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Tek Knight (For your edification)


MisterVimes

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This is a guy I built yesterday, this is a Playable Version (the NPC is much tougher - Villain level in my game). It's really just me looking for advice/critique/unwarrented-praise/offers-of-money/offers-of-unborn-children... well, you get the idea.One of the things I liked about this guy was the fact that his armor falls apart if he falls unconcious. He is a Cyberkenetic and his battle armor is just pieces of electronics/machinery that he draws to him. So... ooo and ahh (or jeer and rasberry) as you see fit.

Combat Information Page

Character Name: Tek Knight

Alternate Identities: Marc Payne

Player Name: NPC

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CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
8 STR 10 -2 8/25 11- / 14- HTH Damage 1 1/2d6/5d6 END [1/3]
13 DEX 10 9 13/25 12- / 14- OCV 4/8 DCV 4/8
8 CON 10 -4 8/25 11- / 14-
8 BODY 10 -4 8/13 11- / 12-
28 INT 10 18 28 15- PER Roll 15-
28 EGO 10 36 28 15- ECV: 9
13 PRE 10 3 13/20 12- / 13- PRE Attack: 2 1/2d6 / 4d6
18 COM 10 4 18 13-
             
             
2 PD 2 0 2/20   2/20 PD (0/15 rPD)
2 ED 2 0 2/20   2/20 ED (0/15 rED)
2 SPD 2.3 0 2/6   Phases: 6, 12/2, 4, 6, 8, 10, 12
4 REC 4 0 4/10  
16 END 16 0 16/50  
16 STUN 16 0 16/50    
6" Running 6 -12 6"    
2" Swimming 2 -2 2"    
2 1/2"/1"" Leaping 2 -1 2 1/2"/5 1/2" 45 Total Characteristics Points
tek-knight.jpg
EXPERIENCE POINTS
Total earned: 23
Spent: 23
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 373
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2 1/2"/6"
V. Leap (1") 1"/3"
APPEARANCE
Hair Color:  Bald
Eye Color:  Gray
Height:  6' 0"
Weight:  250 lbs
Description:

MARTIAL ARTS MANEUVERS
Cost  Maneuver
I Know Kung-Fu, all slots: Restrainable (-1/2)
3
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +15 STR to Disarm roll
3
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3
4) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
3
5) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike
3
6) +1 HTH Damage Class(es) (4 Active Points)
18 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 2/20 Current BODY:
Res. Phys. Defense 0/15  
Energy Defense 2/20 Current END:
Res. Energy Defense 0/15  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 4/8 DCV: 4/8
 
Combat Skill Levels: +1 with All Combat (8 Active Points)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; +15 STR to Disarm roll
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Punch/Snap Kick 1/2 +0 +2 STR +3d6 Strike
Side/Spin Kick 1/2 -2 +1 STR +5d6 Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
Battle Armor, all slots: Stops Working If Mentalist Is Knocked Out (-1/4), Only In Heroic Identity (-1/4)
11
1) Artificial Muscles: +17 STR (17 Active Points)
2
23
2) Artificial Muscles: +17 CON (34 Active Points)
7
3) Artificial Muscles: +5 BODY (10 Active Points)
30
4) Combat Cassis: Armor (15 PD/15 ED) (45 Active Points)
5
5) Impressive Construction: +7 PRE (7 Active Points)
7
6) Paracardium: +11 STUN (11 Active Points)
24
7) Wired Reflexes: +12 DEX (36 Active Points)
20
8) Wired Reflexes: +3 SPD (30 Active Points)
34 Cyberkinesis: Multipower, 60-point reserve, all slots: (60 Active Points); Requires An Electronics Skill Roll (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4)
2u
1) Access Sensors: Clairsentience (Sight And Hearing Groups), x8 Range, Reduced Endurance 1/2 END (+1/4) (56 Active Points); Only through Cameras and Sensor Devices (-1/2), Attack Roll Required (-1/4)
2
2u
2) Assemble/Disassemble Machine: Transform 3d6: Assemble/Disassemble Machines (Minor), Machines and Machine Parts As Available (+1/4), 0 END (+1/2) (52 Active Points); Limited Target Machines and Machine Parts As Available (-1/4), Limited Range (-1/4)
1u
3) Create Armor: Transform 4d6: Clothing into Armor and vice-versa (Cosmetic), Reduced Endurance 0 END (+1/2) (30 Active Points); Limited Target Clothing (-1/2)
2u
4) Create Motorcycle: Summon 120-point Motorcycle, 0 END (+1/2), Slavishly Devoted (+1) (60 Active Points); OIF (Must have technology/parts available; -1/2), Arrives Under Own Power (-1/2), Must Inhabit Locale (-1/2)
2u
5) Create Robot: Summon 150-point Truckbots, Slavishly Devoted (+1) (60 Active Points); OIF (Must have technology/parts available; -1/2), Arrives Under Own Power (-1/2), Must Inhabit Locale (-1/2)
6
3u
6) Combat Blades: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1/2) (60 Active Points)
Notes: 3d6 AP-HKA
3u
7) Cyber Control I: Mind Control (Machine class of minds) 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points)
3u
8) Cyber Control II: Mind Control (Machine class of minds) 12d6 (60 Active Points)
6
3u
9) Cyberlink: Mind Link (Machine Class of Minds) (Any Willing Machine), Any distance, No LOS Needed, Uncontrolled (+1/2) (45 Active Points)
3u
10) Cyberpathic Communications: Telepathy (Machine class of minds) 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points)
3u
11) Cyberscan - Local: Mind Scan (Machine Class of Mind) 6d6, +5 ECV, Reduced Endurance 0 END (+1/2) (60 Active Points)
3u
12) Cyberscan - Global: Mind Scan (Machine Class of Mind) 6d6, +15 ECV (60 Active Points)
6
3u
13) Deactivate Device: Dispel Any Electrical Device Power 16d6, Expanded Effect One At A Time (+1/4) (60 Active Points)
6
2u
14) Electronic Concealment: Invisibility to Sight Group, Hearing Group, Radio Group, No Fringe, Reduced Endurance 0 END (+1/2) (60 Active Points); Only Versus Machines (-1)
3u
15) Machine Images: Mental Illusions (Machine class of minds) 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points)
2u
16) Machine Manipulation I: Telekinesis (20 STR), Fine Manipulation, Reduced Endurance 0 END (+1/2) (60 Active Points); Only To Control Machines And Machine Parts (-1)
2u
17) Machine Manipulation II: Telekinesis (30 STR), Reduced Endurance 1/2 END (+1/4) (56 Active Points); Only To Control Machines And Machine Parts (-1)
2
2u
18) Machine Repair: Healing 4d6 (max. Healed Points: 24), Reduced Endurance 0 END (+1/2) (60 Active Points); Only Versus Machines (-1)
3u
19) Power Down: Suppress 4d6, All Electronic Devices Simultaneously (+2) (60 Active Points); Limited Range (-1/4)
6
3u
20) Shrapnel Cannon: Killing Attack - Ranged 2d6 (vs. PD), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1/2) (60 Active Points)
Notes: 3d6 AP-RKA
Cyberlimbs, all slots: Restrainable (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4)
11
1) Artificial Arm and Legs - Replacements: Custom Power (20 Active Points)
1
2) Cyberlegs: Leaping +2" (3 1/2"/6 1/2" forward, 1 1/2"/3" upward) (2 Active Points)
1
7
3) Cyberlegs: +6" Running (6" total) (12 Active Points)
1
1
4) Cyberlegs: Swimming +2" (2" total) (2 Active Points)
1
3
5) Waldoes: Extra Limbs (5 Active Points)
234 Total Powers Cost
TALENTS
Cost  Name
Onboard Computer, all slots: Restrainable (-1/2)
2
1) Absolute Time Sense (3 Active Points)
3
2) Eidetic Memory (5 Active Points)
2
3) Lightning Calculator (3 Active Points)
3
4) Speed Reading (x10) (4 Active Points)
10 Total Talents Cost

SKILLS
Cost  Name
Onboard Computer, all slots: Restrainable (-1/2)
5
1) +1 with All Combat (8 Active Points)
2
2) Acrobatics (3 Active Points) 12- (14-)
2
3) Breakfall (3 Active Points) 12- (14-)
2
4) Climbing (3 Active Points) 12- (14-)
2
5) Combat Driving (3 Active Points) 12- (14-)
2
6) Combat Piloting (3 Active Points) 12- (14-)
2
7) Security Systems (3 Active Points) 15-
2
8) Stealth (3 Active Points) 12- (14-)
2
9) TF: Combat Aircraft, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles (3 Active Points) (3 Active Points)
0 Acting 8-
0 Area Knowledge: United States 8-
3 Bureaucratics 12- (13-)
0 Climbing 8-
3 Computer Programming 15-
0 Concealment 8-
3 Deduction 15-
19 Electronics 23-
3 Inventor 15-
0 Language: English (Idiomatic, native accent; Native Language)
1 Language: Binary (basic conversation)
1 Language: Hexidecimal (basic conversation)
3 Mechanics 15-
0 Paramedics 8-
0 Persuasion 8-
0 PS: Software Designer (Everman Skill) 11-
0 Shadowing 8-
0 Stealth 8-
3 Systems Operation 15-
0 Teamwork 8-
0 TF: Common Motorized Ground Vehicles, Small Motorized Ground Vehicles
Notes: Custom Mod is Everyman Skill
3 SS: Electrical Engineering (INT-based) 15-
3 SS: Mechanical Engineering (INT-based) 15-
66 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 Psychological Limitation: Logical Common, Strong
20 Psychological Limitation: Code vs Killing Common, Total
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability: 1 1/2 x STUN Magic Attacks Common
10 Vulnerability: 1 1/2 x Effect Magic Attacks Common
25 Hunted: Kronos 11-, More Powerful, Harshly Punish, Extensive Non-Combat Influence
20 Watched: AEGIS 14-, More Powerful, Watching, Extensive Non-Combat Influence
20 Physical Limitation: No Legs/One Arm (All the Time; Greatly Impairing)
5 Distinctive Features: Active Metagene (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Distinctive Features: Artificial Limbs (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
150 Total Disadvantages Cost
Height: 6' 0" Hair: Bald
Weight: 250 lbs Eyes: Gray
Quotes:"You have 20 seconds to comply."

"Your Computer told me you've been surfing for porn again."

"It's not a junkyard... it's a LAB!"

Character created with Hero Designer (version 1.47)
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Cool character, good concept. Some thoughts:

 

1) Where do his martial arts come from? Nothing in his skills or psych limits points back to them. A 1 point KS: Wu-Shu Kung Fu might be apropriate, or you could explain it as something programmed into his limbs from old Jackie Chan flicks. ;)

 

2) Software Engineer wouldn't be an everyman skill in my campaign, but if your house rules allow a free profesional skill then coolness.

 

3) It's a bit cheesy to sell back stats then buy them again through cybernetic limbs, especially when all he's losing is some End and Stun. Better to just sell back the End and Stun.

 

4) He's a bit light on defences in this version. Some flight and and/or an invisibility shield would do wonders for him in combat (unless I'm missing something).

 

5) The no legs and one arm physical limit is only going to show up very occasionally unless he wanders around as a triple amputee whenever he's not actively in combat. Even then, it's not an All the Time limit.

 

Again, cool concept, just some design disagreements.

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Originally posted by OddHat

Cool character, good concept. Some thoughts:

 

1) Where do his martial arts come from? Nothing in his skills or psych limits points back to them. A 1 point KS: Wu-Shu Kung Fu might be apropriate, or you could explain it as something programmed into his limbs from old Jackie Chan flicks. ;)

 

If you note the restrainable limitation, his Martial Arts are Software he accesses (hence the MATRIX reference 'I know Kung-Fu')

 

2) Software Engineer wouldn't be an everyman skill in my campaign, but if your house rules allow a free profesional skill then coolness.

 

Professional Skill (11-) is one of my Everyman skills for the campaign

 

4) He's a bit light on defences in this version. Some flight and and/or an invisibility shield would do wonders for him in combat (unless I'm missing something).

 

 

No. He's not really a combat monster. He's more of a Support Character.

 

5) The no legs and one arm physical limit is only going to show up very occasionally unless he wanders around as a triple amputee whenever he's not actively in combat. Even then, it's not an All the Time limit.

 

I disagree... Not having legs and one arm is pretty much an "all the time" limitation... You'll note that "No Hands" n FREd p.218 concurs with this thinking.

 

 

Thanks for your input.:)

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Originally posted by MisterVimes

If you note the restrainable limitation, his Martial Arts are Software he accesses (hence the MATRIX reference 'I know Kung-Fu')

 

Gotchya. Sorry I missed it.

 

Originally posted by MisterVimes

I disagree... Not having legs and one arm is pretty much an "all the time" limitation... You'll note that "No Hands" n FREd p.218 concurs with this thinking.

[/b]

 

The FREd entry assumes that the character will be paying a real price in game for the disad. How often will this guy be caught without his arm and legs? Almost never in combat and rarely outside of combat, unless he tools around in a motorized wheelchair and armless in his secret ID. A limitation or a disadvantage that doesn't have as much of a game effect is not worth full value. Sometimes it's not worth anything.

 

Of course you are the GM. Vimes and Granny Weatherwax always knew that breaking the rules was fine as long as they were the ones doing it. ;)

 

Originally posted by MisterVimes

Thanks for your input.:) [/b]

 

Peace and all that.

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Originally posted by OddHat

The FREd entry assumes that the character will be paying a real price in game for the disad. How often will this guy be caught without his arm and legs? Almost never in combat and rarely outside of combat, unless he tools around in a motorized wheelchair and armless in his secret ID. A limitation or a disadvantage that doesn't have as much of a game effect is not worth full value. Sometimes it's not worth anything.

 

You make an excellent point...

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