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

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Nyrath
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Joined: Fri Jun 29, 2007 8:14 am
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Nyrath's Librarium: Rei Ayanami, Portia [Drow PC]

Post by Nyrath » Fri Jul 06, 2007 1:20 pm

Construction work underway, please excuse any potential mess

Me courtesy of tylrslaa

Characters - 121

--Chessband, The - 2
Rook PL 10 - 217
White King's Knight - Jonathan BerghoftPL 10 - 150

--Demonbane - 2
Kuruo and Al Azif PL 10 216/215

--DMFA based - 5
Cyratides, Incubus PL 12 (9) - 441 (Sidekick) 397 (Without Sidekick)
Gaur, Warp-Aci PL 7 - 170
Janus Bond/Whitefur PL 13 - 321
Young Demons PL 8 - 120
Young, Disembodied, Vheloun PL 5 - 227

--Dominic Deegan - 1
Lord Siegfried Gunther Aern Damaske von Callan (a.k.a. "Siggy") PL 9 - 128

--Drowtales - 7
----Manga - 6
Baliir Vloz'Ress PL 10 - 147
Chirinide Kyorl'Solenurn PL 7 - 165
Highland Raiders PL 10 - 159
Shan'naal Kyorl'Solenurn PL 6 - 121
Quill'yate Yurun'hiir Val'Sarghress PL 14 - 287+X (Minions)
Ron'nae Kyorl'Solenurn PL 9 - 190
----DT Forums - 1
Captain Sushi PL 10 - 170

Freedom City - 7
Aristodemus the Spartan PL 10 - 150
Chachamaru Karakuri PL 10 - 150
"Exile" Wilhelm von Treissen PL 10 - 150
Mongrel Angel PL 6 - 90
The Count PL 6 - 90
"Unnamed" PL 6 - 90
Vampire PC PL 7 - 105

Freedom-Meshworld - 1
Portia PL 9 - 165

Girl Genius - 1
"Lackya" PL 7 - 75

Hellsing - 2
Integra Fairbrook Wingates Hellsing PL 9 - 235
Pip Bernadotte PL 8 - 165

--Historcial - 22

----Ancient Armies - 16 (Draws heavily from Europa Barbarorum)
Iberian Ambakaro PL 8 - 112
Hellenic Akonstitai PL 4 - 30
Hellenic Hoplitai PL 7 (5) - 38
Helle nic Spartiatai Hoplitai PL 11 (9) - 94
Hellenic Peltastai PL 5 - 43
Hindus Patiyodha PL 6 - 58
Hindus Pattisaiya PL 5 - 45
Hoplitai Indohellenikoi PL 6 - 43
Kavakaza Kofyaren PL 5 - 45
Kel-toi Bataroas PL 6 - 57
Kel-toi Carnute Cingetos PL 9 - 119
Kel-toi Lugoae PL 4 - 39
Kel-toi Solduros PL 9 - 111
Taxeis Triballoi PL 7 - 71
Trakioi Peltastai PL 6 - 58
Verkhana Kofyaren PL 5 - 45
Uachtarach DuboGaiscaocha/ Dosidataskeli PL 11 - 104

----Historical Figures - 5
Harpagus the Mede - Trusted General of Cyrus the Great PL 8 - 163
Kurush Wusurg - Cyrus the Great PL 11 - 283
Leonidas - Senior King of Sparta PL 12 - 142
Li Si - Prime Minister to the First Emperor of China PL 5 - 106
Qin Shi Huang Di - The First Emperor (Of the Qin Dynasty) PL 7 - 134

----Modern History - 1
--The High Incident Bandits - 1
Larry Eugene Phillips PL 6 - 67

Mahou Sensei Negima! - 5
Chachamaru Karakuri - Chasis 1.0 PL 12 - 380
--Chachamaru Karakuri PL 11 - 165 (For the Gladiatorial Tournament of Everiscus)
--Chachamaru PL 14 - 390 ((Old, straight MnM version)
Ku Fei PL 10 - 154
Sayo Aisaka PL 2 - 68

Preacher - 1
The Saint of Killers PL 10 - 447

Shinji and Warhammer 40k - 4
"WH40k can make anything Awesome. Even one of, if not the, most whiny, pathetic spineless wusses in fiction. This is my creed. The Emperor's hand guides all."
— Charles Bhepin, the author.

Basic Evangelion [Development Aid] PL 14 - 185
Maya Ibuki PL 10 - 200
Rei Ayanami - PC PL 10 - 150
Shinji Ikari [Post-Prologue] PL 5 - 98
Tactical Terminators PL 9 - 120

Utawarerumono - 5
Dori/Gura - The Twins PL 7/7 - 105/105
Karura PL 10 - 150
Oboro PL 8 - 135 (177)
Touka Evinkogura PL 10 - 150

Vinland Saga - 2
Thors the Troll PL 14.25/13 216
Warriors of Jom PL 8 - 90

--Warhammer 40.000 - 20
Adeptus Astartes, Fresh PL 10 - 264/170
The Imperium's Armoury Inquisitor Beatrice Bernadotte PL 11/9 - 425
Lieutenant Kage PL 10 - 169
LIIVI - Vindicare Assassin PL 16 - 375
Taldeer - Farseer of Ultwé PL 16 - 926
Tarvik - Imperial Stormtrooper PL 8 - 115
The Emperor PL 29 - 3575
The Emperor PL 20 - 2267
Macha "Tiny Angel of Death" Sebastiana, Penal Legion Sniper PL 7 - 92
Violet Thomas Bastine - Penal Legion Sergeant, Sentinel Pilot PL8 - 141
Warlord Titan, Imperius Dictatio PL 24 - 549
Zarkow "Dakka" PL 9 - 126
Angry Marines PL 14 - 307(Well, hardly canon but they fit best here)
----Death and Glory - 4
Alessa Ricci - Penal Legion, Heavy Weapons; Rocker Launcher PL8 - 85
Howard Grekor - Penal Legion Medic PL6 - 95
Randall Payne Hussak - Penal Legion; Heavy Stubber PL 8 - 110
Macha "Tiny Angel of Death" Sebastiana, Penal Legion Sniper PL 7 - 92
Violet Thomas Bastine - Penal Legion Sergeant, Sentinel Pilot PL8 - 141
----Orkz - 4
Ghazghkull Mag Uruk Traka PL 19 - 295 [Build 100]
Ork Boyz PL 9 - 80
Ork Nobz PL 11 - 92
Ork Warboss PL 15 - 133

--Warhammer Fantasy Battles - 1
The Green Knight

--Misc - 19
Alex PL 10 - 190
--Alex PL 12 - 260
Alisa von Eaicher PL 8/11 - 223
Aristodemus - The Last Spartan PL10 - 150
Persian Immortal, Silver, "Modern" PL13 - 268
Kei - Bakaneko Ninja Pirate PL 7 - 159
Lambert PL 12 - 256
Le Guerrier PL 11 - 206
Lord Tyathlin de Dannan PL 8 - 120
Machete PL 10 - 150
Mikael PL 15 - 228
Péter Istvan Német von Eaicher PL 11 - 345 and his Background
Steelhead PL 7 - 105
Raivin Vladimir Black PL 8 - 198
Red Shirt PL 6 - 110
Sebastian "Vinnie" Armanno PL 8 - 150
Transalpine Bob PL 10 - 150
[Unnamed] Vampiric Sidekick PL 8 - 150
Wilhelm von Eisenstein PL 8 - 122

--Current Game Roster - 11
"Ace" PL 10 - 190
--Ace, of Spades PL 12 - 250
----Queen of Hearts PL 11 - 160
Aristodemus PL 10 - 190
--Aristodemus PL 12 - 250
Blaze PL 10 - 180
Janus PL 10 - 150
Minsc, Jägerkin PL 10 - 150
Nike PL 10 - 180
Touka PL 10 - 150
Zak PL 10 - 180

Fights
Batman vs. Péter von Eaicher
Cyratides & Gaur vs. Iron Golem
Sebastian Armanno vs. Red Shirt

Storylines
Fall of a Clan: Part One
It began in June...
--Prologue
--Part One
--Part Two
--Part Three
--Part Four
--Part Five
--Part Six
Last edited by Nyrath on Fri Aug 19, 2011 2:32 am, edited 148 times in total.

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

Post by Nyrath » Fri Jul 06, 2007 1:27 pm

Right, first build here. This little feller took me ages to figure out how to make him any decent justice and in the end I didn't bother to make his points match up precisly. The main reason I got him finished first is because in a couple of ways he'll work as a mold, or benchmark, for my builds of others of his ilk.

Cyratides, the Incubus, of Clan Achead - PL 13 (Pure Combat PL 9) – 467ppts

Description – Human: Cyratides has something of a look about him that’s going to give most humans pause for a moment or two, and in most cases the smarter ones try to get away. He looks mostly like a fit twenty-something man of Mediterranean descent, but his large white-feathered back-wings and matching head-wings tend to show he isn’t your ordinary mortal. Due to both his own will, and habits, the tips of the impressively angelic wings tend to continually drip blood, which tends to put most people off a bit.
His black hair usually hangs in a ponytail reaching just below his shoulders, and his brown eyes have a piercing quality to them. When regarding ordinary people there’s hardly a scrap of compassion that can be seen in them, amusement perhaps but not compassion.

Personality: Simply put he’s a bastard, a sadistic bastard who delights in spreading fear and pain. The primary reason for this though is the fact that he feeds off the emotions of others and gains the most from pain and fear, though he isn’t stupid enough to go for it all the time and it would get rather dull without variations in his diet. As a result of his upbringing he has little regard for the lives of those species/races which would normally be unable to mount any meaningful resistance to his kind or similar creatures, this does unfortunately include humans.
Despicable as he is Cyratides isn’t completely beyond salvation, given the right circumstances he could become if not good then at least not so bad. But that’s fairly unlikely after five centuries of life spent on the same path, and if the rest of the world he lives in is any indication he’ll continue on that path until the day he either dies or wises up enough to begin building a proper powerbase.

Tactics: For all his apparent might and skill Cyratides isn’t all that good a fighter being mostly self-taught and relying on his super-natural abilities to see him through. Granted he has yet to run into a serious foe that’s beaten him but that’s mostly due to the fact that just about everyone he’s fought has either lacked powers or been quite noticeable below him in PL and experience. This has made him, perhaps overly, self-confident and he’s unlikely to take any foes that seem “merely human” seriously unless they demonstrate their capability to be a threat to him. He tends to begin a fight and continue with generous use of Intimidation based moves and then aim to either Pin or eviscerate the opposition aiming for the possibility to use his Soul Steal, using his free action Mind Reading to judge and hopefully counter/avoid his opponents’ attempts to bring him down. In the event that a fight goes decisively against him he’ll make a get-away, often relying on Gaur’s Teleport to do so.

Build Notes: Oh god this bastard’s expensive, it’s a good thing I made no attempt what-so-ever to establish a budget. For the most part he was pretty fun to stat though, and for me it really illustrates the systems flexibility that I even could. Funnily enough he’d actually come in at below the recommended PL 10 pts cost, if one trimmed off his side-kick and over 300pts of powers. And within those powers there’s the two things that raises him above the, his Mind Control Probe and the incredibly costly, and complicated to build, Soul Stealing. The later is so hideously expensive because, well, he’s literally draining the soul of the victim; which tends to put something of a permanent crimp on ones chances of returning to life. What he does with the soul after extracting it is something that I’ve had a hard time to figure out even with the system, but it should probably be left as something of a plot-device rather than stated out.
Compared to the rest of his kind Cyratides is fairly average actually, albeit with a slight focus due to his favoured emotions. Five centuries old and with little formal training I see him as a decent starting point for working out other Cubis’ stats, both older and younger.

Abilities – 29pts
Strength 15 +2
Dexterity 19 +4
Constitution 14 +2
Intelligence 14 +2
Wisdom 12 +1
Charisma 15 +2

Saves – 17pts
Toughness +9 (+8 if flatfooted)
Fortitude +8
Reflex +12
Will +4 (Mindshield +6)

Combat – 42pts
Attack +12 (Melee) +10 (Ranged)
Damage +5 (Strike), +4 (TK)
Defence +9 (+5 Flatfooted)
Grapple +16 (+20 Pin)
Initiative +8

Feats – 53pts
Accurate Attack
All-Out Attack
Ambidexterity
Attack Focus: Melee 2
Attractive
Beginner’s Luck
Defensive Attack
Defensive Roll
Endurance
Grappling Finesse
Improved Grab
Improved Grapple
Improved Initiative 1
Improved Pin
Luck 2
Power Attack
Redirect
Ritualist
Sidekick 32: Gaur, Warp-Aci
Startle

Skills – 100/4= 25pts
Bluff 10 (+12)
Concentration 3 (+5)
Diplomacy 7 (+9)
Disguise 0 (+25)
Gather Information 8 (+10)
Intimidate 14 (+16)
Knowledge: Arcane Lore 10 (+12)
Knowledge: Behavioural Sciences 4 (+6)
Notice 11 (+12)
Perform: Acting 8 (+10)
Search 8 (+10)
Sense Motive 11 (+12)
Stealth 10 (+14)

Powers – 302pts
Additional Limbs 3: Up to 5 wing tentacles (Duration: Continuous [+1 Extra]) – 6pts
Communication: Mental 3 – 3pts
Dream Control 12 – 36pts
Dream Travel 12 (Continuous [+1 Extra], Affects Others [+1 Extra], Sedation) – 37pts
Flight 3 (Wing Dependent; Reduced to Levitation 1 if wings restrained [-1 pt Drawback]) - 5pts
Force Shield 5 (Impervious [+1 Extra], Limited: Physical [-1 Flaw], Continuous [+1 Extra]) – 10pts
Immunity 6: Aging, Starvation & Thirst, Cold, Heat, Radiation, Sleep – 6pts
Immunity 4: Disease, Poison, Breathing (Limited ½ damage [-1 Flaw]) – 2pts
Magic 8: Telekinesis 4 (Damaging [+1 Extra], Perception [+1 Extra] – 16pts
Mind Reading 8 (Limited to Emotions Only [-1 Flaw], Free Action [+2 Extra]) – 16pts
Mind Reading 5 (Limited to Surface Thoughts [-1 Flaw], Free Action [+2 Extra]) – 10pts
Mind Reading 12 ([Limited to Probe [-1 Flaw], Range: Touch [-2 Flaw], Backlash: Strike 10 on failure [-1 Flaw], Distracting [-1 Flaw]) – 2 pts
Mind Shield 6 – 6pts
Morph: 2nd Grade 5 (Dynamic) – 13pts
--AP Elongation 2 (Limited to 15ft, Limited to Wing Tentacles [-1 Flaw], Dynamic)
Protection 2 – 2pts
Protection 5 (Impervious [+1 Extra], Limited: Energy [-1 Flaw] – 5pts
Soul Stealing: Container 20 – 100pts
--Drain Constitution 10 (Alternative Save: Will [+0 Extra], Continuous [+3 Extra], Action: Move [+1 Extra])
--Nullify: Resurrection 10 [Continous [+3 Extra], No Saving Throw [+2 Extra, Action: Move [+1 Extra], Limited: Victim must be Unconcious, Disabled, Dying, or Dead < 1 minute [-1 Flaw], Range: Touch [-1 Flaw])
Strike 3 (Mighty, Penetrating [+1 Extra], Autofire 1 [+1 Extra]) – 18pts
--AP Strike 3 (Mighty, Penetrating 5, Area: Burst [+1 Extra], Selective)
--AP Strike 3 (Mighty, Penetrating 5, Area: Cone [+1 Extra], Selective)
Super-Senses 9 (Acute, Tracking Olfactory, Accurate Auditory, Emotion Awareness, Ultra Hearing, Ultra Vision, Low-light vision) – 9pts

Drawbacks - -1pt
Clan Mark: The Mark tying Cyratides to his clan cannot be disguised by any magical or similar means, not can it be removed by any means what-so-ever. Luckily it’s located on his inner left thigh, so it isn’t all that likely to be seen. -1pt

Edit 15/07/07: Cut him down a PL in combat effectivness, he's still dangerous and ridiculously expensive but at he fits somewhat better into being not all that competent compared to more combat oriented Cubi.
Last edited by Nyrath on Sun Jul 15, 2007 4:11 am, edited 2 times in total.

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

Post by Nyrath » Sat Jul 07, 2007 12:29 pm

Well then, next fellow up for inspection. This tiny bastard is a pretty logical follow-up to Cyratides seeing how he's his sidekick, which reminds me that I missed a few details with the Incubus which I'll have to fix.

Gaur, Warp-Aci
PL 7 – 160pts= Sidekick level 32

Description: This pesky little teleporter has something of a resemblance to an eastern style dragon, but he’s a mere forty centimetres [1’3-4’’] long, black, and infused with a soft purple glow around the edges. His eyes are big, lacking in pupils and a greyish-silver in colour while his tail tapers out into being a two-dimensional sheet. On his forehead is stamped an odd symbol in a deeper purple than that which seems to cling to his body, though at times he’ll have it covered up with some black substance to make it harder to properly identify him and his master.

Personality: Gaur’s fairly simple; he’s out to enjoy himself. However since he’s bound to Cyratides due to the ritual that summoned him he tends to have to tag along with the Incubus. Luckily, from the little blighter’s point of view, his master has much the same basic intent at the moment so he’s got plenty of opportunity to have “fun”. Gaur’s unusual for his kind that he both likes to scrap from time to time and what’s more is allowed to do so. All in all he’s something of a decadent trickster and has few good qualities left after several years in the service of his master, if either his master makes a turn-around to become good or grants him to a new more upstanding master the little black streak might turn out for the better but that’s unlikely to happen.

Tactics: The tiny darting shadow is quite fragile, and he knows it. However he also knows that his tail can cut anything to ribbons, and that he’s quicker and more agile than most things he’s likely to end up facing. As a result he favours hitting and running in a fight, using his agility and speed to dart in and out of reach and sight while making a mockery of heavier opponents armour and other conventional defensive means. But in the end he’s susceptible to mental attacks and is far from his master in terms of being able to ferret out the truth behind feints and other tricks.

Build Notes: Gaur turned out to be a fairly fun build to put together, a tiny agile little flyer of a sidekick, and wouldn’t be so darned expensive if it wasn’t for that two-dimensional tail of his which gulps down a whole 70pts. And due to what it’s got to be capable of I had a little work to do to figure out how to portray it, particularly his ability to slice through anything. In the end I ended up breaking the rules a bit to make it do its thing, sometimes the rules are just there so you think before you break them.
Compared to the rest of his kind, there are more of them around after all, Gaur is a bit above the average in terms of skill, but in terms of power and ability to scores he’s actually pretty average. He’s also way more likely to engage in combat, the others either have more of a sense of self-preservation or are simply forbidden from doing so, and the few others who do fight tend to have been given a good deal more raw power than he’s got.

Abilities – 14pts
Strength 4 -3 (Includes effects from 8 ranks of Shrinking)
Dexterity 30 +10
Constitution 10 0
Intelligence 12 +1
Wisdom 8 -1
Charisma 12 +1

Saves – 6pts
Toughness +4/-2
Fortitude +3
Reflex +12
Will +0/+4

Combat – 18pts
Attack +5
Damage +5 (Strike)
Defence +10 / +4 Flatfooted
Initiative +10

Feats – 13pts
Acrobatic Feint
Dedication
Defensive Roll 6
Dodge Focus 2
Grappling Finesse
Hide in Plain Sight
Move-by Action

Skills – 36/4= 9pts
Acrobatics 8 (+18]
Notice 10 (+9)
Search 8 (+9)
Stealth 4 (+14)
Sense Motive 6 (+5/+9)

Powers – 100pts
Flight 1 – 2pts
Immunity 11: Aging, Life support, Starvation & Thirst – 11pts
Shrinking 8 (Permanent [-0 Flaw], Normal Movement [+1 Extra], Innate) – 17pts
Warp Tail
-Additional Limbs 1: Warp tail – 1pt
-Strike 5 (Save: Reflex [+1 Extra]*, Affects Insubstantial, Precise, Extended Reach [5ft]) – 13pts
-Super Movement: Dimensional 3 (Affects others [+1 Extra], Area: Burst [+1 Extra], Selective) – 13pts
-Teleport 12 (Easy, Area: Burst [+1 Extra], Accurate, Progression 5 [5000lbs]) – 43pts

(*I realise it's technically illegal but it's the best way I could find to simulate the fact that his tail can cut through anything it can hit.)
The Librarium - Careful around the shelves, I still need to get stronger chains for the books. And don't go wandering off on your own either, I still haven't found the last one to do that.

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

Post by Nyrath » Mon Jul 09, 2007 4:41 am

Well, first fight and a set up for a coming story here. I decided to test my two builds thus far against a foe around their PL who would fight in a different way compared to them, I settled on Prodigyduck's Iron Golem, a nasty piece of work.

Predictions: Personally I think that unless they end up with continually abysmal luck the pair will make it through, albeit somewhat beaten up. The combination of comparativly abundant HP and the really nasty nature of Gaur's tail should bring down their otherwise superior foe.

Downfall of a Clan - Part one

Cyratides had experienced worse days, but then again he’d had worse ones too. He’d just been told by his great clan leader Phaidime that he had been given the “honour” of leading a mercenary strike force to seize a youngster from a rival clan intruding on their territory. The clan in question was weak, leaderless, morally failing, tainted by undue compassion for the prey, in short it was only because of the earlier presence of several powerful clan members that it had survived at all, but the last of them had vanished over a century ago. The two dozen young demon mercenaries waiting for their appointed leader would assist in bringing one of only a few young ones the clan had, for what purpose Cyratides didn’t need to know, all he needed to know was that it was a chance for him to prove himself, and that the fledgling was to be not be harmed more than was strictly necessary.

All that remained was to get there, and fortunately the black-haired incubus had the means to do so quickly and efficiently. This was provided he found his glowing little transport operator of course.
’Gaur! Come here, we’ve got a job to do!’
‘Alright, alright! I’m here now, but you could do the mental shout a bit quieter next time.’ said the purple glowing warp-aci that moments later teleported its serpentine body into close proximity to its master.
‘Ah, good. Now then, you remember the signature used by teleport beacons our dear leader lends to mercenaries? Of course you do, so you should by now have realised where we need to go.’
‘Right, just a moment, and we’re off.’ For a few moments the black little creature flew in circles around its master, the two-dimensional end of its tail trailing glimmers of purple light, and then the pair vanished.

They appeared a moment later in a dry, square-ish chamber fashioned out of stone with great metal doors at two opposite walls. Lit by flickering flames in bracers set into the walls which gave off no heat into the ancient air the room seemed quite devoid of interesting objects, possibly apart from the large metal sculpture of a blocky giant in full armour blocking the far door. The incubus throws a glance at the scene and turns towards his tiny companion.
‘Care to explain why we’re in this dust trap rather than the meadow where the mercenaries are waiting?’
‘Must have been some sort of ward set up to throw us off, I’ll make a new attempt in a couple of –‘ the big eyed little floater stopped suddenly at the sound of creaking metal and the pair turns and looks in the direction of the noise. The sculpture was moving, as they watched it took one creaking step which sent tiny shockwaves throughout the room and made the flames flicker ever so slightly for a moment. The twelve foot iron colossus raised two armoured arms into a battle posture as it took a second step, noticeably faster than the previous one.
Initiative: Iron Golem 2-1=1, Cyratides 16+8=24, Gaur 9+10=19
Round 1
Cyratides: Moves up and uses basic strike [18+14=32 vs 16] hitting by a large margin, but IG’s save [19+11=30 vs 25] succeeds well enough to suffer no drawbacks.
Gaur: Makes a fly-by in support of Cyratides [3+5=8 vs 16], but botches the attack and ends his round twenty feet behind the Golem.
Golem: Steps forward and unleashes its poisonous cloud breath but Cyratides makes his reflex roll [20+12= 32 vs 19] and due to his resistance and saving throw [14+8=22 vs 12] feels no ill effects.
‘Heh, we can take it.’ Was all that Cyratides said before launching himself at the monstrosity with a smirk on his face, bladed wing-tentacles extending as he moved. The blades struck the lumbering metallic beast, and skidded off the high-quality metal leaving only the tiniest of groves. His diminutive follower had even less luck with a swooping tail swipe, Gaur was playing safe a bit, before fluttering back out of the way.
The ferrous guardian however finished its step and as the feathered intruder momentarily retracted his tentacles for a second attempt it unleashed a greenish cloud of poisonous gas which roiled forth from beneath the great helmet. But the cubi of clan Achead quickly covers his mouth and nose, and what little gas makes it into his body fails to bring him harm.
Round 2
Cyratides: Again suffering no ill effects of the lingering breath [Reflex = 30, Fortitude=18] steps to the side and all-out power attacks for +3 each hitting with ease [31 vs 16]. The Golem gets a Toughness save of [17+11] only just avoiding damage.
Gaur: Mostly unimaginative, and immune to pretty much anything the cloud might contain, Gaur makes another pass which he botches with a natural 1, ends his round twenty feet behind the Golem.
Golem: Taking a single step forward the Golem smacks the Incubus [14+12=26 vs 21] making a mockery of the kinetic shield and leaving the interloper bruised, injured and stunned [12+9 vs 26] and flying backwards into the back wall (50ft knockback, save from smashing into wall [19+9=28 vs 21] is a success, the wall makes an identical save and is also unharmed).
Cyratides strikes once again with his quick blades but nothing more than just another set of tiny groves and scratches mar the gleaming hide of his opponent. And once more does the serpentine flyer fail to make a proper mark with its tail; it just cuts through the air without hurting anyone. But the golem has evidently noted the lack of success its breath had and brings around its right arm far quicker than the four winged humanoid anticipated. The blow sends him flying with what feels like at least one cracked rib, luckily the wall stops involuntary flight.
[qutoe]Round 3
Cyratides: Stunned, doesn’t spend any HP as yet.
Gaur: Another horrible round with a roll of 3 [total 8] for an attack.
Golem: Another swing, another hit [9+12=21 vs 16] which leaves the winged one even more ragged ([total save 17 vs 26] no good, he does manage to save against the knockback [15+8=23 vs 22] but the wall takes damage [save of 14 vs 21])[/quote]
The incubus leans against the wall, dazed and unable to properly react as the armoured giant strides forward. His companion was still proving ineffectual, but unfortunately the golem shows that just as much force lies to be found in its left arm as in the right. The accidental intruder feels fractures form in two places, his chest and the stone wall behind him.
Round 4
Cyratides: Spends a HP to overcome stun and attacks with a full power attack (+5/-5) hitting squarely [19+9=28 vs 16] and having the Golem face a save vs 25, and the bugger fails by 9 upon rolling a massive 5 on the die.
Guar: With the iron giant stunned the little black bugger manages to hit with a roll of 7, the minimum (after modifications) needed to hit the flatfooted one. And the golem rolls a natural 1 (!) to avoid getting sliced by the two-dimensional tail, he fails the save by 14 and barely avoids going down completely.
Golem: Stunned, staggered, and disabled; he ain’t doing much this round.
Now a prideful fury swells in the heart of Cyratides, he is an incubus with over half a millennium of experience behind him; there was no way he would loose to some dumb suit of armour set to guard an obscure chamber which hadn’t been visited in the gods knew how long. With anger burning in his blood he scissors his tentacles in a brutal assault scoring deep grooves in the plated body of his foe and sending the colossus reeling for a moment. And now the thus far ineffectual swipes performed by Gaur had an effect. Coming up behind the ferrous hulk the warp-aci’s tail swept diagonally through the body of its foe from left shoulder down to the left side, sending the cut off arm and attached bits crashing to the ground leaving an improbably smooth cut.
Round 5
Cyratides: Full all-out power attack prompts a critical (!) with a natural 20 and with it confirmed the badly mangled golem faces a saving throw against DC 30; his roll of a total 17 ensures he ends as scrap metal.
His blood racing and his vision red the hurls himself upon the one armed iron giant and tears into it with all his might. When at last he calms down the mighty guardian lies in ruins, torn apart and rent asunder to such a degree that the only pieces readily recognisable are the helmet, which merely has a set of great rends in it, and the left arm. Cooling down a bit he turns to his waiting companion.
‘Let’s get moving, Phaidime won’t like it if we fail due to tardiness.’ Moments later they were gone.

End notes: Pretty much as expected, though I think I'll write up my own version of the Iron Golem in case I'll use him again; I feel he deserves, and should use, density and perhaps a bit of superstrength/immovability. Next I'll get the builds needed for the next part of the story up, including the mentioned Demon Mercenaries.
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Post by Nyrath » Wed Jul 11, 2007 1:21 am

Baliir Vloz’ress PL: 10 Points Cost: 150
Image
“I became like this because the clans took everything from me. So I will take everything from the clans.”
Abilites – 29pts
Strength 20/30 +5/+10 Dexterity 10 +0 Constitution 18/28 +4/+9
Intelligence 15 +2 Wisdom 14 +2 Charisma 12 +1

Saves – 13pts
Toughness +14 Fortitude +9/+14 Reflex +4 Will +6/+12

Combat – 22pts
Attack +8 [Melee] +5 [Ranged] Damage +10 [unarmed] +12 [Berserker Claws]
Defence +6 [+3 Flatfooted] Grapple +22 Initiative +4

Feats – 17pts
All-out Attack, Assessment, Attack Focus [Melee] 3, Environmental Adaptation [Underground], Low-light Vision, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Interpose, Power Attack, Startle, Takedown Attack, Tough 2

Skills – 15pts [56]
Diplomacy +7 [6] Intimidate +13 [12] Knowledge: Arcane Lore +8 [6] Knowledge: Civics +5 [3] Knowledge: History +5 [3] Knowledge: Theology and Philosophy +10 [8] Notice +8 [6] Sense Motive +12 [10] Survival +8 [6]

Powers – 59pts
Berserker Armour: Device 1 [Hard to Lose] – 5pts
--Strike 2 [Mighty, Improved Critical]
--Protection 1
--Restricted: Berserkers Only
Heavy Demonic Taint: Container [Permanent] – 45pts
--Enhanced Strength 10
--Enhance Constitution 10
--Immunity 5: Possession, Pain, Fear
--Protection 2
--Impervious Toughness 4
--Leaping 1
--Enhanced Will 6
--Super Strength 4 [Grappling Only [-1 Flaw]
--Regeneration 6 [Bruised 1 1/round, Diehard, Injured 2 1/ 5 minutes, Staggered 1 1/20 minutes, Disabled 2 1/hour] – 7pts
Super Sense 5: Magic Awareness (Visual), Aura Awareness (Visual, Acute) – 5pts

Tactics: This guy's a brutal close-quarters killing machine, pure and simple. Being able to soak up incredible amounts of punishment while dishing it out in kind he'll favour All-out Power Attacks and Grappling, ripping and tearing apart most opposition. But he's smart and strong willed and as such isn't about to be easily tricked or gauded into especially unfavourable conditions.

Build Notes: Ah, Baliir, an interesting figure in the Drowtales canon. Despite his brief appearance thus far he left in my mind a fairly lasting impression, and given his nature I felt like giving him a whirl. His looks, combat style, and rank as "Berserker" all would seem to add up to just a dumb brute, but this unfortunate soul has proven to be both intelligent and eloquent with a definate understanding of the nature of his leader's mentality. He's a fanatical anarchist after having lost everything to the various interclan wars, but he's quite moral as well and seems to prefer leaving enemies alive rather than dead.
He's unusual amongst the Drow because he doesn't use magic at all, and the fact that he's so incredibly strong. While he's a PL 10, most PCs should actually be around PL8 or 9 in a DT campaign.

Edit - 12/02/08: Rearranged a few things, beefed out his skill selection, and updated the format.
Last edited by Nyrath on Tue Feb 12, 2008 10:02 am, edited 2 times in total.
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Post by Nyrath » Thu Jul 12, 2007 8:37 am

Young Demon PL 8/Minions 8 – 120pts
“Those too weak to live have no right to do so.”

Tactics:
These guys aren’t quite as dangerous without their Combat Mode activated, but once it’s up they’re hard to take out for most other minions. With it up they’ll wade into the fight using they’re combat oriented feats as needed to adapt to whatever opposition there is. Their main weaknesses is they’re comparative vulnerability towards physical attacks without their powers up, their relative lack of a Will save, and the fact they’re actually quite inexperieced and thus vulnerable to feints.

Build Notes: Right, these buggers are based on the DMFA demonkind, young ones at that without much training or experience. But just from looking them over it should be apparent they’re not to be trifled with under most circumstances; and they’re likely to turn up as Minions for well connected Creature Villains.

Abilities – 25pts
Strength 20 +5
Dexterity 13 +1
Constitution 20 +5
Intelligence 10 +0
Wisdom 12 +1
Charisma 10 +0

Saves – 11pts
Toughness +10
Fortitude +10
Reflex +6/+8
Will +2 (Mindshield +4)

Combat – 28pts
Attack +8
Damage +8 (Strike)
Defence +6 (+3 Flatfooted)
Initiative +1/+5

Feats – 7pts
Accurate Attack
All-out Attack
Defensive Attack
Diehard
Endurance
Power Attack
Takedown Attack

Skills – 32/4=8pts
Intimidate 6 (+6)
Knowledge: Arcane Lore 4 (+4)
Notice 7 (+8)
Search 4 (+4)
Sense Motive 4 (+5)
Stealth 7 (+8)

Powers – 41pts
Combat Mode: Container 3 – 15pts
--Strike 3 (Mighty, Penetrating 2, Improved Critical)
--Protection 5 (Impervious [+1 Extra], Limited: Physical [-1 Flaw])
--Enhanced Reflex 2
--Enhanced Improved Initiative
Flight 3 (Wing Dependent [-2 pt Drawback]) – 4pts
Immunity 4: Aging, Cold, Heat, Poison – 4pts
Immunity 2: Disease, Radiation (Limited ½ damage [-1 Flaw]) – 1pt
Mind Shield 4 – 4pts
Protection 5 (Impervious [+1 Extra], Limited: Energy [-1 Flaw]) – 5pts
Super-Senses 8 (Acute, Tracking Olfactory, Accurate Auditory, Ultra Hearing, Ultra Vision, Low-light vision) – 8pts
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Post by Nyrath » Sat Jul 14, 2007 8:15 am

Quill’yate Yurun’hiir Val’Sarghress PL 14
Image
“Off your mounts and to battle, warriors!”

Abilites – 41pts
Strength 18 +4
Dexterity 15 +2
Constitution 18 +4
Intelligence 16 +3
Wisdom 17 +3
Charisma 16 +3

Saves – 25pts
Toughness +12/+6 (+10/+4 Flatfooted)
Fortitude +12
Reflex +8
Will +14/+18

Combat – 54pts
Attack +18 (Melee) +14 (Ranged)
Damage +7 (Sword)
Defence +16 (+7 Flatfooted, +13 without Shield)
Grapple +18
Initiative +6

Feats – 21pts + X
Accurate Attack
All-out Attack
Attack Focus: Melee 4
Attractive
Benefit: Ilhar of the Yurun’hiir sub-clan of the Val’Sarghress
Benefit: Commander of the Val’Sarghress Overworld Exploration Army
Dedication
Defensive Attack
Defensive Roll 2
Environmental Adaptation (Underground)
Equipment 1 (Sword)
Improved Critical 1 (Sword)
Improved Initiative
Minions X (Will change once the Highland Raiders receive stats)
Set-up
Startle
Tactical Feint
Teamwork

Skills 204/4=51pts
Acrobatics 6 (+8)
Bluff 7 (+10)
Climb 9 (+13)
Concentration 10 (+13)
Diplomacy 10 (+13)
Disable Device 6 (+9)
Disguise 5 (+8)
Gather Information 9 (+12)
Handle Animal 12 (+15)
Intimidate 12 (+15)
Knowledge: History 10 (+13)
Knowledge: Tactics 14 (+17)
Language 4: Dwarven, three other languages
Medicine 4 (+7)
Notice 11 (+13)
Profession: Mercenary 10 (+13)
Ride 12 (+14)
Search 11 (+14)
Sense Motive 10 (+13/+17)
Sleight of Hand 5 (+7)
Stealth 8 (+11)
Survival 10 (+13)
Swim 9 (+13)

Powers – 105pts
Quill’yate’s Raider Armour: Device [Hard to Lose, Restricted (Non-Fae only receive Protection)] – 9pts
--Protection 6
--Immunity 1: Airborne toxin’s [Continuous duration]
--Shield 3
Earth Sorcery: Transform (Stone and Earth shapes, Continuous [+1 Extra], Dynamic) 12 – 68pts
--AP Earth Control 10 (Dynamic)
--AP Rock Blast 10 (Dynamic, Indirect 3, Autofire 3 [+3 Extra])
Immunity 1: Aging – 1pt
Mana Mastery: Array 12 – 27pts
--Mana Shield: Deflect 3rd Grade 8 (Dynamic)
--AP Nullify: Magic 10 (Dynamic)
--AP Mana Arrow: Blast 6 (Dynamic)

Tactics: Considering that few characters get above PL 10 in her home setting, and the fact that she's got at least a few elite soldiers with her any time she might be expecting trouble of any kind Quill'yate can afford to rush into the thick of it whenever battle rears its ugly head. Centuries of mercenary service, and then further decades of command ensure that she'll likely figure out how to deal with just about any opponent within a round or two of combat, but most of the time she can just simple beat who so ever dares to meet her into a bloody pulp.

Build Notes: Quill'yate isn't the toughnest npc you'd find in the Drowtales setting, but she's one of the best around. She's got centuries of experience as a mercenary and commander and has earned the right to call Quaintana, the Ilharess, her sister and to command the army which brings in the majority of the clans financial wealth. She can be seen as an example of just how far the PCs might advance given time, talent, and dedication. Still, she can also be used as a sobering lesson that one should be careful with who one picks a fight with given that she doesn't actually look all that different in full armour from those under her command.
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Post by Nyrath » Sun Jul 15, 2007 9:12 am

A counterpart to Baliir in a way, his opponent from the Manga.

Ron'nae Kyorl'Solenurn PL 9 - 190pts
Image
"I am but a shield to protect my gracious ladies."
Abilities - 25pts
Strength 14 +2
Dexterity 19 +4
Constitution 15 +2
Intelligence 12 +1
Wisdom 13 +1
Charisma 12 +1

Saves - 17pts
Toughness +6 (+2 Flatfooted)
Fortitude +6
Reflex +12
Will +6/+10

Combat - 40pts
Attack +12 (Melee) +8 (Ranged)
Damage +5 (Sword/Strike)
Defence +12 (+6 Flatfooted)
Grapple +10
Initiative +8

Feats - 36pts
Accurate Attack
Acrobatic Bluff
All-out Attack
Ambidexterity
Attack Focus Melee 4
Attractive
Blind-Fight
Dedication
Defensive Attack
Defensive Roll 4
Elusive Target
Endurance
Environmental Adaptation: Underground
Equipment 1
Evasion 2
Favoured Opponent: Tainted/Demons
Improved Block 1
Improved Critical Strike
Improved Critical Sword
Improved Initiative
Move-by Action
Power Attack
Quick Draw
Take-down Attack 2
Taunt
Track
Uncanny Dodge: Visual
Weapon Bind

Skills 100/4=25pts
Acrobatics 10 (+12)
Bluff 5 (+6)
Climb 5 (+7)
Concentration 3 (+4)
Diplomacy 4 (+5)
Escape Artist 4 (+8)
Gather Information 4 (+5)
Intimidate 9 (+10)
Knowledge: Arcane Lore 5 (+6)
Knowledge: History 4 (+5)
Knowledge: Theology and Philosophy 6 (+7)
Medicine 2 (+3)
Notice 8 (+9)
Ride 3 (+7)
Search 7 (+8)
Sense Motive 6 (+7)
Stealth 8 (+14)
Survival 5 (+6)
Swim 2 (+4)

Powers - 57pts
Light Sorcery 6: (Perception Range Dazzle Aura, 4pts/rank) (Dynamic) - 29pts
--AP Light Control 3 (Dynamic)
--AP Strike 3 (Improved Critical, Mighty, Dynamic, Autofire 2 [+2 Extra])
Mana Mastery 6: 3rd Grade Deflect (Dynamic) - 23pts
--AP Nullify Magic 6 (Dynamic)
--AP Blast 6 (Dynamic)
Super Sense 5: Magic Awareness (Visual), Aura Awareness (Visual, Acute) - 5pts
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Post by Nyrath » Mon Jul 16, 2007 1:08 am

Transalpine Bob / Cisalpine John PL10/PL 10 - 150pts/150pts
Rabu!

Build Notes: An obscure build constructed for laughs, based mainly on a long-since extinct warrior cult. This write-up of the concept is meant to be played for laughs; kicking but and taking names wearing nothing but a pair of underpants (boxers for preference), and doing it with a jovial and optimistic attitude. Do the crazy stuff, say whatever corny lines you feel like, and whatever you do don’t wear more than the minimum you can get away with.
A somewhat darker, and defiantly more suited to be used as an opponent, version of the concept is going to come up sometime soon, with drugged-up fanatical minions to tag along with.

Abilites – 36pts
Strength 20 +5
Dexterity 14 +2
Constitution 24 +7
Intelligence 10 +0
Wisdom 12 +1
Charisma 16 +3

Saves – 15pts
Toughness +12
Fortitude +12
Reflex +7
Will +6

Combat – 36pts
Attack +12 (Strike) +10 (Other)
Damage +8 (Strike) +5 (Unarmed)
Defence +8 (+4 Flatfooted)
Grapple +15
Initiative +2

Feats – 18pts
Accurate Attack
All-out Attack
Attack Specialisation (Strike)
Attractive
Diehard
Fearless
Luck
Power Attack
Startle
Takedown Attack 2
Taunt
Tough 5
Track

Skills – 68/4=17pts
Bluff 6 (+9/+13)
Climb 4 (+11)
Diplomacy 2 (+5)
Handle Animal 6 (+9)
Intimidate 12 (+15)
Knowledge: History 6 (+6)
Medicine 4 (+5)
Notice 6 (+7)
Ride 2 (+4)
Search 4 (+4)
Sense Motive 8 (+9)
Survival 4 (+5)
Swim 4 (+9)

Powers – 28pts
Immortality (Container: Immunity Age, Poison, Disease, True Resurrection 1) – 5pts
Immunity 7: Pain, Cold, Heat, Fatigue (Not including from Powers/Extra Effort) – 7pts
Regeneration 10 (Bruised 3: 1/round no rest, Injured 6: 1/round no rest, Dead (1): 1/week, Persistent, Regrowth) – 11pts
Strike 3 (Mighty, Improved Critical) – 5pts
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Post by Nyrath » Mon Jul 16, 2007 2:02 am

A scribe sits in seclusion within the Librarium painstakingly copying the contents an old crackling parchment unto a fresh sheet of paper, in triplicate just to be sure. The dokument in question seems to be a description of the ancient Hoplites of the Hellenic peoples.

"Even though the Makedonian phalangitai has become the dominant infantry type among the Hellenic powers, the hoplitai of old, those who fight in much the same manner as the Hellenes of Thermopylai, Marathon and Plataiai did, are still around defending their poleis. Each hoplites is equipped with linen or leather armor, an aspis shield, greaves, the attic style helmet and of course, his spear. Their equipment might have changed since the battles of a centuries past, but their tactics has not. The hoplitai still fight in the phalanx formation, often eight man deep whose purpose is to advance forward upon the enemy line, tie them and to whittle them down through attrition.

Historically, the hoplites is one of the most famous types of soldiers that has ever existed. The Hellenic military ethos and culture from the 8th century and until the Roman hegemony created a highly skilled heavy infantryman. This combined with the phalanx formation, proved to be key factors in winning over the numerically larger Persian and barbarian armies of the day.

The hoplitai were mostly drawn from the well-to-do citizens of a polis, who often had a stake in the outcome of the battle or war to come, and who were bound to each other by a patriotic feeling to their home city, creating a body of citizen-warriors whose motivation was unlike that of any levy, mercenary or other professional soldiers. The hoplites of the Hellenic city states continued to be the dominant infantry type on the battlefield for almost two centuries after the Persian Wars, but the appearance of the Peltastoi made them more vulnerable than before and highlighted the shortcomings of the phalanx, and the rise of Makedonia in the north and its phalangitai, became the decline of the "classical" hoplites being fielded in large numbers. However, variants of the hoplites were succesfully adapted by various Hellenic powers, like the Ekdromoi & Thorakitai Hoplitai. And even after the wars of Alexandros and those of his successors, some poleis and smaller communities still fielded contingents of hoplitai, who were trained and fought in the same fashion as the hoplitai of old. "


Hellenic Hoplite PL: 7 [OPL: 4 DPL: 7/5] Points Cost: 38 Minion Rank: 3
ImageImageImageImage
Abilities – 8pts
Strength 13 +1 Dexterity 10 +0 Constitution 12 +1
Intelligence 11 +0 Wisdom 12 +1 Charisma 10 +0

Saves – 7pts
Toughness +8/+4/+1 Fortitude +4 Reflex +2 Will +3/+7

Combat – 10pts
Attack +4 [Melee] +2 [Ranged] Block +6 [Melee] +9 [Ranged] Damage +4 [Spear, Sword] +2 [Knife]
Defence +6/+3 [+2 Flatfooted] Grapple +5 Initiative +0

Feats – 13pts
Attack Focus [Melee] 2, Dedicated, Equipment 5, Improved Block, Improved Defence, Set-up, Teamwork 2

Equipment (27ep)
Spear [Strike 3, Mighty, Improved Critical, Extended Reach 2 [15ft] Machaira [Strike 3, Mighty, Improved Critical] Knife [Strike 1, Mighty, Improved Critical] Aspis [Shield 3, Deflect [Slow Projectiles] 4, Force Field 4 Limited: Part of a Shield-Wall] Linothorax [Protection 3]

Skills 4pts
16 points, distributed as needed

Edit - 13/09/07: Slight upping of skills, replaced the generic Large Shield with the Aspis. This raised the PL by to two, and incidentally helps simulate the fact that an unbroken phalanx was damned tough. If given bronze armour instead of the linen they wear here they'll bump up another PL and get quite a respectable toughness while in formation.

Edite - 12/02/08: Just a quick update on the format, nothing major.
Last edited by Nyrath on Tue Feb 12, 2008 10:52 am, edited 4 times in total.
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Post by Nyrath » Tue Jul 17, 2007 10:36 am

The scribe continues his work with a treatise on the Peltastai, the bane of the Hoplite. Adapted from the "barbaroi" peoples of the Thracians and Illyrians after suffering for centuries in battle, and during their first major fielding in Hellas the Athenian army crushed the Spartans. While inferior to the Thracian ones the Hellenic Peltastai found a place as fighting skirmishers in the Hellenic warmachine.

"The Peltastai is a type of elite skirmisher that sacrifices heavy arms and armor for mobility and range. They are armored in linen and carry a medium sized ovular shield. Originally, they carried a crescent shaped 'pelta' shield, originated in Thrake and gave the peltastai their name, but this was phased out in the fourth century. Their armaments consist of several javelins and a sword. This panoply makes them light and mobile, but still able to engage in melee after their javelins have been thrown. They are a versatile unit but one must remember that their primary arms are javelins, and they are not equipped to stand toe to toe with heavier infantry. Their role is one of speed, harassment, and critical flanking maneuvers.

Historically, the peltastai were often hoplitai or pezhetairoi equipped to fight in the manner of a skirmisher. This meant that they were adept melee combatants as well as being deadly with their javelins. Peltastai were used to great effect on ancient battlefields but by 270 BC the thureophoros was becoming the dominant melee skirmisher and the peltastai were carrying more javelins and were used in a manner that was consistent with this. This was simply a matter of specialization, and it did not mean that peltastai would be any less effective if deployed correctly. Their light armament makes them extremely fast, but tends to be to their detriment in melee combat. They were mostly used in the role of supporting missile troops who charged in at the last moment, after they had spent all their javelins. The great Athenian general Iphikrates is credited with the invention of the peltast as a distinct unit, and it is he that first employed them in this manner to great effect against the heavier armored and better trained hoplitai of Sparte. "


Hellenic Peltastai PL 5 – 43pts Minion 3
ImageImageImageImageImage
Abilites – 10pts
Strength 12 +1
Dexterity 12 +1
Constitution 13 +1
Intelligence 11 +0
Wisdom 12 +1
Charisma 10 +0

Saves – 6pts
Toughness +4/+1
Fortitude +4
Reflex +3
Will +2/+6

Combat – 14pts
Attack +5 (ranged) +4 (Melee)
Damage +4 (Javelin/Sword) +2 (Knife) +1 (Unarmed)
Defence +5/+3 (+2 Flatfooted)
Grapple +5
Initiative +1

Feats – 8pts
Attack Focus Ranged
Dedicated
Endurance
Equipment 5

Equipment (25ep)
Javelins
Sword
Knife
"Thureos" Shield [Dodge bonus +2, Deflect +3]
Linothorax (threat as Chainmail)

Skills 20/4=5pts
Acrobatics 4 (+5)
Climb 3 (+4)
Notice 2 (+3)
Stealth 3 (+4)
8 other points to be distributed for life skills
Last edited by Nyrath on Wed Aug 01, 2007 12:18 pm, edited 3 times in total.
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Post by Dreaming Psion » Tue Jul 17, 2007 6:58 pm

I like your historical builds. Can you elaborate on who or what Transalpine Bob / Cisalpine John is? Also, it appears on his Immunities that he has more than what rank 7 would give him, considering immunity to Fatigue is 5 points and I'm not sure off the top of my head how much Pain would be.
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Post by Nyrath » Wed Jul 18, 2007 3:54 am

Transalpine Bob/Cisalpine John are personifications of the fearsome Gasaetae warriors from Gaul, the names coming from the Europa Barbarorum forum as something of a joke, an ancient parallel to Chuck. Drugged up religious fanatics trained to be elite warriors they were some of the most fearsome infantry killers in the ancient world.

As for their Immunity, I'm counting Pain (A power and descriptor, a rare one in both cases) as a two rank power, and Fatigue (from normal exertion, the power and uses of Extra Effort not included) as three rather than five due to not being the full deal.

As for my historical builds, I've got a lot of them still to be done so expect a fair deal more. I'll likely go with Hellenic and Italic ones to begin with, but expect just about anything from that time period from the Baltic to the Urals and back to the Atlantic shore of Iberia.
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Post by Nyrath » Wed Jul 18, 2007 5:47 am

Another couple of crackling sheets have been added to the scribes material for the treatise, providing further details on the most sought after of the Peltastai, those of the Thrakioi tribes. Credited with the invention of this particular style of warrior as far back as the Age of Bronze when their kingdom was one of the strongest in the world the Thrakioi tribes have ever since enjoyed considerable success with it, evolving it to fit the times. While others have copied these fearsome warriors they've always been the best to be found and any self-respecting general or warlord with the funds needed will hire them to support his army while operating in Hellas, Illyria, or even Asia or Thracia itself.

"The Thracian Peltast was the originator and the best of the peltasts and these men will often give a better service than their Hellenic counterparts. They are armored in good quality linen and carry a smaller version of the thureos style shield. They are Hellenized warriors, but still have their trademark wild beards, which serve to remind their enemies of their country of origin. They are expert javelinmen, able to pepper their targets with javelins before charging in with their fearsome rhomphaias. They are well trained and among the fiercest and most feared warriors in the entire world, and they know it. This often makes them very impetuous, but an able general should be able to keep them at bay until the right moment. Thrakioi Peltastai can be used with equal precision as skirmishers or medium shock infantry. They are even deadly against armored horsemen, due to their wicked armor-piercing blades.

Historically, the Thraikioi Peltastai have been around since the late Bronze Age and are often considered the archetype of the Thracian warrior, though these Hellenized Peltastai are considerably more heavily armored than their fifth century ancestors. The Thrakioi Peltastai have been plying their deadly trade against Hellenes for as long as any Thrakian or Hellene can remember, and their method of warfare was so effective it was copied by the Hellenes and Makedonians and even mimicked by tribes as distant as the Illyrians. The number of battles and by whom they were used is uncountable. Suffice to say Thrakian peltastai have been used in every major conflict between Hellenic states, and will continue to be used. "


Thrakioi Peltastai PL 6 – 58pts Minion 4
ImageImage
Abilites – 15pts
Strength 14 +2
Dexterity 13 +1
Constitution 14 +2
Intelligence 10 +0
Wisdom 13 +1
Charisma 11 +0

Saves – 9pts
Toughness +5/+2
Fortitude +5
Reflex +4
Will +4/+8

Combat – 18pts
Attack +6
Damage +6 (Javelin) +5 (Rhomphia) +3 (knife) +2 (Unarmed)
Defence +6/+3 (+2 Flatfooted)
Grapple +8
Initiative +1

Feats – 10pts
Dedicated
Endurance
Equipment 6
Throwing Mastery

Equipment (30ep)
Javelins
Rhomphia [Strike 3,Mighty, Improved Critical 2]
Knife
Small "Thureos" Shield [Dodge bonus +2, Deflect +2]
Linothorax (threat as Chainmail)

Skills 24/4=6pts
Acrobatics 4 (+5)
Climb 3 (+4)
Notice 4 (+5)
Stealth 5 (+6)
8 other points to be distributed for life skills
Last edited by Nyrath on Wed Aug 01, 2007 12:24 pm, edited 3 times in total.
The Librarium - Careful around the shelves, I still need to get stronger chains for the books. And don't go wandering off on your own either, I still haven't found the last one to do that.

Nyrath
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Post by Nyrath » Fri Jul 20, 2007 8:50 am

In another section of the Librarium labours another scribe, this one with two attendants. His material is not restricted to crackling sheets of parchement however but also includes slates with green, slightly glowing, script and various diagrams printed on thick paper among other things. The treatise he's compiling, and the subject it details, is both very similar, and far removed, from that of his colleague working on ancient Hellenic troops.

Adeptus Astartes PL 10 – 264pts
Image
“They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.”
Abilities – 39pts
Strength 26 +8
Dexterity 14 +2
Constitution 26 +8
Intelligence 14 +2
Wisdom 14 +2
Charisma 14 +2

Saves – 16pts
Toughness +14/+8 (+8/+2 Impervious)
Fortitude +12 (+18 vs. Airborne Toxins)
Reflex +8
Will +12

Combat – 36pts
Attack +12
Damage +8 (Unarmed) +8 (Boltgun)
Defence +6 (+3 Flatfooted)
Grapple +23
Initiative +6

Feats – 21pts
Accurate Attack
All-out Attack
Ambidexterity
Assessment
Benefit; Reputation: The Emperor’s Angels of Death (If not in 40K setting remove this)
Blind-Fight
Defensive Attack
Endurance
Fearless
Improved Block
Improved Initiative
Luck 2
Power Attack
Precise Shot 2
Quick Draw
Takedown Attack 2
Tactical Feint
Teamwork

Skills 104/4=26pts
Acrobatics 8 (+10)
Climb 8 (+13)
Concentration 12 (+14)
Diplomacy 4 (+6)
Drive 4 (+6)
Intimidate 12 (+14)
Knowledge: Tactics 8 (+10)
Medicine 4 (+6)
Notice 12 (+14)
Search 8 (+10)
Stealth 8 (+10)
Survival 8 (+10/+14)
Swim 8 (+13)

Powers – 123pts
Boltgun: Device 5 (Easy to Lose, Restricted 1: Strength 16 needed to use even without Autofire, Strength 18 needed to benefit from Autofire) – 16pts
--Blast 8 (Autofire 1 [+1 Extra], Improved Critical)
Power Armour Mark VIII “Errant Armour”: Device 8 (Hard to Lose, Restricted 1: Only Astartes, though someone of sufficient stature could benefit from the Protection) – 32pts
--Communication: Radio 7
--Protection 6 (Impervious [+1 Extra]
--Super Strength 2
--Immunity 13: Cold, Heat, Pressure, Radiation, Vacuum, Sustenance, Suffocation, Dazzle Effects
--Darkvision
--Infravision
--Ultravision
Astartes Implants: Container 15, Innate (71.5pts + whatever is needed to make the bloody thing Innate, I’ll use it round up to an even 75) – 75pts
--Secondary Heart (2pts)
----Diehard
----Ultimate Effort: Toughness Save
--Ossmodula (5pts)
----Impervious Toughness 2
--Biscopea (11pts)
----Growth 3 (Permanent [-0 Flaw])
----Super Strength 1
--Haemastamen (4pts)
----Enhanced Fortitude 4
--Larraman’s Organ (16pts)
----Regeneration 16: Recover Rate +1, Bruised 3, Injured 4, Staggered 2, Disabled 2, Ability 4
--Catalepsean Node (0.5pts)
----Immunity 1: Sleep (Limited: can go for up to two weeks without long-term side-effects, fully rested with merely four hours a night spent sleeping.)
--Preomnor (1.5pts)
----Iron Stomach
----Immunity 1: Poison (Limited: Digested Poisons)
--Omophagea (thematically involves having eaten part of someone/something which possessed the skill involved, or through various hypnotherapy sessions, also provides a good IC explanation for stunted feats) (2pts)
----Beginner’s Luck
----Jack-of-all-trades
--Multi-lung (5pts)
----Immunity: Drowning
----Enhanced Save: Fortitude 6 (Limited: Only against inhaled toxins [-3 Flaw], Impervious [+1 Extra]) (Technically this pushes the PL limit up three steps, but it’s so ridiculously narrow, overpriced, and nearly superfluous anyway that I’m not bothering to raise the PL to 13)
----Environmental Adaptation: High Altitude (Low Oxygen)
--Occulobe (3pts)
----Low-light Vision
----Extended Vision
----Rapid Vision
--Lyman’s Ear (2pts)
----Uncanny Dodge: Auditory
----Rapid Hearing
--Sus-an Membrane (1pts)
----Suspended Animation (Limited: Requires externally administered therapy to awaken [-1 Flaw])
--Melanochrome (0.5pts)
----Immunity 1: Radiation (Limited: Half damage)
--Oolitic Kidney (1pt, by this point the full cost of ordinary Immunity: Poison has already in effect been paid for specialised applications of it, the almost Plot Device nature of the below version of it gets off scot-free)
----Immunity 1: Disease
----Immunity 1: Poison (Side Effect: Rendered unconscious while poison is filtered out of the system. Continuous; Free Action to activate, Uncontrolled: GM decides time required for purge)
--Neuroglottis (2pts)
----Acute Taste
----Analytic Taste
--Mucranoid (1pt)
----Immunity 2: Heat, Cold (Limited: Requires external treatment for activation, Continuous Duration)
--Betcher’s Gland (12pts)
----Acid 3 (Extended Range 2) (Spitting Saliva)
------AP Corrosion 3 (Chewing, other close range applications of the saliva)
--Progenoids (Mentioned for completeness, no in game effect)
--Black Carapace (Allows full use of the Power Armour, no point’s cost or other effect however.)
--Immunity 1: Aging (A result of the combined effect from several implants)

Tactics: Even though this is a young and fairly inexperienced member of the Adeptus Astartes he’s combat monster with the sense to use his wide range of options to best effect. Even his relatively basic equipment is a match for that of most foes when coupled with his implants and training, and he knows it. Devastatingly accurate bolter-fire is likely to meet foes who seem most adept at close-quarters fighting, physically frail opponents will find themselves in a crushing embrace, and foes who have seemingly proven to be impotent against his might will be swiftly despatched in hand-to-hand combat to conserve both time and ammunition.

Build Notes: Complicated and expensive, this was something I put together pretty much as a test to see if the system could be properly used to represent 40K characters. Without paying heed to cost efficiency it seems to manage it with this representation of a young and fresh Space Marine of twenty-something years of age with basic equipment. A more “average” Astartes would go up a PL and have considerably more skills, a few feats more, and upped combat scores. Mental scores would likely be raised too; this fellow could be considered slightly dull by his fellows.
As it stands this fellow is actually scaled for use with more conventional hero and villain characters, and through accidental time/dimensional travel (the Immaterium is a wonderful place is it not?) he could appear in any campaign as a surprise. And depending on the flavour of the campaign setting and the reception he receives could end up either as a grim hero or an anachronistic, xenophobic villain.
One final note, anyone who thinks they could truncate this fellow into a play-legal point limit is welcome to try, though I don’t think the flavour would be quite there in the same way.

Edit 21/07/07: Well, seems I managed to make a streamlined version for play in the 40K setting which almost fits the normal points limit. When I finally get around to starting up my own little 40K rp using MnM rules I'll probably give 'em a little more than the normal ppts to start with so this fellow should work just fine then.

Streamlined Astartes
"The enemies of the Emperor fear many things.
They fear discovery, defeat, despair and death.
Yet there is one thing they fear above all others.
They fear the wrath of the Space Marines!"

Abilities – 40pts
Strength 26 +8
Dexterity 14 +2
Constitution 26 +8
Intelligence 10 0
Wisdom 14 +2
Charisma 10 0

Saves – 10pts
Toughness +14/+8 (+8/+2 Impervious)
Fortitude +10
Reflex +6
Will +8

Combat – 32pts
Attack +12
Damage +8 (Unarmed) +8 (Boltgun)
Defence +6 (+2 Flatfooted)
Grapple +22
Initiative +2

Feats – 18pts
Accurate Attack
All-out Attack
Benefit; Reputation: The Emperor’s Angels of Death
Blind-Fight
Defensive Attack
Dodge Focus 2
Equipment 4
Fearless
Luck 2
Power Attack
Precise Shot 2
Takedown Attack

Equipment (17ep)
Boltgun: Blast 8 (Autofire 1 [+1 Extra], Improved Critical)

Skills 40/4=10pts
Concentration 4 (+6)
Intimidate 12 (+12)
Knowledge: Tactics 8 (+8)
Notice 8 (+10)
Stealth 4 (+6)
Survival 4 (+6)

Powers – 60pts
Power Armour Mark VIII “Errant Armour”: Device 7 (Hard to Lose, Restricted 1: Only Astartes, though someone of sufficient stature could benefit from the Protection) – 25pts
--Communication: Radio 4
--Protection 6 (Impervious [+1 Extra]
--Super Strength 1
--Immunity 8: Cold, Heat, Pressure, Radiation, Vacuum, Sustenance, Suffocation
--Darkvision
--Infravision
--Ultravision
Astartes Implants: Container 7 – 35pts
--Secondary Heart (2pts)
----Diehard
----Ultimate Effort: Toughness Save
--Ossmodula (2pts)
----Impervious Toughness 2
--Biscopea (2pts)
----Super Strength 1
--Haemastamen (2pts)
----Enhanced Fortitude 2
--Larraman’s Organ (14pts)
----Regeneration 14: Bruised 3, Injured 4, Staggered 2, Disabled 2, Ability 3
--Catalepsean Node (1pts)
----Immunity: Sleep
--Preomnor (Mentioned for completeness, effects covered elsewhere, or removed for cost-efficiency)
--Omophagea (thematically involves having eaten part of someone/something which possessed the skill involved, or through various hypnotherapy sessions, also provides a good IC explanation for stunted feats) (2pts)
----Beginner’s Luck
----Jack-of-all-trades
--Multi-lung (1pts)
----Environmental Adaptation: High Altitude (Low Oxygen)
--Occulobe (3pts)
----Low-light Vision
----Extended Vision
----Rapid Vision
--Lyman’s Ear (2pts)
----Uncanny Dodge: Auditory
----Rapid Hearing
--Sus-an Membrane (Mentioned for completeness, effects covered elsewhere, or removed for cost-efficiency)
--Melanochrome (Mentioned for completeness, effects covered elsewhere, limited form here removed for cost-efficiency)
--Oolitic Kidney (2pt)
----Immunity: Disease
----Immunity: Poison
--Neuroglottis (2pts)
----Acute Taste
----Analytic Taste
--Mucranoid (Mentioned for completeness, effects covered elsewhere, or removed for cost-efficiency)
--Betcher’s Gland (Mentioned for completeness, effects covered elsewhere, or removed for cost-efficiency)
--Progenoids (Mentioned for completeness, no in game effect)
--Black Carapace (Allows full use of the Power Armour, no point’s cost or other effect however.)
--Immunity 1: Aging (A result of the combined effect from several implants)
Last edited by Nyrath on Sat Jul 21, 2007 12:30 pm, edited 1 time in total.
The Librarium - Careful around the shelves, I still need to get stronger chains for the books. And don't go wandering off on your own either, I still haven't found the last one to do that.

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