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Supers Mooks and Villans

Page history last edited by Ragboy 15 years, 1 month ago


Supers Monsters

insert image

Give me all yer lovin'

 

Mook1

 

Description

 

Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

 

Gear

  • Thing number 1

 

Reference: Title of Scenario

Supers Mooks

Destroy!'

 

Sentry Robot

 

Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d6, Vigor d8

Skills: Notice d8(+2), Shooting d8, Stealth d6

Pace: 0; Parry: 2; Toughness: 6

SPECIAL ABILITIES

Special Abilities:

Blaster: Range 30/60/120, Damage 2d6, ROF 1, Shots 48.

Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage.

Fearless: Sentry bots are immune to Fear and Intimidation.

Hover: Pace 6”; Climb 3”

Keen Sensors: Sentry bots have the Alertness Edge

 

Reference: The Adventures of Timegirl

Destroy!'

Automated Cannon

Mounted in the ceiling, these cannon detect intruders and fire. And that's pretty much it.

 

Attributes: Agility d8, Smarts d6(A), Spirit d4, Strength d4, Vigor d6

Skills: Notice d8 (+2), Shooting d8

Pace: ; Parry: 2; Toughness: 5

SPECIAL ABILITIES

  • Blaster: Range 30/60/120, Damage 2d6, ROF 1, Shots 48.
  • Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage.
  • Fearless: Automated cannons are immune to Fear and Intimidation.
  • Keen Sensors: Automated cannons have the Alertness Edge

 

Reference: The Adventures of Timegirl

Destroy!'

Croc

The molemen enslaved and mutated an underground lizard race, in addition to adding cybernetic armors, weapons and other gizmos. Crocs serve as the cannon fodder in the Molemen continuing campaign against the hated “Sunside” races.

 

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8

Skills: Driving d6, Fighting d8, Intimidation d6, Notice d4, Shooting d8, Guts d6

Pace: 6; Parry: 6; Toughness: 8 (2)

SPECIAL ABILITIES

  • Ambidextrous: Crocs have no off-hand penalty.
  • Electro-Shock: Crocs can generate an electrical current to incapacitate their targets. This is not a constant power and must be used in lieu of their normal attack. They only need to touch the target to affect them (+2 bonus to Fighting roll). If successful, the target must make a Vigor roll at -2 or be Shaken.
  • Fearless: The capacity for fear has been removed... surgically. They are immune to Fear and Intimidation.
  • Armor +2: Cybernetic implant armor.
  • Blaster: Crocs have an integrated blaster built into the forearm that runs off an internal capacitor. It recharges at the rate of 3/round. Range 15/30/60, Damage 3d6, shots 24, AP 2
  • Low Light Vision: Cybernetic eyes.
  • Steel Claws: Str+d4, Retractable steel blades in both appendages.

 

Reference: The Adventures of Timegirl

Supers Wild Cards

insert image

Give me all yer lovin'

 

The Sand Snake (AKA Denison D’Vor)

Denison and his brother Vincent (AKA the Junkyard Dog) were captured by the molemen two years ago and underwent intensive mind control therapy. Both were originally small-time heroes that tended to hire their abilities out, sometimes to less than honorable sources.

 

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d10

Skills: Shooting d8, Fighting d8, Intimidation d6, Notice d4

Pace: 6; Parry: 6; Toughness: 7 (11 in sand form)

Hindrances: Controlled

Edges: Arcane Background (Super Powers)

SPECIAL ABILITIES

  • Attacks: Punch (STR)
  • Sand Form (3) – Body is composed of sand. Must activate. +4 armor vs. physical attacks. Extend or compact by 100%. 2” Reach.
  • Stinging Cyclone (6) – Medium Burst Template can be moved 2d6” each round 24” range or to limit of vision. Controlling cyclone is an action and one full round to conjure (2 if indoors). 2d6 damage from scouring sand. Strength -2 check or be thrown 1d10” in a random direction 2d6 damage +1d6 if solid object hit along with ground). Automatically shaken.
  • Sand Blast Ranged Attack (13) – 12/24/48, 3d6 damage (heavy weapon), ROF 2, AP 2, Knockback (1d6” per success and raise)

 

Reference: The Adventures of Timegirl

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