Jump to content

Mr. R

HERO Member
  • Posts

    2,219
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Mr. R

  1. I'd like some feed back on Finster as well, if possible!
  2. I didn't think of that, but it is cool. Ice exo armour! When I made her my idea is that she got the powers from the Jotun (don't ask what they are doing in Nova Scotia during WWII). So the growth powers manifested first, then the ice powers. And her money is from her photography to the hero set (like Peter Parker). Also though close to 80 years old, she still looks in her late twenties. So she has had to move a lot to avoid the questions that come up!
  3. Since Proditor did that much better than me, I will refrain. Also I do not own any of said material. These are original creations using the V&V book as inspiration. In other words they are fair use and take them and use them if you want. PS if you find any build could be improved, then go for it. I have no real objections to you making them your own. Like I said, I am house bound right now and so I roll and make up a character to occupy my time.
  4. An old school hero with a twist! Glacia Val Char Cost Roll Notes 18+30 STR 8 13- / 19- Lift 303.1kg/19.4tons; 3 ½d6/9 ½d6 [¼] 22 DEX 36 13- OCV: 7/DCV: 7 23 CON 26 14- 15+6 BODY 10 12- / 13- 20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 5+17 PD 1 Total: 17/34 PD (12/29 rPD) 5+17 ED 0 Total: 17/34 ED (12/29 rED) 5 SPD 18 Phases: 3, 5, 8, 10, 12 9 REC 0 46 END 0 36+6 STUN 0 Total Characteristic Cost: 127 Movement: Running: 18"/36" Leaping: 3"/6" Swimming: 8"/16" Cost Powers END 37 Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,904 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide), Costs END Only To Activate (+¼) (37 Active Points) 3 8 +12 PD (12 Active Points); Linked (Growth; -½) 8 +12 ED (12 Active Points); Linked (Growth; -½) 16 Running +12" (18" total) (24 Active Points); Linked (Growth; -½) 2 4 Swimming +6" (8" total) (6 Active Points); Linked (Growth; -½) 1 8 Damage Resistance (12 PD/12 ED) (12 Active Points); Linked (Growth; -½) 4 Reduced Endurance (½ END; +¼) (4 Active Points) applied to STR 24 Healing BODY 2 ½d6, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Limited Power loses about two-thirds of its effectiveness (Only when below 0 body; -1 ½) 18 Life Support (Eating: Character only has to eat once per week; Immunity: Common Cold/Flu; Longevity: 400 Years; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) 25 Ice powers: Elemental Control, 50-point powers 26 1) Force Field (17 PD/17 ED), Reduced Endurance (0 END; +½) (51 Active Points) 37 2) Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points) 2 37 3) Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2 21 4) Entangle 2 ½d6, 3 DEF, Reduced Endurance (½ END; +¼), Area Of Effect (14" Line; +1) (67 Active Points); Only To Form Barriers (-1) 3 Perks 10 Money: Wealthy Skills 6 Photography: KS 16- 6 Photography: PS: Appraise 16- 3 art: KS 13- 3 Acting 12- 3 Deduction 13- 3 KS: Photography business 13- 4 French: Language (completely fluent; literate) 3 Streetwise 12- 3 Tactics 13- 3 Teamwork 13- 40 +5 with All Combat 10 +1 Overall Total Powers & Skill Cost: 370 Total Cost: 497 200+ Disadvantages 10 Psychological Limitation: Believes in duty (Common; Moderate) 15 Hunted: People who gave her powers 8- (Mo Pow; Capture) 10 Vulnerability: 1 ½ x STUN fire (Common) 10 Vulnerability: 1 ½ x STUN fire (Common) 252 Experience Points Total Disadvantage Points: 497 Earned Experience: 0 Spent Experience: 252 Unspent Experience: 0 Background/History: Canadian woman from WW2 who gained powers from a washed up sailor she tried to rescue someone. Since then she has been active to semi active in the hero community, while working as a high priced photographer. Personality/Motivation: Duty to her country and people. Quote: Powers/Tactics: Grow big, get iced up and either hit it or blast it. She prefers the second as she has more options from her ice powers. Campaign Use: Old school hero, respectable old timer Appearance: A young lady, 168 cm and 61 Kg with medium length brown hair and eyes. Wears a blue and white bodysuit!
  5. OK here are the first two co-leaders
  6. Mr. R

    M&M conversions

    MMMMMMM! I like that idea!
  7. I did something like this a fewmonths ago. Twelve villains who formed a team. All were b-listers. Not necessarily one trick ponies, but all at about 300 pts (5th ed) who would use tactics and team maneuvers to defaet the heroes. I still have them on file if you want me to post them.
  8. And a mix of Data and the Human Torch Flame Lord Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 38 CON 56 17- 13 BODY 6 12- 15 INT 5 12- PER Roll 15- 12 EGO 4 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8+20 PD 5 Total: 8/28 PD (8/28 rPD) 8+20 ED 0 Total: 8/28 ED (8/28 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 11 REC 0 76 END 0 39 STUN 0 Total Characteristic Cost: 132 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 10"/1280" Cost Powers END 25 Flame Powers: Elemental Control, 50-point powers 25 1) Energy Blast 10d6 (50 Active Points) 5 25 2) Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2 25 3) Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points) 2 10 Nightvision, Discriminatory 10 Infrared Perception (Sight Group), Discriminatory 10 Radio Perception/Transmission (Radio Group) 12 High Range Radio Perception (Radio Group) 9 +3 PER with all Sense Groups 20 Teleportation 10", x128 Noncombat (50 Active Points); Increased Endurance Cost (x4 END; -1 ½) 20 8 Damage Resistance (8 PD/8 ED) 1 Life Support (Longevity: 200 Years) Talents 3 Absolute Time Sense 3 Bump Of Direction Skills 6 Flame blast: +3 with any single attack 3 KS: history 12- 3 KS: World politics 12- 3 Bureaucratics 12- 3 Combat Driving 13- 3 Combat Piloting 13- 11 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Large Motorized Boats, Large Planes, Small Military Ships, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 16 +2 with All Combat Total Powers & Skill Cost: 234 Total Cost: 366 200+ Disadvantages 10 Dependence: -30 Active Points from Affected Power (Common; 1 Day) 10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Limitation: What is it to be Human! (Very Common; Strong) 126 Experience Points Total Disadvantage Points: 366 Earned Experience: 0 Spent Experience: 126 Unspent Experience: 0 Background/History: Android built with experimental dermal overlay. It was found that a certain type of lubricent, rubbed over the skin gave him flame and teleport powers. Programmed to serve, he does so as Flame Lord Personality/Motivation: He's following his progamming. He questions it sometime, but on the whole, he's on the side of the angels! Quote: Powers/Tactics: Get up high and blast. In a pinch, he will use t-port to get a position advantage, or as an escape route for his team-mates! Campaign Use: Data. What is it to be human! Appearance: Mostly human, with a faint otherness (80% beleivable)
  9. So the first one. A mage, reluctantly. Finster Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 23 INT 13 14- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 6+20 PD 4 Total: 6/26 PD (6/26 rPD) 6+20 ED 2 Total: 6/26 ED (6/26 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 36 END 0 24 STUN 0 Total Characteristic Cost: 90 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 6 Damage Resistance (6 PD/6 ED) 17 ring of Protection: Elemental Control, 50-point powers, (25 Active Points); all slots OIF (-½) 17 1) Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2 17 2) Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2 22 3) Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½), OIF (-½) 7 33 Ring of Light: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-½) 3u 1) Energy Blast 10d6 (50 Active Points); OIF (-½) 5 3u 2) Sight Group Flash 10d6 (50 Active Points); OIF (-½) 5 3u 3) Sight Group Flash 5 ½d6, Area Of Effect Nonselective (3" Radius; +¾) (49 Active Points); OIF (-½) 5 20 Spells: Elemental Control, 40-point powers 20 1) Mind movement: Telekinesis (20 STR), Fine Manipulation (40 Active Points) 4 20 2) Astral Wings: Flight 20" (40 Active Points) 4 30 3) Binding of Belgardo: Entangle 4d6, 6 DEF (50 Active Points) 5 20 4) Punch of distance: Energy Blast 4d6, Does x1 ½ Knockback (+½), Area Of Effect (25" Cone; +1 ½) (60 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (No damage only KB!; -½) 6 20 5) Locating: Mind Scan 8d6 (40 Active Points) 4 35 Find Weakness 12- with All Attacks Perks 5 Money: Well Off Talents 5 Magesight Skills 3 KS: Antiquities 14- 3 KS: artifacts 14- 3 KS: Magic spells 14- 3 Bureaucratics 12- 3 Electronics 14- 3 PS: Appraise 14- 3 Riding 13- 16 +2 with All Combat Total Powers & Skill Cost: 333 Total Cost: 423 200+ Disadvantages 15 Hunted: 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: dislikes destiny (Common; Strong) 193 Experience Points Total Disadvantage Points: 423 Earned Experience: 0 Spent Experience: 193 Unspent Experience: 0 Background/History: A collector of interesting items who found a few that bonded to her as a Chosen One. One was a book that taught her some spells, which she contines to peruse to gain more knowledge. But she has also been hunted by these enemies of the Chosen One. Personality/Motivation: Dragged kicking and screaming into the super powered arena. She didn't want these powers, but needs to learn about them or else! Quote: Powers/Tactics: Use her rings for offence and defense. Use the spells for those unusual situations, or when needed, (like the flight). Campaign Use: Reluctant hero. Appearance: 180 cm and 72 KG, black hair, grey eyes, with a pair of glowing rings and a small book floating about her! She dresses in practical pants, boots and coat! (What! You expected robes and a cloak, please this is 2017)
  10. So I finished the Century Station and Gramercy Island and Various Mutant and Mastermind conversions. And since I have a lot of free time right now due to my broken ankle I have decided to use a copy of Villains and Vigilantes to make some heroes and villains. Some ground rules Str wil be based on Carry Capacity Dex will be eyeballed and I will use usual Hero Superhero stats of 18-30 Con as above. Int, Ego Pre and Com are based on Int and Cha stat. Powers wil be eyeballed as well. Level will be done with CSL and Overall levels.
  11. Mr. R

    M&M conversions

    Trap Door Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 20 CON 20 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 14 COM 2 12- 8 PD 4 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 6 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 29 STUN 0 Total Characteristic Cost: 118 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 10"/320" Cost Powers END 54 Teleportation 10", No Relative Velocity, x32 Noncombat, x8 Increased Mass, Reduced Endurance (½ END; +¼) (81 Active Points); Limited Power loses about a third of its effectiveness (Only through a frame; -½) 3 90 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points) 5u 1) Energy Blast 10d6 (50 Active Points) 3u 2) Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-½) 4u 3) Energy Blast 6 ½d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½) (58 Active Points); No Range (-½) Perks 5 Money: Well Off 3 Reputation (A small to medium sized group) 8-, +3/+3d6 Talents 18 Combat Luck (9 PD/9 ED) Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Demolitions 13- 3 Electronics 13- 3 Mechanics 13- 3 Stealth 14- 3 Streetwise 13- 3 Shadowing 13- 3 Lockpicking 14- 3 Security Systems 13- 3 Sleight Of Hand 14- 3 Persuasion 13- 3 Deduction 13- 3 Tactics 13- 16 +2 with All Combat Total Powers & Skill Cost: 240 Total Cost: 358 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Hunted: Villain organization 8- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Gentleman thief (Common; Moderate) 15 Psychological Limitation: Responsibility towards team (Common; Strong) 108 Experience Points Total Disadvantage Points: 358 Earned Experience: 0 Spent Experience: 108 Unspent Experience: 0 Background/History: James Shore was a thief and con man when he was picked up by (insert villain org) kidnapping street people to experiment on to give them super powers. He grew do dislike the treatment and callousness that was shown to their vic...err subjects. When 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: Robin Hood complex, and a desire to avenge the victims of (insert) Quote: Powers/Tactics: A leader who uses a high tech staff as a weapon, he also possesses teleportation powers for getting into and out of an area. Campaign Use: See personality! Appearance: Tall, well built with long blond hair and a short beard.
  12. Mr. R

    M&M conversions

    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!
  13. Mr. R

    M&M conversions

    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!
  14. Mr. R

    M&M conversions

    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!
  15. Mr. R

    M&M conversions

    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!
  16. Mr. R

    M&M conversions

    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!
×
×
  • Create New...