WWII Mutants and Masterminds bits'n'pieces

Dirigible

Explorer
So, as I was comming up for a character for Yellow Sign's M&M game, I found myself with more ideas and concepts thatn I knew what to do with.

So, I decided to stat various characters and items up. I'll post about one a day, until I run out.

Feel free to comment or contribute. I also take suggestions and requests. Sometimes :) .
 
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First up, we have the menacing Coventry.
He's a bit Darkman, a bit (Planescape:Torment's) Nameless one, and very unsafe around children and pets.

Coventry
Real Name : Unknown.
Concept : Dead man walking.
Power Level 10

DOB / POB: Unknown. First appeared November 14, 1940.
Nationality: Unknown.
Political Affiliation: None.
Known Parahuman Abilities: Ressurection, heightened toughness.

Background: In November 14, 1940, the Luftwaffe launched a massive air raid against the city of Coventry, as retribution for the RAF's attack on Munich. In early darkness, radio-guided planes began dropping parachute flares and incendiaries, pathfinding for the waves of bombers to come. At 7:30 pm, the main bombardment began, ton upon ton of high explosives and scatter mines raining upon the unprepared city, the droning bombers targetting civilian structes as often as military and industrial, using incendiaries to set up a firestorm in the centre of town.

Amidst the wail of fire appliances and the shattering roar of bombs, the medical services struggled to gather, shelter and treat those who could be saved. Near the Cathedral of Saint Michael, which had been reduced to rubble by a falling aerial mine, a pair of medical corpsmen came across a burned, twisted body. Rolling it onto it's back, believing it was dead, then men were shocked when the corpse lunged up and grapped them by the throats. As they cowered, however, the charred figure released them unharmed, turning towards the ruins of the city. It... he emitted a low growl of rage, and sprang into action.

That long, savage night, the black corpse became a sort of 'living' legend to the people of Coventry. He worked tirelessly and heedlessly of danger, pulling people from the flames or collapsed buildings. On the High Street, he saved a mother and children who had been cut off from rescuers by aerial mines. The black corpse used his own body to cut a path through the minefield, walking heedlessly through the explosions, getting up unharmed ever time his body was shredded and knocked down by the detonations. In Little Park, he single handedly shifted a mass of rubble that was blocking the pilgrimage of ambulances to the emergency hospitals. The bombing was relentless until 5am, continuing long after the defenders had run out of ammunition. Only when there was no more he could do to aid the fire-fighters or the ordinance clearers or the digging teams did the black corpse make his way to a hospital, and patiently, silently wait for treatment.

The doctors examined him nervously... there was nothing they could do for the burns or massive, whole-body trauma he appeared to have suffered... and worse, he lacked a pulse, heartbeat and most other signs of life, yet retained animation. In the end, all they could do was wrap him in bandages to keep his wounds closed, and even then, the bandages seemed to soak in the blackness of his skin, becoming coal-coloured themselves. Later, a team from the Ministry of Parahuman Affairs came to inspect the black corpse, and offered him a chance to help protect Britain against the Nazis. The black corpse merely nodded grimly, and was given the code name of the city he had aided in it's hour of need : Coventry.

Appearence/Personality: Coventry is 6'6", and very gaunt. He is wrapped head to toe in black bandages, only his fingers and eyes, which are piercing grey and frightningly human in that mutilated face. Over the bandages, he wears a long, dirty greatcoat.

Str 18 (+4), Dex 10 (+0), Con 20 (+5), Int 10 (+0), Wis 14 (+2), Cha 10 (+0).

BAB: +6, Def: +0.

Dam: +12, Fort: +12, Ref: +0, Will: +7.

Skills
Intimidate +10 (10 ranks), Spot +6 (4 ranks), Listen +6 (4 ranks)

Feats
Great Fortitude, Indomitable Will, Power Attack, Toughness, Darkvision, Durability, Immunity (aging, critical hits, disease, exhaustion, poison, pressure, starvation, suffocation, cold, electricity, fire, radiation).

Powers
"Deathless Invulnerability"
Amazing Save +5 (damage, fortitude, will).
Source: Psychic.

"Ghoulish Touch"
Strike +7
Source: Psychic.
Extras: Paralysis.

"Unkillable"
Reincarnate +10
Source: Psychic.
Extras: Never Say Die.

Weaknesses
Mute: Coventry does not speak, or make any sound beyond a wordless gravelly hiss. He is, however, fairly adept at sign language, though he struggles with his stiff, burned fingers.
Disturbing: The Black Corpse suffers -5 to Bluff, Diplomacy and most other social interactions.

Totals
Initiative: +0.
Defence: 10 (+0 base, +0 dex).
Strike: Attack +10, Damage +11 (plus Paralyis, Will DC 20).
 
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Next up, we have a gigantic frelling tank. Partial credit for inspiration (and the pic) goes to SomethingAwful, along with the Mammoth and Overlord tanks from various iterations of Command and Conquer, and those kookie engineers who can't tell 'reality' from 'really big tanks'.

Wotan Uberpanzer
Cost: 120pp base [PL 8], plus optionals.

Powered by bizarre superscience, the Wotan is a massive engine of war that can conquer entire cities on its own. Massive, with a 44' width and 95' long, weighing in at nearly 1000 tons, it is a resource hungry but potent weapon, a point of pride for it's commander and the forces that serve with it. They are triple-tracked, double-barreled, equipped with extremly powerful motors and an onboard powerplant. Only the most experienced panzerkommandant's are ever assigned command of one of these steel plated monsters, and should they lose it and somehow survive, suicide is the preferable option, rather than facing the Fuhrer's wrath.

Witnessing a Wotan in battle is like watching a natural disaster unfold. Windows, bridges and road shatter at the mere sound of it's thunderous approach, and men are flung to the ground in its wake. The report of it's guns are the laughter of a cavernous god, the furrows of it's tracks are as deep as trenches. Even Allied parahumans have difficulty in fighting a Wotan, due to its size, armour and firepower. Only the strongest heroes have a chace of even slowing one down by main force, and lifting more than a corner off the ground is out of the question. Few energy blasts can do more than scar the two-foot thick armour.

Special Rules: The Wotan is not quite a vehicle, not quite a character. It is simply too expensive to be paid for by any one characters power points, so it is best treated as another character in the fight, with it's own actions (which it can use for shooting its main guns and moving; all it's special abilities are automatic or require the actions of their gunners or operators). Alternativly, you could allow the entire crew to contribute points to buying the tank. It is also recommened the GM allows the characters to attack individual components of the tank as a way to overcome it's basic invunerability.

Type: Ground (tracked). Size: Gargantuan

Speed: Rank 7 (35' per round, 120 mph)
Hardness: 25. Armour Bonus: 20. Defence: Commander's BDB (base defence bonus) -4.

Typical Crew:
Technician (PL 1): 20
Use 'Professional' stats, with the following skills. Profession: Technician +4, Repair +4, One science +4, Drive +2.

Soldier (PL 2): 10
Use 'Elite Thug' stats, with the following modifications. Profession: Soldier +4, replace pistol with SMG, take Point Blank Shot feat.

Specialists (varies):
Some of the Wotan's special weapons need expert handling; a parascientist for the Zed gun, a master electrician for the tesla coils, a political officer for the propaganda speakers etc. These are typically PL 1-3.

Political Officer (PL 2)
use 'Reporter' stats, replacig Profession: Reporter with Profession: Soldier. Add a heavy pistol.

Commander (varies)
A Wotan panzerkommandant is usually a veteran officer of exceptional skill, PL 5-6. On rare occassions, though, it may be an ubermenchen, such as the infamous Eisenfaust. These characters often have a highly customized tank of their own.

Twin "Hitler's Hammer" 91 cm cannons (Weapon +15; extras: area (5), stun (5))
Fires shells (attack bonus equal to gunner's BAB with no bonus, and a -4 penalty for being Gargantuan) that deal +15L damage in a 25' radius, and causes a Stun effect in the same area (Fort DC 15 negates). Firing one gun is a half action for the tank, both is a full action.

Machine guns (Weapon +5, extras: autofire)
The Wotan has two mounted machine guns covering each face, for a total of eight. Attack bonus equals gunner's ranged attack total, and they do not suffer the -4 penalty for the tank's size. Only two guns can fire in a given direction, except they can all fire upwards. Does not count as an action for the vehicle.

Earthshaking (disintegration +1, extras: area; flaws: involuntary; slick +3, flaws: involuntary)
Wotan's generate a vibratory energy field around themselves as they move. Any glass or other brittle materials within 100' (or more, at GM's discretion) is likely to shatter, and people on the ground within 15' must make a Balance DC 13 check or fall prone. Getting back to your feet while in this area also requires a Balance DC 13 check.

Features
A Wotan is effectivly a PL 6 headquarters with the following features.
* Barracks (as living space, but more spartan and suitable for larger numbers).
* Communications.
* Holding cells.
* Infirmary.
* Sensors (including radar and telescopic periscopes).

Optionals
You may choose some, all or none of these, to individualise the tank.

Electroplating (Energy Field (electricity) +10) +10pp
To keep those pesky heroes from scrambling all over the Wotan, it's outer hull can be electrified. Anyone touching it when the feld is active suffers a +10 electrical hit. While the field is active, the tank is restricted to half speed, as it requires a large diversion of power from the engine (this is a concept flaw). Also, it is extremly visible as huge arcs of lightning crackle over every metallic protruberance and surface.

Tesla Coils (Energy Field (electricity) +10, extras: energy blast) +20pp
As Electroplating, above, except the tank is additionally fitted with huge capactitors and projectors that let it fire lightning bolts dealing +10 electrical damage out to normal range (attack bonus equal to users BAB -4).

Propaganda Speakers (Mind Control +10, extras: area; flaws: restricted) +20pp
Loudspeakers dotted over the tank continually blare snatches of Wagner, excerpts from the Fuhrer's speechs, or reports of the Third Reich's glorious victories. This can generate only two effects: making allies of the tank within 50' of it immune to fear and similar effects (automatic), or provoking fear in enemies (make a power rank check with a DC of 10+target's will save, or 15+will save for heroes or other especially brave characters).

Zed Gun (Neutralize +10, extras: nullification (x2)) +40pp
One of the most dreaded weapons devised by Nazi scientists, the Zed gun can negate the abilities of Allied superheroes. With a ranged attack (attack bonus equal to operator's BAB -4), the target's powers are negated (see power description pg 77 for saves details). The beam has a duration of Sustained, so until the projector or it's operator is destroyed, affected powers remain neutralized.

Image Projector (Illusion +10, extras: area (5); flaws: creatures only, restricted) +10pp
The sight of one Wotan thundering down down on a village is scary... three is terrifying! The image projectors allows the tank to create the illusion of two other Wotans anywhere within it's line of sight. They are highly realistic, including all sensory elements except touch, enough to draw at least a few shots away from the real tank until the enemy uncovers the ruse. Mechanical sensors such as radar, photographs, video and sound recordings cannot detect the illusions, and this may provide a clue to observers.
 

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This time, we have the heroic Regiment. To use this guy as a British superhero, rewrite his background a little, and change his name to Homeguard.

Regiment
Real Name : Sgt. Hank Maddox.
Concept : One man army.
Power Level 10

DOB / POB: April 22nd, 1916 / Claudtown, Alabama.
Nationality: American.
Known Parahuman Abilities: Creates a battalion of duplicates.

Background: Regiment's early life was fairly unremarkable. Only partially schooled, he spent most of his youth and adolesence working on the family farm. When the War came, he hurried to enlist and proved a natural soldier during basic training; resourceful, phyiscally capable and cunning. It was at this time his powers emerged; during a training exercise, he unconsciously created a number of clones of himself that bolstered his team to victory. As soon as this was discovered, he was recruited for study by American parahuman scientists. Eventually, after they had learned all they could, he was assigned to an elite team of supersoldiers.

Regiment has proven himself on the field of battle many times; with his ability to summon an instant army of allies, he is perfect for staging diversionary attacks and holding off enemy reinforcements. For a time, he served with Operation Bodyguard, the British deception operation designed to simulate supply, communication, troop and armour deployments in the British Isles, to mislead the Germans as to their real location.

Appearence/Personality: Tall, broad shouldered and healthily built, Regiment keeps his red hair in a regulation crew cut. He is freckled and has honest blue eyes. Rather than a costume, he wears standard US battledress, making him harder to distinguish from the rest of the grunts. Driven by duty and patriotism, Regiment struggles to retain a sense of honour and chivalry amidst the chaos and horrors of the war, often bending orders in order to defend civilians.

Str 13 (+1), Dex 13 (+1), Con 15 (+2), Int 10 (+0), Wis 11 (+0), Cha 11 (+0).

BAB: +5, Def: +4.

Dam: +6, Fort: +6, Ref: +5, Will: +2.

Skills
Demolitions +3 (3 ranks), Disable Device +2 (2 ranks), Drive +4 (3 ranks), Gather Information +1 (1 ranks), Listen +2 (2 ranks), Medicene +1 (1 ranks), Profession: Soldier +4 (5 ranks), Repair +3 (3 ranks), Spot +2 (2 ranks), Survival +3 (3 ranks), Swim +3 (2 ranks).

Feats
Dodge, Great Fortitude, Lightning Reflexes, Toughness, Point Blank Shot, Multishot, Rapid Shot.

Powers
"One Man Army"
Duplication +10
Source: Mutation.
Extras: Horde (x3), Mental Link.

Regiment can create up to 80 duplicates of himself.

"Resilient"
Amazing Save +2 (all)
Source: Mutation.

Equipment
Thompson SMG (+4L, autofire, 8pp)
Fragmentation grenades (+6L, area, device, 6pp)
Smoke grenades (obscure +5, device, 5pp)
Walkie-talkie (radio hearing and transmission, device, 2pp)
Battledress (armour +2, device, 2pp)

Totals
Initiative: +1
Defence: 16 (+4 base, +1 dex, +1 dodge)
SMG: Attack +6, Damage +4L
Autofire: Attack +2 (x3)
 
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Great stuff, Dirigible! My favorite so far is Regiment, but it's all really cool. I like the variety you've had of characters and the vehicle.
 


My favorite so far is Regiment, but it's all really cool

Meh, you just like him 'cos he's the first American I've posted :)

Thanks, guys. YS, as I said before, feel free to use these as material in the game or background colour; it's all good.

Next up is the incredible Taniwha (pronounced, approximatly, tahn-e-far).

Taniwha
Real Name : Rangi Witiana.
Concept : Shapeshifter.
Power Level 10

DOB / POB: July 1st, 1918 / Waipiro.
Nationality: New Zealander.
Known Parahuman Abilities: Can change his form into that of a powerful mythical monster.

Background: As a boy, Rangi loved nothing more than to play in the water, and as he grew he displayed an amazing affinity with the oceans; he swam like a dolphin, and when his temper got the better of him the waves struck the coast with great ferocity. His mother had drowned when he was very young, and his father was a farmer with little love for the sea. Kurau Witiana tried to dissuade his son from spending tim in the water, trying to turn him into a farmer with a love for the land instead.

As a teenager, he met an old woman on the coast one day, who revealed the truth of his origins; his mother was a spirit of the sea who had taken human form to bare the child of the mortal man she loved, and had not died but merely returned to her people in the water. Rangi went with the old woman, who was of cource his mother Kitaia, and was shown the true wonders of the sea, and taught of his heritage and powers. The Taniwha became one of New Zealand's first superheroes, defending coastal communities, until the War broke out and he came to beleive he could use his powers to defend more than his home.

Taniwha has fought in the North Atlantic and Pacific theaters; U-boat captains truely dread him, as his claws and muscles can literally tear into a submarine and send it to the bottom of the sea. The Japanese call him 'the Kaiju', and he has assisted US marines in the storming of many fortified islands, and single handedly sunk the aircraft carrier IJS Tokahiro, summoning a massive wave to capsize it.

Appearence/Personality: Rangi is in superb physical shape, 6'2" tall, broad shouldered and muscular. He's handsome enough, aside from a broken nose that didn't heal quite straight, brown skinned with chocolate eyes and short, sleek black hair. His chin is moko'd, and he wears a bone fishhook at his throat that remains even when he transforms.

In his alternate form, he is a 10' tall creature with blue-green scales covering his body, with clawed hands and feet and a twisted, tiki-like face.

Str 16 (+3), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 12 (+1).

BAB: +6, Def: +6.

Dam: +3, Fort: +3, Ref: +4, Will: +1.

Skills
Drive +7 (3 ranks), Handle Animal +4 (3 ranks), Profession: Farmer +4 (3 ranks), Swimming +9 (6 ranks).

Feats
Amphibious, Sonar (blindsight in water only), Dodge, Power Attack.

Powers
"Taniwha Transformation"
Growth +7
Source: Mystical.
Extras: Natural Weapons.
Flaws: Slow.

Can transform into a 10' tall, humanoid sea monster as a full action, granting him Superstrength +7, Protection +7 and Immovability +7, and powerful claws that grant Natural Weapon +7.

Telescopic Sense (Blindsight) +5
Source: Mystical.

Taniwha's sonar (blindsight) has a range of 960 feet.

Swimming +10 [10pp]
Source: Mystical.
Power Stunts: Super Swimming (partial)

Taniwha has a swim speed of 80' as a move action, 180' as a full action, and a sprint speed of 5,120'.

Elemental Control (Water) +10
Source: Mystical.

Taniwha can grossly manipulate water, moving up to 100,000 lbs as if by telekinesis. His main trick with this is to attack enemy ships, whether underwater or on the surface, with giant waves, or sending pillars of water to smash enemy strongpoints a short distance inland.

Totals
Initiative: +4
Defence: 21 (+6 base, +4 dex, +1 dodge)
Punch (human form): Attack +9, Damage +4S
Claws (taniwha form): Attack +9, Damage +14L
 
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You saw an oblique reference to him when the Wotan was dissected... and here he is in his full metal jacket glory, ready to put a dent in any heroes day... the imposing Eisenfaust!

Eisenfaust (Iron Fist)
Real Name : Gunter Kurtmann.
Concept : Tankmeister.
Power Level 13

DOB / POB: August 10th, 1902 / Muellersbren, Germany.
Nationality: German.
Political Affiliation: Nazi party.
Known Parahuman Abilities: Cybernetic enhancements, ability to improve machines.

Background: In civilian life, Gunter Kurtmann was a mechanic and tank enthusiast who lept at the chance to serve in the panzer engineering corp. While working in an experimental tank factory, the facility was attacked by Allied bombers, and in the resulting explosion, parts of the engines and weapons he was working on became fused into his body. He became a sort of primitive cyborg, built of armour plating and machine parts. Not long after, he was recruited into the Ubermenschen SS, who modified his mechanical components to maximum efficiency, and unlocked his innate powers to boost the performance of tanks under his command.

Always a student of military history, the rechristened Eisenfaust proved to be an able , if fearsome and savage commander. He has served in both the Eastern and Western fronts, crushing Poles, Frenchmen and Russians alike under the relentless tracks of his supertank.

Appearence/Personality: Eisenfaust is a hulking, 7' tall half-flesh half-mechanical abomination. A heavy metal helmet and mask is welded to the burnt ruin of his face, his body covered in articulated metal armour. He wears a long red velvet cloak fringed in white ermine, delicatly embroidered, that contrasts sharply with the functional, grim cut of his armour. His left arm ends in the blue steel barrel of a massve, armour-piercing cannon, while his right is a fierce hydraulic claw. He smokes filthy, tar-ridden cigars constantly, and speaks in a thunderous growl, accentuating his words by banging his metallic fist, or, in extreme cases, snapping the necks of minions that have failed him.

His attittude to leadership is echoed by his name. He is ruthless and cold to his men, but in contrast he adores tanks and machinery, treating them like favoured children, even talking to them. Some even whisper that he has fallen in love with Ilsa, the mechanical personification of the Valkyr, his personalized Wotan tank.

Str 15 (+2), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 13 (+1), Cha 13 (+1).

BAB: +7, Def: +4.

Saves: Dam: +3, Fort: +5, Ref: +0, Will: +1.

Skills
Drive +14, Profession: Soldier +15, Knowledge: Tactics +16, Repair +16.

Feats
Talented (Drive, Repair), Talented (Soldier, Tactics), Endurance, Infamy, Headquarters, Minions (loyalty 21), Power Attack, Great Fortitude, Sidekick, Iron Will.

Powers
"The Iron Claw"
Strike +13
Source: Superscience.
Power Stunts: Penetrative Attack.
Flaws: Slow.

Due to it's flaw, Eisenfaust must take the full attack action to make a single attack with his claw.

"Arm Cannon"
Weapon +11
Source: Superscience.
Power Stunts: Penetrative Attack (x2).
Extras: Area (1).

As it is built into his body, this does not count as a device. Eisenfaust's cannon fires armour-piercing, explosive shells with a 5' radius burst.

"Metallic Exoskeleton"
Armour +10
Source: Superscience.
Extras: Superstrength (5), Immunity (8).

As it is built into his body, this does not count as a device. Grants immunity to: critical hits, disease, heat, exhaustion, poison, pressure, starvation, suffocation.

"Armour Empowerment"
Boost +10
Source: Mutation.
Extras: Duration (x2), Affects Others, All Attributes.
Flaws: Others Only, Tanks Only.

Eisenfaust can increase the effectivness of any tank he touches as long as he continues to sustain it. Using 'All Attributes', he can boost the vehicles hardness, firepower (ie, weapon rank) and speed by +10 at once.

Totals
Initiative: +0
Defence: 14
Iron Fist: Attack +9, Damage +13 L.
Arm Cannon: Attack +7, Damage +11 L.

Wotan uberpanzer G001: The Valkyr [PL 17, 258pp]
Eisenfaust's personal Wotan tank is a terrible masterpiece of destruction; a prototype built before the plans were scaled down, the Valkyr is 10% larger than other Wotans. Powered by a complex array of valves and electrodes called a 'computer', the Valkyr features an artificial intelligence, taking the form of a leather-clad SS officer named Ilsa that can be projected into smoke-filled hologram canisters in various rooms inside the tank. Ilsa has Int 18, Wis 12, Cha 10, and is knowledgeable on military and technical matters.

The Valkyr has the optional abilities- Image Projector and Zed Gun, plus the following:

Plot Devce: The Iron Throne
In the centre of the Valkyr's command deck is Eisenfaust's command chair, a huge, imposing metallic thing with a bank of controls and box of cigars close at hand. When sitting in it, Eisenfaust can enter a trance-like state where he can interface with Ilsa and oversee the battle from a high vantage point, while using and sustaining his Armour Empowerment ability on any or all tanks in a 1 mile radius, making his force utterly invincible. If the Valkyr is attacked directly, he is usually forced back into his body to defend himself.

Flamethrowers (Energy Field (fire) +12, extras: area (6), suffocation (10)) +38pp
The Valkyr is surrounded by a ring of flame-spewing nozzles, projecting fire over it's hull and in a 30' radius, dealing +12 fire damage. Also, this halo of flames sucks up all the oxygen in the area, creating a rank 10 Suffocation effect in the same radius.

Repulsar Field (Deflection +10, extras: multiple (x2), reflection) +50pp
The tank is surrounded by an energy shield, generated by a series of radium rings on the top of the turret, that can cause three attacks per turn to bounce back on their originators.
 
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Archfoe of Taniwha, Japan's greatest aquatic warrior is the mighty Tsunami.

Tsunami
Real Name : Chigotu Nagoyma.
Concept : Living waterspout.
Power Level 10

DOB / POB: March 2nd, 1916 / Kochi, Shikoku district.
Nationality: Japanese.
Political Affiliation: The Emperor.
Known Parahuman Abilities:

Background: Chigotu was an ensign aboard the ISJ Tokahiro when it was attacked and sunk by the Allied parahuman Taniwha. As he floated, clutching a piece of wreckage, watching his friends and crewmates drowning and being devoured by sharks, something awoke in him. He began to, almost involuntarily call up the water around him, forming it into a vortex, and using this, he picked up the surviving crewmen and carried them to the nearest Japanese port.

Taking the name of Tsunami, he became one of the most powerful weapons in the Japanese navy, able to multiply the effectivness of any naval task force by turningthe weather and the very ocean against their foes.

Appearence/Personality: Tsunami is short and lean. He has a permanently tired look, with a drooping posture and bags under his eyes, and also seems to be perpetually waterlogged; his uniform damp, his hair plastered to his head and seawater trickling form his boots.

Tsunami is not an evil man, neither cruel or harsh; his only flaw is his patriotism and loyalty to a dictatorial regime. He hates Taniwha with a cold, furious passion, and spends a lot of time playing a deadly game of cat-and-mouse across the Pacific with him. Each time they have fought, it has been a narrow victory for Tsunami, as he has greater finesse and versatility in his contol of water. When the two parahuman's fight, the collateral is tremendous, with entire islands being washed away or fleets being submerged.

Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 14 (+2), Cha 11 (+0).

BAB: +4, Def: +4.

Dam: +2 / +12 waterspout
Fort: +2.
Ref: +3.
Will: +2.

Skills
Diplomacy +6 (6 ranks), Language (Japanese, Mandarin, English), Profession: Officer +5 (4 rank), Science: Engineering +8 (6 ranks), Swim +6 (6 ranks)

Feats
Accurate Attack, Amphibious, Expertise, Improved Grapple, Underwater Combat.

Powers
"Tsunami Power"
Spinning +10
Source: Mutation.
Power Stunts: All-Around Sight.
Extras: Flight, Defence Bonus, Strike.
Flaws: Limited: Only on water.

When in or on water, Tsunami can spin around until he forms a waterspout, which grants him the following benefits: +10 to Damage saves, +10 Defence, powerful , watery blows dealing +10 stun damage, and the ability to fly at 50', though he may not fly more than 300' off the surface of the water. He also effectivly sees in all directions at once.

"Water Mastery"
Element Control (Water) +10
Source: Mutation.
Power Stunts: Energy Blast.
Extras: Movement, Weather Control (5).

Tsunami can manipulate over 100,000 lbs of water, swim at a speed of 80', and fire energy blasts that take the form of jets of high pressure water causing powerful concussion waves, dealing +10 damage. He can also contorl the weather in a 2.5-mile radius.

Equipment

Totals
Initiative: +3
Defence: 16 (+3 base, +3 dex) / +23 waterspout.
Tsunami Strike: Attack +4, Damage +10 S.
Energy Blast: Attack +7, Damage +10.

7pp unspent.
 
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And now, for the eeeeeeevil Schreck, master of mindbending psychomutilation!

der Schreck "The Fear"
Real Name : Konrad Zahn.
Concept : Terrifying psychosadist.
Power Level 11 7pp unspent.

DOB / POB: June 29th, 1908 / Berlin.
Nationality: German.
Political Affiliation: Nazi party.
Known Parahuman Abilities: Engendering fear.

Background: As a civilian, Dr. Zahn was a clinical psychologist with an interest in phobias and paranoid disorders. Or, rather than an interest, a sick fascination. Abused as a child, he liked to blame everyone around him for all of his problems, attributing them with various mental disorders, often getting them committed to asylums, where he had the power over them, and performing demented 'experiments' in psychological torture.

This close association with madness and fear eventually unlocked his dormant psychic abilities, granting him the ability to make people cower in fear with nothing more than a thought or a glance. He was quickly detected by the Nazi parahuman corps, and willingly joined the cause.

Appearence/Personality: Der Schreck has a haunting, unnatural visage. He is of average height and gaunt, with dark hair with a faint grey sheen, as if woven with cobwebs. His skin is an unhealthy, clammy shade of white, as are his irises, leaving his pupils as tiny, black, staring points. He wears a uniform that always looks dusty and cobwebbed.

Amoral and sociopathic, der Schreck is a psychological sadist who has no joy other than making others suffer pain and fear.

Str 12 (+1), Dex 12 (+1), Con 17 (+3), Int 15 (+2), Wis 15 (+2), Cha 14 (+2/+7).

BAB: +5, Def: +4.

Dam: +3.
Fort: +3.
Ref: +1.
Will: +9.

Skills
Gather Information +10 (3 ranks), Intimidate +18 (11 ranks), Language (German, English, French), Profession: Psychologist +8 (6 ranks), Sense Motive +13 (11 ranks), Science: Psychology +11 (9 ranks).

Feats
Accurate Attack, Expertise, Infamy, Leadership, Minions (loyalty 25), Psychic Awareness, Iron Will.

Powers
"Cause Fear"
Mind Control +11
Source: Psychic.
Extras: Area.
Flaws: Limited - One Command (fear)

Der Schreck can affect any or all people within 55' of him by triggering the fear centres of their brains. He must suceed a power check, DC 10+victims will save bonus for normal characters, 15+will save bonus for especially brave individuals (hardened veterans, crack troops, PC's). If affected, victims become frightened (they attempt to flee, -2 to attacks, damage and saves if forced to stand and fight).

"Gaze of Dread"
Paralysis +11
Source: Psychic.
Extras: Sustained.
Flaws: Gaze.

Der Schreck cannot turn off this ability; it affects anyone who meets his eyes, freezing them in place with pure fear.

"Mind Delving"
Telepathy +5
Source: Psychic.

Supercharisma +5
Source: Psychic.

Amazing Save (Will) +5
Source: Psychic.

Equipment
Luger (5pp)

Totals
Initiative: +1
Defence: 15 (+4 base, +1 dex)
Pistol: Attack +6, Dam +5L
 
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