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The Forge [3E] WH40k: Tyranid Invasion!

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Re: The Forge [3E]: Tremors: Graboid, Huge Death Worm

Postby HustlerOne » Sun Oct 16, 2011 11:58 am

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Graboid

PL: 8

Abilities: Str: 10, Sta: 10, Agl: 0, Dex: 0, Fgt: 3, Int: -3, Awe: 2, Pre: -2


Powers: Armored Beak: Strength based Damage 1 (Flat: penetrating 3)(4),

Closed Circulatory System: Immunity 1 (Suffocation)(1),

Digger: Burrowing 9(20 miles per hour, Flaws: Limited to soft earth such

as soil and sand)(9),

Gargantuan: Growth 10 (Flat: Innate, Flaws: Permanent)(21),

Serpent like Prehensile Tentacles: Elongation 1 linked to

Affliction 5 (Resisted by Dodge, Hindered and Vulnerable, Defenseless and Immobilized,

Extras: Cumulative, Extra Condition, Flaws: Limited Degree)(11),

Seismic Vibration Sense: Senses 4 (Accurate, Detect Tremors 2, Extended 1)(4)


Advantages: None


Skills: Athletics 6 (+16), Close Combat: Unarmed 2 (+5), Intimidation 0 (+4)*,

Stealth 0 (-8)*


Offense: Initiative: 0, Unarmed: +5 (Damage 11)

Defense: Dodge: -3*, Parry: -1*, Fortitude: 10, Toughness: 10, Will: 5


Abilities: 0, Powers: 50, Advantages: 0, Skills: 4, Defense: 6 = Total: 60


Complications: Disability: Blind since it has no eyes.

*Growth modifiers included

Notes: A graboid is a prehistoric creature from the Tremors movies and TV series.
They have been dormant underground for millions of years. They have now begun to surface
in desert areas such as Perfection, Nevada. They have also appeared in the rest of the
Americas such as Mexico and south America. It is possible that they may show up in other
deserts such as Australia.

Graboids are based on the cryptid mongolian death worm. It is a subterranean animal that
mostly lives underground. It can burrow through dirt as easily as fish swims in water.
It is blind and has no other senses except for its Tremors sense and touch. A graboid can
only detect movement and loud sounds.

A graboid has three tentacle like snake heads in its mouth. They are used to ensnare and
find prey by touch. A graboid cannot burrow through hard rock and concrete. Graboids are
highly aware creatures that can learn from their environment. The same trick might not
work on the same Graboid!

When it has eaten enough it dies giving birth to the smaller but deadlier shriekers!
Last edited by HustlerOne on Sun Oct 30, 2011 11:21 am, edited 2 times in total.
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Re: The Forge [3E]: Tremors: Graboid, Huge Death Worm

Postby HustlerOne » Sun Oct 16, 2011 12:04 pm

Hey, its nice to know that there are some fellow Tremors fans on the board. :) Just posted the Graboids for Burt to fight. I should also have the Shriekers from the second movie up when I can. The shriekers are almost the opposite of their larger graboid mother.

It really was fun seeing Burt and his friends outwit the Graboids in each movie. Thanks again for all the compliments.
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Re: The Forge [3E]: Tremors

Postby HustlerOne » Wed Oct 19, 2011 10:57 am

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Shrieker

PL: 4

Abilities: Str: 3, Sta: 2, Agl: 1, Dex: -1, Fgt: 3, Int: -4, Awe: 2, Pre: -2


Powers: Armored Beak: Strength based Damage 2 (Flat: penetrating 2)(4),

Asexual Reproduction: Summon Shriekers 2 (Extras: Heroic, Multiple Minions 1,

Flaws: Must eat in equivalent weight of food first)(8),

Heat Sensor: Senses 1 (Infravision)(1)


Advantages: Teamwork


Skills: Athletics 4 (+7), Insight 2 (+4), Stealth 2 (+4)

Offense: Initiative: +1, Unarmed: +3 (Damage 5)

Defense: Dodge: 3, Parry: 3, Fortitude: 3, Toughness: 2, Will: 3


Abilities: 8, Powers: 13, Advantages: 1, Skills: 4, Defense: 4 = Total: 30


Complications: Disability: Blind and deaf. Since it has no eyes or

ears.

Disability: Has no arms.

Noticeable: Shrieks to notify other shriekers it has found prey.

Short lifespan: Only lives for 24 to 72 hours.

Notes: A graboid becomes pregnant with shriekers when it eats enough food.
The graboid dies giving birth but releases up to twelve shriekers at once. A
shrieker is a raptor like creature that is quite different from its graboid
parent. It lives solely on the surface and sees only in the infrared spectrum.
A shrieker has no other senses but touch.

Individually they are not much of a threat for trained combatants like Burt.
Unfortunately they hunt in packs of at least three. Shriekers have been known
to help each other to get at their prey. On one occasion they formed a shrieker
pyramid to get to higher ground!

What truly makes them dangerous is that they can reproduce quickly in a matter of
hours. One shrieker can give birth to at least two others in a short period of
time. Shriekers grow up in mere minutes the moment they are born. Burt Gummer
described what would happen if shriekers were given access to a large food supply
(like his military rations) as "Shrieker Armageddon".
Last edited by HustlerOne on Sun Oct 30, 2011 11:21 am, edited 1 time in total.
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Re: The Forge [3E]: Tremors

Postby HustlerOne » Wed Oct 19, 2011 11:05 am

I just wanted to mention that there is at least one more form of Graboid after the Shriekers.

After one to three days the shrieker starts to molt like a caterpillar. It then morphs into a new creature with wings! Mechanically speaking they are just more agile shriekers that can fly. I have no plans of building the third form. Not unless someone really wants them. I never cared too much for them since they had such a ridiculous and juvenile name.

I'm kind of embarrassed to outright say their name. :roll: Mostly for fear of an outbreak of laughter like when I first heard of it. Personally, I would have called them heat blasters or some thing much cooler.
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Re: The Forge [3E]: Tremors

Postby Thorpacolypse » Wed Oct 19, 2011 7:48 pm

HustlerOne wrote:I just wanted to mention that there is at least one more form of Graboid after the Shriekers.

After one to three days the shrieker starts to molt like a caterpillar. It then morphs into a new creature with wings! Mechanically speaking they are just more agile shriekers that can fly. I have no plans of building the third form. Not unless someone really wants them. I never cared too much for them since they had such a ridiculous and juvenile name.

I'm kind of embarrassed to outright say their name. :roll: Mostly for fear of an outbreak of laughter like when I first heard of it. Personally, I would have called them heat blasters or some thing much cooler.


Hence my disdain for even recognizing that there were sequels... :x
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Re: The Forge [3E] Tremors: Shriekers-Graboid Spawn

Postby ShatteredFaith » Thu Oct 20, 2011 12:26 pm

Hey, the second movie was good... or at least entertaining.
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Re: The Forge [3E]: Tremors: Burt Gummer, Graboid Hunter

Postby Kara » Sat Oct 22, 2011 12:52 pm

HustlerOne wrote:Burt Gummer
rightwing

...
I'm sorry, I just really can't picture him as a right-wing anything. Aside from loving his guns he's basically an anti-Vietnam protest on legs.
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Re: The Forge [3E]: Tremors: Burt Gummer, Graboid Hunter

Postby HustlerOne » Sun Oct 23, 2011 11:20 am

Kara wrote:
HustlerOne wrote:Burt Gummer
rightwing

...
I'm sorry, I just really can't picture him as a right-wing anything. Aside from loving his guns he's basically an anti-Vietnam protest on legs.


You're right that Burt really isn't rightwing. Still Melvin's description/insult of him still fits him. I personally like him because of those very traits. :D

As for the sequels being bad. I don't blame them since their budget was much lower than the first theatrical release. Burt's antics and the Graboids themselves were the only reason I kept watching. At least the sequels weren't boring. They were still fun to watch in a B movie sort of way.
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Re: The Forge [3E] Farscape

Postby HustlerOne » Sun Oct 23, 2011 11:29 am

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The PeaceKeepers

Symbol: The symbol of the peacekeepers was taken from the soviets. The red triangle symbolizes the red soviets destroying the loyalist royal whites.

Goals: The peacekeepers attain power by lending their "protection" services to others. They can provide security and order for a fee. In time their clients find themselves becoming overly reliant on their services. In the end the peacekeepers take over a race or world completely through this method.

Structure: The peacekeepers have a military structure comparable to most modern human military. There are two classes. First are the soldiers who are the ones in charge. The second are the civilians who are treated as second class citizens. The peacekeepers only consider soldiers and the Sebecean race to be of any worth.

They have a low opinion of anyone from another race or class. The only exceptions are scientists working on military projects.

Their forces are divided between the army and the navy. The army has untold numbers of Commandos, Troopers, and Techs(Technicians). The navy consists of fleets made up into Carrier battlegroups.

Technology: The peacekeepers are fairly advanced. They have access to technology considered by us as science fiction. However, the peacekeepers are fairly primitive compared to other organizations from other scifi universes.

Some of their tech is discussed below:

Cloaking Device: The peacekeepers do not have or use cloaking technology. Though, cloaking technology does exist in the farscape universe.

Forcefields: Only some of their larger ships such as Command Carriers have energy shields. They are called defense screens. The peacekeepers do not have or use personal forcefields. Again the farscape universe do have personal energy shield belts available only to other races.

Propulsion: Spaceships move by some sort of antigravity. It seems to be limited as Capital ships have never been seen to enter the atmosphere. They do have tractor beams called docking webs to help guide small craft into hangar bays.

Pulse Weapons: Peacekeeper Troopers use powerful but short ranged energy weapons called pulse weapons. All of their ships have standard "blaster" pulse cannons of various sizes except large ones .

Relations: The peacekeepers have many enemies and few official allies. Their allies are client(IE conquered) alien races such as the Aquatic Hynerians and plantlike Delvians.

The most prominent enemy of the peacekeepers are the aggressive reptilian Scarrans. Other note worthy enemies are the mysterious Nebari and the Honorable Luxan warriors.

Uses in other Campaigns: The peacekeepers can be a stand in for any oppressive militaristic human empire. They can be encountered as opponents due to their mercenary services. The peacekeepers will go to any lengths to acquire new more powerful weapons for their military machine.

As an ally players can hire them as extra muscle. Players might be forced to ally themselves with
the peacekeepers against a more ruthless enemy like the Scarrans. The peacekeepers might be oppressive but they are not evil. They do not wipe out other races like the Nebari or Scarrans would. The peacekeepers were once a long time ago actual benevolent peacekeepers. Maybe in the future they can be so again.
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Re: The Forge [3E] Farscape: The Peacekeepers

Postby HustlerOne » Sun Oct 23, 2011 11:33 am

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PeaceKeeper Tech

PL: 3

Abilities: Str: 1, Sta: 1, Agl: 1, Dex: 1, Fgt: 0, Int: 1, Awe: 1, Pre: 0


Powers: None


Advantages: Benefit 1 (Access to PeaceKeeper Funds and Facilities),

Equipment 2


Equipment: Pulse Blaster Pistol: Ranged Damage 4 (Flat: Diminished Range 1)(7),

Tool Kit: +2 Technology (1),

2 equipment points for other equipment


Skills: Deception 1 (+1), Expertise: Engineer 3 (+4), Technology 4 (+5),

Vehicles 2 (+3)


Offense: Initiative: +1, Unarmed: +0 (Damage 1), Pistol: +1 (Damage 4),

Defense: Dodge: 1, Parry: 0, Fortitude: 2, Toughness: 0, Will: 1


Abilities: 12, Powers: 0, Advantages: 3, Skills: 5, Defense: 0 = Total: 20


Complications: Weakness: -1 Stamina per arn or hour in Temperatures

above 35 degrees Celsius.


Notes: The peacekeeper Tech are Technicians. They are responsible for
maintaining the weapons and ships of the peacekeepers. Techs are treated as
second class citizens in the peacekeeper hierarchy. They wear simple green
jumpsuits. They are armed with a pulse pistol for self defense.

Techs carry a Toolkit to help them in their endeavors with technology. Sebecean
Peacekeeper Techs have the same weakness to heat like the rest of their people.

The one pictured above is Gilina Renaez. She is what an average tech would be
like.
Last edited by HustlerOne on Sun Oct 30, 2011 11:21 am, edited 1 time in total.
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Re: The Forge [3E] Farscape: The Peacekeepers

Postby HustlerOne » Mon Oct 24, 2011 12:06 pm

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Name: Prowler Fighter, Strength: 8(0), Speed: 10(20), Defense: 6(10),

Toughness: 10(1), Size: Huge(2), Cost: 69,

Features: None


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

Sensor: Senses 3 (Accurate, Extended 1, radio [radar])(3)


Weapons: Small Pulse Cannons: Ranged Damage 10 (20)



Notes: This sleek peacekeeper fighter is one of the fastest and
most maneuverable ships in the farscape universe. They can fly in both
planetary atmospheres and in space. They are armed with small pulse cannons
fitted on the wings. They can also be outfitted with missile payloads in
rare circumstances. They are launched and operate from Command Carriers.

One such fighter belongs to Aeryn sun who is one of the main heroes of
farscape. The Benefit advantage allows access to one.
Last edited by HustlerOne on Tue May 29, 2012 7:03 am, edited 1 time in total.
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Re: The Forge [3E] Farscape: The Peacekeepers

Postby HustlerOne » Mon Oct 24, 2011 12:12 pm

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PeaceKeeper Trooper

PL: 6

Abilities: Str: 1, Sta: 1, Agl: 1, Dex: 1, Fgt: 4, Int: 0, Awe: 0, Pre: 0


Powers: None


Advantages: Benefit 1 (Access to PeaceKeeper Ships, Funds, and Facilities),

Equipment 6, Ranged Attack 3


Equipment: Heavy Assault Armor: Protection 7, Immunity 1 (Suffocation 1, Flaws:

Limited to 1 arn or hour)(8),

Helmet Camera: Video Camera (2),

Pulse Blaster Rifle: Ranged Damage 6 (Extras: Multiattack, Flat: Diminished Range 1)(17),

Medical Kit: +2 Treatment (1),

Knife: Strength based Damage 1 (1),

Comm: Commlink (1)


Optional: Frag Grenade: Burst Area Damage 5 (+15),

Oculars: Binoculars (1),

Restraints: Handcuffs (1)


Skills: Athletics 3 (+4), Expertise: Peacekeeper Protocols 3 (+3), Intimidation 3 (+3),

Perception 2 (+2), Technology 2 (+2), Vehicles 2 (+3)


Offense: Initiative: +1, Unarmed: +4 (Damage 1), Rifle: +4 (Damage 6 ),

Knife: +4 (Damage 2)

Defense: Dodge: 3, Parry: 4, Fortitude: 4, Toughness: 1/8*, Will: 1

* With Armor

Abilities: 16, Powers: 0, Advantages: 10, Skills: 8, Defense: 6 = Total: 40


Complications: Weakness: -1 Stamina per arn or hour in Temperatures

above 35 degrees Celsius.


Notes: Peacekeepers are mercenaries for hire. They bring law enforcement and order for
the right price. In time they take over completely from the very clients that hired them in
the first place. Nearly all peacekeepers are Sebecean. Sebeceans are identical to humans in
almost every way.

The one notable difference is their weakness to high temperatures. High temperatures can hinder
or even kill a Sebecean if they do not cool down. They enter a coma called "living death" from
which one never awakens from. Mercy killing of these poor individuals are not unheard of.

Peacekeeper troopers tend to rely more on their equipment than training. They are much
better equipped with advanced personal weapons and armor. Peacekeeper ground forces
do not get the same backing as their naval forces do. This leaves peacekeeper ground forces
poorly trained when compared to other soldiers from different universes.

The one pictured above is Aeryn Sun. She's actually a higher ranked commando. Still all
members start out as Troopers. She is shown with a standard Peacekeeper pulse rifle.
Last edited by HustlerOne on Thu Jan 10, 2013 12:27 pm, edited 2 times in total.
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Re: The Forge [3E] Farscape: PeaceKeeper

Postby HustlerOne » Tue Oct 25, 2011 11:20 am

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Name: Marauder Transport, Strength: 12(0), Speed: 6(12), Defense: 4(10),

Toughness: 12(1), Size: Gargantuan(3), Cost: 71,


Features: None


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

Sensor: Senses 4 (Accurate, Extended 2,radio [radar])(4)


Weapons: Medium Pulse Cannons: Ranged Damage 12 (24)

Notes: The Marauder transport is used by Peacekeeper troopers. They
are used for troop transport or commando raids. They are also useful for
reconnaissance missions due to their better sensors. They are rarely sent
into combat situations except to extract troops from a hostile position.
Their slightly heavier armor and pulse cannons are more of a deterrent than
for actual fighting.

A marauder can carry 20 passengers and 3 tons of cargo.
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Re: The Forge [3E] Farscape: PeaceKeeper

Postby HustlerOne » Tue Oct 25, 2011 11:24 am

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Name: Command Carrier, Strength: 15(-1), Speed: 9(9), Defense: 2(10),

Toughness: 14(1)/ 16(10 Impervious)*, Size: Colossal(4), Cost: 219,

* with Defense Screens

Features: Communications,Computer, Gym, Hangar, Holding Cells, Infirmary,

Living Space, Navigation System, Personnel, Power System. (10)


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

Flat: Subtle 1)(31),

Defense Screens: Sustained Protection 2 (Extras: 10 Impervious)(12),

Docking Web: Move Object 12 (Flaws: Limited Direction- Attraction)(12),

FTL Drive: Movement 2 (Space Travel 2)(4),

Sensor: Senses 6 (Accurate, Extended 4, radio [radar])(6)

Note: Movement is Flight limited to Space.


Weapons: Frag Cannons: Ranged Damage 13 (Extras: Burst 9)(35),

Medium Pulse Cannons: Ranged Damage 12 (24),

Small Pulse Cannons: Ranged Damage 10 (20),

Torpedo Launchers: Ranged Damage 12 (Extras: Burst 10, Flat: Homing 8 )(42)


Notes: The Command carrier is at the center of a Peacekeeper battlegroup
They act to coordinate smaller ships in the fleet. They carry a large unknown
amount of fighters and shuttles. It is practically a mobile city in space.
A carrier can carry a small army for a ground invasion.

It is also a formidable warship in its own right. It's ballistic Frag cannons have
a 360 degree line of fire. Frag Cannons are placed on the large ring structure.
It is armed with numerous point defense pulse weapons for use against fighters and
other small craft. In addition it has antiship torpedoes.

For protection it has two defense screens. These defense screens are energy shields.
They work in concert since they have small gaps when working alone.

Docking webs are tractor beams that can help to guide small craft into the ship.

A command carrier carries 30,000 passengers and 700 tons of cargo.
As well as ? Prowlers and ? Marauders. It is 1,700 meters long.
Last edited by HustlerOne on Tue May 29, 2012 7:05 am, edited 1 time in total.
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Re: The Forge [3E] Farscape: Marauder Transport, Command Carrier

Postby Woodclaw » Tue Oct 25, 2011 11:42 am

I'm not familair with Farscape, but these build are pretty nice.
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