Points: 394 Earned Experience: 0 Spent Experience: 139 Unspent Experience: 0 Background/History: A fey creature who fell under the influence of White Rabbit! Personality/Motivation: To sleep, perchance to dream. Dormouse seems to want to sleep all the time. Quote: Powers/Tactics: He is the gang's movement specialist, able to construct doorways linking to distant locations. In combat he can trap targets in a mental maze! He is also an adept shape shifter and can appear as anything! Campaign Use: Link to the Fey realm? Who is he really? Appearance: Generally appears as a one meter tall mouse with a monocle, top hat and vest! So the Limitations on the Tport are only to do long range ports (no combat porting) and he needs a frame to form the portal. Another support member, he'd make a great scout (if he can stay awake) but even better as a wild card, hidden in plain sight! Add the mental maze and he's pretty scary! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 29, 2016 Author Report Share Posted November 29, 2016 The other movement specialist of the LGG! Red Queen Val Char Cost Roll Notes 35 STR 25 16- Lift 3200.0kg; 7d6 [3] 21 DEX 33 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 18 INT 8 13- PER Roll 16- 13 EGO 6 12- ECV: 4 13 PRE 3 14- PRE Attack: 4 ½d6 15 COM 3 12- 8+8 PD 1 Total: 8/16 PD (8/16 rPD) 8+8 ED 3 Total: 8/16 ED (8/16 rED) 4 SPD 9 Phases: 3, 6, 9, 12 12 REC 0 50 END 0 41 STUN 0 Total Characteristic Cost: 121 Movement: Running: 25"/200" Flight: 10"/20" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 7 +10 PRE (10 Active Points); Limited Power loses about a third of its effectiveness (-½) 24 Armor (8 PD/8 ED) 8 Damage Resistance (8 PD/8 ED) 30 Flight 10", Reduced Endurance (0 END; +½) (30 Active Points) 3 Detect A Single Thing 16-/13- (Unusual Group) 5 Nightvision 60 Running +19" (25" total), x8 Noncombat, Reduced Endurance (½ END; +¼) (60 Active Points) 2 8 Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Linked (Running; -½) 10 +3 with DCV (15 Active Points); Linked (Running; -½) 60 (Total: 60 Active Cost, 60 Real Cost) Drain SPD 1d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1 ½), Selective (+¼) (30 Active Points) (Real Cost: 30) plus Drain INT 1d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1 ½), Selective (+¼) (30 Active Points) (Real Cost: 30) 2 Talents 5 Eidetic Memory 3 Bump Of Direction 3 Absolute Range Sense 20 Universal Translator 13- Skills 3 KS 13- 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 3 Tracking 13- Total Powers & Skill Cost: 274 Total Cost: 394 200+ Disadvantages 15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Physical Limitation: Amnesia (Frequently; Slightly Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 159 Experience Points Total Disadvantage Points: 394 Earned Experience: 0 Spent Experience: 159 Unspent Experience: 0 Background/History: A sophisticated android built by an unknown civilization, she was deactivated eons ago and damaged during her long sleep. Recently she was reactivated and fell under the influence of White Rabbit. She is now the Red Queen! Personality/Motivation: She wishes to know who she is and what she was built for. Until then she values her friendship with the rest of the gang and uses her abilities to aid them in their fun! Quote: Powers/Tactics: Besides her durable body, she has temporal circuitry that allows her to have speedster like abilities as well as slowing down opponents! Campaign Use: An amnesiac robot. Hooks abound! Appearance: A female appearing robot with red and silver highlights! A speedster and amnesiac with plot hooks. I like? Quote Link to comment Share on other sites More sharing options...
Mr. R Posted November 30, 2016 Author Report Share Posted November 30, 2016 a ranged NPC for the LGG. Also its expert in all things scientific/technological! The Hatter Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 20 INT 10 13- PER Roll 16- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8 PD 6 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 4 SPD 9 Phases: 3, 6, 9, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristic Cost: 90 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 62 Multipower, 62-point reserve 6u 1) Hat band over the eyes: Sight Group Flash 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2 4u 2) Sleepy tea: Energy Blast 5d6, Reduced Endurance (½ END; +¼), No Normal Defense ([standard]; Con roll; +1) (56 Active Points); Limited Range (-¼) 2 2u 3) Marbles: Entangle 2d6, 2 DEF, Reduced Endurance (½ END; +¼), Entangle And Character Both Take Damage (+¼), Area Of Effect (7" Cone; +1) (50 Active Points); Entangle Has 1 BODY (-½), Cannot Form Barriers (-¼), Only When In Contact With The Ground (-¼) 2 6u 4) Powder puffs: Darkness to Sight Group 5" radius, Reduced Endurance (½ END; +¼) (62 Active Points) 2 6u 5) Hat bands around the body: Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points) 2 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 37 Tip of the Hat: Missile Deflection (Thrown Objects), Missile Reflection, Reflect At Any Target, Adjacent Hex (+½) (37 Active Points) Talents 30 Combat Luck (15 PD/15 ED) Skills 3 Disguise 13- 3 Science Skill: Dimensional Engineering 13- 3 Sleight Of Hand 13- 3 Concealment 13- 3 Contortionist 13- 3 Inventor 13- 3 Electronics 13- 3 Mechanics 13- 3 Demolitions 13- 12 Multipower: +4 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 257 Total Cost: 347 200+ Disadvantages 15 Psychological Limitation: Erratic and unpredictable (Common; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 122 Experience Points Total Disadvantage Points: 347 Earned Experience: 0 Spent Experience: 122 Unspent Experience: 0 Background/History: Reginald Tybalt is a genius in the field of dimensional engineering. But he had a disdain for "safety protocols" and eventually he was let go. Then White Rabbit convinced him that "They" were behind his lack of progress. Built a conductor ring inside his hat through which he can pull various effects. And with his new friends it will be tea-time forever! Personality/Motivation: To use all those items "They" said were too dangerous! Quote: Powers/Tactics: He can use the ring in his hat to pull various effects for offence and defense. Also the band is tied to his quantum signature and so he cannot be disarmed (it is not a focus, it just looks like one) Campaign Use: Another of White Rabbit's band of robbers. Also their technical expert! Appearance: Older gentleman in old fashioned Victorian garb and a top hat! So he sets PCs up via entangles or Darkness for the others to mow down. He also happens to be the loose cannon of the team! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 1, 2016 Author Report Share Posted December 1, 2016 Last member of the LGG! Alice Val Char Cost Roll Notes 15+55 STR 5 12- / 23- Lift 200.0kg/409.6tons; 3d6/14d6 [1/6] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 15- 10+11 BODY 0 11- / 13- 13 INT 3 12- PER Roll 15- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 20 COM 5 13- 9 PD 6 Total: 29 PD (28 rPD) 8 ED 5 Total: 28 ED (28 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 26+11 STUN 0 Total Characteristic Cost: 79 Movement: Running: 11"/22" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 17 Mental Defense (20 points total) 28 Damage Resistance (28 PD/28 ED) 82 Multipower, 55-point reserve, all slots Reduced Endurance (0 END; +½) (82 Active Points) 5u 1) Growth (+55 STR, +11 BODY, +11 STUN, -11" KB, 204,800 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide) (55 Active Points) 5u 2) Shrinking (0.0625 m tall, 0.0031 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB) (50 Active Points) 15 +15 CON (30 Active Points); No Figured Characteristics (-½), Linked (Growth; -½) 13 +20 PD (20 Active Points); Linked (Growth; -½) 13 +20 ED (20 Active Points); Linked (Growth; -½) 10 Running +5" (11" total) 1 Skills 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 12- 10 +2 with HTH Combat Total Powers & Skill Cost: 216 Total Cost: 295 200+ Disadvantages 20 Psychological Limitation: This isn't her life! (Very Common; Strong) 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 65 Experience Points Total Disadvantage Points: 295 Earned Experience: 0 Spent Experience: 65 Unspent Experience: 0 Background/History: Alice Banks was caught in the Silver Storm. That wasn't so bad but she ran right into the White Rabbit and he pulled her into his merry world! Personality/Motivation: Alice believes all this is a dream. That she will wake up and all will be normal. Then WR pulls her back in. Quote: Powers/Tactics: Shrinking and growth. Campaign Use: A weak point in the gang. She is the one most likely to turn! Appearance: Blond lady dressed in Victorian young ladies garb. If anything shows that White rabbit is not so nice is Alice. She doesn't want to be here, but WR keeps pulling her back in whenever she starts to waver. She could make for a cool set of encounters as people try and rescue her from the LGG. What will happen to WR if she rejects him? This takes soe serious roleplaying, but with the right group.... Powerwise she is average. She does what she is designed to do, go bigger or so smaller. As such, she's a great infiltrator and front line combatant! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 2, 2016 Author Report Share Posted December 2, 2016 Next team out of Threat Report, the Starbreed. These are five VERY powerful foes. They are designed to give your team a rough time. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 2, 2016 Author Report Share Posted December 2, 2016 The leader! Erebus Val Char Cost Roll Notes 70 STR 60 23- Lift 409.6tons; 14d6 [7] 21 DEX 33 13- OCV: 7/DCV: 7 35 CON 50 16- 10 BODY 0 11- 18 INT 8 13- PER Roll 16- 18 EGO 16 13- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 20 COM 5 13- 30 PD 16 Total: 30 PD (30 rPD) 30 ED 23 Total: 30 ED (30 rED) 4 SPD 9 Phases: 3, 6, 9, 12 21 REC 0 70 END 0 63 STUN 0 Total Characteristic Cost: 235 Movement: Running: 6"/12" Flight: 20"/1280" Leaping: 14"/28" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 19 Life Support (Expanded Breathing; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 20 Mental Defense (24 points total) 24 Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power loses about two-thirds of its effectiveness (-1 ½) 17 Healing BODY 1 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½), Self Only (-½) 30 Damage Resistance (30 PD/30 ED) 78 Telekinetic Levitation: Flight 20", x64 Noncombat, Reduced Endurance (0 END; +½) (97 Active Points); Physical Manifestation (-¼) 75 Elemental Control, 150-point powers 63 1) Titan's Grip: (Total: 155 Active Cost, 124 Real Cost) Energy Blast 8d6, Reduced Endurance (½ END; +¼), Line Of Sight (+½), No Normal Defense ([standard]; Con Roll; +1) (110 Active Points); Concentration (½ DCV; -¼) (Real Cost: 88) plus Drain CON 2d6, Reduced Endurance (½ END; +¼), Ranged (+½), Line Of Sight (+½) (45 Active Points); Concentration (½ DCV; -¼) (Real Cost: 36) 7 127 2) Force of Will: Telekinesis (90 STR), Line Of Sight (+½) (202 Active Points) 20 87 3) Godlike Will: Telekinesis (60 STR), Fine Manipulation, Reduced Endurance (½ END; +¼), Area Of Effect (13" Radius; +1), Selective (+¼) (250 Active Points); Limited Power loses about half of its effectiveness (-1) 11 Skills 3 Disguise 13- 3 KS 13- 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 15 +3 with HTH Combat Total Powers & Skill Cost: 582 Total Cost: 817 200+ Disadvantages 10 Physical Limitation: Timeline unfamiliarity (Frequently; Slightly Impairing) 25 Psychological Limitation: Megalomaniac (Very Common; Total) 20 Psychological Limitation: Overconfident (Common; Total) 562 Experience Points Total Disadvantage Points: 817 Earned Experience: 0 Spent Experience: 562 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! Erebus was designed as a leader. Charismatic, he carries himself as a leader. More like a god. He is a megalomaniac who believes that the world belongs to him. With his "brothers and sisters" he tried on his old world. Now he will try on ours. Personality/Motivation: Erebus has been programmed as a leader. He has to be in control. The world belongs to him, we don't know it yet. That frustrates him, and when he is control, he will make sure we don't forget it! Quote: Powers/Tactics: Extremely strong and durable, he also has a suite of telekinetic abilities to strike at range! Campaign Use: Leader of a powerful villain team. Appearance: Tall well-built male with black (literally) skin and white hair. His eyes glow white. He wears a dark red body suit! This guy is a monster. HTH or range, he can deal the hurt, and he can take a punch. Role play wise, he's got a lot of buttons. Players should feel satisfaction at slamming him, but it will be a slog. And he's backed up by allies just as powerful. Like I said this is a tough team. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 3, 2016 Author Report Share Posted December 3, 2016 Every leader needs a loyal lackey. Magneto had Toad. Erebus has... Skulk Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 23 CON 26 14- 10 BODY 0 11- 13 INT 3 12- PER Roll 15- 18 EGO 16 13- ECV: 6 10 PRE 0 11- PRE Attack: 2d6 14 COM 2 12- 8+30 PD 5 Total: 8/38 PD (0/30 rPD) 8+30 ED 3 Total: 8/38 ED (0/30 rED) 4 SPD 15 Phases: 3, 6, 9, 12 8 REC 0 46 END 0 29 STUN 0 Total Characteristic Cost: 88 Movement: Running: 6"/12" Flight: 6"/12" Gliding: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 70 Energy manipulation: Elemental Control, 140-point powers 70 1) Energy Bending: Invisibility to Sight, Hearing and Mental Groups , No Fringe, Usable Simultaneously (up to 2 people at once; +½), Reduced Endurance (0 END; +½), Area Of Effect (16" Radius; +1 ¼), Selective (+¼) (140 Active Points) 78 2) Energy Supression: Suppress 10d6, Reduced Endurance (0 END; +½), Continuous (+1), Area Of Effect (13" Radius; +1), Selective (+¼) (187 Active Points); No Range (-½) 80 3) Energy Negation: Force Field (30 PD/30 ED), Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (150 Active Points) 10 Missile Deflection (Any Ranged Attack) (20 Active Points); Limited Power loses about half of its effectiveness (Energy only; -1) 7 safe fall: Gliding 10" (10 Active Points); Limited Power loses about a third of its effectiveness (Only for safe fall; -½) 13 Wall Crawling: Clinging (23 STR) 9 Water Walking: Flight 6", Reduced Endurance (0 END; +½) (18 Active Points); Limited Power loses about half of its effectiveness (Only to walk on water; -1) 31 Energy Drain: Change Environment 16" radius, -3 Temperature Level Adjustment 3 36 Energy: Detect A Single Thing 15-/12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic: +1, Tracking Skills 3 Disguise 12- 3 Stealth 12- 3 Shadowing 12- Total Powers & Skill Cost: 422 Total Cost: 510 200+ Disadvantages 20 Psychological Limitation: Coward (Very Common; Strong) 20 Psychological Limitation: Coward (Very Common; Strong) 20 Psychological Limitation: introvert (Very Common; Strong) 10 Physical Limitation: timeline unfamiliar (Frequently; Slightly Impairing) 25 Physical Limitation: loyal to Erebus (All the Time; Fully Impairing) 215 Experience Points Total Disadvantage Points: 510 Earned Experience: 0 Spent Experience: 215 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! Skulk is the loyal lackey. And a coward. Unless forced, he will not fight. But he is also the perfect scout and thief. His powers make him undetectable and his skills allow him to get into most places undetected! Personality/Motivation: Only his forced loyalty to Erebus makes him do anything. Otherwise he would run away and hide for the rest of his life! Quote: Powers/Tactics: An energy controller, he can go invisible, surround himself with a powerful defensive field that represents his control of the energy as it hits him, and even dampen energy surrounding him, selecting who and what gets affected! Campaign Use: Loyal lackey to Erebus As well as a wild card for the heroes! Appearance: Non-descript man in green and purple robes. The perfect wild card. He's an abject coward, but as a scout and theif he has few equals. And he is extremely durable. In team situations it is the Energy supression that will make itself felt. He can supress others while leaving his allies free. But like I said, this is a tough team! Quote Link to comment Share on other sites More sharing options...
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