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Mr. R

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Team Brick.  And resident sadist!

 

 

Drakko

 

Val     Char  Cost   Roll       Notes

90+10    STR      80      27- / 29-    Lift 6.6ktons/26.2ktons; 18d6/20d6 [9/10]

   18        DEX      24      13-            OCV:  6/DCV:  6

   35        CON     50      16-

10+2     BODY    0       11-

   13        INT        3       12-            PER Roll 15-

   18        EGO      16      13-            ECV:  6

   25        PRE       15      14-            PRE Attack:  5d6

    4         COM     -3      10-

 

   35        PD         17                        Total:  35 PD (35 rPD)

   35        ED         28                        Total:  35 ED (35 rED)

    3         SPD       2                         Phases:  4, 8, 12

   25        REC       0

   70        END       0

73+2     STUN    0       Total Characteristic Cost:  232

 

Movement:                    Running:                12"/24"

                                        Leaping:                 20"/40"

                                        Swimming:             15"/30"

 

Cost  Powers                                                              END

12        Running +6" (12" total)                                                            1

13        Swimming +13" (15" total)                                                       1

2          Leaping +2" (20"/22" forward, 10"/11" upward)                  1

9          +3 PER with all Sense Groups

35        Damage Resistance (35 PD/35 ED)

5          Extra Limb (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)

18        Life Support  (Expanded Breathing; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold)

5          Infrared Perception (Sight Group)

10        Tracking with Smell/Taste Group

3          Ultrasonic Perception (Hearing Group)

140      Multipower, 140-point reserve

9u        1)  Fire breath:  Energy Blast 8d6, Uncontrolled (+½), Area Of Effect (21" Cone; +1), Continuous (+1) (140 Active Points); No Range (-½)                                                                                14

10u      2)  Poison breath:  (Total: 120 Active Cost, 100 Real Cost) Sight Group Flash 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-½) (Real Cost: 40) plus Drain CON 3d6, Area Of Effect (7" Cone; +1) (60 Active Points) (Real Cost: 60)    12

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

3          Stealth 13-

3          Shadowing 12-

3          Mechanics 12-

3          Inventor 12-

3          Electronics 12-

3          Demolitions 12-

 

Total Powers & Skill Cost:  313

Total Cost:  545

 

200+  Disadvantages

25        Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15        Psychological Limitation:  Sadistic (Common; Strong)

10        Physical Limitation:  timeline unfamiliarity (Frequently; Slightly Impairing)

295      Experience Points

 

Total Disadvantage Points:  545

Earned Experience:  0

Spent Experience:  295

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!

 

Drakko is the team brick.  A big, hulking brute.  He likes to play head games with his opponents, and pretends to be dumber than he looks to deceive his opponents!

 

Personality/Motivation:  A sadist who likes to inflict pain!

 

Quote:

 

Powers/Tactics:  A classic brick, he can function underwater better than on land, but either way he is big and tough!

 

Campaign Use:  Team brick!

 

Appearance:  A huge reptilian man with a tail and claws.  He wears a loin cloth and little else!

 

 

What it says on the label!

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The team's resident tech head and ranged combat!

 

 

Ironmonger

 

Val    Char   Cost   Roll Notes

   30      STR        20      15-    Lift 1600.0kg; 6d6 [3]

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

   23      CON       26      14-

   10      BODY     0       11-

   30      INT         20      15-    PER Roll 18-

   13      EGO         6       12-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   15      COM       3       12-

 

8+18    PD           2                 Total:  8/26 PD (8/26 rPD)

8+18    ED           3                 Total:  8/26 ED (8/26 rED)

    4       SPD        10                Phases:  3, 6, 9, 12

   11      REC         0

   46      END        0

   37      STUN      0       Total Characteristic Cost:  123

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                 6"/12"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

9          +3 PER with all Sense Groups

84        Variable Power Pool, 70 base + 14 control cost,  (105 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½)

8          Damage Resistance (8 PD/8 ED)

36        Armor (18 PD/18 ED) (54 Active Points); OIF (-½)

8          Mental Defense (15 points total) (12 Active Points); OIF (-½)

29        Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); OIF (-½)       1

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)

67        Energy Blast 16d6, Reduced Endurance (½ END; +¼) (100 Active Points); OIF (-½)  4

3          Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

25        Detect A Single Thing 18-/15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense

30        Material into tech:  Major Transform 4d6 (60 Active Points); Limited Power loses about half of its effectiveness (only versus metal or processed material into tech; -1)                             6

55        Summon robots:  Summon 8 200-point creatures                5

 

       Talents

5          Eidetic Memory

2          Bump Of Direction (3 Active Points); OIF (-½)

2          Absolute Time Sense (3 Active Points); OIF (-½)

2          Absolute Range Sense (3 Active Points); OIF (-½)

 

       Skills

3          Science Skill:  Dimensional Engineering 15-

3          KS 15-

3          Deduction 15-

3          Forensic Medicine 15-

3          Demolitions 15-

3          Electronics 15-

3          Inventor 15-

3          Mechanics 15-

15        TF:  Common Motorized Ground Vehicles, Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Helicopters, Large Motorized Boats, Large Planes, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Spaceplanes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3          Power 15-

10        +2 with DCV

15        +3 with Mental Combat

 

Total Powers & Skill Cost:  446

Total Cost:  568

 

200+  Disadvantages

15        Psychological Limitation:  Control freak (Common; Strong)

15        Physical Limitation:  Loyal to team (All the Time; Slightly Impairing)

25        Psychological Limitation:  Cannot bear to be touched skin to skin (Very Common; Total)

10        Physical Limitation:  Timeline unfamiliarity (Frequently; Slightly Impairing)

303      Experience Points

 

Total Disadvantage Points:  568

Earned Experience:  0

Spent Experience:  303

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!

 

A tech genius, Ironmonger can barely tolerate other people touching his skin and so lives in his armour 24/7.  His great desire is to be left alone, but since he knows the world will never let him do that, he aids his "brothers and sister" so that after they take control, he will be left in peace!

 

Personality/Motivation:  A control freak and extreme introvert.

 

Quote:

 

Powers/Tactics:  A tech genius, he can mold processed material and metal into any form he chooses.  Coupled with his tech knowledge, he can create any device he can imagine.  In addition he wears a suit of high tech armour with boot jets and a powerful blaster.

 

Campaign Use:  Tech support for the Starbreed!

 

Appearance:  Only seen in his armour, which has an old style archaic look that belies the high tech nature of it.

 

 

Nothing special except for the look!  But he works!

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OK the next villain is actually one person with four powersets and four personalities.  So I will present them all in order.

 

Fist the secondary brick and melee person and the core personality

 

Sister in Scarlet Warwitch

 

Val    Char   Cost   Roll Notes

  60      STR       50      21-    Lift 102.4tons; 12d6 [6]

  24      DEX       42      14-    OCV:  8/DCV:  8

  35      CON      50      16-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  22      COM       6       13-

 

  25      PD          13               Total:  25 PD (25 rPD)

  25      ED          18               Total:  25 ED (25 rED)

    5       SPD        16               Phases:  3, 5, 8, 10, 12

  19      REC        0

  70      END        0

  58      STUN      0       Total Characteristic Cost:  213

 

Movement:                   Running:               14"/28"

                                        Leaping:                18"/36"

                                        Swimming:            4"/8"

 

Cost  Powers                                                              END

18       Life Support  (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

14       Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½)

5          Mental Defense (13 points total) (10 Active Points); Limited Power loses about half of its effectiveness (Only vs. Mind Control and Telepathy; -1)

16       Running +8" (14" total)                                                           2

2          Swimming +2" (4" total)                                                          1

6          Leaping +6" (18" forward, 9" upward)                                 1

25       Damage Resistance (25 PD/25 ED)

13       Energy weapons:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½)         2

5          Energy weapons:  Stretching 1"                                             1

104     Widowmaker, Reaper Red, Crimson Queen:  Multiform (447 Character Points in the most expensive form) (Instant Change, x4 Number Of Forms)

20       Shape Shift  (Sight Group), Instant Change, Makeover   2

4          Martial Strike                                                                           +0            +2           14d6 Strike

5          Sacrifice Strike                                                                         +1            -2            16d6 Strike

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 70 STR for holding on

5          Defensive Strike                                                                      +1            +3           12d6 Strike

9          Weapon Element:  Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Flails, Polearms and Spears, Staffs, Staffs, Two-Handed Weapons

 

       Talents

6          Lightning Reflexes: +4 DEX to act first with All Actions

22       Danger Sense (self only, out of combat, Function as a Sense) 12-

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Climbing 14-

3          Disguise 12-

3          Stealth 14-

3          Shadowing 12-

6          TF:  Common Motorized Ground Vehicles, Combat Aircraft, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

15       Tactics 18-

 

Total Powers & Skill Cost:  321

Total Cost:  534

 

200+  Disadvantages

15       Psychological Limitation:  (Common; Strong)

25       Psychological Limitation:  (Very Common; Total)

10       Physical Limitation:  (Frequently; Slightly Impairing)

5          Rivalry:  Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20       Psychological Limitation:  Valkyrie mentality (Very Common; Strong)

259     Experience Points

 

Total Disadvantage Points:  534

Earned Experience:  0

Spent Experience:  259

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!

 

The Sisters in Scarlet are actually four personalities in one body.  Each has separate personalities and powers.  As Warwitch, she is strong and durable and able to generate energy HTH weapons.

 

Personality/Motivation:  A female warrior, a Valkyrie!

 

Quote:

 

Powers/Tactics:  See Background!

 

Campaign Use:  A second brick for the team!

 

Appearance:  Tall, red hair, with red armour parts and a red energy weapon.

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Sister in Scarlet Reaper Red

 

Val    Char   Cost   Roll Notes

  30      STR       20      15-    Lift 1600.0kg; 6d6 [5]

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

  25      CON      30      14-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  22      COM       6       13-

 

    2       PD           2                Total:  2 PD (0 rPD)

    8       ED           3                Total:  8 ED (0 rED)

    7       SPD        40               Phases:  2, 4, 6, 7, 9, 11, 12

    5       REC        0

  50      END        0

  23      STUN      0       Total Characteristic Cost:  149

 

Movement:                   Running:               30"/240"

                                        Leaping:                8"/16"

                                        Swimming:            4"/8"

 

Cost  Powers                                                              END

87       Running +24" (30" total), x8 Noncombat, Reduced Endurance (0 END; +½) (87 Active Points)

2          Swimming +2" (4" total)                                                          1

2          Leaping +2" (8" forward, 4" upward)                                   1

13       Life Support  (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

14       Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½)

5          Mental Defense (13 points total) (10 Active Points); Limited Power loses about half of its effectiveness (Only MC and TP; -1)

87       Energy Scythes:  Multipower, 87-point reserve

1u       1)  Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); Hand-To-Hand Attack (-½)

4u       2)  (Total: 74 Active Cost, 40 Real Cost) Hand-To-Hand Attack +6d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (52 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 35) plus Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (22 Active Points); No Figured Characteristics (-½) applied to STR (Real Cost: 5)            2

5u       3)  (Total: 87 Active Cost, 48 Real Cost) Hand-To-Hand Attack +4d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1), Selective (+¼) (50 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 33) plus Area Of Effect (1" Radius; +1), Selective (+¼) (37 Active Points); No Figured Characteristics (-½) applied to STR (Real Cost: 15)       9

 

       Talents

12       Lightning Reflexes: +8 DEX to act first with All Actions

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

3          Disguise 12-

3          Stealth 13-

3          Shadowing 12-

48       +6 with All Combat

 

Total Powers & Skill Cost:  298

Total Cost:  447

 

200+  Disadvantages

15       Psychological Limitation:  (Common; Strong)

25       Psychological Limitation:  (Very Common; Total)

5          Rivalry:  Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10       Physical Limitation:  (Frequently; Slightly Impairing)

20       Psychological Limitation:  Flirtatious (Very Common; Strong)

172     Experience Points

 

Total Disadvantage Points:  447

Earned Experience:  0

Spent Experience:  172

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!

 

Team speedster. 

 

Personality/Motivation:  A flirtatious killer.  She will flirt as she rushes by you!

 

Quote:

 

Powers/Tactics:  High speed and a pair of energy scythes.  She can rush by, or stand and deliver a flurry of strikes!

 

Campaign Use:  When the team needs a speedster!

 

Appearance:  Tall, red hair, wears a red hood and wields a pair of energy scythes of red energy!

 

 

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Sister in Scarlet Crimson Queen

 

Val    Char   Cost   Roll Notes

  30      STR       20      15-    Lift 1600.0kg; 6d6 [3]

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

  25      CON      30      14-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  19      PRE         9       13-    PRE Attack:  3 ½d6

  22      COM       6       13-

 

    8       PD           2                Total:  8 PD (8 rPD)

    8       ED           3                Total:  8 ED (8 rED)

    4       SPD        10               Phases:  3, 6, 9, 12

  11      REC        0

  50      END        0

  38      STUN      0       Total Characteristic Cost:  123

 

Movement:                   Running:               9"/18"

                                        Leaping:                8"/16"

                                        Swimming:            4"/8"

 

Cost  Powers                                                              END

6          Running +3" (9" total)                                                             1

2          Swimming +2" (4" total)                                                          1

2          Leaping +2" (8" forward, 4" upward)                                   1

8          Damage Resistance (8 PD/8 ED)

13       Life Support  (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum)

14       Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½)

5          Mental Defense (13 points total) (10 Active Points); Limited Power loses about half of its effectiveness (Only vs. MC and Telepathy; -1)

70       Elemental Control, 140-point powers

90       1)  Energy Wall:  Force Wall (15 PD/15 ED) (Alterable Size), Mobile (+½), Reduced Endurance (0 END; +½) (160 Active Points)

70       2)  Energy Constructs:  Summon 16 300-point creatures, Difficult To Dispel (x2 Active Points; +¼), Reduced Endurance (0 END; +½) (140 Active Points)

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

3          Disguise 12-

3          Shadowing 12-

3          Stealth 13-

 

Total Powers & Skill Cost:  298

Total Cost:  421

 

200+  Disadvantages

15       Psychological Limitation:  Thrill seeker (Common; Strong)

25       Psychological Limitation:  four personalities (Very Common; Total)

10       Physical Limitation:  unfamiliar with timeline (Frequently; Slightly Impairing)

5          Rivalry:  Professional, other personalities, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

20       Psychological Limitation:  Haughty and regal (Very Common; Strong)

146     Experience Points

 

Total Disadvantage Points:  421

Earned Experience:  0

Spent Experience:  146

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!

 

The most regal of the personalities, she thinks herself a queen!

 

Personality/Motivation:  Imperious ruler!

 

Quote:

 

Powers/Tactics:  When the team needs defense and MINIONS!  She can put up powerful energy walls as well as summon energy robots to do her bidding!

 

Campaign Use:  When the team needs defense and a diversion!

 

Appearance:  Tall, red hair with a red cape, as well she has a red staff that really is just for appearance!

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Sister in Scarlet Widowmaker

 

Val    Char   Cost   Roll Notes

  30      STR       20      15-    Lift 1600.0kg; 6d6 [3]

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

  25      CON      30      14-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  22      COM       6       13-

 

8+18   PD           2                Total:  8/26 PD (8/26 rPD)

8+18   ED           3                Total:  8/26 ED (8/26 rED)

    4       SPD        10               Phases:  3, 6, 9, 12

  11      REC        0

  50      END        0

  38      STUN      0       Total Characteristic Cost:  119

 

Movement:                   Running:               6"/12"

                                        Flight:                     30"/120"

                                        Leaping:                6"/12"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

13       Life Support  (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

14       Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½)

22       Elemental Control, 44-point powers

59       1)  Flight 30", x4 Noncombat, Reduced Endurance (½ END; +¼) (81 Active Points)               3

113     2)  Energy Blast 12d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½), Increased Maximum Range (13,125"; +½) (135 Active Points)                                                                   5

23       3)  Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points)               2

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

3          Disguise 12-

3          Stealth 13-

3          Shadowing 12-

8          Energy Blast:  +4 with any single Strike

15       +3 with DCV

 

Total Powers & Skill Cost:  293

Total Cost:  412

 

200+  Disadvantages

15       Psychological Limitation:  (Common; Strong)

25       Psychological Limitation:  (Very Common; Total)

10       Physical Limitation:  (Frequently; Slightly Impairing)

5          Rivalry:  Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20       Psychological Limitation:  Gunslinger mentality (Very Common; Strong)

137     Experience Points

 

Total Disadvantage Points:  412

Earned Experience:  0

Spent Experience:  137

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!

 

The second personality, a flying energy projector!

 

Personality/Motivation:  Think an old west gunslinger who wants to aerial duel other blasters. 

 

Quote:

 

Powers/Tactics:  Classic flight, FF, EB type.

 

Campaign Use:  If the team needs a high flyer, she's your lady!

 

Appearance:  Tall, red hair with a small red cape and red energy around her hands!

 

 

I find this NPC interesting.  Every time you meet the Starbreed she can fulfill a different role on the team.  I find it cool!

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Bear-Knuckle

 

Val    Char   Cost   Roll Notes

  40      STR       30      19-    Lift 25.6tons; 10d6 [3]

  18      DEX       24      13-    OCV:  6/DCV:  6

  23      CON      26      14-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 14-

  12      EGO        4       11-    ECV:  4

  10      PRE         0       11-    PRE Attack:  2d6

  10      COM       0       11-

 

  25      PD          15               Total:  30 PD (30 rPD)

  25      ED          20               Total:  30 ED (30 rED)

    4       SPD        12               Phases:  3, 6, 9, 12

  22      REC       14

  46      END        0

  47      STUN      0       Total Characteristic Cost:  145

 

Movement:                   Running:               6"/12"

                                        Leaping:                10"/20"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

9          +3 PER with all Sense Groups

30       Damage Resistance (30 PD/30 ED)

22       Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½)

5          Nightvision

5          Tracking with Normal Smell

10       Reduced Endurance (½ END; +¼) (10 Active Points) applied to STR

7          +10 STR (10 Active Points); Limited Power loses about a third of its effectiveness (Only when berserk; -½)      1

3          +5 PD (5 Active Points); Limited Power loses about a third of its effectiveness (Only when Berserk; -½)

3          +5 ED (5 Active Points); Limited Power loses about a third of its effectiveness (Only when Berserk; -½)

5          Sacrifice Strike                                                                         +1            -2            14d6 Strike

3          Martial Throw                                                                          +0            +1           10d6 +v/5, Target Falls

5          Offensive Strike                                                                       -2            +1           14d6 Strike

3          Takedown                                                                                +1            +1           10d6 Strike; Target Falls

 

       Skills

8          Survival (Urban) 14-

3          Acrobatics 13-

3          Breakfall 13-

3          Streetwise 11-

10       +2 with HTH Combat

 

Total Powers & Skill Cost:  137

Total Cost:  282

 

200+  Disadvantages

25       Enraged:  Berserk In combat (Uncommon), go 11-, recover 11-

10       Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

15       Reputation: , 11- (Extreme)

15       Psychological Limitation:  Bad temper (Common; Strong)

17       Experience Points

 

Total Disadvantage Points:  282

Earned Experience:  0

Spent Experience:  17

Unspent Experience:  0

 

Background/History:  Schnek's was a dive among dives.  It had the worst reputation in the city for being a place where underground fighters went to cool off and people with unsavory reputations could hide.  So when (Insert name) labs went looking for test subject for its super power development project, the clientele was perfect as who would miss them or care.  Eighteen people were taken, six survived. After the testing they were allowed to escape to see how they fared in the real world.  The six banded together as the Contenders. They occasionally pulled their own jobs, but more often were employed as muscle for other groups.  They quickly developed a reputation as reliable, and tight-lipped.  Over time the lost two members and now, twenty years later they are getting a little slower and so usually confine themselves the underground super powered fighting circuit.  But they can still be hired for the odd job.  Drinken and fighten, it’s all they know!

 

Bear-Knuckle is the leader, more due to the fact that he's the meanest of the four.  Merciless in combat, he also takes few insults.  He was a mean SOB before and he's worse now!

 

Personality/Motivation:  Cunning, merciless, ruthless.  Only is lack of education and knowledge keep him from being more dangerous!

 

Quote:

 

Powers/Tactics:  A consument HTH guy.  The process just made him stronger, tougher and harder to keep down.  He's like Wolverine from the early X-Men (without the claws) but with little of the civilization.

 

Campaign Use:  The Contenders are muscle.  They remind me of the Wrecking Crew, four dumb fighters, who when they get together can give others a run for their money!

 

Appearance:  Tall, red beard and hair, wears jeans and a t-shirt, and his hands are very hairy.  (Though the image has claws, his powers do not include them so just leave them hairy)


 

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Fly-Boy

 

Val    Char   Cost   Roll Notes

  30      STR       20      15-    Lift 1600.0kg; 6d6 [3]

  27      DEX       51      14-    OCV:  9/DCV:  9

  20      CON      20      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  13      PRE         3       12-    PRE Attack:  2 ½d6

    4       COM      -3      10-

 

  20      PD          14               Total:  20 PD (20 rPD)

  20      ED          16               Total:  20 ED (20 rED)

    6       SPD        23               Phases:  2, 4, 6, 8, 10, 12

  10      REC        0

  40      END        0

  35      STUN      0       Total Characteristic Cost:  157

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                6"/12"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

41       Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); No Range (-½)      2

29       Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); Restrainable (-½)    1

15       Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½)

20       Damage Resistance (20 PD/20 ED)

10       Clinging (normal STR)

10       Increased Arc Of Perception (360 Degrees) with Sight Group

5          Tracking with Normal Smell

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Climbing 14-

3          Contortionist 14-

3          Lockpicking 14-

3          Stealth 14-

3          Shadowing 12-

 

Total Powers & Skill Cost:  151

Total Cost:  308

 

200+  Disadvantages

25       Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15       Psychological Limitation:  Reluctant to kill (Common; Strong)

15       Reputation: , 11- (Extreme)

25       Social Limitation:  Public ID (Very Frequently; Severe)

10       Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

18       Experience Points

 

Total Disadvantage Points:  308

Earned Experience:  0

Spent Experience:  18

Unspent Experience:  0

 

Background/History:  Schnek's was a dive among dives.  It had the worst reputation in the city for being a place where underground fighters went to cool off and people with unsavory reputations could hide.  So when (Insert name) labs went looking for test subject for its super power development project, the clientele was perfect as who would miss them or care.  Eighteen people were taken, six survived. After the testing they were allowed to escape to see how they fared in the real world.  The six banded together as the Contenders. They occasionally pulled their own jobs, but more often were employed as muscle for other groups.  They quickly developed a reputation as reliable, and tight-lipped.  Over time the lost two members and now, twenty years later they are getting a little slower and so usually confine themselves the underground super powered fighting circuit.  But they can still be hired for the odd job.  Drinken and fighten, it’s all they know!

 

Fly-boy has the most disturbing changes and cannot have any normal life at all.  Thus he stays with the group as it is the only family he has left.

 

Personality/Motivation:  Fly-boy is generally a morose individual.  Few wish to associate with him and so he keeps to himself.  He is also the least blood-thirsty of the group, and prefers to humiliate his opponent rather than seriously hurt them.  But he will kill if he has too!

 

Quote:

 

Powers/Tactics:  The most mobile, Fly-boy uses his maneuverability to good effect. Even ground bound, he's fast, and he's tougher than he looks!

 

Campaign Use:  The Contenders are muscle.  They remind me of the Wrecking Crew, four dumb fighters, who when they get together can give others a run for their money!

 

Appearance:  Medium height, thin, spiky black hair, faceted eyes and insect wings.  He wears a green and yellow bodysuit


 

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Heavyweight

 

Val     Char  Cost   Roll       Notes

40+30   STR      30      17- / 23-  Lift 6400.0kg/409.6tons; 8d6/14d6 [4/7]

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

  28       CON     36      15-

10+2     BODY   0       11-

    8        INT       -2      11-            PER Roll 11-

  10       EGO      0       11-            ECV:  3

  15       PRE       5       12-            PRE Attack:  3d6

    8        COM    -1      11-

 

26+4     PD        18                       Total:  26/30 PD (26/30 rPD)

26+4     ED        20                       Total:  26/30 ED (26/30 rED)

    4        SPD      15                       Phases:  3, 6, 9, 12

  14       REC      0

  56       END      0

44+2     STUN    0       Total Characteristic Cost:  136

 

Movement:                   Running:               6"/12"

                                        Leaping:                8"/16"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

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)

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)

34       Telekinesis (45 STR), Reduced Endurance (0 END; +½) (101 Active Points); Limited Power Power loses about half of its effectiveness (Does no damage; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Only downwards; -½)

4          Martial Block                                                                           +2            +2           Block, Abort

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 50 STR  / 80 STR for holding on

 

       Skills

3          TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3          Animal Handler 12-

 

Total Powers & Skill Cost:  122

Total Cost:  258

 

200+  Disadvantages

15       Dependent NPC:  Mother 8- (Incompetent)

10       Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10       Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

15       Psychological Limitation:  Hates his condition (Common; Strong)

25       Psychological Limitation:  Loyal to Bear-Knuckle (Very Common; Total)

15       Reputation: , 11- (Extreme)

 

Total Disadvantage Points:  258

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Schnek's was a dive among dives.  It had the worst reputation in the city for being a place where underground fighters went to cool off and people with unsavory reputations could hide.  So when (Insert name) labs went looking for test subject for its super power development project, the clientele was perfect as who would miss them or care.  Eighteen people were taken, six survived. After the testing they were allowed to escape to see how they fared in the real world.  The six banded together as the Contenders. They occasionally pulled their own jobs, but more often were employed as muscle for other groups.  They quickly developed a reputation as reliable, and tight-lipped.  Over time the lost two members and now, twenty years later they are getting a little slower and so usually confine themselves the underground super powered fighting circuit.  But they can still be hired for the odd job.  Drinken and fighten, it’s all they know!

 

Hank is the most reluctant of the group.  He has no real desire to fight, but does so to raise money for his ill mother.  He also saves up for a cure if possible.  Until then he is loyal to Bear-Knuckle as he helped him escape, and he has never forgotten it!

 

Personality/Motivation:  Patient and slow.  Heavyweight is like a train.  It takes a bit to get it going, but then it hits you!

 

Quote:

 

Powers/Tactics:  The strong man in a team of HTH experts.  He also the ability to control gravity in a limited area, that he uses to make his enemies heavier, so he can get close and hit them...HARD!

 

Campaign Use:  The Contenders are muscle.  They remind me of the Wrecking Crew, four dumb fighters, who when they get together can give others a run for their money!

 

Appearance:  A large (think George Forman) white man who looks like something is continually pulling down and he's a bit melted!


 

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TKO

 

Val    Char   Cost   Roll Notes

  20      STR       10      13-    Lift 400.0kg; 4d6 [2]

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

  20      CON      20      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 15-

  13      EGO        6       12-    ECV:  4

  13      PRE         3       12-    PRE Attack:  2 ½d6

  16      COM       3       12-

 

8+18   PD           4                Total:  8/26 PD (8/26 rPD)

8+18   ED           4                Total:  8/26 ED (8/26 rED)

    4       SPD        10               Phases:  3, 6, 9, 12

    8       REC        0

  40      END        0

  30      STUN      0       Total Characteristic Cost:  93

 

Movement:                   Running:               6"/12"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

9          +3 PER with all Sense Groups

45       Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points)

8          Damage Resistance (8 PD/8 ED)

7          Mental Defense (10 points total)

45       Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points)     2

56       Telekinesis (45 STR), Reduced Endurance (½ END; +¼) (84 Active Points); No Range (-½)  3

 

       Talents

6          Lightning Reflexes: +4 DEX to act first with All Actions

20       Combat Sense (Discriminatory) 12-

 

       Skills

3          Disguise 12-

3          Research:  Custom Skill 14-

3          Streetwise 12-

3          Acrobatics 13-

3          Breakfall 13-

3          Stealth 13-

3          Seduction 12-

5          Teamwork 14-

 

Total Powers & Skill Cost:  222

Total Cost:  315

 

200+  Disadvantages

10       Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

15       Reputation: , 11- (Extreme)

20       Psychological Limitation:  mysterious mannerisms (Very Common; Strong)

70       Experience Points

 

Total Disadvantage Points:  315

Earned Experience:  0

Spent Experience:  70

Unspent Experience:  0

 

Background/History:  Schnek's was a dive among dives.  It had the worst reputation in the city for being a place where underground fighters went to cool off and people with unsavory reputations could hide.  So when (Insert name) labs went looking for test subject for its super power development project, the clientele was perfect as who would miss them or care.  Eighteen people were taken, six survived. After the testing they were allowed to escape to see how they fared in the real world.  The six banded together as the Contenders. They occasionally pulled their own jobs, but more often were employed as muscle for other groups.  They quickly developed a reputation as reliable, and tight-lipped.  Over time the lost two members and now, twenty years later they are getting a little slower and so usually confine themselves the underground super powered fighting circuit.  But they can still be hired for the odd job.  Drinken and fighten, it’s all they know!

 

TKO is actually not a fighter.  He was there to watch, and maybe lift a bit of money from some poor unconscious soul.  It's not that he can't fight, but if there is a way to not fight, he'll take it.

 

Personality/Motivation:  The quietest member, but the least changed, so the one people deal with most.  Many assume he's a dodger, but he can be as mean as Bear-Knuckle when needed!

 

Quote:

 

Powers/Tactics:  TKO possesses a tactile telekinesis.  He's not super strong, but anything he touches becomes easier to lift.  Add a TK shield, a mind shield and a sight (Invisibility) shield, and you get a real wild card.

 

Campaign Use:  The Contenders are muscle.  They remind me of the Wrecking Crew, four dumb fighters, who when they get together can give others a run for their money!

 

Appearance:  Black jeans, t shirt and green wind breaker, the only sign of his powers are his eye glow blue when he uses them!

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So now a Mastermind in the making

 

 

Bres the Beautiful

 

Val    Char   Cost   Roll Notes

   20      STR        10      13-    Lift 400.0kg; 4d6 [2]

   18      DEX       24      13-    OCV:  6/DCV:  6

   25      CON       30      14-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   18      EGO        16      13-    ECV:  6

   18      PRE         8       13-    PRE Attack:  3 ½d6

   10      COM       0       11-

 

8+10    PD           4                 Total:  8/18 PD (8/18 rPD)

8+10    ED           3                 Total:  8/18 ED (8/18 rED)

    4       SPD        12                Phases:  3, 6, 9, 12

    9       REC         0

   50      END        0

   33      STUN      0       Total Characteristic Cost:  112

 

Movement:                    Running:                6"/12"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

                                        Teleportation:       25"/200"

 

Cost  Powers                                                              END

50        Variable Power Pool, 40 base + 10 control cost,  (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½)

8          Damage Resistance (8 PD/8 ED)

20        Force Field (10 PD/10 ED)                                                        2

20        Missile Deflection (Any Ranged Attack)

26        Shape Shift  (Sight, Hearing and Smell/Taste Groups), Instant Change, Makeover     3

75        Mystic power:  Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)

6u        1)  Energy Blast 12d6 (60 Active Points)                               3

6u        2)  Teleportation 25", x8 Noncombat (60 Active Points)    3

6u        3)  Entangle 6d6, 6 DEF (60 Active Points)                           3

6u        4)  Sight Group Flash 12d6 (60 Active Points)                     3

37        Mystic power:  Elemental Control, 74-point powers

38        1)  Force Wall (12 PD/12 ED), Reduced Endurance (½ END; +¼) (75 Active Points)   3

38        2)  Telekinesis (40 STR), Limited Power loses less than a fourth of its effectiveness (Only vs. earth; +0), Reduced Endurance (½ END; +¼) (75 Active Points)                                                  3

43        The Eye of Balor:  Multipower, 65-point reserve, all slots Variable Advantage (+½ Advantages; +1) (130 Active Points); all slots OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½)

1u        1)  Hearing Group Flash 12d6 (36 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½)                                   4

2u        2)  Clairsentience (Sight, Hearing, Smell/Taste And Mystic Groups), Alterable Size, Discriminatory, Increased Arc Of Perception (360 Degrees) (65 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½)                                                           6

2u        3)  Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups Images 1" radius, +/-5 to PER Rolls, Alterable Size (55 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½)    5

2u        4)  Entangle 6d6, 6 DEF (60 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½)                                             6

2u        5)  Telekinesis (40 STR) (60 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½)                                             6

2u        6)  Major Transform 4d6 (60 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½)                                             6

 

       Talents

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Gambling 12-

3          Arcane Lore:  KS 12-

3          Technology:  KS 12-

3          Mechanics 12-

3          Electronics 12-

3          Demolitions 12-

8          Survival (Temperate/Subtropical, Tropical, Mountain, Urban) 12-

3          Stealth 13-

3          Shadowing 12-

3          Magic:  Power 11-

20        +4 with DCV

12        Missle Deflection:  +4 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  469

Total Cost:  581

 

200+  Disadvantages

5          Distinctive Features:  (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15        Enraged:  When defied (Uncommon), go 11-, recover 11-

15        Hunted:  Other mystics 8- (As Pow; NCI; Harshly Punish)

20        Psychological Limitation:  Cruel (Very Common; Strong)

20        Psychological Limitation:  Power hungry (Very Common; Strong)

306      Experience Points

 

Total Disadvantage Points:  581

Earned Experience:  0

Spent Experience:  306

Unspent Experience:  0

 

Background/History:  Bres is the actual Bres form the Tuatha-Formorians wars.  Confined the Annwn for centuries, he now plots his return to earth and eventual takeover of the planet.  For now he plots and places his minions, and though he will have setbacks, he has time and patience!

 

Personality/Motivation:  Plays at being cultured and gracious, but in reality a power hungry despot who wants to make all earth into his freakish playground!

 

Quote:

 

Powers/Tactics:  He prefers not to get into HTH, having minions for that.  Instead he will use his powers to harm and hinder the heroes for others to take down.  He also has the Eye of Balor to supplement is own mystic might, but uses it rarely as he is afraid of losing it.

 

Campaign Use:  A Mastermind in the making.  He can be adjusted up or down, but he has long term plots that could take many sessions to figure out. 

 

Appearance:  Human with ruddy skin, pointed ears and small fangs.  But as a shape shifter, he can appear how he wants to appear.

 

 

Bres should have points for bases and minions as well.  Give him some super powered minions and he will be a serious threat.  (as a plot device the Eye of Balor can be used as the reason they exist!)

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And a Grond analogue:

 

Adamant

 

Val     Char  Cost   Roll       Notes

70+20    STR      60      23- / 27-    Lift 409.6tons/6.6ktons; 14d6/18d6 [7/9]

    8         DEX      -6      11-            OCV:  3/DCV:  3

   40        CON     60      17-

10+2     BODY    0       11-

   10        INT        0       11-            PER Roll 11-

    8         EGO      -4      11-            ECV:  3

   15        PRE        5       12-            PRE Attack:  3d6

   10        COM     0       11-

 

38+2     PD         24                        Total:  38/40 PD (38/40 rPD)

38+2     ED         30                        Total:  38/40 ED (38/40 rED)

    3         SPD      12                        Phases:  4, 8, 12

   22        REC       0

   80        END       0

65+2     STUN    0       Total Characteristic Cost:  181

 

Movement:                    Running:                6"/12"

                                        Leaping:                 14"/28"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

15        Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

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)

20        Knockback Resistance -10"

15        Power Defense (15 points)

18        Mental Defense (20 points total)

40        Damage Resistance (40 PD/40 ED)

15        Energy Damage Reduction, Resistant, 50% (30 Active Points); Activation Roll 11- (-1)

15        Physical Damage Reduction, Resistant, 50% (30 Active Points); Activation Roll 11- (-1)

33        Healing BODY 3d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½), Self Only (-½)

33        Divine:  Detect A Single Thing 11- (Unusual Group), Discriminatory, Range, Rapid:  x10, Sense, Targeting, Tracking

5          Ultraviolet Perception (Sight Group)

10        N-Ray Perception (Sight Group)

5          Infrared Perception (Sight Group)

 

       Skills

20        +4 with HTH Combat

 

Total Powers & Skill Cost:  259

Total Cost:  440

 

200+  Disadvantages

15        Distinctive Features:  (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

20        Physical Limitation:  Destructive programing (All the Time; Greatly Impairing)

25        Psychological Limitation:  Mindless destroyer (Very Common; Total)

180      Experience Points

 

Total Disadvantage Points:  440

Earned Experience:  0

Spent Experience:  180

Unspent Experience:  0

 

Background/History:  Adamant was built by Hades as a revenge weapon against Zeus.  Then he realized that is could be used against him as well and he halted at the last step and sealed it away (As it was immune to divine magics).  Years later it was uncovered by an archeologist who touched it and completed the last step (A soul to animate it).  It then went on a rampage that was stopped only when the heroes banished it from earth.  But it keeps finding its way back and causing more mayhem!

 

Personality/Motivation:  No personality.  It is a weapon of destruction.

 

Quote:

 

Powers/Tactics:  High Str.  High Defenses and regeneration.

 

Campaign Use:  It's Grond.  Let him loose when you want some random destruction.  Also there is the link to Hades if you want a more cosmic type campaign!

 

Appearance:  2.5 meters 500kg of humanoid destruction! It looks like it is wearing armour, but that is its actual skin!

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Now another super team.  This is basically the Flash's Rogue Gallery, M&M style.

 

 

 Bola

 

Val    Char   Cost   Roll Notes

  18      STR         8       13-    Lift 303.1kg; 3 ½d6 [2]

  23      DEX       39      14-    OCV:  8/DCV:  8

  18      CON      16      13-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  20      PRE       10      13-    PRE Attack:  4d6

  16      COM       3       12-

 

    8       PD           4                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

    5       SPD        17               Phases:  3, 5, 8, 10, 12

    8       REC        0

  36      END        0

  28      STUN      0       Total Characteristic Cost:  116

 

Movement:                   Running:               6"/12"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

45       Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots OAF (-1)

2u       1)  Energy Blast 9d6 (45 Active Points); OAF (-1)

3u       2)  Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1)

2u       3)  Sight Group Flash 9d6 (45 Active Points); OAF (-1)

2u       4)  Darkness to Sight Group 5" radius (50 Active Points); OAF (-1)

2u       5)  Entangle 5d6, 5 DEF (50 Active Points); OAF (-1)

5          Far Shot                                                                                    +1            -1            Strike +1 DC

4          Basic Shot                                                                                +0            +0           Strike, +3 DC

4          Quick Shot                                                                                +1            +0           Strike, +3 DC

4          Trip                                                                                             -1            -1            v/5, Target Falls

4          +1 Ranged Damage Class(es)

 

       Talents

24       Combat Luck (12 PD/12 ED)

 

       Skills

3          Gambling 12-

3          Mechanics 12-

3          Electronics 12-

3          KS: Chemistry 12-

3          Riding 14-

6          Bolas:  +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  130

Total Cost:  246

 

200+  Disadvantages

10       Hunted:  police 8- (Less Pow; NCI; Harshly Punish)

10       Hunted:  Jilted girl-friends 8- (Less Pow; NCI; Harshly Punish)

20       Psychological Limitation:  Latin Machismo (Very Common; Strong)

6          Experience Points

 

Total Disadvantage Points:  246

Earned Experience:  0

Spent Experience:  6

Unspent Experience:  0

 

Background/History:  Hailing from Argentina, Eduardo Guererro was a ladies man, love them, and leave them.  Eventually he was forced to leave town, so to support himself, he turned to crime.  Eventually he moved to the US for its bigger scores.  And its beautiful mamacitas.

 

Personality/Motivation:  Get rich and find a beautiful lady to court!

 

Quote:

 

Powers/Tactics:  Uses classic bolas to deliver high tech attacks.

 

Campaign Use:  Rogue thief!

 

Appearance:  Classic Argentinian gaucho with a black mask.


So he's a Boomerang analogue, with more style.  He's great for support and setting up opponemts for others!

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Look it's Heatwave.... NAWWWW, it's

 

Firebug

 

Val    Char   Cost   Roll Notes

  15      STR         5       12-    Lift 200.0kg; 3d6 [1]

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

  23      CON      26      14-

  10      BODY     0       11-

  23      INT        13      14-    PER Roll 14-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  10      COM       0       11-

 

8+3    PD           5                Total:  8/11 PD (8/11 rPD)

8+3    ED           3                Total:  8/11 ED (8/11 rED)

    4       SPD        10               Phases:  3, 6, 9, 12

    8       REC        0

  46      END        0

  30      STUN      0       Total Characteristic Cost:  107

 

Movement:                   Running:               6"/12"

                                        Flight:                     20"/160"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

48       Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

8          Damage Resistance (8 PD/8 ED)

56       Flamethrower:  Multipower, 76-point reserve,  (76 Active Points); all slots OIF (-½)

                Notes:  (x2 number of items)

3u       1)  Energy Blast 10d6 (50 Active Points); OIF (-½)           5

4u       2)  Energy Blast 7 ½d6, Area Of Effect (16" Line; +1) (76 Active Points); No Range (-½), OIF (-½)     8

23       Elemental Control, 68-point powers,  (34 Active Points); all slots OIF (-½)

23       1)  Pyromorphic heat generator:  Change Environment 8" radius, +2 Temperature Level Adjustment, Reduced Endurance (0 END; +½) (34 Active Points); OIF (-½)

18       2)  Pyromorphic heat generator:  Telekinesis (35 STR), Reduced Endurance (0 END; +½) (79 Active Points); Limited Power loses about half of its effectiveness (Only vs. fire; -1), OIF (-½)

50       Jet pack:  Flight 20", x8 Noncombat, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)

5          Suit:  Life Support  (Expanded Breathing; Safe in Intense Heat) (7 Active Points); OIF (-½)

6          Suit:  Armor (3 PD/3 ED) (9 Active Points); OIF (-½)

 

       Perks

5          Money:  Well Off

 

       Talents

18       Combat Luck (9 PD/9 ED)

 

       Skills

3          Gambling 14-

3          KS: Chemistry 14-

3          Electronics 14-

3          Mechanics 14-

3          Demolitions 14-

5          French:  Language (idiomatic; literate)

5          Japanese:  Language (idiomatic; literate)

5          Spanish:  Language (idiomatic; literate)

3          Stealth 13-

3          Shadowing 14-

6          Multipower:  +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  309

Total Cost:  416

 

200+  Disadvantages

10       Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

15       Psychological Limitation:  Pyromania (Common; Strong)

191     Experience Points

 

Total Disadvantage Points:  416

Earned Experience:  0

Spent Experience:  191

Unspent Experience:  0

 

Background/History:  Shawn Hemslet was indulged by his wealthy parents, until his pyromania manifested.  Though he underwent counseling, he just managed to hide his condition.  When his parents died in a fire, he inherited a fortune, and so constructed a costume and some weapons and hit the city as Firebug.

 

Personality/Motivation:  The thrill of combat and a desire to light things on fire!

 

Quote:

 

Powers/Tactics:  Fly above the fight and blast his opponents!

 

Campaign Use:

 

Appearance:  Medium sized man in a red and orange suit with a jet-pack and two flamethrowers!


Actually more dangerous, he does serious damage and is very manuverable!

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Every team needs a smarmy slick fast talker.

 

Huckster

 

Val    Char   Cost   Roll Notes

   15      STR         5       12-    Lift 200.0kg; 3d6 [1]

   18      DEX       24      13-    OCV:  6/DCV:  6

   15      CON       10      12-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 13-

   17      EGO        14      12-    ECV:  6

   28      PRE        18      15-    PRE Attack:  5 ½d6

   16      COM       3       12-

 

    8       PD           5                 Total:  8 PD (8 rPD)

    8       ED           5                 Total:  8 ED (8 rED)

    4       SPD        12                Phases:  3, 6, 9, 12

    6       REC         0

   30      END        0

   26      STUN      0       Total Characteristic Cost:  106

 

Movement:                    Running:                6"/12"

                                        Leaping:                 13"/416"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

48        Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

8          Damage Resistance (8 PD/8 ED)

52        Multipower, 70-point reserve, all slots Reduced Endurance (0 END; +½) (105 Active Points); all slots OAF (-1)

3u        1)  Human torch costume:  Energy Blast 9d6, Explosion (+½) (67 Active Points); OAF (-1)

2u        2)  Pepper creme pies:  Sight Group Flash 10d6 (50 Active Points); OAF (-1)

2u        3)  Tonic:  Killing Attack - Ranged 2 ½d6 (40 Active Points); OAF (-1), No Range (-½)

2u        4)  Pogo stick:  Leaping +10" (13" forward, 6 ½" upward) (Accurate, x32 Noncombat) (35 Active Points); OAF (-1)

3u        5)  Smokeless ashtray:  Darkness to Sight Group 7" radius (70 Active Points); OAF (-1)

1u        6)  Cane:  Hand-To-Hand Attack +5d6 (25 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

 

       Perks

11        Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 14-

 

       Talents

24        Combat Luck (12 PD/12 ED)

 

       Skills

2          Science Skill:  Chemistry 11-

3          Mechanics 13-

3          KS: Current events 13-

3          KS: Popular culture 13-

3          Electronics 13-

3          PS: Salesman 13-

10        +2 with Ranged Combat

20        +4 with DCV

 

Total Powers & Skill Cost:  203

Total Cost:  309

 

200+  Disadvantages

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

20        Psychological Limitation:  Show off (Very Common; Strong)

25        Psychological Limitation:  Self-absorbed (Very Common; Total)

54        Experience Points

 

Total Disadvantage Points:  309

Earned Experience:  0

Spent Experience:  54

Unspent Experience:  0

 

Background/History:  Johnny Goff was a salesman, the best ever.  But in order to make a quick buck, he started selling questionable products.  Eventually the lawsuits came and he was left with a warehouse full of nasty items.  So he modified the items into weapons and came upon the scene as Huckster.

 

Personality/Motivation:  Steal everything, get rich and do it with style!

 

Quote:

 

Powers/Tactics:  A bunch of devices for every occasion!

 

Campaign Use:  Super powered con man basically.

 

Appearance:  Double breasted suit, black mask and a cigar!


He actually would fit right in with CLOWN to be honest!

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A flying blaster with a few extra tricks!

 

Looking Glass

 

Val    Char   Cost   Roll Notes

  13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

  18      DEX       24      13-    OCV:  6/DCV:  6

  18      CON      16      13-

  10      BODY     0       11-

  23      INT        13      14-    PER Roll 14-

  18      EGO       16      13-    ECV:  6

  15      PRE         5       12-    PRE Attack:  3d6

  16      COM       3       12-

 

    8       PD           5                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

    4       SPD        12               Phases:  3, 6, 9, 12

    7       REC        0

  36      END        0

  26      STUN      0       Total Characteristic Cost:  101

 

Movement:                   Running:               6"/12"

                                        Flight:                     18"/72"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

34       Jet pack:  Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points); OIF (-½) 2

37       Laser gun:  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OAF (-1)

33       Holographic mirrors:  Sight Group Images Increased Size (8" radius; +¾), +/-5 to PER Rolls, Alterable Size, Reduced Endurance (0 END; +½) (67 Active Points); OAF (-1)

20       Reflection pane:  Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF (-1), Limited Power loses about a third of its effectiveness (Energy only; -½)

 

       Perks

5          Money:  Well Off

 

       Talents

30       Combat Luck (15 PD/15 ED)

 

       Skills

3          Gambling 14-

3          Electronics 14-

3          Mechanics 14-

3          Demolitions 14-

3          Physical Sciences:  Science Skill 14-

5          French:  Language (idiomatic; literate)

5          Italian:  Language (idiomatic; literate)

3          Stealth 13-

3          Shadowing 14-

10       +2 with Ranged Combat

15       +3 with DCV

 

Total Powers & Skill Cost:  223

Total Cost:  324

 

200+  Disadvantages

10       Hunted:  police 8- (Less Pow; NCI; Harshly Punish)

20       Psychological Limitation:  Self-centered (Very Common; Strong)

94       Experience Points

 

Total Disadvantage Points:  324

Earned Experience:  0

Spent Experience:  94

Unspent Experience:  0

 

Background/History:  A self-absorbed narcissist, Margeurite Frey learned everything about mirrors.  In time she unlocked some secrets about mirrors.  But instead of patenting them to make her rich, she weaponised them.  Her admirers had brought her everything they had; now she would steal what is left!

 

Personality/Motivation:  Self-centered. It’s all about her!

 

Quote:

 

Powers/Tactics:  Another flying blaster.

 

Campaign Use:

 

Appearance:  Medium height, long blond hair, black bodysuit, grey boots and gloves with a pair of laser pistols!


Along with Firebug, is one of the heavy hitters!

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Mad Maple

 

Val    Char   Cost   Roll Notes

  15      STR         5       12-    Lift 200.0kg; 3d6 [1]

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

  18      CON      16      13-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  10      PRE         0       11-    PRE Attack:  2d6

  10      COM       0       11-

 

8+5    PD           5                Total:  8/13 PD (8/13 rPD)

8+5    ED           4                Total:  8/13 ED (8/13 rED)

    4       SPD        10               Phases:  3, 6, 9, 12

    7       REC        0

  36      END        0

  27      STUN      0       Total Characteristic Cost:  70

 

Movement:                   Running:               21"/84"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

48       Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

8          Damage Resistance (8 PD/8 ED)

1          Life Support  (Safe in Intense Cold) (2 Active Points); OIF (-½)

6          Armor (5 PD/5 ED) (15 Active Points); Limited Power loses about half of its effectiveness (Only vs. cold; -1), OIF (-½)

23       Running +15" (21" total), x4 Noncombat (35 Active Points); OIF (-½)        3

62       Ice Staff:  Multipower, 100-point reserve, all slots Reduced Endurance (½ END; +¼) (125 Active Points); all slots OAF (-1)

6m      1)  Change Environment 16" radius, -3 Temperature Level Adjustment, -6" of any one mode of Movement, Long-Lasting 20 Minutes, Multiple Combat Effects (59 Active Points); OAF (-1)   3

5m      2)  Energy Blast 10d6 (50 Active Points); OAF (-1)           2

5m      3)  Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points); OAF (-1)         2

5m      4)  Force Wall (10 PD/10 ED) (50 Active Points); OAF (-1)             2

4m      5)  Drain END 3d6, Ranged (+½) (45 Active Points); OAF (-1)      2

5m      6)  Darkness to Sight and Hearing Groups 4" radius, Alterable Size (50 Active Points); OAF (-1)           2

5m      7)  Entangle 5d6, 5 DEF (50 Active Points); OAF (-1)       2

5m      8)  Sight, Hearing, Smell/Taste and Touch Groups, Danger Sense and Combat Sense Images 1" radius, +/-5 to PER Rolls (50 Active Points); OAF (-1)                                                          2

1m      9)  Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½)   1

3          Martial Throw                                                                          +0            +1           3d6 +v/5, Target Falls

3          Legsweep                                                                                  +2            -1            4d6 Strike, Target Falls

4          Martial Strike                                                                           +0            +2           5d6 Strike

 

       Talents

24       Combat Luck (12 PD/12 ED)

 

       Skills

3          Gambling 11-

3          Computer Programming 11-

3          Electronics 11-

3          Physical Sciences:  Science Skill 11-

3          Mechanics 11-

3          Current Events:  KS 11-

3          History:  KS 11-

5          French:  Language (idiomatic; literate)

4          Inuktitut:  Language (completely fluent; literate)

4          Cree:  Language (completely fluent; literate)

3          Stealth 13-

3          Shadowing 11-

10       +2 with Ranged Combat

 

Total Powers & Skill Cost:  273

Total Cost:  343

 

200+  Disadvantages

10       Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

25       Psychological Limitation:  Fervent patriot (Very Common; Total)

15       Psychological Limitation:  Condescending (Common; Strong)

93       Experience Points

 

Total Disadvantage Points:  343

Earned Experience:  0

Spent Experience:  93

Unspent Experience:  0

 

Background/History:  Adam Jury was a good Canadian, until he fell in with some extremist who felt the USA had stolen Canada's destiny as a great country.  When he discovered a (insert villain) catch of cold based weaponry he attacked the US in bizarre ways to showcase Canada's virtues and the USA's defects.

 

Personality/Motivation:  Political radical, who needs allies to fund his next mad scheme.

 

Quote:

 

Powers/Tactics:  A set of cold generating items, he's a classic ice blaster.

 

Campaign Use:  Crazy mad cap villain.

 

Appearance:  Tall, blond with a black mask, white suit with red gloves and collar!


The fall guy.  If things go south, he's left alone to fight it out (as he likes to fight).  They'll break him out later, after they all get away!  And huckster goads him into it every time!

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And the Weather Wizard analogue

 

Weather Mistress

 

Val    Char   Cost   Roll Notes

  13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

  18      DEX       24      13-    OCV:  6/DCV:  6

  18      CON      16      13-

  10      BODY     0       11-

  18      INT         8       13-    PER Roll 13-

  15      EGO       10      12-    ECV:  5

  13      PRE         3       12-    PRE Attack:  2 ½d6

  16      COM       3       12-

 

8+11   PD           5                Total:  8/19 PD (8/19 rPD)

8+11   ED           4                Total:  8/19 ED (8/19 rED)

    4       SPD        12               Phases:  3, 6, 9, 12

    7       REC        0

  36      END        0

  26      STUN      0       Total Characteristic Cost:  88

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/40"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

48       Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

20       Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIF (-½)

8          Damage Resistance (8 PD/8 ED)

12       Weather vane:  Force Field (6 PD/6 ED), Reduced Endurance (0 END; +½) (18 Active Points); OIF (-½)

21       Weather vane:  Flight 10", x4 Noncombat, Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½)       1

6          Weather vane:  Armor (5 PD/5 ED) (15 Active Points); Limited Power loses about half of its effectiveness (Only vs. Weather effects; -1), OIF (-½)

16       Weather:  Detect A Single Thing 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Rapid:  x10, Sense, Telescopic:  +1 (24 Active Points); OIF (-½)

91       Weather vane:  Multipower, 110-point reserve, all slots Reduced Endurance (½ END; +¼) (137 Active Points); all slots OIF (-½)

7u       1)  Extreme cold:  Change Environment 32" radius, +4 Temperature Level Adjustment, -4 Temperature Level Adjustment, -5" of any one mode of Movement, -5" of any one mode of Movement, Multiple Combat Effects, Reduced Endurance (½ END; +¼) (107 Active Points); OIF (-½)                                         4

9m      2)  Weather control:  Change Environment 32" radius, -1 Temperature Level Adjustment, -2 OCV, -3 to Characteristic Roll or Skill Roll, Multiple Combat Effects, Reduced Endurance (½ END; +¼) (67 Active Points); OIF (-½)   2

8m      3)  Wind control:  Telekinesis (30 STR), Reduced Endurance (½ END; +¼), Area Of Effect (6" Radius; +1) (101 Active Points); Limited Power loses about a third of its effectiveness (Does no damage; -½), Limited Power loses about a third of its effectiveness (Only to push; -½), OIF (-½)                          4

5u       4)  Lightning :  Energy Blast 10d6, Indirect (Same origin, always fired away from attacker; +¼), Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½)                                           3

5u       5)  Tornado:  Energy Blast 7d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1) (79 Active Points); OIF (-½)    3

4u       6)  Thunder/ Lightning:  Sight and Hearing Groups Flash 6d6, Reduced Endurance (½ END; +¼), Explosion (+½) (61 Active Points); OIF (-½)                                                                       2

5u       7)  Humidity:  Drain END 4d6, Reduced Endurance (½ END; +¼), Ranged (+½) (70 Active Points); OIF (-½)   3

5u       8)  Fog:  Darkness to Sight Group 6" radius, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½)     3

4u       9)  Ice bonds:  Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½)  2

 

       Talents

24       Combat Luck (12 PD/12 ED)

 

       Skills

3          Computer Programming 13-

3          Gambling 13-

3          Electronics 13-

3          Earth Sciences:  Science Skill 13-

3          Mechanics 13-

3          Stealth 13-

3          Shadowing 13-

20       +4 with DCV

 

Total Powers & Skill Cost:  339

Total Cost:  427

 

200+  Disadvantages

10       Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

20       Psychological Limitation:  Greedy (Very Common; Strong)

197     Experience Points

 

Total Disadvantage Points:  427

Earned Experience:  0

Spent Experience:  197

Unspent Experience:  0

 

Background/History:  By age 18 Courtney Kline had experienced a drought, tornado, flood and blizzard.  She vowed she would find a way to control the weather.  Finally she developed the Weather Vane.  Feeling that the weather of the world had held her back from the riches she was due, she would now use the weather to take what she wanted.

 

Personality/Motivation:  Greed!

 

Quote:

 

Powers/Tactics:  Another flying blaster, she uses the weather to set up her opponent for a final attack!

 

Campaign Use:

 

Appearance:  Medium high, long white hair, white suit, purple gloves, boots and cape!


Another great support member.  But if necessary she can deliver a nasty punch herself!

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Cause we all need an Egyptian villain

 

Black Anubis

 

Val    Char   Cost   Roll Notes

   18      STR         8       13-    Lift 303.1kg; 3 ½d6 [2]

   21      DEX       33      13-    OCV:  7/DCV:  7

   23      CON       26      14-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   10      EGO         0       11-    ECV:  3

   15      PRE         5       12-    PRE Attack:  3d6

    6       COM      -2      10-

 

8+15    PD           4                 Total:  8/23 PD (8/23 rPD)

8+15    ED           3                 Total:  8/23 ED (8/23 rED)

    4       SPD         9                 Phases:  3, 6, 9, 12

    9       REC         0

   46      END        0

   31      STUN      0       Total Characteristic Cost:  91

 

Movement:                    Running:                6"/12"

                                        Flight:                     18"/36"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

48        Artificer:  Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

48        Ritualist:  Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

8          Damage Resistance (8 PD/8 ED)

75        Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)

5u        1)  Energy Blast 10d6 (50 Active Points)                               2

5u        2)  Sight Group Flash 10d6 (50 Active Points)                     2

5u        3)  Drain CON 3d6+1, Ranged (+½) (49 Active Points)       2

5u        4)  Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points)              2

5u        5)  Entangle 5d6, 5 DEF (50 Active Points)                           2

22        Elemental Control, 44-point powers

23        1)  Flight 18", Reduced Endurance (½ END; +¼) (45 Active Points)              2

23        2)  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

40        3)  Darkness to Sight Group 5" radius, Reduced Endurance (½ END; +¼) (62 Active Points)   2

28        4)  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points)       2

 

       Perks

40        Follower

 

       Skills

3          Gambling 12-

3          Research:  KS 12-

2          Arcane:  KS 11-

1          Egyptian:  Language (imitate dialects; literate) (6 Active Points)

5          English:  Language (idiomatic; literate)

15        +3 with Ranged Combat

 

Total Powers & Skill Cost:  409

Total Cost:  500

 

200+  Disadvantages

15        Distinctive Features:  (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

5          Hunted:  8- (Mo Pow; Watching)

20        Psychological Limitation:  Likes to spread pain! (Very Common; Strong)

10        Rivalry:  Professional, Shadow Pantheon, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

250      Experience Points

 

Total Disadvantage Points:  500

Earned Experience:  0

Spent Experience:  250

Unspent Experience:  0

 

Background/History:  Black Anubis is actually the Anubis from and alternate timeline.  On that earth, he and his allies turned the earth into a wasteland for fun.  But they decided to leave for more fertile worlds.  Anubis found our earth.  Now he is building his power base to begin meddling again for "FUN"!

 

Personality/Motivation:  Wants power and "respect".  After that to spread pain, misery and suffering!

 

Quote:

 

Powers/Tactics:  Darkness control and flight.  He doesn't fight HTH if he can help it, and has minions and allies do that while he provides support.

 

Campaign Use:  Hidden mastermind.  Also links to a "Shadow Pantheon" of likeminded gods who are not aware what he is doing!

 

Appearance:  Anubis statue come to life!

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And a evil version of Batman and Falcon

 

Blackbird

 

Val    Char   Cost   Roll Notes

   25      STR        15      14-    Lift 800.0kg; 5d6 [2]

   27      DEX       51      14-    OCV:  9/DCV:  9

   18      CON       16      13-

   10      BODY     0       11-

   18      INT          8       13-    PER Roll 13-

   13      EGO         6       12-    ECV:  4

   20      PRE        10      13-    PRE Attack:  4d6

   16      COM       3       12-

 

8+15    PD           3                 Total:  8/23 PD (8/23 rPD)

8+15    ED           4                 Total:  8/23 ED (8/23 rED)

    5       SPD        13                Phases:  3, 5, 8, 10, 12

    9       REC         0

   36      END        0

   32      STUN      0       Total Characteristic Cost:  129

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                 5"/10"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

33        Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-½)

3u        1)  Energy Blast 10d6 (50 Active Points); OIF (-½)             5

3u        2)  Entangle 2 ½d6, 2 DEF, Area Of Effect (3" Radius; +1) (50 Active Points); OIF (-½)             5

1u        3)  Hand-To-Hand Attack +5d6, Reduced Endurance (½ END; +¼) (31 Active Points); Hand-To-Hand Attack (-½), OIF (-½)    1

8          Mental Defense (15 points total) (12 Active Points); OIF (-½)

7          Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

3          Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)

3          Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

2          Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)

30        Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

29        Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); OIF (-½)       1

 

       Talents

12        Combat Luck (6 PD/6 ED)

6          Lightning Reflexes: +4 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)

2          Absolute Range Sense (3 Active Points); OIF (-½)

 

       Skills

3          Gambling 13-

3          Computer Programming 13-

3          Demolitions 13-

3          Disguise 13-

6          TF:  Common Motorized Ground Vehicles, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles

3          Stealth 14-

3          Streetwise 13-

10        +2 with Ranged Combat

3          Acrobatics 14-

3          Breakfall 14-

3          Shadowing 13-

3          Research:  KS 13-

3          Deduction 13-

24        +6 Overall (60 Active Points); Limited Power loses about two-thirds of its effectiveness (Jack of all trades; -1 ½)

 

Total Powers & Skill Cost:  227

Total Cost:  356

 

200+  Disadvantages

20        Psychological Limitation:  Judge, jury, executioner (Very Common; Strong)

10        Reputation:  Extremely violent, 11-

126      Experience Points

 

Total Disadvantage Points:  356

Earned Experience:  0

Spent Experience:  126

Unspent Experience:  0

 

Background/History:  Alastair Reynolds was raised by a mother with "issues".  One was she believed she was the lover of (insert batman analogue).  Alastair believed he was () son.  So when () disappeared, he decided to take his place.  He trained and developed gadgets and came out among the underworld.  But he is excessively violent.  And people are noticing!

 

Personality/Motivation:  To outdo his idol.  Crime must be eradicated.

 

Quote:

 

Powers/Tactics:  A fine detective supplemented by some gadgets.

 

Campaign Use:  If you have a Batman type in your group, Blackbird can become fixated on him as an ally then traitor (You are too soft, change or I will be forced to remove you for your own good)

 

Appearance:  Average human male with black costume and wings and metallic helmet, gloves and boots!


T be honest change some of the Disada and he would make a great PC.  Or NPC ally!

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