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Myrmidon (PL 14) - Semi-Autogyro (Bronze)

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Player Name: Semi-Autogyro

Character Name: Myrmidon

Power Level: 14 (215/220 PP)

Trade-Offs: +2 Defense, -2 Toughness

Unspent PP: 5

Progress To Gold Status: 70/90

Bronze Reward: Equipment 8/15 for Myrmidon

In Brief: SHADOW prototype clone super-soldier turned hero.

Alternate Identities: Johann "John" T. Schmidt "Smith"

Identity: Public

Birthplace: SHADOW Complex AA12, Clone Tank RC-1207

Occupation: Freelance Security Consultant

Affiliations: Claremont Academy (former student), Irregulars (former member)

Family: None, Genetically Modified Overshadow [Wilhelm Kantor] Clone


Age: 7 (DoC: May 6th, 2007)

Apparent Age: Mid 20's

Gender: Male

Ethnicity: Caucasian

Height: 6'6"

Weight: 225

Eyes: Blue

Hair: Blonde

Bodycast: Ivan Drago (Dolph Lundgren, Rocky IV)

Voicecast: Joshua Graham (Keith Szarabajka, Fallout: New Vegas)


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 frame would suggest. Working in his professional capacity as a security consultant he favors dark suits with clean lines. In his off hours, preferring to wear simple and rugged clothing that usually came from the nearby military surplus store. His combat uniform is an amalgamation of his past and present – The LACUNA (Lightweight Adaptive Combat & Utility Nanoforged Armor) suit he wears has a distinct SHADOW heritage as due to it being a working field prototype that he forcibly repossessed from his former handlers. The featureless helmet 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 communicate which others.

Power Descriptions: According to the non-damaged files Raven retrieved from the SHADOW complex, Myrmidon was designed to make a peak physical and mental specimen of the normal SHADOW clone. Unlike most replica troopers this variant stock was also intended to be completely autonomous, possessing a near perfect duplication of Kantors' memories and experiences minus redactions necessary to prevent rampancy. The integrated DNA had numerous effects from heightening senses, boosting cellular regeneration, and optimizing bodily functions ranging from caloric intake to lactic acid degradation. With continuing SHADOW mental programming, flash learning, and physical training; the project scientists had succeeded in created a terrifyingly effective super-soldier prototype that would only improve with time.

History: Clone designation RC-1207 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.

The unique nature of the clone prevented its outright destruction by the Freedom League. 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. When given the green light to proceed, 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. The clone proved intelligent and physically superior, 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.


John spent two years at Claremont before graduating with honors, having made numerous friends and acquaintances in addition to firmly proving his allegiance to all of his naysayers. He worked well solo and as a team player, from the day to day interaction with his friends on the Irregulars to impromptu field team-ups with other heroes. After graduating he spent a few months looking at his options before deciding to become a freelance security specialist, applying his training and expertise to clients that needed someone like him. This has formed more cordial relations between him and government agencies such as AEGIS and their like. He is currently pursing a degree via the internet in Military Science as he is rarely in one place long enough to settle down. Over the past year the jet-setting hero has been spotted worldwide as he pursues his career and making sure SHADOW keeps to its namesake.


Personality & Motivation: John is a terse, introverted, and direct young man. That being said, he does enjoy new experiences and meeting people. He views using his abilities 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. John does have long term plans and goals, but he prefers to take things as they come at him as befits his 'focus on the present mindset'.  He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from his hobbies to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circles.

Powers & Tactics: Myrmidon was created and trained to be an soldier and operative without compare. His innate knowledge of tactics allows him to easily read any combat situation, making coordination of allies or maximizing and exploiting enemy weaknesses second nature. His LACUNA Suit modes allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. His training is focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost never subscribing to the idea of a fair fight, and is willing to use underhanded tactics if he has to. However, he prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he can garner. Once in the thick of things he favors ending a fight as quickly as possible utilizing his brutally efficient combat style, not holding back regardless of the opponent.


A Man Chooses, A Slave Obeys: Myrmidon has vowed not be subjugated in any manner ever again and will fight till the bitter end in situations where he or others are chained/restrained/or controlled against their will.

Cold Professional: 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 temper.

Sins of the Father: 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.

Abilities: 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)

Combat: 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

Saving Throws: 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)

Skills: 100 Ranks = 25 PP

Acrobatics 7 (+15) Skill Mastery

Drive 7 (+15) Skill Mastery

Knowledge [Tactics] 16 (+21) Skill Mastery

Knowledge [Technology] 5 (+10) Skill Mastery

Languages 3 (English, GalStandard, German [Native], Sign Language)

Medicine 3 (+8, +10 Masterwork Medical Kit) Skill Mastery

Notice 12 (+12) Skill Mastery

Perform [string Instruments] 3 (+3, +5 Masterwork Instrument [Guitar])

Pilot 7 (+15) Skill Mastery

Search 5 (+10)

Sense Motive 7 (+7)

Stealth 13 (+21) Skill Mastery

Survival 5 (+5, +7 Masterwork Survival Kit)

Swim 7 (+15)

Feats: 27 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 (+10 Bronze Reward)


Hide in Plain Sight


Luck 2

Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints)

Master Plan 2 (Use Knowledge [Tactics] for Master Plan checks)

Power Attack

Quick Change

Rallying Cry

Set Up

Skill Challenge 2 (Simultaneous Task [Evasive Maneuvers while Attacking])

Skill Mastery 2 (Acrobatics, Drive, Knowledge [Tactics], Knowledge [Technology], Medicine, Notice, Pilot, Stealth)

Take-down Attack

Teamwork 3

Wealth 1 [Wealthy]


Equipment: 10 PP = 50 EP

Arsenal (12+7) = [19 EP]

Compound Bow:

Damage 3 (Extra: Range +1, PFs: Mighty x5, Subtle) [12 EP]

Nano-Ceramic Blade: Damage 4 (PFs: Improved Critical x1 [19-20], Improved Sunder, Mighty) [7 EP]


LACUNA Suit Integrated Equipment (2+1+1+1+1+1) = [7 EP]

Armored Gauntlets & Greaves: (as Masterwork Brass Knuckles [+2 to Unarmed Damage]) [2 EP]

Enhanced Comm-link (Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera)  [0 EP]

Aural Dampers (+5 to Saves vs. Audio Dazzle Effects) [1 EP]

Filtration Scrubbers (+5 to Saves vs. Olfactory Dazzle Effects) [1 EP]

Flash Goggles (+5 to Saves vs. Visual Dazzle Effects) [1 EP]

Masterwork Flashlight [0 EP]

GPS Reciever [1 EP]

Geiger Counter [1 EP]


Utility Gear (4+3+2+1+1+1) = [12 EP]

Plasma Cutter:

Corrosion 1 (PF: Precise) [4 EP]

Radio Scrambler: Obscure 6 (Radio; Flaw: Range [Touch] -1, [250 ft. Radius]) [3 EP]

Masterwork Handcuffs (+5 DC to removal checks [DC 30 Disable Device / DC 40 Escape Artist]) [2 EP]

Masterwork Medical Kit (+2 to Medicine Checks) [1 EP]

Masterwork Survival Kit (+2 to Survival Checks) [1 EP]

Lock-Release Gun [1 EP]


Miscellaneous Equipment (1+1) = [2 EP]

Masterwork Guitar (+2 to Perform [string instruments] Checks) [1 EP]

Super-Senses 1 [Time Sense (atomic watch)] [1 EP]

Smartphone[0 EP]


Vehicle (0) = [0 EP]

Powers: 24 + 36 = 60 PP

Descriptors: Genetic, Training, Technology

Device 6 'LACUNA Suit' (30 PP Container, Flaws: Hard-To-Lose -1, PFs: Restricted [sTR/DEX/CON 25+]; Drawback: Noticeable [suit alters itself to mimic adapted & alt. capabilities] -1) [24 PP] (Technology)

BP: 'React Subroutine' - Adaptation 2 (Extra: Controllable +1) [14 PP]

AP: 'Cloak Subroutine' - Concealment 6 [All Visual & Auditory] (Drawback: Action [Move] -1, PF: Close Range) + Super-Movement 1 (Trackless) [1 PP]

AP: 'Armor Subroutine' - Enhanced Feat 1 (Ultimate Save [Toughness]) + Immunity 2 (Critical Hits) + Protection 0 (Extra: Impervious 10) + Super-Strength 0 (PF: Bracing) [1 PP]

Enhanced Feats 3 (Environmental Adaptation [High, Low, & Zero Gravity]) [3 PP]

Immunity 5 (High Pressure, Radiation, Vacuum, Suffocation Effects) [5 PP]

Variable Power 1 (Any Power, 5pp pool; Extra: Action [Move] +1, Flaw: Limited [super-Sense Powers Only] -1) [6 PP]


SHADOW Super-Soldier (35pp Container [Passive, Permanent]; PF: Innate) [36 PP] (Genetic, Training)

BP: Speed 3 (50 MPH / 500 ft. per Move action) [3 PP]

AP: Leaping 3 (x10 distance; 180 ft. run/ 90 ft. stand/ 45 ft. high) [1 PP]

AP: Swimming 2 (5 MPH / 50 ft. per Move Action; PF: Environmental Adaptation [underwater]) [1PP]

Enhanced Feats 3 (Eidetic Memory, Tough x2) [3 PP]

Immunity 12 (Aging, Emotion Effects, Environmental Cold & Heat, Disease, Fatigue Checks, Poison) [12 PP]

Immunity 2 (Sleep, Starvation & Thirst; Flaw: Limited [Half Effect] -1) [1 PP]

Regeneration 5 (Recovery Bonus 1 [+9], Disabled 1 [5 hours]; PFs: Last Stand, Persistent) [4 PP]

Super-Senses 4 (Auditory [+Extended (100 ft. Notice Increments)], Danger Sense [mental], Uncanny Dodge [mental], Visual [+Extended (100 ft. Notice Increments)]) [4 PP]

Super-Strength 3 (+15 Str to Carry Capacity [Effective STR 41], +3 Str Checks) [6 PP]


Drawbacks: -6 PP

Vulnerability (Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)

Vulnerability (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)

Vulnerability (Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)

DC Block:

ATTACK                              RANGE               SAVE                       EFFECT

Armored Gauntlets & Greaves      Touch DC 25         Toughness (Staged)         Damage (Physical)

Compound Bow                      Ranged DC 23        Toughness (Staged)         Damage (Ballistic)

Nano-Ceramic Blade                  Touch DC 27         Toughness (Staged)         Damage (Slashing, Piercing); Crit 19-20

Plasma Cutter                       Touch DC 11         Fortitude (Staged)         Drain (Toughness)

                                    Touch DC 16        Toughness (Staged)         Damage (Energy)

Unarmed                             Touch DC 23         Toughness (Staged)         Damage (Physical)


Abilities (58) + Combat (40) + Saving Throws (11) + Skills (25) + Feats (27) + Powers (60) - Drawbacks (6) = 215/220 Power Points

Edited by trollthumper
+1pp for December 2014

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This is a novel concept with an interesting backstory, and it'd be fun to get a Duplicator running around (and around, and around, in as many places as possible). The students who know what Overshadow looks like will not like him. This is, assuming all goes well, a good source of conflict.

That said, you're going to need to rework some things about this sheet. Claremont is not going to let their students armor up like a SWAT officer or combat soldier, much less base their schtick around pulling out guns and shooting people with them. It's a high school for superheroes, not a training academy for supersoldiers. (Even if this was an adult character, it's a little too generous to let a Duplicator's Summoned duplicates walk around with perfect copies of all his equipment.)

My advice is, make him a hand-to-hand combatant. That'd fly perfectly well.

Also, we're pretty leery of 'emotional distance' here. This is not a setting where gruff loner types play well at all.

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The Hero High supplements are full of Claremont students with some sort of armor-as-Equipment, so there's precedent for it. And I rather like the idea of having taken the clone's old SHADOW armor and altered and recolored it to be a special Claremont uniform.

Neither of the feats you culled from Warriors & Warlocks seem unbalanced. If either of them prove to be during play, we can always discuss it then.


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