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Warmonger

Ronin - Warmonger - PL10 Villain (NPC Tier 2)

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Player Name: Warmonger

Character Name: ???/Adam Wallace

Character Alias: Ronin

Age: 34

Height: 6'2""

Weight: 230

Hair: Black

Eyes: Brown

Power Level: 10

Power Points: 153 / 156

Unspent PPs: 3

Appearance: deathstroke55-14NastyNat.jpg1032087.1145923706384.mjw7.jpg

Background

The son of a Marine Corps Staff Sgt it seemed only natural that Adam would one day enlist himself. Adam enlisted in the army at the age of 17 as soon as he graduated from high school. Adam, who already possessed phenomenal physical and mental toughness, was a natural fit for military life. Adam quickly became a Ranger. After serving with there for several years, he was picked to join Delta Force. Adam excelled as a counter-terrorist soldier, so well in fact that he received orders to report to another even more elite squadron, one he had never heard of. When he joined this Elite squad he was enhanced with superhuman powers. He was given the codename Ronin, and used to combat his nation’s enemies…

Except it was all a lie. Ronin doesn’t really know who he is or where he comes from. What he does know is that he was once a member of an elite Black Ops team called Nemesis. The only clue to his identity was his dog tags, with the name Adam Wallace on it. They were mercenaries, working for whoever paid the most, the problem with that was that they never received any money. Whoever controlled the Nemesis, had their memories wiped when missions were over, and placed them into suspended animation until the next mission. As time passed Ronin found he was becoming increasingly resistant to the mind scrubbing. The others must have as well, because their charismatic leader, Viper began to plot to talk about separating from Nemesis. As Ronin’s memories became harder to wipe he began to learn more Nemesis. He learned that a Dr. Peter Hanks headed up the facility where they were kept, though the team itself answered to Mrs. Scarlett. Once Viper began to realize that Ronin and the others were remembering more he made a plan. When the team had finished its latest mission, in Cuba, rather than return to the extraction point, the team vanished.

Nemesis were highly successful as mercenaries. They went from country to country, selling their guns, to the highest bidder. Ronin began to understand his teammates better, particularly Viper, but memories of their life before continued to elude them. But after months of killing for profit, Ronin came to the realization that the memory wipes were a blessing in disguise. He often did horrible things for pay, and some of the other seemed to enjoy it. Eventually Ronin decided that that he would leave Nemesis and Viper. Unfortunately Nemesis didn’t know that their former employers were the Labyrinth, and Ms. Scarlett wasn’t going to let some failed experiments humiliate her. It was easy to find them because one of their teammates, Massacre, had turned on them. The Labyrinth soldiers ambushed them on their latest mission. The Fighting was brutal but short. At some point a massive explosion launched an unconscious Ronin into a nearby river. He awoke a few hours later far away. Rather than returning to Nemesis, Ronin set out on his own.

Ronin continued his work as a mercenary around the world, though he continued to look over his shoulder. He was still a hired gun, but now he took jobs that didn’t bother his conscious. He gained a reputation for effectiveness if not efficiency. But it wasn’t long before his past caught up to him. Ronin found himself attacked by more strange soldiers while in, Hong Kong. Then suddenly he was saved by Viper and the others from Nemesis. When the battle was over Viper told, they had come to find him. They were Nemesis no longer, but the Sons of Ares. Viper had regained his memories and he wanted to punish the Labyrinth for what they had done. Ronin wanted payback too but had no intention of working with the Sons. Viper was upset but he left Ronin with the only clue he had, that the trail began in Freedom City.

It didn’t take long for Ronin to make his way to Freedom. He didn’t know if he wanted revenge he wasn’t sure if even wanted his memories back, but he wanted some answers and if he had to operate in the Labyrinth’s backyard then so be it. He would look for more information and in the meantime he would make money doing a few quick jobs.

Personality: Ronin is somewhat strange for a hired killer. He rarely seems to take his work seriously, though he engages in acts of destruction with relish. He is reckless with his own life and is fond of taking unnecessary risks. He has his own strange code that dictates what job he will take. Though he has never been known to quit on an employer. He has made few freinds and numerous enemies in his time in Freedom City, particularly among the Vigilantes of the night, who he has crossed paths with on many occasions.

Powers & Tactics: The primary experiment performed on Ronin was one designed, to distill and transfer the experiences of other people to a different person. Ronin's memory network has been overlaid with the memories and experiences of a host of different operatives, to create a soldier that is literally "ready for anything".

----------Complications---------

Enemies

Description: Labyrinth: Though he doesn't really understand who or what the Labyrinth is, they know a lot about him. He represents a considerable investment of their research, as well as black mark on their good record. Recapturing or killing him remains on their to do list.

Massacre They used to be teammates, but Massacre sold them out to the Labyrinth, what he got out of deal is unknown to Ronin, but it wont help him if Ronin runs across him again.

--------------------------------------

Ability Scores 30pp

Strength: 18 (+4)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 10 (0)

Wisdom: 16 (+3)

Charisma: 10 (0)

Saves 6pp

Toughness: +10 (+4 Con, +3 Body Armor, +3 Defensive Roll), (+7 Flatfooted, +4 Flattfooted w/o Armor)

Fortitude: +4 (+4Con ),

Reflex: +10 (+6 Dex, +4)

Willpower: +4 (+4 Wis )

Combat 28pp

Attack Bonus: +9 (+10 ranged or Melee when using VP)

Grapple: +12

Defense Bonus: +10(+5, +5 Doge Focus) (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Lifting Capacity

Light Load: 100 lbs

Medium Load: 200 lbs

Heavy Load: 300 lbs

Max Load: 600 lbs

Push/Drag: 1500 lbs

Movement Rate

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 15 ft / 5 ft / 5 ft

Speed 40 ft/r / 80 ft/r / 160 ft/r [50mph]

Leaping:140 ft / 70 ft / 35 ft

Skills 80r=20pp

Acrobatics 4 (+8)

Disable Device 5 (+5)

Drive 2 (+6)

Gather Info 8 (+8)

Intimidate 8 (+8)

Knowledge

-Streetwise 8 (+8)

-Tactics 8 (+8)

Notice 8 (+11)

Pilot 2 (+6)

Profession: Mercanary 6 (+10)

Search (+0)

Sense Motive 4 (+8)

Stealth 8 (+12)

Survival 4 (+8)

Swim (+4)

LANGUAGES

English, Russian, Japanese, Arabic, German, Swahili

Feats 40pp

Ambidexterity: Eliminate Off-hand penalties

Assessment: Know a subject's relative offensive and defensive ability

Benefit (Master Tactician): Use Knowledge (tactics) for Master Plan

Contacts (Mercanary and underground Network): Make a Gather Information check in one minute

Cunning Fighter : Use attack bonus instead of Bluff with feint maneuver

Equipment 13: 75 points worth of equipment

Defensive Roll (3): +3 Toughness save

Diehard: Automatically stabilize when dying.

Dodge Focus 5: +5 dodge bonus

Hide in Plain Sight (Superior Training): Do not need cover or concealment to hide

Improved Aim: Double normal aiming bonuses

Improved Initiative 2: +8 bonus on initiative checks

Master Plan

Move By Action: Move both before and after a standard action

Power Attack: Reduce attack bonus to increase damage bonus

Precise Shot 2: Ignore concealment unless total cover

Quick Draw 2: Draw, ready, & reload a weapon as a free action

Takedown Attack 2: Gain melee attack & 5 ft step when you drop an opponent

Equipment:

Hideout [8]

Size: Medium; Toughness: 10; Features: Communications, Computer,

Gym, Living Space, Power System, Security System.

Armory

Body ArmorProtection 3[3]

Comlink, Flashlight, Rebreather, Multi-tool, GPS Receiver, Binoculars, Minitracer, [9]

Grappling Gun: Supermovment: Swinging (AP: Wall Crawling) [3]

Arsenal 42ep Array [30+12]

Dual Machine Pistols: Blast 5 ( Autofire 2; Split Attack) [21/1]

Knife: Strike +2 (Mighty,Thrown; 10 feet) [4/1]

Twin Swords: Strike +3 (Mighty,Split Attack) [6/1]

Whirling Blades: Strike +3 (Targeted Burst Area [30 ft.]; Mighty) [13/1]

Assault Rifle: Blast 6 (Autofire; Split Attack) [19/1]

High Power Sniper Rifle Blast 7 ([improved Crit 18-20, Improved Range 4; 110 Foot Range Increment) [28/1]

Flash-Bang Grenades: Dazzle 4 (vision & auditory; 20-ft. Burst) [16/1]

Smoke Grenades: Obscure 4 (Visual/Smoke; Independent; 50-ft. area) [12/1]

Frag Grenades: Blast 8 (Indirect, Ricochet 2; 80-ft. Explosion) [27/1]

Sleep Gas Grenades: Fatigue 4 (General Burst Cloud, Duration 3 (Continuous) Independent [lasts for 10 rounds or until smothered]; 40-ft-area) [29/1]

Remote Explosives: Strike 10 (General Explosion Area, Triggered [Detonator], Action Flaw [full round to set], Indirect;100-ft. Explosion) [ 22/1]

Rocket Launcher: Blast +10(100-ft explosion)[30]

[10pps Unspeant]

Powers 29pp

Leaping 3 (x10; PFD: 1 Alternate Power) [4pp]

AP: Speed 3 (50 mph)

Regeneration 9 (Bruised 2/standard action, Unconscious 1/one round, Injured 2/5 minutes, Staggered 1/20 minutes, Disabled 1/5 hours, Ability 1/5 hours, Resurrection 1/1 week; Power Feat: Regrowth) [8pp]

Super Senses 5: (Super Senses: Scent[tracking], Detect Weakness: Acute, analytical, Visual, Uncanny Dodge [audio]) [6pp]

Variable Power 1 (physical and mental polymath; 5 points, skills and feats, multiple at once; Continuous, Free Action to Change Allocation) [10pp]

Sample Configurations

Ninja (5pp)

Skills 12r=3pp

Acrobatics +8 (to 12r [+16])

Stealth +4 (to 12r [+16])

Feats 2pp

Evasion (2)

Gun Fighter (5pp)

Feats 5pp

All-out Attack

Attack Focus, Ranged (1)

Improved Ranged Disarm: Make a disarm attempt at range with no penalty

Ricochet

Ultimate Aim

Grappling (5pp)

Skills 8r=2pp

Escape Artist +8 (to 8r [+12])

Feats 3pp

Chokehold

Damaging Escape: When you escape from a grapple, you get an unarmed attack against the grappler as a free action. You still have to roll to hit. This feat works with the Takedown Attack feat (see Takedown Attack, M&M, page 64), making it very effective against minions grappling you in large numbers.

Improved Grapple

Martial Artist 1(5pp)

Feats 5pp

Defensive Throw: If an opponent attacks you in melee combat and misses, you can make an immediate trip attack against him as a free action at your full attack bonus.

Evasion 2

Improved Throw

Weapon Bind

Swordsman(5pp)

Feats 5pp

Accurate Attack

All-out Attack

Attack Focus, Melee (1)

Defensive Strike

DC Block

Unarmed -- DC 19/Toughness -- Bruise Damage

Assault Rifle/Blast -- DC 21/Toughness -- Lethal Damage

Dual Machine Pistols -- DC 20/Toughness -- Lethal Damage

Frag Grenades -- DC 23 Toughness -- 80-ft. Explosion, Indirect, ricochet 2

Flash-Bang Grenades -- DC 14 Reflex & DC 14 Fort -- blind & deaf, 20-ft. Burst

Knife -- DC 21/Toughness -- Lethal Damage-- 10-ft.

Remote Explosive -- DC 25 Toughness -- 100-ft. Explosion

Rocket Launcher -- DC 25 Toughness -- 100-ft. Explosion

Sleep Gas Grenades -- DC 14 Fort -- fatigued+, 40-ft. explosion

Smoke Grenade -- N/A -- visual obscure in 50-ft. area

Sniper Rifle -- DC 22 Toughness -- Bruise or Injury; 110 ft. increment

Sword -- DC 22 Toughness -- Lethal Damage

Whirling Swords -- DC 22 Toughness -- Lethal Damage (30-ft. area)

--------------------------------------

----------Cost Summary---------

Abilities: 30

Combat: 28

Saves: 6

Skills: 20 (80r)

Feats: 40

Powers: 29

Total Cost: 153 / 156

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Player Name: Warmonger

Character Name: ???/Adam Wallace

Character Alias: Ronin

Age: 34

Height: 6'2""

Weight: 230

Hair: Black

Eyes: Brown

Power Level: 10

Power Points: 153 / 156

Unspent PPs: 3

Appearance: deathstroke55-14NastyNat.jpg1032087.1145923706384.mjw7.jpg

Background

The son of a Marine Corps Staff Sgt it seemed only natural that Adam would one day enlist himself. Adam enlisted in the army at the age of 17 as soon as he graduated from high school. Adam, who already possessed phenomenal physical and mental toughness, was a natural fit for military life. Adam quickly became a Ranger. After serving with there for several years, he was picked to join Delta Force. Adam excelled as a counter-terrorist soldier, so well in fact that he received orders to report to another even more elite squadron, one he had never heard of. When he joined this Elite squad he was enhanced with superhuman powers. He was given the codename Ronin, and used to combat his nation’s enemies…

Except it was all a lie. Ronin doesn’t really know who he is or where he comes from. What he does know is that he was once a member of an elite Black Ops team called Nemesis. The only clue to his identity was his dog tags, with the name Adam Wallace on it. They were mercenaries, working for whoever paid the most, the problem with that was that they never received any money. Whoever controlled the Nemesis, had their memories wiped when missions were over, and placed them into suspended animation until the next mission. As time passed Ronin found he was becoming increasingly resistant to the mind scrubbing. The others must have as well, because their charismatic leader, Viper began to plot to talk about separating from Nemesis. As Ronin’s memories became harder to wipe he began to learn more Nemesis. He learned that a Dr. Peter Hanks headed up the facility where they were kept, though the team itself answered to Mrs. Scarlett. Once Viper began to realize that Ronin and the others were remembering more he made a plan. When the team had finished its latest mission, in Cuba, rather than return to the extraction point, the team vanished.

Nemesis were highly successful as mercenaries. They went from country to country, selling their guns, to the highest bidder. Ronin began to understand his teammates better, particularly Viper, but memories of their life before continued to elude them. But after months of killing for profit, Ronin came to the realization that the memory wipes were a blessing in disguise. He often did horrible things for pay, and some of the other seemed to enjoy it. Eventually Ronin decided that that he would leave Nemesis and Viper. Unfortunately Nemesis didn’t know that their former employers were the Labyrinth, and Ms. Scarlett wasn’t going to let some failed experiments humiliate her. It was easy to find them because one of their teammates, Massacre, had turned on them. The Labyrinth soldiers ambushed them on their latest mission. The Fighting was brutal but short. At some point a massive explosion launched an unconscious Ronin into a nearby river. He awoke a few hours later far away. Rather than returning to Nemesis, Ronin set out on his own.

Ronin continued his work as a mercenary around the world, though he continued to look over his shoulder. He was still a hired gun, but now he took jobs that didn’t bother his conscious. He gained a reputation for effectiveness if not efficiency. But it wasn’t long before his past caught up to him. Ronin found himself attacked by more strange soldiers while in, Hong Kong. Then suddenly he was saved by Viper and the others from Nemesis. When the battle was over Viper told, they had come to find him. They were Nemesis no longer, but the Sons of Ares. Viper had regained his memories and he wanted to punish the Labyrinth for what they had done. Ronin wanted payback too but had no intention of working with the Sons. Viper was upset but he left Ronin with the only clue he had, that the trail began in Freedom City.

It didn’t take long for Ronin to make his way to Freedom. He didn’t know if he wanted revenge he wasn’t sure if even wanted his memories back, but he wanted some answers and if he had to operate in the Labyrinth’s backyard then so be it. He would look for more information and in the meantime he would make money doing a few quick jobs.

Personality: Ronin is somewhat strange for a hired killer. He rarely seems to take his work seriously, though he engages in acts of destruction with relish. He is reckless with his own life and is fond of taking unnecessary risks. He has his own strange code that dictates what job he will take. Though he has never been known to quit on an employer. He has made few freinds and numerous enemies in his time in Freedom City, particularly among the Vigilantes of the night, who he has crossed paths with on many occasions.

Powers & Tactics: The primary experiment performed on Ronin was one designed, to distill and transfer the experiences of other people to a different person. Ronin's memory network has been overlaid with the memories and experiences of a host of different operatives, to create a soldier that is literally "ready for anything".

----------Complications---------

Enemies

Description: Labyrinth: Though he doesn't really understand who or what the Labyrinth is, they know a lot about him. He represents a considerable investment of their research, as well as black mark on their good record. Recapturing or killing him remains on their to do list.

Massacre They used to be teammates, but Massacre sold them out to the Labyrinth, what he got out of deal is unknown to Ronin, but it wont help him if Ronin runs across him again.

--------------------------------------

Ability Scores 30pp

Strength: 18 (+4)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 10 (0)

Wisdom: 16 (+3)

Charisma: 10 (0)

Saves 6pp

Toughness: +10 (+4 Con, +3 Body Armor, +3 Defensive Roll), (+7 Flatfooted, +4 Flattfooted w/o Armor)

Fortitude: +4 (+4Con ),

Reflex: +10 (+6 Dex, +4)

Willpower: +4 (+4 Wis )

Combat 28pp

Attack Bonus: +9 (+10 ranged or Melee when using VP)

Grapple: +12

Defense Bonus: +10(+5, +5 Doge Focus) (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Lifting Capacity

Light Load: 100 lbs

Medium Load: 200 lbs

Heavy Load: 300 lbs

Max Load: 600 lbs

Push/Drag: 1500 lbs

Movement Rate

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 15 ft / 5 ft / 5 ft

Speed 40 ft/r / 80 ft/r / 160 ft/r [50mph]

Leaping:140 ft / 70 ft / 35 ft

Skills 80r=20pp

Acrobatics 4 (+8)

Disable Device 5 (+5)

Drive 2 (+6)

Gather Info 8 (+8)

Intimidate 8 (+8)

Knowledge

-Streetwise 8 (+8)

-Tactics 8 (+8)

Notice 8 (+11)

Pilot 2 (+6)

Profession: Mercanary 6 (+10)

Search (+0)

Sense Motive 4 (+8)

Stealth 8 (+12)

Survival 4 (+8)

Swim (+4)

LANGUAGES

English, Russian, Japanese, Arabic, German, Swahili

Feats 40pp

Ambidexterity: Eliminate Off-hand penalties

Assessment: Know a subject's relative offensive and defensive ability

Benefit (Master Tactician): Use Knowledge (tactics) for Master Plan

Contacts (Mercanary and underground Network): Make a Gather Information check in one minute

Cunning Fighter : Use attack bonus instead of Bluff with feint maneuver

Equipment 13: 75 points worth of equipment

Defensive Roll (3): +3 Toughness save

Diehard: Automatically stabilize when dying.

Dodge Focus 5: +5 dodge bonus

Hide in Plain Sight (Superior Training): Do not need cover or concealment to hide

Improved Aim: Double normal aiming bonuses

Improved Initiative 2: +8 bonus on initiative checks

Master Plan

Move By Action: Move both before and after a standard action

Power Attack: Reduce attack bonus to increase damage bonus

Precise Shot 2: Ignore concealment unless total cover

Quick Draw 2: Draw, ready, & reload a weapon as a free action

Takedown Attack 2: Gain melee attack & 5 ft step when you drop an opponent

Equipment:

Hideout [8]

Size: Medium; Toughness: 10; Features: Communications, Computer,

Gym, Living Space, Power System, Security System.

Armory

Body ArmorProtection 3[3]

Comlink, Flashlight, Rebreather, Multi-tool, GPS Receiver, Binoculars, Minitracer, [9]

Grappling Gun: Supermovment: Swinging (AP: Wall Crawling) [3]

Arsenal 42ep Array [30+12]

Dual Machine Pistols: Blast 5 ( Autofire 2; Split Attack) [21/1]

Knife: Strike +2 (Mighty,Thrown; 10 feet) [4/1]

Twin Swords: Strike +3 (Mighty,Split Attack) [6/1]

Whirling Blades: Strike +3 (Targeted Burst Area [30 ft.]; Mighty) [13/1]

Assault Rifle: Blast 6 (Autofire; Split Attack) [19/1]

High Power Sniper Rifle Blast 7 ([improved Crit 18-20, Improved Range 4; 110 Foot Range Increment) [28/1]

Flash-Bang Grenades: Dazzle 4 (vision & auditory; 20-ft. Burst) [16/1]

Smoke Grenades: Obscure 4 (Visual/Smoke; Independent; 50-ft. area) [12/1]

Frag Grenades: Blast 8 (Indirect, Ricochet 2; 80-ft. Explosion) [27/1]

Sleep Gas Grenades: Fatigue 4 (General Burst Cloud, Duration 3 (Continuous) Independent [lasts for 10 rounds or until smothered]; 40-ft-area) [29/1]

Remote Explosives: Strike 10 (General Explosion Area, Triggered [Detonator], Action Flaw [full round to set], Indirect;100-ft. Explosion) [ 22/1]

Rocket Launcher: Blast +10(100-ft explosion)[30]

[10pps Unspeant]

Powers 29pp

Leaping 3 (x10; PFD: 1 Alternate Power) [4pp]

AP: Speed 3 (50 mph)

Regeneration 9 (Bruised 2/standard action, Unconscious 1/one round, Injured 2/5 minutes, Staggered 1/20 minutes, Disabled 1/5 hours, Ability 1/5 hours, Resurrection 1/1 week; Power Feat: Regrowth) [8pp]

Super Senses 5: (Super Senses: Scent[tracking], Detect Weakness: Acute, analytical, Visual, Uncanny Dodge [audio]) [6pp]

Variable Power 1 (physical and mental polymath; 5 points, skills and feats, multiple at once; Continuous, Free Action to Change Allocation) [10pp]

Sample Configurations

Ninja (5pp)

Skills 12r=3pp

Acrobatics +8 (to 12r [+16])

Stealth +4 (to 12r [+16])

Feats 2pp

Evasion (2)

Gun Fighter (5pp)

Feats 5pp

All-out Attack

Attack Focus, Ranged (1)

Improved Ranged Disarm: Make a disarm attempt at range with no penalty

Ricochet

Ultimate Aim

Grappling (5pp)

Skills 8r=2pp

Escape Artist +8 (to 8r [+12])

Feats 3pp

Chokehold

Damaging Escape: When you escape from a grapple, you get an unarmed attack against the grappler as a free action. You still have to roll to hit. This feat works with the Takedown Attack feat (see Takedown Attack, M&M, page 64), making it very effective against minions grappling you in large numbers.

Improved Grapple

Martial Artist 1(5pp)

Feats 5pp

Defensive Throw: If an opponent attacks you in melee combat and misses, you can make an immediate trip attack against him as a free action at your full attack bonus.

Evasion 2

Improved Throw

Weapon Bind

Swordsman(5pp)

Feats 5pp

Accurate Attack

All-out Attack

Attack Focus, Melee (1)

Defensive Strike

DC Block

Unarmed -- DC 19/Toughness -- Bruise Damage

Assault Rifle/Blast -- DC 21/Toughness -- Lethal Damage

Dual Machine Pistols -- DC 20/Toughness -- Lethal Damage

Frag Grenades -- DC 23 Toughness -- 80-ft. Explosion, Indirect, ricochet 2

Flash-Bang Grenades -- DC 14 Reflex & DC 14 Fort -- blind & deaf, 20-ft. Burst

Knife -- DC 21/Toughness -- Lethal Damage-- 10-ft.

Remote Explosive -- DC 25 Toughness -- 100-ft. Explosion

Rocket Launcher -- DC 25 Toughness -- 100-ft. Explosion

Sleep Gas Grenades -- DC 14 Fort -- fatigued+, 40-ft. explosion

Smoke Grenade -- N/A -- visual obscure in 50-ft. area

Sniper Rifle -- DC 22 Toughness -- Bruise or Injury; 110 ft. increment

Sword -- DC 22 Toughness -- Lethal Damage

Whirling Swords -- DC 22 Toughness -- Lethal Damage (30-ft. area)

--------------------------------------

----------Cost Summary---------

Abilities: 30

Combat: 28

Saves: 6

Skills: 20 (80r)

Feats: 40

Powers: 29

Total Cost: 153 / 156

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If I've crunched the numbers correctly you are . . .

+8 to hit with your sword, +8 to hit with your rifle

+8 damage with rifle, +8 damage with sword (with an additional +2 possible with sneak attack)

+9 defense

+9 toughness save

That's pretty "lite" for a PL 10 character. Is that right?

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If I've crunched the numbers correctly you are . . .

+8 to hit with your sword, +8 to hit with your rifle

+8 damage with rifle, +8 damage with sword (with an additional +2 possible with sneak attack)

+9 defense

+9 toughness save

That's pretty "lite" for a PL 10 character. Is that right?

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I'm ok with it as well, given that your saves are near PL and won't cause you to lose by themselves. Being PL 9 for offense and defense is ok; it just means that you'll probably want to spend a lot of your early pp on increasing your PL-capped traits to PL 11 (since you will be PL 11 with your first earned pp). Approved.

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I'm ok with it as well, given that your saves are near PL and won't cause you to lose by themselves. Being PL 9 for offense and defense is ok; it just means that you'll probably want to spend a lot of your early pp on increasing your PL-capped traits to PL 11 (since you will be PL 11 with your first earned pp). Approved.

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Ok. This is the new version. I built him on 150pps just in case I lost my earned ones.

"----------Character Details---------

Player Name: Warmonger

Character Name: Adam Wallace

Character Alias: Ronin

GM's Name:

Age: 34

Height: 6'2""

Weight: 230

Hair: ???

Eyes: ???

Power Level: 10

Power Points: 158

Unspent PPs: 2

Appearance: deathstroke55-14NastyNat.jpg1032087.1145923706384.mjw7.jpg

--------------------------------------

----------Background---------

The son of a Marine Corps Staff Sgt it seemed only natural that Adam would one day enlist himself. Adam enlisted in the army at the age of 17 as soon as he graduated from high school. Adam who already possessed phenomenal physical and mental toughness was a natural fit for military life. Adam quickly became a Ranger, then he joined Delta force. Soon after he would join an elite U.N strike force called Raptor.

When he arrived in Ireland to meet his new comrades, he became acquainted with the charismatic Colonel Morrison. The men were put through rigorous tests with many failing out. At the end only half the applicants remained. The men were then told that the next phase would transform them from ordinary soldiers to a new generation of warriors. The men were injected with various mutagenic serums and bombarded with different wavelengths of radiation. They would undergo severe psychological reconditioning, and their trianing would be at the hands of the best instructors in the world.The final phase however, had a high mortality rate and of the 100 that applied only 30 survived. These survivors would form the backbone of Raptor.

The new team was a great success executing various black-ops mission against powerful groups like Shadow. However it became clear as time progressed that the experiments had several unforeseen mental side effects, often generating paranoia schizophrenia and hyper aggression among the candidates. Worse it seemed that Colonel Morrison the group’s leader was the most mentally unstable. When the U.N finally decided to pull the plug the discovered that Morrison had been preparing to break form them anyway.

Unison agents stormed the Raptor training compound but were bitterly resisted. Raptor fought off the Unison soldiers but had to flee before reinforcements could arrive. The now master less Raptors were now under the control of Colonel Morrison. Adam was only too happy to get out from underneath the government’s thumb. Believing in Morrison’s vision of a world where soldiers fought for themselves instead of being the tools of a corrupt government, Adam followed the mercenary company to battlefield after battlefield, selling their services and dodging Unison.

Things would change, as one of their missions took them back to the United States. Adam discovered that their mission was destruction of a dam, something that would result in untold civilian deaths. Adam argued with Morrison, but when his commander would not relent Adam fought him and the other Titans. In the fight Adam was able to stop the bombs but the last one exploded blowing him into the torrent of water. He washed up a few hours later in a river several miles from where he had been.

Afterwards Adam decided that his mistake had been to work for anyone besides himself. He decided he would start again in Freedom City somewhere where no one would know him. He would continue to do what he did best and if he ran across the Raptors again he would finish what he started.

Personality: Ronin is somewhat strange for a hired killer. He rarely seems to take his work seriously, though he engages in acts of destruction with relish. He is reckless with his own life and is fond of taking unnecessary risks. He has his own strange code that dictates what job he will take. Though he has never been known to quit on an employer. He has made few freinds and numerous enemies in his time in Freedom City, particularly among the Vigilantes of the night, who he has crossed paths with on many occasions.

--------------------------------------

Ability Scores 32pp

Strength: 18 (+4)

Dexterity: 18 (+4)

Constitution: 18 (+4)

Intelligence: 10 (0)

Wisdom: 18 (+4)

Charisma: 10 (0)

Saves 6pp

Toughness: +6 (+4 Con, +2 Body Armor)

Fortitude: +4 (Con, +4)

Reflex: +10 (+6 Dex, +4)

Willpower: +4 (Wis, +4)

Combat 20pp

Attack Bonus: +5, +5 melee,

Grapple: +12

Defense Bonus: +5 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Lifting Capacity

Light Load: 100 lbs

Medium Load: 200 lbs

Heavy Load: 300 lbs

Max Load: 600 lbs

Push/Drag: 1500 lbs

Movement Rate

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 15 ft / 5 ft / 5 ft

Skills 92r=23pp

Acrobatics 4 (+8)

Disable Device 8 (+8)

Drive 4 (+8)

Gather Info 8 (+8)

Intimidate 8 (+8)

Knowledge

-Streetwise 8 (+8)

-Tactics 8 (+8)

Notice 11 (+15)

Pilot 4 (+8)

Profession 8 (+12)

Search (+0)

Sense Motive 4 (+8)

Stealth 4 (+8)

Survival 8 (+12)

Swim (+4)

LANGUAGES

English, Russian, Japanese, Arabic, German, Swahili

Feats 20pp

Ambidexterity: Eliminate Off-hand penalties

Assessment: Know a subject's relative offensive and defensive ability

Contacts: Make a Gather Information check in one minute

Eidetic Memory: Perfect recall of everything you've experienced

Diehard: Automatically stabilize when dying

Equipment 10: 50 points worth of equipment

Finishing Blow: Perform a coup de grace as a standard action

Improved Initiative 2: +8 bonus on initiative checks

Power Attack: Reduce attack bonus to increase damage bonus

Quick Draw 1: Draw & ready a weapon as a free action

Equipment:

Hideout

Size: Medium; Toughness: 10; Features: Communications, Computer,

Gym, Living Space, Power System, Security System.

Cost: 8 equipment points.

Armory

Body Armor

Protection 2

Grenades

Dazzle 8 (Auditory; Extra: 40-ft. Burst Area)

AP: Obscure 8 (Visual/Smoke; Extra: Independent) 17EP

AP: Fragmentation Blast(extra: Area[explosion])

Plastic Explosive 30EP

Rocket Launcher 30EP

All Projectile Weapons (max 16EP)

Sword

Strike +3 Feat:Mighty3 6ep

Powers 49pp

Alternate Form 6 (5 Alterante Forms) [36pp]

Regeneration 8 (Bruised 2/standard action, Unconscious 1/one round, Injured 1/20 minutes, Staggered 1/20 minutes, Disabled 1/5 hours, Ability 1/5 hours, Resurrection 1/1 week; Power Feat: Regrowth) [8pp]

Super Senses 5: (Super Senses: Scent[tracking],Detect Weakness: Acute, Visual, Uncanny Dodge [audio]) [5pp]

DC Block

Unarmed -- 19/Toughness -- Damage

Assault Rifle/Blast -- 20/Toughness -- Damage

Sword -- 21/Toughness -- Damage,

----------Complications---------

Enemy

Description:

--------------------------------------

----------Cost Summary---------

Abilities: 32

Combat: 23

Saves: 6

Skills: 23 (92r)

Feats: 20

Powers: 49

Total Cost: 150

Alternate Form Ninja 1 (30pp)

Skills 16r=4pp

Acrobatics +16 (12)

Stealth +16 (12)

Saves

Toughness: +9 (+4 Con, +2 Body Armor, +3 Feat)

Feats 21pp

Acrobatic Bluff

Attack Focus, Melee (3)

Evasion (2)

Dirty Fighting (2): You gain an edge when fighting in close quarters: adjacent to a foe

and with cover, concealment, or a movement penalty applied to

your opponent. Each rank in this feat gives you a +1 damage bonus

with melee attacks, including hand-held weapons. Your maximum

damage bonus is limited by power level.

Dodge Focus (4)

Defensive Roll (3)

Hide in Plain Sight

Move-by Action

Monkey Climber : Use Acrobatics in place of Climb to ascend steep inclines

Sneak Attack (2)

Takedown Attack

Powers 5pp

Speed 4 (PF: Wall Runing)

DC Block

Unarmed -- 19/Toughness -- Damage

Assault Rifle/Blast -- 20/Toughness -- Damage

Sword -- 21/Toughness -- Damage

Combat 20pp

Attack Bonus: +5, +9 melee,

Grapple: +12

Defense Bonus: +9 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Alternate Form Ninja 2 (30pp)

Skills 16r=4pp

Acrobatics +16 (12)

Stealth +16 (12)

Saves

Toughness: +9 (+4 Con, +2 Body Armor, +3 Feat)

Feats 21pp

Acrobatic Bluff

Attack Focus, Melee (3)

Evasion (2)

Dirty Fighting (2): You gain an edge when fighting in close quarters: adjacent to a foe

and with cover, concealment, or a movement penalty applied to

your opponent. Each rank in this feat gives you a +1 damage bonus

with melee attacks, including hand-held weapons. Your maximum

damage bonus is limited by power level.

Dodge Focus (4)

Defensive Roll (3)

Hide in Plain Sight

Move-by Action

Monkey Climber : Use Acrobatics in place of Climb to ascend steep inclines

Sneak Attack (2)

Takedown Attack

Powers 5pp

Leaping 4 (PF: Slow Fall)

DC Block

Unarmed -- 19/Toughness -- Damage

Assault Rifle/Blast -- 20/Toughness -- Damage

Sword -- 21/Toughness -- Damage

Combat

Attack Bonus: +5, +9 melee,

Grapple: +12

Defense Bonus: +9 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Alternate Form Gun Fighter (30pp)

Saves

Toughness: +8 (+4 Con, +2 Body Armor, +2 Feat)

Feats 18pp

All-out Attack

Attack Focus, Ranged (5)

Cunning Fighter : Use attack bonus instead of Bluff with feint maneuver

Defensive Roll (2)

Dodge Focus (2)

Improved Aim

Improved Ranged Disarm: Make a disarm attempt at range with no penalty

Move-by Action

Precise Shot (2)

Ultimate Aim (1)

Quick Draw

Powers 12pp

Blast 4 (Extra: Targeted Area (Cone) PF: Wall Runing {Flaw: Medium. Requires Gun})

Combat

Attack Bonus: +5, +10 Ranged,

Grapple: +12

Defense Bonus: +7 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Alternate Form Grappling (30pp)

Saves

Toughness: +8 (+4 Con, +2 Body Armor, +2 Feat)

Skills 16r=4pp

Escape Artist +16 (12)

Sense Motive+16 (12)

Saves 4pp

Fortitude: +8 (+4 Con, +4)

Feats 16pp

Attack Focus, Melee (3)

Chokehold

Crushing Pin: While grappling, if you pin an opponent, you can also inflict your

normal unarmed damage against that opponent each round for as

long as you maintain the pin. You hold your opponent immobile as

normal, but must remain immobile yourself to continue the crushing

pin. You suffer a –4 defense penalty while maintaining a Crushing

Pin, in addition to losing your dodge bonus against anyone you

aren’t grappling, as normal.

Damaging Escape: When you escape from a grapple, you get an unarmed attack against

the grappler as a free action. You still have to roll to hit. This feat

works with the Takedown Attack feat (see Takedown Attack, M&M,

page 64), making it very effective against minions grappling you in

large numbers.

Dodge Focus (2)

Grappling Block: When you successfully block a melee attack while unarmed, you can

initiate a grapple against your attacker as a free action without an

initial attack roll

Grappling Finesse

Improved Grab

Improved Grapple

Prone Fighting

Reversal: When you escape from being grappled, you may immediately make

a grapple check against the attacker from whom you escaped. If you

escaped from multiple grapplers, you must choose one to be the

target of your grapple check.

Tough (2)

DC Block

Unarmed -- 19/Toughness -- Damage

Assault Rifle/Blast -- 20/Toughness -- Damage

Sword -- 21/Toughness -- Damage

Combat 6pp

Attack Bonus: +7, +10 melee,

Grapple: +12

Defense Bonus: +7 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Alternate Form Martial Artist 1(30pp)

Saves

Toughness: +9 (+4 Con, +2 Body Armor, +3 Feat)

Feats 15pp

Attack Focus, Melee (3)

Cunning Fighter : Use attack bonus instead of Bluff with feint maneuver

Defensive Roll (3)

Defensive Throw: If an opponent attacks you in melee combat and misses, you can

make an immediate trip attack against him as a free action at your

full attack bonus.

Dodge Focus (3)

Improved Block (1)

Improved Throw

Move-by Action

Weapon Bind

Powers 12pp

Paralyze 7 (Extra: Alternate Save (Fortitude) PF: Reversible)

Combat

Attack Bonus: +8, +5 Ranged,

Grapple: +12

Defense Bonus: +8 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Alternate Form Martial Artist 2(30pp)

Saves

Toughness: +9 (+4 Con, +2 Body Armor, +3 Feat)

Feats 15pp

Attack Focus, Melee (3)

Cunning Fighter : Use attack bonus instead of Bluff with feint maneuver

Defensive Roll (3)

Defensive Throw: If an opponent attacks you in melee combat and misses, you can

make an immediate trip attack against him as a free action at your

full attack bonus.

Dodge Focus (3)

Improved Block (1)

Improved Throw

Move-by Action

Weapon Bind

Powers 12pp

Suffocate 7 (PF: Reversible)

Combat

Attack Bonus: +9, +5 Ranged,

Grapple: +12

Defense Bonus: +7 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

Alternate Form Swordsman(30pp)

Saves

Toughness: +10 (+4 Con, +2 Body Armor, +4 Feat)

Feats 13pp

All-out Attack

Attack Focus, Melee (4)

Cunning Fighter

Defensive Roll (4)

Defensive Strike

Dodge Focus (2)

Powers 12pp

Deflect Slow and Fast Projectiles7 (Extra: Action: Flaw: Requires Melee Weapon)

Combat

Attack Bonus: +9, +5 Ranged,

Grapple: +12

Defense Bonus: +7 (+3 flat footed)

Knockback: -4, -2 without Armor

Initiative: +12

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Warmonger, would you mind posting an explanation for feats like Dirty Fighting/Cunning Fighter, etc? The Refs all have the core book, but we don't all have Warriors and Warlocks. :D

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OK, sorry for the delay.

We do have some work here, Warmonger. You know the score; an unusual sheet requires an unusual amount of work. In other words, if the Refs have to do an unusual amount of work, so do you. :D

Could you put the finalized version of your draft of the character sheet at the top of the thread? And once you've done that, drop the boxed "Alternate Forms". I'd prefer it if you had his stat block written something like Attack: +5 base (+10 Swordsman form, +13 Ninja form), etc. That will make it much, much easier to read and understand, especially in play.

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OK, Warmonger, here are my comments. (I think I led you astray earlier.)

The big issue with the sheet right now is that you've just got too many points in your alternate forms. Putting aside balance issues of making a character this way, you've made the sheet just too hard to follow. I think it would be to your advantage to make a sheet organized very differently. If you are dead-set on the alternate forms, drop them down to 10-15 points each.

And as mentioned above, you just...don't need to build a character like this. Consider using Elric's Punisher or Black Widow as a base guideline for how to build your character. Look at Instant Superheroes' "Soldier of Fortune" for another possible variant. Those would be very helpful to you.

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Ok thank you for your response. I have edited again using the Exemplar power from Worlds of Freedom. A little pricey but it gives me the flexibility I want without being strange (I hope).

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