Nyrath's Librarium: Rei Ayanami, Portia [Drow PC]

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Servitor_2152
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Post by Servitor_2152 » Thu Sep 13, 2007 11:49 am

Nyrath wrote:The Current Player Characters in my campaign, they're higher up on this page.
I think the term is PC Roster, then. PC Rooster implies that stats for a PL10, 150PP Super Chicken can be found here. :wink:
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E

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Post by Nyrath » Thu Sep 13, 2007 11:51 am

Heh, thanks for pointing that out. I'll just go fix it in a moment.

Though that is an interesting idea...
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Post by Nyrath » Thu Sep 13, 2007 12:33 pm

“Uachtarach DuboGaiscaocha, "Noble Black Warriors", are an absolute elite of all of the Goidilic tribes. They stem from only a single tribe, the influential Iverni (descendants of the Vasci - Iberians invaders of Hibernia). They are armored in Ceannlann (Shawn-lun), "Fish Scale". It is a layer of scales upon linen, upon chain. This multi-layer armor covers their body, and is nearly impenetrable. These nobles are so called for the black markings on their weapons. They are always of an incredibly small number, their armor is actually probably inherited, due to the great expense and difficulty in producing it. Their faces are hidden behind a chain veil, giving them a truly otherwordly appearance. Their skill at arms is insurmountable, their armor is all but impenetrable. While tiny in number, they can defeat much larger numbers, and are nearly unstoppable. They are loyal, but somewhat lethargic, difficult to rouse to battle, requiring great deals of compensation, but they are easily among the greatest warriors in the known world. However, their slim numbers ensure they must be used wisely, or else be thrown away.

The Uachtarach DuboGaiscaocha in Ireland are known from few sources. One, a mostly intact suit of Ceannlann only recently discovered, and another, the Luachmharleanbhan (Lok-mor-len-bon), "Precious Children", a lengthy tract, still being translated, on the warriors employed by the ancient Goidils and Belgae. They are noted at the fields of Firbosis, engaging the Firbolg ('sackmen', actually a slur for indepedent Belgae, and not related to the earlier people Firbolg, or the mythic Firbolg). The Belgae numbered in the thousands. The king of the Goidils sent "Lugh's Blessed", the Uachtarach DuboGaiscaocha, ahead of his army, and they numbered only forty. The Uachtarach DuboGaiscaocha had killed nearly one-third of the Belgae by the time the other Goidils reached the battle (surely an exaggerated report). This victory supposedly solidified the rule of a single Goidilic king into the early 1st century AD, over most of Ireland.”

“The Dosidataskeli were a unit of exceedingly heavily armed and armored shock infantry that were the foot bodyguards of the Vasci kings. They were recruited exclusively in Cantabria-Vasconnia, where they originated. They are armored in Ceannlann, which is a top layer of small scales armor fastened to a layer of felt to which is sewn a layer of chain. The result is a nearly impenetrable but flexible armor that is even resistant to armor piercing weapons. The Dosidataskeli are used to break the center of an enemy line. They first throw their solifera in order to disrupt and kill many enemy soldiers, and then they charge with their heavy spears and fight in melee until their enemy runs. Their job is simple, and they are frighteningly good at it. They are useful against any infantry or cavalry. Their only disadvantage is their expense and rarity.

Historically, the Dosidataskeli were feared enough to be written about by Greek historians. Stories of their fierceness was enough to inspire the Seleucids to design their own unit that was frighteningly similar to them and to export the mail veil east, where it was used by the Parthians. They were exported from Iberia and were instrumental in the first unifications of Ireland as well. The numbers of these soldiers must have always been low, due to the sheer expense of their equipment and training, and the size of the men that would form the unit. Still, if used correctly, the Dosidataskeli can be an extremely powerfull shock infantry.”


Uachtarach DuboGaiscaocha/ Dosidataskeli (Goidilic/Vasci Armoured Shock Infantry) PL 11 – 104pts
Image Image
Abilities – 32pts
Strength 20 +5
Dexterity 12 +1
Constitution 20 +5
Intelligence 12 +1
Wisdom 14 +2
Charisma 14 +2

Saves – 10pts
Toughness +12/+5
Fortitude +8
Reflex +2
Will +8/+12

Combat – 30pts
Attack +11 [Melee] +9 [Ranged]
Damage +9 [Soliferum] +8 [Falcata] +6 [Knife]
Defence +9/+6 [+3 Flatfooed]
Grapple +14
Initiative +1

Feats – 19pts
Attack Focus 2 [Melee]
Benefit 2: Status [Social Elite], Reputation [Nigh-Unstoppable Elite Warriors]
Dedicated
Endurance
Equipment 9
Improved Block
Improved Critical [Falcata]
Startle
Takedown Attack

Equipment (41ep)
Spear [Strike 3, Mighty, Improved Critical, Extended Reach 1 [10ft] – 6ep
Soliferum [Blast 4, Mighty [5], Reduced Range 2] – 11ep
Falcata [Strike 3, Mighty, Improved Critical 2] – 6ep
Knife [Strike 1, Mighty, Improved Critical] – 3ep
Large Shield [Shield 3, Deflect [Slow Projectiles] 4] – 7ep
Ceannlann [Protection 7, Requires Strength 19+] – 8ep

Skills – 13pts [52]
Bluff 4 [+6]
Climb 4 [+9]
Intimidate 10 [+12]
Medicine 2 [+4]
Notice 6 [+6]
Search 4 [+5]
Sense Motive 6 [+8/+12]
Stealth 4 [+5]
Survival 4 [+6]
Swim 4 [+9]
4 ranks for other life skills

Notes: Remember earlier when I said there's warriors around who could beat the Solduros? Well, these guys are amongst those. They're not going to appear in any major numbers, and really should at the least get the benefit of the Mastermind's Manual's rules for tougher minions, if not get full character status. They're a nightmare for most foes to face, though there's one or two groups of warriors even more notorious and feared.
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Post by Nyrath » Fri Sep 14, 2007 9:07 am

“The Carnute Cingetos (Kin-jet-os; "Marching Ones") are the warriors of the Carnutes, 'druidic' warriors from Aulercia. Their skill is tremendous, as is their bravery. They are not plentiful, they are expensive, and of small number. However, their inspiring appearance, a product of their fine armor, with horned helmets, urges on their fellows, and their skill in combat makes them useful against other heavy infantry. They are disciplined, and useful for numerous battlefield roles; able to fill in for a few times their own number if needed, making them a fine reserve as well as exemplarily shock troops.

Historically, the Carnutes were devoted followers of the horned god, Cernunnos. Their bravery would be unquestionable, and skill at arms most surely superb. They would be armed and outfitted in the best equipment available. They were also charged with defending the "Great Gallic Council" where Celts tried to solve their internal grievances diplomatically; a job they likely took with great severity and pride. They defend the 'legal' rulers of Gaul, the Aedui, and were sworn enemies of their opposition; as such, in no case would they have been employed by the most dissident enemies of the Aedui, the Arverni alliance.”


Carnute Cingetos (Druidic Elite Warriors) PL 9 – 119pts Minion 8
Image
Abilities – 33pts
Strength 18 +4
Dexterity 14 +2
Constitution 18 +4
Intelligence 14 +2
Wisdom 14 +2
Charisma 15 +2

Saves – 13pts
Toughness +7/+4
Fortitude +7
Reflex +4
Will +10/+14

Combat – 28pts
Attack +10 (Melee) +6 (Ranged)
Damage +7 (Sword) +5 (Knife)
Defence +10/+8 (+4 Flatfooted)
Grapple +14
Initiative +6

Feats – 26pts
Accurate Attack
All-out Attack
Assessment
Attack Focus Melee 4
Benefit: Status [Holy Warrior]
Dedicated
Defensive Attack
Diehard
Endurance
Equipment 4
Improved Block 2
Improved Disarm
Improved Critical: Sword
Improved Initiative
Power Attack
Startle
Takedown Attack
Teamwork 1
Weapon Bind

Equipment – 16pts
LongSword [Strike 3, Mighty, Improved Critical] – 5ep
Medium Shield [Shield 2, Deflect: 3] – 5pts
Knife [Strike 1, Mighty, Improved Critical] – 3ep
Chainmail [Protection 3] – 3pts

Skills – 19pts [76]
Climb 4 [+8]
Diplomacy 6 [+8]
Intimidate 8 [+10]
Knowledge: Arcane Lore 6 [+8]
Knowledge: Civics 6 [+8]
Knowledge: Theology and Philosophy 8 [+10]
Language 3: Greek, Germanic, Latin [Base: Celtic]
Medicine 4 [+6]
Notice 8 [+10]
Sense Motive 6 [+8]
Stealth 4 [+6]
Survival 4 [+6]
Swim 4 [+8]
5 more points for life skills
To adapt the Cingetos to setting which allows for at least a few fantastic elements, which most MnM campaigns should, give them the Ritualist feat and possibly a few low grade supernatural abilities.
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Post by Libra » Sat Sep 15, 2007 5:08 am

These chaps sound like scary, scary men. :shock:

You seem to have caught them perfectly then. :wink:

Good work Nyrath. :D
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Post by Nyrath » Mon Sep 17, 2007 5:19 am

Sorry for the general lack of activity from me, but I've got a rather bothersome cold at the moment. Still, I've managed to scrape together something which's been bouncing around in my mind for a couple of days.

The Immortals – Silver Grade Armour PL 13 – 268pts
Abilities – 38pts
Strength 30/26/18 +10/+8/+4
Dexterity 20/14 +5/+2
Constitution 24/18 +7/+4
Intelligence 18/16 +4/+3
Wisdom 20/18 +5/+4
Charisma 18/14 +4/+2

Saves – 6pts
Toughness +15/+7 [8/0 Impervious]
Fortitude +12 [4 Impervious]
Reflex +8
Will +12/+16 [8 Impervious]

Combat – 44pts
Attack +12
Damage +14 [Magi Blast/Magi Lance] [+13 [Centred Magi Blast] +11 [PCS Strike] +10 [Minigun/Life Disrupter] +8 [Disintegrate/Un-armoured Unarmed]
Defence +10 [+5 Flatfooted]
Grapple +20
Initiative +5

Feats – 35pts
Accurate Attack
All-out Attack
Assessment
Benefit 3: [Security Clearance 3]
Dedicated
Defensive Attack
Diehard
Endurance
Evasion 2
Grappling Finesse
Improved Aim
Improved Block 2
Improved Critical 2 [Unarmed] [Strike]
Improved Disarm
Improved Initiative
Improved Pin
Interpose
Move-by Action
Power Attack
Precise Shot 2
Ritualist
Startle
Takedown Attack 2
Teamwork 2
Uncanny Dodge 2 [Auditory] [Visual]
Weapon Bind

Skills – 45pts [180]
Bluff 8 [+12]
Climb 6 [+16]
Computer 8 [+12]
Concentration 8 [+13]
Diplomacy 8 [+12]
Disable Device 8 [+12]
Gather Information 8 [+12]
Handle Animal 4 [+8]
Intimidate 12 [+16]
Knowledge: Arcane Lore 8 [+12]
Knowledge: Behavioural Science 4 [+8]
Knowledge: Civics 8 [+12]
Knowledge: Earth Sciences 4 [+8]
Knowledge: History 4 [+8]
Knowledge: Life Sciences 4 [+8]
Knowledge: Physical Sciences 4 [+8]
Knowledge: Tactics 8 [+12]
Knowledge: Technology 8 [+12]
Knowledge: Theology and Philosophy 8 [+12]
Medicine 8 [+13]
Notice 8 [+13]
Search 8 [+12]
Sense Motive 8 [+13]
Stealth 8 [+13]
Survival 4 [+9]
Swim 6 [+16]

Powers – 210pts
Magi Enhanced Mind and Body: Container 9 [Permanent] – 45pts
--Enhanced Strength 8
--Enhanced Dexterity 6
--Enhanced Constitution 6
--Enhanced Intelligence 2
--Enhanced Wisdom 2
--Enhanced Charisma 4
--Enhanced Fortitude 4
(Impervious [+1 Extra])
--Enhanced Will 5
--Impervious Will 8

Mk 7 “Silver Immortal” Powered Combat Suit: Device 41 [Hard to Lose] – 165pts
--Enhanced Strength 4
--Protection 8 (Impervious [+1 Extra])
--Strike 1 [Deployable Blade/Armoured Fist able to be sheathed in energy] (Variable Descriptor 2 [Piercing, Slashing, Bludgeoning, Electrical, Mystic, Fire, Cold], Affect Insubstantial 2, Mighty, Penetrating 4, Autofire [+1 Extra], Improved Critical)
--Blast 10 [Minigun with nigh-endless extra-dimensional magazine and variable ammunition] (Autofire 3 [+3 Extra], Accurate 2, Distracting [-1 Flaw], Action: Full-round [-1 Flaw], Variable Descriptor 2)
--Disintegrate 8
--AP Life Disrupter 10
(Disintegrate without Affects Objects)
--Magi Blast 14 [Discharge of Raw Mystical Power] (Distracting [-1 Flaw], Obvious [-1 Drawback], Autofire 1 [+1 Extra] (precise impact rather than numerous shots), Penetrating 1)
--AP Centred Magi Blast 13 (Distracting [-1 Flaw], Obvious [-1 Drawback], Range: Touch [-1 Flaw], Area: Burst [+1 Extra])
--AP Magi Lance 14 (Distracting [-1 Flaw], Obvious [-1 Drawback], Range: Touch [-1 Flaw], Area: Targeted Line [+1 Extra])
--Flight 8 [2.500 MPH] (Flight Leverage, Subtle 2, Selective [Meant to adjust Subtle most of all])
--Super-Strength 6
--Super-Senses 16:
Spatial Awareness [Accurate, Acute, Radius, Ranged Mental], Radar [Accurate, Radius, Ranged Radio], Extended 4 [Visual] [Auditory] [Mental] [Radar], Detect Magic [Mental], Infravision, Ultra-Vision
--Restricted 1: Member of the Immortals

Notes: These guys are meant to be from an alternative earth in the same vein as Terra-Roma from Freedom City, theirs being one where Cyrus the Great turned out to be gifted with the Immortality power. With one of the greatest men in history as their eternal leader the Persian Empire likely wouldn’t have crumbled, and so on, I’ll likely do a proper instalment on it later on. Anyway, the Immortals where historically the bodyguard of the Persian Emperor, or King of Kings as they where more commonly known, and divided up into the Silver and Gold ranks with the former consisting of nine-thousand men and the later one thousand.
This is meant to be an average member of the Silver Ranks as of the “present” time. An enhanced mind and body coupled with a suit of armour combining some of the best that technology and magic can produce, it’s likely safe to say that the King of Kings can defend his people against anyone who would seek to conquer them. I can only imagine how Omega would have felt if he’d made his primary push against this world rather than that of Freedom.
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Post by Nyrath » Tue Sep 18, 2007 2:58 am

As was requested earlier, here's an Historical Leonidas. Turns out he's deceptivly high in PL, and my twentieth historical build.

Leonidas – King of Sparta, Senior Line of Kings PL 12 – 142pts
“Come and get them.” – Reply to the envoys of Xerxes the Great request to surrender their arms.
Abilities – 32pts
Strength 18 +4
Dexterity 14 +2
Constitution 18 +4
Intelligence 14 +2
Wisdom 14 +2
Charisma 14 +2

Saves – 18pts
Toughness +13/+9/+4
Fortitude +8
Reflex +6
Will +12/+16

Combat – 20pts
Attack +8 [Melee] +2 [Ranged]
Damage +7 [Dory/Macharia] +5 [Knife] [Sneak Attack = Base +2]
Defence +11/+8 [+4 Flatfooted]
Grapple +13
Initiative +6

Feats – 36pts
Accurate Attack
All-out Attack
Assessment
Attack Focus [Melee] 6
Benefit 2: Status 2 [Senior King of Sparta]
Dedicated
Defensive Attack
Endurance 2
Equipment 6
Improved Block
Improved Critical [Dory]
Improved Defence
Improved Initiative
Inspire 2
Leadership
Power Attack
Set-Up
Sneak Attack
Startle
Takedown Attack
Teamwork 2
Track

Equipment (29ep)
Dory [Spear]
Machaira [Strike 3, Mighty, Improved Critical]
Knife
Aspis [Shield 3, Deflect [Slow Projectiles] 4, Force Field 4 Limited: Part of a Shield-Wall]
Muscled Bronze Cuirass [Protection 5]

Skills – 26pts [104]
Acrobatics 6 [+8]
Bluff 8 [+10]
Climb 8 [+12]
Concentration 8 [+12]
Diplomacy 4 [+6]
Gather Information 4 [+6]
Intimidate 12 [+14]
Knowledge: Tactics 6 [+8]
Notice 8 [+10]
Search 8 [+10]
Sense Motive 8 [+10/+14]
Stealth 8 [+10]
Survival 8 [+10]
Swim 8 [+12]

Notes: Leonidas here isn’t actually all that great a fighter on his own, yes he’s good but not quite great. His only points above the average Spartan is his needed, though not great, capabilities as a member of the senior Royal line and the fact that he made it through the Cryptea. The later is why he’s got such good stealth and self-sufficiency skills and Sneak Attack. He seems to be pretty high in PL, but that’s mainly due to the Aspis shield he has, without it he plummets to PL 9 which he barely manages to keep.

Historical Notes: Leonidas came to one of the thrones of Sparta following his half-brother’s death, supposedly suicide, but that’s about as likely to be true as the numerous genealogical ties Argos claimed. He came into power with the Persian threat looming ever greater on the northern and eastern horizons, and naturally he had to work rather hard to at least try and cobble together some form of resistance to help both his state and the Athenians for when the wave broke. Moderately successful, and the Persian advance coinciding with both the Carneia and the Olympiad he faced the prospect of the Persians getting to flood Boetica and Attica hardly without opposition since Athens was going to have to deploy almost all of its fighting men on its numerous ships.
While few Spartans would even contemplate going over the Isthmus at Corinth in force at a time such as this Leonidas knew that the Persians had to be at least delayed until such a time that the gods wouldn’t frown on them going to war. He managed to get permission, in part due to the wording of one of the Delphi Oracles prophecies, to at least lead the Hippies, and whatever allies he could muster, to hold the Persians at Thermopylae, “The Hot Gates”. Through a mixture of diplomacy, subtle threats, and outright demands he managed to cobble together a fair number of Hoplites from the various city-states around. This included every Hoplite fit for battle from the city of Platea, and a sizeable contingent of loyal Hellenics from Thebes.
While Themistocles and his fellow captains held the sea-flank Leonidas held the Gates. When in the end Xerxes arrived, and negotiations utterly broke down, it wasn’t all that long before the overwhelming might and neigh-on unlimited gold reserves of the Persians found a way to break past. For the Persians, and the Medians with them, were expert mountain fighters and the Egyptians and more importantly Phoenicians were masters of the waves. At sea the Hellenic Coalition soon found themselves having too retreat, though they had at least bloodied the nose of their adversaries. And on land it came to the Spartan king’s knowledge that the enemy had gained knowledge of the trail leading around the Gates.
Leonidas dismissed most of the allies he’d accumulated, knowing they’d be needed later on in the war. Those that stayed where the Thespians, seven hundred of them, and the four-hundred Thebans who knew that they couldn’t return to their city unless they did so victorious due to the overwhelming amount of Medisers (Persian sympathisers) there. In the end these men died, fighting to end, once the Immortals and the fierce Saka where unleashed on them. But Leonidas had managed to so infuriate the King of Kings that his head was actually put on a spike, an act that the Persians where known for not doing. This, as much as the fierce spirit the Spartan had shown, cowed at least some of the Persian host, who where certainly uncomfortable with having to pass beneath the heads sight.
At the end of the day Leonidas hadn’t been a particularly unusual Spartan King, he’d been a conventional traditionalist who stood for the Lycurgan values and code. He’s famous because he got an opportunity to become such through being just like any other Spartan, not through being unusual or particularly great at what he did.
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Post by Libra » Tue Sep 18, 2007 8:09 am

Although one could argue that becoming great is generally a matter of being the right man, in the right place, at the right time.

Excellent work Nyrath, and don't worry about being delayed due to a cold. It happens to us all at this time of year. :D
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Post by Nyrath » Wed Sep 26, 2007 7:16 am

Name: Alessa Ricci
Age: 23
Home world: Avellorn
Original Regiment: 45th Avellorn Guard
Physical Parameters
-Height: 5'3"
-Weight: 113lbs
-Hair Color: Brunette with reddish tint to it
-Eye color: Blue-gray

Alessa's hair goes down a little past her shoulders, but she keeps it in a pony tail. She is small and slim, her body not as well muscled as a regular guards-woman, nor is she agile. Being so slim defines her feminine figure even more so.

Role in a unit: Missile launcher heavy weapons crew member.

Charges: Alessa was charged with abandoning her post, but when she was found, she was also charged with possession and usage of narcotics while on duty.

Augmetic alterations: None

Preferred armament: Missile/Rocket Launcher

Background: Soon after turning 16, Alessa was conscripted when a Tyranid splinter fleet entered the system. The Governor-militant issued mass conscription of the populace of the system. She served a year in a platoon that had constant changing faces, but she was lucky enough to survive with minor wounds. After the year serving the conscript platoon, the Splinter fleet was was all but destroyed. After more formal training, she was moved to a regular platoon, the 45th Guard, which was in active duty. She replaced the dead crew member of a heavy weapons team in the platoon.

After a year in the platoon, the battalion fought its first crushing defeat, the city they were defending came under siege by a Chaos army. Alessa fought at the front during the siege as the platoons missile launcher. At her time at the front she witness the horrors of the daemonic horde that the Chaos army summoned. They slaughtered many, including most of her platoon, but the fact that she had grown accustom to using the launcher alone saved her and the commanding office. She was unable to sleep, and grew paranoid after seeing the horrific event. She found relief in narcotics, she first started taking them to sleep, but lead to regular use. The siege lasted a few months, and after that the platoon was reasigned garrison duty

Her nightmares followed her after the siege and her drug habit grew. It got to the point that she was under the influence constantly. She left post one night to get another fix, in the process of returning she was found by a patrol, and convicted of abandoning her duty.


Alessa Ricci – Penal Legion, Heavy Weapons PL 8 – 85pts
"My life has already wasted, and I plan on making the most of it now, and surviving this planet, you little bitch." – Addressing Macha
Abilities – 12pts
Strength 12 +1
Dexterity 10 +0
Constitution 14 +2
Intelligence 10 +0
Wisdom 12 +1
Charisma 14 +2

Saves – 14pts
Toughness +6/+3 [+5/+2 Flatfooted]
Fortitude +9
Reflex +4
Will +4

Combat – 26pts
Attack +6
Damage +10 [Rocket Launcher (Frag Grenades)] +5 [Lasgun] +4 [Sidearm] +2 [Combat Knife]
Defence +7 [+4 Flatfooted]
Grapple +7
Initiative +0

Feats – 18pts
All-out Attack
Attractive
Defensive Roll
Equipment 12
Luck
Improved Aim
Power Attack

Equipment – 57ep
Rocket Launcher [Blast 10, Explosion [+1 Extra] – 30ep
Lasgun [Blast 5, Autofire [+1 Extra] – 15ep
Sidearm [Blast 4] – 8ep
Combat Knife [Strike 1, Mighty, Improved Critical] – 3ep
Flakvest [Protection 3] – 3ep

Skills – 15pts [60]
Bluff 4 [+6/+10]
Climb 6 [+7]
Concentration 4 [+5]
Diplomacy 5 [+7/+11]
Drive 4 [+4]
Gather Information 4 [+6]
Notice 6 [+7]
Search 6 [+6]
Sense Motive 5 [+6]
Stealth 6 [+6]
Survival 4 [+5]
Swim 6 [+7]


Complications
Addiction: Any available narcotics, drugs, or even alcohol, provided it helps her get over her mental problems. She’s currently hooked on whatever meds Gregor, the groups medic, can supply.
Post Traumatic Stress: Having been thrown into the meat grinder that is the Imperial Guard as a sixteen year old conscript, and against Tyranids at the start to boot, it’s no wonder that she’s broken down more than a bit after seven years.

Notes: Remember Macha Sebastiana? Well, here’s another member of that group of Penal Legionnaires. I’ll eventually get ‘round to doing them all, but for now Alessa and Macha should give an indication of how varied, and at times crack-pot, the group is.
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Post by Libra » Wed Sep 26, 2007 7:38 am

Good work Nyrath. :D
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Post by Nyrath » Wed Sep 26, 2007 7:44 am

Thanks, been gone a little while so it's good to hear that I haven't lost it with my builds as yet. I might manage to get the team's medic finished today as well, but no promises.
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Post by Nyrath » Thu Sep 27, 2007 1:11 am

Name: Howard Grekor
Age: 28
Homeworld: Cobol VII
Original Regiment: 57th Cobol Infantry
Physical parameters: 6,2 medium build, fair complexion, hazel hair grey eyes.
Role in a unit: medic
Charges: Sexual harrasment, unauthorised distribution of medicae drugs, suspected murder(they never proved anything)
Augmetic alterations: none
Preferred armament: Poison, Knives
Background: Howard Grekor grew up amongst the middle class of the hive world of Cobol VII somewhere down in the lower hive just before it gave way to the criminal infested underground of the underhive. As with most Hives vicious gangs plagued the neighbourhood constantly and the local arbites were hard pressed to keep order. Howard's father Humbol Grekor was the neighbourhood doctor and treated the injuries of everyone who came to his door no matter which side of the law they were on. Humbol was a truly altruistic man who cared about bettering peoples lives and while this altruism did rub off on his son to a certain degree it was warped by the cut-throat environment of the underhive. Howard saw how his family was spared the worst of the gangs violence and arbites raids because of what his father did. Many times his father was given the opportunity to walk away from potentially lethal situations due to the unspoken debt the gangs owed him for patching up their wounded. Howard himself coveted this diplomatic immunity and devoted himself to learning his father's trade. In addition he also secretly trained himself to become a wicked knife fighter as well as concoct interesting elixirs and poisons from common medical drugs. Soon enough Howard was "helping" the local populace, patching up the wounded. But unlike his father who would ask for nothing more than the regular fee Howard aggressively called in favors from various people, sometimes even ruthlessly extorting his patients although it would never seem like it. If Howard had once patched you up maybe a month later he would ask you to do a thing or two for him and if you said no then a small accident would befall you later.
As time passed the gangs of the underhive grew wise to Howard’s machinations, avoiding him and sometimes acting downright hostile. Rather than wait for them to work up the nerve to take him down Howard got out while the going was good and joined the Imperial guard during the next regimental muster. After basic training Howard naturally joined the medicae staff and began worming his way into the good books of the 57th Cobol infantry. As medic in the field Howard sometimes went to great extremes to save a fallen comrade....but only if he saw the chances of survival to be favourable and only if the said comrade was of rank sergeant or above. Initially he was well liked among the troops, but then they discovered a few things about him namely the strings attached to every act of valour he performed. Soon almost every sergeant and officer in the regiment owed him. The 57th Cobol infantry was also a co-ed regiment many of it's members were already in a relationship. Alot of the regimental alpha-males had at least one girl to entertain them and they would fiercely enforce their "ownership" of the ladies and those women who were tough and independent enough not to be anyone's bitch could slap Howard silly if he even laid a finger on them...while they were conscious that is. Sometimes while he was attending to the wounded forms of some of the regiment's prettier specimens his hands would wonder to places.....where they weren't really needed.
Later some of the pig headed ladies men of the regiment caught on to this and roughed up Howard. Over the course of the next two years they all died of grievous injuries in the field some died due to being unlucky while others died because Howard came to their aid a little too late...or too early. No evidence was ever found to link Howard to these deaths but the connection was noticeable by some of the sharper minds in the regiment....including the regimental commissar. After a rapid crackdown on the medicae staff Howard was found guilty of unauthorised distribution of medicae drugs after he was found to have written generous prescriptions for anti-depressants, pain killers and stimulants as well as giving homebrewed addictive substances to certain people. Several orderlies also testified to having seen him grope female patients while changing bandages and IVs. As for the murders everyone knew Howard had a hand in them but they could never prove it, a fact that has frustrated the regimental commissar and kept a permanent smirk on Grekor's face. But in the harsh law of the Imperium even the slightest infraction can merit grievous punishment, thus begins Howard Grekor's tour of duty in the penal legion.

Howard Grekor – Penal Legion Medic PL 6 – 95pts
"A guardsman's life can be harsh and a tad lonely even more so for a penal legionnaire, but you knew that. Other than Hussak I don't really have that many friends.....it would please me if you could provide some company to this medic tonight." – Speaking to Alessa
Abilities – 24pts
Strength 14 +2
Dexterity 10 +0
Constitution 15 +2
Intelligence 17 +3
Wisdom 16 +3
Charisma 12 +1

Saves – 11pts
Toughness +5/+2
Fortitude +6
Reflex +4
Will +6

Combat – 24pts
Attack +6
Damage +5 [Lasgun] +4 [Sidearm] +3 [Combat Knife]
Defence +6 [+3 Flatfooted]
Grapple +8
Initiative +0

Feats – 8pt
Benefit: Status/Clearance [Medic]
Equipment 7

Equipment – <35pts
Lasgun [Blast 5, Autofire [+1 Extra] – 15ep
Sidearm [Blast 4] – 8ep
Combat Knife [Strike 1, Mighty, Improved Critical] – 3ep
Flakvest [Protection 3] – 3ep
Medkit

Skills – 28pts [112]
Bluff 11 [+12]
Climb 6 [+8]
Concentration 4 [+7]
Craft: Chemical 6 [+9]
Diplomacy 6 [+7]
Drive 4 [+4]
Gather Information 8 [+9]
Intimidate 8 [+9]
Knowledge: Life Sciences 9 [+12]
Medicine 9 [+12]
Notice 6 [+9]
Search 6 [+9]
Sense Motive 7 [+10]
Sleight of Hand 8 [+8]
Stealth 6 [+6]
Survival 4 [+7]
Swim 4 [+6]

Complications
Pervert: Grekor’s natural drives have landed him in trouble more than once, including ultimately having him end up in the Penal Legions.

:arrow: Howard Grekor is damned good medic, at least when you're a potential asset to him. If for some reason he's got a grudge against you you'd better not end up needing his help, at any point during your time in the guard.

:arrow: The only one he might call a friend is the musclebound Hussak, apart from that he hasn't managed to keep any.

:arrow: Saying that he's a cold calculating bastard isn't too far from the truth, but he does care enough to potentially risk his neck for those close to him; Hussak and Alessa.

:arrow: While not the best fighter in the group Grekor has both social and, more importantly, medical skills enough to be considered one of the more valuable members.
The Librarium - Careful around the shelves, I still need to get stronger chains for the books. And don't go wandering off on your own either, I still haven't found the last one to do that.

Libra
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Post by Libra » Thu Sep 27, 2007 7:45 am

I wonder if any of the above Imperial Scum-of-the-Universe have met the Colonel yet? :twisted:

(Fine work by the way Nyrath, keep it up!)
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

Nyrath
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Posts: 372
Joined: Fri Jun 29, 2007 8:14 am
Location: Sweden

Post by Nyrath » Thu Sep 27, 2007 12:42 pm

No, none of these Penal Legionnaires have meet the (in)famous Colonel and they likely never will. They're currently in the care of Commisar Vrennekoff, and have been commendered by the Inquisition to act as a strike force to take out a Dark Eldar Warlord.

And these aren't actually my concepts, they're characters in an ongoing rp on another forum. I'm unfortunatly not one of the players, but I did say that I would give 'em stats and that's what I'm doing. Besides, they're rather interesting.
The Librarium - Careful around the shelves, I still need to get stronger chains for the books. And don't go wandering off on your own either, I still haven't found the last one to do that.

Nyrath
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Post by Nyrath » Fri Sep 28, 2007 10:21 am

Name: Randell Payne Hussak
Age: 25
Homeworld: Cobol VII
Original Regiment: 57th Cobol Infantry
Physical parameters: 7,1 strong build, skin head except for a small mohawk, dark green eyes and slight tan
Role in a unit: Assault
Charges: Disobeying Orders, Murder, theft, theft auto
Augmetic alterations: steel plate in his for head along with a mechanic left arm
Preferred armament: give me anything that can shoot and cut then I'm glad
Background: Randell grew up in a hard environment in the lower class life, mostly having to take care of himself since he learned to walk and talk
his father was a drunk and a violent man that usually beat Randell up - despite the kid's natural large size - when he did the slightest thing wrong, sometimes even when Randell didn't
do anything at all, his mom didn't dare to help the boy since she was afraid to get a beating herself. Hating his life at home of course, Randell
started hanging out with more shady types that seemed more of a ''family'' than his real had been. It didn't take long after his time with the
'shades' before Randell ditched his real family and started living in a warehouse with the others, there he developed a rather strong liking for
cracking skulls and he was also pretty good at it,his natural big size also giving him a big advantage, one of the guys living at the warehouse too
saw the potential with Randell and gave him an offer to do street fighting, luring him with promises of big money and fame. Randell accepted without
question. With time Randell became a small legend, no a rather big one with his size but only small known, One day Randell recalled his bad time at
home and decided to pay a little ''visit''. He went over there; beat his father half to death, then left again with blood on his fist.
Randell at one of his fight nights was met by some fancy smancy looking guy that wanted Randell to lose. Randell did not accept and was met with threats
that if he won he would be dead by morning. Randell didn't really care and went out there and won the fight,after it he was confronted by several goon types
all armed, they chased him trough half the city before he lost them. The next day he signed up for the imperial guard, thinking they wouldn't be able to get him there.
Randell quickly regretted the decision he didn't do well with superior disobeying orders and being generally rude, he somehow got away with that til an accident were he
supposedly stole a chimera and killed a few guardsmen in the progress by running them over before crashing in the chimera, evidence of that he was driving wasn't clear though
so his theft of imperial property was what took him down he had stolen ammo, food, medical supplies and the like which funny enough was never discovered again though.

Randall Hussak – Penal Legion, Heavy Weapons; Heavy Stubber PL 8 – 110pts
''No pretty ladies?''
"You heard the Commisar Hussak, no mucking around with the locals."
''Easy for you to say!'' - Quick chat with the Doc

Abilities – 31pts
Strength 23 + 6
Dexterity 11 +0
Constitution 22 +6
Intelligence 10 +0
Wisdom 12 +1
Charisma 13 +1

Saves – 13pts
Toughness +10/+7
Fortitude +10
Reflex +4
Will +6

Combat – 28pts
Attack +9 [Melee] +8 [Ranged]
Damage +7 [Heavy Stubber/Combat Knife] +5 [Lasgun/Frags]
Defence +6 [+4 Flatfooted]
Grapple +15
Initiative +0

Feats – 20pts
All-out Attack
Attack Focus [Melee]
Endurance
Equipment 12
Knucklebuster
Power Attack
Startle
Takedown Attack
Tough

Equipment – 57pts
Heavy Stubber [Blast 7, Autofire [+1 Extra] – 21pts
Frag Grenades [Blast 5, Explosion [+1 Extra] – 15pts
Lasgun [Blast 5, Autofire [+1 Extra] – 15pts
Combat Knife [Strike 1, Mighty, Improved Critical] – 3pts
Flak Vest [Protection 3] – 3pts

Skills – 18pts [72]
Bluff 6 [+7]
Climb 4 [+10]
Concentration 2 [+3]
Diplomacy 4 [+5]
Gather Information 4 [+5]
Intimidate 5 [+11]
Knowledge: Streetwise 6 [+6]
Knowledge: Tactics 3 [+3]
Notice 8 [+9]
Search 8 [+8]
Sense Motive 6 [+7]
Stealth 6 [+6]
Survival 6 [+7]
Swim 4 [+10]

Complications
Smoker: Needing to satisfy ones need for a stick of nicotine isn’t a good thing in any night-time, or similar, action. It makes you damned good target for any snipers around for one.
Mechanical Arm: His replacement limb is no less strong or sturdy than his remaining right arm, but it does malfunction at times.

:arrow: Hussak's big, he's been described as a mini-ogryn. As such he tends to have to carry any casualties or the like, when such things can be bothered with.

:arrow: As a longtime pal of the groups medic Hussak tends to be fairly close to the Doc whenever the going gets hot. He's, in his way, loyal to the smaller but more educated man and likely wouldn't hesitate to kill even fellow Legionnaires to protect him.

:arrow: Randall was a noteable figure in the Hive-underground area he grew up in and as a result gets a decent Knowledge: Streetwise score as well as a bit of social expertise, though it's not much.

:arrow: Hussak's one of the better fighters in the group, in part due to his fairly great firepower but also due actually being rather skilled. Still, he's hardly superhuman and won't hold up under heavy fire much better than any of the others.
The Librarium - Careful around the shelves, I still need to get stronger chains for the books. And don't go wandering off on your own either, I still haven't found the last one to do that.

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