Apocalypse
Character Name: Apocalypse
Alternate Identities: Unknown
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
75 STR 10 65 75/100 24- / 29- HTH Damage 15d6/20d6 END [7]
25 DEX 10 45 25 14- OCV 8 DCV 8
45 CON 10 70 45 18-
18 BODY 10 16 18 13-
30 INT 10 20 30 15- PER Roll 15-
15 EGO 10 10 15 12- ECV: 5
30 PRE 10 20 30 15- PRE Attack: 6d6
8 COM 10 -1 8 11-
22 PD 15 7 22 22 PD (15 rPD)
15 ED 9 6 15 15 ED (15 rED)
7 SPD 3.5 35 7 Phases: 2, 4, 6, 7, 9, 11, 12
24 REC 24 0 24
90 END 90 0 90
96 STUN 79 17 96
6" Running 6 0 6"
2" Swimming 2 0 2"
15" Leaping 15 0 15"/20" 310 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Threats. Consider me duly intimidated."
EXPERIENCE POINTS
Total earned: 549
Spent: 549
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 899
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (15") 15"/20"
V. Leap (8") 7 1/2"/10"
DEFENSES
Type Amount
Physical Defense 22
Res. Phys. Defense 15
Energy Defense 15
Res. Energy Defense 15
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +2 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
20 Distinctive Features: Blue-skinned evil mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: Genocide 8- (As Pow, NCI, Harshly Punish)
10 Hunted: The X-Men 8- (As Pow, Harshly Punish)
25 Psychological Limitation: Megalomaniac (Very Common, Total)
25 Psychological Limitation: Self-righteous (Very Common, Total)
20 Reputation: Evil Mutant, 14- (Extreme)
5 Rivalry: Professional (Mister Sinister; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Unluck: 4d6
Notes: The only reason I gave him Unluck is that for a mutant as powerful as he is to be regularly beaten by less powerful groups, he has to have some form of Unluck. The 4d6 is so this also effects his minions.
150 Total Disadvantages Cost

Character Name: Apocalypse
Alternate Identities: Unknown
Player Name: NPC
SKILLS
Cost  Name
0 Acting 8-
0 AK: Ancient Egypt 8-
3 Breakfall 14-
3 Climbing 14-
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 15-
0 Concealment 8-
3 Conversation 15-
3 Deduction 15-
3 Inventor 15-
3 Paramedics 15-
3 Persuasion 15-
1 PS: Genetic Researcher 15-
0 Shadowing 8-
3 Scientist
2
1) SS: Engineering 15-
2
2) SS: Genetics 15-
2
3) SS: Microbiology 15-
2
4) SS: Molecular Biology 15-
2
5) SS: Organic Chemistry 15-
0 Stealth 8-
5 Systems Operation (Communications Systems, Medical Systems, Medical Sensors) 15-
1 TF: Commercial Spacecraft & Space Yachts
25 +5 with all SS skills
10 +2 with HTH Combat
88 Total Skills Cost
PERKS
Cost  Name
40 Base
40 Total Perks Cost
TALENTS
Cost  Name
23 Universal Translator 18-
23 Total Talents Cost
 
POWERS
Cost  Power END
112 Gadget Pool: Variable Power Pool, 90 base + 22 control cost, all slots OIF (-1/2), VPP Can Only Be Changed Between Adventures (-1/2)
186 Self-Molecular Manipulation: Variable Power Pool, 75 base + 111 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (186 Active Points)
0
1) Body Alteration: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Imitation (49 Active Points) Real Cost: 49
5
0
2) Elongation: Stretching 15" (75 Active Points) Real Cost: 75
7
0
3) Energy Absorption: Absorption 12d6 (energy, END) (60 Active Points) Real Cost: 60
0
0
4) Energy Blast: Energy Blast 15d6 (75 Active Points) Real Cost: 75
7
0
5) Flight: Flight 30", x16 Noncombat (75 Active Points) Real Cost: 75
7
0
6) Giant-Sized: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 8,709 kg, -4 DCV, +4 PER Rolls to perceive character, 9 m tall, 4 m wide) (30 Active Points) Real Cost: 30
3
0
7) Strength Boost: +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points); No Figured Characteristics (-1/2) Real Cost: 25
0
8) Super Dense: Density Increase (8,700 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points) Real Cost: 30
3
0
9) Swordhand: Killing Attack - Hand-To-Hand 5d6 (10d6 w/STR) (75 Active Points) Real Cost: 75
7
0
10) Telekinesis: Telekinesis (35 STR), Affects Porous, Fine Manipulation (73 Active Points) Real Cost: 72
7
0
11) Telepathy: Telepathy 11d6 (Human, Machine Minds and Alien Minds classes of minds) (75 Active Points) Real Cost: 75
7
0
12) Trap: Entangle 7d6, 8 DEF (75 Active Points) Real Cost: 75
7
50 Immortal: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)0
30 Damage Resistant: Energy Damage Reduction, Resistant, 50%0
30 Damage Resistant: Physical Damage Reduction, Resistant, 50%0
15 Damage Resistant: Damage Resistance (15 PD/15 ED)0
15 Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (1 Hour, -3), Self Only (-1/2)0
438 Total Powers Cost

Character Name: Apocalypse
Alternate Identities: Unknown
Player Name: NPC
APPEARANCE
Hair Color: Variable
Eye Color: Blue
Height: 7'
Weight: 300 lbs
Description:
Apocalypse's appearance is mutable at will, but he generally appears as a gray-skinned humanoid with blue lips.  He wears a slightly kirbyesque dark blue costume.
BACKGROUND
Apocalypse was born nearly five thousand years ago in Egypt as a member of the Akkaba clan. Even as an infant, he inspired fear. Ugly and malformed, he was abandoned by the tribe to die in the harsh desert sun.

The baby was found by a roving band of feared desert raiders known as the Sandstormers. Most of them, too, thought the infant should die. However, their ruthless leader, Baal, somehow recognized the potential power in the child. He named him En Sabah Nur ("The First One") and raised him as his own son.

As En Sabah Nur grew, he surpassed the other tribesmen in intelligence and strength. Everyone in the tribe except for Baal hated and feared him for his inhuman looks and great abilities. Nur did not understand their fear, but hardened his heart against it. Moreover, he believed in the principle that Baal and the tribe lived by, that only the fittest, tested by hardship, would, and should, survive. On the day of his tribal rite of passage into manhood, the seventeen-year-old En Sabah Nur killed three armed warriors of the tribe using only his bare hands.

At this time Egypt was ruled by Pharaoh Rama-Tut. On the day of En Sabah Nur's rite of passage, Baal explained to him that Rama-Tut was no god, as most believed, but a man, who had arrived in a strange vessel. Years ago the tribe had stumbled upon the time-traveler's crashed ship, taken the injured man back to their camp, and nursed the injured and temporarily blinded man back to health. One night he wandered away, taking with him objects the tribesmen had brought from his vessel. Weeks later, his sight restored, Rama-Tut returned, wielding weapons of devastating power and leading the Egyptian army. He massacred the tribe and enslaved the survivors. Although he tortured them, no one revealed the timeship's location.

In actuality, Rama-Tut was a time traveler from the far future who would later become known as Kang the Conqueror. Kang knew that Apocalypse, one of the most powerful mutants who ever lived, and the one who was destined to rule the wor ld, had been born in ancient Egypt. Hence, Rama-Tut had gone back in time to find Apocalypse as a child, raise him, and thereby become the master of the most powerful being on the planet.

On the day of his rite of passage, Baal brought the young Nur to a sacred cave whose entrance became blocked by a cave-in, trapping them underground. After a week of wandering without food or water, they found the remnants of Rama-Tut's timeship within an underground Egyptian tomb. Baal told Nur that he believed him to be a conqueror whose coming was foretold in ancient prophecies, and that Nur was destined to overthrow Rama-Tut. Then Baal died from lack of nourishment, and Nur, whose mutant physiology kept him alive, vowed to take vengeance on Rama-Tut and claim his destiny. Four weeks later he finally made his way back to the surface.

Nur became a slave, but eventually he had a vision of the Egyptian death god Seth, who urged him to become a conqueror. It was at this moment that Nur first manifested his superhuman powers. Eventually, at a time when many time-traveling super-heroes, including the Fantastic Four, the West Coast Avengers, and Doctor Strange arrived in Rama-Tut's Egypt, the Pharaoh finally came face to face with En Sabah Nur. Rama-Tut offered to make him his heir if he would swear his loyalty, and then tried to kill him when Nur refused. Nur defeated Rama-Tut's warlord Ozymandias and Rama-Tut, who finally escaped back into the future, eventually to take on the identity of Kang.

From then on Apocalypse plotted the conquest of the planet through bringing about wars and conflict, in which the strong would defeat and destroy the weak. Over the centuries he was worshipped by many civilizations under a variety of names. Mutants, he was certain, would one day rule the world, with him as their leader, and so he waited. Most of what Apocalypse did during these centuries is as yet unknown.

At the time of the Crusades, Apocalypse arranged for the warrior Bennet du Paris to activate his latent mutant powers for the first time. Renaming him Exodus, Apocalypse made him his servant but later cast him into a deathlike trance when Exodus rebelled against him.

In 1859, Apocalypse awoke from centuries of hibernation in an underground chamber in London. It was then that he first met Dr. Nathaniel Essex, who believed that through selective breeding of humans, he could bring about the rapid evolution of superhuman mutants. Apocalypse offered to transform Essex into a long-lived superhuman being himself to give him the time to further his research, but at a cost: his servitude. Essex accepted, and Apocalypse transformed him into Mister Sinister. However, the Askani, a clan of rebels against Apocalypse two thousand years in the future, transported Scott Summers and Jean Grey-Summers, also known as Cyclops and Phoenix, to 1859. There they prevented Apocalypse from assassinating Britain's Queen and Prime Minister.

Apocalypse, temporarily weakened by a virus with which Sinister had infected him, went back to waiting for the proper moment to reemerge. It came a century later, when in a short time the world became populated with a new race of superhuman mutants. Apocalypse first reappeared as the employer of the Alliance of Evil, a team of mutants who battled the original X-Factor. X-Factor was a group comprised of the original members of the X-Men.

Subsequently, Apocalypse began recruiting a team of mutant agents he called his Horsemen. Apocalypse rescued Warren K. Worthington III, alias the Angel, from death and manipulated him into serving him as the Horseman named Death. Worthington's wings had been amputated, but Apocalypse used his advanced genetic engineering techniques to give him new wings with metal-like feathers. Eventually, however, Worthington forsook Apocalypse and returned to X-Factor, and then to the X-Men.

Later, Apocalypse infected the infant son of Cyclops and Madelyne Pryor, Nathan Summers, with a techno-organic virus, having recognized that if this child grew up he would be powerful enough to defeat him. The Askani once again stepped in and brought the child to their own time period, two thousand years in an alternate future.

In the present day Apocalypse continues to conspire to rule humanity. In the alternate future in which the Askani live, Apocalypse has finally ascended to power. He became aware of the young Nathan's presence in that time, but only succeeded in kidnapping a clone of the child which the Askani had created. Not knowing this second child to be a clone, Apocalypse ceased his hunt for the real Nathan. Raised under the tutelage of Apocalypse, the clone grew up to become the terrorist Stryfe. By this time Apocalypse had to transfer his mind and powers into host bodies in order to stay alive. Since his current body had grown old and feeble, Apocalypse planned to transfer his consciousness and power into Stryfe's.
POWERS/TACTICS
As varied as his imagination.
PERSONALITY/MOTIVATION
Megalomaniac pretty much covers it.

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