[M&M] The Mechromancer & Co.

SmokestackJones

First Post
Hey there,

Here's one I posted to the GR board. He makes a good master villain. Enjoy and use in good health.

-Smokestack Jones
Maker of the Sampo!

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The Mechromancer
Alternate Identity: Mordecai Croker
Group Affiliation: None
First Appearance: Force Comics #25
Quote: “He’s dead? Good. More raw material.”
Height: 6'2"
Weight: 100 lbs.
Power Level: 15 (225pp)

Str: 10 (+0)
Dex: 14 (+2)
Con: 16 (+3)
Int: 16 (+15) (Super-Intelligence)
Wis: 16 (+3)
Cha: 10 (+0)
Total: 22

Base Attack Bonus: 3
Melee: 4
Ranged: 6
Total: 4

Base Defense Bonus: 4
Adjusted Defense Bonus: +6
Initiative: +6

SAVES
Damage: +8 (Amazing Save)
Fort: +3
Ref: +7 (Amazing Save)
Will: +3

Powers:
Animation +15: (Extra: Horde; Flaw: Limited-Dead Matter Only; Source: Super-Science; Cost: 30pp.)
Gadgets +15: (Source: Super-Science; Cost: 15pp.)
Amazing Save-Damage +5: (Extra: Reflex; Source: Training; Cost: 10pp.)
Reincarnate +5: (Extra: Never Say Die; Flaw: Serial Reincarnation; Source: Super-Science; Cost: 20pp.)

Devices:
Damage Belt (Energy Field +10; Extras: Force Field, Energy Blast; Flaw: Device; Source: Super-Science; Cost: 30pp.)
Ring of Command (Mind Control +15; Power Stunt: Mental Link; Extra: Telepathy (Telepathy Extra: Group Link; Telepathy Flaw: Communication Only), Flaws: Device, Limited-Dead Beings Only; Source: Super-Science; Cost: 32pp.)

Feats:
Minions: (NecroMechs; Loyalty 15, 35-PL1/3-PL2/1-PL3/1-PL4)
Sidekick: (Mr. Von Geary; PL 14, Loyalty 15)
Skill Focus: (Repair)
Talented: (Spot & Sense Motive)
Infamy
Improved Initiative
Immunities: (Aging, Criticals, Disease, Exhaustion, Poison, Starvation & Suffocation)
Total: 18

Skills:
Craft: Taxidermy +18, Hide +7, Knowledges (Engineering +15, Embalming +18, Metallurgy +15, Alchemy +18, Chemistry +18 ), Languages (Spanish, French, Italian, German), Repair +17, Science (Biology) +16, Sense Motive +5, Spot +5
Total: 32

Weaknesses:
Disturbing: (-10)
Unlucky: (-10)

Grand Total: 225

Origin: The man known as the Mechromancer was born Mordecai Croker in London in 1865 to a family of morticians. His parents, realizing he was a biological and mechanical genius were willing to overlook the streak of sadism in him. He requested and was sent to college in the U.S. (Arkham, Massachusets to be exact) and graduated with a degree in Chemistry and Engineering. His family, thinking him destined for greatness, were perplexed when Mordecai was not seen nor heard from him for 55 years and when he did return, went into the family business. Unbeknownst to his relatives, this was a front for his other activities.

During his studies abroad, Mordecai conducted experiments on preserving flesh, an activity his instructors discouraged-which resulted in Mrodecai, after graduation, renting a lonely farm outside the town to conduct his experiments in peace (he actually discovered how to break down a human body into it’s component form-a viscous, oily liquid that still keeps a low level of sentience-this would come in handy in the future). During one of those experiments, the vat of chemicals he was working on caught fire and exploded, showering firey compounds on him and totally destroying the barn he was working in. When the authorities arrived, they found Mordecai’s body and pronounced him dead at the scene.

However, Mordecai found himself lying a cold slab in a familiar room. He had managed to “resurrect” himself by taking over another corpse that was waiting for identification. Mordecai also discovered that he had the ability to “raise” dead tissue, though he had no control over them. He slipped out of the morgue and headed to the ruins of the farm, intent on recovering whatever notes he could find. He then headed to the college, where he hid in the basement of the library. It was there that he found the notes.

They were by a former student, one Herbert West, detailing his efforts on reanimating dead tissue. This was a revelation to Mordecai. The idea was radical, which appealed to his pioneering nature and it was also somewhat sick, which appealed to the sadist in him. He could use his resurrection talent on a massive scale, possibly creating a place where he could live and rule over his “people.”

Upon further study, Mordecai found he could augment the dead with the application of engineering and metallurgical techniques. This would make the dead more durable and a force to be reckoned with. Not only that, but using his technique of breaking down a body into it’s base components and inserting this into a battlesuit, he could create “living armor.”

But he needed someplace where he had acces to a lot of raw material, someplace unlike a small town or rural area that he found himself in. A place where he could continue his activities and then disappear when the “living” took too much notice…

After he returned home to the family mortuary, his relatives started to develop this bad habit of dying in freak accidents. Mordecai, of course, took care of all the arrangements and made sure that they got a proper "burial." In the meantime, he began to clear out an area under the family tomb, which had access to a large underground cave. This would be Mordecai’s “kingdom.”

Mordecai now operates Croker’s Mortuary with his assistant (and greatest success so far) “Mr. Geary” and sends his minions out to perform tasks for him (anything from robbery to murder). Mordecai controls them with a Ring of Command that he has developed. He has seen the decades pass and has kept up with the latest scientific breakthroughs (he’s now experimenting with small-scale nuclear power for some of his more armored undead). However, he still uses steam, clockwork and other techniques for his normal foot soldiers. His dream is to one day have an underground land that can use the living as a power source/raw materials.

In the last few decades, he has seen the rise of super-powered beings. He would love to get his hands on one of them…

Personality: Mordecai has absolutely no regard for the living. He sees living beings as mere chattel for him to do as he pleases. At the same time, he’s no dunce; he’s been caught before and driven from his home on more than one occasion (which is why he also wears another invention of his: a “Damage Belt” that protects him and can attack with a blast of energy if need be). He acts with discretion when possible, sending his minions out usually at night to carry out his ghastly deeds. If confronted, he is evasive. If challenged, he will throw as many NecroMechs as possible at the foe so as to occupy them while he makes his escape. And he ALWAYS has an escape plan…

Appearance: A tall, thin man of pale complexion, red hair and slightly stooped stance. He usually dresses in the style of his youth,-wing collar, blue tweed suit, brown topcoat and a pair of black goggles, as his eyes are sensitive to the light since he became undead. He also wears a pair of black rubber gloves since he knows his cold touch is a giveaway to what he is.

Minions: Mordecai’s followers (NecroMechs) range from a revived corpse with a gun to fully power-armored undead (the latter are not even corpses; merely a corpse’s base components poured into the armor). They have minimal intelligence (with rare exceptions, such as Mr. Von Geary) and follow The Mechromancer’s orders to the letter.

MechromancerLoRes.jpg


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Mr. Von Geary
Alternate Identity: Maximillion Von Geary
Group Affiliation: Valet/Assistant to The Mechromancer
First Appearance: Force Comics #25
Quote: “Yes sir. It vill be done…”
Height: 10’
Weight: 1000 lbs.
Power Level: 14 (210pp)

Str: 10 (+5) (Super-Strength/Growth)
Dex: 14 (+2)
Con: 16 (+3)
Int: 18 (+4)
Wis: 14 (+2)
Cha: 10 (+0)
Total: 20

Base Attack Bonus: 5
Melee: 10
Ranged: 7
Total: 15

Base Defense Bonus: 2
Adjusted Defense Bonus: +6
Initiative: +6

SAVES
Damage: +4
Fort: +4
Ref: +2
Will: +2

Powers:
Protection +10: (Source: Super-Science; Cost: 20pp.)
Super-Strength +10: (Power Stunts: Lethal, Lifting; Extras: Thunderclap, Shockwave; Source: Super-Science; Cost: 64pp.)
Energy Blast +10: (Extra: Dual Damage; Source: Super-Science; Cost: 22pp.)
Flight +5: (Power Stunt: Space-Flight; Source: Super-Science; Cost: 12pp.)
Growth +1: (Extra: Duration-2 ranks to Permanent; Source: Super Science; Cost: 18pp.)
Reincarnate +5: (Extra: Never Say Die; Flaw: Serial Reincarnation; Source: Super-Science; Cost: 20pp.)

Feats:
Improved Initiative
Immunities: (Aging, Disease, Poison, Starvation & Suffocation)
Total: 12

Skills:
Diplomacy +5, Knowledges (Engineering +5, Chemistry +5), Languages (French, Italian, German), Repair +5, Science (Biology) +3
Total: 17

Weaknesses:
Disturbing (Imposing): (-10)

Grand Total: 210

Origin: Maximillion Von Geary was the loyal retainer of the Croker family. After the family’s “mysterious” deaths, Max went on to serve the heir, Mordecai, as his family had done for generations.

Not too long ago Mordecai, finding that Max had died one night of a heart attack, managed to keep the body fresh long enough to reduce it down to it’s essence and pour him into his newest creation: an ultra-strong, ultra-tough NecroMech. Once Max regained consciousness, Mordecai found that, unlike the other zombies, he retained his intelligence and personality. He also found out that he need only a portion of Max’s essences to activate the construct, making it possible to “resurrect” Max in the event he should break down, get destroyed, etc. To date, Mordecai has not been able to repeat this achievement.

Personality: Mr. Von Geary is totally loyal to Mordecai, following his every instruction and seeing to his every need.

Appearance: A giant metal man, in valet’s clothes. He speaks with a deep German accent.

VonGearyLoRes.jpg


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NecroMechs
Alternate Identity: Minions of Mechromancer
Group Affiliation: The Mechromancer
First Appearance: Force Comics #25
Quote: “Hummmmmmm…….”
Height: Varies
Weight: Varies
Power Level: 1 (15pp)/2 (30pp)/3 (45pp)

Str: 10 (+0)/10(+0)/12(+2*) *Super-Strength
Dex: 10 (+0)/12(+1)/12(+1)
Con: 10(+0)/12(+1)/12(+1)
Int: 10(+0)/10(+0)/10(+0)
Wis: 10(+0)/10(+0)/10(+0)
Cha: 10(+0)/10(+0)/10(+0)
Total: 0/4/6

Base Attack Bonus: 2/4/4
Melee: 2/4/6* *Super-Strength
Ranged: 2/5/7
Total: 6/12/12

Base Defense Bonus: 0/1/1
Initiative: +0/+1/+1

SAVES
Damage: +0/+0/+1
Fort: +0/+0/+1
Ref: +0/+0/+1
Will: +0/+0/+0

Powers:
PL1:
Force Field +1: (Flaw: Device; Source: Super-Science; Cost: 2pp.)
Super Speed +1: (Source: Super-Science; Cost: 6pp.]
Total: 8pp

PL2:
Armor +2: (Extra: Flight; Flaw: Device-Leather Vest; Source: Super-Science; Cost: 4pp.)
Super-Speed +2: (Source: Super-Science; Cost: 12pp.)
Total: 16pp

PL3:
Armor +3: (Extras: Flight, Energy Blast, Snare, Super-Strength; Power Stunt: Detect Organics; Source: Super-Science; Cost: 15pp.)
Super-Speed +3: (Source: Super-Science; Cost: 18pp)
Total: 33pp

Devices:

PL 1 NecroMechs are equipped with the following:
Light Pistol +3L: (Source: Weapon; Cost: 3pp.)
Taser +5S (DC20): (Source: Weapon; Cost: 5pp.)
Sword (3L): (Source: Weapon; Cost: 3pp.)
Total: 11pp

PL2 NecroMechs are equipped with the following:
Blaster Rifle +8S: (Source: Weapon; Cost: 8pp.)
Total: 8pp

PL3 NecroMechs are equipped with the following:
Submachine Gun +4L: (Source: Weapon; Cost: 4pp.)
Total: 4pp

Feats:
None

Skills:
None

Weaknesses:
Disturbing: (-10)

Grand Total: 15/30/45

Origin: NecroMechs are a creation of the Mechromancer. They consist of undead, fortified by the Mechromancer’s chemical mixtures and equipped with armor and/or weapons. He controls these minions by way of a Telepathy Ring of his own invention. Lower level NecroMechs are little more than corpses with guns or some sort of melee weapon and maybe some rudimentary armor, while the higher PLNecroMechs are actually essences of human remains (with some small sentience) injected into battlesuits. Mr. Von Geary, Mechromancer’s valet and his greatest creation, is one of these.

Personality: None, although there are theories around that these undead may still carry around their souls, trapped in their monstrous casings, yearning to get out.

Appearance: Variable.
 

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