Iron Kingdoms [Caine, Reaper by smashed247]

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Post by Servitor_2152 » Tue Jun 12, 2007 7:26 pm

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Winter Guard (PL5/MR2/30PP)

Abilities (8 ): Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)

Combat (8 ): Atk +4, +6 (axe); Dam +8 (blunderbuss), +4 (axe); Def +1 (+0 FF); Init +1

Saves (6): Tough +5 (+2 unarmored), Fort +6, Ref +2, Will +1

Skills (3): Climb 4 (+5), Intimidate 4 (+4), Notice 2 (+2), Profession (Soldier) 2 (+2)

Feats (5): Attack Specialization 1 (axe), Dodge Focus 1, Equipment 2, Teamwork 1

Equipment:
Blunderbuss: Blast 8 (ballistic; Extras: Area [targeted shapeable] 2; Flaws: Limited 3 [requires a full-round action to reload between each shot]; Drawbacks: Reduced Range 2)
Axe: Strike 3 (slashing; Power Feat: Mighty)
Reinforced Greatcoat: Protection 3

Abilities 8 + Combat 8 + Saves 6 + Skills 3 + Feats 5 = 30

Tradeoffs: Offensive PL6, Defensive PL 3; -2 Atk / +2 Save DC, -2 Def / +2 Tough

:arrow: All able-bodied men (and many able-bodied women) in Khador are required to serve in the military, and most such conscripts find themselves in the Winter Guard. In Khador, warjacks are expensive, but men are cheap; thus, many Khadoran armies will include large numbers of Winter Guard, charging at the enemy and attempting to overwhelm them through sheer numbers.

:arrow: Individually, Khadoran Winter Guard are in almost every way inferior to Cygnaran trenchers: lower abilities, worse training, a smaller threat area, and lighter armor. However, what Winter Guard lack in individual prowess they make up for in numbers. Because they're a Minion Rank lower, there can be roughly twice as many Winter Guard on the battlefield as trenchers at any given moment, and they'll take advantage of these numbers by charging the enemy lines en masse, trying to get close enough to use their short-ranged weaponry. Actually, the Winter Guard's gun is the other place he has a slight edge over his Cygnaran counterpart: the blunderbuss kicks like an angry mule, and fires enough shot to potentially take out two enemies at once if they're standing close enough together. Unfortunately, the weapon's short range and long reload time mean that most of the time the Winter Guard will only get off one shot before they have to pull out the axe.

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Post by Servitor_2152 » Wed Jun 13, 2007 8:14 am

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Greylord (PL5/MR5/73PP)

Abilities (18 ): Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 10 (+0)

Combat (8 ): Atk +4, +6 (rune axe, spells); Dam +6 (rune axe); Def +4 (+0 FF); Init +2

Saves (9): Tough +4 (+1 unarmored), Fort +5, Ref +3, Will +6

Skills (7): Concentration 8 (+10), Knowledge (Arcane Lore) 8 (+11), Knowledge (Tactics) 4 (+7), Notice 4 (+6), Profession (Battle Wizard) 4 (+6)

Feats (8 ): Attack Specialization (rune axe), Attack Specialization (spells), Benefit: Status (member of the Greylords covenant), Dodge Focus 3, Equipment 2

Powers (23):
Spells: Variable Power 6 (any one power with the arcane and magic descriptors; Extra: Total Fade; Flaw: Fades; Drawback: Power Loss [when unable to speak or gesture; Uncommon, Minor, -1])

Equipment:
Rune Axe: Strike 5 (magic, slashing; Power Feat: Mighty)
Enchanted Robes: Shield 1, Protection 3

Abilities 18 + Combat 8 + Saves 9 + Skills 7 + Feats 8 + Powers 23 = 73

Tradeoffs: Offensive PL 6, Defensive PL 4; None

:arrow: Wizards are not as common in Khador as in its southern neighbor Cygnar, but they do exist, and the vast majority are members of the mysterious organization known as the Greylords Covenant. When the forces of Khador march to war, the Greylords accompany them, taking to the field in three-man units known as Ternions.

:arrow: Because Greylords are wizards, they get the standard Total Fading Variable Power to represent their steadily-decreasing supply of spells. Unlike the other wizards presented so far, however, the Greylords presented here aren't high enough level to have acquired the Silent Spell or Still Spell feats, so they lose access to their powers if rendered mute or immobile. Greylords favor offensive spells with a cold theme, such as distracting blizzards (Weather Control), blasts of icy wind (targeted line-area Blasts), and cages made of ice (Paralyze or Create Object).

:arrow: As trained battle wizards, the Greylords are no slouches in combat, either: they're highly skilled with their rune axes, and have a wicked bite in melee. They're a bit fragile, though, unless they use their magic to bolster their defensive abilities.
Last edited by Servitor_2152 on Wed Jun 20, 2007 9:28 am, edited 1 time in total.

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Post by Servitor_2152 » Wed Jun 13, 2007 9:15 am

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Gobber (8PP template)

Size (4): Small

Abilities (0): Str -2, Dex +2

Skills (1.5): Craft (Chemical) +2, Escape Artist +2, Stealth +2

Powers (2.5):
Enhanced Fortitude Save 1 (Flaw: Limited [only vs. poisons])
Super-Senses 1 (Low-light vision)

Concealment 2 (normal sight; Flaws: Blending, Partial)

Complications: Power Loss: Concealment (must be less than half-clothed or wearing a gobber poncho)

:arrow: Gobbers are diminutive creatures with quick hands, sharp minds, and slightly chameleonic skin. They are respected for their talents with mechanika and alchemy, but enough gobbers have turned their talents to thievery that people still tend to be wary around them.

:arrow: Gobber characters often possess a great number of skills, as well as feats such as Beginner's Luck, Jack-Of-All-Trades, Skill Mastery, and Ultimate Effort. Combat-oriented gobbers tend to have Sneak Attack and feats that let them use it, such as Hide in Plain Sight and Taunt.

:arrow: A gobber's Concealment power is tied to its color-changing skin and doesn't work on most forms of clothing, but because the power only costs one power point, it isn't eligible for a Power Loss Drawback. Instead, gobber characters gain a hero point whenever Concealment would be useful to have, but stripping off enough clothing to use it is either impossible or highly inconveniencing. For example, having to sneak through an extremely cold area (such as a freezer or a mountain stronghold) would be worth a hero point, as would stripping off one's armor to sneak into a place and subsequently being caught by an armed guard.

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Post by Servitor_2152 » Wed Jun 13, 2007 12:05 pm

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Juggernaut (PL12/MR9/131PP)

Size (12): Large

Abilities (1): Str 34 (+12), Dex 8 (-1), Con -- (N/A), Int 8 (-1), Wis 10 (+0), Cha 1 (-5)

Combat (20): Atk +9, +11 (melee); Dam +17 (ice axe), +15 (slam, head spike); Grapple +28; Def -3; Init -1

Saves (35): Tough +23 (Impervious 8 ), Fort N/A, Ref +5, Will +6

Feats (3): Attack Focus (Melee) 2, Fearless

Powers (68 ):
Immunity 30 (Fortitude effects)
Immunity 10 (Fire and electricity damage; Flaw: Limited [half effect])
Super-Senses 2 (Darkvision)

Impervious Toughness 8

Slam: Strike 3 (bludgeoning; Power Feat: Mighty)

Head Spike: Strike 3 (piercing; Power Feat: Mighty)

Ice Axe: Device (easy to lose) 4
:arrow: Axe Strike: Strike 5 (mechanikal, slashing; Power Feat: Mighty) Linked to Paralyze 7 (mechanikal, ice; Extra: Alternate Save [Will -> Reflex])

Drawbacks (-8 ): Disability: Mute (Uncommon, Minor), Slow Movement 3 (base land speed 20ft), Reduced Defense 2

Size 12 + Abilities 1 + Combat 20 + Saves 35 + Feats 3 + Powers 68 + Drawbacks -8 = 131

Tradeoffs: Offensive PL 14, Defensive PL 10; -3 Atk / +3 Save DC, -13 Def / +13 Tough

:arrow: The Khadoran counterpart to the Ironclad, the Juggernaut (like all Khadoran 'jacks) trades maneuverability and finesse for resilience and brute strength. It is armed with an ice axe, a mechanikal melee weapon that freezes opponents solid and leaves them open to further punishment.

:arrow: Like the Ironclad, the Juggernaut is a straightforward melee 'jack with a punishing special ability linked to its main attack. The Juggernaut's +23 Toughness bonus makes it a difficult nut to crack, which is good, because I think there are actually some barns that are harder to hit.

:arrow: EDIT 11/27/07: After using the Juggernaut in a game, I decided that the Khadorans' various ice-related Paralyze abilities were better modeled with a Reflex (rather than Will) save.
Last edited by Servitor_2152 on Tue Nov 27, 2007 6:55 pm, edited 6 times in total.

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Post by Servitor_2152 » Wed Jun 13, 2007 12:31 pm

Servitor_2152 wrote:Image

Ironclad (PL12/MR9/125PP)

:arrow: EDIT 6/13/07: Undoing the previous edit, the Ironclad's Strength gets dropped back down; this brings it closer to its tabletop counterpart and more in line with other heavy 'jacks. And hey, when you're talking about a war machine with a +10 Strength bonus and a big honking earthquake hammer, "so tough an Ironclad couldn't knock it down" is still pretty darn tough!
Sorry, catsi. The fluff may say that the Ironclad is supposed to be stronger than Khador 'jacks, but the stat card numbers say otherwise. Plus, I'd rather keep all the standard heavy 'jacks at roughly PL12 if possible.

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Post by Servitor_2152 » Wed Jun 13, 2007 2:18 pm

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Destroyer (PL12/MR10/145PP)

Size (12): Large

Abilities (1): Str 34 (+12), Dex 8 (-1), Con -- (N/A), Int 8 (-1), Wis 10 (+0), Cha 1 (-5)

Combat (22): Atk +10, +12 (melee); Dam +16 (executioner axe), +14 (bombard); Grapple +28; Def -3; Init -1

Saves (35): Tough +23 (Impervious 8 ), Fort N/A, Ref +5, Will +6

Feats (3): Attack Focus (Melee) 2, Fearless

Powers (80):
Immunity 30 (Fortitude effects)
Immunity 10 (Fire and electricity damage; Flaw: Limited [half effect])
Super-Senses 2 (Darkvision)

Impervious Toughness 8

Bombard: Blast 14 (explosive; Extra: Area [targeted burst] 3; Power Feat: Indirect)

Executioner Axe: Device (easy to lose) 1
:arrow: Strike 4 (mechanikal, slashing; Power Feat: Mighty)

Drawbacks (-8 ): Disability: Mute (Uncommon, Minor), Slow Movement 3 (base land speed 20ft), Reduced Defense 2

Size 12 + Abilities 1 + Combat 22 + Saves 35 + Feats 3 + Powers 80 + Drawbacks -8 = 145

Tradeoffs: Offensive PL 14, Defensive PL 10; -2 Atk / +2 Save DC, -13 Def / +13 Tough

:arrow: Based on the same chassis as the Juggernaut, the Destroyer trades some of its close combat ability (and one of its arms) for a massive bombard capable of knocking down fortifications and eradicating enemy troops. While not the most accurate of weapons, the Destroyer's bombard nevertheless provides Khador forces with some much-needed long range fire support.

:arrow: At +14 damage, the Destroyer's bombard is murder on infantry and light warjacks, but it's of less use against heavier warjacks; for example, the Cygnar Ironclad will pass its Toughness save against the bombard on a roll of 8 or higher. Curiously, despite the big honkin' gun on its left arm, the Destroyer is still better in melee than it is at range, and being a Khador 'jack, it's tough enough to mix it up in close combat -- so don't be afraid to get stuck in.

:arrow: EDIT 8/18/07: Silly Destroyer, you don't get a Slam attack. You don't have any more hands.
Last edited by Servitor_2152 on Sat Aug 18, 2007 9:52 pm, edited 2 times in total.

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Post by Servitor_2152 » Thu Jun 14, 2007 1:32 pm

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Kommander Sorscha Kratikoff (PL15/225PP)

Abilities (26): Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 16 (+3)

Combat (26): Atk +13, +15 (Frostfang, hand cannon); Dam +9 (Frostfang, hand cannon), +6 (Razor Wind, Tempest); Def +6 (+0 FF); Init +2

Saves (22): Tough +6, Fort +11, Ref +6, Will +11

Skills (16): Climb 4 (+7), Concentration 12 (+13), Craft (Mechanical) 8 (+9), Intimidate 4 (+7), Knowledge (Arcane Lore) 8 (+9), Knowledge (Tactics) 8 (+9), Knowledge (Technology) 4 (+5), Notice 4 (+5), Profession (Soldier) 8 (+9), Sense Motive 4 (+5)

Feats (11): Attack Specialization (Frostfang) 1, Attack Specialization (hand cannon) 1, Attractive 1, Benefit: Status (Kommander and warcaster in Khadoran army), Dodge Focus 3, Power Attack, Takedown Attack 2, Tough 1

Powers (124):
Immunity 5 (emotion effects; Extra: Duration [Permanent -> Sustained])

Contact Cortex: Communication 2 (mental; Extra: Area; Flaw: Limited [steamjacks only]; Power Feats: Rapid, Selective)

Enhanced Feat: Minions 11 (Extras: Heroic, Fanatical; Flaw: Limited [warjacks only])

Focus: Variable Power 12 (multiple powers with the arcane, magic, and Focus descriptors; Flaw: Limited [to powers listed below]) (60pp)
:arrow: Power Field: Force Field 2 (Extra: Impervious [Layered 2]) (10pp)
:arrow: Boost (any trait) 3 (Extras: Action [Standard -> Free], Alternate Save [Fortitude -> Will], Range [Touch -> Perception]; Flaws: Check Required [Concentration], Limited [self or warjacks within Contact Cortex range only], Limited [fades completely after one round]) (9pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Unlimited [not required to attack with same weapon/power each time]; Flaw: Check Required (Concentration) (8pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Affects Others Only-> {Action [Standard -> Reaction], Range [Touch -> Perception]}, Unlimited [not required to attack with same weapon/power each time]; Flaws: Check Required (Concentration), Limited [warjacks within Contact Cortex range only]) (12pp)
:arrow: Boundless Charge: Boost Speed 6 Linked to Boost Super-Movement (Sure-Footed) 4 (Extras: Action [Standard -> Free], Alternate Save [Fortitude -> Will], Range [Touch -> Ranged]; Flaws: Check Required [Concentration], Limited [fades completely after one round]) (20pp)
:arrow: Fog of War: Concealment 10 (all non-tactile senses, fog; Extras: Affects Others, Area [general burst]; Flaws: Check Required [Concentration], Partial; Power Feat: Area Progression 1) (21pp)
:arrow: Freezing Grip: Paralyze 8 (ice; Extras: Action [Standard -> Free], Alternate Save [Will -> Reflex], Range [Touch -> Ranged], No Saving Throw; Flaws: Check Required (Concentration), Limited [fades completely after one round]) (40pp)
:arrow: Razor Wind: Blast 6 (wind, cold; Extras: Action [Standard -> Free]; Flaw: Check Required [Concentration]) (18pp)
:arrow: Tempest: Blast 6 (wind, cold) Linked to Trip 6 (wind, cold) (Extras: Action [Standard -> Free], Area [targeted burst] 4; Flaw: Check Required [Concentration]; Power Feat: Improved Trip) (39pp)
:arrow: Wind Rush: Flight 2 (Extra: Action [Move -> Free]; Flaw: Duration [Sustained -> Instant]) Linked to Boost Shield 8 (Extra: Action [Standard -> Free]; Flaws: Limited [fades completely after one round], Personal) (Flaw: Check Required [Concentration]) (5pp)

Icy Gaze: Paralyze 11 (arcane, magic, ice; Extras: Action [Standard -> Free], Alternate Save [Will -> Reflex], Area [general burst], Selective Attack; Flaws: Check Required [Concentration], Limited [fades completely after one round], Tiring, Unreliable 2 [one use])

Frostfang: Device (easy to lose) 4
:arrow: Ice Strike: Strike 6 (mechanikal, slashing or bludgeoning; Power Feats: Extended Reach 1, Mighty) Linked to Paralyze 6 (mechanikal, ice; Extra: Alternate Save [Will -> Reflex])

Hand Cannon: Device (easy to lose) 2
:arrow: Blast 9 (mechanikal, ballistic; Flaw: Limited [requires a move action to reload between each shot])

Warcaster Armor: Device (hard to lose) 1
:arrow: Protection 2 (mechanikal)
:arrow: Shield 3 (mechanikal)

Complications: Enemy (Cryx, Cygnar, Protectorate of Menoth), Responsibility (Prince Vladimir Tzepesci), Responsibility (protect the Motherland)

Abilities 26 + Combat 26 + Saves 22 + Skills 16 + Feats 11 + Powers 124 = 225

Tradeoffs: Varies

:arrow: Sorscha Kratikoff is a martial prodigy, having risen from the ranks of the Winter Guard to become a Kommander in the Khadoran army and one of the Motherland's most renowned warcasters. Sorscha is known for her unshakeable composure and her icy, seemingly emotionless demeanor; only in the presence of Prince Vladimir, her mentor, does she show any warmth at all.

:arrow: In terms of combat capability, Sorscha is nearly identical to her Cygnaran opposite, Coleman Stryker; however, while Stryker focuses mostly on dealing out and resisting damage, Sorscha's abilities revolve primarily around Khador's main weakness: maneuverability. Sorscha has a lot of powers that either paralyze or knock down the enemy, while her Wind Rush and Boundless Charge spells can greatly increase her own and her allies' speed. Her Fog of War spell also helps her to counteract the other main Khadoran weakness (its abysmal Defense) by spreading concealing fog over a significant portion of the battlefield.

:arrow: Because Sorscha is so unflappable, she gets one extra power on top of the typical warcaster set: an Immunity to emotion effects. However, unlike normal Immunities, Sorscha's has a Sustained duration; she's emotionless because she works very hard at being emotionless, not because she's Rei Ayanami. While this does mean that Sorscha could conceivably be Stunned (read: shell-shocked) out of her ice-queen act, it also means that she can turn it off when she really wants to . . . like, say, when a certain Dark Prince enters the room. :wink:

:arrow: EDIT 11/27/07: After using the Juggernaut in a game, I decided that the Khadorans' various ice-related Paralyze abilities were better modeled with a Reflex (rather than Will) save.
Last edited by Servitor_2152 on Tue Nov 27, 2007 6:57 pm, edited 4 times in total.

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Post by Servitor_2152 » Thu Jun 14, 2007 2:31 pm

Count Dracul--uh, Prince Vlad is next on the statting block, and after that I'll be done with Khador for a bit. What's next on the agenda? Well . . .

You're just sitting down to dinner when you hear it. A hard rapping at your front door. Knock, knock, knock.

Grumbling, you get up from the table and go to the front window. You pull back the curtains, not much, just enough to see who it is that's interrupting your meal.

You don't see much, just a brief flash of white, but that's all you need. You draw back from the window, cursing.


Not now. Please, not now, you think. You creep slowly, carefully back to the table. Maybe if you're quiet, if you pretend you're not home, they'll give up and go away . . . .

There's a horrible crashing noise, and light streams in through what remains of your front door. Standing in the doorway is a man, nearly seven feet tall, glad in flowing white robes and gleaming golden steam armor. His face is hidden behind an armored mask, and in his right hand he carries a giant double-handed morningstar.

"HELLO, FRIEND," the figure booms in an authoritative voice. "HAVE YOU FOUND MENOTH?"

You manage to whimper something in reply.

"NO?" he says, shifting the morningstar to a double-handed grip as he advances toward you. "WELL THEN, I HAVE SOME GOOD NEWS . . . ."

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Post by catsi563 » Thu Jun 14, 2007 6:07 pm

=^_^= awesome ice queen shes just as id picture her in M&M

*ps her gun is called a quad iron (minor nitpick)
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Post by Bravo » Thu Jun 14, 2007 10:57 pm

Servitor_2152 you are a machine :lol: and not one of those big clunky one either :P Am totally loving this thread but you know my future plans for your fine work.

cheers
Bravo

FELINE FURY: What's the point of having a name and a costume if you don't have an action figure?

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Post by Servitor_2152 » Fri Jun 15, 2007 4:58 am

catsi563 wrote:=^_^= awesome ice queen shes just as id picture her in M&M

*ps her gun is called a quad iron (minor nitpick)
Unless I'm mistaken, while Sorscha was a kommander she used a hand cannon; it was only after her promotion to forward kommander (and her upgrade to Epic Warcaster status) that she picked up a quad-iron.
Bravo wrote:Servitor_2152 you are a machine :lol: and not one of those big clunky one either :P Am totally loving this thread but you know my future plans for your fine work.
Yes I do, and I'm looking forward to hearing how the invasion goes. :D

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Post by catsi563 » Fri Jun 15, 2007 10:16 am

here her invasion must be posted for all to see=^_^=
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Post by Servitor_2152 » Fri Jun 15, 2007 11:31 am

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Vladimir Tzepesci, Dark Prince of Umbrey (PL16/240PP)

Abilities (32): Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Cha 18 (+4)

Combat (30): Atk +15, +17 (melee); Dam +9 (Skirmisher), +6 (Ruin, Razor Wind, Impaler); Def +4 (+0 FF); Init +1

Saves (25): Tough +8 (Impervious 2), Fort +12, Ref +6, Will +13

Skills (19): Bluff 4 (+8 ), Climb 4 (+8 ), Concentration 12 (+14), Craft (Mechanical) 2 (+4), Handle Animal 2 (+6), Intimidate 8 (+12), Knowledge (Arcane Lore) 8 (+10), Knowledge (Civics) 4 (+6), Knowledge (Tactics) 8 (+10), Notice 4 (+6), Profession (Soldier) 8 (+10), Ride 4 (+5), Sense Motive 4 (+6)

Feats (11): Attack Focus (Melee) 2, Benefit: Status (Prince of Umbrey and warcaster in Khadoran army), Defensive Attack, Diehard, Endurance 1, Dodge Focus 1, Fearless, Power Attack, Takedown Attack 2

Powers (123):
Contact Cortex: Communication 2 (mental; Extra: Area; Flaw: Limited [steamjacks only]; Power Feats: Rapid, Selective)

Enhanced Feat: Minions 11 (Extras: Heroic, Fanatical; Flaw: Limited [warjacks only])

Focus: Variable Power 14 (multiple powers with the arcane, magic, and Focus descriptors; Flaw: Limited [to powers listed below]) (70pp)
:arrow: Power Field: Force Field 2 (Extra: Impervious [Layered 2]) (10pp)
:arrow: Boost (any trait) 3 (Extras: Action [Standard -> Free], Alternate Save [Fortitude -> Will], Range [Touch -> Perception]; Flaws: Check Required [Concentration], Limited [self or warjacks within Contact Cortex range only], Limited [fades completely after one round]) (9pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Unlimited [not required to attack with same weapon/power each time]; Flaw: Check Required (Concentration) (8pp)
:arrow: Extra Attack 1 (Extras: Action [Full -> Free], Affects Others Only-> {Action [Standard -> Reaction], Range [Touch -> Perception]}, Unlimited [not required to attack with same weapon/power each time]; Flaws: Check Required (Concentration), Limited [warjacks within Contact Cortex range only]) (12pp)
:arrow: Blood of Kings: Linked Boosts (Speed 3, Strength 6 [+3 bonus], Attack 6 [+3 bonus], Shield 6, and Protection 6; Extra: Action [Standard -> Free]; Flaws: Limited [fades completely after one round], Personal) (27pp)
:arrow: Boundless Charge: Boost Speed 6 Linked to Boost Super-Movement (Sure-Footed) 4 (Extras: Action [Standard -> Free], Alternate Save [Fortitude -> Will], Range [Touch -> Ranged]; Flaws: Check Required [Concentration], Limited [fades completely after one round]) (20pp)
:arrow: Brittle Frost: Drain Toughness 10 (cold; Extras: Action [Standard -> Free], Affects Objects Only, Range [Touch -> Ranged]; Flaws: Check Required [Concentration], Limited [object returns to normal Toughness after one round]) (20pp)
:arrow: Impaler: Blast 6 (ice) Linked to Paralyze 7 (Extra: Alternate Save [Will -> Reflex], Range [Touch -> Ranged]; Flaw: Limited [fades completely after one round]) (Extra: Action [Standard -> Free]; Flaw: Check Required [Concentration]) (39pp)
:arrow: Razor Wind: Blast 6 (wind, cold; Extras: Action [Standard -> Free]; Flaw: Check Required [Concentration]) (18pp)
:arrow: Signs and Portents: Probability Control 5 (Extras: Area [general burst], Fortune, Selective Attack; Flaws: Check Required [Concentration]; Power Feats: Area Progression 2) (32pp)
:arrow: Wind Wall: Immunity 80 (all non-lethal and lethal physical and energy damage; Extras: Affects Others, Area [general burst] 3, Duration [Permanent -> Sustained]; Flaws: Check Required [Concentration], Limited [ranged attacks only]; Drawbacks: Power Loss [against magic attacks; Common, Minor, -2], Side Effect [affected characters cannot make nonmagical ranged attacks; Uncommon, Minor, -1]) (40pp)

Forced March: Boost Speed 6 (arcane, magic; Extras: Action [Standard -> Free], Alternate Save [Fortitude -> Will], Area [general burst], Selective Attack; Flaws: Check Required [Concentration], Limited [fades completely after one round], Limited [steamjacks only], Tiring, Unreliable 2 [one use]; Power Feats: Area Progression 2)

Skirmisher: Device (easy to lose) 4
:arrow: Strike 5 (magic, slashing; Power Feats: Improved Critical 4, Mighty)
:arrow: Mimic 10 (any one power; Extras: Action [Standard -> Free], Range [Touch -> Perception]; Flaws: Check Required [Concentration], Duration [Sustained -> Instant], Limited [warcasters' weapons' powers only])

Ruin: Device (easy to lose) 1
:arrow: Enhanced Feats 5 (adds Improved Critical 3, Improved Defense, and Split Attack to Skirmisher)

House Tzepesci Ancestral Armor: Device (easy to lose) 2
:arrow: Protection 5 (magical; Extra: Impervious 2)
:arrow: Shield 3 (magical)

Complications: Enemy (Cygnar, Cryx, Protectorate of Menoth), Honor, Responsibility (Kommander Sorscha Kratikoff), Responsibility (prince of Umbrey), Responsibility (protect the Motherland)

Abilities 32 + Combat 30 + Saves 25 + Skills 19 + Feats 11 + Powers 123 = 240

Tradeoffs: Varies

:arrow: Prince Vladimir Tzepesci is the last remaining member of his cursed household and the regent of the Umbrey province of Khador. With his non-mechanikal armor and weapons and his disdain for firearms, Prince Vladimir is a throwback to an earlier age; however, none can deny his martial prowess. Prince Vladimir is an experienced warcaster and has personally trained many of Khador's most promising young 'casters, including Kommander Sorscha Kratikoff, who rumors persistently suggest was more than just another pupil to him.

:arrow: Among warcasters, Vlad's close-combat prowess is nearly unmatched. Thanks to his Blood of Kings spell, Vlad is one of the only 'casters out there who can hit his offensive and defensive caps all by himself, and his sword's Mimic ability means that if Vlad can see another warcaster, Skirmisher has the same powers as that 'caster's weapon. Vlad's ranged ability, by comparison, is awfully weak; however, one of his spells does let him do Sorscha's nifty freeze-the-enemy trick, which brings me to my next point.

:arrow: Not only does Vlad like to be in melee himself, he also likes the rest of his army to be in melee. Boundless Charge and Forced March help his army close the distance quickly, Wind Wall protects him and a close circle of friends from ranged attacks as they close with the enemy, and Signs and Portents ensures a certain minimum level of competence amongst his followers. Combine all this with Impaler, which can lock an enemy down and prevent it from running away, and you have a very scary force that closes quickly and does a lot of damage in close combat.

:arrow: EDIT 6/26/07: While working on High Exemplar Kreoss (whose Focus power, like Vlad's, was partially copy-pasted from Haley's build), I realized that I'd forgotten to drop the Dynamic Power Feat from Vlad's Focus power. Whoops. Vlad's extra power point goes into a rank of Endurance; Vlad seems like he'd be able to soldier on for a long time without resting, particularly since he's one of the few warcasters out there whose armor isn't steam powered.

:arrow: EDIT 11/3/07: Since MnM doesn't use Attacks of Opportunity by default, I've decided to update those builds that address them (Vlad and Morghoul). In Vlad's case, Ruin changes from a weapon in its own right to a font of extra Power Feats for Skirmisher, adding Split Attack and Improved Defense, and boosting Vlad's critical threat range to an absurd 13-20.

:arrow: EDIT 11/27/07: After using the Juggernaut in a game, I decided that the Khadorans' various ice-related Paralyze abilities were better modeled with a Reflex (rather than Will) save.
Last edited by Servitor_2152 on Tue Nov 27, 2007 7:12 pm, edited 6 times in total.

Servitor_2152
Zealot
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Joined: Wed Dec 27, 2006 12:05 pm

Post by Servitor_2152 » Fri Jun 15, 2007 12:42 pm

Image

Holy Zealot (PL2/MR1/13PP)

Abilities (4): Str 12 (+1), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)

Combat (2): Atk +1, +3 (light mace, firebombs); Dam +3 (light mace, firebombs); Def +0; Init +0

Saves (2): Tough +2 (+1 unarmored), Fort +1, Ref +0, Will +2

Skills (1): Knowledge (Theology & Philosophy) 2 (+2), Stealth 2 (+2)

Feats (4): Attack Specialization (light mace) 1, Attack Specialization (firebombs) 1, Equipment 2

Equipment:
Light Mace: Strike 3 (bludgeoning; Power Feat: Mighty)
Firebombs: Blast 3 (Menoth's Fury; Extra: Area [targeted explosion] 2; Drawback: Reduced Range 2)
Protective Clothing: Protection 1

Abilities 4 + Combat 2 + Saves 2 + Skills 1 + Feats 4 = 13

Tradeoffs: Offensive PL 3, Defensive PL 1; -1 Def / +1 Tough

:arrow: According to the treaties that created it, the Protectorate of Menoth is not allowed to maintain a standing army; while the Protectorate arguably no longer cares, one artifact of this enforced demilitarization was the the creation of an underground fighting force. In combat, these Holy Zealots charge towards the enemy forces in great waves, dousing the enemy in burning oil from their improvised firebombs before laying in with their maces.

:arrow: Holy Zealots are pretty pathetic in combat, little more than Bystanders with the barest minimum of training and equipment; however, they make up for these deficiencies with overwhelming numbers. With five of them on the battlefield for every Trencher (and two for every Winter Guardsman), the enemy will be hard-pressed to get rid of all the Zealots before they get in close enough to hurl their glorified Molotovs or dish out a beating with loads of Aid Another actions. Of course, Holy Zealots stand no chance whatsoever against even the lightest of warjacks, but the Protectorate has other ways of dealing with those . . . .
Last edited by Servitor_2152 on Sat Nov 03, 2007 8:23 am, edited 2 times in total.

catsi563
Cosmic Scion
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Post by catsi563 » Fri Jun 15, 2007 10:04 pm

=^_^= a cookie if you can name whats in those glorified molotov coccktails. and its nasty substance also
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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http://www.fanfiction.net/~catsi563

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