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Mr. R

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Everything posted by Mr. R

  1. Mr. R

    M&M conversions

    So we had Ice and Stone. Now Fire! Nero Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 17 EGO 14 12- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+25 PD 6 Total: 8/33 PD (8/33 rPD) 8+25 ED 5 Total: 8/33 ED (8/33 rED) 4 SPD 15 Phases: 3, 6, 9, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristic Cost: 75 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 2 Life Support (Safe in Intense Heat) 8 Damage Resistance (8 PD/8 ED) 30 Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power loses about half of its effectiveness (Vs. fire; -1) 30 Flight 10", Reduced Endurance (0 END; +½) (30 Active Points) 35 Elemental Control, 70-point powers 38 1) Telekinesis (60 STR), Reduced Endurance (½ END; +¼) (112 Active Points); Limited Power loses about half of its effectiveness (Only vs. Fire; -1) 4 44 2) Energy Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3 45 3) Energy Blast 16d6 (80 Active Points) 8 44 4) Suppress Fire 7d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1) (79 Active Points) 3 40 5) Force Field (25 PD/25 ED), Reduced Endurance (0 END; +½) (75 Active Points) 41 6) Energy Blast 6d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1) (97 Active Points); No Range (-½) 77 7) Summon 8 300-point Fire constructs, Weak-Willed -4 on EGO Rolls (+½) (112 Active Points) 11 Talents 24 Combat Luck (12 PD/12 ED) Skills 12 Fire attacks: +4 with any three maneuvers or a tight group of attacks 3 Demolitions 12- Total Powers & Skill Cost: 473 Total Cost: 548 200+ Disadvantages 5 Enraged: when defied (Uncommon), go 8-, recover 14- 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Pyromaniac (Common; Total) 15 Psychological Limitation: Emperor Complex (Common; Strong) 298 Experience Points Total Disadvantage Points: 548 Earned Experience: 0 Spent Experience: 298 Unspent Experience: 0 Background/History: Nicholas Rourke was a poor small time criminal known best as an arsonist for hire. And he was good at it, until he was caught in one of his own blasts. He survived totally unharmed and it was discovered he was fire resistant. Now he became a super powered arsonist. But as his powers grew so did his hubris. He began styling himself as "Nero", lord of fire. His rampage culminated in a great battle where some heroes protected innocents as others fought Nero and his summoned constructs while he tried to make the city burn. This defeat also jolted his original personality back and reduced his powers to the resistance only. But many wonder if Nero is gone or just smoldering under the surface! Personality/Motivation: Rampant Pyromania with a hatred of following orders Quote: Powers/Tactics: Summon his constructs, and start blasting. Campaign Use: Hubris in one’s own abilities. Emperors can lose. Appearance: Tall well-built wearing roman style toga (imperial folds) and a laurel wreath! The most interesting part is the summon. This makes him a one man team!
  2. Mr. R

    M&M conversions

    An admirable super merc! Sandstone Val Char Cost Roll Notes 15 STR 5 21- Lift 102.4tons; 12d6 [3] 22 DEX 36 13- OCV: 7/DCV: 7 28 CON 36 15- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 ½d6 10 COM 0 11- 8+18 PD 5 Total: 8/26 PD (8/26 rPD) 8+18 ED 2 Total: 8/26 ED (8/26 rED) 4 SPD 8 Phases: 3, 6, 9, 12 14 REC 10 56 END 0 32 STUN 0 Total Characteristic Cost: 115 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 12"/24" Swimming: 2"/4" Tunneling: 10"/80" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 15 Sand form: Elemental Control, 30-point powers 10 1) Flight 10", Reduced Endurance (0 END; +½) (30 Active Points); Limited Power loses about a third of its effectiveness (Gliding; -½) 80 2) Energy Blast 12d6, Reduced Endurance (½ END; +¼), Area Of Effect (16" Cone; +1) (135 Active Points); No Range (-½) 6 90 3) Energy Blast 12d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (9" Radius; +1) (150 Active Points); No Range (-½) 6 30 4) Tunneling 10" through 10 DEF material, x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power loses about half of its effectiveness (Only sand; -1) 3 54 5) Stretching 10", x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points) 2 24 6) Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (16" radius; +1), Alterable Size, Reduced Endurance (0 END; +½) (75 Active Points); Limited Power loses about half of its effectiveness (Only to mimic growth; -1), No Range (-½) 23 7) Hand-To-Hand Attack +8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Hand-To-Hand Attack (-½) 2 28 +45 STR, Reduced Endurance (½ END; +¼) (56 Active Points); No Figured Characteristics (-½), Limited Power loses about a third of its effectiveness (Not when using sand form; -½) 2 13 Knockback Resistance -10" (20 Active Points); Limited Power loses about a third of its effectiveness (Not when using sand form; -½) 10 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) 36 Armor (18 PD/18 ED) (54 Active Points); Limited Power loses about a third of its effectiveness (Not when using sand form; -½) 5 Defensive Strike +1 +3 12d6 Strike 4 Martial Block +2 +2 Block, Abort 3 Martial Grab -1 -1 Grab Two Limbs, 70 STR for holding on 5 Offensive Strike -2 +1 16d6 Strike Perks 21 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (21 Active Points) 11- 5 Reputation (A medium-sized group) 11-, +5/+5d6 Skills 3 Science Skill: Chemistry 12- 2 TF: Common Motorized Ground Vehicles 3 Deduction 12- 3 Streetwise 13- 3 Tactics 12- 3 Stealth 13- 3 Shadowing 12- 3 Survival 12- 24 +3 with All Combat Total Powers & Skill Cost: 511 Total Cost: 626 200+ Disadvantages 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Will not harm a child (Common; Total) 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Code of the mercenary (Common; Total) 356 Experience Points Total Disadvantage Points: 626 Earned Experience: 0 Spent Experience: 356 Unspent Experience: 0 Background/History: Meet Alexandra Flint. She was the product of a broken home and an abusive father. To get away she enlisted in the army where she excelled in basic training. She next found herself in Iraq as part of Desert Storm. On a reconnaissance mission she got separated from her unit due to a sandstorm. Taking refuge in a handy structure, she found it to be an old temple. On the alter was a glittering gem, and when she touched it, the storm ripped through her and she disappeared. Weeks later she returned, changed. Made of stone and sand, she made her way back to the US. After paying a visit to her father (he survived, barely), she placed herself on the market as a super mercenary as Sandstone! Personality/Motivation: Basically a super thug. But she prefers not to fight if she has to and tries not to kill. Also she does have two redeeming features: 1) she will not work for drug cartels, 2) she will not harm a child. Quote: Powers/Tactics: She has two states. First is a sandy form that gives her sand blasts, elongation and movement (sand gliding). Second is a stone form that has great strength and durability. Campaign Use: Noble opponent. Appearance: Normally a tall well-built woman who appears to be made of sandstone. I like her. Interesting power sets and a cool personality.
  3. Mr. R

    M&M conversions

    So today a femme fatale type Luna Moth Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 25 INT 15 14- PER Roll 14- 24 EGO 28 14- ECV: 8 28 PRE 18 15- PRE Attack: 5 ½d6 16 COM 3 12- 8 PD 5 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 26 STUN 0 Total Characteristic Cost: 128 Movement: Running: 6"/12" Flight: 18"/144" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 41 Cocoon device: Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2 28 Gossamer wings!: Flight 18", x8 Noncombat, Reduced Endurance (½ END; +¼) (57 Active Points); OIF (-½), Restrainable (-½) 2 39 Pheromones: Mind Control 10d6, Reduced Endurance (0 END; +½), Area Of Effect (8" Radius; +1), Selective (+¼) (137 Active Points); OAF (-1), Limited Power loses about a third of its effectiveness (Con roll breaks effect; -½), Limited Power loses about a third of its effectiveness (Scent dependent; -½), Limited Power loses about a third of its effectiveness (Emotions only; -½) Talents 24 Combat Luck (12 PD/12 ED) Skills 3 Gambling 14- 3 Science Skill: Chemistry 14- 3 Deduction 14- 3 Science Skill: Life Sciences 14- 3 KS: Popular culture 14- 3 Electronics 14- 3 Mechanics 14- 3 Demolitions 14- 10 +2 with DCV Total Powers & Skill Cost: 166 Total Cost: 294 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Likes to dominate men! (Very Common; Strong) 15 Psychological Limitation: Self-centered (Common; Strong) 49 Experience Points Total Disadvantage Points: 294 Earned Experience: 0 Spent Experience: 49 Unspent Experience: 0 Background/History: Samantha Cline was smart and beautiful. And one thing she learned early was to use her beauty to get what she wanted. And she wanted to get rich. She breezed through collage and eventually got a job at a research lab. There she met Elias P. Stickney and he told her of his discoveries in human pheromones. He wanted to become a super villain with her as his partner. But he conveniently died as he was explaining the chemical. This suited Samantha fine. She stole his chemicals and a few other gadgets and made her debut as Luna Moth. Personality/Motivation: Greed and a desire to lord it over men. She enjoys the rush of having powerful men at her whim. Quote: Powers/Tactics: Fly above the fray, using the pheromones. Those who resist get cocooned. Campaign Use: Greedy manipulator! Appearance: Short and petite with blond hair. She wears a bikini with thigh high boots and a full face mask. On her back are small backpacks for her wings and her arms have metal gloves for the pheromones and cocooning mixture! A pretty basic build, but that Mind Control is sick. Like I said before M&M seems to go with the basic costs and the advantages just add to that basic cost.
  4. Mr. R

    M&M conversions

    And a cursed maniac! Silver Hyena Val Char Cost Roll Notes 25 STR 15 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 14- 10 BODY 0 11- 7 INT -3 10- PER Roll 10-/14- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 8 COM -1 11- 8 PD 3 Total: 11 PD (8 rPD) 8 ED 3 Total: 11 ED (8 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 0 46 END 0 35 STUN 0 Total Characteristic Cost: 107 Movement: Running: 17"/68" Leaping: 13"/52" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 2 +5 STR (5 Active Points); No Figured Characteristics (-½), Limited Power Power loses about a third of its effectiveness (Only when Berserk; -½) 1 2 +3 PD (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Berserk; -½) 2 +3 ED (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Berserk; -½) 50 Mind Control 10d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (8" Radius; +1) (125 Active Points); Limited Power Power loses about half of its effectiveness (Emotions only; -1), No Range (-½) 5 17 Leaping +7" (13" forward, 6 ½" upward) (Accurate, x4 Noncombat) 2 34 Running +11" (17" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (34 Active Points) 1 15 Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½) 5 Nightvision 8 +4 PER with Smell/Taste Group 3 Ultrasonic Perception (Hearing Group) 22 Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½) 17 Multiform (60 Character Points in the most expensive form) (Instant Change) 5 Offensive Strike -2 +1 10d6 Strike 3 Martial Throw +0 +1 6d6 +v/5, Target Falls 4 Fast Strike +2 +0 8d6 Strike Talents 12 Combat Luck (6 PD/6 ED) 27 Danger Sense (immediate vicinity, out of combat, Function as a Sense) 10-/14- Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Stealth 13- 3 Shadowing 10- 10 +2 with HTH Combat Total Powers & Skill Cost: 258 Total Cost: 365 200+ Disadvantages 5 Accidental Change: When stressed 8- (Uncommon) 25 Enraged: In combat (Very Common), go 11-, recover 11- 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Wants to cause mayhem (Very Common; Strong) 25 Psychological Limitation: Animalistic (Very Common; Total) 80 Experience Points Total Disadvantage Points: 365 Earned Experience: 0 Spent Experience: 80 Unspent Experience: 0 Background/History: Sydney M'Genda was a well educated doctor in East Africa. He rejected superstition in all forms. Then he was attacked by a hyena and bitten by it, but survived. But now he was cursed and at night he transformed into a were hyena. At first he managed to cover it up, but eventually he was found out and captured by local heroes. Sent to the US for his prison sentance, he escaped and wreaked havok in the US. He is still at large, one side trying to find a cure, the other wanting to drown him in blood! Personality/Motivation: Dr. M'Genda wants to find a cure. Silver hyena wants to commit mayhem and destruction! Quote: Powers/Tactics: Classic Were wolf hit and run. His laugh can provoke a stampede in a crowded area for a distraction. Otherwise hit hard and fast! Campaign Use: Classic cursed individual. Appearance: As the Dr, a human of about 50.. Silver Hyena is a little taller, more muscular and covered in silver/black fur! He's bog standard werecreature.
  5. Mr. R

    M&M conversions

    So a revenge obcessed NPC! Red Death Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 17 DEX 21 12- OCV: 6/DCV: 6 15 CON 10 12- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 ½d6 12 COM 1 11- 8+6 PD 5 Total: 8/14 PD (8/14 rPD) 8+6 ED 5 Total: 8/14 ED (8/14 rED) 4 SPD 13 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 25 STUN 0 Total Characteristic Cost: 89 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Life Support (Expanded Breathing) (5 Active Points); OIF (-½) 3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 3 Nightvision (5 Active Points); OIF (-½) 7 Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 30 Gas sun: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1) Notes: (x2 number of items) 2u 1) Suffocate: Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points); OAF (-1) 5 1u 2) Paralyze: Entangle 5d6, 0 DEF (50 Active Points); No Defense (-1 ½), OAF (-1) 5 2u 3) Nauseate: Drain DEX 3d6+1, Ranged (+½) (49 Active Points); OAF (-1) 5 Talents 24 Combat Luck (12 PD/12 ED) 9 Lightning Reflexes: +6 DEX to act first with All Actions Skills 3 Acrobatics 12- 3 Breakfall 12- 3 Computer Programming 13- 3 Demolitions 13- 3 KS: Buisiness 13- 3 KS: Current Events 13- 3 PS: Reporter 13- 3 Deduction 13- 3 Interrogation 14- 3 Stealth 12- 3 Shadowing 13- 3 Electronics 13- 3 Mechanics 13- 3 KS: Chemistry 13- 10 +2 with DCV Total Powers & Skill Cost: 156 Total Cost: 245 200+ Disadvantages 5 Hunted: Police 8- (Less Pow; Harshly Punish) 10 Hunted: Hired villains 8- (As Pow; Harshly Punish) 20 Psychological Limitation: Obcessed with revenge (Common; Total) 5 Reputation: , 8- 15 Social Limitation: Secret ID (Frequently; Major) Total Disadvantage Points: 245 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Cecelia Rogers was a reporter looking into corruption in (Insert evil corp). So the owner of the corp felt she should be taught a lesson on how the little people should know their place and not bother the people in power. He set about to ruin her life. Got her fired, evicted and dumped by her fiance. If he had stopped there, it would have ended, but he had to gloat. Cecelia decided then and there she would have her revenge. Using her contacts and skills, she eventually found one of the bolt holes of the Cold War villain the Red Death. Inside was a cache of his equipement in good working order. Then she set about going after (insert name). Eventually she confronted him at a gala, but local heroes drove her off. Managing to escape, she has continued her attack. (Insert name) has tried to retaliate, but so far has been unsuccessful. And the war escelates. Personality/Motivation: Revenge. Her life was taken from her, so she'll take his as compensation! Quote: Powers/Tactics: A suit of body armour with a mask that improves and protects the senses. And a pair of gas guns with various effects! Campaign Use: What revenge can look like if you go to far. Appearance: Out of armour, about 6 ft tall and 130 lbs with black hair. In armour a 6+ft male with a full face mask, a pair of gas guns and a long hooded cloak! So I like the idea. But in any groups I was in, if they found out about her history and motivations, they would probably not help her, but not hinder her. Especially if they had any history with (insert name). This would be like Daredevil protecting the Kingpin. Yeah, right!
  6. Mr. R

    M&M conversions

    An evil Ice-man Glacier Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 21 DEX 33 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 8+25 PD 3 Total: 8/33 PD (8/33 rPD) 8+25 ED 4 Total: 8/33 ED (8/33 rED) 4 SPD 9 Phases: 3, 6, 9, 12 9 REC 0 40 END 0 33 STUN 0 Total Characteristic Cost: 105 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 2 Life Support (Safe in Intense Cold) 8 Damage Resistance (8 PD/8 ED) 30 Elemental Control, 60-point powers 58 1) Change Environment 32" radius, -4 Temperature Level Adjustment, Long-Lasting 1 Day, Reduced Endurance (0 END; +½) (88 Active Points) 45 2) Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3 30 3) Energy Blast 6d6, No Normal Defense ([standard]; +1) (60 Active Points) 6 32 4) Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 2 32 5) Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points) 2 32 6) Force Field (25 PD/25 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 2 30 Absorption 6d6 (physical, Stun), Absorption As A Defense (x2) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only Vs Cold; -1) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Deduction 12- 3 Arcane Lore: KS 12- 2 Physical Science: KS 11- 8 Survival (Arctic/Subarctic) 15- Total Powers & Skill Cost: 321 Total Cost: 426 200+ Disadvantages 25 Psychological Limitation: Manic phases (Very Common; Total) 15 Vulnerability: 1 ½ x STUN Fire (Very Common) 15 Vulnerability: 1 ½ x BODY Fire (Very Common) 15 Vulnerability: 1 ½ x Effect Fire (Very Common) 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 15 Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 131 Experience Points Total Disadvantage Points: 426 Earned Experience: 0 Spent Experience: 131 Unspent Experience: 0 Background/History: To hear him speak it Glacier is a prince of a people who inhabited the world in great, glittering cities when mankind was running around in furs and living in huts! The only problem is there is no evidence for this. And glacier has no idea why this is so. When lucid he tries to find out why he is the sole survivor. But then his mood shifts to a manic state and he tries to return his people to life. Usually this means some sort of plot to change the world's weather or punishing humans for his loss. when he is defeated, his lucid state returns as does his remorse. But it is only a matter of time before he becomes manic again, and he starts another scheme. Personality/Motivation: Regal and princely, with a sadness to him when lucid. When manic he becomes forceful and direct! Quote: Powers/Tactics: A powerful ice controller. Think Iceman from X-men, but even more powerful! Campaign Use: Tragic villain. You can feel sorry for him, but still have to kick his behind! Appearance: Human in a three piece suit, but blue skin and white hair! A decent build, but I don't see him taking on a team. In his descrition it it mentioned that when manic he gets hold of hi-tech and magical devices, that he forgets about when lucid. So basically points for free? That sounds like the Inventor and arcanist Gadget pools to me. So another 80+ points!
  7. Mr. R

    M&M conversions

    He's a Taskmaster clone. I really want feedback on this one as I am curious, did I get it right! Recall Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 23 INT 13 14- PER Roll 14- 18 EGO 16 13- ECV: 6 23 PRE 13 14- PRE Attack: 4 ½d6 12 COM 1 11- 8+6 PD 4 Total: 8/14 PD (0/6 rPD) 8+6 ED 4 Total: 8/14 ED (0/6 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 0 36 END 0 28 STUN 0 Total Characteristic Cost: 111 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 23 Heavy pistol: Energy Blast 6d6, Autofire (3 shots; +¼) (37 Active Points); OAF (-1) 4 Notes: (x2 number of items) 35 Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), Range Based On Strength (-¼) 8 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 45 Variable Power Pool, 30 base + 15 control cost, all slots Powers Can Be Changed As A Half-Phase Action (+½), No Skill Roll Required (+1) (67 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness (Only to get physical skills, Martial arts that he does not have yet; -1 ½) 60 Equipement pool: Variable Power Pool, 50 base + 10 control cost, (75 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 5 Defensive Strike +1 +3 5 ½d6 Strike 5 Sacrifice Strike +1 -2 9 ½d6 Strike 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Disarm -1 +1 Disarm; 38 STR to Disarm 5 Offensive Strike -2 +1 9 ½d6 Strike 4 Weapon Bind +1 +0 Bind, 38 STR 3 Defensive Shot -1 +2 Strike 5 Distance Shot +0 -2 Strike , +1 Segment 5 Offensive Ranged Disarm +1 -1 Disarm, +2 DC to Disarm 4 Offensive Shot -1 -1 Strike, +4 DC 4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm 15 Weapon Element: Assault Rifles/LMGs, Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Polearms and Spears, Rifles, Staffs, Submachine Guns, Two-Handed Weapons 8 +2 HTH Damage Class(es) Perks 7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8- 40 Follower Talents 5 Eidetic Memory 24 Combat Luck (12 PD/12 ED) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Deduction 14- 3 Climbing 13- 3 Lockpicking 13- 3 Stealth 13- 3 Tactics 14- 3 Streetwise 14- 3 KS: Behavioural Science 14- 3 KS: Civics 14- 3 KS: History 14- 3 PS: Librarian 14- 10 +2 with HTH Combat 27 +4 Overall (40 Active Points); Limited Power Power loses about a third of its effectiveness (Jack of all trades; -½) Total Powers & Skill Cost: 399 Total Cost: 510 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 25 Psychological Limitation: Creature of habit (Very Common; Total) 10 Reputation: , 11- 265 Experience Points Total Disadvantage Points: 510 Earned Experience: 0 Spent Experience: 265 Unspent Experience: 0 Background/History: George Mitchell grew up as a victim. Bullied at school, he ventually found out that he could learn a skill justby watching a person doing it. That stopped the bullying, but he was still ostrasized as geek. That was fine. He went to university, got a degree in Library Sciences and there it would have ended. Then while recuperating in the hospital, he had the roomie from hell. He was agitated so much, that he killed the man in a rage. And the rush he felt was incredible. Escaping from the hospital, he put his gift to use to memorise the skills he would need as an enforcer /assassin. Now he plans to make his mark. Personality/Motivation: A control freak who always has a plan. And he likes the rush that beating a hero, especially a powered one gives him! Quote: Powers/Tactics: On the surface Recall is a highly trained human with some gadgets. But he also can memorise any physical skill he sees immediately. He has to spend time to keep from forgetting it (ie have in his permentant repetoir), but he can suit the skills to his opponents, or even use his opponents skills! Campaign Use: Assassin, enforcer, trainer of agents maybe? Appearance: Fit middle aged man in a suit of body armour and a set of pistols and grenades. The minions are 10 agent level followers. He'll send them in first before attacking.
  8. Mr. R

    M&M conversions

    Power Armour opponent with a twist Dr. Mayhem Val Char Cost Roll Notes 10 STR 0 21- Lift 102.4tons; 12d6 21 DEX 33 13- OCV: 7/DCV: 7 13 CON 6 16- 10 BODY 0 11- 35 INT 25 16- PER Roll 16- 23 EGO 26 14- ECV: 8 18 PRE 8 13- PRE Attack: 3 ½d6 10 COM 0 11- 8+24 PD 6 Total: 8/32 PD (8/32 rPD) 8+24 ED 5 Total: 8/32 ED (8/32 rED) 4 SPD 9 Phases: 3, 6, 9, 12 5 REC 0 26 END 0 22 STUN 0 Total Characteristic Cost: 118 Movement: Running: 6"/12" Flight: 35"/70" Leaping: 12"/24" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 75 Multipower, 75-point reserve, all slots Reduced Endurance (0 END; +½) (112 Active Points); all slots OIF (-½) 4u 1) Energy Blast 13d6 (65 Active Points); OIF (-½) 4u 2) Sight Group Flash 13d6 (65 Active Points); OIF (-½) 48 Armor (24 PD/24 ED) (72 Active Points); OIF (-½) 31 +50 STR, Reduced Endurance (½ END; +¼) (62 Active Points); No Figured Characteristics (-½), OIF (-½) 2 20 +20 CON (40 Active Points); No Figured Characteristics (-½), OIF (-½) 13 +10 REC (20 Active Points); OIF (-½) 94 Multipower, 75-point reserve, all slots Reduced Endurance (½ END; +¼) (94 Active Points) 7u 1) Flight 30", Reduced Endurance (½ END; +¼) (75 Active Points) 3 2u 2) Flight 5", MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (17 Active Points) 1 Talents 5 Eidetic Memory Skills 3 Gambling 16- 3 Computer Programming 16- 3 Electronics 16- 3 Mechanics 16- 3 Demolitions 16- 3 Science Skill: Physical Sciences 16- 6 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes 24 +6 Overall (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Jack of all trades; -1 ½) Total Powers & Skill Cost: 407 Total Cost: 525 200+ Disadvantages 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Arrogant (Common; Strong) 20 Psychological Limitation: Heroes are irritants except for his nemesis! (Very Common; Strong) 15 Physical Limitation: Timeline unfamiliarity (Frequently; Greatly Impairing) 265 Experience Points Total Disadvantage Points: 525 Earned Experience: 0 Spent Experience: 265 Unspent Experience: 0 Background/History: Dr. Mayhem remembers years battling (insert hero). It was a rivalry that went on for decades. He lived for the day of his nemesis's defeat at his hands. Except the (hero) never existed. In actuality, the Doctor is a left over from an alternate timeline. Where he and his nemesis never existed. This had driven the Doctor crazy and he now tries to alter the past so that his memesis exists. Until then he joins other organisations and villain teams in order to raise funds for his experiments. But ultimately he wants to change time, so he can attain his revenge! Personality/Motivation: Revenge. It has consumed his life and all he has left. He is also very arrogant and condescending. Even his allies can only stand him for limited periods of time! Quote: Powers/Tactics: Classic Battlesuit. Flight, armour, blaster, high strength. Can attack at range or mix it up close! Also inventor allows him to add on devices for extra options! Campaign Use: Mad scientist. Appearance: Distuduished looking in his early 50's, he wears a battlesuit (blue and silver) that leaves his head bare. He has some interesting plot hooks for a bog standard build!
  9. Mr. R

    M&M conversions

    So Merry Christmas, Happy Holidays and Happy New Years!
  10. Mr. R

    M&M conversions

    A super assassin Coda Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 24 DEX 42 14- OCV: 8/DCV: 8 18 CON 16 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 13-/16- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8+9 PD 5 Total: 8/17 PD (8/17 rPD) 8+9 ED 4 Total: 8/17 ED (8/17 rED) 4 SPD 6 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 27 STUN 0 Total Characteristic Cost: 95 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 4 +3 PER with Hearing Group (6 Active Points); OIF (-½) 2 Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½) 21 Invisibility to Sight and Hearing Groups , Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½) 1 3 Life Support (Extended Breathing: 1 END per Turn; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½) 18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½) 47 Multipower, 75-point reserve, all slots Reduced Endurance (½ END; +¼) (94 Active Points); all slots OAF (-1) 2u 1) Energy Blast 10d6 (50 Active Points); OAF (-1) 2 3u 2) Energy Blast 8d6, Invisible Power Effects, SFX Only (Fully Invisible; +½) (60 Active Points); OAF (-1) 3 1u 3) Hearing Group Flash 10d6 (30 Active Points); OAF (-1) 1 4u 4) Energy Blast 15d6 (75 Active Points); OAF (-1) 3 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) Perks 21 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 8- 20 Vehicles & Bases 1 False Identity 1 False Identity 1 False Identity Talents 18 Combat Luck (9 PD/9 ED) Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Gambling 13- 3 Climbing 14- 3 Electronics 13- 3 Mechanics 13- 3 Demolitions 13- 3 Contortionist 14- 3 Deduction 13- 3 Science Skill: Life Sciences 13- 3 Streetwise 12- 3 Paramedics 13- 3 Stealth 14- 3 Shadowing 13- 5 TF: Common Motorized Ground Vehicles, Helicopters, Large Planes, Small Planes 9 Sonic Rifle: +3 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 300 Total Cost: 395 200+ Disadvantages 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 25 Psychological Limitation: Methodical (Very Common; Total) 20 Psychological Limitation: merc code (Common; Total) 10 Reputation: , 11- 10 Social Limitation: Secret ID (Occasionally; Major) 120 Experience Points Total Disadvantage Points: 395 Earned Experience: 0 Spent Experience: 120 Unspent Experience: 0 Background/History: Jaime Hernadez was recruited by (insert organisation) to recieve some special enhancements in return for acting as their agent. Things went well until he pulled a few too many solo operations that he poorly planned and was caught, AGAIN! So his bebnefactors hung him out to dry. But while in prision he realised his own stupidity placed him there, and he resolved to better himself. So he decided he will become the best crook ever. And in prision he learned a lot. When he finally broke out, gone was the old Jamie. Coda is different. A planner, calm, methodical. He started hiring himself out as an assassin of superhumans. His successes enshured his rep and he has no shortage of work! Personality/Motivation: He gets a thrill killing capes. Hero or villain, it matters not, only the challenge. He is totally professional, will not reveal his employer, and does things his way! Quote: Powers/Tactics: A master of sonic based tech, he has a sonic rifle as well as an invisibility suit. Add the skills of a super spy and you get a nasty assassin! Campaign Use: Assassin they have to stop before he kills an ally / someone important! Appearance: Medium high, thin, he wears a green bodysuit with a white mask and carries a large futuristic rifle! What it says on the tin!
  11. Mr. R

    M&M conversions

    So a powerful ghost and not of Christmas! Blackthorn Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 30 CON 40 15- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 25 EGO 30 14- ECV: 8 18 PRE 8 13- PRE Attack: 3 ½d6 10 COM 0 11- 8+15 PD 5 Total: 8/23 PD (8/23 rPD) 8+15 ED 2 Total: 8/23 ED (8/23 rED) 4 SPD 15 Phases: 3, 6, 9, 12 15 REC 12 60 END 0 32 STUN 0 Total Characteristic Cost: 135 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); all slots Extra Time (1 Turn (Post-Segment 12), -1 ¼), VPP Can Only Be Changed Between Adventures (-½) 69 Invisibility to Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups , No Fringe, Reduced Endurance (½ END; +¼) (69 Active Points) 2 30 Life Support (Eating: Character does not eat; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year) 8 Damage Resistance (8 PD/8 ED) 120 Multipower, 120-point reserve 9u 1) Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points) 10u 2) (Total: 120 Active Cost, 96 Real Cost) Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs affect desolid; -¼) (Real Cost: 48) plus Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs affect desolid; -¼) (Real Cost: 48) 37 Elemental Control, 74-point powers 38 1) Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3 38 2) Change Environment 1" radius, -3 to Hearing Group PER Rolls, -3 to Sight Group PER Rolls, +3 Temperature Level Adjustment, -3 Temperature Level Adjustment, Multiple Combat Effects, Reduced Endurance (½ END; +¼), MegaScale (1" = 1 km; +¼), Can Be Scaled Down 1" = 1km (+¼) (75 Active Points) 3 15 3) Animate object: Telekinesis (50 STR) (75 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs natural objects; -1 ½) 7 70 4) Sight, Hearing, Smell/Taste, Touch and Mystic Groups Images Increased Size (64" radius; +1 ½), +/-3 to PER Rolls, Reduced Endurance (½ END; +¼) (107 Active Points) 5 38 5) Elementals: Summon 300-point creatures, Expanded Class of Beings Very Limited Group (+¼) (75 Active Points) 7 38 6) Morph: Major Transform 4d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3 45 Armor (15 PD/15 ED) 39 Healing BODY 1 ½d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (79 Active Points); Always On (-½), Self Only (-½) 25 Majic: Detect A Single Thing 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Tracking Skills 3 Gambling 12- 3 History: KS 12- 1 Ancient Gaelic: Language (imitate dialects; literate) (6 Active Points) 5 Latin: Language (idiomatic; literate) 5 English: Language (idiomatic; literate) 12 Mystic Blast: +6 with any single Strike Total Powers & Skill Cost: 705 Total Cost: 840 200+ Disadvantages 15 Distinctive Features: Ghostly presence (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Enraged: When defied (Uncommon), go 11-, recover 14- 20 Physical Limitation: Ghost (All the Time; Greatly Impairing) 20 Psychological Limitation: Vengeful (Very Common; Strong) 25 Psychological Limitation: Control freak (Very Common; Total) 5 Reputation: Former patrons, 11- (Known Only To A Small Group) 10 Hunted: Former patrons 8- (As Pow; Harshly Punish) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 525 Experience Points Total Disadvantage Points: 840 Earned Experience: 0 Spent Experience: 525 Unspent Experience: 0 Background/History: Domhnull was born over 2000 years ago in Celtic Europe. He fought against the Romans when they invaded and in his anger and hubris turned to dark powers to resist them. This turned his fellow druids against him and they tried to stop him. But he resisted until he died. realising he could return as a spirit, they imprisioned it in the torc he wore, and there he stayed for 2000 years. Then he was freed by a power hungry witch who did not know what she was dealing with. After killing her, he planned his revenge against the Roman Empire, only to find it gone. His vengance thwarted, he started in on anyone who crossed his path. This eventually led to various heroes who attract his attention, and he fixates on, until he is defeated and he changes targets. Personality/Motivation: He wants his vengance (though it can never occour) and a need to be acknowledged as Lord and Master! Quote: Powers/Tactics: A ghost, the only time he even comes close to solid is when he attacks (75% dam red) and even then he's hard to hurt. Add a set of offensive powers and great recovery abilities and he is very dangerous! Campaign Use: Great for a mystic campaign or as a change from the usual adventures. To make him more dangerous add some super powered minions as his own team and he becomes very nasty! Appearance: Late middle age man in a hoded robe tied with a green sash! So I had to modify this build. In M&M affect solid costs the eqivilent of a +1/2 advantage. In Hero it's +2. That would make his 12D6 blast cost 180 pts before the End Red. UMMMM NO! So I resorted to a desolid/dam red MP. Asit is he's a cool build whose really hard to hurt. (just add up the defenses) and can go Desolid. He could take on a whole team easily. In fact he would make for a good mastermind for a team of his own (it even suggests that).
  12. Mr. R

    M&M conversions

    And a evil version of Batman and Falcon Blackbird Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 27 DEX 51 14- OCV: 9/DCV: 9 18 CON 16 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8+15 PD 3 Total: 8/23 PD (8/23 rPD) 8+15 ED 4 Total: 8/23 ED (8/23 rED) 5 SPD 13 Phases: 3, 5, 8, 10, 12 9 REC 0 36 END 0 32 STUN 0 Total Characteristic Cost: 129 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 33 Multipower, 50-point reserve, (50 Active Points); all slots OIF (-½) 3u 1) Energy Blast 10d6 (50 Active Points); OIF (-½) 5 3u 2) Entangle 2 ½d6, 2 DEF, Area Of Effect (3" Radius; +1) (50 Active Points); OIF (-½) 5 1u 3) Hand-To-Hand Attack +5d6, Reduced Endurance (½ END; +¼) (31 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1 8 Mental Defense (15 points total) (12 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 2 Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½) 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 29 Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); OIF (-½) 1 Talents 12 Combat Luck (6 PD/6 ED) 6 Lightning Reflexes: +4 DEX to act first with All Actions 2 Bump Of Direction (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) 2 Absolute Range Sense (3 Active Points); OIF (-½) Skills 3 Gambling 13- 3 Computer Programming 13- 3 Demolitions 13- 3 Disguise 13- 6 TF: Common Motorized Ground Vehicles, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles 3 Stealth 14- 3 Streetwise 13- 10 +2 with Ranged Combat 3 Acrobatics 14- 3 Breakfall 14- 3 Shadowing 13- 3 Research: KS 13- 3 Deduction 13- 24 +6 Overall (60 Active Points); Limited Power loses about two-thirds of its effectiveness (Jack of all trades; -1 ½) Total Powers & Skill Cost: 227 Total Cost: 356 200+ Disadvantages 20 Psychological Limitation: Judge, jury, executioner (Very Common; Strong) 10 Reputation: Extremely violent, 11- 126 Experience Points Total Disadvantage Points: 356 Earned Experience: 0 Spent Experience: 126 Unspent Experience: 0 Background/History: Alastair Reynolds was raised by a mother with "issues". One was she believed she was the lover of (insert batman analogue). Alastair believed he was () son. So when () disappeared, he decided to take his place. He trained and developed gadgets and came out among the underworld. But he is excessively violent. And people are noticing! Personality/Motivation: To outdo his idol. Crime must be eradicated. Quote: Powers/Tactics: A fine detective supplemented by some gadgets. Campaign Use: If you have a Batman type in your group, Blackbird can become fixated on him as an ally then traitor (You are too soft, change or I will be forced to remove you for your own good) Appearance: Average human male with black costume and wings and metallic helmet, gloves and boots! T be honest change some of the Disada and he would make a great PC. Or NPC ally!
  13. Mr. R

    M&M conversions

    Cause we all need an Egyptian villain Black Anubis Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 21 DEX 33 13- OCV: 7/DCV: 7 23 CON 26 14- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 6 COM -2 10- 8+15 PD 4 Total: 8/23 PD (8/23 rPD) 8+15 ED 3 Total: 8/23 ED (8/23 rED) 4 SPD 9 Phases: 3, 6, 9, 12 9 REC 0 46 END 0 31 STUN 0 Total Characteristic Cost: 91 Movement: Running: 6"/12" Flight: 18"/36" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 48 Artificer: Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 48 Ritualist: Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 8 Damage Resistance (8 PD/8 ED) 75 Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points) 5u 1) Energy Blast 10d6 (50 Active Points) 2 5u 2) Sight Group Flash 10d6 (50 Active Points) 2 5u 3) Drain CON 3d6+1, Ranged (+½) (49 Active Points) 2 5u 4) Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points) 2 5u 5) Entangle 5d6, 5 DEF (50 Active Points) 2 22 Elemental Control, 44-point powers 23 1) Flight 18", Reduced Endurance (½ END; +¼) (45 Active Points) 2 23 2) Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points) 40 3) Darkness to Sight Group 5" radius, Reduced Endurance (½ END; +¼) (62 Active Points) 2 28 4) Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2 Perks 40 Follower Skills 3 Gambling 12- 3 Research: KS 12- 2 Arcane: KS 11- 1 Egyptian: Language (imitate dialects; literate) (6 Active Points) 5 English: Language (idiomatic; literate) 15 +3 with Ranged Combat Total Powers & Skill Cost: 409 Total Cost: 500 200+ Disadvantages 15 Distinctive Features: (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 5 Hunted: 8- (Mo Pow; Watching) 20 Psychological Limitation: Likes to spread pain! (Very Common; Strong) 10 Rivalry: Professional, Shadow Pantheon, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 250 Experience Points Total Disadvantage Points: 500 Earned Experience: 0 Spent Experience: 250 Unspent Experience: 0 Background/History: Black Anubis is actually the Anubis from and alternate timeline. On that earth, he and his allies turned the earth into a wasteland for fun. But they decided to leave for more fertile worlds. Anubis found our earth. Now he is building his power base to begin meddling again for "FUN"! Personality/Motivation: Wants power and "respect". After that to spread pain, misery and suffering! Quote: Powers/Tactics: Darkness control and flight. He doesn't fight HTH if he can help it, and has minions and allies do that while he provides support. Campaign Use: Hidden mastermind. Also links to a "Shadow Pantheon" of likeminded gods who are not aware what he is doing! Appearance: Anubis statue come to life!
  14. Mr. R

    M&M conversions

    And the Weather Wizard analogue Weather Mistress Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 13 PRE 3 12- PRE Attack: 2 ½d6 16 COM 3 12- 8+11 PD 5 Total: 8/19 PD (8/19 rPD) 8+11 ED 4 Total: 8/19 ED (8/19 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 26 STUN 0 Total Characteristic Cost: 88 Movement: Running: 6"/12" Flight: 10"/40" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 20 Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIF (-½) 8 Damage Resistance (8 PD/8 ED) 12 Weather vane: Force Field (6 PD/6 ED), Reduced Endurance (0 END; +½) (18 Active Points); OIF (-½) 21 Weather vane: Flight 10", x4 Noncombat, Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½) 1 6 Weather vane: Armor (5 PD/5 ED) (15 Active Points); Limited Power loses about half of its effectiveness (Only vs. Weather effects; -1), OIF (-½) 16 Weather: Detect A Single Thing 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Rapid: x10, Sense, Telescopic: +1 (24 Active Points); OIF (-½) 91 Weather vane: Multipower, 110-point reserve, all slots Reduced Endurance (½ END; +¼) (137 Active Points); all slots OIF (-½) 7u 1) Extreme cold: Change Environment 32" radius, +4 Temperature Level Adjustment, -4 Temperature Level Adjustment, -5" of any one mode of Movement, -5" of any one mode of Movement, Multiple Combat Effects, Reduced Endurance (½ END; +¼) (107 Active Points); OIF (-½) 4 9m 2) Weather control: Change Environment 32" radius, -1 Temperature Level Adjustment, -2 OCV, -3 to Characteristic Roll or Skill Roll, Multiple Combat Effects, Reduced Endurance (½ END; +¼) (67 Active Points); OIF (-½) 2 8m 3) Wind control: Telekinesis (30 STR), Reduced Endurance (½ END; +¼), Area Of Effect (6" Radius; +1) (101 Active Points); Limited Power loses about a third of its effectiveness (Does no damage; -½), Limited Power loses about a third of its effectiveness (Only to push; -½), OIF (-½) 4 5u 4) Lightning : Energy Blast 10d6, Indirect (Same origin, always fired away from attacker; +¼), Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½) 3 5u 5) Tornado: Energy Blast 7d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1) (79 Active Points); OIF (-½) 3 4u 6) Thunder/ Lightning: Sight and Hearing Groups Flash 6d6, Reduced Endurance (½ END; +¼), Explosion (+½) (61 Active Points); OIF (-½) 2 5u 7) Humidity: Drain END 4d6, Reduced Endurance (½ END; +¼), Ranged (+½) (70 Active Points); OIF (-½) 3 5u 8) Fog: Darkness to Sight Group 6" radius, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½) 3 4u 9) Ice bonds: Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2 Talents 24 Combat Luck (12 PD/12 ED) Skills 3 Computer Programming 13- 3 Gambling 13- 3 Electronics 13- 3 Earth Sciences: Science Skill 13- 3 Mechanics 13- 3 Stealth 13- 3 Shadowing 13- 20 +4 with DCV Total Powers & Skill Cost: 339 Total Cost: 427 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Greedy (Very Common; Strong) 197 Experience Points Total Disadvantage Points: 427 Earned Experience: 0 Spent Experience: 197 Unspent Experience: 0 Background/History: By age 18 Courtney Kline had experienced a drought, tornado, flood and blizzard. She vowed she would find a way to control the weather. Finally she developed the Weather Vane. Feeling that the weather of the world had held her back from the riches she was due, she would now use the weather to take what she wanted. Personality/Motivation: Greed! Quote: Powers/Tactics: Another flying blaster, she uses the weather to set up her opponent for a final attack! Campaign Use: Appearance: Medium high, long white hair, white suit, purple gloves, boots and cape! Another great support member. But if necessary she can deliver a nasty punch herself!
  15. Mr. R

    M&M conversions

    Mad Maple Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8+5 PD 5 Total: 8/13 PD (8/13 rPD) 8+5 ED 4 Total: 8/13 ED (8/13 rED) 4 SPD 10 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 27 STUN 0 Total Characteristic Cost: 70 Movement: Running: 21"/84" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 8 Damage Resistance (8 PD/8 ED) 1 Life Support (Safe in Intense Cold) (2 Active Points); OIF (-½) 6 Armor (5 PD/5 ED) (15 Active Points); Limited Power loses about half of its effectiveness (Only vs. cold; -1), OIF (-½) 23 Running +15" (21" total), x4 Noncombat (35 Active Points); OIF (-½) 3 62 Ice Staff: Multipower, 100-point reserve, all slots Reduced Endurance (½ END; +¼) (125 Active Points); all slots OAF (-1) 6m 1) Change Environment 16" radius, -3 Temperature Level Adjustment, -6" of any one mode of Movement, Long-Lasting 20 Minutes, Multiple Combat Effects (59 Active Points); OAF (-1) 3 5m 2) Energy Blast 10d6 (50 Active Points); OAF (-1) 2 5m 3) Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points); OAF (-1) 2 5m 4) Force Wall (10 PD/10 ED) (50 Active Points); OAF (-1) 2 4m 5) Drain END 3d6, Ranged (+½) (45 Active Points); OAF (-1) 2 5m 6) Darkness to Sight and Hearing Groups 4" radius, Alterable Size (50 Active Points); OAF (-1) 2 5m 7) Entangle 5d6, 5 DEF (50 Active Points); OAF (-1) 2 5m 8) Sight, Hearing, Smell/Taste and Touch Groups, Danger Sense and Combat Sense Images 1" radius, +/-5 to PER Rolls (50 Active Points); OAF (-1) 2 1m 9) Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1 3 Martial Throw +0 +1 3d6 +v/5, Target Falls 3 Legsweep +2 -1 4d6 Strike, Target Falls 4 Martial Strike +0 +2 5d6 Strike Talents 24 Combat Luck (12 PD/12 ED) Skills 3 Gambling 11- 3 Computer Programming 11- 3 Electronics 11- 3 Physical Sciences: Science Skill 11- 3 Mechanics 11- 3 Current Events: KS 11- 3 History: KS 11- 5 French: Language (idiomatic; literate) 4 Inuktitut: Language (completely fluent; literate) 4 Cree: Language (completely fluent; literate) 3 Stealth 13- 3 Shadowing 11- 10 +2 with Ranged Combat Total Powers & Skill Cost: 273 Total Cost: 343 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 25 Psychological Limitation: Fervent patriot (Very Common; Total) 15 Psychological Limitation: Condescending (Common; Strong) 93 Experience Points Total Disadvantage Points: 343 Earned Experience: 0 Spent Experience: 93 Unspent Experience: 0 Background/History: Adam Jury was a good Canadian, until he fell in with some extremist who felt the USA had stolen Canada's destiny as a great country. When he discovered a (insert villain) catch of cold based weaponry he attacked the US in bizarre ways to showcase Canada's virtues and the USA's defects. Personality/Motivation: Political radical, who needs allies to fund his next mad scheme. Quote: Powers/Tactics: A set of cold generating items, he's a classic ice blaster. Campaign Use: Crazy mad cap villain. Appearance: Tall, blond with a black mask, white suit with red gloves and collar! The fall guy. If things go south, he's left alone to fight it out (as he likes to fight). They'll break him out later, after they all get away! And huckster goads him into it every time!
  16. Mr. R

    M&M conversions

    A flying blaster with a few extra tricks! Looking Glass Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 23 INT 13 14- PER Roll 14- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 26 STUN 0 Total Characteristic Cost: 101 Movement: Running: 6"/12" Flight: 18"/72" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 34 Jet pack: Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points); OIF (-½) 2 37 Laser gun: Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OAF (-1) 33 Holographic mirrors: Sight Group Images Increased Size (8" radius; +¾), +/-5 to PER Rolls, Alterable Size, Reduced Endurance (0 END; +½) (67 Active Points); OAF (-1) 20 Reflection pane: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF (-1), Limited Power loses about a third of its effectiveness (Energy only; -½) Perks 5 Money: Well Off Talents 30 Combat Luck (15 PD/15 ED) Skills 3 Gambling 14- 3 Electronics 14- 3 Mechanics 14- 3 Demolitions 14- 3 Physical Sciences: Science Skill 14- 5 French: Language (idiomatic; literate) 5 Italian: Language (idiomatic; literate) 3 Stealth 13- 3 Shadowing 14- 10 +2 with Ranged Combat 15 +3 with DCV Total Powers & Skill Cost: 223 Total Cost: 324 200+ Disadvantages 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Self-centered (Very Common; Strong) 94 Experience Points Total Disadvantage Points: 324 Earned Experience: 0 Spent Experience: 94 Unspent Experience: 0 Background/History: A self-absorbed narcissist, Margeurite Frey learned everything about mirrors. In time she unlocked some secrets about mirrors. But instead of patenting them to make her rich, she weaponised them. Her admirers had brought her everything they had; now she would steal what is left! Personality/Motivation: Self-centered. It’s all about her! Quote: Powers/Tactics: Another flying blaster. Campaign Use: Appearance: Medium height, long blond hair, black bodysuit, grey boots and gloves with a pair of laser pistols! Along with Firebug, is one of the heavy hitters!
  17. Mr. R

    M&M conversions

    Every team needs a smarmy slick fast talker. Huckster Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 17 EGO 14 12- ECV: 6 28 PRE 18 15- PRE Attack: 5 ½d6 16 COM 3 12- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 106 Movement: Running: 6"/12" Leaping: 13"/416" Swimming: 2"/4" Cost Powers END 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 8 Damage Resistance (8 PD/8 ED) 52 Multipower, 70-point reserve, all slots Reduced Endurance (0 END; +½) (105 Active Points); all slots OAF (-1) 3u 1) Human torch costume: Energy Blast 9d6, Explosion (+½) (67 Active Points); OAF (-1) 2u 2) Pepper creme pies: Sight Group Flash 10d6 (50 Active Points); OAF (-1) 2u 3) Tonic: Killing Attack - Ranged 2 ½d6 (40 Active Points); OAF (-1), No Range (-½) 2u 4) Pogo stick: Leaping +10" (13" forward, 6 ½" upward) (Accurate, x32 Noncombat) (35 Active Points); OAF (-1) 3u 5) Smokeless ashtray: Darkness to Sight Group 7" radius (70 Active Points); OAF (-1) 1u 6) Cane: Hand-To-Hand Attack +5d6 (25 Active Points); OAF (-1), Hand-To-Hand Attack (-½) Perks 11 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 14- Talents 24 Combat Luck (12 PD/12 ED) Skills 2 Science Skill: Chemistry 11- 3 Mechanics 13- 3 KS: Current events 13- 3 KS: Popular culture 13- 3 Electronics 13- 3 PS: Salesman 13- 10 +2 with Ranged Combat 20 +4 with DCV Total Powers & Skill Cost: 203 Total Cost: 309 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Show off (Very Common; Strong) 25 Psychological Limitation: Self-absorbed (Very Common; Total) 54 Experience Points Total Disadvantage Points: 309 Earned Experience: 0 Spent Experience: 54 Unspent Experience: 0 Background/History: Johnny Goff was a salesman, the best ever. But in order to make a quick buck, he started selling questionable products. Eventually the lawsuits came and he was left with a warehouse full of nasty items. So he modified the items into weapons and came upon the scene as Huckster. Personality/Motivation: Steal everything, get rich and do it with style! Quote: Powers/Tactics: A bunch of devices for every occasion! Campaign Use: Super powered con man basically. Appearance: Double breasted suit, black mask and a cigar! He actually would fit right in with CLOWN to be honest!
  18. Mr. R

    M&M conversions

    Look it's Heatwave.... NAWWWW, it's Firebug Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 14- 10 BODY 0 11- 23 INT 13 14- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+3 PD 5 Total: 8/11 PD (8/11 rPD) 8+3 ED 3 Total: 8/11 ED (8/11 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 46 END 0 30 STUN 0 Total Characteristic Cost: 107 Movement: Running: 6"/12" Flight: 20"/160" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 8 Damage Resistance (8 PD/8 ED) 56 Flamethrower: Multipower, 76-point reserve, (76 Active Points); all slots OIF (-½) Notes: (x2 number of items) 3u 1) Energy Blast 10d6 (50 Active Points); OIF (-½) 5 4u 2) Energy Blast 7 ½d6, Area Of Effect (16" Line; +1) (76 Active Points); No Range (-½), OIF (-½) 8 23 Elemental Control, 68-point powers, (34 Active Points); all slots OIF (-½) 23 1) Pyromorphic heat generator: Change Environment 8" radius, +2 Temperature Level Adjustment, Reduced Endurance (0 END; +½) (34 Active Points); OIF (-½) 18 2) Pyromorphic heat generator: Telekinesis (35 STR), Reduced Endurance (0 END; +½) (79 Active Points); Limited Power loses about half of its effectiveness (Only vs. fire; -1), OIF (-½) 50 Jet pack: Flight 20", x8 Noncombat, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½) 5 Suit: Life Support (Expanded Breathing; Safe in Intense Heat) (7 Active Points); OIF (-½) 6 Suit: Armor (3 PD/3 ED) (9 Active Points); OIF (-½) Perks 5 Money: Well Off Talents 18 Combat Luck (9 PD/9 ED) Skills 3 Gambling 14- 3 KS: Chemistry 14- 3 Electronics 14- 3 Mechanics 14- 3 Demolitions 14- 5 French: Language (idiomatic; literate) 5 Japanese: Language (idiomatic; literate) 5 Spanish: Language (idiomatic; literate) 3 Stealth 13- 3 Shadowing 14- 6 Multipower: +2 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 309 Total Cost: 416 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Pyromania (Common; Strong) 191 Experience Points Total Disadvantage Points: 416 Earned Experience: 0 Spent Experience: 191 Unspent Experience: 0 Background/History: Shawn Hemslet was indulged by his wealthy parents, until his pyromania manifested. Though he underwent counseling, he just managed to hide his condition. When his parents died in a fire, he inherited a fortune, and so constructed a costume and some weapons and hit the city as Firebug. Personality/Motivation: The thrill of combat and a desire to light things on fire! Quote: Powers/Tactics: Fly above the fight and blast his opponents! Campaign Use: Appearance: Medium sized man in a red and orange suit with a jet-pack and two flamethrowers! Actually more dangerous, he does serious damage and is very manuverable!
  19. Mr. R

    M&M conversions

    Now another super team. This is basically the Flash's Rogue Gallery, M&M style. Bola Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8 PD 4 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 8 REC 0 36 END 0 28 STUN 0 Total Characteristic Cost: 116 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 45 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots OAF (-1) 2u 1) Energy Blast 9d6 (45 Active Points); OAF (-1) 3u 2) Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1) 2u 3) Sight Group Flash 9d6 (45 Active Points); OAF (-1) 2u 4) Darkness to Sight Group 5" radius (50 Active Points); OAF (-1) 2u 5) Entangle 5d6, 5 DEF (50 Active Points); OAF (-1) 5 Far Shot +1 -1 Strike +1 DC 4 Basic Shot +0 +0 Strike, +3 DC 4 Quick Shot +1 +0 Strike, +3 DC 4 Trip -1 -1 v/5, Target Falls 4 +1 Ranged Damage Class(es) Talents 24 Combat Luck (12 PD/12 ED) Skills 3 Gambling 12- 3 Mechanics 12- 3 Electronics 12- 3 KS: Chemistry 12- 3 Riding 14- 6 Bolas: +2 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 130 Total Cost: 246 200+ Disadvantages 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 10 Hunted: Jilted girl-friends 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Latin Machismo (Very Common; Strong) 6 Experience Points Total Disadvantage Points: 246 Earned Experience: 0 Spent Experience: 6 Unspent Experience: 0 Background/History: Hailing from Argentina, Eduardo Guererro was a ladies man, love them, and leave them. Eventually he was forced to leave town, so to support himself, he turned to crime. Eventually he moved to the US for its bigger scores. And its beautiful mamacitas. Personality/Motivation: Get rich and find a beautiful lady to court! Quote: Powers/Tactics: Uses classic bolas to deliver high tech attacks. Campaign Use: Rogue thief! Appearance: Classic Argentinian gaucho with a black mask. So he's a Boomerang analogue, with more style. He's great for support and setting up opponemts for others!
  20. Mr. R

    M&M conversions

    And a Grond analogue: Adamant Val Char Cost Roll Notes 70+20 STR 60 23- / 27- Lift 409.6tons/6.6ktons; 14d6/18d6 [7/9] 8 DEX -6 11- OCV: 3/DCV: 3 40 CON 60 17- 10+2 BODY 0 11- 10 INT 0 11- PER Roll 11- 8 EGO -4 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 38+2 PD 24 Total: 38/40 PD (38/40 rPD) 38+2 ED 30 Total: 38/40 ED (38/40 rED) 3 SPD 12 Phases: 4, 8, 12 22 REC 0 80 END 0 65+2 STUN 0 Total Characteristic Cost: 181 Movement: Running: 6"/12" Leaping: 14"/28" Swimming: 2"/4" Cost Powers END 15 Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½) 15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½) 20 Knockback Resistance -10" 15 Power Defense (15 points) 18 Mental Defense (20 points total) 40 Damage Resistance (40 PD/40 ED) 15 Energy Damage Reduction, Resistant, 50% (30 Active Points); Activation Roll 11- (-1) 15 Physical Damage Reduction, Resistant, 50% (30 Active Points); Activation Roll 11- (-1) 33 Healing BODY 3d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½), Self Only (-½) 33 Divine: Detect A Single Thing 11- (Unusual Group), Discriminatory, Range, Rapid: x10, Sense, Targeting, Tracking 5 Ultraviolet Perception (Sight Group) 10 N-Ray Perception (Sight Group) 5 Infrared Perception (Sight Group) Skills 20 +4 with HTH Combat Total Powers & Skill Cost: 259 Total Cost: 440 200+ Disadvantages 15 Distinctive Features: (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Physical Limitation: Destructive programing (All the Time; Greatly Impairing) 25 Psychological Limitation: Mindless destroyer (Very Common; Total) 180 Experience Points Total Disadvantage Points: 440 Earned Experience: 0 Spent Experience: 180 Unspent Experience: 0 Background/History: Adamant was built by Hades as a revenge weapon against Zeus. Then he realized that is could be used against him as well and he halted at the last step and sealed it away (As it was immune to divine magics). Years later it was uncovered by an archeologist who touched it and completed the last step (A soul to animate it). It then went on a rampage that was stopped only when the heroes banished it from earth. But it keeps finding its way back and causing more mayhem! Personality/Motivation: No personality. It is a weapon of destruction. Quote: Powers/Tactics: High Str. High Defenses and regeneration. Campaign Use: It's Grond. Let him loose when you want some random destruction. Also there is the link to Hades if you want a more cosmic type campaign! Appearance: 2.5 meters 500kg of humanoid destruction! It looks like it is wearing armour, but that is its actual skin!
  21. Mr. R

    M&M conversions

    So now a Mastermind in the making Bres the Beautiful Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 18 DEX 24 13- OCV: 6/DCV: 6 25 CON 30 14- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 10 COM 0 11- 8+10 PD 4 Total: 8/18 PD (8/18 rPD) 8+10 ED 3 Total: 8/18 ED (8/18 rED) 4 SPD 12 Phases: 3, 6, 9, 12 9 REC 0 50 END 0 33 STUN 0 Total Characteristic Cost: 112 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Teleportation: 25"/200" Cost Powers END 50 Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½) 8 Damage Resistance (8 PD/8 ED) 20 Force Field (10 PD/10 ED) 2 20 Missile Deflection (Any Ranged Attack) 26 Shape Shift (Sight, Hearing and Smell/Taste Groups), Instant Change, Makeover 3 75 Mystic power: Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points) 6u 1) Energy Blast 12d6 (60 Active Points) 3 6u 2) Teleportation 25", x8 Noncombat (60 Active Points) 3 6u 3) Entangle 6d6, 6 DEF (60 Active Points) 3 6u 4) Sight Group Flash 12d6 (60 Active Points) 3 37 Mystic power: Elemental Control, 74-point powers 38 1) Force Wall (12 PD/12 ED), Reduced Endurance (½ END; +¼) (75 Active Points) 3 38 2) Telekinesis (40 STR), Limited Power loses less than a fourth of its effectiveness (Only vs. earth; +0), Reduced Endurance (½ END; +¼) (75 Active Points) 3 43 The Eye of Balor: Multipower, 65-point reserve, all slots Variable Advantage (+½ Advantages; +1) (130 Active Points); all slots OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½) 1u 1) Hearing Group Flash 12d6 (36 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½) 4 2u 2) Clairsentience (Sight, Hearing, Smell/Taste And Mystic Groups), Alterable Size, Discriminatory, Increased Arc Of Perception (360 Degrees) (65 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½) 6 2u 3) Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups Images 1" radius, +/-5 to PER Rolls, Alterable Size (55 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½) 5 2u 4) Entangle 6d6, 6 DEF (60 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½) 6 2u 5) Telekinesis (40 STR) (60 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½) 6 2u 6) Major Transform 4d6 (60 Active Points); OAF (-1), Requires A Skill Roll (-½), Side Effects (A transform that makes you more chaotic and power hungry ; -½) 6 Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Gambling 12- 3 Arcane Lore: KS 12- 3 Technology: KS 12- 3 Mechanics 12- 3 Electronics 12- 3 Demolitions 12- 8 Survival (Temperate/Subtropical, Tropical, Mountain, Urban) 12- 3 Stealth 13- 3 Shadowing 12- 3 Magic: Power 11- 20 +4 with DCV 12 Missle Deflection: +4 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 469 Total Cost: 581 200+ Disadvantages 5 Distinctive Features: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Enraged: When defied (Uncommon), go 11-, recover 11- 15 Hunted: Other mystics 8- (As Pow; NCI; Harshly Punish) 20 Psychological Limitation: Cruel (Very Common; Strong) 20 Psychological Limitation: Power hungry (Very Common; Strong) 306 Experience Points Total Disadvantage Points: 581 Earned Experience: 0 Spent Experience: 306 Unspent Experience: 0 Background/History: Bres is the actual Bres form the Tuatha-Formorians wars. Confined the Annwn for centuries, he now plots his return to earth and eventual takeover of the planet. For now he plots and places his minions, and though he will have setbacks, he has time and patience! Personality/Motivation: Plays at being cultured and gracious, but in reality a power hungry despot who wants to make all earth into his freakish playground! Quote: Powers/Tactics: He prefers not to get into HTH, having minions for that. Instead he will use his powers to harm and hinder the heroes for others to take down. He also has the Eye of Balor to supplement is own mystic might, but uses it rarely as he is afraid of losing it. Campaign Use: A Mastermind in the making. He can be adjusted up or down, but he has long term plots that could take many sessions to figure out. Appearance: Human with ruddy skin, pointed ears and small fangs. But as a shape shifter, he can appear how he wants to appear. Bres should have points for bases and minions as well. Give him some super powered minions and he will be a serious threat. (as a plot device the Eye of Balor can be used as the reason they exist!)
  22. Mr. R

    M&M conversions

    TKO Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 15- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 16 COM 3 12- 8+18 PD 4 Total: 8/26 PD (8/26 rPD) 8+18 ED 4 Total: 8/26 ED (8/26 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 30 STUN 0 Total Characteristic Cost: 93 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 45 Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points) 8 Damage Resistance (8 PD/8 ED) 7 Mental Defense (10 points total) 45 Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2 56 Telekinesis (45 STR), Reduced Endurance (½ END; +¼) (84 Active Points); No Range (-½) 3 Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions 20 Combat Sense (Discriminatory) 12- Skills 3 Disguise 12- 3 Research: Custom Skill 14- 3 Streetwise 12- 3 Acrobatics 13- 3 Breakfall 13- 3 Stealth 13- 3 Seduction 12- 5 Teamwork 14- Total Powers & Skill Cost: 222 Total Cost: 315 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Reputation: , 11- (Extreme) 20 Psychological Limitation: mysterious mannerisms (Very Common; Strong) 70 Experience Points Total Disadvantage Points: 315 Earned Experience: 0 Spent Experience: 70 Unspent Experience: 0 Background/History: Schnek's was a dive among dives. It had the worst reputation in the city for being a place where underground fighters went to cool off and people with unsavory reputations could hide. So when (Insert name) labs went looking for test subject for its super power development project, the clientele was perfect as who would miss them or care. Eighteen people were taken, six survived. After the testing they were allowed to escape to see how they fared in the real world. The six banded together as the Contenders. They occasionally pulled their own jobs, but more often were employed as muscle for other groups. They quickly developed a reputation as reliable, and tight-lipped. Over time the lost two members and now, twenty years later they are getting a little slower and so usually confine themselves the underground super powered fighting circuit. But they can still be hired for the odd job. Drinken and fighten, it’s all they know! TKO is actually not a fighter. He was there to watch, and maybe lift a bit of money from some poor unconscious soul. It's not that he can't fight, but if there is a way to not fight, he'll take it. Personality/Motivation: The quietest member, but the least changed, so the one people deal with most. Many assume he's a dodger, but he can be as mean as Bear-Knuckle when needed! Quote: Powers/Tactics: TKO possesses a tactile telekinesis. He's not super strong, but anything he touches becomes easier to lift. Add a TK shield, a mind shield and a sight (Invisibility) shield, and you get a real wild card. Campaign Use: The Contenders are muscle. They remind me of the Wrecking Crew, four dumb fighters, who when they get together can give others a run for their money! Appearance: Black jeans, t shirt and green wind breaker, the only sign of his powers are his eye glow blue when he uses them!
  23. Mr. R

    M&M conversions

    Heavyweight Val Char Cost Roll Notes 40+30 STR 30 17- / 23- Lift 6400.0kg/409.6tons; 8d6/14d6 [4/7] 15 DEX 15 12- OCV: 5/DCV: 5 28 CON 36 15- 10+2 BODY 0 11- 8 INT -2 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 8 COM -1 11- 26+4 PD 18 Total: 26/30 PD (26/30 rPD) 26+4 ED 20 Total: 26/30 ED (26/30 rED) 4 SPD 15 Phases: 3, 6, 9, 12 14 REC 0 56 END 0 44+2 STUN 0 Total Characteristic Cost: 136 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½) 30 Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 30 Damage Resistance (30 PD/30 ED) 34 Telekinesis (45 STR), Reduced Endurance (0 END; +½) (101 Active Points); Limited Power Power loses about half of its effectiveness (Does no damage; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Only downwards; -½) 4 Martial Block +2 +2 Block, Abort 3 Martial Grab -1 -1 Grab Two Limbs, 50 STR / 80 STR for holding on Skills 3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 3 Animal Handler 12- Total Powers & Skill Cost: 122 Total Cost: 258 200+ Disadvantages 15 Dependent NPC: Mother 8- (Incompetent) 10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Hates his condition (Common; Strong) 25 Psychological Limitation: Loyal to Bear-Knuckle (Very Common; Total) 15 Reputation: , 11- (Extreme) Total Disadvantage Points: 258 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Schnek's was a dive among dives. It had the worst reputation in the city for being a place where underground fighters went to cool off and people with unsavory reputations could hide. So when (Insert name) labs went looking for test subject for its super power development project, the clientele was perfect as who would miss them or care. Eighteen people were taken, six survived. After the testing they were allowed to escape to see how they fared in the real world. The six banded together as the Contenders. They occasionally pulled their own jobs, but more often were employed as muscle for other groups. They quickly developed a reputation as reliable, and tight-lipped. Over time the lost two members and now, twenty years later they are getting a little slower and so usually confine themselves the underground super powered fighting circuit. But they can still be hired for the odd job. Drinken and fighten, it’s all they know! Hank is the most reluctant of the group. He has no real desire to fight, but does so to raise money for his ill mother. He also saves up for a cure if possible. Until then he is loyal to Bear-Knuckle as he helped him escape, and he has never forgotten it! Personality/Motivation: Patient and slow. Heavyweight is like a train. It takes a bit to get it going, but then it hits you! Quote: Powers/Tactics: The strong man in a team of HTH experts. He also the ability to control gravity in a limited area, that he uses to make his enemies heavier, so he can get close and hit them...HARD! Campaign Use: The Contenders are muscle. They remind me of the Wrecking Crew, four dumb fighters, who when they get together can give others a run for their money! Appearance: A large (think George Forman) white man who looks like something is continually pulling down and he's a bit melted!
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