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MOTU: Man at arms


JmOz

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This is a cross post with He-Man.org

 

http://www.he-man.org/forums/boards/showthread.php?s=&threadid=91082

 

Okay, A while a go I did the stats for He-Man (If you want look on Surbooks site). I have decided to now do Man at Arms.

 

So what has he done in the series so far? I need a list of feats he has done (From diferent equipment he has used, to defining moments). When I made he man and battlecat I combind elements from all versions of them so this should be the same.

 

Thank you for the help

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This is going to be funny as heck, but some one has stated him up on a d20 board.

 

Man-at-Arm's Equipment: Duncan has invented dozens of advanced weaponry and equipment, both for his use and for the other Masters. Though he has almost no magical talent and all of his inventions are technological in nature, his equipment has been described using the rules for magic items, for simplicity's sake.

 

To begin with, there is his personal melee weapon, his mace. In a combat situation, this weapon functions as a Throwing, Returning, Mighty Cleaving Heavy Mace + 3. He can also collapse the mace-head, transforming the weapon into an inconspicuous baton. The mace contains a powerful computerized telescope that can be brought to bear in place of the mace-head – this device allows him to see to a distance of twenty-five miles, with darkvision.

 

The mace also contains a small, yet powerful, portable computer; this allows him to contact any of the other Masters from anywhere on Eternia (but not from across planar boundaries) through their own communication devices. He can also use it to control via remote control any of his machines that are capable of movement (like vehicles, or his "doppelganger robots," described below.

 

Another weapon he is never without is his portable hand blaster, an exotic weapon of his own design. When not in use, the blaster is collapsed and folded on his wrist, and is no more encumbering than a thick bracelet. However, with a simple double-tap (a free action) the user can cause it to unfold, at which point it covers the user's hand (the user cannot use the hand for anything else while it is unfolded, so Duncan, being right-handed, designed it to fit his left hand). The blaster fires a bolt of plasma (requiring a ranged-touch attack), which has a range of 200 ft, and does 1d20 points of heat damage. The top part of the blaster can also be loaded with up to four small dumb-missiles; these projectiles can be shot to a range of four-hundred feet (again requiring a ranged-touch attack), and upon hitting a target, explode in a 20-ft radius burst that does 5d6 points of heat damage and 5d6 points of force damage; a missile that misses its target explodes when it reaches its maximum range. He could conceivably load it with different types of missiles (like one that does cold damage). Duncan has thus far built only one of these weapons, for his own use; anyone else who wanted to use one would need to convince him to build another, and in addition to taking the appropriate Exotic Weapon Proficiency Feat, would have to be trained in its use by him personally.

 

Finally, there if his custom-built armor. This armor is very heavy when not worn. However, special circuitry inside the armor makes it as light as normal clothing when worn. Thus, it provides the protection of weightless, +3 half-plate. The armor has two “extras†included – a collapsible +2 large steel shield on the right arm, and a grappling hook on the left. This grappling hook consists of a sharp spike connected to 1,000 feet of coiled cord; it can be shot as a partial action, embed itself in any surface as hard as hard stone or softer, and can carry aloft the armor’s wearer and virtually anything he can carry.

 

Other inventions include vehicles, such as the Sky-Sleds (small, one-man flying machines), the Battle Hawks (larger, two-man flying machines), the Wind Raiders (the heavy duty combat aircraft that can seat four) and the Bashing Beetle (a large, five-man tank, armed with a huge mandible, and a powerful bludgeon); also there are the doppelganger robots (these constructs have stats similar to flesh golems, but are made of metal, have no magical immunities, cannot go berserk, and can be programmed to cast an illusion to appear as any humanoid creature; the Masters use them for sparring practice). Man-at-Arms once owned an underwater version of his armor which let the wearer operate as if under the influence of a freedom of movement spell and contained its own air supply; however, this suit was destroyed on a mission, and he has yet to rebuild it.

 

Man-at-Arms: Update

 

Man-at-Arms's armor has the following two additional special abilities:

 

Energy Gauntlet: As a standard action, Duncan can surround his left fist with a spherical device designed to channel destructive positive energy. While this feature is in place, he cannont grasp objects with that hand, but he can deliver a punch attack, doing normal unarmed damage plus 1d10 points of enegy damage. Undead creatures take double damage.

Also, by setting the gauntlet to a certain frequency, Man-at-Arms can use it to smash through magical energy of a semi-solid nature (such as a forcecage, wall of force, or Bigby's interposing hand effect) as if it were constantly emitting a dispel magic effect as a 14th level sorcerer. Note that this effect can only destroy magical effects that can be physically touched (it cannot break a spell like charm person or hold person for example.)

 

Retributive Blast: As an absolute last resort, Man-at-Arms can channel all the remaining power in his armor into one deadly offensive attack. It takes him a full-round action to prepare it (but it cannot be disrupted by attacks or any other actions), and at the end of the round the attack takes the form of a cone of electrical energy, originating from Man-at-Arms and with a range of 60 feet, doing 10d12 points damage (Reflex save at DC 25 for half damage).

Should Man-at-Arms use this devestating attack, the armor is destroyed, losing all of its special abilities and fusing together, becoming worthless even as normal armor. In addition, Duncan himself is stunned for three rounds. There is a 50% chance that the armor falls apart after the attack happens - if not, Duncan is rendered helpless by it until an ally can tear it off.

 

I haven't been able to watch the series close enough to state any truly defining moments. From what I can gather he's the one that outfitted all the masters with their cybernetic enhancements and he has a very large knowledge base with tech as well as with the kingdom itself and a moderate to large gadget pool to draw from. He is also the creator of the one and only Roboto, a chess playing robot that turned into war machine of its own free will.

 

If we add the weapons from the alternate reality version of him presented in the comics it looks like this.

 

Weapon- heavy mace with the flick of a switch it extends along a spool of thick metal cable.

Sword Emulator- A small compact device which unfolded to become a copy of He-man's sword of power and was used to open the gates of Greyskull itself.

Shock Hand- The same hand on which his blaster was mounted could extend on a cable spool and deliver a nasty shock.

Mini Missle Launchers- The front area of his chest plate folded down revealing a rack of mini missles.

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