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nightbringer256
Aug 28th, '05, 10:11 PM
here is the assassin bot from the double jointed thread
the robots are called snatchers. they kill someone take there place and wait for the right time to strike there target.

Snatcher

Player:

Val Char Cost
60 STR 50
25 DEX 45
15 CON 10
30 BODY 40
15 INT 5
0 EGO 0
10 PRE 0
10 COM 0

15 PD 33
15 ED 42
4 SPD 5
15 REC 0
30 END 0
<!--STUN--><!--/STUN-->

14" RUN 16
2" SWIM 0
16" LEAP 4
Characteristics Cost: 250

Cost Power
60 Automaton (Takes No STUN)
46 Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)
10 Clinging (normal STR)
15 well built: Lack Of Weakness (-5) for Normal Defense
30 shielded systems: Power Defense (10 points)
45 Damage Resistance (15 PD / 15 ED)
Powers Cost: 206

Cost Martial Arts Maneuver
Dirty Infighting
4 1) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm, +10 STR
4 2) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, 1/2 HKA
3 3) Low BLow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR + 2d6
5 5) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, STR + 4d6
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
1 Weapon Element: Blades

Karate
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
4 5) Punch/ Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 6) Side/ Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike

Martial Arts Cost: 49

Cost Skill
30 +6 with HTH Combat
15 Acrobatics 20-
11 Acting 15-
11 Breakfall 18-
3 Bureaucratics 11-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 12-
3 Concealment 12-
11 Contortionist 18-
3 Defense Maneuver: I
3 Demolitions 12-
3 Disguise 12-
3 Electronics 12-
3 Fast Draw 14-
2 Forgery 12-
2 Gambling 12-
3 High Society 11-
3 Interrogation 11-
3 Lipreading 12-
3 Lockpicking 14-
3 Oratory 11-
3 Paramedics 12-
3 Security Systems 12-
3 Seduction 11-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 11-
3 Systems Operation 12-
3 Tactics 12-
3 Tracking 12-
18 TF: Common Motorized Ground Vehicles, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, Riding Animals, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Snowmobiles, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles, Windsurfing
20 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons
Skills Cost: 198

Cost Perk
2 Deep Cover
Perks Cost: 2

Cost Talent
3 Absolute Time Sense
3 Ambidexterity (Reduce Off Hand Penalty to -2)
3 Bump Of Direction
4 Double Jointed
5 Eidetic Memory
3 Lightning Calculator
3 Lightsleep
3 Perfect Pitch
4 Speed Reading: x10
20 Universal Translator 12-
3 Simulate Death 9-
Talents Cost: 54

Total Character Cost: 759

Pts. Disadvantage
10 Vulnerability: any called shot to the upper head (-8), Uncommon, Vulnerability Multiplier (2x BODY)
15 Physical Limitation: must act like a normal human until discovered, Frequently, Greatly Impairing
Disadvantage Points: 25
Base Points: 200
Experience Required: 534
Total Experience Available: 0
Experience Unspent: 0

these guys are close combat monsters

let me klnow what you think

ghost-angel
Aug 28th, '05, 11:32 PM
Looks .. good. Should get in a few solid hits before some PCs drop it cold.

Edit: .. wait a minute. Takes No STUN, 15Def. ... PCs need to start throwing an average of 16D Normal Attack or a 4D Killing Attack just to start hurting it... You've built a Terminator, you realize that? Yeesh. I don't think any of my standard characters can take this thing out. I'd lower the DEF to 10 otherwise your PCs probably aren't going to do enough BODY Damage to kill it. Unless you're playing a High Powered game, then no worries.

Black Rose
Aug 29th, '05, 01:13 AM
Well, you got the "monsters" part down pat. :eek:

Thoughts I have. You've duplicated some martial art maneuvers, which you should fix; you only need to pay for the maneuver once. You can take some of that savings and buy the KS for the styles - or better yet, simply call the selection Hardwired Close-Order Combat. And do you really need a 14 OCV base?

I know it's the style for building robots, but since this one is supposed to blend in, I'd lose the Takes No STUN and use the savings from it and all the defenses you had to triple up on to buy 75% resistant Damage Reduction. The chance you'd take any STUN at all is minimal.

The PhysLim: must act like a normal human until discovered (Freq, Great) really shouldn't be a PhysLim, but a PsychLim. If it should be had at all. You could probably pick up a SocLim for being a psychotic HK 'bot. And where are the limitations for even being a 'bot?

Ditch the Universal Translator, and go with some pre-programmed languages. In fact, I think I'd go with a selection of skills that seemed appropriate to a combat model 'bot, then have an infiltrator overlay, with a small package of skills to simulate the specific target. Also, YOU FORGOT CRAMMING!!!11!!!!11!!!ONEONEONE!!!!!1!!

freakboy6117
Aug 29th, '05, 01:57 AM
oh its easy to defeat. You just have to send human wave after human wave at it till it until it reaches its kill quota and shuts down.

nightbringer256
Aug 29th, '05, 10:11 AM
ok here is a revised version. oh and i t needs the high ocv, because most of the team can pull DCVs of 10+. i also had an idea to just jive it a skill pool of martial arts, that way it can use a varity of styles and not need to buy them all. let me know what you think

Snatcher

Player:

Val Char Cost
60 STR 50
25 DEX 45
15 CON 10
30 BODY 40
15 INT 5
0 EGO 0
10 PRE 0
10 COM 0

15 PD 3
15 ED 12
4 SPD 5
15 REC 0
30 END 0
68 STUN 0

14" RUN 16
2" SWIM 0
16" LEAP 4
Characteristics Cost: 190

Cost Power
15 Automaton (Cannot Be Stunned)
75 Physical Damage Reduction, 75%, Hardend (+1/4) (75 Active Points)
75 Energy Damage Reduction, Resistant, 75%, Hardened (+1/4) (75 Active Points)
46 Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)
10 Clinging (normal STR)
5 well built: Lack Of Weakness (-5) for Normal Defense
10 shielded systems: Power Defense (10 points)
15 Damage Resistance (15 PD / 15 ED)
Powers Cost: 186

Cost Martial Arts Maneuver
Hardwired Close-Order Combat
4 1) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm, +10 STR
4 2) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, 1/2 HKA
3 3) Low BLow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR + 2d6
5 5) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, STR + 4d6
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 7) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 Weapon Element: Blades


Martial Arts Cost: 28

Cost Skill
30 +6 with HTH Combat
15 Acrobatics 20-
11 Acting 15-
11 Breakfall 18-
3 Bureaucratics 11-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 12-
3 Concealment 12-
11 Contortionist 18-
5 Cramming
3 Defense Maneuver: I
3 Demolitions 12-
3 Disguise 12-
3 Electronics 12-
3 Fast Draw 14-
2 Forgery 12-
2 Gambling 12-
3 High Society 11-
3 Interrogation 11-
7 KS: Target's Life & Habits 16-
7 AK: Target's City of Residence 16-
7 PS: Target's Job 16-
3 Lipreading 12-
3 Lockpicking 14-
3 Oratory 11-
3 Paramedics 12-
3 Security Systems 12-
3 Seduction 11-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 11-
3 Systems Operation 12-
3 Tactics 12-
3 Tracking 12-
18 TF: Common Motorized Ground Vehicles, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, Riding Animals, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Snowmobiles, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles, Windsurfing
20 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons
3 Linguist
2 1) Language: Russian: Completely Fluent, w/Accent (3 Active Points)
2 2) Language: Japanese: Completely Fluent, w/Accent (3 Active Points)
2 3) Language: Italian: Completely Fluent, w/Accent (3 Active Points)
2 4) Language: German: Completely Fluent, w/Accent (3 Active Points)
2 5) Language: French: Completely Fluent, w/Accent (3 Active Points)
Skills Cost: 237

Cost Perk
2 Deep Cover
Perks Cost: 2

Cost Talent
3 Absolute Time Sense
3 Ambidexterity (Reduce Off Hand Penalty to -2)
3 Bump Of Direction
4 Double Jointed
5 Eidetic Memory
3 Lightning Calculator
3 Lightsleep
3 Perfect Pitch
4 Speed Reading: x10
20 Universal Translator 12-
3 Simulate Death 11-
Talents Cost: 54

Total Character Cost: 697

Pts. Disadvantage
10 Vulnerability: called shot to head (-8) locations 3-5, Uncommon, Vulnerability Multiplier (2x BODY)
15 Susceptibility: called shot to head (-8) locations 3-5, Uncommon, 3d6 damage, Instant
15 Social Limitation: Robot, Occasionally (8-), Severe
20 Physical Limitation: Must follow orders of organization, All the Time, Greatly Impairing
Disadvantage Points: 60
Base Points: 200
Experience Required: 437
Total Experience Available: 0
Experience Unspent: 0

ghost-angel
Aug 29th, '05, 10:28 AM
You don't need Hardened on Damage Reduction. It works regardless of the Advantages on an attack - Armor Piercing and Penetrating affects the Appropriate Defense, DR works after Defenses.

nightbringer256
Aug 29th, '05, 01:01 PM
thanks, i'll fix that

ghost-angel
Aug 29th, '05, 01:03 PM
Oh, didn't say this before - nice build, should give a group of PCs a run for their money. Two at once would be a difficult encounter I'd think.

nightbringer256
Aug 31st, '05, 02:46 PM
thanks for the advice. i'll let you guys know how the encounter goes.
oh my heros are going to hate me/snatchers so much :eg: .

nightbringer256
Aug 31st, '05, 06:10 PM
ya i do here it is. let me know how your PCs do agianst it. oh fyi the robots are officaly called snatchers. they are built to look exactly like there target. they then kill and replace there target.

i will eventualy (if the heros don't stop the plot) build a general model, and then a combat model, as this is just an infiltration and assasionation unit.

nightbringer256
Aug 31st, '05, 07:22 PM
here is an updated version. i have lowered its defences, because i realised that if someone dealt 30 body to it, it would take 4, which is just a tad bit over powered for my game. so i lowered its defences and damage reduction, because in the end it is only a assasionation model. however when the PC finally meet the general or combat model that is anouther story. those units can take out a team of heros no problem

here it is:
Snatcher

Player:

Val Char Cost
60 STR 50
25 DEX 45
15 CON 10
30 BODY 40
15 INT 5
0 EGO 0
10 PRE 0
10 COM 0

10 PD -2
10 ED 7
4 SPD 5
15 REC 0
30 END 0
68 STUN 0

14" RUN 16
2" SWIM 0
16" LEAP 4
Characteristics Cost: 180

Cost Power
15 Automaton (Cannot Be Stunned)
30 Physical Damage Reduction, Resistant, 50%
30 Energy Damage Reduction, Resistant, 50%
46 Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)
10 Clinging (normal STR)
5 well built: Lack Of Weakness (-5) for Normal Defense
10 shielded systems: Power Defense (10 points)
6 Damage Resistance (6 PD / 6 ED)
Powers Cost: 152

Cost Martial Arts Maneuver
Hardwired Close-Order Combat
4 1) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm, +10 STR
4 2) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, 1/2 HKA
3 3) Low BLow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR + 2d6
5 5) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, STR + 4d6
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 7) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 8) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
3 9) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
1 Weapon Element: Blades


Martial Arts Cost: 34

Cost Skill
30 +6 with HTH Combat
15 Acrobatics 20-
11 Acting 15-
11 Breakfall 18-
3 Bureaucratics 11-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 12-
3 Concealment 12-
11 Contortionist 18-
5 Cramming
3 Defense Maneuver: I
3 Demolitions 12-
3 Disguise 12-
3 Electronics 12-
3 Fast Draw 14-
2 Forgery 12-
2 Gambling 12-
3 High Society 11-
3 Interrogation 11-
7 KS: Target's Life & Habits 16-
7 AK: Target's City of Residence 16-
7 PS: Target's Job 16-
3 Lipreading 12-
3 Lockpicking 14-
3 Oratory 11-
3 Paramedics 12-
3 Security Systems 12-
3 Seduction 11-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 11-
3 Systems Operation 12-
3 Tactics 12-
3 Tracking 12-
18 TF: Common Motorized Ground Vehicles, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, Riding Animals, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Snowmobiles, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles, Windsurfing
20 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons
3 Linguist
2 1) Language: Russian: Completely Fluent, w/Accent (3 Active Points)
2 2) Language: Japanese: Completely Fluent, w/Accent (3 Active Points)
2 3) Language: Italian: Completely Fluent, w/Accent (3 Active Points)
2 4) Language: German: Completely Fluent, w/Accent (3 Active Points)
2 5) Language: French: Completely Fluent, w/Accent (3 Active Points)
Skills Cost: 237

Cost Perk
2 Deep Cover
Perks Cost: 2

Cost Talent
3 Absolute Time Sense
3 Ambidexterity (Reduce Off Hand Penalty to -2)
3 Bump Of Direction
4 Double Jointed
5 Eidetic Memory
3 Lightning Calculator
3 Lightsleep
3 Perfect Pitch
4 Speed Reading: x10
3 Simulate Death 11-
Talents Cost: 34

Total Character Cost: 639

Pts. Disadvantage
10 Vulnerability: called shot to head (-8) locations 3-5, Uncommon, Vulnerability Multiplier (2x BODY)
15 Susceptibility: called shot to head (-8) locations 3-5, Uncommon, 3d6 damage, Instant
15 Social Limitation: Robot, Occasionally (8-), Severe
20 Physical Limitation: Must follow orders of organization, All the Time, Greatly Impairing
Disadvantage Points: 60
Base Points: 200
Experience Required: 379
Total Experience Available: 0
Experience Unspent: 0