Showing posts with label apokolips. Show all posts
Showing posts with label apokolips. Show all posts

Slud

Slud
________________________________
Dex:   8   Str:  10   Body:   15
Int:   0   Will:  1   Mind:    1
Infl:  1   Aura:  1   Spirit:  1
Initiative:  9                  

Powers:
Cling: 7
Stretching: 7
Sealed Systems: 19



Source: Apokolips Sourcebook, page 38




Ed's Notes: A dangerous beast found in subterranean tunnels beneath the surface of Apokolips, feeding on Hunger Dogs by enveloping them. And, LOL, yes, that picture is a joke. I couldn't find ANY picture of a Slud, ANYWHERE. So if anyone HAS one, I will hapily replaces this stand-in with it. (It DOES however fit the description relatively well though, so there you go. Lol)

Glommer

Glommer
________________________________
Dex:  13   Str:  15   Body:   12
Int:   1   Will:  3   Mind:    5
Infl:  0   Aura:  0   Spirit:  1
Initiative: 14                  

Powers:
Control: 13
Ultra Vision: 5



Source: Apokolips Sourcebook, page 38




Ed's Notes: A dangerous beast found on Apokolips. Released from within a Pacifier Robot when it's current Body condition reaches 2 or less. Like THIS:





Ash-Crawler

Ash-Crawler
________________________________
Dex:   9   Str:   7   Body:   10
Int:   0   Will:  3   Mind:    3
Infl:  1   Aura:  0   Spirit:  2
Initiative: 10                  

Powers:
Energy Absorption: 21
Flame Immunity: 30
Sealed Systems: 20



Source: Apokolips Sourcebook, page 37



Ed's Notes: A dangerous beast found on Apokolips. Should probably have the Extra Limb Power? (at 7 AP's.)  The Apokolips Source listed its Initiative as "20," which I believe must be a typo, so I've shown what I believe to be the correct value here.

Brimstone

Brimstone
________________________________
Dex:   9   Str:  21   Body:   20
Int:   4   Will:  2   Mind:   20
Infl: 10   Aura:  2   Spirit: 20
Initiative: 23                  

Powers:
Energy Absorption: 8
Flame Being: 8
Growth: 8

Alter Ego: none
Motivation: Nihilist
Occupation: n/a
Wealth: n/a

Equipment:
Flame Sword [EV: 16]



Source: Apokolips Sourcebook, page 33



Ed's Notes: *sigh* ANOTHER character with a weapon, and one with an EV less than their Str no less, and NO WEAPONRY SKILL! So why would it give up an EV Column using the sword, if its UNSKILLED USE would also cost it a +2 CS OV/RV Penalty as well?!  Also left out of the Apokolips Sourcebook entry is the last of attributes, Alter Ego, Motivation, Occupation and Wealth.  Now... Most of those last four are not really that important, I assume that, as a Gadget, it has no Hero Points, and just gave him the Motivation Nihilist.)

(And, yes, its pronouns are "it" because it is a Gadget, rather than a biological being!)

Apokolips Vehicles

AERO-CARRIER [Str: 8, Body: 9, Energy Blast: 6, Flight: 4, Sealed Systems: 8, Super Ventriloquism: 5, R#: 3]



GROUND CAR [Str: 9, Body: 9, Energy Blast: 7, Full Vision: 5, Life Sense: 8, Sealed Systems: 12, Skin Armor: 2, Super Ventriloquism: 5, Telescopic Vision: 5, R#: 4]



PATROL CRUISER [Str: 7, Body: 8, Flame Project: 7, Flight: 5, Life Sense: 10, Sealed Systems: 12, Super Ventriloquism: 5, Telescopic Vision: 8, R#: 3]



GRAPPLER [Dex: 5, Str: 15, Body: 12, Full Vision: 5, Skin Armor: 2, Super Ventriloquism: 5, R#: 3]



MOLE MACHINE [Str: 12, Body: 10, Digging: 25, Energy Blast: 6, Life Sense: 7, Radar Sense: 10, Sealed Systems: 16, Skin Armor: 2, R#: 3]



GROUND CAR [Str: 9, Body: 9, Energy Blast: 7, Full Vision: 5, Life Sense: 8, Sealed Systems: 12, Skin Armor: 2, Super Ventriloquism: 5, Telescopic Vision: 5, R#: 4]



Source: Apokolips Sourcebook, page 32



Ed's Notes: Any of the mooks on Apokolips might be found tooling around in any of the above vehicles, depending on what would be appropriate of the specific location or need.

Apokolips Robots

Evil Eye
________________________________
Dex:  10   Str:   4   Body:    9
Int:   5   Will:  3   Mind:    3
R#:    2                        

Powers:
Bomb: 5
Energy Blast: 6
Extended Hearing: 2
Flight: 5
Life Sense: 8
Sealed Systems: 3
Super Ventriloquism: 2
Telescopic Vision: 4
Thermal Vision: 4
Ultra Vision: 6


Limitation: (Self-Destruct) Bomb Power goes off when it's current Body condition reaches 2 or less.


Maxi-Monster
________________________________
Dex:   8   Str:  16   Body:   13
Int:   4   Will: 11   Mind:   10
R#:    3                        

Powers:
Bomb: 14
Energy Absorption: 5
Energy Blast: 8
Extended Hearing: 4
Flame Project: 4
Flash: 10
Sealed Systems: 3
Skin Armor: 5
Super Ventriloquism: 3
Telescopic Vision: 3
Thermal Vision: 3

Limitation: (Self-Destruct) Bomb Power goes off when it's current Body condition reaches 1.



Mekkanoid
________________________________
Dex:   6   Str:  14   Body:    9
Int:   3   Will:  3   Mind:    3
R#:    3                        

Powers:
Bomb: 7
Claws: 7
Extended Hearing: 3
Sealed Systems: 3
Skin Armor: 6
Super Ventriloquism: 3
Telescopic Vision: 3
Thermal Vision: 3

Limitation: (Self-Destruct) Bomb Power goes off when it's current Body condition reaches 3 or less.


Pacifier (pictured above)
________________________________
Dex:   9   Str:  18   Body:   10
Int:   3   Will:  3   Mind:    3
R#:    3                        

Powers:
Bomb: 9
Extended Hearing: 4
Flame Project: 15
Sealed Systems: 3
Skin Armor: 6
Super Ventriloquism: 3
Telescopic Vision: 3
Thermal Vision: 3


Limitation: Release a Glommer when it's current Body condition reaches 2 and it's (Self-Destruct) Bomb Power goes off when it's current Body condition reaches 1.


Patrol-Bot
________________________________
Dex:   6   Str:   8   Body:   12
Int:   3   Will:  3   Mind:    3
R#:    4                        

Powers:
Bomb: 9
Extended Hearing: 4
Sealed Systems: 3
Super Ventriloquism: 3
Telescopic Vision: 3
Thermal Vision: 3

Limitation: (Self-Destruct) Bomb Power goes off when it's current Body condition reaches 1.


Sound Shark
________________________________
Dex:  10   Str:   4   Body:    9
Int:   5   Will:  3   Mind:    3
R#:    2                        

Powers:
Bomb: 5
Directional Hearing: 6
Extended Hearing: 6
Flight: 5
Life Sense: 8
Sealed Systems: 3
Super Ventriloquism: 3

Limitation: (Self-Destruct) Bomb Power goes off when it's current Body condition reaches 2 or less.



Source: Apokolips Sourcebook, page 31-32



Ed's Notes: I had a hard time finding ANY pictures of theses guys other than Pacifier, and since they're more Gadgets than characters, I figured I could list them all on one page. (I would like to add more pics though. lol)

Pursuer

Pursuer
________________________________
Dex:  11   Str:  13   Body:   10
Int:   6   Will: 11   Mind:    9
Infl:  6   Aura:  5   Spirit: 10
Initiative: 25  Hero Points:  95

Powers:
Density Increase: 6
Energy Absorption: 3
Flame Immunity: 10
Ice Immunity: 10
Systematic Antidote: 10

Skills:
Military Science (Tracking): 15
Weaponry: 13

Advantages: Area Knowledge (Apokolips); Connection: Apokolips (High); Iron Nerves; Lightning Reflexes; Sharp Eye

Alter Ego: Devilance
Motivation: Psychopath
Occupation: Assassin
Wealth: n/a

Equipment:
Lance [Dex: 10, Str: 11, Body: 15, Int: 2, Analytical Smell/Tracking Scent: 16, Energy Blast: 13, Flame Being: 13, Flight :10, Telepathy: 10] Bonus: At Pursuers command, can leap onto n opponent and grapple him. Limitation: Telepathy only allow the Lance to communicate with and receive commands from Pursuer. 



Source: Apokolips Sourcebook, page 23



Ed's Notes: He's Darkseid's Boba Fett. How bad ass is THAT?!

Mantis

Mantis
________________________________
Dex:  11   Str:  11   Body:   14
Int:   8   Will:  8   Mind:    9
Infl:  9   Aura:  6   Spirit: 10
Initiative: 30  Hero Points: 150

Powers:
Bomb: 16
Dimension Travel: 8
Energy Absorption: 5
Energy Blast: 10
Flame Project: 13
Flight: 13
Ice Production: 13
Power Reserve: 10
Warp: 65

Skills:
Charisma: 9

Bonuses: Energy Vampirism: Power Reserve begins at 0 AP's. The AP's of Energy Absorbed though Energy Absorption are added to Power Reserve until it is at full capacity (15 AP's). Absorbed AP's are maintained for 10 AP's of time. Power Reserve is usable to augment Str and Energy Blast, though cannot increase either to more that twice its starting value; Miscellaneous: Energy Absorption works on Mystical Attacks.

Limitations: Miscellaneous: Flame Project and Ice Production both have Range of Touch; Warp Power is powered by X-Element, which he absorbed through his body. Consider it as having an R#: 4 for the purpose of determining when his supply of X-Element si exhausted.

Advantages: Area Knowledge (Apokolips); Connection: Apokolips (High), "Bug" Colonies (High); Leadership; Lightning Reflexes

Alter Ego: None
Motivation: Power Lust
Occupation: Servant of Darkseid
Wealth: n/a

Equipment:
POWER POD [Body: 10, Energy Blast: 4] Note: Mantis uses this pod to Absorb Energy. The AP's of Energy Absorbed are equal to the amount of time he spends in the Pod (in AP's) plus the Pod's AP of Energy Blast (4 AP's.)



Source: Apokolips Sourcebook, page 22



Ed's Notes: So...   You mean this  ISN'T the cute, Asian-bug chick from Guardians of the Galaxy? Oh... alrighty then.

I'm not sure the "Energy Vampirism" description should be counted as a Bonus. To me the whole thing reads like a Limitation on the Power Reserve.  It doesn't make it stornger after all.

This guy's a fair badass, and few folks, shot of teh real heavy-hitters, are going to want to run into him on Apokolips.

Drone

Typical "Drone"
________________________________
Dex:   2   Str:   2   Body:    2
Int:   3   Will:  2   Mind:    2
Infl:  2   Aura:  2   Spirit:  2
Initiative:  7  Hero Points:   0

Skills:
Gadgetry: 2   -OR-   Vehicles: 2

Limitations: Skills will be appropriate to the Drone's occupation.

Motivation: Fear
Occupation: Technicians/Operators
Wealth: n/a



Who's Who, 3rd Edition; Apokolips Sourcebook, page 21



Ed's Notes:  Drones are Hunger Dogs who couldn't be molded into soldiers, but still exhibited enough intellect and courage to not be completely useless.  The Apokolips sourcebook miscalculates their Initiative, I've shown the correct value here.

Aero-Troopers

Aero-Troopers
________________________________
Dex:   5   Str:   5   Body:    6
Int:   2   Will:  3   Mind:    2
Infl:  2   Aura:  2   Spirit:  2
Initiative: 11  Hero Points:  10

Skills:
Military Science: 4
Weaponry: 5
Vehicles: 5

Alter Ego: varies
Motivation: Mercenary
Occupation: Servants of Darkseid
Wealth: n/a

Equipment:
Flight Discs [Body: 9, Flight: 8, R#: 2]

Uniforms [Body: 4, Sealed Systems: 6]




Source: Apokolips Sourcebook, page 20



Ed's Notes: This is the unit that Mister Miracle trained with on Apokolips.  At present, he's not as physically strong, but net and net kicks a lot more ass than these guys do on average. Still... Remember... This is the unit that Mister Miracle trained with on Apokolips!

Trainers

Trainers
________________________________
Dex:   5   Str:   6   Body:    6
Int:   2   Will:  2   Mind:    2
Infl:  3   Aura:  2   Spirit:  3
Initiative: 12  Hero Points:   5

Skills:
Charisma: 3
Martial Artist: 6
Military Science: 4
Weaponry: 4
Vehicles: 3

Alter Ego: n/a
Motivation: Thrill of Inflicting Pain
Occupation: Military Figures
Wealth: n/a



High-Level Trainers

________________________________
Dex:   5   Str:   6   Body:    6
Int:   2   Will:  2   Mind:    2
Infl:  3   Aura:  3   Spirit:  3
Initiative: 12  Hero Points:  10

Skills:
Charisma: 4
Martial Artist: 6
Military Science: 5
Weaponry: 5
Vehicles: 6

Alter Ego: n/a
Motivation: Thrill of Inflicting Pain
Occupation: Military Figures
Wealth: n/a



Source: Apokolips Sourcebook, page 20



Ed's Notes: Granny's mooks.

Scientists

Scientists of Apokolips
________________________________
Dex:   2   Str:   2   Body:    2
Int:   6   Will:  3   Mind:    2
Infl:  2   Aura:  2   Spirit:  2
Initiative: 10  Hero Points:   0

Skills:
Gadgetry: 12 
Scientist: 12

Advantages: Area Knowledge (Apokolips); Connection: Apokolips (Low)

Alter Ego: n/a
Motivation: Fear
Occupation: Scientists
Wealth: n/a



Source: Apokolips Sourcebook, page 19
also see: Techno-Chiefs



Ed's Notes: Not exactly self-starters, but as mooks go, Darkseid and Desaad have a pretty sharp crew of scientists under them.

Techno-Chiefs

Techno-Chiefs
________________________________
Dex:   2   Str:   2   Body:    2
Int:   4   Will:  0   Mind:    0
Infl:  2   Aura:  2   Spirit:  2
Initiative:  9  Hero Points:   0

Skills:
Gadgetry: 12 
Scientist (Drawing Plans): 3

Advantages: Area Knowledge (Apokolips); Connection: Apokolips (Low)

Alter Ego: n/a
Motivation: Fear
Occupation: Scientists
Wealth: n/a



Source: Apokolips Sourcebook, page 19
also see: Scientists



Ed's Notes: So... totally mindless engineers that do not but detail drawings all day... sounds a bit like my job. lol

They basically serve as supports and gophers for the Scientists of Apokolips.

Trok

Trok
________________________________
Dex:   8   Str:  15   Body:   13
Int:   4   Will:  8   Mind:    7
Infl:  5   Aura:  3   Spirit:  9
Initiative: 19  Hero Points:  55

Powers:
Invulnerability: 13
Water Freedom: 8

Skills:
Martial Artist: 10
Weaponry: 12

Advantages: Area Knowledge (Apokolips); Connection: Apokolips (Low)

Alter Ego: None
Motivation: Psychopath
Occupation: Servant of Darkseid
Wealth: n/a

Equipment:
Whirling Axe [Str: 16, Body :12] Bonus: Can attack targets up to 2 AP's away.

Source: Apokolips Sourcebook, page 18
affiliation(s): Deep Six



Ed's Notes: Underwater, the Deep Six could team up and hold their own against anyone including Superman.  Suffices to say, Aquaman would be screwed swimming around in Apokolips' waters.

Shaligo the Flying Finback

Shaligo the Flying Finback
________________________________
Dex:  11   Str:  14   Body:   13
Int:   5   Will:  8   Mind:    7
Infl:  6   Aura:  3   Spirit:  9
Initiative: 24  Hero Points:  55

Powers:
Flight: 11
Invulnerability: 13
Water Freedom: 11

Skills:
Martial Artist: 9
Weaponry: 8

Advantages: Area Knowledge (Apokolips); Connection: Apokolips (Low)

Alter Ego: None
Motivation: Psychopath
Occupation: Servant of Darkseid
Wealth: n/a



Source: Apokolips Sourcebook, page 18
affiliation(s): Deep Six



Ed's Notes: Underwater, the Deep Six could team up and hold their own against anyone including Superman.  Suffices to say, Aquaman would be screwed swimming around in Apokolips' waters.

Gole

Gole
________________________________
Dex:   8   Str:  15   Body:   13
Int:   4   Will:  8   Mind:    7
Infl:  5   Aura:  3   Spirit:  9
Initiative: 19  Hero Points:  55

Powers:
Invulnerability: 13
Water Freedom: 8

Skills:
Martial Artist: 9
Weaponry: 8

Advantages: Area Knowledge (Apokolips); Connection: Apokolips (Low)

Alter Ego: None
Motivation: Psychopath
Occupation: Servant of Darkseid
Wealth: n/a



Source: Apokolips Sourcebook, page 18
affiliation(s): Deep Six



Ed's Notes: Underwater, the Deep Six could team up and hold their own against anyone including Superman.  Suffices to say, Aquaman would be screwed swimming around in Apokolips' waters.