Deathmaster
AKA The Avatar of Death
1206
Points
CHARACTERISTICS
Value CHAR Roll Notes
25 STR 14- Lift 800.0kg, Damage 5d6
25 DEX 14- Initiative 25
25 CON 14- Stun Threshold 25
25 INT 14- Perception 14-
25 EGO 14-  
25 PRE 14- Presence Attack 5d6
8 OCV  
8 DCV  
3 OMCV  
8 DMCV  
13/26 PD Total 13/26 (0/13 rPD)
13/26 ED Total 13/26 (0/13 rED)
4 SPEED Phases 3, 6, 9, 12
10 REC  
47 END  
20 BODY  
40 STUN  
MOVEMENT
Type Combat Move Non-Combat Move
Run 20m 40m
Swim 10m 20m
H. Leap 10m 20m
V. Leap 5m 10m
Teleport 30m 120m
PERKS
Description Cost
Anonymity 3
Contact: Well-connected, with 39 points worth of Contacts throughout the world (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (39 Active Points) 14- 39
Money: Filthy Rich 11
Computer Link 3
2x Elite Death Dealer Bodyguards (400 pts. each): Follower 160
TALENTS
Description Cost
Ambidexterity (-2 Off Hand penalty) 1
Combat Luck (3 PD/3 ED) 6
Deadly Blow: +1d6 ([very limited circumstances]) 12
Eidetic Memory 5
Double Jointed 4
Lightning Calculator 3
Lightsleep 3
Resistance (+5 to roll) 5
Simulate Death 3
Speed Reading (x10) 4
Universal Translator 18- 24
Weapon Master: +2d6 ([very limited group]) 24
CHARACTER POINTS
Experience Points
Base Points 800
Complications 75
Earned 0
Spent 406
Unspent -406
Total 1206
Allocation Points
Characteristics 258
Martial Arts 83
Perks 216
Powers 349
Skills 206
Talents 94
CAMPAIGN
GENRE
Supervillain (Master Villain)
CAMPAIGN USE
Deathmaster is, obviously, a Master Villain. Campaigns that feature him are pretty standard--prevent Deathmaster from reactivating the Paragon and conquoring Earth. How he accomplishes this is hard to say, as few things on Earth (or Solar System, for that matter) are capable of repairing and repowering the Paragon at their best. But these things called "Superheroes" and "Supervillains" tend to stand head and shoulders above these sniveling, skittering Earth humans, and so they tend to be the focus of Deathmaster's attention. Locating and piecing together magical artifacts, utilizing another World Engine's power core, or even teleporting to an alternate world are some methods Deathmaster could use to achieve his goals. Holding the world for ransom or happening upon a massive and loyal army are nice second place prizes for Deathmaster as well (after all, once you rule Earth, it shouldn't be too hard to reawaken the Paragon, right?), but are given distinctly less attention. Nonetheless, Deathmaster is flexible, and can be suited to many campaigns as a Master Villain. Even comedy campaigns. Simply reduce Deathmaster's statistics (and height) by a huge amount, give him a squeaky voice but keep all of his psychological hangups. Boom. Instant comedy villain. Cloning vat had a malfunction so we're stuck with him. As he is knowledgeable in magic as well as science, Deathmaster could sort of fit into a more fantasy scene. If so, trade in some of his technological powers for magic or add some magic to his list of powers. Deathmaster doesn't primarily indulge in magic by default, as it serves him better to infuse it in his technology, but a change of pace could always do. Adjust Deathmaster's stats to fit the campaign level. If he is too strong (and he probs is), then reduce his stats or a power or two, but keep his Speed as it is.
POWERS/TACTICS
Deathmaster prefers to let his underlings deal with enemies while he toils away at his plans behind the scenes and keep his overall existance a secret. Failing that, Deathmaster keeps a pair of Elite Death Dealer robots with him as protection at all times. When superheroes manage to encounter Deathmaster, he will usually either sic his least-strongest minions on them first to buy himself time to either teleport the right weapon to himself using his Variable Power Pool or to teleport himself and escape. The Elite Death Dealers will always follow should he try to escape, and be sicced on the heroes only when he absolutely has to. In the event where Deathmaster must fight, he will start by putting his Elite Death Dealer robots between himself and his opponents, using his high-tech weaponry to support them from afar. Should they be overcome (or circumvented by a clever hero), Deathmaster will break out his close combat weapons and deal with the threat with extreme prejudice. Few heroes would expect a "coward" to fight so fiercely, and competantly, with attacks that can threaten even Bricks.If Deathmaster is with the other Masters of Chaos, Deathmaster is at his strongest. He works surprisingly well as their team leader, able to direct each Master to work their strengths and be more effective in team battles. His overall strategy does not change, except Deathmaster is more confident the other Masters would be more effective than his Elite Death Dealers (and he's right). If Deathmaster finds himself outmatched and on the brink of utter defeat, then whatever doomsday weapon he has will be activated by him. Deathmaster is no mere villain--as a Master Villain, Deathmaster does not believe in "defeat" and will unleash whatever ultimate weapon he is hiding. The GM can make this a death robot, a suit of powered armor for himself, or even an elixer that grants superpowers. A "second form" if you will. Should Deathmaster ever achieve his goal of reactivating the Paragon, that is basically a "bad end" scenario for the game unless it is the very end. The Paragon is a weapon capable of frying Earth, but being buried in the ground for near a million years has made it slow to awaken, and a capable team of superheroes could theorhetically put it back to sleep by damaging it enough. As of this typing, I haven't statted The Paragon as a Master Villain, as it's more of a losing scenario.
QUOTE
"Prepare yourselves for the end, insolent worms."
PHYSICAL TRAITS
Trait Value
Height 1.87 m
Weight 94.00 kg
Eye Color Unknown
Hair Color Unknown
APPEARANCE
Deathmaster stands at around 6'2, a humanoid wrapped in black and white clothing from head to toe. His head is adorned with a skull-shaped helmet, with two blue shining eyes all that is visible in the otherwise-empty eye sockets. His joints are armored with bone-white caps of plate mail made of unknown scientific make and are harder than steel. Technological devices of strange make are around his utility belt, of sickening green and black colors. The Paragon is another story. It resembles an impossible mix of magic and technology, more akin to an ancient golem than some futuristic robot. The Paragon is currently imbedded in bedrock, seemingly lifeless. When activated, it glows with a dark green color, and turns from some rocky exterior to black, immaculate looking metal. Its "joints" are actually made of some green, dark energy that binds its arms and legs to its body and respective locks. When unleashing its Doom Laser, its eyes turn red and burn all that it sees with the force of a dozen nuclear bombs.
COMPLICATIONS
Complication Cost
Hunted: Global Defense Authority Infrequently (Mo Pow; Capture) 15
Vulnerability: Soulless: 2 x STUN Healing Magic (Uncommon) 10
Vulnerability: Soulless: 2 x BODY Healing Magic (Uncommon) 10
Psychological Complication: Must Reactivate Original Body (Common; Strong) 15
Psychological Complication: Convinced of his Own Superiority and That of His Old World's (Common; Strong) 15
Psychological Complication: Disregard for Life on Earth (Common; Moderate) 10
SKILLS
Roll Skill Cost
+2 Overall 24
14- Forensic Medicine 3
14- Paramedics 3
14- Navigation (Air, Astral, Dimensional, Land, Marine, Space, Temporal) 8
Scientist 3
16-
1) Science Skill: Biomechanics (5 Active Points)
4
14-
2) Science Skill: Astro Physics (3 Active Points)
2
14-
3) Science Skill: Astronomy (3 Active Points)
2
14-
4) Science Skill: Chemistry (3 Active Points)
2
14-
5) Science Skill: Engineering (3 Active Points)
2
14-
6) Science Skill: Genetics (3 Active Points)
2
18-
7) Science Skill: Lost Technology (7 Active Points)
6
15-
8) Science Skill: Mathematics (4 Active Points)
3
14-
9) Science Skill: Physics (5 Active Points)
4
15-
10) Science Skill: Quantum Mechanics (4 Active Points)
3
Scholar 3
18-
1) KS: Ancient History (7 Active Points)
6
14-
2) KS: Ancient Magicks (5 Active Points)
4
14-
3) KS: Secret History (5 Active Points)
4
17-
4) KS: Superpowers (6 Active Points)
5
11-
5) KS: The Superhuman World (2 Active Points)
1
14- Persuasion 3
14- Security Systems 3
14- Systems Operation 3
14- Tactics 3
14- Teamwork 3
14- Tracking 3
TF: Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Planes, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skateboarding, Small Military Ships, Small Planes, Snowmobiles, Submarines, Surfing, Tracked Military Vehicles, Wheeled Military Vehicles 21
WF: Beam Weapons, Emplaced Weapons, Energy Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons (group) 14
17- Mechanics 9
Rapid Attack 10
14- Contortionist 3
14- Deduction 3
14- Demolitions 3
16- Electronics 7
17- Inventor 9
14- Acrobatics 3
14- Analyze: Style 3
14- Breakfall 3
14- Combat Piloting 3
14- Computer Programming 3
MARTIAL ARTS
Maneuver Cost
+4 HTH Damage Class(es) 16
+2 Ranged Damage Class(es) 8
Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND 4
Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block 4
Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5
Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 5
Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 3 1/2d6 4
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4
Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs 4
Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6 4
Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike 4
Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 4
Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike 5
Reversal: var Phase, -1 OCV, -2 DCV, 60 STR to Escape; Grab Two Limbs 4
Takedown: 1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls 3
Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/10; FMove 5
STANDARD COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block HTH Attacks, Abort
Brace 0 +2 ½ Offset Range Mod only
Disarm ½ -2 +0 STR Contest to Disarm
Dodge ½ -- +3 Dodge all attacks, Abort
Grab ½ -1 -2 Grab 2 limbs for Squeeze, Slam, or Throw
Grab By ½ -2 -2 Full Move, Grab Target, +(v/10) to STR
Haymaker ½ +0 -5 +1 Segment for +4 DCs to attack
Move By ½ -2 -2 Full Move, ((STR/2)+(v/10))d6, take 1/3 damage
Move Through ½ -v/10 -3 Full Move, (STR+(v/6))d6, take 1/2 or full damage
Multiple Attack 1 * ½ Each attack adds -2 OCV
Set 1 +1 +0 Aim Ranged attack
Shove ½ -1 -1 Push Target 1m per 5 STR used
Strike ½ +0 +0 STR or Weapon damage
Throw ½ +0 +0 Throw for STR or Weapon damage
Trip ½ -1 -2 Target falls prone
RANGE MODS
Interval OCV
0-8m 0
9-16m -2
17-32m -4
33-64m -6
65-125m -8
126-250m -10
CALLED SHOTS
Shot OCV Roll
Head Shot (Head to Shoulders) -4 1d6+3
High Shot (Head to Vitals) -2 2d6+1
Body Shot (Hands to Legs) -1 2d6+4
Low Shot (Shoulders to Feet) -2 2d6+7*
Leg Shot (Vitals to Feet) -4 1d6+12
*Treat 19 as the Feet Location
HIT LOCATIONS
Roll Location STUN x N STUN BODY OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 -6
7-8 Arms x2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1½ x1 -7
13 Vitals x4 x1½ x1 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 -6
17-18 Feet x1 -8
POWERS/EQUIPMENT
END Description Cost
Lost Technological Weapons Power Pool Variable Power Pool Variable Power Pool, 55 base + 0 control cost, Extra Time (Full Phase, Only to Activate, Takes phase to Summon/Unsummon Weapon; -1/4) 55
0 Deathless: Resistant Protection (13 PD/13 ED/10 Mental Defense/5 Power Defense/5 Flash Defense: Mental Group/5 Flash Defense: Hearing Group) 78
0 Deathless: Knockback Resistance -5m 5
0 Void Mind: Mental Defense (20 points total) 10
5 Teleportation 30m, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (50 Active Points); OIF (-1/2) 33
4 120%: Hand-To-Hand Attack +6d6 (Reduced Negation (3)) (36 Active Points); Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 24
10 Kaiser Blade: Killing Attack - Hand-To-Hand 4d6 (4 1/2d6 w/STR), Armor Piercing (+1/4), Penetrating (+1/2) (105 Active Points); OAF (-1), No Knockback (-1/4) 47
[16] Lost Plasma Rifle: Killing Attack - Ranged 4d6, No Range Modifier (+1/2), Penetrating (+1/2) (120 Active Points); OAF (-1), 16 Charges (-0) 60
0 Lifeless: Invisibility to Group, Detect, Mind Scan and Spatial Awareness , Persistent (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (74 Active Points); Limited Power Deathmaster is invisible to only special senses that would detect life signs (-1) 37
BACKGROUND HISTORY
The enigmatic Deathmaster. Few know of his existance. Even fewer know where he comes from. A million years ago, there existed a "Progenitor" race of humanoid creatures who dominated the planet Earth. These ancient beings were incredibly advanced, sophisticated, and cultured. They had colonized the moon and almost all the planets in the Solar System. But these beings were also as arrogant as they were advanced. Having long since mastered both science and magic, these Progenitor Beings each thought that they should be master of all rather than the paltry planets they currently possessed. Rather than build massive fleets of space-worthy vessels, the Progenitor Beings instead devoted untold years crafting and perfecting dangerous weapons with their magic and technology. These "World Engines" were the pride and joy of their creators. Within each World Engine was woven the absolute best innovations from the Progenitor Being's very best scientists and magicians and were expected to carry out a galactic conquest the likes of which the Milky Way had never seen.But it was not to be. For several leaders of the Progenitor Beings, upon activating these doomsday weapons, realized that THEY should be the one to rule their civilization. These leaders then turned on each other, igniting a civil war that lasted 1000 years. The World Engines battled each other on cosmic battlefields, their weapons strong enough to wipe out entire planets and their denizens with ease. Armies were amassed and sent out, agents in secret stealing intelligence on an interplanatary scale for their factions. But when all was said and done, the Progenitor Beings were the agents of their own undoing, and the World Engines eventually obliterated all of them and reduced their once-great cities to ruin.Each planet in the System Sol had one World Enging, save for Earth. One was known as Project: Archetype Earth. The other was the unknown World Engine we would come to know as "Deathmaster". Archetype Earth and Deathmaster were once constructed merely to defend and nurture the Earth from the other World Engines and built to be the most powerful of them all. But there were certain...."glitches"....that the Progenitor Beings could not eradicate from their programming: Minds of their own. To dissuade the World Engines from going berserk, the Progenitor Beings instilled within them the finest education of their culture and customs, technologies and magics. One was successfully made into what the Progenitor Beings considered their "Paragon" while the other would become their "Antithesis". The Paragon and the Antithesis did battle with each other that reshaped the very foundation of the world. Realizing they were too equal, one of the World Engines sacrificed most of its power to seal the other away, as well as deactivate the remaining World Engines on their respective planets. The Antithesis, Archetype Earth, had truly brought an end to this great and terrible civilization. Their Paragon, Deathmaster, would slumber for nearly one million years. Buried away in Ancient Hyperborea, Deathmaster lay dreaming, replaying that final battle an untold trillion times within the cortex of its impossible brain. In the meantime, descendants of the Progenitor Beings' slave races would evolve into what we know as "humanity" today. The planet Earth healed under the watchful eye of Archetype Earth and its creations. But it would not be its final fate. For one day, in the 1920's, the Paragon partially awoke from its endless slumber. Stuck far within the arctic Earth, the Paragon managed to use the last of its energies to awaken a small chamber within its base and create its first minions and its avatar, the "Deathmaster" that Earth's Heroes are familiar with. Created to be a genetic clone of a Progenitor Being but without the building blocks necessary for the "soul", this body would house a fraction of the World Engine's mind and be controlled remotely.Deathmaster gathered three intensely loyal followers and formed the Masters of Chaos. Their mission would be simple, yet complicated at the same time. Reawaken the Paragon (or "True Deathmaster", as it called itself now), reshape the Earth to bring back the Progenitor Beings from extinction, and enslave these filthy "humans" that have since taken over. Or destroy them all, if need be.
PERSONALITY/MOTIVATION
Deathmaster is a dreadful, mysterious creature to behold. Within its being lies not a single iota of sympathy for life as it is on Earth. The Progenitor Beings were perfection incarnate, and these mucky humans or whatever don't deserve to stamp around the planet like they own the place. All life on the planet have no right to exist, and Deathmaster would rather blast them all to oblivion if given the chance. What "exceptions" exist shall either willing die for his cause or be "relegated" to higher servitor status at best. Even the other Masters of Chaos are seen as only less expendable by Deathmaster. Although if they do happen to succeed in reawakening the Paragon, it might be yet convinced to take the Masters of Chaos as "favored thralls" for its own collection.