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The Chief's Office: League of Legends Ashe/Blitzcrank/Brand

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The Boss

Postby Angry Police Chief » Tue May 24, 2011 3:52 pm

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Got a wife and kids in Baltimore, Jack
I went out for a ride and I never went back

The Boss - PL 4

Strength 1, Stamina 2, Agility 1, Dexterity 4, Fighting 1, Intellect 0, Awareness 0, Presence 4

Advantages
Benefit, Status 3: Rock Star, Benefit, Wealth 3 (millionare), Connected, Equipment 3, Extraordinary Effort, Fascinate (Expertise), Favored Environment: New Jersey, Great Endurance, Improved Initiative, Inspire, Leadership, Minion 3, Skill Mastery: Expertise: Musician

Minion: The E Street Band
    5 "Uh Huh"s with teamwork and Expertise: Musician


Skills
Close Combat: Fender 2 (+3), Deception 2 (+6), Expertise: Musician 14 (+14), Insight 6 (+6), Perception 4 (+4), Persuasion 4 (+8)

Equipment
Fender Esquire: Club with Feature 1: +2 circumstance bonus to Expertise: Musician
Jean Jacket: Protection 2
Motorcycle

Offense
Initiative +5
Fender Esquire, +3 (DC 18)
Unarmed, +1 (DC 16)

Defense
Dodge 4, Parry 2, Fortitude 2, Toughness 4, Will 6

Power Points
Abilities 26 + Powers 0 + Advantages 21 + Skills 16 + Defenses 10 = 73

Complications
    Motivation: Patriotism
    Fame: One of the most famous musicians alive.
    Responsibility: Champion of the blue collared.

_____________________________________________________________________________________________


Tramps like this guy? Baby, they were born to run.


Up next: That other Boss.
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Re: The Chief's Office - MGS3: The Sorrow, Volgin, The Boss

Postby Sojobo » Tue May 24, 2011 5:04 pm

ROFL!
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The Boss

Postby Angry Police Chief » Wed May 25, 2011 10:38 pm

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The Boss - PL 11

Strength 2, Stamina 6, Agility 3, Dexterity 4, Fighting 12, Intellect 2, Awareness 4, Presence 4

Advantages
Accurate Attack, Assessment, Benefit, Status: War Hero, Connected, Contacts, Defensive Attack, Equipment 1, Improved Initiative, Inspire, Leadership, Minion 2, Ranged Attack 4, Seize Initiative, Takedown, Tracking, Well-informed, Chokehold, Fast Grab, Improved Critical 4: Grab, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Power Attack, Weapon Bind

Minion: PL4 Riding Horse from prodigyduck's bestiary thread
http://www.atomicthinktank.com/viewtopic.php?p=727306#p727306 22p


Skills
Acrobatics 3 (+6), Athletics 7 (+9), Close Combat: Grab 1 (+13), Close Combat: Unarmed 2 (+14), Deception 4 (+8), Expertise: Military 12 (+14), Insight 6 (+10), Intimidation 6 (+10), Investigation 4 (+6), Perception 8 (+12), Persuasion 4 (+8), Ranged Combat: Patriot 2 (+6), Stealth 7 (+10)

Powers
    CQC (Chokehold, Fast Grab, Improved Disarm, Improved Grab, Improved Hold) (All innate)
      Counter: Feature 2 (ignore effects of improved trip/disarm; Improved Defense, Weapon Bind)
      Hand to Hand: Strength-based Damage 4
      Human Shield: Feature 2 (Total cover while maintaining a hold)
      Joint Lock: Enhanced Strength 6 (Limited: Grabs; Improved Critical 4 (Grab))
      Bone Breaker: Affliction 10 (1st degree: Impaired, Hindered, 2nd degree: Disabled, Immobile, Resisted by: Fortitude; Extra Condition, Continuous; Limited Degree, Grab-based)
      Field Strip: Transform 4 (Guns to disassembled, Continuous; Grab-based; Alternate; Improved Smash)
      Slice Throat: Strength-based Damage 8 (Easily Removable, Advantages: Power Attack; Limited: Finishing Attacks; Alternate)
      Chokeslam (Linked Effects; Alternate)
        Affliction 10 (1st degree: Dazed 2nd degree: Prone 3rd degree: Incapacitated, Resisted by: Fortitude; Grab-based)
        Damage: Strength-based Damage 4 (Grab-based)
    Patriot (Easily Removable)
      Damage 6 (Ranged, Multiattack, Accurate 2)

Equipment
Knife
Sneaking Suit [Protection 2]

Offense
Initiative +7
Bonebreaker, +12 (DC Fort 20)
Chokeslam: Affliction 10 +12 (DC Fort 20)
Chokeslam: Strength-based Damage 4, +12 (DC 21)
Grab, +13 (DC Spec 18) (Crit 16-20)
Hand to Hand, +14 (DC 21)
Knife, +12 (DC 18)
Patriot, +14 (DC 21)
Unarmed, +14 (DC 17)

Defense
Dodge 12, Parry 14, Fortitude 9, Toughness 8, Will 13

Power Points
Abilities 74 + Powers 75 + Advantages 20 + Skills 33 + Defenses 23 = 225

Complications:
    Motivation: Patriotism
    Relationship: Snake
    Secret: Double agent

_____________________________________________________________________________________________


A war hero and Big Bosses mentor, The Boss's influence on Snake would eventually be responsible for reshaping the world. She's no slouch herself either, a military expert and a master of close quarters combat. Snake does manage to take her down, though she probably wasn't giving it her all, as dying was her ultimate plan.

CQC gives her a lot of nice tricks. The whole fighting style could probably be handled with advantages and some grapple strength, but I decided to flesh it out a bit more. Once the boss gets someone in a grab she has many options. Field Strip will permanently disarm anyone using a gun, Bone Breaker will mess someone up pretty bad for the whole fight, and Chokeslam is a good all around move. If the grab results in bound, Slice Throat can do some massive damage. Counter means your never safe when trying to disarm or trip The Boss, she's pretty much someone you don't want to get close to.

I made the Patriot a device because it's a prototype, and it's unlimited ammo is semi-canonical. It's not really anything special though.

Well that's it for the bosses, time to take a look at the man who conquered them.
Last edited by Angry Police Chief on Fri May 27, 2011 9:34 am, edited 2 times in total.
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Re: The Chief's Office - Volgin, Bruce Springsteen, The Boss

Postby Jabroniville » Thu May 26, 2011 12:59 am

Hah, Springsteen rules the world. Or at least all of Jersey. Nice stuff- "Atlantic City" is a personal favourite.
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Naked Snake

Postby Angry Police Chief » Fri May 27, 2011 11:28 am

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Naked Snake - PL 9

Strength 2, Stamina 7, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Assessment, Beginner's Luck, Chokehold, Connected, Diehard, Equipment 9, Fast Grab, Improved Critical 2: Custom 1911: Damage 5, Improved Critical 2: Grab, Improved Grab, Improved Hold, Improved Initiative, Luck, Quick Draw, Ranged Attack 8, Second Chance: Stealth, Trance, Well-informed

Skills
Acrobatics 4 (+6), Athletics 8 (+10), Expertise: Military 8 (+10), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Ranged Combat: Firearms 3 (+5), Stealth 13 (+19/+15), Treatment 8 (+10), Vehicles 4 (+6)

Powers
    CQC (Multiple Effects, All innate; Chokehold, Fast Grab, Improved Critical 2, Improved Grab, Improved Hold)
      Hand to Hand: Strength-based Damage 3
      Human Shield: Feature 2 (Total cover while maintaining a hold)
      Joint Lock: Enhanced Strength 6 (Limited: to grabs)
      Slice Throat: Strength Based Damage 7 (Easily Removable; Power Attack; Limited: Finishing Attacks)
      Chokeslam (Alternate; Linked Effects)
        Affliction 8 (1st degree: Dazed, 2nd degree: Prone, 3rd degree: Incapacitated, Resisted by: Fortitude; Grab-based)
        Strength Based Damage 4 (Grab-based)

Equipment
    Arsenal (Array)
      Mk22: Affliction 5 [1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude; Cumulative, Progressive, Ranged, Subtle; Activation]
      XM16E1: Damage 5 (Ranged, Multiattack)
      Custom 1911: Damage 5 (Improved Critical 2; Ranged, Subtle)
      M37 Shotgun: Line Area Damage 6 (Line Area 2)
      RPG-7: Burst Area Damage 9 (Ranged, Burst Area[6 ranks only])
    Commlink
    Fake Death Pill [Advantages: Trance]
    Knife x2
    Sensors (Array)
      Directional Microphone: Senses 5 [Accurate, Extended: Hearing 2; Limited: Removes radius from hearing]
      Thermal Goggles: Senses 2 [Infravision, Tracking]
    Sneaking Suit: [Enhanced Trait 2, Stealth +4; Protection 2]

Offense
Initiative +6
Chokeslam: Affliction 8 (DC Fort 18)
Chokeslam: Damage 4 (DC 21)
Hand to Hand: Strength-based Damage 3, +8 (DC 20)
Custom 1911: +13 (DC 20) Crit 18-20
Grab, +10 (DC Spec 18) Crit 18-20
Knife, +8 (DC 18)
M37 Shotgun: (DC 21)
Mk22: +13 (DC Fort 15)
RPG-7: +9 (DC 24)
XM16E1: Damage 5, +13 (DC 20)

Defense
Dodge 9, Parry 9, Fortitude 10, Toughness 9, Will 8

Power Points
Abilities 54 + Powers 29 + Advantages 28 + Skills 33 + Defenses 17 = 161

Complications
    Disability: Snake's blind in his right eye.
    Relationship: The Boss, Eva

_____________________________________________________________________________________________


The man who would become Big Boss. At this stage he's still relatively young, and would most likely gain a PL or 2 before his fight with Solid Snake at the end of Metal Gear, as well as some Presence and skills. Unfortunately I haven't played either of the portable metal gear games so I can't really include anything from them in this build, this is more Naked Snake right at the end of MGS3.

He's got a watered down version of The Boss's CQC, though it should still be very effective on pretty much anyone in the MGS universe. I considered giving him some powers to represent his amateur self surgery, but decided to just go with ranks of treatment. Not every weapon is represented but he;s got some good variety, and his tranq pistol is especially nasty.

Well that's it for MGS 3. I'll do MGS4 eventually, but not right away. Should be some pretty cool builds, even if they are boring characters. Not sure what's up next though. I've been wanting to play both Assasin's Creed: Brotherhood and GoW2 lately, so expect Ezio and Kratos in the relatively near future. I also want to stat up Wander and all the colossi from Shadow of the Colossus, but that will be quite the undertaking.
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God of War - Kratos

Postby Angry Police Chief » Sun May 29, 2011 12:53 pm

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Kratos PC - PL 12

Strength 10, Stamina 12, Agility 4, Dexterity 0, Fighting 10, Intellect 0, Awareness 0, Presence 2

Advantages
All-out Attack, Benefit, Status 3: God of War, Connected, Diehard, Extraordinary Effort, Favored Foe: Gods, Fearless, Great Endurance, Improved Grab, Improved Initiative, Power Attack, Ranged Attack 10, Takedown 2, Improved Critical 2: Blades of Athena

Skills
Acrobatics 4 (+8), Athletics 2 (+12), Close Combat: Grab 4 (+14) Expertise: Warfare 14 (+14), Intimidation 12 (+14), Perception 8 (+8)

Powers
    Blades of Athena (Multiple Effects)
      Strength-based Damage 4: (Improved Critical 2; Split)
      Elongation 1
      Movement 2: (Swinging, Wall-crawling 1)
    Divine Relics (Array)
      Golden Fleece (Removable)
        Deflect 12: (Reflect; Reduced Range)
      Gorgon's Gaze (Easily Removable)
        Affliction 12: (1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, 3rd degree: Paralyzed, Unaware, Resisted by: Fortitude; Extra Condition, Line Area, Concentration, Cumulative; Distracting, Tiring)
      Icarus Wings (Removable)
        Flight 4: (Gliding, Wings)
      Poseidon's Trident (Removable)
        Immunity 1: Drowning
        Swimming 4
      Typhon's Bane (Easily Removable)
        Damage 8: (Ranged, Multiattack, Accurate 3)

Offense
Initiative +8
Blades of Athena: +10 (DC 29) (Crit 18-20)
Gorgon's Gaze: (DC Fort 22)
Grab, +14 (DC Spec 20)
Typhon's Bane: +16 (DC 23)
Unarmed, +10 (DC 23)

Defense
Dodge 10, Parry 12, Fortitude 14, Toughness 12, Will 10

Power Points
Abilities 76 + Powers 38 + Advantages 25 + Skills 21 + Defenses 20 = 180

Complications:
    Enemies: The entire Greek pantheon, especially Ares and Zeus.
    Haunted Past: Kratos is haunted by the murder of his wife and child at his own hands.

_____________________________________________________________________________________________


Here's Kratos, the protagonist from the God of War series. This is his God of War 2 demigod incarnation. In full godhood, I'd put him 2 or 3 PLs higher. He'd also gain 15-20 ranks of growth, some fancy armor, and a slew of immunities.

His Blades of Athena don't have removable because the chains are pretty much grafted to his arms. He couldn't remove them even if he wanted to, it would be easier to cut his arms off. I decided not to give them any burst or line area powers because I think split, elongation and takedown covers that well enough. He can always stunt something if he needs to. I went with elongation over reach because he uses them to make grab attacks, and it's cheaper.

For the relics I went with ones that are more a staple of the series than ones that just show up in GoW 2. The Gorgon's Gaze has tiring so he can't spam it.
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Assasin's Creed - Ezio

Postby Angry Police Chief » Mon May 30, 2011 10:29 pm

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Ezio Auditore da Firenze - PL 8

Strength 2, Stamina 5, Agility 5, Dexterity 4, Fighting 9, Intellect 1, Awareness 2, Presence 2

Advantages
Assessment, Attractive, Close Attack 2, Connected, Defensive Attack, Equipment 2, Favored Environment: Rooftops, Improved Critical 4: Hidden Blades, Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Quick Draw, Skill Mastery: Athletics, Takedown, Weapon Bind

Skills
Acrobatics 5 (+10), Athletics 10 (+12), Close Combat: Hidden Blades 1 (+10), Deception 10 (+12), Expertise: Assassination 11 (+12), Insight 6 (+8), Intimidation 6 (+8), Investigation 9 (+10), Perception 8 (+10), Ranged Combat: Throwing Knife: Strength-based Damage 1 6 (+10), Sleight of Hand 6 (+10), Stealth 9 (+14)

Powers
    Counter: (Reaction 5 added to Strength Damage (Trigger: a missed close attack), Innate; Limited: only while using the defend action)

    Hidden Blades (Removable)
      Strength-based Damage 2: (Improved Critical 4, Quick Draw; Subtle, Split)
    The Brotherhood: Summon 5 (Multiple Minions: 2 minions, Horde, Active, Innate, Subtle)

Equipment
Armor [Protection 2]
Sword
Throwing Knife [Strength-based Damage 1; Ranged]

Offense
Initiative +9
Hidden Blades: +12 (DC 19)
Sword, +11 (DC 20)
Throwing Knife: +10 (DC 18)

Defense
Dodge 7, Parry 9, Fortitude 8, Toughness 7, Will 8

Power Points
Abilities 60 + Powers 54 + Advantages 16 + Skills 44 + Defenses 11 = 185

Complications:
Enemy: The Templars
Relationship His family and his friend Leonardo da Vinci


Minion:
Assasin - PL 5

Strength 2, Stamina 4, Agility 5, Dexterity 0, Fighting 5, Intellect 0, Awareness 1, Presence 0

Advantages
Equipment 3, Improved Critical 4: Hidden Blade, Power Attack, Quick Draw, Skill Mastery: Athletics
Skills
Acrobatics 3 (+8), Athletics 8 (+10), Close Combat: Hidden Blade 2 (+7), Deception 8 (+8), Expertise: Assasination 8 (+8), Perception 7 (+8), Ranged Combat: Bow 7 (+7), Stealth 7 (+12)
Powers
    Hidden Blade (Removable)
      Strength-based Damage 1 (Improved Critical 4, Quick Draw; Subtle)
Equipment
Bow, Leather Armor, Sword
Offense
Initiative +5
Bow, +7 (DC 18)
Hidden Blade: +7 (DC 18)
Sword, +5 (DC 20)
Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 5, Will 5
Power Points
Abilities 34 + Powers 6 + Advantages 5 + Skills 25 + Defenses 5 = 75


_____________________________________________________________________________________________


Here's Ezio from Assassin's Creed 2 and Brotherhood. This is the brotherhood version, though the only real differences between the two mechanically is the summon. It lets him call on a couple of his apprentice assassins for aid during a fight, or to take someone out without drawing suspicion to himself.

Ezio's preferred means of assault is an ambush from the rooftops, but he's more than capable of dishing it out in a stand up fight. He's a very defensive fighter, his main strategy being to use the defend action. As soon as someone fails to hit him, his Counter power lets him make an immediate attack with his fists, sword, or hidden blades.

The subtle on the Hidden Blades allows him to appear unarmed, and may allow for surprise attacks. The subtle on the summon means it's not immediately obvious that the assassins are associated with Ezio.
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Half-Life - Gordon Freeman

Postby Angry Police Chief » Tue May 31, 2011 3:32 pm

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Gordon Freeman PC - PL 8

Strength 1, Stamina 4, Agility 1, Dexterity 0, Fighting 2, Intellect 6, Awareness 2, Presence 2

Advantages
Beginner's Luck, Benefit, Status 2: The One Free Man, Equipment 5, Improved Critical 2: Crowbar, Improvised Tools, Inspire 2, Leadership, Luck, Power Attack, Ranged Attack 10, Speed of Thought, Great Endurance

Skills
Athletics 5 (+6), Close Combat: Crowbar: 11 (+13), Expertise: Science 6 (+12), Perception 6 (+8), Ranged Combat: Firearms 2 (+2), Technology 6 (+12), Vehicles 4 (+4)

Powers
    Gravity Gun (Easily Removable, Multiple Effects)
      Pull: Move Object 4 (800 lbs.; Limited Direction: Attract, Limited Material: Non Organic)
      Push: Move Object 8 (6 tons; Reach, Throwing Mastery 4; Limited Direction: Repel, Limited Material: Non-Organic, Close Range)
    HEV Suit (Removable, Multiple Effects; Great Endurance)
      Feature 1: Flashlight
      Immunity 5: (Environmental Conditions (All))
      Protection 4
      Sprint: Speed 1

Equipment
Crowbar [Strength-based Damage 2; Variable Descriptor: Bludgeoning or Piercing]
Shotgun
Submachine gun

Offense
Initiative +6
Crowbar: +13 (DC 18) (Crit 18-20)
Pull: Move Object 4, +10 (DC 14)
Push: Move Object 8, +2 (DC 22)
Shotgun, +11 (DC 20 )
Submachine gun, +12 (DC 19)
Throw, +10 (DC 16)

Defense
Dodge 8, Parry 6, Fortitude 7, Toughness 8, Will 9

Power Points
Abilities 36 + Powers 16 + Advantages 27 + Skills 20 + Defenses 21 = 120

Complications:
    Enemy: The Combine and Dr. Breen.
    Responsibility: Earth's last hope.
    Relationship: Barney Calhoun, Alyx Vance, and Dr. Kleiner
    Quirk: Not much of a talker.
    Obsession: Climbing around in air vents.

_____________________________________________________________________________________________


The original zombie killin', Earth savin', physics knowin' machine! Gordon Freeman. This is one I'll assume everyone here would know, but if you don't... Man, you got a computer, go buy The Orange Box! It was the deal of the century for the game of the decade.

This is HL2 Freeman, hence the Gravity Gun. It basically lets him pull in nearby objects and then throw them at enemies with great force. It can also be used to push cars and stuff out of his way at close range. I would've liked to make the Push power instant, but there doesn't seem to be a way to do that in 3e as far as I can tell.

His HEV Suit protects Gordon from radiation and physical trauma. Black Mesa also used it for work on a different planet so I thought it deserved the full environmental protection. It has an oxygen supply, but it doesn't last very long, so I thought Great Endurance was more appropriate than full on immunity to suffocation.

I wanted to keep this build clean and simple so no rocket launcher or ant lions or anything like that. He is of course more than capable of using any guns he finds in the wild. The shotgun is a bit redundant, but I included it because HL2 has one of my favorite shotguns ever.
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Re: The Chief's Office - Kratos; AC2 - Ezio; Gordon Freeman

Postby Arthur Eld » Tue May 31, 2011 6:18 pm

That's a nice Freeman build. I might object to his Intellect of 6, but really with his skills being what they are, its a moot point. If I built himself, I'd probably give him an Intellect of 4, maybe 5, but I'd also give him higher ranks in Expertise (science) and Technology, so it all shakes out.

I also really liked your build of the Boss. I'd like to see how she'd stack up against Batman.
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Re: The Chief's Office - Kratos; AC2 - Ezio; Gordon Freeman

Postby Angry Police Chief » Tue May 31, 2011 6:58 pm

Actually I originally built him with 4 as well. But, when I took a look at the standard scientist npc in the book I realized they were also a 4, so I figured he deserved a couple points higher. A theoretical physicist from MIT has gotta be a cut above the norm. (Hmm, though maybe not when compared to comic book style super science)

Glad you like The Boss, I thought the CQC came out pretty good.
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Bioshock - Big Daddy and Little Sister

Postby Angry Police Chief » Wed Jun 01, 2011 9:59 am

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Get him Mr. B!
Big Daddy (Bouncer) - PL 8

Strength 6, Stamina 8, Agility -1, Dexterity -1, Fighting 4, Intellect -3, Awareness -1, Presence 1

Advantages
All-out Attack, Close Attack 2, Fast Grab, Favored Environment: Rapture, Favored Foe: Splicers, Fearless, Interpose, Minion 8 (Little Sister), Power Attack, Startle Improved Critical 4: Bore, Improved Grab, Improved Hold

Skills
Athletics 2 (+8), Intimidation 9 (+12), Perception 9 (+8)

Powers
    Armored Dive Suit (Multiple Effects)
      Immunity 10: (Life Support)
      Impervious Toughness 11
      Protection 3
    Drill (Multiple Effects; Advantages: Fast Grab, Improved Critical 4, Improved Grab, Improved Hold)
      Feature 1: Can use Bore during hold
      Feature 1: Bore counts as unarmed for fast-grab.
      Impale: Enhanced Ability: Strength 4 (Limited: Grabs)
      Bore: Strength-based Damage 4 (DC 25; Penetrating 10)
      Bounce: Burst Area Affliction 8 (Alternate; 1st degree: Vulnerable, Hindered, 2nd degree: Defenseless, Prone, Resisted by: Fortitude; Burst Area, Extra Condition; Limited Degree, Limited: Both Bouncer and targets must be on the ground)
    Imposing: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)

    Lunge: Speed 4 (Limited: Only for charging)

Offense
Initiative -1
Bore: +6 (DC 25)
Bounce: Burst Area Affliction 8 (DC Fort 18)
Grab, +6 (DC Spec 20)

Defense
Dodge 5, Parry 5, Fortitude 10, Toughness 11, Will 6

Power Points
Abilities 10 + Powers 63 + Advantages 17 + Skills 10 + Defenses 20 = 120

Complications
    Disability: Cannot talk and has no right hand
    Lumbering: The Big Daddy is at -1 speed.
    Responsibility: Must protect little sisters at all costs


Image
Come on Mr.B! The Angels are waiting for our kisses.
Little Sister (Minion) - PL 4

Strength -2, Stamina 0, Agility 0, Dexterity 0, Fighting -2, Intellect -1, Awareness 0, Presence 0

Advantages
Equipment 1, Teamwork, Diehard, Great Endurance

Skills
Athletics 7 (+5), Expertise: Rapture 7 (+6), Investigation 9 (+8), Perception 8 (+8), Stealth 2 (+6)

Powers
    ADAM Harvesting: Senses 4 (Accurate, Detect ADAM 2: Visual)

    Sea Slug (Removable)
      Immunity 111: (Aging, Fortitude Effects, Toughness Effects, Advantages: Diehard, Great Endurance)
    Child: Shrinking 4 (Innate; Permanent)

Equipment
ADAM Syringe 1

Offense
Initiative +0
ADAM Syringe, -1 (DC 14)

Defense
Dodge 4, Parry 0, Fortitude Immune, Toughness Immune, Will 4

Power Points
Abilities -8 + Powers 105 + Advantages 2 + Skills 17 + Defenses 6 = 120

Complications:
    Resposibility: Gathering ADAM
    Relationship: The Big Daddy's and Brigid Tenenbaum

_____________________________________________________________________________________________


Ah, Big Daddy, the slumbering giants of Bioshock. They're happy to leave you alone, as long as you don't attack him or his little sister, however that's not really an option. This is the regular Bouncer version, by far the most iconic of Bioshock's Big Daddy's despite only appearing once in the game. Ill be putting up Rosie next.

The Bouncer is a melee monster, with no ranged capabilities to speak of. His favorite move is to stun his enemy with a Bounce, then All-out charge them, slam with Bore and transition it into a grab. Once you're on that drill you're pretty much screwed.

The Bouncer's height may not necessarily warrant growth, but he's so big, heavy, and imposing that I thought it was appropriate.

The Little Sister's never appear on their own, and have no combat ability, so I thought they fit best as Minions for the Big Daddy's. Their main purpose is to wander around rapture collecting ADAM from dead bodies, and just generally be creepy. In the game's fiction the Slugs give them instant regeneration, but the effect is total immunity to damage. I gave her teamwork most because of the scene at the end when they swarm Fontaine.

Builds of Rosie and Jack are coming up next.
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Re: The Chief's Office - Gordon Freeman; Big Daddy/Little Sister

Postby Arthur Eld » Wed Jun 01, 2011 10:13 am

Man, that's a nasty Big Daddy. Favored Environment and Favored Foe mean that PL 8 is deceptively low. Most sploicers won't stand a chance.

I will say Rapture seems a little broad to have as a Favored Foe, but I guess it fits. If anything, I would have Big Daddy's suffer a penalty outside of Rapture (although not underwater).

A squad of these bad boys would make a really cool fight for a group of PL 8 heroes. Good work!
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Re: The Chief's Office - Gordon Freeman; Big Daddy/Little Sister

Postby Angry Police Chief » Wed Jun 01, 2011 10:42 am

Thanks Arthur. Yeah, the favored environment is a little broad. My justification for it was that they've been spending a decade plus doing nothing but wandering and fighting through Rapture. Also, if you drop this guy into a supers game, you're most likely invading his home turf, so I felt he should get a bonus.
I once worked with a guy for three years and never learned his name. Best friend I ever had. We still never talk sometimes - Ron Swanson
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Big Daddy - Rosie

Postby Angry Police Chief » Thu Jun 02, 2011 9:49 am

Image
Big Daddy (Rosie) - PL 8

Strength 4, Stamina 7, Agility 0, Dexterity 0, Fighting 4, Intellect -3, Awareness -1, Presence 1

Advantages
All-out Attack, Equipment 5, Favored Environment: Rapture, Favored Foe: Splicers, Fearless, Improved Critical 2: Rivet Gun, Interpose, Minion 8: Little Sister, Move-by Action, Startle

Skills
Athletics 4 (+8), Close Combat: Unarmed 4 (+8), Intimidation 9 (+10), Perception 11 (+10), Ranged Combat: Rivet Gun 8 (+8)

Powers
    Armored Dive Suit (Multiple Effects)
      Immunity 10: (Life Support)
      Impervious Toughness 10
      Protection 3
    Rivet Gun (Easily Removable)
      Damage 8: (Multiattack)

Equipment
Proximity Mine [Burst Area Damage 8; Triggered: Proximity, Ranged]

Offense
Initiative +0
Proximity Mine: (DC 23)
Rivet Gun: +8 (DC 23)
Unarmed, +8 (DC 19)

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 6

Power Points
Abilities 24 + Powers 33 + Advantages 22 + Skills 18 + Defenses 18 = 115

Complications
    Disability: Cannot talk.
    Lumbering: The Big Daddy is at -1 speed.
    Responsibility: Must protect little sisters at all costs

_____________________________________________________________________________________________


Here's the Rosie Big Daddy. You see way more of these than bouncers in the game, unfortunately they're not nearly as cool. They're a lot more human like than the Bouncers, and quite a bit easier to fight. They even get stuck with a girly name.

Instead of a drill arm, Rosie gets a Rivet Gun (hence the name). It's nothing special, just a relatively powerful, heavy gun. They can also toss out proximity mines. Not much else to say about these guys.

The protagonist Jack coming up next.
I once worked with a guy for three years and never learned his name. Best friend I ever had. We still never talk sometimes - Ron Swanson
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Re: The Chief's Office - Gordon Freeman; Big Daddy/Little Sister

Postby Arthur Eld » Thu Jun 02, 2011 12:12 pm

I will say that Multiattack doesn't really seems like it fits to me. As I recall the Rivet Gun functioned more like a semi-auto rifle than a SAW.

Plus, both models of Big Daddy's should probably have a complication to represent their weakness to electricity. Poor bastards don't stand a chance against the Chem thrower with electric gel.
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