The following are two HPs generated, using the Maximus HP generation system, complete with minor notations regarding their creation. This prose is neither pretty nor particularly helpful. But I took these notes as I went and thought, well, since I have them, it can't hurt to let you see them. Please note that I have never nor will I ever use any of the following characters in a campaign. They are for instructional purposes only. They also demonstrate the benefits of using the Ultimate Powers Book (because I didn't use it here).
After I rolled my being type [human], SEC [9], etc. I rolled my Attribute scores on the appropriate (human, normal) table. The results were as follows.
5 12 10 15 11 12 13 12 14 14 9 13 10 14 9 3 5 9 5 10 10 15 9 10 13 10 14 14 9 13 10 14 9 6 6 9
Not wanting the 3 and the 5, I made a standard deal with the JM to trade up both scores to 6 by lowering other scores, on a 2 to 1 basis. I dropped 2 from my 11s and 12s. Here is t character sheet.
SEC: 9/5
Name: CHIC
Vocation: Model (Spiritual)
Att: 17
Joss: 4
Age: 21
| M | 44 | P | 66 | S | 76 | |||
|---|---|---|---|---|---|---|---|---|
| MR | 24 | PM | 32 | SM | 37 | |||
| Cap | 9 | Cap | 13 | Cap | 14 | |||
| Pow | 6 | Pow | 9 | Pow | 10 | |||
| Spd | 9 | Spd | 10 | Spd | 13 | |||
| MM | 20 | PN | 34 | SP | 39 | |||
| Cap | 9 | Cap | 14 | Cap | 15 | |||
| Pow | 5 | Pow | 10 | Pow | 14 | |||
| Spd | 6 | Spd | 10 | Spd | 10 |
| SKILLS | |
|---|---|
| Sociology/Culture | 19 |
| Pantheology | 24 |
| Influence | 25 |
| Thespianism | 29 |
| Education | 15 |
| Lip Reading& Sign Language | 13 |
| Charismaticism | 35 |
| Magnetism | 34 |
| Fashion (SPCap) | 28 |
| Travel | 27 |
| Buffoonery | 18 |
| Disguise/Makeup | 18 |
| Etiquette/Social Graces | 45 |
| English | 53 |
| Perception (Physical) | 15 |
| Driving | 45 |
| Rarities | 23 |
| Deception | 19 |
| Appraisal | 21 |
| Acrobatics/Gymanstics | 24 |
| Cultured Palate | 22 |
| Combat, HTH Lethal | 24 |
| Yoga | 28 |
| Metaphysics | 33 |
| Animal Handling | 32 |
Quirk: Natural Imitator- can imitate any voice of any sex heard
Counter: Color Blind- can't tell between green and red.
Communicate with Animals: 21 STEEP- As if it were a supernatural skill, she can communicate with any terrestrial creature except humans on a telepathic level. The range is 200 yards at an Easy DR. For each shift in the DR, the distance doubles. There are no limits to the number of animals in that range she can communicate with, except her own mental faculties which, at current time, prevent most sensible communications with more that her MRCap number of participants.
Kinetic Bolt: 36 STEEP- She is able to generate a powerful force blast which inflicts Blunt damage. The range is 50 yards or sight, whichever is less. In all cases, the bolt acts as if wielding PMPow equal to its natural rank of 36! This blast attacks as if it were a attack with STEEP of her SMSpd (13) + 36, or 49 STEEP points. This bolt can potentially Slam opponents. If she chooses, she can attack with the bolt to Stun (with effective K/S STEEP equal to 36) or to Disable (with effective K/S of 13+ 1/2 of 36, or 31). This attack is silent on command and requires one CT to take effect. She can sustain the bolt for more than one round only if she performs no other action.
There is one last step before I can be complete enough to begin to use her. I have to answer the question: "How did someone with the genetic structure of a human get blast holes in walls and talk to animals?" The two most common answers are: artifacts or magical enhancement. Magic often doesn't change the physical structure of the human in order to give it powers-- that's why it's magic. Artifacts can be magical, technological, cosmic, or otherwise. I think I'm going to choose a magical artifact for her, considering her high Spiritual as more conducive to magic than technology. I choose an artifact like an ancient druidic cloth she uses as a fashionable headband because it is more plausible that she might have this (heirloom) than be bestowed magical powers outright. O.K. I'm done with Chic, the newest force for nature's will. Maybe she works for PETA. Maybe she runs around as a superpowered protestor at fashion shows that have fur coats.
Here's what I rolled, for my SEC 4 Mutate. There are the conversions (based on the Mutate table), and then Attributes to which they were assigned.
| Numbers | Attributes Selected | |
|---|---|---|
| Rolls | 21 48 99 08 12 15 | MRPow, MMCap, PMPow, PNCap, SMPow, SMSpd |
| Conversions | 10 17 55 6 10 10 | |
| Rolls | 80 87 48 47 13 18 36 49 51 70 54 33 | |
| Conversions | 32 36 17 17 10 10 17 19 17 21 21 17 | PNPow, PNSpd, MRspd, MMPow, SPPow, SPSpd, SMCap, PMSpd, MMSpd, MRCap, PMCap, SPCap. |
SEC: 4/6-1
Name: HEMORRHAGE
Vocation: Business Owner (Mental)
Att: 13
Joss: 3
Age: 25
| M | 99 | P | 173 | S | 74 | |||
|---|---|---|---|---|---|---|---|---|
| MR | 48 | PM | 46 | SM | 37 | |||
| Cap | 21 | Cap | 21 | Cap | 17 | |||
| Pow | 10 | Pow | 6 | Pow | 10 | |||
| Spd | 17 | Spd | 19 | Spd | 10 | |||
| MM | 51 | PN | 127 | SP | 37 | |||
| Cap | 17 | Cap | 55 | Cap | 17 | |||
| Pow | 17 | Pow | 32 | Pow | 10 | |||
| Spd | 17 | Spd | 36 | Spd | 10 |
| Economics/Finance | 39 | avgMMCap+MRCap |
| Economics/Investing | 39 | avgMMCap+MRCap |
| Business Administration | 35 | avgMMCap+MRCap |
| Deception | 37 | MRCap |
| Appraisal | 31 | MRCap |
| Charismaticism | 27 | SPCap |
| Travel | 29 | avgPMCap+PNCap |
| Rarities | 23 | MMCap |
| Influence | 25 | MRCap |
| Language (German) | 21 | MMCap |
| Domestic Arts&Science | 27 | |
| Sociology/Culture | 27 | |
| Fortune Telling | 20 | |
| Cultured Palate | 36 | |
| Tolerance | 36 | |
| Etiquette/Social Graces | 20 | |
| English | 37 | |
| Perception (Mental) | 71 | |
| Driving | 20 | |
| Criminology | 30 | |
| Gambling | 38 | |
| Criminal Activities (Mental) | 31 | |
| Legerdmain | 61 | |
| Escape | 53 | |
| Combat, Firearms | 44 | |
| Criminal Activities (Physical) | 42 | |
| Combat, HTH Non-Lethal | 44 | |
| Streetwise | 22 | |
| Jury-rigging | 26 | |
| Buffoonery | 17 |
Note: For Travel, I merely counted PMCap as the full modifier rather than average of PMCap and PNCap. Travel, a skill actually requiring no travel to execute, simply could not be enhanced much beyond 21 points reasonably. It might have been less, but 21 is a good number representing Physical excellence as opposed to physical normality (like 15 and less) without distorting the value of "skill".
Note: For Tolerance, I awarded the full PNPow bonus because the K/S is intrinsically physical and it makes sense.
Note: For Cultured Palate, I awarded the 27 bonus points. This is half of the PNCap, and although I should be referencing only the PNSpd according to the Secondary Bundle rules, I used this measure because of the heavy influence of physicality and skill. Only starting with 4 STEEP is little background information on which to learn, so the incredible natural talent must be tempered. 50% seemed fair.
Note: For all others, I allowed full bonus.
I traded one SEC point to get 2 more K/S areas, both in Physical.
Note: Originally I rolled Hyper-Intelligence and threw it out because I figured that it should have been a parability in his case and not a power. Then I rolled a 00 when figuring out the strength of his Disruption. Thinking this too powerful, I instead gave him a new power. I rolled Body Resistance again, so I chose the optional power, Regeneration.
Plasma Generation: 21 This power, emitted from his hands, lets him create plasma bolts. The bolt does 21 points of pure Blunt damage at a range of 100 yards. He can also generate, from his fists or as a side effect of the plasma bolt, light and electricity. The electrical force does 11 points of PD of the Electricity type. The light effects is per the Blinding Flash Chram of the Gray School with STEEP of 21.Disruption: 34 This power, activated on any physical contact and conscious effort on his part, destroys the molecular bonds of all matter in contact (up to 34 pounds) in a rather violent manner. All materials with a MAT STR rating of 34 or less will find their bonds destroyed. This will destroy the epidermal layer of most humans and then some! Certainly most clothing in the world and most body armor would be destroyed. This causes 34 PD to large bodies (humans, walls, cars...) which body armor (so long as it is weak enough) obviously has no effect.
Body Resistance: 17 He has a epidermal layer of protection worth 17 points with respect to every form of attack at all hit locations. His skin looks and feels "human", it just doesn't take damage easily and heals quickly.
Regeneration: 39 For purposes of healing and recovery, he has a bonus of 39 to each of his PMCap, PMSpd, and PMSPow, giving him a PM Category of 46+117= 163. His initial recovery rate is 45, Prime Rate is 15, and secondary rate is 9.5. Additionally, the JourneyMaster is instructed to be lenient on non-activity and medical attention requirements.
Now, an origin? Well, this paranormal "mutant" ran a small chain of restaurants that began to consistently cater to some very influencial underworld figures. He became aware of it and began to use his already less-than-saintly skills and his amazing ability to drink beer to get inside some organizations and put them out of luck without the authorities even knowing. He was a discrete thorn in their sides. He is Hemorrhage. Corny, huh?
Note: These HP sheets are for demonstration purposes only. They are based on the first 4 issues of the Image Universe comic book, the WildCATs (from Mirage Studios, I believe). No doubt, for followers of the book, these statistics are no longer anywhere near valid. But, they were my best guess at the time. They are incomplete and best guesses, but could still be a lot of fun to play.
SEC: 9
Name: MAUL
Warrior (Physical)
Att: 8
Joss: 9
Age: 17
| M | 61 | P | 256 | 345 | 520 | 805 | S | 60 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 | 6 | 12 | x3 | x6 | x12 | |||||||||
| MR | 30 | a | b | c | PM | 140 | a | b | c | SM | 30 | |||
| Cap | 11 | 7 | 4 | 2 | Cap | 60 | 80 | 140 | 240 | Cap | 11 | |||
| Pow | 9 | 6 | 3 | 2 | Pow | 50 | 65 | 80 | 100 | Pow | 9 | |||
| Spd | 10 | 7 | 4 | 2 | Spd | 30* | 60 | 120 | 240 | Spd | 10 | |||
| MM | 31 | PN | 116 | SP | 30 | |||||||||
| Cap | 12 | 8 | 4 | 2 | Cap | 50 | 50 | 66 | 90 | Cap | 12 | |||
| Pow | 10 | 7 | 4 | 2 | Pow | 40 | 45 | 48 | 51 | Pow | 9 | |||
| Spd | 9 | 6 | 3 | 2 | Spd | 26* | 45 | 66 | 84 | Spd | 9 |
| K/S Area | STEEP | |||
|---|---|---|---|---|
| Combat, HTH Non-Lethal | 30 | Possibly many others, although it is doubtful that he could ever remember them. | ||
| Combat, Missle | ||||
| Other objects, Medium | 40 | |||
| Other objects, Large | 40 |
As a Kherubim hybrid, Maul has metahuman powers.
Tusks: Maul has two large tusks on his back which apparently serve no purpose and their origin is unknown and presumed to be a natural growth. So far, they seem to be a great perch for Lord Emp.
Growth: Maul's primary power is simplistic in theory and difficult in application. He has the ability to increase his volume and mass exponentially. This act, taking only 1CT to achieve any size, proportionally reduces his restraint. For example, Maul may grow to quadruple the size, but would incur a quartering of his reasoning and memory abilities. While his spirit is apparently not affected by this process, his ability to make us of Spiritual skills is severely hampered by his lack of mental faculties. Maul's smallest size is 8.25 feet tall (for game purposes), or 150% that of a human. He can grow 200% (a) to be his default size of 16.5ft. This change incurs the change in stats as shown above, under "a". He can double this size, to 33ft (b), but is basically bordering on the intellect of your belligerent drunk. Doubling again, to 66ft (c), leaves Maul with the intellect of a pissed pit-bull. Notice that his equivalent PMSpd remains 20 throughout the process, but his equivalent PNSpd decreases from 17 to 7, indicating a lack of control. Reducing his size reverses this effect, but convincing Maul to do so is easier said than done.
Body Resistance: Maul has natural body armor giving him 15 points of protection on all Non-Vitals, 30 vs. Vital, 45 vs. Super, and 60 vs. Ultra. If the attack type is Blunt, then he gets armor at 20, 40, 60, 80 points.
SEC: 9
Name: SPARTAN
Vocation: Warrior (Physical)
Att: 17
Joss: 4
Age: 00
| M | 135 | P | 190 | S | 107 | |||
|---|---|---|---|---|---|---|---|---|
| MR | 60 | PM | 80 | SM | 60 | |||
| Cap | 24 | Cap | 30 | Cap | 25 | |||
| Pow | 18 | Pow | 22 | Pow | 15 | |||
| Spd | 18 | Spd | 28 | Spd | 20 | |||
| MM | 75 | PN | 110 | SP | 47 | |||
| Cap | 30 | Cap | 40 | Cap | 20 | |||
| Pow | 21 | Pow | 32 | Pow | 15 | |||
| Spd | 24 | Spd | 38 | Spd | 12 |
| K/S Area | STEEP | K/S Area | STEEP | |
|---|---|---|---|---|
| Current Events | 38 | Combat, HTH Non-Lethal | 30 | |
| Engineering | 30 | Combat, Firearms | 45 | |
| Computer Programming | 35 | Combat, Hand Weapons (shield) | 40 | |
| Computer Engineering | 40 | Jack-Of-All-Trades | 25 | |
| Repair | 35 | Arms & Armor | 27 | |
| Electronics | 40 | Perception (Mental) | 38 | |
| Weapons, Military, All Other | 30 | Weapons, Special Skills | 60 | |
| Pilot | 35 | . . . . . . Called Shot | ||
| Cybernetics | 50 | Survival | 37 | |
| Leadership | 32 |
Cyber-synthetic body: Spartan's body is manufactured from ogranic tissues and houses his brain and "soul" in the form of downloaded electronic signals. Hence, so long as Spartan can transmit signals to a receiving computer bank (like the one at Halo or on their MIRV), he can't die-- only his body.
Repair/Regeneration: Spartan has no WL or CL and suffers no effects from Shock. His body regenerates at triple the normal rate and is able to achieve certain levels of performance after severe damage by rerouting energy supplies.
Bio-Blast: Spartan can generate bio-blasts of Stun (energy) damage. Each blast inflicts up to 50 PD points. He can also shoot a Strobe burst which blinds all those looking at it for 3CTs. The range is 50 yards.
Bio-Shield: Spartan can create telekinentic shields also. These are proof against 50 PD before being destroyed (no Hit location modifiers applicable). He can recreate one after waiting 1CT. Spartan can generate a Stasis Field after a successful attack which holds its victims as if being Overbeared by someone. Instead of measuring weight to determine success, consider the PMPow or the victim and Spartan's Stasis field, 50. Spartan's STEEP in this attack is 40 and the duration is 2D3 CTs at which time the attack must be rerolled.
Psi-Shield: Spartan can overcome any Psionic attack in two rounds and generate a feedback of 50 MD points on the third round if contact is maintained.
Sensors: Spartan has a wide array of onbody sensors, like all good cyborgs.
SEC: 9
Name: WARBLADE
Vocation: Warrior (Physical)
Att: 11
Joss: 4
Age: 20
| M | 77 | P | 222 | S | 105 | |||
|---|---|---|---|---|---|---|---|---|
| MR | 38 | PM | 105 | SM | 60 | |||
| Cap | 15 | Cap | 40 | Cap | 25 | |||
| Pow | 11 | Pow | 30 | Pow | 18 | |||
| Spd | 12 | Spd | 35 | Spd | 17 | |||
| MM | 39 | PN | 117 | SP | 45 | |||
| Cap | 15 | Cap | 45 | Cap | 20 | |||
| Pow | 11 | Pow | 35 | Pow | 13 | |||
| Spd | 13 | Spd | 37 | Spd | 12 |
| K/S Area | STEEP | K/S Area | STEEP | |
|---|---|---|---|---|
| Combat HTH, Lethal | 55 | Claws | 55 | |
| Criminal Activities, Physical | 35 | Hiding, Sneaking, Ambush | 35 | |
| Acrobatics/Gymnastics | 45 | Jumping, Vaulting, Tumbling | 45 | |
| Perception, Physical | 40 | Tracking, Hearing, Noticing | ||
| Weapons, Special Skills | 55 | Florentine | ||
| Navigation(modern) | 35 |
Note: Combat, HTH Lethal -Claws is the skill which which he wields his own claws. He uses the Hand Weapons Attack Rate table because it isn't a martial arts skill. Notice that he gets 2 attacks due to STEEP. Combined with florentine, he gets a total of four attacks or parries.
Flexing: Warblade can extend any of his appendages while retaining full flexibility and control of the particular appendage. While he has only demonstrated this ability with his arms and neck, we'll presume he can do this with all his limbs. The maximum reach is 10ft on a Hard DR check vs. his PNCap. Otherwise, he must make a moderate check any time he extends a limb. This allows him to attack others without being in "melee" range.
Warblade: Both of his hands are made of an organic metal with serious molecular instability. He can form his Warblade/claws into any shape and even extend his hands upwards of 4ft from his wrists, either as long claws, a single sword, a cleft blade, or whatever. The warblade inflicts 4D6+3 (as per the most dangerous Sai) of cutting damage for each attack for the hand which he chooses multiple attacks (clawed hand). If he chooses on a single attack (or parry) with a particular arm, his damage increases to 6D6+6
Body Armor: Warblade wears body armor over most of his body which affords him protection as if Plate Armor Suit.
SEC: 9
Name: GRIFTER
Vocation: Warrior (Spiritual)
Att: 17
Joss: 9
Age: ??
| M | 88 | P | 157 | S | 188 | |||
|---|---|---|---|---|---|---|---|---|
| MR | 46 | PM | 68 | SM | 105 | |||
| Cap | 16 | Cap | 25 | Cap | 38 | |||
| Pow | 15 | Pow | 20 | Pow | 34 | |||
| Spd | 15 | Spd | 23 | Spd | 33 | |||
| MM | 42 | PN | 89 | SP | 83 | |||
| Cap | 15 | Cap | 30 | Cap | 31 | |||
| Pow | 13 | Pow | 29 | Pow | 26 | |||
| Spd | 14 | Spd | 30 | Spd | 26 |
| K/S Area | STEEP | K/S Area | STEEP | |
|---|---|---|---|---|
| Combat, Firearms | 62 | Weapon, Special Skills Called | 62 | |
| Combat, HTH Non-Lethal | 40 | Espionage | 55 | |
| Combat, HTH Lethal | 35 | Criminal Activities, Mental | 50 | |
| Combat, Missle Wpns | 37 | Criminal Activities, Physical | 40 | |
| Combat, Hand Wpns | 32 | Endurance | 40 | |
| Driving | 40 |
None known at present.
He carries many guns. Each gun is capable of inflicting 40 PD points of either Blunt or Fire or Energy (Stun) damage.
SEC: 9
Name: ZEALOT
Vocation: Warrior (Physical)
Att: 17
Joss: 4
Age: 00
| M | 110 | P | 272 | S | 193 | |||
|---|---|---|---|---|---|---|---|---|
| MR | 53 | PM | 122 | SM | 97 | |||
| Cap | 20 | Cap | 45 | Cap | 34 | |||
| Pow | 16 | Pow | 32 | Pow | 33 | |||
| Spd | 17 | Spd | 45 | Spd | 30 | |||
| MM | 57 | PN | 150 | SP | 96 | |||
| Cap | 20 | Cap | 55 | Cap | 30 | |||
| Pow | 19 | Pow | 45 | Pow | 23 | |||
| Spd | 18 | Spd | 50 | Spd | 23 |
| K/S Area | STEEP | K/S Area | STEEP | |
|---|---|---|---|---|
| Combat, Hand Wpns | 85 | Criminal Activities, Physical | 70 | |
| Combat, HTH Lethal | 75 | Perception, Mental | 30 | |
| Combat, HTH Non-lethal | 50 | Perception, Physical | 70 | |
| Combat, Missle | 70 | History | 50 | |
| Combat, Firearms | 50 | Weapons, Special Skills, All | 70 | |
| Acrobatics/Gymnastics | 60 | Charismaticism | 50 | |
| probably every other skill imaginable at 45. |
She is known to carry two katana-like blades. She also has four giant, bladed, boomerangs. She may have other powers but wouldn't need them.
SEC: 9
Name: VOODOO
Vocation: Dancer (Spiritual)
Att: 20
Joss: 9
Age: 18
| M | 60 | P | 104 | S | 245 | |||
|---|---|---|---|---|---|---|---|---|
| MR | 30 | PM | 44 | SM | 95 | |||
| Cap | 12 | Cap | 20 | Cap | 35 | |||
| Pow | 9 | Pow | 9 | Pow | 27 | |||
| Spd | 9 | Spd | 15 | Spd | 33 | |||
| MM | 30 | PN | 60 | SP | 150 | |||
| Cap | 12 | Cap | 25 | Cap | 55 | |||
| Pow | 9 | Pow | 15 | Pow | 50 | |||
| Spd | 9 | Spd | 20 | Spd | 45 |
| K/S Area | STEEP | K/S Area | STEEP | |
|---|---|---|---|---|
| Acrobatics/Gymnastics | 55 | Dancing | 70 | |
| Combat, HTH Non-lethal | 25 | Magnetism | 120* |
Sight: Vodoo sees Daemonites as they are when they occupy a human host.
Exorcism: Voodoo can exorcism Daemonites from a human host on a Hard DR check vs. SPCap. The range is sight and the effect takes place on the following CT.
Mind Control: So far, Vodoo has shown telepathic control in two ways. The first, conscious part, is a Mental Attack to Control. Although her Spiritual Psychic ability gives her this ability, she uses it to attack the Mental of the victim as per the telepathic power in the Mythus book. She can force people to do what they don't want to do, although they are conscious of it. She also has an unconscious, natural magnetism ability which gives her the STEEP of 120 as shown above.
Shape-shifting: In times of severe stress, Vodoo can change one of her limbs into that of an animal most suited to the situation. The only example of this power thus far has been her transformation of her arm into that of a werewolf and she ripped a guys armor open with her claws. This change is subconscious still and takes no time at all.
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