LAST EDITED ON 05-10-03 AT 07:21 PM (EDT)
>>Just out of curiosity, do you still have Don's MSH RPG stats around,
>>Gryphon?
>
>I thought I did, but it appears not.So I dug around online, found copies of the Advanced Set books, and re-created them from memory and my own impressions of his abilities. This is almost certainly not accurate to the original game character, but it represents a reasonable approximation of his capabilities as of EPDTMU.
--G.
GRIFFIN
Donald E. Griffin
Fighting: Remarkable (30)
Agility: Typical (6)
Strength: Good (10)
Endurance: Incredible (40)
Reason: Amazing (50)
Intuition: Typical (6)
Psyche: Amazing (50)
Health: 86
Karma: 106
Resources: Amazing (50)
Popularity: Poor (4)
Affiliation: X-Men, Time Lords of Gallifrey, formerly Excalibur and Guardians of Vacationland
Identity: Public, but obscure
Marital Status: Widower
Place of Birth: Bangor, Maine
Base of Operations: Xavier's School for Gifted Youngsters, Salem Center, NY
Talents: Genetics, Chemical Engineering, Philology, Artificial Intelligence, Computer Engineering, Cybernetics, Robotics, Weapon Engineering, Temporal Navigation, Temporal Engineering, Dimensional Engineering, Martial Arts B, First Aid, Energy and Particle Physics, Mathematics, Quantum Physics, Temporal Physics, Pilot: Aircraft, Pilot: BattleMech, Automobile Specialist, Pilot: Motorcycle, Pilot: TARDIS, Marksman, Sharp Weapons.
Known Powers: Don Griffin is a mutant whose powers primarily affect his neural structure and mental processes. He has the following innate Powers:
Eidetic Memory: Monstrous (75)
Hyper-Intelligence: Incredible (40)
Hyper-Invention: Incredible (40)
Immunity: Emotional Attack
Immunity: Mental Attack
In addition, Don is a Time Lord of Gallifrey. Retrogenetic treatments undergone as part of his training at the Prydonian Chapter Academy grant him the following Powers:
Serial Immortality
If Don is killed, his body regenerates into a new, fully healthy form. Unlike many Time Lords, whose regenerations can turn them into almost entirely different people who hold their predecessors' collective memories and experiences but look and even act completely differently, Don tends to come back as himself (same stats, same appearance). Time Lords can regenerate 12 times. Don has done so twice.
Longevity: Feeble (1)
The enhanced lifespan granted by this power (100,000 years) applies to each regeneration; so, if Don manages to live out a body's natural lifespan without getting prematurely killed (unlikely in his line of work), he will eventually die of old age and regenerate naturally.
Abnormal Physiology
Although Time Lords look human, they have certain internal differences, the most noticeable being that they have two hearts which beat asynchronously.
Metabolic Resistance: Remarkable (30)
Lung Adaptability: Poor (4)
Time Lords' optimized metabolism and bypass respiratory system give them great resistance to poisons and hostile atmospheres compared to normal humans. (This limited Lung Adaptability does not come with the limitation described in the Ultimate Powers Book.)
Equipment
GRF-3N Griffin Mark III Cybernetic Combat Vehicle
This powered battle suit is Don Griffin's principal weapon, the combat system which he created to keep him alive and make him useful in the dangerous world of the X-Men. It has been refined and upgraded several times. The Mark III was created after Don's Time Lord training and includes some elements of Gallifreyan and other technologies. It is powered by a miniature fusion reactor and has the following Powers:
Fighting: Amazing (50)
Agility: Excellent (20)
Strength: Monstrous (75)
Endurance: Monstrous (75)
Health: 230
Body Armor
The Griffin's armored skin is made of an alloy of titanium and depleted dalekenium. It has Monstrous (75) Material Strength and provides that level of protection from physical and energy attacks, heat and acid. The suit has Unearthly resistance to radiation, cold, and electrical attacks. The alloy is non-magnetic.
Flight
Twin high-efficiency fusion turbines built into the suit's backpack provide flight capability. Monstrous (75) speed can be sustained indefinitely. (See Override, below.)
Sensor Suite
Sensors built into the suit provide its operator with a wide range of information not available to the normal person, including Remarkable (30) Energy Detection, Life Detection, Radar Sense, Sonar, Telescopic Vision, Thermal Vision, and Ultraviolet Vision.
Communication System
The Griffin is equipped with a communications system capable of transmitting and receiving on all EM bands, performing satellite uplinks, communicating with TARDIS comm systems, and connecting to the Internet at 12 megabits per second. It also has a TARDIS homing beacon configured for Don's personal TARDIS.
Battle Computer
The Mark III's built-in battle assistance computer gives its operator the functional equivalent of Excellent (20) Danger Sense.
Particle Projection Cannon (PPC)
The Mark III's main weapon, the PPC is a powerful directed energy weapon with variable energy settings. At normal power it does Monstrous (75) electrical damage. It can be set to any lesser Power Rank. Range is 15 areas.
NOTE: Though this weapon is hand-held, it draws power from the suit's reactor by an induction plate in the gauntlet, and will not function if taken from the Griffin's hand.
Laser Cannons
There are four pulse laser cannons built into the suit, two on each vambrace. They inflict Incredible damage up to a range of 5 areas. The pairs of pulse lasers may be fired at separate targets (yellow FEAT).
Missile Rack
Pop-up missile canister, normally worn on back, deploys over left shoulder. Holds 10 missiles. Missiles have a range of 20 areas, seek targets at Monstrous (75) airspeed with the equivalent of an Excellent (20) Track power, and inflict Remarkable (30) explosive damage.
Bayonets
Retractable close-battle weapons which deploy from the backs of the suit's gauntlets. Inspired, obviously, by Don's fellow X-Man Wolverine. Composed of the same Monstrous (75)-strength alloy as the rest of the suit, the claws inflict Excellent (20) cutting or piercing damage and ignore physical armor of a lesser Materal Strength than their own.
Searchlights
The suit is equipped with two shoulder-mounted searchlights which can provide Excellent (20) illumination to a forward-facing cone.
Thermoptic Camouflage
The Mark III is fitted with an advanced thermoptic camouflage system which gives it Remarkable (30) invisibility when activated.
Modular Equipment Bays
There are six module bays in the Mark III, three on each side, just above the waist rotator. Each bay can contain a single Standard Equipment Module, which can be linked into the suit's cybernetic control system or removed and employed manually. Don has developed several types:
Dalekenium Mine
As its name implies, this is a mine whose active material is the alien metal dalekenium. It can be configured as a proximity or contact mine or thrown as a grenade, and produces an Incredible (40) explosion.
Phase Modulator
Developed after an intensive study of Kitty "Shadowcat" Pryde's power, this device shifts its wearer's molecular structure out of phase with normal reality as per the Phase power, with Incredible (40) ability. Since it is based on Shadowcat's power, the phase modulator is in phase with her when out of phase with everything else. The modulator lasts for approximately 5 minutes of cumulative use before its obscurium resonator coil burns out.
Dome of DesperationTM
This module generates a hemispherical force field roughly 12 feet in radius, centered on the module itself. The field has Unearthly (100) resistance to all forms of attack and does have a "floor". The Dome lasts for 5 minutes before its obscurium resonator coil burns out. Resistance works both ways - i.e., the Dome makes as good a temporary prison as it does a short-term refuge.
Temporal Stabilizer
This device protects against the deleterious effects of local time continuum shifts, such as rapid aging or age regression, material fatigue, or temporal shift. A person equipped with a Temporal Stabilizer is also immune to forcible time displacement.
Subspace Tracking Device
As its name implies, a tracking device. Powered by a dalekenium cell and equipped with a subspace transciever, this device can provide homing information to the armor or Don's TARDIS computer across interstellar distances.
Meal Pack
A single-use dimensional transductor which retrieves a fresh meal from the TARDIS's crew nutrition system. Serves one. Selection is pretty much random, but the TARDIS is a decent cook.
Canteen
As it implies, this is nothing more than a standard module casing fitted with a spigot and filled with about a pint of water.
Other modules are under development.
Life Support
24-hour air supply for space, hostile atmosphere, or underwater operations. The Mark III is a completely sealed environment rated for Nuclear, Chemical and Biological threats.
Override
The suit's Strength, flight speed, or energy weapon output can be temporarily increased by up to three ranks, but with considerable threat of damage. When invoking an override, Griffin must make a yellow FEAT on the Good column for a one-rank override, the Poor column for a two-rank override, or the Shift 0 column for a three-rank override. Failure indicates that the overriden system has failed. In the case of Strength this means the suit suffers a powertrain failure and is immobilized until it can be repaired; a flight system failure means a loss of the flight power and possible crash; weapon failure means the weapon explodes. If the PPC is subjected to a three-rank override, it will explode anyway, but will get the shot off first.
Self-Destruct
If set to self-destruct, the Griffin Mark III's fusion reactor will go supercritical, causing a Monstrous (75) explosion which destroys the armor completely.
Time And Relative Dimension In Space
The TARDIS is the signature vehicle of the Time Lords of Gallifrey. Don's example is a Type 66, a relatively early model, but quite well-maintained. Almost all of its systems still work, although the always-problematic chameleon circuit is not functioning at its best.
A TARDIS is a relative-dimensional time-space travel craft, really a mobile pocket dimension wrapped up in a hyper-technological shell. Its interior space is effectively unlimited.
The following are the most commonly seen Powers of the TARDIS:
Teleport Self: Class 5000
Time Travel: Class 5000
The TARDIS can go to any known point in space or time. The only limitations on its range or accuracy are imposed by the Laws of Time.
True Invulnerability: Shift Z (500)
The outer shell of a TARDIS is impervious to any normal attack.
Displacement: Remarkable (30)
When subjected to attack or attempted forced entry, a TARDIS automatically performs a short space-only jump to avoid the danger.
State of Grace
While inside the TARDIS, energy weapons and chemical explosives do not work. This feature can be deactivated at the Control Console.
Teleport Other: Remarkable (30)
The TARDIS can be configured to translocate objects from outside its shell to inside (if, for example, they won't fit through the door - Don most often uses this function to deploy or retrieve his car).
Shapeshifting: Feeble (2)
Like those of most TARDISes prior to the Model 200, Don's TARDIS's chameleon circuit is broken. Though it still does try to adopt a form appropriate to its surroundings, it has a very limited repetoire. Basically, it only remembers how to mimic soft drink vending machines. When it arrives in an environment in which one would not normally find a soft drink vending machine, it either remains in its previous form or extrapolates what its damaged logic system indicates would be what such a machine would look like if it did exist. This can have entertaining side effects depending on the place and era.
The Cord
Don's car is a 1937 Cord 812 phaeton with some modifications.
Armored Skin
The Cord's body panels have been laminated with the same alloy that covers the Griffin III, although the thinner plating means the car's Material Strength is lower than that of the suit. The car body, including underplating and the micro-mesh convertible top, has Incredible (40) resistance to all forms of attack, as do the synthetic diamond windows. As with a normal car, the tires are the most vulnerable part; they have only Remarkable (30) resistance to damage.
Force Field
The car's force field gives it Monstrous (75) resistance to physical and energy attacks, and protects the interior and occupants even with the top down. It also provides protection from wind buffet and noise at high speeds.
Supercharger
The Cord's modified power train gives it Shift Z (500) ground speed, for a maximum road speed of 240 miles per hour. It runs on regular unleaded gasoline and gets 35 miles per gallon at cruising speed (150 mph) for a cruising range of 700 miles. The car lacks the distinctive Cord supercharger hoses because the supercharger is not original (Don feels that the hoses break up the hood's clean lines too much).
Sensor Suite and Communications System
A range of advanced sensors and a comm system roughly duplicating those in the Griffin suit have been installed discreetly in the Cord's dash.
Thermoptic Camouflage
The Cord is fitted with an advanced thermoptic camouflage system which gives it Remarkable (30) invisibility when activated.
Like the TARDIS, the Cord has no weapons, although with its high Material Strength, it can ram normal vehicles quite effectively.