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EXAMPLE POWERS FOR VasT PsIONIC POWeRs VARIABLE POWER POOL

The Mental And Psionic Powers, Precognition Powers, and Telekinetic Powers sections of Cham-pions Powers have dozens of pre-built abilities that are appropriate for Menton’s Power Pool. Here are a few other possibilities:

Cost Power

150 Mental Assault: Mental Blast 10d6, Reduced Endurance (0 END; +½)

120 Illusions: Mental Illusions 16d6, Reduced Endur-ance (0 END; +½)

140 Mental Control: Mind Control 16d6, Telepathic (+¼), Reduced Endurance (0 END; +½) 90 Mental Paralysis: Entangle 6d6, 6 PD/6 ED,

ACV (uses OMCV against DMCV; +¼), Takes No Damage From Physical Attacks (see 6E1 217; +¾), Work Against EGO, Not STR (+¼);

Mental Defense Adds To EGO (-½)

131 Mental Blinding: Sight, Hearing, Smell/Taste, and Touch Group Flash 12d6, ACV (uses OMCV against DMCV; +¼), AVAD (Mental Defense;

+0), Reduced Endurance (0 END; +½) 93 Psionic Surgery: Major Transform 7d6 (alter,

remove, or add memories or Psychological Complications, heals back normally or through repeated applications of this power), ACV (uses OMCV against DMCV; +¼), AVAD (Mental Defense; +0), Line Of Sight (+½), Works Against EGO, Not BODY (+¼); Limited Target (mental “objects” in the minds of sentient beings; -½)

77 Psionic Enslavement: Severe Transform 6d6 (become Menton’s willing, devoted slave, heals back normally or through repeated applications of this power), ACV (uses OMCV against DMCV; +¼), AVAD (Mental Defense;

+0), Works Against EGO, Not BODY (+¼);

Limited Target (mental “objects” in the minds of sentient beings; -½), Limited Normal Range (10m; -¼)

135 Psychokinesis: Telekinesis (60 STR), ACV (uses OMCV against DCV; +0), Line Of Sight (+½) 150 Psychokinetic Rending: RKA 5d6, Penetrating

(+½), Reduced Endurance (0 END; +½) 53 Psychokinetic Barrier: Barrier 12 PD/12 ED,

12 BODY (up to 12m long, 4m tall, and ½m thick), Non-Anchored, Dismissable; Costs Endurance (to maintain; -½)

30 Psychokinetic Flight: Flight 40m, Reduced Endurance (0 END; +½)

60 Psychokinetic Body Transmission: Teleporta-tion 40m, x8 Noncombat, x4 Increased Mass, Reduced Endurance (0 END; +½)

24 Psychometry: Retrocognitive Clairsentience, Reduced Endurance (0 END; +½); Psychom-etry (-½), Retrocognition Only (-1)

Champions Villains Volume One: Master Villains n Menton 121

Val Char Cost Roll Notes

20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2]

20 DEX 20 13-40 CON 30 17-

35 INT 25 PER Roll 16-30 EGO 20

15-35 PRE 25 16- PRE Attack: 7d6 7 OCV 20

7 DCV 20 15 OMCV 36 15 DMCV 36

5 SPD 30 Phases: 3, 5, 8, 10, 12 (see text) 15 PD 13 Total: 35 PD (20 rPD)

20 ED 18 Total: 40 ED (20 rED) 16 REC 12

80 END 12 20 BODY 10

70 STUN 25 Total Characteristic Cost: 304 Movement: Running: 12m

Flight: 40m

Teleportation: 40m

Cost Powers END

430 Vast Psionic Powers: Variable Power Pool,

250 Pool + 150 Control Cost var Cosmic (+2); Only Mental/Psychokinetic Powers (-¼) 90 Telepathic Scanning: Telepathy 16d6 (Human, Animal,

and Alien classes of minds) 9

135 Mental Scanning: 16d6 Mind Scan (Human, Animal,

and Alien classes of minds) 0

Reduced Endurance (0 END; +½) 48 Psychokinetic Shield: Resistant Protection

(20 PD/20 ED) 0

Nonpersistent (-¼)

27 Speed Of Thought: +4 SPD 0

Only To Use Mental/Telekinetic Powers (-½)

25 Strong Mind: Mental Defense (25 points) 0 10 Strong Mind: Mental Group Flash Defense (10 points) 0 36 Mind Detection: Detect Minds 16- (Mental Sense

Group), Discriminatory, Analyze, Improved Arc Of Perception (360 Degrees), Sense, Targeting, Telescopic (+8 versus Range Modifier) 0

20 Favor Of Fortune: Luck 4d6 0

Perks

100 Contacts: Well-Connected and 97 points’ worth of Contacts around the world in high society and the underworld

15 Money: Filthy Rich Talents

46 Danger Sense (any area, any danger, sense) 20-5 Eidetic Memory

3 Simulate Death

9 Striking Appearance +3/+3d6 20 Universal Translator

16-Skills 24 +2 Overall

36 +6 with All Mental Powers/Attacks 3 Acting

16-3 Climbing 14-3 Combat Driving 13-3 Computer Programming 16-3 Conversation

16-3 Deduction 16-3 Disguise

16-3 KS: Psionic Etiquette 16-3 KS: The Psionic World 16-3 KS: The Superhuman World 16-3 Power: Mental Powers 16-3 Power: Telekinesis Tricks 16-3 SS: Psionic Engineering 16-3 SS: Psionic Surgery 16-3 Security Systems 16-3 Stealth

13-10 TF: Common Motorized Ground Vehicles, Hanggliding, Helicopters, SCUBA, Skiing (Snow and Water), Small Planes, Snowmobiles, Two-Wheeled Motorized Ground Vehicles

3 WF: Small Arms, Blades 3 Traveler

1 1) CK: Hong Kong 11-1 2) CK: London 11-1 3) CK: Millennium City 11-1 4) CK: New York City 11-1 5) CK: Paris 11-1 6) CK: Rome 11-1 7) CK: Singapore 11-1 8) CK: Tokyo

11-Total Powers & Skills Cost: 1,151 Total Cost: 1,513

400 Matching Complications (75)

10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 20 Enraged: if takes BODY from an attack (Uncommon), go

11-, rec

8-15 Hunted: the Destroyers (Infrequently, As Pow, NCI, Capture/Kill)

15 Hunted: UNTIL (Frequently, As Pow, NCI, Capture) 20 Psychological Complication: Considers Self Superior

And Humanity His Puppets (Common, Total) 15 Psychological Complication: Casually Cruel (Common,

Strong)

15 Social Complication: Secret Identity (Alejandro Medina) (Frequently, Major)

Total Complications Points: 75 Experience Points: 1,113

122 n Doctor Phillippe moreau Hero System 6th Edition

Background/History: Phillippe Moreau is the grandson of the Dr. Moreau whose history was chronicled in the H. G. Wells novel The Island Of Dr. Moreau. Wells had to present the story as fiction due to the fantastic and disturbing nature of the events it depicts, but in fact it was a true and accurate account of events.

Moreau’s son wanted nothing to do with his father and even changed the family name to Murrow. But his grandson, Phillippe, born in France in 1949, was utterly fascinated by his grandfather from the moment he learned the truth about him. One day while rummaging through some old boxes in the attic he came across some old research notes and records of Dr. Moreau’s.

He read them eagerly and soon began performing simple experiments based on what he learned. He carefully buried the corpses of the animals he vivi-sected so no one would learn what he was doing.

He intended to recreate his grandfather’s work and show the world that the Moreaus were scientific geniuses and visionaries of the first water!

Moreau studied medicine, anatomy, and genetics in some of the finest schools in Europe.

He had to leave several of them under faint clouds of scandal, as he was a notoriously difficult student fond of confronting his teachers and performing extracurricular experiments without permission after hours. Eventually he could find no legitimate teachers willing to work with him... so he turned to VIPER for funding and access to the work of other scientists who had run afoul of small-minded authority figures.

Moreau fulfilled his contracts with VIPER and left its employ amicably in 1979, having contrib-uted directly to its ongoing work by creating superhuman agents like Fatalla and Cottonmouth.

He acquired a small piece of land in the Ukraine, in the foothills east of the Carpathian Mountains, and built himself a laboratory in the depths of a nearly impassable forest to ensure privacy. There he began his work on test animals brought to him by mercenaries and hunters. He was seeking ways to duplicate and eventually improve upon the work his grandfather had begun: “uplifting”

base animals into beings more like men, to serve as slaves and spare mankind the drudgery of work and the suffering of war.

Imagine what mankind could do if it were able to devote its energies to the finer things in

life, to science and art and philosophy, with its common tasks taken care of by an endless supply of half-human servants! Nations would no longer need to send the very flower of youth off to die in wars — battalions of fierce, savage warriors with the instincts of beasts but the intelligence of men would fight on man’s behalf, allowing humans to live like gods! (Of course, the financial rewards for the man who brought about this glorious new age would be beyond measure.) This was Moreau’s dream, and he worked for years in the dark forests of Russia to achieve it.

His first real breakthrough came in 1984, when he mutated a young mountain gorilla using the mysterious mutative substance Radium X (which can cause spontaneous mutations in certain subjects under proper conditions), surgical grafting, and chemical baths to give it remark-able intelligence (that was soon revealed to be considerably higher than the human norm) as well as the ability to talk. Doctor Silverback, as the ape became known, added his own brilliance to Moreau’s to duplicate the process, and within a matter of months Moreau’s lab began churning out dozens of additional beast-men, mutated from a wide range of mammals such as foxes, deer, possums, oxen, moles and squirrels. In 1985 Moreau successfully expanded the procedure and began creating beast-men derived even from non-mammalian creatures, including a small number of bird-men, fish-men, and reptile-men. He put these creatures to work as servants, expanding his single laboratory into a small village with culti-vated fields and gardens.

By the summer of 1985 Moreau was running short of the various chemicals and radioactive elements he needed to pursue his work, and the poor condition of his lab equipment was also causing unnecessary delays (as well as occasional deaths among his test subjects). He put together a small cadre of his most dangerous beast-men and trained them to commit robberies on his behalf, first stealing money from nearby towns as practice and then journeying to Kiev to steal medical supplies and equipment. While there, his band of criminal beast-men narrowly avoided being captured by the Soviet costumed hero Quake, who was intrigued by his opponents and began to track them down. A month later, Moreau found himself completely out of Radium X. The nearest place

Champions Villains Volume One: Master Villains n Doctor Phillippe moreau 123 he could get more was London. He sent his cadre

there... but they botched the robbery and had to flee the New Knights of the Round Table.

They arrived back in Moreau’s village barely ahead of the British heroes, who had by this time coordinated their efforts with Quake. Moreau ordered Silverback and the cadre to lead the rest of his animal subjects in battle against the invaders, but Silverback, tired of the abuse and seeing an opportunity for escape, instead joined the heroes.

The rest of Moreau’s forces fell into disarray (though a few beast-men fought hard against the heroes, and several were injured). Moreau was defeated and turned over to UNTIL. The British government put him on trial; he was convicted and sentenced to a 20-year prison term.

Fortunately for Moreau, his old allies in VIPER remembered his service to the organization and believed he’d be the perfect addition to several of its current projects. In 1987 it broke Moreau out of prison and put him back in a laboratory. For over 20 years Moreau worked faithfully for VIPER on the organization’s various superhuman creation programs, none of which truly succeeded. But his heart still lay with his great work of creating

“manimals,” and over time he became more and more difficult for VIPER to work with. In 2008 he and VIPER came to an agreement: VIPER would set him up in a private laboratory in an isolated location suitable for his projects, and he’d work for VIPER as an outside “consultant” and contractor.

Thus it was that Dr. Moreau came to Monster Island. VIPER built him a lab there in the part of the island now known as Wells Pass. Since then Moreau’s created “manimals” by the dozens.

Most have remained loyal to him, but some have broken free of his control to form a “resistance movement” against him on the island. But so far they’ve had no luck in stopping his activities, and it remains to be seen what fiendish creations he may “breed” in his laboratories and vats now that he can work on whatever he wants to.

Personality/Motivation: To Phillippe Moreau, Science is all that matters, particularly the Science that most interests him (biology and evolution).

Like his grandfather, he believes he can create beast-men who are better than humans — not better physically necessarily, but better morally, in that he can instruct and educate them to avoid the ethical failings of Humanity. In effect he wants to set himself up as God and create a new, better species to rule Earth (he sometimes tells people he’s creating beast-men to serve Humanity, but that’s not true). He’s immensely proud of his creations, especially when they defeat his enemies, and both saddened and angered when one of them breaks away from him due to failure to absorb and understand his teachings.

In truth, though, all this is just a cover for a deeply amoral and sociopathic personality.

Moreau enjoys inflicting pain and enforcing his will on others, and since he can’t do that to people, he does it to animals he’s transformed into

a mockery of people with his advanced surgical techniques, sera, and Radium X treatments. He’s far surpassed his grandfather (thanks mostly to Radium X and modern medical technology), but he won’t be content until armies of manimals under his command take the Earth for themselves.

Quote: “A flawed Humanity will be replaced by a more sublime being, a being created by my hand and educated by my flawless mind.”

Powers/Tactics: Phillippe Moreau possesses no powers; he’s by and large an unremarkable phys-ical specimen. But he’s a scientific genius, particu-larly in the fields of biology and surgery. He uses his abilities to vivisect ordinary animals and make of them beast-men (also called “manimals”). The process involves not just surgical alteration but the use of advanced chemical sera, genetic treat-ments, and exposure to the mutative radiations of Radium X. The resulting creations are usually loyal to him, but not always. Many of them serve him as soldiers, spies, couriers, or servants.

Although he uses horrific methods, Dr. Moreau obtains a lot of valuable scientific data in his work.

He keeps a lot of his notes not on computer, but in old-fashioned notebooks he writes by hand. (He usually scans the pages and keeps them digitally in case he loses a notebook, but he doesn’t like to do his main note-taking on the computer.) The notebooks tend to be scattered here and there throughout his labs and workrooms. PCs fighting him might want to take them and turn them over to someone who can use the information they contain ethically and mercifully.

If confronted with force, Dr. Moreau will flee.

He’s not a fighter and doesn’t carry weapons.

Resources: Doctor Moreau’s primary resource is the dozens of beast-men who faithfully serve him in a variety of capacities. You can use the char-acter sheets on HSB 384-92 for typical manimals, but feel free to make some specimens stronger, tougher, or faster if you prefer (or if that’s neces-sary to challenge your PCs). These superior speci-mens are referred to as “warchiefs” by Moreau and the other beast-men. Beyond that he’s typically dependent on VIPER or his other underworld contacts for equipment, materials, and supplies.

Genius like Moreau’s, even unethical, unscru-pulous genius, tends to attract followers. In Moreau’s case, other scientists with similar inter-ests and similar lack of morals gravitated to him during his career in VIPER and have followed him to Monster Island to work for him. VIPER agents snidely refer to these people as “Whitecoats”

due to their customary laboratory garb. For the Whitecoats, use the “Average Person” and “Note-worthy Normal” character sheets on 6E1 438, but add a few appropriate Science Skills (such as SS:

Biology and SS: Surgery). Many of them will run rather than fight, but some will arm themselves with whatever weapons they can find and put up a token defense.

124 n Doctor Phillippe moreau Hero System 6th Edition Campaign Use: Doctor Moreau is undoubtedly

the weakest master villain in this book — but that doesn’t mean he’s not a threat, just that you have to use him appropriately. For lower-powered Cham-pions campaigns (and even some “street-level costumed crimefighters” Dark Champions games), he makes a good adversary for the PCs, sort of a bargain-basement version of Teleios. In higher-powered games the threat he poses is more one of supplying dangerous enemies (like VIPER) with additional resources, or the possibility he could breed a world-ravaging plague. In some cases it may suit the campaign better to transfer him from Monster Island to a more appropriate location (such as a hidden laboratory in Hudson City).

Generally speaking it’s best not to change Dr.

Moreau; keep him a sort of creepy mad scientist type. If absolutely necessary you could even give him a small Biological Creations Power Pool, but usually it works best if he remains a sinister scientist.

Doctor Moreau doesn’t Hunt heroes; he has his great work to concentrate on.

Associates, Allies, And Adversaries: Doctor Moreau maintains strong ties to VIPER, which set up his lab and frequently contracts with him to supply manimals for its schemes, perform research, or assist the organization in other ways.

He’s also established a strong working relation-ship with some animal-powered supervillains, for whom he sometimes provides medical services or tries to augment their powers. Chief among these is White Rhino (see CV3), who frequently works for Moreau as a bodyguard in exchange for his scientific services.

Doctor Moreau regards Teleios as his most serious supervillainous rival, and would love to find a way to show him who’s the better super-biologist (and to obtain copies of Teleios’s notes and files). Teleios, on the other hand, is barely aware of Moreau and rightly considers him a paltry experimenter when compared to the Perfect Man.Similarly, Moreau looks on King Cobra as something of a rival, though he’s never had any contact with him. He’s unaware of the fact that King Cobra is Dr. Timothy Blank (whom Moreau barely remembers) and that the reptilian master villain has a deep hatred for him based on their work for VIPER.

Appearance: Phillippe Moreau is a middle-aged white male of European ancestry. He has a short grey beard and moustache and wears glasses. He usually wears men’s pants, a light-colored shirt, and short white labcoat.