Pangaea - Continents shifting, dawn of the Cretaceous!

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Tyrant Lizard King
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The Spitter

Post by Tyrant Lizard King » Sun Jan 03, 2010 11:39 pm

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*High-pitched squeal*

Name: Spitter
Power Level: 6
Power Points: 115

STR 14 (+2)
DEX 12 (+1)
CON 12 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 4 (-3)

Trades:
Saves: Toughness +3, Fortitude +2, Reflex +1, Will +1
Skills: Climb 4 (+6), Notice 4 (+4)
Feats: Accurate Attack, Dodge Focus 1, Improved Aim, Precise Shot,
Powers:
Damage 1 (Feat: Mighty) [2]
Damage 6 (Feat: Accurate 2; Ex: Action +3 [Death reaction], Penetrating +1, Secondary Effect +1, Selective Attack +1) [44]
-AP: Damage 6 (Ex: Area Burst +1, Penetrating +1, Range +1, Secondary Effect +1, Selective Attack +1; Flaw: Distracting -1, Unreliable -1) [1]
Drain Constitution 6 (Feat: Incurable, Slow Fade 6 [1 day]; Ex: Disease +2, Linked to Damage +0; Flaw: Chained to Damage -1) [19]
Immunity 8 (Aging, Disease, Poison, Cold, Heat, Pressure, Radiation, Sleep) [8]
Mental Transform 13 (New traits, 10k pounds; Ex: Duration +1, Linked to Transform +0; Flaw: Chained to Drain -1, Limited [Slain victims of Drain] -1, Range -1) [13]
Protection 2 [2]
Super-Senses 8 (Detect Life Force 2: Penetrates Concealment 4; Darkvision 2) [8]
Transform 13 (Dead animals into zombies, 10k pounds; Ex: Duration +1, Linked to Damage +0; Flaw: Chained to Drain -1, Limited [Slain victims of Drain] -1, Range -1) [13]
Combat: Attack +2 (Spit +6), Damage +3 (unarmed), Defense +3 (Dodge: 2), Initiative +1, Grapple +2, Knockback -1

Drawbacks:
Vulnerability (Fire; Common, Moderate) -3

Abilities 0 +Saves 2 +Skills 2 +Feats 4 +Powers 110 +Combat 8 -DB 3 = 115

The Spitter is another of the so-called "Special Infected" of the zombie-ravaged Left 4 Dead setting. It is not at all powerful physically, but it is still very dangerous thanks to its particular mutation. As you can see, it is quite hideous, but its looks reflect the changes that the disease (sometimes called "Green Flu") has effected inside its body.

Its stomach acid has been mutated into an extremely caustic goo, and its body has changed to allow the Spitter to live up to its name. When attacking survivors, it tends to stay at a distance and spit a ball of greenish goo which bursts into a pool of seething acid. This enhanced digestive fluid can eat through doors and people with equal ease.

When spitting, the Spitter is vulnerable and even slower than normal. It is easy to kill, but killing it proves to be yet another danger: when slain, the Spitter's body erupts with the same acidic goo, which surrounds its fallen body and can provide a nasty surprise for unwary survivors.
Last edited by Tyrant Lizard King on Tue Apr 13, 2010 2:11 am, edited 5 times in total.

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The Hunter

Post by Tyrant Lizard King » Sun Jan 03, 2010 11:40 pm

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Screeeeeeeeeeeeeeeee!

Name: Hunter
Power Level: 6
Power Points: 115

STR 20 (+5)
DEX 16 (+3)
CON 14 (+2)
INT 8 (-1)
WIS 10 (+0)
CHA 6 (-2)

Trades:
Saves: Toughness +4, Fortitude +5, Reflex +6, Will +4
Skills: Climb 12 (+17)
Feats: All-out Attack, Attack Specialization (Unarmed) 2, Defensive Roll 2, Dodge Focus 3, Evasion, Improved Initiative, Instant Up, Stunning Attack
Powers:
Damage 1 (Feat: Mighty) [2]
Drain Constitution 6 (Feat: Incurable, Slow Fade 6 [1 day]; Ex: Disease +2, Linked to Damage +0; Flaw: Chained to Damage -1) [19]
Immunity 8 (Aging, Disease, Poison, Cold, Heat, Pressure, Radiation, Sleep) [8]
Leaping 3 (x10 distance) [3]
-Speed 1 (10-40 MPH) [1]
Mental Transform 13 (New traits, 10k pounds; Ex: Duration +1, Linked to Transform +0; Flaw: Chained to Drain -1, Limited [Slain victims of Drain] -1, Range -1) [13]
Super-Movement 1 (Sure-Footed) [2]
Super-Senses 10 (Detect Life Force 2: Penetrates Concealment 4; Darkvision 2; Hearing: Accurate, Extended) [10]
Transform 13 (Dead animals into zombies, 10k pounds; Ex: Duration +1, Linked to Damage +0; Flaw: Chained to Drain -1, Limited [Slain victims of Drain] -1, Range -1) [13]

Combat: Attack +2 (Unarmed +6), Damage +6 (unarmed), Defense +5 (Dodge: 4), Initiative +7, Grapple +11, Knockback -2

Drawbacks:
Vulnerability (Fire; Common, Moderate) -3

Abilities 14 +Saves 10 +Skills 3 +Feats 12 +Powers 58 +Combat 8 -DB 3 = 115

Quickest and most agile of the Infected, Hunters are also the most human-looking of them... at least at a distance. They are physically very strong and also the fastest of all the Infected. Their mutations have greatly increased the strength of their lower bodies, allowing them to leap huge distances. Typically, they leap on an unsuspecting victim with a bloodcurdling shriek and tear at them with claws and teeth. When attacking a group of survivors, the Hunter can instead stun a victim with its pounce and disorient his or her friends.

Like all Infected, the Hunter employs senses no human possesses in pursuit of its prey. Given damage to its eyes, the Hunter's other senses compensate in amazing ways, especially its hearing. Escape is typically impossible for a human once sighted, unless they manage to seal themselves or the Hunter away. The Hunter is just too fast and its senses are too good to make fleeing from it a possibility, especially given its incredible climbing ability.
Last edited by Tyrant Lizard King on Tue Apr 13, 2010 2:11 am, edited 2 times in total.

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Perfect Dark Gaia

Post by Tyrant Lizard King » Sat Jan 09, 2010 6:00 am

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Name: Perfect Dark Gaia
Power Level: 35
Power Points: 635

STR 50 (+20)
DEX 16 (+3)
CON 30 (+10)
INT 10 (+0)
WIS 18 (+4)
CHA 10 (+0)

Trades: Defense -15/Toughness +15, Blast -5 Attack/+5 DC
Saves: Toughness +40/50 (Impervious 35/45), Fortitude -, Reflex +3, Will -
Skills:
Feats: Accurate Attack, Ambidexterity, Fearless, Improved Aim
Powers:
Additional Limbs 3 (Feat: Innate) [4]
Damage 15 (Feat: Mighty; Ex: Penetrating +1) [31]
Damage 40 (Feat: Progression [Width] 6, Progression [Length] 4; Ex: Targeted Line Area +1; Flaw: Action -1) [50]
Elongation 6 (Reach: 250 feet; Feat: Improved Range 2, Flaw: Permanent -0) [8]
Environmental Control 21 (Visibility; Ex: Continuous +1) [42]
Force Field 10 (Feat: Progression 4; Ex: Area Burst +1, Impervious +1; Drawback: Power Loss [when minions are destroyed, Uncommon, Minor -1) [33]
Growth 20 (Feat: Innate; Ex: Permanent +0) [61]
Immunity 71 (Aging, Fortitude, Will and Fire effects) [71]
Impervious Toughness 5 [5]
Penetrating Strength 20 [20]
Protection 30 (Ex: Impervious +1) [60]
Regeneration 25 (Bruised/round 3, Unconscious/round 3, Injured/minute 3, Staggered/minute 3, Disabled/5 minutes 4, Ability/round 8, Resurrection/week 1 [Ex: True Resurrection +1]) [26]
Summon Minion 14 (Feat: Progression 3; Ex: Action +1, Fanatical +1, Heroic +1, Horde +1) [87]
Super-Senses 3 (Extended Sight, Darkvision 2) [3]
Super-Strength 9 (Heavy Load: 100k tons) [18]

Combat: Attack +35 (-12 size*), Damage +35 (unarmed), +40 (blast), Defense +14 (Dodge: 7; -12 size*), Initiative +3, Grapple +64/67, Knockback -37

Abilities 14 +Saves +Skills +Feats 4 +Powers 519 +Combat 98 -DB = 635

Name: Dark Gaia Tentacles
Power Level: 18
Power Points: 210

STR 50 (+20)
DEX 18 (+4)
CON 30 (+10)
INT 2 (-4)
WIS 10 (+0)
CHA 4 (-3)

Trades: -2 Attack/+2 DC, -2 Defense/+2 Toughness
Saves: Toughness +20 (Impervious 16), Fortitude +16, Reflex +10, Will +8
Skills:
Feats: Attack Specialization (Blast) 5, Attack Specialization (Unarmed) 6, Dodge Focus 8, Fearless, Improved Aim, Improved Critical (Bite), Improved Initiative, Teamwork 2
Powers:
Damage 20 (Ex: Ranged +1) [40]
Growth 20 (Feat: Innate; Flaw: Permanent -0) [61]
Immunity 20 (Aging, Life Support, Fire effects) [20]
Impervious Toughness 6 [6]
Protection 10 (Ex: Impervious +1) [20]
Super-Movement 1 (Slithering) [2]
Super-Senses 2 (Darkvision) [2]
Super-Strength 2 (Heavy Load: 800 tons) [4]

Combat: Attack +4 (Unarmed +16, Blast +14; -12 size*), Damage +20 (blast/unarmed), Defense +14 (Dodge: 11) (-12 size*), Initiative +8, Grapple +38, Knockback -18

Drawbacks:
No hands (Very common, Moderate) -4

Abilities -6 +Saves 20 +Skills +Feats 25 +Powers 155 +Combat 20 -DB 4 = 210

* Size modifier not yet subtracted.

Ah, Perfect Dark Gaia. Where do I start explaining this powerhouse? Let's try the beginning.

Since the beginning of time, or at least the beginning of the planet, there have been two forces integral to life as we know it, two gods of diametrically opposed alignments. Light Gaia represents, well, light (like that of the day), life, and rebirth. Dark Gaia represents night, destruction and darkness. Every few million years, they rise up from the core of the world and Dark Gaia destroys the planet. Light Gaia then puts it back together, and they slumber once more.

Thus, Dark Gaia's function is natural and not "evil," if sinister and horrific to the poor mortals caught in its wrath. It does what it was born in the mists of early history to do. And it does it well.

The monster is easily one thousand feet tall, of a serpentine shape with long, spindly arms, a wide, horned head and multiple eyes. In its weakened state, it has several tentacles sprouting from its back (as in the first picture above). When at full power, it actually summons eight discrete tentacles, each draconic in appearance with great green eyes in its mouth.

During the events of Sonic Unleashed, Dark Gaia and Light Gaia are awoken hundreds of thousands, perhaps millions of years prematurely by the machinations of Dr. Robotnik. His space-based Egg Fleet was attacked by Sonic, who used the seven Chaos Emeralds to transform into Super Sonic and wreak havoc on Robotnik's forces. Yet the devious Robotnik led Super Sonic into a trap, attacking him with his most powerful invention yet: the Chaos Energy Cannon.

Drawing the power of the Chaos Emeralds from Sonic, Robotnik's weapon blasted the Earth apart, damaging it to its very core. Robotnik had obtained the Gaia Manuscripts, which tell of the legendary gods at the center of the planet. He desired to harness Dark Gaia's power to finally rule the Earth and remake it in his own egomaniacal image. Dark Gaia was indeed freed by the blast that separated the continents, but since it was a premature awakening, its energy was scattered across the world. Monsters formed from the negative thoughts and feelings of people, magnifying those thoughts, causing nightmares to manifest and torment the populace at night.

Another strange effect was Dark Gaia's energy "infecting" Sonic, turning him into the powerful Werehog at night. Yet despite his bestial appearance, Sonic the Werehog alone in all the world retained his personality at night, even after transforming. His will was too strong.

The Chaos Emeralds were drained and left powerless as a result of the Chaos Energy Cannon. Meanwhile, terrible monsters appeared across the world at night and Robotnik's forces marched during the day. Sonic the Werehog met a small, winged creature named Chip (who had amnesia) and ventured with him to restore the Emeralds by returning them to seven Chaos temples. Each Emerald thus restored also returned the broken continents to their rightful place and healed some of the damage done to the planet.

Robotnik did succeed in harnessing some of the scattered energy of Dark Gaia, and built a monument to himself, Eggmanland. Sonic traveled to Eggmanland and took it apart, eventually battling Robotnik himself in the depths of Eggmanland, which was the last continent yet to be fixed. Sonic the Werehog fought the Egg Dragoon and defeated "Eggman," just in time for Dark Gaia to coalesce from the defeated dark enemies across the world.

Over a gigantic lake of molten lava, Sonic the Werehog and Chip sought to escape Dark Gaia's wrath, and nearly did so until Dark Gaia took back the energy infused into Sonic, curing him of the Werehog "curse." Sonic was left weakened and easy prey for the giant, but Chip, who was in truth Light Gaia, protected Sonic and called the seven Chaos Temples together to form the mighty Gaia Colossus, a giant of stone. Gaia Colossus did battle with Dark Gaia, and Sonic aided him in the endeavor, attacking and inflicting critical damage on Dark Gaia's eyes, its one weak spot.

Yet the battle was not over. Dark Gaia absorbed the remaining energy stolen from it out of the Eggmanland floating above, and regained its true, earth-shattering power. It became Perfect Dark Gaia (the bottom two pictures with all the eyes). Perfect Dark Gaia quickly covered the Earth in night and set out to fulfill its ancient task. Hopes of everyone around the world fell into black despair.

The brave hedgehog Sonic, free as the wind, always willing to help and asking nothing in return, felt no such despair. He gathered the Chaos Emeralds from Gaia Colossus' body and once more transformed into Super Sonic. Together, Light Gaia and Super Sonic battled the titanic monster, first by disabling its tentacles that maintained its force field, and then striking Perfect Dark Gaia in its weakest point.

In the end, Dark Gaia was destroyed and its body sent back into the core of the planet to slumber once again, and await its proper time of awakening. Light Gaia also returned to its fiery home, but not before telling Sonic he would always remember the things Sonic had taught him.
______________________

In terms of power, Dark Gaia is easily the second most powerful being Sonic has ever faced, being a literal god of destruction. It is well beyond even the power of Chaos, another so-called god of destruction, and Super Sonic probably would not have been able to defeat the monster without help from Light Gaia. Nor would Light Gaia have been able to stop his ancient foe without the help from mortal-born Sonic the Hedgehog.

In its Perfect form, Dark Gaia has eight tentacles that maintain a force field so strong even Super Sonic cannot break through. Unfortunately for them, the tentacles are not fully protected by the field itself. Super Sonic was able to destroy them and bring the force field down, and then attack Perfect Dark Gaia directly.

This monster has its tremendous strength and durability, but on top of that can unleash a powerful beam of dark energy miles long, capable of destroying anything it hits -- only Super Sonic and the Gaia Colossus were able to withstand it, and both of them took significant damage from the attack. Perfect Dark Gaia can also attack with sizzling spheres of dark energy (using Accurate Attack), which home in on foes and also inflict great damage.

Since NPCs don't really bother with Complications, I didn't stat up the fact that Dark Gaia must slumber for millions of years at a time. I considered putting some kind of Drawback on its resurrection to account for that, but it wasn't necessary. The monster will just reform if destroyed, but it is only active once every few eons, when its appointed time to destroy the planet arrives. If awakened prematurely somehow, it will be weakened temporarily, but once it regains its power will endeavor to fulfill its duty immediately.

In Dark Gaia's case, it's best to let sleeping monsters lie.
Last edited by Tyrant Lizard King on Sat Apr 10, 2010 2:15 am, edited 1 time in total.

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Sheva Alomar

Post by Tyrant Lizard King » Sun Mar 07, 2010 2:18 pm

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I may not be as big as you, but I can still hold my own.

Name: Sheva Alomar
Power Level: 7
Power Points: 105

STR 17 (+3)
DEX 24 (+7)
CON 19 (+4)
INT 13 (+2)
WIS 16 (+3)
CHA 17 (+3)

Trades: Unarmed DC -1/Unarmed Attack +1
Saves: Toughness +4/+6, Fortitude +5, Reflex +7, Willpower +6
Skills: Acrobatics 8 (+15), Climb 4 (+7), Computers 2 (+4), Concentration 4 (+7), Diplomacy 3 (+6), Escape Artist 3 (+10), Knowledge (Life Sciences) 2 (+4), Language (English) 1, Notice 6 (+9), Search 5 (+8), Sense Motive 4 (+7), Stealth 2 (+9), Swim 4 (+7)
Feats: Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Focus (Ranged) 3, Attack Specialization (Unarmed) 2, Attractive 2, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Endurance 2, Equipment 5, Evasion, Improved Critical (Unarmed), Improved Initiative, Instant Up, Quick Draw, Teamwork
Equipment:
Light Pistol (Damage +3, Range Increment: 30 feet, Crit: 20, Size: Small) [6]
Sniper Rifle (Damage +5, Range Increment: 250 ft., Crit: 19-20, Size: Large) [13]
Knife (Damage +3, Range Inc.: 10 feet, Crit: 19-20, Size: Tiny) [3]
Commlink (Size: Miniscule) [1]
PDA (Size: Tiny) [1]
Flashlight (Size: Tiny) [1]

Combat: Attack +4 (Ranged +7, Unarmed +8), Damage +3 (unarmed/pistol), +4 (knife), +5 (rifle), Defense +7 (Dodge: 6), Initiative +11, Grapple +11, Knockback -2/3

Abilities 46 +Saves 4 +Skills 12 +Feats 31 +Powers +Combat 12 -DB = 105
_______________________________

Sheva is one-half of the protagonist team of Resident Evil 5, and a (welcome) newcomer to the series. She works for the BSAA, a counter-bioterrorism agency, in their West African branch. When Albert Wesker and the remnants of the Umbrella Corporation return to Africa, where the whole mess started, Sheva is recruited to help Chris Redfield in his missions, both for diplomatic purposes and because of her skill. She also has a personal stake in the mission, since her parents were killed to cover up a bio-weapons manufacturing accident, which she later learned was caused by Umbrella.

Highly conditioned physically, Sheva is quite impressive, even more so than Chris in many ways. She is lighter and very agile, and a truly skilled fighter, both in melee and in ranged combat. Despite some reservations she has after battling the giant monster Ndesu, Sheva stays with Chris through the whole journey to stop Wesker once and for all. Her sharpshooting, strong will and earnest desire to see her homeland -- and eventually the entire world -- saved from Wesker and his Ouroboros Project see her through unimaginable horrors to victory.

Sheva is depicted here as part of the way through the game, inspired by some of her Mercenaries mode loadouts in terms of equipment. To be honest, with a game like Resident Evil, or in many different types of games, actually, I don't really like having PL caps. Having used open-ended systems like this one for a long time, I'm generally good enough at balancing things on my own. For example, Sheva here should be able to pick up a rocket launcher and get the full +10 damage out of it. So, at least for games with mortal protagonists below PL 10, most likely I'd actually just set things at PL 10 for caps and give them less points, like 105.

So you may choose to consider Sheva here PL 10, 105 -- she just has no access to superpowers or anything of that sort. For those who consider such things, she is also easily the sexiest video game character ever, not even counting her alternate costumes. :D


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Last edited by Tyrant Lizard King on Sat Apr 10, 2010 2:15 am, edited 2 times in total.

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Re: Pangaea - Sonic universe, L4D, Sheva Alomar

Post by ultra8 » Tue Mar 09, 2010 1:50 am

Awesome write-ups Tyrant Lizard King. :D
Who dares wins

"There are 10 million people in the World of Warcraft because Chuck Norris allows them to live."

Tyrant Lizard King
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Re: Pangaea - Sonic universe, L4D, Sheva Alomar

Post by Tyrant Lizard King » Tue Mar 09, 2010 11:25 am

Thanks! My first comment! :D I know I'm neither as prolific nor as knowledgeable (yet!) in the system as many of the Roll Call giants here, but I do try. I also try to specialize in some areas that I don't see quite as many others doing, typically the video game characters -- not that there aren't a bunch of VG writeups here, but I try to specialize in that. I still need to tweak a couple of my Sonic builds, but I'm wondering who to write next.

Maybe Chris and/or Wesker from Resident Evil 5? Lara Croft? Oh, I know I want to finish my Mega Man X build sometime soon. Godzilla is still on the list, as well. Any requests?

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Sheva vs. the Tank

Post by Tyrant Lizard King » Wed Mar 10, 2010 1:56 am

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VS.

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Here is an interesting fight I wanted to run: the lovely Sheva Alomar versus the Tank of Left 4 Dead fame! Sheva has experience fighting some truly horrific monsters, many far worse in most ways than the Tank, yet this is different. In the zombie-haunted ruins of a dead city, Sheva is alone and facing a creature of great power and terrible, unrelenting fury. The Tank does not tire and he does not stop until he is dead. It can be hard to hide from him, given that he can climb over or smash his way through obstacles to reach his prey.

Sheva, of course, has far more versatility in terms of fighting options, and she's much smarter. She is faster and far more agile in terms of overall mobility, although they run at the same maximum speed (though I do have a Fleet of Foot feat that Sheva could easily have -- see the Witch writeup above). She has firepower to spare, but the Tank can absorb a hell of a lot of punishment, and really only needs one good hit to down Sheva and then kill her. It's going to be a pulse-pounding fight for Sheva, folks, and it will be a good one.

My prediction? I'm scared for Sheva, though I think she's resourceful enough to pull it off.
____________________________________

A light wind whistled through the streets as Sheva crept up toward the intersection. The sun beat down hot on her caramel-brown skin, and she wiped a light sheen of sweat from her forehead. Somewhere ahead in the city, Chris awaited, though their comm-links had been knocked out in a previous battle. Sheva had seen the fire he started as a signal, but she had to make it to him.

Little had they expected to find what they did when they returned from Africa -- the United States quickly succumbing to a new plague, something like and yet unlike the T-virus. There were creatures everywhere -- zombies -- nearly as deadly as the Plagas hosts they had faced in Africa. They were fast and powerful, and there were several mutations already in the strain of whatever virus created them, and the resulting "Infected," as the public (when there was a public still) called them, were quite devastating. The ones with the tongues, in particular, really disgusted Sheva....

Something wasn't right. She stood in the center of Main and Sprague, probably the busiest intersection in town, and it was dead. There were cars everywhere, lining the road with broken windows and doors hanging open; their owners had either fled or been unable to escape the hordes in time. Pieces of litter, from newspapers to grocery bags hastily filled with whatever supplies one could grab in a panic fluttered across the street.

A low growl echoed from somewhere behind her. Even as Sheva turned to look, a car blocking off an alley she had passed a block prior literally launched at the opposite side of the street, smashing into the apartment building wall. Her jaw dropped as this mountain of flesh and muscle stormed from the alley, the road shaking beneath it. With a rumbling roar, the giant, hulked-out freak charged her.

The way it threw that car, Sheva feared she couldn't escape it with as much of an obstacle course as the streets had become. It was big and terrifying, but no worse than the things she'd faced in Africa -- so she leveled her sniper rifle and fired a shot. The shot hit home, striking it in the lower torso... and had absolutely no effect at all. She could barely see the small red hole where the bullet had penetrated, a shot that would have killed a normal man. This thing, this Tank, barely felt it.

With a quick glance backward to make sure it was clear, Sheva shuffled back, keeping her gun trained on the Tank. It bellowed again and drew closer, moving surprisingly quick despite its bulk and pounding small craters in the road with its terrible fists. Sheva felt a surge of fear but kept her cool, just like she'd done in Africa, just like she'd always done.

Having a few seconds before it got too close, Sheva brought the scope up to her eye and aimed for the chest, massive though the thing was, hoping to kill it with a heart-shot. The rifle bucked in her hands and indeed hit the chest, and with a splash of reddish-black blood, the Tank groaned and staggered sideways. She turned and jogged away even as it shook off its daze and moved to an old Dodge Shadow parked nearby. As Sheva turned around, her heart leaped into her throat as the Tank literally smashed the car with both fists and threw it through the air, spiraling slowly --

-- and CRASH! The car smashed down some fifteen feet away from her with a metallic crunch and the sibilant shattering of glass. It took out a fire hydrant that immediately sprayed water in a fountain twenty feet high.

Sheva ran and wove through several tightly-packed cars; the traffic jam that had choked this street would have been fatal in the face of the Infected hordes. She turned and leaned over a car's trunk and aimed her rifle again, firing and striking it in its right arm, above the elbow. If that hurt the Tank, it sure didn't show: the monster roared and charged at her without concern for the rifle. In its voice, only pure, insane rage.

In only seconds, the Tank had cut the distance between them in half, and Sheva felt another surge of icy fear spreading through her chest. She fought back the urge to run in panic and realized she had to keep a cool head, or she would die. Sunlight glinted off of windows around her as she whirled, looking for anything that might give her the advantage. Finding nothing in the immediate area, she ran away from the Tank and dove behind a big gray van, its paint cracked and peeling.

Around the bumper of the van she peeked, leveled the rifle, and fired. BOOM! The shot hit just below its jaw in a spurt of dark blood, and she quickly squeezed the trigger again. In her hurry, the second shot went wide -- and then the Tank burst forth with horrifying speed and reached the van even as she stood up. It swung its right arm and smashed in the back end of the van like an accordion. Sheva only barely dove out of the way, rolling expertly and coming up on her feet.

Sheva quickly squeezed between the back ends of two cars and twisted, firing a halfhearted shot behind her as she went. Unsurprisingly, it went wide and shattered the window of an apartment building across the street. The Tank muscled its way easily through the packed vehicles and caught up, Sheva's heart stopping for a moment as she ducked away from its punch, the wind of its passing almost knocking her off her feet.

She blasted it twice, the first shot sailing wide in her frightened haste, the second tearing a chunk out of its neck at close range and smearing blood over the white car the Tank had just shoved aside. It was close, too close, but the Tank faltered with the grievous wound long enough for Sheva to gather her thoughts. She went to fire again, kill it before it had a chance to recover, but her rifle clicked empty! What a fool she'd been, caught up in the terror of the moment to the point that she'd forgotten to count her shots!

Sheva considered just running away, but she knew she would need to reload in case the Tank caught her, so she jogged away as fast as she could while replacing the clip from her belt. She underestimated the Tank's speed and tenacity, and when she looked back to check on it, the monster was nearly on her. It swung, its reach unbelievable, and it hit her. Sheva threw herself backward, curving back into a backflip and spinning sideways at the same time. The blow still rattled every bone in her body, but she managed to avoid the brunt of it and still keep hold on her rifle.

Landing hard on her shoulder and rolling to her feet, Sheva just ran. She hurtled over spare tires and the trunks of several cars, her long legs a blur of motion, boot heels clicking on the pavement. The Tank was right behind her as she cut to the left and right, ducking behind cars and throwing the occasional garbage can behind her. At last she came across a blue Ford F250 lying on its side in the road, one that had been hauling a trailer with a boat. Its driver side door was crushed inward, as though perhaps the Tank had already gotten to it, but Sheva didn't care. She leaped up and clambered atop the side of the truck's cab facing skyward and sprang from it, just in time.

The Tank broke past a minivan that held the corpses of an entire family and was too late to avoid smashing into the truck. The Ford's back end exploded and the boat smashed through the windows and front door of an office building to the right. The impact stunned the Tank, and pieces of jagged metal jutted from its skin, dripping with blood. It staggered and fell to one knee.

This was not lost on Sheva, who spun immediately and knelt, bringing the scope of her rifle up and aiming right at the neck wound she'd created earlier. Crack! Crack! Two more bursts of flesh and blood and gristle. The Tank groaned and gurgled, blood gushing down its impossibly broad chest. It surged forth, but its movement was erratic and weak. Finally! Her sniper rifle persuasions had started to get to the big bastard.

What does it take to kill this thing? she thought. "Take this, you ugly bastard!" She fired twice more, the first shot sending the Tank to its knees, and the second flooring it. Her chest heaving and breath coming in ragged gasps from exertion and fear exhaustion, Sheva moved a little closer. The Tank lay in a heap, blood spreading in a grotesque pool beneath it, but it still breathed, it still moved. She fired again, and it lay still at last.

God, what a monster, thought Sheva. If there are more like that... I don't even want to think about how screwed we all are. Out of breath and exhausted, she sat back against the the side of an old Chevy Celebrity and set her gun down. Sweat glistened all over her body, and her temperature was way up. She need a good long rest and a shower -- preferably a cold one.

"Where are you, Chris?"
Round 1
The setup is as described above, a mid-sized city, abandoned. Litter covers the streets, drifting lazily on the breeze, windows are broken out, cars haphazardly line the roads. Some lights are still on, but many places are either without power or were shut down intentionally at some point. Sheva is moving through the street, staying next to the buildings on the right side but trying her best to remain fairly stealthy. It seems to have worked, as she's avoided contact with the Infected -- the streets are eerily quiet. As Sheva approaches the upcoming intersection, she finds out exactly why: the ground starts shaking, and a car flies away from where it blocked an alley behind her. The Tank has found her!

Initiative: Sheva 19 + 11 = 30, Tank 10 + 4 = 14.

Sheva's first thought is to run (and give me a chance to use the pursuit rules), but here, where the Tank can barrel through obstacles and she has to go around them, it might have the advantage. So she will first try to harm her foe to maybe soften him up a little. They start about eighty feet apart. Sheva can tell using the knife would be suicide and her pistol doesn't seem like it'd much hurt this thing, so she brings the rifle to bear as a free action thanks to Quick Draw.

Sheva uses Defensive Attack for a -2 to her attack bonus and +2 to dodge bonus, bringing her Defense up to a respectable +9 until her turn next round. She's rolling at +5, and rolls an 8, for 13 total. The Tank is flat-footed and so she only needed 11 to hit him, so she does, at +5 damage. Just barely enough to overcome the Tank's Impervious. He rolls a damage save against DC 20, and rolls a 19, totaling 29 and taking absolutely no damage at all. Sheva then uses her move action to move 30 feet back.

The Tank can't hit her right now, since she's 110 feet away. If it charges, it still can't reach her, unless I give it GM Fiat and let him surge. What he'll do is thunder toward her, shaking the ground and doing his best to terrify her into gibbering madness, making her easier to kill. He moves 30 feet closer and uses his Fearsome Presence feat, forcing a Will save with DC 15. Sheva rolls a 9 and makes exactly 15, barely avoiding the fear of this giant bearing down on her.

Status
Sheva: 1 HP
Tank:

Round 2
Sheva will try one more time to put some damage on this guy before she changes tactics entirely. Thinking she can keep her distance for the time being, she takes some time to aim first (using Power Attack). -3 to her attack roll, +3 to the DC. Roll is 18, total 22. Easy hit. Save DC 23. Tank scores 17, and he's stunned + bruised + injured. Fiat to recover stun immediately, as its rage takes hold and it tries to crush this little woman. Sheva gains a Hero Point and moves back another 30 feet, making the distance 110 feet once more.

The Tank pounds a nearby sedan with its meaty fists and sends it hurling at Sheva. Its heavy load is around 8 tons. The car weighs roughly a ton. It requires about a Strength of 30 to lift it as a heavy load; the Tank has 18 points over that, which I'm rounding up, so can throw the car about 100 feet. It moves forth 30 feet, smashing into the car, and sending it hurtling at Sheva. Neither Tank nor car are large enough to get the area attack effect from size difference, so it simply is rolling at +1 (base attack bonus +2, with -1 for size). 7+1 = 8, and the car crashes down well to the front and right of Sheva, pulverizing a fire hydrant. They're 80 feet apart and the Tank is bleeding from an injury in its left shoulder.

Status
Sheva: 2 HP
Tank: 1x Bruised, 1x Injured

Round 3
Seeing that she can hurt her enemy and keep him on the run, Sheva runs back, weaving through derelict cars and then aims a shot back at the Tank. They're now 100 feet apart, and she might spend a Hero Point to gain either a second attack or really close the distance -- but what she doesn't know is that the Tank is really bloodthirsty now, even for him.

Her rifle sounds and she scores 20 for a hit. Save DC 20. Tank gets 12; Fiat to reroll. 19 + 9 = 28, no damage. The Tank bellows and charges straight through the pain, insane with rage. Sheva gains another HP. She gains a fourth when the Tank surges and fiats away the fatigue to move 60 feet closer, cutting the distance in half. It can't attack, but it pounds its fists on the ground and roars, trying to frighten Sheva. She gets 25 to resist, adrenaline and confidence lending her an iron will in the face of terror.

(I messed up here, looking back over the rules, in that he should only be able to do this within 25 feet, but oh well. I learned!)

50 feet apart.

Status
Sheva: 4 HP
Tank: 1x Bruised, 1x Injured

Round 4
Sheva spends 1 HP to ward off fatigue from increasing movement for the round with extra effort. She runs the hell away, peering around the corner of a van with her rifle, about 110 feet from the Tank. She power attacks for -4/+4, this time, aiming for its face. Total 7, spend HP to improve roll. Totals 15 that time, scoring a hit, with a total save DC of 24. Tank scores 20 total and takes another Bruised + Injured. Sheva surges, firing another shot at the same modifier, using all her skill to put this monster down, and spends a third HP to void the fatigue.

Scores 9 total and the shot goes wide in her hurry.

Tank moves all out, moving 120 feet and reaching Sheva's position, bearing down on her with a roar. He couldn't normally attack, but I'm going to have him surge (and give Sheva another HP as he avoids fatigue, leaving her with 2) and use a standard action to attack. He's lost his dodge bonus to Defense, but that only means a difference of 1 point, anyway, and avoiding attacks isn't Tank's deal. He swings one tree-trunk arm at Sheva and (barely) hits with 17. She's facing a Toughness save of DC 24 with a save mod of +6, so she'd better spend HPs to get out of harm's way. She spends 1 to double dodge bonus for the round, so she flips and tumbles away from the Tank's attack.

Status
Sheva: 1 HP
Tank: 2x Bruised, 2x Injured

Round 5
Time to move. Staying in melee range is a sure way to invite death, yet she'll have to save a Hero Point for the worst-case scenario. Sheva can try to escape and we'd use the pursuit rules, but the Tank won't stop and probably won't tire as easily as she would, even as good a shape as she's in, and where is she going to hide? The thing will break through walls to find her, and though she doesn't know it, can also see her through walls.

She pops off a shot, aiming vaguely for the thing's head, and then scurries backward through the street. She power attacks for -4/+4, scoring 10 -- not enough to hit even the Tank's measly Defense bonus, even with its loss of dodge bonus. In her hurry, her shot goes wide and breaks a window in one of the apartment buildings lining the street to her left. She moves, only putting 30 feet between them, and considers using her HP but decides to save it.

The Tank takes an aggressive stance, suffering a -4 to Defense until its next turn, but gaining a +2 on attacks. It rushes her and power attacks for 3, rolling 1d20+5 (+2 aggressive, -1 size, -3 power attack), or +3. It scores only 9 and Sheva can feel the wind from its mighty swing. Sheva's really starting to sweat now, locked in close combat with this thing.

Status
Sheva: 1 HP
Tank: 2x Bruised, 2x Injured

Round 6
Sheva surges, spends her remaining HP to shake off fatigue, shoots twice and then moves back. Next round, unless by some miracle she drops the beast here, she is simply going to run and try to find another way to win, maybe use the environment to her advantage.

Power attack on the first attack for -4/+4, scoring 10 and shooting wild. The changes last until next round, so she's committed now. She rolls a 19! Total 22, but it's a critical hit (a threat, but the roll would have hit normally), slamming into the thing's neck. Total save DC is 15 + 5, +4 power attack, +5 crit, for a total of DC 29. Tank rolls well, scoring 20, but is still Stunned + Bruised + Injured. It staggers backward. Sheva backs off, hoping to capitalize on this momentary advantage, and decides not to run just yet. They're 30 feet apart.

Status
Sheva: 0 HP
Tank: 3x Bruised, 3x Injured

Round 7
How can Sheva win this fight? She has the edge, but only barely, and a single punch could finish her. She either has to escape, if possible, or else kill the beast. Sheva takes a deep breath and prepares to fire another shot, but then a problem arises -- her clip is empty! She can reload as a standard action and move away, or simply run. Switching to the pistol won't work unless she manages a critical hit; she has a pretty good idea the monster won't even feel it, as well as it's been soaking up her rifle shots. Sheva reloads the rifle and backs off another 30 feet, for a total of 60... but it's too late.

The Tank is in aggressive stance for a +2 and charges, which gives him another +2. He throws a straight punch, power attacking for -4, for a total attack bonus of +4. If he hits, it will be a save DC of 28. Ooh, he rolls 16 for a total of 20... Sheva's Defense is +9, and she has one HP to spend. She's hit, and is going to be hurting without a miracle roll. Wow! She rolls a 19, for a total save of 25, and manages to roll backward with the blow, flipping off her hands and landing with her ears ringing and head spinning, but alive. She takes a Bruised + Injured. She's got to get away now, but managed to hold onto the Hero Point.

Status
Sheva: 1 HP, 1x Bruised, 1x Injured
Tank: 3x Bruised, 3x Injured

Round 8
Nearly a full minute of intense fighting has taken its toll on Sheva, and now she's really shaken. She barely twisted in time to avoid the blow splattering her over the street. Now it's just time to escape, and find a way to beat this thing later. The pursuit starts out with a lead of 6 lengths, each length equaling 5 feet. She moved 60 feet away, but the cars and her own shakiness slowed her down (it's close terrain, so it begins at half speed for both), so they're about 30 feet apart.

Sheva hauls ass, her long legs propelling her over the back ends of cars and zig-zagging between them and the occasional garbage can or even dumpster that has been wheeled out onto the sidewalk. She is using the Zig-Zag maneuver. The Tank is using the Herd maneuver, shoving cars at Sheva in an attempt to force her into a corner. Each rolls Acrobatics; Sheva has a +15, while Tank has +0. Sheva gets 31, whereas the Tank has 10. Sheva must make a crash check immediately because of her maneuver, but scores 18 (vs. DC 15 in close terrain). Roll is 19 on obstacle chance, so a Ford F250 that was hauling a trailer lies overturned across the road from where the Tank punched it, blocking much of Sheva's path. Its difficulty (to avoid a crash check) is Reflex save DC 18.

Sheva gets 21 on her Reflex save and easily cuts around the trailer, but the Tank is not so lucky. It would have to make a crash check, anyway, thanks to Sheva's fancy footwork, but here it does because it smashed right into the truck, getting 10 on its save. It crashes into the truck and must make another Acrobatics check at DC 15 to see how badly it hit. It gets 6, failing by 9 and thus suffering +9 damage. It makes a Reflex save against DC 15, getting 3 and taking full damage. It scores 17 on its save against DC 24, failing by 7 (and the damage is considered lethal here).

The truck's bed shatters and the trailer slams through the windows of an office building across the street as the Tank stumbles through, its flesh tearing from jagged metal and the force of impact. Sheva is rocked by the force of it, but looks back to see the Tank staggering and slowing. It's Stunned + Bruised + Injured.

Her lead has increased by twice the difference between their checks, so 42 lengths, or 48 lengths total, or about 240 feet -- except that the maximum lead is 30 lengths, so 150 feet. Sheva is gaining a lot of ground on her pursuer. She can continue to try to escape, using the Obstacle Course maneuver, or else break the pursuit and try to finish her weakened opponent.

Status
Sheva: 1 HP, 1x Bruised, 1x Injured
Tank: Stunned, 4x Bruised, 4x Injured

Round 9
Sheva wheels and kneels down, leveling her rifle at the Tank and looking through the scope. It's hurt, and she means to kill it right here and now. She aims for the same spot she'd hit earlier on its neck, translating to a power attack for -4/+4, versus its total Defense of 12. 14 is a hit, so Tank saves at DC 24. Its save is only at +6 now, thanks to its many Injured conditions. It totals 13, failing by 11 and taking some serious damage. It is Staggered + Disabled + Stunned.

Staggered means that even when it recovers from stun, it can take only a move or standard each round, not both. Yet "Disabled" means it starts dying if it performs any strenuous action, like moving all-out (not that it can right now) or attacking. Stunned means it can't do anything right now, on this turn.

As the Tank staggers back, hot blood gushing from a gaping wound in its neck, Sheva fires again -- surging, and saving the Hero Point either for fatigue next round (I've been spending them immediately to take care of it right away, but you don't technically have to spend them until the following turn) or to improve her roll if she fails.

12 total is a hit, prompting another save at DC 24. The Tank makes an incredible roll of 20, for 26 total, and this rifle round just sinks into the muscle of its right shoulder and inflicts only superficial damage. Sheva saves the Hero Point still.

Summoning all his remaining strength and fury, the Tank makes one last effort to kill his prey. He fiats an instant recover from the stun and ambles toward Sheva, but can't move very quickly. It gets 30 feet closer, and will try to charge if it gets within range (using fiat/NPC HPs to recover from its Disabled enough to do so), but Sheva has it on the ropes now. Just about anything it does will put it into dying, and even if it stabilizes, she'll be able to kill it easily.

Status
Sheva: 2 HP, 1x Bruised, 1x Injured
Tank: Staggered, Disabled, 4x Bruised, 4x Injured

Round 10
Sheva spends 1 HP to avoid fatigue (she's very durable) and blasts a shot off at the Tank, still easily twice its movement away. She power attacks for -4/+4, and scores 9, and decides to reroll with her last HP. She rolls a 20! Critical hit on a power attack! Total save DC = 15 + 5 (rifle) + 5 (crit) + 4 (power attack) = 29. Tank rolls 23 total, and so "only" takes another Stunned + Bruised + Injured. Sheva surges and fires again.

"Take this, you ugly bastard!" She gets 14 and hits, forcing a save against DC 24. Tanks scores 16, failing by 8. It can't be stunned again, but it takes more Bruised and Injured. Sheva will be fatigued next round, as her effort here finally starts to catch up, but the Tank is all but finished. She hopes.

The giant sways on its disproportionately tiny feet, leaking blood from multiple gunshot wounds by the gallon.

Status
Sheva: 1x Bruised, 1x Injured
Tank: Stunned, Staggered, Disabled, 6x Bruised, 6x Injured

Round 11
A minute of fierce fighting has nearly seen an end to this battle. Sheva has been lucky, and resourceful, and fast, just like she is in Resident Evil 5, and so she is on the cusp of winning this battle. But is that what fate has in store for the lovely warrior from Africa?

She is 120 feet away from the Tank, and it can't take more than a single action at once, unless it recovers from its staggered condition, but to do that it must first recover from being disabled. It can try, but she is going to get another shot or two off, first, although she is tiring. She's fatigued now, and can't move all out or charge, and has -2 penalty to Strength and Dex, and -1 to attack and defense.

What does it take to kill this thing? Sheva thinks. It's certainly tougher than many of the Las Plagas-based monsters she fought in Africa. Crack! goes her rifle once more. She power attacks for -5/+5, but all-out attacks for -5/+5, giving her a Defense bonus of +3 (with fatigue) for this round and a normal attack roll at +7, -1 for fatigue, with a +5 to damage if it hits. It's a 12, which hits, and so the save DC is 25. Tank gets 13 on its save, failing by 12. It's Staggered + Disabled + Stunned, so it's actually now unconscious + dying.

The Tank collapses in a pool of its own blood, massive chest still heaving with each gurgling, rattling breath. It makes its stabilization roll at 17, but not by 10 or more, and so remains dying. Sheva surges to finish the monster, firing at the same +6. She hits, and it saves at Toughness +4 (with all those injuries), rolling 8 and dying. Its noises cease with a final gurgle and its massive body lies still.

Exhausted now, Sheva sets her gun down on the road and sits back against a red car, chest heaving, sweat glistening upon her caramel-brown skin. Yet another monster destroyed, but she hasn't found the culprit yet -- and Sheva needs a good rest before she can do much about it, even if she does find its creator.

Little does she realize there is no specific creator, and other Infected are closing in on her position even while she pants, exhausted in victory....
_________________________________________________
Long post, I know, but my prediction turned out to be fairly correct. Sheva was fast enough and smart enough to overcome the Tank, but it wasn't easy, and she came real close to getting clobbered into paste. The pursuit is where things really turned around, as her leading the Tank right into an obstacle hurt it good, allowed her to get distance and then fire on him in his weakened state.

If things had remained at close quarters, Sheva would have been in trouble, but she's very quick and intelligent enough not to stay where her enemy is strong. It was an interesting fight, and it's cool that she took down what it takes four Left 4 Dead survivors to beat (although in their defense, they are not trained soldiers like Sheva), even if it gave her a lot of trouble to do so.

The Tank proved as dangerous as I wanted it to be, even if my girl Sheva overcame it, and she proved as skilled and deadly as she is in the game and as I had set out to emulate here. Thus, Sheva gets a fair win, although her next fight might be a little tougher: exhausted Sheva versus the Hunter!
Last edited by Tyrant Lizard King on Wed Mar 10, 2010 1:33 pm, edited 4 times in total.

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Re: Pangaea - Sonic universe, L4D, Sheva Alomar vs Tank!

Post by MorningKnight » Wed Mar 10, 2010 12:36 pm

Epic conflict is EPIC!

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Re: Pangaea - Sonic universe, L4D, Sheva Alomar vs Tank!

Post by Tyrant Lizard King » Fri Mar 12, 2010 1:03 am

MorningKnight wrote:Epic conflict is EPIC!
Thank you very much, Mr. Knight! :D

For what it's worth, I have visited your character thread quite a few times, and while I haven't statted up the same characters for the most part (I'll be statting up other Resident Evil characters, including Jill, and possibly Ms. Croft, in the near future), I do like your originals and take inspiration from your builds and style in general in my own constructions. I've visited MK's Nook quite a few times. 8)

I'm working on my next battle right now, and I hope it's epic in a somewhat different way: Sheva vs the Hunter and the Spitter! That's right... she's exhausted now, and she's about to take on two deadly Special Infected. How can Sheva possibly prevail?

I'll take bets now, and I can tell you that my own money is on my girl from Africa taking them down somehow... even though the battle is going to open up with a Complication in her rifle being destroyed by acid spit! :mrgreen:

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Re: Pangaea - Sonic universe, L4D, Sheva Alomar vs Tank!

Post by Tyrant Lizard King » Fri Mar 12, 2010 1:30 am

Fresh off her win over the Tank, an exhausted Sheva Alomar has sat down to rest for a few minutes and catch her breath... but she won't have that chance. She is being stalked even now by a deadly Hunter and a hideous Spitter, which make for a deadly combination. I updated the Spitter with ten more power points, as she requires Selective on her spit attack (forgot to add it before -- her spit doesn't harm Infected), and gave her a couple feats and some ranks in Notice.

So now, both Spitter and Hunter are PL 6, 70 PP and quite dangerous to normal humans or less powerful superheroes. To Sheva, who is already worn out fighting the Tank? They could be the end of her. I'm curious to see how she does. If anyone can pull this victory off, it would be Ms. Alomar! She'll be limited to pistol and knife, however, and unarmed (with which she is quite deadly), unless she uses a Hero Point at some point to "edit" in another weapon of some kind.

So, for those of you who have read this far but haven't read the fight below (which I'll edit in shortly) ... who are you betting on? It's two on one, and both the opponents have some inhuman powers. Sheva is skilled, but fully human -- even if she's a damn sexy human. :mrgreen: If you guess correctly, you get to pick my next video game or movie character to stat up, and the next fight I run!

Let me hear your predictions, Atomic Think Tank!

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Re: Pangaea - Sonic universe, L4D, Sheva Alomar vs Tank!

Post by MorningKnight » Fri Mar 12, 2010 11:28 am

I've been lax in my builds. The Lara Croft and the others are just placeholders. However, if Ms. Alomar IS in it too deep, there's always a certain Eastern European "cab driver" who might give her some assistance. ;)

If things get really bad, Codename:Bottle is there for her too.

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Sheva vs. Hunter and Spitter

Post by Tyrant Lizard King » Sun Mar 14, 2010 2:28 am

Sheva leaned her head back against the warm metal of the silver car. She was totally drained and, despite the heat, almost felt like just lying down in the shade to sleep. Doing so would be suicide, and she tried to convince herself to get moving. Her body simply would not listen.

A strange squealing sound, quiet and yet near, snapped her out of her lethargy. Sheva looked around but saw nothing, although she slowly stood, forcing her limbs to respond. Goosebumps rose across her brown skin. A sibilant retching sound echoed from somewhere ahead and to the right, and she dove away out of instinct and reflex as something struck the car.

The sizzling sound accompanied a horrible smell, like that of tires burning in an alcohol fire. She looked back and saw that the rifle sat in a pool of boiling green good, and it was melting. "Shit!" She looked up and saw the creature responsible, a hideous, swarthy beast with long, greasy hair and a horrible distended jaw. "What are you?" Forced to use her pistol now, Sheva drew it from the holster on her hip. At least the thing wasn't a giant like the one she'd just killed....

Then she heard a growling, a vicious, animalistic sound that was made by no animal she recognized, somewhere high and behind her. Outnumbered! What could she do? Chances are that she couldn't escape, tired as she was and considering the mess of the streets. She leveled her pistol and fired at the creature dribbling noxious green fluid from its mouth, head bobbling on its long neck.

Better to kill them as fast as she could, before more came.

The round clipped the Spitter's left shoulder and black blood smeared the alley wall behind it. Shrieking, the creature clawed at the bullet wound, but that was the least of Sheva's concerns. She saw the street around her darken for a moment, which she knew was the result of something passing in front of the sun. Without even waiting to see what was happening, Sheva sprang aside as something landed hard, with a crunch, in the street where she'd stood.

It was a hooded man, only one that had pale, waxen skin, bandaged legs and bare feet. He stood and snarled at Sheva, the sound not one that human vocal cords could make. "You're another one?" Sheva asked, the question rhetorical and born of surprise. "Chris, I need you!"

She sidled back, bringing her pistol to bear and aiming at the newcomer's chest. Sheva squeezed the trigger and the gun bucked. A small flower of red opened in the Hunter's lower right side, but it hardly noticed. Instead, it sprinted at her, head held low and shoulders wide, screaming wildly as it slammed into her. At the last second, Sheva planted her feet and braced for the impact, sliding backward from the force of the blow but absorbing the brunt of it.

Groaning as she tried to struggle free, Sheva lucked out that the hooded man stood between her and the damn Spitter as another glob of goo hit his back, only a few droplets really striking her bare arms, the rest of it burning and sending noxious fumes up to choke her.

Ptoo!

With a cry, Sheva leaped back into a graceful backflip, her whole body one giant curve in that second of motion. Faintly luminous green spit splashed down where she'd stood, spreading wide in a pool, covering the Hunter -- to no effect, although it sizzled and ate at the road's surface.

Good to know, she thought. Spit doesn't hurt its friend. Of course not.

"Spitting is a nasty habit!" Despite her words, Sheva aimed quickly at the Hunter and fired twice, hoping to hit it in the head. In her haste she fired high and it rushed her, its movement almost too fast to follow. Her heart skipped a beat as an electric jolt of fear stabbed through her. Sheva tried to twist aside but it was too late, and ice-cold hands took hold of her upper arms with dreadful strength. She tried to fight but couldn't move. Seething breath flushed hot against her face as the Hunter leaned in, rage radiating off of it in nearly tangible waves.

"You don't have to get touchy!" she cried, pushing it back half a step, but the Hunter roughly shoved her back. It was no use! The thing let one arm go and reached for her neck, gnashing its bloody teeth, but Sheva caught hold of its wrist and lowered her hips, gaining some leverage. They fought for a moment before the sharp aches in her muscles bit even through the adrenaline. Squealing with hungry glee, the Spitter drew closer with its strange, ambling gait.

Desperation driving her, Sheva suddenly dropped back, pulling the Hunter forward even as she thrust a foot into its belly. Leverage and momentum sent the thing sailing overhead, throwing it onto its back -- but it sprang to its feet just as fast as Sheva could. With a rasping cry it turned and leaped, bringing its powerful fists down on her shoulder. At the last possible second Sheva dropped and rolled with the blow, reducing it to a mere stinging bruise.

Out of the corner of her eye she saw the long, gnarled hands of the Spitter reaching for her, and she hopped away from its grasp. Backing away from it and the Hunter both, caught between the two, Sheva popped off a couple more shots at the Hunter. One caught it in the leg, the other in its chest, staggering it. Yes! she thought. She tried to push herself to follow up, but she was wearing out and each breath came in a heaving pant.

He -- it! -- recovered faster than Sheva anticipated, flying bodily through the air in a truly impressive leap, hands outstretched. Fortunately, Sheva had enough time to calculate its trajectory and move, rolling over the hood of a car and easily avoiding its pounce. The Spitter, half a block away, gurgled and tried to spit more of the burning good, but its stores had not yet replenished.

Using the momentary advantage she had from her position behind the car, Sheva fired at the Hunter's lower body, hoping to ruin its mobility. Her shot struck true, but didn't tear through enough muscle and tendon to cripple the thing like she'd hoped. Indeed, it turned and flew over the car, one of its hands swinging wildly and smacking her so hard across the face she nearly lost her footing.

Shaking herself free of the confusion, Sheva managed to back up enough to give them a few feet of breathing space. The Hunter remained hunched, its breath hissing, while she tried to bring her gun up. Meanwhile, the Spitter's stomach roiled with pooling goo and perilous vapors, but it didn't have enough yet to strike.

"I've got you now, you bastard," Sheva muttered, suddenly lunging as if to strike the Hunter with a kick of her own. She feinted left, dove into a shoulder roll and came up beside the Hunter, firing. It spun to react but it was too late, and a 9mm round tore through its lower jaw in a spray of dark gore. It crumpled back against the car and lay in a spreading pool of its own blood.

Seeing its more powerful "sibling" fall to the human woman's wrath, the Spitter wisely decided to flee down Main. It turned and ran away with its odd, bow-legged movement, small ribbons of green spittle trailing behind it. "Not so fast!" Sheva cried, firing a single shot and then taking off in pursuit. The shot blew out a chunk of the Spitter's shoulder, but the second round went wide. Shrieking, the Spitter turned and tried to vomit up more of its acidic goo, but couldn't yet manage it. As potent a weapon as the goo was, it took time for the Spitter's bloated body to generate.

Despite the hail of gunfire plaguing its flight, the Spitter reached an alleyway beside an old burger joint and ducked within. Spotting a dumpster near the back entrance of the restaurant, it quickly hurried over and climbed in, crouching down to hopefully remain hidden from the Avenging Queen's ire. The clack of Sheva's boots on the pavement grew louder, but slowed as it reached the alley.

Sheva moved in cautiously, cautiously watching the garbage cans -- when she spotted a trail of green slime leading right up to the rusty old dumpster. She even caught a glimpse of movement through the half-open lid and fired out of reflex. The bullet tore through the plastic lid and across the Spitter's forehead, leaving a smoking hole in both.

Not fast enough to escape, the Spitter tore away the lid of the dumpster and clambered out, dark blood running down into its eyes. Its belly convulsed and it spewed forth more acidic goo that filled the end of the alley, but Sheva simply took a couple of big steps back with her long stride and fired once more. The bullet caught the retreating Spitter right between the eyes, spraying its brain matter out the back of its head. It crumpled at once, sizzling green fluid seeping from its body. It flesh began to unravel into the thick soup of fuming sludge, rather similar to the Majini she had faced in Africa.

One down! I'd better go make sure the other is dead.

Letting out an exhausted breath, Sheva turned and jogged slowly back to where she had left the Hunter, to put a bullet in its head and make sure that it was truly dead. As she did so, she reflected upon the nature of this new enemy and wondered if there was a way to escape the madness....
Round 1
Surprise Round: Sheva is flat-footed, but also gets a chance to notice the Spitter's approach. The Spitter has already spotted Sheva; rolls are 29 to 20, so Sheva notices the squealing.

She feels something is wrong, and jumps up even as the spit splashes over the car and pools beneath the rifle she set down. Her Reflex save DC is 16, and she rolls 17 total, easily diving away. Since she has Evasion, she takes no damage. Her rifle, unfortunately, is not so lucky. It has to take the damage, a save DC of 21. It takes 10 on its save to make things easier, and gets 18. It fails by 3 and is "injured," taking a -1 to its future Toughness saves. It would fail its save next round (thanks to Secondary Effect) by 4, and take another "injured," and Sheva can't get it without burning the hell out of her hands. But not this time.

Sheva earns a Hero Point for GM Fiat/complication, in the Spitter automatically destroying the rifle.

They are about 120 feet apart, although there are a lot of cars and such between the two of them, as the Spitter steps out of an alley. I could consider it moderate or heavy obstruction, but I'll leave things normal for now.

On a building across the street from the Spitter, which is in front of Sheva, the Hunter stalks its prey. It makes a stealth roll versus Sheva's Notice check, and they score 7 and 10, respectively. I don't think the -1 per 10 feet penalty for listening in this case is particularly reasonable, since people can notice things a lot further off than forty or fifty feet without huge penalties. So, even though it's about 100 or so feet away from her, Sheva hears the growling.

No surprise this round, so it's time for Initiative, rolled in this order: Sheva 20, Spitter 6, Hunter 8.

So, Sheva knows she is outnumbered and just lost her rifle. She must make a quick decision: try to escape, and outrun both creatures (she wouldn't be able to outrun the Hunter, almost certainly, but she doesn't necessarily know that), or kill them? Well, she just killed the Tank and she is exhausted, but she uses her Hero Point to become fatigued. She suffers a -2 to Dex and Strength, giving her a +6 and +2 modifier, respectively, and lowering her unarmed/knife damage to +2/+3, and her Reflex save to +6. She also has a -1 penalty on attack and defense, which only makes things even more difficult for her. Sheva could be in big trouble here; she sure could use Chris' help.

Sheva quick draws her pistol and shoots at the Spitter, suffering a -6 penalty for 4 range increments (the first 30 feet have no penalty). So, she moves closer, up to 30 feet (making them 90 feet apart), reducing the range penalty to -4, or -5 with fatigue penalty. She rolls 15, hitting the Spitter whose Defense is +3, dodge bonus is 2, but lost the dodge bonus this round thanks to the Distracting spit. So, the Spitter must save vs. a DC of 18. She gets 14, and so takes a bruised + injured.

The Hunter can reach Sheva from 130 feet with a running long jump, and since it is a pouncing machine, that's just what it does. It springs at her and basically tries to grapple her, pin her down. It makes a standard melee attack at +6 versus her Defense of 16. 11! Sheva ducks out of his way, but now he is within about ten feet of her.

Status:
Sheva - 0 HP, 1x Bruised, 1x Injured, Fatigued
Hunter -
Spitter - 1x Bruised, 1x Injured

Round 2

Figuring this new leaping bastard is the biggest threat -- and rightfully so -- Sheva backs off about 30 feet and shoots at him. She suffers no penalty for doing so, although she has a -1 from her fatigue. She rolls 23 and easily hits the Hunter. It saves against DC 18, scoring 22 and taking no damage from a glancing shot.

In retaliation, the Hunter rushes Sheva to Charge her. It can move 100 feet with a single move action thanks to Speed 1, and has about 40 feet to cover -- doing so easily. It will suffer a -2 to Defense until its next turn, so Sheva, assuming she can, will have an easier time attacking it next round. It gets +2 to its attack, though, and gets a total 27 against Defense 16. Even with out-of-turn Defense, which Sheva has to declare before the attack roll, she would be hit, and nearly got a critical. Furthermore, she doesn't have any HPs to spend and might be finished right here.

Toughness save DC 21, with a save bonus of +5 (thanks to her injuries). Incredible! She rolls a 20, so gets 25 and stumbles back, but braces herself in time to withstand the attack!

Now it's the Spitter's attack, and it moves up and spits at Sheva (rolling 12 for its Unreliability check), who must make a Reflex +6 save against DC 16. She gets 21 and dives aside as the spit splashes around her and sizzles.

Status:
Sheva - 1x Bruised, 1x Injured, Fatigued
Hunter -
Spitter - 1x Bruised, 1x Injured

Round 3

This battle is heating up! Sheva is desperately trying not to be overwhelmed here. The Hunter is close, too close, but it's also left itself open. Sheva capitalizes, power attacking for -3/+3, attacking at +3. She only gets 12, but the Hunter's reduced Defense is 13 total! She misses, the shot going wide in her attempt to hit it in the head, and now it leaps forward to attack. It tries to grapple, but Sheva declares out of turn defense, gaining +4 to her Defense thanks to the Total Defense action. With fatigue penalties, her Defense bonus is now +10, for 20 total. It's not enough!

The Hunter got 23 on its melee attack roll, so now they make grapple checks. Both make them at +11 normally, but fatigue gives Sheva -1, and the rolls are: Sheva 12, Hunter 25. Uh oh! It elects to pin her for the Spitter to burn her. Now she loses dodge bonus to Defense, leaving her at 11, and then another -4, making the TN to hit her a mere 7. The Spitter is about 120 feet away, so moves 30 feet closer and then spits, easily hitting the area.

Now, technically by the rules, Sheva doesn't lose her Reflex save despite being pinned. Presumably she can't really move much or perform any other actions while the Hunter has a hold, but she could twist or hop enough to avoid the spit. However, I am going to deny her the Reflex save entirely here, but she gains a Hero Point for the complication. Spitter rolls 13 on reliability roll. She must save against damage DC 21. She gets 22! The acid sizzles all around her, but mostly misses her bare arms and neck and head, and too little of it is on her to burn through her clothes (darn!).

Tough choice now: does Sheva shake off her fatigue with a rush of adrenaline, or does she try for something else? Recovering from her damage conditions would be a full-round action, which might actually get her killed here, so she can't do that yet. Until she breaks the grapple, spending it to "edit" in a weapon or something similar won't do much good. She decides to get rid of the fatigue for now, and hope that's enough.

Status:
Sheva - 1x Bruised, 1x Injured
Hunter -
Spitter - 1x Bruised, 1x Injured


Round 4

Sheva can't act, because she gave up this turn's action for total defense. She'd get to use a move action, but can't because she is pinned. She can surge and try to escape, but will suffer fatigue the next round. Sheva does so, since remaining pinned is untenable. The grapple checks are even now, and come in at: Sheva 16, Hunter 19. Bad news!

The Hunter still has her grappled, and they make a grappling check to see what he can do, if anything. This time, it's 28 to 24! Sheva resists, and now they're grappling but she's no longer pinned.

The Spitter decides to move closer to ultimately help grapple Sheva and kill her. However, she must take an all-out move to reach Sheva and won't be able to act at this point, however she does close to within ten feet.

Status:
Sheva - 1x Bruised, 1x Injured
Hunter -
Spitter - 1x Bruised, 1x Injured

Round 5

Fatigue catches up with Sheva as even her well-toned muscles ache from struggling with the Hunter, who is stronger than she is. However, she can act again, and chooses to do so, trying to turn the tide on her foe. Grapple checks, Sheva first: 29 and 23! As a move action, she opts to throw the Hunter away from her. She can only throw him 5 feet, but it breaks the grapple, at least.

Though I rule that the throw leaves him prone, the Hunter has Instant Up and, well, instantly jumps to its feet. Angry now, it dashes at Sheva and tries to bludgeon her with its powerful fists. 18 is a hit! Sheva must save against DC 21. Lucky again! 24! She staggers but twists and rolls with the blow, and it's only a glancing hit.

Now the Spitter lashes out with her claws, attempting to grapple versus Sheva's Defense of 16. 14 is a miss! Sheva curves that lovely curvaceous body out of the way!

Status:
Sheva - 1x Bruised, 1x Injured, Fatigued
Hunter -
Spitter - 1x Bruised, 1x Injured

Round 6

Sheva backs away 30 feet, but that only leaves her about 35 feet from each Infected. She levels her gun and shoots for the Hunter's hooded face, power attacking for -2/+2. 17 is... a hit against its Defense 15! It saves vs. a DC of 20. It only gets a 12! It's stunned + bruised + injured! Sheva wants to attack it again, but that would leave her exhausted -- she's simply too tired to press the advantage.

Stunned as it is, the Hunter can't act, allthough I Fiat its recovery to give Sheva a Hero Point, which she spends to shake off her fatigue immediately. It launches itself at her and attacks -- 15, which is a miss! Sheva sidesteps, her strength returning.

The Spitter's gut roils and it tries to spit on Sheva again. Reliability check: a 1! The action fails. The Spitter elects not to get any closer right now.

Status:
Sheva - 1x Bruised, 1x Injured
Hunter - 1x Bruised, 1x Injured
Spitter - 1x Bruised, 1x Injured

Round 6

Sheva takes a step back and does a little juke to try to feint the Hunter. She uses her Acrobatics, thanks to Acrobatic Bluff, and takes a -5 to do it as a move action. 18 versus 1! It loses its dodge bonus to her attack, which she power attacks for -4/+4. She rolls at +3, trying to hit Defense 11. She gets 15, which is a solid hit, and inflicts damage at +7. Save DC 22, and Hunter doesn't have his dodge bonus, so loses out on Defensive Roll 2. So it has its base Toughness of +2, with a -1 for its injury. It lucks out and gets 19, but takes another bruised + injured.

Angry now, the Hunter opts for a Stunning Attack. Its roll of 21 hits, and Sheva makes a Fort save against DC 16. She's a lucky girl, scoring a 17! The Hunter hops back, a 5-foot step, unafraid of the African woman or her puny pistol.

The Spitter tries again to summon its acidic bile, and only rolls a 5, dribbling some on herself but doing nothing. She moves about 5 feet back.

Status:
Sheva - 1x Bruised, 1x Injured
Hunter - 2x Bruised, 2x Injured
Spitter - 1x Bruised, 1x Injured

Round 7

Sheva attempts the same thing as before, an Acrobatic Bluff against the Hunter, rolling on her shoulder and coming up suddenly to fire. She takes -5 to do it as a move action, but barely succeeds, 12 to 10. Hunter is once again denied his dodge bonus, and she once again shoots for the vitals with power attack, -4/+4. This time she gets 18 and lands a more solid blow, and he saves against DC 22 with only a +1. He rolls a 7 total! The Hunter has failed by 15, and crumples as the round tears through its face. It is unconscious + dying. It rolls 14 on its Fortitude save and remains dying.

With a cry of victory, Sheva surges and shoots at the Spitter, with the same attack roll of +3. 17 +3 = 20, a hit! Spitter saves against DC 22 with her measly +2 Toughness save. She gets 20 and only takes another bruised + injured.

Though they are single-minded in their pursuit of the unInfected, the Infected, especially the Special Infected, are not stupid. The Spitter realizes she is outmatched on her own, and wisely decides to flee. She can move all-out move up to 120 feet, and does so.

Status:
Sheva - 1x Bruised, 1x Injured
Hunter - 2x Bruised, 2x Injured, Unconscious, Dying
Spitter - 2x Bruised, 2x Injured

Round 8

Sheva gets fatigued and pursues the Spitter, closing the distance to about 90 feet, and decides to power attack for -2/+2, leaving her bonus at +1 (-1 fatigue, -4 for range increments from 31-60 feet and 61-90 feet), getting only a 6.

The Spitter turns and spits at her, but it fails! She gets only a 7, and moves 30 more feet away down the street. Total distance: 120 feet or so, or a -6 range penalty.

Status:
Sheva - 1x Bruised, 1x Injured, Fatigued
Hunter - 2x Bruised, 2x Injured, Unconscious, Dying
Spitter - 2x Bruised, 2x Injured

Round 9

Sheva jogs after the Spitter (distance: 90 feet) and power attacks for -2/+2, leaving her at +0 attack. She rolls a 1 and completely misses. Cursing, she realizes the Spitter might escape.

The Spitter elects to spit one more time to hopefully slow down her pursuer, and then she will dedicate herself to running away. Still not enough bile, at only a 7 for reliability roll. She moves 30 feet away and tries to duck down an alley, but doesn't get far enough to be completely out of sight. She can't use Stealth yet anyway, because she's already used her move action, and unless she wants to surge and get fatigued, she will just have to wait.

Status:
Sheva - 1x Bruised, 1x Injured, Fatigued
Hunter - 2x Bruised, 2x Injured, Unconscious, Dying
Spitter - 2x Bruised, 2x Injured

Round 10

Sheva has one more shot before the Spitter disappears into an alley and possibly from the battle. She hopes it's a good one, and power attacks once more after moving closer, for a total +0 bonus. A measly 3! A piece of brick chips off the wall ten feet from the Spitter.

Meanwhile, the Spitter moves about 15 feet into the alley and makes a Stealth check. She climbs into a dumpster and gets improved cover, gaining a +10 to the Stealth check. She gets a 17 total.

Status:
Sheva - 1x Bruised, 1x Injured, Fatigued
Hunter - 2x Bruised, 2x Injured, Unconscious, Dying
Spitter - 2x Bruised, 2x Injured

Round 11

Sheva can't move all-out, but does accelerate after the Spitter, making up about 60 feet of the 105 feet separating them. Unless it remains hidden, the Spitter will have to keep weathering potshots, and eventually one will connect that slows it down, and then Sheva can finish it. It all comes down to this.

Status:
Sheva - 1x Bruised, 1x Injured, Fatigued
Hunter - 2x Bruised, 2x Injured, Unconscious, Dying
Spitter - 2x Bruised, 2x Injured

Round 12

Sheva moves to the head of the alley, leaving about 45 feet distance between her and the Spitter. Will she notice it? She makes a Notice check at -4, and rolls a 20, for a total of 25! She immediately spots the Spitter's trail of glowing green spit and sees its head poking partially out of the dumpster. The Spitter has a +8 to its Defense, for +11 total, or 21 Defense. Sheva won't likely hit, but she'll take the shot, anyway, going for the kill with All-Out Attack -5/+5 and Power Attack -5/+5.

She rolls 24, and it's a hit! This could be the end... save DC is 23, with a +1 save. Spitter gets 15, and is stunned + bruised + injured. There will be no escape for this Special Infected, from Sheva the Special Killer. Fiat to recover stun immediately, and Sheva gains a Hero Point -- which she uses to shake off her own fatigue. The Spitter springs from the dumpster and decides to attack, figuring its only hope it to kill Sheva now (since the Spitter isn't fast enough to escape). It goes to spit, rolling 17 on the reliability check, and then using its standard action to cover the alleyway in acid spit. It then backs up thirty feet and prepares to either close for the kill or try to flee, if either opportunity presents itself.

Sheva must make a Reflex save versus DC 16, rolling 22 and easily escaping.

Status:
Sheva - 1x Bruised, 1x Injured
Hunter - 2x Bruised, 2x Injured, Unconscious, Dying
Spitter - 3x Bruised, 3x Injured

Round 13

Sheva rushes toward the Spitter, and they are about 45 feet apart, so there is no range penalty, giving her a +7 ranged attack bonus. She decides to end this little fight right now, with a power attack -5/+5, and an all-out attack -5/+5 -- seeing that the Spitter doesn't seem to be very physically powerful and prefers to fight at range, the deadly and delicious Sheva can capitalize on that. Roll is 17 + 7 = 24, nearly a critical. The Spitter must save versus DC 23 with no bonus. It gets 13, failing by 10, and is staggered + disabled + stunned. Ouch!

Surging to finish the battle, Sheva holsters her gun as a free action (which I believe it is, as far as I can tell -- couldn't find anything in the book ) as she moves forth and snaps a kick into the Spitter's chest. Power Attack + All-out Attack combo again, for -5/+5 on both. 1d20+7 yields 13, which is actually enough to hit the Spitter in its stunned state. It saves against DC 23 with Toughness +0 thanks to injuries and gets... 4. Ouch! That's failing by 19, which is close enough for me -- it's just dead. Do not pass Go, do not collect Fortitude save, just die.

However, thankfully Sheva was not too close, as it collapses into a spreading pile of its acidic juices, prompting a disgusted look from Sheva, who is now fatigued. Pretty sure that the Hunter was still alive, and wanting to make sure, at any rate, Sheva heads back toward it to put a bullet in its brain while it's helpless, which will take a round or two to accomplish, but this fight is over.

Status:
Sheva - 1x Bruised, 1x Injured, Fatigued
Hunter - 2x Bruised, 2x Injured, Unconscious, Dying
Spitter - Dead
___________________________________________

So, my faith in my darling Sheva was well-placed! Though I was quite worried when the Hunter had her pinned. I thought for sure that would be the end, especially if the Spitter got there and joined in on the grapple, but a lucky roll let Sheva break free and take the fight back to them.

Her skill, shown in things like her attack bonus and the combat feats she possesses, gave her more options, and a couple of Acrobatic Bluffs (which I forgot about against the Tank!) proved fatal for the Hunter. Overall, the Spitter wasn't much of a threat on its own, and in close quarters would certainly have been crippled. Hell, on its own, it would have lost rather easily, even at range. Sheva was quick enough to avoid its most dangerous weapon for the most part, while her return fire was generally stronger and deadlier in return.

So, I think Sheva has proven herself more than capable of killing Special Infected -- she beat a Tank singlehandedly, and then defeated two Special Infected on her own! She's just incredible. :D I am really happy with her build, as I think it represents Sheva as presented in the game really well, and she's quite powerful for "only" a PL 7, human heroine.

Once I get some more builds up, I'll look forward to putting Sheva against more monsters and things like that.

I suppose I could have her take on an Alien. If anyone could kill one by herself, it'd be Sheva....

:)

Any requests for builds or for fights?
Last edited by Tyrant Lizard King on Sat Apr 10, 2010 2:16 am, edited 1 time in total.

Tyrant Lizard King
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Ecco the Dolphin

Post by Tyrant Lizard King » Sat Mar 27, 2010 1:31 am

Image

Tides of Time theme

Name: Ecco the Dolphin
Power Level: 8
Power Points: 120

STR 14 (+2)
DEX 20 (+5)
CON 14 (+2)
INT 16 (+3)
WIS 18 (+4)
CHA 13 (+1)

Trades:
Saves: Toughness +3, Fortitude +5, Reflex +8, Will +10
Skills: Acrobatics 6 (+11), Notice 6 (+10), Swim 8 (+10)
Feats: Accurate Attack, Acrobatic Bluff, Attack Specialization 4 (Unarmed 1, Sonar 3), Defensive Roll 1, Dodge Focus 4, Endurance, Evasion, Improved Initiative, Stunning Attack
Powers:
Communication 3 (1000 feet; Auditory) [3]
Comprehend 1 (Languages 1) [2]
Damage 1 (Feat: Mighty) [2]
Damage 8 (Ex: Penetrating +1, Range +1; Flaw: Distracting -1) [16]
-AP: Nauseate 8 (Ex: Range +1; Flaw: Limited [Sharks] -1, Hearing-Dependent -1) [1]
-AP: Animal Control 7 (Feat: Mental Link; Ex: Area Burst +1, Conscious +1, Instant Command +1: Flaw: Hearing-Dependent -1, Limited [Rays, Turtles and Fish] -1, Range -1) [1]
Immunity 3 (Aging, Cold, Pressure; Flaw: Limited -1) [2]
Immunity 1 (Drowning) [1]
Regeneration 8 (Bruised/round 1, Injured/20 minutes 1, Disabled/5 hours 1, Ability/minute 5) [8]
Super-Senses 5 (Feat: Innate; Hearing: Accurate 2, Extended 1; Low-light Vision 1, Ultra-Hearing 1) [6]
Swimming 3 (10-40 MPH) [3]

Combat: Attack +2 (Unarmed +4, Sonar +8), Damage +2 (unarmed), +8 (sonar), Defense +8 (Dodge: 6), Initiative +9, Grapple +6, Knockback -1

Drawbacks: No Hands (Very common, moderate) -4

Abilities 35 +Saves 12 +Skills 5 +Feats 15 +Powers 45 +Combat 12 -DB 4 = 120

Here is the star of some of the coolest games ever made. The atmosphere, the haunting quality of the deep ocean, the music and the story of the Genesis games were incredible when I was younger, and the Dreamcast/PS2 Defender of the Future was also wonderful, if different.

There are actually two different continuities featuring Ecco, the special bottlenosed dolphin with strange star-markings on his head (that form the constellation Delphinus). This Ecco is mostly based on the Genesis games, but I do take a few traits from the Defender of the Future version, particularly in the different abilities he can do with his sonar, such as getting rays and turtles to move or follow him, and disorienting sharks, some of his worst enemies.

"Singers," what these cetaceans call themselves, are actually far more intelligent than in our world, capable of communicating with each other and even humans. Indeed, after the events of the first game and in the alternate storyline presented in Defender of the Future, humans and cetaceans both had societies that even joined together! In DotF, they actually colonized space together!

The rundown is that Ecco's pod, as well as many other cetaceans, were kidnapped by alien creatures called the Vortex in the first game. After going to find the Asterite, the oldest living thing on Earth, and venturing into many beautiful but deadly undersea locations, Ecco learned it was all caused by the Vortex, and the Asterite gave him new powers. Among these were enhancements to his sonar and the abilities to regenerate and to breathe underwater. Using a sunken time-warping artifact created by the ancient Atlanteans, Ecco even ventured back in time to battle the Vortex, who would harvest food from the waters of Earth every five hundred years.

Ecco ultimately went back to the moment that his pod was sucked up by the Vortex and traveled to the Vortex Queen, destroying it after a lengthy battle off Earth. While it seemed that was the end of his troubles, the Vortex Queen actually survived the battle and created a new hive on Earth.

One of Ecco's descendants from the distant future traveled back in time, and together with her help, Ecco fought the Vortex across multiple eras and diverging histories. His future featured dolphins with great intelligence, telekinetic abilities, the ability to fly(!) and an ocean with its own mind.

In the end, Ecco once again fought and defeated the Vortex Queen, trapping her in the Mesozoic where she could not rule over the powerful creatures there, while Ecco himself swam into the Tides of Time. His fate is unknown, but it's possible that is how he ended up in the Defender of the Future timeline, if one wishes to reconcile them.

As for powers, Ecco is pretty strong for a dolphin. Physically, he is quick and graceful in the water and literally stronger than many dolphins. He's not very tough, and relies more on not getting hit than soaking up damage like a big croc or something. His sonar is his main weapon, although he can ram enemies, targeting vulnerable points. With the sonar, he can control rays, turtles and schools of fish, or disorient and stun sharks. He can also use it like a dolphin normally does, to gain an image of his surroundings.

Scattered across the ocean and land are ancient artifacts called Metaspheres, which Ecco can use to transform into different types of creatures, including seagulls, sharks, schools of fish and even a jellyfish. He also finds and uses other Atlantean artifacts, including a time machine (although it only travels into the past).

Ecco can communicate, via sonar, with distant creatures and with most anything that has the ability to communicate, including humans. He's depicted here as he was after the end of the first game, with a few DotF abilities, and can now breathe underwater as well as slowly regenerate. He's certainly a unique hero and I, for one, would love to play a fully aquatic game like the type of game from which he hails.
Last edited by Tyrant Lizard King on Sat Apr 10, 2010 2:16 am, edited 1 time in total.

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Re: Pangaea - Sonic, L4D, Sheva Alomar, Ecco the Dolphin

Post by Man Called True » Mon Mar 29, 2010 4:00 pm

Very nice builds, very nice battles. I may have to borrow the Infected to throw against my own superteam in the not-too-far future.

I could never get into Ecco... mainly because I could never get past the second screen...
I've forgotten more than some people will ever know... Of course, there's my problem...

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Tyrant Lizard King
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Re: Pangaea - Sonic, L4D, Sheva Alomar, Ecco the Dolphin

Post by Tyrant Lizard King » Thu Apr 01, 2010 4:29 am

Man Called True wrote:Very nice builds, very nice battles. I may have to borrow the Infected to throw against my own superteam in the not-too-far future.

I could never get into Ecco... mainly because I could never get past the second screen...
Thank you! :D There are more video game character builds on the way, too. In fact, I'm nearly done with the other Infected, both common and Special, and will post those soon. I've just been trying to figure out how to do the actual plague, since I think I want to add that in as an actual game effect rather than plot device -- if you couldn't tell, I'm not a big fan of just relegating things to "plot device" status. :lol:

I'm also nearly finished with Mega Man X, who only took so long because he's so damn powerful at PL 16. Let me put it this way: not only do X and Zero regularly take out super-powered robots and giant war machines, but X was literally designed to have infinite potential by Dr. Light, hence his name. He was scanned in Mega Man X4 by Cyber Peacock, who stated that very thing: "His potential is... unlimited? Not possible!"

Also, he (at base, anyway) is equal to Zero, who Dr. Wily confidently states can become the strongest in the universe when at full power. X has the potential to outstrip him in power level, but basically that means that even with all the aliens and alien machines, such as Duo from Mega Man 8, X and Zero can become the most powerful beings in their universe. I have a combined setting that brings them and the Metroid universe together in a really awesome way that I'll post notes for after I post X and Zero.

As for Ecco... great games, but man, they are noted for their difficulty. It's not Battletoads or Bayou Billy levels of hard, but still quite a ways up there. I wish Sega would do some more games with him, though -- can you imagine the awesome aquatic adventures on current systems? It makes me drool to think of it.

Thanks for the compliments, True, and I'll have some more VG builds up soon! I'll try to get the other Infected posted today, anyway, so that can be one more I have done. We have common Infected, Boomers, Chargers, Jockeys and Smokers to look forward to.

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