Character Write-Ups
MONSIEUR MALLAH
DC Villain
CHARACTERISTICS:
35 STR 20*
20 DEX 30
23 CON 26
16 BODY 10*
18 INT 8
16 EGO 12
20 PRE 10
6 COM -2
20 PD 14
15 ED 10
5 SPD 20
13 REC 4
46 END -
43 STUN -
Cost: 162 CP
DISADVANTAGES:
8 Enraged 11-/11- when reminded he is a gorilla
15 Hunted by the New International Crusaders (hero team), MoPow,harsh, 8-
20 Hunted by UNTIL, MoPow, NCI, harsh, 8-
15 DF: Monsieur Mallah is a gorilla ... remove this Disad if you play in California ... only joking.
5 DF: Martial Arts Style Disadvantage: Boxing
5 1D6 Unluck
122 Villain Bonus
POWERS:
7 *One Level Growth, 0 END Persistent (+1), Always On (-«)
35 2D6+1 RKA, Autofire 5, 64 charges, OAF - Heavy Submachine Gun
2 Running +1"
4 8 Pts Mental Defense, not vs other hyper-intelligent gorillas (-¬)
TALENTS:
6 Lightning Reflexes: +4 with all actions (see An Eye for an Eye)
3 Fast Draw (SMG) 13-
MARTIAL ART: BOXING
4 Boxing Block +2 +2 Block, Abort
4 Jab +1 +2 8D6
5 Uppercut +1 +0 10D6
SKILL ENHANCERS:
3 Scholar
3 Scientist
SKILLS:
3 Climbing 13-
3 Acrobatics 13-
3 Stealth 13-
1 KS: Boxing 11-
5 Inventor 14-
3 Electronics 11-
3 Computer Programming 13-
5 Weaponsmith 12-
1 KS: Philosophy 11-
3 KS: Firearms 14- (INT)
1 KS: Chess Problems 11-
5 SC: Five Science Skills (GM's choice)
SKILL LEVELS:
4 OCV +2 with his beloved submachinegun
FAMILIARITIES:
2 WF: Small Arms
2 WF: Common Melee Weapons
LANGUAGES:
0 French is native
2 English, fluent w/accent
TOTAL COST: 162 CHA + 121 Powers = 283 CP
BACKGROUND: If you intend to use M.M., you have two choices:
1) Make him a real villain; in this case, I recommend you
look up his background in various sourcebooks for the DC
HEROES roleplaying game. 2) Play him for laughs. I mean,
he is a gorilla, right ... a gorilla who likes chess and can
figure out technology you and me wouldn't even know how to
switch on, but still a gorilla. Of course, he is deadly with
his SMG and deadly serious about his work. Use him as a member
of a team of rather inept villains and make him their private
mastermind. Then you can give your adventures titles like
"Monkey Business", "Apewatch" and "Affentheater" (if you speak
German) with gay abandon.
POWERS AND SKILLS: Monsieur Mallah comes from a hidden city
somewhere in Africa where the jungles are chock-full with treasures,
elephant cemeteries, temples of green stone and the like ... it's a
miracle people still get lost there. Anyway, in this city lives a
race of super-intelligent gorillas, some of whom have plans for
world domination (names like Gorilla Grodd come to mind - now don't
you look at me, this is strictly DC pre-crisis stuff). It says
Powers and Skills, right? Uh, he has a submachinegun (sub machine
gun? submachine gun? who cares?), knows how to punch someone's
lights out and plays a mean game of chess.
CAMPAIGN USE: See above. Don't go to the trouble of implementing
Option 1.
THE CRUSADERS CAMPAIGN: Back at home, Mallah worked with slightly
less ridiculous villains like Killer Bee (taken from the Superworld
box), Powerhouse and Icicle (both from Champions 4th) in a plan to
deep-freeze a nuclear reactor (some of you will recognize this plot:
Crisis at Caliente from the Superworld product Trouble for HAVOC).
Copyright 1996 by Daniel Falke (budket@uni-muenster.de)
