Professor Marius Mastermind

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Professor Marius Mastermind

Post by Renny on 7th July 2013, 08:57

Professor Marius Mastermind



Agility d4, Smarts d12, Spirit d6, Strength d4, Vigor d6

Rank: Seasoned (35)

Powers:

Armour: Duraweave jacket (Device -1, partial protection -1)
Ensnare: Snare Gun (Device -1)
Darkvision:, Night Goggles (Device -1)
Deflection: Obscure Field,-3 to ranged attacks (Device -1)
Heightened Senses: Sensors
Invent: Level 5
Stun: Stun Gun (Device - 1).

Skills:
Fighting d4, Guts d6, Investigation d6, Intimidation d4, Knowledge (Engineering)
d10, Knowledge (Science) d4, Notice d8, Repair d12

Charisma: -2
Pace: 6”
Parry: 4
Toughness: 11 (6)

Hindrances:
Arrogant, Greedy (Minor), Gloater, Ugly

Edges:
Arcane Background (Super Powers), Jack-Of-All-Trades, Power Points,

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Re: Professor Marius Mastermind

Post by kevinrolfe on 10th July 2013, 05:16


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Re: Professor Marius Mastermind

Post by rogartheranger on 10th July 2013, 12:01

Ahhh yes, I must make a mental-note to unveil my new improved 'Shrink-inator', bwah-hah-hah.
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Re: Professor Marius Mastermind

Post by Renny on 13th July 2013, 19:49

Powers List

Armor
Trappings: Body armor, a shell, powered suits.
Your villain gains 3 points of armor each time this power is purchased. This could represent mystical armor, power armor, or some other source of protection. Armor does not stack with regular armor, such as chain mail or Kevlar. The villain takes the highest value instead.

Modifiers
• Partial Protection (–1): The armor only covers the torso of the character. The head and limbs are exposed.

Ensnare Trappings: Glue bomb, vines, electrical net, handcuffs, spider webs, sorcerous bindings. This power allows the character to restrain his target with some sort of binding material, whether via energy, ropes, vines, webbing, or some other binding matter. Ensnaring a victim is a Fighting roll against an adjacent foe. If the attack is successful, the victim is bound and suffers a –2 penalty to Pace and skills linked to Agility and Strength until freed. With a raise, the binding fully restrains the target, who cannot make any physical action except to try and break free. In either case, the target may make a Strength or Agility roll at –2 to break free. A raise allows the villain to break free and act in the same round.
Darkvision
Trappings: Bionic implants, glowing eyes, animal heritage, radar.
The villain can see in the dark and ignores all darkness penalties.

Deflection
Trappings: Swirling winds, obscurement, distortion fields, energy.
This handy power deflects incoming ranged attacks. If you want actual armor from such attacks, see armor or force control. To block melee attacks see parry. Every Power Point spent subtracts one from Shooting, Throwing or other ranged attack rolls made against the villain.

Heightened Senses
Trappings: Animal senses, mutation.
The character’s senses are heightened for some reason. He adds +2 to Notice rolls. Some characters with heightened senses should have awareness as well. Check there for more information.

Invent
Trappings: Super genius, advanced education.
This impressive ability allows an inventor to create one-off devices that duplicate any other power in this book. A character must have a minimum Smarts of d10, a Knowledge (Engineering) of d10, and a Repair skill of d10 to take this power. The inventor can create a device that mimics any power in this book. He does not get the discount for it being a device, however — that’s already figured into the price of this power. The cost of the power duplicated can never be greater than the creator’s level of invent. An inventor who wants to create an invisibility belt, for example, must have invent at level 5 since invisibility is a 5-point power. The inventor can also make several devices as long as he has the Power Points in invent to pay for them. (A villain with invent at level 10 could have two 4-point devices and a third 2-point device.) The device invented requires 10 minutes times its original cost (a 5-point invisibility belt takes 50 minutes to assemble). Ultratech gadgets aren’t really created in a few hours — the inventor is assumed to have been working on his many devices in his spare time, but only puts the design together when needed. The devices created are permanent, but must be disassembled for “parts” to make a new device (thereby freeing up the Power Points to invent something new). Devices may be given to other villains, but Trait rolls made to use the device are made at –2 as only the inventor truly understands his jury-rigged creations.

Stun
Trappings: Electrical attack, mild toxin, mind lash, flash of bright light, deafening siren
This power allows the villain to place a single Medium Burst Template up to 12” distant. Characters within the template must make a Vigor roll or be Shaken.

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"Believe it or not," Doc advised her, "we get some fun out of this sort of thing."

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Re: Professor Marius Mastermind

Post by kevinrolfe on 14th July 2013, 03:05

Steve to save you typing the Counts powers i have a copy of Necessary Evil.

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Re: Professor Marius Mastermind

Post by Renny on 14th July 2013, 08:23

It's ok, already done it.

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"Believe it or not," Doc advised her, "we get some fun out of this sort of thing."

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