HYDRA R.C.C.
Role: Emblematic Rifts Craziness, Ultra-Killy Monster
PL 15 (381)
(PL 20 Defensively)
STRENGTH 13
STAMINA 15
AGILITY 4
FIGHTING 17
DEXTERITY 4
INTELLIGENCE -2
AWARENESS 2
PRESENCE -1
Skills:
Expertise (Survival) 6 (+8)
Expertise (Magic) 6 (+4)
Expertise (Monster Lore) 8 (+6)
Insight 2 (+4)
Intimidation 12 (+13 Size)
Perception 8 (+10)
Advantages:
Fast Grab, Power Attack, Ranged Attack 13, Startle, Takedown
Powers:
"Dragon Physiology"
"Draconic Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Speed 2 (8 mph) [2]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Dragon Awareness- Ranged 2, Acute & Extended Scent- Tracking) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]
"Draconic Combat"
"Dragon's Scales" Protection 5 (Extras: Impervious 11) [16]
Regeneration 10 [10]
"Head-Specific Powers"
Senses 2 (Infravision, Ultravision) [2]
Immunity 5 (Mind Control) (Flaws: Limited to the Seventh Head) [3]
"Fire Dragon Powers"
Teleport 10 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (Flaws: Unreliable- 40%) (51) -- [65]
- AE: "Head Three: Poisonous Vapors" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Feats: Extended Range) Extras: Ranged, Extra Condition) (37)
- AE: "Head One: Fire Breath" Blast 14 (Feats: Extended Range) (29)
- AE: "Head Two: Frost Breath" Blast 13 (Feats: Extended Range) (27)
- AE: "Head Four: Breath of Death" Damage 8 (Extras: Area- 30ft. Burst, Penetrating) (Feats: Extended Range) (36)
- AE: "Head Five: Corrosive Spray" Blast 12 (Extras: Secondary Effect) (Feats: Extended Range) (37)
- AE: "Head Six: Cloud of Slumber" Affliction 12 (Fort; Fatigued/Exhausted/Asleep) (Feats: Extended Range) (Extras: Ranged, Area- 15ft. Cloud) (37)
"Head Seven: Bio-Manipulation"
- AE: "Pain" Affliction (Fort; Impaired & Daze/Disabled & Stunned/Incapacitated) (Ranged, Cumulative, Extra Condition) (4 pp/rank +6 AEs)
- AE: "Blindness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Sight Only)
- AE: "Deafness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Hearing Only)
- AE: "Mute" Affliction (Fort; Impaired/Disabled/Incapacitated) (Ranged, Cumulative, Speech Only)
- AE: "Paralysis" Affliction (Fort; Impaired & Dazed/Disabled & Stunned/Paralyzed) (Ranged, Cumulative, Extra Condition)
- AE: "Stun" Affliction (Fort; Dazed/Stunned/Incapacitated) (Ranged, Cumulative)
- AE: "Tissue Manipulation" Affliction (Fort; Impaired/Disabled) (Ranged, Cumulative, Limited Degree)
- AE: "Claws & Teeth" Strength-Damage +0 (Feats: Split) (Extras: Penetrating 8, Multiattack 13) (21)
"Magic" (Sense Magic, Sense Evil, Repel Animals, Animate & Control Dead, Turn Dead)
Offense:
Unarmed +17 (+13 Damage, DC 28)
Fire Breath +17 (+14 Ranged Affliction, DC 29)
Frost Breath +17 (+13 Ranged Damage, DC 28)
Poison Breath +17 (+12 Ranged Affliction, DC 22)
Initiative +4
Defenses:
Dodge +20 (DC 30), Parry +20 (DC 30), Toughness +20 (+6 Impervious), Fortitude +15, Will +10
Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Power Loss (Breath Weapons)- Each head of the Hydra may be attacked individually- severing it depowers certain things.
Total: Abilities: 84 / Skills: 42--21 / Advantages: 17 / Powers: 126 / Defenses: 31 (381)
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HYDRA HATCHLING R.C.C.
Role: Emblematic Rifts Craziness, Ultra-Killy Monster
PL 12 (231)
(PL 16 Defensively)
STRENGTH 11
STAMINA 13
AGILITY 4
FIGHTING 12
DEXTERITY 4
INTELLIGENCE -2
AWARENESS 2
PRESENCE -1
Skills:
Expertise (Survival) 6 (+8)
Expertise (Magic) 6 (+4)
Expertise (Monster Lore) 8 (+6)
Insight 2 (+4)
Intimidation 12 (+13 Size)
Perception 8 (+10)
Advantages:
Fast Grab, Power Attack, Ranged Attack 8, Startle, Takedown
Powers:
"Dragon Physiology"
"Draconic Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Speed 2 (8 mph) [2]
"Fueled By Magic" Immunity 3 (Aging, Starvation & Thirst) [3]
"Draconic Senses" Senses 12 (Darkvision, Vision Counters Concealment 4, Dragon Awareness- Ranged 2, Acute & Extended Scent- Tracking) [12]
"Family Matters" Features 1: Insantly Recognize Parents, Children & Siblings on Sight [1]
"Intuitive Magic" Features 1: May Use Any Techno-Wizard Device, Read Magic, etc. [1]
Immunity 12 (Heat, Fire Damage, Cold, Cold Damage) (Flaws: Limited to Half-Effect) [6]
"Draconic Combat"
"Dragon's Scales" Protection 5 (Extras: Impervious 11) [16]
Regeneration 8 [8]
"Head-Specific Powers"
Senses 2 (Infravision, Ultravision) [2]
Immunity 5 (Mind Control) (Flaws: Limited to the Seventh Head) [3]
"Dragon Powers"
Teleport 8 (Feats: Change Direction) (Extras: Easy, Accurate, Extended +2) (Flaws: Unreliable- 40%) (41) -- [55]
- AE: "Head Three: Poisonous Vapors" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Feats: Extended Range) Extras: Ranged, Extra Condition) (37)
- AE: "Head One: Fire Breath" Blast 11 (Feats: Extended Range) (23)
- AE: "Head Two: Frost Breath" Blast 10 (Feats: Extended Range) (21)
- AE: "Head Four: Breath of Death" Damage 6 (Extras: Area- 30ft. Burst, Penetrating) (Feats: Extended Range) (31)
- AE: "Head Five: Corrosive Spray" Blast 10 (Extras: Secondary Effect) (Feats: Extended Range) (31)
- AE: "Head Six: Cloud of Slumber" Affliction 10 (Fort; Fatigued/Exhausted/Asleep) (Feats: Extended Range) (Extras: Ranged, Area- 15ft. Cloud) (31)
"Head Seven: Bio-Manipulation"
- AE: "Pain" Affliction (Fort; Impaired & Daze/Disabled & Stunned/Incapacitated) (Ranged, Cumulative, Extra Condition) (4 pp/rank +6 AEs)
- AE: "Blindness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Sight Only)
- AE: "Deafness" Affliction (Fort; Impaired/Disabled/Unaware) (Ranged, Cumulative, Hearing Only)
- AE: "Mute" Affliction (Fort; Impaired/Disabled/Incapacitated) (Ranged, Cumulative, Speech Only)
- AE: "Paralysis" Affliction (Fort; Impaired & Dazed/Disabled & Stunned/Paralyzed) (Ranged, Cumulative, Extra Condition)
- AE: "Stun" Affliction (Fort; Dazed/Stunned/Incapacitated) (Ranged, Cumulative)
- AE: "Tissue Manipulation" Affliction (Fort; Impaired/Disabled) (Ranged, Cumulative, Limited Degree)
- AE: "Claws & Teeth" Strength-Damage +0 (Feats: Split) (Extras: Penetrating 8, Multiattack 13) (21)
"Magic" (Sense Magic, Sense Evil, Repel Animals, Animate & Control Dead, Turn Dead)
Offense:
Unarmed +12 (+11 Damage, DC 26)
Fire Breath +12 (+11 Ranged Damage, DC 26)
Frost Breath +12 (+10 Ranged Damage, DC 25)
Poison Breath +12 (+12 Ranged Affliction, DC 22)
Initiative +4
Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +15 (+6 Impervious), Fortitude +13, Will +8
Complications:
Rivalry (Other Dragons)- Dragons have an automatic dislike and distrust of other Dragons.
Prejudice (Creatures of Magic)- Dragons are killed on-sight in Coalition or New German Republic territories, among others.
Power Loss (Breath Weapons)- Each head of the Hydra may be attacked individually- severing it depowers certain things.
Total: Abilities: 74 / Skills: 42--21 / Advantages: 12 / Powers: 112 / Defenses: 12 (231)
-Okay, now THIS is the supreme game-breaker of the Dragons, as they do the standard "throw multiple attacks onto a multi-headed creature" thing and give this thing a ludicrous SIXTEEN attacks! Hydras are simple-minded, savage monsters with very little bio beyond "They love to kill and eat humans & dragons". They also have one of those things that you can easily do in Palladium or D&D, but never works in M&M- Multi-Headed Creatures where every head has its own attack. In most RPGs, this is handy because you can have multiple attacks per round, and every attack ends up being its own thing- so you can toss out Stun or Anti-Magic or Poison or whatever, one at a time, each round. And then you get the option to kill each head individually, cleverly depowering the enemy one head at a time. The multi-eyed Beholder works out that way, for example.
-Okay, now THIS is the supreme game-breaker of the Dragons, as they do the standard "throw multiple attacks onto a multi-headed creature" thing and give this thing a ludicrous SIXTEEN attacks! Hydras are simple-minded, savage monsters with very little bio beyond "They love to kill and eat humans & dragons". They also have one of those things that you can easily do in Palladium or D&D, but never works in M&M- Multi-Headed Creatures where every head has its own attack. In most RPGs, this is handy because you can have multiple attacks per round, and every attack ends up being its own thing- so you can toss out Stun or Anti-Magic or Poison or whatever, one at a time, each round. And then you get the option to kill each head individually, cleverly depowering the enemy one head at a time. The multi-eyed Beholder works out that way, for example.
-But in M&M, the entire game is constructed around even the fastest character having ONE attack and only ever one. So instead you have to handwave it all away, or do a convoluted "Constant Summoned Minions" thing (that is in itself a game-breaker thanks to the aforementioned "Everyone else only has one attack" thing). So I just gave them tons of accuracy (all those heads mean SOMETHING's gonna get through!) and Multiattack to enable the boosted attack power.
-Despite the huge number of attacks, the Hydra can "only" strike nine melee attacks and seven breath attacks per round, so I made it sliiiiiiiiightly less than the maximum if it had 16 raw attacks (something like +26 to hit!). The final M.D.C. is greater than any other Dragon's- 1D6x1000 +2000 (still within +19, but I boosted it to +20 because it's nearly double what other Dragons would get in Palladium). Ultimately it's a PL 15-16 brawler & Blaster combined with PL 20 defenses (with so many attacks, it's easy to "give up" one for a free dodge).
-The Hatchling is in itself a terror- if a GM short-sightedly gives this to a Player Character, it will pack thousands of M.D.C. and EIGHT attacks to start! Never mind the seven separate breath attacks and all the Immunities.