Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage  24 DEX 28 14- 30 CON 20 15- 30 INT 20 15- PER Roll 15- 30 EGO 20 15- 30 PRE 20 15- PRE Attack: 6d6 8 OCV 25 8 DCV 25 10 OMCV 21 10 DMCV 21 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 12 PD 4 Total: 12 PD (6 rPD) 10 ED 3 Total: 10 ED (5 rED) 15 REC 11 60 END 8 18 BODY 8 60 STUN 20 Total Characteristic Cost: 324 Movement: Running: 18m/36m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills 313 Arcanomorph Arms: Variable Power Pool, 200 base + 255 control cost, No Skill Roll Required (+1); Limited To Arcanowave And BuroMil Weapons And Devices (-½), Can Only Have Three Slots Per Arm (-¼); all slots Restrainable (all Arcanomorph Arm devices are attached to Homo Omega's arms; -½) 1) Buro Crimestopper: RKA 2 ½d6, +1 Increased STUN Multiplier (+¼), Area Of Effect (2m Radius; +¼) (60 Active Points); 7 Charges (-½), Reduced By Range (-½), Limited Range (40m; -¼), Real Weapon (-¼), Reduced Penetration (-¼) Real Cost: 18,  2) Buro Hellharrower: RKA 2 ½d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½) (80 Active Points); Beam (-¼), Real Weapon (-¼), 20 Charges (+¼) Real Cost: 40,  3) Gripper: +15 STR, Reduced Endurance (0 END; +½) (22 Active Points); STR Only Useable With Right/Left Arm (-1) Real Cost: 9 4) Helix Chaingun: RKA 4d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (255 Active Points); No Effect On Non- Living Matter (-½), Cannot Be Used With Multiple Attack (-¼), 60 Charges (+½) Real Cost: 113,  5) Helix Rethreader: Drain BODY 2d6, Expanded Effect (BODY and DEX; +½), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (50 Active Points) Real Cost: 33, END 5 6) Tracer Resin Projector: Drain DCV 4d6 (standard effect: 12 points) (40 Active Points); DCV Loss Only Applies Versus Arcanowave Attacks (-½) Real Cost: 20, END 4 7) Wave Suppressor: Entangle 4d6, 4 PD/4 ED, Alternate Combat Value (uses OCV against DMCV; +¼), Works Against EGO Not STR (+¼), Affects Desolidified (supernatural SFX only; +¼), Takes No Damage From Attacks (see Mental Paralysis 6E1 217; +¾) (100 Active Points); Only Affects Supernatural Creatures (abominations, ghosts, demons, and so on; -1), Susceptible (If wounded, make an EGO Roll [subtracting the number of BODY you took to the Roll] to escape Entangle; -¼) Real Cost: 36, END 10 8) Torture Package: +4 with Interrogation (8 Active Points) Real Cost: 5 16 Hard To Hurt: +6 PD, Resistant (+½) plus +5 ED, Resistant (+½) 57 Helix Ripper: RKA 3d6, +1 Increased STUN Multiplier (+¼), Reduced Endurance (½ END; +¼), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1); OAF (arcanowave rifle plugged into Homo Omega's body; -1), No Effect On Non-Living Matter (-½), Cannot Be Used With Multiple Attack (-¼), END 7 2 Heavy: Knockback Resistance -2m 22 Feedback Enhancer: Reflection (90 Active Points' worth); Feedback (-1), Only Works Against Sorcery (i.e. "magic") Attacks (-½), IIF (arcanowave device plugged into Homo Omega's body; -¼), END 6 6 Long Legs: Running +6m (18m total), END 1 12 Abomination: LS (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 400 Years) 1 Long Arms: Reach +1m Talents 3 Ambidexterity (no Off Hand penalty) 3 Lightning Calculator 6 Hideous: +2/+2d6 Striking Appearance (vs. all characters) Skills 24 +2 Overall 20 +2 with All Attacks 3 Acrobatics 14- 3 Breakfall 14- 5 Lighting Reload: Fast Draw 16-; Only To Reload Weapons (-½) 3 Interrogation 15- 3 Arcanowave Technician: Inventor 15- 3 Oratory 15- 3 PS: Arcanowave Technician 15- 11 Power: Arcanowave Manipulation 19- 4 Pulser: +4 with Power: Arcanowave Manipulation; Costs Endurance (-½), IIF (arcanowave device plugged into Homo Omega's body; -¼) 3 Persuasion 15- 3 SS: Arcanowave Technology 15- 3 Tactics 15- 3 TF: Common Motorized Ground Vehicles, Grav Vehicles/Hovercraft 10 WF: Beam Weapons, Energy Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Scholar 2 1) KS: Arcanowave Technology 15- 5 2) KS: BuroMil History And Customs 18- 2 3) KS: Firearms 15- 2 4) KS: The Martial Arts World 15- 2 5) KS: The Military/Mercenary/Terrorist World 15- Total Powers & Skill Cost: 561 Total Cost: 885 400+ Matching Complications 15 Distinctive Features: Huge 7' tall cyborg abomination (Not Concealable; Always Noticed and Causes Major Reaction [fear]; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures (Buro and BuroMil)) 15 Hunted: Buro and BuroMil, Very Frequently (As Pow; NCI; Watching) 15 Psychological Complication: Contemptuous Of The Buro, Has His Own Agenda (Common; Strong) 15 Social Complication: Subject To BuroMil Orders (Frequently, Major) 485 Experience Points Total Complications Points: 885
Background/History: Homo Omega may be the Buro’s greatest creation... and their worst nightmare. Designed as a prototype for the next phase of human evolution, Homo Omega contains a host of improvements, both physical and mental. He is, without a doubt, far superior to his Buro masters, with unmatched physical capabilities, and an intellect to match. Thus, while the Buro toast their successes, Homo Omega secretly plans and plots, following his own agenda. Currently, he’s allied himself with a shadowy group of demonic abominations who call themselves the Vivisectors. They possess far greater arcanowave technology knowledge then the Buro, along with improved research and development capacities. It’s unknown what, exactly, Homo Omega wants from the Vivisectors, but it’s a pretty good bet it won’t be for the benefit of the Buro.
Personality/Motivation: Homo Omega is less then impressed with his supposed masters, not to mention the rest of humanity, finding them to be sorely lacking just about everywhere. However, he’s also intelligent enough to realize that “pride goeth before a fall.” So Homo Omega is more than willing to be patient and bide his time, and let his plans and plots develop slowly, and in due course. This ensures they’ll progress quietly and without interruption, waiting until the right moment for Homo Omega to reveal them to the world at large.
Quote: “There’s nothing you can say that I need or want to hear, human. So sit quietly while I prepare you for the arrival of the Vivisectors.”
Powers/Tactics: Skilled at all forms of combat, Homo Omega is a terror on the battlefield. While strong and fast enough to rend opponents with just his hands, Homo Omega prefers to adapt his Arcanomorph Arms to the situation at hand, and then attack at range, from a location of his choosing. His choice of slots will vary depending on target, but he likes to use the Tracer Resin Projector and Wave Suppresser to slow down and disable enemies before eliminating them with Buro Hellharrowoer or Helix Chaingun.
Appearance: Homo Omega stands seven feet in height, with a build best described as “massive.” He barely looks human and has a rough, unfinished texture to his body. Exposed cybernetic systems are embedded in his flesh, while his arms end in bio-mechanical nightmares.
Designer's Notes: Homo Omega is from the Feng Shui supplement Back For Seconds. He’s best used in certain forms of Star Hero settings, although one could make a case of him being a Champions villain, especially if you swap out “Buro” and replace it with “Telios” (you might want to up Omega’s INT then) and replace “Vivisectors” with “DEMON.”
(Homo Omega created by John Tynes, character sheet created by Michael Surbrook)
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