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Woodclaw's 2E - Hercules, Iolaus, Xena, Gabrielle

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Postby Woodclaw » Mon Mar 30, 2009 10:02 am

MisterO wrote:Tarrasque is an excellent Powerhouse/Brick build. I like your house rules for Improved Initiative, but I don't quite understand your ruling for Impervious. Does that mean that even a Snare 5 effect cannot affect a hero with an Impervious Toughness of 8?


I'm sorry if I didn't make myself clear. Under normal rules an Impervious saving throw makes the character immune to any effect with a rank less than the Impervious rank

For example: an Impervious toughness 5 makes the character immune to any effect with a Toughness saving throw modifier of 4 or less

This makes the first level of Impervious almost useless since it works only against +0 modifiers, and the only +0 effect I can think of is a punch for a Strength 10 character.

In my version an Impervious saving throw works against any effect with a rank equal or less to the Impervious rank. The character of the example will be immune to ant Toughness based effect with a rank of 5 or less. The key point is that after a couple of test runs I found out that for many people the standard mechanic resulted counter-intuitive.
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Postby JoshuaDunlow » Mon Mar 30, 2009 1:09 pm

MisterO wrote:Tarrasque is an excellent Powerhouse/Brick build. I like your house rules for Improved Initiative, but I don't quite understand your ruling for Impervious. Does that mean that even a Snare 5 effect cannot affect a hero with an Impervious Toughness of 8?


Well the Improved Initiative rules seem okay, if thats how you want to go. All the more power to you. But your fix is a good one , and not that much of a change from the rules. Which work in the favor of the player in this case, instead of the villain.

Another option with Penetrating/Impervious, is don't allow characters to puchase Impervious and Penetrating too much. In most cases players and villains don't need it; And you will note that many official characters in the books, Penetrating and Impervious is actually a uncommon thing. Or limit the ranks of each to 1/2 the Power level of the game.
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#5 Generationverse (Modern age): Valkyrja

Postby Woodclaw » Thu Apr 02, 2009 10:39 am

Another of my Euroforce builds, this time I goes for battlesuit.

Image
No, I don't have any "Background music" power.

Valkyrja
Katrin Sigurðdottir

Power Level: 12* (166pp)

Abilities: STR: 12/34 (+1/+12), DEX: 12 (+1), CON: 10 (+0), INT: 22 (+6), WIS: 16 (+3), CHA: 10 (+0)

Skills: Computers 4 (+10), Concentration 4 (+6), Craft (electronic) 6 (+12), Craft (mechanical) 6 (+12), Craft (structural) 1 (+7), Diplomacy 5 (+5), Disable Device 4 (+10), Intimidate 6 (+6), Knowledge (business) 2 (+8), Knowledge (current events) 2 (+8), Knowledge (physical sciences) 4 (+10), Knowledge (technology) 4 (+10), Language 5 (English [good], German [fair]; Native: íslenska [Icelandic, good]), Medicine 3 (+5), Notice 4 (+6), Profession (engineer) 6 (+8), Search 2 (+8), Sense Motive 4 (+6)

Feats: Accurate Attack, Attack Focus 1 (ranged), Benefit 3 (wealth), Defensive Attack, Dodge Focus 5, Inventor, Minions 6 (O.D.I.N., Fanatical), Skill Mastery 1 (Craft [electronic & mechanical], Disable Device, Knowledge [technology]), Speed of Thought

Challenges: Fast Work 1 (Craft [electronic]), Fast Work 1 (Craft [mechanical])

Powers:

Genius (Quickness 2 [task speed 5x]; PF: Innate; Flaw: Limited [mental only]; 2pp)
Valkyrja Power-Armor 2.3 (Device 22 [hard to lose]; PF: Restricted 1 [Mental Quickness 2+ to properly operate]; 89pp)

Devices

Valkyrja Power-Armor 2.3 (110pp of effects)
- Auxiliary Battery (Power Reserve 6 [Force Field, Main Power System, Motive System]; PF: Additional Power 1; Flaw: Fading)
- Armor Plating (Protection 5)
- Built-In Equipment (Enhaced Feat 1 [Equipment 1 (Fire Extinguisher, First-Aid Kit, Flashlight, Multi-Tool)])
- Comm-Suite (Array 4; PF: Alternate Power 1, Subtle 1; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])
-- Base Power: Communication 9 (20000 miles; Flaw: Limited [requires Satellite Uplink, 4 ranks])
-- AP: Datalink 9 (20000 miles; PF: Cyberspace; Flaw: Limited [requires Satellite Uplink, 4 ranks])

- Environmantal Unit (Immunity 4 [Environmental Condition 4 (Cold, Heat, Pressure, Radiation)]; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])
- Exoskeletal Walking Aid (Feature 4 [remove the Paraplegic Drawback]; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])
- Force Field 7 (PF: Air-Tight 3 [1 hour], Alternate Power 1; Extra: Impervious; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])
-- Thermo-Electrical Coil (Absorbtion 6 [Energy; Boost (Auxiliary Battery)]; PF: Progression [2 energy type]; Flaw: Limited Energy Type [heat & electricity], Personal, Restorative)
- Main Power System (Array 11; PF: Accurate 1, Alternate Power 4; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])
-- Base Power: Enhanced Strength 22
-- AP: Particle Beam Caster (Blast 10; PF: Precise, Split Attack 1)
-- AP: Plasma Suspension Charge (Blast 8; Extra: Area [Explosion, Targeted, 5 ranks])
-- AP: Thermal Lance (Damage 7; PF: Precise; Extra: Area [Line, Targeted], Penetrating)
-- AP: Beam Sweepers (Linked: Damage + Trip)
  • Linked: Damage 7 (Extra: Area [Cone, General])
  • Linked: Trip 7 (PF: Improved Throw; Extra: Area [Cone, General]; Flaw: Range 1 [touch])

- Motive System (Array 5; PF: Dynamic, Dynamic Alternate Power 2; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])
-- Dynamic Base Power: Super-Strength 5 (heavy load: 45 tons)
-- DAP: Mag-Lev Turbines (Flight 5 [250 mph])
-- DAP: Mag-Lev Hydrojets (Swimming 6 [100 mph])

- Sensors (Super-Senses 14 [Analytical [visual], Extended 1 [all Visual and Radar], Distance Sense, Direction Sense, Infravision, Radar, Time Sense, Communication Link [to O.D.I.N., Radio]; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])
- Tactical Computer (Enhanced Attack 4; PF: Dodge Focus 4; Drawbacks: Power Loss 1 [if the Auxiliary Battery is Depleted])

Equipment: Euroforce Communicator, Exoskeletal Walking Aid (reduce the Disability to [unable to run or jump]), Motorised Wheelchair (base vehicle with Speed 1)

Image
HQ: Völundr Enterprises (Colossal; TOU: +15; Features: Communications, Computer, Fire Prevention system, Garage, Hangar, Infirmary, Laboratory, Power System, Security system 2, Think-Tank, Workshop)


Combat: Attack +3/+7 with Armor (+4/+8 ranged, +10 Armor Weapon Systems); Damage +1/+12 (unarmed), or by power of choice; Defense +8 (+2 Flat-footed); Initiative +6

Saves: Toughness +0/+12 (Impervious 7), Fortitude +4, Reflex +3, Will +7

Drawbacks: Disability (almost paraplegic [Common, Major]; -4pp), Normal Identity (without armor [one minute to don and activate]; -5pp)

Abilities 20 + Skills 18 (72 ranks) + Feats 23 + Powers 91 + Combat 12 + Saves 11 - Drawbacks 9 = 166

Complications:
  • Bipolar Disorder: as a consequence of being raped - and a quite poor psychological treatment afterward - Katrin has developed a bipolar personality disorder linked to her armor. Outside the armor, as Katrin, she is usually calm and has a bit of androphobia, as Valkyrja she becomes quite cocky and aggressive
  • Fame (expert of robotics): Katrin is one of the world foremost experts of robotics, especially regarding their use in prosthetics. Due to her handicap many people compare her to Stephen Hawking
  • Hatred (rapist): Katrin really hate rapist, to the point that her teammates have to physically contain her, to prevent her from beating them to death
  • Responsibility (chief engineer and major stockholder of Völundr Enterprises): while the CEO of the Völundr Enterprises is still her father, Katrin remains the major stockholder and she consider her responsibility to keep the company afloat
  • Secret (O.D.I.N.): while O.D.I.N. artificial intelligence is still under development, Katrin decided to keep its existence secret, being unsure about the possible reactions. The need foe secrecy has increase since Daedalus has started poking around Völundr Enterprises


:arrow: I admit that I'm a power-armor/mecha/cyborgs fan since my first comic books, but I noticed a lack of female armored characters (lets face it, a beatiful woman inside a thick armor isn't considered a big sale booster). So when I first read the Paragons book I was really fascinated by Valkyrie, I started toying with the idea of including her in my campaign, so I twisted and stretched the concept and statistic until I came out with Katrin

:arrow: under normal circumstances Katrin operates at PL10, but she can use her Auxiliary Battery to boost her combat stats up to PL12. The idea is that she might devote this extra power to various functions, but is she pushes the armor too long or too hard the battery will deplete itself and all the armor function, but the most basics, will shut down. The recharge she need to be hit by a thermal or electrical effect or throw herself against a powerline

:arrow: as with some other of my power-armor builds I stated her Toughness bonus as a two part Protection + Force Field combo. This is due to two factors: first I think that giving a +10 Protection (a tank-like level) to a suit of armor is pretty crazy, second this allows some degree of flexibility by Power Stunting the Force Field if needed

:arrow: I also took the occasion to revise the Air-Tight PF from MeMa. While I simply love the idea the ruling always looked poor to me. So this is my own version of the rule.

New Power Feat: Air-Tight

Power Requires: Force Field

A force field with this PF is completly sealed, it works as a full immunity against gas, airborne poisons and diseases, also it prevents death from lack of air or decompression. Still it has a major drawback, the internal air supply is limited and as long as the filed is up certain action might be impossible.
At rank 1 the field contains enough air to last 5 minutes, each extra rank increase this time one step on the Time Progression table. If more than one person is inside the field (as with an Affect Others Force Field) simply divide the time for the number of people.
Since Air-Tight is a PF it can be turned on and off at will by the user, if it's turned off the air supply will slowly replenish at rate defined by the GM.


:arrow: Katrin isn't exactly paraplegic, she can still control her urination and defecation, but she has no sensibility or mobility in her legs. The exoskeletal walking aid is a robotic contraption that allows her to walk again, unfortunatly the energy requirement is quite punishing and with a lightweight lithuim battery it works only 40 minutes. The Völundr Enterprises hold the patents of this technology and they are working on markting it in a couple of years

:arrow: O.D.I.N. is taken straight from the Paragons book, it's a prototype Artifical Intelligence created by Katrin, with the help of Megan Ateş and Géraldine Charrette

O.D.I.N.
Optronic Data Interface Network

Power Level: 10 (89pp)

Abilities: STR: - (-), DEX: - (-), CON: - (-), INT: 26 (+8), WIS: 18 (+4), CHA: 10 (+0)

Skills: Computers 5 (+13), Knowledge (current events) 4 (+12), Knowledge (cyberculture) 5 (+13), Knowledge (earth sciences) 3 (+11), Knowledge (life sciences) 3 (+11), Knowledge (physical sciences) 4 (+12), Knowledge (popular culture) 2 (+10), Knowledge (technology) 5 (+13), Notice 5 (+9)

Feats: Eidetic Memory, Online Research, Second Chance (hacking), Skill Mastery 2 (Computer, Knowledges), Wealth 8, Well-Informed

Powers:

Comm-Suite (Array 9; PF: Alternate Power 2, Selective; Subtle 1; 22pp)
- Base Power: Communication 10 (20000 miles; Extra: Area [omnidirectional]; Flaw: Limited [requires Satellite Uplink, 4 ranks])
- AP: Datalink 10 (20000 miles; PF: Cyberspace, Machine Control, Rapid 1; Extra: Area [omnidirectional]; Flaw: Limited [requires Satellite Uplink, 4 ranks]; Drawbacks: Power Loss [can't access Euroforce Equipment without explicit authorization])
- AP: Sensory Link 10 (20000 miles; Extra: Simultaneous; Flaw: Limited [requires Satellite Uplink, 4 ranks], Medium [existing sensors])

Comprehend 4 (Code & Cyphers, Languages [Speak, Undestand & Read]; FlaW: Limited [preprogrammed elements only]; 4pp)
Construct (Immunity 40 [Fortitude Saves, Mental Effects]; 40pp)
Protection 5 (5pp)
Quickness 6 (task speed 100x; Flaw: Mental Only; 3pp)
Sensors (Super-Senses 17 [Acute (Detect), Extended 2 (Visual and Radar), Communication Link 2 (to Valkyrja and Pendragon, Radio), Detect 2 (chemicals), Infravision, Radar, Ultravision]; FlaW: Limited 2 [only within the Völundr Enterprises main complex]; 6pp)

Combat: Attack +0; Damage - (unarmed), or by power of choice; Defense +0 (+0 Flat-footed); Initiative +0

Saves: Toughness +5, Fortitude [immune], Reflex +0, Will +9

Drawbacks: Confined Movement (linked to the Völundr Enterprises' mainframe [can't leave, might manifest into other similarly advanced systems]; -5pp)

Abilities -6 + Skills 9 (36 ranks) + Feats 6 + Powers 80 + Combat 0 + Saves 5 - Drawbacks 5 = 89

:arrow: O.D.I.N. can manifest only within computer systems similar to the Völundr Enterprises mainframe, this include the Pendragon mainframe on New Avalon, the Lighthouse's main computer (see Freesom City p.110)a dna couple of other undisclosed locations



Background

Full name: Katrin Sigurðdottir
Citizenship: Icelandic citizen with no criminal records
Birth: January 17th 1976, Akranes, Iceland
Profession: Engineer
Active as hero: 1994 - present (with a hiatus around 1997-2000)

Personality

Katrin suffer of bipolar personality disorder linked with her superheroic exploits. Outside her armor she tries to be as much discrete and unassuming as possible, she suffer form a barely self controlled from of androphobia, and the fact of being confined to a wheelchair doesn't help. When she dons her armor, becoming capable of walking again, she becomes very aggressive and dominating. This is an unfortunate result of her inability to cope with her rape (and the incompetence of her psychotherapist).

Generation Factor

Katrin manifested an unusually high speed in mental process, particulary memorization and computation. These abilities have no known precedent in her family's recent history.

Origin

Sicne her youth Katrin was blessed/cursed with an incredible intellect and a oversized curiosity, luckily her parents recognized her gift and decided not to push her, instead of enrolling her in some kind of "genius school" the allowed her to develop according to her own rythms, until she was ready. That moment came along with tragedy, when she was 15 years old, she embarked in an inter-rail trip across Europe, during a stop in Belgium she went snooping in a bad neighbourhood. A local gang assaulted and raped. The damage she suffered left her complelty unable to move or feel her legs, she was still able to control her bodily functions, but otherwise she was paraplegic.
This set the course of the rest of her life, she put all her considerable brainpower toward the end of walking again. This single-minded focus brought her to excel in the scientific studies up to the point of being able to attend courses of physics and robotics in Oxford. During her studies she met another young and brilliant student called Megan Ateş, while they were almost polar opposites they became very close friends. At the time Katrin was still struggling on the details of her first prototype of prosthetic walking aid, Megan offered her a deal. She had the patents and blueprints for a new electromagnetic based technology develloped by her father, she offered the to Katrin in exchange for help securing them from a German company: the Dynlar GmbH. Katrin promptly accepted and with the used of Megan's blueprint was able to assemble a first working prototype.
After graduating she moved back to Iceland where she used her ideas to transform her family small electronic firm in a major R&D facility, the Völundr Enterprises.
To further her research Katrin started transforming her prototype in a full powered exoskeltron that became the test bed for several new experimental technologies. While never planned to be a superheroine, fate tricked her. During a the maiden flight of her exoskeletron she stumble upon a rape scene, unable to control herself she rush in and beat the living hell out of the two would-be rapists. The resulting media circus transformed her in a local celebrity, to the point of being considred as a recruit for Euronet. For a while she toyed with the idea of being a full time hero, but in the end she refused after the Bruxelles crisis of 1994.
In 1994 Megan joined her in Iceland and the two started perfecting the suit design, while Megan was also developing her own pet project - nicknamed "Crow Armor". At the same time they were preparing for the confrontation with the Dynlar. During their investigations Katrin was trapped in a factory with her armor severly damaged, so Megan donned a prototype of the "Crow Armor" and run to the rescue. With the additional help of a Dynlar engineer called Micheal Fitzpatrick they were able to survive the day, but the armor was trashed beyond repair.
Katrin decided to go on sabbatical and restarted working on another project a fully functional AI, while Megan perfected her own armor and started moonlighting with the codename "Morrighan". Only two distarctions happened during this period, thee furst was the trial against Dynlar, which ended in 1998 with a verdict favourable to Megan and Katrin. Several subsidiaries of Dynlar went bankrupt and the Völundr Enterprises acquired a large number of facilities. The second was a hacking attack against the Völundr's mainframe, which managed to uncover a bit of data regarding the O.D.I.N. project. Katrin tracked the hacker to Haiti and met Géraldine Charrette. They made a deal trading Géraldine's freedom for her silence.
As the new Euroforce formed, Megan persuaded Katrin to help the new team, in short she became their chif finacial support, donating them the offshore platform that became New Avalon. She also sponsorized Micheal Fitzpatrick and Géraldine Charrette as members of Euroforce's land crew, the first out of respect, the second due to need to work with Pendragon - Euroforce's mainframe, which is based on the same technolgy of O.D.I.N.. In 2000 the O.D.I.N. system went online and Katrin decided to go back on the scene as Valkyrja. This unfortunatly created the necessary conditions for a new tragedy, O.D.I.N.'s primary directive was Katrin's safety, and it calculated that continuing fighting alongside Euroforce was exposing her to extreme jeopardy, so it decided to destroy Euroforce. It was ultimatly stopped, but the problem remained, Katrin reprogrammed it with a failsafe that prevented O.D.I.N. from hacking Pendragon or any other piece of Euroforce equipment again.


Recent Developments

Currently Katrin is a Beta Member - a reservist/mission-based specialist - of Euroforce, between to the complication of her work at the Völundr Enterprises and the constant work on O.D.I.N. she can't afford full-time membership.
Recently O.D.I.N. has become the source of new complications, since Daedalus (see Fredom City p.115) has started snooping around the Völundr Enterprises. Especially after Katrin decision to reveal the details of her prosthetic technology and her sealing a deal with several hospitals to test it.
Last edited by Woodclaw on Wed Feb 09, 2011 12:31 pm, edited 20 times in total.
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Postby JoshuaDunlow » Thu Apr 02, 2009 12:28 pm

Great Job! :D
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#6 Primal: Jennifer "Jen" Tate

Postby Woodclaw » Mon Apr 06, 2009 5:40 am

Image
Civilization is only skin deep.

Jen
Jennifer Tate

Power Level: 8 (101pp)

Abilities: STR: 12 (+1), DEX: 14 (+2), CON: 14 (+2), INT: 12 (+1), WIS: 14 (+2), CHA: 12 (+1)

Skills: Acrobatics 3 (+5), Bluff 5 (+6), Diplomacy 5 (+6), Disguise 4 (+5), Drive 1 (+3), Gather informations 4 (+5), Knowledge [current events] 4 (+5), Knowledge [popular culture] 5 (+6), Languages - (Native: English), Notice 4 (+6), Profession [waitress] 2 (+4), Search 4 (+5), Sense motive 4 (+6), Stealth 3 (+5)

Feats: Ambidexterity, Attack focus (Melee) 1, Benefit (Protection of Arella), Diehard, Equipment 1, Luck 1, Sneak attack 1

Powers:
Half-demon shapeshift (Alternate form 10; PF: Extra forms 4; Flaw: Limited [only in the realms of Oblivion]; Drawback: Power loss [without the Vambrace; -1]; 43pp)

Base power: Astral form (16pp of effects)
  • Regeneration 16 (Recovery bonus +6, Bruised [1 action], Disabled [20 minutes], Injured [1 minutes], Staggered [5 minutes])


AP: Ferai form (50pp of effects)
Image
  • Enhanced Strength 8 (Strength 20)
  • Enhanced Dexterity 6 (Dexterity 20)
  • Enhanced Constitution 6 (Constitution 20)
  • Enhanced Acrobatics 2 (Acrobatics +10)
  • Enhanced Notice 2 (Notice +8)
  • Enhanced Survival 4 (Survival +6)
  • Enhanced Feats 17 (Attack focus [Melee] 5, Defensive roll 3, Dodge focus 5, Endurance 1, Power attack, Rage 1 [10 rounds])
  • Battle claws (Strike 2; PF: Improved critical 1, Mighty)
  • Immunity 1 (Enviromental condition [Cold])
  • Leaping 1 (Jumping distance x2)
  • Speed 1 (10 mph)
  • Super-senses 4 (Darkvision, Scent [Acute])
:arrow: the Ferai form is the easiest to handle, it gives Jen an all around physical enhancement. Under normal circumstances it reaches the defensive PL caps, while raging it reaches the offensive ones. The main scope of this form is exploration so I decided to add some supersenses


AP: Undine form (44pp of effects)
Image
  • Enhanced strength 4 (Strength 16)
  • Enhanced Constitution 4 (Constitution 18)
  • Enhanced Swim 8 (Swim +11)
  • Enhanced Feats 13 (Attack focus 3 [melee], Defensive attack, Defensive roll 2, Dodge focus 3, Environmental adaptation 1 [Underwater], Favored environment 4 [Undewater])
  • Immunity 2 (Enviromental condition [Pressure], Suffocation [Drowining]; Drawbacks: Temporary disability [Can't breath air])
  • Swimming 2 (5 mph)
  • Telepathy 5 (5 miles; Flaw: Limted [Surface thoughts])
  • Super-senses 3 (Sonar)
  • Tendrils (Strike 3; PF: Extended reach 1, Improved disarm, Improved grapple, Improved pin, Mighty, Split attack 1 [2 targets])
:arrow: the Undine form is useless outside water, btu in the water is something to be reckoned with, by allocating the ranks of Favored enviroment Jen can hit her offensive or defensive caps according to the need of the moment, or both but only at PL 7. The undine form is also mute, but this is a complication at best since she is able to comunicate via telepathy. The sonar was not featured in the game, but it was my guess about how the Undines "see"


AP: Wraith form (49pp of effects)
Image
  • Enhanced Dexterity 8 (Dexterity 24)
  • Enhanced Feats 21 (Accurate attack, Attack focus [Melee] 7, Defensive roll 4, Dodge focus 6, Elusive target, Uncanny dodge 1 [Visual])
  • Concealment 2 (Normal sight; Flaw: Limited [only while using Time shift])
  • Time shift (Super-speed 5 [250 mph, x50 task speed, +12 initiative]; PF: Evasion 1, Moving feint; Flaw: One type [Physical task only], Side effect 2 [Damage])
  • Whip and dagger (Strike 2; PF: Extended reach 2, Mighty, Chockehold, Grappling finesse, Improved grab, Improved trip)
:arrow: the Wraith form is an unusual combination a dexterious grappler, by using the whip Jen is capable of executing an extremly vicious chockehold without being flat footed. The time shift is the ability to move outside the normal time flow, I found that the easiest (and most economic) way to simulate it was with Super-speed


AP: Djinn form (39pp of effects)
Image
  • Enhanced Strength 10 (Strength 22)
  • Enhanced Constitution 6 (Constitution 20)
  • Enhanced Feats 7 (All-out attack, Attack focus 3 [Melee], Dodge focus 3, Environmental Adaptation 1 [Extremly Hot])
  • Fiery swords (Strike 4; PF: Improved critical 3, Mighty, Split attack 1 [2 targets])
  • Immunity 1 (Enviromental condition [Heat])
  • Impervious toughness 8 (Flaw: Limited [Narrow type: Heat and fire based effects])
  • Metal skin (Protection 5)
:arrow: the Djinn form is Jen power house form, with it she reach all her PL caps, but with some tradeoff toward Damage and Toughness. The split attack feat simulate the nature of the Swords, Jen can manifest a massive two handed sword or two paired short swords


Vambrace (Device 1 [Hard to lose]; PF: Restricted 1 [Half-demon only]; 5pp)

Device

Vambrace (5pp of effects)
- Regeneration 5 (Boost each condition up one step and adds Ability Damage [5 hours])

Equipment: Knife (+1 piercing damage; Crit 19; 10' [thrown]; Mighty; 4ep)

1ep unspent

Combat: Attack +2 (+3 melee); Damage +1 (Unarmed) / +2 Knife; Defense +3 (+2 flat-footed); Initiative +2

Saves: Toughness +2, Fortitude +6, Reflex +4, Will +6

Drawbacks: Involuntary transformation (into basic astral form if Staggered or Disabled [Common, Irresistible]; -5pp)

Abilities 18 + Skills 12 (48 ranks) + Feats 8 + Powers 33 + Combat 10 + Saves 10 – Drawbacks 0 = Total 91

Complications: Disability (Unable to swim), Love (Lewis), Responsibility (agent of Order)


:arrow: my first non original build, I tried to stat out one of my favorite Videogame characters, Jen from Primal

:arrow: unfortunatly this proved more of a challenge than I thought, especially because, while the power to shapeshift is inherent to Jen, this power need to be canalized throught her Vambrace, but apart from this is unclear if the vambraces have any other function. My take is that they enhance the natural regenerative abilities of her "astral form". In the game Jen body is left behind at the beginning and she exists only as a sort of Astral projection of herself, this projection is able to heal at very high speed but if "killed" she can't came back without some help

:arrow: Arella is the incarnation of Order in oblivion, one of the two ruling entities of the four realms of Oblivion, the other is Abadon, the incarnatiojn of chaos

:arrow: I stat the power loss being worth only 1pp since is quite difficult to remove the Vambrace, Jen can't unlock them and the only character capable of removing them was at the same time a scientist and a sorcerer

:arrow: in her normal human form Jen doesn't have any particular ability, except for her quite high Fortitude and Will saves, in combat she is a PL 2.5 knife-fighter (3.5 with Sneak attack)

:arrow: I decided to make Jen's a PL8 because - while she is extremly tough - she's quite inexperienced in handling her demon forms, she rely more on instinct than training

:arrow: for the same reason I prefered to use feats, rather than full bonus to Attack and Defense, a more experienced version of Jen should have the regular bonuses

:arrow: anyway Jen is very cheap, but by removing the Limited flaw from her array she turned out to be a 111pp character at PL 8. In an Oblivion specific game the flaw should become a drawback or be removed

:idea: UPDATE: a little cleaning and revising bringing the build more in line with the general rules of the game. I know that arraying a Permanent power is a little off, but in this case I think it was the only way to represent Jen's powers
Last edited by Woodclaw on Tue Aug 31, 2010 8:18 am, edited 15 times in total.
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Postby JoshuaDunlow » Mon Apr 06, 2009 7:48 am

Very nice work there!
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Postby MisterO » Mon Apr 06, 2009 10:18 am

Wow I always wanted to do this build but was always at a complete loss as to how to do it! The game was great and one of my dream re-make games for the current gen.

Now do Scree! :D
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#7 Primal: Scree

Postby Woodclaw » Mon Apr 06, 2009 10:51 am

MisterO wrote:Now do Scree! :D


Already done, I was just putting the finishing touches.

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Being small and made of stone have its perks.

Scree
Abdizur

Power Level: 7 (132pp)

Abilities: STR: 16/28 (+3/+9), DEX: 10 (+0), CON: - (-), INT: 16 (+3), WIS: 16 (+3), CHA: 10 (+0)

Skills: Bluff 8 (+8), Climb 5 (+8), Concentration 5 (+8), Diplomacy 10 (+10), Disable Device 4 (+7), Gather Information 10 (+10), Knowledge (arcane Lore) 5 (+8), Knowledge (Oblivion's realms) 7 (+10), Language 1 (English; Native: Unknown), Medicine 3 (+6), Notice 5 (+8), Search 5 (+8), Sense Motive 5 (+8), Stealth 2 (+6), Survival 2 (+5)

Feats: Assessment, Benefit 1 (Agent of Arella), Contacts, Diehard, Eidetic Memory, Equipment 1, Fearless, Jack-of-All-Trades, Master Plan, Ritualist, Well-Informed

Powers:

Demon toungues (Comprehend 2 [Speak and Understand languages]; Extra: Affect others; Flaw: Limited 2 [Djinn, Ferai, Undine, Wraith]; 2pp)
Healing 4 (PF: Regrowth, Stabilize; Extra; Resurrection, Total; Flaw: Others Only; 14pp)
Immunity 30 (Fortitude saves)
Shrinking 4 (Small size; PF: Innate; Extra: Duration [Continuous], Normal Toughness; Flaw: Permanent; 9pp)
Stone skin (Protection 10; Extra: Impervious [5 ranks]; Drawbacks: Noticeable; 14pp)
Stone powers (Linked: Density + Animate object; 13pp)
  • Possess statue (Animate object 10, Flaw: Limited [Statues of the same kind rock of his body]; Drawbacks: Power loss [when out of Lodestones])
  • Stone form (Density 6 [weight x5]; PF: Autonomous power; Extra: Duration 0 [sustained]; Flaw: Immobile [Helpless])
  • ---Super-Strength 2 (Heavy load 3600 lbs)
  • ---Immovable 2
Super-movement 2 (Wall-crawling 2; Flaw: Limited [Stone surfaces only]; 2pp)

Equipment: Torch (1ep), Rope (1ep), Maps of Oblivion (0ep), Lodestones (1ep)

2ep unspent

Combat: Attack +1; Damage +3 (Unarmed); Defense +1 (+1 Flat-footed); Initiative +0

Saves: Toughness +10 (Impervious 5)/+13 (Impervious 8), Fortitude [Immune], Reflex +0, Will +8

Abilities 12 + Skills 20 (77 ranks) + Feats 11 + Powers 84 + Combat 0 + Saves 5 + Drawbacks 0 = 132

Complications: Enemy (Belazur), Responsibility (agent of Order), Responsibility (keep Jen safe)


:arrow: the other half of Primal team, Scree is rock, literaly. He is the soul of the most powerful demon of the Order trappend inside a small stone gargoyle

:arrow: despite what is appearence might suggest Scree is not the comic relief of the game, the game developers put a great deal of effort (including casting Andreas Katsulas, the ambassador G'Kar of "Babylon 5", to do the voice acting)

:arrow: in spite of this Scree in combat is valuable more or less like a chunk of concrete, he usually activates his stone form and stay put until its all over, His power level is only caused by his insane amout of Toughness

:arrow: on the other hand Scree is the ultimate support character, he can keep Jen alive, reload her alternate forms, act as a simultaneous translator (I interpreted that way the fact that all the demons of the Realms after a while start speaking in English), possess statues, scale stone surfaces and act as an improptu rope ladder

:arrow: Scree possession works more or less as follow, when he possess a statue that statue became, temporarily his body, while his real body automaticly goes in Stone form. He is limited by teh statue posability in his expenses (if he possess a bust he won't be able to do much more than moving the head around). As soon as Scree returns to his own body the statue stop in the last position

:arrow: Scree give me the occasion to post one my home rules, I think that the rules for indipendenlty useable linked power are very poor written so I replace them with the following

New power feat:

Autonomous power


Only a power that is part of a linked power set can use this PF. The power can be used outside the linked set. You must buy this PF once for each power that you want to be indipendently useable.


:arrow: the most powerful form that Scree used in the game is the statue of his former alias Abdizur. In this form he became a PL 10 powerhouse, since the majority of the demons of Oblivion are (in my mind) PL 3-4 characters in this form Scree is a walking terror (the real body of Abdizur is even more powerful than this form, being both a powerhouse and a general, but I think that this is as close as an animated statue can get). The bonuses already featured all the modifiers, including the size ones.

Abdizur form (PL 10 / 147pp)

Abilities: STR: 30 (+10), DEX: 10 (+0), CON: - (-), INT: 16 (+3), WIS: 16 (+3), CHA: 10 (+0)

Skills: Bluff 8 (+8), Climb 5 (+5), Concentration 5 (+8), Diplomacy 10 (+10), Disable Device 4 (+7), Gather Information 10 (+10), Knowledge (arcane Lore) 5 (+8), Knowledge (Oblivion's Realms) 7 (+10), Medicine 3 (+6), Notice 5 (+8), Search 5 (+8), Sense Motive 5 (+8), Stealth 2 (-2), Survival 2 (+5)

Feats: Accurate Attack, Assessment, Attack Focus 5 (melee), Benefit 1 (Agent of Arella), Defensive Attack, Diehard, Dodge Focus 5, Eidetic Memory, Fearless, Improved Critical 2 (Unarmed Attack), Jack-of-All-Trades, Master Plan, Power Attack

Powers:

Demon toungues (Comprehend 2 [Speak and Understand languages]; Extra: Affect others; Flaw: Limited 2 [Djinn, Ferai, Undine, Wraith] 2pp)
Immunity 30 (Fortitude saves)
Growth 4 (+8 Strength, +4 Constitution, Large size; Extra: Duration [Continuous]; Flaw: Permanent; 12pp)
Density 6 (Extra: Duration [Continuous], Normal Toughness; Flaw: Permanent; 20pp)
  • Immovable 2[/b]
  • Super-strength 3[/b] (heavy load 12.5 tons)
Stone skin (Protection 7; Extra: Impervious [5 ranks]; Drawback: Noticeable; 11pp)

Combat: Attack +5 (+10 Melee); Damage +10 (Unarmed); Defense +10 (+3 Flat footed); Initiative +0

Saves: Toughness +10 (Impervious 8), Fortitude [Immune], Reflex +4, Will +8

Drawbacks:

Abilities -2 + Skills 19 (76 ranks) + Feats 22 + Powers 75 + Combat 24 + Saves 9 + Drawbacks 0 = 147


:idea: UPDATE: I decided to completly revise Scree's healing abilities, I went for simplicity rather than trying to simulate the precise videogame mechanics
Last edited by Woodclaw on Tue Aug 31, 2010 8:27 am, edited 7 times in total.
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Postby MorningKnight » Mon Apr 06, 2009 2:16 pm

Jen is magnificent. I wish I were a console player, but her forms are awesome.
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Postby Woodclaw » Tue Apr 07, 2009 12:58 am

MisterO wrote:The game was great and one of my dream re-make games for the current gen.


MorningKnight wrote:Jen is magnificent. I wish I were a console player, but her forms are awesome.


Yeah, Primal is a great game, despite some glitches that ruined the final result (the combat system first and foremost). What I like best was the fact that this is of the few games I can think of with a female protagonist that doesn't suffer of the "Lara Croft syndrome" (aka: basing 90% of the game charisma on how insanely beatiful, skilled and badass the lead character is). Jen is good-looking and skilled, but not in a superhuman way, she is a lot more normal (she is a student working part time in a cafeteria), than your typical videogame chick.

Unfortunaly I doubt that Pirmal will ever be converted to a 3rd generation console, since the selling where less than sterling and the SCEE declared that they had no plan to do a sequel (at least not at the moment).
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#8 Original character: Ratpack

Postby Woodclaw » Tue Apr 07, 2009 11:39 am

Another of my original builds that include some HR (I've to collect them in one place for evaluation sooner or later...)


Image
Image from BenziChan gallery on DeviantArt (she is not that pretty in my mind, but that was the best I found)
One man trash is one little girl chance to survive

Ratpack
Rachel Cross

Power Level: 4 more or less (98pp)

Abilities: STR: 8/10 (-1/+0), DEX: 10/14 (+0/+2), CON: 8/14 (-1/+2), INT: 12 (+1), WIS: 12/14 (+1/+2), CHA: 10 (+0)

Skills: Acrobatics 4 (+6), Bluff 4 (+4), Climb 6 (+6), Diplomacy 6 (+6), Disable device 5 (+6), Disguise 3 (+3), Escape artist (+6/+8) Gather information 5 (+5), Intimidate - (-2), Languages 2 (Morlock sign language [good]; Native: English [Fair]), Notice 3 (+5), Search 3 (+4), Sense motive 3 (+5), Sleight of hand 4 (+6), Stealth 1 (+7), Survival 3 (+5), Swim 5 (+5)

Feats: Acrobatic bluff, Ambidexterity, Attack focus 2 (melee), Connected, Defensive roll 1, Dodge focus 2, Elusive target, Enviromental adaptation (Sewers), Equipment 2, Favored enviroment 2 (Enclosed spaces), Grappling finesse, Improved concealment, Improved initiative 1, Sneak attack 1

Challenges: Accelerated stealth 1, Slip between covers 1

(Challenge [Fighting climb], Diehard, Rage 1 [10 rounds])

Powers:

Child (Shrinking 4 [Small size]; PF: Innate; Extra: Duration [Continuous]; Flaw: Permanent; 5pp)

Bite (Linked: Disease + Strike; 17pp)
- Linked: Rat fever (Disease 5 [Constitution]; Flaw: Requires grapple)
- Linked: Teeth (Strike 2; PF: Autonomous power, Improved critical 2, Mighty, Ricochet 1)

Cornered rat rage (Enhanced feats 2 [Rage 1 (10 rounds)], Flaw: Uncontrolled; 1pp)
Prensile feet (Feature 1; PF: Challenge [Fighting climb]; 2pp)
Rat-like physiology (Container 3 [passive]; 15pp)
- Enhanced Strength 2
- Enhanced Dexterity 4
- Enhanced Constitution 6 (PF: Diehard)
- Enhanced Wisdom 2

Immunity 4 (Poison, Disease, Enviromental condition [Cold], Starvation & thirst; Flaw: Half-effect; 2pp)
Leaping 1 (jumping distance x2; 1pp)
Speed 1 (10 mph; 1pp)
Super-senses 10 (Accurate [Auditory], Danger sense [Auditory], Detect poison [Scent], Low-light vision, Scent, Tracking [Scent], Uncanny dodge [Auditory]; 10pp)
Tail (Additional limb 1; 1pp)
Elongation 1 (Flaw: Limited [Tail only], Permanent; 1pp)

Equipment: Backpack (up to 7ep in random scavenged objects), Oversized coat (+2 Fortitude vs Cold; 1ep), Swiss army knife (as Multitool; 1ep), Protective goggles (reduce Photofobia frequency to uncommon; 1ep)

Combat: Attack +1 (+3 melee); Damage +0 (Unarmed) / +2 (Bite); Defense +3 (+1 flat-footed); Initiative +6

Saves: Toughness +2 (+1 flat-footed), Fortitude +4 (+6 vs Cold), Reflex +4, Will +4

Drawbacks: Disability (Photophobia [Common, Moderate] -3pp)

Abilities 4 + Skills 15 (60 ranks) + Feats 20 + Powers 56 + Combat 0 + Saves 6 – Drawbacks -3 = Total 98

Complications: Prejudice (mutant), Prejudice (non-human appearence)


:arrow: Ratpack is an old concept of mine originally built for a Marvel universe campaign centered around X-men and Morlocks (the campaign was, quite poorly, handled with a very emendated GURPS). The idea was of an animal-like mutant child (she is supposed to be between 9 and 12 years old) based on a rat, who because of her odd look was abandoned as a baby, the Morlocks find her and she grew up in the sewers

:arrow: one of the key points behind this build is to made a character without combat as primary focus, Ratpack is a scout and a scrounger first. In combat she operates as a PL 2 melee fighter under normal circumstances, she get another half PL on offense and defense (or one full PL to one of them) while fighting in an enclosed space (like a sewer tunnel) for a total of 2.5, while sneak attacking she had another PL to offensive. When raging she lose 1 PL at defense a got 1 at offensive. Since Ratpack is made with the points of a PL 6 character this gave you the idea of how much she sucks in main combat

:arrow:I decided to make her more proficient with the Sign language rather than her Native English since she has used, and has been exposed, to it for a longer time

:arrow: the Prensile feets feature works like 2 levels of additional limbs limited by the fact that she needs to have a secure grip with her hands or tail to use them

:arrow: I have to thank BatgirlIII for using the Ricochet feat on her Beast build, that give me the idea to do the same with Ratpack

:arrow: the bite power used my HR for Linked powers (see my Scree build)

:arrow: I decided to reduce the Photophobia's frequency to Common (rather than Very common) since Ratpack was conceived to operate undergroud or at night. The googles reduce the frequency, rather than intesity, by shielding her eyes from less intense lights

:arrow: the backpack is essentialy the standard pool of unspent ep, I only made them in a object for stylistic reasons (she isn't called Ratpack for nothing)
Last edited by Woodclaw on Wed Mar 10, 2010 1:38 pm, edited 13 times in total.
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Postby MorningKnight » Tue Apr 07, 2009 12:35 pm

Ratpack is really neat.
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Postby sable » Tue Apr 07, 2009 1:00 pm

an interesting concept and build. but i have one question.

Woodclaw wrote:Child (Shrinking 4 [Small size]; PF: Innate; Extra: Duration [Continuous]; Flaw: Permanent; 5pp)


why do you need the Duration extra when you're using the Permanent flaw?
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Postby Woodclaw » Tue Apr 07, 2009 11:52 pm

sable wrote:an interesting concept and build. but i have one question.

Woodclaw wrote:Child (Shrinking 4 [Small size]; PF: Innate; Extra: Duration [Continuous]; Flaw: Permanent; 5pp)


why do you need the Duration extra when you're using the Permanent flaw?


Because only a Continuous power can be made permanent, not a Sustained one (like Shrinking), the final neat cost is equal to made the power Sustained, I only included the indication of duration for the sake of clarity.
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#9 Generationverse (Iron/Modern age): Hood

Postby Woodclaw » Fri Apr 10, 2009 7:59 am

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Why the bow? Ask again with an arrow right through your kevlar.

Hood
Robert Loxford

Power Level: 10 (164pp)

Abilities: STR: 18 (+4), DEX: 16 (+3), CON: 18 (+4), INT: 14 (+2), WIS: 16 (+3), CHA: 14 (+2)

Skills: Acrobatics 5 (+8), Bluff 4 (+6), Climb 4 (+8), Computers 3 (+5), Concentration 4 (+7), Craft (mechanical) 5 (+7), Disable Device 6 (+8), Drive 4 (+7), Escape Artist 3 (+6), Gather Information 6 (+8), Intimidate 8 (+10), Investigate 4 (+6), Knowledge (streetwise) 6 (+8), Knowledge (tactics) 8 (+10), Language 6 (Burmenese [poor], Chinese [Mandarin; fair], Japanese [poor], Russian [fair]; Native: English [good]), Medicine 2 (+5), Notice 5 (+8), Search 4 (+6), Sense Motive 5 (+8), Sleight of Hand 3 (+6), Stealth 7 (+10), Survival 3 (+6), Swim 3 (+7)

Feats: Ambidexterity, Assessment, Benefit (MI-6 Contacts), Blind-Fight, Contacts, Dodge Focus 4, Equipment 13, Improved Aim, Improved Initiative 1, Master Plan, Move-by Action, Quick Draw 1, Set-Up, Skill Mastery 1 (Climb, Gather information, Knowledge [tactics], Stealth), Twin Weapon Strike

Muai-Boran + Boar Form Bando mix (fighting style): Accurate Attack, Cunning Fighter, Defensive Attack, Defensive Strike, Improved Block 1, Improved Critical 1 (unarmed), Power Attack, Sneak Attack 1, Stunning Attack, Takedown Attack 1, Unbalancing Strike, Uncanny Dodge 1 (Visual), Weapon Bind

Challenges: Combat Clarity 1, Fighting Climb, Lip Reading, One Hand on the Wheel (Drive), Perfect Balance, Read Situation 1

Equipment: Euroforce Communicator (6ep), Grappling Gun (Super-movement 1 [swinging]; 2ep), MOLLE vest (+5 STR of carrying; 1ep), Rebreather (1ep)

Arsenal (array; 30pp)
- Knuckle Taser (+1 blundgeon damage + Stun 6; crit 20; Mighty)
- Hand-and-Half Sword (+3 slashing damage; crit 19; Mighty, Adaptable)
- Paired Steel Rattan Sticks (+1 blundgeon damage; crit 10; 20' [thrown]; Mighty, Improved Block 1)
- Flash-Bang Grenade (Dazzle 4 [visual and Auditory]; 20'; Area [burst, targeted], Ricochet 1)
- H&K MP-5k (+4 ballistic damage; crit 20; 40'; Autofire 1, Laser Sight)
- 80lbs Compound Bow (Laser Sight, Subtle 1, Full Power, Lethal Only)
-- Titanium-Steel Broadhead Arrow (+3 piercing damage; crit 19; 60'; Mighty 4, Penetrating 3, Stun Ammo)
-- Impact Grenade Arrow (+5 explosive damage; crit 20; 40'; Area [explosion, targeted])
-- Smoke Grenade Arrow (Obscure 4 [visual]; 40'; Independent)
-- Tear Gas Arrow (Nauseate 4 + Dazzle 4 [visual]; 40'; Area [cloud, targeted])


Vehicle: Combat motorcycle (Size: Medium; Strength: 15; Toughness: 10; Speed 4 [100 mph]; Features: Alarm 1, Communications, Hidden compartments 1, Nitro Injectors, Off-road capability; 15ep)


Combat: Attack +12; Damage +4 (unarmed), or by weapon of choice; Defense +13 (+5 Flat-footed); Initiative +7

Saves: Toughness +7/+4 without armor, Fortitude +7, Reflex +7, Will +7

Abilities 30 + Skills 11 (44 ranks) + Feats 17 + Powers 83 + Combat 18 + Saves 8 - Drawbacks 7 = 160

Complications:
  • Prejudice (cold blood killer): while he killed in cold blood only once, the resulting media circus forever branded Hood as a cold blood killer
  • Reputation (anti-hero): Hood makes no mystery of his preference for lethal methods to balance the battlefield, when asked about he gave a simple explanation "I'm a normal man between people who can benchpress a tank. And you're asking me to pull my punches?!"
  • Responsibility (Ann Loxford, sister): while she's a capable and happily married woman, Ann doesn't know about her brother heroics and Robert feel responsible to look out so that no harm comes to her and her family
  • Rivalry (the Watchman): while they have worked out their differences a while ago, Hood still feel unconfortable along his former mentor
  • Secret (worked of the MI-6): after the Bruxelles crisis Hood went underground and worked for the MI-6 from 1996 to 2001, after that he left and they cleaned his records

:arrow: the man, the monster, Hood is essentialy Batman equivalent among the members of Euroforce. While he lacks the sheer offensive strength of Tarrasque, Valkyrja or other members he made up in skill and flexibility. Hood is my take on the weapon-master archetype, but rather than making him a monster with a single weapon as usual, I decided to make him an "expert of all, master of none". In my setting there are better archers, swordmasters and hand-to-hand fighters and so on, but almost none can claim to have reached a skill comparable to Hood with so many different weapons. I also decided to left out some of the most implausible comic book combat tricks, especially with the bow, so no multiarrow fire, the SMG was added to compensate and to differentiate him from other weapon users

:arrow: Hood is an expert of multiple form of combat and almost any possible weapon, the arsenal above simply represents his most common choice of equipment not, but he usually change it a lot between the missions

:arrow: usually trick arrows have to be devices, in Hood case I made them equipment since he doesn't use any "fancy arrow" (net, bolas, handcuffs etc) but simply retrofits some 25 mm impact grenades on its arrow shafts (causing them to have a shorter range due to the worst balance), and his bow isn't particulary resistant to damage, no more than usual ones.

:arrow: the knuckle taser is another retrofitted weapon, a pair of weighted-knuckle gloves with a modified stun gun fitted inside the knuckle contact points, powered by a flat litium battery mounted in the wrist-band (similar to Nightwing's glove mounted stun gun). The battery is only good for 5-6 uses, but the weighted knuckles are always avaible. If Hood decided to use Stunning attack along with the Taser he can inflict a +8 stun effect (due to PL limitations)

:arrow: Hood was the last "real" leader of the old Euronet team, but rather than being the inspiring Cap/Superman type, he was more a master tactician with a very gruff attitude, something in the Nick Fury style


Background

Full name: Robert John Loxford
Citizenship: British citizen with minor criminal records for unarmed assault
Birth: March 17th 1972, Edimburg, Scotland
Profession: Freelance security consulant
Active as hero: 1991 (as Watchman) 1993- present (as Hood)

Personality

Robert most impressive trait is the level of gruff and sarcasm he is able to put in anything he does. The truth is that he is a man cursed with a terrible, existential clarity, he always (well almost always) see things for what they are, stripped of any possible conforting illusion, so he developed this rough facade as a defensive mechanism. Under the exterior he is a very idealistic man with an unsatisfied need for justice. To get the picture he is two parts of Sam Vimes and one part of Nick Fury with an hint of the Bat-clan.

Generation factor

Robert was originally trained to became the next in the line of British vigilates known as "the Watchman" (see "Algeron file: Fires of war"), until he had some argument with his mentor Thomas Harding. There is also a claim that he is the last living descendant (along with his sister) from the man that inspired the legend of Robin Hood, but there is no conclusive proof.

Origin

Robert life started in the most unassuming manner, he was the second child of a couple of middle class workers that lived in Edimburg suburbs. While he was quite a troublesome child, as opposed to his older sister Ann, he was no bully, sometimes he even took on with kids older than him when he saw them bullying someone. In December 1982 his parents when for a brief trip in Northen Ireland to visit one of his mother relatives and they never come back, they were among the victims of the Droppin Well bombing.
Since none of their relatives was able to afford the cost of raising two extra children, Ann and Robert were sent to a orphanage. While Ann belnd in quite quickly, Robert temper put him in various kind of trouble, both with the personel and the other kids. After Ann was adopted, Robert became evn more gruff and unruly, to point of commiting small thefts and minor acts of vandalism. One day in 1985 he tried to snatch the purse of a man he met at the train station, but the man caught him red handed. Instead of callin the police or beating him the man make RObert an offer.
The man's name was Thomas Harding, the last heir to the Harding family fortune and to the mantle of the Watchman - the infamous vigilante line dating back to the 18 century. Thomas was born sterile, so he was looking to a youngster to train as his successor. Robert was adopted and, during the following years, trained with multiple masters around the world, becoming an expert in multiple forms of combat and several other disciplines. Things went awry around 1991, when Robert made his first apppearences as Watchman, like every generation before he had tweaked the costume and the arsenal to his needs, while he was successful Thomas scowled him for being too brutal and reckless and Robert retorted that that Thomas was too concerned about being too concerned with reputation to be effective. Over the next months the argument escalated to gigantic proportions until Robert left.
During the next year Robert practicly reinvented himself from scratches, he get in touch with Ann, found an new job as security consulant, a new home and started using a new identity: the Hood. At the same time project Euronet was moved from Interpol's control to the European Council's and Hood was contacted, being the most strategically sound member he was made team leader in no time. Until the fated Bruxelles crisis, in late 1994 a group of super-powered terrorists tried to kidnap various ministers during a session of the Council. Euronet intevened and, after a bloody battle, was able to save the situation. In the aftermath of the battle the leader of the terrorists - a british mercenary called Murderer, an old opponent of the Watchman - approached Hood and told him that he knew his secret identity and, unless Hood let him escape, he was going to kill Ann. Some people said that the added pressure from being the leader caused Hood to snap, others that it was just waiting to happen, anyway Hood didn't answered, instead he fired his SMG at point blank range killng Murderer. Unfortunantly a BBC cameraman got the whole thing live and direct, it became one of the most notorious newsreels of the decade.
Instead of dragging the rest of the team in the resulting media swamp with him, Robert left and went underground. About half a year later he was reached by the MI-6 offering him a deal, doing wetworks for them in exchange for a clean start. Matter of fact, Robert hated the arrangement, every minute of it, but he had little choice, for as good as he was those lookign for him had two key advantages, time and numbers. During this period he had three assignments that had a huge impact on his later life: first he was able to get in touch and partially mend up things with Thomas, they were still not good at working together but the relationship was improving; second he started to build a world-wide netwrok of contacts and friends, one of them - Anne Kao - later became Euroforce security chief under Hood's recomandations; and third he was assigned to nail a thief working under the alias of La Picara, while he was never able to get her, he started to enjoy their confrontations more and more.

Recent Developments

After Euroforce started in 2000 Zefiro tried to recruit Hood several times, but he refused. As much as he respected what this new team stand for, Hood considered himself more of a liability than an asset, his past, his reputation and his involvement with MI-6 all spoke against his admission. Still the team needed him, so they pulled a trick and Hood became the first Gamma level member of Euroforce.
In 2001 Hood asked once again to the MI-6 to close their deal, but they refused once more. Still he was there to help Euroforce during the O.D.I.N. affair. As a unexpected bonus from it, Hood got access to some informations about his MI-6 contacts and used them to blackmail his freedom.
As a Gamma, Hood was essentially called of mission-need basic, which started to be more and more frequetly after La Picara was appointed team leader. While she had the potential to be a great inspirational leader, she lacked in terms of tactical ability, so Hood usually had her back in such circumstances. Today they are also involved in a on-again/off-again kind of relationship.
Last edited by Woodclaw on Sat Jan 29, 2011 7:59 am, edited 23 times in total.
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