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So a powerful ghost and not of Christmas!

 

Blackthorn

 

Val    Char   Cost   Roll Notes

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

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

  30      CON      40      15-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  25      EGO       30      14-    ECV:  8

  18      PRE         8       13-    PRE Attack:  3 ½d6

  10      COM       0       11-

 

8+15   PD           5                Total:  8/23 PD (8/23 rPD)

8+15   ED           2                Total:  8/23 ED (8/23 rED)

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

  15      REC       12

  60      END        0

  32      STUN      0       Total Characteristic Cost:  135

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

47       Variable Power Pool, 40 base + 7 control cost,  (60 Active Points); all slots Extra Time (1 Turn (Post-Segment 12), -1 ¼), VPP Can Only Be Changed Between Adventures (-½)

69       Invisibility to Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups , No Fringe, Reduced Endurance (½ END; +¼) (69 Active Points)                                                                     2

30       Life Support  (Eating: Character does not eat; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year)

8          Damage Resistance (8 PD/8 ED)

120     Multipower, 120-point reserve

9u       1)  Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points)

10u     2)  (Total: 120 Active Cost, 96 Real Cost) Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs affect desolid; -¼) (Real Cost: 48) plus Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs affect desolid; -¼) (Real Cost: 48)

37       Elemental Control, 74-point powers

38       1)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points)             3

38       2)  Change Environment 1" radius, -3 to Hearing Group PER Rolls, -3 to Sight Group PER Rolls, +3 Temperature Level Adjustment, -3 Temperature Level Adjustment, Multiple Combat Effects, Reduced Endurance (½ END; +¼), MegaScale (1" = 1 km; +¼), Can Be Scaled Down 1" = 1km (+¼) (75 Active Points)             3

15       3)  Animate object:  Telekinesis (50 STR) (75 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs natural objects; -1 ½)                                              7

70       4)  Sight, Hearing, Smell/Taste, Touch and Mystic Groups Images Increased Size (64" radius; +1 ½), +/-3 to PER Rolls, Reduced Endurance (½ END; +¼) (107 Active Points)    5

38       5)  Elementals:  Summon 300-point creatures, Expanded Class of Beings Very Limited Group (+¼) (75 Active Points)  7

38       6)  Morph:  Major Transform 4d6, Reduced Endurance (½ END; +¼) (75 Active Points)       3

45       Armor (15 PD/15 ED)

39       Healing BODY 1 ½d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (79 Active Points); Always On (-½), Self Only (-½)

25       Majic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Tracking

 

       Skills

3          Gambling 12-

3          History:  KS 12-

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

5          Latin:  Language (idiomatic; literate)

5          English:  Language (idiomatic; literate)

12       Mystic Blast:  +6 with any single Strike

 

Total Powers & Skill Cost:  705

Total Cost:  840

 

200+  Disadvantages

15       Distinctive Features:  Ghostly presence (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10       Enraged:  When defied (Uncommon), go 11-, recover 14-

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

20       Psychological Limitation:  Vengeful (Very Common; Strong)

25       Psychological Limitation:  Control freak (Very Common; Total)

5          Reputation:  Former patrons, 11- (Known Only To A Small Group)

10       Hunted:  Former patrons 8- (As Pow; Harshly Punish)

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

525     Experience Points

 

Total Disadvantage Points:  840

Earned Experience:  0

Spent Experience:  525

Unspent Experience:  0

 

Background/History:  Domhnull was born over 2000 years ago in Celtic Europe.  He fought against the Romans when they invaded and in his anger and hubris turned to dark powers to resist them.  This turned his fellow druids against him and they tried to stop him.  But he resisted until he died.  realising he could return as a spirit, they imprisioned it in the torc he wore, and there he stayed for 2000 years.  Then he was freed by a power hungry witch who did not know what she was dealing with.  After killing her, he planned his revenge against the Roman Empire, only to find it gone.  His vengance thwarted, he started in on anyone who crossed his path.  This eventually led to various heroes who attract his attention, and he fixates on, until he is defeated and he changes targets.

 

Personality/Motivation:  He wants his vengance (though it can never occour) and a need to be acknowledged as Lord and Master!

 

Quote:

 

Powers/Tactics:  A ghost, the only time he even comes close to solid is when he attacks (75% dam red) and even then he's hard to hurt.  Add a set of offensive powers and great recovery abilities and he is very dangerous!

 

Campaign Use:  Great for a mystic campaign or as a change from the usual adventures.  To make him more dangerous add some super powered minions as his own team and he becomes very nasty!

 

Appearance:  Late middle age man in a hoded robe tied with a green sash!

 

So I had to modify this build.  In M&M affect solid costs the eqivilent of a +1/2 advantage.  In Hero it's  +2.  That would make his 12D6 blast cost 180 pts before the End Red.  UMMMM NO!  So I resorted to a desolid/dam red MP.  Asit is he's a cool build whose really hard to hurt. (just add up the defenses) and can go Desolid.  He could take on a whole team easily.  In fact he would make for a good mastermind for a team of his own (it even suggests that). 

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A super assassin

 

Coda

 

Val    Char   Cost   Roll Notes

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

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

   18      CON       16      13-

   10      BODY     0       11-

   18      INT          8       13-    PER Roll 13-/16-

   13      EGO         6       12-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   10      COM       0       11-

 

  8+9     PD           5                 Total:  8/17 PD (8/17 rPD)

  8+9     ED           4                 Total:  8/17 ED (8/17 rED)

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

    7       REC         0

   36      END        0

   27      STUN      0       Total Characteristic Cost:  95

 

Movement:                    Running:                6"/12"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

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

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

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

8          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

4          +3 PER with Hearing Group (6 Active Points); OIF (-½)

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

21        Invisibility to Sight and Hearing Groups , Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½)            1

3          Life Support  (Extended Breathing: 1 END per Turn; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½)

18        Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

47        Multipower, 75-point reserve, all slots Reduced Endurance (½ END; +¼) (94 Active Points); all slots OAF (-1)

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

3u        2)  Energy Blast 8d6, Invisible Power Effects, SFX Only (Fully Invisible; +½) (60 Active Points); OAF (-1)           3

1u        3)  Hearing Group Flash 10d6 (30 Active Points); OAF (-1)              1

4u        4)  Energy Blast 15d6 (75 Active Points); OAF (-1)             3

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

 

       Perks

21        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), Organization Contact (x3) (21 Active Points) 8-

20        Vehicles & Bases

1          False Identity

1          False Identity

1          False Identity

 

       Talents

18        Combat Luck (9 PD/9 ED)

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Gambling 13-

3          Climbing 14-

3          Electronics 13-

3          Mechanics 13-

3          Demolitions 13-

3          Contortionist 14-

3          Deduction 13-

3          Science Skill:  Life Sciences 13-

3          Streetwise 12-

3          Paramedics 13-

3          Stealth 14-

3          Shadowing 13-

5          TF:  Common Motorized Ground Vehicles, Helicopters, Large Planes, Small Planes

9          Sonic Rifle:  +3 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  300

Total Cost:  395

 

200+  Disadvantages

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

25        Psychological Limitation:  Methodical (Very Common; Total)

20        Psychological Limitation:  merc code (Common; Total)

10        Reputation: , 11-

10        Social Limitation:  Secret ID (Occasionally; Major)

120      Experience Points

 

Total Disadvantage Points:  395

Earned Experience:  0

Spent Experience:  120

Unspent Experience:  0

 

Background/History:  Jaime Hernadez was recruited by (insert organisation) to recieve some special enhancements in return for acting as their agent.  Things went well until he pulled a few too many solo operations that he poorly planned and was caught, AGAIN!  So his bebnefactors hung him out to dry.  But while in prision he realised his own stupidity placed him there, and he resolved to better himself.  So he decided he will become the best crook ever.  And in prision he learned a lot.  When he finally broke out, gone was the old Jamie.  Coda is different.  A planner, calm, methodical.  He started hiring himself out as an assassin of superhumans.  His successes enshured his rep and he has no shortage of work!

 

Personality/Motivation:  He gets a thrill killing capes.  Hero or villain, it matters not, only the challenge.  He is totally professional, will not reveal his employer, and does things his way!

 

Quote:

 

Powers/Tactics:  A master of sonic based tech, he has a sonic rifle as well as an invisibility suit.  Add the skills of a super spy and you get a nasty assassin!

 

Campaign Use:  Assassin they have to stop before he kills an ally / someone important!

 

Appearance:  Medium high, thin, he wears a green bodysuit with a white mask and carries a large futuristic rifle!


What it says on the tin!

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Power Armour opponent with a twist

 

Dr. Mayhem

 

Val    Char   Cost   Roll Notes

  10      STR         0       21-    Lift 102.4tons; 12d6

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

  13      CON        6       16-

  10      BODY     0       11-

  35      INT        25      16-    PER Roll 16-

  23      EGO       26      14-    ECV:  8

  18      PRE         8       13-    PRE Attack:  3 ½d6

  10      COM       0       11-

 

8+24   PD           6                Total:  8/32 PD (8/32 rPD)

8+24   ED           5                Total:  8/32 ED (8/32 rED)

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

    5       REC        0

  26      END        0

  22      STUN      0       Total Characteristic Cost:  118

 

Movement:                   Running:               6"/12"

                                        Flight:                     35"/70"

                                        Leaping:                12"/24"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

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

75       Multipower, 75-point reserve, all slots Reduced Endurance (0 END; +½) (112 Active Points); all slots OIF (-½)

4u       1)  Energy Blast 13d6 (65 Active Points); OIF (-½)

4u       2)  Sight Group Flash 13d6 (65 Active Points); OIF (-½)

48       Armor (24 PD/24 ED) (72 Active Points); OIF (-½)

31       +50 STR, Reduced Endurance (½ END; +¼) (62 Active Points); No Figured Characteristics (-½), OIF (-½)        2

20       +20 CON (40 Active Points); No Figured Characteristics (-½), OIF (-½)

13       +10 REC (20 Active Points); OIF (-½)

94       Multipower, 75-point reserve, all slots Reduced Endurance (½ END; +¼) (94 Active Points)

7u       1)  Flight 30", Reduced Endurance (½ END; +¼) (75 Active Points)             3

2u       2)  Flight 5", MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (17 Active Points)     1

 

       Talents

5          Eidetic Memory

 

       Skills

3          Gambling 16-

3          Computer Programming 16-

3          Electronics 16-

3          Mechanics 16-

3          Demolitions 16-

3          Science Skill:  Physical Sciences 16-

6          TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes

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

 

Total Powers & Skill Cost:  407

Total Cost:  525

 

200+  Disadvantages

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

15       Psychological Limitation:  Arrogant (Common; Strong)

20       Psychological Limitation:  Heroes are irritants except for his nemesis! (Very Common; Strong)

15       Physical Limitation:  Timeline unfamiliarity (Frequently; Greatly Impairing)

265     Experience Points

 

Total Disadvantage Points:  525

Earned Experience:  0

Spent Experience:  265

Unspent Experience:  0

 

Background/History:  Dr. Mayhem remembers years battling (insert hero).  It was a rivalry that went on for decades.  He lived for the day of his nemesis's defeat at his hands. 

Except the (hero) never existed.  In actuality, the Doctor is a left over from an alternate timeline.  Where he and his nemesis never existed.  This had driven the Doctor crazy and he now tries to alter the past so that his memesis exists.  Until then he joins other organisations and villain teams in order to raise funds for his experiments.  But ultimately he wants to change time, so he can attain his revenge!

 

Personality/Motivation:  Revenge.  It has consumed his life and all he has left.  He is also very arrogant and condescending.  Even his allies can only stand him for limited periods of time!

 

Quote:

 

Powers/Tactics:  Classic Battlesuit.  Flight, armour, blaster, high strength.  Can attack at range or mix it up close!  Also inventor allows him to add on devices for extra options!

 

Campaign Use:  Mad scientist.

 

Appearance:  Distuduished looking in his early 50's, he wears a battlesuit (blue and silver) that leaves his head bare.


He has some interesting plot hooks for a bog standard build!

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He's a Taskmaster clone.  I really want feedback on this one as I am curious, did I get it right!

 

 

Recall

 

Val    Char   Cost   Roll Notes

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

  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

  23      PRE       13      14-    PRE Attack:  4 ½d6

  12      COM       1       11-

 

8+6    PD           4                Total:  8/14 PD (0/6 rPD)

8+6    ED           4                Total:  8/14 ED (0/6 rED)

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

    8       REC        0

  36      END        0

  28      STUN      0       Total Characteristic Cost:  111

 

Movement:                   Running:               6"/12"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

23       Heavy pistol:  Energy Blast 6d6, Autofire (3 shots; +¼) (37 Active Points); OAF (-1)               4

                Notes:  (x2 number of items)

35       Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), Range Based On Strength (-¼)                8

12       Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

45       Variable Power Pool, 30 base + 15 control cost, all slots Powers Can Be Changed As A Half-Phase Action (+½), No Skill Roll Required (+1) (67 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness (Only to get physical skills, Martial arts that he does not have yet; -1 ½)

60       Equipement pool:  Variable Power Pool, 50 base + 10 control cost,  (75 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

5          Defensive Strike                                                                      +1            +3           5 ½d6 Strike

5          Sacrifice Strike                                                                         +1            -2            9 ½d6 Strike

4          Martial Block                                                                           +2            +2           Block, Abort

4          Martial Dodge                                                                           --             +5           Dodge, Affects All Attacks, Abort

4          Martial Disarm                                                                         -1            +1           Disarm; 38 STR to Disarm

5          Offensive Strike                                                                       -2            +1           9 ½d6 Strike

4          Weapon Bind                                                                           +1            +0           Bind, 38 STR

3          Defensive Shot                                                                         -1            +2           Strike

5          Distance Shot                                                                           +0            -2            Strike  , +1 Segment

5          Offensive Ranged Disarm                                                     +1            -1            Disarm, +2 DC to Disarm

4          Offensive Shot                                                                         -1            -1            Strike, +4 DC

4          Ranged Disarm                                                                        +0            +0           Disarm, +3 DC to Disarm

15       Weapon Element:  Assault Rifles/LMGs, Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Polearms and Spears, Rifles, Staffs, Submachine Guns, Two-Handed Weapons

8          +2 HTH Damage Class(es)

 

       Perks

7          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) 8-

40       Follower

 

       Talents

5          Eidetic Memory

24       Combat Luck (12 PD/12 ED)

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Deduction 14-

3          Climbing 13-

3          Lockpicking 13-

3          Stealth 13-

3          Tactics 14-

3          Streetwise 14-

3          KS: Behavioural Science 14-

3          KS: Civics 14-

3          KS: History 14-

3          PS: Librarian 14-

10       +2 with HTH Combat

27       +4 Overall (40 Active Points); Limited Power Power loses about a third of its effectiveness (Jack of all trades; -½)

 

Total Powers & Skill Cost:  399

Total Cost:  510

 

200+  Disadvantages

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

25       Psychological Limitation:  Creature of habit (Very Common; Total)

10       Reputation: , 11-

265     Experience Points

 

Total Disadvantage Points:  510

Earned Experience:  0

Spent Experience:  265

Unspent Experience:  0

 

Background/History:  George Mitchell grew up as a victim.  Bullied at school, he ventually found out that he could learn a skill justby watching a person doing it.  That stopped the bullying, but he was still ostrasized as geek.  That was fine.  He went to university, got a degree in Library Sciences and there it would have ended.  Then while recuperating in the hospital, he had the roomie from hell.  He was agitated so much, that he killed the man in a rage.  And the rush he felt was incredible.  Escaping from the hospital, he put his gift to use to memorise the skills he would need as an enforcer /assassin.  Now he plans to make his mark.

 

Personality/Motivation:  A control freak who always has a plan.  And he likes the rush that beating a hero, especially a powered one gives him!

 

Quote:

 

Powers/Tactics:  On the surface Recall is a highly trained human with some gadgets.  But he also can memorise any physical skill he sees immediately.  He has to spend time to keep from forgetting it (ie have in his permentant repetoir), but he can suit the skills to his opponents, or even use his opponents skills!

 

Campaign Use:  Assassin, enforcer, trainer of agents maybe?

 

Appearance:  Fit middle aged man in a suit of body armour and a set of pistols and grenades.


The minions are 10 agent level followers.  He'll send them in first before attacking. 

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An evil Ice-man

 

Glacier

 

Val    Char   Cost   Roll Notes

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

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

   20      CON       20      13-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   13      EGO         6       12-    ECV:  4

   20      PRE        10      13-    PRE Attack:  4d6

   10      COM       0       11-

 

8+25    PD           3                 Total:  8/33 PD (8/33 rPD)

8+25    ED           4                 Total:  8/33 ED (8/33 rED)

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

    9       REC         0

   40      END        0

   33      STUN      0       Total Characteristic Cost:  105

 

Movement:                    Running:                6"/12"

                                        Leaping:                 5"/10"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

2          Life Support  (Safe in Intense Cold)

8          Damage Resistance (8 PD/8 ED)

30        Elemental Control, 60-point powers

58        1)  Change Environment 32" radius, -4 Temperature Level Adjustment, Long-Lasting 1 Day, Reduced Endurance (0 END; +½) (88 Active Points)

45        2)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points)                3

30        3)  Energy Blast 6d6, No Normal Defense ([standard]; +1) (60 Active Points)              6

32        4)  Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points)   2

32        5)  Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points)            2

32        6)  Force Field (25 PD/25 ED), Reduced Endurance (½ END; +¼) (62 Active Points)  2

30        Absorption 6d6  (physical, Stun), Absorption As A Defense (x2) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only Vs Cold; -1)

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Deduction 12-

3          Arcane Lore:  KS 12-

2          Physical Science:  KS 11-

8          Survival (Arctic/Subarctic) 15-

 

Total Powers & Skill Cost:  321

Total Cost:  426

 

200+  Disadvantages

25        Psychological Limitation:  Manic phases (Very Common; Total)

15        Vulnerability:  1 ½ x STUN Fire (Very Common)

15        Vulnerability:  1 ½ x BODY Fire (Very Common)

15        Vulnerability:  1 ½ x Effect Fire (Very Common)

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

15        Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

131      Experience Points

 

Total Disadvantage Points:  426

Earned Experience:  0

Spent Experience:  131

Unspent Experience:  0

 

Background/History:  To hear him speak it Glacier is a prince of a people who inhabited the world in great, glittering cities when mankind was running around in furs and living in huts!  The only problem is there is no evidence for this.  And glacier has no idea why this is so.  When lucid he tries to find out why he is the sole survivor.  But then his mood shifts to a manic state and he tries to return his people to life.  Usually this means some sort of plot to change the world's weather or punishing humans for his loss.  when he is defeated, his lucid state returns as does his remorse.  But it is only a matter of time before he becomes manic again, and he starts another scheme.

 

Personality/Motivation:  Regal and princely, with a sadness to him when lucid.  When manic he becomes forceful and direct!

 

Quote:

 

Powers/Tactics:  A powerful ice controller.  Think Iceman from X-men, but even more powerful!

 

Campaign Use:  Tragic villain.  You can feel sorry for him, but still have to kick his behind!

 

Appearance:  Human in a three piece suit, but blue skin and white hair!


A decent build, but I don't see him taking on a team.  In his descrition it it mentioned that when manic he gets hold of hi-tech and magical devices, that he forgets about when lucid.  So basically points for free?  That sounds like the Inventor and arcanist Gadget pools to me.  So another 80+ points!

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So a revenge obcessed NPC!

 

Red Death

 

Val    Char   Cost   Roll Notes

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

   17      DEX       21      12-    OCV:  6/DCV:  6

   15      CON       10      12-

   10      BODY     0       11-

   18      INT          8       13-    PER Roll 13-

   15      EGO        10      12-    ECV:  5

   23      PRE        13      14-    PRE Attack:  4 ½d6

   12      COM       1       11-

 

  8+6     PD           5                 Total:  8/14 PD (8/14 rPD)

  8+6     ED           5                 Total:  8/14 ED (8/14 rED)

    4       SPD        13                Phases:  3, 6, 9, 12

    6       REC         0

   30      END        0

   25      STUN      0       Total Characteristic Cost:  89

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

3          Life Support  (Expanded Breathing) (5 Active Points); OIF (-½)

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

3          Nightvision (5 Active Points); OIF (-½)

7          Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)

12        Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

30        Gas sun:  Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1)

                Notes:  (x2 number of items)

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

1u        2)  Paralyze:  Entangle 5d6, 0 DEF (50 Active Points); No Defense (-1 ½), OAF (-1)  5

2u        3)  Nauseate:  Drain DEX 3d6+1, Ranged (+½) (49 Active Points); OAF (-1)                5

 

       Talents

24        Combat Luck (12 PD/12 ED)

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

 

       Skills

3          Acrobatics 12-

3          Breakfall 12-

3          Computer Programming 13-

3          Demolitions 13-

3          KS: Buisiness 13-

3          KS: Current Events 13-

3          PS: Reporter 13-

3          Deduction 13-

3          Interrogation 14-

3          Stealth 12-

3          Shadowing 13-

3          Electronics 13-

3          Mechanics 13-

3          KS: Chemistry 13-

10        +2 with DCV

 

Total Powers & Skill Cost:  156

Total Cost:  245

 

200+  Disadvantages

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

10        Hunted:  Hired villains 8- (As Pow; Harshly Punish)

20        Psychological Limitation:  Obcessed with revenge (Common; Total)

5          Reputation: , 8-

15        Social Limitation:  Secret ID (Frequently; Major)

 

Total Disadvantage Points:  245

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Cecelia Rogers was a reporter looking into corruption in (Insert evil corp).  So the owner of the corp felt she should be taught a lesson on how the little people should know their place and not bother the people in power.  He set about to ruin her life.  Got her fired, evicted and dumped by her fiance.  If he had stopped there, it would have ended, but he had to gloat.  Cecelia decided then and there she would have her revenge.  Using her contacts and skills, she eventually found one of the bolt holes of the Cold War villain the Red Death.  Inside was a cache of his equipement in good working order.  Then she set about going after (insert name).  Eventually she confronted him at a gala, but local heroes drove her off.  Managing to escape, she has continued her attack.  (Insert name) has tried to retaliate, but so far has been unsuccessful.  And the war escelates.

 

Personality/Motivation:  Revenge.  Her life was taken from her, so she'll take his as compensation!

 

Quote:

 

Powers/Tactics:  A suit of body armour with a mask that improves and protects the senses.  And a pair of gas guns with various effects!

 

Campaign Use:  What revenge can look like if you go to far.

 

Appearance:  Out of armour, about 6 ft tall and 130 lbs with black hair.  In armour a 6+ft male with a full face mask, a pair of gas guns and a long hooded cloak!


So I like the idea.  But in any groups I was in, if they found out about her history and motivations, they would probably not help her, but not hinder her.  Especially if they had any history with (insert name).  This would be like Daredevil protecting the Kingpin.  Yeah, right!

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And a cursed maniac!

 

 

Silver Hyena

 

Val    Char   Cost   Roll Notes

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

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

   23      CON       26      14-

   10      BODY     0       11-

    7       INT         -3      10-    PER Roll 10-/14-

   18      EGO        16      13-    ECV:  6

   18      PRE         8       13-    PRE Attack:  3 ½d6

    8       COM      -1      11-

 

    8       PD           3                 Total:  11 PD (8 rPD)

    8       ED           3                 Total:  11 ED (8 rED)

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

   10      REC         0

   46      END        0

   35      STUN      0       Total Characteristic Cost:  107

 

Movement:                    Running:                17"/68"

                                        Leaping:                 13"/52"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

2          +5 STR (5 Active Points); No Figured Characteristics (-½), Limited Power Power loses about a third of its effectiveness (Only when Berserk; -½)                                                                     1

2          +3 PD (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Berserk; -½)

2          +3 ED (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Berserk; -½)

50        Mind Control 10d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (8" Radius; +1) (125 Active Points); Limited Power Power loses about half of its effectiveness (Emotions only; -1), No Range (-½) 5

17        Leaping +7" (13" forward, 6 ½" upward) (Accurate, x4 Noncombat)              2

34        Running +11" (17" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (34 Active Points)              1

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

5          Nightvision

8          +4 PER with Smell/Taste Group

3          Ultrasonic Perception (Hearing Group)

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

17        Multiform (60 Character Points in the most expensive form) (Instant Change)

5          Offensive Strike                                                                        -2            +1            10d6 Strike

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

4          Fast Strike                                                                                 +2            +0            8d6 Strike

 

       Talents

12        Combat Luck (6 PD/6 ED)

27        Danger Sense (immediate vicinity, out of combat, Function as a Sense) 10-/14-

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Stealth 13-

3          Shadowing 10-

10        +2 with HTH Combat

 

Total Powers & Skill Cost:  258

Total Cost:  365

 

200+  Disadvantages

5          Accidental Change:  When stressed 8- (Uncommon)

25        Enraged:  In combat (Very Common), go 11-, recover 11-

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

20        Psychological Limitation:  Wants to cause mayhem (Very Common; Strong)

25        Psychological Limitation:  Animalistic (Very Common; Total)

80        Experience Points

 

Total Disadvantage Points:  365

Earned Experience:  0

Spent Experience:  80

Unspent Experience:  0

 

Background/History:  Sydney M'Genda was a well educated doctor in East Africa.  He rejected superstition in all forms.  Then he was attacked by a hyena and bitten by it, but survived.  But now he was cursed and at night he transformed into a were hyena.  At first he managed to cover it up, but eventually he was found out and captured by local heroes.  Sent to the US for his prison sentance, he escaped and wreaked havok in the US.  He is still at large, one side trying to find a cure, the other wanting to drown him in blood!

 

Personality/Motivation:  Dr. M'Genda wants to find a cure.  Silver hyena wants to commit mayhem and destruction!

 

Quote:

 

Powers/Tactics:  Classic Were wolf hit and run.  His laugh can provoke a stampede in a crowded area for a distraction.  Otherwise hit hard and fast!

 

Campaign Use:  Classic cursed individual.

 

Appearance:  As the Dr, a human of about 50..  Silver Hyena is a little taller, more muscular and covered in silver/black fur!


He's bog standard werecreature. 

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So today a femme fatale type

 

 


Luna Moth

 

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-

  25      INT        15      14-    PER Roll 14-

  24      EGO       28      14-    ECV:  8

  28      PRE       18      15-    PRE Attack:  5 ½d6

  16      COM       3       12-

 

    8       PD           5                Total:  8 PD (0 rPD)

    8       ED           4                Total:  8 ED (0 rED)

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

    7       REC        0

  36      END        0

  26      STUN      0       Total Characteristic Cost:  128

 

Movement:                   Running:               6"/12"

                                        Flight:                     18"/144"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

41       Cocoon device:  Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½)              2

28       Gossamer wings!:  Flight 18", x8 Noncombat, Reduced Endurance (½ END; +¼) (57 Active Points); OIF (-½), Restrainable (-½)    2

39       Pheromones:  Mind Control 10d6, Reduced Endurance (0 END; +½), Area Of Effect (8" Radius; +1), Selective (+¼) (137 Active Points); OAF (-1), Limited Power loses about a third of its effectiveness (Con roll breaks effect; -½), Limited Power loses about a third of its effectiveness (Scent dependent; -½), Limited Power loses about a third of its effectiveness (Emotions only; -½)

 

       Talents

24       Combat Luck (12 PD/12 ED)

 

       Skills

3          Gambling 14-

3          Science Skill:  Chemistry 14-

3          Deduction 14-

3          Science Skill:  Life Sciences 14-

3          KS: Popular culture 14-

3          Electronics 14-

3          Mechanics 14-

3          Demolitions 14-

10       +2 with DCV

 

Total Powers & Skill Cost:  166

Total Cost:  294

 

200+  Disadvantages

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

20       Psychological Limitation:  Likes to dominate men! (Very Common; Strong)

15       Psychological Limitation:  Self-centered (Common; Strong)

49       Experience Points

 

Total Disadvantage Points:  294

Earned Experience:  0

Spent Experience:  49

Unspent Experience:  0

 

Background/History:  Samantha Cline was smart and beautiful.  And one thing she learned early was to use her beauty to get what she wanted.  And she wanted to get rich.  She breezed through collage and eventually got a job at a research lab.  There she met Elias P. Stickney and he told her of his discoveries in human pheromones.  He wanted to become a super villain with her as his partner.  But he conveniently died as he was explaining the chemical.  This suited Samantha fine.  She stole his chemicals and a few other gadgets and made her debut as Luna Moth.

 

Personality/Motivation:  Greed and a desire to lord it over men.  She enjoys the rush of having powerful men at her whim.

 

Quote:

 

Powers/Tactics:  Fly above the fray, using the pheromones.  Those who resist get cocooned.

 

Campaign Use:  Greedy manipulator!

 

Appearance:  Short and petite with blond hair.  She wears a bikini with thigh high boots and a full face mask.  On her back are small backpacks for her wings and her arms have metal gloves for the pheromones and cocooning mixture!


 

A pretty basic build, but that Mind Control is sick.  Like I said before M&M seems to go with the basic costs and the advantages just add to that basic cost. 

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An admirable super merc!

 

 

Sandstone

 

Val    Char   Cost   Roll Notes

  15      STR         5       21-    Lift 102.4tons; 12d6 [3]

  22      DEX       36      13-    OCV:  7/DCV:  7

  28      CON      36      15-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  18      PRE         8       13-    PRE Attack:  3 ½d6

  10      COM       0       11-

 

8+18   PD           5                Total:  8/26 PD (8/26 rPD)

8+18   ED           2                Total:  8/26 ED (8/26 rED)

    4       SPD         8                Phases:  3, 6, 9, 12

  14      REC       10

  56      END        0

  32      STUN      0       Total Characteristic Cost:  115

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                12"/24"

                                        Swimming:            2"/4"

                                        Tunneling:             10"/80"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

15       Sand form:  Elemental Control, 30-point powers

10       1)  Flight 10", Reduced Endurance (0 END; +½) (30 Active Points); Limited Power loses about a third of its effectiveness (Gliding; -½)

80       2)  Energy Blast 12d6, Reduced Endurance (½ END; +¼), Area Of Effect (16" Cone; +1) (135 Active Points); No Range (-½)    6

90       3)  Energy Blast 12d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (9" Radius; +1) (150 Active Points); No Range (-½)                                                            6

30       4)  Tunneling 10" through 10 DEF material, x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power loses about half of its effectiveness (Only sand; -1)             3

54       5)  Stretching 10", x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points)       2

24       6)  Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (16" radius; +1), Alterable Size, Reduced Endurance (0 END; +½) (75 Active Points); Limited Power loses about half of its effectiveness (Only to mimic growth; -1), No Range (-½)

23       7)  Hand-To-Hand Attack +8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Hand-To-Hand Attack (-½)      2

28       +45 STR, Reduced Endurance (½ END; +¼) (56 Active Points); No Figured Characteristics (-½), Limited Power loses about a third of its effectiveness (Not when using sand form; -½) 2

13       Knockback Resistance -10" (20 Active Points); Limited Power loses about a third of its effectiveness (Not when using sand form; -½)

10       Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)

36       Armor (18 PD/18 ED) (54 Active Points); Limited Power loses about a third of its effectiveness (Not when using sand form; -½)

5          Defensive Strike                                                                      +1            +3           12d6 Strike

4          Martial Block                                                                           +2            +2           Block, Abort

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

5          Offensive Strike                                                                       -2            +1           16d6 Strike

 

       Perks

21       Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (21 Active Points) 11-

5          Reputation (A medium-sized group) 11-, +5/+5d6

 

       Skills

3          Science Skill:  Chemistry 12-

2          TF:  Common Motorized Ground Vehicles

3          Deduction 12-

3          Streetwise 13-

3          Tactics 12-

3          Stealth 13-

3          Shadowing 12-

3          Survival 12-

24       +3 with All Combat

 

Total Powers & Skill Cost:  511

Total Cost:  626

 

200+  Disadvantages

20       Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20       Psychological Limitation:  Will not harm a child (Common; Total)

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

20       Psychological Limitation:  Code of the mercenary (Common; Total)

356     Experience Points

 

Total Disadvantage Points:  626

Earned Experience:  0

Spent Experience:  356

Unspent Experience:  0

 

Background/History:  Meet Alexandra Flint.  She was the product of a broken home and an abusive father.  To get away she enlisted in the army where she excelled in basic training.  She next found herself in Iraq as part of Desert Storm.  On a reconnaissance mission she got separated from her unit due to a sandstorm.  Taking refuge in a handy structure, she found it to be an old temple.  On the alter was a glittering gem, and when she touched it, the storm ripped through her and she disappeared.  Weeks later she returned, changed.  Made of stone and sand, she made her way back to the US.  After paying a visit to her father (he survived, barely), she placed herself on the market as a super mercenary as Sandstone!

 

Personality/Motivation:  Basically a super thug.  But she prefers not to fight if she has to and tries not to kill.  Also she does have two redeeming features: 1) she will not work for drug cartels, 2) she will not harm a child. 

 

Quote:

 

Powers/Tactics:  She has two states. 

 

First is a sandy form that gives her sand blasts, elongation and movement (sand gliding).

 

Second is a stone form that has great strength and durability.

 

Campaign Use:  Noble opponent. 

 

Appearance:  Normally a tall well-built woman who appears to be made of sandstone.


I like her.  Interesting power sets and a cool personality. 

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So we had Ice and Stone.  Now Fire!

 

Nero

 

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-

   15      INT          5       12-    PER Roll 12-

   17      EGO        14      12-    ECV:  6

   15      PRE         5       12-    PRE Attack:  3d6

   10      COM       0       11-

 

8+25    PD           6                 Total:  8/33 PD (8/33 rPD)

8+25    ED           5                 Total:  8/33 ED (8/33 rED)

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

    5       REC         0

   30      END        0

   23      STUN      0       Total Characteristic Cost:  75

 

Movement:                    Running:                6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

2          Life Support  (Safe in Intense Heat)

8          Damage Resistance (8 PD/8 ED)

30        Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power loses about half of its effectiveness (Vs. fire; -1)

30        Flight 10", Reduced Endurance (0 END; +½) (30 Active Points)

35        Elemental Control, 70-point powers

38        1)  Telekinesis (60 STR), Reduced Endurance (½ END; +¼) (112 Active Points); Limited Power loses about half of its effectiveness (Only vs. Fire; -1)                                             4

44        2)  Energy Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points)    3

45        3)  Energy Blast 16d6 (80 Active Points)                               8

44        4)  Suppress Fire 7d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1) (79 Active Points)         3

40        5)  Force Field (25 PD/25 ED), Reduced Endurance (0 END; +½) (75 Active Points)

41        6)  Energy Blast 6d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1) (97 Active Points); No Range (-½)

77        7)  Summon 8 300-point Fire constructs, Weak-Willed -4 on EGO Rolls (+½) (112 Active Points)            11

 

       Talents

24        Combat Luck (12 PD/12 ED)

 

       Skills

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

3          Demolitions 12-

 

Total Powers & Skill Cost:  473

Total Cost:  548

 

200+  Disadvantages

5          Enraged:  when defied (Uncommon), go 8-, recover 14-

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

20        Psychological Limitation:  Pyromaniac (Common; Total)

15        Psychological Limitation:  Emperor Complex (Common; Strong)

298      Experience Points

 

Total Disadvantage Points:  548

Earned Experience:  0

Spent Experience:  298

Unspent Experience:  0

 

Background/History:  Nicholas Rourke was a poor small time criminal known best as an arsonist for hire.  And he was good at it, until he was caught in one of his own blasts.  He survived totally unharmed and it was discovered he was fire resistant.  Now he became a super powered arsonist.  But as his powers grew so did his hubris.  He began styling himself as "Nero", lord of fire.  His rampage culminated in a great battle where some heroes protected innocents as others fought Nero and his summoned constructs while he tried to make the city burn.  This defeat also jolted his original personality back and reduced his powers to the resistance only.  But many wonder if Nero is gone or just smoldering under the surface!

 

Personality/Motivation:  Rampant Pyromania with a hatred of following orders

 

Quote:

 

Powers/Tactics:  Summon his constructs, and start blasting. 

 

Campaign Use:  Hubris in one’s own abilities.  Emperors can lose.

 

Appearance:  Tall well-built wearing roman style toga (imperial folds) and a laurel wreath!


The most interesting part is the summon.  This makes him a one man team!

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So one more to round out the year!

 

Keres

 

Val    Char   Cost   Roll Notes

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

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

   30      CON       40      15-

   10      BODY     0       11-

   18      INT          8       13-    PER Roll 13-

   18      EGO        16      13-    ECV:  6

   20      PRE        10      13-    PRE Attack:  4d6

   16      COM       3       12-

 

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

8+18    ED           2                 Total:  8/26 ED (8/26 rED)

    5       SPD        20                Phases:  3, 5, 8, 10, 12

   10      REC         0

   60      END        0

   35      STUN      0       Total Characteristic Cost:  143

 

Movement:                    Running:                6"/12"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Nightvision

8          Damage Resistance (8 PD/8 ED)

50        Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

75        Drain BODY 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Ranged (+½), Invisible Power Effects (Fully Invisible; +1), Custom Modifier (All physical stats; +1) (75 Active Points)       7

75        Drain BODY 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Ranged (+½), Invisible Power Effects (Fully Invisible; +1), Custom Modifier (All mental stats; +1) (75 Active Points)          7

54        Armor (18 PD/18 ED)

78        Eight identities:  Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups, limited group of shapes), Instant Change, Makeover, Reduced Endurance (0 END; +½), Persistent (+½) (78 Active Points)

 

       Perks

3          Computer Link

 

       Talents

3          Absolute Time Sense

 

       Skills

13        Disguise 18-

3          Foundry:  KS 13-

5          Stealth 14-

3          Bureaucratics 13-

3          Computer Programming 13-

3          High Society 13-

3          Interrogation 13-

3          Mimicry 13-

5          Shadowing 14-

 

Total Powers & Skill Cost:  392

Total Cost:  535

 

200+  Disadvantages

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

20        Psychological Limitation:  Arrogant (Very Common; Strong)

5          Distinctive Features:  Glowing red eyes regardless of shape  (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15        Physical Limitation:  Android.  Requires specialized care/ healing (Frequently; Greatly Impairing)

285      Experience Points

 

Total Disadvantage Points:  535

Earned Experience:  0

Spent Experience:  285

Unspent Experience:  0

 

Background/History:  Keres was built as a spy and assasin.  Since the 70's he has plagued the world stage, sometimes acting on his own, but more often acting as a representative of (villain organization). 

 

Personality/Motivation:  Arrogant, boastful

 

Quote:

 

Powers/Tactics:  Will remain in hiding using his drain until discovered, then wade in HTH.  He saves one of his shape shift for escape if possible, using it to divert attention!

 

Campaign Use:  Assassin and enforcer

 

Appearance:  Regular form is male with brown hair in a three piece suit.  Its other form are five male and three female!


Seriously this guy is scary.  Invisible drains and shapeshift.  I may have undercosted him.  As it is, use him only if you want to make your campaign more lethal!

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So a duo today

 

 

Sidetrack

 

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-

  15      INT         5       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  15      COM       3       12-

 

8+6    PD           5                Total:  8/14 PD (8/14 rPD)

8+6    ED           4                Total:  8/14 ED (8/14 rED)

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

    7       REC        0

  36      END        0

  26      STUN      0       Total Characteristic Cost:  87

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

                                        Teleportation:      15"/120"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

62       Multipower, 50-point reserve, all slots Reduced Endurance (½ END; +¼) (62 Active Points)

4u       1)  Sight and Hearing Groups Flash 8d6 (45 Active Points)            2

5u       2)  Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points)   2

4u       3)  Electronics:  Dispel 13d6 (39 Active Points)                 2

             

75       Teleportation 15", No Relative Velocity, Position Shift, x2 Increased Mass, x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points)                                                                     3

             

13       +4 with DCV (20 Active Points); Costs Endurance (-½)   2

             

15       Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), OIF (-½)         3

             

12       Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

             

 

       Talents

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

12       Combat Luck (6 PD/6 ED)

 

       Skills

4          ASL:  Language (idiomatic)

3          Paramedics 12-

3          Seduction 12-

3          Stealth 13-

16       +2 with All Combat

 

Total Powers & Skill Cost:  249

Total Cost:  335

 

200+  Disadvantages

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

20       Psychological Limitation:  Loves Targette (Very Common; Strong)

105     Experience Points

 

Total Disadvantage Points:  335

Earned Experience:  0

Spent Experience:  105

Unspent Experience:  0

 

Background/History:  Samantha Blackwood was experimented on by (Insert villain organization) into how to create super powered agents.  Of the batch of twelve, only she survived.  Since the breakup of (Villain Organization) she has gone on her own with her partner Targette. 

 

Personality/Motivation:  Before it was loyalty to those who gave her powers.  Now it is greed, as she has very few other marketable skills!

 

Quote:

 

Powers/Tactics:  Tport around blinding people and sowing confusion!

 

Campaign Use:  Beautiful distraction!

 

Appearance:  Medium height with dark hair and slim build.  She wears an off shoulder body suit, grey and purple camo pattern.

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Targette

 

Val    Char   Cost   Roll Notes

   10      STR         0       11-    Lift 100.0kg; 2d6

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

   20      CON       20      13-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   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           4                 Total:  8 ED (8 rED)

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

    6       REC         0

   40      END        0

   25      STUN      0       Total Characteristic Cost:  93

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

10        Mental Defense (13 points total)

             

62        Absorption 3d6  (energy, Ego Attack), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage, Absorption As A Defense (x2) (62 Active Points)

62        Absorption 3d6  (physical, Ego Attack), Can Absorb Maximum Of 50 Points' Worth Of Physical Damage, Absorption As A Defense (x2) (62 Active Points)

             

15        Ego Attack 1d6, Reduced Endurance (0 END; +½) (15 Active Points)

             

30        Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); OAF (-1)

 

       Talents

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

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          ASL:  Language (completely fluent)

3          Seduction 12-

10        +2 with Ranged Combat

 

Total Powers & Skill Cost:  227

Total Cost:  320

 

200+  Disadvantages

15        Physical Limitation:  Mute (Frequently; Greatly Impairing)

20        Psychological Limitation:  Loves Sidetrack (Very Common; Strong)

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

75        Experience Points

 

Total Disadvantage Points:  320

Earned Experience:  0

Spent Experience:  75

Unspent Experience:  0

 

Background/History:  Isabella Varianza was a street kid in LA, until a gang fight damaged her larynx and she manifested her powers.  Soon she was recruited by (insert Villain group) where she met and fell in love with Sidetrack.  When Sidetrack went on her own, Targette followed!

 

Personality/Motivation:  Greed and love of Sidetrack!

 

Quote:

 

Powers/Tactics:  Targette has the ability to absorb damage and redirect the pain to others as a psychic blast.  So get in, get hit, and spread the hurt!

 

Campaign Use:  Beautiful distraction!

 

Appearance:  Medium height with dark hair and slim build.  She wears an off shoulder body suit, grey and purple camo pattern.


As a pair they can sow a lot of confusion.  And misdirect the heroes before they Tport away.

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Because monkeys are cool:

 

Dr. Simian

 

Val     Char  Cost   Roll       Notes

25+5     STR      15      14- / 15-  Lift 800.0kg/1600.0kg; 5d6/6d6 [2]

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

  18       CON     16      13-

  10       BODY   0       11-

  25       INT      15      14-            PER Roll 14-

  20       EGO     20      13-            ECV:  7

  18       PRE       8       13-            PRE Attack:  3 ½d6

  10       COM     0       11-

 

8+26     PD          3                        Total:  8/34 PD (8/33 rPD)

8+26     ED         4                        Total:  8/34 ED (8/33 rED)

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

    9        REC      0

  36       END      0

  32       STUN    0       Total Characteristic Cost:  117

 

Movement:                   Running:               6"/12"

                                        Flight:                     30"/60"

                                        Leaping:                5"/10"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

7          Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½)

             

72       Gadgets:  Variable Power Pool, 60 base + 12 control cost,  (90 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

             

60       Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); OIF (Hover chair; -½)

40       Flight 30" (60 Active Points); OIF (Hover chair; -½)         6

45       Force Field (25 PD/25 ED/10 Mental Defense), Reduced Endurance (0 END; +½) (90 Active Points); OAF (Hover chair; -1)

 

       Perks

55       Vehicles & Bases

 

       Talents

5          Eidetic Memory

 

       Skills

3          Computer Programming 14-

3          Electronics 14-

3          Demolitions 14-

3          Mechanics 14-

7          Science Skill:  Biology 18-

7          Science Skill:  Chemistry 18-

7          Science Skill:  Physics 18-

10       +2 with Ranged Combat

 

Total Powers & Skill Cost:  335

Total Cost:  452

 

200+  Disadvantages

20       Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

10       Physical Limitation:  Large gorilla (Frequently; Slightly Impairing)

20       Psychological Limitation:  Hates human dominance (Common; Total)

20       Psychological Limitation:  Over confident (Common; Total)

172     Experience Points

 

Total Disadvantage Points:  452

Earned Experience:  0

Spent Experience:  172

Unspent Experience:  0

 

Background/History:  Dr. Carmine Mosley was experimenting on intelligence.  He was nearing a breakthrough, but his methods were dangerous and potentially unethical.  Just before he was sacked, he had his biggest breakthrough, and disappeared.  His chosen subject (a gorilla) also disappeared.  And he learned things.  He eventually got the equivalent of multiple PhD's in multiple fields.  He has since come out as an opponent to human domination of the planet, and seeks to eliminate them or severely curtail their presence. 

 

Personality/Motivation:  Ambition and revenge.  He has been given great abilities and wants to punish humans for their crimes against nature.

 

Quote:

 

Powers/Tactics:  A mountain gorilla, he has great strength and durability.  But also he has a powerful hover chair with blasters and force fields.  Add a gadget pool and some powered minions and you have an opponent with a lot of potential!

 

Campaign Use:  Mad scientist gorilla.  And he has a point about humans.

 

Appearance:  A mountain gorilla in a body suit and a high tech hover chair!

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A galactic villain

 

 

Blackstar

 

Val    Char   Cost   Roll Notes

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

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

  20      CON      20      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  18      EGO       16      13-    ECV:  6

  15      PRE         5       12-    PRE Attack:  3d6

  10      COM       0       11-

 

8+25   PD           5                Total:  8/33 PD (8/33 rPD)

8+25   ED           4                Total:  8/33 ED (8/33 rED)

    5       SPD        20               Phases:  3, 5, 8, 10, 12

    7       REC        0

  40      END        0

  27      STUN      0       Total Characteristic Cost:  106

 

Movement:                   Running:               6"/12"

                                        Flight:                     25"/400"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

                                        Teleportation:      10"/20"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

28       Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (42 Active Points); OIF (-½)

3          Nightvision (5 Active Points); OIF (-½)

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

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

             

25       Elemental Control, 74-point powers,  (37 Active Points); all slots OIF (Dark bands; -½)

33       1)  Darkness to Sight Group 5" radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (87 Active Points); OIF (Dark bands; -½)

25       2)  Force Wall (12 PD/12 ED), Reduced Endurance (½ END; +¼) (75 Active Points); OIF (Dark bands; -½)      3

25       3)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (Dark bands; -½)    3

29       4)  Flight 25", x16 Noncombat, Reduced Endurance (½ END; +¼) (81 Active Points); OIF (Dark bands; -½)    3

25       5)  Force Field (25 PD/25 ED), Reduced Endurance (0 END; +½) (75 Active Points); OIF (Dark bands; -½)

25       6)  Sight Group Flash 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (Dark bands; -½)           3

             

9          Teleportation 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (45 Active Points); Increased Endurance Cost (x9 END; -3 ½), OIF (Dark bands; -½)  36

             

7          Faster-Than-Light Travel (10 Active Points); OIF (Dark bands; -½)

3          Defensive Shot                                                                         -1            +2           Strike

4          Offensive Shot                                                                         -1            -1            Strike, +4 DC

4          Quick Shot                                                                                +1            +0           Strike, +2 DC

5          Far Shot                                                                                    +1            -1            Strike

5          Defensive Strike                                                                      +1            +3           2 ½d6 Strike

5          Offensive Strike                                                                       -2            +1           6 ½d6 Strike

4          Martial Strike                                                                           +0            +2           4 ½d6 Strike

 

       Perks

2          Deep Cover

4          Reputation (A small to medium sized group) 8-, +4/+4d6

 

       Talents

3          Bump Of Direction

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Deduction 12-

3          Forensic Medicine 12-

3          KS: Galaxy 12-

3          Bureaucratics 12-

3          Computer Programming 12-

3          Electronics 12-

3          Mechanics 12-

12       Navigation (Air, Hyperspace, Land, Marine, Space) 15-

3          Paramedics 12-

3          Stealth 13-

3          Shadowing 12-

3          Tactics 12-

6          TF:  Common Motorized Ground Vehicles, Early Spacecraft, Large Planes, Small Planes, Spaceplanes

 

Total Powers & Skill Cost:  344

Total Cost:  450

 

200+  Disadvantages

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

5          Hunted:  Star Police 8- (Less Pow; Harshly Punish)

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

5          Hunted:  Patron 8- (Mo Pow; Watching)

20       Psychological Limitation:  Believes he's right (Common; Total)

15       Psychological Limitation:  Overconfident (Common; Strong)

190     Experience Points

 

Total Disadvantage Points:  450

Earned Experience:  0

Spent Experience:  190

Unspent Experience:  0

 

Background/History:  Rojan Lhar was a respected member of the Star Knights, a galactic police force.  But he disagreed with the noninterference policy. So he took matters into his own hands and took over a primitive world to show what could be done. But he was discovered.  Rather than surrender, he tried to take over the Star Stone, the source of Knights powers.  Then he could bring order and peace to the galaxy.  He failed and fled.  He was caught and stripped of his powers.  But eventually he found another patron, was given some alien power bands and escaped.  He has come to earth to hide out and plan his next move.

 

Personality/Motivation:  He's convinced he is right and the world would be better off under his rule.

 

Quote:

 

Powers/Tactics:  Classic flying blaster with a large number of options!

 

Campaign Use:  A potential entrance into a galactic campaign.

 

Appearance:  Humanoid with dark skin and hair, with a black bodysuit, with a dark red star symbol on his chest and silver bands on his wrists!

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A sort of Speedster

 

 

Downtime

 

Val    Char   Cost   Roll Notes

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

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

  18      CON      16      13-

  10      BODY     0       11-

  11      INT         1       11-    PER Roll 11-

  13      EGO        6       12-    ECV:  4

  13      PRE         3       12-    PRE Attack:  2 ½d6

  14      COM       2       12-

 

    8       PD           5                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

    8       SPD        46               Phases:  2, 3, 5, 6, 8, 9, 11, 12

    7       REC        0

  36      END        0

  26      STUN      0       Total Characteristic Cost:  128

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

                                        Teleportation:      30"/240"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

20       Elemental Control, 60-point powers,  (30 Active Points); all slots OIF (Time belt; -½)

60       1)  Teleportation 30", No Relative Velocity, Position Shift, x2 Increased Mass, x8 Noncombat, Reduced Endurance (0 END; +½) (135 Active Points); OIF (Time belt; -½), Must Pass Through Intervening Space (-¼)

20       2)  Invisibility to Sight, Hearing and Touch Groups , No Fringe, Reduced Endurance (0 END; +½) (60 Active Points); OIF (Time belt; -½)

13       Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (-½)

14       With missle deflect:  +7 with any three related Skills (21 Active Points); OIF (Time belt; -½)

 

       Perks

5          Money:  Well Off

 

       Talents

18       Combat Luck (9 PD/9 ED)

             

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

             

 

       Skills

3          Streetwise 12-

3          Stealth 14-

3          Shadowing 11-

3          Sleight Of Hand 14-

3          Security Systems 11-

3          Mechanics 11-

3          Lockpicking 14-

3          Electronics 11-

3          Demolitions 11-

17       +5 with DCV (25 Active Points); OIF (Time belt; -½)

 

Total Powers & Skill Cost:  211

Total Cost:  339

 

200+  Disadvantages

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

15       Hunted:  Former employer 8- (As Pow; NCI; Harshly Punish)

15       Psychological Limitation:  Practical Joker (Common; Strong)

99       Experience Points

 

Total Disadvantage Points:  339

Earned Experience:  0

Spent Experience:  99

Unspent Experience:  0

 

Background/History:  David Anderson was a small time thief when he was hired to steal some items and notes from a local scientist.  But things went wrong when the good doctor showed up.  He fled and on a whim put on the device and turned it on.  And found that everything else moved in slow motion compered to him.  It was easy to escape.  But his employers were angry as the item was now imprinted on him.  He fled and started a one man crime spree.  He now hires himself out as a high priced thief/saboteur as Downtime.

 

Personality/Motivation:  Greed and the ability to show up the heroes.

 

Quote:

 

Powers/Tactics:  His time control is basically super speed with some extras.

 

Campaign Use:  Super thief.  What does he want and how can they stop and/or catch him!

 

Appearance:  Tall thin male with a full bodysuit in brown with an hourglass symbol on his chest!


In retrospect I should have placed at least four SPD as the Time Belt. But he is cool!

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And a tragic mad scientist

 

 

Mr. Mist

 

Val    Char   Cost   Roll Notes

  14      STR         4       12-    Lift 174.1kg; 2 ½d6 [4]

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

  20      CON      20      13-

  10      BODY     0       11-

  18      INT         8       13-    PER Roll 13-

  13      EGO        6       12-    ECV:  4

  15      PRE         5       12-    PRE Attack:  3d6

  10      COM       0       11-

 

    8       PD           5                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

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

    7       REC        0

  40      END        0

  27      STUN      0       Total Characteristic Cost:  92

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

90       Mist form:  Multipower, 90-point reserve

9u       1)  Desolidification  (affected by Salt), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points)

7u       2)  7d6 physical dam reduction and 7d6 energy dam reduction:  Custom Power (70 Active Points)

             

28       Affects Physical World (+2) (28 Active Points) applied to STR     3

             

37       Flight 15", Reduced Endurance (½ END; +¼) (37 Active Points)  1

             

69       Multipower, 69-point reserve

7u       1)  Darkness to Sight Group 5" radius, Alterable Size, Reduced Endurance (½ END; +¼) (69 Active Points)       2

4u       2)  Energy Blast 6d6, Reduced Endurance (½ END; +¼), No Normal Defense ([standard]; +1) (67 Active Points); No Range (-½)                                                                                                3

4u       3)  Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼) (56 Active Points); No Range (-½)               2

 

       Perks

3          Fringe Benefit:  Security Clearance

1          Reputation (A small to medium sized group) 11-, +1/+1d6

 

       Skills

3          Stealth 13-

4          Science Skill:  Chemistry 14-

4          Science Skill:  Quantum Physics 14-

3          Science Skill:  Biochemistry 13-

 

Total Powers & Skill Cost:  281

Total Cost:  373

 

200+  Disadvantages

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

10       Psychological Limitation:  Flighty (Common; Moderate)

15       Enraged:  If hit in combat (Uncommon), go 11-, recover 11-

25       Susceptibility:  salt 3d6 damage Instant (Very Common)

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

88       Experience Points

 

Total Disadvantage Points:  373

Earned Experience:  0

Spent Experience:  88

Unspent Experience:  0

 

Background/History:  Brad Raymond was investigating teleportation tech.  One late night he surprised intruders in his lab.  They threw him onto the platform and activated it.  But a power surge resulted in an incomplete Tport and he reformed as a mist form.  His mind broke under the strain of his new form and he went on a rampage to try and reverse his condition.  Captured, he returned to a more lucid and remorseful form.  Since then he has worked as a scientist trying to cure himself.  But occasionally he goes manic and goes back on a crime spree to cure himself no matter what.

 

Personality/Motivation:  In his lucid moments he's a brilliant scientist, although he is a bit unfocused.  But if something sets him off he becomes almost psychotic and violent.

 

Quote:

 

Powers/Tactics:  He has a number of effects to his mist form including: darkness, sleep and corrosion.  In all cases he is in a mist like desolid form.

 

Campaign Use:  Brilliant scientist occasional opponent!

 

Appearance:  A human male made of mist of differing colours!

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Another Galactic Villain

 

The Curator (Drone)

 

Val    Char   Cost   Roll Notes

   60      STR        50      21-    Lift 102.4tons; 12d6

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

   35      CON       50      16-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 19-

   20      EGO        20      13-    ECV:  7

   15      PRE         5       12-    PRE Attack:  3d6

   10      COM       0       11-

 

12+18  PD           0                 Total:  12/30 PD (12/30 rPD)

12+18  ED           5                 Total:  12/30 ED (12/30 rED)

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

   19      REC         0

   70      END        0

   58      STUN      0       Total Characteristic Cost:  176

 

Movement:                    Running:                6"/12"

                                        Leaping:                 12"/24"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

12        Damage Resistance (12 PD/12 ED)

             

18        +6 PER with all Sense Groups

5          Nightvision

5          Ultraviolet Perception (Sight Group)

5          Infrared Perception (Sight Group)

10        Radio Perception/Transmission (Radio Group)

12        High Range Radio Perception (Radio Group)

3          Ultrasonic Perception (Hearing Group)

5          Mind Link , One Specific Mind

             

30        Reduced Endurance (0 END; +½) (30 Active Points) applied to STR

             

90        Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points)

             

54        Armor (18 PD/18 ED)

             

72        Variable Power Pool, 60 base + 12 control cost,  (90 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

 

       Talents

5          Eidetic Memory

 

       Skills

3          Computer Programming 13-

3          Electronics 13-

3          Mechanics 13-

3          Demolitions 13-

3          KS: History 13-

3          KS: Galaxy 13-

6          Science Skill:  General Sciences 16-

8          Science Skill:  Physics 18-

30        +6 Overall (60 Active Points); Limited Power loses about half of its effectiveness (Only Int. Skills; -1)

 

Total Powers & Skill Cost:  388

Total Cost:  564

 

200+  Disadvantages

20        Distinctive Features:  (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20        Psychological Limitation:  Must fulfill mission  (Common; Total)

324      Experience Points

 

Total Disadvantage Points:  564

Earned Experience:  0

Spent Experience:  324

Unspent Experience:  0

 

Background/History:  Somewhere in the galaxy is a strange artifact, a ring world.  Its large size has a number of habitats from thousands of worlds, with life forms from thousands of worlds.  And it is all controlled by a huge AI that not only controls the habitats and actively searches for others.  To do this it sends out drones to search and if necessary secure samples.  And earth has piqued its curiosity. 

 

Personality/Motivation:  Single minded in its need to gather what it came for.

 

Quote:

 

Powers/Tactics:  A durable android with great strength and in built blaster.  It also has access to devices from thousands of worlds!

 

Campaign Use:  Another galactic foe!

 

Appearance:  A purple humanoid with gold highlights!

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So now the M&M version of Grab.  I present Larceny, Inc.

 

First up the team speedster

 

Get-Away

 

Val    Char   Cost   Roll Notes

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

  30      DEX       60      15-    OCV:  10/DCV:  10

  20      CON      20      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  18      PRE         8       13-    PRE Attack:  3 ½d6

  16      COM       3       12-

 

    8       PD           5                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

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

    7       REC        0

  40      END        0

  27      STUN      0       Total Characteristic Cost:  146

 

Movement:                   Running:               21"/42"

                                        Flight:                     30"/960"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

96       Flight 30", x32 Noncombat, Reduced Endurance (0 END; +½) (120 Active Points); Only In Contact With A Surface (-¼)

             

30       Running +15" (21" total), Usable By Other (+¼) (37 Active Points); Limited Power Power loses about a fourth of its effectiveness (Usable by others only; -¼)                            4

 

       Perks

5          Money:  Well Off

 

       Talents

30       Combat Luck (15 PD/15 ED)

 

       Skills

3          Breakfall 15-

3          Acrobatics 15-

3          Streetwise 13-

10       +2 with DCV

 

Total Powers & Skill Cost:  188

Total Cost:  334

 

200+  Disadvantages

20       Psychological Limitation:  Thrill seeker (Very Common; Strong)

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

15       Hunted:  Villain organization 8- (As Pow; NCI; Harshly Punish)

89       Experience Points

 

Total Disadvantage Points:  334

Earned Experience:  0

Spent Experience:  89

Unspent Experience:  0

 

Background/History:  Maria Traykos is another in a long line of (insert villain org) kidnapping street people to experiment on to give them super powers.  She fell in with three others and promptly made their escape. The four decided to stay together to make their own scores and occasionally strike back against (organization).

 

Personality/Motivation:  A thrill junkie and hedonist.

 

Quote:

 

Powers/Tactics:  A speedster with a few extra abilities!

 

Campaign Use:  Gentleman thieves.

 

Appearance:  Smal slim female brunette with a grey bodysuit.

 

Her share speed ability make her very dangerous as giving extra movement to the brick can be devestating!  Also it allows a lot of tactical movement!

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And her elastic partner

 

Grab

 

Val    Char   Cost   Roll Notes

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

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

  20      CON      20      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  14      PRE         4       12-    PRE Attack:  2 ½d6

  16      COM       3       12-

 

8+12   PD           5                Total:  8/20 PD (8/20 rPD)

8+12   ED           4                Total:  8/20 ED (8/20 rED)

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

    7       REC        0

  40      END        0

  27      STUN      0       Total Characteristic Cost:  100

 

Movement:                   Running:               6"/12"

                                        Leaping:                17"/68"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

36       Armor (12 PD/12 ED)

             

15       Elemental Control, 30-point powers

47       1)  Stretching 10", Reduced Endurance (½ END; +¼) (62 Active Points)     2

16       2)  Leaping +15" (17 ½" forward, 8 ½" upward) (Accurate, x4 Noncombat), Reduced Endurance (½ END; +¼) (31 Active Points)                                                                                         1

27       3)  Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points); No Range (-½), Cannot Form Barriers (-¼)    2

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 43 STR for holding on

4          Choke Hold                                                                              -2            +0           Grab One Limb; 4d6 NND

3          Legsweep                                                                                  +2            -1            7 ½d6 Strike, Target Falls

5          Offensive Strike                                                                       -2            +1           10 ½d6 Strike

4          Martial Strike                                                                           +0            +2           8 ½d6 Strike

16       +4 HTH Damage Class(es)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Disguise 12-

3          Forgery 12-

3          Gambling 12-

3          Seduction 12-

3          Sleight Of Hand 14-

3          Streetwise 12-

 

Total Powers & Skill Cost:  213

Total Cost:  313

 

200+  Disadvantages

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

15       Hunted:  Vllain organization 8- (As Pow; NCI; Harshly Punish)

10       Psychological Limitation:  Self centred (Common; Moderate)

78       Experience Points

 

Total Disadvantage Points:  313

Earned Experience:  0

Spent Experience:  78

Unspent Experience:  0

 

Background/History:  Luann Grimes was a notorious grifter, and after having a drink at a seedy bar fond she was another in a long line of (insert villain org) kidnapping street people to experiment on to give them super powers.  She fell in with three others and promptly made their escape. The four decided to stay together to make their own scores and occasionally strike back against (organization).

 

Personality/Motivation:  Manipulative and greedy and petty.

 

Quote:

 

Powers/Tactics:  Stretching powers make her an ideal pickpocket.  In a fight, she'll set up targets for her team mates, but is fully capable of fighting on her own if need be!

 

Campaign Use:  The loose cannon of the team.

 

Appearance:  Short female with red hair, she wears a green body suit tomatch her eyes.


The most self-centred.  She stays with the team as they have been successful for so long!

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Every team need some muscle!

 

 

Smash

 

Val    Char   Cost   Roll Notes

  65      STR       55      22-    Lift 204.8tons; 13d6 [6]

  17      DEX       21      12-    OCV:  6/DCV:  6

  35      CON      50      16-

  10      BODY     0       11-

    8       INT         -2      11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  23      PRE       13      14-    PRE Attack:  4 ½d6

  10      COM       0       11-

 

  28      PD          15               Total:  28 PD (20 rPD)

  28      ED          21               Total:  28 ED (20 rED)

    4       SPD        13               Phases:  3, 6, 9, 12

  20      REC        0

  70      END        0

  61      STUN      0       Total Characteristic Cost:  186

 

Movement:                   Running:               6"/12"

                                        Leaping:                13"/26"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

20       Damage Resistance (20 PD/20 ED)

             

18       Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½), Limited Power loses about a third of its effectiveness (Only in sunlight; -½)

             

67       Multipower, 80-point reserve, all slots Personal Immunity (+¼) (100 Active Points); all slots No Range (-½)

5u       1)  Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); No Range (-½)         8

5u       2)  Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points); No Range (-½)           8

 

       Perks

5          Money:  Well Off

 

       Skills

3          Climbing 12-

15       +3 with HTH Combat

 

Total Powers & Skill Cost:  138

Total Cost:  324

 

200+  Disadvantages

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

15       Hunted:  Villain organization 8- (As Pow; NCI; Harshly Punish)

10       Psychological Limitation:  Naive (Common; Moderate)

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

15       Enraged:  If called stupid or slow (Uncommon), go 11-, recover 11-

69       Experience Points

 

Total Disadvantage Points:  324

Earned Experience:  0

Spent Experience:  69

Unspent Experience:  0

 

Background/History:  Ernie Connors was a small time boxer nursing a drink at a bar when he became another in a long line of (insert villain org) kidnapping street people to experiment on to give them super powers.  He fell in with three others and promptly made their escape. The four decided to stay together to make their own scores and occasionally strike back against (organization).

 

Personality/Motivation:  Very simple.  Smash is the muscle.  He uses his strength on jobs and in case they need to fight their way out!

 

Quote:

 

Powers/Tactics:  Smash is a classic brick. 

 

Campaign Use:  Strong man of a group of thieves!

 

Appearance:  Tall with grey skin, Smash stands out unless he does something to conceal himself!

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