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Mr. R

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Everything posted by Mr. R

  1. Mr. R

    M&M conversions

    Mad Machinist 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- 20 INT 10 13- PER Roll 16- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 16 COM 3 12- 8+3 PD 6 Total: 8/11 PD (8/11 rPD) 8+3 ED 5 Total: 8/11 ED (8/11 rED) 3 SPD 5 Phases: 4, 8, 12 5 REC 0 30 END 0 23 STUN 0 Total Characteristic Cost: 78 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) 6 Armor (3 PD/3 ED) (9 Active Points); OIF (-½) 15 Video feeds from robots: +10 versus Range Modifier for Sight Group and Hearing Group (30 Active Points); Limited Power loses about half of its effectiveness (Only what his robots see and hear; -1) 6 Loudspeakers: Hearing Group Images 1" radius, +/-1 to PER Rolls, Alterable Size (13 Active Points); Limited Power loses about half of its effectiveness (Loud speakers on robots; -1) 1 20 Control module: Mind Link, Control module class of minds, One Specific Mind, Number of Minds (x128) (40 Active Points); OAF (-1) 35 Robots: Elemental Control, 70-point powers 27 1) Omni-bot: Summon 4 400-point creatures (90 Active Points); OAF (-1) 9 17 2) Rob-E-Bot: Summon 64 200-point creatures (70 Active Points); OAF (-1) 7 Perks 30 Vehicles & Bases Skills 6 Science Skill: Psychiatry 16- 3 Inventor 13- 3 Electronics 13- 3 Mechanics 13- 3 Demolitions 13- Total Powers & Skill Cost: 191 Total Cost: 269 200+ Disadvantages 10 Psychological Limitation: Manic Depressive (Common; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 20 Psychological Limitation: Loves to taunt opponents (Very Common; Strong) 24 Experience Points Total Disadvantage Points: 269 Earned Experience: 0 Spent Experience: 24 Unspent Experience: 0 Background/History: Dr. Harold Hellman works as a psychiatrist. An embittered and worn out man who felt he was not making a difference. He fell into a depression and took a cocktail of drugs to hide it. Then he met Walter Wychoski, a man kept alive only because of the strange machine that allowed him to breath. Eventually Hellman learned that Wychoski was formerly known as the Mad Machinist. Drugging and hypnotizing the old man, he found is old base. Taking mechanics and electronics courses, he learned to fix many of the old robots. Now he is ready to his debut. He hopes this lifts him out of his problems! Personality/Motivation: An embittered and depressed man, he cares little for helping others now and just wants to cause chaos and misery. Quote: Powers/Tactics: He has no powers but for his robots. Those on his sheet are those he has working right now; feel free to add more as the campaign progresses that reflects the new units he brings online. Also he has multiple small HQs all around the city to work from and can relocate as needed! Campaign Use: The new menace, perfect for the new team. Complete with a mystery! Appearance: White, male wearing a leather lab coat and skull cap! He makes a great starting menace for a team. Also for those who remember City of Heroes, you can do a Clockworks take, where he's really a brain in a jar, controlling the robots psychically!
  2. Mr. R

    M&M conversions

    Mad Machinist Omni-bot Val Char Cost Roll Notes 30+20 STR 20 15- / 19- Lift 1600.0kg/25.6tons; 6d6/10d6 [3/5] 21 DEX 33 13- OCV: 7/DCV: 7 30 CON 40 15- 10+4 BODY 0 11- / 12- 10 INT 0 11- PER Roll 14- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 25 PD 19 Total: 25 PD (25 rPD) 25 ED 19 Total: 25 ED (25 rED) 4 SPD 9 Phases: 3, 6, 9, 12 12 REC 0 60 END 0 40+4 STUN 0 Total Characteristic Cost: 140 Movement: Running: 12"/24" Leaping: 11"/44" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 25 Damage Resistance (25 PD/25 ED) 15 Leaping +5" (11"/15" forward, 5 ½"/7 ½" upward) (Accurate, x4 Noncombat) 1 12 Running +6" (12" total) 1 62 Blaster: Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2 7 Pincers: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1 5 Extra Limbs (2) 15 Arms: Stretching 3" 1 30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 12 High Range Radio Perception (Radio Group) 12 High Range Radio Perception (Radio Group) 10 Radio Perception/Transmission (Radio Group) 10 Mind Link , One Specific Mind, Any distance 10 Sight and Hearing Groups Images 1" radius (15 Active Points); No Range (-½) 1 3 Martial Grab -1 -1 Grab Two Limbs, 50 STR / 70 STR for holding on 8 +2 HTH Damage Class(es) Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 2 +2 with any single attack with one specific weapon Total Powers & Skill Cost: 253 Total Cost: 393 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: Loyal to Mad Machinist (All the Time; Fully Impairing) 143 Experience Points Total Disadvantage Points: 393 Earned Experience: 0 Spent Experience: 143 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  3. Mr. R

    M&M conversions

    Minions of the Mad Machinist Mad Machinist Rob-E-Bot Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 15 DEX 15 12- OCV: 5/DCV: 5 30 CON 40 15- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 18 PD 12 Total: 18 PD (18 rPD) 18 ED 12 Total: 18 ED (18 rED) 4 SPD 15 Phases: 3, 6, 9, 12 12 REC 0 60 END 0 40 STUN 0 Total Characteristic Cost: 114 Movement: Running: 6"/12" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 18 Damage Resistance (18 PD/18 ED) 10 Sight and Hearing Groups Images 1" radius (15 Active Points); No Range (-½) 1 7 Pincers: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1 45 Blaster: Energy Blast 9d6 4 12 High Range Radio Perception (Radio Group) 10 Radio Perception/Transmission (Radio Group) 5 Mind Link , One Specific Mind 10 Sight and Hearing Groups Images 1" radius (15 Active Points); No Range (-½) 1 Skills 2 +1 with any single attack Total Powers & Skill Cost: 128 Total Cost: 242 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: Loyal to Mad Machinist (All the Time; Fully Impairing) Total Disadvantage Points: 242 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  4. Mr. R

    M&M conversions

    The other minion of Ku Tu Ku Tu the Eternal Stone Head Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 30 CON 40 15- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8+9 PD 2 Total: 8/17 PD (8/17 rPD) 8+9 ED 2 Total: 8/17 ED (8/17 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 12 REC 0 60 END 0 40 STUN 0 Total Characteristic Cost: 114 Movement: Running: 6"/12" Flight: 20"/80" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 27 Armor (9 PD/9 ED) 75 Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points) 5u 1) Energy Blast 10d6 (50 Active Points) 5u 2) Energy Blast 8d6, Autofire (2 shots; +¼) (50 Active Points) 90 Flight 20", x4 Noncombat, Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points) 5 Infrared Perception (Sight Group) 5 Nightvision 27 Telekinesis (30 STR), Reduced Endurance (0 END; +½) (67 Active Points); Limited Power loses about half of its effectiveness (No damage; -1), Limited Power loses about a third of its effectiveness (Push/ pull only; -½) Skills 15 +3 with DCV Total Powers & Skill Cost: 271 Total Cost: 385 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Physical Limitation: (All the Time; Greatly Impairing) 15 Physical Limitation: (Infrequently; Fully Impairing) 125 Experience Points Total Disadvantage Points: 385 Earned Experience: 0 Spent Experience: 125 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: They look like the great big stone heads found in Central America. Actually they are sophisticated robots that can fly, fire lasers from their eyes and have tractor beams. The Disads are a programmed loyalty to Ku Tu and a lack of arms and legs! This is what makes Ku Tu cool. I can see a final battle with Jaguar men, Flying Heads and Ku Tu in the middle. Awesome!
  5. Mr. R

    M&M conversions

    Minions #1 Ku Tu the Eternal Jaguar men Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 13 EGO 6 12- ECV: 4 15 PRE 5 14- PRE Attack: 5d6 10 COM 0 11- 8 PD 3 Total: 8 PD (8 rPD) 8 ED 3 Total: 8 ED (8 rED) 4 SPD 6 Phases: 3, 6, 9, 12 10 REC 0 50 END 0 36 STUN 0 Total Characteristic Cost: 110 Movement: Running: 15"/30" Leaping: 11"/22" Swimming: 4"/8" Cost Powers END 27 Running +9" (15" total), Reduced Endurance (0 END; +½) (27 Active Points) 3 Swimming +2" (4" total), Reduced Endurance (0 END; +½) (3 Active Points) 9 Leaping +6" (11" forward, 5 ½" upward), Reduced Endurance (0 END; +½) (9 Active Points) 13 Clinging (35 STR) 9 +3 PER with all Sense Groups 7 +10 PRE (10 Active Points); Limited Power loses about a third of its effectiveness (-½) 8 Damage Resistance (8 PD/8 ED) 45 Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points) 10 Tracking with Smell/Taste Group 5 Nightvision 15 Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½) 12 Reduced Endurance (0 END; +½) (12 Active Points) applied to STR Talents 6 Combat Luck (3 PD/3 ED) Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 15 Stealth 20- 11 Shadowing 15- Total Powers & Skill Cost: 204 Total Cost: 314 200+ Disadvantages 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: (All the Time; Fully Impairing) 69 Experience Points Total Disadvantage Points: 314 Earned Experience: 0 Spent Experience: 69 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance The primary minions of Ku Tu. They would probably be the first indication that he is about! As is they can be a serious threat, esp in HTH. And hit and run is a serious tactic for them!
  6. Mr. R

    M&M conversions

    Today a mastermind and his Minions Ku Tu the Eternal Val Char Cost Roll Notes 40+10 STR 30 17- / 19- Lift 6400.0kg/25.6tons; 8d6/10d6 [4/5] 24 DEX 42 14- OCV: 8/DCV: 8 30 CON 40 15- 10+2 BODY 0 11- 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 25 PD 17 Total: 25 PD (25 rPD) 25 ED 19 Total: 25 ED (25 rED) 4 SPD 6 Phases: 3, 6, 9, 12 14 REC 0 60 END 0 45+2 STUN 0 Total Characteristic Cost: 202 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Teleportation: 10"/20" Cost Powers END 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½); all slots OAF (-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) 25 Damage Resistance (25 PD/25 ED) 5 Life Support (Longevity: Immortal) 11 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½) 113 Multipower, 113-point reserve 9u 1) Energy Blast 15d6, Reduced Endurance (½ END; +¼) (94 Active Points) 3 9u 2) (Total: 90 Active Cost, 90 Real Cost) Drain PD 3d6, Ranged (+½) (45 Active Points) (Real Cost: 45) plus Drain ED 3d6, Ranged (+½) (45 Active Points) (Real Cost: 45) 8 6u 3) Teleportation 10", x128 Increased Mass, MegaScale (1" = 100 km; +¾) (96 Active Points); Limited Power loses about a third of its effectiveness (-½) 10 7u 4) Major Transform 3d6+1, Personal Immunity (+¼), Area Of Effect (6" Radius; +1) (112 Active Points); No Range (-½) 11 1 Teleportation: Fixed Location (1 Locations) 25 Teleportation: Floating Fixed Location (5 Locations) Perks 20 Vehicles & Bases 80 Follower 77 Follower Talents 20 Universal Translator 14- Skills 3 KS 14- 3 KS 14- 3 Demolitions 14- 3 Electronics 14- 3 Mechanics 14- 3 Inventor 14- 3 Paramedics 14- 3 Power 14- 11 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles 10 +2 with Ranged Combat 4 +2 with any single attack Total Powers & Skill Cost: 519 Total Cost: 721 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Psychological Limitation: Megalomaniac (Very Common; Total) 471 Experience Points Total Disadvantage Points: 721 Earned Experience: 0 Spent Experience: 471 Unspent Experience: 0 Background/History: Ku Tu came to earth 5000 years ago to study our primitive culture. He settled in the Olmec region of Mexico and for years, did just that. But his superiority over the locals developed into megalomania. He began to think himself a GOD. Finally the local revolted and he was thrown into his power chamber, which triggered an explosion and buried his ship. In the modern age his ship was discovered and he was freed. Killing all but one of the archeologists, he has announced that their god is back and ready to resume his rule! Personality/Motivation: A megalomaniac. He is superior to everyone else on the planet, we just don't acknowledge it. Quote: Powers/Tactics: The explosion in the power chamber granted KU TU cosmic powers that he can use as super strength, power blasts, teleportation portals and transformation abilities! Also he his highly intelligent and has access to some advanced alien technology. Campaign Use: Ancient conqueror with a Central American twist. Appearance: A mummified human about 3 meters tall with gold bracers, leg bands and crimson cape! I love the idea of an Aztec/Olmec styled villain with all the tropes and a twist. So yes I like him!
  7. Mr. R

    M&M conversions

    A true Mastermind Mastermind Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 21 DEX 33 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 35 INT 25 16- PER Roll 16- 26 EGO 32 14- ECV: 9 25 PRE 15 14- PRE Attack: 5d6 20 COM 5 13- 10+28 PD 5 Total: 10/38 PD (10/38 rPD) 10+28 ED 5 Total: 10/38 ED (10/38 rED) 4 SPD 9 Phases: 3, 6, 9, 12 10 REC 0 50 END 0 36 STUN 0 Total Characteristic Cost: 174 Movement: Running: 9"/18" Flight: 25"/800" Leaping: 8"/16" Swimming: 4"/8" Cost Powers END 2 Swimming +2" (4" total) 1 6 Running +3" (9" total) 1 3 Leaping +3" (8" forward, 4" upward) 1 10 Damage Resistance (10 PD/10 ED) 25 Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity: Immortal) 9 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 42 Elemental Control, 84-point powers 234 1) Telekinesis (75 STR), Fine Manipulation, Reduced Endurance (½ END; +¼), Line Of Sight (+½), Invisible to Sight Group (+½) (276 Active Points) 12 45 2) Flight 25", x32 Noncombat, Reduced Endurance (½ END; +¼) (87 Active Points) 3 42 3) Force Field (28 PD/28 ED), Reduced Endurance (0 END; +½) (84 Active Points) 39 4) Telepathy 10d6, Reduced Endurance (½ END; +¼), Cumulative (120 points; +¾) (100 Active Points); No Range (-½) 4 Perks 30 Vehicles & Bases Talents 20 Universal Translator 16- Skills 3 Climbing 13- 3 History: KS 16- 2 KS 11- 3 Science Skill: Life sciences 16- 3 Tactics 16- 3 Forensic Medicine 16- 3 Deduction 16- 3 Persuasion 14- 3 Oratory 14- 3 Electronics 16- 3 Inventor 16- 3 Mechanics 16- 3 Demolitions 16- 3 Paramedics 16- 31 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Balloons & Zeppelins, Carts & Carriages, Chariots, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, One-Wheeled Muscle-Powered Ground Vehicles, Rafts, Sleds, Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing 40 +6 Overall (60 Active Points); Conditional Power does not work in Common Circumstances (jack of all trade; -½) Total Powers & Skill Cost: 619 Total Cost: 793 200+ Disadvantages 15 Psychological Limitation: Arrogant (Common; Strong) 10 Psychological Limitation: Altruistic (Uncommon; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 558 Experience Points Total Disadvantage Points: 793 Earned Experience: 0 Spent Experience: 558 Unspent Experience: 0 Background/History: Long ago a simple tribesman was taken by strange beings that came from the sky. He was dissected while alive and his brain preserved for further study. After an aeon, he began learning from his captors. Science, history, philosophy. Finally he took control of the facility holding his mind, and had it construct a new body for him, a perfect body with great power. And so he went among the populace. He guided when needed, opposed when necessary and occasionally took breaks to recharge himself. Now he has emerged again. He sees super humans as harbingers of a glorious future, if they can be guided. And he was the only one with the power and wisdom to lead. Mastermind will rule! Personality/Motivation: The world needs a leader, and he is the best qualified. He hopes to be benevolent, but if some must be hurt, so be it! Quote: Powers/Tactics: A supremely powerful telekinetic he also has access to large amounts of technology and is one of the premier geneticists on the planet! Campaign Use: A World conqueror with a sound philosophical basis for his plans. Also, he takes the long view and plans may be foiled but he has backups ready! Appearance: A perfect male physical specimen, with peak physical attributed. He wears a red and blue body suit, a great blue cape and a metal face mask with an "M" design on the forehead! Yes, you are reading it right, his TK is THAT expensive. M&M seems to like to pile on the advantages without regard to how it affects the PL or DC. 10d6 blast, invisible, no range mod, AE one hex. As long as your PL is 10 (DC10) its OK. 11d6 is not allowed though for some reason. If I was to make him Hero accurate, I would do a lot like Gravitar. One big TK, then a MP with other powers and flavours. I love the concept, but if a GM brought this to the table I would seriously think twice regardless of the system.
  8. Mr. R

    M&M conversions

    A wanna be master villain King Babylon Val Char Cost Roll Notes 65 STR 55 26- Lift 3.3ktons; 17d6 [4] 21 DEX 33 13- OCV: 7/DCV: 7 40 CON 60 17- 10 BODY 0 11- 10 INT 0 11- PER Roll 13- 20 EGO 20 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 18 COM 4 13- 26 PD 13 Total: 26 PD (26 rPD) 30 ED 22 Total: 30 ED (30 rED) 4 SPD 9 Phases: 3, 6, 9, 12 21 REC 0 80 END 0 63 STUN 0 Total Characteristic Cost: 231 Movement: Running: 6"/12" Flight: 25"/200" Leaping: 17"/34" Swimming: 2"/4" Cost Powers END 6 +2 PER with all Sense Groups 10 Luck 2d6 30 Damage Resistance (30 PD/30 ED) 37 Chaos field: Energy Blast 3d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), No Normal Defense ([standard]; +1), Area Of Effect (4" Radius; +1) (56 Active Points); No Range (-½) 20 Anti luck: Suppress 3d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Area Of Effect (3" Radius; +1) (41 Active Points); Linked (Enhanced Perception; Lesser Power can only be used when character uses greater Power at full value; -½), No Range (-½) 30 Spatial distortion: Change Environment 4" radius, -2" of any one mode of Movement, -2" of any one mode of Movement, -2" of any one mode of Movement, Multiple Combat Effects, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (61 Active Points); No Range (-½), Linked (Chaos field; Lesser Power can only be used when character uses greater Power at full value; -½) 120 Multipower, 120-point reserve 11u 1) Chaos Blast: (Total: 111 Active Cost, 111 Real Cost) Energy Blast 13d6, Reduced Endurance (½ END; +¼) (81 Active Points) (Real Cost: 81) plus Drain ED 1d6, Ranged (+½) (15 Active Points) (Real Cost: 15) plus Drain PD 1d6, Ranged (+½) (15 Active Points) (Real Cost: 15) 5 4u 2) Mental Meltdown: Mind Control 10d6, Personal Immunity (+¼), Area Of Effect (2" radius; +¾) (100 Active Points); Limited Power loses about half of its effectiveness (-1), No Range (-½) 10 75 Defy Gravity: Flight 25", x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points) 3 14 Godlike form: Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 11 Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); No Conscious Control (-2), Always On (-½), Self Only (-½) 10 Power lifter: +20 STR, Reduced Endurance (½ END; +¼) (25 Active Points); Conditional Power does not work in Very Common Circumstances (Only for lifting; -1), No Figured Characteristics (-½) 1 16 Reduced Endurance (½ END; +¼) (16 Active Points) applied to STR Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 3 Streetwise 14- 1 Language (imitate dialects; literate) (6 Active Points) 5 Language (idiomatic; literate) 5 Language (idiomatic; literate) 16 +2 with All Combat 10 +2 with HTH Combat Total Powers & Skill Cost: 440 Total Cost: 671 200+ Disadvantages 10 Physical Limitation: Chaos effects (Frequently; Slightly Impairing) 20 Psychological Limitation: Boastful (Very Common; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Vengeful (Common; Strong) 5 Reputation: , 8- 10 Psychological Limitation: Petty (Common; Moderate) 401 Experience Points Total Disadvantage Points: 671 Earned Experience: 0 Spent Experience: 401 Unspent Experience: 0 Background/History: Michael Haziz was a refugee from Iraq. Early on he was given a sense of superiority over the rest of the refugees. They were rich and powerful, and the undeserving had conspired to take their birthright. He grew up feeling entitled and soon was on the street preying on his fellow refugees. When they retaliated he left town and his family to their fates. He drifted and grifted and stole always one step of the law. Then he ran into the Silver Storm and emerged with power. Now he will take what he wants, and establish a criminal empire! Personality/Motivation: Vain, boastful. He has power, but he has not got the plans that will bring about long term goals about. Quote: Powers/Tactics: A living chaos field, probabilities are disrupted when he is around. He can use it for destructive blasts. He is also immensely strong and durable, able to fly, can create sensory distortions. Campaign Use: Master mind wannabe. Want your heroes to get into a knockdown tussle with a tough opponent? Or are the heroes making a name for themselves? King Babylon will take them on just to prove how tough he is. Also, he could be manipulated by another mastermind to attack as a diversion! Appearance: An Arabic man with a short beard. He wears a purple bodysuit with a wine (Whine) coloured cape! Another bad guy for your team to beat up to establish their bonifides. Just don't get overconfident. He has some serious power. If he ever got his act together, he would be seriously dangerous!
  9. Mr. R

    M&M conversions

    A Martial Artist nemesis: Jade Spider Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 30 DEX 60 15- OCV: 10/DCV: 10 18 CON 16 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 14- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 10 REC 6 36 END 0 27 STUN 0 Total Characteristic Cost: 142 Movement: Running: 9"/18" Leaping: 6"/12" Swimming: 4"/8" Cost Powers END 3 Leaping +3" (6" forward, 3" upward) 1 2 Swimming +2" (4" total) 1 6 Running +3" (9" total) 1 6 +2 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 8 Life Support (Immunity Venom from common plant/animal; Immunity Venom from very common plant/animal; Immunity Venom from common plant/animal; Immunity: Venom from rare plant/animal) 80 Multipower, 80-point reserve 5u 1) Iron Spider: Hand-To-Hand Attack +8d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (80 Active Points); Hand-To-Hand Attack (-½) 3 2u 2) Poison Chi Drains Martial art skills. Start with extra dam. Then the most expensive abilities: Drain BODY 5d6 (50 Active Points); Conditional Power does not work in Very Common Circumstances (-1) 5 4u 3) Spider Silk Strike: Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+¼), Reduced Endurance (½ END; +¼) (75 Active Points); No Range (-½), Cannot Form Barriers (-¼) 3 4u 4) Venomous Strike: Energy Blast 6d6, Reduced Endurance (½ END; +¼), No Normal Defense ([standard]; +1) (67 Active Points); No Range (-½) 3 4 Fast Strike +2 +0 7d6 Strike 4 Martial Strike +0 +2 7d6 Strike 5 Offensive Strike -2 +1 9d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 35 STR for holding on 3 Legsweep +2 -1 6d6 Strike, Target Falls 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Block +2 +2 Block, Abort 8 +2 HTH Damage Class(es) Talents 24 Combat Luck (12 PD/12 ED) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 KS 12- 3 KS 12- 3 Stealth 15- 3 Shadowing 12- 4 TF: Common Motorized Ground Vehicles, Small Planes, Two-Wheeled Muscle-Powered Ground Vehicles 5 Language (idiomatic; literate) 9 These cannot be used with the Multipower Only base M.A.: +3 with Martial Maneuvers Total Powers & Skill Cost: 226 Total Cost: 368 200+ Disadvantages 20 Psychological Limitation: Code of the Mercenary (Common; Total) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 25 Psychological Limitation: Selfish (Very Common; Total) 10 Rivalry: Professional, PC or NPC of choice, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 103 Experience Points Total Disadvantage Points: 368 Earned Experience: 0 Spent Experience: 103 Unspent Experience: 0 Background/History: James Jian Kar Fei was an unknown when he became a pupil of Master Lee. Lee hoped the training would bring out the heroic side of James. But James was self-centered and selfish. He lacked honour and restraint. Master Lee cast James from his service, where upon James wandered, always looking for more power. Soon he had found the Order of the Jade Spider and became their star pupil. But his selfish nature reasserted himself and he proceeded to lock all the monks in the monetary, steal valuable scrolls and relics, and burnt it to the ground. Eventually he mastered the last of the scrolls and is now Jade Spider, killer for hire! Personality/Motivation: Self-centered and power hungry. He has no interest in spiritual growth, or betterment. All is done to make him a better killer. His one redeeming feature is a mercenary code. Once bought, he stays bought. This is more for reputation than any loyalty though! Quote: Powers/Tactics: A master Martial Artist, he also has a number of what are called Chi abilities, such as paralysis or extra damage! Add agility and infiltration and he becomes an expert to get into and out of a place quickly and efficiently. Campaign Use: Rival Martial Artist. Master Lee has trained a number of heroes. Also are any members of the Jade Spider still alive? Also many schools have counter schools. Can you find it? Appearance: An oriental man of average height and weight, he wears a black practice uniform with black boots and gloves that have a green web design on them. He has a green belt and a full hood with a green spider at the forehead. If you have "Watchers of the Dragon" then this is not new to you. Traditional MA suite with some "Chi" powers added for flavour. All in all acceptable!
  10. Mr. R

    M&M conversions

    Two for today. Junkpile Val Char Cost Roll Notes 40+40 STR 30 17- / 25- Lift 6400.0kg/1.6ktons; 8d6/16d6 [4/8] 12 DEX 6 11- OCV: 4/DCV: 4 35 CON 50 16- 10+4 BODY 0 11- / 12- 8 INT -2 11- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 4 COM -3 10- 26+4 PD 18 Total: 26/30 PD (26/30 rPD) 26+4 ED 19 Total: 26/30 ED (26/30 rED) 3 SPD 8 Phases: 4, 8, 12 15 REC 0 70 END 0 48+4 STUN 0 Total Characteristic Cost: 131 Movement: Running: 9"/18" Leaping: 10"/20" Swimming: 4"/8" Teleportation: 10"/20" Cost Powers END 30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 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) 28 Mental Defense (30 points total) 22 Teleportation 10", Reduced Endurance (0 END; +½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (45 Active Points); Conditional Power does not work in Very Common Circumstances (Only to get to another junk pile within 10 KM; -1) 1 Life Support (Longevity: 200 Years) 15 Healing BODY 1 ½d6, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Self Only (-½), Always On (-½) 15 Stretching 3" 1 2 Swimming +2" (4" total) 1 6 Running +3" (9" total) 1 2 Leaping +2" (10"/18" forward, 5"/9" upward) 1 3 +1 PER with all Sense Groups 3 Martial Grab -1 -1 Grab Two Limbs, 60 STR / 100 STR for holding on 8 +2 HTH Damage Class(es) Skills 3 Climbing 11- 3 Stealth 11- 3 Shadowing 11- 10 +2 with HTH Combat Total Powers & Skill Cost: 214 Total Cost: 345 200+ Disadvantages 15 Psychological Limitation: Childlike, naive (Common; Strong) 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 120 Experience Points Total Disadvantage Points: 345 Earned Experience: 0 Spent Experience: 120 Unspent Experience: 0 Background/History: Junkpile is just that, a living pile of junk. Many surmise that some alien tech and the Silver Storm combined to grant him sentience. But he is a child. A very powerful child, and many plan to use him! Personality/Motivation: It wants a friend, acceptance and a home. It is child like a naive, but not stupid. Quote: Powers/Tactics: Big and strong, it is hard to hurt and will heal itself as it fights. It can shift its shape to an extent, and even T-port to another pile to get away if it has to. Campaign Use: Sympathetic new life form. Can the heroes get it to trust them? Until then it is hired muscle! Appearance: A 4 meter tall pile of junk. Another sympathetic monster. He makes a great brick, would be difficult to capture if left behind, and has hooks for those who like to redeem villains!
  11. Mr. R

    M&M conversions

    The hounds of the Hunt Master Huntmaster Hounds Val Char Cost Roll Notes 20+20 STR 10 13- / 17- Lift 400.0kg/6400.0kg; 4d6/8d6 18 DEX 24 13- OCV: 6/DCV: 6 30 CON 40 15- 10+4 BODY 0 11- / 12- 10 INT 0 11- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+9 PD 4 Total: 8/17 PD (0/9 rPD) 8+9 ED 2 Total: 8/17 ED (0/9 rED) 4 SPD 12 Phases: 3, 6, 9, 12 10 REC 0 60 END 0 35+4 STUN 0 Total Characteristic Cost: 107 Movement: Running: 16"/64" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 9 +3 PER with all Sense Groups 27 Armor (9 PD/9 ED) 37 Running +10" (16" total), x4 Noncombat, Reduced Endurance (0 END; +½) (37 Active Points) 22 Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Self Only (-½), Always On (-½) 20 Penetrating (+½), Reduced Endurance (0 END; +½) (20 Active Points) applied to STR 5 Mind Link , One Specific Mind 10 Tracking with Smell/Taste Group 5 Nightvision 5 Infrared Perception (Sight Group) 10 Tracking with Normal Sight and Infrared Perception 22 Mental Defense (25 points total) Talents 3 Bump Of Direction Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Teamwork 13- 2 +2 with any single attack with one specific weapon Total Powers & Skill Cost: 216 Total Cost: 323 200+ Disadvantages 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: (All the Time; Fully Impairing) 78 Experience Points Total Disadvantage Points: 323 Earned Experience: 0 Spent Experience: 78 Unspent Experience: 0 Background/History: Robotic hounds of the Huntmaster Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Imagine four robotic Dobemans about 2 meters at the shoulder, who never tire and can heal themselves.
  12. Mr. R

    M&M conversions

    Want to SCARE your heroes Huntmaster Val Char Cost Roll Notes 20+10 STR 10 20- / 22- Lift 51.2tons/204.8tons; 11d6/13d6 [5/6] 17 DEX 21 14- OCV: 9/DCV: 9 20 CON 20 15- 10+2 BODY 0 11- 13 INT 3 12- PER Roll 14-/16- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 11 PD 0 Total: 30 PD (30 rPD) 5 ED -1 Total: 30 ED (30 rED) 4 SPD 3 Phases: 3, 6, 9, 12 17 REC 0 60 END 0 53+2 STUN 0 Total Characteristic Cost: 80 Movement: Running: 15"/60" Leaping: 14"/112" Swimming: 4"/8" Teleportation: 1"/2" Cost Powers END 6 Running +3" (15" total) 1 3 Leaping +3" (14"/16" forward, 7"/8" upward) 1 2 Swimming +2" (4" total) 1 6 +2 PER with all Sense Groups 20 Armour: Damage Resistance (30 PD/30 ED) (30 Active Points); OIF (-½) 15 Armour: 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); OIF (-½) 33 Electric field: Energy Blast 8d6, Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Persistent (+½) (100 Active Points); Limited Power loses about half of its effectiveness (-1), No Range (-½), OIF (-½) 23 Armour: +35 STR (35 Active Points); OIF (-½) 3 20 Armour: +10 DEX (30 Active Points); OIF (-½) 13 Armour: +10 CON (20 Active Points); OIF (-½) 13 Armour: +19 PD (19 Active Points); OIF (-½) 17 Armour: +25 ED (25 Active Points); OIF (-½) 10 Leg actuators: Leaping 0" (14"/16" forward, 7"/8" upward) (Accurate, x8 Noncombat) (15 Active Points); OIF (-½) 1 11 Leg actuators: Running +6" (15" total), x4 Noncombat (17 Active Points); OIF (-½) 2 76 Plasma Spear: Energy Blast 13d6, Reduced Endurance (½ END; +¼), Area Of Effect Accurate (One Hex; +½) (114 Active Points); OIF (-½) 5 13 Armour: 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) 15 Mind Link , One Specific Mind, Number of Minds (x4) 3 Sensor system: +2 PER with Smell/Taste Group (4 Active Points); OIF (-½) 3 Sensor system: Nightvision (5 Active Points); OIF (-½) 4 Sensor system: +5 versus Range Modifier for Hearing Group (8 Active Points); OAF (-1) 13 Sensor system: Infrared Perception (Sight Group), Discriminatory, Analyze, Tracking (20 Active Points); OIF (-½) 7 Sensor system: Tracking with Smell/Taste Group (10 Active Points); OIF (-½) 7 Sensor system: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 36 Quantum Tunnel: Teleportation 1", x32 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1" = 100 km; +¾) (54 Active Points); OIF (-½) 5 40 Hounds of the Hunt: Summon 4 250-point creatures (60 Active Points); OIF (-½) 6 4 Fast Strike +2 +0 13d6 / 15d6 Strike 4 Quick Shot +1 +0 Strike, +2 DC 3 Martial Grab -1 -1 Grab Two Limbs, 65 STR / 75 STR for holding on Perks 20 Vehicles & Bases 5 Contact 14- 5 Contact 14- Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) 13 Universal Translator 12- (20 Active Points); OIF (-½) Skills 3 Climbing 14- 2 KS 11- 2 KS 11- 3 Analyze: Agility Skills 12- 3 Deduction 12- 3 Forensic Medicine 12- 3 Stealth 14- 3 Shadowing 12- 3 Inventor 12- 3 Mechanics 12- 3 Demolitions 12- 3 Paramedics 12- 22 TF: Common Motorized Ground Vehicles, Mecha, Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Military Spacecraft, Personal Use Spacecraft, Railed Vehicles, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Spaceplanes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 16 +2 with All Combat 13 Tracking 17- Total Powers & Skill Cost: 555 Total Cost: 635 200+ Disadvantages 25 Psychological Limitation: THE HUNT (Very Common; Total) 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: 8- (As Pow; Harshly Punish) 380 Experience Points Total Disadvantage Points: 635 Earned Experience: 0 Spent Experience: 380 Unspent Experience: 0 Background/History: Rol-An Dye's history is unknown. Last of an ancient race? God of the Hunt? What is known is that he alleviates his boredom by hunting various beings. Sometimes it is for a price, but most often it is for a challenge. Personality/Motivation: The Hunt is all. He cares nothing for local laws or customs. Only his code of the Hunt. He hunts alone except for his hounds, gets to know his prey and desires to defeat them in single combat. He has sworn that an enemy that has beaten him will be free of him forever. As he has never failed, that is yet to be tested! Quote: Powers/Tactics: Huntmaster wears a 1.5 meter tall suit of armour that allows him to T-port, protects him from harm, and generates a plasma spear. Campaign Use: Hunter of heroes Appearance: A human like being in an advanced battlesuit surrounded by at least four robotic hounds He has no hidden agenda. He wants a hunt. ideally he can take on an entire team.
  13. Mr. R

    M&M conversions

    First of three Foxfire Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 23 PRE 13 14- PRE Attack: 4 ½d6 20 COM 5 13- 8+12 PD 6 Total: 8/20 PD (8/20 rPD) 8+12 ED 4 Total: 8/20 ED (8/20 rED) 4 SPD 10 Phases: 3, 6, 9, 12 6 REC 0 40 END 0 25 STUN 0 Total Characteristic Cost: 118 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 119 Sight, Hearing, Mental, Radio, Smell/Taste, Touch and Mystic Groups and Danger Sense Images Increased Size (2" radius; +¼), +/-6 to PER Rolls, Alterable Size, Selective Target (+½) (119 Active Points) 12 8 Damage Resistance (8 PD/8 ED) 15 Elemental Control, 30-point powers 32 1) Shape Shift (Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups, limited group of shapes), Instant Change, Makeover, Usable By Other (+¼), Reduced Endurance (0 END; +½) (79 Active Points); Limited Power loses about half of its effectiveness (-1) 10 2) Flight 10", Usable By Other (+¼), Reduced Endurance (0 END; +½) (35 Active Points); Limited Power loses about half of its effectiveness (-1) 25 3) Force Field (12 PD/12 ED), Usable By Other (+¼), Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (66 Active Points); Limited Power loses about half of its effectiveness (-1) 40 4) Sight Group Flash 11d6, Usable By Other (+¼), Reduced Endurance (0 END; +½) (96 Active Points); Limited Power loses about half of its effectiveness (-1) 40 5) Energy Blast 11d6, Usable By Other (+¼), Reduced Endurance (0 END; +½) (96 Active Points); Limited Power loses about half of its effectiveness (-1) 18 Only to max ocv 9: +6 with Ranged Combat, Usable By Other (+¼) (37 Active Points); Limited Power loses about half of its effectiveness (-1) 50 Mind Control 5d6, Telepathic (+¼), Reduced Endurance (½ END; +¼), Invisible Power Effects (Fully Invisible; +½), Cumulative (120 points; +1) (75 Active Points); No Range (-½) 3 10 Clinging (40 STR) (20 Active Points); Linked (Images; -½), Limited Power loses about a third of its effectiveness (Only to stick to possessed target; -½) 56 Elemental Control, 112-point powers 37 1) Invisibility to Sight, Hearing, Mental, Smell/Taste and Touch Groups , No Fringe, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (112 Active Points); Always On (-½) 49 2) Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½), Invisible Power Effects (Fully Invisible; +1) (130 Active Points); Always On (-½) Perks 2 Deep Cover 1 False Identity 3 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact Talents 20 Universal Translator 13- Skills 3 Disguise 13- 8 Japanese Mythology: KS 18- 3 Analyze: Agility Skills 13- 3 Persuasion 14- 3 Sleight Of Hand 13- 3 Contortionist 13- 3 Concealment 13- 3 Stealth 13- 3 Shadowing 13- Total Powers & Skill Cost: 567 Total Cost: 685 200+ Disadvantages 10 Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Hunted: Former victims 8- (As Pow; Harshly Punish) 15 Physical Limitation: Spirit (Frequently; Greatly Impairing) 15 Psychological Limitation: Trickster (Common; Strong) 5 Psychological Limitation: Sympathetic to victims (Uncommon; Moderate) 15 Physical Limitation: Invisible (Frequently; Greatly Impairing) 415 Experience Points Total Disadvantage Points: 685 Earned Experience: 0 Spent Experience: 415 Unspent Experience: 0 Background/History: Foxfire is a kitsune, a Japanese spirit creature who somehow got to the pacific northwest of North America. For years she server an evil mage called Dragoneye, but his recent passing has freed her. Now with a list of people allied to Dragoneye and their victims, she's about to make some people sorry! Personality/Motivation: A born trickster, she likes to misdirect her victims, making them hurt themselves if possible. As well she can possess people and grant them superpowers. As such, no one is ever sure what the ground rules are when Foxfire is on the hunt! Quote: Powers/Tactics: Power one- Illusion generating Power two- Possession and the granting flight, EB, flash and protection! Campaign Use: Possible ally. Especially in any scenario that involves the Far East! Appearance: Invisible usually, she can appear however she wants due to her illusion powers! I find this NPC interesting. I am not sure I got the build right, but a possessing spirit who may or may not be a friend. She makes for the perfect wild card, especially in a Asian themed adventure.
  14. Mr. R

    M&M conversions

    He really packs two. In M&M there are three advantages called Artificer, Inventor and Ritualist. From what I read these alow you to do various effects. Artificer allows you to enchant items for later use. Inventor is like a gadget pool. Ritualist allows you to cast various effects given time and material. A few NPC like Arcanix have Artificer and Ritualist. Dr. Sin has Inventor that reflects his scientific knowledge and Artificer that reflects his set of ancient artifacts!
  15. Mr. R

    M&M conversions

    Next up Fu- Manchu Doctor Sin Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 27 DEX 51 14- OCV: 9/DCV: 9 15 CON 10 12- 10 BODY 0 11- 43 INT 33 18- PER Roll 18- 35 EGO 50 16- ECV: 12 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 5 SPD 13 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 30 STUN 5 Total Characteristic Cost: 188 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 72 Variable Power Pool, 60 base + 12 control cost, (90 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1) 72 Variable Power Pool, 60 base + 12 control cost, (90 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1) 20 Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) 8 Damage Resistance (8 PD/8 ED) 8 Small pistol: Energy Blast 4d6 (20 Active Points); OAF (-1), 8 Charges (-½) [8] 5 Defensive Block +1 +3 Block, Abort 5 Defensive Strike +1 +3 6 ½d6 Strike 3 Defensive Throw +1 +1 Block, Target Falls 4 Joint Lock/Throw +1 +0 Grab One Limb; 3d6 NND ; Target Falls 3 Legsweep +2 -1 7 ½d6 Strike, Target Falls 4 Martial Block +2 +2 Block, Abort 4 Martial Disarm -1 +1 Disarm; 43 STR to Disarm 4 Nerve Strike -1 +1 4d6 NND 5 Offensive Strike -2 +1 10 ½d6 Strike 5 Takeaway +0 +0 Grab Weapon, 43 STR to take weapon away 3 Takedown +1 +1 6 ½d6 Strike; Target Falls 16 +4 HTH Damage Class(es) Perks 30 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) (30 Active Points) 13- 20 Vehicles & Bases 55 Follower Talents 30 Combat Luck (15 PD/15 ED) 6 Lightning Reflexes: +4 DEX to act first with All Actions 20 Universal Translator 18- Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Disguise 18- 3 General sciences: Science Skill 18- 3 Interrogation 13- 3 Persuasion 13- 3 Sleight Of Hand 14- 3 Concealment 18- 3 Contortionist 14- 3 Stealth 14- 3 Shadowing 18- 3 Mechanics 18- 3 Inventor 18- 3 Electronics 18- 3 Demolitions 18- 1 Language: Mandarin (imitate dialects; literate) (6 Active Points) 6 Language: Cantonese (imitate dialects; literate) 6 Language: English (imitate dialects; literate) 6 Language: Latin (imitate dialects; literate) 6 Language: Japanese (imitate dialects; literate) 6 Language: Russian (imitate dialects; literate) 6 Language: Sanskrit (imitate dialects; literate) 6 Language (imitate dialects; literate) 6 Language (imitate dialects; literate) 6 Language (imitate dialects; literate) 3 Arcanist: Power 18- 3 Tech gadgets: Power 18- 10 TF: Common Motorized Ground Vehicles, Riding Animals, Large Planes, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles 16 +2 with All Combat 6 +2 with Martial Maneuvers 48 +6 with all non-combat Skills Total Powers & Skill Cost: 588 Total Cost: 776 200+ Disadvantages 0 Distinctive Features: Old Asian man (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Enraged: When defied (Uncommon), go 8-, recover 14- 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 10 Hunted: Granddaughter 8- (As Pow; Harshly Punish) 15 Psychological Limitation: Arrogant (Common; Strong) 20 Psychological Limitation: Honourable (Common; Total) 516 Experience Points Total Disadvantage Points: 776 Earned Experience: 0 Spent Experience: 516 Unspent Experience: 0 Background/History: Dr. Tzin Sing was born over 100 years ago to a life of wealth and privilege. Even at an early age, his genius was apparent and he gravitated toward the sciences. But the jealousy of others hampered him constantly, but he would fulfill his destiny. So he built a criminal empire and clashed with many heroes over the years. His greatest adversary was the original Raven and his own daughter Jasmine. In a plot to kill Raven, his Jasmine died instead. Since then he when into seclusion, but now has returned. China and the world are changing, and he plans to be at the forefront of change! Personality/Motivation: Calm arrogance. He knows he is one of the greatest minds on the planet, and due to his elixirs that extend his life; he can take the long view. He wants a challenge though and is honourable enough to keep his word! Quote: Powers/Tactics: No powers, except for a genius intellect. But he has an entire organization behind him with many minions and access to many items both magical and technological! And he is one of the best trained martial artists in the world! Campaign Use: Fu-Manchu. The far eastern crime boss / conqueror! Appearance: Old Asian gentleman with a short beard and mustache always impeccably dressed in traditional Chinese fashions! This is a very street oriented build. As written he is designed to go up against his grand daughter the persent Raven (she's Batman to his Ras-al Ghul). In a street level world, he's extremely dangerous. In a four colour world with Thor and Wonderwoman analogues, I have to ask how he has survived this long. I'd seriously power him up with some always on devices and magical doo-dads. Also his own super team/ followers. Otherwise, I am sorry, but I can't see him as a lasting threat!
  16. Mr. R

    M&M conversions

    Fallout Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 [7] 20 DEX 30 13- OCV: 7/DCV: 7 38 CON 56 17- 10 BODY 0 11- 13 INT 3 12- PER Roll 13- 13 EGO 6 12- ECV: 4 25 PRE 15 14- PRE Attack: 5d6 2 COM -4 9- 30 PD 15 Total: 30 PD (30 rPD) 30 ED 22 Total: 30 ED (30 rED) 4 SPD 10 Phases: 3, 6, 9, 12 23 REC 0 76 END 0 67 STUN 0 Total Characteristic Cost: 218 Movement: Running: 6"/12" Flight: 30"/480" Leaping: 15"/30" Swimming: 2"/4" Cost Powers END 3 +1 PER with all Sense Groups 94 Energy Form: Flight 30", x16 Noncombat, Reduced Endurance (½ END; +¼) (94 Active Points) 3 30 Damage Resistance (30 PD/30 ED) 40 Energy form: Physical Damage Reduction, 75% 45 Energy form: Desolidification (affected by anti-radiation ), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Limited Power loses about half of its effectiveness (no defense, only to pass through solids; -1) 33 Radioactive body: Drain CON 1d6, Personal Immunity (+¼), Inherent (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Persistent (+½), Delayed Return Rate (points return at the rate of 5 per Month; +2) (50 Active Points); Always On (-½) 97 Multipower, 97-point reserve 9u 1) Atomic Blast: Energy Blast 18d6 (90 Active Points) 9 4u 2) Fallout attack: Major Transform 3d6 (normal to radioactive), Continuous (+1) (90 Active Points); Limited Power loses about half of its effectiveness (only material; -1) 9 6u 3) Atomic Burst: Energy Blast 6d6, Personal Immunity (+¼), No Normal Defense ([standard]; +1), Area Of Effect (7" Radius; +1) (97 Active Points); No Range (-½) 10 Skills 6 Military: KS 15- 3 Deduction 12- 3 Forensic Medicine 12- 3 Electronics 12- 3 Inventor 12- 3 Mechanics 12- 3 Demolitions 12- 14 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Motorized Boats, Large Planes, One-Wheeled Muscle-Powered Ground Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles Total Powers & Skill Cost: 399 Total Cost: 617 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone) 25 Psychological Limitation: Paranoid (Very Common; Total) 15 Physical Limitation: Energy body (Infrequently; Fully Impairing) 10 Psychological Limitation: Hatred of the military (Common; Moderate) 10 Psychological Limitation: Hatred of Government workers (Common; Moderate) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Hunted: Military handlers 8- (As Pow; NCI; Harshly Punish) 307 Experience Points Total Disadvantage Points: 617 Earned Experience: 0 Spent Experience: 307 Unspent Experience: 0 Background/History: Project NINE TANGENT APPLE nicknamed Hyperion was an attempt by the US armed forces to create a super soldier. Twenty started, four survived. Major Emmerson Cort was one of them. Given a harness so he could control the energies he was emitting, it looked a success, until the four began exhibiting psychological deteriorations. In Cort this manifested as a deep paranoia. The four members were placed in stasis and the project forgotten. Until recently Fallout has awaked and he is not happy. He wants to find those responsible for his condition and make them pay! And if the world gets damaged in the process, so be it. Personality/Motivation: Vengeance and Paranoia. He lost his career, any normal life and his body. He hates the military and the civilians who let them do it! Quote: Powers/Tactics: Fallout is a strong radiation source that he can direct outwards for a number of dangerous effects. He is also incredibly strong and capable to taking large amounts of damage. Add the ability to fly at sonic speeds and you have a man sized WMD! Campaign Use: If you campaign feature shadow governments and people who "Decide what is best for this country", then Fallout is perfect to mix up the situation. Yes he is destructive, but he has good reason. Which way do you go? Appearance: A glowing man shaped energy construct with a red harness at his chest, groin and legs! So it is a version of Project Sunburst, but darker and edgier (YAWN). As a build he is very dangerous. Close in or ranged he is nasty. And if you have shadow governments or sectretive black ops organizations, then he fits right in. He is unredeemable, but he is sympathetic! But be careful as he can take a whole team all by himself.
  17. Mr. R

    M&M conversions

    Doctor Shock Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 28 CON 36 15- 10 BODY 0 11- 30 INT 20 15- PER Roll 18-/19- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 4 COM -3 10- 20 PD 14 Total: 20 PD (20 rPD) 20 ED 14 Total: 20 ED (20 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 12 REC 0 56 END 0 39 STUN 0 Total Characteristic Cost: 162 Movement: Running: 9"/18" Leaping: 9"/18" Swimming: 4"/8" Cost Powers END 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½); all slots OAF (-1) 12 High Range Radio Perception (Radio Group) 1 +1 PER with Normal Hearing 9 +3 PER with all Sense Groups 5 Infrared Perception (Sight Group) 5 Night vision 3 Leaping +3" (9" forward, 4 ½" upward) 1 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 20 Damage Resistance (20 PD/20 ED) 27 Energy Damage Reduction, 75% (40 Active Points); Only Works against Limited Type of Attack (electricity; -½) 12 Detect A Single Thing 18-/16- (Unusual Group), Discriminatory, Increased Arc of Perception (240 Degrees), Sense 25 Elemental Control, 50-point powers 30 1) Electrical blast: Energy Blast 11d6 (55 Active Points) 5 17 2) Electrical field: Energy Blast 8d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When touched; +¼) (50 Active Points); No Range (-½) 5 Perks 14 Vehicles & Bases Talents 3 Bump of Direction 3 Absolute Range Sense 5 Eidetic Memory Skills 3 Climbing 13- 3 Super humans: KS 15- 6 Science: KS 18- 3 Forensic Medicine 15- 3 Deduction 15- 3 Demolitions 15- 3 Electronics 15- 3 Mechanics 15- 3 Inventor 15- 13 Power 16- 6 Lightning blast: +3 with any single attack Total Powers & Skill Cost: 295 Total Cost: 457 200+ Disadvantages 25 Distinctive Features: Cyborg body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Police 8- (As Pow; Harshly Punish) 25 Psychological Limitation: He must know (Very Common; Total) 15 Reputation: , 11- (Extreme) 20 Psychological Limitation: emotionless (Common; Total) 5 Accidental Change: split personality 8- (Uncommon) 157 Experience Points Total Disadvantage Points: 457 Earned Experience: 0 Spent Experience: 157 Unspent Experience: 0 Background/History: Gordon Shockley was a respected scientist. For him, everything could be explained by science. He was especially fascinated by super powers. When he developed his own, he was overjoyed. Then his powers began to kill him. He turned his formidable intellect to seeking a cure. Genetic treatments, cybernetics... whgatever he could think of. Eventually he succeeded. But Gordon was gone. Replaced by an unfeeling, uncaring man of science who still searches for a cure. And he doesn't care who he has to kill to find it. Personality/Motivation: An emotionless mad scientist. It’s all for SCIENCE! Quote: Powers/Tactics: Electrical powers added to a cyborg body. He also has a gadget pool to modify his abilities. Campaign Use: His experiments get loose, or are freed on a raid to one of his bases. Also he wants to know what makes super powers tick, so a kidnap and sampling is often needed! Appearance: A full cyborg in a lab coat! An mad Scientist. I am ambivilent about him. As written he will darken you campaign as he kills without cumpunction. Any hero captured by him is dead. If you want this, then use him. Otherwise I'd be leary of using him except for a very limited time showing his faults and how the heroes are superior, then letting him die! He is at best a super powered serial killer. Nothing to admire or pity!
  18. Mr. R

    M&M conversions

    Doctor Azoth MINION Takwin Val Char Cost Roll Notes 20+20 STR 10 13- / 17- Lift 400.0kg/6400.0kg; 4d6/8d6 [2/4] 24 DEX 42 14- OCV: 8/DCV: 8 20 CON 20 13- 10+4 BODY 0 11- / 12- 13 INT 3 12- PER Roll 15- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 20 COM 5 13- 8 PD 4 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 4 SPD 6 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 30+4 STUN 0 Total Characteristic Cost: 118 Movement: Running: 9"/18" Leaping: 6"/12" Swimming: 4"/8" Cost Powers END 6 Running +3" (9" total) 1 2 Swimming +2" (4" total) 1 2 Leaping +2" (6"/10" forward, 3"/5" upward) 1 9 +3 PER with all Sense Groups 8 Damage Resistance (8 PD/8 ED) 10 Life Support (Expanded Breathing; Longevity: Immortal) 16 Mental Defense (20 points total) 98 Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, limited group of shapes), Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +½), Persistent (+½) (98 Active Points) 16 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Limited Power loses about half of its effectiveness (Only to imitate beings that tall, gives no stat bonuses; -1), Linked (Shape Shift; -½) 8 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); Limited Power loses about half of its effectiveness (Only for imitation; -1), Linked (Shape Shift; -½) 12 Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 26 Energy Blast 6d6, Autofire (2 shots; +¼), Reduced Endurance (½ END; +½) (52 Active Points); OAF (-1) 2 5 Defensive Block +1 +3 Block, Abort 5 Sacrifice Strike +1 -2 9d6 / 13d6 Strike 4 Fast Strike +2 +0 7d6 / 11d6 Strike 4 Martial Disarm -1 +1 Disarm; 35 STR / 55 STR to Disarm 5 Passing Strike +1 +0 5d6 / 9d6 +v/5; FMove 4 Weapon Bind +1 +0 Bind, 35 STR / 55 STR 4 +1 HTH Damage Class(es) 8 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Karate Weapons, Staffs, Staffs, Whips Talents 18 Combat Luck (9 PD/9 ED) 6 Lightning Reflexes: +4 DEX to act first with All Actions Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Deduction 12- 3 Forensic Medicine 12- 11 Stealth 18- 3 Shadowing 12- 5 TF: Common Motorized Ground Vehicles, Riding Animals, Two-Wheeled Motorized Ground Vehicles 1 Language: Arabic (imitate dialects; literate) (6 Active Points) 6 Language: English (imitate dialects; literate) 6 Language: Spanish (imitate dialects; literate) Total Powers & Skill Cost: 323 Total Cost: 441 200+ Disadvantages 25 Physical Limitation: Loyal to Dr. Azoth (All the Time; Fully Impairing) 20 Psychological Limitation: Sociopath (Very Common; Strong) 196 Experience Points Total Disadvantage Points: 441 Earned Experience: 0 Spent Experience: 196 Unspent Experience: 0 Background/History: One of the created minions of Dr. Azoth. He is the one mostly likely to be sent out first to get intelligence and meet with customers! Personality/Motivation: A manipulator and sociopath, only his innate loyalty to the Doctor keeps him in line! Quote: Powers/Tactics: An expert shape shifter, he can look like anyone, imitate anyone. Add a body at the peak of human ability and an alchemical sword and throwing darts and you also have a perfect assassin! Campaign Use: Appearance: Default an Arabic man in flowing robes! The face of the good Dr. With him around, you need to watch your back. He is not a front line fighter, but as an investigator and shit disturber, he is perfect!
  19. Mr. R

    M&M conversions

    Doctror Azoth MINION Petra Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [4] 21 DEX 33 13- OCV: 7/DCV: 7 30 CON 40 15- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 16 COM 3 12- 8+13 PD 2 Total: 8/21 PD (8/21 rPD) 8+13 ED 2 Total: 8/21 ED (8/21 rED) 4 SPD 9 Phases: 3, 6, 9, 12 12 REC 0 60 END 0 40 STUN 0 Total Characteristic Cost: 118 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 6"/12" Swimming: 8"/16" Cost Powers END 30 Hand-To-Hand Attack +6d6, Variable Special Effects (Any SFX; +½) (45 Active Points); Hand-To-Hand Attack (-½) 4 7 Same as the HTH: Variable Special Effects (Limited Group of SFX; +¼) (7 Active Points) applied to STR 1 50 Stretching 10" 5 20 No humanoid: Shape Shift (Sight Group, limited group of shapes) 2 10 Life Support (Expanded Breathing; Longevity: Immortal) 17 Mental Defense (20 points total) 8 Damage Resistance (8 PD/8 ED) 40 Multipower, 40-point reserve 2u 1) Wings: Flight 10" (20 Active Points) 2 1u 2) Fins: Swimming +6" (8" total) (6 Active Points) 1 4u 3) Diamond skin: Force Field (13 PD/13 ED), Reduced Endurance (0 END; +½) (39 Active Points) 46 Smother attack: Energy Blast 5d6, Personal Immunity (+¼), Area Of Effect (6" Radius; +1), No Normal Defense ([standard]; +1) (81 Active Points); No Range (-½), Linked (No humanoid; -¼) 8 Total Powers & Skill Cost: 235 Total Cost: 353 200+ Disadvantages 10 Psychological Limitation: Longs to be human (Common; Moderate) 25 Physical Limitation: Loyal to Dir. Azoth (All the Time; Fully Impairing) 118 Experience Points Total Disadvantage Points: 353 Earned Experience: 0 Spent Experience: 118 Unspent Experience: 0 Background/History: Another minion of Dr. Azoth! Personality/Motivation: She longs to be human, but the good doctor finds her too useful to let her indulge in such nonsense! Quote: Powers/Tactics: Able to stretch he body, her greater ability is to be able to transform into different substances (The VFX) like flames or silver. She can also go into a gas like state that has a knock out effect! Campaign Use: Appearance: A stone statue with female features! The sympathy minion. Also a surprise for many players. With her VFX she can place a real hurt on a PC!
  20. Mr. R

    M&M conversions

    So today we get the three minions of Dr. Azoth Doctor Azoth MINION Man Drake Val Char Cost Roll Notes 50+20 STR 40 19- / 23- Lift 25.6tons/409.6tons; 10d6/14d6 [5/7] 18 DEX 24 13- OCV: 6/DCV: 6 30 CON 40 15- 10+4 BODY 0 11- / 12- 8 INT -2 11- PER Roll 14- 10 EGO 0 11- ECV: 3 15 PRE 5 14- PRE Attack: 5d6 4 COM -3 10- 30 PD 20 Total: 30 PD (30 rPD) 30 ED 24 Total: 30 ED (30 rED) 4 SPD 12 Phases: 3, 6, 9, 12 16 REC 0 60 END 0 50+4 STUN 0 Total Characteristic Cost: 160 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 9 +3 PER with all Sense Groups 7 +10 PRE (10 Active Points); Limited Power loses about a third of its effectiveness (-½) 30 Damage Resistance (30 PD/30 ED) 10 Life Support (Expanded Breathing; Longevity: Immortal) 18 Mental Defense (20 points total) 5 Dr. Azoth: Mind Link , One Specific Mind 50 Energy Blast 5d6, No Normal Defense ([standard]; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-½) 7 13 Flight 10" (20 Active Points); Restrainable (-½) 2 Skills 3 Stealth 13- 3 Shadowing 11- Total Powers & Skill Cost: 178 Total Cost: 338 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Physical Limitation: Loyal to Dr. Azoth (All the Time; Fully Impairing) 10 Physical Limitation: Can barely talk (Infrequently; Greatly Impairing) 78 Experience Points Total Disadvantage Points: 338 Earned Experience: 0 Spent Experience: 78 Unspent Experience: 0 Background/History: His first minion and personal bodyguard Personality/Motivation: To serve Dr. Azoth Quote: Powers/Tactics: Great strength, poisonous breath, durable and can fly! Campaign Use: Appearance: A plant man about 4 meters tall with draconic features at the face and small dragon like wings! So here we get why the good Dr. has lived so long. With a bodyguard like this! He's big and tough!
  21. Mr. R

    M&M conversions

    Another magical menace, with a twist! Doctor Azoth Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 21 DEX 33 13- OCV: 7/DCV: 7 18 CON 16 13- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 10 COM 0 11- 8 PD 6 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 5 SPD 19 Phases: 3, 5, 8, 10, 12 6 REC 0 36 END 0 24 STUN 0 Total Characteristic Cost: 112 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1) 15 Elixir of Life: Life Support (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 10 Elixir of Life: Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Self Only (-½), Always On (-½) 8 Damage Resistance (8 PD/8 ED) 55 Potions: Multipower, 110-point reserve, (110 Active Points); all slots OAF (-1) 3u 1) Cloud of Confusion: Mind Control 10d6, Area Of Effect (2" radius; +¾) (87 Active Points); OAF (-1), Set Effect (be confused; -½), Does Not Provide Mental Awareness (-¼) 9 3u 2) Wall Powder: Entangle 5d6, 5 DEF, Area Of Effect (20" Line; +1) (100 Active Points); Only To Form Barriers (-1), OAF (-1) 10 4u 3) Universal Solvent: (Total: 80 Active Cost, 40 Real Cost) Drain PD 2d6, Area Of Effect (2" Radius; +1) (40 Active Points); OAF (-1) (Real Cost: 20) plus Drain ED 2d6, Area Of Effect (2" Radius; +1) (40 Active Points); OAF (-1) (Real Cost: 20) 8 5u 4) Solomnet mists: Energy Blast 8d6, Area Of Effect (2" radius; +¾), No Normal Defense ([standard]; Con roll; +1) (110 Active Points); OAF (-1) 11 5u 5) Explosive flask: Energy Blast 12d6, Area Of Effect (2" radius; +¾) (105 Active Points); OAF (-1) 10 4u 6) Obscuring mists: Darkness to Sight Group 6" radius, Uncontrolled (+½) (90 Active Points); OAF (-1) 9 Perks 5 Vehicles & Bases 6 Contact 15- 6 Contact 15- 50 Follower Talents 20 Universal Translator 13- 18 Combat Luck (9 PD/9 ED) Skills 3 Disguise 13- 6 KS 16- 3 Analyze: Agility Skills 13- 3 Deduction 13- 3 Forensic Medicine 13- 3 Contortionist 13- 3 Concealment 13- 3 Shadowing 13- 3 Stealth 13- 3 Paramedics 13- 17 Power 20- 3 blades: +3 with any single attack with one specific weapon 1 potions: +1 with any single attack with one specific weapon Total Powers & Skill Cost: 319 Total Cost: 431 200+ Disadvantages 25 Psychological Limitation: Thirst for knowledge (Very Common; Total) 5 Distinctive Features: Arabic man (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: police 8- (Less Pow; NCI; Harshly Punish) 20 Psychological Limitation: Arrogant (Very Common; Strong) 171 Experience Points Total Disadvantage Points: 431 Earned Experience: 0 Spent Experience: 171 Unspent Experience: 0 Background/History: Amir ibn-Azoth al-Chem was born in Alexandria, where he learned the secrets of alchemy and sorcery. His master fearing his power, tried to kill him, but died in the altercation. Since then he has wandered the world, studying and learning. Eventually he mastered the Elixir of Life, and has wandered the world since, studying and learning. Personality/Motivation: He must know! Dir. Azoth is driven by a search for knowledge, no matter who he has to harm in finding it. Self- centered, he cares only for himself. His latest project is to become apotheosis. As a god he will rule over others as he wills! Quote: Powers/Tactics: Dir. Azoth dislikes dirtying his hands, but if he must, he keeps a sizable amount of potions and elixirs on himself. He also heals incredibly quickly and his VPP allows him to make custom potions! Campaign Use: Potions that gives super powers. Golems and Homunculi for hire. Looking for Secrets man was not meant to know. Appearance: An Arabic man dressed in fine robes! I find him interesting. He can be the behind the scenes powerbroker, while having his own schemes in place. He also has three cool minions that I think I may post, as the four make a formidable team!
  22. Mr. R

    M&M conversions

    Today's entry Death Magnetic Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 21 DEX 33 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 13 EGO 6 12- ECV: 4 18 PRE 8 13- PRE Attack: 3 ½d6 18 COM 4 13- 8+15 PD 5 Total: 8/23 PD (8/23 rPD) 8+15 ED 4 Total: 8/23 ED (8/23 rED) 5 SPD 19 Phases: 3, 5, 8, 10, 12 10 REC 6 40 END 0 28 STUN 0 Total Characteristic Cost: 118 Movement: Running: 6"/12" Flight: 20"/80" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 7 Mental Defense (10 points total) 8 Damage Resistance (8 PD/8 ED) 85 Multipower, 85-point reserve 15m 1) Magnetic Blast: Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3 11m 2) Magnetic Manipulation: Telekinesis (55 STR) (83 Active Points); Limited Power Power loses about a third of its effectiveness (Only Ferrous ; -½) 8 11m 3) EMP: Dispel 12d6, Area Of Effect (8" Radius; +1 ¼) (81 Active Points); No Range (-½) 8 11m 4) Magnetic Wave: Energy Blast 7 ½d6, Area Of Effect (8" Radius; +1 ¼) (85 Active Points); No Range (-½) 8 45 Magnetic Flight: Flight 20", x4 Noncombat 4 45 Metalic Armour: Armor (15 PD/15 ED) 25 Magnetism: Detect A Single Thing 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting 47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-½), Requires A Skill Roll (-½); all slots OAF (-1) Skills 3 Computer Programming 13- 3 Current events: KS 13- 3 Demolitions 13- 3 Inventor 13- 3 Power 13- 3 Electronics 13- 3 Mechanics 13- 10 +2 with Ranged Combat Total Powers & Skill Cost: 341 Total Cost: 459 200+ Disadvantages 15 Psychological Limitation: Greedy (Common; Strong) 20 Psychological Limitation: Vindictive (Very Common; Strong) 5 Psychological Limitation: Split personality (Uncommon; Moderate) 5 Accidental Change: 8- (Uncommon) 10 Hunted: Police 8- (Less Pow; NCI; Capture) 204 Experience Points Total Disadvantage Points: 459 Earned Experience: 0 Spent Experience: 204 Unspent Experience: 0 Background/History: Chelsea Lincoln worked hard all he life. Got good grades and an entry level IT position. SHe had scrimped and saved and done without for so long, and now finally was seeing success. Then came the Silver Storm, and Chelsea was changed. Not only did she get super powers, but her personality became Greedy and vindictive. After a short crime spree, her old personality reasserted itself in jail. It wasn't your fault, we'll get you help. It was too much for her. When the power dampers were damaged, Chelsea slipped back ito oblivion and Death Magnetic took her place! Personality/Motivation: A split personality Chelsea- Kind, thoughtful, bookish, hard working Death Magnetic- Greedy, selfish, cruel and vindictive Quote: Powers/Tactics: Your standard Ferro controller. TK, flight, Armour, EB and EMP abilities. As well she has good grasp of electronics and mechanics and can make item on the fly using her powers. Campaign Use: Again, another thug. Her Death Magnetic personality is very short term and selfish. Appearance: Medium height, blond hair, blue eyes, she wears what appears to be a mideval armoured suit that is actually held there by her powers! The power set we have seen before. So about the personality.... I HATE IT! OH a female who gets powers and lets it go the her head. Sweet Mary, becomes hateful Susan. And the evil side is certainly more powerful. ARRRG! There was a NPC from Hero with Multiples, but each had access to the powers and did different things with them. Or how about one has magentic and the other electric and are trying to amalgamate. The good one tries to undo the damage of the evil one. WOW there is some reason to get to know and interact! Rant Off
  23. Mr. R

    M&M conversions

    An M&M product called Threat Report! I am not going to do every NPC, but the ones that caught my interest!
  24. Mr. R

    M&M conversions

    Cerebrus Rex Val Char Cost Roll Notes 10+20 STR 0 11- / 15- Lift 100.0kg/1600.0kg; 2d6/6d6 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10+4 BODY 0 11- / 12- 40 INT 30 17- PER Roll 17-/20- 23 EGO 26 14- ECV: 8 20 PRE 10 13- PRE Attack: 4d6 6 COM -2 10- 13+15 PD 11 Total: 13/28 PD (9/24 rPD) 13+15 ED 9 Total: 13/28 ED (9/24 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 REC 8 40 END 0 25+4 STUN 0 Total Characteristic Cost: 162 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 5"/10" Cost Powers END 9 Damage Resistance (9 PD/9 ED) 30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½) 7 Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1 90 Multipower, 108-point reserve, all slots Reduced Endurance (½ END; +¼) (135 Active Points); all slots OIF (-½) 5u 1) Spatiial shock: Energy Blast 6d6, Line Of Sight (+½), No Normal Defense ([standard]; Con roll; +1) (75 Active Points); OIF (-½) 3 7u 2) Dimensional cascade: Energy Blast 9 ½d6, Variable Special Effects (Limited Group of SFX; +¼), Area Of Effect (13" Cone; +1) (108 Active Points); OIF (-½) 5 6u 3) Teleportals: Teleportation 5", x128 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1" = 100 km; +¾) (90 Active Points); OIF (-½) 4 1 Teleportation: Fixed Location (1 Locations) 25 Teleportation: Floating Fixed Location (5 Locations) 10 +3 with DCV (15 Active Points); OIF (-½) 13 exo suit: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½) 30 Exo suit: Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 6 +3 PER with Smell/Taste Group 5 Nightvision 10 Tracking with Smell/Taste Group 76 Summon 16 90-point creatures, Expanded Class of Beings Limited Group (+½), Weak-Willed -4 on EGO Rolls (+½) (76 Active Points) 8 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1) Perks 20 Vehicles & Bases Talents 20 Universal Translator 17- 5 Eidetic Memory 6 Lightning Reflexes: +4 DEX to act first with All Actions 15 Science: Skill Master (+3 with all Skills based on [characteristic]) Skills 6 Science Skill: Dimensional Engineering 20- 3 Demolitions 17- 3 Inventor 17- 3 Mechanics 17- 3 Electronics 17- 7 gadgeteer: Power 19- Total Powers & Skill Cost: 469 Total Cost: 631 200+ Disadvantages 25 Distinctive Features: Dinosaur in a battle suit (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Psychological Limitation: Arrogant (Very Common; Total) 15 Psychological Limitation: Hates humans (Common; Strong) 10 Rivalry: Professional, Prof Zed, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 356 Experience Points Total Disadvantage Points: 631 Earned Experience: 0 Spent Experience: 356 Unspent Experience: 0 Background/History: Cerebrus Rex is from a world where the dinosaurs never died out. Then came the Great conflict. Cerebrus was one of the greatest scientist on his world, and he knew it was dying. He needed to find a new home. Then he met the dimensional traveller caller Prof Zed, and entered int a bargain with him,planning to betray him at the first opportunity, But the professor struck first, and now Cerebrus finds himself on a world filled with ape primitives. No matter. He will conquer this worl for his people, and if mankind dies in the process, so be it! Personality/Motivation: Arrogant and superior. He knows he is a genius and won't let you forget it. He is also devoted to saving his people. Mankind are lower life forms to him and need to be eliminated. Peaceful coexixtance is NOT an option! Quote: Powers/Tactics: A brilliant scientist, he wears a battlesuit with a number of offencive and defensive abilities. Also he is a 4 meter tall dinosaur. Add his robotic minions and his ability to cobble together devices as needed, and you have a very dangerous villain! Campaign Use: World conqueror. He has no allies as even other world conquerors consider him dangerous! Appearance: A 4 meter tall red t-rex/velociraptor with a battle suit! A mad scientist dinosaur with an army of robot dinosaurs. COOL!
  25. Mr. R

    M&M conversions

    The Battle Brothers Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 21 DEX 33 13- OCV: 7/DCV: 7 40 CON 60 17- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 18 PRE 8 14- PRE Attack: 4 ½d6 16 COM 3 12- 30 PD 18 Total: 30 PD (30 rPD) 30 ED 22 Total: 30 ED (30 rED) 4 SPD 9 Phases: 2, 4, 6, 8, 10, 12 20 REC 0 80 END 0 60 STUN 0 Total Characteristic Cost: 203 Movement: Running: 10"/20" Leaping: 22"/352" Swimming: 2"/4" Cost Powers END 8 Running +4" (10" total) 1 3 +5 PRE (5 Active Points); Limited Power Power loses about a third of its effectiveness (-½) 10 Mind Link , One Specific Mind, Any distance, No LOS Needed (20 Active Points); Only With Others Who Have Mind Link (-1) 11 Mental Defense (13 points total) 30 Leaping +10" (22" forward, 11" upward) (Accurate, x16 Noncombat) 3 19 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 30 Damage Resistance (30 PD/30 ED) 10 +2 SPD (20 Active Points); Conditional Power Power does not work in Very Common Circumstances (only to get extra hth attacks no movement or defense; -1) 4 Choke Hold -2 +0 Grab One Limb; 2d6 NND 3 Martial Grab -1 -1 Grab Two Limbs, 70 STR for holding on 5 Offensive Strike -2 +1 16d6 Strike 4 Fast Strike +2 +0 14d6 Strike Skills 3 Climbing 13- 3 Stealth 13- 3 Shadowing 11- 6 Teamwork 16- (9 Active Points); Limited Power Power loses about a third of its effectiveness (-½) Total Powers & Skill Cost: 152 Total Cost: 355 200+ Disadvantages 20 Dependence: When a Km apart! Takes 1d6 Damage (Very Common; 1 Minute) 15 Psychological Limitation: Bully (Common; Strong) 15 Psychological Limitation: Greedy (Common; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 35 Dependence: When apart by more that 10 meters -10 Active Points from Affected Power (Very Common; 1 Segment) 35 Dependence: When apart by more than 100 meters -10 Active Points from Affected Power (Very Common; 1 Segment) 25 Experience Points Total Disadvantage Points: 355 Earned Experience: 0 Spent Experience: 25 Unspent Experience: 0 Background/History: Meet Jack Pryce and Malcolm Manning. Convicted criminals. So when their prision was attacked by F.O.E. (Viper) they escaped in the confusion. Making their way to a local Natioan Park, they hid out in a cave when they noticed a strange ontainer. In it were a pair of bracers. Each took one where upon they grafted to their wrists. Now they were linked physically and mentally. Also their physiology was improved upon to super human levels. Now stuck together, they hire themselves out as muscle as the Battle Brothers. Personality/Motivation: Greed, violence, the easy life! Quote: Powers/Tactics: They like to double team an opponent, so theyare never far apart. One effect of their teamwork is the extra SPD stat which reflects them setting up opprtunities for the other to use. Otherwise, they are your standard brick! Campaign Use: Hired muscle. But the bracers add a nice addition. Where are they from, and what is the true purpose as they are undoubtedly to be used as a pair! Appearance: Jack is caucasian with blond hair. Malcolm is african american and bald. When on the job they wear full body jump suits with red piping! Again a couple of simple thugs, but with a cool hook if you chose to use it
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