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Ned Ludd - Pandorym - PL 10 Villain


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((Note: while I own most of the books, UP regrettably excepted, this is my first attempt at a character. Oh mighty GM overbeings, I beg of you: do not be too pissed off at my noobishness. I hope I haven't completely botched this; it has taken me more than ten hours of arranging, rearranging, and background writing now. At least most of it was fun. As a note, based on how the game goes this character may become a Hero. Time, and a discussion with GMs at a later date, will tell. Also, this character leans heavily toward Iron Age, which I hope will not be too much of an issue.))

Player's Name: Pandorym

Power Level: 10 (150/153pp)

Trade-Offs: N/A

Unspent PP: 3

Character's Name: Ned Ludd

Alternate Identity: Lazarus Swain

Height: Six Feet Two Inches

Weight: Two-Hundred and Forty-One Pounds (without armor)

Hair: Black

Eyes: Brown

Description: Those who know Lazarus Swain describe him as a mortal titan; though there are many among Freedom City's metahuman population who greatly outclass him in height and girth, his rippling muscles are the highest possible peak of achievement for a normal Human. Yet even without his amazing physique, this African-born man somehow draws the eye. His features are chiseled as though from solid granite, his lips thick and firm, his nose so sharp it could have been pulled from an Easter Island moai. Set deeply on either side of this nose are two pools of milk chocolate, eyes that have seen and hated and sorrowed and fought. Rugged bits of stubble attempt to eke out a living on his pointed chin, and his raisin-colored hair is cropped close to his head. He's dressed in woolen homespuns, and easily ignoring the discomfort they bring in the light of his message. The way he stands, the way every muscle in his body seems to clench, the way his powerful, booming voice echoes across whatever park he has chosen to be his stage like the words of the planet itself, all speak of conviction and determination. He has a rugged, almost harsh pull, a gripping charisma born of grating rock and stinging sand and only refined enough to keep from injuring those who listen. Yet those who watch him long enough note a spark of hesitation, a moment of doubt, a breach of confidence in his cause. And in those moments he strives not to be seen, lifting his hands to the void of the sky above and wondering about his chosen course.

The mighty figure of Ned Ludd is larger than life, just like his namesake. His face has never been seen, his flesh never revealed; all is hidden beneath a suit of armor from out of a storybook. Elegant fluting adorns the breastplate, greaves, gauntlets, and even sabatons, and all are inscribed with flowing, leaf and wave-like designs. His helm gives the impression of a watchful hawk, with an ornate, hooked beak perforated with breathing holes. The entire suit, from chainmail underlayers to the mighty interlocking plates made so famous by fairy tales, gleams with a strange, reddish-white light, and bullets and blades alike bounce harmlessly away from its pristine surface. In a scabbard upon his back hangs a sword taller than some men, a steel monster he wields with both hands. With a softly spoken word the blade transforms, trailing the very essence of decay, rust, and rot. With powerful strides he moves forward to meet any threat, and with mighty and grating voice, like that of a volcano released of its earthy bonds all at once, he directs his followers, also armor-clad and bearing smaller (but by no means small) blades and shields. He and the four others who follow him erupt from the chaos of the city like myths escaping a page, pursuing some unfathomable purpose with indomitable resolve.

((The following background sections have been heavily broken up with line breaks in order to preserve your poor eyes. Sorry it's so long, I really got into it.))

History: Lazarus Swain was born in Libya in a rural farming community, and knew hunger from the moment he could think. His village was poor, and long droughts plagued their crops. Food shipments from charities usually went to larger villages, and deaths caused by starvation and malnutrition were all too common, but the people knew no other way of life, no way to pull themselves out of poverty. It thus seemed like a dream come true when the Men in the Black Vans arrived at the village. The men were very charming, and said they understood the village's problems and knew how to help. They said that they would take the village's children for a year to work, making sure that they were well-fed and getting them education, and send their earnings back to their parents. They showed the Swain family a long, complicated form, but it didn't matter. None of them could read or write. But the men said that it didn't matter, and all they had to do was show that they accepted by signing. It sounded like a great opportunity, a chance to get a better future with just a year's separation. And so they signed, and Lazarus, at the age of five, was taken to a textile mill far away. To this day, he has no idea exactly where it was. He hopes he never has to see it again until he has the ability to shut it, and all those like it, down once and for all.

Of course, his parents did not predict that the Men in the Black Vans were lying. They took the children and beat them and forced them to work fourteen hours a day and sleep on top of each other and eat scraps. Lazarus grew under the lash into a rebel and a brawler with a collection of scars to prove it. But he was also a leader, taking blows for the "negligence" of the other workers and helping them to complete their shifts at the cost of his own because he was strong enough to take the punishment and they were not. When someone had to climb through the machines to unjam them, past sharp, whirring gears and arms, it was often him, and he learned to block out the sound and move hand over hand, foothold to foothold despite the storm that raged around him. He proved intelligent as well, teaching himself bit by bit to read and speak English and slowly forgetting his half-formed first language. When a year had passed, he demanded in badly accented English to know why they weren't being sent home. The Men in the Black Vans laughed and said that his parents were stupid, and the contract really said seven years. They said he could go home in seven years if he even remembered where "home" was. Of course, he already didn't know how to get home, or he would've tried. And so Lazarus grew more and gained more scars, and watched some of his friends die and be thrown away to rot, and learned to speak better and read better and use a calendar. He grew big and strong for his age, but not big and strong enough for the men to stop hitting him. And at the age of twelve, he left a note on the desk of the leader of the Men in the Black Vans and was gone the next day. The note said, "Contract over".

Lazarus had heard of people from the guards who were "looking in all the wrong places" for evidence of "abusive and unsafe work conditions", and he knew that he'd just escaped from a place that fit the latter description. So he went looking for the people who were looking in the wrong places, and he wandered along the roads until he got to a city, and he kept looking. They must have been looking in some of the right places, because eventually they found him. A charity from the UK called "Cultivact: Farming up a Better Future" heard about him on the streets, and they convinced him to tell his story. Horrified by what they heard, they flew him to England to attend school and, if he was willing, speak to others about his experiences. In the former realm he excelled, leaping up through the grade system only two years behind his age group. But the latter disheartened him: he spoke to schools and charities and aid groups, but most of them gave their condolences and moved on. He knew from that moment that, if he was going to change the system he'd grown up in, he was going to have to do more than talk to a small audience who relied on the products made by the likes of the sweatshop he'd worked in. He gathered funds from the charity that had rescued him and traveled across Britain, speaking to businessmen and government workers and anyone else who would listen. It wasn't enough, but it was a start, and he was certainly pleased to receive a scholarship to Oxford when he left High School at age twenty. He attended and studied oratory and politics and law, and graduated magna cum laude three years later (which is standard for Oxford, by the way).

With his law degree, he was certain, he would finally be able to make a difference back home. He didn't know where he'd worked, but he remembered the name of the leader of the Men in the Black Vans, and he fully intended to track him down and have him arrested. Track him down he did, but his quarry cooly offered him legal protections detailing deals between government elements and large corporations that allowed and excused his atrocities. They were ironclad. Devastated and filled with fury as his inability to fulfill the moment he'd dreamed of for years, Lazarus nonetheless kept his head. He gathered more funds, and this time he traveled across Eurasia spreading his stories. Yet what he saw as he went depressed him further. Everywhere he looked, he saw hidden workshops where workers were forced to labor through inhumane methods and in inhumane conditions. At last, in China, he decided he couldn't stand to make his planned return journey through Russia, certain that it would be the same there. He needed to go somewhere new, somewhere away from the things he wished he had never known. He flew from Beijing to Los Angeles, and from Los Angeles to Freedom City. There, he hoped, he would see a change.

The people were friendlier, he noted, and the city cleaner that most places he'd been before. As always there were rich and poor, but the divide was not so sheer as he'd seen on much of his tour. And yet one thing bothered him, and it bothered him even more because the clearer evils weren't present: these people didn't support the abuses he'd seen and suffered, but they condoned it by purchasing the products made in the sweatshops. They sympathized with his cause, some of them even donated money, but very few were willing to give up their luxuries and technologies, no matter who suffered to make them. The American companies who had no choice but to treat their workers more humanely had to make their goods more expensive, and few people had the foresight and compassion to buy them unless it was particularly convenient. The single group that had the most power to stop the evils occurring elsewhere in the world didn't make a stand because they were reliant, addicted to their plasma-screen televisions and gaming consoles and plastic toys and cheap cooking utensils. Lazarus sank all the lower in his hope, but he was remarkable for his ability to bounce back and keep trying. He might still be a simple man campaigning for justice if not for the intervention of an outside influence with evil designs in mind for him.

Mythology and folklore had always been a favorite subject for Lazarus, an escape from the horrors of an all-too-real world, but he had never taken any of it seriously. It thus came as a great surprise, even in a super-powered world, when an entity claiming to be the "Spirit of Justice" appeared to him and told him that he already knew the only way to accomplish his destiny. If people would not give up their luxuries and see the truth, then their luxuries had to be taken from them and destroyed. Possessions were nothing compared to Human lives, it argued, and if he could save the people he knew were suffering by committing sins that were minor compared to ignoring the plight of the helpless, he should jump at the opportunity. At first he rebuked the spirit, insisting that there had to be another way, but it returned to him the next night and the next, torturing his mind with questions to which he could think of no possible answer save the solution he didn't want to have to sink to. But in the end, after a month of this torment, he gave in. It was the only way, he decided, the only way to open people's minds to the truth. The "Spirit of Justice" granted him a magical sword, Gladius Eraditum Apparatos, and powerful full plate armor, the Armor of Invulnerability, in order to allow him to complete his quest and meet his destiny. He trained hard in their use, his childhood strength serving him well, and soon was more than proficient in their use. He lived off of the support of the many charities that approved of his work, and renounced the practice of the law. Keeping his true identity secret, he called himself Ned Ludd, after the legendary leader of the Luddites who had opposed technologies that threatened their livelihoods. The "Spirit of Justice" guided him to seek out Daedalus, who had fought misuse of technology in times past.

As Ned Ludd he spoke privately with Daedalus, confessing to him his belief that the luxuries and machines that Freedom City's citizens relied on had to be destroyed in order to preserve lives elsewhere on the globe. Gently Daedalus rebuked him, saying that there were better ways than wanton destruction to achieve such noble ends. At that moment the "Spirit of Justice" appeared to Ludd, telling him that Daedalus had to be using his abilities to aid the people he fought if he was so opposed to the only way to spread the truth. The spirit urged him to strike the man down while he least expected it, thereby launching his crusade by destroying one of the supporters of his hated enemies. Yet this time, something within Lazarus balked at the very notion, and he flatly refused to kill anyone in cold blood. He believed that the spirit was wrong about Daedalus, and that the man was simply too compassionate to see the cold, hard truth. Then Daedalus had a revelation of his own: Ludd's armor bore an aura the ancient inventor traced to his still more ancient foe: Hades. Alarmed, Daedalus disabled Ludd and escaped. He realized that Hades must have used Ludd as a pawn, impersonating a "Spirit of Justice" and playing on his beliefs in order to get him close to Daedalus and send him to the Underworld at last. Of course, Lazarus knew and knows nothing of this. The "Spirit of Justice" used Daedalus's attack, though intentionally non-lethal, as evidence of his hostility, claiming that only Ludd's armor had saved him from death. Fully convinced that the spirit was correct about the only way to achieve his goals, Ludd renounced all modern technologies and began his campaign to destroy them.

Thus far, Ludd's rampages have consisted of many counts of vandalism and a few counts of assault, for he is unwilling to kill even those in the employ of "the enemy", as he has begun referring to people who buy, sell, or manufacture technology. His brain is so addled with the whispering of Hades, who hopes to draw Daedalus out through the crime spree and have another chance at killing him, that he no longer cares whether the company is humane or inhumane, expensive or cheap, American or Chinese; they all deal in technologies, which must be destroyed in order to save lives. In his Lazarus Swain identity he lost the support of his charities due to his personality change, with his once-productive conferences changed into combination rants and recruitment drives. He goes out several times a week to give sermons on the evils of technology, and his powerful voice and compelling words convince many of his sincerity. Those who most strongly agree with his viewpoints find themselves approached by Ned Ludd, who tells them he heard what they were saying and asks if they are ready to go a step further. A number have agreed to support him financially, keeping him in a house and supplied with necessities, and a small circle of five elite have agreed to serve him as Luddite Blademasters, his personally-trained minions. He knows that Daedalus, alerted to his sudden change of personality, suspects his dual identity, but this only causes the "Spirit of Justice" haunting him to spur him toward further acts of public mayhem, convincing him he is working toward his goal while Hades plays chess with him to achieve his own.

Personality & Motivation: Lazarus Swain/Ned Ludd is a determined, focused man who keeps his eyes on the goal when things get ugly. He is entirely convinced that the only way to prevent horrific abuse of workers is to remove the technologies and luxuries the wealthy take for granted, forcing them to awaken to the plight of the poor and those confined to unsafe factories and sweatshops. With his noble goal thus perverted his morals have shifted somewhat, allowing for acts of vandalism and violence that only raise questions in his mind when it is far too late to undo what he has done. This is not to say that he fails to be careful or plan to some degree; he does both, but with a mind whose sense of justice has been twisted upside down and sideways. It is only his conviction that keeps him going through pangs of guilt. Conviction and the fear that, if he fails, no one will take up his mantle and his mission will forever remain unfinished.

Complications:

Fame: Though few have ever spoken with Ned Ludd, Lazarus Swain is a very public figure indeed. Though he makes his views about technology known he carefully words denunciations of Ludd's activities, ensuring that he never lies but instead tells half or useless truths. Even so, his appearances have a tendency to attract a crowd, some of whom are there to mock him and some to listen to him. In either case he obviously cannot wear his armor or wield his sword, and thus must attempt to slip away from gathered onlookers in order to take on his costumed personality.

Hatred: After having been forced to work from the age of five producing things that most of the world takes for granted, Ludd gained a hatred of those who abused people into such work and those indifferent to the whole terrible process. With the "guidance" of Hades, who sought to manipulate Ludd into battling and (hopefully) killing Daedalus, these feelings were played upon and he was convinced that the only way for people to see that horrific abuses inflicted on nameless workers was to destroy the technologies they assumed would be safe, forcing them to open their eyes to the truth. This again mutated into a general loathing of technology. Ludd never uses or builds modern machines, and feels a strong compulsion to destroy them wherever he finds them in order to further "his" cause.

Honor: A combination of Ludd's intended goodwill, despite his terrible means, and his desire for his acts to be public in order to open the eyes of the world ensure that he never attacks from ambush, never kills an unarmed and helpless opponent, and never intentionally injures or kills innocent civilians. He has been known to declare his acts of vandalism and the reasoning behind them a day or more before attempting to commit them, even when that will greatly boost the protection of his target.

Reputation: For obvious reasons, Ned Ludd has a terrible reputation and is sought by the police and a number of heroes. Lazarus Swain, on the other hand, is viewed by most as either an activist who intends good but has become confused as to how to achieve it or as a complete crackpot who obviously encourages such violent criminals as Ned Ludd. None of the above reputations are immensely helpful to Swain's everyday interactions.

Secret: None but Hades and Swain himself know that Lazarus Swain and Ned Ludd are one and the same, though Daedalus and some of the contributors to the Luddites suspect it. If his secret role as a costumed criminal were to be come known, Swain might well lose the confidence of those providing Ludd with financial support, as well as compromising the safety of his house and ensuring that those few who listen to his speeches would shun him forevermore. That's not even mentioning the police response, a warrant for his arrest and a city-wide manhunt. They would know that Swain can't hide forever; without financial support or wilderness skills, he would have to give up eventually, or else sink to such low means that true shame would reach into his addled brain at last.

Stats: 34 pp

Str: 20 (+5)

Dex: 12 (+1)

Con: 18 (+4)

Int: 12 (+1)

Wis: 12 (+1)

Cha: 20 (+5)

Combat: 34 pp

Base Attack Bonus: +10

Grapple: +15

Defense: +7 (+3 flat-footed)

Knockback: -5 (-2 without armor)

Initiative: +5

Saves: 9 pp

Toughness: +10 (+4 Con, +6 other [Full Plate], +4 if unarmored.)

Fortitude: +7 (+4 Con, +3)

Reflex: +4 (+1 Dex, +3)

Will: +4 (+1 Wis, +3)

Skills: 100r = 25 pp

Climb 12 (+17)

Craft (Mechanical, archaic weapons and armor only) 8 (+9 Modifier)

Diplomacy 12 (+17)

Gather Information 12 (+17)

Intimidate 12 (+17)

Knowledge (Civics) 8 (+9)

Knowledge (Current Events) 8 (+9)

Knowledge (History) 8 (+9)

Knowledge (Theology and Philosophy) 8 (+9)

Sense Motive 12 (+17)

Feats: 29 pp

Assessment

Chokehold

Equipment 3 (5 ept Sword, 4 ept Headquarters, 6 ept Full Plate. Full description of all equipment after "Powers" and "Devices".)

Fascinate 1 (Diplomacy)

Fearless

Improved Grapple

Improved Initiative

Inspire 5

Leadership

Minions 6 (5x 60 pp Human followers, all fanatical, profile given after "Powers" and "Devices") [12]

Skill Mastery 1 (Climb, Diplomacy, Intimidate, Sense Motive)

Well-Informed

Powers: 24 pp

Device 1 (PFs: Restricted x2 [only usable by Ned Ludd]; hard to lose [can only be taken while helpless], extra effort applies to wielder, not device. Device is Gladius Eraditum Apparatos) [6]

Device 4 (PFs: Restricted x2 [only usable by Ned Ludd]; hard to lose [can only be taken while helpless], extra effort applies to wielder, not device. Device is Armor of Invulnerability) [18]

Devices:

Gladius Eraditum Apparatos:

Corrosion 2 (PFs: Incurable) [5, free due to Device]

Also acts as Sword, as seen under Equipment feat

Total Damage Bonus: Str bonus (+5) + Sword damage bonus (+3) + Corrosion Damage (+2) = +10

Armor of Invulnerability:

Immunity 20 (Actually four Immunity 5's: Immunity to Slashing, Piercing, Bludgeoning, and Ballistic) [20, free due to Device]

Also acts as Full Plate, as seen under Equipment feat

Equipment and Minions:

Gladium Eradit Apparatos (Sword; Damage Modifier +10 [see "Devices"], critical 19-20, slashing, medium, 5 ep)

Armor of Invulnerability (Full Plate; Toughness +6, Immunities as listed under "Devices", 6 ep)

To help further his anti-machinery crusade, which would inevitably be opposed by those with powerful weapons, Ned Ludd was granted powerful magic items by a disguised Hades, who hopes that he will kill Daedalus. His sword, a five and a half foot beast named Gladius Eraditum Apparatos (Latin for "Sword To Destroy Machines), oozes black and brown rust from its blade on command, inflicting wounds that weaken even the mightiest alloys and inflict wounds not easily healed (Corrosion 2 with Incurable PF). The weapon is strong enough to survive being swung with all of Ludd's considerable strength, and he usually wields it two-handed (+5 Strength bonus allowed). Yet the more miraculous gift by far is the mighty Armor of Invulnerability, a gleaming suit of Full Plate fit for a knight of old. To make up for the hated machines used by his enemies, Ludd's armor can turn back most mundane forms of punishment without a dent or scratch (Immunity to slashing, piercing, bludgeoning, ballistic). Both of these fantastic creations are bound to Ludd's soul; they function for no one else, and can only be taken from him when he lies helpless.

HQ: (Toughness 10; Size small; Living Quarters, Library, Workshop; 4 ep)

Upon arriving in Freedom City and establishing a network of financial supporters to aid his group, Ludd bought a house on the outskirts of Lantern Hill. The building was first constructed in the late eighteenth century and had fallen into some degree of disrepair, and he spared no expense buying materials and hiring workmen to restore and strengthen it using period techniques. The house is now in excellent condition (toughness 10, size small), and with no electricity or running water its exterior is one of the best representations in the city of how a wealthy home of the time would appear. A well outside provides the water, and for light and heat Ludd and his followers make due with candles and fireplaces. Despite these restrictions, this base of operations is well-equipped. An extensive library containing works of fiction and nonfiction alike, many of them out of print, takes up most of the space not set aside for spartan living quarters which, although not particularly comfortable, provide Ludd and each of his followers with a small private room. Finally, a small workshop set up as a smithy is located on the bottom floor, allowing the Luddites to make and repair their weapons and armor.

Ludd's followers, the Luddites, are so-called in honor of their predecessors of the same name, a group of workers opposed to the industrialization of England that grew so strong as to battle the British Army itself. Though a network of contributors give income to the Luddites, only a few people are willing to make the ultimate commitment and become their front-line soldiers in the war against technology. These few are fanatics totally devoted to their cause and to their leader. Like him they use only archaic weapons and armor, and though theirs are non-magical they are well-trained in their use. Aiding Ned Ludd in his battles and passing out pamphlets across the city when not in their signature armor, the Luddites are few in number but have proven resilient and clever, making efforts to root the group out difficult.

Minion Stats: 5 Luddite Blademasters, 60 pp each

Stats: 20 pp

Str: 16 (+3)

Dex: 12 (+1)

Con: 16 (+3)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 16 (+3)

Combat: 10 pp

BAB: +3

Grapple: +6

Defense: +5 (+1 flat-footed, +2 without shield)

Knockback: -4 (-1 if unarmored)

Initiative: +5

Saves: 9 pp

Toughness: +9 (+3 Con, +6 other [Full Plate]. +3 if unarmored.)

Fortitude: +6 (+3 Con, +3)

Reflex: +4 (+1 Dex, +3)

Will: +3 (+0 Wis, +3)

Skills: 28r = 7 pp

Acrobatics: +8 (+9)

Craft (Mechanical, archaic weapons and armor only): 8 (+8)

Diplomacy: 4 (+7)

Gather Information: 4 (+7)

Intimidate: 4 (+7)

Feats: 14 pp

Acrobatic Bluff

Equipment 5 (Sword [total damage bonus +6], Full Plate, Knife [total damage bonus +4], Large Metal Composite Shield [+4 to block rolls, block fast projectiles])

Fearless

Improved Trip

Sword-Fighting minus Taunt (Accurate Attack, Defensive Attack, Improved Block, Improved Disarm, Improved Initiative, Power Attack) [6]

Drawbacks: 5 pp

Normal Identity (Without his armor and sword, which take more than a full round action to don, Ned Ludd must travel as Lazarus Swain, who loses all powers and the "minions" feat, as well as the benefits of the full plate and sword from the equipment feat, as these represent part of the devices that grant him his powers.)

Costs: Abilities (34) + Combat (34) + Saves (9) + Skills (25) + Feats (29) + Powers (24) - Drawbacks (5) = 150 / 153 pp

EDIT: Also, while waiting, I cooked this up to give a bit of an idea of Swain/Ludd's speech style. Here's the Rose Garden Speech.

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Sorry for the delay. I wanted to make sure I had enough time to read everything and go over all the points before starting on the check.

A very detailed description and Background! Great read through. One question though, in the last section of the Background, you mention that Daedalus might susspect the change in personality. However, Daedalus hadn't met Lazurus, but Ned Ludd. Did I misinterpret the section?

He knows that Daedalus, alerted to his sudden change of personality, suspects his dual identity, but this only causes the "Spirit of Justice" haunting him to spur him toward further acts of public mayhem, convincing him he is working toward his goal while Hades plays chess with him to achieve his own.

Hatred: After having been forced to work from the age of five producing things that most of the world takes for granted, Ludd gained a hatred of those who abused people into such work and those indifferent to the whole terrible process. With the "guidance" of Hades, who sought to manipulate Ludd into battling and (hopefully) killing Daedalus, these feelings were played upon and he was convinced that the only way for people to see that horrific abuses inflicted on nameless workers was to destroy the technologies they assumed would be safe, forcing them to open their eyes to the truth. This again mutated into a general loathing of technology. Ludd never uses or builds modern machines, and feels a strong compulsion to destroy them wherever he finds them in order to further "his" cause.

This would pertain to Lazuraus as well, correct? So, how does Lazuraus dress, get to his functions or give his talks? Also, exactly what are you calling "modern machines"?

Feats: 33 pp

Assessment

Minions 7 (4x 60 pp Human followers, all fanatical, profile given after "Powers" and "Devices") [14]

Equipment 3 (Sword with +5 strength bonus allowed, Headquarters, Full Plate. Full description of all equipment after "Powers" and "Devices".) [8]

Inspire 5

Leadership

Fearless

Fascinate 1 (Diplomacy)

Skill Mastery 1 (Climb, Diplomacy, Intimidate, Sense Motive)

Well-Informed

Okay, your equipment isn't listed on the sheet. Swords allready have the mighty feat on it making your sword Damage +8 (+3 for sword and Str +5) since your Str doesn't go over the Toughness save of the wweapon (which is usually 7 or 8)

Full plate is 6ep, the sword is 5ep, and the headquarters is how many eps?

I'll wait for these points to be fixed before moving on to the minions.

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No trouble at all, I'm glad you took the time to look it over carefully. Thank you for your praise of my background; I am pleased it came out so well.

1. You are quite correct; Daedalus has not met Lazarus Swain in person. Even so, Swain is a relatively well-known figure, what with his original public crusade and his subsequent fall into radical ideas. Daedalus is a smart fellow, and I'd guess he hears about this sort of thing. When someone who has conducted charity events in Freedom City before suddenly ends up preaching the evils of technology, upon which said Hero is reliant, in parks and on street corners, he'd probably notice.

2. Lazarus Swain dresses in woolen homespuns, walks from place to place in Freedom, and stands on top of a wooden box or park bench to speak to his audiences. As for the definition of "modern tech", he's a bit divided on that count. Strictly he's against anything post-Industrial Revolution, which is one way of saying anything at all made in a factory, but he's also anti-gun, so no muskets or anything either. Even he's not really sure why he shuns that sort of thing, but his brain is a bit addled by this point, so it doesn't bother him too much.

3. Headquarters is 4 points; one for upgraded toughness, one for Living Quarters, one for a Library, and one for a Workshop. I thought I read in the rules that it was necessary to spend points to apply the strength bonus, but I'm not complaining. Five points can be put to use elsewhere. The sword's toughness save is 7; I detailed its full damage equation under "Devices".

4. Since I got five points back, I have spent them thus:

8 Ranks in Knowledge (Civics), to reflect his law degree. No related Profession skill because he has renounced the practice of the law.

8 Ranks in Craft (Mechanical), to reflect his learned skill in forging and repairing swords, crossbows, armor, and the like. Nothing modern, of course.

Improved Initiative, to reflect his quickness of thought and action, even when wearing his heavy armor due to his familiarity with it.

Let me know what else needs fixing.

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3. Headquarters is 4 points; one for upgraded toughness, one for Living Quarters, one for a Library, and one for a Workshop. I thought I read in the rules that it was necessary to spend points to apply the strength bonus, but I'm not complaining. Five points can be put to use elsewhere. The sword's toughness save is 7; I detailed its full damage equation under "Devices".

Okay, for ease of review, can you take the game details of the HQ and Equipment, and list themoutside of your descriptive text?

For example:

HQ 4ep [Toughness X; Size X; Living quarters, Library, Workshop]

(descriptive text)

On the point of your sword. If the sword's Toughness is only 7, then you'll only be able to do +7 damage with it. If your Str and the sword bonus goes over the weapon's Toughness, you'll end up breaking it.

4. Since I got five points back, I have spent them thus:

8 Ranks in Knowledge (Civics), to reflect his law degree. No related Profession skill because he has renounced the practice of the law.

8 Ranks in Craft (Mechanical), to reflect his learned skill in forging and repairing swords, crossbows, armor, and the like. Nothing modern, of course.

Improved Initiative, to reflect his quickness of thought and action, even when wearing his heavy armor due to his familiarity with it.

Stats are at 34pps, listed as 34pps. Okay.

Combat are at 34, listed as 34pps. Okay

Saves are at 9, listed at 9pps Okay

SKills are at 100r=25pps, listed at 84r=21pps. Needs to get changed.

Feats are at 29, listed at 33pps. Needs to get changed.

Powers are at 24, listed at 24pps. Okay.

Drawbacks are at 5, listed at 5pps. Okay.

Abilities (34) + Combat (34) + Saves (9) + Skills (25) + Feats (29) + Powers (24) - Drawbacks (5) = 150 pp

Once you make these changes on your sheet, I'll look at the minions.

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The equipment is separated and the points totalled up correctly; sorry, forgot to change them in a few spots.

On the point of the sword (no pun intended): page 137 of the core rulebook states that,

If a wielder's strength bonus exceeds the weapon's Toughness (4 for wooden weapons, 7 or 8 for metal weapons) the weapon breaks when used.

I thus believe that it's the Str bonus, not the total damage bonus, that determines if the weapon breaks, and I am thus safe.

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The equipment is separated and the points totalled up correctly; sorry, forgot to change them in a few spots.

Looks good.

On the point of the sword (no pun intended): page 137 of the core rulebook states that,

I thus believe that it's the Str bonus, not the total damage bonus, that determines if the weapon breaks, and I am thus safe.

You are correct. I must have had a brain fart when I read it. You're good to go.

Now on to the minions.

Stats are at 20, listed at 20. Okay

Combat are at 10, listed at 10. Okay

Saves are at 9, listed at 9. Okay

Skills are at 20r=5pp, listed at 20r=5pp. Okay

Feats are at 13pp, listed at 16pp. Needs to be changed.

Here's the problem, which is the same problem you had with the main character. You're pricing the Equipment feat at a much higher price than it should be. Equipment is 1 rank/1pp for 5eps, so with 4 ranks of Equipment, you get 20eps. Right now I'm counting, 4eps (Knife), 5eps (Sword), 6eps (full plate), and 7eps (Large shield) for a total of 22eps. This is assuming that all of the items are normal quality and not Masterwork. You need 5ranks of Equipment if you are going to keep all of these items giving you 3 ep more to spend.

Now back to Ned.

His minion feat is actually incorrect for what you have listed.

Minions 7 (4x 60 pp Human followers, all fanatical, profile given after "Powers" and "Devices") [14]

You want 60pp Human followers. That's rank 4 Minion. Fanatical is an extra raising the cost of the feat to 1rank/2pp. That leaves you with 3 ranks for progression. Rank 5 Minion gives you 2 60pp characters. Rank 6 gives you 5 60pp characters. Rank 7 gives you 10 60pp characters.

So you now have a choice. Leave it as is and take the extra six minions. Or you can lower the minions to Rank 6, giving you 5 minions and saving Ned 2pps to be used elsewhere.

Also, as a warning. Posts of minions only will not count towards the monthly totals for the pp awards. Having flashbacks with the minions getting their orders from Ned, however, would count.

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I love it when I make mistakes in my favor. At least, more than other kinds of mistakes, that is.

I have the Knife at 3 ep, according to the table on page 138. Even so, you're right about needing 5 ranks of equipment. I made their shields composite for an extra 4 ep to reach 25 ep. Rearranging the freed-up pp, I also realized that Taunt was useless (no ranks in bluff), and thus disposed of it. I added Acrobatic Bluff and eight ranks of Acrobatics to deal with the points I freed up, reflecting the ability of the Luddite Blademasters to move deftly, like the well-trained swordsmen they are.

Ten minions seems like a bit of overkill to me, so I lowered the number of minions to five, at rank six of the feat. Thanks for recognizing that. Using the two points I got, I realized that Ned has a great grapple bonus thanks to a pretty high Str, so I got him Improved Grapple. I'm reasoning that this will let him use his sword while grappling, provided he pins his foe. If not, I'll change my choice. I also grabbed Chokehold; he'd rather destroy machines than lives, but he can always just suffocate his foes into unconsciousness if they get in his way.

I also put my feats in alphabetical order; it was starting to bug me.

Okay, hopefully I didn't mess up in too many other places! Thank you for your patient assistance.

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Looks pretty good to me (kudos on the thorough backstory & such!), but I do have a few comments/questions.

EDIT: Comment 0: the Refs tend not to like chars the lean too heavily towards Iron Age here, but yours seems fine as he is now. Maintain this level of mood/tone, and he should work fine.

First, a minor formatting thing, please bold the names of the powers (Device, Corrosion, etc.).

Second, the whole "doesn't use modern machines." If Lazarus doesn't, how does he get around town? Perhaps more importantly, how is he a "well-known public figure" if he doesn't use telecommunications technology?

Lastly, a question on his armor. Would Hades/"The Spirit of Justice" have given him armor that protect against all manner of bludgeoning, piercing, and slashing damage, or just those types of damage coming from "non-post-Industrial tech" in accordance with the mind-games he's playing with Lazarus)? Could someone using a sword damage him? A punch from a normal mook? A tiger's claws? The claws or spines of a shapeshifted Grue? A standard arrow? Would falling off a mountain (bludgeoning damage if the ground he hits is relatively flat, piercing if there're sharp stones jutting up) hurt him?

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Thanks for your patience and help, MBCE. Also, I'm glad to hear that my character's Iron Age leanings shouldn't be a problem, and thank you also, Doctor, for your prompt arrival after MBCE was finished. I do appreciate it.

I've bolded the devices and powers as requested; all formatting should serve just fine at this point, I think.

For question number 2: as previously stated, Lazarus walks from place to place. Trust me, it's possible, it just takes a while. As for the second part, there is quite a simple reason Lazarus is a public figure despite shunning technology; he didn't always do so. Before his manipulation by Hades he was a fairly major public figure, taking part in infomercials, news interviews, and conferences across the world. Now, his minions walk to public places to distribute hand-written leaflets containing the time and place of his next speech to all who might possibly listen.

On the point of the armor, I'm going to pretend I thought of that and come up with a reasonable explanation. Hades wants the "Spirit of Justice" to seem indomitable, with an inevitable victory in the end despite the tribulations in-between. In this way he can keep Lazarus, who is well-meaning and might otherwise lose faith in his cause and break away, firmly under his domination. In order to give the illusion of a cause that is in the right, even among a high concentration of "misguided" superhumans, Hades made the armor invulnerable to any weapons/claws, however modern or archaic, some bizarre hero might throw at his "champion". He's making Lazarus's faith, like his armor, impenetrable to "prove" that the right way to go is always forward. However, I don't think that would apply to falling damage; in RPG's I have played, that's been a separate category. He'd be protected from sharp rocks, but the brute force of his impact with the ground would not be reduced in damage. Other than that, however, I'd say yes, his armor will save him. He's very open to fire, cold, mental, sonic, and other unconventional damage types, however. He may be a walking tank, but he's got a lot to learn about the unique abilities of his foes.

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