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Semi-Autogyro

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  1. Myr uses his Skill Mastery on Notice for a 20 total.
  2. Myrmidon waived off the offered goggles. << I will take your word for it. >> He said simply, as he stepped aside to let Blodeuwedd interrogate the clone. He laughed darkly at pathetic overtures the clone made << Allies? No. >> He stated as he loomed beside the replicant. << So. All it takes is destroying the container. A simple matter. >> The helmeted hero moved over to the covered cadavers, and turned in the direction of his ally. << Is there a chance at backlash? >> He asked her, knowing they were on a limited timetable as it was.
  3. Myrmidon nodded, as the blue glow surrounded his lower legs and arms. When it was finished, the helmeted hero had what appeared to be heavy armor in those locations, which he flexed slightly with the slight whirr of servomotors before following Blods directions. He stalked over to the three clones deep who were deep in meditation or maintaining a spell, whichever he did not know, pausing before he instigated his attack. Hopefully they are not magically protected he mused before dispatching the two on the outside with a strike to the neck. The third and final clone was taken out of his reverie by the distinct sound of bones snapping followed by two lifeless sounding thumps hitting the floor. Before he could parse the situation he felt a hand on the back of head and then nothingness. Myrmidon picked up the one he had spared, and dragged it back into the passageway. << Here. Smelling Salts. >> He said as he fished the item in question out of his medical kit and flicked it onto the chest of the unconscious clone. << What now? >>
  4. Make Weapon: Damage 5 (PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor 2 [Any Physical]) [10 EP] (Assault Gauntlets & Greaves) 18/25 total Tech Aug used. Then he'll sneak down by the trio and take two them down and KO the third. Skill mastery on stealth for a DC 29 total, and then he'll all-out power attack these guys. (I'm assuming they're mooks so taking 10 on his attack will be a +17, and flat footed if they don't see him since they're all within takedown attack range as well.)
  5. John waited for the others to voice their opinions, as this was a request and not an order. Catching Giangs glance at him he shrugged lightly and lightly nodded in the others Claremonters' direction, indicating he would go along with whatever the group ultimately decided to choose. At the moment he was more concerned about his lack of information on the Serpent people. Magic foes were more of Etains' or Morgans' bailiwick, as John focused more mundane and technological opponents. The teen did know they were able to be slain, which unfortunately was not the case with a large majority of magic entities. However, he knew that Cerys had experience in the mystical field from his previous encounters with the Welsh teen which would help immensely if they chose to assist. After the others were finished, he spoke. "It appears that we have reached a consensus to aid you in this endeavor. We require any information you have, no matter how insignificant it might seem, on the serpent peoples. As Miss Cerys indicates, we also must keep this to a minimum number of people as we are dealing with a foe with superior espionage abilities." Counterespionage tactics and strategies immediately started being formulated by the teen, as he mentally began constructing plans and counters.
  6. John nodded at Summers in affirmation before turning to the others. << It is the 15th of January, 2013. Earlier today, android duplicates of the people present staged a terror attack on Freedom City. Before whatever event that triggered them they were indistinguishable from their authentic counterparts. However at 0900 hours this morning they all simultaneously went hostile across the city. There are others still unaccounted for, judging by the duplicates that have been taken down or destroyed but not found to be present at this location. The androids are based on Preserver technology, specifically that of the Curator. After disabling one of the androids and analyzing its remains, we traced its signal to this underground facility where we found all present in stasis guarded by another android duplicate. By our estimation this infiltration must have been ongoing for several months, but all of you present should be able to present a more concrete version of events. >> Myrmidon waited for the others to quiet down before continuing. << We do not know how secure this facility is, so it would be best if we could move to safer environs before any further questioning. >>
  7. Myrmidon nodded at Comrade Frost after the man had readily dispatched their supposed foe. << Good. >> He said turning his attention back to the tubes, dismissing his weapon while Voltage worked on freeing the ones trapped inside. Moving to the nearest occupied one he was chagrined to note it contained the real version of an opponent he had eliminated earlier that day: Orion. He loudly cleared his throat, intent on getting the others attention. << There are other familiar faces here besides our allies. How should be go about policing them when we free them from their enclosures? >> Myrmidon said, gesturing at the comatose master assassin. << They are not guilty of the crimes their duplicates committed, but they are still known criminals. >> At that, the clone hero extracted a few sets of plasticuffs restraints from his vest but not nearly enough to go around.
  8. John nodded and waived off the offer of restraint. "Before your Lady leaves and we go our separate ways, please inform the Lord and Lady Zandar that I need to speak to them concerning the attackers. It would be for the best if the ambassadors from both Nova Roma and Viracochasuyun to be present as it concerns their interests. If they attempt violence, please restrain them as painless as possible." He turned to the Roman ambassador. "Thank you for you honesty, Sir. I will bring this information to the attention of Lord Zandar as a neutral observer." Once they had gotten to the camp, he waited for the impromptu meetings guests to arrive. Once they did he showed both sets of livery. "In my parlance, this was a False Flag operation. In other words this raid was meant to cause political infighting and weaken all three of your nations while potentially eliminating senior officials. Who amongst the enemies of your civilizations have the capability and means of successfully perpetrating this action? Who would benefit most from this?"
  9. John had collapsed his helmet, but still kept his armor on as he moved through the line of refugees to check on the others. Moving alongside Giang, he noticed the signs of slight fatigue and unclipped a canteen from his pack. "Here." he said gesturing for her to take it, "Excellent job on clearing the path, but please be cautious about over-exerting yourself." He fell back into his origin position in the column while slightly slowing his pace, wanting her and the others not used to forced marching to catch their breath when Cerys had appeared alongside him and pressed a cloth into his hand. Well, that saves the trouble of checking in on her. Looking at the livery on the cloth, he repressed the urge to sigh as he connected the dots to the Nova Roman ambassadors' earlier behavior. His eyes narrowing, he handed the cloth back to her saying; "Excuse me for a moment, Miss Cerys. I have a suspicion to confirm, and if I am proven correct then we will need to talk to Lord Zandar." Moving back towards to where the Nova Roman ambassadors were, he gestured for one of the translators he had seen in the village to follow him just in case as he addressed the man in question. "Sir, May I see what you reclaimed off of the fallen rider back in the village? If it pertains to everyone's' safety I must request that you share the information. I cannot protect you and your fellows from an potentially unknown threat otherwise."
  10. Amongst the Irregulars, it was joked that John had two settings: blase and taciturn. It was not true really, since the clone had chosen to keep a iron hand in control of his emotions. But that did not last as Myrmidon looked over to the tube that contained the form of Duncan Summers, a man who he truly respected and owed a debt to that he knew he could never truly repay. A man who played chess daily with him since the his other friends had families to go to on winter break. A man who inspired him to be greater than his past, while giving the keys to being his own person and not a mere duplicate. That rigid control loosened for a few seconds, allowing a crack in the facade to show as the teen soldier attention returned to the to the gloating woman followed by predatory electronic growl broadcasting from his armors external comm. The flamethrower he had dismissed, the weapon being of little use without potentially harming the tubes and their occupants by using them as a backstop. Instead he moved forward to engage Quickstep, a glowing torus of energy materializing into his hand. At the end of his movement his arm lashed out it a savage upward swing, releasing the glowing disc which ricocheted wildly in the area occupied by Quickstep before returning to his hand.
  11. Free Action: Dismiss Flamethrower. Move Action: Move Forward to Engage Quickstep. Standard Action: Make Weapon. Blast 5 "Photon Chakram"(Extra: Autofire +1; PFs: Improved Critical x2 [18-20], Mighty x5, Ricochet x3) [25 PP] Extra Effort to Surge for another Standard Action. Surge Action: Attack Quickstep: 1d20+12=29 Spend a HP to eliminate Fatigue.
  12. Taking 10 on a notice check for a 20 total. Otherwise just making sure nobody gets pounced by a raptor.
  13. John kept up a headcount as he and the other Claremonters guided the group to the Western gate, frowning underneath his helmet at the Ambassador who broke ranks and then nearly face-palming with the barely displayed hostility arose on the man after he returned. Making a note to head off whatever intent the man had when they arrived at their destination, since he felt the need not to add petty squabbling and infighting to the list of current problems. << Keep Moving! >> he ordered, still keeping an eye out for any incoming threats and/or survivors. When he got the chance, he knew he had to track down the Jungle Lord or his wife to get an overview o the current political and economic layout of the Lost Word if they were to ascertain the perpetrator of the attack.
  14. Initiative Roll for Myrmidon: 1d20+21=36
  15. Move action: Start towards the west gate. Standard: Ready an action to respond to any attackers.
  16. Myrmidon had nodded at the young girl when she had retrieved a weapon. Good. It was easier to protect someone who even marginally could offer resistance. Turning his gaze to the ambassadors and Korzeel. << Arm yourselves and follow me. Do not leave mine or each others sight. >> He waited as they collected any available weapons, even dinner knives if need be. He clicked on his communicator, hoping that the others remembered to keep theirs handy. << Blodeuwedd, I need you back here to aid in safeguarding the ambassadors by taking the rearguard position. Heraldo, give us air support and watch for incoming threats. Tsunami you are on point. Clear the way! >> He signaled his charges to move forward out of the dining hall toward towards the western gate, << Move out! >>
  17. << The dual-nature purpose of this facility between science and magic will likely chance the opposing force layout, but the average trooper has the training roughly equivalent of a member of a first-world nations military. Typical deployment is two four man fire-teams, making up a squad led by an officer. Multiple squads will coordinate and use pincer tactics to eliminate enemies or flush them into kill zones. Judging by the size of this facility I would estimate between one hundred to two hundred troops. >> Myrmidon succeeding in getting the desk out of the way, went to open the door for Blodeuwedd. << After you. >> He said, keeping his eyes on the main door.
  18. Move Action: Move to the Princess Standard: Make weapon: Damage 5 "Electrosword" (Drawback: Full Power; Extras: Linked [stun] +0; PFs: Mighty ) + Stun 10 (Extras: Linked [Damage] +0) 25 PP
  19. John nearly knocked over some of the table settings as he bolted upright and was prepared to enter the fray. Calling forth his armor and about to arm himself with a weapon he paused as shouts of incoming aerial cavalry reached his ears. This was a coordinated attack, not a random wandering predator. But who would willingly attack a fortified capital, when it was only used for diplomatic purposes and left unused at other times? If someone wanted the city, take it when it was unguarded and unfortified. Ergo this was about the people here, or one or more of the ambassadors. Zandar and Korzeel could handle themselves as they had grabbed weapons and were the first to fight so that left...their daughter and/or the ambassadors. << Mister Subito. You can fly, correct? Handle the flying riders. Easiest way would be to unseat the riders. Miss Giang, I assume by your codename your powers are water related? Assist Miss Cerys in Bringing down that tyrannosaur. If you could knock it down it would allow the village hunters to deal with it more effectively. I will stay here and coordinate with Lord Zandar and protect the ambassadors. >> Once that was done, he moved alongside the Jungle Lords' daughter. << Stay close to me, Ma'am. >> He asked, with none of his usual brusqueness. To the ambassadors though the tone was back. << Please do not leave where I cannot see you, as I will be safeguarding your well-being during the attack. >> Moments after that order, he was holding a glowing and humming sword far beyond the technology of this Lost World.
  20. He stood, quickly scanned the room , and turned his attention back on his ally. << I am not a expert when it comes to the occult, so I cannot discern magical trinkets from mere mundane ones. However, I will assist you, but I you seem to not comprehend who our opposition truly are. This is not OVERTHROW, who is a splinter terrorist group meant to draw the public, private, and governments of the world eyes away from the true origination: SHADOW.>> Myrmidon pointed to the door marked 'Notausgang' and the vent. << Kick the vent in, and jam open the door. I will move the desk. They will have to split their forces three ways if they wish to pursue. >> He stepped over the corpse of the sorcerer, heading behind the desk and began shoving it out of the way of the oaken doors. << I respect your opinion, so please do not think that you understand where I am coming from. >> The clone said to Blodeuwedd as he put his back into it. It is amazing how there is always a little bit more innocence left to lose. he noted sadly, wishing that the woman did not have to see what horrors and perversions of life would likely lie ahead.
  21. Genetically altered by Trollthumper. Myrmidon This is closer to a character refit than an edit as there are a lot of changes from my current build here. To that end, I have made a breakdown list of of this build to keep this character edit request short and to the point. At its core, this is intended to make Myrmidon closer in line to the archetypical super-soldier type builds and to eliminate the variable array in the current build. Note: Edited codeblock to include January Award PP changes. [b][u]Player Name[/u]:[/b] Semi-Autogyro[floatr][img=http://freedomplaybypost.com/wiki/images/4/4f/MyrmidonHFSingle.png[/img][/floatr][floatr][img]http://freedomplaybypost.com/wiki/images/a/a4/John_Civilian.jpg][/floatr] [b][u]Character Name[/u]:[/b] Myrmidon [b][u]Power Level[/u]:[/b] 14 (204/207 PP) [b][u]Trade-Offs[/u]:[/b] +2 Defense, -2 Toughness [b][u]Unspent PP[/u]:[/b] 3 [b][u]Progress To Silver Status[/u]:[/b] 57/60 [i]Bronze Reward[/i]: Equipment 8/15 for Myrmidon [b][u]In Brief[/u]:[/b] SHADOW prototype super-soldier turned hero. [b][u]Alternate Identities[/u]:[/b] Johann "John" T. Schmidt "Smith" [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] SHADOW Complex AA12, Clone Tank RC-1207 [b][u]Occupation[/u]:[/b] High School Student [b][u]Affiliations[/u]:[/b] Claremont Academy (student), Irregulars (member) [b][u]Family[/u]:[/b] None, Genetically Modified Overshadow [Wilhelm Kantor] Clone [b][u]Description[/u]:[/b] [b][u]Age[/u]:[/b] 5 (DoC: May 6th, 2007) [b][u]Apparent Age[/u]:[/b] 17-18 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 185 [b][u]Eyes[/u]:[/b] Blue [b][u]Hair[/u]:[/b] Blonde Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obfuscate his features.. His combat uniform is an amalgamation of his past and present – The LACUNA ([b]L[/b]ightweight [b]A[/b]daptive [b]C[/b]ombat & [b]U[/b]tility [b]N[/b]ano-[b]A[/b]rmor) suit he wears has a distinct SHADOW heritage as due to it being a working field prototype that he repossessed from his former handlers. The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed stemming from integrated DNA extracted from a psionic donor. The helmet possesses a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a comm-link to talk through which further conceals his identity. [b][u]Power Descriptions[/u]:[/b] According to the non-damaged files Raven retrieved from the SHADOW complex, Myrmidon was designed to make a peak physical specimen of the normal SHADOW clone. The integrated DNA had numerous effects from heightening senses, boosting cellular regeneration, and optimizing bodily functions ranging from caloric intake to lactic acid degradation. Coupled with continuing SHADOW mental programming, flash learning, and physical training; the project scientists had succeeded in created a terrifyingly effective super-soldier prototype. The ‘psionic bleed’ effect is a result of the integrated DNA from psionic sources. It is normally represented by a faint light blue/white tracings or highlights. However SHADOW found a use for this: as a result the color, intensity, pattern, and behavior of the bleed can be easily controlled by Myrmidon, which he utilizes for various mundane functions. These can range from status indications (greenish tint which indicates poison or similar affliction), to stealth (obscuring the bleed completely), even improvised battlefield communication (‘flashing’ the colors in a Morse code manner). [b][u]History[/u]:[/b] RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: MARATHON, which itself was an offshoot of the Project: MIMIR. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an peak physical specimen utilizing numerous other genetic templates that were introduced to the clones during initial gestation from numerous sources such as psions, magicians, and other pre-existing meta-humans in SHADOWs' employ. If this worked, it would vastly improve the combat performance of SHADOW replica troopers. The endgame scenario of the project was to give Overshadow the perfect container for his consciousness. Luckily, Raven and Daedalus destroyed the SHADOW base and extracted the sole surviving clone and all related information that could be salvaged. Upon further testing the clone was found to be self-aware; although undeveloped in many areas. Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. In addition, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming. Numerous attempts to remove mutations and genetic modification from the clone proved fruitless as over the next year as it reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias Johann Schmidt, anglicized to John Smith. [b][u]Personality & Motivation[/u]:[/b] John is a terse, introverted, and direct young man. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. He does not have any solid plans for the future, but he is sure he will find something eventually to his liking. He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from finding a hobby to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circles. [b][u]Powers & Tactics[/u]:[/b] Myrmidon was created and trained to be a sublime battlefield controller. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His LACUNA Suit modes allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. In order to make the most of his powers SHADOWs' mental and physical programming/augmentations focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he can garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent. [hr][/hr] [b][u]Complications[/u]:[/b] [b]A Man Chooses, A Slave Obeys:[/b] Myrmidon has vowed not be subjugated in any manner ever again and will fight till the bitter end in situations where he is chained/restrained/or controlled. [b]Cold Professional:[/b] Having been mentally conditioned to be the perfect soldier, Myrmidon fully comprehends by the harsh realities of war. As such, he is willing to contemplate and potentially use methods that are frowned upon by the vast majority of the heroic community. This rings especially true when and where it concerns SHADOW; the normally taciturn Myrmidon displays that he possesses other aspects of Wilhelm Kantors' besides just his appearance, namely Overshadows' legendarily frosty demeanor and harsh temper. [b]Hero with an 'F' in Social Skills:[/b] Myrmidon has difficulty in navigating the context, subtleties, nuances, and taboos of inherent in social dialogue and relationships. Additionally his military demeanor, mindset, and way of approaching/interpreting these situations can also lead to or exacerbate problems. Myrmidon also has a pronounced wariness and distrust when it comes to scientists of any stripe, due to his history at the hands of such people. [b]Irregularity in the System:[/b] To his continuing surprise, John has found true companions with the Irregulars and others within the superhero community. When situations arise that concern his friends, John tends to be rather insubordinate and audacious in response. Some also know his true identity as well, something that further makes him feel duly responsible for their well-being. [b]Sins of the Father: [/b] Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW. Due to this, Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks. Furthermore, Myrmidon possesses first-hand experience and classified knowledge of SHADOW and its various assets. Because of this SHADOW has declared him a wanted fugitive, so he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous versus the spotlight. [b]Sunglasses at Night: [/b] While in passive mode, the LACUNA suit appears to be no more than a pair of sunglasses or glasses. The only active components in this state are the Darkvision, Flash Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove. [b][u]Abilities[/u]:[/b] 16 + 16 + 16 + 10 + 0 + 0 = 58 PP Strength: 26 (+8), 41 Carry Capacity Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) [b][u]Combat[/u]:[/b] 20 + 20 = 40 PP Initiative: +8; +21 w/ Knowledge [Tactics] Attack: +10 Grapple: +21 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -5 [b][u]Saving Throws[/u]:[/b] 2 + 2 + 7 = 11 PP Toughness: +10 (+8 Con, +2 Tough) Fortitude: +10 (+8 Con, +2) Reflex: +10 (+8 Dex, +2) Will: +7 (+0 Wis, +7) [b][u]Skills[/u]:[/b] 88 Ranks = 22 PP Acrobatics 9 (+17) [sup]Skill Mastery[/sup] Drive 2 (+10) Demolitions 3 (+8, +10 Masterwork Demolitions Kit) Knowledge [Tactics] 16 (+21) [sup]Skill Mastery[/sup] Knowledge [Technology] 5 (+10) Languages 3 (English, German [Native], Russian, Sign Language) Medicine 3 (+8, +10 Masterwork Medical Kit) Notice 12 (+12) [sup]Skill Mastery[/sup] Perform [String Instruments] 3 (+3, +5 Masterwork Instrument [Guitar]) Pilot 2 (+10) Search 5 (+10) Sense Motive 7 (+7) Stealth 13 (+21) [sup]Skill Mastery[/sup] Survival 5 (+5, +7 Masterwork Survival Kit) [b][u]Feats[/u]:[/b] 22 PP Accurate Attack All-Out Attack Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions) Benefit (Use Knowledge [Tactics] for Initiative Checks) Defensive Attack Equipment 0 (+8 Bronze Reward) Evasion Hide in Plain Sight Leadership Luck 2 Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints) Master Plan 2 (Use Knowledge [Tactics] for Master Plan checks) Power Attack Rallying Cry Set Up Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth) Take-down Attack Teamwork 3 [b][u]Equipment[/u]:[/b] 8 PP = 40 EP [equip][b]Weapons[/b] (12+7) = [19 EP] [spoiler][b]Compound Bow: Damage 3[/b] ([i]Extra[/i]: Range +1, [i]PFs[/i]: Mighty x5, Subtle) [12 EP] [b]Nano-Ceramic Blade: Damage 4 [/b] ([i]PFs[/i]: Improved Critical x1 [19-20], Improved Sunder, Mighty) [7 EP][/spoiler] [b]LACUNA Suit Integrated Equipment[/b] (2+2+1+1+1) = [7 EP] [spoiler][b]Armored Gauntlets & Greaves: [/b](as Masterwork Brass Knuckles [+2 to Unarmed Damage]) [2 EP] [b]Encrypted Comm-link [/b]([i]PFs[/i]: Insidious, Subtle) [2 EP] [b]Aural Dampers [/b](+5 to Saves vs. Audio Dazzle Effects) [1 EP] [b]Filtration Scrubbers[/b] (+5 to Saves vs. Olfactory Dazzle Effects) [1 EP] [b]Flash Goggles[/b] (+5 to Saves vs. Visual Dazzle Effects) [1 EP][/spoiler] [b]Utility Gear[/b] (4+3+2+1+1+1) = [12 EP] [spoiler][b]Plasma Cutter: Corrosion 1[/b] ([i]PF[/i]: Precise) [4 EP] [b]Radio Scrambler: Obscure 6[/b] (Radio; [i]Flaw[/i]: Range [Touch] -1, [250 ft. Radius]) [3 EP] [b]Masterwork Handcuffs[/b] (+5 DC to removal checks [DC 30 Disable Device / DC 40 Escape Artist]) [2 EP] [b]Masterwork Demolitions Kit [/b](+2 to Demolitions Checks) [1 EP] [b]Masterwork Medical Kit [/b](+2 to Medicine Checks) [1 EP] [b]Masterwork Survival Kit [/b](+2 to Survival Checks) [1 EP] [b]Masterwork Flashlight [/b] [0 EP][/spoiler] [b]Miscellaneous Equipment[/b] (1+1) = [2 EP] [spoiler][b]Masterwork Guitar [/b](+2 to Perform [String instruments] Checks) [1 EP] [b]Super-Senses 1 [/b][Time Sense (atomic watch)] [1 EP] [b]Smartphone [/b](Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera) [0 EP][/spoiler] [/equip] [b][u]Powers[/u]:[/b] 26 + 31 = 57 PP [b][i]Descriptors[/i]:[/b] Genetic, Psionic, Technology [b]Device 6 "LACUNA Suit" [/b](30 PP Container, [i] Flaws[/i]: Hard-To-Lose -1, [i]PFs[/i]: Indestructible, Disguised, Restricted [DNA Lockout]; Drawback: Noticeable [Armor appearance shifts to mimic adapted & alternate abilities] -1) [26 PP] (Technology)[device][equip][u]Base Power "React Subroutine"[/u]: [b]Adaptation 2[/b] ([i]Extra[/i]: Controllable +1) [14 PP] [u]Alternate Power "Stealth Subroutine"[/u]: [b]Concealment 6[/b] [All Visual & Auditory] ([i]Drawback[/i]: Action [Move] -1, [i]PF[/i]: Close Range) + [b]Super-Movement 1[/b] [Trackless] [1 PP] [u]Alternate Power "Flight Subroutine"[/u]: [b]Flight 7[/b] [1,000 mph / 10,000 ft. per Move Action] ([i]Drawback[/i]: Power Loss [Air Intakes/Thrusters] -1) + [b]Super-Movement 1[/b] [Slow Fall] ([i]Drawback[/i]: Power Loss [Air Intakes/Thrusters] -1) [1 PP] [u]Alternate Power "Armor Subroutine"[/u]: [b]Enhanced Feat 1[/b] (Ultimate Save [Toughness]) + [b]Immunity 2[/b] (Critical Hits) + [b]Protection 0[/b] ([i]Extra[/i]: Impervious 10) + [b]Super-Strength 0[/b] ([i]PF[/i]: Bracing) [1 PP][/equip] [b]Enhanced Feats 2 [/b](Quick Change, Feature [Internal Compartments] "Combat Harness/Utility Belt" ) [2 PP] [b]Immunity 5[/b] (High Pressure, Radiation, Vacuum, Suffocation Effects) [5 PP] [b]Super-Senses 6 [/b](Direction Sense, Distance Sense, Darkvision, Radio, Ultra Hearing) [6 PP][/device] [b]SHADOW Super-Soldier ([/b]30pp Container [Passive, Permanent]; [i]PF[/i]: Innate[b])[/b] [31 PP] (Genetic, Psionic) [device][b]Enhanced Feats 4 [/b](Eidetic Memory, Second Chance [Saves vs. Emotion Effects], Tough x2) [4 PP] [b]Immunity 8 [/b](Aging, Environmental Cold & Heat, Disease, Fatigue Checks, Fear Effects, Poison) [8 PP] [b]Immunity 2[/b] (Sleep, Starvation & Thirst; [i]Flaw[/i]: Limited [Half Effect] -1) [1 PP] [b]Leaping 1[/b] (x2 distance; 36 ft. run/ 18 ft. stand/ 9 ft. high) [1 PP] [b]Regeneration 5[/b] (Recovery Bonus 1 [+9], Disabled 1 [5 hours]; [i]PFs[/i]: Last Stand, Persistent, Regrowth) [5 PP] [b]Speed 1[/b] (10 MPH / 100 ft. per Move action) [1 PP] [b]Super-Senses 4 [/b](Auditory [+Extended (100 ft. Notice Increments)], Danger Sense [mental], Uncanny Dodge [mental], Visual [+Extended (100 ft. Notice Increments)]) [4 PP] [b]Super-Strength 3 [/b](+15 Str to Carry Capacity [Effective STR 41], +3 Str Checks) [6 PP][/device] [b][u]Drawbacks[/u]:[/b] -6 PP [b]Vulnerability [/b](Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b] (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b]Vulnerability [/b](Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Armored Gauntlets & Greaves Touch DC 25 Toughness (Staged) Damage (Physical) Compound Bow Ranged DC 23 Toughness (Staged) Damage (Piercing) Nano-Ceramic Blade Touch DC 27 Toughness (Staged) Damage (Slashing); Crit 19-20 Plasma Cutter Touch DC 11 Fortitude Drain Toughness DC 16 Toughness (Staged) Damage (Energy) Unarmed Touch DC 23 Toughness (Staged) Damage (Physical) Abilities (58) + Combat (40) + Saving Throws (11) + Skills (22) + Feats (22) + Powers (57) - Drawbacks (6) = 204/204 Power Points
  22. Allrighty, this is a breakdown on the rebuild 3.0 of Myrmidon. I've been wanting to get rid of his variable array for a while now just to eliminate the problems that arise from such a thing. Now Myrmidon more closely follows the super-soldier archetype, with his 'gimmick' being a battlesuit akin to Master Chief, Samus, etc. This rebuild is more along the lines of a minor re-organization and clean-up of his powers and abilites, while trying to keep the rest of his sheet as close to the previous build settings as possible to make the transition to this build in thread as painless as possible. Background & Descriptions: Not much changed here, mainly adjusting to changing how his powers work since I'm eliminating his Tech Augmentation along with minor fluff updates. Complications: Condensed similar ones, changed and updated another extending from ongoing character RP. Abilities: All physicals increased to peak human/minimum meta-human. Combat: Reduced total to get to this PP total, but will put points back here. Saving Throws: Same totals as current build, minus Will. Skills: For the most part same or close final totals as current build, adjusted due to changing ability scores. Feats: Same as current build. Moved some to Super-Soldier Container. Equipment: Streamlining and eliminating unneeded equipment. Don't need a bike when you can fly, after all. Once he graduates from Claremont I do plan on giving him a proper equipment arsenal, but for now he follows Headmaster Summers' wishes and does not use blaster-style firearms as a student. LACUNA Suit Integrated Equipment (2+1+1+1) = [7 EP] Utility Gear (4+3+2+1+1+1) = [12 EP] Miscellaneous Equipment (1+1) = [2 EP] Powers: Here's the vast majority of the changes. I've modified his weapon augmentation to be an adaptive battlesuit and folded in a lot of minor equipment into it as well. To represent other things he'll HP off the adaptation for one shot suit configs as new 'subroutines'. Also added a super-soldier container, which should cover the peak human abilities and genetic tweaks a super-soldier would need. Drawbacks: same as current build. DC block & Tally: Math should add up to 204 PP (PL 14) Revision Edit: KD pointed out some things I overlooked so I have now corrected them. Thanks!
  23. Myrmidons' Initiative: 1d20+21=24
  24. Myrmidon Ants among the Flowers 2 posts Danger in the Lost World! 5 posts Scratch Team 12 posts
  25. Myrmidon makes a weapon: Damage 8 (Extras: Area (General [Cone]) +1, Secondary Effect +1; PF: Incurable) [25 PP] "Flamethrower"
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