Sample HPs

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  • Sample Maximus HPs

    Disclaimer:

    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).

    CHIC

    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

    M44P66S76
    MR24PM32SM37
    Cap9Cap13Cap14
    Pow6Pow9Pow10
    Spd9Spd10Spd13
    MM20PN34SP39
    Cap9Cap14Cap15
    Pow5Pow10Pow14
    Spd6Spd10Spd10
    SKILLS
    Sociology/Culture19
    Pantheology24
    Influence25
    Thespianism29
    Education15
    Lip Reading& Sign Language13
    Charismaticism35
    Magnetism34
    Fashion (SPCap) 28
    Travel27
    Buffoonery18
    Disguise/Makeup18
    Etiquette/Social Graces45
    English53
    Perception (Physical) 15
    Driving45
    Rarities23
    Deception19
    Appraisal21
    Acrobatics/Gymanstics24
    Cultured Palate22
    Combat, HTH Lethal24
    Yoga28
    Metaphysics33
    Animal Handling32

    Quirk: Natural Imitator- can imitate any voice of any sex heard

    Counter: Color Blind- can't tell between green and red.

    POWERS: 2

    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.



    Hemorrhage

    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.

    NumbersAttributes Selected
    Rolls21 48 99 08 12 15MRPow, MMCap, PMPow, PNCap, SMPow, SMSpd
    Conversions10 17 55 6 10 10
    Rolls80 87 48 47 13 18 36 49 51 70 54 33
    Conversions32 36 17 17 10 10 17 19 17 21 21 17PNPow, 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

    M99P173S74
    MR48PM46SM37
    Cap21Cap21Cap17
    Pow10Pow6Pow10
    Spd17Spd19Spd10
    MM51PN127SP37
    Cap17Cap55Cap17
    Pow17Pow32Pow10
    Spd17Spd36Spd10
    Economics/Finance39avgMMCap+MRCap
    Economics/Investing39avgMMCap+MRCap
    Business Administration35avgMMCap+MRCap
    Deception37MRCap
    Appraisal31MRCap
    Charismaticism27SPCap
    Travel29avgPMCap+PNCap
    Rarities23MMCap
    Influence25MRCap
    Language (German) 21MMCap
    Domestic Arts&Science27
    Sociology/Culture27
    Fortune Telling20
    Cultured Palate36
    Tolerance36
    Etiquette/Social Graces20
    English37
    Perception (Mental) 71
    Driving20
    Criminology30
    Gambling38
    Criminal Activities (Mental) 31
    Legerdmain61
    Escape53
    Combat, Firearms44
    Criminal Activities (Physical) 42
    Combat, HTH Non-Lethal44
    Streetwise22
    Jury-rigging26
    Buffoonery17

    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.

    POWERS: 3

    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?


    Image Universe's WildCATs:

    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

    M61P256345520805S60
    3612x3x6x12
    MR30abcPM140abcSM30
    Cap11742Cap6080140240Cap11
    Pow9632Pow506580100Pow9
    Spd10742Spd30*60120240Spd10
    MM31PN116SP30
    Cap12842Cap50506690Cap12
    Pow10742Pow40454851Pow9
    Spd9632Spd26*456684Spd9

    K/S AREAS

    K/S AreaSTEEP
    Combat, HTH Non-Lethal30Possibly many others,
    although it is doubtful that
    he could ever remember them.
    Combat, Missle
    Other objects, Medium40
    Other objects, Large40

    POWERS:

    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

    M135P190S107
    MR60PM80SM60
    Cap24Cap30Cap25
    Pow18Pow22Pow15
    Spd18Spd28Spd20
    MM75PN110SP47
    Cap30Cap40Cap20
    Pow21Pow32Pow15
    Spd24Spd38Spd12
    K/S AreaSTEEPK/S AreaSTEEP
    Current Events38Combat, HTH Non-Lethal30
    Engineering30Combat, Firearms45
    Computer Programming35Combat, Hand Weapons (shield)40
    Computer Engineering40Jack-Of-All-Trades25
    Repair35Arms & Armor27
    Electronics40Perception (Mental)38
    Weapons, Military, All Other30Weapons, Special Skills60
    Pilot35. . . . . . Called Shot
    Cybernetics50Survival37
    Leadership32

    POWERS:

    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

    M77P222S105
    MR
    38PM
    105SM
    60
    Cap15Cap40Cap25
    Pow11Pow30Pow18
    Spd12Spd35Spd17
    MM
    39PN
    117SP
    45
    Cap15Cap45Cap20
    Pow11Pow35Pow13
    Spd13Spd37Spd12
    K/S AreaSTEEPK/S AreaSTEEP
    Combat HTH, Lethal55Claws55
    Criminal Activities, Physical35Hiding, Sneaking, Ambush35
    Acrobatics/Gymnastics45Jumping, Vaulting, Tumbling45
    Perception, Physical40Tracking, Hearing, Noticing
    Weapons, Special Skills55Florentine
    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.

    POWERS:

    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: ??

    M88P157S188
    MR
    46PM
    68SM
    105
    Cap16Cap25Cap38
    Pow15Pow20Pow34
    Spd15Spd23Spd33
    MM
    42PN
    89SP
    83
    Cap15Cap30Cap31
    Pow13Pow29Pow26
    Spd14Spd30Spd26
    K/S AreaSTEEPK/S AreaSTEEP
    Combat, Firearms62Weapon, Special Skills Called62
    Combat, HTH Non-Lethal40Espionage55
    Combat, HTH Lethal35Criminal Activities, Mental50
    Combat, Missle Wpns37Criminal Activities, Physical40
    Combat, Hand Wpns32Endurance40
    Driving40

    POWERS:

    None known at present.

    EQUIPMENT:

    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

    M110P272S193
    MR
    53PM
    122SM
    97
    Cap20Cap45Cap34
    Pow16Pow32Pow33
    Spd17Spd45Spd30
    MM
    57PN
    150SP
    96
    Cap20Cap55Cap30
    Pow19Pow45Pow23
    Spd18Spd50Spd23
    K/S AreaSTEEPK/S AreaSTEEP
    Combat, Hand Wpns85Criminal Activities, Physical70
    Combat, HTH Lethal75Perception, Mental30
    Combat, HTH Non-lethal50Perception, Physical70
    Combat, Missle70History50
    Combat, Firearms50Weapons, Special Skills, All70
    Acrobatics/Gymnastics60Charismaticism50
    probably every other skill imaginable at 45.

    POWERS:

    Immortality: Zealot is ancient, surviving Ancient Greece and longer.

    EQUIPMENT:

    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

    M60P104S245
    MR
    30PM
    44SM
    95
    Cap12Cap20Cap35
    Pow9Pow9Pow27
    Spd9Spd15Spd33
    MM
    30PN
    60SP
    150
    Cap12Cap25Cap55
    Pow9Pow15Pow50
    Spd9Spd20Spd45
    K/S AreaSTEEPK/S AreaSTEEP
    Acrobatics/Gymnastics55Dancing70
    Combat, HTH Non-lethal25Magnetism120*

    POWERS:

    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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    Email your comments to: Doug Noonan
    Email: <dougn@uchicago.edu>
    Last Updated: Tuesday, August 19, 1997
    The following material is a work in progress. It consists of notes developed by me, for use in my own Marvel Superheroes(tm) and Dangerous Journeys(tm)/Mythus(tm) adventures. They are posted here for my own access, and the access of those participating in an editorial dialogue, with the express purposes use of understanding all aforementioned game systems better as well as developing adjunct gaming systems, hereafter referred to as Maximus. The ideas herein are all original except where otherwise noted. They are not offered for resale, republication, or rebroadcasting without the express written consent of a legion of lawyers. All rights reserved. Uses of Mythus(tm), Dangerous Journeys(tm), Marvel Superheroes(tm), and other copyrighted concepts are done with full respect of those copyrights, as held by TSR, Inc., Marvel Comics Group, and others where applicable.