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Supercape

Earth Victoriana Archetypes

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As I am planning (soon) a moderately long thread in an alternate Earth (Steampunk English Empire), with possibly some further threads, I am going to need to play around with a few key Archetypes.

I am going to be using many of the key civilian builds in M&M, with a few fairly obvious and I think trivial alterations (like replacing computers skills for craft (mechanical) as an obvious example). Equipment will be changed a little - no automatic weapons, plenty of halberds and cutlasses for instance (the army, police, and crooks will all be armed a little different).

However, I am going to play around with some key figures I think may come up in this thread. Open for all comments and advice, and if anyone wants to shove in something they want in E-V reality, i'm more than happy to see it!

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First up, the SZS (Special Zeppelin Service). The Steampunk version of the SAS, the crack troops of the British Empire!

Special Zeppelin Service

Power Level: 6 (83 PP)

Description: An SZS Officer is the most highly skilled and dangerous soldier in the British Empire. The below is a template, but SZS officers will also have one (or maybe two) other special skills such as bomb disposal, mechanic, pilot, medic, etc. They may also have other equipment such as Sniper Rifles, TNT explosives, gas grenades, gas masks, scuba gear, etc, and could use pretty much any weapons as they deem fit. They do not always operate in uniform. The equipment below is for an "in uniform", patrolling regular SZS soldier.

SZS Officers may have even higher Att/Def, Tactical skills, INT, and training, and may not be classed as "minions".

Abilities: 20 pp

STR: 14 (+2)

DEX: 14 (+2)

CON: 16 (+3)

INT: 12 (+1)

WIS: 14 (+2)

CHA: 10 (+0)

Combat: 24 pp

ATK: +6

DEF: +6 (+3 flat footed)

Init: +7

Grapple: +8

Knockback: -3

Saving Throws: 12 pp

TOU: +6 (+3 Con, +3 Vest)

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

REF: +6 (+2 Dex, +4)

WILL: +6 (+2 Wis, +4)

Skills: 13 pp=52 r

Climb 4 (+6)

Craft (Mechanical) 2 (+3)

Drive 4 (+6)

Intimidate 4 (+4)

Knowledge: Tactics 8 (+9)

Medicine 2 (+4)

Notice 8 (+10)

Pilot 4 (+6)

Survival 4 (+6)

Swim 4 (+6)

Feats: 14 pp

Equipment 9

Improved Aim

Improved Critical (Rifle) 1

Improved Initiative 1

Precise Shot 1

Startle

Equipment

Telescope [1 EP]

Stun Ammunition [1 EP]

Rifle: (Blast 5 [PF: Improved Range, Progression Increased range]) [12 EP]

Grenade: (Blast 5, [Extras: Explosion]) (15 EP)

Heavy Pistol: (Blast 4) (8 EP)

Knife: (Strike 2, PF: Mighty, Improved Critical) (4 EP)

DC Block:


Unarmed Attack  Touch      DC 17 Toughness (Staged)       Damage     

Rifle           Ranged    DC 20 Toughness (Staged)       Damage

Heavy Pistol     Ranged    DC 19 Toughness (Staged)       Damage

Knife            Ranged    DC 19 Toughness (Staged)       Damage

Grenade        Ranged / Explosion DC 20 Toughness (Staged)       Damage

Abilities (20) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (14) + Powers (0) - Drawbacks (0) = 83 Power Points

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Next up, the Good old British Bobby, the "Copper". In this setting named after the copper plated truncheon they use that has a wind up battery unleashing a one-shot "stunning" charge!

The Copper

Power Level: 3 (39PP)

Trade-Offs: None

Description: The Copper is the typical British policeman in Victoriana Earth. Eskewing firearms, he (or she) uses fair play and courage to patrol the streets. 'Evening all, 'Evening all, what's going on 'ere then?

Some Coppers may have slightly different skills, such as Ride instead of Drive for mounted police, and of course there are specialists with all sorts of skills. Detectives may have higher Investigate, Search, and Sense Motive Skills. A few "Special officers" may carry firearms.

The Street Copper below is usually chosen to be a rather tall and burly chap, as per the Police officers of old. Whilst not corrupt (usually), they are no adverse to giving scruffy scallywags a 'clip round the lughole. Coppers are normally held in fairly high regard by civilians.

Abilities: 4 + 2 + 4 + 0 + 2 + 0 = 12PP

Strength 14 (+2)

Dexterity 12 (+1)

Constitution 14 (+0)

Intelligence 10 (+0)

Wisdom 12 (+1)

Charisma 10 (+0)

Combat: 6 + 4 = 10PP

Initiative: +1

Attack: +3

Grapple: +5

Defense: +2, +1 Flat-Footed

Knockback: -1

Saving Throws: 3 + 3 + 1 = 7PP

Toughness: +3 (+2 Con, +1 helmet)

Fortitude: +5 (+2 Con, +3)

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

Will: +2 (+1 Wis, +1)

Skills: 28R = 7PP

Computers 10 (+15, Skill Mastery)

Diplomacy 4 (+4)

Drive or Ride 3 (+3)

Gather Information 2 (+2)

Investigate 2 (+2)

Knowledge (Civics) 2 (+2)

Knowledge (Streetwise) 2 (+2)

Medicine 2 (+2)

Notice 4 (+5)

Search 4 (+4)

Sense Motive 4 (+5)

Feats: 0PP

Equipment 3

Equipment: 12 EP

Copper Strike 2 (PF Mighty, Thrown) Linked with Stun 4 (PF: Thrown, Flaw: Limited, 1 use before needs to battery needs to be rewound) (9 EP)

Gaslight (1 EP)

Handcuffs (1 EP)

Helmet Protection 1 (1 EP)

DC Block:


ATTACK              RANGE     SAVE                         EFFECT

Unarmed       Touch     DC 17 Toughness (Staged)     Damage

Copper         Touch     DC 19 Toughness (Staged)     Damage

                          DC 14 Fortitude (Staged)      Stun

Abilities (12) + Combat (10) + Saving Throws (7) + Skills (7) + Feats (3) + Powers (0) - Drawbacks (0) = 39 Power Points

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