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Heavy Metal


JmOz

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Decided to start a new topic, please review this robot, it is a member of a team of robots I'll be posting, BTW...these are the guys who drive the Mecha I've been working on, so will post those over here as well when they are done, please give me your opinions...

 

Shinobi

 

Player:

 

Val Char Cost

25 STR 15

30 DEX 60

1 CON -18

12 BODY 4

15 INT 5

0 EGO 0

13 PRE 3

10 COM 0

 

20 PD 15

20 ED 20

6 SPD 20

5 REC 0

10 END 4

25 STUN -1

 

10" RUN 8

2" SWIM 0

10" LEAP 5

Characteristics Cost: 140

 

Cost Power

25 Wrist Unit: Multipower, 37-point reserve, all slots: (37 Active Points); OIF (-1/2)

2u 1) Sword Mode: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Reduced Endurance (0 END; +1/2) (37 Active Points)

2u 2) Shuriken Mode: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points)

1u 3) +7 Concealment, Stealth, Shadowing (21 Active Points)

8 Battery: 0 End on Running (10 Active Points); IIF (-1/4)

10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4)

4 Battery: 0 End on Leaping (5 Active Points); IIF (-1/4)

1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

34 Robotic Body: Life Support (Eating: Character only has to eat once per week, 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 only has to sleep 8 hours per week) (42 Active Points); Visible (-1/4)

8 Robotic Body: Damage Resistance (10 PD / 10 ED) (10 Active Points); Visible (-1/4)

15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

Powers Cost: 110

 

 

Cost Skill

3 Acrobatics 15-

3 Breakfall 15-

3 Combat Piloting 15-

3 Language: Japanese: Completely Fluent, w/Accent

2 Language: English: Fluent Conversation

3 Lockpicking 15-

3 Paramedics 12-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 15-

3 Systems Operation 12-

3 Teamwork 15-

3 WF: Common Martial Arts Melee Weapons, Thrown Knives, Axes, and Darts

3 Bugging 12-

3 Climbing 15-

15 +5 Wrist Unit

3 Concealment 12-

3 Demolitions 12-

3 Scholar

2 1) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

1 3) KS: Military/Police Forces (2 Active Points) 11-

2 4) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

Skills Cost: 75

 

 

 

Total Character Cost: 325

 

Pts. Disadvantage

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

10 Distinctive Features, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

Disadvantage Points: 125

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

When (English translation) Heavy Metal first became a Hero she realised that she needed some assistance, so she designed her own superteam, Shinobi, is a robotic warior made to resemble a Martial Artist.

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Well, I like the overall design, but why is Shinobi given only a 1 Con? Did you mean to work in the Automaton power of Can't Be Stunned? One hit that does a total of 2+ stun past whatever defenses it's got and it's stunned. That means you could Daze it with a 1d NND or Ego attack or even a baseball bat on a good roll.

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Okay, let me explain the Con thing...

 

 

 

It was a mistake, my computer went bonky and I had to redo some of the work on the guy, and I forgot to put something back on him... I even wondered why I had extra points left over

 

so here is a corrected version

 

Shinobi

 

Player:

 

Val Char Cost

25 STR 15

30 DEX 60

1 CON -18

12 BODY 4

15 INT 5

0 EGO 0

10 PRE 0

10 COM 0

 

10/20 PD 5

10/20 ED 10

6 SPD 20

5 REC 0

10 END 4

25 STUN -1

 

10" RUN 8

2" SWIM 0

10" LEAP 5

Characteristics Cost: 117

 

Cost Power

 

25 Wrist Unit: Multipower, 37-point reserve, all slots: (37 Active Points); OIF (-1/2)

2u 1) Sword Mode: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Reduced Endurance (0 END; +1/2) (37 Active Points)

2u 2) Shuriken Mode: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points)

1u 3) +7 Concealment, Stealth, Shadowing (21 Active Points)

 

8 Battery: 0 End on Running (10 Active Points); IIF (-1/4)

10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4)

4 Battery: 0 End on Leaping (5 Active Points); IIF (-1/4)

1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

 

34 Robotic Body: Life Support (Eating: Character only has to eat once per week, 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 only has to sleep 8 hours per week) (42 Active Points); Visible (-1/4)

24 Robotic Body: Robotic Body: Armor (10 PD / 10 ED) (30 Active Points); Visible (-1/4) (added to Secondary Value)

 

15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

15 Automaton (Cannot Be Stunned)

Powers Cost: 141

 

 

Cost Skill

6 +2 Wrist Unit

 

3 Acrobatics 15-

3 Breakfall 15-

3 Combat Piloting 15-

3 Language: Japanese: Completely Fluent, w/Accent

3 Language: English: Completely Fluent, w/Accent

 

3 Lockpicking 15-

3 Paramedics 12-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 15-

 

3 Systems Operation 12-

3 Teamwork 15-

3 WF: Common Martial Arts Melee Weapons, Thrown Knives, Axes, and Darts

3 Bugging 12-

3 Climbing 15-

 

3 Concealment 12-

3 Demolitions 12-

 

3 Scholar

2 1) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

1 3) KS: Military/Police Forces (2 Active Points) 11-

2 4) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

Skills Cost: 67

 

 

 

Total Character Cost: 325

 

Pts. Disadvantage

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

 

20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

10 Distinctive Features: Robot, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

Disadvantage Points: 125

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Okay, the second member of Team Metal, serves the role of Brick, it is shaped somewhat like an ape, or Cro Magnum man, and is by far the sturdiest of the team

 

Fugi

 

Player:

 

Val Char Cost

50 STR 40

20 DEX 30

25 CON 30

20 BODY 20

15 INT 5

0 EGO 0

10 PRE 0

10 COM 0

 

15/30 PD 5

15/30 ED 10

4 SPD 10

15 REC 0

20 END -15

60 STUN 2

 

6" RUN 0

2" SWIM 0

10" LEAP 0

Characteristics Cost: 137

 

Cost Power

4 Battery: 0 End on Running (5 Active Points); IIF (-1/4)

20 Battery: 0 End on Strength (25 Active Points); IIF (-1/4)

4 Battery: 0 End on Leaping (5 Active Points); IIF (-1/4)

1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

 

15 Robotic Body: Automaton (Cannot Be Stunned)

34 Robotic Body: Life Support (Eating: Character only has to eat once per week, 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 only has to sleep 8 hours per week) (42 Active Points); Visible (-1/4)

45 Robotic Body: Armor (15 PD / 15 ED), Hardened (+1/4) (56 Active Points); Visible (-1/4) (added to Secondary Value)

 

15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

Powers Cost: 138

 

 

Cost Skill

12 +4 Punch, Grab, Block

 

3 Breakfall 13-

3 Combat Piloting 13-

3 Language: Japanese: Completely Fluent, w/Accent

3 Language: English: Completely Fluent, w/Accent

3 Paramedics 12-

 

3 Systems Operation 12-

3 Teamwork 13-

3 Climbing 13-

3 Demolitions 12-

1 WF: Vehicle Weapons

 

3 Scholar

2 1) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

1 3) KS: Military/Police Forces (2 Active Points) 11-

2 4) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

 

Skills Cost: 50

 

 

 

Total Character Cost: 325

 

Pts. Disadvantage

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

 

10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

 

20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

 

10 Distinctive Features: Robot, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

 

Disadvantage Points: 125

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

You will note that alot is similar to that of Shinobi, including the LS, Battery, and KS's

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Actualy it is a form of theropy for me, It is how I relax, I work on my Centurians Project. But yes when they get used they are used as NPC's, these 4 Automations are to be bought as followers for Heavy Metal (would have to refer to my notes on her actual name, it is a word in Japenese that means Heavy Metal).

 

Essentialy the Centurians is a JLI like team with 100 members scattered into 10 subteams (San Fransisco, New York, London, Paris, Moscow, Tokyo, Rio, Cario, Sydney, The Moon) and a Ruling council, also a few members are freelance types, HM is on the Tokyo team.

 

Anyways, the next member of the HM team:

 

Sentry

 

Player:

 

Val Char Cost

30 STR 20

23 DEX 39

1 CON -18

12 BODY 4

15 INT 5

0 EGO 0

10 PRE 0

10 COM 0

 

15/25 PD 9

15/25 ED 15

5 SPD 17

6 REC 0

10 END 4

30 STUN 2

 

6" RUN 0

2" SWIM 0

6" LEAP 0

Characteristics Cost: 97

 

Cost Power

 

5 Battery: 0 End on Running (6 Active Points); IIF (-1/4)

12 Battery: 0 End on Strength (15 Active Points); IIF (-1/4)

2 Battery: 0 End on Leaping (3 Active Points); IIF (-1/4)

1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

 

15 Robotic Body: Automaton (Cannot Be Stunned)

34 Robotic Body: Life Support (Eating: Character only has to eat once per week, 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 only has to sleep 8 hours per week) (42 Active Points); Visible (-1/4)

24 Robotic Body: Armor (10 PD / 10 ED) (30 Active Points); Visible (-1/4) (added to Secondary Value)

 

15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

33 Blaster Cuffs: Energy Blast 5d6 (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); OIF (-1/2)

 

Sensory Visor, all slots: OIF (-1/2)

8 1) High Range Radio Perception (12 Active Points)

13 2) Assisted Targeting: Find Weakness 11- (Related Group of Attacks: Raned) (20 Active Points)

3 3) Rapid x10 (Sight Group) (5 Active Points)

2 4) Ultrasonic Perception (3 Active Points)

3 5) Lie Detector: Detect A Class Of Things 12- (5 Active Points)

8 6) Enhanced Perception (+4 to PER Rolls for All Sense Groups) (12 Active Points)

7 7) ElectroMagnetic Sensors: Detect ElectroMagnetic Spectrum 12- (10 Active Points)

 

Powers Cost: 185

 

 

Cost Skill

3 Breakfall 14-

3 Deduction 12-

3 Computer Programming 12-

3 Bugging 12-

3 Combat Piloting 14-

 

3 Language: Japanese: Completely Fluent, w/Accent

3 Language: English: Completely Fluent, w/Accent

3 Paramedics 12-

5 Systems Operation 13-

3 Teamwork 14-

 

1 WF: Vehicle Weapons

 

3 Scholar

2 1) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

1 3) KS: Military/Police Forces (2 Active Points) 11-

2 4) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

 

Skills Cost: 43

 

 

 

Total Character Cost: 325

 

Pts. Disadvantage

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

 

10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

 

20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

10 Distinctive Features: Robot, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

 

Disadvantage Points: 125

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Sorry, Made a couple of mistakes, so I edited them out...

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Ah! The Nene of the group, no doubt. Not to be confused, I suppose, with the group No Doubt. They have no Nene. :)

Anyway, those sensors are too darned useful, so I recommend you get more of them. You should be able to analyze anything from an alien deathray to a ballpark frank with them. However, I understand the desire to make a character who isn't just a walking tricorder, so that goons don't smack them around with no resistance.

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Okay, a detect Life, that's a good idea, any other ideas? I will probably revisit this one later, after I get the rest of the team done, so please more suggestions

 

And yes this is the NeNe of the team... (so guess that makes Shinobi Sylvia and Fugi Pris...)

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Okay, made a host of minor adjustments, got a few more sensors (and expanded on one), Reduced the Str, but granted a nasty little AP

 

Essentialy in combat it will hold off while it can at range (note that with a +4 to PER rolls he can be a good distance off while using his find weakness, essentialy using the PER rolls as a expensive Telescopic sense), when it activates the FW it also activates the AP (as they are linked together), once it fails a FW roll it moves in, hopefully itwill have made at least one roll successfuly, then it acts similar to a brawler type punching in on the weakness...

 

The F/X for all this is of cource that the sensors allow it to find the most vulnerable part. Primarily however it's main purpose on the team is to tell the rest (and especialy HM or Robot X) what is going on.

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Originally posted by JmOz

Okay, a detect Life, that's a good idea, any other ideas? I will probably revisit this one later, after I get the rest of the team done, so please more suggestions

 

And yes this is the NeNe of the team... (so guess that makes Shinobi Sylvia and Fugi Pris...)

 

Well, Pris is the knuckledragger of the Sabers.

 

As to additional things, how about Tactics for Sentry to go with the analytical abilities?

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Okay, I am almost done with the automatons, are last of the 4 is Medic, he is primarily there to keep everyone working, but if needed can use his FF generator as a nasty offensive system, not to mention his medical glove, a device that can also be used as an effective weapon if needed

 

Medic

 

Player:

 

Val Char Cost

25 STR 15

23 DEX 39

1 CON -18

11 BODY 2

15 INT 5

0 EGO 0

10 PRE 0

10 COM 0

 

10/25 PD 5

10/25 ED 10

5 SPD 17

5 REC 0

10 END 4

25 STUN 0

 

6" RUN 0

2" SWIM 0

5" LEAP 0

Characteristics Cost: 84

 

Cost Power

 

5 Battery: 0 End on Running (6 Active Points); IIF (-1/4)

10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4)

2 Battery: 0 End on Leaping (2 Active Points); IIF (-1/4)

1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

 

15 Robotic Body: Automaton (Cannot Be Stunned)

34 Robotic Body: Life Support (Eating: Character only has to eat once per week, 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 only has to sleep 8 hours per week) (42 Active Points); Visible (-1/4)

36 Robotic Body: Armor (15 PD / 15 ED) (45 Active Points); Visible (-1/4) (added to Secondary Value)

 

43 Forcefield Generator: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4)

4u 1) Force Blasts: Energy Blast 10d6 (vs. PD), Reduced Endurance (0 END; +1/2) (75 Active Points)

3u 2) Force Dome: Force Wall (8 PD / 8 ED; 6" long and 1" tall), Reduced Endurance (0 END; +1/2) (75 Active Points); No Range (-1/2)

4u 3) Force Field: (Total: 75 Active Cost, 39 Real Cost) Life Support (Immunity: Common Viral & Bacterial Infections, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing), Usable By Other (x1 Number of Targets +1/4) (30 Active Points); Linked to Force Field (-1/2) (Real Cost: 20) plus Force Field (10 PD / 10 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (45 Active Points) (not added to totals) (Real Cost: 45)

3u 4) Force Manipulation: Telekinesis (20 STR) (Fine Manipulation), Reduced Endurance (0 END; +1/2) (60 Active Points)

 

15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

 

0 Medical Glove: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (-1/2)

2u 1) Laser Scapel: Killing Attack - Ranged 1d6 (vs. ED), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Range: Max Range 4" (-1/4)

1u 2) Anestetic Needles: Energy Blast 1d6 (vs. ED), Continuous (+1), No Normal Defense (Standard; +1), 16 Clips of 6 Continuing Charges lasting 20 Minutes each (+1) (20 Active Points); Reduced By Range: 4" Max Range (-1/4) [Notes: NND not vs LS:Immune to drugs, Reduced Sleeping, alien anatomy or Hardened Physical Defences]

1u 3) Surgical tools: +4 Medicine, First Aid, Forensic medicine (12 Active Points)

1u 4) Life Monitors: Detect Health 12- (Analyze, Discriminatory, Sense) (17 Active Points)

Powers Cost: 200

 

 

Cost Skill

 

3 Breakfall 14-

3 Combat Piloting 14-

3 Language: Japanese: Completely Fluent, w/Accent

3 Language: English: Completely Fluent, w/Accent

5 Paramedics 13-

 

3 Systems Operation 12-

3 Teamwork 14-

1 WF: Vehicle Weapons

3 SS: Medicine (INT-based) 12-

3 SS: Robotics (INT-based) 12-

 

3 Mechanics 12-

3 Forensic Medicine 12-

3 Scholar

2 1) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

1 3) KS: Military/Police Forces (2 Active Points) 11-

2 4) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

Skills Cost: 41

 

 

 

Total Character Cost: 325

 

Pts. Disadvantage

 

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

 

10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

 

20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

 

10 Distinctive Features: Robot, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

 

Disadvantage Points: 125

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

As you can see, Medic is primarily a field medic, the FF generator has one power in it that will enable it to make a steril work enviroment where ever it might need one

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Here is the revised Sentry, the idea of tactics is interesting, but am going to leave that for HM instead, Robot X (An AI who is second in command) might have it as well

 

Sentry

 

Player:

 

Val Char Cost

25 STR 15

21 DEX 33

1 CON -18

11 BODY 2

15 INT 5

0 EGO 0

10 PRE 0

10 COM 0

 

10/25 PD 5

10/25 ED 10

5 SPD 19

5 REC 0

10 END 4

25 STUN 0

 

6" RUN 0

2" SWIM 0

5" LEAP 0

Characteristics Cost: 75

 

Cost Power

 

5 Battery: 0 End on Running (6 Active Points); IIF (-1/4)

10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4)

2 Battery: 0 End on Leaping (2 Active Points); IIF (-1/4)

1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

 

15 Robotic Body: Automaton (Cannot Be Stunned)

34 Robotic Body: Life Support (Eating: Character only has to eat once per week, 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 only has to sleep 8 hours per week) (42 Active Points); Visible (-1/4)

36 Robotic Body: Armor (15 PD / 15 ED) (45 Active Points); Visible (-1/4) (added to Secondary Value)

 

15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

 

Sensory Visor, all slots: OIF (-1/2)

8 1) Expanded Senses: Enhanced Perception (+4 to PER Rolls for All Sense Groups) (12 Active Points)

15 2) Assisted Targeting: Find Weakness 11- (All Attacks) (30 Active Points); Linked to Sensor Assisted Targeting (-1/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4)

6 3) Sensor Assisted Targeting: Armor Piercing x1 on STR (12 Active Points); Must be able to Sense target (-1/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4)

35 4) ElectroMagnetic Sensors: Detect ElectroMagnetic Spectrum (Part of Radio) 12- (Analyze, Detect Lies, Detect Life Signs, Discriminatory, Increased Arc of Perception: 360-Degree, Rapid (x10), Targeting Sense, Tracking) (53 Active Points)

10 5) Atmosphere Sensors: Detect A Single Thing 12- (Analyze, Discriminatory, Sense) (15 Active Points)

8 6) Extended Comm Systems: High Range Radio Perception (12 Active Points)

3 7) Enhanced Optical Sensors: Nightvision (5 Active Points)

3 8) Rapid Optical Processing: Rapid x10 (Sight Group) (5 Active Points)

2 9) Enhanced Audio Sensors: Ultrasonic Perception (3 Active Points)

Powers Cost: 208

 

 

Cost Skill

 

3 Breakfall 13-

3 Deduction 12-

3 Bugging 12-

3 Combat Piloting 13-

 

3 Language: Japanese: Completely Fluent, w/Accent

3 Language: English: Completely Fluent, w/Accent

 

3 Paramedics 12-

7 Systems Operation 14-

3 Teamwork 13-

1 WF: Vehicle Weapons

 

3 Scholar

2 1) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

1 3) KS: Military/Police Forces (2 Active Points) 11-

2 4) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

Skills Cost: 42

 

 

 

Total Character Cost: 325

 

Pts. Disadvantage

 

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

 

10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

 

20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

 

10 Distinctive Features: Robot, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

 

Disadvantage Points: 125

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Okay, I am now done with her Followers, I guess she should come next, so stay tuned for the heroine of Japan: Heavy Metal...

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Finnaly we come to the leader of the team, and only Human on it, she invented the team, she is also responsible for the vehicles they use (more on this later), so here you go

 

Juukinzoku

 

Player:

 

Val Char Cost

15/25 STR 5

13/23 DEX 9

20 CON 20

11 BODY 2

20 INT 10

12 EGO 4

15 PRE 5

20 COM 5

 

7/25 PD 4

7/25 ED 3

3/5 SPD 7

7 REC 0

40 END 0

30 STUN 1

 

6" RUN 0

2" SWIM 0

13"/15" LEAP 0

Characteristics Cost: 75

 

Cost Power

13 Radio Link: Mind Link (Specific Group of Minds; Number of Minds (x16)), Radio not Mental (+0) (30 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)

Powered Armor, all slots: Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), OIF (-1/2), Concentration (1/2 DCV; -1/4)

18 1) Armor (15 PD / 15 ED) (45 Active Points) (added to Secondary Value)

8 2) Life Support (Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (19 Active Points)

5 3) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2) (added to Secondary Value)

12 4) +10 DEX (30 Active Points) (added to Secondary Value)

4 5) +1 SPD (10 Active Points) (added to Secondary Value)

1 6) Ultrasonic Scopes: Ultrasonic Perception (3 Active Points)

2 7) IR Scopes: Infrared Perception (5 Active Points)

37 Blaster Cuffs: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2), Incantations (-1/4), Cannot be Bounced (-1/4)

4u 1) Metalblast: Energy Blast 10d6 (vs. ED), Reduced Endurance (0 END; +1/2) (75 Active Points)

3u 2) Metal Storm: Energy Blast 6d6 (vs. ED), Reduced Endurance (0 END; +1/2), Area Of Effect (10" Cone; +1) (75 Active Points); No Range (-1/2)

3u 3) Multi Metal Attack: Energy Blast 6d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (75 Active Points); Extra Time (Full Phase; -1/2)

3u 4) Super Metal Blast: Killing Attack - Ranged 2d6 (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (75 Active Points); Extra Time (Full Phase; -1/2), Concentration (1/2 DCV; -1/4)

10 Booster Pack: Multipower, 15-point reserve, all slots: (15 Active Points); OIF (-1/2)

1u 1) Flight 5", Reduced Endurance (0 END; +1/2) (15 Active Points)

1u 2) Leaping +10" (13" / 15" forward, 6 1/2" / 7 1/2" upward), Reduced Endurance (0 END; +1/2) (15 Active Points) (added to Primary Value)

Powers Cost: 125

 

 

Cost Skill

3 +1 Blaster Cuffs

 

3 Breakfall 12- (14-)

3 Combat Driving 12- (14-)

3 Combat Piloting 12- (14-)

 

3 Computer Programming 13-

3 Electronics 13-

3 Inventor 13-

 

3 Mechanics 13-

3 Paramedics 13-

3 Systems Operation 13-

 

3 Tactics 13-

3 Teamwork 12- (14-)

4 TF: Anthropomorphic Mecha, Centurion Vehicles, Combat Aircraft, Custom Adder, Small Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles

 

2 WF: Blades, Vehicle Weapons

 

3 Linguist

1 1) Language: English (Japenese is Native): Fluent Conversation (2 Active Points)

1 2) Language: Mandarin: Fluent Conversation (2 Active Points)

1 3) Language: French: Fluent Conversation (2 Active Points)

 

3 Scholar

2 1) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 13-

1 2) KS: Military/Police Forces (2 Active Points) 11-

2 3) KS: Giant Monsters (INT-based) (3 Active Points) 13-

2 4) KS: Robotics (INT-based) (3 Active Points) 13-

2 5) KS: Criminal Organisations (INT-based) (3 Active Points) 13-

 

3 Scientist

2 1) SS: Robotics (INT-based) (3 Active Points) 13-

2 2) SS: Vehicle Enginering (INT-based) (3 Active Points) 13-

2 3) SS: Computer Science (INT-based) (3 Active Points) 13-

2 4) SS: Cybernetics (INT-based) (3 Active Points) 13-

2 5) SS: Electronics Engineering (INT-based) (3 Active Points) 13-

2 6) SS: Xenobiology (INT-based) (3 Active Points) 13-

Skills Cost: 75

 

Cost Perk

25 Vehicles Contribution ( (x2, 100 Base, 150 Disad)

14 Fringe Benefit (International Police Powers, M Force Security Clearance, Member of M Force, Member of the Centurions)

50 Follower (x4, 200 Base, 125 Disad)

5 Computer Link to M Force Computers

Perks Cost: 94

 

Cost Talent

6 Combat Luck: 3 PD/3 ED

Talents Cost: 6

 

Total Character Cost: 375

 

Pts. Disadvantage

10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

20 Vulnerability: Electrical Attacks while in Armor, Common, Vulnerability Multiplier (2x STUN)

10 Vulnerability: Electrical Attacks while in Armor, Common, Vulnerability Multiplier (1 1/2x BODY)

10 Hunted: Department M, More Powerful, 8- (Occasionally), Watching, Limited Geographical Area, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

 

5 Hunted: Raiden, As Powerful, 8- (Occasionally), Harshly Punish, Limited Geographical Area

10 Dependent NPC: E2-1, Normal, 8- (Infrequently)

5 Reputation: Hero, Sometimes (8-)

15 Social Limitation: Subject to Orders, Frequently (11-), Major

15 Social Limitation: Secret Identity, Frequently (11-), Major

20 Psychological Limitation: Code Versus Killing, Common, Total

5 Psychological Limitation: Hates Giant Monsters, Uncommon, Moderate

5 Psychological Limitation: Scientific Curiosity about Robots, Uncommon, Moderate

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

 

Okay her story did not seem to print, readers digest form, her father had been working on AI robotics, coming close to a breakthrough when he was killed in a giant monster attack. She decided to make something of her self and joined M-Force, she then decided to become a hero, went back to her fathers work where she was able to create a number of robotic assistants (when she realised she was not up for the job alone) and a number of vehicles as well

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  • 2 weeks later...

Need a review

 

This is the final member of the team, and i am in truth not happy with him, but the points were just not there

 

Note still a work in progress

 

Robot X

 

Player:

 

Val Char Cost

30 STR 20

24 DEX 42

20 CON 20

10 BODY 0

15 INT 5

11 EGO 2

10/30 PRE 0

10 COM 0

 

10/25 PD 4

10/25 ED 6

5 SPD 16

10 REC 0

10 END -15

35 STUN 0

 

6" RUN 0

1" SWIM -1

6" LEAP 0

Characteristics Cost: 99

 

Cost Power

10 Fearless: +20 PRE (20 Active Points); Defense Only (-1) (added to Secondary Value)

Battery, all slots: Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), IIF (-1/4)

7 1) 0 End on Strength (15 Active Points)

3 2) 0 End on Running (6 Active Points)

1 3) 0 End on Leaping (3 Active Points)

1 4) 0 End on Swimming (1 Active Points)

Robotic Body, all slots: Visible (-1/4)

34 1) Life Support (Eating: Character only has to eat once per week, 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 only has to sleep 8 hours per week) (42 Active Points)

36 2) Armor (15 PD / 15 ED) (45 Active Points) (added to Secondary Value)

13 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1), Restrainable (Only by means other than Grabs and Entangles -1/4)

22 Hand Unit: Multipower, 45-point reserve, all slots: (45 Active Points); OIF (-1/2), Restrainable (-1/2)

2u 1) Energy Machine Gun: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1) (45 Active Points)

2u 2) Blade Hand: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance (0 END; +1/2) (45 Active Points)

2u 3) Energy Tenticles: (Total: 45 Active Cost, 19 Real Cost) Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points) (Real Cost: 15) plus Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Body Parts (-1/4), No Velocity Damage (-1/4) (Real Cost: 20)

2u 4) Flash Grenades: Flash 6d6 (Sight Group), 4 Clips of 12 Charges (+0), Reduced Endurance (0 END; +1/2) (45 Active Points)

2u 5) Gas Grenades: Energy Blast 2d6 (vs. ED), 12 Continuing Charges lasting 1 Turn each (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Sticky (Standard; +1/2), No Normal Defense (Standard; +1), Continuous (+1) (42 Active Points)

2u 6) Rockets: Killing Attack - Ranged 1d6 (vs. ED), 4 Clips of 12 Charges (+0), Armor Piercing x1 (+1/2), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2), No Range Modifier (+1/2) (45 Active Points)

Powers Cost: 139

 

 

Cost Skill

6 TF: Common Motorized Ground Vehicles, Centurion Vehicles, Combat Aircraft, Mecha, Two-Wheeled Motorized Ground Vehicles

3 Breakfall 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Computer Programming 12-

3 Electronics 12-

3 Inventor 12-

3 Language: English: Completely Fluent, w/Accent

3 Mechanics 12-

2 Navigation (Air) 12-

3 Paramedics 12-

3 Teamwork 14-

3 Tactics 12-

3 Systems Operation 12-

3 Scholar

2 1) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

2 3) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

1 4) KS: Military/Police Forces (2 Active Points) 11-

3 Scientist

2 1) SS: Xenobiology (INT-based) (3 Active Points) 12-

2 2) SS: Electronics Engineering (INT-based) (3 Active Points) 12-

2 3) SS: Computer Science (INT-based) (3 Active Points) 12-

2 4) SS: Vehicle Enginering (INT-based) (3 Active Points) 12-

2 5) SS: Robotics (INT-based) (3 Active Points) 12-

2 6) SS: Cybernetics (INT-based) (3 Active Points) 12-

Skills Cost: 69

 

Cost Perk

8 Fringe Benefit (International Police Powers, Member of the Centurions)

25 Vehicles & Bases (125 Base, 0 Disad)

35 Vehicles & Bases (175 Base, 0 Disad)

Perks Cost: 68

 

 

Total Character Cost: 375

 

Base Points: 200

Experience Required: 175

Total Experience Available: 0

Experience Unspent: 0

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Robot X, secretly Rex Robot

 

Hmm. Appears to be the all-around combat bot here. has energy blasts, beamsaber, energy tentacles and a little flash and bang. Needs some combat levels, but this can be compensated for with teamwork and blinding the opponent before whackin' him in the head. If you're hurting for points, you could shave off the science skills, 'cause that's like 15 points or so. Just what is unsatisfactory about him?

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Juukinzoku

 

Hurm, she's interesting, I suppose, but why does she have what appears to be voice activated weapons? Genre convention?

 

Anyway, you might consider swapping her Super Metal Blast 2d RKA thingie out for a Super Metal Blast 15d6EB, 12dEB AP, 5dRKA or 4dRKA AP. Y'know, something with more bang for the 75 AP she's built it in. Sides, those slow arming attacks are generally a finishing move kinda thing, right? That way after her robot sidekicks set him up, she can use the SuperMetal Blast to send EZ-BKR, Oven with a Grudge to that Appliance Repair Shop in the Sky. Then, posed dramatically against the burning fires, she renews her vows to put paid to the forces of darkness.

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On robot X: I wanted him stronger, faster, more weapon, In general I wanted him to be a 600 point character :)

 

More specificaly, I wanted him to have a boost pack like Ju has, and other things, the whole bit about the science skills was that he was suppose to serve as Ju's assistent in the lab as well.

 

Ohh well,

 

As for Ju, yes the Incants is a voice activation on her weapon, it is because both of these characters are heavily influenced by Anime, and it just seemed right...

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Cross Crash!

 

Originally posted by JmOz

On robot X: I wanted him stronger, faster, more weapon, In general I wanted him to be a 600 point character :)

 

More specificaly, I wanted him to have a boost pack like Ju has, and other things, the whole bit about the science skills was that he was suppose to serve as Ju's assistent in the lab as well.

 

Ohh well,

 

As for Ju, yes the Incants is a voice activation on her weapon, it is because both of these characters are heavily influenced by Anime, and it just seemed right...

 

Ah, I see. Well, anime is fun stuff and I certainly have made a few characters with cheesy attack names they shout to activate. Just don't make any giant robots that shout "Buster Cloak!" and pull a missile deflecting cape out of nowhere and we're both happy. Gunbuster hurt my head when that happened, but the Homing Lasers were cool.

 

As to Robot X, maybe you could squeak a point or two out for some multpower-based Str Boost with just a few charges or something. As to the rest, maybe you could tweak the whole set of bots and parcel the skills around them so they could play research team as a whole. You know...

 

Juukinzoku: OK! The only to beat Professor Machinegal's latest scheme is to bypass the Mol Unit Shielding on his androids and destroy their teleport units! Shinobi, you map out strategy based on prior Machinegal behavior. See what's another tempting target! Sentry, correlate your sensory data with the computer logs to see if we can track that old geezer's movements. Medic, see what those scans show about the android's physical capacities and potential structural flaws. Robot X, you and I will try adjusting our weapons systems to take advantage of the research results. Fugi, go get me a Cherry Slurpee! Tetsusenshi Sanjo!"

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