M&M Superlink - Church and State Combat Book (Brand)
M&M Superlink - Church and State Combat Book (Brand)
DR NULL
by Ben Robbins
Art Daniel Garcia (Empty Room Studios),
Ching‑Ping Lin, Robert Haskell
Comics Jem Lewis (stickopolis.net)
Diagrams Ben Robbins
Playtesters:
New Century City–Gavin “Shadow” Cummins, Paul “Dr Daedalus” Ellis,
Mike “Hammer” Frost, Chris “Moon Man” Haddad, Robert “Stardust”
Haskell, Jem “Eclipse” Lewis, Ching‑Ping “Captain Danger” Lin,
Seth “Guardian” Richardson, GM Ben Robbins.
Nexus–Mary “Storm Knight” Clegg, Rob “Kuma” Martinez,
Nancy “Momentum” Willingham, Ron “Asphalt” Willingham, with special
appearances by Katie “Destroyer of Worlds” Willingham, GM Bob Huss.
Strike Force–Besheer “Shadow Snake” Mohamed, Joshua “Montage”
O’Connor‑Rose, Sacari “Aziza” Thomas‑Mohamed, with special
appearances by Thelonious “Johnny Elf” Linford and Ellington “I’m not
Incredible Hulk” Linford, GM Jake Linford.
Special thanks to Stephen Scholz and Ching‑Ping Lin.
The following is Open Game Content in accordance with the Open Game
License: a) character stat blocks except for character name, b) grey text
blocks, c) rule references from other Open Game Content. All other material
is Product Identity.
Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and
Green Ronin are trademarks of Green Ronin Publishing and are used with
permission. Hero points are product identity of Green Ronin Publishing and
are used with permission.
Contents Introduction
Introduction........................................................................... 2 Floods, earthquakes, giant robots, atomic doppelgangers
Curses, Foiled Again!......................................................... 3 and an alien invasion: the heroes are in for a busy day.
Who is Dr Null?.................................................................. 3
Picking a Tone (GM Craft)........................................... 3 This adventure is a sequel to Day of Dr Null and Dr Null:
Setting the Stage................................................................ 3 Battle on the Bay Bridge (a free download from Lame
Open House........................................................................... 4 Mage Productions), but it can be used without either of
Enter the Heroes................................................................ 4 those scenarios if you prefer.
The Prisoner (Scenario Variant).................................. 5
Action................................................................................. 6 In Dr Null: Battle on the Bay Bridge, Dr Null unleashed
Dungeons & Doomsday Devices (GM Craft).............. 6 a horde of mechanical insects, robots programmed to
Splitting Up the Party (GM Craft)................................ 6 construct more and more replicas of themselves from raw
Searching the Base............................................................ 6 materials they scavenged from their surroundings. His
Power Plants............................................................... 6 plan: world domination through recycling.
Automated Factories................................................... 8
Vehicle Bays............................................................... 8 In Day of Dr Null, he hatched a scheme to transfer his
Underwater Locks....................................................... 8 mind into the body of the Neutron Fist, an unstoppable
Labs............................................................................ 9 criminal powerhouse cursed with a disintegrating touch
Booby Traps..................................................................... 10 that prevents him from ever leading a normal life. This was
It will take more than that to stop me! (GM Craft)..... 10
merely a prelude to his real plan: to conquer the city with
Spawn from the Vats........................................................ 12
Nobody Home.................................................................. 13 an army of Atomic Supermen, mass produced synthetic
Characters........................................................................ 14 clones with inhuman strength and radiation powers, and
Atomic Super Clone.................................................. 14 conditioned with absolutely loyalty to their creator, Dr Null.
Tentacled Horror....................................................... 15
In the first part of this scenario (Open House) the heroes
Dam Dr Null!........................................................................ 16 track Dr Null back to his secret base, braving the mad
Blake River Dam.............................................................. 16 scientist in his lair to bring him to justice and end his reign
Dr Null’s Arrival................................................................. 16
of terror. The heroes have to endure cunning booby traps
Enter the Heroes.............................................................. 17
Revelations...................................................................... 17 and then defeat the monstrous creations of Dr Null’s labs…
Action............................................................................... 17 only to discover that they are too late, Dr Null has already
Tankbot Patrols......................................................... 19 departed to inflict one more fiendish plan upon humanity.
Submerged Giant Robot........................................... 19
Time Runs Out (GM Craft)................................. 20 In the second part of this scenario (Dam Dr Null!) the
Belly of the Beast (Action Shtick)....................... 20 heroes follow Dr Null to the Blake River Dam, where he
Dr Null, in the Power Plant........................................ 21 seems prepared to destroy the dam and flood the city in
Revenge of the Fist (Optional).................................. 21 a final act of spite. His real plan is far more diabolical–
Action Shticks................................................................... 22 he intends to use the electricity from the dam to power
Finger In the Dike...................................................... 22 his Seismic Converter, a device capable of inducing
“And Then the Dam Breaks!”.................................... 23
earthquakes across the globe.
Hazards............................................................................ 23
High Voltage.............................................................. 23 As described in the Origin of Dr Null, the Seismic
Exploding Generator................................................. 23
Converter is the same invention that caused the accident
Finale, Take 1–Seismic Converter.................................... 24
Harmonic Waves (Optional)...................................... 25 resulting in Dr Victor Marsden’s amnesia and his rebirth
Finale, Take 2–Death of Dr Null....................................... 25 as the nefarious Dr Null. Events in his life have come full
Aftermath.......................................................................... 25 circle–the device he once invented to help mankind is now
Characters........................................................................ 26 his ultimate weapon to destroy the world he has come to
Iron Juggernaut......................................................... 26 despise.
Tankbots.................................................................... 27
Nega-Sphere............................................................. 28 If you are running Day of Dr Null back-to-back with Death
Dr Null....................................................................... 29 of Dr Null you can have all the action of both adventures
Origin of Dr Null................................................. 30 packed into one very long day: Dr Null tries to mind swap
Aliens Ex Machina............................................................. 31 with the Neutron Fist before noon, the Atomic Supermen
Watcher Drones........................................................ 33 attack the city shortly thereafter, then the heroes track down
and invade the secret base in the afternoon or evening,
Further Adventures........................................................... 34 with Dr Null taking over the dam that night, making it truly
Appendices. ........................................................................ 35 one extra-long action-packed day of Dr Null!
GM’s Fast Reference Sheets........................................... 35
Player Handout Illustrations............................................. 37
If you need to explain why the heroes have not heard of Federal Agent–A government contact can be a ready
such a major villain before, you can presume that Dr Null source of information for the heroes, providing useful
has been out of sight for the past few years, optimistically background and exposition as needed. FBI Special
believed dead or safely locked away as described in Agent Angela Cordry is professional and matter-of-
Setting the Stage. Or you can limit Dr Null’s past schemes fact, seemingly unflappable no matter how unusual the
to other cities or parts of the world, which is why the heroes situation gets–after all it comes with the territory.
have not dealt with him directly before.
“Could be some residual radiation from those Atomic
Supermen. Contact the NRC, tell them they need to
Picking a Tone (GM Craft) get some people on scene ASAP.”
Dr Null can be played as a stereotypical mad scientist or a She provides the heroes with whatever information and
deadly serious enemy of mankind. He can be a crazed pulp cooperation she can, because procedural issues aside
villain or a disturbing reflection of man’s finest aspirations she knows that they are the best bet for dealing with Dr
gone wrong. Pick the tone that works for your game. The Null. Introducing Agent Cordry is also useful if you are
adventure works either way, but deciding what tone you going to use the Aliens Ex Machina option.
want will help you set a consistent mood while you are
running the scenario. Use Government Agent stats from M&M Chapter 11
If you have already played Day of Dr Null or Dr Null: If you have not introduced the Seismic Converter before,
Battle on the Bay Bridge this should not be a problem. Agent Cordry is an obvious source for this information.
Your heroes should be well versed in the ways of Dr Null Heroes who learn about the Seismic Converter in the
by now. If your heroes just finished Day of Dr Null, there is base could contact authorities to learn about it on their
no need to set the stage–they are probably hot on the trail way to the dam. See the Origin of Dr Null for more
of Dr Null. Use the following elements as needed: information.
“My glorious Atomic Supermen, ruined! Oh how they must be laughing now, laughing at me, me whose boot they
are not even worthy to kiss! They think they’ve seen the last of me, think I’ve run off to lick my wounds. They’ll find
I’m not so easy to be rid of. I will have revenge, and I will have it now!”
He stabs buttons on the consoles and file after file is called up on the looming monitors, the screens filled with
schematics and experimental data.
“But how, how? The Tentacled Horror? No, the cellular division is still too unstable. The Orbital Lasers? The
Prismatic Strato-Cloud? No, too long to wait for a launch window. The Dementi-Mist? The Animal Enlarging Ray?
Bah, child’s play! Wait what’s this? Self-replicating Bugbots? Hmm, world domination through… no no no, I’ve tried
that! There must be something…”
Dr Null stares at the image left frozen on the screen. He leans back in his chair, his look of frustration transformed
into vengeful glee.
“Defeated me, have they? Their laughter will die in their throats, when they see that it is by my hand that the world
is brought to ruin! They will remember the name of Dr Null!”
His plans foiled, Dr Null retreats to his hidden base to rant, information about closed off access tunnels leading to
sulk, and plot his revenge. Most supervillains would brood the base.
and scheme, bide their time, and only surface to exact
vengeance once the time was right and their plans perfect. In either of the latter cases, a check of the old city records
Dr Null is not so patient. He wants revenge, now. could reveal that the location matches the site of the old
subterranean power plant.
Dr Null’s lair is a subterranean power station, abandoned
by the city decades ago. In its day it was an optimistic Heroes that follow the Bore Carrier or Cyclotron tunnels
vision for the city of the future, designed to tap clean enter the base through the vehicle bays. Heroes that
geothermal power by capturing heat from deep fissures learn of the abandoned geothermal plant could research
and transforming it into electricity. The plan turned out to forgotten utility tunnels beneath the city streets that lead
be overly optimistic and the station never met its expected down into the facility.
output. It was shut down after more modern facilities were
constructed and eventually forgotten. If you had an all-star cast of guest superheroes help
fight off the Atomic Supermen, why don’t those heroes
help invade Dr Null’s base? They can be busy restoring
Enter the Heroes order, helping trapped civilians and hunting down stray
Atomic Supermen loose in the city. Or maybe they are
If you are running this scenario as a sequel to Day of Dr
just following their own leads to hunt down Dr Null, but
Null the heroes will have several obvious means of hunting
with less luck than the player characters.
down the Dr Null in the aftermath of the attack of the Atomic
Supermen: If you ran Dr Null: Battle on the Bay Bridge but not Day
of Dr Null, the heroes may search underwater for signs of
• Heroes could follow the tunnels dug by the Bore Carriers
Dr Null’s escape pod or to find out where his Bugbots came
or the Cyclotron. This could be a slow process due to
from (since they crawled out of the bay), leading them to
cave-ins, collapsed sections, and other subterranean
discover the underwater locks. You can also quickly get the
hazards, giving Dr Null time to prepare his next move as
heroes involved using The Prisoner option.
described later on.
• A scientific character could collect seismic data from Throughout this adventure specific powers or skills are
nearby geology centers and use it to triangulate the cited as solutions to particular challenges. That does not
point of origin of the massive Bore Carriers. mean these are the only possible solutions–far from it. If
you or your players think of other abilities that seem like
• A more careful examination of the computer systems of they would work, run with it.
the warehouse lab from Fist for a Day could turn up
Talk to the Doctor–Heroes get to listen Dr Null rant while in captivity, giving them some insight into his madness and his
next move. Since the imprisoned heroes are unable to take action it forces the players to roleplay. They can argue,
plead or threaten but little else. Crafty heroes will try to get as much information out of Dr Null as possible (“Tell me, in
detail, about your master plan…”)
Medical Exam–Letting Dr Null make a thorough lab examination of a captured hero opens up lots of possibilities. In
the short term, it lets Dr Null create an Atomic Super Clone, but later on his knowledge of a character’s powers and
weaknesses could come back to haunt the hero. Dr Null could invent special devices or menaces to take advantage
of a hero’s weaknesses or create new terrors based on the hero’s powers. Even if Dr Null never uses the information
it could be discovered in his data banks after his defeat, making its way into other hands later on. How will the Feds
(or the Press) react when they learn that All-American Man really has an alien physiology?
If you ran Day of Dr Null, Attack of the Atomic Supermen discusses possibilities for ending that scenario with the
defeat of the heroes. If the battle with the Atomic Supermen is still raging through the city (conveniently displayed on the
base monitors) the heroes might have to escape, surface to save the city, and only then return to the base to try to nab
the elusive Dr Null. If they waste time scouring the base for Dr Null first, the city will be flattened.
If the heroes were not captured, this scenario is taking place much later or you did not run Day of Dr Null at all, you can
opt to start with a GM’s Fiat capture of the heroes. This works best if Dr Null has a reason to target the heroes, either
because they are prominent defenders of the city and he wants them out of the way before his next attack, he wants to
examine them to collect scientific data or as revenge for foiling him in the past. The game begins with a brief scene luring
the heroes to an apparent threat that turns out to be a trap. The heroes are knocked unconscious by the insidious phase-
web or the gas that seeps out of the fake war-machine rolling through downtown, only to awaken in the lair, prisoners
of Dr Null. If you want to maintain the surprise of the Atomic Super Clone, one hero is missing when the other heroes
awaken and break free, or that hero is taken away after some roleplaying discussion with Dr Null.
You can also have just one hero captured and run a short solo where that hero is examined by Dr Null but escapes to bring
the other heroes (no doubt scouring the city for their lost comrade) back to raid the base. Make sure the solo hero does
not just tackle Dr Null and leave the other heroes out of the game. Since Dr Null has not left yet, the base is teeming with
Tankbots (do not reveal the Iron Juggernaut yet). If necessary let Dr Null’s examination temporarily reduce or neutralize
the hero’s powers, making a desperate escape the only option. Like all solo scenes, either run it when the other players
are not present or make sure it does not go on too long and leave the other players twiddling their thumbs.
Regardless of how or why they are captured, the heroes should spend some time roleplaying being ranted at by Dr Null,
and then he should make himself scarce, giving them an opportunity to recover and plan their escape. After they escape
the heroes can search the base for Dr Null (unless they first surface to stop the Atomic Supermen), putting them back in
the normal flow outlined in the Action section.
Neural Disruptor
Imprisoned heroes are fitted with Neural Disruptors, a small circlet that emits magnetic frequencies that interfere with
the brain’s normal operations, impairing the subject’s muscle control and making it impossible to concentrate enough to
activate powers. The subject can still speak and see through a blurry haze, but that is all.
An advantage of the Neural Disrupter is its simplicity–instead of trying to counteract or nullify a bizarre array of
superpowers, it attacks the mind directly, preventing a hero from activating or using powers. If heroes have abilities that
would obviously make the Disruptor ineffective, Dr Null customizes something for them–he is an unparalleled genius and
should have little problem devising a way to contain them.
If you want to insure that your heroes get to roleplay a bit and talk to Dr Null instead of just busting out and pounding
him, you can start off treating the Neural Disrupters as a Complication–the heroes are too weary after their capture to
fight off the effects. Give them a Hero Point and don’t even let them roll. Later on when they have recovered a bit (and
the roleplaying is over) they can muster their strength and try to break free normally.
The tracks from the vehicle bays lead directly here. If the
heroes examine the controls they see that the outer doors
are open and the chamber is flooded–Dr Null left it that way
when he departed in his Iron Juggernaut. The controls can
be used to close the outer doors, drain the chamber, and
then open the inner doors if the heroes want to examine
the airlock.
Labs
Dr Null has an array of labs, many interconnected rooms
containing a treasure trove of exotic and often bewildering
equipment. Some of it works, some of it doesn’t. This is
where Dr Null can usually be found, pouring over data on
a thirty foot high monitor screen or smashing beakers in
frustration (a mad scientist in both senses of the word).
The labs are the control center of the base since Dr Null
can monitor and control most functions from any of the
consoles. Any prisoners captured will be brought to the
labs for examination.
If heroes are subdued by any of the traps, automated systems will dispense robot drones to carry them to the labs, fit
them with Neural Disruptors, and place them in life support tubes until Dr Null has time for them (see The Prisoner for
things to do with captured heroes).
In the end these traps are unlikely to take out an entire team of heroes. If they split up to search the base, a lone hero
or a pair might be captured but it is unlikely that three or more heroes together will be defeated by a particular trap. It’s a
chance for the heroes to flex their muscles, smash some machines, and get even more irritated with Dr Null.
Traps spring in the surprise round. Heroes get a DC 30 Notice check to avoid surprise, though other senses or powers
may apply. Failure means the heroes get no action during the surprise round. A trap “takes 20” on its initiative roll so it
will usually go first. Heroes may opt to slow down and search for traps step-by-step, allowing them to make a DC 20
Search check, but this is a very, very slow process in such a large complex.
Strobe Lights
High intensity strobe lights flood the chamber, blinding intruders so they are unable to defend themselves against the
mechanical tentacles that snake down from compartments in the ceiling to crush them into submission.
Surprise Round
Dazzle 12 (all sight) area
Subsequent Rounds
Dazzle 12 (all sight) area
six tentacles: +8 attack, damage 8, +20 grapple check
Escape
Strobe lights–Def 5 (Medium), Toughness 2, automatically destroyed if they fail a Toughness save (fragile)
Tentacles–Def 14, Toughness 8 (Impervious 5)
Double Immobilizer
A parabolic dish drops from the ceiling and bathes intruders with waves of mind-numbing high frequency sound (heroes
may recognize the Sonic Immobilizer from Dr Null’s Tripod Walker in Dr Null: Battle on the Bay Bridge). While the
heroes are reeling, secondary emplacements pop out and pepper them with streams of fist-sized balls. These blob balls
are too soft to hurt on impact, but they stick to the target and each other, entangling the target as they accumulate.
Surprise Round
Paralyze 10 area
Subsequent Rounds
Paralyze 10 area
four sticky ball guns: +8 attack Snare 8 autofire contagious
Escape
Sonic Immobilizer–Def 7 (Tiny), Toughness 4, automatically destroyed if it fails Toughness save (fragile)
Four Sticky Ball guns–each Def 7 (Tiny), Toughness 6
All weapons are mounted on the ceiling, out of reach of normal melee attacks. There is nothing to prevent heroes
who are not entangled or paralyzed from just fleeing the room.
Surprise Round
Gravity Control 6, flying characters unaffected
Nauseate 4, flying characters unaffected
Round 1
Suffocate 4
Gravity Control 10, flying characters unaffected
Nauseate 8, flying characters unaffected
Subsequent Rounds
Suffocate 8
Gravity control 10, flying characters unaffected
Nauseate 8, flying characters unaffected
Attacks affects everyone in the corridor automatically with no Reflex save. If a character is able to fly but was on
the ground when the trap was sprung they will take full effect until they are able to get airborne.
Escape
Corridor walls are Toughness 14 (Impervious 8). If a wall is Disabled the cylinder will grind to a halt, though an
abrupt puncture could cause the cylinder to “crash”, inflicting a Damage 10 area (normal Reflex save) on everyone
inside. If the cylinder is stopped but not breached (by telekinesis, etc.) subjects still suffocate.
Gauntlet of Fire
Knock-out gas silently pours into the chamber as the intruders pass through. If anyone remains standing after the gas
takes effect, an grid of flamethrowers fire into the room, trapping the heroes in a deadly maze.
Surprise Round
Paralyze 8 alternate save Fort sleep area subtle (no Reflex save vs area unless target perceives gas)
Subsequent Rounds
Paralyze 8 alternate save Fort sleep area
Flame Blast 8 lethal area (Reflex save for no damage instead of half)
A stationary target only saves versus the flamethrowers once per round, but someone moving (for example trying
to leave the room) must save twice per round, potentially taking damage twice as they dodge through the grid of
gouting flame.
The jets are high enough off the ground that a prone or unconscious figure is not in immediate danger, though it is
more heroic to rescue your unconscious ally than leave them behind.
Escape
There are too many flamethrowers to destroy them individually. Heroes can escape by running the gauntlet of
flame jets to leave the room or smashing the entire chamber (Toughness 16 to damage the whole room). Most
characters get clear of the room in two rounds (slower than normal because of the need to dodge flame), one
round with Speed or Flight 3 or higher, double the time if the subject is Slowed by the gas.
Nobody Home
The heroes finally reach the nerve center of Dr Null’s base,
his inner sanctum and command center in the heart of his
labs. Sadly for the invading heroes, Dr Null has already left.
He took his Iron Juggernaut out through the underwater
locks. He may have left before the heroes even entered
the base.
To create an Atomic Super Clone from an existing character, start with the character’s normal stats and then make the following
adjustments. Adjustments assume starting character is PL 10 and the resulting Atomic Super Clone is PL 12.
Add:
Blast 12 (radiation eye beams)
(alt) Blast 12, area cone, no range
(alt) Aura Strike 12 (radioactive field)
Super-Strength 4
Mind Shield 8
Immunity 5 (radiation damage)
Fearless
Raise Strength to 34 (+12 damage) if it is lower, otherwise raise it by 4 (+2 bonus)
Raise or lower Attack to match PL 12 (+12 attack with blast, +12 attack with melee unless Strength is greater than +12)
Keep Defense the same, but raise Con to increase Toughness to PL 12 maximum (if adjusting from PL 10 this will usually
mean a +8 Con, giving a +4 bonus to Toughness and Fort).
You can also tweak the powers of the original character to reflect the raw fury of the Atomic Super Clone–increase the rank of a
power or add area, or remove abilities that seem inappropriate (Diplomacy, Bluff, etc.). A sample Atomic Super Clone based on
the Psionic Hero Archetype from M&M Chapter 1 is shown below.
* All sizes Absorb 10 energy damage (subtract 10 from all energy damage). For simplicity and to match PL limits, the Tentacled
Horror’s Absorption does not increase energy Toughness higher than its physical Toughness, except at Medium size.
“…fate of the seventeen workers inside is still unclear. We have intercepted these broadcasts from inside the dam.
We apologize for the poor quality of these transmissions.”
The image of the dam is replaced by a grainy close-up of man’s face, his sunken eyes burning into the camera.
“…unworthy of my genius, unworthy of my gifts.” >brzzt< “You would just as soon forget me, smother me in your
mediocrity…” >brzzt< “…merely insects, all of you, and this is all you deserve. You will long remember this day,
and with it the name of Dr…” >brzzzzzzt<
“To recap, the criminal mastermind known as Dr Null has taken control of the Blake River Dam. Police have
cordoned off the area but are waiting for reinforcements before moving in. No demands have been made so far,
and there is concern that a show of force could end the uneasy stand-off and spur Null to destroy the dam, flooding
a considerable portion of the greater metropolitan area…”
Dr Null has taken over the Blake River Dam not to destroy release gates at the top of the dam and run down the wall
it, but to use it as a power source for his Seismic Converter, to join the river below. Spilled water bypasses the turbines
a device capable of transforming electricity into kinetic and does not generate electricity. This is usually only done
energy, vibrations that can permeate the planet’s crust if there is too much pressure on the dam wall. The reservoir
and spread across vast distances. With the full power is effectively a battery, storing the potential energy of the
of the dam, the Seismic Converter will be able to induce water.
earthquakes around the entire world.
There are observation and control booths on the top of the
This also marks a full circle for Dr Null: this invention that dam, but the primary controls are in the power stations at
he intends to use to humble mankind is the same one that the base of the dam. The power stations are long concrete
caused the accident resulting in his amnesia and his as the buildings lining the lower waterway. They house the
nefarious Dr Null. The original Seismic Converter was built generators which sit over the penstocks. Water flowing out
to absorb low-level tectonic movement across a very large from beneath the power stations form the river below the
area and transform it into electricity, providing a limitless dam.
source of clean energy. Now Dr Null has modified the
device to work in reverse, broadcasting vibrations instead
of absorbing them.
Dr Null’s Arrival
Dr Null left his base aboard the Iron Juggernaut. He departed
Blake River Dam through the underwater locks, following the waterways and
then cruising upriver to the base of the dam. The robot
The fictional Blake River Dam is a standard hydroelectric remained submerged the whole time to avoid attracting
dam, providing power to much of the surrounding region. attention. Dr Null rode in the auxiliary control room (built
You can replace it with any dam near the city of your for when he chooses to operate it manually or just watch
choice. the fighting from close up) and the smaller Tankbots were
carried in the cargo bay between the treads.
The dam generates power by drawing water from the
reservoir behind the dam into the intake towers. It flows The Iron Juggernaut reached the dam after dark. It
through underground tunnels (called penstocks) which surfaced and disgorged the Tankbots, who swarmed over
pass under the blades of turbines. The current rotates the compound and rounded up the night-shift workers.
the turbines, spinning magnets inside the generators and After Dr Null off-loaded the Nega-Sphere and the Seismic
transforming the kinetic energy into electricity. Converter with the help of a few remaining Tankbots, the
Iron Juggernaut moved out of the river and circled around
The reservoir allows the operators of the dam to decide through the woods to reach the reservoir behind the dam
how much water to admit into the intakes (and therefore where it re-submerged itself and lies in wait.
how much electricity to generate) at any time, regardless of
short-term changes in the river’s flow due to weather, etc. If Dr Null entered the eastern power station and made himself
there is too much water in the reservoir, the dam operators busy splicing power cables from the dam’s generators to
can release water through spillways, letting it flow through his Seismic Converter.
If you are running this scenario as an immediate continuation An important revelation should be a critical point in the
of Day of Dr Null, city authorities are still reeling from the game, changing players’ perceptions of the situation and
attack of the Atomic Supermen. Police, fire and medical possibly their response.
services are struggling to return normalcy to the city, leaving
only a token contingent to surround the dam and prepare 1) Dr Null is going to destroy the dam (incorrect)–
for the worst. Officials are scrambling to deal with this new Authorities and the media presume that having failed to
threat but their resources are already heavily overtaxed. conquer the city, Dr Null is going to destroy it with a flood.
Police roadblocks have secured roads leading to the dam
but they do not have the firepower to move in–who knows 2) Iron Juggernaut hidden in the water–If the heroes
what Dr Null has in there waiting for them. The authorities have not already found Dr Null they are likely to assume
are eager for the heroes’ assistance (of course) but can he is inside the Iron Juggernaut, particularly after they hear
provide little in the way of support. his voice booming out of its loudspeakers (Red Herring).
Dr Null takes over the dam just after dark, so the heroes 3) Seismic Converter–Dr Null wants the dam as an energy
arrive at the dam during the night. The Iron Juggernaut is source to power his Seismic Converter, an invention that
not visible unless the heroes have some means of seeing can create widespread earthquakes and do far greater
into the dark waters. When the it circled to the top of the damage than a simple flood. Heroes may have already
dam it smashed through trees and gouged massive tread gained all the clues they need in Dr Null’s base. Heroes
marks in the soft earth, but the forest is pitch black at night who researched Dr Null’s origin should recognize it as the
and these signs could easily be missed. project that caused his accident originally.
Notice DC 30 to spot tracks from a distance at night 4) Nega-Sphere self destruct–Enraged by the failure of
(DC 15 if able to see in the dark). Notice DC 15 to his Seismic Converter, Dr Null sets his Nega-Sphere to
spot smashed trees if cutting through the woods on explode and destroy the dam. It’s the last straw. In his fury
foot, but not necessarily recognize tread marks. he intends to destroy the city even if it kills him.
Power Station
Utility Bridge
Intake Tower
Dam Wall
Toughness 6 (+7 Heavy, 6 Impervious)
Includes water pressure
~ Leak (caused by Damage 18 attack)
Resevoir
Power Station
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Generator
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~ Explosion Damage 11
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Dr Null can watch the remote feeds from his Tankbots The mechanical monstrosity stands waist-deep in the
or Iron Juggernaut on the console of his Nega-Sphere, reservoir, towering over the dam wall and sloshing water
allowing him to see what is going on when fighting breaks over the top like a behemoth in a bathtub. The reservoir
out. He can speak through loudspeakers built in to the Iron is too deep to actually stand, but the robot can use its
Juggernaut, but not the Tankbots. underwater thrusters to tread water.
Tankbot Patrols It can strafe the heroes with ranged attacks from the top
of the dam, looming over the lower dam and the power
The Tankbots are there to police the facility and apprehend plants, forcing melee heroes to come to it, or it can roll up
anyone who might interfere (such as the dam engineers). onto the land and circle back to the lower dam (unleashing
They automatically signal Dr Null if they meet any resistance. a barrage of ranged attacks en route).
Their relentless patrolling makes it more difficult to catch
Dr Null at unawares–unless they have exceptional stealth Dr Null watches the battle through the Iron Juggernaut’s
abilities heroes are likely to get in at least one fight before remote cameras and talks through its booming loudspeakers,
they find Dr Null, alerting him of their presence. gloating as his giant robot crushes the heroes beneath its
treads or cursing the heroes for their dogged persistence.
The robot patrols are probably not a serious threat to the Heroes may incorrectly assume that he is onboard piloting
heroes. The heroes may have an unexpectedly easy time it (particularly if they encountered his Tripod Walker and
smashing waves of mindless Tankbots, but just when they Cyclotron in Dr Null: Battle on the Bay Bridge and Day
start to think they are in for an easy victory Dr Null activates of Dr Null). Dr Null did not think of tricking the heroes,
his real champion, the Iron Juggernaut. but he may encourage their assumption once it becomes
apparent, just for his own amusement.
Submerged Giant Robot The Iron Juggernaut is a tough opponent. Most heroes will
The Iron Juggernaut is programmed to lie in wait until Dr be hard pressed to make a dent in it, and even concentrated
Null orders it to surface or it is attacked. If the heroes are attacks may barely slow it down. At this stage Dr Null wants
inside the power plant buildings when it is activated they to use the dam, not destroy it, but collateral damage from
hear the crashing water outside, and through the windows the fight could easily put the dam in jeopardy.
This Action Shtick is most appropriate for heroes who live by their wits and utility belts but lack the raw power to
take on a juggernaut like this in a straight fight. Heroes may split up, a few crawling into the robot’s innards while the
heavier hitters pound it from the outside to keep it busy.
The Iron Juggernaut has no internal defense systems, but the innards of an operating machine is still a dangerous
place to be–grinding gears, pistons and exposed energy sources pose a constant threat to would-be robot spelunkers.
Seemingly safe spaces suddenly close-in as the robot bends or turns. Pressure valves open and close inexplicably.
Electrical arcs flare between terminals. A wrong turn into the fusion breath conduit could cut a hero’s career short.
Knowledge–Technology DC 25 to head towards a specific system and possibly avoid hazards (not required
but could make things easier for the hero.
There is an auxiliary control room Dr Null uses, but getting to it should not be easy–the exterior hatch is concealed
and protected with the full armor of the robot (this is just a fancy way of forcing the heroes to crawl through the
innards instead of cutting to the chase).
Once the heroes reach someplace vital their sabotage could cut the robot’s power supply entirely, disable particular
weapons, make it rampage insanely or just explode (the fusion power burning through the interior systems and
venting out through the joints of the robot in a burning flash but not destroying the armor, leaving a smoking lifeless
hulk). A lot will depend on how the heroes describe what areas of the robot they are heading for.
Use a Complication to have the robot rampage or explode (Blast 14 area) with the heroes inside. Heroes may
try additional sabotage to bring down a rampaging robot.
In the “Fly Up the Gun Barrel” variant, a particularly invulnerable hero could choose to leap into the robot’s mouth and
down into the fusion bottle where the atomic breath weapon originates. Rupturing the magnetic fusion bottle causes
the robot to explode as described above.
Magnetic fusion bottle Toughness 12. Atomic breath damage each round (no reflex save).
• Tangles of cable litter the area where Dr Null has Neutron Fist is described in Day of Dr Null. If you did not
connected the Seismic Converter directly to the power run that adventure omit the Fist entirely–his appearance
output of the generators. The Seismic Converter is a will have far less meaning to the heroes if they have not
long cylinder, with nested arrays of turbines showing encountered him before.
between gaps in the hull. Its shape resembles a jet
engine, but without any exhaust. The Neutron Fist is a wild card. Depending on how previous
encounters went he might hate the heroes, or he could
• Another loop of cable runs over to Dr Null’s Nega- help defeat Dr Null. Hammond is a hardened criminal who
Sphere, allowing him to control all functions of the dam has been exploited for his power time and again. Distrust
and the Seismic Converter from his console. is his middle name. He is likely to tell heroes who have
shown him good faith to just stay out of his way rather than
• The seventeen workers who make up the dam’s night actually team up with them. If you want to make things
shift are also here, herded together and surrounded by extra-difficult for your heroes, the Fist’s brief taste of a
a half dozen Tankbots. The prisoners are dangerously normal life in Fist for a Day could have driven him to near-
close to the Seismic Converter–heroes should be careful suicidal rage and despair. He might decide to destroy the
to get them safely out of the way before tampering with whole dam along with Dr Null.
it.
Have the Fist arrive whenever it seems the most interesting.
If the heroes have already confronted the Iron Juggernaut, He could show up early and smash his way through
the Seismic Converter was probably already powered Tankbots (and possibly sections of the dam) looking for Dr
up as described above. If not, Dr Null activates his Iron Null, or he could make an entrance right when the heroes
Juggernaut now to draw off the heroes and then powers are poised to disable the Seismic Converter, a potentially
up the Converter. deadly distraction for the heroes or an unexpected monkey-
Dr Null is confident his Nega-Sphere can protect him from wrench in Dr Null’s plans.
direct assault–he will not hesitate to interpose himself to
protect his Seismic Converter. Once the Seismic Converter
is powered up, proceed to the Finale, Take 1–Seismic
Converter.
A Disabled/Broken result means the dam has been structurally weakened enough that water pressure will
soon spring a leak. The dam takes 10 on its Toughness saves, so it takes a single Damage 18 attack to
weaken the dam enough to cause a breach.
Reduce these numbers by the number of Injuries the dam has already taken (for example if the dam had
already been Injured four times, a Blast 14 could cause it to spring a leak).
An unopposed attacker can take a full round action to make the dam take 5 on its save, reducing the number
needed by 5 (but not below limits of Impervious)–you may choose to only allow this outside of combat when
there is no interference. Without water pressure the dam would have a +12 Heavy Object bonus.
Damage may appear superficial, the dam showing no signs of failing, but looks can be deceiving. Once the dam has
taken enough damage to spring a leak, the tremendous pressure of thousands of tons of water will slowly expand
even the tiniest fracture. Structural flaws deep within the wall slowly widen until the peril becomes apparent:
(surprise round) An ominous noise rumbles across the valley, the sound of concrete shifting and cracking deep
inside the dam wall.
(round 1) A growing hairline fracture spreads across the outer surface of the dam wall.
(round 2) Sprays of water erupt as chunks of concrete break free at the damaged point and tumble into the river
below. Water shoots out like a fire hose, its force increasing steadily as the pressure expands the hole.
There can be a long delay between an attack and the first sign that the dam is seriously damaged (surprise round
above), but once the danger becomes evident the heroes have to act fast. If they do nothing, the rushing water
continues to erode the wall and widen the crack until the entire dam collapses under the current. There are various
solutions the heroes can try, including:
• Welding the concrete closed with laser eyes or freezing the water solid with ice powers
• Blocking the geyser with a super-strong hand or chest (the literal finger in the dike)
The sooner the heroes act the better. It is far easier to stop the collapse before it spreads, but they might be hard
pressed to save the dam in the middle of a fight with Dr Null’s Iron Juggernaut. And of course just when the heroes
are starting to get one breach under control another might spring up…
DC 25 to plug the gap. DC increases by +2 each round, starting round 2. Use power check, strength check,
etc. depending on what the heroes do. Apply bonuses or negatives for creative or unlikely plans respectively.
Use Combined Attack bonuses if heroes cooperate in ways that work together.
Heroes can retry each round if appropriate. If they fail by less than 5 the breach is not sealed but the
spreading is slowed, so the DC only increases by +1 that round.
If the heroes are in the immediate path when the dam breaks they will be hit with the full force of the flood’s fury and
may be swept along with the tide if they have no means to escape.
Heroes may still be able to avert the disaster before it reaches inhabited areas.
• Create a wall to hold the flood in the river valley downstream of the dam.
• Freeze the entire wave in a massive glacier or make the water magically disappear.
DC 35 to stop the flood. Use power check, strength check, etc. as appropriate. Apply bonuses or negatives for
creative or unlikely plans respectively. Use Combined Attack bonuses if heroes cooperate.
This DC is realistic but hard for the heroes to reach. Adjust lower if you want to make things easier.
If they are unable to stop the tidal wave-like power, the heroes can take the hands-on approach and assist with
evacuation and rescue:
• Airlift trapped suburbanites from their rooftops before their houses collapse under the tides.
If you want a real shake-up, let the flood waters sweep into downtown. The waters will subside from most streets
in a few hours but lower sections of the city could be knee-deep for days to come. With police barely able to patrol
those areas they become lawless zones, leaving the heroes with their hands full to control rioting street gangs and
whatever opportunistic supervillains crawl out the woodwork.
Flooding the city could be a major game event. You could spend whole game sessions doing search and rescue,
or trying to bring order to the flooded no man’s land. Maybe the water is trapped and never drains, creating a new
Venice ghetto in your fair city. Heroes might be haunted for years by the aftermath of the Blake River Flood.
Rather than wait for the heroes to arrive and spoil his plans, • destroy the generators (see Hazards–Exploding
Dr Null turns the Seismic Converter to full power while the Generators)
heroes are still tangled up fighting the Iron Juggernaut.
• block the intake towers or penstocks (underground
If not, he dramatically pushes the button on his console
tunnels) choking off the flow of water which spin the
within the safety of his Nega-Sphere as the heroes watch,
generator turbines
powerless to stop him.
Take Control of the Converter–Technical or just plain
The Seismic Converter whines like a jet engine
lucky heroes could try to override Dr Null’s control by
pushed into the red, the very air around it starting
fiddling with the utility panels on the Seismic Converter,
to shimmer from the vibration. Your skin buzzes and
crossing wires, blowing fuses, etc. Heroes who had the
tingles, and loose tools and discarded sections of
foresight to study the Converter’s plans should get an
cable begin to skitter and slide across the concrete
appropriate bonus.
floor. The sound is momentarily unbearable and then
shifts higher into a frequency you cannot hear but If Dr Null is still trying to operate the Converter from the
can still feel pressing against your head. console of his Nega-Sphere use contested skill checks
or power checks. Other heroes might keep Dr Null busy
Instead of just creating a powerful localized quake, the
so he cannot focus on regaining control.
vibrations rippling out from the Seismic Converter carry for
great distances through the Earth’s crust. This means the Disable Device or Craft–Mechanical (jury rig) DC 25
heroes have some time to react before the tremors reach to begin shut down.
dangerous levels, but when the earthquakes do start they
will affect a vast area, possibly the entire globe. Quakes will Craft–Mechanical (jury rig) DC 35 to gain full control
be greater where natural faults already exist and weaker in and reverse flow to dampen earthquakes.
more stable areas.
Opposed skill checks versus Dr Null if he tries
The steadily increasing vibrations make it clear that the to regain control (unless hero thinks to disable
heroes have to act fast. A few of the obvious solutions that communication circuits)
heroes may try are given here, but they may certainly come
up with others as well: Counter the Earthquake–Heroes with earth powers,
mystic arts or even a really good jury-rigged device can
try to dampen the tectonic forces being released by the
Death of Dr Null - 24 - Dam Dr Null
Seismic Converter. Stopping the earthquakes entirely that have so vexed him along with it. He may die, but he
is unlikely, but even a partial success can reduce the will have the last laugh.
intensity and lessen the destruction.
Dr Null overloads the power of his Nega-Sphere, locking
Counter earthquake DC 40 (reduce DC if power to the circuits into a cyclical loop and committing it to self-
Seismic Converter is reduced) destruct. The sphere builds up power until it cannot contain
any more, finally erupting in a catastrophic discharge.
Different approaches can work together. Some heroes
might race to block intake towers (reducing power to the As soon as the Nega-Sphere starts to overload it sheds
Seismic Converter) while another uses earth powers to dangerous amounts of energy, damaging anyone or
subdue the weakened quakes and a gadgeteer fiddles with anything nearby as the power increases.
the controls to shut the Converter down entirely. Blast 6 area explosion, concentration, no range,
If the heroes are desperate for technical help the captured affects incorporeal (damages everyone in the area
engineers can provide useful information and assistance. each round)
They know the dam backwards and forwards, and provide Increases by +1 each round until it reaches 12, after
at least cursory assistance with the high tech Seismic which the Sphere explodes.
Converter.
Dr Null pilots the Sphere as close to the dam wall as
Remember its the heroes who are saving the day, not
possible, crashing through the windows/walls of the power
the NPCs. The engineers may figure out what is needed
plant if necessary. He is determined not to let the heroes
but the heroes should be the ones who do the deed (only
stop him. He fully intends to go down with the ship.
an invulnerable hero can reach in and disconnect the
exposed high voltage line, etc.). The pulsing sphere shines more brilliantly every second,
making it clear to the heroes that it is steadily approaching
Harmonic Waves (Optional) critical mass. Heroes need to keep the Nega-Sphere
away from the dam wall before it explodes to prevent a
If just smashing the Seismic Converter seems too easy, try catastrophe.
this option instead:
Blast 24 area explosion, affects incorporeal
“Fools! You’re too late, too late! The harmonic waves
I’ve released into the Earth’s crust are spreading out Sufficient to immediately collapse the dam if within 10
around the globe. When the waves circle the planet feet, or create a breach if within 60 feet (farther if the
and cross over they will reinforce themselves, growing wall is already damaged).
stronger and stronger with each oscillation!”
Dr Null should go out with a bang, not a whimper. If heroes
“Soon the whole world will tear itself apart, and breach the Nega-Sphere or somehow cancel its power the
there’s nothing you can do to stop it!” remaining energy implodes in an explosion half as powerful
Heroes need to cancel the tectonic energy already released but still with enough fury to vaporize the vindictive doctor.
before the amplitude increases and it causes catastrophic
earthquakes (using Take Control of the Converter and Aftermath
Counter the Earthquake above).
Depending on how successful the heroes were in averting
Even if the heroes fail, Dr Null’s assessment might be a flood and/or an earthquake, there could be a lot of clean
optimistic–the harmonic waves could cause earthquakes of up ahead (see “And then the dam breaks!” for playing
varying intensity at critical points around the globe without out the repercussions of a flooded city).
actually destroying the world.
Dr Null is quite likely dead, the victim of his own twisted
Finale, Take 2–Death of Dr Null machinations, which should be some small consolation to
the recovering population. Less optimistic observers might
“Nooooooooooo!” >kaboom< mention that this is not the first time the world thought it
saw the last of Dr Null, but that kind of pessimism is likely
- last words of Dr Victor Marsden aka Dr Null to be muffled by the collective sigh of relief that the mad
man has finally been stopped.
Maddened by his repeated failures, Dr Null decides to
exact a bitter revenge rather than endure the humiliation
of another defeat. If he cannot shake the world to its very
foundations, he can at least obliterate this dam and let the
waters wipe away the city that mocked him, and the heroes
abilities -44 + skills 2 + feats 1 + powers 189 + combat 68 + saves 0 + drawbacks 0 = 216 pp
If you want a more practical explanation, assume that Constructs get a Toughness save versus the Toughness
the Iron Juggernaut is still a prototype and is not ready drain of Corrosion and Disintegration instead of an
for prolonged operation. After extended combat it may automatic failure (MM2 FAQ).
start to overheat, malfunction, or just shut down. Dr Null
is aware of these bugs, but while they make the Iron
Juggernaut useless for taking over a city he does not
expect them to interfere with his mission at the dam.
The outer hull of the Nega-Sphere is not matter but a near- The Nega-Sphere does not have any weapons except
invulnerable ball of destructive energy generated by the on- the sphere itself–anything coming into contact with it is
board systems. The vehicle itself is a small platform (which damaged. The same is true for the interior, so if Dr Null
forms the “floor” within the sphere) with a circular console at is thrown against the walls of his own vehicle he could be
waist-level connected to the platform by a slender support. destroyed. An occupational hazard in mad science.
Dr Null usually stands at the console, hunched over the
controls so he can supervise all his machinations with the Power Resistance is a pretty universal protection, but
touch of a button, but a collapsible chair be extended from feel free to add other tweaks to the Nega-Sphere based
the base if he prefers to sit. The control console has a on Dr Null’s previous encounters with the heroes. Has
wide array of functions and can be patched into whatever Dr Null seen a hero teleport? Then he has probably had
other systems or devices Dr Null is using at the time. It can time to collect data and improvise at least a temporary
still operate as a flying platform with the shield turned off, means of blocking it. Rather than bothering to create
which Dr Null rarely does expect to exit the sphere or bring the stats for the device Dr Null would need to do this,
someone aboard. consider it a Complication, give the affected character a
Hero Point and move on.
The energy of the sphere creates a disruption at a quantum
level, interfering with most powers that try to affect it or
pass through it (Power Resistance). Attacks cannot reach
Dr Null until the Nega-Sphere has been breeched (vehicle
destroyed).
There should be no foreshadowing of the aliens whatsoever. Normally foreshadowing is a good thing, but the goal here
is to give the heroes a head-snapping surprise, a “just when you thought things couldn’t get any worse” moment, and to
move the scale of the threat up several notches.
The heroes have probably faced Dr Null several times, which can amount to a certain degree of tunnel-vision: find Null,
destroy his vehicle, stop his plan. A massive twist like this throws all those preconceptions to the wind and completely
changes the dynamic of the situation. If you want to break the action at the dam across two game sessions stopping
right before the exposition in Lesser of Two Evils makes a pretty good cliffhanger. You can also transplant Aliens Ex
Machina to any other scenario where you want to surprise the heroes and change the scope of the situation.
Who Watches the Watchers? If Dr Null is inside the power station he may not even come
into contact with the Drones or see the phantom saucer.
The Watchers are a mysterious intelligence from on-high, He has no idea who these aliens are and categorizes
operating from a different level of space-time than humans. them as just more interlopers ruining his plans. If his Iron
They do not appear in this scenario or even directly Juggernaut is still active he will almost certainly use it to
communicate, acting only through their agents or drones. attack the drones, along with any remaining Tankbots
outside.
Cordry is a loyal servant of the Watchers–her faith in them
is absolute, even when confronted with a painful decision Saving the World
like sacrificing a city to save a world. Regardless of how
difficult it is she will not turn against them, but could be If the heroes do nothing, the Drones destroy the dam, Dr
persuaded to help the heroes avert the crisis some other Null is foiled, the world is saved but the city is lost. Not
way. likely.
To mentally communicate with the Watchers, Cordry enters Attacking the Watcher’s saucer is a non-starter–not only is
a meditative trance in which her normal human awareness it massive and far more powerful than the heroes (capable
can interact with their hyperspatial consciousness, an of destroying the world) it only partially exists in our
impossible feat in the middle of the action. Even if she dimension, making it immune to conventional attacks.
could make them listen, Cordry would not try to dissuade
them. Insubstantial 4 incorporeal
Since the heroes cannot communicate with the Watchers, If they want to save the dam and the world, the heroes
they cannot waste their breath arguing with them. They have to stop Dr Null themselves to show that the danger
have to take action and make their own decisions in the of a cosmic catastrophe has been averted, and they have
face these hard circumstances. to do it fast (Finale, Take 1–Seismic Converter). Heroes
may well split up, some holding off the Drones while others
Close Encounters race to stop Dr Null. As soon as the threat of the Seismic
Converter is eliminated, the Drones will stop fighting and
Even while the heroes are demanding explanations phase back to the phantom mothership which itself then
from Special Agent Cordry, events in the background fades from view. The alien presence vanishes, taking
are progressing rapidly. The drones are methodically Cordry with them at least for now, and leaving the heroes
positioning themselves to destroy the dam, and inside the to deal with the furious Dr Null (Finale, Take 2–Death of
power station Dr Null is feeding power into his Seismic Dr Null).
Converter.
Keep Watching the Skies
The Watcher Drones spread themselves evenly across the
base of the dam wall in a hexagonal grid. Once in position The Watchers have vanished as suddenly as they appeared,
they hunker down ominously and await for the rest of the leaving the heroes with more questions that answers. Will
grid to be complete. When all Drones are in place, they the Watchers return? What is their agenda? Do they have
detonate and destroy the dam. If the drones encounter other agents secreted among mankind?
resistance, groups will combine into larger Man-Drones.
The Man-Drones fight while more Drones phase in to fill in If the Neutron Fist appeared at the dam, what about
any gaps on the dam wall. the uncanny similarity between the appearance of the
mysterious orb that gave the Neutron Fist his powers
Heroes may fight valiantly against the rising tide of Drones, and the alien architecture? Could the Watchers have
but even if they fight them to a stand-still the rising whine orchestrated his transformation all along just to prepare
from the power station demonstrates that they are just him to be present here, on this night, to foil Dr Null and
buying time for Dr Null’s earthquakes. For the purposes of save the world?
this scenario there are always more Drones waiting to be
phased in–they will not run out of reinforcements. Worse
+3 +7 Small none
* All sizes Absorb 10 energy damage (subtract 10 from all energy damage). For simplicity and to match PL limits, the Tentacled
Horror’s Absorption does not increase energy Toughness higher than its physical Toughness, except at Medium size.
GM’s Fast Reference Sheet Dam Dr Null
abilities -44 + skills 2 + feats 1 + powers 189 + combat 68 + saves 0 + drawbacks 0 = 216 pp