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Character Pack: Cease and Desist!
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Name: Death’s Head

Rank: 4

Karma: 4

Health: 120

Damage Reduction:-2

Focus: 90

Damage Reduction:-

Initiative: +3

Speed: 5

Occupation: Assassin

Origin: High Tech (Android)

Traits:  Connections: Criminals, Combat Reflexes, Glibness, Loner, Signature Attack: Headshot, Signature Attack: Focused Fury, Tech Reliance

Tags: A.I., Extreme Appearance, Mysterious, Signature Weapon: Knife, Signature Weapon, Club, Signature Weapon: Pistol, Signature Weapon: Rifle

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

5

15

+8

X6

Agility

4

14

+7

X6

Resilience

4

14

+4

X4

Vigilance

3

13

+3

X4

Ego

2

12

+2

X4

Logic

2

12

+2

X4

Powers:

Basic: Accuracy 2, Combat Trickery, Mighty 2, Sturdy 2, Wisecracker

Melee Weapons (Sharp): Exploit, Focused Fury, Riposte, Vicious Attack

Ranged Weapons: Double Tap, Headshot, Point-Blank Parry, Stopping Power

Shield Bearer: Shield Deflection

Biography:

Death’s Head is a robot constructed on the planet Styrakos. He was built by the mage Lupex for the purpose of housing his consciousness. Lupex’s disciple Pyra betrayed him and allowed Death’s Head to develop a sentient, if a bit eccentric, personality. The robot escaped and began a chaotic life traveling through space and time, with no memory of his creation. Death’s Head took up work as a “Freelance Peacekeeping Agent,” despising the term “bounty hunter.” He worked in exchange for upgrades, taking any job and keeping an attitude of professionalism. He has an odd speech pattern, frequently ending sentences as a question. Death’s Head encountered the time traveler known as the Doctor, who wanted to “improve” him. First the Doctor set him on a  path to participating in the conflict between the Autobots and Decepticons (being hired by both sides) before leaving him on the roof of the Baxter Building. Death’s Head bounced around the Marvel Universe, taking jobs with the Time Variance Authority and coming into conflict with S.W.O.R.D. He has fought Iron Man and the Guardians of the Galaxy, while teaming up with the Young Avengers. Across the vast multiverse, two things remain constant: eventually you’ll run into Death’s Head, and he’ll have a job to do.

Commentary:

Fitting for someone who’s been a part of Doctor Who, Marvel, and Transformers lore, Death’s Head is easy to fit into almost any setting. His pure mercenary nature makes him effective as an ally or enemy, and over the course of a campaign he might bounce between the two. His flexibility is also reflected in his combat abilities. He’s adept with both ranged and melee weapons, with Combat Trickery and Wisecracker as tools to make the hardest hits hit even harder. But the best thing about him is his quirky personality, which can make him shine in RP as much as combat. I’ve gotten a lot of use out of the guy, far more than I ever expected. You can drop him into almost any story, and he always delivers as a memorable character, yes?

Name: The Doctor

Rank: 4

Karma: 4

Health: 60

Damage Reduction:-

Focus: 120

Damage Reduction:-

Initiative: +4E

Speed: 5

Occupation: Outsider

Origin: Alien

Traits: Connections: Outsiders, Dealmaker, Eidetic Memory, Font of Information, Fresh Eyes, Glibness, Inventor, Piloting, Skeptical, Situational Awareness Stranger

Tags: Authority, Alien Heritage, Headquarters (TARDIS), Heroic, Mysterious, Linguist (All spoken languages, derived from the TARDIS)

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

0

10

+0

X4

Agility

2

12

+2

X4

Resilience

2

12

+2

X4

Vigilance

4

14

+4

X4

Ego

5

15

+5

X4

Logic

7

17

+11

X8

Powers:

Basic: Brilliance 4, Iconic Weapon (Sonic Screwdriver- Grants an edge in checks involving locks and machinery. The wielder can make a Logic Vs Vigilance attack against a character with the Tech Reliance trait within 5 squares. If successful, the attack does no damage, but the hit character has trouble on all checks for 2 rounds), Iconic Weapon (Psychic Paper- Allows the user to present a false identity. The Target Number for the Logic check to see through this is the user’s Logic Defense.)

Sixth Sense: Intuition, Postcognition 1

Tactics: Change of Plans, Combat Support

Translation: Understand Code, Understand Written Language

Biography:

Few things are truly known about the alien who goes by the name “The Doctor.” They hail from the planet Gallifrey, homeworld of the Time Lords. At some point the Doctor left their home planet and stole a Type-40 TARDIS. The Doctor uses this machine to travel throughout space and time, looking for adventure and solving problems along the way. The Doctor is capable of Regeneration, able to survive serious bodily trauma by drastically changing their appearance (and, to an extent, personality.) The Doctor is an intellectual who abhors violence, often finding nonviolent resolutions to conflicts and never carrying a weapon. The sheer breadth of their travels means the Doctor has been present for some of the most important events in history, and often had a hand in them. Along the way the Doctor often finds people they find interesting enough to invite alongside them as “Companions” who often prove vital to their successes.

Commentary:

The Doctor is an experiment in a subject I’ve been thinking about for a while, a character who sacrifices a few power slots to assemble an arsenal of traits. It seemed appropriate for a character who famously solves problems without fighting. It might look like an empty profile, but the sum of those extra traits mean the Doctor has a lot of tools at their disposal. The Sonic Screwdriver and Psychic Paper shouldn’t be ignored either, and can turn the tide of a fight before it even starts. Playing as the Doctor might not be for everyone but in the hands of the right player it could be an unforgettable experience.

Name: Dalek

Rank: 3

Karma: 3

Health: 90

Damage Reduction:-2

Focus: 120

Damage Reduction:-

Initiative: +3E

Speed: 5

Occupation: Military

Origin: High-Tech (Cybernetics)

Traits: Abrasive, Battle Ready, Connections: Military, Determination, Leverage, Situational Awareness, Tech Reliance

Tags: Alien Heritage, Backup, Extreme Appearance, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

3

13

+3

X3

Agility

5

15

+7

X5

Resilience

3

13

+3

X3

Vigilance

3

13

+3

X3

Ego

1

11

+1

X3

Logic

1

11

+1

X3

Powers:

Basic: Accuracy 2, Environmental Protection (TR), Flight 1(TR), Sturdy 2 (TR)

Elemental Control (Electricity) (TR): Elemental Barrier, Elemental Blast, Elemental Burst, Elemental Protection 2

Ranged Weapons: Covering Fire, Suppressive Fire

Biography:

The Daleks are the mutated remnants of a species called the Kaled, who turned to extreme measures to survive the war that devastated their home planet of Skaro. They spend their entire lives in tank-like machines. They are intensely xenophobic, viewing all non-Dalek life as inferior and a threat to the survival of their species. With the battle cry of “exterminate” they spread an empire across space and time, attacking all in their way. They are scientific and military geniuses, with weapons unmatched by any of their foes and plans that can span centuries. The only obstacle to their gruesome crusade is the Doctor, who outwits them time and again.

Commentary:

One of sci-fi’s most iconic villains gets a profile that’s not too fancy, but effective. They are potent fighters at range combat, and work well in squads. The Daleks have substantial defensive tools too, but then again, the Doctor rarely defeats them by fighting.

Name: K-9

Rank: 2

Karma: 2

Health: 30

Damage Reduction:

Focus: 30

Damage Reduction:

Initiative: +1

Speed: 4

Occupation: Outsider

Origin: High-Tech (Android)

Traits: Connection: Outsiders, Fresh Eyes, Quick Learner, Small, Stranger, Tech Reliance

Tags: A.I., Headquarters (TARDIS), Heroic

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

0

11

+0

X2

Agility

3

14

+3

X2

Resilience

1

11

+1

X2

Vigilance

1

11

+1

X2

Ego

1

11

+1

X2

Logic

4

14

+6

X4

Powers:

Basic: Brilliance 2

Elemental Control (Energy) (TR): Elemental Burst

Ranged Weapons: Covering Fire, Suppressive Fire,

Sixth Sense: Intuition

Telepathy (TR): Machine Telepathy

Biography:

K-9 is an advanced robotic dog created by Professor Marius in the year 5000. He encountered the Doctor and was brought on board the TARDIS as a companion. K-9 proved crucial on many adventures. The Doctor upgraded and rebuilt K-9 during his time on the TARDIS, and would sometimes leave older models in the care of former companions.

Commentary:

K-9 is a useful ally, to the Doctor or anyone else. Like the Doctor this little robot pooch has some brains and tools for interacting in the environment. Unlike the Doctor, K-9 has a bit of firepower as well, but might be better suited to providing covering fire to allies than actually taking anybody out.

Name: Cyberman

Rank: 2

Karma: 2

Health:

Damage Reduction:-2

Focus:

Damage Reduction:-

Initiative:

Speed:

Occupation: Military

Origin: High-Tech (Cybernetics)

Traits: Battle Ready, Connections: Military, Font of Information, Iron Will, Situational Awareness, Tech Reliance

Tags: A.I., Backup, Deceased, Extreme Appearance, Signature Weapon: Pistol, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

2

13

+3

X3

Agility

2

13

+2

X2

Resilience

2

12

+2

X2

Vigilance

2

11

+2

X2

Ego

0

10

+0

X2

Logic

2

12

+2

X2

Powers:

Basic (TR): Mighty 1, Sturdy 2

Elemental Control (Energy) (TR): Elemental Blast, Elemental Burst,

Ranged Weapon (TR): Covering Fire, Suppressive Fire

Super-Strength (TR): Crushing Grip

Biography:

Cybermen are created from humans who are “upgraded” to remove their emotions and enhance their bodies. They inevitably seek to convert other humans to Cybermen, by force if necessary. First discovered on Earth’s twin planet Mondas, Cybermen have appeared on other planets like Telos, Marinus,  and even alternate reality versions of earth. This is because they are formed by parallel evolution, as desperate humanoids inevitably seek to improve their conditions by sacrificing their flesh in favor of machines. They are persistent and effective enemies of the Doctor, and responsible for the loss of more than one Companion. Recently they have formed alliances with the Doctor’s nemesis, the Master.

Commentary:

The Cybermen are sturdy and competent enemies. They can dela respectable damage up close or at range, and can soak up some firepower as well. A horde of them can take a long time to finish off, and might leave you wondering if there’s a better approach than fighting it out.

Name: Weeping Angel

Rank: 3

Karma: 3

Health: 60

Damage Reduction:-2

Focus: 60

Damage Reduction:-

Initiative: +2E

Speed: 15

Occupation: Assassin

Origin: Alien

Traits: Connections: Criminal, Fresh Eyes, Free Running, Signature Attack: Grappling Technique, Situational Awareness

Tags: Alien Heritage, Backup, Mute, Mysterious, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

3

13

+3

X3

Agility

4

14

+4

X3

Resilience

2

13

+3

X3

Vigilance

2

13

+3

X3

Ego

3

11

+1

X3

Logic

1

11

+1

X3

Powers:

Basic: Combat Trickery, Sturdy 2

Martial Arts: Grappling Technique

Omniversal Travel (Time): Instant Replay, Time Travel, Time Travel Other

Super-Speed: Blazing-Fast Fists, Blur, Speed Run 2

Biography:

The Weeping Angels at first appear to be stone statues, often covering their eyes. In fact they are strange beings who are “quantum-locked.” They essentially turn to stone whenever someone looks at them. While unseen, they move incredibly fast. The time it takes to blink is all the time they need to kill you. They prefer to send their victims back in time, letting them die of old age and feeding on the energy of the life they would have led. They have psychopathic personalities, delighting in letting the dread build and tormenting their targets.

Commentary:

The Weeping Angels might take a bit of imagination on your part to translate into this game. Just imagine that the actions they take during their turn are when characters inevitably blink, and whether an attack hits or not depends on how effectively their opponent keeps their eyes open. They’re a very different kind of foe than anything your players will likely go up against, and can make for a tense and high-stakes encounter. They’ll prefer to send you back in time, but they’ll just snap your neck if it comes to that.

Name: Davros

Rank: 4

Karma: 4

Health: 90

Damage Reduction:-

Focus: 120

Damage Reduction:-

Initiative: +4

Speed: 5

Occupation: Leader, Scientist

Origin: High-Tech (Cybernetics)

Traits: Abrasive, Glibness, Inventor, Extra Career, Fresh Eyes, Presence, Scientific Expertise, Tech Reliance

Tags: Alien Heritage, Authority, Extreme Appearance, Lab Access, Powerful, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

0

11

+1

X4

Agility

3

15

+5

X6

Resilience

3

13

+3

X4

Vigilance

4

14

+4

X4

Ego

5

14

+5

X4

Logic

5

14

+7

X6

Powers:

Basic: Accuracy 2, Brilliance 2, Combat Trickery, Inspiration

Elemental Control (Electricity) (TR): Elemental Blast, Elemental Burst, Elemental Push, Elemental Ricochet

Tactics: Battle Plan, Change of Plans, Combat Support, Focus Fire, Keep Moving, On Your Feet, Operations Center, Rally On Me

Biography:

Davros was the greatest scientist of the Kaleds, and a leader in their disastrous war against the Thals. When it was clear Skaro had been so ravaged by nuclear, chemical and biological weapons, Davros sought a drastic solution. He created mutants out of Kaled DNA that could survive the planet, and taught them to view all other life as a threat to their survival. His creations, the Daleks, decided this included him, and promptly murdered him. Years laters, after defeats at the hands of the Doctor, the Daleks decided to resurrect Davros to use his genius. He served his purpose as an effective nemesis to the Doctor. Over the years Davros battled the Doctor again and again. He also entered power struggles with his own creations, sometimes ruling the Daleks as their emperor, other times the subject of rebellion and civil war.

Commentary:

Davros is well-suited to a role as field commander of a squad of Daleks, and also for being the mastermind of a storyline involving them. His first instinct won’t be to fight, but his lightning blasts can be formidable. He’ll rarely be seen without his creations, who he can direct to take control of the battlefield.  

Name: Silent

Rank: 3

Karma: 3

Health: 60

Damage Reduction:-

Focus: 90

Damage Reduction:-2

Initiative: +3E

Speed: 5

Occupation: Spy

Origin: Alien

Traits: Connections: Espionage, Leverage, Situational Awareness, Sneaky, Surprising Power: Edit Memory

Tags: Alien Heritage, Backup, Black Market Access, Mysterious, Worshiped, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

0

10

+0

X3

Agility

4

14

+6

X5

Resilience

2

12

+2

X3

Vigilance

3

13

+3

X3

Ego

2

12

+2

X3

Logic

4

14

+6

X5

Powers:

Basic: Accuracy 2, Brilliance 2, Combat Trickery, Uncanny 2

Elemental Control (Electricity): Elemental Blast, Elemental Burst

Telepathy: Telepathic Link, Command, Memory Blip, Edit Memory

Biography:

The Silence were originally used as Confessional Priests, taking confessions and erasing the memories of the confessor. They were utilized during a complex, trans-temporal conspiracy against the Doctor. Their ability to erase the memory of anyone once they looked away proved useful in evading the Doctor’s notice. They were involved in influencing humanity from its earliest days, only exposed during the first landing on the Moon in 1969.

Commentary:

The Silents are best suited for a conspiracy focused campaign, and can get your players to start questioning their own memory. Apart from keeping their own minds intact, they will have to wonder about other NPCs being manipulated. You could also construct a storyline where the players learn a piece of information, and have to struggle to keep it from being erased by these guys.

Name: Abslom Daak, Dalek Killer

Rank: 3

Karma: 3

Health: 90

Damage Reduction:-

Focus: 90

Damage Reduction:-

Initiative: +2

Speed: 5

Occupation: Assassin

Origin: Special Training

Traits: Abrasive, Battle Ready, Bloodthirsty, Connection: Criminals, Determination, Signature Attack: Focused Fury

Tags: Convict, Signature Weapon: Pistol, Signature Weapon: Frag Grenade

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

14

+4

X4

Agility

4

14

+4

X3

Resilience

3

13

+3

X3

Vigilance

2

12

+2

X3

Ego

1

11

+1

X3

Logic

1

11

+1

X3

Powers:

Basic: Combat Trickery, Iconic Weapon (Chain Sword: Reach +1, Melee Damage +1, Melee Damage cannot be reduced by Barrier and Protection Powers (e.g. Telekinetic Protection, Shield of the Seraphim)), Slow-Motion Dodge

Melee Weapons (Sharp): Exploit, Fast Attacks, Focused Fury, Hit and Run, Vicious Attack, Whirling Frenzy

Ranged Weapons: Always Ready, Double Tap, Point-Blank Parry, Stopping Power

Biography:

Abslom Daak was a convicted criminal, sentenced to spend the rest of his inevitably short life fighting on a Dalek-occupied planet. To the surprise of his captors, he proved an effective warrior and resisted the Daleks at every turn. Eventually he escaped, but was pursued by vengeful Daleks across the stars. He became obsessed with killing Daleks, and developed a talent for it. The Dalek Empire came to view him as one of their greatest enemies, second only to the Doctor. Daak would encounter the Doctor on more than one occasion, though the interactions were often unpleasant.

Commentary:

Abslom Daak might be a fun player character, or a memorable NPC to run into for a trip to the Doctor Who universe. In either case he’s a brutal close fighter, but not much of a team player. This system handles character’s like this well, and I’d suggest you lean into the traits and tags that emphasize his abrasive personality.

Name: The Master

Rank: 4

Karma: 4

Health: 60

Damage Reduction:-

Focus: 120

Damage Reduction:-

Initiative: +4E

Speed: 5

Occupation: Leader

Origin: Alien

Traits: Bloodthirsty, Glibness, Public Speaking, Inventor, Presence, Situational Awareness

Tags: Alien Heritage, Authority, Convict, Hounded, Enemy: The Doctor, Powerful, Streetwise, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

0

10

+0

X4

Agility

4

14

+4

X4

Resilience

2

12

+2

X4

Vigilance

4

14

+4

X4

Ego

4

14

+4

X4

Logic

6

16

+10

X8

Powers:

Basic: Brilliance 4, Combat Trickery, Inspiration, Iconic Weapon ( Tissue Compression Eliminator: Makes a Agility vs Resilience Attack, On a fantastic success, the target is 3 sizes smaller.)

Ranged Weapons: Double Tap

Sixth Sense: Intuition, Postcognition 1

Tactics: Battle Plan, Focus Fire

Telepathy: Cloak, Command, Telepathic Link

Biography:

The Master is the Doctor’s opposite, a fellow rogue Time Lord traveling across the universe. But while the Doctor seeks new experiences and cultures, the Master seeks to destroy and dominate. With an intellect to match the Doctor, the Master often sets up complex schemes to lure and trap their nemesis. Deep down, beneath the violence and vengeance, the Master still respects the Doctor. This has allowed them to occasionally unite against a greater threat, though rarely for a long time.

Commentary:

The Master is perfect for a villainous schemer, setting massive evil plots in motion that will have to be unraveled in real time. Obviously the character is well-suited to alien and time-travel focused storylines, but this character might also have applications in an espionage focused environment. The Master debuted during the Doctor’s earth-based adventures with UNIT. Might a similar success be replicated by having the Master mess around with SHIELD?

                       

Name: Optimus Prime

Rank: 5

Karma: 5

Health: 150

Damage Reduction:-2

Focus: 150

Damage Reduction:-

Initiative: +5E

Speed: 20

Occupation: Leader

Origin: High-Tech (Android)

Traits: Determination, Honest, Unusual Size (Huge), Presence, Public Speaking, Situational Awareness, Tech Reliance

Tags: A.I., Alternate Form (Truck), Alien Heritage Authority, Heroic, Powerful, Secret Identity, Signature Weapon: Rifle, Signature Weapon: Axe (Sword)

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

5

13

+5

X7

Agility

5

13

+7

X7

Resilience

5

15

+5

X5

Vigilance

5

15

+5

X5

Ego

3

13

+3

X5

Logic

2

12

+2

X5

Powers:

Basic (TR): Accuracy 2, Disguise,* Inspiration, Sturdy 2

Melee Weapons (Sharp): Exploit, Hit and Run, Vicious Attack

Ranged Weapons (TR): Covering Fire, Return Fire, Suppressive Fire

Super-Speed (TR): Blur,* Speed Run 2,*

Tactics: Battle Plan, Focus Fire, Keep Moving, On Your Feet, Rally On Me

Biography:

Optimus Prime is the heroic leader of the Autobots. With “the personality of an Abraham Lincoln” he bravely fights for the liberty of all sentient beings. Originally a humble archivist named Orion Pax, he resisted the movement to turn the planet Cybertron to tyranny by Megatron. The battle between the Autobots and Decepticons led both factions to Earth. Seeking to hide their presence, they both took disguises as Earth machines. Optimis took the form of a red Mack Truck, leading his followers on the road to justice.

Commentary:

Optimus is as good at fighting as he is at leading his troops. In the hands of a skilled player he might do both at the same time. While he’s always been a champion of peace, he’s no slouch in a fight. He’s as much an ally to humans as his fellow Autobots, and his truck mode might help them get across a dangerous battlefield.

Note: While in his Truck Mode, Optimus can use Disguise, Speed Run 2, and Blur. He cannot use his Melee Weapons or Ranged Weapons powers.

                       

Name: Bumblebee

Rank: 3

Karma: 3

Health: 90

Damage Reduction:-1

Focus: 90

Damage Reduction:-

Initiative: +3

Speed: 6

Occupation: Adventurer

Origin: High-Tech (Android)

Traits: Big, Fearless, Free Running, Fresh Eyes, Tech Reliance

Tags: AI., Alien Heritage, Alternate Form (Car), Heroic, Secret Identity, Signature Weapon: Pistol

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

2

14

+2

X3

Agility

5

14

+5

X3

Resilience

3

13

+3

X3

Vigilance

3

13

+3

X3

Ego

1

11

+1

X3

Logic

1

11

+1

X3

Powers:

Basic (TR): Disguise*, Evasion, Inspiration, Slow-Motion Dodge, Sturdy 1, Wisecracker

Elemental Control (Electricity) (TR): Elemental Blast, Elemental Burst

Ranged Weapons: Snap Shooting, Slow-motion Shoot Dodge, Weapons Blazing

Super-Speed (TR): Speed Run 1*

Biography:

Bumblebee is a young but ambitious member of the Autobots. What he lacks in strength and size he makes up for in speed and a friendly personality. The latter might be one of the greatest assets the Autobots have. Bumblebee’s tendency to form bonds with young humans has proven invaluable in keeping the Autobots safe and giving them the tools to resist the evil Decepticons.

Commentary:

This take on Bumblebee is a mish-mash of various versions on him, drawing most from the G1 cartoon and Animated. Emphasizing him as a speedy, fast-talking guy gets to the core of his character, in my opinion. He’s not as big and strong as most of the other Autobots, but he doesn’t need to be. If you want you can give him the Mute tag, which he has in some continuities. Maybe the radio of his alt-mode can function for his Wisecracker power.

Note: While in his Car Mode, Bumblebee can use Disguise, and Speed Run 1, He cannot use his Elemental Control or Ranged Weapons powers.

                       

Name: Prowl

Rank: 3

Karma: 3

Health: 90

Damage Reduction:-1

Focus: 90

Damage Reduction:-

Initiative: +3E

Speed: 6

Occupation: Law Enforcer

Origin: High-Tech (Android)

Traits: Big, Combat Reflexes, Free Running, Interrogation, Investigation, Situational Awareness, Tech Reliance

Tags: A.I., Alien Heritage, Alternate Form (Car), Heroic, Secret Identity, Signature Weapon: Shuriken (Knives)

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

13

+4

X3

Agility

2

11

+2

X3

Resilience

3

13

+3

X3

Vigilance

3

13

+3

X3

Ego

2

12

+2

X3

Logic

1

11

+1

X3

Powers:

Basic (TR): Disguise*, Slow-Motion Dodge, Sturdy 1

Martial Arts: Defense Stance, Fast Strikes, Unflappable Poise

Ranged Weapons : Snap Shooting, Weapons Blazing

Spider-Powers (TR): Jump 2, Spider-Dodge

Super-Speed (TR): Speed Run 1*

Biography:

Prowl is a smart and effective member of the Autobots, though his personality can sometimes be a problem. He is a logical and strategic thinker, which proves invaluable to Optimus Prime. His social skills often don’t match his insight, which can lead to conflicts in the ranks of the Autobots. Nonetheless, he is a loyal friend to Optimus and passionately devoted to the Autobot cause.

Commentary:

For Prowl I based his fighting powers on his Animated incarnation, but his traits and tags on G1 (primarily looking at the Marvel and IDW comics). He doesn’t rely on brute force as much as other Cybertronians might, and in a battle against non-Cybertronians he might really get a chance to shine.

Note: While in his Car Mode, Prowl can use Disguise, and Speed Run 1, and he cannot use his Martial Arts or Ranged Weapons powers. You could have his alt-mode be a bicycle if you really wanted. In any case I think it captures his calculating and defensive approach to battle.

                       

Name: Ratchet

Rank: 4

Karma: 4

Health: 90

Damage Reduction:-1

Focus: 120

Damage Reduction:-

Initiative: +3

Speed: 20

Occupation: Health Care Worker

Origin: High-Tech (Android)

Traits: Battle Ready, Combat Reflexes, Clinician, First Aid, Scientific Expertise, Unusual Size (Huge), Tech Reliance

Tags: A.I., Alien Heritage, Alternate Form (Ambulance), Heroic, Secret Identity

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

3

11

+3

X6

Agility

3

11

+3

X4

Resilience

3

13

+3

X4

Vigilance

3

13

+3

X4

Ego

4

14

+4

X4

Logic

4

14

+6

X6

Powers:

Basic (TR): Brilliance 2, Disguise,* Healing Factor, Sturdy 1

Healing: Cure All, Healing Hands, Let’s Go, Never Surrender, Soothing Touch

Super-Speed (TR): Speed Run 1*

Telekinesis (TR): Group Levitation, Levitation, Telekinetic Attack, Telekinetic Grab, Telekinetic Manipulation, Telekinetic Toss

Biography:

Ratchet is a brilliant medic, and has allowed the Autobots to recover from what would otherwise have been crushing defeats. He doesn’t have the highest opinion of his own combat abilities, and might even view himself as expendable to the cause. He’s an older, more experienced bot than most. The weight of his experiences are heavy on him, and he never fights for the sake of fighting. He would prefer a peaceful solution to most problems, but will always do what it takes for the forces of good to triumph.

Commentary:

Ratchet was never going to be anything other than the team’s medic. His telekinesis powers (inspired by his portrayal in Animated) give him more to do in battle than just healing, but also might help position his allies to give them the help they need.

Note: While in his Ambulance Mode, Ratchet can use Disguise, and Speed Run 1, He cannot use his Healing or Telekinesis powers.

                       

Name: Arcee

Rank: 4

Karma: 4

Health: 90

Damage Reduction:-1

Focus: 120

Damage Reduction:-

Initiative: +3

Speed: 6

Occupation: Assassin

Origin: High-Tech (Android)

Traits: Battle Ready, Big, Combat Reflexes, Signature Attack: Stopping Power, Sneaky, Tech Reliance

Tags: Alien Heritage, Alternate Form (Car), Heroic, Signature Weapon: Pistol, Secret Identity, Streetwise

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

13

+4

X4

Agility

6

15

+8

X6

Resilience

3

13

+3

X4

Vigilance

3

13

+3

X4

Ego

2

12

+2

X4

Logic

2

12

+2

X4

Powers:

Basic (TR): Accuracy 2, Combat Trickery, Disguise,* Slow-Motion Dodge, Sturdy 1

Martial Arts: Chain Strikes, Fast Strikes

Ranged Weapons: Double Tap, Headshot, Point-Blank Parry, Slow-Motion Shoot Dodge, Snap Shooting, Sniping, Stopping Power, Weapons Blazing

Super-Speed (TR): Speed Run 1*

Biography:

Arcee is one of the most effective fighters the Autobots have, and one of the most ruthless. An expert marksman and skilled Martial Artist, few can match Arcee in a fight. She’s fast and surgical in battle. While some may find her ferocity off-putting, it comes from a place of compassion. Arcee is aware of exactly how fragile all living things are, and seeks to protect the vulnerable from those that would harm them.

Commentary:

Arcee’s portrayal has varied a lot from continuity to continuity, but zeroing in on her as an expert fighter seemed a good approach to take with her. Her speed and skill with ranged weapons are a deadly combination. She can easily turn into a car (or motorcycle, if you’re a fan of Transformers Prime) and set up to take a killshot. In the event that she has to get up close and personal, she’s still got options, so one should never underestimate her.

Note: While in her Car Mode, Arcee can use Disguise, and Speed Run 1, and she cannot use her Martial Arts or Ranged Weapons powers.

                       

Name: Grimlock

Rank: 5

Karma: 5

Health: 180

Damage Reduction:-3

Focus: 150

Damage Reduction:-

Initiative: +4

Speed: 20

Occupation: Leader

Origin: High-Tech (Android)

Traits: Battle Ready, Berserker, Combat Reflexes, Unusual Size: Huge, Public Speaking, Presence, Tech Reliance

Tags: A.I., Alien Heritage, Alternate Form (T-Rex), Authority, Heroic, Powerful, Secret Identity, Signature Weapon: Sword

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

8

16

+10

X7

Agility

3

16

+3

X5

Resilience

6

16

+6

X5

Vigilance

4

14

+4

X5

Ego

1

11

+1

X5

Logic

1

11

+1

X5

Powers:

Basic (TR): Additional Limb, Brawling, Heightened Senses 1, Mighty 2, Sturdy 2

Elemental Control (Fire) (TR): Elemental Burst, Elemental Blast, Elemental Infusion, Elemental Barrage

Melee Weapons (Sharp): Exploit, Fast Attacks, Hit and Run, Riposte, Vicious Attack

Super-Strength (TR): Clobber, Crushing Grip, Ground-Shaking Stomp, Quick Toss, Smash, Unrelenting Smash

Biography:

Grimlock is the leader of the Dinobots, a squad of Autobots with Alternate modes that resemble Earth dinosaurs. What Grimlock might lack in intelligence he certainly makes up for in confidence. Though his decisions might not always make sense, his fellow Dinobots never doubt him. If you met him, you might have a hard time disagreeing with them. His self-centered personality sometimes puts him at odds with other Autobots, and he is one of the very few who would ever challenge Optimus. While he may seem to have a disdain for weakness, the one thing he truly hates is those who would abuse their strength. For this reason he is a loyal Autobot, and one of their greatest warriors.

Commentary:

Grimlock was an easy one to translate: he’s big and strong, but not very smart. For this reason he can be a good character in RP situations, and might even work as a friendly-ish NPC that the party will have to deal with. The trick is to appeal to his heroic qualities without ticking him off. It might be easier said than done.

                       

Name: Elita-1

Rank: 4

Karma: 4

Health: 90

Damage Reduction:-1

Focus: 150

Damage Reduction:-

Initiative: +4E

Speed: 20

Occupation: Leader

Origin: High-Tech (Android)

Traits: Battle Ready, Combat Reflexes, Determination, Unusual Size: Huge, Presence, Situational Awareness, Tech Reliance

Tags: A.I, Alternate Form: Cybertronian Car Alien Heritage, Authority, Heroic, Signature Weapon: Pistol

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

12

+4

X6

Agility

4

12

+4

X4

Resilience

3

13

+3

X4

Vigilance

4

14

+4

X4

Ego

3

13

+3

X4

Logic

2

12

+2

X4

Powers:

Basic (TR): Disguise*, Inspiration, Sturdy 1

Martial Arts: Attack Stance, Counterstrike Technique, Fast Strikes, Untouchable Position

Omniversal Travel (Time) (TR): Instant Replay, Time-Out

Ranged Weapons: Double Tap, Sniping, Stopping Power

Super-Speed (TR): Speed Run 1*

Tactics: Battle Plan, Change of Plans, Keep Moving

Biography:

Elita-1 is an old friend of Optimus Primes, from before the civil war that ravaged Cybertron. When both the Autobots and Decepticons left their dying planet in search of energy, she and a squad of resistance fighters stayed behind to oppose the Decepticon warlord Shockwave. She is one of the bravest Autobots of all, and a leader in the same league as Optimus. She is capable of a rare power, the ability to travel through time itself, though at the cost of her life-force.

Commentary:

Once a fairly obscure character in the franchise, Elita-1 has been getting a lot of spotlight recently. I’m all for it, she’s a compelling character and her time-travel powers really help her stand apart. Like Optimus, she’s capable at ranged and close combat, and a field tactician.

Note: While in her Cybertronian car Mode, Bumblebee can use Disguise, and Speed Run 1, and she  cannot use her Martial Arts or Ranged Weapons powers.

                       

Name: Windblade

Rank: 4

Karma: 4

Health: 90

Damage Reduction:-1

Focus: 90

Damage Reduction:-

Initiative: +3

Speed: 20

Occupation: Adventurer

Origin: High-Tech (Android)

Traits: Combat Reflexes, Connections: Superheroes, Dealmaker, Fearless, Piloting, Public Speaking, Tech Reliance, Unusual Size (Huge)

Tags: A.I., Alien Heritage, Alternate Form (Fighter Jet), Heroic, Secret Identity, Signature Weapon: Sword

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

12

+4

X6

Agility

4

12

+4

X4

Resilience

3

13

+3

X4

Vigilance

3

13

+3

X4

Ego

3

13

+3

X4

Logic

3

13

+3

X4

Powers:

Basic (TR): Disguise*,  Flight 1*, Sturdy 1

Elemental Control (Air) (TR): Elemental Burst, Elemental Push

Martial Arts: Attack Stance, Counterstrike Technique, Defense Stance, Unflappable Poise

Melee Weapons (Sharp): Fast Attacks, Furious Attacks, Hit and Run, Riposte, Whirling Frenzy

Telepathy (TR): ESP, Machine Telepathy

Biography:

Windblade is a “Cityspeaker,” a Cybertronian with the ability to communicate with the massive, city-sized robots known as Titans. This connection might be rooted in her idealistic and compassionate personality. While some of her fellow Autobots might consider her naive, few can challenge her skills as a fighter. Her faith in others has allowed her to recruit former enemies into allies, and to summon tremendous force against those who would oppose her.

Commentary:

Windblade has a few things going for her that make her stick out from her fellow Autobots- the flight gives her completely different options in battle, complemented by skills with a sword. But the telepathy might be her greatest asset, allowing the Narrator to construct storylines around her. Like Grimlock, she might serve as an NPC the party will have to get fully on their side to progress through the story.

Note: While in her Jet Mode, Windblade can use Disguise and Flight 1, and she cannot use her Martial Arts or Melee Weapons powers.

Name: Conan the Barbarian

Rank: 3

Karma: 3

Health: 90

Damage Reduction:-1

Focus: 150

Damage Reduction:-

Initiative: +4E

Speed: 5

Occupation: Leader

Origin: Special Training

Traits: Battle Ready, Combat Reflexes, Determination, Presence, Situational Awareness

Tags: Authority, Heroic, Powerful, Signature Weapon: Sword

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

3

13

+3

X3

Agility

2

12

+2

X3

Resilience

3

13

+3

X3

Vigilance

4

14

+4

X3

Ego

2

12

+2

X3

Logic

1

11

+1

X3

Powers:

Basic: Combat Trickery, Inspiration, Heightened Senses 1

Melee Weapons (Sharp): Fast Attacks, Riposte, Whirling Frenzy

Shield Bearer: Brace for Impact, Do This All Day, Shield 1, Shield Deflection

Tactics: Battle Plan, Change of Plans

Biography:

Conan of Cimmeria was a barbarian who lived in the ancient Hyborian Age. From a young age he proved a capable warrior, as clever as he was ferocious. He traveled the world going on all sorts of adventures, leading armies and saving the vulnerable. He battled giant creatures and evil sorcerers. On more than one occasion time-travel has brought him to the present earth, and he once joined the Savage Avengers.  He is a proud man, never tolerating insults, but living by a strict code of honor. He has a great sympathy for the humble and meek, and disdains the cruel and powerful.

Commentary:

Conan’s not the fanciest character in the world. But he’s ready for anything. He’s a capable fighter, but he’s also a team player. One might look to his time in the Savage Avengers to see how he flourishes in unfamiliar environments with unfamiliar characters. He’s much smarter than he first appears, and his greatest skill might be his ability to detect and sense threats before they make themselves known.

Name: Red Sonja

Rank: 3

Karma: 3

Health: 90

Damage Reduction:-

Focus: 120

Damage Reduction:-

Initiative: +3

Speed: 5

Occupation: Adventurer

Origin: Magic

Traits: Battle Ready, Combat Reflexes, Connections: Superheroes, Enhanced Physique, Fearless

Tags: Heroic, Signature Weapon: Sword, Supernatural

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

14

+4

X3

Agility

2

14

+2

X3

Resilience

3

13

+3

X3

Vigilance

3

13

+3

X3

Ego

2

12

+2

X3

Logic

1

11

+!

X3

Powers:

Basic: Brawling, Combat Trickery

Martial Arts: Do This All Day, Defense Stance, Unflappable Poise, Untouchable Position

Melee Weapons (Sharp): Exploit, Fast Attacks, Focused Fury, Hit and Run, Riposte, Vicious Attack, Whirling Frenzy

Biography:

After her family was killed in their homeland of the Hyrkanian Steppes, Sonja turned to the Red Goddes Scathatch for the power to seek revenge. She became one of the deadliest fighters of the Hyborian Age, and began a career as a sellsword. On her adventures she occasionally encountered Conan the Barbarian, and the two made an effective team.

Commentary:

Red Sonja is an excellent fighter in close quarters. Her martial skills cover a wide spectrum and she’s able to handle herself in almost any battlefield. Landing a hit on her can be a hard endeavor, and she can hit well above her weight class. Her love of battle and distrust of strangers might lend her to the role of an initially adversarial NPC, who the party has to talk down or fight. If they choose the latter, they’ll have a hard time.

Name: Kulan Gath

Rank: 4

Karma: 4

 

Health: 90

Damage Reduction:-

Focus: 150

Damage Reduction:-

Initiative: +4E

Speed: 5

Occupation: Adventurer

Origin: Magic (Sorcery)

Traits: Battle Ready, Connections: Supervillains, Fearless, Presence, Situational Awareness

Tags: Authority, Enemy: Conan, Enemy: Black Priestess, Enemy: Red Sonja, Sorcerous, Supernatural, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

1

11

+1

X4

Agility

1

11

+1

X4

Resilience

3

13

+3

X4

Vigilance

4

14

+4

X4

Ego

6

16

+7

X5

Logic

5

15

+6

X5

Powers:

Basic: Brilliance 1, Discipline 1

Magic (Sorcery): Bolts of Balthakk, Brain Drain, Crimson Bands of Cyttorak, Images of Ikonn, Leech Life

Magic (Chaos): Jinx, Protection Hex

Sixth Sense: Danger Sense, Intuition, Precognition 1

Telepathy: Command, Grand Mirage, Mirage, Telepathic Link

Biography:

The man known as Kulan Gath took his name from a sorcerer who enslaved him. He killed the original Kulan Gath and stole his identity. He honed his magic powers to far surpass his former master, becoming one of the most feared wizards of the Hyborian Age. His skill in the dark arts let him seek conquest and power, which often put him at odds with Conan and Red Sonja. During this time he also encountered one of the first mutants, the psychic vampire Selene. Eventually he died at Conan’s hands, but death was not enough to stop him. He was resurrected in modern days, using his dark magic to battle modern heroes. He turned New York into a reality warp resembling the Hyborian Age, stopped only by the X-Men. He used a captured symbiote and allies in the Hand to attempt to summon the God of Sickles, but was thwarted by Conan and the Savage Avengers.

Commentary:

Kulan Gath does something we haven’t really seen in an official sheet yet. He perfectly fulfills the “evil wizard” role without focusing on anything else. He is powerful enough to earn the respect of Doctor Doom or Stephen Strange, but isn’t so powerful that a fight with Conan and his allies would feel unfair. While Conan and Sonja are pretty straightforward characters, Kulan Gath fights with misdirection and trickery. His magic powers give him a ton of options, from illusions to hexes to mind control. Kulan Gath has a lot of tricks up his sleeves, and you’d better be ready for him to use them all.

Name: Shuma-Gorath

Rank: 6

Karma: 6

Health: 210

Damage Reduction:-4

Focus: 90

Damage Reduction:-

Initiative: +3E

Speed: 400

Occupation: Outsider

Origin: Magic (Demonic)

Traits: Combat Reflexes, Connections: Outsiders, Fresh Eyes, Leverage, Monster, Presence, Signature Attack: Coiling Crush, Situational Awareness

Tags: Authority, Cursed, Enemy: Doctor Strange, Extreme Appearance, Sorcerous, Supernatural, Villainous, Worshiped

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

8

14

+8

X12

Agility

1

14

+1

X6

Resilience

7

17

+7

X6

Vigilance

3

13

+3

X6

Ego

9

19

+9

X10

Logic

2

12

+2

X6

Powers:

Basic: Additional Limb, Brawling, Discipline 4, Energy Absorption, Sturdy 4

Magic (Demonic): Hellfire Chains, Penance Stare

Magic (Sorcery): Brain Drain, Bolts of Balthakk, Dispel Spell

Plasticity: Coiling Crush, Extended Reach 1, Reverse Punch

Resize: Grow 3

Super-Strength: Clobber, Ground-Shaking Stomp, Smash

Biography:

Shuma-Gorath is an incredibly powerful demon from outside our universe. He is one of the Many-Angled Ones, and the ruler of several different dimensions. He has long sought to take control of Earth, but was held back by the Avengers of 1,000,000 BC.. He has had many cults devoted to his worship, including one based in Ravencroft Asylum. In recent times his minions attacked Doctor Strange and his mentor, the Ancient One. Shuma-Gorath was seeking to use the Ancient One’s powerful mind as a doorway to enter this dimension, and Doctor Strange was forced to kill his teacher to stop the demon’s return. Since then others have attempted to bring him to Earth, including Arnim Zola (who was foiled by the Invaders), Nicholas Scratch (who was stopped by the Fantastic Four), and Ebony Maw (as a distraction ahead of Thanos’ invasion). Shuma-Gorath was one of several demonic rulers who battled for control of Las Vegas, though Mephisto ultimately won the struggle.

Commentary:

Shuma-Gorath is a powerful foe, and a dangerous opponent for any high-level sorcerer. He can match their mystical might with his own powerful Ego-based attacks, but it is his physical strength that will be the real problem. His massive size and reach means there is nowhere to hide, and his damage output is staggering. He would most likely use a grab-based fighting strategy, using Brain Drain and Coiling Crush to wear down his opponents. Someone like Doctor Strange or Clea will struggle to survive the Melee Damage, as Shuma-Gorath shuts off their spells with Dispel Spell. He can also be a serious problem for a larger party of mid-rank characters. In terms of storyline, Shuma-Gorath can only be defeated in this realm. He’d be closer to a Rank X character in his own dimension, so the players should focus more on making sure his avatar in this universe does not stay here for long. He’s basically a pastiche of the Cthulhu Mythos, so he’s a great option to bring in a taste of classic cosmic horror to a Marvel setting.

Name: TARDIS

Flight Speed

Size

Passengers

Health

Damage Reduction

36

Big

Infinite

80

4

Powers:  Elemental Protection 4 (Energy), Environmental Protection, Flight 2, Sturdy 4, Teleport 2, Time Travel, Time Travel Together, Understand Spoken Language

Notes:

Weapons: N/A

Profile: A TARDIS (Short for Time And Relative Dimensions in Space) is a vehicle created by the Time Lords. They contain an infinitely huge space inside a small package, and are capable of going almost anywhere in the Universe. The Doctor stole one and has been traveling in it ever since. Most TARDISes use a Chameleon Circuit to blend into any location and time period they occupy. On the Doctor’s TARDIS, this device is stuck in the form of a British Police Box. As a result, the image of a blue phone box has become a symbol of hope and power across all of history. The TARDIS is sentient, and doesn’t always do what the Doctor tells it to. While it doesn’t always go where they want it to go, it does go wherever they need it to go.

Commentary:  If I was going to include the Doctor, I had to include the TARDIS. Like in the show, the TARDIS can be an excellent plot device, letting the character go anywhere they can think of. However, while its capabilities are unfathomably vast, the TARDIS often doesn’t work as well as you would expect, and might not take you quite where you want to go…