Grack's Immortals- the Good, the Bad, and the Neutral

The Grackle

First Post
So these are the NPCs from my Mutants and Masterminds game. Anyone who wants to use these guys, steal names, modify them, get ideas, or rip them off wholesale is more than welcome to. However, I have supped-up the old MnM engine w/ a number of optional rules, and I rarely (read: never) pay attention to the NPCs’ point-totals. When determining the “CR” for enemies and villains, I find that the PL cap on powers, and number of villain points is far more important than the character’s total power points. Especially since they tend to get creamed in a few rounds anyway…

Optional Rule #1: PC Damage Roll
I make my players make ALL the rolls. I don’t even touch the dice most games. This means my NPCs don’t make damage saves, and the players make damage rolls as is described on page 128. Pretty easy, really.
So, all these NPCs are listed with a damage save bonus AND a DC for the damage rolls (=15+ bonuses). Also I write down the DC for each level of injury (KO/Stun/Bruise) to make it that much faster.

Optional Rule #2: PC Defense Roll
This also means the PCs make defense rolls instead of having a static 10+bonuses (like AC). Every time an enemy attacks they have to roll to dodge it = D20 + defense bonuses.
So, all these NPCs are listed with attack bonuses AND a DC for their attacks (=10 + attack bonuses.)

(a weird side effect of this is that the enemies get criticals when the player rolls a 1 on the defense roll.(1 or 2 w/ improved crit.))

Basically, I just yell out numbers for attacks and damage and make those suckers do all the dice rolling and mathing stuff up. It works ok and allows them a freer use of their hero points. If you run a normal MnM game just ignore those DCs.

Optional Rule #3: Combat Skills
I use the Combat Skills option on page 28 instead of BAB and BDefB. I’ve also added an attack skill for mental combat and a defense skill for mental combat called “Shielding.”

Optional Rule #4: 2/1 Skill points.
Probably the all-time most common optional rule for MnM. 2 skill points for each pp.

Edit: Oh, yeah. I always calculate protection into the damage save, b/c it amounts to the same thing as a damage save IF you have to roll. I just have to remember any attack below protection is ineffective and doesn't require a save to be rolled at all.
 
Last edited:

log in or register to remove this ad

I often have to pull Super Hero/Villain names out of nowhere, so I pregenerated a big list. It works much better than making stuff on the fly. “Captain Marv…uh…No. Captain Maverick! That’s it.” Many of these will end up being NPCs sooner or later. I'm marking those I've used already w/ an asterix.

SUPER NAMES
Shearcraft*
Corpse Catcher
The Alliphant
Nachtorn
The Sauronoid
The Songstress
Man-o-Taur
Citizen November
Meteorick*
Pangolin*
Fenris Unchained
The Haemarch
Aquanaut
Natterjack
Keeper of the Whales*
Joe Clockwork
The Iron Flea
Clawbster
The Inducer
Barnaby Collins
Walter Astounding
Saint Markum
Pillbug
Sam Hammer
Silkwyrm
Big-Boy
Monster-Hand
Gravel
Gold Boiler
The Sword Witch
Bellum Stround
Dr. Arsenic
The Orchid
Dracula Jones
Mandrake*
The Hierophant
Gabriel Maximus
Sandshifter
Insect Injector
Mr. Eclipse*
Monkey-Fish*
The Bombardier*
Alley Wolf
View Master
Breath Tracer
Fleshformer
Alexander Flashlight
Rabbit Chaser
Fate’s Handmaiden
Plasmodium
The Red Knight
Sister Shadow
Dr. Whistlewind
The Hellbender
Peerless Paul
Prince Pugsley
Johnny Crowbar
Insomniac
Mnemonotron
The Orangutan
Honeyguide
Darwin Wax
Master Grayling
Sleeper Between
The Soulsmith
Suspicion Seven
Flower Thief
Joe Trance
El Presidente
Duke Denver*
March Hare

And a list of Super Name Seeds

Brother- Sister- Father- King- -Queen Prince- Officer- Saint- Captain- Mister- Master- Doctor- Professor- Admiral- Sir- Baron- Count- Sheik-
-Catcher -Tracer -Chaser -Killer -Walker -Strider –caster Jack- -tron –oid -ington –craft -Man -Woman -Guy -Boy -Girl -Thing -Monster -Torch -Finder -Crafter -Thief –maiden –worm –crest -monster
-Smith -Taker -Stealer -Scout -Hunter –Mother –Demon –Spirit –Ghost –Head –Face –God –Skull -Tender
Death- Black- Night- Shadow- Dark- Moon- Sun- Blue- Red- Gold- Silver- Nega- Mega- Ultra- Infra- Neo- Meta- Spectra- Contra-
 

First up are the Legion of Immortals. They're the Avengers/JLA of my world, based out of the fictional city of Lichton (Lick-ton) Maine. The PCs, who are heroes that are usually portrayed in the press as villains, have a dubious relationship with the Legion. Sometimes they fight, sometimes they cooperate. They have slowly been discovering more about the Legion, its mysterious past, and questionable practices all done in the name of protecting humanity.



Jack Cricket
PL Cap:10
(Legionnaire, KOed x2)

Description:
Real Name: John Kroegger, Age: 31, Height: 6’1”, Weight: 145 , Gender: Male, Race/Ethnicity: Mulatto, Eyes: Brown, Hair: Black.

Abilities:
Str:12, Dex:20, Con:14, Int:14, Wis:12, Cha:14

Combat:
Attacks:
Melee:+11/DC:21, Ranged:+16/DC:26, Unarmed:+6/DC:16, Mental: ---
Defense:
Evade:+20/DC:30 Dodge:+20/DC:30, Shield:+2/DC:12
Initiative: +19/29
Speed:30ft run/ 50ft Leap/ 15ft Cling
Saves:
Damage: +5/+17, KO: 32, Stun:27, Hit:22
REF: +17, FORT: +2, WIL: +1
Hero Points: 5

Feats
Lightening Reflexes, Evasion, Attack Finesse, Improved Initiative, Attack Focus-range, Attack Focus-melee, PB Shot, Precise Shot, Rapid Shot, Far Shot, Shot on the Run, Talented-Acrobatics/Balance, Summon Weapon, Fame, Heroic Surge.


Combat Skills
Melee attack: 6
Range attack:10
Unarmed attack: 1
Dodge: 10
Evade: 10
Shield:3

Skills
Bonus: Str+4 Dex+15 Con+2 Int+2 Wis+1 Cha+2

Acrobatics: 30(13),Balance: 30(13),Climb: (4),Drive: (3),Escape Artist: (3), Hide: 17(3), Jump:7 (3), Knowledge-supers: 6(4), Language:2 (Spanish, German), Listen: 12(8),Move Silently: 18(3),Open Lock: 16(1), Profession-exterminator: 7(6),Science-chemistry: 8(6),Search: 7(2),Sleight of Hand: 16(1), Spot: 8(4),Swim: 8(4),Taunt: 7(5)

Powers
Super DEX +10 (none, personal, permanent)
(Extra: leap; Source: mystic; Cost 5pp/rank)

Super STR +3 (none, personal, permanent)
(Extra: clinging, healing, am.save-DMG, super senses; Source: mystic; Cost 9pp/rank)

Energy Blast (Plasma) +10 (half, normal, instant)
Jack can fire beams of plasma from his hands or out of the tip of his spear. He can also charge his hands or his spear with a plasma energy field.
(Extra: energy field, Stunt: e-blast (area, rank 7); Source: mystic; Cost: 3pp/rank)

Weapon +7 (half, touch/normal, instant)
Jack’s Sun-Spear. The spearhead is charred black from focusing plasma. He puts a golf club cover on the tip when it’s not in use.
(Stunt: extra attack-ranged, mighty ranged, Source: mystic; Cost: 1pp/rank)

Weaknesses:
Allergic to Water- Any time Jack gets wet he must make a fort save or be transformed (as the power at rank 15) into an inanimate, iron sphere. Magnetic- Jack is affected by magnets and magnetic powers as if he were composed of ferrous metal. Others???

Appearance/Personality/Background
Jack Cricket is a skinny black guy who wears high-tech goggles, a black hoodie w/his emblem on the back, and Addidas sneakers. He carries a spear.

Jack has been a first-rate superhero in Washington DC for the past 9 years, and has gained enough popularity and personal honors to be inducted into the Legion of Immortals. He’s become a world-famous celebrity since joining, but has become suspicious of the Legion’s methods and origins.

Originally Jack inherited his powers from SpringJack a lower powered super hero from DC. SpringJack comitted suicide in front of him and passed on his Kazenburg Entity. The young John K. named himself after SpringJack to honor his memory, and an advice columnist from an exterminators' trade Magazine where he interned, pen-named "James Cricket".

OOC Comments
Jack Cricket… My main man… My bro… My ace in the hole…
Second Place.

Jack is the NPC I play as “my character.” He’s the liaison between the PCs and the Legion. He spends a lot of down-time hanging out w/ them.
 
Last edited:

Nicholas Belmont a.k.a. Laverock
PL Cap:10
(Leader of the Legion. Koed x1)

Description:
Real Name: Nicholas Belmont, Age: 32, Height: 5’10”, Weight: 135 , Gender: Male, Race/Ethnicity: White, Eyes: Blue, Hair: Blonde

Abilities:
Str:10, Dex:20, Con:12, Int:12, Wis:10, Cha:18

Combat:
Attacks:
Melee:+5/DC:15, Ranged:+16/DC:26, Unarmed:+7/DC:17, Mental: ---
Defense:
Evade:+19/DC:29 Dodge:+23/DC:33, Shield:+3/DC:13
Initiative: +19/29
Speed:30ft run/50ft fly
Saves:
Damage: +2/+17,KO:32, Stun:27, Hit:22
REF: +17, FORT: +2, WIL: +0
Hero Points: 6

Feats
All Out Attack, Attractive, Fame, PB Shot, Precise Shot, Attack Focus-eblast, Contacts, Wealthx3, Power Attack, Aerial Combat, Improved Initiative, Lightening Reflexes,

Combat Skills
Range attack:10
Unarmed attack:2
Dodge: 8
Evade: 4
Shield:3

Skills
Bonus: Str0 Dex+15 Con+1 Int+1 Wis0 Cha+4
Acrobatics: 20 (5), Balance: 22 (2), Bluff: 10 (6), Computers: 3 (2), Diplomacy: 15 (11), Flight*: 33 (13), Handle Animal: 4 (4), Innuendo: 9 (5), Listen:3 (3), Pilot:16 (1), Sense Motive: 8 (8), Spot: 4 (4), Taunt: 5 (1),



Powers
Super Dex. +10 (none, personal, permanent)

Electrical Control +10 (half, normal, sustained)
(Extra: energy blast, healing(f: self only, req. energy source), flight; Stunt: dazzle, stun, energy blast(x: area; f: slow), super flight; Source: mystic; Cost:6pp/rank)

Combat Sense +5 (none, personal, permanent)
(Extra: innate; Source: mystic, Cost:2pp/rank)

Weaknesses
???

Background/Personality
Nicholas Belmont is the Legion’s charismatic leader. He’s not much of a leader when it comes to making decisions, or keeping his team together, or even fighting, but he’s an expert at public relations. Since he’s inherited leadership of the Legion he’s been heading a campaign to organize Immortals across the U.S. and Europe. He hopes to create a network of Super heroes willing to share information and assist each other in times of need.

Laverock is also in charge of overseeing the Legions vast financial and industrial resources. He’s chairman of the SUPERFUND which is a trust dedicated to repairing damage from super battles and giving relief to the families of those accidentally killed or injured.

Belmont keeps several dino-raptors as pets.

*OOC Comments
Basically I wanted to make a blaster/flier for Carrion to duel with. He’s super agile so I was going to have him try difficult maneuvers and go places Carrion couldn’t follow.
Laverock takes advantage of his conductive attacks, and tries to lure opponents over water or to metal structures. I had planned for this to be a flying battle over the bay, but it didn’t work out that way since Scott decided to ambush him later on. This was also the first time The Organ decided to ride piggy-back on a flying Carrion, so it made it a bit less challenging with both of them working together.
*I haven’t worked out the exact system for free-form flight combat but it’s going to be similar to the palladium vehicular combat rules, i.e. no grid and no exact distances. A tail is established at the start and broken by doing difficult maneuvers that the follower either refuses to attempt or fails at- like skimming close to a building or making a sharp turn.
 
Last edited:

Cairngorm
PL Cap:13
(Legionnaire, KOed x1)

Description
Real Name: ?, Age: 45?, Height: 6’3”/ 8’, Weight: 210/500, Gender: Male, Race/Ethnicity: Scottish, Eyes: Blue, Hair: Red

Abilities
Str:20, Dex:12, Con:20, Int:6, Wis:6, Cha:10

Combat
Attacks:
Melee:+13/DC:23, Ranged:+3/DC:13, Unarmed:+16/DC:26, Mental: ---
Defense:
Evade:+5/DC:15 Dodge:+7/DC:17, Shield:+1/DC:11
Initiative: +1/11
Speed:30ft run/70ft jump/70ft tunnel
Saves:
Damage: +15, KO:30, Stun:25, Hit:20
REF: +1, FORT: +5, WIL: -2
Hero Points: 6

Feats
All Out Attack, Infamy, Attack Focus-unarmed, Durability, Scent, Power Attack, Take Down Attack, Darkvision.

Combat Skills
Melee attack: 8
Range attack:2
Unarmed attack:10
Dodge: 6
Evade: 4
Shield:3

Skills
Bonus: Str+19 Dex+1 Con+15 Int-2 Wis-2 Cha+0
Climb:35(16), Intimidate:5(5), Jump:20(1), Listen:12(4), Search:9(1), Spot:9(1), Swim:22(3)


Powers
Super STR +14 (none, personal, permanent)
(Extra: tunnel; Stunt: leap; Source; mystic; Cost 5pp/rank)

Super CON +10 (none, personal, permanent)
(Extra: regenerate, super sense; Source: mystic; Cost: 6pp/level)

Weaknesses
Uncontrolled Transformation- Cairngorm is incapable of changing back and forth between his two forms. Only intense pain can trigger his change. None too bright- Low intelligence score. Berserker- Cairngorm is basically berserk when in his demonic form. He never thinks of his own safety. He attacks anything that appears to be an enemy until they are all dead, and then he moves on to attacking whatever else is in his way. He cannot be reasoned with. Shackled- Cairngorm is bound in magical shackles. The possessor of the shackles’ key can paralyze him (as the power at rank 20) or inflict searing pain as a free action.

Appearance/Personality/ Background
Cairngorm is a large, hairy Scotsman in his human form, and even bigger and hairier in his demonic form. Then he appears as a muscular humanoid of simian proportions with short red fur, and tusks.
Cairngorm is the Legion’s heavy hitter. He’s too wild and dangerous to use in most situations/populated areas, but when there is a big fight he’s indispensable.
Cairngorm drinks a lot of diet Coke.

OOC Comments
I made Cairngorm as the Legion’s version of Carrion. The main difference being that Carrion, unlike most other people who transform into hulking demonforms, retains his human intelligence and personality. Cairngorm is Sooo Stooopid, and is incapable of anything but very direct attacks. In a showdown the two proved to be about even.
 

Sgt. Coffin a.k.a. The Master Sgt. a.k.a. Thomas Coffin
PL Cap:10
(Legionnaire, KOed x0)

Description:
Real Name: Thomas Coffin, Age: 91, Height: 5’10”, Weight: 165 , Gender: Male, Race/Ethnicity: White, Eyes: One, Hair: Steel Gray.

Abilities:
Str:16, Dex:16, Con:20, Int:10, Wis:14, Cha:14

Combat:
Attacks:
Melee:+6/DC:16, Ranged:+14/DC:24, Unarmed:+14/DC:24, Mental: ---
Defense:
Evade:+13/DC:23 Dodge:+13/DC:23, Shield:+9/DC:19
Initiative: +0/10
Speed:30ft run
Saves:
Damage: +11, KO: 26, Stun:21, Hit:16
REF: +3, FORT: +5, WIL: +2
Hero Points: 6

Feats:
Chokehold, Improved Grapple, Improved Initiative, PB Shot, Precise Shot, Attack Focus-unarm, Attack Focus-Range, Heroic Surge, Track, Accurate Attack, Assessment, Great Fortitude, Immunity-age

Combat Skills
Melee attack: 3
Range attack:10
Unarmed attack: 10
Dodge: 10
Evade: 10
Shield:7

Skills
Bonus: Str+3 Dex+3 Con+5 Int+0 Wis+2 Cha+2

Climb:8 (5),Demolitions: 10(10),Disable Device: 10(10),Drive:13 (7),Handle Animal: 5(3),Hide:12 (9),Intimidate:6 (4),Jump: 7(4),Knowledge-history 5 (5); Knowledge-tactics: 13(13),Language:6 (Vietnamese, Korean, Japanese, Spanish, French, Italian), Listen: 11(9),Medicine: 5(3),Move Silently: 9(6),Open Lock: 5(2),Pilot: 11(8),Repair: 2(2),Search: 5(5),Spot: 8(6),Survival: 12(10),Swim: 7(4)


Powers
Amazing Save DMG +6 (none, personal, permanent)
(Source: mystic; Cost 4pp/rank)

Ghost arm (Strike) + 10 (half, touch, instant)
(Extra: ghost touch, phase attack, dual damage, neutralize(x-nullify, f-touch, f-mystic source); Flaw: limited-no STR bonus to dmg ; Stunt: ghost arm*; Source: mystic, Cost: 5pp/rank)

Blaster Rifle (Weapon) (half, normal, instant)
(Extra: auto fire, Flaw: restricted-must be fired w/ ghost hand, full effect; Source: super science; Cost:1pp/rank)

Military Gear (Gadgets) +6 (varies)
(Source: super science; Cost 1pp/rank)


Weaknesses
???

Appearance/Personality/ Background
Sgt Coffin is a grizzled, old veteran with an eye patch. His right arm has been completely severed, but an ectoplasmic ghost of it projects out of his shoulder. His ghost arm is invisible in strong light, but glows faintly in the dark. He appears to be in his mid 60s but is actually over 90 years old.

Coffin is the Legion’s tactical expert and defacto leader in combat situations. He’s a veteran of 4 wars and is quite adept at using his military knowledge in coordinating his teammates attacks. Laverock and Sgt. Coffin frequently get into arguments about the teams leadership and decision-making processes.



*OOC Comments
Half Nick Fury and half Drachmar from Skies of Arcadia.

*The Ghost Arm gave me a headache at first, but I finally decided to list his phase attack as a its own power, and make the FX of having one incorporeal limb a power stunt. Unlike the incorporeal power, it doesn’t allow him to travel through solid matter or avoid any damage- so it’s not really incorporeal at all. It gives him one minor ability- reaching inside stuff. Mostly it’s good for reaching through doors and turning locks, reaching into machines through the casing, and similar things.
It turned out rather nicely. I think he’s got the most interesting power I’ve developed so far. If I was a player in a MnM game I would want to play a version of Sgt. Coffin.
 

William McNoughton
PL Cap:15
(Legionnaire, KOed x0)

Description:
Real Name: William Archibald McNoughton, Age: 64/-1, Height: 13inches, Weight: 8 lbs. , Gender: Male, Race: Black , Eyes: Brown, Hair: None.

Abilities:
Str:-, Dex:-, Con:2, Int:20, Wis:20, Cha:12

Combat:
Attacks:
Melee---, Ranged---, Unarmed---, Mental: :+20/DC:30
Defense:
Evade--- Dodge---, Shield:+35/DC:45
Initiative: +5/15
Speed:10ft run
Saves:
Damage: No Save
REF: No Save, FORT: -4, WIL:+20
Hero Points: 8

Feats
Indomitable Will, Photographic Memory, Mental Link-mother, Sensory Link-mother, Power Immunity, Psychic Awareness, Trance

Combat Skills
Melee attack: 0
Range attack:0
Unarmed attack: 0
Mental attack: 15
Dodge: 0
Evade: 0
Shield:15

Skills
Bonus: Str--- Dex--- Con-4 Int+5 Wis+20 Cha+1

Climb:---(2), Computers: 12(7), Concentrate: 38(18), Hide:---(4), Language:3 (Latin, Dutch, German), Listen:21(1), Medicine:11(6), Move Silently:---(4), Pilot:--(6), Ride:---(5), Science-Biology:10(), Science-Psychology:20(15), Science-Physics:7(2), Science-Biochemistry:9(4), Search:10(5), Sense Motive:22(2), Spot:21(1), Swim:---(3)

Powers
Super Wisdom +15 (none, personal, permanent)
(Extra: telepathy(x:group link), mind control, esp, mental blast; Flaw: degrades, slow; Source: mystic; Cost 7pp/rank)

Mental Protection +10 (full, normal, sustained)
(Extra: range, area; Flaw: others only, slow, heroic effort, sustained; Stunt: useable through mind link, Source:mystic,Cost:1pp/rank)

Telekinesis +3 (half, normal, sustained)
(Extra: e-blast, flight (f:limited-no sprint), force field; Flaw: degrades; Stunt: tk-speech*; Source: mystic; Cost:4pp/rank)

Others???
Probably…

Weaknesses
Fetus- William McNoughton’s mind is currently housed within an unborn fetus. He’s very vulnerable to attacks, and his psychic powers have become impaired as well. He’s incapable of strenuous mental activity for more than an hour. Mother Zombie- McNoughton lives within a fat black woman who has been temporarily mind-wiped to spare her the horror of her situation. He depends on her as any unborn child would, and also has a mental link w/her that allows him to see through her eyes. He can give her simple commands which she executes very slowly. Honesty- Due to the radical reorganization of his psyche, McNoughton is incapable of lying or intentionally misleading others. He can, however, refuse to speak of things.

Appearance/Personality/ Background
William McNoughton appears to be a morbidly obese, pregnant, black woman with white eyes, although he is actually the unborn baby within her. His disembodied voice is emited from the general area of his mother.

William McNoughton is the Legion’s psychic. He’s too fragile to engage in super battles, so he usually remains at the Legion HQ and coordinates his teammates through a mind link.

At one time Wm McN was the world’s most powerful mentalist but he was killed in a psychic duel. His last, dying action was to project his mind into the nearest compatible brain- that of an unborn child. His personality and memories survived in the child, but it also suspended the fetuses development. He’s been trapped in this unborn state for over 3 years and may never actually be born.

*OOC Comments
The Legion needed a mentalist and I liked the image of the possessed, zombie mom. Willy M brings a good dose of creepy to the Legion, and that’s how I like it. He's more of a talking NPC than a fighter. The PCs tend to call him up when they have questions.

FYI: He “speaks” by telekinetically vibrating the air molecules around his mother’s body.
 


All these good guys are making me sick; let’s do some villains. I’m not posting these in any particular order here, but I’m starting w/some more recent ones as they tend to be more interesting. I might go back and jazz up some of the older NPCs now that I’m getting the hang of MnM.


The Porcineer

PL Cap:7
(Villain, KOed x0)

Description
Real Name: Montgomery Q. Q. Swineburg, Age: 41, Height: 6’8”, Weight: 310lbs , Gender: Male, Race/Ethnicity:formerly black, Eyes:fiery orbs, Hair: long gone

Abilities
Str:16, Dex:14, Con:20, Int:12, Wis:18, Cha:10

Combat
Attacks:
Melee:+11/DC:21, Ranged:+4/DC:14, Unarmed:+7/DC:17, Mental:+15/DC:25
Defense:
Evade:+9/DC:19 Dodge:+9/DC:19, Shield:+9/DC:19
Initiative: +2/12
Speed:20ft run (see weaknesses)/ 60ft mounted
Saves:
Damage: +12, KO: 27, Stun:22, Hit:17
REF: +2, FORT: +5, WIL: +4
Villain Points: 4

Feats
Ride by Attack*, Dodge, Mounted Combat*(+1defense), Attack Focus-Lance, Villainous Surge*, Skill Focus-Ride

Combat Skills
Melee attack: 7
Range attack:2
Unarmed attack: 4
Dodge: 5
Evade: 5
Shield:5

Skills
Bonus: Str+3 Dex+2 Con+5 Int+1 Wis+4 Cha+0

Craft-armor: 9 (5), Handle Animal: 14 (10), Intimidate: 4 (4), Jump: 6 (3), Knowledge-Chivalry: 4 (3), Language: 2 (French, Greek), Listen: 9 (5), Perform-poetry reading: 15 (10), Profession-pig tender: 11 (7), Ride: 15 (10), Sense Motive: 8 (4), Spot: 9 (5), Survival: 9 (5), Swim: 5 (2)

Powers
Transform +7 (half, touch, continuous, reflex)
By touching someone, even w/his lance, the Porcineer can turn a person into a pig of equal weight. His victims keep their human minds, but lose their thumbs and power of speech. If they have super-powers they keep any a pig could reasonably have. Anyone else these swine touch also risk being transformed. Fortunately anyone who resists the transformation once becomes immune to the power for 24 hours.
(Extra: continuous, triggered-lance attack, contagious; Flaw: range-touch, limited-swine only, limited-1save/day; Source: mystic; Cost 3pp/rank)


Nauseate* +7 (full, hearing**, instant, Will)
By reading some of his favorite poetry the Porcineer nauseates anyone who can hear and understand him (including transformed swine). It takes him a full action to recite a passage and he makes a perform check versus the targets mental defenses. Those who are “hit” must make a will save or become nauseated.
(Extra:range-hearing**, area, mental, perfoming-attack***; Flaw: restricted-vocal, ineffective-req.comprehension, slow, restricted-area-only, restricted-centered-on-self; Stunt: power immunity; Source: mystic; Cost 2pp/rank)

Super Skill (Perform) +5 (none, personal, permanent)
The Porcineer is an excellent reciter of poetry
(Source: mystic; Cost 1pp/rank)

Armor +3 (none, personal, permanent)
The Porcineer wears a set of conquistador armor complete with frilly collar and peacock feather in his helmet. His armor also includes a non-standard issue, metal pig-mask.
(Flaw: device; Cost: 1pp/rank)

Amazing Save- Damage +4 (none, personal, permanent)
(Flaw: device; Cost: 1pp/rank)

Weapon (Lance) +7 (half, touch, instant, damage)
(Cost: 1pp/rank)

Weaknesses
Lover of the Arts- If the Porcineer hears any music or poetry he must make a Will save (DC:15) or be dazed until it ends. Weighed Down- Due to the pig flesh stitched to his body, the porcineer is considered to be carrying a medium load when he’s unmounted. He suffers a -3 to all actions, and can only move 20ft. Disturbing In or out of the pig suit, Montgomery is an unpleasant man.

Appearance/Personality/ Background
The Porcineer appears to be a very large man, dressed as a conquistador with a metal pig-mask on. Beneath this mask is an actual pigs face that has been stitched over his own, and in fact there is pig-meat sewn over his entire body. Beneath this is a tall, but thin man whose demonic possession has caused all of his own skin to melt away. The Porcineer is usually saddled on a gigantic boar appropriately named Big Pig.

Montgomery loves the arts, and often gathers priceless works for his collection. While out on the town he will often read his poetry to the public. Those critics who can’t appreciate his fine compositions are transformed into swine.

OOC Comments
One of my “Day from Hell” Villains. I’m forcing my players to deal w/about six super villains who are simultaneously rampaging through differrent parts of the city. They have lower power caps, but have lots of nuisance powers, and minions. Hopefully, they’ll deal w/trying to stop the spread of the contagious transformation and get the people back to their original forms.

This guy’s gotta lotta custom feats and one pretty complex power:
Feats:
Ride-by-attack: like Move-by-Attack, but only mounted.
Mounted Combat: like aerial combat or underwater combat.
Villainous Surge: like Heroic Surge, but w/Villain Points.



*Nauseate Power: This is based off Fatigue, but since it’s better it starts off at 3pp/rank.
**Range= hearing: This is the equivilant of range sight, in that it’s not limited by range increments. Unlike line of sight it works on “line of hearing”. So it could work over the phone, but not in space. You get the idea...
***Performing Attack: This means that he uses his perform skill instead of a normal attack. Pretty straight forward. I’ve seen no precedent for it, but it seems legit to me- swapping out one skill+power set for another.

"Restricted: vocal","Restricted: centered-on-self", and "Area" all seem necessary to describe a verbal power. Basically, anyone who can hear him speak and understand him is considered “attacked.” So, if you plug your ears you’re immune. What I need to do is write up a description of “Voice Attack” like there is for gaze attack. Then I won’t have to make these overly complex powers.
 
Last edited:

Big Pig
PL Cap:5
(Mount. KOed x0)

Description
Real Name:Big Pig Three, Age: 4, Length: 6’3”, Weight: 1200lbs , Gender: Boar, Race/Ethnicity: Pig, Eyes: Pink, Hair: Bristles

Abilities
Str:20, Dex:12, Con:20, Int:2, Wis:12, Cha:16

Combat
Attacks:
Melee:---, Ranged:---, Unarmed:+9/DC:19, Mental:---
Defense:
Evade:+4/DC:14 Dodge:+3/DC:13, Shield:+1/DC:11
Initiative: +1/11
Speed:60ft run
Saves:
Damage: +10, KO: 25, Stun:20, Hit:15
REF: +1, FORT: +10, WIL: +1
Villain Points: 0

Feats
Scent, Durablity, Running

Combat Skills
Unarmed attack: 4
Dodge: 3
Evade: 4

Skills
Bonus: Str+10 Dex+1 Con+5 Int--- Wis+1 Cha+3

Intimidate: 7(4), Jump: 13(3), Listen: 3(2), Spot: 5(4), Survival: 9(8), Swim: 14(4),

Powers
Growth +5 (none, personal, permanent)
(Extra: duration-continuous, innate, immovable, super strength; Flaw: duration-permanent;Source: mutation; Cost 7pp/rank)

Running +5 (none, personal, permanent)
(Extra: innate; Source: mutation; Cost 2pp/rank)

Super CON +5 (none, personal, permanent)
(Extra: innate; Source: mutation; Cost 5pp/rank)


Weaknesses
Unbroken- As soon as Big Pig is riderless he either flees toward food, or lays down and refuses to get up. It takes a successful Handle Animal check vs. DC:18 to mount him.

Appearance/Personality/ Background
Big Pig’s name is no lie. He stands about 5 feet tall at the shoulder. He’s mostly pink w/a few brown spots. He is saddled.

OOC Comments
What’s a Porcineer w/o a Porcine to ride into battle?
 
Last edited:

Remove ads

Top