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The Forge [3E] WH40k: Vanguard Drone Ship, Hormagaunt

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Re: The Forge [3E]: Stargate

Postby HustlerOne » Wed Nov 16, 2011 12:31 pm

Tauri Devices

Notes: Stargate command has access to any conventional human equipment. The Tauri are a moderately advanced people by the standards of Stargate. Humans can be quite creative when they have to be. The following devices are attempts at viable countermeasures of their adversaries advanced technology or powers. All were invented by the SGC after intense studies of enemy biology or tech.


Image

Anti-Replicator Gun: Ranged Weaken Toughness 10 (Extras: Affects Only Objects, Flaws: Asurans only)(6), Easily Removable -4,


Notes: The Anti-Replicator Gun was based on Ancient schematics. It is the only weapon capable of destroying a Asuran other than heavy firepower. It is a energy weapon that disrupts the subspace link between nanites holding the Asuran together. The affected Asuran then turns into a pile of dust. Unfortunately, the Asuran collective can develop a immunity through repeated exposure to the weapon.

Asurans can use their shapeshifting to gain Immunity 5 (Anti-replicator gun damage, Flaw: Limited to Half-Effect)(5). Overuse might even lead to full immunity! The only way to get around this is by changing the energy frequency of the gun (Requires a full action). This will force the Asurans to start all over and adapt to the new energy frequency. The GM should decide how many Asurans can be killed until they can develop a immunity.

It's certainly possible that a ARG can be adapted to affect other targets. The ARG could be used against organic targets by breaking down the links that hold organic cells together. This weapon is nearly identical to the Kull Disruptor except that gun only affects Kull Stamina.


Image

Prior Disruptor: Nullify (Psychic Powers) 12 (Extras: Area, Concentration)(20) Easily Removable -16


Notes: The Prior Disruptor was designed from the study of a Near Ascended being. That being was created from the experiments of the Goa'uld sysytem Lord Anubis. The Prior disruptor uses sound waves to disrupt the use of psychic powers within a small area. It blocks the area of the brain that allows for concentration needed for psychic powers. It was used to great effect against the Priors who were given psychic powers by the evil Ascended Ori through genetic engineering and technological means.
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Wed Nov 16, 2011 12:40 pm

Image


Vanir Exoskeleton: (80), Removable -20

Armor: Protection 7 (Extras: 7 Impervious)(14),

Circular Energy Shield: Create 10 (Extras: 10 Impervious, Flaws: Concentration)(20),

Communicator: Communication 3(Radio, Flat: Subtle 1)(13),

Heads Up Display: Senses 2 (Accurate, Radio [radar]), Enhanced Range Attack 1(3)

Life Support: Immunity 10 (Life Support)(10),

Magnetic Holster: Feature 1 (Holds Plasma Pistol)(1)

Musculature: Enhanced Strength 5 (10),

Self Destruct: Feature 1 (Self Destruct)(1),

Stealth Electromagnetic Field: Nullify (Electronic Sensors) 4 (Extras: Area, Sustained)(16),

Thrusters: Flight 6 (12)


Notes: These exoskeletons are worn by the mysterious raiders known as the Vanir.
It was used as battle armor when the Vanir raided Atlantis for unknown reasons.
The nearly identical space suits from the ancient Starship Destiny connects the
Vanir to the ancients. The Vanir appear to be tall and imposing humanoids based
on their suit. Although, appearances can be deceiving...

The suit itself is a marvel of technology. It protects the wearer from weapons
and hostile environments. It can increase the natural strength of the user due
to powerful artificial muscles. A electromagnetic field can shut down any prying
electronic sensors near it's vicinity. For further protection it can create a
wall of energy from it's circular shield situated on its forearm.

As a further preventive measure it is equipped with a self destruct device. Any
unauthorized attempts to open the suit activates the self destruct. This causes
a large explosion similar to plastic explosives. The exoskeleton is capable of
flight. The thrusters are normally used to slow down the armor while in a aerial
drop.

A magnetic holster securely holds a plasma pistol in place. A plasma Pistol has
the same stats of a blaster pistol. Only the authorized shooter is able to remove
the pistol. It can probably hold any kind of pistol of around the same size.

I recommend that you allow your players access to these exoskeletons at some point.
Especially if they are facing Kull supersoldiers, psychic Priors, and the shapeshifting
Asurans. The armor allows anyone to wear them. The musculature's will adapt itself
to accommodate any size...
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Fri Nov 18, 2011 11:45 am

Image

Name: Gateship, Size: Huge(2), Strength: 10(2), Speed: 14(28),

Defense: 6(10), Toughness: 10(1), Cost: 144

Features: (2) Navigation System, Telepathic Control Chair

Powers: Cloaking Device: Concealment 10 (All)(20),

Sensor Array: Senses 8 (Accurate, Analytical Extended 2 radio [radar],

Accurate Ranged detect life 2)(8),

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

Weapons: 12 Drone Weeapons: Ranged Damage 12(Extras: Burst 10,

Flat: Homing 8, Penetrating 12)(54)

Notes: The gateship (aka puddle jumper) is a shuttlecraft used for
exploration and trade. It is called a gateship because it is small
enough to travel through a stargate. The gateship is only moderately
well armored and armed. It has a limited supply of drone missiles
which afford only modest firepower. The gateship has armor for
defensive purposes.

The telepathic control chair allows the pilot to control it by
thought alone. The chair is restricted to someone with the ATA gene.
It can also remotely activate a stargate from a distance.

It has a compact and advanced cloaking device. This cloaking
device is even more advanced than the ones fitted on Goa'uld ships.
A power stunt can be used to create a energy shield from the cloak.
The downside is that it drains the power reserves relatively quickly.
Treat this as a energy shield with the fades flaw.

The sensor array is quite sophisticated when compared to other ships.
It is accurate enough to pinpoint someones location. It can also
determine atmosphere composition, energy signatures, and other details.

The hull is adaptable enough for modifications. A interstellar engine
and even a time machine was once retrofitted on to the ship.

A gateship can carry up to 20 passengers and 25 tons of cargo.
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Mon Nov 21, 2011 11:58 am

Image

Name: Escortship, Size: Colossal(4), Strength: 20(4), Speed: 8(16),

Defense: 2(10), Toughness: 16(3)/ 20(16 Impervious)*, Cost: 233

* with shields

Features: (5) Hangar, Living Space, Navigation System,

Telepathic Control Chair, Power System

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

Energy Shields: Sustained Protection 4, (Extras: 16 Impervious)(20),

Alternate Effect: Cloak: Concealment 10 (All)(1)

Sensor Array: Senses 9 (Accurate, Analytical, Extended 3 radio [radar],

Accurate Range detect ships 2)(9),

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

Transporter: Teleport 15 (Extras: Extended)(45)


Weapons: Drone Weapons: Ranged Damage 15(Extras: Burst 12,

Flat: Homing 8, Penetrating 15)(65),

Energy Weapons: Ranged Damage 15(30)

Notes: Very little is known about this Asuran ship. It seems to perform
some sort of escort duty to the much larger Aurora Battleship. It's main
role seems to be that of a frigate or cruiser. It also acts as the eyes
and ears of the Asuran fleet. The inclusion of a cloaking device seems
to verify this conjecture.

A cloaking device cannot be used while the energy shields are on. It can
fly within a planet's atmosphere. This escort ship is so advanced that it
is equivalent to the space battleships of other races.

In many ways it is a scaled down version of the Aurora battleship. It is
much more suited for mass production than the more complex and expensive
Aurora.

It is unknown how many cargo, gateships, and passengers it can hold.
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Fri Nov 25, 2011 11:43 am

Image
Asuran security team with energy pistols.


Asuran Human Form Replicator


PL: 12

Abilities: Str: 9, Sta: 6, Agl: 7, Dex: 5, Fgt: 7, Int: 5, Awe: 0, Pre: 0


Powers: Armor: Protection 6 (6 Impervious)(12),

Living Construct: Immunity 40 (Fortitude Effects, Mental Effects)(40),

Really Fast Regeneration: Regeneration 10 (10),

Sensors: Senses 4 (Communication Link, Darkvision, Radius 2)(4),

Shapeshifting: Variable 12 (Extras: Move Action, Flaws: Limited to physical traits, 60 points)(84)


Common Shapeshifting Effects:

Arm Blade: Strength based damage 3 (Flat: Penetrating)(6),
"Asurans can form blades from their arms."


Builder: Create 12 (Extras: Continuous, Flat: Innate, Precise)(38),
"Asurans can build structures and ships seemingly from out of nowhere."


Image
A Asuran in her natural form.

Impersonate: Morph 3 (15),
"Asurans can change their outward appearance to mimic someone else's looks."


Phasing: Insubstantial 2 (10),
"As a collection of nanites the Asuran can flow though the small holes of walls like gas."


Resurrection: Immortality 1 (2),
"The digital mind of the Asuran can be downloaded to a new body if the old one is destroyed."


Repair: Healing 12 (Extras: Affects Objects)(36),
"Asurans can quickly repair objects as well as organic tissue."


Image
A typical interrogation of a prisoner.

Telepathy: Mind Reading 12 (Flaws: Close Range- The Asuran must place their hands inside
a targets head.) Linked to Communication 1 (16),
"Telepathy is possible for a Asuran by piercing the head of a Organic with their hands."


Transform: Affliction 12 (Resisted by will, Impaired, Disabled, Transformed: Human to
Asuran, Extras: Progressive)(24)
"The Nanites of a Asuran can infect then convert a human into a new Asuran!"


Advantages: Chokehold, Diehard, Eidetic Memory, Equipment 3, Fearless, Improved Grab,

Jack of all Trades, Inventor, Teamwork


Equipment: Energy Pistol: Ranged Damage 5,

Alternate Effect: Affliction 5 (Resisted by Fortitude, Dazed, Stunned,

Incapacitated, Extras: Range)(11 ep)

4 equipment points for other equipment


Skills: Deception 7(+7), Expertise: (Choose One) 4(+9),

Expertise: Science 8(+13), Perception 4(+4), Persuasion 4(+4),

Ranged Combat(Pistol) 7(+12), Technology 10(+15)


Offense: Initiative: +7, Unarmed: +7 (Damage 9), Armblade: +7 (Damage 12),

Energy Pistol: + 12 (Damage 5)

Defense: Dodge: 8, Parry: 9, Fortitude: -, Toughness: 12/15*, Will: 6

* with shapeshifting

Abilities: 78, Powers: 150, Advantages: 11, Skills: 22, Defense: 9 = Total: 270


Complications: Enemy: Asurans belonging to Niams faction have Oberoth's faction as a enemy.

Hatred: The Asurans loyal to Oberoth hate the Ancients for the attempted genocide of their race.

Obsession: All Asurans wish to emulate the Ancients in most ways.


Notes: A Asuran are what people would call a Nanomorph. The Asurans are made up of microscopic
machines called nanites. These nanites can work together to form new shapes to adapt to their
environment. The Asurans are therefore excellent shapeshifters.

The Asurans were a machine race created by the Ancients to be the ultimate weapon.
Ironically, the Asurans became sentient and refused the role the Ancients created them for.
The Asurans were deemed a failure. The Ancients tried to annihilate them in what was pretty
much a genocidal campaign. A few of the Asuran nanites survived the orbital bombardment of
their homeworld of Asuras.

The surviving Asuran nanites set out to build their own grand civilization in what was called
their second birth. Ever since then they have maintained a isolationist policy towards others.
The Asurans have lived nearly isolated on their homeworld of Asuras for thousands of years.
They are usually neutral towards everyone. The only exception are the ancients themselves in
which most Asurans seek to destroy for revenge.

Very little is known of Asuran society. The Asurans are ruled by a council lead by there
leader Oberoth. There are two factions in Asuran society. The first led by Oberoth is the
majority who wishes to maintain the status quo of isolation. The second is a rebel minority
led by Niam who wishes to ascend like their creators.

The Oberoth faction are hostile to anyone related to the Ancients. Niam and his people bear
no ill will towards anyone. Niams faction are actively hunted down by the Oberoth majority
if their affiliation is discovered. Both factions are interested in science and can be
encountered working on various hidden projects throughout the Pegasus galaxy.

The Asurans have access to all Ancient tech. They make frequent use of Aurora battleships
and Atlantis Cityships. They can even develop new technology when the need arises. The
Asurans have invented their own energy pistols and Space cruiser for example. They can
easily assimilate any new technology encountered.

The shapeshifting powers listed above are merely suggestions or were seen on the TV Series.
Other possible effects could be enhanced abilities(like enhanced strength), more armor, and even
faster regeneration. Really, anything is possible as long as its related to physical abilities and
powers. Want a Asuran throwing lightning bolts or grow as big as a giant? Go for it.

These stats are also useful for other nanomorphs like the T-1000 from the Terminator 2 movie.
It could also represent a normal human with a nanosuit or nanotech powers. The O.M.A.C.S from DC
are good examples of someone with nanoarmor. The Engineer from the Authority comic is another
example of someone with a nanotech powers.
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Re: The Forge [3E]: Stargate: Asuran Human form Replicator

Postby HustlerOne » Fri Nov 25, 2011 12:01 pm

As you can tell I'm particularly fond of the Asurans. I really went all out for them. They have great potential as villains and allies at the same time! There's great roleplaying possibilities in being part of Niam's rebellion against Oberoths rule. I was always sympathetic towards the Asurans since the Ancients really were douche bags towards their own creations.

I never like how the show ended their story. The Atlantis expedition simply had the same solution the Ancients did. Which was to wipe them out in another genocidal campaign. I would have preferred a Asuran civil war leading to Elizabeth Weir (a human turned replicator) becoming the new leader of the Asurans. Thus bridging the gap between man and machine. With remnants of Oberoth loyalists escaping Asuras to cause trouble later down the road.

Niams faction would download themselves into biological bodies. Then use a Ascension machine to become Ascended beings. The Asurans would learn how to forgive their creators and truly become their heirs. While
a few will stay on Asuras as nanomorphs because they wish to do so or to bring their Oberoth kin to justice.
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Fri Dec 02, 2011 12:54 pm

Image

Name: Aurora Battleship, Size: Awesome(5), Strength: 23(3), Speed: 7(14),

Defense: 0(10), Toughness: 18(3)/ 23(18 Impervious)* , Cost: 282

* with shields

Features: (8) Hangar, Holding Cells, Laboratory, Living Space, Navigation System,

Telepathic Control Chair 1, Personnel, Power System

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

Powerful Energy Shields: Sustained Protection 5, (Extras: 18 Impervious)(23)

Sensor Array: Senses 11 (Accurate, Extended 4 radio [radar], Accurate Ranged detect

life 2, Range detect ships 2)(11),

Stasis Pods: Affliction 10 (Resisted by Fortitude, Dazed, Stunned,

Transformed: Suspended Animation)(10),

Subspace Communicator: Communications 5 (Radio, Extras: Area, Selective,

Flat: Subtle 1)(31),

Targeting Subsystem: Enhanced Ranged Attack 2(2)

Transporter: Teleport 15 (Extra: Extended)(45)


Weapons: 12 Drone Weapons: Ranged Damage 18(Extras: Burst 15,

Flat: Homing 8, Penetrating 18)(77),

Energy Weapons: Ranged Damage 18(36)


Notes: The Aurora battleship is the largest, most technologically
advanced, and powerful ship in the stargate universe. It is armed with
Drone missiles capable of penetrating any energy shields. The Aurora's
own energy shields can deflect the most powerful attacks from any ship
but another Aurora. The Aurora can fly in a planetary atmosphere.

A aurora was once capable of traveling to other galaxies. The ancients
removed this ability in fear of their enemies being able to reverse
engineer it. The ancients did not want their enemies to follow them back
to the milky way galaxy. Only a Atlantis cityship retained the ability
to travel to other galaxies.

A Aurora has stasis pods for long term voyages. Normally used when the
ship is traveling to another galaxy. The stasis pods puts the recipient
into suspended animation. This allows the passenger to age much more
slowly and takes up less resources. The passenger is put into a virtual
assimilation to keep the brain active.

The Transporter on a Aurora is much more advanced than that of a Goa'uld
transport ring. It does not need a transport ring to act as a medium.

The aurora has a communications and navigation system connected by
subspace. This allows for long range communication and better navigation.
It also allows a Aurora to be tracked if someone has the right equipment
to do so.

A Aurora carries 500 passengers and a unknown amount of gateships.
It is 3,400 meters long.
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Mon Dec 05, 2011 12:48 pm

Image

Kino

PL: 3

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


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

Camera: Feature 2 (Video Camera)(2),

Communicator: Communications 3 (Radio, Flat: Subtle 1)(13),

Diminutive Size: Shrinking 12 (Flat: Innate, Flaws: Permanent)(13),

Floats: Flight 1 (Flat: Subtle 1)(3),

Remote Controlled: Feature 1 (Remote Control)(1),

Sensors: Senses 3 (Acute, Analytical Vision, Lowlight Vision)(3),


Advantages: Defensive Roll 2


Skills: Intimidation 0 (-6)*, Perception 2 (+6), Stealth 0 (+13)*


Offense: Initiative: +2, Unarmed: 0 (Damage -3),


Defense: Dodge: 0/6*, Parry: 0/6*, Fortitude: -, Toughness: 0/2**, Will: -

* with growth modifiers
** with defensive roll


Abilities: -26, Powers: 65, Advantages: 2, Skills: 1, Defense: -2 = Total: 40

Complications: Disability - No limbs.


Notes: A kino is really a improved Ancient version of the SGC Malp recon
drone. The Kino is a small robotic drone the size and shape of a small ball. It
carries a video camera and sophisticated sensors to determine if a area is safe
enough to travel to. A kino's sensors can determine if a atmosphere is poisonous
or filled with radiation for example. The Video Camera can record hours of video
and audio that can be played back.

The Kino can operate at night thanks to it's night vision. A kino levitates
due to antigravity. It is controlled by a remote control pad. The remote
control pad can show what a Kino sees. It can even play back any recordings.

A Kino can be programmed to follow a certain path and other simple actions.
A kino in conjunction with other Kino's is strong enough to lift heavy
equipment.
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Fri Dec 09, 2011 12:14 pm

Image

Name: Atlantis CityShip, Size: Awesome(6), Toughness:(7) 20


Features: (18) Communications, Computer, Dock, Fire Prevention

System, Gym, Hangar, Holding Cells, Infirmary, Isolated,

Laboratory, Library, Living Space, Navigation System,

Personnel, Power System, Security System 1, Telepathic

Control Chair, Workshop


Powers: Life Support System: Immunity 10 (LifeSupport)(10),

Powerful Energy Shields: Sustained Immunity 80 (Toughness ) (80)

Sensor Array: Senses 13 (Accurate, Extended 5 Radio [radar],

Accurate, acute Ranged detect life 2, Ranged detect ships 2)(13),

Stardrive: Flight 5 (10) and Movement 3 (SpaceTravel)(6),

Stargate: Movement 2 (Space Travel, Extras: Portal)(8)

Stasis Pods: Affliction 10 (Resisted by Fortitude, Dazed,

Stunned, Transformed: Suspended Animation)(10),

Subspace Communicator: Communications 5 (Radio, Extras: Area,

Selective, Flat: Subtle 1)(31),

Transportation Booths: Teleport 10 (Flaws: Medium)(10)


Weapons: Drone Weapons: Ranged Damage 20 (Extras: Burst 18,

Flat: Homing 8, Penetrating 20)(86)


Final Cost: 295


Notes: The Atlantis city ship is exactly just that. A enormous ship that is in actuality
a mobile city. The city ship can travel through space, on planets, and even underwater.
It can even travel to other galaxies thanks to it powerful stardrive. A onboard stargate
allows travelers to travel to other worlds. Possibly to other galaxies.

A city ship is in the shape of a snowflake. The central building in the middle is the
control tower. The command tower controls all the functions of the city. It is also the
entrance for visiting dignitaries. Seeing as the primary hangarbay and stargate is
located there.

The city ship has all the amenities of a working city. Most rooms have scenic views of
the surrounding countryside. Various labs and workshops are scattered throughout the city.
They usually contain possibly dangerous projects, experiments, and inventions. There is
plenty of space for accommodations, botanical gardens, conferences, fine dining, exercise,
entertainment, and even a hospital.

Transport within the city is fast and efficient thanks to transportation booths. Initially
mistaken for closet space. The booths act like elevators connecting floors and one part of
the city to another. The booths only teleport a person to other booths.

A extremely powerful energy shield in the shape of a dome protects the city from attack. The
shields also protect the city inhabitants from hostile environments. Such as deep space or
the crushing depths of an ocean. A power stunt from the shields can be used to make the
city invisible. Generally it is easier to hide the city by submerging it.

A city ship's long range sensor array is one of the most powerful. The range of the sensors
is solar system wide. It can even patch into a subspace network to detect ships coming light
years away in hyperspace. In addition internal sensors can differentiate and pinpoint anyone
with in the city itself.

One hangar bay can hold up to 20 gateships. The ship can conceivably carry up to a million
passengers or more! The size of the city ship was once remarked to be the same size of
Manhattan island. At the very least it is larger than a Aurora Battleship which is 3,400 meters
long.
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Re: The Forge [3E]: Stargate

Postby HustlerOne » Mon Dec 12, 2011 3:10 pm

Image


Near Ascended Being


PL: 18

Abilities: Str: 7, Sta: 7, Agl: 7, Dex: 10, Fgt: 10, Int: 16, Awe: 15, Pre: 12


Powers: Faster Reflexes: Quickness 10 (10),

Greater Healing Factor: Regeneration 8 (8),

Reality Control: Variable 20 (Extras: Continuous, 100 points)(160),


Common Reality Control Effects: (Destructive Energy Form: Energy Aura 20 (80),


Heal: Healing 20 (Extras: Resurrection)(60),


Matter Materialization: Create 20 (Extras: Continuous, Flat: Innate, Precise, Subtle 1)(63),


Nature Control: Element Control 20 (Extras: Affects Corporeal)(60),


Possession: Affliction 20 (Resisted by Will, Dazed, Compelled, Controlled,

Extras: Continuous, Cumulative, Flat: Affect Corporeal 20, Insidious, Subtle 2,

Flaws: Instant Recovery, Limited to Intelligent Creatures only,

Limited - Host memory is inaccessible)(23),


Telepathy: Mind Reading 20 (Flat: Subtle 2)(42) Alternate Effect: Mental Communication 5 (Flat: Subtle 2)(1),


Teleport: Teleport 20 (Extras: Accurate, Extended)(80),


Telekinesis: Perception Range Move Object 20 (Extras: Affects Corporeal 20, Damaging, Flat:

Precise, Subtle 2)(83),


Transform: Affliction 20 (Resisted by Will, Dazed, Stunned, Transformed)(20))




Spectral Form: (Insubstantial 4 (Flat: Innate)(21),

Concealment 10 (All Senses)(20),

Flight 7(14),

Immunity 40 (Fortitude, Mental)(40) ),


Universe Connection: Senses 16 ( Accurate, Extended 4, Mental Awareness, Extended Hearing 1,

Extended Vision 1, Precognition, Vision Counters Concealment)(16)


Advantages: Accurate Attack, Assessment, Defensive Attack, Diehard, Eidetic Memory,

Fascinate (Persuasion), Improved Initiative 4, Improvised Tools, Inspire 5, Inventor,

Jack of all Trades, Leadership, Ranged Attack 6, Skill Mastery (Technology), Teamwork,

Ultimate Save (Will), Well Informed


Skills: Deception 8(+20), Expertise: Philosophy 10(+26), Expertise: Science 11(+24),

Insight 8 (+23), Intimidation 10 (+22), Investigation 8 (+24), Perception 10 (+25),

Persuasion 12(+24), Technology 11 (+27), Treatment 8 (+24)


Offense: Initiative: +23, Unarmed: +10 (Damage 7), Reality Control: +16 (Damage 20)


Defense: Dodge: 12, Parry: 12, Fortitude: 16, Toughness: 7/24(Impervious)*, Will: 20

* with Reality Control

Abilities: 168, Powers: 289, Advantages: 29, Skills: 48, Defense: 21 = Total: 555


Complications: Non interference: Ascended beings cannot interfere in matters of free will.

Responsibility: Ascended beings have a responsibility to the universe and to each other.


Notes: A near ascended being is someone who is on the verge of losing their corporeal body. They then become Ascended beings of spirit with all the knowledge and power of the universe itself. At that point they are pretty much a PL: X plot device. Most people only utilize around ten percent of their mind at anytime. A near ascended being uses an increasing amount of brainpower until they completely use one hundred percent of their mind.

A near ascended being is a more evolved human but short of full blown ascension. Their bodies are
optimized. While their intellects grow at a astonishing rate until they only need the power of their minds. There are two ways to become one. The first is the natural development of psychic power over many generations. The second is artificial and requires the use of a Ascension Machine.

A near ascended being is really a psychic reality warper. Capable of doing almost anything that their minds can conceive. Usually this entails psychic powers such as Telepathy and Telekinesis. In addition they gain vast knowledge. They can quickly create inventions due to their intimate knowledge of the universe.

Their is one drawback to undertaking the path of ascension. Your mind and body must be prepared once you start. Their is almost no way of turning back to a human being. The path can turn deadly if one is not prepared to go all the way. The human mind and body is not meant to hold all of this power unless they were specifically engineered to be so such as Adria the Orici.

The powers listed above are merely suggestions. Feel free to modify them to suit your needs.
Near Ascended beings can come up with new powers at will. All powers should have the psychic descriptor. A near Ascended being can become incorporeal for a limited amount of time.

These stats can represent any psychic reality warper. Adria the Orici and Anubis the half ascended Goa'uld and system lord are both good examples of such beings in Stargate. They can also be used for other powerful psychic energy beings such as Jean Grey with the phoenix force and Alma from the F.E.A.R games. In my opinion this is what a Quantakinetic Psion from the Whitewolf Trinity Rpg should have become.
Last edited by HustlerOne on Thu Jan 10, 2013 12:30 pm, edited 3 times in total.
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Re: The Forge [3E]: Near Ascended Being -Psychic Reality Warper

Postby Arthur Eld » Mon Dec 12, 2011 3:40 pm

That's a bit more powerful than I would have made a character like Adria, and I definitely wouldn't have done a Variable Power. I never saw any episodes with Anubis, so I can't speak for that.

However, I'd point out that at PL 18, the highest skill bonus you can have is +28, so you'd have to lower the ranks of a number of the skills.
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Re: The Forge [3E]: Near Ascended Being -Psychic Reality Warper

Postby HustlerOne » Mon Dec 12, 2011 3:51 pm

The Near Ascended being is so far my most complex, most expensive, highest PL ranked, and most powerful build I have built to date. I wanted to build a truly cosmic entity that can take on the likes of Odin and Jean Grey (aka Phoenix) from Marvel. A group of them might even be able to take on Galactus. They are the ultimate villian or mentors in the Stargate Universe. I recommend them being a mastermind or behind the scenes under GM control.

I have to admit I also did this to see If I can create a being capable of defeating a PL: 16 Divis Mal from Aberrant. I never liked the Mary Sue aspect of Divis Mal. Especially the "I'm better than you times infinity!" Vibe I got from White Wolf. Whereas Mal can develop any power given enough time and training. A Near Ascended being can have any power just by thinking it.

Kraig Blackwelder screwed the Psions from Trinity intentionally by handicapping them. So screw you Kraig Blackwelder. Especially with your munckin Divis Mal character. A Quantum 10 Divis Mal wouldn't even be in the same league as that of a Fully Ascended being. At that point the Ascended are like The Avatars from the Charmed TV series, Q from StarTrek, and Mister Mxyzptlk from DC.
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Re: The Forge [3E]: Near Ascended Being -Psychic Reality Warper

Postby HustlerOne » Mon Dec 12, 2011 4:05 pm

Arthur Eld wrote:That's a bit more powerful than I would have made a character like Adria, and I definitely wouldn't have done a Variable Power. I never saw any episodes with Anubis, so I can't speak for that.

However, I'd point out that at PL 18, the highest skill bonus you can have is +28, so you'd have to lower the ranks of a number of the skills.


Thanks for pointing out my mistake about skill bonuses. I thought skill bonuses was nothing higher than double the powel level. I'll have to fix that. This is my first time in creating such a complex character and I'm still getting used to third edition.

As for Adria being too powerful. These stats are merely representative of reality warping energy beings you see in comics, fantasy, and science fiction. I originally wanted to stat out the Ascended ancients themselves. I felt that they were best handled as PL: X plot device characters.

Maybe I should have a picture of the C'Tan from warhammer 40k instead. Except that none of them are as beautiful as Adria. :lol: That and I'm a fan of Joss Whedon's Firefly TV series.
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Re: The Forge [3E]: Near Ascended Being -Psychic Reality War

Postby HustlerOne » Tue Dec 13, 2011 12:00 pm

I corrected my Near Ascended Being build. It should be within power level limits now. I will probably never build such a high level character again. Now I see why you don't see that many characters in Freedom city or DC comics. Unless I get a specific request for anything else from stargate. I'm finally done with all of my stargate builds. :D
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Re: The Forge [3E]: Near Ascended Being -Psychic Reality Warper

Postby cbwjm » Wed Dec 14, 2011 6:20 pm

Cool, I've been enjoying keeping up with your Stargate builds. I stopped watching not long after Anubis showed up and only caught a single season of Atlantis so many of the builds were of things which were new to me.
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