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)