Based on old notes recovered from 3.5 floppies - so pardon formatting and some other issues - i just thought safer here than on Amiga format discs from 80s
My versions of dire wraiths a awesome marvel monster race worked well as enemy for a alien player in game and i could go to 70+ issues of comic for stories. 2 volumes of Rom comics with annuals and team ups for final war would be way cool.
Banks was in start of game agent who watched party and could impress heroes for long time before they discovered his secret. Way before Lynch in Image too - all spawned by player wanting a highlanderesque pagan vampire hunting archer. Immortals made a great player type in game.
Wrekkas were my sentinals but based also on some other robots especially in dr who comic. Started out clunky insane and almost comical kept getting better and better.
Starspawn of cthulhu proved a great menace
Swarm monsters were connected to source of most metagenetic outbreaks on earth. Heroes killed humanoid leader. Yhen nuked spaceborn monster resulting in cloud of biomatter surrounding earth before discovering nemesis planetoid.
Dire Wraith Aliens
Wraithwitch (+Wraithwarlock & Peons)
F Exellent (20) Talents Contacts
A Exellent (20) Disguise Any
4 below choices
S Exellent (20) Wraith
Lore Dire Wraith Hive Cell
E Exellent (20) Martial Art
(Any 1) Human dupes of choice
C Exellent (20) Meditation
(Any 1) Wraithpeon Slave
R Exellent (20) 6 Specialty stunts Wraithwarlock lover
I Exellent (20) 2 Specialty stunts Dire
Wraith Hive Council
P Exellent (20) Powers
Good Consume Likeness
H: 80 Exellent Body Armour
K: 80 Claws, Teeth, Ex
Corrosive Att Toungue
P: -20 and one of the
following specialty powers at Exellent
R: Ex
-Darkforce -Teleport -Clairvoyance
-Telikinesis -Forceshield -Gateway
-Telepathy -Animation -Corruption
-Weather -Vapourform -Plasticity
-Puppetmastery -Acidform -Psychometry
-Sonic Scream -Phazing -Empathy
-or may add a rank to Consume
Likeness for Remarkable
Notes: Dire Wraiths
are sinister aliens who can adopt the form of any being whom they
devour the brain of with a tounge attack and a Consume Likeness feat.
With a Consume Likeness stunt they can develop a permanent form
which can be adopted at will. Usually each wraith has a human ID and
a monster form from some biological experiment. Darkwings, a common
example are shadowy peradactl like demons which belch flame to
attack. Many monsters have unusual abilities. Wraiths use their
powers and alien science to create monsters, infiltrate the Earths
institutions and create disasters.
Varient: Wraithwalocks
are reproductive males who also have a powers but are too rare and
valuable to appear on the battlefeild. Non-repoductive male or Peons,
have no specialty power. Peons also have mostly Good stats and powers
but some exceptional example have one or more excellent stats. Most Peons
are less talented also. They act as servants to other wraiths and
adopt undercover assignments in low threat missions. Of late they
have been using more and more human technology. This trend has appalled the Hivequeen council and it is heretical for peons to love
their human ways too much.
Wraith Hellhounds
F Remarkable
(30) Talents Contacts
A Remarkable (30) Track Scent
Dire Wraith Handler
S Exellent (20) Guard
Lair Pack
E Remarkable (30) Obay Wraith
C Poor (4) Beserk
R Poor (4)
I Exellent (20)
P Good (10) Powers
Remarkable Phazing (Disruptor)
H:110 Exellent Sonic Scream
K: 38 Claws, Teeth
P: -10
R: -
Notes: Hellhounds are dogs corrupted, empowered and
bred true in Wraith Hives. They are vicious and trained to go beserk
on sight of humans. Some carry wraithpeon handlers on their backs
into battle
Immortals
Agent Maxamillion Banks
F Exellent (20)
Talents Contacts
A Exellent (20) Espionage APIO
S Exellent (20) Diplomacy ASIO
E Exellent (20)
Streetwise Brother Malcius (Armourer)
C Exellent (20) Pistol
Specialist* Huntsmaster (Green Knight)
R Exellent (20) Weapon Master* Clawhammer (Templar)
I Exellent (20) Marksman* MI6
P Exellent
(20) Acrobatics Taskforce UK
Tumbling Grandslam (Assasin)
H: 80+20 Martial Arts
(All) Southern Knights
K: 80 Survival The
Statesmen
P: 20 Occult Southern
Stars
R: Increadable Pilot Statesmen
Blades
Stealth
Meditation (All)
Jack of Trades*
Weapon Tech
Astronaut
Powers
Meditation (All)
Jack of Trades*
Weapon Tech
Astronaut
Powers
Immortality
Probability Control
Notes: Standard
GearLocker
Gauss Pistol
(Ex AP, Burst, 30 shots) standard street side arm, silent sleepdart
ammo also
Gyrocket Pistol
(Ex canister Ammo, variable 6-shot) standard anti-meta sidearm
Ultratech Inertial Armour
(Gd Protection, no penalties) covered in pouches, belts, etc
Ultratech Vibro Monoblade
Katana (Ex damage, -1cs AP, Ex STR) often used in pairs
Masterpiece Monoblade
Wakizashi (In STR, +5 dam, -2csAP) often caries in coat
Auto Cannister Gun
(APEX ammo, 30 dam, -2cs AP, 8-shot) anti-meta, may have 2
Man Portable Plasma
Cannon (40 dam, 3 shots) beam or 1 area range cone, anti
meta
Flamer Gun (30
dam +10 for 1d10t, 6 shot) also Ex acid, coldfoam, bioagent,
toxin,web
Conerifle (40
dam -2cs AP or 80 dam HEX, smartammo+lasersight +1cs any range, 1
shot) snipergun mostly,various guidance systems icluding: laser,
smart, anti-meta
Shokkstik (+5
dam & Ex stun) used with katana or vs normals and psychers
Flitpak (Gd Flight, 10min duration, Ex STR)
or Gliderweb-Vest provides gliding
Notes: Banks was hired
in the nineteen eighties as a consultant from MI6 Meta-Operatrions
division. He personally developed many training programs to combat
superhumans. He has administered a number of superteams
including Taskforce UK, The Southern Knights and the Southern
All-Star Squad. He has officially scored an impressive 14 confirmed
metahuman kills. He disapproves of metahumans who misuse their powers
or harm normals. Presently he heads his own firm of Metahuman
Security Consultants for meta prison Project Safeguard.Most have no idea he is immortal.
Robots
Wrekka, Invigilate, Sentinel, Minuteman, other
various models
Mark I Mark II Mark III Mark IV Mark V
F Excellent (20) Excellent (20)
Remarkable (30) Remarkable (30Incredible ) (40)
A Exellent (20) Excellent (20)
Remarkable (30) Remarkable (30) Incredible (40)
S Excellent (20) Remarkable (30)
Remarkable (30) Incredible (40) Amazing (50)
E Excellent (20) Remarkable (30) Incredible (40) Amazing (50) Monstrous (75)
C Shift Zero (0) Feeble (2)
Poor (4) Good (10) Excellent
(20)
R Feeble (2) Poor (4) Typical
(6) Good (10) Remarkable (30)
I Poor (4) Typical (6) Good (10)
Excellent (20) Remarkable (30)
P Exellent (20) Remarkable (30) Incredible (40) Amazing (50) Monstrous (75)
H: 80 100 130 150
205
K: 26 42 60 90
155
Tech: Excellent Remarkable Incredible Amazing Monstrous
Cost: Incredable Amazing Monstrous Unearthly Shift X
Cost: Incredable Amazing Monstrous Unearthly Shift X
Mark I These early robots came to serve special forces in Wrekka USA in the late eighties.Some secret organizations had reached this stage possibly as early as the forties. Typically they are armed and programed for: security, riot control, prison guard, special forces and police work. This includes: Truncheons, Shokk Batons, Impaling Spike, Riot Gun, SMG, Laser Rifle, Flashlight, Sonic Stunner Carbine, Shokksheild, jetpack, Netgun, Watercannon, Fire retardant foam, metascanner, motion detector, radar, thermograph, multiband radio/video, computer interface, Anti-meta/vehichle ammo. Human apearing decoy models have also been built to infiltrate then overcome enamies from within.
Mark II These appeared
as anti-meta and millitary models in the early nineties. Some
occasional villains had built them as one offs in the seventies.
Typicaly they are armed for extreme and preferably non-urban
missions. Arms include: Machineguns, Autocannons, Rockets, Missiles,
Chain Gun, Light Cannon, Plasma Gun, Ex flightpack and wings,
Satelite Uplinks, Sensor and Commo suite, Cutting Laser, Flame
Thrower, Railgun, Grenaide Launcher, specific counter power
customization (such as heat sheilding, flame retardant webb,
coldfoam, heat seeking missiles vs a character with heat powers).
Mark III These were
elite command units in Wrekka America, first seen in the mid
nineties. Able to instigate urban combat and concern for safety of
humans, as well as fly into orbit and hunt sattelites. Energy
weapons, internal power plants, non lethal weapons make them deadly
foes. Arms Include: Plasma Cannons, Stunner Cannon, Strobiscopic
flash gun, Shokk Touch, Rm vectored thrusters, combat computer (Spot
Weakness) .
Mark IV These were built in the last days of Wrekka USA as prototypes and have only recently seen again. They seized control of the USA for it’s own good and shocked the world. Their Energy weapons are still highly sophisticated and seldom understood. Only Meta science can produce them. Arms include: Mn aerospace engines and wings, Multispectrum energy blaster, Energy Web, Plasma Blade, Forcesheild reinforced armour, Energy Harpoon, PowerScrambler, Power Inhibitor Cuffs
Mark V One of these
was built by completely unknown means in 1996, for a time it was the
supreme Wrekka before it evolved it’s own self identity and disappeared. Australian Sentinel claims he last saw the mighty weapon
in disguise working as a janitor in Chicago. Orion was apparently
built from the molecular leval and is theoretically near indestructible. Arms include Antigravitic flight, ForceFeild,
Shapeshift, Disintergrator, Tractor/Repulsor beam, Power Inhibiter
Feild, Psi Jammer Feild, Immortality, Cyberempathy, Telport, Powerscan,
Aurasense, Reflection, Energy Absorption,
Notes: All have body
armour = to their Endurance and self destruct at Endurance +2cs.
Psyche represents electronic countermeasures vs insanity and control.
Fumbles on a reason roll means the robot makes a serious error and
deviates from normal programing. A Psyche feat determins how severe
this is. Mark IV and V actualy can be detected as psychic entities
but their psuedo organics are difficult to influence. Customized
Androids and more humanoid beings may have simular stats but fewer
powers. Memory metal/plastic androids, psuedobiological, artificial intellect, human appearing synthetic and biological coated exoframes,
technoorganic nanomachine colonies, molecular arranged circuits, are
just a few varieties
Cuthulhu Mythos
Starspawn of Cthulhu
F Remarkable
(30) Talents Contacts
A Remarkable (30) Occult
Human Cult
S Monstrous
(75) Astrogation Cult High Priest
E Unearthly (100) Genetics Cthulhu
C Excellent (20) Meditation
(Lots)
R Remarkable (30) Gate Lore
I Excellent (20)
P Remarkable (30)
H: 235
K: 100
P: -20
R: 0 -
Powers
Incredible Body Armour
Claws, Teeth, In (40) Wings, Tentacles
Monstrous Plasticity Boost
Mn (63)Wings, Mn (63) Armour
Powers
Incredible Body Armour
Claws, Teeth, In (40) Wings, Tentacles
Monstrous Plasticity Boost
Mn (63)Wings, Mn (63) Armour
-Elongation, (Un) Growth +3cs
hit,
Monstrous Regeneration
-Regenerate Limbs, Self Revival
Incredible Long Range Dream
Projection
-Horror Blast, Slavebonding, Psi
Scan, Call
-Illusions, Psiblast, Dominate,
Mindprobe
-------------------------------------------------------
(When the stars are Right also
gain these powers)
Unearthly Interstellar Gate travel
-Lightspeed Travel, Banish,
Summon, Timegate
Notes: Starspawn
plunged to Earth aeons ago from some distant sun. They ruled the
Earth foe a time until the stars grew dim and they slept to await a
more favorable set of constellations. They live in subterranean
chasms, submerged cities, lake bottoms, icecaps and other hidden
places. They are tended by Deep ones and some times humans. They have
been at war with other primordial species such as the Great Old Ones.
The greatest of them is Cthulhu who dwells in his sunken
palace where he has been priest king of his civilization for
millions of years.
Iron King Assassins
Fat Lady,
aka Vira Constantini
F Incredible
(40) Talents Contacts
A Remarkable (30 Wrestling Iron
King
S Amazing (50) Intimidate Circus
of Assassins
E Monstrous (75) MA (ABCDEIKL
) Black Lodge College
C Excellent (20) Meditations
(ABCE) Hashim Assassins
R Excellent (20) First Aid
Iron King Assassins
I Remarkable (30) Torture
Black Claw Ninja Clan
P Incredible
(40) Hypnosis Grandslam
Indoctrination Thugee Assassins
Espionage
H: 195+40
K: 110 + Old Vet
P: -20
R: Increadible
Powers
Amazing Plasticity
-Extra Limbs, 1 area range +1cs multi att (Pseudopods)
Powers
Amazing Plasticity
-Extra Limbs, 1 area range +1cs multi att (Pseudopods)
-Incredible Bounce
-Incredible Enhance Armour +6pts
-Incredible Clinging
Incredible Body Armour (includes
Mass/Density/Size)
-Remarkable Trap Missile (capture
object unharmed)
-Remarkable Flexshot (can fire an
object trapped in flab)
Good Meldsuit
-Self-Revival
Notes: (+1Cs to hit,
10 tons weight, 2 stories Tall) Formerly a teacher
then nurse during AWWI. Has worked with many powers as a tamer of
troublesome Metahumans. At some point (or perhaps always) she became
an agent of Ironking. Since then she has operated several
indoctrination camps and even one inside the The Tunguska Organism
which Iron King once commanded and which was probably a large swarm
fragment. She has been one of the most hated villainesses alive and
has been rumoured to have had many children. The bodies of her black
and blue bruised lovers have been found across the world.
Thumbscrew,
aka unknown
F Incredible
(40) Talents Contacts
A Incredible
(40) Acrobatics Iron King
S Incredible
(40) Intimidate Wrack, Psi Buddy
E Incredible (40) MA (Lots
) Black Lodge College
C Excellent (20) Meditations
(ABC) Riechforce
R Excellent (20) Military
Iron King Assassins
I Remarkable (30) Torture Black Claw Ninja Clan
P Incredible (40) Hypnosis Iron
Maiden
Indoctrination Dungeon Master
H: 120 Tumbling The Mob
K: 110 + Old Vet Escapology
The Temple
P: -40 Streetwise
R: Increadible
Powers
Increadible Telepathy
-Remarkable Mind Probe
-Remarkable Psi Scan
-Remarkable Mind Control
-Remarkable Hide Memories
- Remarkable Psychoblast (energy)
Incredible Body Armour
Remarkable Regeneration
-Exellent Self Healing
-Exellent Endurance Recovery
-Exellent Stabalize Injuries
Good Meldsuit
-Typical Self-Revival
-Typical Shadowblending
Notes: Thumbscrew was employed by the Third
Riech to help hunt and indoctrinate Metahumans. At some point he was
also employed by Iron King. He is a known torturer and hitman for
Iron King with many enamies. He wears a balaclava, goggles, long
coat, equiped with a wide range of spy, assasin, and torturers gear.
Circus of Assasins
Ringmaster, Strongo, Cuthbert the Clown, Queen Snake,
Fishboy, Aristo the Acrobat
F Ty (6) Ex (20) Ex (20) Gd
(10) Ex (20) Ex (20)
A Ex (20) Gd (10) Ex
(20) Gd (10) Ex (20) Ex (20)
S Ty (6) Ex (20) Gd
(10) Gd (10) In (40) Gd (10)
E Ex (20) Ex (20) Ex
(20) Ex (20) In (40) Ex (20)
C Ex (20) Gd (10) Ex (20)
Gd (10) Pr (4) Gd (10)
R Ex (20) Gd (10) Gd (10)
Gd (10) Pr (4) Gd (Gd)
I Ex (20) Ex (20) Gd (20) Ex
(20) Ex (20) Ex (Gd)
P Ex (20) Ex (20) Gd (10) Ex
(20) Gd (10) Gd (Gd)
H: 52 70 70 50 120 70
K: 80 60 50 60 38 50
P: -20 -10
0 0 -30 0
R: Ex Ex Ex Ex Fb Ex
Ringmaster: The cigar
smoking leader of the gang, a magiciam, mobster and escapologist.
Talents: Whip Specialist, Stage Magic, Streetwise, Hypnotsim, Trance,
Escapology, Sleight, Gambling. Equiptment: Gd Hypno Hat, Gd Revolver,
Ex Monowhip.
Strongo: A bald man
with silent and stoic gaze. He is one of the strongest men who ever
lived. Talents: Weightlifting, Focus (STRx2/day), Endurance,
Wrestling, Martial Arts C, F, I, K. Equiptment: Ex Chain, Rm
armgreaves, Rm Bar.
Cuthbert Clown: A
wacky, crazy clown who juggles deadly objects. Talents: Marksmanship,
Thrown Weapons, Throwing, Demolitions, Weapon Smith, Martial Arts A,
D, E, Tumble, Clowning, Crack Joke, Illumination. Equipment: knives,
chainsaw, machete, flaming torch, Molotov cocktail, heat shell, frag grenade, napalm grenaide, acid vial, thermite bomb, sonic grenaide,
plasma shell, bolo, paint bomb, smoke grenade.
Queen Snake: A
muscular and sultry redhead dressed in snakeskin with her pet
metapython monty. Talents: Animal handling, Trance, First Aid,
Toxicology, Herpetology. Equiiptment: Gd snakeskin armour. Snake F:
Ex, A: Gd, S: Rm, E: Rm, C: Pr, R: Pr, I: Gd, P: Gd, Rm Elongation,
Armour & Toxic Bite, Wrestling Talent
Fishboy: A part
Deep-One boy with superhuman strength and subhuman intelect. Talents:
Martial Arts B,G, Beserker, Swimming. Powers: Claws and Teeth, Rm
Armour, Amphibious, Shapeshift (Human to deep-one), Hyper Strength,
Regeneration.
Aristo Acrobat: A
handsome and agile acrobat martial artist. Talents: Martial Arts A,B,
D, E,H, J, Acrobatics, Tumble, Balance, Climb . Equipment:
swingline, billy club, claymores, micro locator beacon .
Notes: The Circus of assasins varies in it’s membership but consists of an ancient order who pretend to be common entertainers while practicing some of the most amazing physichal and mental disciplines on earth. They kidnap infants and raise them in their special skills immediately. The Cult goes back the the arena’s of ancient Rome and goes to the carny folk across the world. Once hired killers, today they serve Iron King as trainers for his assassins. Possibly he seized control of them from a hidden immortal leader. Fat Lady has also been known to consort with them for cross training with her own students. The assassins most recently kidnapped the Australian Hero Rubber Jonny.
Other Members: Cowgirl, Boxer, RubberMan, Injun Joe, Junglegirl, Fire Eater, Take-a-blow-Joe, Wraslin Man, Tumbling Twins, Mr Zebadee, Cyclegirl, Bearded Lady, Dogboy, Escapo, Billy the Bat, Plantwoman, Walking Carrot, Monster Truck Pete, Gypsy Glinda, Glenda the Elephant, Gorilla Joe, Lion King, Crocboy
Swarm Monsters
Space Scorpipede
F Remarkable
(30) Talents Contacts
A Excellent
(20) Burrow Nemesis Planetoid
S Incredible
(40) Claws Starspawn Swarm
E Monstrous (75) Spine Iron King
C Feeble (2) Smell Prey
R Feeble (2)
I Excellent (20)
P Excellent (20)
H: 165
K: 44
P: 0
R: 0
Powers
Powers
Incredible Body Armour
Remarkable hyperspeed
Claws: xtra attack, +1cs hit, grab, dam
Spine Caster: Rm dam + Inc paralasys poison
Ex tunneling
Notes: This species of 9m long insectoids rapidly became a menace once on Earth. Once established they build nests and then lay eggs inside uneaten humans. They also captured metas, encasing them in cacoons for some unknown purpose. They attack at night, burrowing through floors and stealing the occupants. Larger versions have been rumoured with +1cs all stats and powers..
Remarkable hyperspeed
Claws: xtra attack, +1cs hit, grab, dam
Spine Caster: Rm dam + Inc paralasys poison
Ex tunneling
Notes: This species of 9m long insectoids rapidly became a menace once on Earth. Once established they build nests and then lay eggs inside uneaten humans. They also captured metas, encasing them in cacoons for some unknown purpose. They attack at night, burrowing through floors and stealing the occupants. Larger versions have been rumoured with +1cs all stats and powers..
Space Homunculus
F Remarkable
(30) Talents Contacts
A Excellent (20) Sense
Motion Nemesis Planetoid
S Remarkable
(30) Claws Starspawn Swarm
E Amazing (50) Bioweapon
Iron King
C Feeble (2) Smell Prey
R Poor (4) Track Scent
I Excellent (20)
P Excellent (20)
K: 46
K: 46
P: 0
R: 0 H: 130
Powers
Powers
Claw: edged claw +1cs hit, block,
dam and grab
Remarkable Body Armour
Biogun: various models including flamer, acid, toxin, virus, web, harpoon, Autogun,
HEX (60dam), AP bolt, all at remarkable
Remarkable Body Armour
Biogun: various models including flamer, acid, toxin, virus, web, harpoon, Autogun,
HEX (60dam), AP bolt, all at remarkable
Notes: This species
arrived on Earth secretly and apeared during the invasion peak to
attack key outposts of human resistance to the invasion. They are
lumpy green humanoids with a crablike claw on one arm and a
biological weapon on the other. They communicate via whale like
squarks and squeals. A pod of homunculus are usually armed as per their mission or possible opponent, but mostly bolt-throwers.
Starspawn Swarm Monster Notes:
Swarm monsters descended during the culmination of the
Metawars, When the worlds metahumanoids assaulted Iron King. They
mistook IK forthe source of alien and metanormal activity. When the
swarm came to avenge IK, a mere sub organism of the Nemesis
Planetoid, all realized that the Earth had long been locked in a
cosmic struggle between macrocosmic structural metagenetic beings.
Swarmlings occasionally form the metagenetic cloud belt surrounding the
Earth. Swarmlings decend in re-entry cacoons then seek a lair
(underground if possible), then food (humanoids), then metagenetic
samples (metahumanoids) and finally reproduction. All follow a hive organization and build elaborate tunnels reinforced by organic
concrete made by their saliva and dirt. Sometimes both species live
together. Some weird things have been found in these hives such as
edible moulds, luminous fungi, human luring fungal blooms (Ex scent
based mindcontrol), tiny parasitic beetles and more.
Some Hero Questions?
What is your nationality? What is your gender? What is your name? What is your job? What is your family like? What is your education like? What are your interests? What is your romantic status? What strong beliefs drive you? What do you look like? When were you empowered? How did you get them? What do you tell others? How do deal with authorities? What is your costume like? What is your equipment? Where do you live? How do you get around? Do you have a secret I.D.? How do deal with the media?
Some Hero Questions?
What is your nationality? What is your gender? What is your name? What is your job? What is your family like? What is your education like? What are your interests? What is your romantic status? What strong beliefs drive you? What do you look like? When were you empowered? How did you get them? What do you tell others? How do deal with authorities? What is your costume like? What is your equipment? Where do you live? How do you get around? Do you have a secret I.D.? How do deal with the media?
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