[BDG] M&M Superlink - 1st App: TOMCATS Preview

1st Appearance: T.O.M.C.A.T.S is nearly complete. I'm still shooting for an August 1st release in pdf format on RPGNow (pending Green Roning final approval, of course).

For those of you who haven't been paying attention, 1st Appearance is our new M&M Superlink product line, in which we introduce a new ruleset, using a new superhero or hero team to demonstrate it. Typical of our products, we will include a host of additional material such as new skills, feats, powers, adventure seeds, etc. All brought to life by the best artists in the business.

T.O.M.C.A.T.S (TacOps Modular Cybernetics Assault Team) presents the brand new modular cybernetics power. The 'CATs include Steadfast (a metal-clad bad-ass), Electrilad (the youthful lightning rod), and team leader Knockout:

knockout.jpg
Art by Danilo Moretti, (c)2004 Blue Devil Games

Knockout: PL 11; Init +3 (Dex); Defense 19* (+5 base, +3 Dex, +1 Dodge*); Spd 30 ft., fly 45 ft.*; Atk +5 melee (+1S, Punch), +7 ranged (+9S, Energy Blast (vibration) or +5L, Weapon (turbo pistol)); SV Dmg +3* (Evasion), Fort +2, Ref +3, Will +3; Str 12, Dex 16, Con 14, Int 18, Wis 16, Cha 16.

Skills: Acrobatics +4, Bluff +6, Disguise +6, Forgery +4, Gather Information +9, Hide +6, Knowledge (tactics) +6, Languages (Farsi, French, Hindi), Listen +6, Move Silently +6, Search +9, Spot +15*.

Feats: Connected, Surprise Strike.

Powers: Modular Cybernetics +9 [Standard Port Configuration: Head (Mental Protection), Arm (Energy Blast (vibration, stun)), Torso (Regeneration), Leg (Flight), Sensory (Super-Skill (Spot)), Microchip 1 (Analysis (Assessment, Detect (explosives))), Microchip 2 (Defense (Dodge, Evasion)); Extra: Expanded Board Capacity; Source: Super-Science; Cost: 8 pp; Total: 72 pp], Elasticity +3 [Mechanical Tentacles; Flaw: Limited (left arm only); Flaw: Limited (no escape or squeezing benefit); Source: Super-Science; Cost: 2 pp; Total: 6 pp].

Equipment: Turbo Pistol [Effect: Weapon +5; Source: Super-Science; Cost: 1 pp; Total: 5pp].

Weakness: Disturbing. Like most cyborgs, Knockout’s mechanical additions make others uncomfortable. Some don’t trust her because of deep-seeded prejudice against cyborgs. Some are simply afraid.

*Indicates statistic based on standard port configuration.

If you find her vaguely enticing, don't worry about the tentacles, she can coalesce them into a human-looking hand (except for the metal).

Get ready to tangle with the T.O.M.C.A.T.S - August 1st!
 
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