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Rogues Gallery: Alchemecha


Enforcer84

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Greetings True Believers!

 

It's time for another installment of "Rogues Gallery." Tonight, I'll be focusing on the daring damsel of Technomancy herself, the Princess of Dwarven Smiths, the Golem Gear Grinding Alchemecha.

 

Fiona Williams did not know she had the blood of dwarven smiths in her veins. She just knew that the women in her family were traditionally stocky and often short. 

 

From a young age, Fiona liked to tinker and build and often came up with inventions so amazing that the were often described as magical. 

 

When she graduated from secondary school, took her A levels and went into University studying mechanics. It was here that she was offered an internship with the industrial curiosity that was Magewerks Industries. There, she discovered a world beyond maths and technology and, after formal tutelage from one of Magewerks founders added alchemy and technomancy to her repertoire. 

 

It was an unfortunate accident that drove a wedge between the budding young genius and her mentors at Magewerks. The accident almost killed Fiona, but did not. In fact, it opened a portal to her ancestral home. The dwarves had few visitors in recent centuries and were surprised to see such a doughty lass. Ritual magics to trace her roots came back with an astonishing result.

 

Fiona was a direct descendant of Princess Rowenja Goldbriad, also known as Rowenja the Lost. The dwarven princess had rejected her heritage for the love of a mortal man and left the Lands of Legend to be his wife; abandoning her people and any claim to the throne.

 

Though there had been sadness, Rowenja was not a pariah among her people and her descendant was taken in with open arms.  She stayed in the Lands of Legend and learned her ancestors ways - finding that her effortless blending of magic and technology made her even more of a celebrity. The Goldbraids accepted her as kin and she was given the title Princess of Earth Realm. 

 

She's not sure how long she stayed in the Land of Legend but when she returned to Earth Realm she was a changed woman - and time had passed much more slowly. 

 

Using a bit of the wealth granted her by her dwarven people, she set up a shop in Edinburgh, but after a nasty confrontation with some Magewerks "recruiters" she fled to America (where her sister had moved) and set up shop again. 

 

Determined to protect her "Charges" on Earthrealm, she developed the war-golem suit and began fighting evil locally and abroad as Alchemecha.

 

Whew. Sorry, had to kind of make her origin up on the fly. Character sheet was blank where that was concerned. 

 

GM Notes:

Magewerks is one of my "Mega Corps," Founded in the seventies shortly after Earth Day, nominally a think-tank developed by six eccentric scientists, Magewerks made it's first big move in the energy sector providing recyclable batteries - batteries that were actually powered via mana rather than alkaline. The Technomages who make up Magewerks are  by and large beneficent but can be touchy and combative if their research into technomancy is threatened. They are also territorial and any Technomages that appear will be visited by their representatives. They are active in many industries, but most of the company income is via energy - they have developed silicon and crystaline circuitry that can tap into the mana of Earth and it's parallels and extradimensional hangers on. They are the inverse of Clarke's law on technology and magic. 

 

The company is known world wide for their fun nature and enthusiastic support of children's charities and science/arts fairs.

 

Rogues Gallery:

 

Alchemecha has a few ready made villains/rivals: (I went heavy Powered Armor theme here)

 

  • Doomtrain: a thug given a powerful suit of Steam-Punk inspired armor by an eccentric master weaponsmith (whom I've yet to create). The armor is exceptionally high tech but uses steampunk trappings and is a railway theme. It's a hulking suit, emphasizing power and durability over subtlety or utility. Has a large railgun that is stored on the back and fired over the shoulder. He just thinks they're too similar in styling and wants to prove himself better. 
  • Regalia: A "powered armor" villain who uses magic exclusively. His enchanted items are mostly found though he's capable of creating his own magics given time and resources. He sees her blending of magic and science as abhorrent. She finds him arrogant and obnoxious
  • Warpath: A mercenary villain who uses a Psionic Engineered Battlesuit to enhance his Telepathic powers and military training.
  • Sovereign: An alien explorer/conquerer in a Cosmic Powered Armor. She is attracted to Alchemica physically and mentally, wanting her as a concubine. She is powerful and has a small number of agents, but her resources are nascent. Her arrival on Earth was unexpected (she was evicted from her "Fiefdom")

 

Anyone have any other ideas? 

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Fafnir. Someone in power armour with good stealth and infiltration capabilities. Or maybe even shape changing capabilities. S/he is out to steal all of Alchemecha's magi-tech secrets.

 

The Impresario. A super rich nutcase who wants to kidnap Fiona and force to take part in one of his Wagnerian Death Operas. He doesn't have much in way of powers himself, just a few magi-tech gadgets. He uses a variety of mercenaries, both magical and non-magical.

 

The Orc. An enemy of the Dwarves from Faerie. He has come to Earth to hunt and kill Alchemecha. He's a big ugly orc with a magical axe.

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Work in Progress: (Need Origin Story)

 

Warpath

 

   Val     Char   Cost    Roll           Notes

15+25   STR       5       12- / 17-    Lift 200.0kg/6400.0kg; 3d6/8d6 [1/3]

13+10   DEX       6       12- / 14-

15+15   CON      5       12- / 15-

20+10   INT       10      13- / 15-    PER Roll 13-/15-

  24+5    EGO      14      14- / 15-

20+15   PRE       10      13- / 16-    PRE Attack:  4d6/7d6

 

   5+4     OCV      10     

   5+2     DCV      10     

   8+2     OMCV  15     

   8+4     DMCV  15     

   3+2     SPD      10                        Phases:  4, 8, 12/3, 5, 8, 10, 12

 

  6+20    PD          4                         Total:  6/26 PD (0/20 rPD)

  6+20    ED          4                         Total:  6/26 ED (0/20 rED)

     6       REC       2

    30      END       2

    15      BODY    5

    30      STUN    5       Total Characteristic Cost:  132

 

Movement:        Running:  12m/24m

                            Flight:  31m/62m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

                            Teleportation:  25m/50m

 

Cost   Powers                                                                                   END

50       Attack Modes:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½) 

3f        1)  Brainburning:  Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DMCV; +¼), Attack Versus Alternate Defense (Mental Defense; +1), Does BODY (+1) (49 Active Points); OIF (-½)            5

4f        2)  Mind Lance:  Mental Blast 7d6 (Human class of minds) (70 Active Points); OIF (-½), Perceivable (-¼)             7

3f        3)  Psi-Blade:  Mental Blast 6d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points); No Range (-½), OIF (-½)                                                                                                       6

4f        4)  Psionic Needler:  Mental Blast 3d6, Alternate Combat Value (uses OCV against DCV; +0), Autofire (3 shots; +1 ¼) (67 Active Points); OIF (-½), Range Based On Strength (-¼)*                 7

 

30       Powered Armor Mobility:  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-½)             

3f        1)  Aportation:  Teleportation 25m, No Relative Velocity, Position Shift, x2 Increased Mass (45 Active Points); OIF (-½)   4

3f        2)  Telekinetic Flight Relay:  Flight 31m, Position Shift, No Turn Mode (+¼) (45 Active Points); OIF (-½)            4

 

45       Telepathic Mastery:  Multipower, 45-point reserve              

2f        1)  Group Mental Link II:  Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points)           0

2f        2)  Mental Shadow:  Darkness to Mental Group 6m radius, Personal Immunity (+¼) (22 Active Points) 2

4f        3)  Neural Blindness:  Sight Group Flash 6d6, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +¼) (37 Active Points)          4

4f        4)  Telepathy:  Telepathy 8d6 (Human class of minds) (40 Active Points)     4

2f        5)  Unclear Thoughts:  Change Environment (create field of "telepathic static") (-2 to INT and Intellect Rolls), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾) (16 Active Points)  2

1f        6)  Weak Mental Impairment:  Change Environment (mentally impair target) (-2 to Breakout Rolls) (6 Active Points)          1

3f        7)  Weak Mental Paralysis:  Entangle 2d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DMCV; +¼), Works Against EGO, Not STR (+¼), Takes No Damage From Physical Attacks (see 6E1 p217; +¾) (45 Active Points); Mental Defense Adds To EGO (-½)        

                                                                               4

50       Warpath Telepathic Enhancement:  Variable Power Pool (Telepathic Enhancement), 30 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (75 Active Points); Only to Improve Telepathic Master Multipower (-¾), OIF (-½)                                                          

           Notes:  END Cost for the Enhancement is payed by the END Reserve

 

           Augmented Senses, all slots OIF (-½)                                      

7         1)  Enhanced Mind Scanning:  Mind Scan 0d6 (Human class of minds), +5 OMCV (10 Active Points); OIF (-½)  1

5         2)  Group Mental Eye:  Mental Awareness, Usable Nearby (+1) (10 Active Points); Costs Endurance (-½), OIF (-½)          1

1         3)  Thoughtography:  Cosmetic Transform 1d6 (imprint mental image onto paper, further imprinting) (3 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Limited Target (blank paper or the like; -1), Concentration (0 DCV; -½), No Range (-½), OIF (-½)             

                                                                                          1

           Natural Senses                                                                             

10       1)  Aura Vision:  Detect Aura 13-/15- (Sight Group)             0

27       2)  Detect Minds:  Detect Minds 13-/15- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting                                                                                      0

40       3)  Mental Scanning:  Mind Scan 8d6 (Human class of minds)        4

40       4)  Remote Viewing:  Clairsentience (Sight Group), x16 Range (3,200m)         4

 

           Powered Armor, all slots OIF (-½)                                             

57       1)  "Telepathic EMP":  Suppress Mental/Psionic Powers 2d6, Reduced Endurance (½ END; +¼), Mental/Psionic (+½), Area Of Effect (8m Radius; +½), Expanded Effect (All Powers simultaneously) (+3 ½) (115 Active Points); Costs Endurance (to maintain; -½), OIF (-½)                                                                                 5

10       2)  Augmented Personae:  +15 PRE (15 Active Points); OIF (-½)    

7         3)  Cyberpathic Combat Computer:  +2 DCV (10 Active Points); OIF (-½)  

4         4)  Cyberpathic Combat Computer:  +2 OMCV (6 Active Points); OIF (-½)

8         5)  Cyberpathic Combat Computer:  +4 DMCV (12 Active Points); OIF (-½)              

13       6)  Cyberpathic Combat Computer:  +4 OCV (20 Active Points); OIF (-½)  

10       7)  Damage Dispersal:  +15 CON (15 Active Points); OIF (-½)        

7         8)  Encephalo Helmet:  +10 INT (10 Active Points); OIF (-½)         

3         9)  Encephalo Helmet:  +5 EGO (5 Active Points); OIF (-½)

17       10) Light Exoskeleton:  +25 STR (25 Active Points); OIF (-½)         2

32       11) Mana Class Psionic Energy Reserves:  Endurance Reserve  (150 END, 20 REC) Reserve:  (52 Active Points); OIF (-½); REC:  (14 Active Points); Personal REC (-½), OIF (-½)                   0

70       12) Psionic-Weave Polymer Light Armor:  Resistant Protection (20 PD/20 ED/10 Mental Defense/10 Power Defense/10 Flash Defense:  Mental Group) (Impermeable) (105 Active Points); OIF (-½)           0

13       13) Telepathic Cyber Relays:  +10 DEX (20 Active Points); OIF (-½)            

13       14) Telepathic Cyber Relays:  +2 SPD (20 Active Points); OIF (-½)       

        

           Psionic Defenses                                                                         

15       1)  Mental Toughness:  Mental Damage Reduction, 25%    0

10       2)  Mind Shield:  Mental Defense (20 points total)               0

 

           Sensors/Communications, all slots OIF (-½)                           

7         1)  Archimedes:  Follower: Computer (10 Active Points); OIF (-½) 

13       2)  Communications Suite:  High Range Radio Perception (Radio Group), +4 to PER Roll, Rapid:  x10 (19 Active Points); OIF (-½)                                                                                                       0

3         3)  Light Enhancement:  Nightvision (5 Active Points); OIF (-½)    0

10       4)  Radar Suite:  Radar (Radio Group) (15 Active Points); OIF (-½)                0

2         5)  Range Finder:  Absolute Range Sense (3 Active Points); OIF (-½)         

3         6)  Thermal Imaging:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)  0

 

           Perks

7         Ill-Gotten Gains:  Money:  Wealthy

30       Lair:  Base

 

           Talents

3         Academically Appealing:  +1/+1d6 Striking Appearance (vs. all characters)

6         Absorbs Knowledge:  Speed Reading (x100)

5         Retains Absorbed Knowledge:  Eidetic Memory

 

           Skills

8         +1 with HTH Combat

12       +2 with all Mental Powers

3         Analyze:  Technology 13- (15-)

3         Bureaucratics 13- (16-)

3         Charm 13- (16-)

3         Computer Programming 13- (15-)

5         Cramming

3         Cryptography 13- (15-)

3         Electronics 13- (15-)

3         High Society 13- (16-)

3         Interrogation 13- (16-)

3         Inventor 13- (15-)

3         Language:  French (completely fluent)

3         Scholar

2         1)  KS: Classical Music (3 Active Points) 13- (15-)

1         2)  KS: Composition (2 Active Points) 11-

1         3)  KS: Psionic Etiquette (2 Active Points) 11-

2         4)  KS: The Metahuman World (3 Active Points) 13- (15-)

2         5)  KS: The Psionic World (3 Active Points) 13- (15-)

2         6)  KS: The Scientific World (3 Active Points) 13- (15-)

3         Scientist

1         1)  SS:  Biology 11- (2 Active Points)

2         2)  SS:  Materials Engineering 13- (15-) (3 Active Points)

2         3)  SS:  Mathematics 13- (15-) (3 Active Points)

2         4)  SS:  Physics 13- (15-) (3 Active Points)

4         5)  SS:  Psionic Engineering 15- (17-) (5 Active Points)

3         6)  SS:  Psionics 14- (16-) (4 Active Points)

3         Security Systems 13- (15-)

3         Systems Operation 13- (15-)

1         WF:  Blades

 

Total Powers & Skill Cost:  813

Total Cost:  945

 

400+     Matching Complications

10       Distinctive Features:  Psionic Aura (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10       Hunted:  Hyperion Institute Infrequently (Mo Pow; NCI; Watching)

10       Psychological Complication:  Hedonist (Common; Moderate)

15       Psychological Complication:  Messiah Complex (Common; Strong)

15       Social Complication:  Secret Identity Frequently, Major

10       Vulnerability:  1 ½ x STUN Sonics (Common)

5         Unluck: 1d6

545     Experience Points

 

Total Complications Points:  945

 

Background/History:

 

Personality/Motivation:  In his ideal world, Warpath is worshiped by the mundanes of the world while his fellow psionics serve as his upper and lower nobility. He is often attended by barely (if at all) clad starlets and pop stars who feed him grapes. When they aren't attending his other desires. But a man really has to have his grapes.

 

In the real world, he's working on carving out a criminal empire, working as an extremely expensive criminal security specialist, interrogator, enforcer, and information broker.

 

He is rightfully proud of his armor, though he did steal several of the designs and cosmetic flair from others, he tends to ignore these facts when he's patting himself on the back.

 

While he won't admit to being afraid of the Hyperion Institute, he avoids them like the plague and operates in a way that doesn't bring undue attention his way.

 

Quote:

 

Powers/Tactics:  A powered armor villain, Warpath acts in many ways stereotypically. His telepathic abilities give him a leg up against many foes and give him even greater flexibility against other mentalists.

 

He uses his Powered Armor Arsenal usually as he prefers nonlethal methods of dealing with interlopers. But he does occasionally like to let fly with a punch and is certainly not above silencing a particularly obnoxious foe or serious threat permanently

 

Campaign Use:

 

Appearance:  Dr Green is a handsome, scholarly man in his early thirties who has striking features and a commanding presence. He dresses well and is a popular guest on various superbeing talk shows as an expert on psionics.

 

When acting as Warpath, he wears a suit of black and gold powered armor with purple-white lights pulsing here and there. The suit gives him an even greater presence while disguising his voice and face to such a degree that his relative fame hasn't caused him troubles.

 

 

*oops neglected to delete that in HD.

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