Most Wanted Volume II

A collection of shady characters from the depths of the Internet.

Welcome Characters Organizations Contributors Submissions
         
  No Picture Available

LORD INSECTUS KHAN

Identity: !Tklk ShhhhrrrrrKl (Isaac Kahn)
Side: Evil
Age: Unknown
Sex: Male
Level: 14th

Powers:

  1. Animal/Plant Powers (Insects X2): Despite his appearance as a near human, Kahn is very much an alien insect, and that gives him a variety of strange powers.
    1. Insect Control X2: He can control his Hit Points worth in any terrestrial insect, and twice that in locusts. Commanding the insects takes one action per turn.
    2. Heightened Senses: His mult-faceted eyes can see in the ultra-violet, and remove any negative modifiers for side facings. His sense of smell via his antenna is five times better than human--sufficient to smell fear or lies when talking to people, as well as the usual range of tracking and detection bonuses.
    3. Heightened Endurance A: +14
    4. Heightened Agility A: +15
    5. Poison/Venom: Four times a day he can touch someone and force a chemical powers attack with mind control effects. The target only gets resistance rolls when commanded to do something strongly against their morals. This can't be used as a carrier attack, but does let Kahn surround himself with a cluster of 'drone' humans who will do his bidding.
    6. Wings: While these do not improve his agility, and take an action to molt from their casings, they do let Kahn fly at 40 miles per hour. He normally disdains their use, thinking them clumsy and awkward.
    7. Armor A: 125 points. It heals at 5 times his healing rate per night.
    8. Body Power: His armor is becoming stronger with time--it currently provides him with 7 points of invulnerability per turn, which is increasing at a rate of 1 point for every 2 levels attained.
  2. Heightened Charisma B: +24
  3. Absorption (Form and Memory): If Kahn capture someone he can use his Poison/Venom to paralyze them and then insinuate himself into the targets body. The pair will enter torpor, and when Kahn awakes he will have the physical type of the victim, as well as the victims memories and skills, while keeping his own powers and abilities. His is how he came to survive on Earth. He is unlikely to use this power again any time soon, but he does have it. No one knows what would happen if he used this on a Powered target.
  4. Bionics: In the early 80's Kan was defeated an nearly killed by the Southern Cross, a hero team of Australia and the South Seas. He managed to recover by taking control of the scientists of a small tech company in India, which he used as a base for rebuilding his body with cybernetics while he was in Torpor. These enhancements give him the following powers, but it is unclear what will happen to them in his next Torpor.
    1. Heightend Strength B: +17 from an exoskeleton buried in his chitin.
    2. Computer Access Ports: Using the best technology, he now has an internal computer and both a wireless and line modem hookup. He can use a variety of invasive programs of his own design to take over computer systems. Difficulty is based on GM decision.
    3. Image Generator: This lets him take on the appearance of one a handsome green eyed Indian man--this purely a hologram, and isn't fooled by touch. The image has a limited number of outfits.
  5. Animated Servant (Eye of the Locust): This prismatic orb has a diameter of 18", and is an incredibly powerful weapon from Kahn's home world. He controls it psychically at a range of one mile (if removed from that range it will automatically fly back to him). The Orb has 35 charges per day, an agility of 15, and the following powers:
    1. Power Blast: 1d20 damage, 20" range, 1 charge per use.
    2. Telekinesis: Each charge lasts 1 hour, capacity is 1000 lbs. and speed is 440' per turn. Uses of less than 10 lbs. are free.
    3. Psionics: Mental Contact with Lord Kahn gives him +30 to INT for inventing purposes, costs 3 charges. For same cost, it can make psionic contact with others as Emotion Control (unreasoning terror) attack at a 10  range.
    4. Body Power: The Eye is functionally indestructible, with a SR of 25. If that is penetrated, it shuts down for 2d10 turns to effect repairs. It can't be transformed/disintegrated, but still takes damage from those attacks. If it flies into people, it does 1d12 basic HTH damage, but it very seldom does so.
    5. Flight: 1 charge per hour, at 100 mph. It normally hovers and moves at a walking speed of 10 mph, which costs it no power.
    6. Heightened Senses: Kahn can see and hear through the Eye, letting him use it as a spy. The orb can see normal and UV light, and hear in the standard human range, or radio transmissions.

Physical Handicap (Torpor): Every few years Kahn falls into torpor for a number of years, molting his old skin and growing an new one. This need comes on him every 1d10+5 years, and takes 1d10 years to complete. If he is ever totally incapacitated he will need to enter torpor within the next month or so. This is a biological imperative for his race, and far outside his control. His orb will act to hide and defend his boy while he is inTorpor.

Weight: 195 lbs.
Strength: 30
Agility: 30
Charisma: 36
Reactions from Good: -7
Damage Mod.: +5
Accuracy: +5
Carrying Cap.: 2896 lbs.
Movement Rate: 87 inches ground and 176 inches flying
Detect Hidden: 12%
Inventing Points: 40.5
Basic Hits: 4
Endurance: 27
Intelligence: 15 (45)
Hit Points: 122
Evil: +7
Healing Rate: 3.2
Power: 102
Basic HTH: 1d12

Detect Danger: 16%
Inventing: 135%

Origin & Background: The being we now know as Lord Insectus Kahn originated in the Andromeda galaxy, as one of the losers in a battle for the Queen's favor. Rather than accepting the ritual position of the loser (which humans would refer to as 'the main course') Kahn fled the Hive Imperium, eventually crash landing on Earth (isn't that always the way?) in a fiery inferno in 1900's India. Grievously injured in the crash, he availed himself of the first passerby of appropriate status (because he had to have standards) and used his absorption powers to steal the poor soul's body and memories. This man--a native Sargent in the British army--was the only person on earth to see the alien in his actual form. After the torpor was complete, the now vaguely humanoid alien styled himself lord Insectus Kahn.

Kahn made his way into the wild lands north of Pakistan--following the impetus of a story his 'host' had read--and carved himself out a small kingdom. After his second torpor he discovered that his kingdom had been overrun. After a battle where he avenged himself on those who failed him (death toll: 489) he left in disgust and went elsewhere.

This method has been fairly constant for most of his career--he conquers a 'primitive' area and sets up a small kingdom where he is a form of god king. He will wage blood spots for amusement, eat those under his command if he feels the urge, and generally acts like the worst form of tyrant imaginable. This lasts through one or two torpors, but with no others of his race to take the reigns when he is incapacitated he inevitably loses control of the pace, grows disgusted and moves on.

His second 'kingdom' was a modest one over some Bedouin tribes, but it was disrupted quite early by the armies of Europe rampaging across North Africa in the early 1940's. This time also marked the first encounter between Kahn and a terrestrial metahuman: in this case the Desert Djinn--who had been making life hellish for Rommel's troops with his impressive transmutation and transformation powers--and the English adventurer Lady Elizabeth Greystoke. Kahn had the pair sorely outmatched in sheer power, but they still managed to defeat him. This taught him valuable lessons about the tenacity and cunning of terrestrial metahumans, and he has done his best to avoid conflicts with them ever since.

He has not always been successful. In fact, he has never been successful. His lifestyle choices always lead to super-heroes butting in eventually. He has set up kingdoms on every continent in the world except Antarctica, and he always runs into heroes eventually. At this point he's almost ready to go to lengths to wipe them all out, but that would require nothing less than taking over the world--an intriguing proposition, and one he will have to look at closely. . .

Combat Tactics / M.O.: ?

Personality / Character Traits: ?

Physical Description: ?

GM Notes: Insectus Kahn is meant to be a big time menace--he is incredibly powerful, and can stand toe to toe with experienced super teams. He will control troops of normal people via either fear, promises of power or his control chemicals. His possible uses are many: he might be organizing an army within a remote town near the heroes, and the players start getting odd messages and clues of that occurrence; they might stumble across him (or a refugee from his empire) almost anywhere in the world (central America or sub-Saharan Africa are good) and like all true heroes they'll have to do something--Kahn is even great because he has no legal right to rule, so there are no political qualms about invading a country, but just good clean four color fun; he might be starting a larger plan to take over the world, or his home world might be expanding into the area. He has tons of potential history for the GM to scatter at the players, and he makes a good immortal villain who might be following a more complicated master plan.

Mostly, he's just a big tough guy with a lot of goons for the heroes to beat up on.

Lord Insectus Khan is ©2000 Brian Rogers. All rights reserved.

Back to Characters