(model loosley after the Dark Circle)
(model loosely after The Fatal Five)
Val CHA Cost Roll Notes
13 STR 3 12- 151½kg; 2½d6
14 DEX 12 12- OCV: 5; DCV: 5
13 CON 6 12-
10 BODY 0 11-
28 INT 18 15- PER Roll 15-
23 EGO 26 14- ECV: 8
18 PRE 8 13- PRE Attack 3½d6
12 COM 1 11-
10 PD 7 Total PD/rPD: 10/0
10 ED 7 Total ED/rED 10/0
5 SPD 26 Phases: 3, 5, 8, 10, 12
6 REC 0
26 END 0
24 STUN 0
Total Characteristics Cost: 114
Movement: Run: 6"/12"
Swim: 2"/4"
Powers & Skills
Multipower (75-pt reserve); Concentrate: ½ DCV, -¼ (60)
u - 12d6 Telepathy; Reduced END: Half, +¼; Concentrate: ½ DCV, -¼ (6) [3]
u - 6d6 Ego Attack; Reduced END: Half, +¼; Concentrate: ½ DCV, -¼ (6) [3]
u - 12d6 Mental Illusions; Reduced END: Half, +¼; Concentrate: ½ DCV, -¼ (6) [3]
u - 10d6 Mind Control; Communication: Telepathic, +¼; Reduced END: Half, +¼; Concentrate: ½ DCV, -¼ (6) [3]
Mind Link; Minds: Related Group, +10; Number of Minds: 4, +10; Distance: Line of Sight, +0; Dimension: Current, +0; Link with: Anyone, +0 (20)
8d6 Mind Scan; Attack Roll Bonus: 4, 8; Reduced END: Half, +¼ (60) [2]
Danger Sense (Out of Combat, Immediate Vicinity) 11-; Works: Out of Combat, +5; Range: Immediate Vicinity, +5 (20)
+2 level w/Powers in Multipower (6)
+1 level w/All Combat (8)
Lightning Calculator (3)
Absolute Time Sense (3)
Bureaucratics 13- (3)
Computer Programming 15- (3)
Cryptography 15- (3)
Systems Operation 15- (3)
KS: Commonwealth History 15- (3)
KS: The wealthy of the Commonwealth 15- (3)
Total Powers & Skills Cost: 222
Total Character Cost: 336
Disadvantages: + 100
Control Freak (Common, Total) (20)
Greedy (Common, Moderate) (10)
Sociopath (Common, Total) (20)
Hunted by the Galactic Champions (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (15)
Hunted by Protectorate Corps (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5; Actions: Hunting, ×1; Punishment: Harsh, 0 (10)
Watched by The Cabal (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (10)
Villain Bonus (151)
Total Disadvantage Points: 336
Val CHA Cost Roll Notes
45 STR 35 18- 12½ ton; 9d6
13 DEX 9 12- OCV: 4; DCV: 4
28 CON 36 15-
14 BODY 8 12-
12 INT 2 11- PER Roll 11-
14 EGO 8 12- ECV: 5
20 PRE 10 13- PRE Attack 4d6
6 COM -2 10-
17 PD 8 Total PD/rPD: 42/25
12 ED 6 Total ED/rED 37/25
4 SPD 17 Phases: 3, 6, 9, 12
15 REC 0
56 END 0
51 STUN 0
Total Characteristics Cost: 137
Movement: Run: 6"/12"
Swim: 2"/4"
Powers & Skills
Knockback Resistance (-5") (10)
Life Support: High Pressure/Vacuum (3)
Life Support: High Radiation (3)
Life Support: Intense Heat/Cold (3)
Armor (25 PD/25 ED) (75)
Infrared Vision (5)
Mind Link; Minds: Related Group, +10; Number of Minds: 2000000, +105; Distance: Any, +5; Dimension: Current, +0; Link with: Those with Mind Link, -1; Not for normal communications, only to facilitate the shared planetwide consciousness.: -1½; Always On: -½; Broadcasts but doesn't receive: -1 (24)
Flash Defense (Sight, 5 pts) (5)
Combat Piloting 12- (3)
Electronics 11- (3)
Mechanics 11- (3)
Demolitions 11- (3)
Find Weakness: w/ Punch 11-; Attack Type: One, +0 (10)
Space Vehicles (2)
Heavy Weapons (2)
+3 level w/HTH Combat (15)
+3 level w/Strike, Haymaker, Block (9)
Total Powers & Skills Cost: 191
Total Character Cost: 328
Disadvantages: + 100
Vulnerability: Magnetics (1½× BODY); Attack: Common, +10 (10)
Vulnerability: Magnetics (2× STUN); Attack: Common, +10 (20)
Distinctive Features: Made of metal; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0 (10)
Physical Lim: Body of Unusual Substance: All The Time, Slightly (15)
Bitter (Common, Moderate) (10)
Destructive (Common, Moderate) (10)
Bully (Very Common, Strong) (20)
Tall (Infrequently, Fully) (15)
Hunted by the Galactic Champions (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (15)
Hunted by Protectorate Corps (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5; Actions: Hunting, ×1; Punishment: Harsh, 0 (10)
Watched by The Cabal (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (10)
Enraged when reminded of his birth defect (14-, 11-); Circumstances: Uncommon, +5 (10)
Reputation: Destructive (8-, Extreme) (10)
Villain Bonus (50)
Total Disadvantage Points: 315
The only son of a past leader of Cadimia, Adamantine (real name unpronouncable) grew up assuming that he would rule Cadimia after his father. When his father died, Adamantine was shocked when another Cadimian announced herself ruler, and was immediately accepted by the entire planet (except him).
The reason Adamantine failed to understand what was going on is that he has a birth defect - he can't "hear" the planetary consciousness that his race shares. His mind is heard as part of the collective, but he's not really part of it.
As he grew more and more bitter about not succeeding his father; and about being excluded from whatever it was that everyone else shared; the other Cadimians began to shun him, feeding his betterness more and more. Finally unable to associate with his fellow Cadimians anymore, Adamantine left.
Striking out on his own, Adamantine was delighted to discover how much tougher he was than most Commonwealth citizens, and promptly began to exploit this fact is the most direct and straightforward wat he could think of: crime.
Bitter about not following in his father's path, bitter about not being part of the Cadimian uni-mind, just plain bitter about life. A bully by nature and prone to use excessive force. Adamantine also enjoy breaking things and watching things blow up.
Adamantine is extremely hard to hurt and knows it. He will tend to just wade into an physical confrontation, and start swinging.
Ka-boom!
Adamantine is a very tall, somewhat intimidating, metalic humanoid. His only costume is a pair of shorts covering whatever Cadimians have to conceal.
Adamantine is a bully and a cheap thug. Outside of the Coterie he can still be used as such; and if the PCs are low power, he can probably give them a good workout all by himself.
Val CHA Cost Roll Notes
10 STR 0 11- 100kg; 2d6
13 DEX 9 12- OCV: 4; DCV: 4
17 CON 14 12-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-
10 EGO 0 11- ECV: 3
20 PRE 10 13- PRE Attack 4d6
2 COM -4 9-
4 PD 2 Total PD/rPD: 13/9
13 ED 10 Total ED/rED 31/18
5 SPD 27 Phases: 3, 5, 8, 10, 12
9 REC 8
44 END 5
24 STUN 0
Total Characteristics Cost: 84
Movement: Run: 6"/12"
Swim: 0"/0"
Powers & Skills
Elemental Control (20-pt reserve) (20)
a - 8d6 Energy Blast; Range: 200; Versus: ED (20) [4]
b - 8d6 Absorption (Fade/turn, Max. 48); Affects: Single Power, +0; Only vs. attacks of an electrical nature: -1 (10)
c - 8d6 Aid (Fade/turn, Max. 48); Range: 0; Affects: Single Power, +0; only non-organic END (END as electricity): -½ (13) [4]
d - Force Field (9 PD/18 ED); Reduced END: Zero, +½ (20) [0]
e - 4d6 Energy Blast; Range: 200; Versus: ED; Damage Shield: +½; Reduced END: Zero, +½ (20) [0]
Swimming (-2", 0", NC: 0"); Non-COmbat Multiplier: x2, +0 (-2)
Computer Programming 12- (3)
Electronics 11- (3)
Security Systems 12- (3)
Systems Operation 12- (3)
+4 level w/Ranged Combat (20)
+3 level w/Electrical Blast (6)
+1 level w/All Combat (8)
+6 level w/Single Ranged Attack (9)
Total Powers & Skills Cost: 158
Total Character Cost: 242
Disadvantages: + 100
Susceptibility - Water (2d6 STUN/Phase); Condition: Very Common, +15 (30)
DF: Non-humanoid, energy-based lifeform; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0 (15)
Body of Unusual Substance (Cohesive energy) (All the Time, Slightly) (15)
Cold and Calculating (Common, Strong) (15)
Doesn't understand "flesh-based" society (Very Common, Moderate) (15)
Overanalyzes Everything (Very Common, Strong) (20)
Villain Bonus (30)
Total Disadvantage Points: 240
Val CHA Cost Roll Notes
15 STR 5 12- 200kg; 3d6
23 DEX 39 14- OCV: 8; DCV: 8
18 CON 16 13-
11 BODY 2 11-
18 INT 8 13- PER Roll 13-
14 EGO 8 12- ECV: 5
15 PRE 5 12- PRE Attack 3d6
18 COM 4 13-
12 PD 9 Total PD/rPD: 12/0
12 ED 8 Total ED/rED 12/0
6 SPD 27 Phases: 2, 4, 6, 8, 10, 12
7 REC 0
50 END 7
30 STUN 2
Total Characteristics Cost: 140
Movement: Run: 6"/12"
Swim: 2"/4"
Teleportation: 25"/25"
Powers & Skills
Darkness (Normal Sight, 12" radius); Range: 780; Sense: Normal Sight, 5; Reduced END: Half, +¼; Concentrate: ½ DCV, -¼ (125) [6]
Force Wall (0 PD/12 ED); Range: 225; Linked - To Darkness: -½; Width: 9", +0; Transparent to Physical: +½; Only vs Light/Heat attacks: -1 (18) [4]
Multipower (50-pt reserve) (50)
u - 15d6 Dispel vs darkness; Range: 225; Affects: One Power, +0 (4) [4]
u - 10d6 Suppress vs Darkness; Range: 250; Affect: Single Power, +0 (5) [5]
u - Invisibility (Normal Sight, No Fringe); Only when in shadows: -½; Sense: Normal Sight, 5 (2) [3]
u - 25" Teleportation (Long Range 25"); Increased Range: ×1, +0; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Only from shadow to shadow: -½ (3) [5]
u - Desolidification; Does not protect from attacks: -½; Both sides of object passed through must be in shadow: -1 (2) [4]
u - 4d6 Energy Blast - Dark Bolt; Range: 250; Versus: ED; Attack vs. Limited Defense - Power Def: +1½ (5) [5]
u - Change Environment - Dark like an overcast day (500" rad.); Effect: Fixed, +0 (5) [5]
u - 3d6 Drain vs Body (Dark Decay) (Return/turn); Range: 225; Affects: Single Power, +0; Ranged: +½ (4) [4]
Concealment 13- (3)
Shadowing 11- (3)
Stealth 14- (3)
Combat Sense 13- (3)
Total Powers & Skills Cost: 235
Total Character Cost: 375
Disadvantages: + 100
Distinctive Features - Jet black skin; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0 (5)
Hunted by the Galactic Champions (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (15)
Hunted by Protectorate Corps (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5; Actions: Hunting, ×1; Punishment: Harsh, 0 (10)
Vulnerability - Light based attacks (2× STUN); Attack: Common, +10 (20)
Watched by The Cabal (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (10)
Always Angry And Hostile (Very Common, Strong) (20)
Holds "Normals" In Contempt (Common, Strong) (15)
Loyal to Mentis (Very Common, Moderate) (15)
Villain Bonus (165)
Total Disadvantage Points: 375
Karnkyn Da'on was orignally a petty thief from the planet ######. Kamkyn had a moderately successful life stealing cash and small, easily sold items - and probably would be still doing that today if he hadn't been talked into trying to make "one big score". Kamkyn, after spending every credit he coud lay his hand on on counter security equipment, successfully broke into one of Diablerie's hidden bases and managed to make his way back out with a (he hoped) rare and valuable book. Diablerie hunted the thief down in short order and banished him to a dark, shadowy realm.
Several years later, for reasons he never revealed to Kamkyn, Amarant managed to release Kamkyn from his shadowy prison, but the years in that realm had changed Kamkyn. His skin darkened to jet black; his original, almost cheerful demeanor gave way to an agray and hostile disposition; but most imporatantly, he had "the power". During the years he was trapped in that shadowy realm, Kamkyn had changed. No longer completely human, Kamkyn had become one with the dark, and had learned how to control and manipulate the very essence of the umbra.
Whatever plans Amarant had for Kamkyn never came to fruition. The Galactic Champions interupted his scheme, and Kamkyn was forgotten until found by Mentis. Freed from Amarant's holding cell, Kamkym
Darque is a slight, wiry human (sort of) with skin darker than any human's naturally could be. He doesn't typically wear a costume as such, but always dresses in close fitting, black clothing.
As an independent villain, Darque's usage is pretty limited. His actual combat capabilities are rather limited, and he lacks the motivation for large scale independent scheme's. As a member of the Coterie, Darque provides valuable combat support with his shadown manipulating abilities and is an effective spy and thief.
(model loosely after the Badoon)
(Model loosley after the Dominators)
Val CHA Cost Roll Notes
20 STR 10 13- 400kg; 4d6
20 DEX 30 13- OCV: 7; DCV: 7
30 CON 40 15-
17 BODY 14 12-
30 INT 20 15- PER Roll 15-
30 EGO 40 15- ECV: 10
40 PRE 30 17- PRE Attack 8d6
16 COM 3 12-
8 PD 4 Total PD/rPD: 33/25
8 ED 2 Total ED/rED 33/25
5 SPD 20 Phases: 3, 5, 8, 10, 12
15 REC 10
80 END 10
50 STUN 8
Total Characteristics Cost: 241
Movement: Run: 6"/12"
Swim: 2"/4"
Teleportation: 20"/1,280"
Powers & Skills
Immune to Aging (3)
Shape Shift (Any); Reduced END: Zero & Persistent, +1; Reduced END: Half, +¼; Only to appear as "normal" (look humanoid when around humanoids, look insectoid when around insectoids, etc): -½ (45) [0]
Multipower (300-pt reserve) (300)
u - Clairsentience (Normal Sight); See: Future and Past, +40; Sense: Hearing, 5; Dimensions: Current, +0; Range: 10,649,600,000,000"; Reduced END: Half, +¼; Range is aprox 1/7 AU, which is about 55 times the distance from the Earth tothe moon. (AU=distance from Earth to Sun) (30) [12]
u - Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: Any Time, +40; Mass Multiplier: ×2, +5; Ranged: +½; Usable Against Others: ×8 mass, 1¾; Area Effect (Radius): 23" radius, +1; Carrying Mass: 100; Reduced END: Half, +¼ (29) [14]
m - Force Field (25 PD/25 ED); Reduced END: Zero, +½ (15) [0]
m - Force Wall (16 PD/16 ED); Range: 500; Width: 20", +0; Reduced END: Half, +¼ (20) [4]
m - 20" Teleportation (Long Range 1,280"); Increased Range: ×64, +30; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 2, 10 (16) [4]
m - 4d6 Suppress - SPD; Range: 250; Affect: Single Power, +0; Affects Desolidified: +½; Area Effect (Radius): 3" radius, +1 (10) [5]
m - 6d6 Drain - SPD (Return/turn); Range: 450; Affects: Single Power, +0; Ranged: +½ (18) [9]
m - 8d6 Aid - Fast "heal" (Fade/turn, Max. 48); Range: 350; Affects: Single Power of Special Effect, +¼; Ranged: +½ (14) [7]
m - 6d6 Transform - Into older or younger version (Minor, Limited Class); Range: 375 (15) [7]
m - 8d6 Aid - SPD (Fade/turn, Max. 48); Range: 300; Affects: Single Power, +0; Ranged: +½ (12) [6]
m - Summon - Pull being from anywhere in the time stream (1 100-point creatures); Range: 0; Summon: Any, +2 (30) [15]
m - Summon - Pull beings from anywhere in the time stream (8 25-point creatures); Range: 0; Summon: Any, +2 (30) [15]
Variable Power Pool - Other time related tricks (60-pt Pool); Control Cost: 30; Restricted Type of Powers Available - Time based effects: -½; No Skill Required for Change: +1; Change Powers as 0 Phase Action: +1; No Skill Required for Change: +1 (140)
Conversation 17- (3)
Interrogation 17- (3)
High Society 17- (3)
Oratory 17- (3)
Persuasion 17- (3)
Scientist (3)
Archaeology 15- (2)
Anthropology 15- (2)
Astronomy 15- (2)
History 17- (4)
+4 level w/Levels with Time Powers (12)
Total Powers & Skills Cost: 767
Total Character Cost: 1008
Disadvantages: + 100
Meglomaniac (Common, Strong) (15)
Reputation (8-, Extreme) (10)
Wants to control all of time. (Uncommon, Moderate) (5)
Overconfidence (Very Common, Moderate) (15)
Rivalry: Diablerie; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0 (5)
Watched: Universal agents of Order and Chaos (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (10)
Villain Bonus (848)
Total Disadvantage Points: 1008
A meglomaniacal being bent on controlling time. Little is know of the origins of the being know as Amarantos, some suspect that he has always existed and always will exist. More a force of nature than a person, Amarantos claims to have been manipulating the time stream since the dawn of creation; subtly influencing events towards some goal that only he/she/it knows.
Amarantos's true form, if indeed he has one, is unknow. Amarantos will always appear to be an vaguely androgynous member of the same life form type as the beings he is meddling with (in most of the encounters with the Galactic Champions, Amarantos has appeared to be a humanoid of ambivalent gender).
Val CHA Cost Roll Notes
15 STR 5 12- 200kg; 3d6
15 DEX 15 12- OCV: 5; DCV: 5
20 CON 20 13-
14 BODY 8 12-
30 INT 20 15- PER Roll 15-
30 EGO 40 15- ECV: 10; Mental Def. 26
30 PRE 20 15- PRE Attack 6d6
10 COM 0 11-
6 PD 3 Total PD/rPD: 16/10
8 ED 4 Total ED/rED 18/10
5 SPD 25 Phases: 3, 5, 8, 10, 12
7 REC 0
40 END 0
32 STUN 0
Total Characteristics Cost: 160
Movement: Run: 6"/12"
Swim: 2"/4"
Powers & Skills
END Reserve (100 END, +10 REC/turn) (20)
Variable Power Pool (120-pt Pool); Control Cost: 60; Change Powers as 0 Phase Action: +1 (240)
Magery Skill (used for all magic powers, including VPP manipulation) (21) [24-]
Force Field (10 PD/10 ED); Reduced END: Zero, +½; Requires Skill Roll: -½ (20) [0]
Force Wall (15 PD/15 ED); Range: 375; Width: 15", +0; Requires Skill Roll: -½ (50) [7]
Mental Defense (26 pts) (20)
Immune to Aging (3)
Immune to Disease (3)
Interrogation 15- (3)
Oratory 15- (3)
Persuasion 15- (3)
Scientist (3)
Scholar (3)
Alchemy 15- (2)
Biochemistry 11- (1)
Botany 11- (1)
Chemistry 11- (1)
Exobiology 11- (1)
Occultism 15- (2)
Parapsychology 11- (1)
Theology 11- (1)
Inventor 15- (3)
KS: History of Magic 15- (2)
KS: Demonology 15- (2)
KS: Elemental Control 15- (2)
KS: Mystic Artifacts 15- (2)
KS: Spirits 15- (2)
KS: Spellcraft 15- (2)
+5 level w/Levels with combat spells (15)
Total Powers & Skills Cost: 432
Total Character Cost: 592
Disadvantages: + 100
Vengeful (Uncommon, Strong) (10)
Hates modern technology (Uncommon, Strong) (10)
Overconfidence (Very Common, Moderate) (15)
Arrogant (Common, Strong) (15)
Rivaly: Amarantos; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0 (5)
Hunted: by his homeworld (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (10)
Villain Bonus (427)
Total Disadvantage Points: 592
Villain with sorcerous powers (model loosely after Modru)
(model loosely after Korvak)
Val CHA Cost Roll Notes
10/740 STR 0 11/157- 100kg/1.#INF kton; 2d6/148d6
10 DEX 0 11- OCV: 3; DCV: 3 / 0
100 CON 180 29-
10/83 BODY 0 11/26-
4 INT -6 10- PER Roll 10-
5 EGO -10 10- ECV: 2; Mental Def. 41
100 PRE 90 29- PRE Attack 20d6
0 COM -5 9-
2/75 PD 0 Total PD/rPD: 75/0
20/93 ED 0 Total ED/rED 93/0
2 SPD 0 Phases: 6, 12
22 REC 0
200 END 0
65/138 STUN 0
Total Characteristics Cost: 249
Movement: Run: 6"/12"
Swim: 2"/4"
Flight: 112"/896000000"
Powers & Skills
Elemental Control (204-pt reserve) (204)
a - Change Environment - Gravity (16384000000." rad.); Effect: Fixed, +0; Reduced END: Zero & Persistent, +1; Always On: -½; Affects Desolidified: +½; Invisible: To All Senses, +1 (272) [0]
b - 112" Flight (NC: 896000000"); Non-Combat Multiplier: ×8000000, +110; Reduced END: Half, +¼ (213) [11]
c - 11d6+1 Transfer (99.99% of transfered points go back into transfer, the rest is split evenly between BODY, STUN & END) (Returns 5/century, Maximum: 67); Range: 0; Affects: Single Power, +0 (518)
d - Growth-73 (×9007199254740992000000. mass, ×21137976 height); Mass: 900,719,925,474,099,200,000,000 kg/1,981,583,836,043,018,200,000,000 lbs; Height: -67,372,096 cm/-26524448"; Extra STR: 365; Knockback Reduction: -73; Extra BODY: 73; Extra STUN: 73; DCV Penalty: -49; PER Penalty: +49; Reduced END: Zero & Persistent, +1 (526) [0]
e - Density Increase-73 (×9007199254740992000000. mass); Mass: 900,719,925,474,099,200,000,000 kg/1,981,583,836,043,018,200,000,000 lbs; Extra PD: +73; Extra ED: +73; Extra STR: +365; Knockback: -73"; Reduced END: Zero & Persistent, +1; Always On: -½ (351) [0]
Life Support (total) (30)
Mental Defense (41 pts) (40)
Total Powers & Skills Cost: 2154
Total Character Cost: 2403
Total Disadvantage Points: 100
Height: 200/0cm (6'7"/0"), Weight: 100/0kg (220 lbs/0.00 lbs)
One of those galactic phenomenon spoken of in legend, the Mass consumes entire planets
It's a non-sentient force of nature. It has no dicerable personality.
Its very size makes it extremely difficult to hurt. It has no consciousness as such, so it has no actual tactics. It simply roams the galaxy consuming planets.
It is capable of extending part of its mass out into huge (area effect covering 240444 hexes) appendages - making it capable of striking out at a target that it notices.
Reference points for the Darkness's powers.
Earth has approximately 8,694,607,344,152,750,000,000 body. It will take, with average dice rolls and an attack made every phase, approximately 1 hours, 22 minutes and 12 seconds for the Earth to be at negative Body; and an additional 1 minute 18 seconds for the Earth to have lost more than twice it's Body. The amount of additonal Body, Stun and End the creature will have after "eating" a planet the size of Earth is truly ridiculous, somewhere around 151,751,092,919,120,000 Body, 303,519,087,917,478,000 Stun, and 607,073,036,373,384,000 End. The recommendation is basically ignoring most of these transferred points. Assume a cap of some multiple (like maybe 100) of actual Body, Stun, and End. This would let the creature take in an extra 8300 Body, 138000 Stun, and 200000 End - more than sufficient to insure that the Pcs cannot defeat the creature through shear brute force.
The creature is also capable of travelling at very near the speed of light under it's own power. Based on the amount of combat flight and non-combat multiples the creature has it takes 8 days, 16 hours and 20 minutes for it to reach a velocity of
The creature has it's own gravity, on it's "surface" the local gravity is about 1G (similar to Earth).
Quaote, what quote, in space no one can hear you scream!
The creature is an insanely huge black mass - it's approximately the size of the planet Mercury.
It's a big planet eating monster. The PCcs are not going to be able to simply beat it up, unless they get lucky enough to catch it when it hasn't fed for an extended period of time (and even then, it's not apushover).
Val CHA Cost Roll Notes
18 STR 8 13- 303kg; 3½d6
29 DEX 57 15- OCV: 10; DCV: 10
15 CON 10 12-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
14 EGO 8 12- ECV: 5
20 PRE 10 13- PRE Attack 4d6
20 COM 5 13-
8 PD 4 Total PD/rPD: 8/0
8 ED 5 Total ED/rED 8/0
5 SPD 11 Phases: 3, 5, 8, 10, 12
7 REC 0
30 END 0
27 STUN 0
Total Characteristics Cost: 126
Movement: Run: 11"/22"
Swim: 2"/4"
Flight: 11"/22"
Teleportation: 10"/40,000"
Powers & Skills
Running (+5", 11", NC: 22"); Non-Combat Multiplier: ×2, +0 (10) [2]
11" Flight (NC: 22"); Non-Combat Multiplier: ×2, +0; IIF - Air Walker Boots: -¼; Limited to flying just above surface: -½; Charges: +10, +¾; Continuing Charges: 5 Minutes, -4 lev (22) [10c]
Images (Normal Sight, 1" radius); Range: 75; Sense: Hearing, 5; Observer PER Penalty: 0, +0; IAF - Holographic Glasses: -½; Charges: +1, -1; Continuing Charges: 1 Minute, -3 lev; Only to create image of self: -½ (5) [1c]
Invisibility (Hearing, Sight, Radio); IIF - Cloaking Emitter Belt: -¼ (32) [4]
10" Teleportation (Long Range 40,000"); Increased Range: ×4000, +60; IIF - T-Hopper (worn on wrist): -¼; Charges: +2, -1½; Mass Multiplier: ×1, +0; Fixed Locations: +1, 1; Floating Locations: +2, 10 (33) [2c]
Luck (5d6) (25)
Jab +1 +3 7½d6
Punch 0 +2 9½d6
Dodge -- +5 --
Escape 0 0 STR 53
+4 DC for Martial Attacks (16)
Acrobatics 15- (3)
Climbing 15- (3)
Breakfall 15- (3)
Lockpicking 15- (3)
Stealth 15- (3)
Concealment 13- (3)
Criminology 13- (3)
Security Systems 13- (3)
Streetwise 13- (3)
Bureaucratics 13- (3)
+2 level w/Overall Level (20)
+5 level w/Thief Skills (Climbing, Lockpicking, Security Systems) (15)
Inventor 13- (3)
Electronics 11- (3)
Mechanics 11- (3)
Money (Wealthy) (10)
Total Powers & Skills Cost: 244
Total Character Cost: 370
Disadvantages: + 100
Commonwealth. Enforcement Division (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (20)
Galactic Champions (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (15)
Villain Bonus (205)
Overconfidence (although perhaps justifiably) (Very Common, Moderate) (15)
Reputation - Greatest thief in the galaxy (8-) (5)
Thrill Seeker (Common, Moderate) (10)
Total Disadvantage Points: 370
The greatest thief in the galaxay.
"And yet once again, that which was once your's is now mine."