Champions – the Apatosaurus and the Hydra

Apatosaurus

Apatosaurus

Since the group is currently having some dinosaur problems, here’s a fairly typical one…

Apatosaurs (1) cluster into small herds if possible and stack their defenses, (2) move towards the nearest large quantity of vegetation, (3) eat it, and (4) repeat – with the only major variations being “if there is a predator that can actually endanger you, move away from it” and “if it is mating season and a mate is available, mate”. Sure, there are a few other things – move away from forest fires and volcanoes, deserts are no good, and so on – but Apatosaurs are stupid by the standards of gerbils. This is because the Archosaurs were creatures of vast power. Psionic abilities tap external power sources, transform them through the user’s central nervous system, and release them. The inevitable conversion losses… reappear in the user’s central nervous system.

Thus the more powerful the psychic, the more they tend to give themselves brain damage. Archosaurs, however, had very tiny and easy-to-cool brains, a huge mass to act as a heat sink, and very widely distributed nerves – leaving them with poor control, little intelligence, and no way of producing the more subtle effects – but with enormous raw power.

Shoving the spirit of a mythological greek monster into such a body to add magic to the mix is NOT a good idea.

 

Value Characteristic Points
30/80 STR 20
14 DEX 12
10/34 CON 0
10/20 BODY 0
1 INT -9
5 EGO -10
20 PRE 10
2 COM -4
15 PD 9
15 ED 8
3/5 SPD 6
20/40 REC 14
68 END 0
42/152 STUN 0
Total 56

 

Points Powers END
10 Elemental Control: Sauropod Powers (50-pt reserve); No Conscious Control: -2; Generic Limitation (Prohibits the development of higher consciousness): -1½; Generic Limitation (Grossly obvious, fairly well-known): -½
a-10 Growth-10 (×1000 mass, ×10 height); Mass: 75,000 kg/165,000 lbs; Height: 1,680 cm/55’1″; Extra STR: 50; Knockback Reduction: -10; Extra BODY: 10; Extra STUN: 10; DCV Penalty: -7; PER Penalty: +7; Reduced END: Zero & Persistent, +1; 0
b-14 Force Field (15 PD/15 ED); Reduced END: Zero & Persistent, +1; Hardened: ×2, ½; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1 0
c-11 Armor (10 PD/10 ED); Hardened: ×2, ½; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1; Ranged: +½
d-14 +24 CON; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1
e-14 Power Defense (40 pts); Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1; Hardened: ×2, ½
f-10 +100 STUN (Too stupid to go down).
3 Elemental Control: Saurian Basics (5-pt reserve); Generic Limitation (Grossly obvious, fairly well-known): -½
a-3 Need Not Breathe; Generic Limitation (While an Apatosaur holds enough air in it’s force field for several hours, it will eventually have to renew it.): -¼
b-6 Mental Defense (Too stupid to influence) (15 pts); Add to Total
c-10 Damage Reduction (Physical, 75% Resistant); No Conscious Control: -2; Generic Limitation (Prohibits the development of higher consciousness): -1½; Generic Limitation (Grossly obvious, fairly well-known): -½
d-10 Damage Reduction (Energy, 75% Resistant); No Conscious Control: -2; Generic Limitation (Prohibits the development of higher consciousness): -1½
e-3 Tracking Scent
f-7 Damage Resistance (15 PD/15 ED)
g-5 Running (+6″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 2
h-5 Swimming (+12″, 14″, NC: 28″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45 2
2 Doesn’t Eat, Excrete or Sleep; Generic Limitation (Can eat almost any plant, does sleep, but continues eating plants while doing so, excretes quite enormously.): -1
137 Total Powers  

 

Points Skills, Talents, Perks Roll
7 Survival 13-
7 Total Skills, Talents, Perks  

 

Cost Equipment
120 Hydra Powers; Independent: -2; Generic Limitation (Quite well known): -¼; Visible (Blatantly transforms the user): -¼; Generic Limitation (The Hydra-powers make the user extremely cranky, inclined ro rampage, and generally hostile, as well as being inclined to guard mystical portals to the underworld. The user will almost always be regarded as a monster. The user also attracts heroes.): -¼

 

The Hydra Power Package varies a good deal with what it’s summoned into of course; It would usually include a bit of growth, some defenses, and so on – but in this case the summoner chose to focus almost entirely on offensive potential. He figured that the host he was using had plenty of growth and defenses already.

(1) Extra Heads (9) ; Number: 9
(12) Regeneration (1 BODY/Turn) ; Regenerate: From Death, +20; Autofire: 5 shots, ½
(32) Multipower (120-pt reserve); Independent: -2; Generic Limitation (Quite well known): -¼; Visible (Blatantly transforms the user): -¼; Generic Limitation (The Hydra-powers make the user extremely cranky, inclined ro rampage, and generally hostile, as well as being inclined to guard mystical portals to the underworld. The user will almost always be regarded as a monster. The user also attracts heroes.): -¼
; The “Autofire” modifier on each slot means that five slots fire once each per attack.
u-3 Ink Spray / Darkness (Hearing, Sight, 1″ radius) 0; Range: 600; Usable Against Others: ×125 mass, 2¾; Personal Immunity: +¼; Uncontrolled: +½; Reduced END: Zero, +1; Active Points: 120; Autofire: 5 shots, ½; Independent: -2; Generic Limitation (Quite well known): -¼; Visible (Blatantly transforms the user): -¼
u-3 3d6 Killing Attack (RKA) 5; Range: 560; Variable Special Effects: Any, +½; Autofire: 5 shots, ½; Reduced END: Half, +½; Independent: -2
u-3 5d6 Magic Disruption Energy Blast 5; Range: 595; Versus: ED; No Normal Defense (Not being a creature of magic): +1; Reduced END: Half, +½; Active Points: 119; Area Effect (Any Area): 64 hexes, +1; Increased Area: ×8, +¾; Autofire: 5 shots, ½; Independent: -2
u-3 2d6 Drain Body Venom (Return/day) 5; Range: 525; Ranged: +½; Reduced END: Half, +½; Autofire: 5 shots, ½; Penetrating: +1; Affects: Single Power, +0; Area Effect (One-hex): 1 hex(es), +½; Independent: -2
u-3 6d6 Energy Blast 5; Range: 600; Versus: ED; Variable Special Effects: Any, +½; Area Effect (Cone): 18″ long, +1; Autofire: 5 shots, ½; Reduced END: Half, +½; Affects Desolidified: +½; Independent: -2
u-2 4d6 Killing Attack (HTH) (Total 8d6) 9; Range: 0; Autofire: 5 shots, ½; Independent: -2
(8) +4 SPD ; Generic Limitation (Only to take recoveries): –
(5) +2 SPD
(11) +20 REC
(3) Detect Entrances to the Underworld (+0 to PER) ; Time Required: Instant, +2; Range: Ranged, +5; Independent: -2
(5) Modified Characteristic (up to Str 80). : STR ; Reduced END: Half, +¼
(5) Stretching (3″, NC: 6) 0; Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; Generic Limitation (Only for reach, no movement. ): -1
(21) +16 level w/Multipowe
120 Total Equipment

 

125+ Disadvantages
20 Psychological Limitation: Ignores things smaller than a house unless they’re hurting it (Very Common, Strong)
25 Psychological Limitation: Slow to comprehend anything (Very Common, Total)
20 Lives to eat plants. (All the Time, Greatly)
10 Vulnerability: Heat Stroke (2× STUN); Attack: Uncommon, +5
15 Hindbrain operates hind legs and tail (All the Time, Slightly)
25 No Hands
5 Watched: Assorted superheroes, zoologists, biologists, and so on. (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
5 Nonsapient (Infrequently, Slightly)
125 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
56 + 144 = 200 250 = 125 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 / 0 2 15 40/40 40/40 3, 5, 8, 10, 12

 

Height: 168/1680cm (5’6″/55’1″), Weight: 75/75000kg (165 lbs/165,000 lbs), Race: Dinosaur

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One Response

  1. […] The Apatosaurus and the Hydra: A sample Titanosaur – the spirit of a greek monster fused with a psionic dinosaur. […]

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