I really liked the look of Microtitan. I drew him off of a small picture taken from Jim Lee's
Wildcats; just a cool image (I think of a guard or something).
Like the Sphinz from
Mystery Men, I left him "terribly mysterious"
He showed up in the prison dimension of Finity, the good guy (Alexander) vouched for him, and he helped the heroes win and then accompanied them home.
Like a lot of the older characters, the method for delivering his poison wasn't very well defined. The way we've usually done it is to require HP damage to allow the venom to be administered (i.e., if the attack hits on Armor or Invulnerability it doesn't get through to the skin or bloodstream). The idea of spurs was a direct rip off from the bad guys (grackleflints?) in Matt Wagner's
Mage.
One funny story about this character. He was fun to play, but had
NO defense of any kind. So I tried to invent Armor for him (thinking it kind of fit his look anyway). With a 30% chance you would think he would succeed
occasionally. But
NO, he tried over and over and over again, but to no avail. He attempted to increase it
TEN TIMES and the lowest roll he ever got was a 50. After nearly a year of trying (he was attempting once a month, so spending all his time focused on it), he figured it was not meant to be and gave up (I suppose he probably retired).
Anyway, that's a big part of why he was left so mysterious and not fleshed out or defined more.
Identity: -
Name:
MICROTITANSide: Good
Sex: Male
Level: 2
Age: -
Powers:
Heightened Endurance: +15.
Poison/Venom: % E save failed by victim causes loss of movement/action for 1d20 phases; 1d20 phases; delivered by spurs in elbows.
Devitalization Ray: Range 42, PR-3, 3d10 from targets Power.
Natural Weaponry: Skill; +2 to Hit, +4 to Damage HtH.
Size Change: Smaller; 1 tall; Height Factor 6, Weight Factor - .004; numbers in brackets show smaller form.
Power Blast: Range 15"; PR-1; Damage - 1d20.
Low Self-Control: Cannot resist fighting when provoked.
Weight: 250 (63") [1]
Basic Hits: 5
Agility Mod.: -2 [+8]
Strength: 8
Endurance: 21
Agility: 8 [18]
Intelligence: 10
Charisma: 14
Reactions From: Good: +2 Evil: -3
Hit Points: 8 [20]
Power: 47 [57]
Healing Rate: 3
Damage Mod.: - [+2]
Accuracy: -2 [+3]
Carrying Capacity: 327
Basic HtH Damage: 1d6
Movement Rates: 37" [8]
Det. Hidden: 8%
Det. Danger: 12%
Inventing: 30%
Security Clearance: -
Unknown Citizenship
Ranges when small: Devitalization Ray 7, Power Blast 3
Chance to Hit / Damage:
Power Blast 14 [19] / 1d20 [+2]
Devitalization Ray 10 [15] / -3d10 [+2]
HtH 5 [10] / 1d6+4 [+6] +
poison