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Mr. R

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Everything posted by Mr. R

  1. Mr. R

    M&M conversions

    Fly-Boy Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 27 DEX 51 14- OCV: 9/DCV: 9 20 CON 20 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 13 PRE 3 12- PRE Attack: 2 ½d6 4 COM -3 10- 20 PD 14 Total: 20 PD (20 rPD) 20 ED 16 Total: 20 ED (20 rED) 6 SPD 23 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 40 END 0 35 STUN 0 Total Characteristic Cost: 157 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 41 Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); No Range (-½) 2 29 Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); Restrainable (-½) 1 15 Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½) 20 Damage Resistance (20 PD/20 ED) 10 Clinging (normal STR) 10 Increased Arc Of Perception (360 Degrees) with Sight Group 5 Tracking with Normal Smell Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Contortionist 14- 3 Lockpicking 14- 3 Stealth 14- 3 Shadowing 12- Total Powers & Skill Cost: 151 Total Cost: 308 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Reluctant to kill (Common; Strong) 15 Reputation: , 11- (Extreme) 25 Social Limitation: Public ID (Very Frequently; Severe) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 18 Experience Points Total Disadvantage Points: 308 Earned Experience: 0 Spent Experience: 18 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! Fly-boy has the most disturbing changes and cannot have any normal life at all. Thus he stays with the group as it is the only family he has left. Personality/Motivation: Fly-boy is generally a morose individual. Few wish to associate with him and so he keeps to himself. He is also the least blood-thirsty of the group, and prefers to humiliate his opponent rather than seriously hurt them. But he will kill if he has too! Quote: Powers/Tactics: The most mobile, Fly-boy uses his maneuverability to good effect. Even ground bound, he's fast, and he's tougher than he looks! 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: Medium height, thin, spiky black hair, faceted eyes and insect wings. He wears a green and yellow bodysuit
  2. Mr. R

    M&M conversions

    Bear-Knuckle Val Char Cost Roll Notes 40 STR 30 19- Lift 25.6tons; 10d6 [3] 18 DEX 24 13- OCV: 6/DCV: 6 23 CON 26 14- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 12 EGO 4 11- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 25 PD 15 Total: 30 PD (30 rPD) 25 ED 20 Total: 30 ED (30 rED) 4 SPD 12 Phases: 3, 6, 9, 12 22 REC 14 46 END 0 47 STUN 0 Total Characteristic Cost: 145 Movement: Running: 6"/12" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 30 Damage Resistance (30 PD/30 ED) 22 Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½) 5 Nightvision 5 Tracking with Normal Smell 10 Reduced Endurance (½ END; +¼) (10 Active Points) applied to STR 7 +10 STR (10 Active Points); Limited Power loses about a third of its effectiveness (Only when berserk; -½) 1 3 +5 PD (5 Active Points); Limited Power loses about a third of its effectiveness (Only when Berserk; -½) 3 +5 ED (5 Active Points); Limited Power loses about a third of its effectiveness (Only when Berserk; -½) 5 Sacrifice Strike +1 -2 14d6 Strike 3 Martial Throw +0 +1 10d6 +v/5, Target Falls 5 Offensive Strike -2 +1 14d6 Strike 3 Takedown +1 +1 10d6 Strike; Target Falls Skills 8 Survival (Urban) 14- 3 Acrobatics 13- 3 Breakfall 13- 3 Streetwise 11- 10 +2 with HTH Combat Total Powers & Skill Cost: 137 Total Cost: 282 200+ Disadvantages 25 Enraged: Berserk In combat (Uncommon), go 11-, recover 11- 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Reputation: , 11- (Extreme) 15 Psychological Limitation: Bad temper (Common; Strong) 17 Experience Points Total Disadvantage Points: 282 Earned Experience: 0 Spent Experience: 17 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! Bear-Knuckle is the leader, more due to the fact that he's the meanest of the four. Merciless in combat, he also takes few insults. He was a mean SOB before and he's worse now! Personality/Motivation: Cunning, merciless, ruthless. Only is lack of education and knowledge keep him from being more dangerous! Quote: Powers/Tactics: A consument HTH guy. The process just made him stronger, tougher and harder to keep down. He's like Wolverine from the early X-Men (without the claws) but with little of the civilization. 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: Tall, red beard and hair, wears jeans and a t-shirt, and his hands are very hairy. (Though the image has claws, his powers do not include them so just leave them hairy)
  3. Mr. R

    M&M conversions

    So I have a few more. From "Freedom's Most Wanted". This was a little more difficult as it is an earlier edition, but it still works! So first up the Contenders.
  4. Mr. R

    M&M conversions

    So that is the end of my interpretations of M&Ms Threat Report. I go into the Hospital this week about my ankle but I hope to be back over Christmas, doing Freedom's Most Wanted and Foes of Freedom. So expect to see more soon!
  5. Mr. R

    M&M conversions

    Sister in Scarlet Widowmaker Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 22 COM 6 13- 8+18 PD 2 Total: 8/26 PD (8/26 rPD) 8+18 ED 3 Total: 8/26 ED (8/26 rED) 4 SPD 10 Phases: 3, 6, 9, 12 11 REC 0 50 END 0 38 STUN 0 Total Characteristic Cost: 119 Movement: Running: 6"/12" Flight: 30"/120" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 13 Life Support (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 14 Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½) 22 Elemental Control, 44-point powers 59 1) Flight 30", x4 Noncombat, Reduced Endurance (½ END; +¼) (81 Active Points) 3 113 2) Energy Blast 12d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½), Increased Maximum Range (13,125"; +½) (135 Active Points) 5 23 3) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2 Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Disguise 12- 3 Stealth 13- 3 Shadowing 12- 8 Energy Blast: +4 with any single Strike 15 +3 with DCV Total Powers & Skill Cost: 293 Total Cost: 412 200+ Disadvantages 15 Psychological Limitation: (Common; Strong) 25 Psychological Limitation: (Very Common; Total) 10 Physical Limitation: (Frequently; Slightly Impairing) 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Psychological Limitation: Gunslinger mentality (Very Common; Strong) 137 Experience Points Total Disadvantage Points: 412 Earned Experience: 0 Spent Experience: 137 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! The second personality, a flying energy projector! Personality/Motivation: Think an old west gunslinger who wants to aerial duel other blasters. Quote: Powers/Tactics: Classic flight, FF, EB type. Campaign Use: If the team needs a high flyer, she's your lady! Appearance: Tall, red hair with a small red cape and red energy around her hands! I find this NPC interesting. Every time you meet the Starbreed she can fulfill a different role on the team. I find it cool!
  6. Mr. R

    M&M conversions

    Sister in Scarlet Crimson Queen Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 19 PRE 9 13- PRE Attack: 3 ½d6 22 COM 6 13- 8 PD 2 Total: 8 PD (8 rPD) 8 ED 3 Total: 8 ED (8 rED) 4 SPD 10 Phases: 3, 6, 9, 12 11 REC 0 50 END 0 38 STUN 0 Total Characteristic Cost: 123 Movement: Running: 9"/18" Leaping: 8"/16" Swimming: 4"/8" Cost Powers END 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 2 Leaping +2" (8" forward, 4" upward) 1 8 Damage Resistance (8 PD/8 ED) 13 Life Support (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 14 Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½) 5 Mental Defense (13 points total) (10 Active Points); Limited Power loses about half of its effectiveness (Only vs. MC and Telepathy; -1) 70 Elemental Control, 140-point powers 90 1) Energy Wall: Force Wall (15 PD/15 ED) (Alterable Size), Mobile (+½), Reduced Endurance (0 END; +½) (160 Active Points) 70 2) Energy Constructs: Summon 16 300-point creatures, Difficult To Dispel (x2 Active Points; +¼), Reduced Endurance (0 END; +½) (140 Active Points) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Disguise 12- 3 Shadowing 12- 3 Stealth 13- Total Powers & Skill Cost: 298 Total Cost: 421 200+ Disadvantages 15 Psychological Limitation: Thrill seeker (Common; Strong) 25 Psychological Limitation: four personalities (Very Common; Total) 10 Physical Limitation: unfamiliar with timeline (Frequently; Slightly Impairing) 5 Rivalry: Professional, other personalities, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 20 Psychological Limitation: Haughty and regal (Very Common; Strong) 146 Experience Points Total Disadvantage Points: 421 Earned Experience: 0 Spent Experience: 146 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! The most regal of the personalities, she thinks herself a queen! Personality/Motivation: Imperious ruler! Quote: Powers/Tactics: When the team needs defense and MINIONS! She can put up powerful energy walls as well as summon energy robots to do her bidding! Campaign Use: When the team needs defense and a diversion! Appearance: Tall, red hair with a red cape, as well she has a red staff that really is just for appearance!
  7. Mr. R

    M&M conversions

    Sister in Scarlet Reaper Red Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [5] 20 DEX 30 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 22 COM 6 13- 2 PD 2 Total: 2 PD (0 rPD) 8 ED 3 Total: 8 ED (0 rED) 7 SPD 40 Phases: 2, 4, 6, 7, 9, 11, 12 5 REC 0 50 END 0 23 STUN 0 Total Characteristic Cost: 149 Movement: Running: 30"/240" Leaping: 8"/16" Swimming: 4"/8" Cost Powers END 87 Running +24" (30" total), x8 Noncombat, Reduced Endurance (0 END; +½) (87 Active Points) 2 Swimming +2" (4" total) 1 2 Leaping +2" (8" forward, 4" upward) 1 13 Life Support (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 14 Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½) 5 Mental Defense (13 points total) (10 Active Points); Limited Power loses about half of its effectiveness (Only MC and TP; -1) 87 Energy Scythes: Multipower, 87-point reserve 1u 1) Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); Hand-To-Hand Attack (-½) 4u 2) (Total: 74 Active Cost, 40 Real Cost) Hand-To-Hand Attack +6d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (52 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 35) plus Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (22 Active Points); No Figured Characteristics (-½) applied to STR (Real Cost: 5) 2 5u 3) (Total: 87 Active Cost, 48 Real Cost) Hand-To-Hand Attack +4d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1), Selective (+¼) (50 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 33) plus Area Of Effect (1" Radius; +1), Selective (+¼) (37 Active Points); No Figured Characteristics (-½) applied to STR (Real Cost: 15) 9 Talents 12 Lightning Reflexes: +8 DEX to act first with All Actions Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Disguise 12- 3 Stealth 13- 3 Shadowing 12- 48 +6 with All Combat Total Powers & Skill Cost: 298 Total Cost: 447 200+ Disadvantages 15 Psychological Limitation: (Common; Strong) 25 Psychological Limitation: (Very Common; Total) 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Physical Limitation: (Frequently; Slightly Impairing) 20 Psychological Limitation: Flirtatious (Very Common; Strong) 172 Experience Points Total Disadvantage Points: 447 Earned Experience: 0 Spent Experience: 172 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! Team speedster. Personality/Motivation: A flirtatious killer. She will flirt as she rushes by you! Quote: Powers/Tactics: High speed and a pair of energy scythes. She can rush by, or stand and deliver a flurry of strikes! Campaign Use: When the team needs a speedster! Appearance: Tall, red hair, wears a red hood and wields a pair of energy scythes of red energy!
  8. Mr. R

    M&M conversions

    OK the next villain is actually one person with four powersets and four personalities. So I will present them all in order. Fist the secondary brick and melee person and the core personality Sister in Scarlet Warwitch Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 24 DEX 42 14- OCV: 8/DCV: 8 35 CON 50 16- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 22 COM 6 13- 25 PD 13 Total: 25 PD (25 rPD) 25 ED 18 Total: 25 ED (25 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 19 REC 0 70 END 0 58 STUN 0 Total Characteristic Cost: 213 Movement: Running: 14"/28" Leaping: 18"/36" Swimming: 4"/8" Cost Powers END 18 Life Support (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 14 Healing BODY 1d6+1, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (29 Active Points); Always On (-½), Self Only (-½) 5 Mental Defense (13 points total) (10 Active Points); Limited Power loses about half of its effectiveness (Only vs. Mind Control and Telepathy; -1) 16 Running +8" (14" total) 2 2 Swimming +2" (4" total) 1 6 Leaping +6" (18" forward, 9" upward) 1 25 Damage Resistance (25 PD/25 ED) 13 Energy weapons: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2 5 Energy weapons: Stretching 1" 1 104 Widowmaker, Reaper Red, Crimson Queen: Multiform (447 Character Points in the most expensive form) (Instant Change, x4 Number Of Forms) 20 Shape Shift (Sight Group), Instant Change, Makeover 2 4 Martial Strike +0 +2 14d6 Strike 5 Sacrifice Strike +1 -2 16d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 70 STR for holding on 5 Defensive Strike +1 +3 12d6 Strike 9 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Flails, Polearms and Spears, Staffs, Staffs, Two-Handed Weapons Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions 22 Danger Sense (self only, out of combat, Function as a Sense) 12- Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Disguise 12- 3 Stealth 14- 3 Shadowing 12- 6 TF: Common Motorized Ground Vehicles, Combat Aircraft, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 15 Tactics 18- Total Powers & Skill Cost: 321 Total Cost: 534 200+ Disadvantages 15 Psychological Limitation: (Common; Strong) 25 Psychological Limitation: (Very Common; Total) 10 Physical Limitation: (Frequently; Slightly Impairing) 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Psychological Limitation: Valkyrie mentality (Very Common; Strong) 259 Experience Points Total Disadvantage Points: 534 Earned Experience: 0 Spent Experience: 259 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! The Sisters in Scarlet are actually four personalities in one body. Each has separate personalities and powers. As Warwitch, she is strong and durable and able to generate energy HTH weapons. Personality/Motivation: A female warrior, a Valkyrie! Quote: Powers/Tactics: See Background! Campaign Use: A second brick for the team! Appearance: Tall, red hair, with red armour parts and a red energy weapon.
  9. Mr. R

    M&M conversions

    The team's resident tech head and ranged combat! Ironmonger Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 14- 10 BODY 0 11- 30 INT 20 15- PER Roll 18- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 15 COM 3 12- 8+18 PD 2 Total: 8/26 PD (8/26 rPD) 8+18 ED 3 Total: 8/26 ED (8/26 rED) 4 SPD 10 Phases: 3, 6, 9, 12 11 REC 0 46 END 0 37 STUN 0 Total Characteristic Cost: 123 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 84 Variable Power Pool, 70 base + 14 control cost, (105 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½) 8 Damage Resistance (8 PD/8 ED) 36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½) 8 Mental Defense (15 points total) (12 Active Points); OIF (-½) 29 Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); OIF (-½) 1 13 Life Support (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) (20 Active Points); OIF (-½) 67 Energy Blast 16d6, Reduced Endurance (½ END; +¼) (100 Active Points); OIF (-½) 4 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 25 Detect A Single Thing 18-/15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense 30 Material into tech: Major Transform 4d6 (60 Active Points); Limited Power loses about half of its effectiveness (only versus metal or processed material into tech; -1) 6 55 Summon robots: Summon 8 200-point creatures 5 Talents 5 Eidetic Memory 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 Science Skill: Dimensional Engineering 15- 3 KS 15- 3 Deduction 15- 3 Forensic Medicine 15- 3 Demolitions 15- 3 Electronics 15- 3 Inventor 15- 3 Mechanics 15- 15 TF: Common Motorized Ground Vehicles, Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Helicopters, Large Motorized Boats, Large Planes, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Spaceplanes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 3 Power 15- 10 +2 with DCV 15 +3 with Mental Combat Total Powers & Skill Cost: 446 Total Cost: 568 200+ Disadvantages 15 Psychological Limitation: Control freak (Common; Strong) 15 Physical Limitation: Loyal to team (All the Time; Slightly Impairing) 25 Psychological Limitation: Cannot bear to be touched skin to skin (Very Common; Total) 10 Physical Limitation: Timeline unfamiliarity (Frequently; Slightly Impairing) 303 Experience Points Total Disadvantage Points: 568 Earned Experience: 0 Spent Experience: 303 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! A tech genius, Ironmonger can barely tolerate other people touching his skin and so lives in his armour 24/7. His great desire is to be left alone, but since he knows the world will never let him do that, he aids his "brothers and sister" so that after they take control, he will be left in peace! Personality/Motivation: A control freak and extreme introvert. Quote: Powers/Tactics: A tech genius, he can mold processed material and metal into any form he chooses. Coupled with his tech knowledge, he can create any device he can imagine. In addition he wears a suit of high tech armour with boot jets and a powerful blaster. Campaign Use: Tech support for the Starbreed! Appearance: Only seen in his armour, which has an old style archaic look that belies the high tech nature of it. Nothing special except for the look! But he works!
  10. Mr. R

    M&M conversions

    Team Brick. And resident sadist! Drakko Val Char Cost Roll Notes 90+10 STR 80 27- / 29- Lift 6.6ktons/26.2ktons; 18d6/20d6 [9/10] 18 DEX 24 13- OCV: 6/DCV: 6 35 CON 50 16- 10+2 BODY 0 11- 13 INT 3 12- PER Roll 15- 18 EGO 16 13- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 4 COM -3 10- 35 PD 17 Total: 35 PD (35 rPD) 35 ED 28 Total: 35 ED (35 rED) 3 SPD 2 Phases: 4, 8, 12 25 REC 0 70 END 0 73+2 STUN 0 Total Characteristic Cost: 232 Movement: Running: 12"/24" Leaping: 20"/40" Swimming: 15"/30" Cost Powers END 12 Running +6" (12" total) 1 13 Swimming +13" (15" total) 1 2 Leaping +2" (20"/22" forward, 10"/11" upward) 1 9 +3 PER with all Sense Groups 35 Damage Resistance (35 PD/35 ED) 5 Extra Limb (1) 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) 18 Life Support (Expanded Breathing; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold) 5 Infrared Perception (Sight Group) 10 Tracking with Smell/Taste Group 3 Ultrasonic Perception (Hearing Group) 140 Multipower, 140-point reserve 9u 1) Fire breath: Energy Blast 8d6, Uncontrolled (+½), Area Of Effect (21" Cone; +1), Continuous (+1) (140 Active Points); No Range (-½) 14 10u 2) Poison breath: (Total: 120 Active Cost, 100 Real Cost) Sight Group Flash 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-½) (Real Cost: 40) plus Drain CON 3d6, Area Of Effect (7" Cone; +1) (60 Active Points) (Real Cost: 60) 12 Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Stealth 13- 3 Shadowing 12- 3 Mechanics 12- 3 Inventor 12- 3 Electronics 12- 3 Demolitions 12- Total Powers & Skill Cost: 313 Total Cost: 545 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Sadistic (Common; Strong) 10 Physical Limitation: timeline unfamiliarity (Frequently; Slightly Impairing) 295 Experience Points Total Disadvantage Points: 545 Earned Experience: 0 Spent Experience: 295 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! Drakko is the team brick. A big, hulking brute. He likes to play head games with his opponents, and pretends to be dumber than he looks to deceive his opponents! Personality/Motivation: A sadist who likes to inflict pain! Quote: Powers/Tactics: A classic brick, he can function underwater better than on land, but either way he is big and tough! Campaign Use: Team brick! Appearance: A huge reptilian man with a tail and claws. He wears a loin cloth and little else! What it says on the label!
  11. Mr. R

    M&M conversions

    Every leader needs a loyal lackey. Magneto had Toad. Erebus has... Skulk Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 23 CON 26 14- 10 BODY 0 11- 13 INT 3 12- PER Roll 15- 18 EGO 16 13- ECV: 6 10 PRE 0 11- PRE Attack: 2d6 14 COM 2 12- 8+30 PD 5 Total: 8/38 PD (0/30 rPD) 8+30 ED 3 Total: 8/38 ED (0/30 rED) 4 SPD 15 Phases: 3, 6, 9, 12 8 REC 0 46 END 0 29 STUN 0 Total Characteristic Cost: 88 Movement: Running: 6"/12" Flight: 6"/12" Gliding: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 70 Energy manipulation: Elemental Control, 140-point powers 70 1) Energy Bending: Invisibility to Sight, Hearing and Mental Groups , No Fringe, Usable Simultaneously (up to 2 people at once; +½), Reduced Endurance (0 END; +½), Area Of Effect (16" Radius; +1 ¼), Selective (+¼) (140 Active Points) 78 2) Energy Supression: Suppress 10d6, Reduced Endurance (0 END; +½), Continuous (+1), Area Of Effect (13" Radius; +1), Selective (+¼) (187 Active Points); No Range (-½) 80 3) Energy Negation: Force Field (30 PD/30 ED), Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (150 Active Points) 10 Missile Deflection (Any Ranged Attack) (20 Active Points); Limited Power loses about half of its effectiveness (Energy only; -1) 7 safe fall: Gliding 10" (10 Active Points); Limited Power loses about a third of its effectiveness (Only for safe fall; -½) 13 Wall Crawling: Clinging (23 STR) 9 Water Walking: Flight 6", Reduced Endurance (0 END; +½) (18 Active Points); Limited Power loses about half of its effectiveness (Only to walk on water; -1) 31 Energy Drain: Change Environment 16" radius, -3 Temperature Level Adjustment 3 36 Energy: Detect A Single Thing 15-/12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic: +1, Tracking Skills 3 Disguise 12- 3 Stealth 12- 3 Shadowing 12- Total Powers & Skill Cost: 422 Total Cost: 510 200+ Disadvantages 20 Psychological Limitation: Coward (Very Common; Strong) 20 Psychological Limitation: Coward (Very Common; Strong) 20 Psychological Limitation: introvert (Very Common; Strong) 10 Physical Limitation: timeline unfamiliar (Frequently; Slightly Impairing) 25 Physical Limitation: loyal to Erebus (All the Time; Fully Impairing) 215 Experience Points Total Disadvantage Points: 510 Earned Experience: 0 Spent Experience: 215 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! Skulk is the loyal lackey. And a coward. Unless forced, he will not fight. But he is also the perfect scout and thief. His powers make him undetectable and his skills allow him to get into most places undetected! Personality/Motivation: Only his forced loyalty to Erebus makes him do anything. Otherwise he would run away and hide for the rest of his life! Quote: Powers/Tactics: An energy controller, he can go invisible, surround himself with a powerful defensive field that represents his control of the energy as it hits him, and even dampen energy surrounding him, selecting who and what gets affected! Campaign Use: Loyal lackey to Erebus As well as a wild card for the heroes! Appearance: Non-descript man in green and purple robes. The perfect wild card. He's an abject coward, but as a scout and theif he has few equals. And he is extremely durable. In team situations it is the Energy supression that will make itself felt. He can supress others while leaving his allies free. But like I said, this is a tough team!
  12. Mr. R

    M&M conversions

    The leader! Erebus Val Char Cost Roll Notes 70 STR 60 23- Lift 409.6tons; 14d6 [7] 21 DEX 33 13- OCV: 7/DCV: 7 35 CON 50 16- 10 BODY 0 11- 18 INT 8 13- PER Roll 16- 18 EGO 16 13- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 20 COM 5 13- 30 PD 16 Total: 30 PD (30 rPD) 30 ED 23 Total: 30 ED (30 rED) 4 SPD 9 Phases: 3, 6, 9, 12 21 REC 0 70 END 0 63 STUN 0 Total Characteristic Cost: 235 Movement: Running: 6"/12" Flight: 20"/1280" Leaping: 14"/28" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 19 Life Support (Expanded Breathing; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 20 Mental Defense (24 points total) 24 Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power loses about two-thirds of its effectiveness (-1 ½) 17 Healing BODY 1 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½), Self Only (-½) 30 Damage Resistance (30 PD/30 ED) 78 Telekinetic Levitation: Flight 20", x64 Noncombat, Reduced Endurance (0 END; +½) (97 Active Points); Physical Manifestation (-¼) 75 Elemental Control, 150-point powers 63 1) Titan's Grip: (Total: 155 Active Cost, 124 Real Cost) Energy Blast 8d6, Reduced Endurance (½ END; +¼), Line Of Sight (+½), No Normal Defense ([standard]; Con Roll; +1) (110 Active Points); Concentration (½ DCV; -¼) (Real Cost: 88) plus Drain CON 2d6, Reduced Endurance (½ END; +¼), Ranged (+½), Line Of Sight (+½) (45 Active Points); Concentration (½ DCV; -¼) (Real Cost: 36) 7 127 2) Force of Will: Telekinesis (90 STR), Line Of Sight (+½) (202 Active Points) 20 87 3) Godlike Will: Telekinesis (60 STR), Fine Manipulation, Reduced Endurance (½ END; +¼), Area Of Effect (13" Radius; +1), Selective (+¼) (250 Active Points); Limited Power loses about half of its effectiveness (-1) 11 Skills 3 Disguise 13- 3 KS 13- 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 15 +3 with HTH Combat Total Powers & Skill Cost: 582 Total Cost: 817 200+ Disadvantages 10 Physical Limitation: Timeline unfamiliarity (Frequently; Slightly Impairing) 25 Psychological Limitation: Megalomaniac (Very Common; Total) 20 Psychological Limitation: Overconfident (Common; Total) 562 Experience Points Total Disadvantage Points: 817 Earned Experience: 0 Spent Experience: 562 Unspent Experience: 0 Background/History: In an alternate universe, the world's greatest villain, Prof. Pandemonium, was dying. So as a last act he created a team of superbeings to plague the world after died. Grown in vitro and raised by robotic nannies, the Starbreed plagued their world. Until their world was destroyed. They managed to escape and are now on our earth. If they can't control their world, they'll take ours! Erebus was designed as a leader. Charismatic, he carries himself as a leader. More like a god. He is a megalomaniac who believes that the world belongs to him. With his "brothers and sisters" he tried on his old world. Now he will try on ours. Personality/Motivation: Erebus has been programmed as a leader. He has to be in control. The world belongs to him, we don't know it yet. That frustrates him, and when he is control, he will make sure we don't forget it! Quote: Powers/Tactics: Extremely strong and durable, he also has a suite of telekinetic abilities to strike at range! Campaign Use: Leader of a powerful villain team. Appearance: Tall well-built male with black (literally) skin and white hair. His eyes glow white. He wears a dark red body suit! This guy is a monster. HTH or range, he can deal the hurt, and he can take a punch. Role play wise, he's got a lot of buttons. Players should feel satisfaction at slamming him, but it will be a slog. And he's backed up by allies just as powerful. Like I said this is a tough team.
  13. Mr. R

    M&M conversions

    Next team out of Threat Report, the Starbreed. These are five VERY powerful foes. They are designed to give your team a rough time.
  14. Mr. R

    M&M conversions

    Last member of the LGG! Alice Val Char Cost Roll Notes 15+55 STR 5 12- / 23- Lift 200.0kg/409.6tons; 3d6/14d6 [1/6] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 15- 10+11 BODY 0 11- / 13- 13 INT 3 12- PER Roll 15- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 20 COM 5 13- 9 PD 6 Total: 29 PD (28 rPD) 8 ED 5 Total: 28 ED (28 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 26+11 STUN 0 Total Characteristic Cost: 79 Movement: Running: 11"/22" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 17 Mental Defense (20 points total) 28 Damage Resistance (28 PD/28 ED) 82 Multipower, 55-point reserve, all slots Reduced Endurance (0 END; +½) (82 Active Points) 5u 1) Growth (+55 STR, +11 BODY, +11 STUN, -11" KB, 204,800 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide) (55 Active Points) 5u 2) Shrinking (0.0625 m tall, 0.0031 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB) (50 Active Points) 15 +15 CON (30 Active Points); No Figured Characteristics (-½), Linked (Growth; -½) 13 +20 PD (20 Active Points); Linked (Growth; -½) 13 +20 ED (20 Active Points); Linked (Growth; -½) 10 Running +5" (11" total) 1 Skills 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 12- 10 +2 with HTH Combat Total Powers & Skill Cost: 216 Total Cost: 295 200+ Disadvantages 20 Psychological Limitation: This isn't her life! (Very Common; Strong) 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 65 Experience Points Total Disadvantage Points: 295 Earned Experience: 0 Spent Experience: 65 Unspent Experience: 0 Background/History: Alice Banks was caught in the Silver Storm. That wasn't so bad but she ran right into the White Rabbit and he pulled her into his merry world! Personality/Motivation: Alice believes all this is a dream. That she will wake up and all will be normal. Then WR pulls her back in. Quote: Powers/Tactics: Shrinking and growth. Campaign Use: A weak point in the gang. She is the one most likely to turn! Appearance: Blond lady dressed in Victorian young ladies garb. If anything shows that White rabbit is not so nice is Alice. She doesn't want to be here, but WR keeps pulling her back in whenever she starts to waver. She could make for a cool set of encounters as people try and rescue her from the LGG. What will happen to WR if she rejects him? This takes soe serious roleplaying, but with the right group.... Powerwise she is average. She does what she is designed to do, go bigger or so smaller. As such, she's a great infiltrator and front line combatant!
  15. Mr. R

    M&M conversions

    a ranged NPC for the LGG. Also its expert in all things scientific/technological! The Hatter Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 20 INT 10 13- PER Roll 16- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8 PD 6 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 4 SPD 9 Phases: 3, 6, 9, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristic Cost: 90 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 62 Multipower, 62-point reserve 6u 1) Hat band over the eyes: Sight Group Flash 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2 4u 2) Sleepy tea: Energy Blast 5d6, Reduced Endurance (½ END; +¼), No Normal Defense ([standard]; Con roll; +1) (56 Active Points); Limited Range (-¼) 2 2u 3) Marbles: Entangle 2d6, 2 DEF, Reduced Endurance (½ END; +¼), Entangle And Character Both Take Damage (+¼), Area Of Effect (7" Cone; +1) (50 Active Points); Entangle Has 1 BODY (-½), Cannot Form Barriers (-¼), Only When In Contact With The Ground (-¼) 2 6u 4) Powder puffs: Darkness to Sight Group 5" radius, Reduced Endurance (½ END; +¼) (62 Active Points) 2 6u 5) Hat bands around the body: Entangle 5d6, 5 DEF, Reduced Endurance (½ END; +¼) (62 Active Points) 2 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 37 Tip of the Hat: Missile Deflection (Thrown Objects), Missile Reflection, Reflect At Any Target, Adjacent Hex (+½) (37 Active Points) Talents 30 Combat Luck (15 PD/15 ED) Skills 3 Disguise 13- 3 Science Skill: Dimensional Engineering 13- 3 Sleight Of Hand 13- 3 Concealment 13- 3 Contortionist 13- 3 Inventor 13- 3 Electronics 13- 3 Mechanics 13- 3 Demolitions 13- 12 Multipower: +4 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 257 Total Cost: 347 200+ Disadvantages 15 Psychological Limitation: Erratic and unpredictable (Common; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 122 Experience Points Total Disadvantage Points: 347 Earned Experience: 0 Spent Experience: 122 Unspent Experience: 0 Background/History: Reginald Tybalt is a genius in the field of dimensional engineering. But he had a disdain for "safety protocols" and eventually he was let go. Then White Rabbit convinced him that "They" were behind his lack of progress. Built a conductor ring inside his hat through which he can pull various effects. And with his new friends it will be tea-time forever! Personality/Motivation: To use all those items "They" said were too dangerous! Quote: Powers/Tactics: He can use the ring in his hat to pull various effects for offence and defense. Also the band is tied to his quantum signature and so he cannot be disarmed (it is not a focus, it just looks like one) Campaign Use: Another of White Rabbit's band of robbers. Also their technical expert! Appearance: Older gentleman in old fashioned Victorian garb and a top hat! So he sets PCs up via entangles or Darkness for the others to mow down. He also happens to be the loose cannon of the team!
  16. Mr. R

    M&M conversions

    The other movement specialist of the LGG! Red Queen Val Char Cost Roll Notes 35 STR 25 16- Lift 3200.0kg; 7d6 [3] 21 DEX 33 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 18 INT 8 13- PER Roll 16- 13 EGO 6 12- ECV: 4 13 PRE 3 14- PRE Attack: 4 ½d6 15 COM 3 12- 8+8 PD 1 Total: 8/16 PD (8/16 rPD) 8+8 ED 3 Total: 8/16 ED (8/16 rED) 4 SPD 9 Phases: 3, 6, 9, 12 12 REC 0 50 END 0 41 STUN 0 Total Characteristic Cost: 121 Movement: Running: 25"/200" Flight: 10"/20" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 7 +10 PRE (10 Active Points); Limited Power loses about a third of its effectiveness (-½) 24 Armor (8 PD/8 ED) 8 Damage Resistance (8 PD/8 ED) 30 Flight 10", Reduced Endurance (0 END; +½) (30 Active Points) 3 Detect A Single Thing 16-/13- (Unusual Group) 5 Nightvision 60 Running +19" (25" total), x8 Noncombat, Reduced Endurance (½ END; +¼) (60 Active Points) 2 8 Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Linked (Running; -½) 10 +3 with DCV (15 Active Points); Linked (Running; -½) 60 (Total: 60 Active Cost, 60 Real Cost) Drain SPD 1d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1 ½), Selective (+¼) (30 Active Points) (Real Cost: 30) plus Drain INT 1d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1 ½), Selective (+¼) (30 Active Points) (Real Cost: 30) 2 Talents 5 Eidetic Memory 3 Bump Of Direction 3 Absolute Range Sense 20 Universal Translator 13- Skills 3 KS 13- 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 3 Tracking 13- Total Powers & Skill Cost: 274 Total Cost: 394 200+ Disadvantages 15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Physical Limitation: Amnesia (Frequently; Slightly Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 159 Experience Points Total Disadvantage Points: 394 Earned Experience: 0 Spent Experience: 159 Unspent Experience: 0 Background/History: A sophisticated android built by an unknown civilization, she was deactivated eons ago and damaged during her long sleep. Recently she was reactivated and fell under the influence of White Rabbit. She is now the Red Queen! Personality/Motivation: She wishes to know who she is and what she was built for. Until then she values her friendship with the rest of the gang and uses her abilities to aid them in their fun! Quote: Powers/Tactics: Besides her durable body, she has temporal circuitry that allows her to have speedster like abilities as well as slowing down opponents! Campaign Use: An amnesiac robot. Hooks abound! Appearance: A female appearing robot with red and silver highlights! A speedster and amnesiac with plot hooks. I like?
  17. Mr. R

    M&M conversions

    One of the reasons the LGG is hard to capture. Dormouse Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 15- 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 5 Total: 8 ED (8 rED) 4 SPD 9 Phases: 3, 6, 9, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristic Cost: 86 Movement: Running: 9"/18" Leaping: 5"/10" Swimming: 4"/8" Teleportation: 10"/20" Cost Powers END 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 3 Leaping +3" (5" forward, 2 ½" upward) 1 9 +3 PER with all Sense Groups 25 Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) 8 Damage Resistance (8 PD/8 ED) 93 Shape Shift (Sight, Hearing, Smell/Taste, Touch and Mystic Groups, any shape), Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +½) (93 Active Points) 20 Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points) 17 Teleportation 10", MegaScale (1" = 100 km; +¾) (35 Active Points); Limited Power loses about a third of its effectiveness (-½), Limited Power loses about a third of its effectiveness (-½) 3 26 Mental Illusions 6d6, Cumulative (72 points; +¾) (52 Active Points); No Range (-½), Limited Power loses about a third of its effectiveness (Only to make a maze; -½) 5 Talents 36 Combat Luck (18 PD/18 ED) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 9 Disguise 15- 3 Sleight Of Hand 13- 3 Concealment 12- 3 Contortionist 13- 13 Stealth 18- 11 Shadowing 16- 3 Electronics 12- 3 Mechanics 12- 3 Inventor 12- 3 Demolitions 12- Total Powers & Skill Cost: 308 Total Cost: 394 200+ Disadvantages 15 Physical Limitation: Doesn't understand human culture (Frequently; Greatly Impairing) 15 Physical Limitation: one meter tall (Frequently; Greatly Impairing) 15 Physical Limitation: Loves to sleep (Frequently; Greatly Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 139 Experience Points Total Disadvantage Points: 394 Earned Experience: 0 Spent Experience: 139 Unspent Experience: 0 Background/History: A fey creature who fell under the influence of White Rabbit! Personality/Motivation: To sleep, perchance to dream. Dormouse seems to want to sleep all the time. Quote: Powers/Tactics: He is the gang's movement specialist, able to construct doorways linking to distant locations. In combat he can trap targets in a mental maze! He is also an adept shape shifter and can appear as anything! Campaign Use: Link to the Fey realm? Who is he really? Appearance: Generally appears as a one meter tall mouse with a monocle, top hat and vest! So the Limitations on the Tport are only to do long range ports (no combat porting) and he needs a frame to form the portal. Another support member, he'd make a great scout (if he can stay awake) but even better as a wild card, hidden in plain sight! Add the mental maze and he's pretty scary!
  18. Mr. R

    M&M conversions

    White Rabbit's #1 servant Bill the Lizard Val Char Cost Roll Notes 5 STR -5 21- Lift 102.4tons; 12d6 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 16- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 8 PD 7 Total: 30 PD (30 rPD) 8 ED 4 Total: 30 ED (30 rED) 4 SPD 12 Phases: 3, 6, 9, 12 5 REC 0 40 END 0 23 STUN 0 Total Characteristic Cost: 78 Movement: Running: 6"/12" Leaping: 12"/24" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 5 Nightvision 5 Infrared Perception (Sight Group) 5 Extra Limb (1) 30 Damage Resistance (30 PD/30 ED) 80 Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Reduced Endurance (0 END; +½), Persistent (+½) (80 Active Points) 34 +55 STR, Reduced Endurance (½ END; +¼) (69 Active Points); Limited Power loses about a third of its effectiveness (Only when at normal size; -½), No Figured Characteristics (-½) 2 15 +15 CON (30 Active Points); Limited Power loses about a third of its effectiveness (Only at normal size; -½), No Figured Characteristics (-½) 15 +22 PD (22 Active Points); Limited Power loses about a third of its effectiveness (Only at normal size; -½) 15 +22 ED (22 Active Points); Limited Power loses about a third of its effectiveness (Only at normal size; -½) 5 Offensive Strike -2 +1 16d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 70 STR for holding on 3 Legsweep +2 -1 13d6 Strike, Target Falls 3 Takedown +1 +1 12d6 Strike; Target Falls 5 Sacrifice Strike +1 -2 16d6 Strike Talents 20 Animal Friendship 15 Beast Speech Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 11- Total Powers & Skill Cost: 282 Total Cost: 360 200+ Disadvantages 15 Physical Limitation: Cold blooded (Infrequently; Fully Impairing) 10 Physical Limitation: amnesia (Frequently; Slightly Impairing) 25 Physical Limitation: Loyal to White Rabbit (All the Time; Fully Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 80 Experience Points Total Disadvantage Points: 360 Earned Experience: 0 Spent Experience: 80 Unspent Experience: 0 Background/History: Bill doesn't remember anything before he met White Rabbit. Since then he has been the right hand lizard to WR and his most loyal supporter! Personality/Motivation: To serve WR! Quote: Powers/Tactics: He can shrink down to the size of a small lizard or grow to the size of a normal human. At human size he has great strength and durability. Campaign Use: Appearance: A 2 meter tall human lizard in butler gear! Can be sneaky if needed, or straight up front fighter. I find him interesting!
  19. Mr. R

    M&M conversions

    So the leader of the LGG White Rabbit 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- 13 INT 3 12- PER Roll 15- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8 PD 6 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 36 END 0 24 STUN 0 Total Characteristic Cost: 88 Movement: Running: 9"/18" Leaping: 4"/8" Swimming: 4"/8" Cost Powers END 2 Leaping +2" (4" forward, 2" upward) 1 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 33 Elemental Control, 66-point powers 97 1) Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (16" radius; +1), +/-5 to PER Rolls, Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½), Selective Target (+½) (130 Active Points) 6 34 2) Invisibility to Sight, Hearing, Smell/Taste and Touch Groups , No Fringe, Reduced Endurance (0 END; +½) (67 Active Points) 15 3) Major Transform 5d6 (75 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Limited Power loses about a third of its effectiveness (Takes a number of attempts; -½) 7 3 Legsweep +2 -1 3d6 Strike, Target Falls 3 Takedown +1 +1 2d6 Strike; Target Falls 4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls Talents 24 Combat Luck (12 PD/12 ED) 10 Fascination Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Disguise 12- 3 Persuasion 12- 3 Sleight Of Hand 13- 3 Concealment 12- 3 Contortionist 13- 3 Shadowing 12- 3 Stealth 13- 15 +3 with DCV Total Powers & Skill Cost: 295 Total Cost: 383 200+ Disadvantages 15 Psychological Limitation: Paranoid (Common; Strong) 20 Psychological Limitation: anarchist (Very Common; Strong) 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 15 Hunted: THEM 8- (As Pow; NCI; Harshly Punish) 123 Experience Points Total Disadvantage Points: 383 Earned Experience: 0 Spent Experience: 123 Unspent Experience: 0 Background/History: Daniel Linholm believes "THEY" are out there. At first it was a few tests, but eventually he went too far down the rabbit hole, and he showed everyone what he found there! Now he roams the country with his gang stealing what they need and sometime sticking it to "THEM"! Personality/Motivation: To show the world the wonders he has seen. Quote: Powers/Tactics: An invisible mentalist who specializes in illusions, no one is sure what the playing field is when he is around! Campaign Use: Leader of a gang of thieves. Also who are "THEY"? Do they exist? Appearance: Colourful Victorian garb with long rabbit ears attached to the hat! So he's by no means a powerhouse. But as support, he's ideal. Mental Illusions and Images and Invisibility means he can strike from surprise anytime he wants!
  20. Mr. R

    M&M conversions

    Next up another team, The Looking Glass Gang. All have a Lewis Carroll theme to them, and can pose a serious threat to the party if not taken seriously!
  21. Mr. R

    M&M conversions

    A sort of team today! The Power Corps Val Char Cost Roll Notes 15 STR 5 18- Lift 12.8tons; 9d6 [4] 15 DEX 15 13- OCV: 7/DCV: 7 15 CON 10 13- 10 BODY 0 11- 10 INT 0 11- PER Roll 13- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+12 PD 5 Total: 16/28 PD (16/28 rPD) 8+12 ED 5 Total: 16/28 ED (16/28 rED) 4 SPD 15 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 60 Movement: Running: 9"/18" Flight: 20"/160" Leaping: 11"/22" Swimming: 4"/8" Cost Powers END 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 2 Leaping +2" (11" forward, 5 ½" upward) 1 6 +2 PER with all Sense Groups 16 Damage Resistance (16 PD/16 ED) 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 41 Boot jets: Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2 37 Blaster: Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points); OIF (-½) 2 6 Psi shield: Mental Defense (15 points total) (13 Active Points); Limited Power loses about a third of its effectiveness (not vs. ego attack; -½), OIF (-½) 13 Life Support (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) (20 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 3 Nightvision (5 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 15 +30 STR (30 Active Points); OIF (-½), No Figured Characteristics (-½) 3 7 +5 DEX (15 Active Points); OIF (-½), No Figured Characteristics (-½) 5 +5 CON (10 Active Points); OIF (-½), No Figured Characteristics (-½) 5 +8 PD (8 Active Points); OIF (-½) 5 +8 ED (8 Active Points); OIF (-½) Perks 10 Vehicles & Bases Talents 5 Lightning Reflexes: +3 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) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 KS 11- 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 11- 3 Demolitions 11- 3 Electronics 11- 3 Mechanics 11- 3 Inventor 11- 3 Paramedics 11- 9 TF: Common Motorized Ground Vehicles, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 10 +2 with Ranged Combat 16 +2 with All Combat 3 Analyze: Agility Skills 11- 3 Teamwork 13- Total Powers & Skill Cost: 304 Total Cost: 364 200+ Disadvantages 10 Psychological Limitation: Greed (Common; Moderate) 0 Distinctive Features: (Easily Concealed; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 20 Psychological Limitation: Code of the mercenary (Common; Total) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 124 Experience Points Total Disadvantage Points: 364 Earned Experience: 0 Spent Experience: 124 Unspent Experience: 0 Background/History: The Power Corps is a team of high tech mercenaries. Originally formed by Mastermind in one of his long range plots, they went independent after his defeat. Since then they have not lacked for work doing everything from theft to intimidation to assassination for governments, crime figures and corporations. They divert a share of their fees towards upkeep of the armour and stocking safe houses in various places around the globe. If someone needs a bit of muscle, they are your men! Personality/Motivation: Greed. They live the high life off the great fees they bring in. Quote: Powers/Tactics: Eight men in a suit of high tech armour, they use their maneuverability as much as possible to stay at range for their blasters. But the suits are strong enough to go toe to toe with some opponents. Campaign Use: A group of high tech mercenaries. Need someone to send a message.... Need something "acquired".... Appearance: A metallic suit of body armour with boot jets and blaster gauntlets. I remember in Aaron Alston's Strike Force a team called the Steel Brigade. All high tech armour formed by a BBEG to confound the heroes, who then went independent as high tech mercs. I guess it is a classic plot line in comics, and here we have the Power Corps. Individually they are probably not a match for the heroes, but there are eight of them, and team tactics will level a playing field real fast. This is the group you send in when you want to mix things up. They can probably take on most starting teams (350 pt PCs) and can certainly act as a distraction for higher point teams. The possibilities with these guys are endless. Can you tell I like them?
  22. Mr. R

    M&M conversions

    A Mastervillain that I had to heavily modify or players would flip tables! Professor Zed Val Char Cost Roll Notes 10 STR 0 15- Lift 1600.0kg; 6d6 10 DEX 0 13- OCV: 7/DCV: 7 10 CON 0 16- 10 BODY 0 11- 30 INT 20 15- PER Roll 15- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 8+12 PD 2 Total: 8/20 PD (8/20 rPD) 8+12 ED 1 Total: 8/20 ED (8/20 rED) 4 SPD 10 Phases: 3, 6, 9, 12 13 REC 0 66 END 0 42 STUN 0 Total Characteristic Cost: 53 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 6"/12" Swimming: 2"/4" Teleportation: 3"/6" Cost Powers END 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½); all slots OAF (-1) 13 +20 STR (20 Active Points); OIF (-½) 2 20 +10 DEX (30 Active Points); OIF (-½) 31 +23 CON (46 Active Points); OIF (-½) 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 40 Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF (-½) 40 Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF (-½) 40 Mental Damage Reduction, 75% (60 Active Points); OIF (-½) 8 Damage Resistance (8 PD/8 ED) 17 Anti Grav walking: Flight 10", Reduced Endurance (½ END; +¼) (25 Active Points); OIF (-½) 1 10 Life Support (Expanded Breathing; 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) (15 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 47 Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups) (70 Active Points); OIF (-½) 7 52 Zed Scepter: Multipower, 105-point reserve, (105 Active Points); all slots OAF (-1) 3u 1) Dimensional Jump: Extra-Dimensional Movement (Any Dimension, Any Location), x32 Increased Weight (70 Active Points); OAF (-1) 7 3u 2) Spatial Jump: Teleportation 3", x32 Increased Mass, MegaScale (1" = 1,000 km; +1) (62 Active Points); OAF (-1) 6 4u 3) Dimensional cascade: Energy Blast 8d6, Variable Special Effects (Any SFX; +½), Area of Effect (13" Cone; +1) (100 Active Points); OAF (-1), No Range (-½) 10 5u 4) Dimensional Blast: Energy Blast 12d6, Reduced Endurance (½ END; +¼), Variable Special Effects (Any SFX; +½) (105 Active Points); OAF (-1) 4 Perks 6 Vehicles & Bases 16 Vehicles & Bases 5 Contact 14- 5 Contact 14- Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) 13 Universal Translator 15- (20 Active Points); OIF (-½) Skills 3 Science Skill: Dimensional Engineering 15- 3 Demolitions 15- 3 Electronics 15- 3 Inventor 15- 3 Power 15- 3 Mechanics 15- 6 +2 with any three maneuvers or a tight group of attacks 3 Paramedics 15- 11 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Combat Aircraft, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes 3 Analyze: Agility Skills 15- Total Powers & Skill Cost: 501 Total Cost: 554 200+ Disadvantages 15 Psychological Limitation: Arrogant (Common; Strong) 25 Psychological Limitation: Control freak (Very Common; Total) 10 Rivalry: Professional, Cerebrus Rex, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 304 Experience Points Total Disadvantage Points: 554 Earned Experience: 0 Spent Experience: 304 Unspent Experience: 0 Background/History: Prof. Zediker was a brilliant researcher who disappeared years ago when one of his experiments gave a young man a number of super powers that he tricked into committing thefts for an even bigger experiment. Now he his back. He had travelled dimensions and plundered the knowledge of dozens of worlds. He knows something is coming and only he can handle it. Personality/Motivation: Pompous megalomaniac. He believes an earth changing event is about to happen and that humanity needs to accede to his rule. After he has steered us through the crisis then he will leads us into a glorious future. Quote: Powers/Tactics: A powerful suit of protective armour, a scepter that allows him to channel dimensional energies and a brilliant mind! Campaign Use: High tech world conqueror. If you like to incorporate other dimensions and timelines, he is perfect! Appearance: A man in his 50's with a white goatee, he wears silver high tech armour and wields a scepter that allows him various energy abilities. In the M&M version he had the equivilent of 100% Dam Red with the limitation only versus attacks he has experienced at least once. Sorry? This is a dimensional traveler who has access to devices that can allow founts of energy to cascade through. So for physical attacks, well they are all kinetic energy so one good punch or fastball and he's good. Energy attacks, heat cold, EM spectrum, strong force, weak force, gravity. We good. Mental attacks, ok a bit tricky. But none are close to a 1/4 limitation, which means no limitation. Yeah, that'll go over well with the players. So I modified him to be hard to hurt, but still hurtable. Otherwise he sounds like Mastermind. And he has many of the powers of Cerebrus Rex. Sorry hard to get excited about him. I'll pass!
  23. Mr. R

    M&M conversions

    A gadgeteer with a twist! Pack-rat Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 23 CON 26 14- 10 BODY 0 11- 23 INT 13 14- PER Roll 17- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 8 COM -1 11- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 3 Total: 8 ED (8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 8 REC 0 46 END 0 30 STUN 0 Total Characteristic Cost: 118 Movement: Running: 15"/60" Leaping: 5"/10" Swimming: 4"/8" Cost Powers END 2 Leaping +2" (5" forward, 2 ½" upward) 1 29 four on the floor: Running +9" (15" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (29 Active Points) 1 2 Swimming +2" (4" total) 1 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); Requires A Skill Roll (-½); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 15 teeth and claws: Hand-To-Hand Attack +2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Hand-To-Hand Attack (-½) 5 Extra Limb (1) 30 Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 2u 1) Phase field generator: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OAF (-1), Costs Endurance (-½) 4 3u 2) Vari-blaster: Energy Blast 8d6, Variable Special Effects (Limited Group of SFX; +¼), Indirect (Same origin, always fired away from attacker; +¼) (60 Active Points); OAF (-1) 6 3u 3) Gravitic Hand: Telekinesis (33 STR), Fine Manipulation (60 Active Points); OAF (-1) 6 5 Defensive Strike +1 +3 3d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 25 STR for holding on 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove Perks 6 Vehicles & Bases 1 Contact 8- 1 Contact 8- Talents 20 Animal Friendship 24 Combat Luck (12 PD/12 ED) 5 Eidetic Memory 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Deduction 14- 3 Forensic Medicine 14- 3 Concealment 14- 3 Contortionist 14- 3 Stealth 14- 3 Shadowing 14- 3 Inventor 14- 3 Electronics 14- 3 Mechanics 14- 10 +2 with a group of similar Skills 3 KS 14- 15 +3 with Ranged Combat Total Powers & Skill Cost: 299 Total Cost: 417 200+ Disadvantages 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Greedy (Common; Strong) 15 Psychological Limitation: Coward (Common; Strong) 177 Experience Points Total Disadvantage Points: 417 Earned Experience: 0 Spent Experience: 177 Unspent Experience: 0 Background/History: Morganstern Labs has a history of biological experimentation. Clandestine labs, well hidden. But not well enough. A raid on one lab led to the release of a modified rat, which immediately fled into the sewer systems. He taught himself through poorly stocked libraries and downscale bookstores. One day he rescued a street person being beaten up and he gained his first follower. Eventually he had a small pack that survived by being ignored. He was now the Pack-Rat! Personality/Motivation: Totally greedy. He wants it because he wants it. He also has a hard coded cowardice that avoids confrontation whenever possible. Also he has trouble with human concepts like property; he's a mutated rat, not a human with rat features. Quote: Powers/Tactics: A humanoid rat of 1.25 meters height, he has rat teeth and claws and can attain a fast amount of speed when he drops to all four. Also he is a tech savant and has a number of kludged together devices on him. They are not pretty, but they do work! Campaign Use: Thief. Source of new tech toys. ties to Morganstern Labs! Appearance: A humanoid rat with a harness holding his devices and a pair of old jeans! Need a high tech theif. A lead in to Morganstrn Labs. A sourse of some high tach devices on the street. Here's your rat!
  24. Mr. R

    M&M conversions

    An evil male version of the Wasp! Mosquito Val Char Cost Roll Notes 5 STR -5 10- Lift 50.0kg; 1d6 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8 PD 7 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 7 SPD 39 Phases: 2, 4, 6, 7, 9, 11, 12 4 REC 0 30 END 0 21 STUN 0 Total Characteristic Cost: 109 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 1"/2" Swimming: 2"/4" Cost Powers END 6 +2 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 60 Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½) 29 Bio wings: Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); Restrainable (-½) 1 16 Healing BODY 2d6, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Limited Power loses about half of its effectiveness (Only after using bio drain; -1), Self Only (-½) 13 +10 REC (20 Active Points); Linked (Healing; -½) 77 Multipower, 62-point reserve, all slots Reduced Endurance (½ END; +¼) (77 Active Points) 6u 1) Bio Drain: Drain STUN 5d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (62 Active Points) 3 4u 2) Electric sting: Energy Blast 10d6 (50 Active Points); Limited Range (-¼) 2 Talents 12 Combat Luck (6 PD/6 ED) 9 Lightning Reflexes: +6 DEX to act first with All Actions Skills 3 Acrobatics 13- 3 Breakfall 13- 3 KS 12- 3 Persuasion 12- 3 Stealth 13- 3 Shadowing 12- 3 Mechanics 12- 3 Inventor 12- 3 Electronics 12- 3 Demolitions 12- 3 Security Systems 12- Total Powers & Skill Cost: 273 Total Cost: 382 200+ Disadvantages 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 0 Dependence: Using bio drain Takes 1d6 Damage (Easy To Obtain; 1 Day) 20 Psychological Limitation: Bitter and envious (Common; Total) 15 Hunted: Dr. Shock 8- (Mo Pow; Harshly Punish) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 127 Experience Points Total Disadvantage Points: 382 Earned Experience: 0 Spent Experience: 127 Unspent Experience: 0 Background/History: Arthur Mossberg was an executive with Morganstern Labs. He worked hard and was looking forward to early retirement. Then his wife left him and his health took a turn for the worse. Alzheimer’s was claiming his memories and faculties. So when an unknown figure approached him with a deal he took it. All he had to do was get some info on some high level projects. After he did this Dr. Shock went to work. Arthur awoke amidst a battle brewing between the good doctor and some heroes who had found one of his labs. Now 12 cm tall and with wings, no one noticed him scooting out amidst the carnage. He discovered that the new height was permanent, and that he had electrical generating abilities. He also had a need to feed on the bio-energy of people periodically to sustain himself. His life was truly over and Mosquito would take what he wanted. Personality/Motivation: Bitter. He wants revenge on all the normals, especially rich, executive types. Also he wants to get rich to sustain himself in a manner that is comfortable. Quote: Powers/Tactics: About 12 cm tall permanently. he also various bio-electric abilities: A bio drain that he uses to keep himself alive, an electric blast, energy wings and increased healing and recovery abilities. Campaign Use: Scout, infiltrator and sneak thief. Also connections to Dr. Shock and an evil corporation. Appearance: I like him. Tons of plot hooks and team potential.
  25. Mr. R

    M&M conversions

    One for today! Mindfire Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 14- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 8+15 PD 6 Total: 8/23 PD (8/23 rPD) 8+15 ED 4 Total: 8/23 ED (8/23 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 40 END 0 25 STUN 0 Total Characteristic Cost: 100 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 6 +2 PER with all Sense Groups 10 Mental Awareness, Discriminatory, Increased Arc Of Perception (360 Degrees) 8 Damage Resistance (8 PD/8 ED) 35 Flight 15", x4 Noncombat 3 30 Force Field (15 PD/15 ED) 3 125 Multipower, 100-point reserve, all slots Reduced Endurance (½ END; +¼) (125 Active Points) 5m 1) The Bug Room: Mental Illusions 6d6, Cumulative (72 points; +¾) (52 Active Points); Limited Power loses about half of its effectiveness (Only what a target fears; -1), Visible (-¼) 2 20m 2) Telekinetic hand: Telekinesis (44 STR), Line Of Sight (+½) (99 Active Points) 5 13m 3) TK field: Telekinesis (26 STR), Fine Manipulation, Personal Immunity (+¼), Explosion (+½), Selective Target (+¼) (98 Active Points); No Range (-½) 5 10m 4) Telepathic torture: Ego Attack 6d6 (60 Active Points); Visible (-¼) 3 8m 5) Telepathic intrusion: Telepathy 6d6, Variable Limitations (requires -¼ worth of Limitations; +0), Cumulative (72 points; +¾) (52 Active Points); Visible (-¼) 2 15m 6) Telekinetic Torture: Energy Blast 6d6, Line Of Sight (+½), No Normal Defense ([standard]; +1) (75 Active Points) 3 16m 7) Telekinetic Attack: Energy Blast 11d6, Line Of Sight (+½) (82 Active Points) 4 Perks 21 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (21 Active Points) 12- Skills 3 Streetwise 13- 3 Persuasion 13- 3 Seduction 13- 3 Oratory 13- Total Powers & Skill Cost: 334 Total Cost: 434 200+ Disadvantages 15 Psychological Limitation: Sociopath (Common; Strong) 15 Psychological Limitation: Likes to inflict pain (Common; Strong) 15 Psychological Limitation: Greedy (Common; Strong) 189 Experience Points Total Disadvantage Points: 434 Earned Experience: 0 Spent Experience: 189 Unspent Experience: 0 Background/History: Emma Jefferies was the daughter of mob lawyer Michael Jefferies. But the elder Jefferies was never allowed into the inner circle of influence and he took his frustrations out on his family. When she wasn't shunted to a boarding school, she was at home being beaten. This made her sociopathic and manipulative. Eventually daddy found out what she was doing and he placed her in various mental hospitals. While being shunted from one facility to another, she was caught in the Silver Storm. As her powers developed, she broke free and decided to show daddy how mad she was! Since then she has become a mob enforcer as well as muscle for hire. Personality/Motivation: Rage at her early life, a sense of entitlement and a desire to see others suffer. She can act normally, but she is happiest when inflicting pain. In short a sociopath! Quote: Powers/Tactics: Telepathy and telekinesis. Unfortunately for her, her powers are always accompanied by a flame affect, hence her name! Campaign Use: Muscle with a twist. As well she can lead into a mob themed set of stories! Appearance: A petite with long red hair. She wears a red and black bodysuit! OK, I prefer this personality. She starts damaged and stays damaged. She has an element of sympathy, but at her core she's has serious issues and the power to give in to her desires. Powerwise she has standard TK and TP powers, just not a lot of subtlety. So an OK NPC!
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