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Mr. R

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Everything posted by Mr. R

  1. 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!
  2. 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!
  3. 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
  4. 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!
  5. 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!
  6. 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
  7. Mr. R

    M&M conversions

    Arcanix Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 21 DEX 33 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 20 EGO 20 13- ECV: 7 15 PRE 5 13- PRE Attack: 4d6 10 COM 0 11- 8+15 PD 6 Total: 8/23 PD (8/23 rPD) 8+15 ED 3 Total: 8/23 ED (8/23 rED) 5 SPD 19 Phases: 3, 5, 8, 10, 12 10 REC 6 50 END 0 28 STUN 0 Total Characteristic Cost: 127 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 10"/20" Cost Powers END 3 Offence: +5 PRE (5 Active Points); Limited Power Power loses about a third of its effectiveness (-½) 8 Damage Resistance (8 PD/8 ED) 48 artificer: Variable Power Pool, 40 base + 8 control cost, (60 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1) 50 ritualist: Variable Power Pool, 40 base + 10 control cost, Delayed Effect (+¼) (65 Active Points); Requires A Skill Roll (-½), Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½) 25 Flight 10", Reduced Endurance (½ END; +¼) (25 Active Points) 1 26 Forget me Aura: Invisibility to Sight, Hearing, Mental, Smell/Taste and Touch Groups , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Limited Power Power loses almost all of its effectiveness (Only to make people forget his exixtence; -2), Conditional Power Power does not work in Common Circumstances (Does not work is target makes and Ego roll; -½) 60 Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points) 58 Multipower, 70-point reserve, all slots Reduced Endurance (½ END; +¼) (87 Active Points); all slots Gestures (-¼), Incantations (-¼) 4u 1) Bolts oif bedevilment: Energy Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼) 3 4u 2) Bands of binding: Entangle 6d6, 6 DEF (60 Active Points); Gestures (-¼), Incantations (-¼) 3 3u 3) Mystic Grasp: Telekinesis (40 STR), Fine Manipulation (70 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage only movement; -½), Gestures (-¼), Incantations (-¼) 3 32 Secret Doors: Teleportation 10", Safe Blind Teleport (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset; +½), Reduced Endurance (0 END; +½), MegaScale (1" = 1,000 km; +1) (65 Active Points); Limited Power Power loses about half of its effectiveness (-1) Perks 2 Deep Cover 1 False Identity 6 Contact 15- 6 Contact 15- Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Disguise 12- 9 Magic: KS 18- 3 Deduction 12- 3 Forensic Medicine 12- 3 Persuasion 13- 3 Sleight Of Hand 13- 15 Stealth 19- 3 Shadowing 12- 11 magic: Power 16- 11 Magic items: Power 16- 16 +2 with All Combat 10 +2 with Ranged Combat Total Powers & Skill Cost: 438 Total Cost: 565 200+ Disadvantages 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Psychological Limitation: Arrogant (Common; Total) 20 Psychological Limitation: Secretive (Common; Total) 320 Experience Points Total Disadvantage Points: 565 Earned Experience: 0 Spent Experience: 320 Unspent Experience: 0 Background/History: Name unknown. A seeker of secrets, who will show up, steal some secret or artifact and disappear. No one knows why he is doing this, but any practitioner of magic is not safe from his depedations! Personality/Motivation: Arrogant and secretive! He will taunt heroes, while revealing little himself! Quote: Powers/Tactics: A set of commonly used spells, a Ritualist VPP and an Arcanist device collection, he should have a something for every contingency! His two special powers are his Forget Aura that makes people forget he was ever there, and his teleportation ability to get out of tight spots! Campaign Use: A hunted for A hero mage (AGAIN)! Appearance: Black and white costume, full face mask and cape! I feel this give more of the mystery im majic as a hunted and I much prefer him to Abracadaver. But he does require players buy into the Forget Aura or the feel of the NPC would be lost. Also he opens a lot of possible opening as to his true motivatons, which a GM can indulge in!
  8. Mr. R

    M&M conversions

    Anvil Val Char Cost Roll Notes 40+30 STR 30 17- / 23- Lift 6400.0kg/409.6tons; 8d6/14d6 [4/7] 14 DEX 12 12- OCV: 5/DCV: 5 30 CON 40 15- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 24+6 PD 16 Total: 24/30 PD (24/30 rPD) 24+6 ED 18 Total: 24/30 ED (24/30 rED) 4 SPD 16 Phases: 3, 6, 9, 12 14 REC 0 60 END 0 45 STUN 0 Total Characteristic Cost: 139 Movement: Running: 12"/24" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 15 Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½) 45 Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½) 30 Metal body! OH YEAH!: Damage Resistance (30 PD/30 ED) 15 Life Support (Eating: Character only has to eat once per week; Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 20 Metal body! OH YEAH!: Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only vs attacks he can perceive; -½) 12 Running +6" (12" total) 1 82 Multipower, 82-point reserve 4u 1) Bowling ball charge baby! OH YEAH!: Energy Blast 6d6, Double Knockback (+¾), Area Of Effect (20" Line; +1) (82 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only along full move line, attack does no damage, just KB; -1) 8 2u 2) Head but from hell baby! OH YEAH!: Hand-To-Hand Attack +6d6, No Normal Defense ([standard]; +1) (60 Active Points); Conditional Power Power does not work in Very Common Circumstances (Does no damage, just to calculate con stun, only with Off Strike; -1), Hand-To-Hand Attack (-½) 6 4 Choke Hold -2 +0 Grab One Limb; 2d6 NND 5 Sacrifice Strike +1 -2 12d6 / 18d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 50 STR / 80 STR for holding on 5 Offensive Strike -2 +1 12d6 / 18d6 Strike Perks 10 Vehicles & Bases Skills 3 Acrobatics 12- 3 Breakfall 12- 3 Disguise 11- 3 KS 11- 3 Streetwise 12- 3 Deduction 11- 3 Stealth 12- 3 Shadowing 11- 3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles Total Powers & Skill Cost: 279 Total Cost: 418 200+ Disadvantages 15 Distinctive Features: 3 ft tall metal man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 10 Physical Limitation: Size and wieght (Frequently; Slightly Impairing) 20 Psychological Limitation: Loves to fight (Very Common; Strong) 15 Psychological Limitation: Chauvenist. Will not hit a woman unless she can take it (Common; Strong) 5 Social Limitation: Public ID (Occasionally; Minor) 15 Psychological Limitation: Thrill seeker (Common; Strong) 128 Experience Points Total Disadvantage Points: 418 Earned Experience: 0 Spent Experience: 128 Unspent Experience: 0 Background/History: Donnie Moore loved drinking, fighting and riding motorcyles. But he was too intence even for the local clubs and so found himself on the outs more often than not. So when he was caught in the Silver Storm and given super powers, he whooped with joy. Since then he has made a new career as hired muscle going up against super powered opponents. And he has never been happier! Personality/Motivation: Drinking, fighting and riding his hog! Anvil is very uncomplicated. Think of a biker mixed with a WWE wrestler (Ric Flair) and you will be close! Quote: Powers/Tactics: Charge in, find the toughest oppenentent and get to work! He has some dirty infighting tricks from his old biker days as well as a few new techniques from his metal body. As well he is very hard to harm physically, making him perfect to go up against othe bricks! Campaign Use: Hired muscle. He is too intence to become a member of any team, but will sign up for one off jobs! Appearance: A 1 meter tall man of metal who weighs nearly 1000 kgs, he dresses in biker leathers and boots, bandana and rides a custome bike sized for him and his weight! I like him. A nice straight up muscle. No hidden agenda or secrets. He wants a good tussle.
  9. Mr. R

    M&M conversions

    So the first up: Abracadaver Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 18 DEX 24 13- OCV: 6/DCV: 6 30 CON 40 15- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 13 EGO 6 12- ECV: 4 15 PRE 5 14- PRE Attack: 5d6 2 COM -4 9- 8+27 PD 0 Total: 8/35 PD (8/35 rPD) 8+27 ED 2 Total: 8/35 ED (8/35 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 14 REC 0 60 END 0 45 STUN 0 Total Characteristic Cost: 130 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Teleportation: 15"/240" Cost Powers END 30 Chunck of body parts: Armor (20 PD/20 ED) (60 Active Points); Ablative BODY or STUN (-1) 8 Damage Resistance (8 PD/8 ED) 14 Dark armour: Force Field (7 PD/7 ED) 1 7 Offence only Pre: +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (-½) 70 Multipower, 56-point reserve, all slots Reduced Endurance (½ END; +¼) (70 Active Points) 5u 1) Dark bolt: Energy Blast 11d6 (55 Active Points) 2 5u 2) Dark tendrils: Entangle 6d6, 5 DEF (55 Active Points) 2 5u 3) Dead of night: Darkness to Sight Group 5" radius, Alterable Size (55 Active Points) 2 6u 4) Death's door: Teleportation 15", x16 Noncombat, Safe Blind Teleport (+¼) (56 Active Points) 3 5u 5) Drain life: Drain CON 3 ½d6, Ranged (+½) (52 Active Points) 2 5 Nightvision 15 Life: Detect A Large Class Of Things 12- (Sight Group), Discriminatory 27 Zombie minions: Summon 16 100-point zombies (40 Active Points); Summoned Being Must Inhabit Locale (-½) 4 50 Variable Power Pool, 40 base + 10 control cost, Delayed Effect (+¼) (65 Active Points); VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½), Requires A Skill Roll (-½) Talents 5 Magesight Skills 3 Disguise 12- 11 Power: magic 16- 3 KS: medicine 12- 3 KS: magic 12- 3 Oratory 14- 3 Sleight Of Hand 13- 3 Contortionist 13- 3 Concealment 12- 3 Stealth 13- 3 Shadowing 12- 3 Paramedics 12- 16 +2 with All Combat 10 +2 with Ranged Combat Total Powers & Skill Cost: 324 Total Cost: 454 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Power hungry (Common; Total) 10 Rivalry: Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 15 Physical Limitation: Dead (All the Time; Slightly Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 174 Experience Points Total Disadvantage Points: 454 Earned Experience: 0 Spent Experience: 174 Unspent Experience: 0 Background/History: Martin Archery AKA Mortimr Coffin was a magician in search of fame. But it just kept eluding him until he found THE BLACK BOOK. Reading it, he found it was a grimore of spells and dark power. He kept at the book day and night until he finished. And found that he was dead. And in possession of great power. Calling himself Abracadaver, her searches the world for great power. Personality/Motivation: A dark necromancer mixed with a stage magician. Abracadaver is powerful, and he will do actions with a sence of flair and showmanship. But at heart, he is a power hungry dark mage, and when he has to, he can very nasty. Quote: Powers/Tactics: His darkness set give him good offence and his undead state meand he can suck up damage that he wouldn't look like he can do. Add some summoned Zombie minions and a ritual VPP, means he can have some nasty surprises for the pc's if can prepare a bit. Also do not forget his strenght, which can be a nasty surprise for those who are used to weak mage types. Campaign Use: A rival for a PC magician is most likely. He tends to solo a lot, but there may be villains who can tolerate him. (V&V's Samhain and Maratulku would be perfct allies) Appearance: A zombie in a tux and cape with shuffling minions. So my verdict, he's useable. He certainly is differnt from what PC would be prepared for in am Mage. To power him up. give him the Arcanist ability to make magic items or power up the Ritualist pool. Aslo just increasing the MP to 13 DC would make im nasier also. To weaken him, get rid of the Ritualist and his skill levels. Any comments welcome and appreciated!
  10. So I strated this a few weeks ago and I was slowly going to place it on the boards. But now that I have broken my ankle, I find I have a fair bit of free time, so I'll try to get one or two done a day. Notes. Str becomes equivelent dakmage classes. So str 10 = 50 Dex is an amalgam of fgt, agil and dex, but I based it more off the Offence and Parry /Dodgeratings. Con Int Ego Pre al eyeballed PD and ED all start at 8 with damage resist (M&M does not seem to differentiate between KA and NA) SPD 3-5 with some rare ones getting 6 Powers as written Advantages Where I could convert I di, but many involve the action economy Three stand outs are Ritualist, Arcanist and Inventor which I made into VPP at about 40 points with only changest between adventures
  11. Sorry, but after seeing a facebook photo of a woman with a t-shirt that said "Trump can grope my..." and an arrow pointing down, I am not surprised that you may have gotten that question. I may have phrased it differently, but the sentiment is the same! Especially with all the surrogates turning cartwheels to justify it and then villify Hillary for sticking by Bill!
  12. There is a NPC in Threat Report by Green Ronin who has the same power. They bought it as a Conceal effect (invisibility/Darkness) that affects memories with a Will save (Ego roll) to resist! NPC is called Arcanix!
  13. Sorry if this has been asked before. Has anyone ever tried making SPD a fixed stat? Like everyone has a SPD of 3. Or 4. How did it affect the game? What are some potential problems? What could be some advantages?
  14. OK, I'll give another example. #1 blocks and opponent. On the same phase #2 attacks and hits. #1 now gets his reaction attack as #2 has hit, even though he has blocked and used his action. OR #2 trips an opponent. #1 then attacks the prone PC and hits. #2 now gets his triggered attack! Hope that helps. PS it could be I am overthinking this due to the different action economies of the two systems!
  15. I bought "Threat Report" for M&M and I like some of the characters. So I thought how would they look in Hero. and then I got to the Battle Brothers. A pair of bricks linked mentally and psychically by an arm band that each wears. At the least they have str 60 con 30 pd/ed 30 (resistant) super-leap and life support. But they also get what I call a tag team power. In M&M tearm it is reaction damage 12 only to target that the other brother has hit. So #1 does a grab, #2 hits grabbed target, #1 now gets the reaction damage go off. So How do I do it in Hero? #1) 12d6 HA Trigger (automatically goes off, reset as a 0 phase action) Only to hit target his partner has hit, does not add to str #2) Naked Advantage to his str trigger (same as above) I am leaning toward #1 really as it is cleaner IMHO. But what do you think?
  16. So that's the last of them. If there are any that I didn't cover that you would like me to try and make, let me know. Also If there comes a time that I try this again, any sugestions on doing it better. Just don't ask for art work, I don't have the time to search for all that. I mean in the formatting or expalanations side. Any constructive criticism is welcomed and appreciated!
  17. Lastly a water based NPC Undine Val Char Cost Roll Notes 13+30 STR 3 12- / 18- Lift 151.6kg/9700.6kg; 2 ½d6/8 ½d6 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 12+6 BODY 4 11- / 13- 11 INT 1 11- PER Roll 11- 20 EGO 20 13- ECV: 7 13 PRE 3 12- PRE Attack: 2 ½d6 22 COM 6 13- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 5 Total: 8 ED (8 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 0 30 END 0 27+6 STUN 0 Total Characteristic Cost: 77 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 15"/30" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 60 Water form: Physical Damage Reduction, Resistant, 75% 30 water form: Energy Damage Reduction, Resistant, 50% 12 Water form: Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 20 Swimming +13" (15" total), Reduced Endurance (0 END; +½) (20 Active Points) 6 Reduced Endurance (0 END; +½) (6 Active Points) applied to STR 22 Water control: Elemental Control, 44-point powers 18 1) Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,904 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide), Reduced Endurance (0 END; +½) (45 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Only when in contact with water; -¼) 38 2) Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points) 48 3) Telekinesis (35 STR), Affects Porous, Reduced Endurance (0 END; +½) (94 Active Points); Conditional Power Power does not work in Common Circumstances (Only when in contact with water; -½) Skills 3 Computer Programming 11- 3 Streetwise 12- 3 Stealth 12- 3 Lockpicking 12- 3 Concealment 11- 3 Electronics 11- 3 Mechanics 11- 10 +2 with DCV Total Powers & Skill Cost: 293 Total Cost: 370 200+ Disadvantages 10 Distinctive Features: Bald and blueish skin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Hunted: police 8- (As Pow; NCI; Watching) 10 Hunted: Heirophant 8- (Mo Pow; NCI; Watching) 10 Psychological Limitation: Greedy (Common; Moderate) 10 Psychological Limitation: Teenager mentality (Common; Moderate) 10 Social Limitation: Teenager (Frequently; Minor) 115 Experience Points Total Disadvantage Points: 370 Earned Experience: 0 Spent Experience: 115 Unspent Experience: 0 Background/History: Amy Gruensky was a street punk. She became interested in the occult and began hanging around occult bookstores and shops,pilfering the ocasional book or bauble. Then she stole a bauble that reacted badly and it seemed to curse her. Going on a fear induced rampage, she was finally catured and calmed by the her Heirophant. He explained what happened to her and took her under his wing. But soon the street punk came back and she chaffed at the restrictions hierophant placed on her life. She didn't ask for this. She likes the power, but she chaffs at the restrictions people seem to place on them. In many ways she is still the 15 year old wanting to know what to do with her life. If only there was a school for this! I like her build. Tough and versatile. Also the fact she is water based gives hooks again to ocean adventures. The mystic origins could have more hooks. And she has a Major NPC as a further hook. Agan, she is perfect for Xavier School (or the equivelent) in your campaign.
  18. So another blue collar villain Twilight Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 15 BODY 10 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 13- PRE Attack: 4d6 10 COM 0 11- 12+5 PD 9 Total: 12/17 PD (8/13 rPD) 12+5 ED 9 Total: 12/17 ED (8/13 rED) 4 SPD 15 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 31 STUN 0 Total Characteristic Cost: 76 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 15 Nightstalking: Armor (5 PD/5 ED) 7 Nightstalking: +10 PRE (10 Active Points); Linked (Nightstalking; -½) 4 +3 with Stealth (6 Active Points); Linked (Nightstalking; -½) 4 +3 with Tracking (6 Active Points); Linked (Nightstalking; -½) 4 +3 with Navigation (6 Active Points); Linked (Nightstalking; -½) 3 Nightvision (5 Active Points); Linked (Nightstalking; -½) 110 Darkness to Sight Group, Danger Sense and Combat Sense 4" radius, Alterable Size, Mobile (+½), Reduced Endurance (0 END; +½) (110 Active Points) 75 Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points) 3 Life Support (Eating: Character does not eat) Perks 7 Money: Wealthy Skills 3 Computer Programming 12- 3 Electronics 12- 3 Science Skill: laser communication 12- 3 Streetwise 13- 3 Stealth 12- 3 Tracking 12- 3 Navigation 12- 15 +3 with DCV Total Powers & Skill Cost: 276 Total Cost: 352 200+ Disadvantages 10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 5 Dependence: energy Takes 2d6 Damage (Common; 1 Day) 122 Experience Points Total Disadvantage Points: 352 Earned Experience: 0 Spent Experience: 122 Unspent Experience: 0 Background/History: Dyson Regent was working in using diamonds and lasers as communications tools. Part of it was creating black diamonds. But an explosion in the lab showered him with diamond fragments. The company he worked for went under and he was out of work. But he had powers, and so began a life as an independant contractor called Twilight. In the process, he developped a taste for fine art, and so became the occasional art theif as well. Now he is thinking what to do next. He's rich and could retire, but where is the fun in that. I won't say much except he's a good servicable villain, with a cool schtict. I like him!
  19. A mastermind in the making The Octagon Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 24 CON 28 14- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 20 COM 5 13- 8 PD 3 Total: 8 PD (5 rPD) 8 ED 3 Total: 8 ED (5 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 10 REC 0 48 END 0 39 STUN 0 Total Characteristic Cost: 125 Movement: Running: 6"/12" Flight: 15"/30" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 75 Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points) 30 Energy Damage Reduction, Resistant, 50% 90 Absorption 6d6 (energy, PD, ED and Stun), Can Absorb Maximum Of 48 Points' Worth Of Energy Damage, Provides Resistant PD and ED (+½), Absorption As A Defense (x2) (90 Active Points) 45 Flight 15", Reduced Endurance (0 END; +½) (45 Active Points) 7 Healing BODY 1d6 (10 Active Points); Resurrection Only (-½) 1 Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Interrogation 11- 3 Streetwise 11- 3 Paramedics 12- 15 +3 with DCV Total Powers & Skill Cost: 282 Total Cost: 407 200+ Disadvantages 20 Psychological Limitation: Magalomania (Very Common; Strong) 10 Psychological Limitation: Temper (Common; Moderate) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 10 Hunted: Scientists who created him! 8- (Less Pow; NCI; Capture) 10 Hunted: Possible siblings 8- (As Pow; Harshly Punish) 10 Social Limitation: Public ID (Frequently; Minor) 132 Experience Points Total Disadvantage Points: 407 Earned Experience: 0 Spent Experience: 132 Unspent Experience: 0 Background/History: The product of a long genetic experiment. He's the eigth generation in that lineage. It is hoped that he will lead us to a new age of peace and prosperity. But unfortunately the hopes were dashed. Otto Corben is not going to be a peaceful leader. Already he has committed crimes to help bankrole his future endeavors. Now th assemble a team of agents and a strike team of superpowered being and he can start on his plans of world conquest. If only those rumours about his siblings were not true! I added the flight as it made sense. So the mastermind who wants it all. He can be a joke or serious depending on where you want to take him. Joke- all his plans fall apart early due to poor planning, only he manages to get away. Serious, all his plans are to a larger goal, and he plays for keeps. Powerwise, I went with the flying energy projector who gets harder to take out the more you ht him with any type of energy. Basically you give him a second wind (Stun) and he becomes harder to hurt (PD and ED). Add 50% Dam Red and he's very hard to take out!
  20. Scary from beyond the stars The Denizen Val Char Cost Roll Notes 100 STR 90 29- Lift 26.2ktons; 20d6 18 DEX 24 13- OCV: 6/DCV: 6 35 CON 50 16- 10 BODY 0 11- 5 INT -5 10- PER Roll 10- 6 EGO -8 10- ECV: 2 30 PRE 20 15- PRE Attack: 6d6 4 COM -3 10- 20 PD 0 Total: 20 PD (20 rPD) 20 ED 13 Total: 20 ED (20 rED) 2 SPD 0 Phases: 6, 12 27 REC 0 70 END 0 78 STUN 0 Total Characteristic Cost: 181 Movement: Running: 15"/60" Leaping: 20"/40" Swimming: 2"/4" Cost Powers END 50 Reduced Endurance (0 END; +½) (50 Active Points) applied to STR 20 Damage Resistance (20 PD/20 ED) 30 Energy Damage Reduction, Resistant, 50% 30 Physical Damage Reduction, Resistant, 50% 40 Running +9" (15" total), x4 Noncombat, Reduced Endurance (0 END; +½) (40 Active Points) Talents 5 Rapid Healing Skills 3 Climbing 13- 3 Stealth 13- 3 Tracking 10- 3 Survival 10- 5 +1 with DCV Total Powers & Skill Cost: 192 Total Cost: 373 200+ Disadvantages 35 Enraged: Berserk When disturbed (Uncommon), go 14-, recover 8- 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 20 Physical Limitation: 12 ft tall and 2000 pounds (All the Time; Greatly Impairing) 25 Psychological Limitation: Animal instinct and intelligence (Very Common; Total) 78 Experience Points Total Disadvantage Points: 373 Earned Experience: 0 Spent Experience: 78 Unspent Experience: 0 Background/History: An alien biological weapon, sent out from a dying empire as a spoilsport weapon. instead he was fired at random and ended up on earth. All he wants to do is sleep, but whenever he wakes up a murderous rage fils him and he goes on a rampage. A natural disaster on two legs. He's the reason to get the Centurions and the Valkyries and Sinistry to all join forces. This guy should be the toughest thing in your campaign. His only real weakness is to mental powers, but any mentallist who can control him needs to be powerful enough when he isn't controlled. So I could see some MD (Not versus Ego Attack) to give a reason that Menton hasn't turned him into a personal blackmail device. Also what about the people who made him, maybe they have second thought and are trying to recover their creations. Or the planets that have suvived rampages and seek to annihalate all examples. Should he be destroyed? HMMM!
  21. An unhinged weather controller Stratosfear Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 12+10 PD 9 Total: 12/22 PD (8/18 rPD) 12+10 ED 9 Total: 12/22 ED (8/18 rED) 5 SPD 25 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 30 STUN 0 Total Characteristic Cost: 93 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 60 Multipower, 60-point reserve 6u 1) Desolidification , Reduced Endurance (0 END; +½) (60 Active Points) 4u 2) (Total: 40 Active Cost, 40 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, 25% (Real Cost: 10) 15 Elemental Control, 30-point powers 15 1) Flight 10", Reduced Endurance (0 END; +½) (30 Active Points) 64 2) Telekinesis (35 STR), Reduced Endurance (0 END; +½) (79 Active Points) 15 3) Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points) 90 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points) 6u 1) Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points) 5u 2) Energy Blast 8d6, Indirect (Same origin, always fired away from attacker; +¼) (50 Active Points) Perks 8 Money: Wealthy Skills 3 Computer Programming 12- 3 Navigation 12- 3 Systems Operation 12- 3 Paramedics 12- 3 Electronics 12- 3 Mechanics 12- 10 +2 with DCV Total Powers & Skill Cost: 324 Total Cost: 417 200+ Disadvantages 15 Enraged: When fighting (Uncommon), go 11-, recover 11- 15 Psychological Limitation: ikes to terrorise and destroy (Common; Strong) 187 Experience Points Total Disadvantage Points: 417 Earned Experience: 0 Spent Experience: 187 Unspent Experience: 0 Background/History: Jared Stradler lost his family due to a F5 tornado. So he dedicated his life to tracking tornadoes. But his desire was to find another F5 and join them. And when he found one, he jumped in whole heartedly. But he didn't die, instead some of the power merged with him and it was intoxicating. He longed to feel the power again, and found he could summon it at will. With no family or ties, he now wanders ther world, causing havok and destruction. First off a typo, He should have 50% dam red energy resistant and the slot is 60 active and 6 for the MP. Now, another sad case of powers driving the possessor insane. Seriously he should join with Faultline and get two more (Seamount and Flamebait) and call themselves the Element of Destruction. As it is, he is fairly scary. Maneuverable, decent attacks and good defences.
  22. A FISS (read PS 235) Stalwart Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 15 DEX 15 12- OCV: 5/DCV: 5 25 CON 30 14- 12 BODY 4 11- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 33 PD 18 Total: 33 PD (30 rPD) 33 ED 28 Total: 33 ED (30 rED) 3 SPD 5 Phases: 4, 8, 12 20 REC 0 50 END 0 63 STUN 0 Total Characteristic Cost: 189 Movement: Running: 6"/12" Flight: 30"/60" Leaping: 15"/30" Swimming: 2"/4" Cost Powers END 37 Reduced Endurance (0 END; +½) (37 Active Points) applied to STR 90 Flight 30", Reduced Endurance (0 END; +½) (90 Active Points) 30 Damage Resistance (30 PD/30 ED) Perks 11 Money: Filthy Rich Skills 3 Science Skill: Chemistry 12- 3 Science Skill: Archeology 12- 3 Science Skill: Botany 12- 3 Electronics 12- 3 Mechanics 12- 3 Computer Programming 12- 3 Research: KS 12- 1 Language: English (imitate dialects; literate) (6 Active Points) 5 Language: German (idiomatic; literate) 5 Language: Russian (idiomatic; literate) Total Powers & Skill Cost: 200 Total Cost: 389 200+ Disadvantages 10 Vulnerability: 1 ½ x STUN Light (Common) 5 Vulnerability: 1 ½ x BODY Light (Uncommon) 5 Vulnerability: 1 ½ x Effect light (Uncommon) 15 Physical Limitation: Glowing body (Frequently; Greatly Impairing) 10 Psychological Limitation: believes in duty (Common; Moderate) 144 Experience Points Total Disadvantage Points: 389 Earned Experience: 0 Spent Experience: 144 Unspent Experience: 0 Background/History: James Simic got his powers by being exposed to strange radiation from a meteor. Encouraged by his family to use his powers for the betterment of society, he found the stress of leading a team almost drove himover the edge. He retired for a while, but is now back as an independant. He hopes to use his experience to help other heroes, as well as use is fotune to help in other ways. But many question his motives. Is he really helping out, or is this a ploy? The only change I did was give him a fortune. I really can see him as a mentor who doesn't want to get in too deep for fear of losing it again. So more of a behind the scenes guy, who just happens to be able to juggle dumptrucks and fly like a Sabre jet. Power wise he's a FISS (Flight, Invulnerability, Super Speed)
  23. Some bright and shiny hero, maybe Solar Scarab Val Char Cost Roll Notes 10 STR 0 17- Lift 6400.0kg; 8d6 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 11 BODY 2 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 8 PRE -2 11- PRE Attack: 1 ½d6 16 COM 3 12- 6+18 PD 6 Total: 6/24 PD (5/23 rPD) 8+18 ED 4 Total: 8/26 ED (5/23 rED) 2 SPD 0 Phases: 6, 12 4 REC 0 36 END 0 20 STUN 0 Total Characteristic Cost: 58 Movement: Running: 6"/12" Flight: 15"/30" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 24 +30 STR, Reduced Endurance (0 END; +½) (50 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic) 43 Armor (18 PD/18 ED) (54 Active Points); Only In Heroic Identity (-¼) 48 Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼) 24 Energy Damage Reduction, Resistant, 50% (30 Active Points); Only In Heroic Identity (-¼) 36 Flight 15", Reduced Endurance (0 END; +½) (45 Active Points); Only In Heroic Identity (-¼) Skills 3 Computer Programming 12- 3 KS: Law 12- 3 Research: KS 12- 3 Science Skill: Chemistry 12- 3 Science Skill: Biology 12- 3 Science Skill: Anthropology 12- 3 Concealment 12- 3 Streetwise 11- 3 Archeology: KS 12- 5 +1 with DCV Total Powers & Skill Cost: 212 Total Cost: 270 200+ Disadvantages 15 Hunted: Magical villainous group 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Glory hound (Common; Strong) 10 Psychological Limitation: Self absorbed (Common; Moderate) 5 Reputation: , 8- 25 Experience Points Total Disadvantage Points: 270 Earned Experience: 0 Spent Experience: 25 Unspent Experience: 0 Background/History: Anthony Clearview was an amature archeologist, when on a dig in Egypt, a gold scarab that he found animated and burrowed under his skin. Touching it trasformed him into an armour warrior against evil. But he became addicted to the fame, and the long hard work of fighting evil lost its luster. After an encounter where he almost killed an innocent, he has gone underground. Where he is, no one knows, but people hope the soul searching will bring back from the abyss! Nice back story, links to an ancient mythology, a powerful artifact. And unstable user, is he worthy of the power, or will the artifact look for a new weilder? Power wise OK but that SPD needs to be atl least 3 or 4. And 2-3 dice on the EB. The rest is Champions capable.
  24. Very cool. As a Canadian, I'll follow this with interest (as it is NON US centred)!
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