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The Forge [3E] WH40k: Heirophant Titan, HiveShip, Swarmlord

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Re: The Forge [3E] Aliens

Postby HustlerOne » Fri Aug 24, 2012 11:03 am

Image
"[after making a plan to weld the doors shut and put the sentry units]
Hicks: Outstanding. Now all we need is a deck of cards."


UD 571-C Sentry Gun

PL: 5

Abilities: Str: 0/-1*, Sta: - , Agl: 0, Dex: 2, Fgt: 0, Int: - , Awe: 0, Pre: -


Powers: Construct: Immunity 30 (Fortitude) (30),

Light Armor: Protection 4 (4),

Microwave Datalink: Senses 1 (Communications link) (1),

Pulse Action Machinegun: Ranged Damage 6 (Extras: Multiattack) (18),

Sensors: Senses 7 (Accurate, Ranged Detect Motion 2, Accurate, Radio [Radar],

Infravision, Lowlight vision) (7),

Small: Shrinking 4 (Flat: Innate, Flaw: Permanent) (5)


Advantages: Accurate Attack, Favored Foe (Designated Targets - Choose one)


Equipment: None


Skills: Intimidation 0 (-2), Perception 6 (+6), Ranged Combat: Guns 2 (+4),

Stealth 0 (+4)


Offense: Initiative: 0, Unarmed: 0 (Damage -), Machinegun: +4 (Damage 6)


Defense: Dodge: 0, Parry: 0, Fortitude: - , Toughness: 4, Will: -


Abilities: -26, Powers: 65, Advantages: 2, Skills: 4, Defense: 0 = Total: 45


Complications: Disability - No Limbs


Notes: The Sentry gun is a automated weapons platform. It is used
primarily for defense since it is immobile. It is usually setup around the
perimeter of the premises it is meant to guard. It will attack anything that
moves that does not have a colonial marine ID badge. Although it can be
ordered to attack or let through specific targets.

It is normally armed with a machinegun. Although it's possible to exchange
weapons if needed. The computer is accurate enough to target even small
fast moving targets. It can even be connected to a network allowing remote
operation if need be. It's only real drawback is that it will eventually
run out of ammunition requiring a live person to reload it.

Sentry guns were used by the colonial marines to guard chokepoints, doors,
and tunnels within Hadley's Hope.
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Re: The Forge [3E] Aliens

Postby HustlerOne » Sun Aug 26, 2012 12:22 pm

Image
"Bishop: Believe me, I'd prefer not to. I may be synthetic, but I'm not stupid."


Synthetic - aka Bishop

PL: 6

Abilities: Str: 4, Sta: -, Agl: 2, Dex: 4, Fgt: 2, Int: 4, Awe: -1, Pre: -1


Powers: Construct: Immunity 30 (Fortitude) (30),

Fast: Quickness 1, Speed 1 (2)


Advantages: Close Attack 5, Defensive Attack, Diehard, Eidetic Memory,

Equipment 3, Well Informed


Equipment: Combat Knife (2)

Optional: 13 equipment points left over.

Varies but normally does not use weapons.


Skills: Athletics 2 (+6), Expertise: Life Sciences 4 (+8), Expertise: Sciences 6 (+10),

Investigation 4 (+8), Perception 2 (+1), Technology 6 (+10), Treatment 4 (+8), Vehicles 4 (+8)


Offense: Initiative: +2, Unarmed: +7 (Damage 4), Knife: +7 (Damage 1 ),


Defense: Dodge: 8, Parry: 6, Fortitude: -, Toughness: 0, Will: 1


Abilities: 18, Powers: 32, Advantages: 12, Skills: 16, Defense: 12 = Total: 90


Complications: Asimov's Law: A synthetic must follow the three rules of Asimov.

Prejudice: A few like Ripley distrusts synthetics.

Property: Considered military property under the eyes of the law.


Notes: A synthetic is a artificial android made to appear as ordinary humans. They are
generally physically superior to ordinary humans. They are also quite intelligent able to store
tremendous amounts of data. They do have a few drawbacks however. They are not truly aware
nor are they very charismatic with their passive personalities.

They make poor soldiers despite their superior abilities. Humans are far more aggressive, aware,
and cheaper than combat synthetics. Synthetics excel in support roles such as medics, pilots, and
technicians. The older models were far more robotic and prone to going out of control. The more
recent ones are far more dependable and "human". It is rumored that some humans have achieved
immortality by downloading their memories onto a synthetic's neural net (computer brain).

Synthetics are rarely armed or armored unless it is in dire circumstances. They are actually
quite fragile when compared to more muscular humans. They are waterproof but only if their
protective outer layer is not breached. Also they cannot operate within a true vacuum. When
wounded they spill a white motor fluid instead of blood.

They are considered to be military property. That means harming one is punishable as a criminal
offense. Also they are quite expensive and not considered expendable. In fact they are probably
worth more than a whole colonial marine platoon's yearly salary.

The stats shown above are for Bishop. Although it can be used for Ash, Annalee Call, and other
synthetics.
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Re: The Forge [3E] Aliens

Postby HustlerOne » Mon Aug 27, 2012 11:17 am

Image
"Hudson: We're on an express elevator to hell; going down!"


Name: UD-42 Cheyenne Dropship, Size: Gargantuan (3),

Strength: 11 (-1), Speed: 13 (26), Defense: 4 (10), Toughness: 13 (2), Cost: 149


Features: (2) Navigation System, Remote Control


Powers: Communicator: Communications 4 (Radio, Flat: Subtle 1 ) (17),

Sensors: Senses 5 (Accurate, Extended 3, Radio [radar]) (5)


Weapons: 25 mm Gatling gun: Ranged Damage 7 (Extras: Multiattack) (21),

Missile Hardpoints - Base Effect - 120 mm Antitank Missiles: Ranged Damage 10

(Extras: Burst Area 7, Flat: Homing 2, penetrating 7) (36),

Alternate Effects - Headlock Missiles: Ranged Damage 11 (Extras: Burst Area 8, Flat:

Homing 6) (1),

HellHound Missiles: Ranged Damage 12 (Extras: Burst Area 10) (1),

Thread Suppression Attack Missiles: Ranged Nullify (Missiles) 12 (Extras: Burst Area 10)(1)


Rocket Hardpoints - Base Effect - 130mm Banshee Rockets: Ranged Damage 9 (Extras: Burst 6) (24),

Alternate Effect - 70mm Zeus Rockets: Ranged Damage 5 (Extras: Burst 5) (1)


Notes: The UD-42 Cheyenne Dropship was used by the colonial marines to ferry supplies,
troops, and a vehicle onto a planetary surface from orbit. Not only that but it was also used as
a helicopter gunship. It provided critical airsupport and acted as artillery. Proper artillery guns
were normally too heavy to carry onboard a dropship.

It's main weapons were the various missiles it held within enclosed weapons bays. They were
placed on internal hardpoints for safety and limited surprise purposes. The missiles varied
from anti-aircraft to antitank. One was used specifically for bunkers. One notable ammo was
the Thread Suppression attack missiles used to shoot down incoming missiles.

A Gatling gun was used as a backup weapon after the missiles were expended. Some rockets rounded out the weaponry. The Cheyenne Dropship can be piloted by remote control. Only dedicated
pilots and synthetics are qualified to pilot a dropship. Two Cheyenne Dropships were onboard the U.S.S Sulaco at the beginning of the Aliens film.

It can carry 2 crewmembers, 60 passengers and 1 vehicle.
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Re: The Forge [3E] Aliens: Synthetic, UD-42 Cheyenne Dropship

Postby scc » Mon Aug 27, 2012 11:54 am

This is really great stuff. Keep up the good work. I love the Alien universe.
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Re: The Forge [3E] Aliens: Synthetic, UD-42 Cheyenne Dropship

Postby HustlerOne » Tue Aug 28, 2012 11:03 am

scc wrote:This is really great stuff. Keep up the good work. I love the Alien universe.


Thanks for the compliment. The Alien universe is just really good SciFi. I should have the Xenomorphs done by the end of the week. Then I'll finish up the Aliens universe with the Predator next week.
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Re: The Forge [3E] Aliens

Postby HustlerOne » Tue Aug 28, 2012 11:07 am

Primer on Realistic Space Combat


Notes: The following is a guideline to how space combat might work in real life. I don't claim to be an expert on realistic space combat. So feel free to correct me. This primer is only really needed in a gritty hard science fiction campaign. If your running a more space opera game then you can ignore all of this.

Space combat as portrayed in the media is false. It's more akin to clips from old world war two documentaries. A good example of this is Star Wars. Spaceships will not sink nor do they fly like aircraft. Other media have a more realistic take such as Aliens, Babylon 5, the re-imagined Battlestar Galactica, and others. In terms of gameplay there are a few considerations to take into.


General: Realistic space combat is actually a lot like submarine warfare. Whoever strikes first will probably win. This is because spaceships are actually kind of fragile compared to their naval counterparts. No amount of armor can protect against projectiles that's possibly moving at millions of miles per second. Instead one must hide in the vastness of space and try not to get hit at all.

Stealth is the keyword here. ECM and electronic stealth is far more useful than any kind of armor. In space no one can hear you scream. There is no atmosphere to transmit sound. So all space battles are silent.


Armor: As mentioned before no amount of armor can properly protect you. If you get hit your likely gonna die. If you weren't destroyed in the first volley then your at best crippled. Really, you have more dire concerns such as atmospheric loss, fires, or the ship's structural instability rather than the fight going on outside.

Rules = Your better off roleplaying what happens to a ship if hit. That or roll a dice to see if it was either destroyed or merely crippled.


Movement: Ships do not fly like in a planetary atmosphere. They move using thrusters to propel them in one direction. To change direction, slow down, or even stop then a ship must have thrusters to push in the other direction. If not then the ship will continue to go in the same trajectory it started.

Instead of miles per hour, a ships movement is measured in terms of G-Forces. On earth we live on a 1 G environment. It takes 5 G's to leave our planet. The human body can handle up to 10 G's of force (possibly 11 G for women) before passing out.

Rules = Spaceships use the flight movement power. Possibly limited to space only. Each rank of flight equals 1 G.


Weapons: Space is vast. So hitting something requires weapons with long ranges and wide area effects. It's not like the old naval battles between wooden ships firing broadside cannons at each other at face to face. It's a very long range combat where you might not even see the opposing ship.


Ballistics - Ballistic weapons normally consist of Railguns. Chemical guns cannot operate in space since there's no oxygen to initiate a explosive catalyst.

The lack of an atmosphere allows ballistic weapons unlimited range. A bullet in space will not stop until it hits something. When a bullet does hit something it will cause massive damage that might go straight through a target.

The biggest problem to ballistic weapons is vector pollution. Bullets will keep on continuing possibly hitting friendlies on the otherside of the battlefield.

Rules = All ballistic weapons have Extended Range at rank X. They also have penetrating as well.


Energy - Energy weapons are optimal in space with no atmosphere degrading the beam. Energy weapons in space such as lasers, particle beams, and plasma have greater ranges than their earthbound counterparts. Although the beam's damage will degrade over long distances in time. An atmosphere, dust, sand, or rain would normally work like mirrors. The effect weakens the damage and shortens the range.

Energy weapons are better at shorter ranges where the commander does not want to potentially damage other friendly targets too much. They have the added benefit of unlimited ammo since they are powered by the ships onboard reactor.

Rules = All energy weapons have the Extended Range with at least a rank of 10.


Missiles - Missiles are the preferred weapons in long range space combat. They can home in on their targets and have a wider area of affect. You also don't have to worry about vector pollution as they will eventually run out of fuel. Their are some drawbacks. Missiles can be shot down or tricked by ECM. In addition they take up a lot of space and therefore have limited ammo.

Rules = Will have the Extended range advantage. Must also have high ranks in the Burst Area extra.


That's all I know about space combat. If I miss anything then notify me and others. Really if it's too detailed then just ignore this primer.
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Re: The Forge [3E] Aliens

Postby HustlerOne » Tue Aug 28, 2012 11:13 am

Image
"Newt: Are we gonna sleep all the way home?
Ripley: All the way home."


Name: Conestoga Troop Transport - U.S.S Sulaco, Size: Colossal (4),

Strength: 22 (6), Speed: 7 (7), Defense: 2 (10), Toughness: 15 (2), Cost: 237


Features: (10) Communications, Computer, Defense System, Gym, Hangar,

Infirmary, Living Space, Navigation System 1, Power System, Security System 1


Powers: Communicator: Communications 5 (Radio, Extras: Area, Selective, Flat: Subtle 1 ) (31),

Cryogenic Hypersleep: Affliction 10 (Resisted by Fortitude, Dazed, Stunned, Asleep) (10),

Hyperdrive: Movement 2 (Space Travel 2) (4),

Sensors: Senses 8 (Accurate, Extended 4, Radio [radar], Infravision, Ultravision) (8),

Stealth: Concealment 3 (Infravision, Radar) (6)


Weapons: Guided Reentry Vehicles - Bunker Buster: Ranged Damage 15 (Flat: Homing 3,

Penetrating 12) (45),

Alternate Effects - High Explosive: Ranged Damge 12 (Extras: Burst Area 15, Flat: Homing 3) (1),

Long Range ASAT Missiles: Ranged Damage 12 (Extras: Burst Area 10, Flat: Extended Range 15,

Homing 8, Flaw: Unreliable) (1),

Nuclear Warheads: Ranged Damage 15 (Extras: Burst Area 12, Flat: Homing 3 ) (1)


Kinetic Energy Railguns: Ranged Damage 10 (Flat: Extended Range X, Penetrating 5) (25),

Orbital Fragmentation Mines: Damage 10 (Extras: Burst Area 10, Flat: Penetrating 6, Triggered) (22),

Particle Beam Weapons: Ranged Damage 12 (Flat: Extended Range 14) (38)


Notes: The U.S.S Sulaco is of the Conestoga Troop Transport line of ships. They were designed primarily to transport a contingent of Colonial Marines from one world to another. The Conestoga has all the necessary facilities, equipment, and supplies needed to support the colonial marines. Two Cheyenne Dropships are normally stored within its hangar.

The weapons onboard the ship were meant to provide fire support to ground troops fighting on planetary surfaces. The Guided Reentry Vehicles allows orbital bombardment. A variety of payloads allows the destruction for a wide variety of targets. The ASAT Missiles, Railguns, and Particle weapons were to be used against other capital ships. Finally the Mines were to be used to blockade a planet.

The Conestoga travels to other star systems through the use of a Hyperdrive shunt. It is not a true FTL engine but allows a ship to skip or shunt its way through space. Kind of like skipping a pebble across the surface of a pond. Even with the FTL engine it requires a long period of time to travel within a starsystem.

Such a long journey would have been impossible without the use of cryogenic hypersleep coffins. The hypersleep "coffins" freezes the occupant and places them in suspended hibernation. Strangely enough, the U.S.S Sulaco was left unmanned while in orbit around Acheron. You would think that some personnel would have stayed onboard. It really shows the high degree of automation on the ship.

The only real rival to the Conestoga would be the Predator's Mothership.

It can carry ? crewmembers, ? passengers and 2 vehicles. It is 385 meters long.
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Re: The Forge [3E] Aliens

Postby HustlerOne » Wed Aug 29, 2012 11:44 am

Image
"[a facehugger trapped in a stasis tube tries unsuccessfully to attack Burke]
Hicks: Looks like love at first sight to me. Oh, he likes you, Burke!"


Facehugger

PL: 5

Abilities: Str: 0/-2*, Sta: -2, Agl: 3, Dex: -4, Fgt: 0, Int: -4, Awe: 1, Pre: -3


Powers: Acidic Blood: Weaken Toughness 1 (Extras: Affects objects, Reaction,

Shapeable Area) (6),

Extra Arms/Legs: Extra Limbs 4 (4),

Leaper: Leaping 1 (15ft) (1),

Proboscis: Affliction 6 (Resisted by Fortitude, Dazed and Impaired, Stunned and Disabled,

Transformed and Incapacitated, Extras: Concentration, Extra Condition) (18),

Really Small: Shrinking 8 (Flat: Innate, Flaw: Permanent) (9),

Spine Tail: Enhanced Strength 9 (Flaw: Limited to constricting targets), Extra Limb 1 (10),

Tremor Sense: Senses 2 (Ranged Detect Motion 2) (2)


Advantages: Chokehold, Defensive Roll 3. Fast grab, Improved Initiative 2,

Improved Hold, Seize Initiative


Equipment: None


Skills: Acrobatics 2 (+5), Close Combat: Grabbing 4 (+4), Intimidation 0 (-5),

Stealth 4 (+7/15*)


Offense: Initiative: +11, Unarmed: 0 (Damage -2), Proboscis grab: +4 (Affliction 6 ),


Defense: Dodge: 3/7*, Parry: 2/6*, Fortitude: -2, Toughness: -2/2**, Will: -2

* With Shrinking
** With Defensive Roll

Abilities: -18, Powers: 50, Advantages: 9, Skills: 5, Defense: -1 = Total: 45


Complications: Short lived: Will die soon after impregnating a host.


Notes: This is the first form of the Xenomorph. It lies inside a egg waiting until prey steps
close enough to be attacked. The main goal of the facehugger is to impregnate a host. It does so
by attaching itself to a hosts face. Once it does so then it immobilizes the target by constricting
it's tail around a host's neck.

It will then deposit a xenomorph larva into the target. It then detaches itself from the host to
shrivel up and die. The larva begins to grow until it becomes a chestburster
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Re: The Forge [3E] Aliens: U.S.S Sulaco, Facehugger

Postby WanderingMystic » Wed Aug 29, 2012 2:27 pm

Acidic Blood: Weaken Toughness 1 (Extras: Affects objects, Flat: Quirk 1

- Only when wounded) (1),
This should probably be Acid Blood: Weaken Toughness 1 [Extras: Affect's objects, Area 1: Shapeable, Reaction] for a total of 6 points since as you have it written the creature still has to make an attack and use an attack action but can only do it when he is wounded as opposed to it automatically happening and the area to simulate the splash.
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Re: The Forge [3E] Aliens: U.S.S Sulaco, Facehugger

Postby HustlerOne » Thu Aug 30, 2012 11:03 am

WanderingMystic wrote:
Acidic Blood: Weaken Toughness 1 (Extras: Affects objects, Flat: Quirk 1

- Only when wounded) (1),
This should probably be Acid Blood: Weaken Toughness 1 [Extras: Affect's objects, Area 1: Shapeable, Reaction] for a total of 6 points since as you have it written the creature still has to make an attack and use an attack action but can only do it when he is wounded as opposed to it automatically happening and the area to simulate the splash.


You make a good point. I didn't know how to simulate the acid blood so I had to make it up on the
spot. I also forgot that the acid kind of sprays around. My only problem is that the Reaction extra is
so costly. I guess I'll have to find a way to free up some points for it.

Thanks for the input and I'll be sure to incorporate your suggestion.
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Re: The Forge [3E] Aliens

Postby HustlerOne » Thu Aug 30, 2012 11:19 am

Image
"Ripley: They cut the power.
Hudson: What do you mean, "*They* cut the power"? How could they cut the power, man? They're animals!"

Xenomorph Drone

PL: 7

Abilities: Str: 4, Sta: 4, Agl: 5, Dex: 0, Fgt: 5, Int: -1, Awe: 2, Pre: 2


Powers: Acidic Blood: Weaken Toughness 1 (Extras: Affects objects, Reaction,

Shapeable Area) (6),

Barbed Tail: Reach 1, Extra Limb 1, Strength based Damage 2 (4),

Chitin Armor: Immunity 5 (Acid Damage), Protection 1 (6),

Claws and Jaws: Strength based Damage 1 (1),

Fast Runner: Speed 3 (3),

Fish Eye: Senses 3 (Ranged Detect ElectroMagnetic energy, Tracking) (3),

Leaper: Leaping 2 (30ft) (2),

No IR signature: Concealment 2 (Infravision) (4),

Wall Crawler: Movement 2 (Wall Crawling 2) (4)


Advantages: All-out Attack, Close Attack 2, Defensive Roll 2, Hide in plain sight,

Improved Critical (Tail) 1, Improved Initiative 1, Move by action, Prone Fighting, Startle


Equipment: None


Skills: Acrobatics 6 (+11), Athletics 4 (+8), Intimidation 2 (+4),

Perception 4 (+4), Stealth 6 (+11)


Offense: Initiative: +9, Unarmed: +7 (Damage 4), Barbed Tail: +7 (Damage 6 ),

Claws and Jaws: +7 (Damage 5)

Defense: Dodge: 7, Parry: 7, Fortitude: 8, Toughness: 5/7*, Will: 2

* With Defensive Roll

Abilities: 42, Powers: 33, Advantages: 11, Skills: 11, Defense: 8 = Total: 105


Complications:

Notes: A chestburster will quickly grow to become a Xenomorph drone in a matter of
hours. The Xenomorph drone are the most numerous of the various xenomorph creatures. They
build and maintain the hive using Resin from within their own bodies. This resin is also
used to cocoon prey for easier impregnation by a facehugger. They also defend the hive if
called to do so.

The drone may actually be a younger form of a Xenomorph Warrior. The warriors themselves
may grow into other breeds such as the Runner, Praetorian, and possibly the Queen itself.
To simulate other breeds then add more ranks in strength and speed.

The xenomorph drone is by far the fastest alien compared to the colonial marine and predator.
They also have the distinct advantage of larger numbers since they can impregnate their
prey. This comes at the cost of relying on natural weapons such as claws instead of advanced
technology.
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Re: The Forge [3E] Aliens

Postby HustlerOne » Fri Aug 31, 2012 11:25 am

Image
"Ripley: But each one of these things comes from an egg, right? So who's laying these eggs?
Bishop: I'm not sure. It must be something we haven't seen yet."


Xenomorph Queen

PL: 10

Abilities: Str: 3/9*, Sta: 1/7*, Agl: -1, Dex: 1, Fgt: 4, Int: 0, Awe: 3, Pre: 6


Powers: Acidic Blood: Weaken Toughness 1 (Extras: Affects objects, Reaction,

Shapeable Area) (6),

Barbed Tail: Reach 1, Extra Limb 1, Strength based Damage 3 (5),

Claws and Jaws: Strength based Damage 2 (2),

Extra Arms: Extra Limbs 2 (2),

Fish Eye: Senses 3 (Ranged Detect ElectroMagnetic energy, Tracking) (3),

Leaper: Leaping 1 (15ft) (1),

No IR signature: Concealment 2 (Infravision) (4),

Really Large: Growth 6 (Flat: Innate, Flaw: Permanent) (13),

Thick Chitin Armor: Immunity 5 (Acid Damage), Protection 5 (Extras: Impervious Protection 7) (17),

Xenomorph Telepathy: Communications 1 (Mental, Flat: Subtle 2, Flaw: Limited to Xenomorphs) (5)


Advantages: Benefit 3 (Royalty), Close Attack 4, Hide in plain sight, Improved Critical (Tail) 2,

Minions 14 (at least 2 Xenomorph Drones), Power Attack, Startle


Equipment: None


Skills: Insight 4 (+7), Intimidation 6 (+10/14*), Perception 6 (+9), Stealth 8 (+7/1*)


Offense: Initiative: -1, Unarmed: +8 (Damage 9), Barbed Tail: +8 (Damage 12 ),

Claws and Jaws: +8 (Damage 11)

Defense: Dodge: 6/3*, Parry: 7/4*, Fortitude: 7/12*, Toughness: 7/12**, Will: 8

* With Growth
** With Armor


Abilities: 34, Powers: 58, Advantages: 26, Skills: 12, Defense: 20 = Total: 150


Complications: Protective: The Queen is very protective of her children.

Vengeful: Will hunt down anyone who hurts her babies.


Notes: The Xenomorph queen is a larger, meaner, and smarter version of her "subjects". She is the most important member of the hive as she is the only one capable of laying eggs. She may also be the one that directs the other members of the hive as well in planning a attack. She is guarded at all times by at least two drones. Although stronger breeds such as warriors and praetorians may be
encountered.

The Xenomorph queen is by far the most intelligent of her kind. She was able to operate
an elevator. She even recognized the threat implied by Ripley's flamethrower to her precious eggs. She may have a form of telepathy as she was able to silently order two of her drones to back off from Ripley. It is unknown if she shares a hivemind with other Xenomorphs.

The Queen is built almost like a Tank. Heck, it could possibly take one on! It is immune to
most forms of small arms fire. Only someone in a powerloader has been seen to match the phenomenal strength of a Queen.
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Re: The Forge [3E] Predator

Postby HustlerOne » Mon Sep 03, 2012 11:12 am

Image
"Billy: I'm scared Poncho.
Poncho: BS. You ain't afraid of no man.
Billy: There's something out there waiting for us, and it ain't no man. We're all gonna die."


Yuatja Hunter - The Predator

PL: 8

Abilities: Str: 5/6*, Sta: 4/5*, Agl: 2, Dex: 2, Fgt: 7, Int: 3, Awe: 2, Pre: 3


Powers: Catlike Fall: Movement 1 (Safefall) (2),

Claws: Strength based Damage 1 (1),

Jumper: Leaping 1 (15ft) (1),

Longlived: Feature 1 (Longevity) (1),

Runner: Speed 1 (4 mph) (1),

Tall: Growth 1 (Flat: Innate, Flaw: Permanent) (3),

Thermal Vision: Senses 1 (Infravision) (1),

Thick Amphibian Hide: Protection 1 (1),

Wall Crawler: Movement 1 (Wall Crawling 1) (2)


Advantages: Assessment, Chokehold, Close Attack 2, Daze 1 (Intimidation),

Equipment 10, Great Endurance, Improved Critical 1 (Wrist Blades),

Improved Grab, Precise Attack 1 (Close, Concealment), Takedown 1, Tracking


Equipment: Check the upcoming equipment list for details.

The predator has the following at a minimum -

Biomask (10),

Cloaking Device (2),

WireMesh Plate Armor (12),

WristBlades (3)

WristComputer (2)


21 equipment points left over.


Skills: Acrobatics 2 (+4), Athletics 6 (+12), Deception 2 (+5),

Expertise: Hunter 6 (+9), Insight 6 (+9), Intimidation 4 (+7),

Perception 4 (+6), Ranged Combat: PlasmaCaster 2 (+4), Stealth 4 (+6),

Technology 4 (+7), Treatment 2 (+5), Vehicles 2 (+4)


Offense: Initiative: +4, Unarmed: +8 (Damage 6), PlasmaCaster: +4/8 (Damage 8 ),

Claws: +8 (Damage 8 )

Defense: Dodge: 5, Parry: 5, Fortitude: 9, Toughness: 6/11**, Will: 6

* With Growth
** With Armor


Abilities: 54, Powers: 13, Advantages: 21, Skills: 22, Defense: 10 = Total: 120


Complications: Honorable: Lives by a strict code of honor.

Obsession: Focused on the hunt for Trophies.


Notes: The Yuatja is a interstellar hunter equipped with advanced technology.
He is one of the toughest aliens compared to the Humans and Xenomorphs. The Yuatja
is only concerned with the hunt and the acquisition of Trophies in the form of skulls.
The Yuatja Hunter is a macho badass. If the native american Badass scout Billy is
scared then you should be as well.

The Yuatja live by a very strict code of honor. They're actually more honorable than
most humans. They will for example cannot kill unarmed individuals such as old men,
women, and children. Although they will defend themselves if attacked. A Yuatja will
also decloak for whoever challenges them in a honorable melee duel.

A Yuatja will designate the champion or leader of the pack he is hunting. He will then
proceed to take out the packmembers one by one. Finally, he will challenge the leader
one on one in a duel. A Yuatja will only take the skulls of worthy prey who have fought
well. If the Yuatja loses then he will commit a honorable suicide and his clan members
are honor bound to let the winner go.

The women of the clan raise the children and maintain Yuatja civilization. It should
be noted that the women of the clan are the ones who develop and build all of the
advanced technology in use by the men. The women give out their choicest equipment to
their preferred ideal mates (whoever has more trophies).

The above stats showcases one of the basic youngbloods who have no to few notable kills
as of yet. Higher ranking experienced hunters have access to more and better equipment.
The more "Trophies" one gets determines your rank and station in the clan.
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Re: The Forge [3E] Predator

Postby HustlerOne » Tue Sep 04, 2012 11:49 am

Predator Equipment


Notes: The equipment used by a Yuatja is far more advanced than their weapons. It's
even more advanced than the equipment used by a colonial marine! A Yuatja will make sure
none of his equipment and weapons are acquired by their prey. All of these equipment allows
a Yuatja to be a better hunter.


Image


BioMask: Enhance Ranged Combat: PlasmaCaster 4 (Flat: Activation),

Feature 3 (Mimic Voices, Video Camera), Immunity 1 (Suffocation 1),

Senses 5 (Ranged Detect Electromagnetic 2, Extended Sight 1, Infravision, Ultravision) (10)


Notes: The BioMask is a helmet with sophisticated electronics. It has a laser targeting system for more accurate shots for a PlasmaCaster. It can record video, voices, and replay them. It helps a Yuatja to breathe in his native environment. Finally, it can see in the electromagnetic spectrum.


Image


Cloaking Device: Concealment 4 (All Vision, Flat: Quirk - Disabled if immersed in water, Flaw: Blending) (2)


Notes: A cloaking device bends light to make the Yuatja invisible! It's not perfect since
running will make the cloak less effective. Also a Cloaking device will become disabled if it comes into contact with water such as rain or being immersed in a river. The Cloaking Device is controlled through the WristComputer.


Image


MediComp: +2 Treatment, Healing 3 (7)


Notes: The MediComp is really the Yuatja equivalent of a Human Medkit. It has various staples (instead of stitches), scalpels, and a Bunsen burner to help a wounded Yuatja. It also has miraculous healing salves that looks like a blue liquid to heal major wounds.



Image



WireMesh Plate Armor: Immunity 7 (Acid Damage, Cold, Heat), Protection 5 (12)


Notes: The WireMesh Plate Armor is composed of a metal breastplate for the chest and greaves for the limbs. A wiremesh holds the armor together. Lower ranking hunters have either a wiremesh chainmail armor or even no armor at all.


Image


WristComputer: Feature 2 (Computer, SelfDestruct Device) (2)


Notes: The Wristcomputer is worn like a gauntlet on one of the Yuatjas forearm. It has a
computer serving a variety of purposes. It provides navigational info and controls the cloaking device. It also has a SelfDestruct Device that can destroy anything within a couple of blocks. The device has a timer.
Last edited by HustlerOne on Wed Jan 09, 2013 1:37 pm, edited 2 times in total.
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Re: The Forge [3E] Predator

Postby HustlerOne » Tue Sep 04, 2012 11:54 am

Predator Weapons


Notes: Weapons used by the Yuatja are both primitive and advanced at the same time. The Yuatja actually prefers to hunt prey with melee weapons. It's far more honorable to engage a opponent in close combat rather than cowardly shooting them from afar. Nevertheless the Yuatja will used ranged weapons to thin out the pack so to speak. A Yuatja is allowed for example to use a PlasmaCaster if outnumbered.


Image


CombiStick: Ranged Damage 3 (Flat: Improved Critical 1, Reach 1, Feature 1 (Telescopic) ) (9)


Notes: The Combistick is a javelin like weapon. It is normally used as a spear. It has a telescopic feature that allows it to shorten it's length to make it easier to carry.


Image


NetLauncher: Ranged Affliction 8 (Resisted by Dodge then Fortitude, Hindered, and Vulnerable,

Defenseless and Immobile, Paralyzed and Incapacitated, Extras: Cumulative, Extra Condition,

Flat: Diminished Range 1 ) (31)


Notes: The Netlauncher launches a net to catch prey. In addition it also sends a electrical
jolt to incapacitate the target.


Image


PlasmaCaster: Ranged Damage 8 (Extras: Burst 4, Flat: Extended Range 1, Improved Critical 1) (22)


Notes: The PlasmaCaster is one of the most advanced weapon in the Yuatja's arsenal. It is
only given to experienced hunters. It acts as a sniper rifle that fires plasma energy. It is actually
kind of dishonorable to use the PlasmaCaster while cloaked and against lone opponents. It's allowed
but it is frowned down upon.


Image


SmartDisc: Ranged Damage 4 (Flat: Homing 4, Penetrating 4, Feature 1 (Remote Control) (17)


Notes: The SmartDisc is a deadlier version of a Frisbee. It kind of acts like a boomerang
in that it always returns to the user. It actually has advanced electronics that home in on the
target. It can even be manually controlled. The SmartDisc has been known to go straight through
Cow Carcasses and penetrate concrete!



Image


WristBlades: Strength based Damage 2 (Flat: Improved Critical 1 ) (3)


Notes: The Wristblades are the basic weapons given to all Yuatja. They are worn on the forearms. Killing a opponent with this weapon uncloaked is one of the highest honorable kills a Yuatja can make.
Last edited by HustlerOne on Wed Jan 09, 2013 1:38 pm, edited 2 times in total.
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