I actually had a Telepathic, shape-changing, Hermaphrodite assassin called Ecstasy. I used "her" in a couple of M&M games. Lets just say it made for some interesting situations. 😀
I had a character called the Engima, a NPC. It was a female cop that would transform into a male superhero. She had power activation and no one could figure out her idendity.
Ecstasy was an Psychic Vampire, with telepathy, and a limited shape changing ability. "She" could use her abilities to determine someone's greatest sexual desire, and use it to get close to them. She'd then absorb there their psychic energies. She'd literally love you to death.
I'll start posting info on the Brotherhood of Evil over the next few days. I'm still tinkering with their final stats, and trying to find some decent artwork to go along with the write-ups. First up should be The Brain.
The Brain
Identity: Unknown
Aliases: None
Sex: Male
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: France
Base of Operations: Mobile
Side: Evil
Affiliation: The New Brotherhood of Evil
Known Associates: Monsieur Mallah
Known Grudges: The Chief/The Doom Patrol, Teen Titans
Level: 15
Training: Intelligence
Powers:
1. Robotic Body: 10% human appearance. Provides no Movement; no Carrying Capacity; no HTH ability or strength bonus. The body is composed of a SR=8 metal, and has an ADR=60.?
a) Life Support Device: Artificial containment system.
2. Heightened Intelligence B: +18.
3. Heightened Charisma A: +10.
4. Willpower A: PR=1 per turn, or when used as a defense.
5. Invention: Force Field: 1 charge per 2 points of damage blocked. 20 charges.
6. Invention: Wide Area Stun Blast: Anyone within the affected area is treated as as though they were struck with a Paralysis Ray attack. Radius = 10", PR=15.
7. Physical Handicap: The Brain is a bodiless brain encased in an artificial containment system. Without his life support systems his brain would die.
Weight: 105 lbs.
Basic Hits: 3
Agility Mod: -
Strength: 0
Endurance: 10
Agility: 0
Intelligence: 32
Charisma: 21
Reactions from Good: -4 / Evil: +4
Hit Mods: 0.034
Hit Points: 1
Healing Rate: 0.75
Power: 42
Damage Mod.: -
Accuracy: -8
Carrying Capacity: 0 lbs.
Basic HTH Damage: 0
Movement Rates: 0? ground
Detect Hidden: 22%
Detect Danger: 26%
Inventing Points: 46
Inventing: 96%
Legal Status: French citizen, with an extensive criminal record.
Knowledge Areas: Sciences and Medicine.
Origin/Background: As a scientist, the man who would one day become known as the Brain experimented on animals to raise their intelligence. One of his experiments was on a gorilla he captured and experimented on, raising its I.Q. to the genius-level of 178. He named the gorilla Monsieur Mallah and educated him for almost a decade before making him his personal assistant.
His colleague, Niles Caulder grew jealous of his work and arranged for the scientist to get caught in an explosion, which destroyed the scientist's body. Only the brain survived, and Caulder planned on putting his brain in a robot body. Mallah rescued the scientist, taking his brain and transferring it to a computer network that kept it functioning. Now known simply as the Brain, the scientist and Mallah gathered together the criminal organization known as the Brotherhood of Evil in hopes of conquering the world and getting revenge on Caulder.
Combat Tactics/M.O.: The Brain stays out of direct combat, orchestrating events from behind the scenes, the few times he's been forced into combat, he's had an escape plan to rapidly extract himself from the situation.?
Personality/Character Traits: A cold calculating sociopath with no empathy for the victims of his experiments.
Note: Over the years, the Brain has constructed/invented a wide variety of weapons and defense systems to include Lasers, Power Blasters, Force Fields, Electrification Fields, Stun Beams (Paralysis Ray), Power Dampers, and more. GM s should use their imagination and get creative.
Wouldn't the Brain have the weakness Physical handicaped; no body. This leads to no movement rate, no carrying and no HTH?
6E6B6266610F0 wrote: Wouldn't the Brain have the weakness Physical handicaped; no body.? This leads to no movement rate, no carrying and no HTH?
I thought about that, and also thought about giving him Robotic Body (with life support as it's special ability). I may make some modifications to him later.
And would Monsieur Mallah be The Brain's Pet?
686D646067090 wrote: And would Monsieur Mallah be The Brain's Pet?
Nope, I made him a completely separate character, and he's up next. Just as soon as I get finished with my revised Brain write-up.
Nice Brain!
Thanks for posting it.
Taking John's suggestions, I've posted a revised version of The Brain.
Monsieur Mallah
Identity: Mallah
Aliases: None
Sex: Male
Age: Unknown
Martial Status: N/A
Known Relatives: N/A??
Place of Birth: Unknown
Side: Evil
Affiliation: New Brotherhood of Evil
Base of Operations: Mobile
Known Associates: The Brain
Known Grudges: Superman ?? ?? ?? ?? ?? ?? ?? ?? ?
Level: 11
Training: Accuracy
Powers:
1. Ape Powers:
a) Speed Bonus: +30" ground movement.
b) Heightened Strength: +10.
c) Heightened Agility: +12.
d) Increased weight: 3 x normal weight.
e) Natural Weaponry: +2 to hit, +4 damage.
2. Heightened Intelligence B: +13.
3. Heightened Expertise: +4 to hit w/firearms (he's good, but he's no Deadshot)
Weapons:
1. Sub-machinegun: +3 to hit (+1 per bullet), 1d12 damage (-1 per bullet), R=Ax8
Weight: 800lbs.? ?? ?? ?? ?? ?? ?
Basic Hits: 16
Agility Mod: -4? ?? ?? ?? ?? ?? ?? ?
Strength: 23
Endurance: 18? ?? ?? ?? ?? ?? ?? ?
Agility: 21
Intelligence: 18? ?? ?? ?? ?? ?? ??
Charisma: 10
Reactions from Good: - / Evil: -
Hit Mods.:
Hit Points: 153?
Healing Rate: 8?
Power: 87? ?? ?? ?? ?? ?? ??
Damage Mod.: +3
Accuracy: +4
Carrying Capacity: 5, 587 lbs.
Basic HTH Damage: 2d8? ?? ?
Movement Rates:? 99? ground
Detect Hidden: 14%? ?? ?? ?? ??
Detect Danger: 18%
Inventing Points: 19.8? ?? ?? ?? ?
Inventing: 54%
Background/Origin: Ten Years before his own death, a French scientist, whose name remains unrevealed, experimented upon a large gorilla that was stronger and more agile than most others of it?s species. Through a constant combination of secret teaching methods, shock treatments and other experimental methods, the gorilla?s I.Q. was raised to178. The gorilla learned to speak English and French, among other languages and took the name Monsieur Mallah.
Combat Tactics/M.O.:
Personality/Character Traits: Mallah fiercely loyal to the Brain.
Brainiac
Identity: Brainiac?
Aliases: None
Sex: Male? ?? ?? ?? ?? ?? ?? ?? ?? ?
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Colu
Base of Operations: Brianiac's Skull Ship
Side: Evil
Affiliation: None
Known Associates: None
Known Grudges: Superman ?? ?? ?? ? ?
Level: 22? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?
Training: Damage
Powers:
1.Robotic Body: 60% human appearance; Weight Factor 2; Heightened Strength: +30; 100% Internal Repair Capacity.
a) Free Ability: Machine Control: Brainiac may attempt to take control of electrical and electronic circuitry, as per Lightning Control (page 14) This requires a successful special hit on the device, plus the following: To take control: PR=4 per attempt. Save vs. Intelligence on 1d20 to gain control, plus save vs. Agility on 1d20 to avoid mishap every time an attempt is made to make the device do something (this can be ignored if he becomes skilled in controlling that particular device). Range of control = 2xE, and each use of the controlled device may cost movement or an action (GM's option).
2. Computer Intellect (2x Heightened Intelligence): +60.
3. Willpower A: PR=1 per turn, or when used as a defense.
4. Disintegration Ray: R=50", PR=2, 1d20 damage.
5. Vehicle: Skull Ship: See Below.
6. Weakness Detection: R=1".
7. Psionics: Personality Transfer: Brainiac is capable of transferring his vast intellect into either intelligent lifeforms or machines as long as even the smallest part of his personality survives.?
8. Psychosis: Megalomania: Brainiac believes that it is superior life form, and that other beings should bow down to its supreme intelligence.
Weight: 400 lbs.
Basic Hits: 8
Agility Mod: -? ?? ?? ?? ?? ?? ??
Strength: 50
Endurance: 28 ?? ?? ?? ?? ?? ?
Agility: 23
Intelligence: 80? ?? ?? ?? ?? ?? ?
Charisma: 28
Reactions from Good: -5 / Evil: +5
Hit Mods.: (3.6)(3.4)(3.3)(2.2) = 88.8624
Hit Points: 711
Power: 181
Healing Rate: 6.4? ? ? ?? ?
Damage Mod.: +13
Accuracy: +4
Carrying Capacity: 25,460 lbs.
Basic HTH Damage: 3d10? ?
Movement Rates: 89? ground
Detect Hidden: 54%? ?? ?? ??
Detect Danger: 58%
Inventing Points: 176 ?? ?
Inventing: 240%
Origin/Background: Vril Dox was once a scientist on the planet Colu. Because of his genius, Dox was allowed to serve the planet's computerized tyrants. Attempting to overthrow the tyrants and rule Colu himself, Dox had invented a teleporter. Discovering his plan, the tyrants used the teleporter on Dox, apparently killing him. Dox's mind survived and traveled thousands of light years to earth. Using his vast telepathic and psychokinetic powers, Dox possessed the body of a sideshow mentalist called the Amazing Brainiac (Milton Fine) to become the power hungry villain known as Brainiac. Only Superman has stood in the way of Brainiac?s many ingenious schemes.
Combat Tactics/M.O.:
Personality/Character Traits: Cold, mechanical, and machine like, Brainiac seeks to conquer the Earth and destroy Superman. His eventual goal is the assimilation of all knowledge. His obsession with knowledge has led him to shrink down many cities to bottle size for transportation on his Skull Ship, including Kandor on Krypton.
Bolt
Identity:Lawrence "Larry" Peter Bolatinsky
Side: Evil ? ?
Affiliation: Killer Elite? ?
Sex: Male
Age: ?
Level: 5
Training: Accuracy
Powers:
1. Flight Device (Costume): 225 MPH max flight speed. 1 charge per hour of flight. 6 hour max flight time.
2. Teleportation Device (Costume): 10 charges. R=current charges x 100. PR=1 charge per teleport.?
3. Lighting Bolts Device (Costume): Attacks as Electrical Control: 2d8 damage, R=32", 1 charge per an attack. 16 charges.
4. Heightened Expertise: +4 to hit w/Lighting Bolt Device; +2 damage (training bonus).
Weight: 220 lbs. ? ?? ?
Basic Hits: 4
Agility Mod: ?
Strength: 14
Endurance: 14
Agility: 16
Intelligence: 13
Charisma: 14
Reactions from Good: -1/Evil: +1
Hit Mods: 2.112
Hit Points:? 8
Healing Rate:? 1.2
Power: 57
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 456 lbs.
Basic HTH Damage: 1d6
Movement Rates: 53? ground, 225 mph flight
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 9.1
Inventing: 42%
Origin/Background: There are many superhuman assassins in the world today, but few are as mysterious as the man named Bolt. It is unclear just how he is contacted or what his fees are, but it is known that Bolt and the mercenary Deadline share places at the top of the pay scale.
Combat Tactics/M.O.: His usual modus operandi is to teleport to the location of the hit; electrocute his victim, and teleport away, all in the span of a minute.
Personality: Once contacted Bolt either accepts or declines a job, according to his personal preference. He will quit a job if he believes an employer to be lying to him, but he will remain loyal to a trusted employer even if captured.
Notes: Bolt is the father of the Terror Titan Dreadbolt.
SHADOW THIEF
Identity: Carl Sands
Side: Evil
Sex: Male
Age: ? ? ?? ??
Level: 6
Training: Accuracy
Powers:
1. Natural Weaponry: Ninjitsu: +2 to hit, +4 damage.
2. Heightened Expertise: +4 w/martial arts weapons.
3. Darkness Control Device (Shadow Field Generator): Range = 48 inches, maximum area of effect is a sphere with a 16" radius. Creating or reshaping the area of darkness requires one charge, and an action per round to maintain the effect. The device has 22 charges.
4. Non-Corporealness Device (Shadow Field Generator): 1 charge per hour to maintain "shadow form".
5. Heightened Agility A: +12.
Weapons:
1. Katana: +2 to hit, HTH+1d6 damage
2. Shurikens: +3 to hit, HTH+1 damage, R = AGL (23")
Weight: 170 lbs.? ?? ?? ?? ?? ?? ?? ??
Basic Hits: 4
Agility Mod: -? ?? ?? ?? ?? ?? ?? ?? ?? ?
Strength: 16
Endurance: 16? ?? ?? ?? ?? ?? ?? ?? ?
Agility: 26
Intelligence: 13? ?? ?? ?? ?? ?? ?? ?? ?
Charisma: 12
Reactions from Good: -1 / Evil: +1
Hit Mods.:
Hit Points: 28? ?? ?? ?? ?? ?? ?? ?? ??
Healing Rate: 1.6
Power: 71? ?? ?
Damage Mod.: +3
Accuracy: +4
Carrying Capacity:? 484 lbs.
Basic HTH Damage: 1d8? ?? ?? ?
Movement Rates: 58? ground
Detect Hidden: 10%? ?? ?? ?? ?? ?
Detect Danger: 14%
Inventing Points: 7.8? ?? ?? ?? ?? ?
Inventing: 39%
Origin/Background: Carl Sands, an American-born man raised in Japan, made himself a career as the notorious industrial ninja spy and assassin called the Shadow Thief. When he was hired by the alien villain Byth to steal the spacecraft of Hawkman and Hawkwoman, he was provided with a Thanagarian shadow field generator, which could transform him into a shadow-like, intangible, two-dimensional wraith.
Combat Tactics/M.O.:
Personality/Character Traits: Sand's is a thief with no concern for the welfare of anyone he doesn?t see in the mirror in the morning, He's reserved, generally antisocial, and intensely private. Sands? long-term exposure to the energies of the Dimensiometer has affected his mind and weakened his grasp on reality, to the extent that he sometimes engages in long conversations with the inanimate Dimensiometer itself.