Champions – Captian Yueh Mii Hym (or “Mayhem”)

As Captain Yueh Mii Hym tells it, he is one of the Empire of Man’s most successful – and annoying – small-scale pirates (those which command fleets are not considered small-scale). While he carefully avoids killing, he has few qualms about crippling a target vessel’s engines for long enough to board, incapacitate the crew, and steal everything that isn’t nailed down (although, in a few cases, he has left items of sentimental value, come to the rescue of troubled vessels, or spared cargoes because their owners could prove that they were orphans).

Unfortunately, the Emperor does not react well to being made a fool of or mocked. With the Empire increasingly “hot”, the good (if naughty) Captain Yueh has researched and employed forbidden techniques, learning to channel the energies of Chaos through himself to breach the barriers between the dimensions – departing the star-reefs of the chaos cluster for the curiously-stable realm of Earth…

 

Captain Yueh Mii Hym

 

Value Characteristic Points
14/20 STR 4
21/23 DEX 33
13/31 CON 6
12/15 BODY 4
12/18 INT 2
13/16 EGO 6
10/16 PRE 0
10/22 COM 0
7/10 PD 3
7/10 ED 1
6 SPD 29
10/13 REC 0
56/68 END 0
36/72 STUN 0
Total 88

 

Points Powers END
24 Multipower: Lots of Guns! (60-pt reserve); OAF (Various Guns): -1; Gestures (Must be able to dramatically flourish guns): Instant Power, -¼; Champions Limitation (Takes a half-phase to change guns.): -¼
u-1 3d6 Neural Disruptor / Drain: Speed (Return/turn); Range: 0; Affects: Single Power, +0. 3
u-2 Repulsion Gun / Superleap (+12″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 54; Autofire: 5 shots, ½; Charges: 250, +1; Active Points: 42; Usable Against Others (Not versus Clinging, Density Increase, or flight.)): ×1 mass, 1. 0
u-1 4d6 Goober Gun / Entangle (DEF 0); Range: 300; Sticky: +½; Entangle with No DEF: -1½; Charges: 16, +0. 0
u-2 3d6 Flare Gun / Flash (Normal Sight); Range: 0; No Range: -½; Area Effect (Cone): 6″ long, +1. 6
u-1 Change Environment: Gravity (32″ rad.); Effect: Fixed, +0; Active Points: 30. 3
u-2 Gravity Inverter / Telekinesis (STR 15); Range: 300; Manipulation: Coarse, +0; Area Effect (Radius): 4″ radius, +1; Selective Target: +¼; Uncontrolled: +½; Active Points: 60; Champions Limitation (Only to invert gravity): -1; Charges: +8, +0; Continuing Charges: 1 Turn, -2 lev. 0
u-2 9d6 Concussion Blaster / Energy Blast; Range: 280; Versus: ED; Charges: +32, +¼; Active Points: 56; Beam Attack: -¼. 0
Possible Additional Guns (can be taken with points from Aid power)
u-2 1d6 Molecular Disruptor / Drain ED (Return/hour); Range: 0; Affects: All Powers of Special Effect, +2; Autofire: 10 shots, ¾; Reduced END: Zero, +1. 0
u-2 Ultraglue Gun / Clinging (Clinging STR +30); Continuous: +1; Sticky: +½; Charges: 8, +¼; Continuing Charges: 1 Minute, -3 lev.
u-2 6d6 Blamethrower / Mind Control; Communication: Verbal, +0; Limited Power (Single Command only (Argue with Allies), Limited Range, Based on OCV versus DCV, not ECV, ): Half, -1; Area Effect (Radius): 3″ radius, +1. 6
u-2 Chasm Gun / Tunneling (6″ through DEF 6); Tunnels: Left Behind, +0; Ranged: +½; Area Effect (One-hex): 1 hex(es), +½. 1
u-1 2d6 Foamcrete Gun / Entangle (DEF 2); Range: 250; Autofire: 10 shots, ¾; Charges: +32, +¼; Area Effect (One-hex): 1 hex(es), +½; Active Points: 50; Champions Limitation (Only to make walls): -1½. 0
u-2 3d6 Gas Pistol / Energy Blast; Range: 260; Versus: ED; Area Effect (One-hex): 1 hex(es), +½; No Normal Defense (Versus Self-Contained Breathing): +1; Autofire: 5 shots, ½; Charges: 60, +½. 0
u-2 1d6 Anorganic Acid Gun / Killing Attack (RKA); Range: 300; No Range Penalty (Versus being alive): +½; Continuous: +1; Champions Advantage (NND that does Body): +1; Charges: 12, +½; Continuing Charges: 1 Minute, -3 lev. 0
u-2 Anti-light Gun / Darkness (Mental Awareness, Sight, 5″ radius); Range: 300; Charges: 8, +0; Continuing Charges: 1 Turn, -2 lev. 0
u-1 1d6 Splunge Gun / Transform Air to Whipped Cream (Minor, Single Object); Range: 175; Area Effect (Radius): 1″ radius, +1; Increased Area: ×1, +0; Autofire: 5 shots, ½; Active Points: 35; Reduced END: Zero, +1. 0
u-2 6d6 Oil Slick Gun / Suppress Running; Range: 300; Affect: Single Power, +0; Continuous: +1; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev. 0
u-1 Microjump Gun / Faster-Than-Light Travel (32 LY/Year); Usable Against Others (Only works on Ships and natural FTL travelers): ×1 mass, 1; Charges: +4, +0; Continuing Charges: 5 Minutes, -4 lev; Extra Time: full phase, -½. This curious beam causes FTL travelers to temporarily lose control of their power…
5 2d6 Even More Guns / Aid to Multipower Slots (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Champions Limitation (Only usable with access to a weapons lab or advanced weapons market.): -1; Requires Skill Roll (Invention Skill): -½ 3
50 Biooboosting Powers
(10) END Reserve (180 END, 2 REC/turn); OIF (Bio-Booster Bands): -½; Generic Limitation (Extremaly Draining To Use): -½; The Biobooster Bands allow their user to tap into deep reserves of energy, channeling it into accomplishing incredible feats. Exactly WHAT feats depends on the user; practically anyone will be able to accomplish feats of speed and strength, those charged with magical, psychic, or dimensional energies will often have more exotic options.Unfortunately, tapping those deep reserves comes at a price.If the reserve is down by less then ten points there is no effect. At eleven to thirty the user suffers a -1 to OCV and DCV as the shakes set in. At -31 to -50 it’s a -1 to all die rolls. at -51 to -80 it’s -2 on all die rolls, at -81 to -110 the user’s effect Str, Con, and Body are all reduced by five, at -111 to -140 the user must succeed in a Con check (with the penalties) or be unable to act in any given phase. At -141 to 170 it’s succeed in a Con check each phase or pass out. At -171 or more a failure will result in a long term coma . At zero the user will die.
(22) BioBooster Multipower (60-pt reserve); Focus (Bio-Booster Bands): Obvious Inaccessible, -½; Increased END: ×3, -1; Generic Limitation (All powers must draw on End battery, with all it’s limitations): -¼
Physical Boosts
u-2 2d6 Accelerated Thievery / Drain (Multipower Slots) (Return/min.); Range: 0; Affects: Single Power of Special Effect, +¼; No Normal Defense (Versus NOT having removable foci for your multipower slots.): +1. In a blur, Captian Mayhem removes gadgets and tosses them away. 15
m-2 Making An Escape / Running (+15″, 21″, NC: –); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): –; No Non-Combat: -¼. 12
u-1 Boosted Evasion / Missile Deflection (All Ranged Attacks, None, OCV 8); Deflect Attacks: At Range, +1; Deflection Bonus: 0; Costs END: -½; OCV: 8. 12
m-4 +20 Accelerated Reflexes / DEX; Costs END: -½. 18
m-2 +30 Mighty Effort / STR; Doesn’t Affect Figured: -½. 9
m-2 Power Block / Force Field (20 PD/10 ED). 9
u-1 Retaliatory Strike / Hand-to-Hand Attack (6d6, Total 8½d6); Range: 0; Damage Shield: +½. 9
Dimensional Traveler Boosts
u-1 Between The Worlds / Desolidification. 12
u-2 The Walls of the Worldds / Force Wall (10 PD/10 ED); Range: 250; Width: 10″. 15
u-1 The Long Stride / Extra-Dimensional Movement; Dimensions: Any, +20; Time Travel: None, +0; Mass Multiplier: ×8, +15; Carrying Mass: 400; Extra Time: 1 min., -1½. 15
69 Space Armor
(10) Elemental Control: Armor (15-pt reserve); OIF: -½
a-10 Armor (10 PD/10 ED); OIF: -½
b-10 Force Field (20 PD/20 ED); Ablative: -1; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; OIF: -½ 0
c-10 +15 CON; OIF: -½
d-10 +30 STUN; OIF: -½
10 Sensory Unit; OIF (Armor): -½
(5) Ultraviolet Vision
(5) Infrared Vision
(5) Radio Listen and Transmit
9 Life Support; OIF (Armor): -½
(5) Breathe in Unusual Environment
(3) Life Support: High Pressure/Vacuum
(3) Life Support: High Radiation
(3) Life Support: Intense Heat/Cold
6 Cheese Slice I: +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) Cheese Slice II: 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
165 Total Powers  

 

Points Skills, Talents, Perks Roll
6 30-Point Computer Follower: Basic Skillwires
; Computer: Int 18, Dex 0, Speed 1. Programs: Skill Program Menu (May run up to three additional skill programs at the same time) and System Check/Reset. Base Cost: -20.All Skills usable by others, power lost (+.25), May only keep 3 skills other than overall levels active at one time (-.5), Requires a full phase to change active skill programs (-.25).
49 Skill Programs
(60) +6 level w/Overall Level
(5) Combat Piloting 15-
(3) Cryptography 13-
20 Runestone (Helmstone)
8 Vehicle: 40
10 Money (Wealthy)
5 Inventor
; Controls his Power Pool
14-
8 +4 level w/All Ranged Attacks; Generic Limitation (Takes effect at 1/phase spent aiming): -½
; targeter: Cancels Ranged Penalties
0 Galactic (Language) (Native Accent); Literacy: Standard, 0
2 French (Fluent Conv.); Literacy: Standard, 0
2 English (Fluent Conv.); Literacy: Standard, 0
3 Knowledge/Alien Races 13-
3 Knowledge/Space Ships and Tactics 13-
3 Paramedic 13-
2 Immunity: Never suffers any ill effects from hangovers, bad rotgut, and alien intoxicants.; Frequency: Fairly Common
72 Total Skills, Talents, Perks  

 

125+ Disadvantages
15 Dependent NPC (Incompetent, 8-); Skills: Normal, +0
10 Rivalry: All other Space Pirates; Situation: Professional, 5; Position: Superior, +5; Rival: NPC, +0
20 Vulnerability to Sonics (1½× STUN and BODY); Attack: Common, +10
20 Hunted: Viper (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Empire of Humanity (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: The United Space Corps (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Code Against Killing (Common, Total)
15 Greedy (Common, Strong)
15 Overconfidence (Very Common, Moderate)
10 Distinctive Features; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
10 Dependence (2d6/Turn); Substance: Very Common, +5; Generic Limitation (Stabilizes at 1 Body): -½
10 Public Identity
10 Reputation: Incredible Nuisance (11-)
15 Phys. Lim.: Can’t Ignore Pleas for Help (Infrequently, Fully)
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
88 + 237 = 325 325 = 200 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 5 0 20/10 20/10 2, 4, 6, 8, 10, 12

 

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5 Responses

  1. […] Captian Yueh Mii Hym (or “Mayhem”): An alien pirate with many nonlethal “guns” and use of his personal energies. […]

  2. […] you ask him, Captain Mayhem will spin a story of his incredible adventures and achievements. It’s at least half a lie. As […]

  3. […] Captain Yueh Mii Hym (or “Mayhem”): An alien pirate with many nonlethal “guns” and use of his personal energies. […]

  4. […] Captian Yueh Mii Hym (or “Mayhem”): An alien pirate with many nonlethal “guns” and use of his personal energies. […]

  5. […] Captian Yueh Mii Hym (or “Mayhem”): An alien pirate with many nonlethal “guns” and use of his personal energies. […]

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