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Terrapin


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Terrapin

 

XYBIO Inc., inspired officially by the success of Turtle Armor -- unofficially, by Armadillo Armor -- invested in research on its own Terrapin (Marketing concept "Pin Down Terror with Terrapin") suit, using new advancements unavailable when others first developed their own model. XYBIO brought on board a skillful team, some poached from organizations with experience in the area, some fresh young minds from some of the most advanced research schools in the world.

 

XYBIO's real agenda for this development was not disclosed to these researchers.

 

Digory Menoph was lured to this exciting prospect for four years, abandoning his studies in music and medicine to focus on this unique opportunity to apply his advanced ideas in engineering. Menoph's academic career - undergrad degrees in a half dozen distinct disciplines, multiple major areas of study in each, masters degrees in several - uniquely qualified him at the age of sixteen to work on design issues for the Terrapin project.

 

It also meant he wasn't stupid.

 

"Dig," his grandmother asked, "what troubles you?" His only living relatives, grandparents Polly and Eustace were also his landlords, advisors, and best friends. They remained vital and active -- only in their sixties -- and were some of the few people who would tolerate Digory's overly cerebral nature.

 

'Dig' went into great detail about minutia, things not adding up, investment decisions and scheduling pressures which made no sense and hunches he had that there was something not right at XYBIO. The simple answer - the kind which often escapes the brilliant - was offered by his grandfather: "You're young. You can always leave, if you don't trust your employers. You're smart, though, so you should give them a chance to explain, first."

 

The details are unimportant. Telling the wrong people some of what gave Dig Menoph cause to be suspicious alarmed them, and they decided to silence him one way or the other. The Terrapin suit was necessary for some of XYBIO's other pursuits to succeed, and these pursuits were not entirely legal or coincidental with Menoph's values. However, Dig was the one person capable of bringing Terrapin technology to maturity.

 

While XYBIO was deciding to kidnap Menoph to their foreign research facility, Menoph was listening in on their meeting, his suspicions peaked by the behavior he observed in his managers. It wasn't hard to hack the wireless connection one of the participants was using. Dig reacted fast, using all his skills and talents to stage an apparent break-in that set XYBIO back many years, the mysterious felon taking the prototype Terrapin suit and wiping out the company's research data, including backups. Menoph did this all from his Blackberry, while cooling his heels with a pair of corporate security associates. With the setback -- which Menoph couldn't be suspected of, given the circumstances -- XYBIO didn't need to worry about Menoph -- they couldn't use him, since their project received this fatal blow, and his suspicions couldn't lead investigators anywhere, since the incriminating records and information were also either destroyed in the break-in, or in the inter-office purge that followed. All that was left was for XYBIO to find and silence the burglar, no doubt an industrial spy or superterrorist.

 

Menoph would have been safe -- laid off, but still able to bounce back at age twenty a hot candidate for many doctoral grants at advanced universities -- but.. he had the suit. And it was so close to working. Four years, a fifth of his life, he'd put into it. He had to finish it. And use it.

 

One test run couldn't hurt, now, could it? The jury-rigged partial Terrapin suit prototype worked superbly, from an engineering point of view. But when you covertly test supertechnology, you run the risk of finding others being covert with supertechnology. In this case, VIPER. With the Terrapin capabilities and his inquisitive nature, Menoph ignored that little voice inside which most brilliant scientists would call their sense of self-preservation, and tangled with VIPER, and picked up enough clues to tangle with them more, enough to hurt them if he wasn't found and stopped. So Terrapin became yet another VIPER target of opportunity.

 

Investigating after dark, in a mostly abandoned part of the city, Terrapin was doing his best to hurt VIPER, proving his technology and indulging a growing urge to show off how keen his intellect really was. There was no way Dig could know the city's premier superhero would change his patrol route that night to include that area. Their initial meeting went poorly, and left Terrapin burning to prove what a smug, inept clod the established hero really was. Why, with his suit, he could be twice the hero.

 

And so it begins.

 

Without the suit, Dig Menoph is a competent practitioner of judo, and a brilliantly insightful and talented prodigy in good physical condition, if somewhat unrealistic and overly competitive. With the suit, he's capable of going toe-to-toe with many major supervillains.

[font=Courier New][size=2]| VAL CHAR Cost  Roll   Notes[/size][/font]
[font=Courier New][size=2]|15/50 Str   5  12-/19- Lift 200 kg/25 t; 3d6/10d6 [1]<3>[/size][/font]
[font=Courier New][size=2]|14/23 Dex  12  12-/14- OCV: 5 / DCV: 5// OCV: 8 / DCV: 8[/size][/font]
[font=Courier New][size=2]|13/24 Con   6  12-/14-[/size][/font]
[font=Courier New][size=2]| 10   Body  -   11- [/size][/font]
[font=Courier New][size=2]| 38   Int  28   17-    PER Roll: 17-[/size][/font]
[font=Courier New][size=2]| 11   Ego   2   11-    ECV: 4[/size][/font]
[font=Courier New][size=2]|13/17 Pre   3   12-    PRE Attack: 2.5d6/3d6+1[/size][/font]
[font=Courier New][size=2]| 10   Com   -   11- [/size][/font]
[font=Courier New][size=2]|  6    PD   3          Total 25 (10 r, 5hh)[/size][/font]
[font=Courier New][size=2]|  4    ED   1          Total 20 (10 r, 5hh)[/size][/font]
[font=Courier New][size=2]| 3/5  SPD   6          Phases: 4, 8, 12 // 3, 5, 8, 10, 12[/size][/font]
[font=Courier New][size=2]|  6   REC   - [/size][/font]
[font=Courier New][size=2]| 26   END   - [/size][/font]
[font=Courier New][size=2]| 25  STUN   - [/size][/font]
[font=Courier New][size=2]|---[/size][/font]
[font=Courier New][size=2]| 66 Total Characteristics[/size][/font]
[font=Courier New][size=2]+[/size][/font]
[font=Courier New][size=2]Movement: Running: 6"/12"//12”/72”[/size][/font]
[font=Courier New][size=2]Leaping: 1"/3"//4.5”/9”[/size][/font]
[font=Courier New][size=2]Swimming: 2"/4"[/size][/font]
[font=Courier New][size=2]Cost Powers [END] [/size][/font]
[font=Courier New][size=2]| 17 +35 STR (-1/2: No Figures, -1/2: OIF) ”Synthetic Muscle” 35 AP <3>[/size][/font]
[font=Courier New][size=2]| 11 +9 DEX (-1/2: No Figures, -1/2: OIF, -1/2: RSR Power Terrapin Armor) “Synthetic Reflex Arcs” 27 AP [-][/size][/font]
[font=Courier New][size=2]| 11 +11 CON (-1/2: No Figures, -1/2: OIF) “Bioregulation” 22 AP [-][/size][/font]
[font=Courier New][size=2]|  3 +4 PRE (-1/2: OIF) “Technological Confidence” 4 AP [-][/size][/font]
[font=Courier New][size=2]| 15 5 rPD / 5 rED Armor (+1/2: Hardened x2; -1/2: OIF) “Armored Segments” 22 AP [-][/size][/font]
[font=Courier New][size=2]|  9 +14 PD (-1/2: OIF) “Synthetic Muscle Cushioning” 14 AP [-][/size][/font]
[font=Courier New][size=2]|  7 +11 ED (-1/2: OIF) “Synthetic Muscle Insulation” 11 AP [-][/size][/font]
[font=Courier New][size=2]|  3 5 rPD / rED Damage Resistance (-1/2: OIF) “Synthetic Durability” 5 AP [-][/size][/font]
[font=Courier New][size=2]| 13 +2 SPD (-1/2: OIF) “Ergonomic Design” 20 AP[/size][/font]
[font=Courier New][size=2]|  2 Rapid Attack, HTH (-1/2: OIF, -1/2: RSR Power Terrapin Armor) “Synthetic Neural Augmentation” 5 AP [-][/size][/font]
[font=Courier New][size=2]|  5 Two Weapon Fighting, HTH (-1/2: OIF, -1/2: RSR Power Terrapin Armor) “Synthetic Neural Augmentation” 10 AP [-][/size][/font]
[font=Courier New][size=2]| 13 Endurance Reserve <50,15> (-1/2: OIF) “Fuel Cell” 20 AP [-][/size][/font]
[font=Courier New][size=2]| 16 Life Support – Self Contained Breathing, All Safe Environments and Immunities (-1/2: Cost Endurance, -1/2: OIF, -1/2: RSR Power Terrapin Armor) “Sealed Systems” 39 AP <4>[/size][/font]
[font=Courier New][size=2]| 15 +6” Running & 4x Noncombat, Total 12” x8 Noncombat (-1/2: OIF) “Synthetic Boost” 22 AP <2>[/size][/font]
[font=Courier New][size=2]|---[/size][/font]
[font=Courier New][size=2]|140 Total Powers[/size][/font]
[font=Courier New][size=2]+[/size][/font]
[font=Courier New][size=2]|Talents[/size][/font]
[font=Courier New][size=2]|  1 Absolute Range Sense, Latent[/size][/font]
[font=Courier New][size=2]|  1 Absolute Time Sense, Latent[/size][/font]
[font=Courier New][size=2]|  1 Ambidexterity, Latent[/size][/font]
[font=Courier New][size=2]|  1 Bump of Direction, Latent[/size][/font]
[font=Courier New][size=2]| 37 Danger Sense 17- Any, Immediate, OOC[/size][/font]
[font=Courier New][size=2]|  1 Double Jointed, Latent[/size][/font]
[font=Courier New][size=2]|  5 Eidetic Memory[/size][/font]
[font=Courier New][size=2]|  3 Lightning Calculator[/size][/font]
[font=Courier New][size=2]|  1 Lightning Reflexes, Takedown[/size][/font]
[font=Courier New][size=2]|  3 Perfect Pitch[/size][/font]
[font=Courier New][size=2]|  4 Speed Reading x10[/size][/font]
[font=Courier New][size=2]|---[/size][/font]
[font=Courier New][size=2]| 58 Total Talents[/size][/font]
[font=Courier New][size=2]+[/size][/font]
[font=Courier New][size=2]|Skills[/size][/font]
[font=Courier New][size=2]|  3 Breakfall 12-/14-[/size][/font]
[font=Courier New][size=2]|  3 Climbing 12-/14-[/size][/font]
[font=Courier New][size=2]|  6 +2 CSL's with Judo[/size][/font]
[font=Courier New][size=2]|  3 Computer Programming 17-[/size][/font]
[font=Courier New][size=2]|  3 Cryptography 17-[/size][/font]
[font=Courier New][size=2]|  8 +2 DC's with Judo[/size][/font]
[font=Courier New][size=2]|  3 Deduction 17-[/size][/font]
[font=Courier New][size=2]|  3 Electronics 17-[/size][/font]
[font=Courier New][size=2]|  2 Gambling: Board Games 17-[/size][/font]
[font=Courier New][size=2]|  3 Inventor 17-[/size][/font]
[font=Courier New][size=2]|  1 KS: Judo 8-[/size][/font]
[font=Courier New][size=2]|  3 KS: Music 17-[/size][/font]
[font=Courier New][size=2]|  7 LS: Cantonese, Greek, Irish Gaelic, Japanese, Hebrew, Polish, Spanish[/size][/font]
[font=Courier New][size=2]| 11 Martial Art: Judo[/size][/font]
[font=Courier New][size=2]|     Cost Maneuver OCV DCV Notes[/size][/font]
[font=Courier New][size=2]|      4 Escape +0 +0 40/75 STR vs. Grabs[/size][/font]
[font=Courier New][size=2]|      3 Grab -1 -1 35/70 STR Grab Two Limbs; [/size][/font]
[font=Courier New][size=2]|      3 Takedown +1 +1 5.5/12d6 Strike; Target Falls[/size][/font]
[font=Courier New][size=2]|      1 Weapon Element: Off Hand[/size][/font]
[font=Courier New][size=2]|  3 Mechanics 17-[/size][/font]
[font=Courier New][size=2]|  3 Paramedics 17-[/size][/font]
[font=Courier New][size=2]|  3 Power - Terrapin Armor 17-[/size][/font]
[font=Courier New][size=2]|  - PS: Musician (Violin) 11- (Everyman)[/size][/font]
[font=Courier New][size=2]|  2 SS: Chemistry 17-[/size][/font]
[font=Courier New][size=2]|  2 SS: Game Theory 17-[/size][/font]
[font=Courier New][size=2]|  2 SS: Life Sciences 17-[/size][/font]
[font=Courier New][size=2]|  2 SS: Mathematics 17-[/size][/font]
[font=Courier New][size=2]|  2 SS: Nanotechnology 17-[/size][/font]
[font=Courier New][size=2]|  2 SS: Physics 17-[/size][/font]
[font=Courier New][size=2]|  3 SE: Scientist[/size][/font]
[font=Courier New][size=2]|  3 Stealth 12/14-[/size][/font]
[font=Courier New][size=2]|---[/size][/font]
[font=Courier New][size=2]| 86 Total Skills[/size][/font]
[font=Courier New][size=2]+[/size][/font]
[font=Courier New][size=2]|200+Disadvantages[/size][/font]
[font=Courier New][size=2]| 10 DF: Blatantly Cerebral Genius (Easily Concealed, Major Reaction)[/size][/font]
[font=Courier New][size=2]| 25 DNPC Incompetent Unaware 8- Grandparents[/size][/font]
[font=Courier New][size=2]| 20 Hunted: VIPER 8- (More Powerful, NCI, Imprison)[/size][/font]
[font=Courier New][size=2]| 20 Hunted: XYBIO Inc. (More Powerful, NCI, Imprison)[/size][/font]
[font=Courier New][size=2]| 10 Hunted: Police 8- (More Powerful, NCI, Just Watching)[/size][/font]
[font=Courier New][size=2]| 15 Psychological Limitation: Competitive (Common, Strong)[/size][/font]
[font=Courier New][size=2]| 15 Psychological Limitation: Code Against Killing (Common, Strong)[/size][/font]
[font=Courier New][size=2]| 10 Psychological Limitation: Scientific Curiousity (Common, Moderate)[/size][/font]
[font=Courier New][size=2]| 10 Rivalry – Established Hero: Professional; Rival is More Powerful; Seek to Outdo Rival; Rival Aware of Rivalry[/size][/font]
[font=Courier New][size=2]| 15 Social Limitation: Secret ID Digory P. Menoph, College Student (Frequently, Major)[/size][/font]
[font=Courier New][size=2]|---[/size][/font]
[font=Courier New][size=2]|350: Total Disadvantage Points[/size][/font]

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Re: Terrapin

 

While the kid genius concept has been overused, I've always been partial to Turtle armor and its variations.

 

As a blatant plug: my campaign's version of Turtle armor can be found here:

http://www.herogames.com/forums/showthread.php?p=1468511

 

 

I like him....do you have a picture of the suit? For some reason basing characters on turtles has been a big novelty thing for me lately....go figure.. :)

 

Well, if you really want a cool picture of turtle-esque armor, I suggest getting the Astro City trade paperback called "The Tarnished Angel". It has a really cool character in there called the Mock Turtle.

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Re: Terrapin

 

Child prodigy has to go somewhere. It's more interesting to me how and what they transition into as adults.

 

Fedifensor's Armadillo Armor was the inspiration for the Terrapin armor, as much as Turtle armor was.

 

The prototype is meant to be flawed and limited -- what one of its designers could do with the stolen parts and no significant resources to speak of. As such, its stripped-down, unaccessoried form is functional, but performs far below the average superhero power level for the points.

 

The lack of sensory equipment, weapons (other than strength), mobility options beyond running, stealth capability, and the low resistant defenses were intentional. I want the character to survive on his wits, and to need a team.

 

Similarly, the character's skills were intentionally channeled away from the 'useful' (security systems, streetwise, shadowing, etc.) to keep him off-balance in his new role. He was a wunderkind and compared to normal folks he's a pretty fair martial artist, but he's meant to be unprepared for what he now faces, if he goes it alone. The competitiveness and rivalry are intended to reflect the difficulty in this adjustment.

 

The attached HeroMachine composite is an impression of the Terrapin suit.

 

And though Astro City's Mock Turtle is a fun villain with depth and humor, he'd so kick Terrapin's butt in a fight.

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Re: Terrapin

 

Updated the character sheet.

 

I found myself unsatisfied with the idea that this 'all-round' prodigy wouldn't be using his skills to optimise the armor in some way that made him exceptional in it, compared with any routine thug.

 

So I made the Dex and Life Support dependent on skilled use to activate, and added a new, but related, component of the synthetic neural arc: symmetry. Now a suit-wearer can count on the left and right neural guidance hardware to operate at full efficiency, if he knows how to operate it.

 

As a result, the character is slightly beefier out of armor, and a much greater threat to multiple opponents while in armor, as well as generally more useful overall.

 

I also dropped the END Reserve a bit, to force the character to ration his resources and rely on teammates.

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