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Mr. R

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Everything posted by Mr. R

  1. 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.
  2. 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!
  3. OK here are the first two co-leaders
  4. Mr. R

    M&M conversions

    MMMMMMM! I like that idea!
  5. 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.
  6. 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)
  7. 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)
  8. 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.
  9. 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.
  10. 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!
  11. 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!
  12. 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!
  13. 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!
  14. 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!
  15. Mr. R

    M&M conversions

    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!
  16. Mr. R

    M&M conversions

    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!
  17. Mr. R

    M&M conversions

    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!
  18. Mr. R

    M&M conversions

    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.
  19. Mr. R

    M&M conversions

    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.
  20. Mr. R

    M&M conversions

    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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