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Identity: Homo reptilia (Sea Devils)
Group Affiliation: The Silurians
Base of Operations: Underwater Colonies
Side: Neutral
Sex: n/a
Age: n/a
Height: 6'
Hair: None
Eyes: Black
Level: 4th
Experience: 9500
First Appearance: The Sea Devils (Feb 26 - Apr 1, 1972)
Other Appearances: Warriors of the Deep (Jan 5 - Jan 18, 1984)
Training: +1 Damage with Sea Devil Blaster
POWERS:
1. Animal/Plant Powers (Reptilian/Saurian): The aquatic saurian nature of Sea Devil physiology grants them the following abilities:
a. Animal/Plant Control (Reptiles): Sea Devils are naturally adapt at controlling lesser saurians (they get to use their level as a multiplier against the maximum number of reptiles controlled) -- may control 184 Hit Points worth of reptiles.
b. Heightened Endurance A +12
c. Natural Weaponry (Natural Claws): +1 to hit, +2 Damage.
d. Speed Bonus: +50" to Swimming.
e. Water Breathing (Type A): Sea Devils must spend PR 1 per hour to breathe air.
2. Heightened Expertise: +4 to hit with Sea Devil Blaster.
3. Psionics: In the Earth's prehistoric past, the Sea Devils (and their Silurian cousins) used to dominate the world. They were the top predator over all of the lesser species, including the early primates. This distant race memory can be awakened when a human views a Sea Devil (radius of 2" at no power cost). The human viewer's mind will retreat to a primitive, animalistic state. It lasts until the victim can make a successful saving throw vs. Intelligence on percentage dice.
4. Special Weapon (Sea Devil Blaster): Attacks as Disintegration Ray, +2 to Hit (includes Training Bonuses), Range 48" (x2 when used underwater), 1d20+1 Damage (x2 when used underwater, included Training Bonus), 32 Charges.
5. Weakness (Vulnerability to Intense Cold): The Sea Devil's saurian nature does not make them adaptable to extreme cold climates. A Silurian must make an Endurance saving throw (on d100) per turn to resist the cold. The Silurian suffers no ill effects until he fails a saving throw. Once that happens, the Silurian suffers -4 to all attack rolls, -10 to Initiative, and 1d10 points of damage per turn (to Power first, then to HPs once Power hits zero).
CHARACTER DATA:
Weight: 200 lbs. | Basic Hits: 4 | Agility Mod: Nil |
Strength: 16 | Endurance: 24 | |
Agility: 12 | Intelligence: 14 | |
Charisma: 12 | Reactions from: Good: -1 Evil: -1 | |
Hit Mod. (1.4) (3) (1.1) (1.3) = 6.006 | Hit Points: 25 | |
Damage Mod.: +1 | Healing Rate: 2.8 | |
Accuracy: +1 | Power: 66 | |
Carrying Capacity: 650 lbs. | Basic HTH Damage: 1d8 | |
Movement Rates: 52" ground, 63" swimming. | ||
Det. Hidden: 10% | Det. Danger: 14% | |
Inventing Points: 5.6 | Inventing (42%): |
Knowledge Areas: Military & Oceanography
Origin and Background: (Earth Reptile) TARDIS Wiki Sea Devil Article
Training Bonuses:
2nd Level: +1 Accuracy with Sea Devil Blaster
3rd Level: +1 Damage with Sea Devil Blaster
4th Level: +1 Accuracy with Sea Devil Blaster
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The Sea Devils were created by Malcolm Hulk. The Sea Devil V&V conversion copyright © 2002 - 2010 V&V Emporium.
The Sea Devil image is used without permission (all rights reserved).