Jump to content
Sign in to follow this  
Mr. R

My conversions (formerly Builds of 2018)

Recommended Posts

SO the first of the teams rogue gallery.  The next three are types that can give all three a run for their money.  Strong, durable, good movement and the intelligence to change their plans.

 

The first has ties to Atlas, so he is certainly a legacy villain.  Alter to fit your campaign!

 

Quote

 

2018 #28  Liege Lord

 

 


Val Char Cost Roll Notes

20 STR 10 23- Lift 409.6tons; 14d6 [4]

20 DEX 30 13- OCV:  7/DCV:  7

23 CON 26 16-

10 BODY 0 11-

25 INT 15 14- PER Roll 14-

20 EGO 20 13- ECV:  7

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

15+15 PD 1 Total:  15/30 PD (15/30 rPD)

7+15 ED 0 Total:  15/30 ED (15/30 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

21 REC 0

66 END 0

62 STUN 0 Total Characteristic Cost:  142

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 14"/28"

Swimming: 2"/4"

 

Cost Powers END

15 Damage Resistance (15 PD/15 ED)

15 Mental Defense (19 points total)

 

20 Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (-½)

20 Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (-½)

 

40 Energy Blast 12d6 (60 Active Points); OIF (-½) 6

33 Flight 15", x8 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2

 

41 +50 STR, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

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

5 +8 ED (8 Active Points); OIF (-½)

 

13 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½)

 

50 Multipower, 50-point reserve

4u 1)  Force Field (15 PD/15 ED/10 Power Defense) (40 Active Points) 4

3u 2)  Invisibility to Sight, Hearing and Smell/Taste Groups  (30 Active Points) 3

4u 3)  Drain INT 4d6 (40 Active Points) 4

4u 4)  Cosmetic Transform 8d6 (40 Active Points) 4

 

 

Perks

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

10 Money:  Wealthy

30 Vehicles & Bases

 

Talents

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

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

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

 

Skills

3 Bribery 13-

3 Concealment 14-

3 Deduction 14-

3 Electronics 14-

3 Inventor 14-

3 Mechanics 14-

3 Persuasion 13-

3 KS: Mysticism! 14-

20 +2 Overall

16 +2 with All Combat

 

Total Powers & Skill Cost:  391

Total Cost:  533

 

200+ Disadvantages

15 Psychological Limitation:  Will redeem his father (Common; Strong)

20 Psychological Limitation:  Believes in self superiority (Common; Total)

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

283 Experience Points

 

Total Disadvantage Points:  533

Earned Experience:  0

Spent Experience:  283

Unspent Experience:  0

 

Background/History:  Legacies are not just for heroes.  Liege Lord is the grandson of the WW2 patriot who grew up idolising the man.  He became convinced that the man was a great hero and that all others were liars and traitors.  Karl Hessler was the grandson who studied science and engineering, but also discovered the Tomes of Thule and their magics.  He was going to bring back his sire's good name. So when the old man gifted him with the armour he accepted it eagerly. He was surprised to find it very advanced still and required little improvement.  So he went in search of Atlas to avenge his father, but was defeated. Now he realises that a better use of his abilities is to prove his father right and take over the world in his name! Everyone will bow to Liege Lord!

 

Personality/Motivation:  A legacy villain.  It doesn't help that the legacy is Naziism/Fascism!  He will take over to prove that the world was wrong!

 

Quote:  

 

Powers/Tactics:  A gifted sorcerer with a powerful battlesuit and a gifted scientific mind!  Liege Lord plans big and all his plans lead to a greater goal.

 

Campaign Use:  World conqueror (Yeah another one)

 

Appearance:  Metallic armour with a red and blue tabard, a black hood and a black cape with blue and red highlights!

 

 

 

 

 

There was an issue of "What's New with Phil and Dixie!" is Dragon magazine that looked at supers.  The first panel had a man from another planet, bitten by a radioactive spider, studied the mystic arts, studied at a monestary, found relic of great power......

 

Next panel was him as a pile of dust with the warning to not overdo it!

 

I feel that with this guy.  Battle suit and mystic arts and science skills....  He's Dr Doom.  But he works.

 

He is versatile, with a keen mind.  This guy should have layered plans, with contingencies.

 

Background wise he needs work to fix him into another campaign.  But he should be a dangerous fixture.  

Share this post


Link to post
Share on other sites
26 minutes ago, Mr. R said:

50 Multipower, 50-point reserve

4u 1)  Force Field (15 PD/15 ED/10 Power Defense) (40 Active Points) 4

3u 2)  Invisibility to Sight, Hearing and Smell/Taste Groups  (30 Active Points) 3

4u 3)  Drain INT 4d6 (40 Active Points) 4

4u 4)  Cosmetic Transform 8d6 (40 Active Points) 4

 

I must admit I don't understand a 50 point multipower when you can only use 40 points maximum at a time.

 

 

 

Share this post


Link to post
Share on other sites
10 hours ago, archer said:

 

I must admit I don't understand a 50 point multipower when you can only use 40 points maximum at a time.

 

 

 

My bad.   I usually setting the MP high then fill it in and lower it to fit the highest cost ( I hate getting those "TOO large to fit in MP" messages.  Just slash 10 pts off and call it good!

Share this post


Link to post
Share on other sites

Next in our World Conquerors.  One who will make everyone feel what its like to be HIM!

 

Quote

2018 #30  De-Humaniser

 

 


Val Char Cost Roll Notes

15 STR 5 22- Lift 204.8tons; 13d6 [6]

18 DEX 24 13- OCV:  6/DCV:  6

10 CON 0 15-

10 BODY 0 11-

23 INT 13 14- PER Roll 14-

20 EGO 20 13- ECV:  7

18 PRE 8 15- PRE Attack:  5 ½d6

4 COM -3 10-

 

16+20 PD 3 Total:  16/36 PD (6/26 rPD)

10+20 ED 4 Total:  16/36 ED (6/26 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

19 REC 0

60 END 0

58 STUN 0 Total Characteristic Cost:  96

 

Movement: Running: 6"/12"

Flight: 15"/240"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

12 Life Support  (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Heat; Self-Contained Breathing) (18 Active Points); OIF (-½)

16 Mental Defense (20 points total)

7 +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only offensive; -½)

 

33 +50 STR (50 Active Points); OIF (-½) 5

27 +20 CON (40 Active Points); OIF (-½)

4 +6 ED (6 Active Points); OIF (-½)

 

40 Armor (20 PD/20 ED) (60 Active Points); OIF (-½)

30 Flight 15", x 16 Noncombat (45 Active Points); OIF (-½) 4

10 Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-½)

10 Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (-½)

 

40 Multipower, 60-point reserve,  (60 Active Points); all slots OIF (-½)

4u 1)  Energy Blast 12d6 (60 Active Points); OIF (-½) 6

4u 2)  Energy Blast 8d6, 16 Charges (+0), Explosion (+½) (60 Active Points); OIF (-½) [16]

 

Perks

40 Follower

40 Follower

40 Follower

31 Follower

45 Follower

20 Vehicles & Bases

5 Reputation (A medium-sized group) 8-, +5/+5d6

 

Skills

3 Acting 15-

3 Computer Programming 14-

3 Demolitions 14-

3 Inventor 14-

3 Electronics 14-

3 Mechanics 14-

3 Persuasion 15-

3 Oratory 15-

3 Concealment 14-

3 Deduction 14-

3 Streetwise 15-

3 Science Skill:  Biology 14-

3 Science Skill:  Chemistry 14-

3 Science Skill:  Physics 14-

3 Science Skill:  Genetics 14-

20 +2 Overall

6 Penalty Skill Levels:  +2 vs. Hit Location modifiers with All Attacks

 

Total Powers & Skill Cost:  535

Total Cost:  631

 

200+ Disadvantages

10 Dependence:  Radiation Takes 1d6 Damage (Easy To Obtain; 20 Minutes)

25 Distinctive Features:  Hideous appearance (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

25 Psychological Limitation:  Megalomania (Very Common; Total)

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

356 Experience Points

 

Total Disadvantage Points:  631

Earned Experience:  0

Spent Experience:  356

Unspent Experience:  0

 

Background/History:  Peter Dalvos was another child born sickly and weak.  But he overcame the weakness and grew into adulthood. But then the condition returned and he searched for a cure.  He thought he found one, but it was temporary, and soon his condition returned. The doctors he consulted refuse to do anything more for him, so ina fit of rage he killed them and stole their notes and equipment.  He discovered that only a constant exposure to radiation would halt his degeneration. So he built a battlesuit that would mimic such an environment. Soon he was healthy again, but the damage had been done. Peter's body had been ravaged and only by continual occupation of his suit would he live.  The enforced isolation broke him. If he had to suffer, so would the world. They needed to feel his pain. He himself is no longer human, he is the De-Humanizer!

 

Personality/Motivation:  His degeneration and forced isolation has broken De-Humanizer.  Now his goal is to make all like him. He presents a calm, studious face, but underneath he seethes with anger.  

 

Quote:  

 

Powers/Tactics:  His suit has great defensive abilities and a set of missile launchers.  In addition the radiation environment can be emitted in dangerous beams and increases his strength to superhuman levels.  His greatest tool is his mind, which devises ways to make his dream of a mutated world a reality! In addition he is always surrounded with mutated minion and will send them into battle first to weaken the enemy!

 

Campaign Use:  Superheroes are usually in opposition to his plans, so Dehumanizer will plan to take them out as part of whatever new plot he has come up with!

 

Appearance:  Imagine a large suit of armour with a domed head that allows you to see the scarred and merciless face of the inhabitant.  The suit is grey with chrome highlights and a large green cape that hangs from the shoulders.



 

 

 

So a combo of Magneto and Dr. Doom.  He wants a world of mutants, but not all the mutations are great, like his, so he supplements it with high tech! 

 

Power wise he works.  He could take on at least two to three opponents.  Give him enough minions of decent power and you have a nasty organization on your hands!

 

Personality wise, he is a bit refreshing.  He's a mutant supremecist, but rather than eliminate baselines, he will up-lift them, whether they want it or not.  And not every mutation will be good.  Century Station had The Creator and his Halycon Formula (Which I find is a bad Plot Device).  This is the Creator, done right!

Share this post


Link to post
Share on other sites
19 hours ago, Mr. R said:

Next in our World Conquerors.  One who will make everyone feel what its like to be HIM!

 

 

 

So a combo of Magneto and Dr. Doom.  He wants a world of mutants, but not all the mutations are great, like his, so he supplements it with high tech! 

 

Power wise he works.  He could take on at least two to three opponents.  Give him enough minions of decent power and you have a nasty organization on your hands!

 

Personality wise, he is a bit refreshing.  He's a mutant supremecist, but rather than eliminate baselines, he will up-lift them, whether they want it or not.  And not every mutation will be good.  Century Station had The Creator and his Halycon Formula (Which I find is a bad Plot Device).  This is the Creator, done right!

 

 

"Come to me, my children! My change will give you hope!"

Share this post


Link to post
Share on other sites

The third of the solo villains.   A living light show!

 

Quote

2018 #31  Lazar

 

 


Val Char Cost Roll Notes

55 STR 45 20- Lift 51.2tons; 11d6 [5]

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

15 BODY 10 12-

30 INT 20 15- PER Roll 15-

18 EGO 16 13- ECV:  6

23 PRE 13 14- PRE Attack:  4 ½d6

10 COM 0 11-

 

20 PD 9 Total:  20 PD (20 rPD)

20 ED 15 Total:  20 ED (20 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

16 REC 0

50 END 0

56 STUN 0 Total Characteristic Cost:  208

 

Movement: Running: 6"/12"

Flight: 25"/400"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

20 Damage Resistance (20 PD/20 ED)

 

80 Multipower, 80-point reserve

6u 1)  (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)

6u 2)  Desolidification  (affected by Darkness), Reduced Endurance (0 END; +½) (60 Active Points)

 

90 Multipower, 90-point reserve

9u 1)  Energy Blast 14d6, Reduced Endurance (½ END; +¼) (87 Active Points) 3

6u 2)  Sight Group Flash 8d6, Reduced Endurance (½ END; +¼), Area Of Effect (11" Cone; +1) (90 Active Points); No Range (-½) 4

8u 3)  Energy Blast 11d6, Armor Piercing (+½) (82 Active Points) 8

 

87 Flight 25", Position Shift, x16 Noncombat, Reduced Endurance (½ END; +¼) (87 Active Points) 3

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

3 Deduction 15-

3 Interrogation 14-

3 Navigation 15-

3 Oratory 14-

3 Power 15-

3 Survival 15-

24 +3 with All Combat

 

Total Powers & Skill Cost:  388

Total Cost:  596

 

200+ Disadvantages

25 Physical Limitation:  Unfamiliar with earth culture (All the Time; Fully Impairing)

10 Susceptibility:  Exposure to (Blank) 1d6 damage per Turn (Uncommon)

20 Psychological Limitation:  Need to prove himself STRONG (Very Common; Strong)

341 Experience Points

 

Total Disadvantage Points:  596

Earned Experience:  0

Spent Experience:  341

Unspent Experience:  0

 

Background/History:  Milt Brubaker was a hobo who was investigating an airplane crash.  But what he found was no airplane, but a silver orb that was cracked.  A blue light was coming out and soon Milt was enveloped. He screamed, but a voice in his head assured him that all will soon be well.  That was the last thing he heard before he died and the alien force took over his body. Prince Kryvar was the weakest son of a royal family, and so was consigned to space so as to not be threat to his brother when he took the throne. But an unforeseen asteroid sent the orb crashing into earth.  Crafting a body for himself he will take over this planet to prove he is NOT the weakest! Lazar will offer this planet as an offering!

 

Personality/Motivation:  He wants his father's approval and so will do anything to get it.  Basically he's the nerd with power trope!

 

Quote:  

 

Powers/Tactics:  Flight, strength and a nasty light blast.  Add the light form and you have a very versatile opponent!

 

Campaign Use:  He wants to take over the world.  Come up with a scheme and have him try it out. He doesn't do team ups, but will hire / blackmail others to do his bidding!

 

Appearance:  Tall and broad.  He wears a red bodysuit with brown belt, boots gloves and face mask.  Over this he has a bright yellow cape!


 

 

 

So here is the alien prince trope as well as the weak nerd trope all rolled into one.  He wants to prove to daddy that he's fit to rule, and earth will be a demonstration of his fitness.  though they didn't list a lot of science skills, feel free to add them in to show his knowledge of alien sciences.  And he's another who could potentially have a super group at his bidding ( imagine two female light blasters called Starlight and Starbright).  Even on his own he is dangerous.

 

Which brings me to the build.  In the book he had a 1d6+1 RKA usable while desolid.  YEAH, pathetic.  This is because in M&M "Usable while desolid" is a +1/2 advantage, not the +2 in Hero.  Thus my usual Desolid Kludge MP! This allowed me to up the power of his blasts considerably.  And as above, feel free to add others like an AE cone or Autofire.  And don't forget the 55 strength.  Anyone hoping he is weak in HTH is in for a surprise (and can we say Move-By? Knew you could!)

 

You know, this reminds me a bit of Overlord from Aaron Allston's Strikeforce!

Share this post


Link to post
Share on other sites
On 9/22/2018 at 9:01 PM, archer said:

10 Susceptibility:  Exposure to (Blank) 1d6 damage per Turn (Uncommon)

 

In the book they listed Omlevex, the settings unobtanium substance.  Feel free to add your own!

 

Share this post


Link to post
Share on other sites

A real cosmic villain

 

Quote

2018 #32 Grunn

 

 


Val Char Cost Roll Notes

30+55 STR 20 15- / 26- Lift 1600.0kg/3.3ktons; 6d6/17d6 [3/8]

20 DEX 30 13- OCV:  7/DCV:  7

30 CON 40 15-

15+11 BODY 10 12- / 14-

28 INT 18 15- PER Roll 15-

20 EGO 20 13- ECV:  7

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

30 PD 24 Total:  30 PD (30 rPD)

30 ED 24 Total:  30 ED (30 rED)

4 SPD 10 Phases:  3, 6, 9, 12

25 REC 26

60 END 0

62+11 STUN 17 Total Characteristic Cost:  249

 

Movement: Running: 17"/34"

Flight: 10"/20"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

83 Growth (+55 STR, +11 BODY, +11 STUN, -11" KB, 204,800 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (124 Active Points); Always On (-½)

10 Knockback Resistance -5"

33 Running +11" (17" total), Reduced Endurance (0 END; +½) (33 Active Points)

 

21 Mental Defense (25 points total)

 

140 Multipower, 140-point reserve

14u 1)  Energy Blast 16d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (140 Active Points) 6

13u 2)  Energy Blast 12d6, Reduced Endurance (½ END; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (135 Active Points) 6

7u 3)  Telepathy 8d6 (Additional Class of Minds, Additional Class of Minds and Additional Class of Minds classes of minds) (70 Active Points) 7

 

15 Physical Damage Reduction, Resistant, 25%

15 Energy Damage Reduction, Resistant, 25%

15 Mental Damage Reduction, Resistant, 25%

31 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 does not sleep)

100 Mind Control 8d6, Area Of Effect (512" Radius; +2 ¾) (150 Active Points); OIF (-½) 15

 

20 Multipower, 20-point reserve

2u 1)  Faster-Than-Light Travel (3 Light Years/month) (20 Active Points)

2u 2)  Flight 10" (20 Active Points) 2

 

Talents

5 Eidetic Memory

30 Universal Translator 25-

 

Skills

3 Conversation 13-

5 Cramming

5 Cramming

3 Deduction 15-

3 Demolitions 15-

3 Electronics 15-

3 Interrogation 13-

3 Inventor 15-

3 Mechanics 15-

3 Oratory 13-

3 Persuasion 13-

3 Science Skill:  Gate technology 15-

20 +4 with DCV

16 +2 with All Combat

 

Total Powers & Skill Cost:  662

Total Cost:  911

 

200+ Disadvantages

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

25 Enraged:  Berserk When someone stands in opposition (Uncommon), go 11-, recover 11-

20 Psychological Limitation:  Must bring uplifting to all (Common; Total)

20 Psychological Limitation:  Expects awe and adoration! (Very Common; Strong)

621 Experience Points

 

Total Disadvantage Points:  911

Earned Experience:  0

Spent Experience:  621

Unspent Experience:  0

 

Background/History:  Grunn Starstrider Omnibus had a dream. He would connect all known planets is a way that made it unnecessary for space ships.  Instead they would be connected by great bridges, large enough to transport an army. For the next 200 years he obsessed in creating a truly universal society.  With himself as ruler of course as he was the one who magnanimously granted them the stars. So he proceeded, never looking at the consequences of his bridges and how many societies were being destroyed by them.  He was just pleased that the bridges were being used. And now he want to add earth to his growing bridge collection!

 

Personality/Motivation:  He wants to be known as the person that united the universe.  Then all will love and adore him. And if you don't he'll make you love and adore him.  Basically he's a BIG egomaniac!

 

Quote:  I AM GRUNN!  BRIDGER OF A THOUSAND WORLDS!

 

Powers/Tactics:  At 16 meters, Grunn has a great deal of physical power.  In addition he commands cosmic energies that allows him to fly, survive in space and fire potent blasts of energy.  As well his gauntlets allow him to enslave members of a population to act as labour on his bridge. When you have that much power, then tactics become very simple, basically smash and blast.  

 

Campaign Use:  You want to really shake up the campaign, bring in Grunn.  His gates add a whole universe to explore. If you don't want that, then examples where his gates had a negative impact are in order.  Or really shake it up, that the gates are not perfected and cause ....

 

Appearance:  BIG.  His skin is pale and his eyes are disproportionately small.  His hair is a wiry green, as is his costume, the has gold highlights!


 

 

 

Can you spot the homage?  Seriously only bring him in if you really want to shake up your setting.  He should be played more like a force of nature that anything else.

 

Personality wise, he's a big powerful baby.  

 

Power wise, he has the strength, power blasts and durability to take on a whole team.  If you think he's too weak, buff him up.  He's a COSMIC level threat.  

Share this post


Link to post
Share on other sites
31 minutes ago, Mr. R said:

 

In the book they listed Omlevex, the settings unobtanium substance.  Feel free to add your own!

 

 

LOL, sorry about that. My cat walked across my keyboard and closed my browser then I had some kind of computer virus that distracted me when I rebooted my machine.

 

I remembered I was doing something but thought it was something on another website and never got back to this discussion.

 

I was originally going to make a couple of suggestions for the fill-in-the-blank substance or maybe come up with a character sheet for The Blank, but I honestly don't remember the details of what I was thinking about at the time.

Share this post


Link to post
Share on other sites
34 minutes ago, Mr. R said:

A real cosmic villain

 

Can you spot the homage?  Seriously only bring him in if you really want to shake up your setting.  He should be played more like a force of nature that anything else.

 

Personality wise, he's a big powerful baby.  

 

Power wise, he has the strength, power blasts and durability to take on a whole team.  If you think he's too weak, buff him up.  He's a COSMIC level threat.  

 

I thought you were going for Validus, a foe of the Legion of Superheroes, until I got to the end and discovered that this villain can talk and think somewhat clearly.

Share this post


Link to post
Share on other sites

Another homage, but he works

 

Quote

2018 #33  Omega Max

 

 


Val Char Cost Roll Notes

17 STR 7 12- Lift 263.9kg; 3d6 [2]

18 DEX 24 15- OCV:  10/DCV:  10

18 CON 16 15-

10 BODY 0 11-

30 INT 20 15- PER Roll 15-

25 EGO 30 14- ECV:  8

18 PRE 8 13- PRE Attack:  3 ½d6

14 COM 2 12-

 

8+25 PD 5 Total:  8/33 PD (8/33 rPD)

8+25 ED 2 Total:  8/33 ED (8/33 rED)

6 SPD 21 Phases:  2, 4, 6, 8, 10, 12

9 REC 0

56 END 0

33 STUN 0 Total Characteristic Cost:  135

 

Movement: Running: 6"/12"

Flight: 30"/60"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

50 Armor (25 PD/25 ED) (75 Active Points); OIF (-½)

22 +11 DEX (33 Active Points); OIF (-½)

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

 

17 Life Support  (Eating: Character does not eat; 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 does not sleep) (26 Active Points); OIF (-½)

 

37 Invisibility to Sight Group , No Fringe, Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

 

60 Multipower, 90-point reserve,  (90 Active Points); all slots OIF (-½)

6u 1)  Flight 30", Reduced Endurance (0 END; +½) (90 Active Points); OIF (-½)

1u 2)  Faster-Than-Light Travel (3 Light Years/month) (20 Active Points); OIF (-½)

 

53 Energy Blast 16d6 (80 Active Points); OIF (-½) 8

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

3 Armorsmith 15-

5 Cramming

5 Cramming

5 Cramming

3 Demolitions 15-

3 Electronics 15-

3 Mechanics 15-

3 Inventor 15-

3 Navigation 15-

3 Paramedics 15-

3 Power 15-

3 Science Skill:  Giga rays 15-

3 Science Skill:  Physics 15-

3 Science Skill:  Mechanical Eng 15-

3 Science Skill:  Electrical eng 15-

20 +4 with Ranged Combat

 

Total Powers & Skill Cost:  347

Total Cost:  482

 

200+ Disadvantages

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

15 Psychological Limitation:  Revenge driven (Common; Strong)

15 Psychological Limitation:  Must help those in need! (Common; Strong)

242 Experience Points

 

Total Disadvantage Points:  482

Earned Experience:  0

Spent Experience:  242

Unspent Experience:  0

 

Background/History:  Max Sol is an example of the downside of Grunn's vision. Grunn linked their world and immediately it was invaded by a horde from another planet.  They killed all on his planet. He managed to get away due to his harnessing of a new technology he developed. Realising he could not save his planet, he went out into space to oppose Grunn and prevent what happened to his people to happen to others.  Along the way he has aided countless others, and so Omega Max, the Blue Beam, is known as a force for good!

 

Personality/Motivation:  A righteous man out for revenge.  He is altruistic, always willing to help those in need.  But eventually he goes back to his quest!

 

Quote:  

 

Powers/Tactics:  His suit allows him to tap into a new energy source.  This source protects him, even in space. It also powers his metallic disc he rides, and from which he fires devastating beams of energy.  As such, he never gets close. He'll stay at range, and hit his opponent at range!

 

Campaign Use:  A powerful ally.  He may make earth an adopted home.  Any world spanning threats and he's a valuable ally.

 

Appearance:  He looks vaguely human, but is clearly not.  He wears a dark blue body suit with light blue trim.  He is never without his dark blue metallic disc!


 

 

 

So he is tied to Grunn, but you can change that up if you wish.  He makes for a good ally for world spanning menaces.  

 

Build wise he needed almost no changes.  The only additions would be variations to the blast with AE, Exp, NND, Homing options.  His EB is a defining feature, play it up.  

 

Personality wise, he's a tragic hero type, so the GM can let loose some of their nastier inclinations!

Share this post


Link to post
Share on other sites
On 9/25/2018 at 8:31 PM, Duke Bushido said:

Archer:

 

Is it _any_ blank, or is he immune to the ones that say "intentionally left blank," since, well you know--- they aren't blank....

 

Technically, there appears to be blank spaces between each word.

 

So the pen might actually prove to be mightier than a sword against him.

Share this post


Link to post
Share on other sites
On 9/26/2018 at 11:53 AM, Mr. R said:

Another homage, but he works

 

 

 

So he is tied to Grunn, but you can change that up if you wish.  He makes for a good ally for world spanning menaces.  

 

Build wise he needed almost no changes.  The only additions would be variations to the blast with AE, Exp, NND, Homing options.  His EB is a defining feature, play it up.  

 

Personality wise, he's a tragic hero type, so the GM can let loose some of their nastier inclinations!

 

Looks like a fun character. A little bit of Adam Strange flavor and a little bit of Space Ghost but with a touch of Superman's backstory.

 

If a GM wants him to show up in a lot of different places on his own, I'd suggest increasing his FTL travel to something a little faster. Or if you don't want him showing up on his own, he would need a spaceship plus the ability to fly it or contacts/favors from people who have access to fast interstellar travel.

 

Three light years per month is very fast by real Earth standards. But just our galaxy is estimated to be 170,000 to 200,000 light years across, so you're talking about him taking more than 50,000 months to get from one end to the other. Once.

 

And just in general, I like heroes who operate in outer space to have some kind of telescopic vision or other enhanced senses. Even with the excellent perception rolls this hero has, finding a hunk of rock or ship in the vastness of space would be challenging enough that an inventor hero would add something like that to his normal gear. And depending on the hero, he might want permanent access to some kind of communications gear so he can talk to ships without having to chase down and board them.

Share this post


Link to post
Share on other sites
17 hours ago, archer said:

 

Looks like a fun character. A little bit of Adam Strange flavor and a little bit of Space Ghost but with a touch of Superman's backstory.

 

If a GM wants him to show up in a lot of different places on his own, I'd suggest increasing his FTL travel to something a little faster. Or if you don't want him showing up on his own, he would need a spaceship plus the ability to fly it or contacts/favors from people who have access to fast interstellar travel.

 

Three light years per month is very fast by real Earth standards. But just our galaxy is estimated to be 170,000 to 200,000 light years across, so you're talking about him taking more than 50,000 months to get from one end to the other. Once.

 

And just in general, I like heroes who operate in outer space to have some kind of telescopic vision or other enhanced senses. Even with the excellent perception rolls this hero has, finding a hunk of rock or ship in the vastness of space would be challenging enough that an inventor hero would add something like that to his normal gear. And depending on the hero, he might want permanent access to some kind of communications gear so he can talk to ships without having to chase down and board them.

 

 

Good ideas all!

Share this post


Link to post
Share on other sites

Today we have a super team

 

First the leader

 

Quote

2018 #34  Gauntlet

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

13 BODY 6 12-

28 INT 18 15- PER Roll 15-

20 EGO 20 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

6+25 PD 3 Total:  6/31 PD (6/31 rPD)

6+25 ED 2 Total:  6/31 ED (6/31 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

35 STUN 4 Total Characteristic Cost:  133

 

Movement: Running: 6"/12"

Flight: 25"/200"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

6 Mental Defense (10 points total)

 

31 Gravity:  Elemental Control, 62-point powers

22 1)  Telekinesis (25 STR), Area Of Effect (4" Radius; +1) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only go move up or down; -1) 7

44 2)  Flight 25", x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points) 3

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

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

44 5)  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points) 3

 

 

Perks

4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

5 Favor

10 Money:  Wealthy

 

Skills

3 Computer Programming 15-

3 Concealment 15-

5 Cramming

5 Cramming

5 Cramming

3 Demolitions 15-

3 Electronics 15-

3 Inventor 15-

3 Mechanics 15-

3 Science Skill:  Physics 15-

3 Science Skill:  Quantum Physics 15-

3 Science Skill:  Astrophysics 15-

3 Security Systems 15-

3 Systems Operation 15-

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  305

Total Cost:  438

 

200+ Disadvantages

15 Psychological Limitation:  Hatred of Military Industrial (Common; Strong)

20 Psychological Limitation:  Paranoid (Very Common; Strong)

10 Enraged:  When belittled (Uncommon), go 8-, recover 11-

193 Experience Points

 

Total Disadvantage Points:  438

Earned Experience:  0

Spent Experience:  193

Unspent Experience:  0

 

Background/History:  Addison Pettigrew, classic science nerd.  Graduated college at 14, headed his own government research team by 18.  He wanted to harness gravity to for travel purposes. Project Uplift was to design a prototype flying car, and they had yielded some impressive results.  But others wanted the project to fail, and were willing to do anything to ensure it happened. So an accident was arranged, where a charging coupler mysteriously blew apart and the cascade reaction caused the entire facility to explode.  But the strange fields and energies changed the team, granting them powerful abilities. Thus when they escaped from the rubble, and were attacked by men in uniform, Pettigrew immediately assumed that it was the military-industrial complex that cause the accident.  Now he has a target for his rage. He will bring it all down. And usher in a new age of science with him at the helm, a Gauntlet firmly on the direction of society!

 

Personality/Motivation:  Convinced that the military-industrial complex wants to kill him, Gauntlet is fighting back.  The only ones he trusts are his team mates.

 

Quote:  

 

Powers/Tactics:  Addison used a metallic glove to help control the energies in his car.  Now fused to his hand, he has added some extra components to allow him to control gravity.  He can fly, has a powerful force field, powerful blasts and can move things around by varying the pull of gravity on them.  

 

Campaign Use:  This team thinks BIG.  Everything is for the goal of replacing the current political structure!

 

Appearance:  Tall and thin, he wears a loose purple bodysuit with black boots and gloves (one of which as some fancy circuitry on them!  He wears a tall black metallic helmet that leaves his face clear and a small well trimmed beard!


 

 

 

He is the leader of a powerful team.  This team can be used for any number of plots.  And their leader can think of a lot.  As a leader he hangs back to support his team mates with TKs and EBs.  You want to make him even better, give him a Force Wall to add to his versatility!

 

Personality wise, he's that misguided scientists trope.  

 

Power wise, he's OK and can go off in many directions.  

Share this post


Link to post
Share on other sites

Every team needs a femme fatale!

 

Quote

2018 #35  Shadow Bee

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

29 DEX 57 15- OCV:  10/DCV:  10

18 CON 16 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

20 COM 5 13-

 

6+6 PD 3 Total:  6/12 PD (6/12 rPD)

6+6 ED 2 Total:  6/12 ED (6/12 rED)

6 SPD 21 Phases:  2, 4, 6, 8, 10, 12

7 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  140

 

Movement: Running: 6"/12"

Flight: 25"/100"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

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

19 Clinging (23 STR), Persistent (+½) (19 Active Points)

20 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents)

 

90 Flight 25", Position Shift, x4 Noncombat, Reduced Endurance (0 END; +½) (90 Active Points)

 

41 Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

 

Perks

5 Favor

5 Money:  Well Off

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acting 13-

3 Bribery 13-

3 Concealment 12-

3 Disguise 12-

3 High Society 13-

3 Persuasion 13-

3 Seduction 13-

3 Streetwise 13-

3 Stealth 15-

10 +2 with DCV

5 Penalty Skill Levels:  +3 vs. Range Modifier with a single attack

 

Total Powers & Skill Cost:  252

Total Cost:  392

 

200+ Disadvantages

15 Psychological Limitation:  Manipulative (Common; Strong)

15 Psychological Limitation:  Greedy (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

147 Experience Points

 

Total Disadvantage Points:  392

Earned Experience:  0

Spent Experience:  147

Unspent Experience:  0

 

Background/History:  Erica Offerhaus got her degrees the unsavoury way.  She slept with her professors and in some cases, blackmail them.  Thus with minimal expertise, she was assigned to Project Uplift. Soon her and Addison were an item, and she used her wiles to keep the project going, as it was a good gig.  Lucky for her her design flaws were never really noticed, or if noticed corrected as a matter of covering for the team. Then came the accident. Erica was lucky to be away from the brunt of the energies, but she still got bathed in some.  This gave her an ability to fly and the adjust gravity so she can walk on walls. Since she was wearing a yellow and black outfit, someone suggested the name Honey Bee. But seeing as she made and excellent scout, it was soon changed to Shadow Bee

 

Personality/Motivation:  Greedy and Lazy.  She wants money, and wants it easy.  

 

Quote:  

 

Powers/Tactics:  Shadow Bee can fly and walk on walls and ceilings.  He agility in the air is amazing. In addition she wears a pair of laser bracelets for ranged attacks!

 

Campaign Use:  For right now Erica is happy with the gig.  But if something better was to come along, she will jump ship and go on her own, or with another team!

 

Appearance:  At about 155 cms and 50 KGs, Shadow Bee is easily missed.  Her costume is a black and grey bodysuit reminiscent of a bee.  She wears a hood with her eyes and face covered.


 

 

 

So the lying, duplicitous lady who got by with her looks and manipulations.  Right now the team is making money, which suits her fine.  But she has little real loyalty to Gauntlet.  If you want to use her solo, go ahead, and have her hunted buy Gauntlet.

 

Power wise I like her.  A fast flyer who doesn't do HTH.  Stay in the air and hit them at range.  And she makes a good team player, in that she likes to double team, and will look for such opportunities!

Share this post


Link to post
Share on other sites

Go ahead, hurt him.  He'll be back fast.  

 

Quote

2018 #36  Snipe

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

24 DEX 42 14- OCV:  8/DCV:  8

18 CON 16 13-

13 BODY 6 12-

8 INT -2 11- PER Roll 11-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

6 PD 4 Total:  6 PD (6 rPD)

6 ED 2 Total:  6 ED (6 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

14 REC 16

36 END 0

27 STUN 0 Total Characteristic Cost:  119

 

Movement: Running: 16"/64"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

30 Energy Damage Reduction, Resistant, 50%

30 Physical Damage Reduction, Resistant, 50%

 

33 Healing BODY 2 ½d6, Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½), Self Only (-½)

 

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

 

25 Running +10" (16" total), x4 Noncombat 2

 

50 Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target

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

5 Passing Strike +1 +0 2d6 +v/5; FMove

4 Martial Strike +0 +2 4d6 Strike

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Shadowing 11-

3 Stealth 14-

24 +3 with All Combat

 

Total Powers & Skill Cost:  259

Total Cost:  378

 

200+ Disadvantages

25 Psychological Limitation:  Devoted to Gauntlet (Very Common; Total)

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

133 Experience Points

 

Total Disadvantage Points:  378

Earned Experience:  0

Spent Experience:  133

Unspent Experience:  0

 

Background/History:  Otto Bremer was fresh out of collage with an engineering degree and an assignment on a cutting edge military project.  He was in heaven. He clung to Addison Pettigrew and found a kindred soul. He was slightly mistrustful of the others on the project, but he put it down to lack of experience on his part.  Then came the accident, and Otto was subjected to the full force of the strange energies the resulted. His body and mind were stretched and crushed and mutated, and Otto suffered worst of all.  When the dust cleared and they made their escape, Otto was almost like a child. His once handsome body was hunchbacked, and his mind was reduced to simple desires. One thing he did remember was his devotion to Addison, and so he serves as Addison's protector and helper, the Snipe.

 

Personality/Motivation:  His intellect gone, Otto functions as a child.  He's devoted to Gauntlet and will cheerfully take a bullet for him, something not lost on the other members of the team!

 

Quote:  

 

Powers/Tactics:  Superhuman speed, incredible healing and long nails that almost serve as claws.  Snipe favours hit and run attacks. But if he has to he is able to go toe to toe with an opponent!

 

Campaign Use:  Devoted servant to a supervillain.  

 

Appearance:  His 180 cm frame is now hunchbacked and his features are certainly not pleasant.  His costume is a monk style robe, tied at the waist that leaves his hands and feet bare!


 

 

 

So a combo of Wolvie and Quicksilver.  With his speed and hard hitting attacks, he can be devastating to a back line.  Add a double team with Gauntlet and you have a fearsome duo!  Mostly he reminds me of Toad from the early X-Men, but obviously more powerful and capable.  

 

Build wise he was a bit of work as high regen in M&M is actually a mix of Regen and a high Rec in Hero terms.  So the self heal and a fairly high rec.  The rest followed from that.

 

personality wise, he is very two dimensional.  But as he is a homage to an old school toadie (pun intended), he works!

Share this post


Link to post
Share on other sites

The planner behind the scenes

 

Quote

2018 #37  Scarlet Cyclone

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

23 CON 26 14-

14 BODY 8 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

20 COM 5 13-

 

8+15 PD 5 Total:  8/23 PD (8/23 rPD)

8+15 ED 3 Total:  8/23 ED (8/23 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

46 END 0

34 STUN 0 Total Characteristic Cost:  121

 

Movement: Running: 6"/12"

Flight: 25"/50"

Leaping: 3"/6"

Swimming: 2"/4"

Tunneling: 10"/20"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

7 Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Linked (Force Field; -½)

37 Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1

20 Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Force Field; -½)

20 Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Force Field; -½)

13 Missile Deflection (Any Ranged Attack) (20 Active Points); Linked (Force Field; -½)

 

 

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

4u 1)  Flight 25" (50 Active Points); Linked (Force Field; -¼) 2

4u 2)  Tunneling 10" through 10 DEF material (50 Active Points); Linked (Force Field; -¼) 2

 

5 Passing Strike +1 +0 5d6 +v/5; FMove

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Flying Grab -2 -1 Grab Two Limbs, 35 STR for holding on; FMove

5 Passing Throw +0 +0 5d6 +v/5; Target Falls; FMove

8 +2 HTH Damage Class(es)

 

Perks

6 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

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

5 Favor

8 Money:  Wealthy

 

Skills

3 Combat Driving 13-

3 Combat Piloting 13-

3 Concealment 12-

3 Electronics 12-

3 Mechanics 12-

3 Persuasion 13-

3 Seduction 13-

3 Stealth 13-

3 Tactics 12-

3 Teamwork 13-

5 +1 with DCV

15 +3 with HTH Combat

 

Total Powers & Skill Cost:  267

Total Cost:  388

 

200+ Disadvantages

15 Psychological Limitation:  Merc Code (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

158 Experience Points

 

Total Disadvantage Points:  388

Earned Experience:  0

Spent Experience:  158

Unspent Experience:  0

 

Background/History:  Hugh McSorely was not the best man for the job, but a few greased palms, little lies and some flirting got him the job.  Test pilot for a new air car being developed buy Pettigrew. Not that he wasn't a good pilot, but that was not his reason for being on the team.  His real job was to gather info, steal it and then sabotage the current project. On the day he decided to stage the "accident" he found his escape route blocked by lockdown procedures. So he ran and hid and got blassted like the rest.  Buried under the rubble, he felt strange sensations as his body tunneled its way out of the pile and into freedom. It didn't take him long to convince Addison that the military was behind the attempt and to form a League to get revenge (and if possible get rich while doing it).  Calling himself Scarlet Cyclone, he "follows" Gauntlet, for now!

 

Personality/Motivation:  Like Shadow Bee, Greedy and Lazy!

 

Quote:  

 

Powers/Tactics:  He can spin on his axis at incredible speed.  this allows him great movement on, under or above the ground.  And he hits so many times in a second, it hurts, a lot! Scarlet Cyclone likes to take to the air, then choose an opponent.  His order usually goes flyers (so they can have air superiority), mentalist and martial artists! He usually coordinates with Shadow Bee when he does this!

 

Campaign Use:  In the team, he is the tactician, calling out plans and maneuvers.  But he also takes jobs outside the team, as he is a mercenary!

 

Appearance:  Tall and muscular, His costume is red with black boots, gloves and full helmet.  


 

 

 

He's Whilwind from Marvel.  Spins really fast and uses the resulting air vortecies to move about.  It also makes him hard to hurt as attacks my just glance off his spinning form.  Add a few attacks courtesy of speedster Martial Arts and you have a dangerous opponent.  Finally, he's the tactical mind behind the team, the planner, which makes him even more dangerous with the people he can direct!

 

Personality wise, he's your greedy merc who will ditch things as soon as a better proposition comes along.  He and Shadow Bee are the weak links in the team.

 

 

Share this post


Link to post
Share on other sites

Now you see him.....

 

Quote

2018 #38  Vanish

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

25 PRE 15 17- PRE Attack:  8d6

16 COM 3 12-

 

6+6 PD 4 Total:  6/12 PD (6/12 rPD)

6+6 ED 2 Total:  6/12 ED (6/12 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

6 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost:  120

 

Movement: Running: 9"/18"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

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

 

10 +15 PRE (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only for defence; -½)

 

52 Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +½) (52 Active Points)

 

22 Darkness to Sight and Smell/Taste Groups 4" radius, 16 Charges (+0) (45 Active Points); OAF (-1) [16]

 

64 Stun Touch:  Energy Blast 7d6, Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½), No Normal Defense ([Standard]; +1) (96 Active Points); No Range (-½) 4

 

6 Running +3" (9" total) 1

 

30 Luck 6d6

 

Perks

5 Favor

8 Money:  Wealthy

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acting 17-

3 Climbing 13-

3 Contortionist 13-

3 Concealment 13-

10 Defense Maneuver I-IV

3 Mimicry 13-

3 Navigation 13-

3 Security Systems 13-

3 Shadowing 13-

10 +2 with DCV

6 Stun touch:  +3 with any single attack

 

Total Powers & Skill Cost:  277

Total Cost:  397

 

200+ Disadvantages

15 Psychological Limitation:  Likes to be mysterious (Common; Strong)

182 Experience Points

 

Total Disadvantage Points:  397

Earned Experience:  0

Spent Experience:  182

Unspent Experience:  0

 

Background/History:  Who the Vanishing man is, is unknown, even by the other team-mates.  He appeared when they needed to escape after the accident, and since then he's proven to be a trusted member of the team.  

 

Personality/Motivation:  He likes a good show.  Vanishing man dresses like a stage magician, and likes doing the "A-HA" actions.  Appearing out of nowhere, scaring a person and leaving are stock in trade. Scarlet Cyclone figure he was a custodian on site who was into magic, and now uses his powers to indulge himself.  

 

Quote:  

 

Powers/Tactics:  He has two major powers.  1) To bend light around himself and become invisible.  2) a powerful touch attack that can stun opponents and leave some unconscious.  He also carries smoke bombs for himself and to help his allies! His favourite tactic is to wander around stunning opponents for his team-mates.  As well he serves as the other scout on the team!

 

Campaign Use:  He's so mysterious, add what you want!

 

Appearance:  Tall, thin with a tailored tuxedo, top hat, cape and domino mask.  Add a long twirling mustache!



 

 

So a mysterious member that you can use to customize your version.  Who is he and what are his plans?  

 

Powerwise he fills two roles 1) the sneak / scout.  2) the wild card in combat, he can be anywhere, and his attack, while not lethal, can help down an opponent very quickly, especially if he coordinates with another (Shadow Bee is a favourite dance partner, with Snipe second)

 

Personality wise, play him as the mysterious stage magician type.

 

Build wise, he's a two trick pony, but they are a pair of cool tricks!

Share this post


Link to post
Share on other sites
On 10/3/2018 at 8:35 PM, Mr. R said:

Vanish

Now you see him.....

 

 

So a mysterious member that you can use to customize your version.  Who is he and what are his plans?  

 

Powerwise he fills two roles 1) the sneak / scout.  2) the wild card in combat, he can be anywhere, and his attack, while not lethal, can help down an opponent very quickly, especially if he coordinates with another (Shadow Bee is a favourite dance partner, with Snipe second)

 

Personality wise, play him as the mysterious stage magician type.

 

Build wise, he's a two trick pony, but they are a pair of cool tricks!

 

For once I'd like for one of these villains to have Invisibility coming from a "vanishing cream" focus that takes a while to apply.

 

And maybe the background of being employed as a test dummy for a less-than-wholesome cosmetics company.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...