Questron: Difference between revisions

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Created page with "{{WIP}} Who doesn't love disposable mooks? The '''Questron''' series robots were probably the first villains I used as a GM of a campaign in the Marvel Superheros system. Th..."
 
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{{WIP}}
Who doesn't love disposable mooks?  The '''Questron''' series robots were probably the first villains I used as a GM of a campaign in the Marvel Superheros system.  They'd show up when I needed something that could put up a tough fight against a team in small numbers.  The original conceit was they were a [[wikipedia:Doctor Doom|Doctor Doom]] design, but got proliferated into the wild.
Who doesn't love disposable mooks?  The '''Questron''' series robots were probably the first villains I used as a GM of a campaign in the Marvel Superheros system.  They'd show up when I needed something that could put up a tough fight against a team in small numbers.  The original conceit was they were a [[wikipedia:Doctor Doom|Doctor Doom]] design, but got proliferated into the wild.


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=Mutants and Masterminds Statistics=
=Mutants and Masterminds Statistics=
TBD
'''Questron Series''' - PL 8<br/>
<br/>
Strength 10, Stamina -, Agility 6, Dexterity 6, Fighting 0, Intellect -, Awareness 7, Presence -<br/>
<br/>
'''Advantages'''<br/>
All-out Attack, Eidetic Memory, Improved Initiative, Teamwork<br/>
<br/>
'''Skills'''<br/>
Close Combat: Unarmed 6 (+6), Perception 10 (+17)<br/>
<br/>
'''Powers'''<br/>
'''Blast: Blast 10''' (DC 25; Variable Descriptor 2: broad group - Technological)<br/>
'''Comnet: Radio Communication 2''' (Subtle 2: undetectable)<br/>
'''Immunity to Fortitude Effects'''<br/>
<br/>
'''Offense'''<br/>
Initiative +10<br/>
Blast: Blast 10, +6 (DC 25)<br/>
Grab, +0 (DC Spec 20)<br/>
Throw, +6 (DC 25)<br/>
Unarmed, +6 (DC 25)<br/>
<br/>
'''Complications'''<br/>
Power Loss: They are powered by simple electrical batteries, which can be depowered or overlaoded.<br/>
Reputation: Known as leftover robots from Dr. Doom<br/>
<br/>
'''Languages'''<br/>
None<br/>
<br/>
'''Defense'''<br/>
Dodge 8, Parry 8, Fortitude Immune, Toughness 8, Will Immune<br/>
<br/>
'''Power Points'''<br/>
Abilities 28 + Powers 62 + Advantages 4 + Skills 8 (16 ranks) + Defenses 18 = 120<br/>
<br/>
 
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Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.


[[Category:Marvel Characters|Questron]]
[[Category:Marvel Characters|Questron]]

Latest revision as of 14:18, 7 October 2024

Who doesn't love disposable mooks? The Questron series robots were probably the first villains I used as a GM of a campaign in the Marvel Superheros system. They'd show up when I needed something that could put up a tough fight against a team in small numbers. The original conceit was they were a Doctor Doom design, but got proliferated into the wild.


Real Name: Questron series, mark IV
Occupation: Robotic warrior
Identity: Hard to miss
Legal Status: Robots don't have a legal standing
Place of Birth: Wherever you can find materials
Marital Status: Single (Robots don't have much of a social life, some exceptions notwithstanding)
Known Relatives: None (unless you count the other models)
Group Affiliation: Formerly lackeys of Dr. Doom, currently generic lackeys
Base of Operations: Mobile
Height: Variable
Weight: Variable
Eyes: None, really
Hair: Bald...like they'd have follicles?
Strength Level: The original Questrons could lift up to 80 tons.


Marvel Superheroes Statistics

Questron
Fighting Incredible
Agility Incredible
Strength Monstrous
Endurance Amazing
Reason Feeble
Intuition Remarkable
Psyche Feeble


Known Superhuman Powers: Questrons have assorted energy/force weaponry doing anywhere from Incredible to Unearthly damage. The Questrons could also be easily modified to fight a specific opponent.

Other Abilities: None.

Contacts: Originally Dr. Doom, but possibly any inventor. Since they lack independent thought, they can't really take advantage of it.

Mutants and Masterminds Statistics

Questron Series - PL 8

Strength 10, Stamina -, Agility 6, Dexterity 6, Fighting 0, Intellect -, Awareness 7, Presence -

Advantages
All-out Attack, Eidetic Memory, Improved Initiative, Teamwork

Skills
Close Combat: Unarmed 6 (+6), Perception 10 (+17)

Powers
Blast: Blast 10 (DC 25; Variable Descriptor 2: broad group - Technological)
Comnet: Radio Communication 2 (Subtle 2: undetectable)
Immunity to Fortitude Effects

Offense
Initiative +10
Blast: Blast 10, +6 (DC 25)
Grab, +0 (DC Spec 20)
Throw, +6 (DC 25)
Unarmed, +6 (DC 25)

Complications
Power Loss: They are powered by simple electrical batteries, which can be depowered or overlaoded.
Reputation: Known as leftover robots from Dr. Doom

Languages
None

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 8, Will Immune

Power Points
Abilities 28 + Powers 62 + Advantages 4 + Skills 8 (16 ranks) + Defenses 18 = 120

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.