Monday, November 6, 2017

MP - Windcharger the Android

Windcharger Ransack Flywheels

Background & Origin: Windcharger is what happens when humans are allowed to participate in galactic civilizations. A group of humans got invited on a friendly jaunt by aliens, and the human engineer rebuilt the vaguely-humanoid, skinny joints and skeleton, engineering support droid into a robot girlfriend.

She was brought to Earth by the humans, and has assimilated well, including joining a Portland-based licensed vigilante team.

Combat Tactics:  Typically she combines her personal force field with particle beam, as the blend gives her good protection and reliable offense. If there are large metal objects available (such as trucks), she interposes them between herself and enemies (like a mobile wall), then expels them away from herself to smash and trap foes between her controlled object and a barrier (like a wall or another truck).

Her particle shields and magnetic bottle stack beautifully when she needs to “tank,” as a way to block enemies or shield allies.

Personality Traits: She has adapted well to Earthlings, and blends in pretty well.  Still, as an alien android, there are the classic “fish out of water” moments.

Appearance:  She looks like a very beautiful, very synthetic, human female. Her “skin” consists of flexible plastic plates, with flexible rubber-like material covering the joints. Some joints have lights inside. 5’10”, 161 lbs.

Powers:  She is an android, with the attendant benefits and disadvantages of an inorganic being. She is not space-adapted, however.  

She has a number of built-in gadgets allowing her to manipulate magnetic fields.  These were originally useful in her role as spaceship engineering support, but have since been heavily modified by human gadgeteers.

Notes:  Model unknown. Photmanip artist unknown.  Character by P. Rogers, November, 2017.

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

(model unknown)
(photomanip artist unknown)

Windcharger Ransack Flywheels - Mighty Protectors

Strength 25 (Carrying Capacity 2496 lbs., Basic HTH 2d6)
Endurance 26 (Save 13, Heal 3.9)
Agility 14 (Save 11)
Intelligence 12 (Save 11)
Cool 16 (Save 11, Initiative d6+1)

Hit Points 27
Power 77
Physical Defense 1
Mental Defense   1
Move 22
Inventing Points 6
Wealth d4
Luck 10-
Weight 161 lbs.
Total Cost 80 + 90 - 30 = 150


Android Body

Adaptation:  Asphyxiation, Blood Loss, Disease, Poison, Sleep Deprivation, Starvation, Time,  Venom (30 CP)
Armor: Kinetic 0, Energy 1, Biochemical 1, Entropy 1 (5 CP)
Heightened Endurance: EN +6, ST +4 (included above)
Physical Ability: Ambidexterity, Protected Brain, Super Leap (×2) (15 CP)
Willpower: Pain Resistance (10 CP)

Battle Computer

Heightened Expertise: Attack +2 with Magnetic Gadgets (5 CP)

Integrated Body Parts

Magnetic Gadgets: Her internal power channels mean she can only provide power to two of these systems at any given time (Multi-Ability)
  • Particle Beam - Power Blast: Damage 2d6, Range 51”, PR=1 Modifiers: Armor Piercing (2), Body Part,  Increased Range, Multi-Ability (5 CP)
  • Magnetic Tractor Beam - Magnetism (Magnetic Manipulation):  Capacity 30,720 lbs, Damage 2d10, Range 25”, Speed 14”, PR=1 per use, Modifiers: Body Part, Multi-Ability, Single Target (5 CP)
  • “Magnetic Bottle” Personal Force Field - Armor: Kinetic 3, Energy 4, Biochemical 2, Entropy 3, Modifiers: Modifiers: Body Part,  Multi-Ability (10 CP)
  • Magnetic Levitation - Flight: Acceleration 8, Top Speed 128 (44 MPH), Modifiers: Body Part,  Multi-Ability (5 CP)
  • Particle Shields and Deflector Screens - Absorption Protection: Kinetic, Energy Damage Types, Modifiers: Body Part,  Multi-Ability (10 CP)

Inventions
Exo-Muscular Booster - Heightened Strength: ST +11, Modifiers: Gear (6 CP) (Benefits already factored in, above. Her natural ST is 14.)

Weaknesses
Compulsion: As a constructed and programmed being, she is subject to override codes, which allow others to control her actions. Simple codes, such as “stand still,” are extremely limiting. Other codes, such as “shoot your friends,” might give her some latitude to creatively misinterpret.  (Rare, Strong, CL save @ -4). (-12.5 CP)
Distinctive: Noticeable (-5 CP)
Uneducated: She has limited skill programming (-5 CP)
Unliving: Self-Repair 50% (-5 CP)
Vulnerability: Attract Damage Form (Lightning Bolts are +2 attack against the Android) (-2.5 CP)

Combat Summary:
Initiative: d6+1 (avg 4.5)
Unarmed: Attack 14-, Damage d6 (avg 3.5)
Particle Beam: Attack 16-, Damage 2d6 (AP2) (avg 7)
Magnetic Tractor Beam: Attack 16-, Damage 2d10 (avg 11)
Leaping Distance:  31 inches (155 feet)


Windcharger Ransack Flywheels - Marvel Superheroes Advanced Set

Fighting Good
Agility Good
Strength Remarkable
Endurance Amazing
Reason Good
Intuition Typical
Psyche Good

Health 100
Karma 26
Resources Typical
Popularity 0

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

Body Resistance: Poor

Energy Generation: Good
  • Particle beam, with 5 area range

Leaping: Unearthly

Life Support: Remarkable
  • As a synthetic being, she does not eat, sleep, nor breathe.  She does not age;
  • She has only limited adaptation to hostile environments;
  • She gains +1 CS to resist Stun results and effects.


Magnetic Manipulation: Incredible
  • Move or crush ferrous metal objects with Incredible Strength;
  • Create a personal force field, providing Remarkable resistance to energy attacks, and Excellent resistance to physical attacks;
  • Fly at Poor airspeed;


Resistance to Toxins and Disease: Unearthly

True Invulnerability: Good
  • She can create a personal force field, that reduces damage from all physical, Force and energy attacks by -4CS;
  • The force field requires a lot of concentration and energy, so all her actions are -4CS while it is active;
  • The force field requires a lot of concentration, and automatically dissipates if she is Stunned or knocked unconscious.


Talents
Engineering

Contacts
She is a member, in good standing, of a Portland-based hero team


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.

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).

Random name generator - http://www.behindthename.com/random/ .

Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .


Sunday, November 5, 2017

MP - Converting V&V Magnetic Powers

Magnetism in MP isn't quite the same as VnV's Magnetic Powers, but like everything in the upgrade from 2e to 3e, it captures the same flavor very nicely.

I like that Magnetism clearly defines the number of objects the character can manipulate. The capacity also gets a huge boost, especially for low Strength characters.  PR costs have shifted around - you don't get Duration, but the PR cost is dirt cheap.

Magnetism defense really doesn't reflect the Magnetic Powers force field.  To do that, ignore the "only against metal objects" thing, and simply buy a force field, skewing the Protection like this:

Kinetic 1
Energy 3
Biochemical 1
Entropy 2

By that, I mean spread your ratios out kind of like that. Magnetic Powers is great against energy-type attacks, and entirely shuts down Magnetic Powers and Lightning Control (Invulnerability to Lightning Bolt, with PR cost is optional, if you're a real stickler).


(model unknown)
(photomanip artist unknown)



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).