Then it occurred to me: Annihilator can put on a spacesuit, climb aboard an assault shuttle with a crack strike squad, then simple disintegrate holes in enemy spaceships - he can literally destroy an enemy armada by venting them into space.
Annihilator could wipe out an enemy spacefleet by himself.
That is the kind of weapon that gets put into a box and kept track of, because it is too valuable to destroy, and Heaven forbid, someone would find a way to use it again some day.
Mighty Protectors
Strength 16 (Carrying Capacity 312 lbs., Basic HTH d6+1)Endurance 11 (Save 10, Heal 1.0)
Agility 32 (Save 14)
Intelligence 13 (Save 11)
Cool 17 (Save 11, Initiative d6+1)
Hit Points 24
Power 72
Physical Defense 6
Mental Defense 3
Move 24 (see below)
Inventing Points 7
Wealth d8+1
Luck 10-
Weight 220 lbs.
Total Cost 89 + 216 - 20 = 285
Abilities
- Disintegration: A) Disintegration Ray, Damage 2d10, Range 16”, PR=2 (20 CP)
- Durability: Hit Points +7 (7 CP)
- Experience Levels: Attack +2, Defense +2, Skills +2 (20 CP)
- Flight: Acceleration 64, Top Speed 256 (87 MPH, or 174 MPH with Push) (20), Modifiers: Fast Acceleration (+5), Hyper-Flight (Warp 10) (+10) (35 CP)
- Force Field: A) Personal Force Field (Force Bubble), Protection Kinetic 6, Energy 6, Biochemical 6, Entropy 6, PR=16 (20), Modifiers: Area Effect (7” dia., Adjustable, Perimeter) (+7.5), Range (EN”) (+10) (37.5 CP)
- Heightened Agility: AG +18 (included above)
- Heightened Attack: Damage +4 all attacks (17.5 CP)
- Heightened Initiative: Init +4 (10 CP)
- Knowledge: Native Language (Native, Literate), English Language (Fluent, Literate) (4 CP)
- Power Blast: Damage 2d10, Range 14”, PR=1 (20 CP)
- Regeneration: Heal 1 Hit Point per round of rest (17.5), Modifiers: Unlimited (+5) (22.5 CP)
- Speed: Acceleration 24, Top Speed 48 (96 with Super Speed) (2.5), Modifiers: Fast Acceleration (+2.5) (5 CP)
- Super Speed: Add +1 turn per round, PR=2 per round (10 CP)
- Wealth: d8+1 Wealth roll (7.5 CP)
Gear
None
Weaknesses
Low Self-Control: Arrogant and ruthless; no compunction about killing (Uncommon, Character Hook) (-7.5 CP)
Nemesis: Hunted or opposed by various factions on this backwater planet Earth, as well as worthy opponents back in Civilization (As powerful, Rare) (-7.5 CP)
Personal Problem: Works for Dr Armageddon (Rare) (-5 CP)
Combat Summary
Initiative: d6+4/d6+4 (avg 15/7)
Unarmed: Attack 19-, Damage d6+5 (avg 8)
Power Blast: Attack 19-, Damage 2d10+4 (avg 15)
Disintegration Ray: Attack 19-, Damage 2d10+4 (avg 15)
Living Legends
PHYS 16 (CON 22), REFL 22, DEFT 22, INTL 11, COOL 11, VITL 16, Mass 100 Kgs (d4 Mass effect), Fame 6Multi-Power
a. Disintegration: 1d10 untyped (43), Range [12”] (+0), NRG Cost [1 per use] (-2), Multi-Power (-3) [25 CP]
b. Power Blast: 2d8-1 Energy [pure energy] (37), Range [12”] (+0), Multi-Power (-3) [25 CP]
Shield: 6 vs. Biochemical, Blunt Kinetic, Energy, High Temperature, Low Temperature, and Sharp Kinetic (7), Innate (+3) [10 CP]
Armor Generation: 5 vs. Biochemical, Blunt Kinetic, Electromagnetic, Energy, High Temperature, Low Temperature, and Sharp Kinetic (13), Area Effect [13" dia., shapes, perimeter] (+9), Brittle (-4), Range [12"] (+3) [38 CP]
Heightened PHYS: +6 (6), CON Only (-3) [4 CP]
Heightened Speed: +2 levels (34) [34 CP]
Speed Bonus: Ground move x2 (3), top speed and acceleration (+3). Acceleration 16”/turn, top speed 48”/round [4 CP]
Flight: Acceleration 20”/turn, top speed 288”/round (16) [16 CP]
Regeneration: 1 Hit Point per round of rest (8) [8 CP]
Skills
Leadership: (COOL/G), +2 levels, d10 effect (5) [5 CP]
Shield: (DEFT/G), +0 levels, d10 effect
Tactics: (INTL/S), Interstellar Space, +2 levels, d8 effect (5) [5 CP]
Weapon: (DEFT/G), Disintegration and Power Blast, +1 level, d12 effect (2) (+3) [3 CP]
Weaknesses
Low Self-Control: Arrogant and ruthless; no compunction about killing (Uncommon, Character Hook)
Nemesis: Hunted or opposed by various factions on this backwater planet Earth, as well as worthy opponents back in Civilization (As powerful, Rare)
Personal Problem: Works for Dr Armageddon (Rare)
Villains and Vigilantes
Identity: Zorbac Ar TorresterSide: Destroyers
Sex: Male
Experience: 15,699
Level: 5
Age: 104
Training: end.
Powers:
- Flight: 176 miles per hour or 774" per turn, plus Hyper-flight.
- Power Blast: Range 14". Damage 1d20. Power cost 1 per attack.
- Heightened Agility: +18
- Speed Bonus: +86" per turn to ground movement.
- Force Field: Defensive screen and force bubble use only.
- Regeneration
- Disintegration Ray: Range 16". Damage 1d20. Power cost 2 per shot.
Basic Hits: 5
Agility Mod.: -
Strength: 16
Endurance: 11
Agility: 32
Intelligence: 13
Charisma: 17
Reactions from: Good:-2 Evil:+2
Hit Mod. (1.4) ( 1 ) ( 3 . 1 ) ( 1 . 1 ) = 4.774
Hit Points (24)
Damage Mod.: +4
Heal.Rate: 1.25 per day or turn
Accuracy: +5
Power (72)
Carrying Capacity: 572
Basic Hth. Damage: 1d8
Movement Rates: 145"/774" flying
Det. Hidden: 10%
Det. Danger: 14%
Inventing Points: 6.5
Inventing (39%)
Boilerplate
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.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.
Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved. (Note: For compatibility reasons, and because Jeff Dee asked me to, I used only the core Living Legends rules on this character, and not any of the optional rules I developed in the Companion, e.g. skill cost saving rules. I did the original LL hack back in 2011.)
Death Duel with the Destroyers written by Bill Willingham, published by Fantasy Games Unlimited.