Monday, October 23, 2017

MP - Kammer, Intercrime Subcommander

Background and Origin: Kammer is an experienced mercenary. He keeps his identity secret, but it is known he was evicted from the army of one of the Arab nations. While doing duty in central Africa, he was badly injured and spent a week nursing his injuries by an odd smelling stream, surviving by sheer force of will. Shortly thereafter, he returned to his unit possessed of superhuman strength. He decided that he could make even more money as a mercenary supervillain, and took on his new life as Kammer.

Shortly after arriving in Europe, he committed to a long term contract with the Italian branch of Intercrime. This takes him all over the world, but especially throughout the United States where he acts as a trouble-shooter.

Normally, he acts against Asian gangs and police targets, but he has tangled with other supers on numerous occasions.

Kammer is often assigned to lead a squad of Powered Infantry, especially when facing powered opposition.

Combat Tactics:  Take cover and overwhelm the target with force.  He demands his team concentrate fire on single targets to eliminate hostiles quickly.

Appearance:  5'10", muscular, dark skin, bald, brown eyes.

Powers:  Kammer is a trained and seasoned military operator and mercenary fighter. He is a skilled squad leader, and operations man.  He has superhuman strength, able to lift/press approximately 1500 lbs under optimal conditions.

Notes:  Kammer originally appeared in They Might Be Characters Vol. 5.

Kammer - Mighty Protectors

Strength    20     (Carrying Capacity 768 lbs., Basic HTH d8+1)
Endurance     15     (Save 11, Heal 2.2)
Agility         16     (Save 11)
Intelligence     12     (Save 11)
Cool         14     (Save 11, Initiative d6)

Hit Points         17
Power             63
Physical Defense     3
Mental Defense      3
Move             17
Inventing Points     6
Wealth         d8+1
Luck             10-
Weight            200 lbs.
Total Cost         BCs + Powers - Weaknesses = Total

Powers

Armor: Kinetic 2, Energy 1, Biochemical 1, Entropy 2, Psychic 2 (12.5), PR=1 per round, Modifiers: Increased PR (-2.5) (10 CP)
Experience Levels: Attack +3, Defense +2, Skills +2 (20 CP)
Heightened Attack: Damage +1 all attacks (2.5 CP)
Heightened Initiative: Init +1 (2.5 CP)
Knowledge: Squad Tactics specialization +3, Urban Stealth specialization +3 (5 CP)
Wealth: d8+1 Wealth roll (7.5 CP)
Willpower: B) Pain Resistance (10 CP)
Willpower: C) Self-Control, can Push up to +4 (at PR=4) (10 CP)


Languages: (18 CP)
Native: Italian
Fluent: English (3)
Accented: Korean, Mandarin Chinese (4)
Broken: Arabic, Spanish, French, German, Russian, Dutch, Japanese (7)
Literacy: All Native, Fluent and Accented (4)

Gear

Armored Costume: Adaptation: High Temperatures, Low Temperatures, Armor: Kinetic 1, Energy 2, Biochemical 1, Entropy 2, Modifiers:  Multifunction Gear (15 CP)

Bulletproof Vest: Armor: Kinetic 6, Energy 2, Biochemical 2, Entropy 2, Modifiers: Gear, Partial Coverage (Light) (5 CP)

Combat Knife: Special Weapon: Attack +0, Damage +1d6 Sharp Kinetic (5 CP)

automatic rifle with 2 extra clips and targeting sight,

automatic pistol with 2 extra clips,

headset radio (3 mile range, 3 encrypted channels, plus police band and CB),

fragmentation grenades (3),

smoke grenades (2)


Weaknesses

TBD (-15 CP)
Nemesis: TBD (-10 CP)


Combat Summary:

Initiative: d6+1 (avg 4.5)
Unarmed: Attack 16-, Damage d8+2 (avg 6.5)
Knife: Attack

Kammer - Villains and Vigilantes

Strength 24 (Carrying Capacity 1532 lbs., Basic HTH 1d10)
Endurance 15 (Heal 1.6)
Intelligence 12 (Detect Hidden 10%, Detect Danger 14%, Damage +0)
Agility 16 (Accuracy +2, Damage +1)
Charisma 14 (Reaction +/-1)
Level 6

Hit Points 25
Power 67
Move 55" ground
Hit Modifier 6.336
Weight 100 lbs.
Basic Hits 4
Inventing Points 2.2

Heightened Strength A: +15


Willpower: Type A.  All uses are PR=1 per use, or per turn.  Power Stunts: 

  • Battle Stance, +3 “to hit,” +1 Damage Unarmed HTH, 
  • Precision Aim, +2 “to hit,” +2 Damage with ranged attacks using modern military firearms and energy weapons. 
Training: +2 “to hit” with unarmed HTH, +2 “to hit” with automatic pistols



Equipment: Medium body armor, combat knife, automatic rifle with 2 extra clips and targeting sight, automatic pistol with 2 extra clips, headset radio (3 mile range, 3 encrypted channels, plus police band and CB), fragmentation grenades (3), smoke grenades (2)


Kammer - Marvel Superheroes Advanced Set

Fighting     Remarkable
Agility     Excellent
Strength     Remarkable
Endurance     Excellent
Reason     Good
Intuition     Excellent
Psyche     Remarkable

Health     100
Karma     60
Resources     Remarkable
Popularity     -5

Powers
Armored Costume: Typical protection from physical and Force, Excellent protection from Heat, Fire and Radiation, Good material strength.


Talents
Guns
Martial Arts A
Military


Contacts
Intercrime
Weapon Smugglers
Other Mercenaries

Boilerplate

Notes:  Artist unknown.  Character by P. Rogers, January, 1999.

Document Copyright (C) 1999, 2000, 2017 by Patric L. Rogers. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.

Villains and Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

Sourcebooks Marvel Superheroes Advanced Set (TSR, 1986), Realms of Magic (Kim Eastland, TSR, 1986), The Ultimate Powers Book  (David E. Martin, TSR, 1987), 4C System (Michael Hammes, Philip Reed, 2007).


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