Vermaak 88From inFAMOUS 2, Vermaak 88 are a fictional South African PMC, its soldiers brought to America and turned into artificial superhumans by siphoning power from Lucy Kuo. However, since the process was never meant to grant powers to such a large number of subjects, there are side-effects, most notably physical mutation and insanity.
L-R: Ice Soldier, Heavy TrooperIce Soldier
PL 7 87AbilitiesStrength 2, Stamina 3, Agility 1, Dexterity 1, Fighting 5, Intellect 1, Awareness 1, Presence 0
Powers Cyrokinetic Immunity 10 (cold effects-limited to half effect)
5Ice Launch Leaping 3 (60 feet)
3•
Ice Slide Speed 2 (120 feet per round, 8 miles)
2Frost Shield Enhanced Active Defenses 2 (Concentration)
2Advantages: Equipment 7, Fearless, Language (English, base-Afrikaans), Move-by Action, Ranged Attack 6
Equipment RPG (Blast 9, Burst Area 7, Inaccurate), or SPAS-12 (Blast 5, Accurate, Limited to 3 ranks against targets with Protection), or Adaptive Combat Rifle (Multiattack Blast 5 Sights, +1 to hit), Uniform (Protection 4, Feature-chilled environment, Rebreather, commlinks)
Skills: Athletics 4 (+6), Deception 4 (+4), Expertise (tactics) 4 (+5), Perception 4 (+5), Expertise (mercenary) 4 (+5), Investigation 3 (+4), Stealth 4 (+5), Insight 1 (+2), Intimidation 4 (+4), Technology 2 (+3), Vehicles 4 (+5)
OffenseInitiative +1
RPG +5 Damage 9, Burst Area 7/ACR +8 Damage 5, Multiattack/SPAS +9 Damage 5
Unarmed +5 Damage 2
DefenseDodge 7/5 (
4), Parry 7/5
Toughness 7, Fortitude 7 (
4), Will 4 (
3)
Abilities 28+Powers 13+Advantages 17+Skills 19+Defenses 11=87
ComplicationsWeakness As beings of cold and ice, the Vermaak troops have the DCs of any heat/fire effect against them increased by 50%
Exposure The Vermaak have not yet adjusted to their powers and their changed bodies. Without their gear to keep their bodies from overheating, they will become fatigued, then exhausted, and may face possible death in temperatures higher than freezing.
•Effective super-mooks, the Ice Soldiers make a cool change of pace from more mundane minion types. Without the minion rules, a squad can give a tough fight to some street-level heroes, with them, a PL 10 hero team can mow down an army of them and feel like badasses.
Heavy Trooper
PL 8 120AbilitiesStrength 6, Stamina 5, Agility 1, Dexterity 1, Fighting 5, Intellect 1, Awareness 1, Presence 0
PowersCyrokinetic Immunity 10 (cold effects-limited to half effect)
5Super Jumps Leaping 4 (120 feet)
4Ice Pillar Create 7 (Limited, can only create pillars, Permanent)
7Ice Beam Blast 8 (Line Area)
24•
Focused Beam Blast 8 (Multiattack)
1Advantages: Equipment 2, Favored Environment (high ground), Fearless, Language (English, base-Afrikaans), Ranged Attack 6
Equipment: Heavy Armor (Protection 5, Rebreather, chilled environment, commlink)
Skills Athletics 2 (+8), Deception 4 (+4), Expertise (tactics) 4 (+5), Perception 4 (+5), Expertise (mercenary) 4 (+5), Investigation 3 (+4), Insight 1 (+2), Intimidation 6 (+6), Technology 2 (+3), Vehicles 4 (+5) Close Combat (unarmed) 2 (+7)
OffenseInitiative +1
Unarmed +7 Damage 6
Ice Beam +7 Damage 8, Multiattack
DefenseDodge 5 (
4), Parry 5
Toughness 10, Fortitude 8 (
3), Will 4 (
3)
Abilities 40+Powers 41+Advantages 11+Skills 18+Defenses 10=120
ComplicationsWeakness As beings of cold and ice, the Vermaak troops have the DCs of any heat/fire effect against them increased by 50%
Exposure The Vermaak have not yet adjusted to their powers and their changed bodies. Without their gear to keep their bodies from overheating, they will become fatigued, then exhausted, and may face possible death in temperatures higher than freezing.
•I had hoped to get one of these builds to be at 15 points per PL, and I'm somewhat glad its the Ice Heavy. Its the kind of character i could see a PC playing-obviously superhuman, decent powers, not crazy mutated. Some fiddling with skills and such to suit the player's background, and you've got a decent brick/blaster build. Slightly undercapped on Defense, but that's part of what Favored Environment's for. I debated with some amount of Permanent Innate Growth, but a full increase in size cat didn't seem necessary, so I thought, 'why bother?'
Crusher
PL 9 133AbilitiesStrength 7, Stamina 11, Agility 1, Dexterity 1, Fighting 5, Intellect 1, Awareness 0, Presence -1
Powers: Cyrokinetic Immunity 10 (cold effects-limited to half effect)
5Ice Launch Leaping 4
4•
Ice Slide Speed 3
1Ice Throw Blast 10 (bludgeoning descriptor)
20•
Ionic Freeze Line Area Damage 9
1Natural Armor Impervious Toughness 9
9Ice Punch Strength-based Damage 2
2Advantages: Equipment (commlink, 4 ep unspent), Startle, Fearless, Language (English, base-Afrikaans), Ranged Attack 6
Skills: Athletics 2 (+9), Deception 4 (+3), Expertise (tactics) 4 (+5), Perception 4 (+4), Expertise (mercenary) 4 (+5), Investigation 3 (+4), Insight 1 (+1), Intimidation 9 (+8), Technology 2 (+3), Vehicles 1 (+2), Close Combat (unarmed) 4 (+9), Ranged Combat (Ice Blast) 1 (+8)
OffenseInitiative +1
Ice Punch +9 Damage 9
Ice Blast +8 Damage 10
DefenseDodge 7 (
6), Parry 7 (
2)
Toughness 11, Fortitude 11, Will 4 (
4)
Abilities 50+Powers 41+Advantages 10+Skills 20+Defenses 12=133
ComplicationsWeakness As beings of cold and ice, the Vermaak troops have the DCs of any heat/fire effect against them increased by 50%
Disability The icing process has effected the Crushers mind, and they can be impaired or even Disabled when performing certain mental tasks. Their ability to speak and understand language may also be diminished.
•Crushers are where the physical mutations really start to manifest themselves. Crushers are larger and have obvious permanet icing along their heads and arms. Still, their minds are more or less intact. Tough enough to ignore small arms fire and with options for both range and melee, they're usually not encountered more than one in any given squad. Another build that's not far from points per level.
Titan
PL 11 135AbilitiesStrength 11, Stamina 12, Agility 0, Dexterity 0, Fighting 6, Intellect -1, Awareness 0, Presence -1
PowersJumbo Size Permanent Innate Growth 8
17Ice Regeneration Healing 10 (Personal Only, Distracting, Activation-Move Action)
4Ice Beam Blast 10 (Line Area)
30•
Ionic Freeze Line Area Damage 10, Increased Area
1•
Ice Throw Blast 11, Accurate 2
1Cyrokinetic Immunity 10 (cold effects)
10Conduit Energy Immunity 1 (starvation&thirst)
1Natural Armor Protection 4, Impervious Toughness 11
15Advantages: Startle, Fearless, Ranged Attack 6
Skills: Athletics 2 (+13), Perception 4 (+4), Intimidation 9 (+12), Technology 2 (+2), Close Combat (unarmed) 3 (+9)
OffenseInitiative +0
Unarmed +9 Damage 11
Ice Throw +10 Damage 11
DefenseDodge 4 (
8), Parry 4 (
2)
Toughness 16, Fortitude 12, Will 6 (
6)
Abilities 22+Powers 79+Advantages 8+Skills 10+Defenses 16=135
ComplicationsWeakness As beings of cold and ice, the Vermaak troops have the DCs of any heat/fire effect against them increased by 50%
Disability At this point, the Titans are little more than giant ice monsters, with little that is human left inside them.
•Only slightly more expensive than Crushers, Titans have left aside all that skilled mercenary stuff to become giant engines of icy destruction. They don't really hit their caps on anything, but are still a dangerous threat, given their high toughness and ability to heal from injuries. In combat, they cause all kinds of havoc simply from their great size, and go around throwing big junks of ice or blasting beams of cold from both hands. And of course, there's something for punching a guy with a fist as big as he is.