• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Infamous [M&M] [CLOSED]

It hit me that I had an old hero concept for a game that never got off the ground that, with some minor tweaking, could make a decent villain concept:

Shane Collins was a troubled young man. Prone to fits of anger, he couldn't hold down a job, and his penchant for graffiti didn't exactly endear him to the police. He squatted in a worn-down tenement, stuck in a hole and going nowhere. That's where he ran into Asim, an old homeless immigrant squatting in the same building. And for whatever reason, Shane found himself actually taking a shine to the withered old man. He gave the old man a share of the food he pilfered from the market, even managed to find some pain pills that helped ease his suffering when he broke into a local pharmacy.

Asim was always gibbering nonsense, but since it meant Shane wasn't alone with his own thoughts, he didn't mind. Asim claimed that he was the last of The Order of Khonsu, dedicated to protecting Egypt and her people from those who would seek to subjugate her. Through his selflessness, Shane had shown Asim his good soul, the old man said, and to repay his kindness--and keep the light of Khonsu alive--one night he told him he had chosen Shane to bear Khonsu's mark. He opened his shirt to reveal a circle of heiroglyphs tattooed upon his chest, then before Shane could object, he grabbed the young man's hand and pulled it to touch the symbols.

Shane watched in amazement as the heiroglyphs travelled off of the old man and up his own arm, twisting into a spiral around his forearm before Asim's grip relaxed. Shakir pulled away, frightened by what he had witnessed, and realized only then that Asim had not just let go of Shakir, but of life itself. Finally, fully alone, Shakir despaired that he would never leave his hovel. He stared at the dirty, broken window and wished desperately that he could touch the brighter world on the other side.

And, with a jolt in his forearm and a rush of air, he was on the other side, out on the street thanks to the gift of a dying old man.

But Asim's gift didn't create the altruistic hero of the people the old man hoped for. Empowered for the first time in his life, Shane decided it was time to 'get what he had coming.' He robbed, he stole, he intimidated, and--true to his graffiti roots--he always marks the scene 'The Fist of Khonsu.'

Of course, leaving a calling card made it all the easier for Trapmaster to identify the new villains MO, and whatever magical gifts the former street punk had, he was no match for one of the most brilliant minds on the planet.

Then again, it's hard to keep a teleporter locked up...

*******

Basically a teleporter with some other ability enhancements. The earlier game was a lower PL, so not sure if I want to beef up those powers or add a couple of other abilities.
 

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I already had bad luck getting a M&M character together, and I'm gearing up for school which has me on brain lock. I'd play otherwise. :P
 

Gory details, huh ? Recently I had DM-ed Star Wars short game for villains too, players managed to brilliantly copy most of clichy villain tricks and inflict them up on the poor galaxy and Jedi Council. My guess is that Palpi was out of luck that our "mastermind" type had a grudge against him ... since Clone Wars would be less destructive than what they started. :lol:

Ups, I am slightly going off topic there. Thus I have a question to DM ! Could one play a werewolf ? Classic beast, once beaten to a pulp by one of the Heroes and put trough forced healing of his affliction. Hero happy about himself and about saving someone's life from the dread curse, went his own way. And our monster was left empty, broken and patient of psychiatric hospital for 20 long years. All he could afford was patience, and the old warden of the hospital have given him chance ... dying of heart attack. Einar knew that it was a stroke of luck since new chief warden was nice, liberal and scornful about "Dark Age" methods implemented by old generation. For someone who lived as long as our ex-werewolf appealing to the new warden's intelectual side was almost too easy. Showig off gentleman like manners and claiming almost complete amnesia about his pre-curing past he slowly, over the period of years earned woman's friendship and carefully watched the news about his "savior's" exploits. Step by step he sparked her interest in ancient Norse mythology and cultures swarming around the Baltic Sea around the 1000 Year. To his great suprise the lonely woman understood his craving for freedom a lot. With her help he learned about similiar mythology from other cultures, Viking Berserkers so similiar to the Wolf Brotherhood of his youth, Wotan Riders and Indian caste of Warriors many of whom were sworn to Destuctive Aspect of the Goddess Kali, Kali Durga. All those were said to be possessed by unnatural strenght and murderous insanity during battle. It reminded Einar of his old days, but even his failing health and life trickling trough his fingers as he were ageing into wreck of a human he was before wasn't enough to lit the flame that was snuffed out in his chest by the miracolous cure provided to Einar by magical hero. A student of White Sorcery. Admired for his humble ways and looked up to as a model person. Einar hated him ... and knew that it was silly, thus he asked his friend, the Warden of the Hospital to hypnotise him. Safely bound, just in case, Einar opened his heart for the first time in years. He spat all his hate towards the hero for locking him up there, all the while pretending to be under hypnosis, that he envied the young doctor her good health and ability to walk freely whenever she wished and how he feared dying a worthless death as an crippled old wreck that he was becoming. After that he was pretending that he didn't knew what overcame him and continued to chit-chat with the doctor like before the hypnotic session. Yet, she seemingly lost all the trust she had in him after seeing his uglier visage. Became colder and more distant with each passing day, and so Einar resigned himself to his meaningless fate he saw looming in his own dead eyes. It was time to seek alternatives ...

Thus, if allowed to join, I would like to start in a psychiatric ward and work out from there. How Einar would regain blessing of Fenrir ? How would he be freed ?

It would be very easy to be free. Comic Book Psychiatric Wards are notoriously easy to escape (Example: Arkham Asylum), villains treated there are having underlings/allies ready to rescue them over the smoldering ruins of the place. Killer Croc could break free and slaughter some personel. Etc.
 


If you post an idea, I can try to do the mechanics for you.

Could I ask You for a similiar favor ? I'm trying to conceptualize it ... and it cames in all shapes and I can't decide on how to represent it properly in mechanics. Except flaws, Limited Diet: Humans, Berserker and Allergy to Runes( instead of typical silver).
 

My concept is a female martial artist who is a CEO of a computer company as a secret identity. Nemesis is Batman when working as an assassin and Bruce Wayne when she is in her secret identity. Her company is a competitor of Wayne Enterprises. I'm tweaking the character and should have it ready Monday night or Tuesday at the latest. Thanks.
 

Could I ask You for a similiar favor ? I'm trying to conceptualize it ... and it cames in all shapes and I can't decide on how to represent it properly in mechanics. Except flaws, Limited Diet: Humans, Berserker and Allergy to Runes( instead of typical silver).
Hm, we could just modify the Savage Man-Beast from the core book, if his normal form is un-powered.

Adding your supposed flaws, and some twists:

Code:
[FONT=Courier New]
Einar POWER LEVEL 9
STR DEX CON INT WIS CHA
+7   +4  +6  –2  +4  +1
24   19  22   6  18  12

TOUGHNESS FORTITUDE REFLEX WILL
  +8/+6*      +10     +10   +8
*Flat-footed

Skills: Acrobatics 10 (+14), Climb 8 (+15), Intimidate 12 (+13), Notice 10 (+14), Search 12 (+10), Sense Motive 8 (+12), Stealth 12 (+16)

Feats: Acrobatic Bluff, All-out Attack, Animal Empathy, Defensive Roll 2, Endurance, Evasion, Fearless, Improved Initiative, Improved Trip, Power Attack, Startle, Uncanny Dodge

Powers: Leaping 2, Strike 2 (Power Feats: Mighty), Super-Senses 5 (danger sense, darkvision, scent, ultra-hearing)

Combat:
Attack +9, Damage +9 (strike)
Defense +10, Initiative +8

Drawback: Involuntary Transformation (common, no resistance, –5)
Holding Back (uncommon, moderate, Berserker, –2 points) (this is from Hero High, I can provide the rules, if needed)
Limited Diet: Humans
Allergy to Runes[/FONT]
[FONT=Courier New]
Abilities 41 + Skills 18 (72 ranks) + Feats 13 + Powers 10 + Combat 38 + Saves 14 – Drawbacks 7 = 127 PP[/FONT]

The limited diet and the Allergy are both 'Weaknesses' (Corebook p. 127, please choose your intensities) and are not included in the above point totals.

I would add some regeneration with the remaining PP.
 

Hybrid

PL:
9 (135pp)

Abilities: STR: 26 (+8) DEX: 16 (+3) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)

Skills: Intimidate 8 (+10), Knowledge (Technology) 2 (+2), Language 2 (Skrull, Martian, English), Notice 4 (+6)

Feats: Attack Focus (melee) 2, All-Out Attack, Power Attack, Startle

Powers:
Protection 4 (4 PP) (1 PP / rank)
Shapeshift 5 (Limited to humanoid forms -1 flaw) (35 PP) (7 PP / rank)
Super-Strength 2 (heavy load: ? tons) (4 PP) (2 PP / rank)
Common Shapeshift Traits: Additional Limbs, Defense/Toughness trade-off, Flight (wings), Strike (Mighty, claws or spurs, with attack bonus trade-off), Super-Strength (muscle growth)

Combat: Attack +10 (melee) +8 (ranged), Grapple +18, Damage +8 (unarmed), Defense +9, Knockback –4, Initiative +3

Saves: Toughness +9 , Fortitude +8, Reflex +6, Will +5

Abilities 40+ Skills 4 (16 ranks) + Feats 5 + Powers 43 + Combat 34 + Saves 9 = Total 135

Some years ago, the skrull empire was able to acquire the corpse of a white martian. Having seen the vast powers of the martian races, they used the genetics on a new super-skrull experiment.
The experiment was considered a failure. Neither was the power level of the creature near the Super- or Power-Skrull, nor the vast variety of powers. It inherited only a limited shapeshifting ability form both it's parent races (limited to humanoid forms) and no mars vision, or their vast psionic powers.
They threw it into an incineration chamber to kill it and dumped the rest into the earths atmosphere.

... but the specimen was hardier than they thought and it also lacked the martian vulnerability to fire. First adapting a fire proofed coating and then gliding wings, it survived, looking like a pure breed white martian with skrull-like green skin.

He came to call himself Hybrid and battled a variety of superheroes on earth, in his quest for power...
 

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Here's my first pass:

FIST OF KHONSU

[sblock=Basic Info]
Concept: Teleporting sabateur
Occupation: Fugitive / thief
Real Name: Shane Collins
Legal Status: Citizen of the US, currently wanted for criminal activities
Identity: Secret
Place of Birth: Gotham City
Marital Status: Single
Living Relatives: None known
Height: 6 ft.
Weight: 195 lbs
Eyes: Brown
Hair: Black[/sblock]

[sblock=Background]Shane Collins was a troubled young man. Prone to fits of anger, he couldn't hold down a job, and his penchant for graffiti didn't exactly endear him to the police. He squatted in a worn-down tenement, stuck in a hole and going nowhere. That's where he ran into Asim, an old homeless immigrant squatting in the same building. And for whatever reason, Shane found himself actually taking a shine to the withered old man. He gave the old man a share of the food he pilfered from the market, even managed to find some pain pills that helped ease his suffering when he broke into a local pharmacy.

Asim was always gibbering nonsense, but since it meant Shane wasn't alone with his own thoughts, he didn't mind. Asim claimed that he was the last of The Order of Khonsu, dedicated to protecting Egypt and her people from those who would seek to subjugate her. Through his selflessness, Shane had shown Asim his good soul, the old man said, and to repay his kindness--and keep the light of Khonsu alive--one night he told him he had chosen Shane to bear Khonsu's mark. He opened his shirt to reveal a circle of heiroglyphs tattooed upon his chest, then before Shane could object, he grabbed the young man's hand and pulled it to touch the symbols.

Shane watched in amazement as the heiroglyphs travelled off of the old man and up his own arm, twisting into a spiral around his forearm before Asim's grip relaxed. Shakir pulled away, frightened by what he had witnessed, and realized only then that Asim had not just let go of Shakir, but of life itself. Finally, fully alone, Shakir despaired that he would never leave his hovel. He stared at the dirty, broken window and wished desperately that he could touch the brighter world on the other side.

And, with a jolt in his forearm and a rush of air, he was on the other side, out on the street thanks to the gift of a dying old man.

But Asim's gift didn't create the altruistic hero of the people the old man hoped for. Empowered for the first time in his life, Shane decided it was time to 'get what he had coming.' He robbed, he stole, he intimidated, and--true to his graffiti roots--he always marks the scene 'The Fist of Khonsu.'

Of course, leaving a calling card made it all the easier for Trapmaster to identify the new villains MO, and whatever magical gifts the former street punk had, he was no match for one of the most brilliant minds on the planet.

Then again, it's hard to keep a teleporter locked up...[/sblock]

[sblock=Stats]

STR 12 (+1); DEX 16 (+3); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 16 (+3)

TOU +8/+2*; FORT +8; REF +9**; WILL +7; INIT +7; KNOCKBACK -1

* Without leather jacket and tactical vest
** Evasion 2: 1/2 dmg on fail, none on success

MELEE +3; RANGE +3; GRAPPLE +6; DAMAGE* +1 Unarmed, +2 Hold-out pistol, +5 Bolos, +9 Strike; DEFENSE 16

* Sneak Attack (+5)

Skills: Acrobatics 5 (+8), Bluff 5 (+8), Cimb 4 (+5), Disable Device 8 (+9), Disguise 5 (+8**), Escape Artist 5 (+8), Indimidate 5 (+8); Know: Streetwise 3 (+4), Know: all others 0 (+1, Eidetic Memory), Language 1 (Egyptian Heiroglyphs), Notice 4 (+5), Sense Motive 5 (+6), Sleight of Hand 5 (+8), Stealth 5 (+8), Equipment 4 (20 ep)

** Quick Change 2: Disguise as move action

Feats: Accurate Attack, Defensive Attack, Defensive Roll 2, Diehard, Distract (Bluff), Dodge Focus 2, Eidetic Memory, Evasion 2, Grappling Finesse, Hide in Plain Sight, Improved Initiative 1, Improvised Tools, Instant Up, Quick Change 2, Redirect, Set-Up, Sneak Attack 4, Uncanny Dodge (Auditory) 1,

Powers/Devices:

Khonsu's Blessing / Khonsu's Wrath: Shane can channel the power of the Mark of Khonsu to his temporary benefit. Alternately, he can channel that same power into a powerful blow against his enemies.
* Boost 6 (any ability, one at a time) (Flaw: Personal Only[-1/0], Extra:Total Fade [+1])(Alternate Power: Linked: Strike 9/Stun 4)

Night's Path: The supernatural powers of the Mark allow him to instantly transport himself across short distances at will, creating an area of darkness as he does so.
* Night's Path: Linked: Teleport 4 (Feats: Change Velocity, Progression Mass (250 lbs)) / Darkness Control 2 (Flaw: Range touch)

Eyes of the Moon God: The mark has given Shane the ability to see through darkness.
* Eyes of the Moon God: Super-senses 2 (Darkvision)

Equipment: Binoculars, Caltrops, Camo Clothing (Urban), Gas Mask, Bolos, Hold-out pistol, Leather jacket, Tactical Vest

Abilities 22 + Skills 17 + Feats 30 + Powers 34 + Combat 14 + Saves 18 = 135[/sblock]
 

Here's my first pass:

FIST OF KHONSU

[sblock=Basic Info]
Concept: Teleporting sabateur
Occupation: Fugitive / thief
Real Name: Shane Collins
Legal Status: Citizen of the US, currently wanted for criminal activities
Identity: Secret
Place of Birth: Gotham City
Marital Status: Single
Living Relatives: None known
Height: 6 ft.
Weight: 195 lbs
Eyes: Brown
Hair: Black[/sblock]

[sblock=Background]Shane Collins was a troubled young man. Prone to fits of anger, he couldn't hold down a job, and his penchant for graffiti didn't exactly endear him to the police. He squatted in a worn-down tenement, stuck in a hole and going nowhere. That's where he ran into Asim, an old homeless immigrant squatting in the same building. And for whatever reason, Shane found himself actually taking a shine to the withered old man. He gave the old man a share of the food he pilfered from the market, even managed to find some pain pills that helped ease his suffering when he broke into a local pharmacy.

Asim was always gibbering nonsense, but since it meant Shane wasn't alone with his own thoughts, he didn't mind. Asim claimed that he was the last of The Order of Khonsu, dedicated to protecting Egypt and her people from those who would seek to subjugate her. Through his selflessness, Shane had shown Asim his good soul, the old man said, and to repay his kindness--and keep the light of Khonsu alive--one night he told him he had chosen Shane to bear Khonsu's mark. He opened his shirt to reveal a circle of heiroglyphs tattooed upon his chest, then before Shane could object, he grabbed the young man's hand and pulled it to touch the symbols.

Shane watched in amazement as the heiroglyphs travelled off of the old man and up his own arm, twisting into a spiral around his forearm before Asim's grip relaxed. Shakir pulled away, frightened by what he had witnessed, and realized only then that Asim had not just let go of Shakir, but of life itself. Finally, fully alone, Shakir despaired that he would never leave his hovel. He stared at the dirty, broken window and wished desperately that he could touch the brighter world on the other side.

And, with a jolt in his forearm and a rush of air, he was on the other side, out on the street thanks to the gift of a dying old man.

But Asim's gift didn't create the altruistic hero of the people the old man hoped for. Empowered for the first time in his life, Shane decided it was time to 'get what he had coming.' He robbed, he stole, he intimidated, and--true to his graffiti roots--he always marks the scene 'The Fist of Khonsu.'

Of course, leaving a calling card made it all the easier for Trapmaster to identify the new villains MO, and whatever magical gifts the former street punk had, he was no match for one of the most brilliant minds on the planet.

Then again, it's hard to keep a teleporter locked up...[/sblock]

[sblock=Stats]

STR 12 (+1); DEX 16 (+3); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 16 (+3)

TOU +8/+2*; FORT +8; REF +9**; WILL +7; INIT +7; KNOCKBACK -1

* Without leather jacket and tactical vest
** Evasion 2: 1/2 dmg on fail, none on success

MELEE +3; RANGE +3; GRAPPLE +6; DAMAGE* +1 Unarmed, +2 Hold-out pistol, +5 Bolos, +9 Strike; DEFENSE 16

* Sneak Attack (+5)

Skills: Acrobatics 5 (+8), Bluff 5 (+8), Cimb 4 (+5), Disable Device 8 (+9), Disguise 5 (+8**), Escape Artist 5 (+8), Indimidate 5 (+8); Know: Streetwise 3 (+4), Know: all others 0 (+1, Eidetic Memory), Language 1 (Egyptian Heiroglyphs), Notice 4 (+5), Sense Motive 5 (+6), Sleight of Hand 5 (+8), Stealth 5 (+8), Equipment 4 (20 ep)

** Quick Change 2: Disguise as move action

Feats: Accurate Attack, Defensive Attack, Defensive Roll 2, Diehard, Distract (Bluff), Dodge Focus 2, Eidetic Memory, Evasion 2, Grappling Finesse, Hide in Plain Sight, Improved Initiative 1, Improvised Tools, Instant Up, Quick Change 2, Redirect, Set-Up, Sneak Attack 4, Uncanny Dodge (Auditory) 1,

Powers/Devices:

Khonsu's Blessing / Khonsu's Wrath: Shane can channel the power of the Mark of Khonsu to his temporary benefit. Alternately, he can channel that same power into a powerful blow against his enemies.
* Boost 6 (any ability, one at a time) (Flaw: Personal Only[-1/0], Extra:Total Fade [+1])(Alternate Power: Linked: Strike 9/Stun 4)

Night's Path: The supernatural powers of the Mark allow him to instantly transport himself across short distances at will, creating an area of darkness as he does so.
* Night's Path: Linked: Teleport 4 (Feats: Change Velocity, Progression Mass (250 lbs)) / Darkness Control 2 (Flaw: Range touch)

Eyes of the Moon God: The mark has given Shane the ability to see through darkness.
* Eyes of the Moon God: Super-senses 2 (Darkvision)

Equipment: Binoculars, Caltrops, Camo Clothing (Urban), Gas Mask, Bolos, Hold-out pistol, Leather jacket, Tactical Vest

Abilities 22 + Skills 17 + Feats 30 + Powers 34 + Combat 14 + Saves 18 = 135[/sblock]

Nice character, I think any of us would end like Shane if we would get some sort of power. At least I would =P
Like the Egyptian mythology mix. I think I'll be able to mix some with Einar's mythos.


Gory details, huh ? Recently I had DM-ed Star Wars short game for villains too, players managed to brilliantly copy most of clichy villain tricks and inflict them up on the poor galaxy and Jedi Council. My guess is that Palpi was out of luck that our "mastermind" type had a grudge against him ... since Clone Wars would be less destructive than what they started. :lol:

Ups, I am slightly going off topic there. Thus I have a question to DM ! Could one play a werewolf ? Classic beast, once beaten to a pulp by one of the Heroes and put trough forced healing of his affliction. Hero happy about himself and about saving someone's life from the dread curse, went his own way. And our monster was left empty, broken and patient of psychiatric hospital for 20 long years. All he could afford was patience, and the old warden of the hospital have given him chance ... dying of heart attack. Einar knew that it was a stroke of luck since new chief warden was nice, liberal and scornful about "Dark Age" methods implemented by old generation. For someone who lived as long as our ex-werewolf appealing to the new warden's intelectual side was almost too easy. Showig off gentleman like manners and claiming almost complete amnesia about his pre-curing past he slowly, over the period of years earned woman's friendship and carefully watched the news about his "savior's" exploits. Step by step he sparked her interest in ancient Norse mythology and cultures swarming around the Baltic Sea around the 1000 Year. To his great suprise the lonely woman understood his craving for freedom a lot. With her help he learned about similiar mythology from other cultures, Viking Berserkers so similiar to the Wolf Brotherhood of his youth, Wotan Riders and Indian caste of Warriors many of whom were sworn to Destuctive Aspect of the Goddess Kali, Kali Durga. All those were said to be possessed by unnatural strenght and murderous insanity during battle. It reminded Einar of his old days, but even his failing health and life trickling trough his fingers as he were ageing into wreck of a human he was before wasn't enough to lit the flame that was snuffed out in his chest by the miracolous cure provided to Einar by magical hero. A student of White Sorcery. Admired for his humble ways and looked up to as a model person. Einar hated him ... and knew that it was silly, thus he asked his friend, the Warden of the Hospital to hypnotise him. Safely bound, just in case, Einar opened his heart for the first time in years. He spat all his hate towards the hero for locking him up there, all the while pretending to be under hypnosis, that he envied the young doctor her good health and ability to walk freely whenever she wished and how he feared dying a worthless death as an crippled old wreck that he was becoming. After that he was pretending that he didn't knew what overcame him and continued to chit-chat with the doctor like before the hypnotic session. Yet, she seemingly lost all the trust she had in him after seeing his uglier visage. Became colder and more distant with each passing day, and so Einar resigned himself to his meaningless fate he saw looming in his own dead eyes. It was time to seek alternatives ...

Thus, if allowed to join, I would like to start in a psychiatric ward and work out from there. How Einar would regain blessing of Fenrir ? How would he be freed ?

It would be very easy to be free. Comic Book Psychiatric Wards are notoriously easy to escape (Example: Arkham Asylum), villains treated there are having underlings/allies ready to rescue them over the smoldering ruins of the place. Killer Croc could break free and slaughter some personel. Etc.

You are of course allowed to join, and the starting point you suggest is quite interesting, let me tell you that. I would think he will have now much more mental skills than actual savage powers. See below:

Hm, we could just modify the Savage Man-Beast from the core book, if his normal form is un-powered.

Adding your supposed flaws, and some twists:

Code:
[FONT=Courier New]
Einar POWER LEVEL 9
STR DEX CON INT WIS CHA
+7   +4  +6  –2  +4  +1
24   19  22   6  18  12

TOUGHNESS FORTITUDE REFLEX WILL
  +8/+6*      +10     +10   +8
*Flat-footed

Skills: Acrobatics 10 (+14), Climb 8 (+15), Intimidate 12 (+13), Notice 10 (+14), Search 12 (+10), Sense Motive 8 (+12), Stealth 12 (+16)

Feats: Acrobatic Bluff, All-out Attack, Animal Empathy, Defensive Roll 2, Endurance, Evasion, Fearless, Improved Initiative, Improved Trip, Power Attack, Startle, Uncanny Dodge

Powers: Leaping 2, Strike 2 (Power Feats: Mighty), Super-Senses 5 (danger sense, darkvision, scent, ultra-hearing)

Combat:
Attack +9, Damage +9 (strike)
Defense +10, Initiative +8

Drawback: Involuntary Transformation (common, no resistance, –5)
Holding Back (uncommon, moderate, Berserker, –2 points) (this is from Hero High, I can provide the rules, if needed)
Limited Diet: Humans
Allergy to Runes[/FONT]
[FONT=Courier New]
Abilities 41 + Skills 18 (72 ranks) + Feats 13 + Powers 10 + Combat 38 + Saves 14 – Drawbacks 7 = 127 PP[/FONT]

The limited diet and the Allergy are both 'Weaknesses' (Corebook p. 127, please choose your intensities) and are not included in the above point totals.

I would add some regeneration with the remaining PP.

Note that while he "was" a werewolf, he might need to have a diffrent build, since he can't just burst out for a reason. He should have limited powers and deteriorated physical abilities, while all those years scheming his way out might have increased his mental stats. I have already planned something out for him, so perhaps, if you are designing something for him, think skill heavy, feats, but little "to hit" powers. Afterwards he'll have to remake his sheet. But shh, don't tell him!

Hybrid

PL:
9 (135pp)

Abilities: STR: 26 (+8) DEX: 16 (+3) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)

Skills: Intimidate 8 (+10), Knowledge (Technology) 2 (+2), Language 2 (Skrull, Martian, English), Notice 4 (+6)

Feats: Attack Focus (melee) 2, All-Out Attack, Power Attack, Startle

Powers:
Protection 4
Shapeshift 5 (Limited to humanoid forms)
Super-Strength 2 (heavy load: ? tons)
Common Shapeshift Traits: Additional Limbs, Defense/Toughness trade-off, Flight (wings), Strike (Mighty, claws or spurs, with attack bonus trade-off), Super-Strength (muscle growth)

Combat: Attack +10 (melee) +8 (ranged), Grapple +18, Damage +8 (unarmed), Defense +9, Knockback –4, Initiative +3

Saves: Toughness +9 , Fortitude +8, Reflex +6, Will +5

Abilities 40+ Skills 4 (16 ranks) + Feats 5 + Powers 43 + Combat 34 + Saves 9 = Total 135

Some years ago, the skrull empire was able to acquire the corpse of a white martian. Having seen the vast powers of the martian races, they used the genetics on a new super-skrull experiment.
The experiment was considered a failure. Neither was the power level of the creature near the Super- or Power-Skrull, nor the vast variety of powers. It inherited only a limited shapeshifting ability form both it's parent races (limited to humanoid forms) and no mars vision, or their vast psionic powers.
They threw it into an incineration chamber to kill it and dumped the rest into the earths atmosphere.

... but the specimen was hardier than they thought and it also lacked the martian vulnerability to fire. First adapting a fire proofed coating and then gliding wings, it survived, looking like a pure breed white martian with skrull-like green skin.

He came to call himself Hybrid and battled a variety of superheroes on earth, in his quest for power...

A half breed, possible wishing to take revenge on both skrulls and earth heroes! Few friends for this one.


Good Characters! Or should I say, Evil Characters! I think we could already start after the character submission and revision is done, after I return home.
Good work everybody.
 

Into the Woods

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