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Semi-Autogyro

Semi-Autogyro's Hangar

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Well, this will be my little corner of the site for works in progress. I think namely it will be focused on tech to arm, transport, or aid your hero or bolster NPC villains, with maybe the occasional build here and there. As always, input is appreciated and welcomed.

Rebuilds

Myrmidon

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A little history first. Waaaay back in January '12, Dok gave me a green light to swap Myrmidons' PL slots provided I had a significant reason for the 3 PL bump. The result was this thread where he got captured by a SHADOW scientist. In addition, I have been wanting to streamline and make his powers 'fair', and to put him on equal footing with the rest of the Irregulars (who for the most part are around PL 12). So at this point and time with said thread done, I'm ready to present Myrmidon 2.0. So he'll be going from 144 pp (PL 9) to 189 pp (PL 12) as of April of '12. Bolded items denote changes.

First up the Background and Descriptions. I'm going to lock him at a PL 12 with a (+2 Defense, -2 Toughness) Tradeoff. I've cleaned up this section a bit and clarified things what it previously was.

Player Name: Semi-Autogyro[floatr]

MyrmidonHFSingle.png[/floatr][floatr]John_Civilian.jpg[/floatr]

Character Name: Myrmidon

Power Level: 12 (189/189 PP)

Trade-Offs: +2 Defense, -2 Toughness

Unspent PP: 0

Progress To Silver Status: 39/60

Bronze Reward: Equipment 4 for Myrmidon

In Brief: Psionic Overshadow clone created for battlefield supremacy.

Alternate Identities: Johann (John) T. Smith

Identity: Public

Birthplace: SHADOW Complex AA12, Clone Tank RC-1207

Occupation: High School Student

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

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

Age: 4 (DoC: May 6th, 2007)

Apparent Age: 17-18

Gender: Male

Ethnicity: Caucasian

Height: 6'

Weight: 185

Eyes: Ice Blue

Hair: Golden Blonde

Description: Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obfuscate his features.. His combat uniform is an amalgamation of his past and present – The VANGUARD combat armor he wears has a distinct SHADOW heritage as due to it being a working field prototype of theirs. The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed from his powers. The helmet possesses a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a commlink to talk through which further conceals his identity.

Power Descriptions: According to the non-damaged files Raven retrieved from the SHADOW complex, their scientists believe he is 'assembling' the augmented technology from some sort of alternate dimension. Once the items completed they are in tune with the energies of this dimension, making them ‘fundamentally real’ and independent of his involvement. Since he was the one that ‘assembled’ them, only he knows the proper steps to disassemble the items and has to physically make contact in order to do so. How he makes the technology operate without knowing the underlying sciences involved is a mystery, however.

The ‘psionic bleed’ effect that is the result of using his powers is normally represented by a faint light blue/white tracings or highlights. However SHADOW found a use for this: as a result the color, intensity, pattern, and behavior of the bleed can be easily controlled by Myrmidon, which he utilizes for various mundane functions. These can range from status indications (greenish tint which indicates poison or similar affliction), to stealth (obscuring the bleed completely), even improvised battlefield communication (‘flashing’ the colors in a Morse code manner).

History: RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: Myrmidon, 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 autonomous psychic commander, vastly improving the combat performance of SHADOW replica troopers and forces when operating in concert with them. Raven and Daedalus destroyed the SHADOW base and extracted the sole active clone and all related information that could be salvaged. Upon further testing the clone was found to be self-aware; although undeveloped in many areas.

Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. In addition, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming.

Numerous attempts to remove mutations and genetic modification from the clone proved fruitless as over the next year as it reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias John Smith.

Personality & Motivation: The politest way to describe John is socially stunted. He has no real experience in dealing with normal social interaction. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. He does not have any solid plans for the future, but he is sure he will find something eventually to his liking. He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from finding a hobby to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circle.

Powers & Tactics: Myrmidon was created and trained to be a sublime battlefield commander and soldier. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His augmentations allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. In order to make the most of his powers SHADOWs' mental and physical programming/augmentations focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he gain garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent. He refers to his augmentation powers in terms of ‘protocols’ or ‘configurations’. Protocols refer to the source of the augmented item, while configuration refers to the purpose of the augmented item. For example, using a battery to electrify his armor, Myrmidon might refer to it as using a ‘Voltage Protocol’ and the final result as ‘Configuration: Tesla Armor’.

Complications: Updated and cleaned up, adding some new ones to reflect character growth & changes.

Complications:

A Man Chooses, A Slave Obeys: Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances.

Cold Fury: Myrmidon has more in common with Wilhelm Kantor than just his physical appearance: he retains his genetic donors’ legendarily frosty temper and ability to hold grudges. Combined with Myrmidons’ personality, this can lead to moments of unsettling dissonant serenity.

Hero with an 'F' in Social Skills: Myrmidon has little or no clue about the context, subtleties, nuances, and taboos of inherent in social dialogue and relationships. Additionally his military demeanor, mindset, and way of approaching/interpreting these situations can also lead to or exacerbate problems. Myrmidon also has a pronounced wariness and distrust when it comes to scientists of any stripe, due to his history at the hands of such people.

Irregularity in the System: To his continuing surprise, John has found true companions: Morgan Crowe (Crow), Victoria Knight (Wisp), Etain Maher (Changeling), Brian Harris (Glowstar), and Kate Moriarty (FCPD Captain). When situations arise that concern his friends, John tends to be rather insubordinate and audacious in response. Some also know his true identity as well, something that further makes him feel duly responsible for their well-being.

Lost Experiment; Reward for Return: John possesses first-hand experience and classified knowledge of SHADOW and its various assets. Needless to say, SHADOW would go to extreme lengths to retrieve or eliminate Myrmidon if they ever found concrete evidence to his continuing existence. As such he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous as much as possible.

Six Degrees of Overshadow: 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.

Sunglasses at Night: While in passive mode, the VANGUARD armor system appears to be no more than a pair of sunglasses. The only active components in this state are the Flash Goggles, Night Vision Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove.

You Seem Horribly Familiar: Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks.

Ability Scores: Changed to reflect where I think his stats should be, and more in line with a super-soldier.

Changed from PL 9 - STR 20 (+10 PP); DEX 20 (+8 PP); CON 20 (+2 PP); INT 20 (+6 PP)

Abilities: 10 + 10 + 10 + 10 + 0 + 0 = 40 PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 20 (+5)

Intelligence: 20 (+5)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: Since I have envisioned him equally as competent at melee as well as range, with a concrete defense. I've decided that he buys BAB and DEF outright instead of other options.

Changed from PL 9 - Attack +9 to +12 (+6 PP); Defense +9 to +14 (+10 PP)

Combat: 24 + 28 = 52 PP

Initiative: +5 (+21 w/ Knowledge [Tactics])

Attack: +12

Grapple: +17

Defense: +14 (+14 Base, +0 Dodge Focus), +7 Flat-Footed

Knockback: -5, -2 Unarmored

Saving Throws: Wanted to keep these simple and average, very much being a 'generalist'.

Changed from PL 9 - Will +6 to +10 (+4 PP)

Saving Throws: 5 + 5 + 10 = 20 PP

Toughness: +10 (+5 Con, +5 VANGUARD Armor)

Fortitude: +10 (+5 Con, +5)

Reflex: +10 (+5 Dex, +5)

Will: +10 (+0 Wis, +10)

Skills: Added skills that a soldier type character would know, along with things he already knew and hobbies he picked up.

Changed from PL 9 - Acrobatics +10; Concentration -10 (Removed); Drive +4; Demolitions +3; Knowledge [Tactics] +3; Knowledge [Technology] +3; Medicine +3; Notice +2; Perform [string Instruments] +3; Pilot +4; Search +5; Sense Motive +2; Stealth +1; Survival +3; +9 PP (36 ranks)

Skills: 96 Ranks = 24 PP

Acrobatics 10 (+15) Skill Mastery

Drive 4 (+9)

Demolitions 3 (+8, +10 Masterwork Demolitions Kit)

Knowledge [Tactics] 16 (+21) Skill Mastery

Knowledge [Technology] 3 (+8)

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

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

Notice 10 (+10) Skill Mastery

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

Pilot 4 (+9)

Search 10 (+10)

Sense Motive 10 (+10)

Stealth 14 (+19) Skill Mastery

Survival 3 (+3, +5 Masterwork Survival Kit)

Feats: Not much has changed here, from his previous build. Mainly it widens his uses for Knowledge (Tactics) and includes the frankly awesome one thought up/used by by Geez3r and Trollthumper in some of their builds that allows Knowledge (Tactics) to be used for initiative.

Changed from PL 9 - Benefit (Use Knowledge [Tactics] for Initiative Checks) +1; Instant Up -1 (Removed); Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints)+1; Quick Change -1 (Moved to Device Armor); Second Chance (Saves vs. Emotion Effects) +1; Skill Mastery (Concentration Swapped for Acrobatics, other SM remain same) +0

Feats: 25 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

Eidetic Memory

Equipment 0 (+4 Bronze Reward)

Evasion

Fearless

Hide in Plain Sight

Leadership

Luck 2

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

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

Power Attack

Rallying Cry

Second Chance (Saves vs. Emotion Effects)

Set Up

Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth)

Takedown Attack

Teamwork 3

Equipment: I'll go into more about the 'protocols' equipment item in the power section.

Changed from PL 9 - 4 EP used from Bronze Reward.

Equipment: 4 PP = 20 EP

15 + 2 = 17 EP (3 EP Unused)

Utility Gear (4+2+2+1+1+1+1+1+1+1) = [15 EP]

Omnioculars [binoculars + Parabolic Microphone] + Super-Senses 2 [Distance Sense (rangefinder), Direction Sense (digital compass)] [4 EP]

Protocols (Assorted Technological Parts; PFs: Variable Descriptor 2 [Any Technological]) [2 EP]

Encrypted Commlink (PFs: Insidious, Subtle) [2 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 Demolitions Kit (+2 to Demolitions Checks) [1 EP]

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

Masterwork Night Vision Goggles [1 EP]

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

Masterwork Flashlight [0 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 (Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera) [0 EP]

Powers: This is where the vast majority of the changes I wanted to implement take place. Namely, making his powers fit closer to the atmosphere of the site (from weapon summoning to tech augmentation) and making them a lot more 'reasonable' and 'fair'. Before he really didn't have many limitations on the variable power, which I have attempted to rectify and fit closer to how I envision him working. Namely, there are situations where he loses access to his powers outside of a random nullify. As noted in the equipment section, he carries around 'protocols' which basically constitute a wide selection of technological power sources, ammunition, etc. He has to have a 'base item' to augment with his powers, that has to be technological in origin. So if he does not have access to any tech, he can't do anything. Furthermore, with the inclusion of the affects objects and limited dismissal he can pass the items he makes to others for them to use, but at the same time cannot modify more items until he can retrieve the loaned item back (or he has some augmentation points free). A canny GM can take advantage of since most items he augments will be considered easy to lose, so disarming and the like are viable tactics to counteract him.

As for the armor, I decided to more closely tie him to his SHADOW roots and especially Overshadow in that they both utilize battlesuits. It's pretty much a bog-standard suit of device armor, but with his abilities he can tailor it to almost any situation. Provided of course he has the augmentation points to spend.

Changed from PL 9 - Force Field -5 (Removed, Replaced with Device Armor); Device Armor +13 PP; Changed Weapon Creation to Tech Augmentation [old version on previous sheet here new version under spoiler tags below] -1 PP

Powers: 13 + 2 + 19 = 34 PP

Descriptors: Psionic, Technology

Device 2 (10 PP Container, Flaws: Hard-To-Lose, PFs: Indestructible, Restricted [Tech Augmentation], Subtle) [13 PP] (VANGUARD Armor, Technology)

Enhanced Feats 1 (Quick Change) [1 PP]

Immunity 2 (Critical Hits) [2 PP]

Protection 5 [5 PP]

Super-Senses 2 (Radio, Ultra Hearing) [2 PP]

Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2 PP] (Ψ-Mind, Psionic)

Tech Augmentation 5 (20PP Variable Power, All Powers of Technological Origin, Extras: Duration [Continuous] +1, Affects Objects Only +0; Flaws: Limited Dismissal -1, Medium (Requires Technology/Equipment) -1; Drawback: Noticeable [Augmented Item appearance shifts to mimic granted powers -1]) [19 PP] (Ψ-Augmentation, Psionic & Technology)

Sample Configurations:

Armors:

Concealment 8 (Visual, Auditory, Radar) (PFs: Close Range, Challenge [Accelerated Stealth]) + Super-Movement 2 (Trackless) [20 PP] (Imperceptor Armor)

Immunity 9 (Life Support) [9 PP] (HEV Armor)

Protection 0 (Extras: Impervious 10) + Immovable 10 [20 PP] (Breaching Armor)

Support Items:

Corrosion 6 (PFs: Incurable, Precise) [20 PP] (Thermic Lance)

Healing 6 (Extras: Total +1; PFs: Persistent, Regrowth) [20 PP] (Health Kit)

Leaping 5 [x25 move action / x50 full round action] + Super-Movement 2 [slow Fall] (Drawbacks: Power Loss [Air Intakes/Thrusters]) [6 EP] (Jump Jets)

Weapons:

Damage 5 (PFs: Improved Critical 2, Mighty, Variable Descriptor [ballistic, Bludgeoning, Slashing, and Piercing]) [9 EP] (Assault Gauntlets & Greaves)

Damage 5 (Extras: Penetrating 10 [DMG 20] +1; PFs: Improved Critical 2 [18-20], Improved Sunder, Mighty) [19 PP] (Nanoblade)

Damage 8 (Extras: Range [Ranged] +1; PFs: Improved Critical 2 [18-20], Precise, Ranged Pin) [20PP] (Railway Rifle)

Drawbacks: Keep the Myrmidon away from psychics, bodyjackers, and mentalists.

Changed from PL 9 - Added Moderate Vulnerabilities to (Mind Reading & Possession) -4 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)

SC block & Tally: Math should add up to 189 PP (PL 12).

DC Block:

ATTACK                          RANGE        SAVE                           EFFECT

Assault Gauntlets & Greaves     Touch        DC 25 Toughness (Staged)       Damage (Ballistic, Bludgeoning, Piercing, Slashing); Crit 18-20

Nanoblade                       Touch        DC 25 Toughness (Staged)       Damage (Piercing, Slashing); Crit 18-20 

Railway Rifle                   Ranged       DC 23 Toughness (Staged)       Damage (Ballistic, Piercing); Crit 18-20

Thermic Lance                   Touch        DC 16 Fort                     Drain Toughness

                                             DC 21 Toughness (Staged)       Damage (Energy, Fire)

Unarmed                         Touch        DC 20 Toughness (Staged)       Damage (Physical)

Abilities (40) + Combat (52) + Saving Throws (20) + Skills (24) + Feats (25) + Powers (34) - Drawbacks (6) = 189/189 Power Points

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Allrighty, this is a breakdown on the rebuild 3.0 of Myrmidon. I've been wanting to get rid of his variable array for a while now just to eliminate the problems that arise from such a thing. Now Myrmidon more closely follows the super-soldier archetype, with his 'gimmick' being a battlesuit akin to Master Chief, Samus, etc. This rebuild is more along the lines of a minor re-organization and clean-up of his powers and abilites, while trying to keep the rest of his sheet as close to the previous build settings as possible to make the transition to this build in thread as painless as possible.

Background & Descriptions: Not much changed here, mainly adjusting to changing how his powers work since I'm eliminating his Tech Augmentation along with minor fluff updates.

Player Name: Semi-Autogyro[floatr]MyrmidonHFSingle.png[/floatr][floatr]John_Civilian.jpg[/floatr]

Character Name: Myrmidon

Power Level: 14 (204/205 PP)

Trade-Offs: +2 Defense, -2 Toughness

Unspent PP: 1

Progress To Silver Status: 55/60

Bronze Reward: Equipment 8/15 for Myrmidon

In Brief: SHADOW prototype super-soldier turned hero.

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

Identity: Public

Birthplace: SHADOW Complex AA12, Clone Tank RC-1207

Occupation: High School Student

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

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

Description:

Age: 5 (DoC: May 6th, 2007)

Apparent Age: 17-18

Gender: Male

Ethnicity: Caucasian

Height: 6'

Weight: 185

Eyes: Blue

Hair: Blonde

Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obfuscate his features.. His combat uniform is an amalgamation of his past and present – The LACUNA (Lightweight Adaptive Combat & Utility Nano-Armor) suit he wears has a distinct SHADOW heritage as due to it being a working field prototype that he repossessed from his former handlers. The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed stemming from integrated DNA extracted from a psionic donor. The helmet possesses a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a comm-link to talk through which further conceals his identity.

Power Descriptions: According to the non-damaged files Raven retrieved from the SHADOW complex, Myrmidon was designed to make a peak physical specimen of the normal SHADOW clone. The integrated DNA had numerous effects from heightening senses, boosting cellular regeneration, and optimizing bodily functions ranging from caloric intake to lactic acid degradation. Coupled with continuing SHADOW mental programming, flash learning, and physical training; the project scientists had succeeded in created a terrifyingly effective super-soldier prototype.

The ‘psionic bleed’ effect is a result of the integrated DNA from psionic sources. It is normally represented by a faint light blue/white tracings or highlights. However SHADOW found a use for this: as a result the color, intensity, pattern, and behavior of the bleed can be easily controlled by Myrmidon, which he utilizes for various mundane functions. These can range from status indications (greenish tint which indicates poison or similar affliction), to stealth (obscuring the bleed completely), even improvised battlefield communication (‘flashing’ the colors in a Morse code manner).

History: RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: Myrmidon, which itself was an offshoot of the Project: MIMIR. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an peak physical specimen utilizing numerous other genetic templates that were introduced to the clones during initial gestation from numerous sources such as psions, magicians, and other pre-existing meta-humans in SHADOWs' employ. If this worked, it would vastly improve the combat performance of SHADOW replica troopers. The endgame scenario of the project was to give Overshadow the perfect container for his consciousness. Luckily, Raven and Daedalus destroyed the SHADOW base and extracted the sole surviving clone and all related information that could be salvaged. Upon further testing the clone was found to be self-aware; although undeveloped in many areas.

Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. In addition, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming.

Numerous attempts to remove mutations and genetic modification from the clone proved fruitless as over the next year as it reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias Johann Schmidt, anglicized to John Smith.

Personality & Motivation: John is a terse, introverted, and direct young man. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. He does not have any solid plans for the future, but he is sure he will find something eventually to his liking. He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from finding a hobby to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circles.

Powers & Tactics: Myrmidon was created and trained to be a sublime battlefield controller. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His LACUNA Suit modes allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. In order to make the most of his powers SHADOWs' mental and physical programming/augmentations focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he can garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent.

Complications: Condensed similar ones, changed and updated another extending from ongoing character RP.

Complications:

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 is chained/restrained/or controlled.

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 harsh temper.

Hero with an 'F' in Social Skills: Myrmidon has difficulty in navigating the context, subtleties, nuances, and taboos of inherent in social dialogue and relationships. Additionally his military demeanor, mindset, and way of approaching/interpreting these situations can also lead to or exacerbate problems. Myrmidon also has a pronounced wariness and distrust when it comes to scientists of any stripe, due to his history at the hands of such people.

Irregularity in the System: To his continuing surprise, John has found true companions with the Irregulars and others within the superhero community. When situations arise that concern his friends, John tends to be rather insubordinate and audacious in response. Some also know his true identity as well, something that further makes him feel duly responsible for their well-being.

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.

Sunglasses at Night: While in passive mode, the LACUNA suit appears to be no more than a pair of sunglasses or glasses. The only active components in this state are the Darkvision, Flash Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove.

Abilities: All physicals increased to peak human/minimum meta-human.

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: Reduced total to get to this PP total, but will put points back here.

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: Same totals as current build, minus Will.

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: For the most part same or close final totals as current build, adjusted due to changing ability scores.

Skills: 88 Ranks = 22 PP

Acrobatics 9 (+17) Skill Mastery

Drive 2 (+10)

Demolitions 3 (+8, +10 Masterwork Demolitions Kit)

Knowledge [Tactics] 16 (+21) Skill Mastery

Knowledge [Technology] 5 (+10)

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

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

Notice 12 (+12) Skill Mastery

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

Pilot 2 (+10)

Search 5 (+10)

Sense Motive 7 (+7)

Stealth 13 (+21) Skill Mastery

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

Feats: Same as current build. Moved some to Super-Soldier Container.

Feats: 22 PP

Accurate Attack

All-Out Attack

Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions)

Benefit (Use Knowledge [Tactics] for Initiative Checks)

Defensive Attack

Equipment 0 (+8 Bronze Reward)

Evasion

Hide in Plain Sight

Leadership

Luck 2

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

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

Power Attack

Rallying Cry

Set Up

Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth)

Take-down Attack

Teamwork 3

Equipment: Streamlining and eliminating unneeded equipment. Don't need a bike when you can fly, after all. Once he graduates from Claremont I do plan on giving him a proper equipment arsenal, but for now he follows Headmaster Summers' wishes and does not use blaster-style firearms as a student.

Equipment: 8 PP = 40 EP

  • Weapons (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) = [7 EP]

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


Encrypted Comm-link (PFs: Insidious, Subtle) [2 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]


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 Demolitions Kit (+2 to Demolitions Checks) [1 EP]
Masterwork Medical Kit (+2 to Medicine Checks) [1 EP]
Masterwork Survival Kit (+2 to Survival Checks) [1 EP]
Masterwork Flashlight [0 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 (Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera) [0 EP]

Powers: Here's the vast majority of the changes. I've modified his weapon augmentation to be an adaptive battlesuit and folded in a lot of minor equipment into it as well. To represent other things he'll HP off the adaptation for one shot suit configs as new 'subroutines'. Also added a super-soldier container, which should cover the peak human abilities and genetic tweaks a super-soldier would need.

Powers: 26 + 31 = 57 PP

Descriptors: Genetic, Psionic, Technology

Device 6 "LACUNA Suit" (30 PP Container, Flaws: Hard-To-Lose, PFs: Indestructible, Disguised, Restricted [DNA Lockout]; Drawback: Noticeable [Armor appearance shifts to mimic adapted & alternate abilities] -1) [26 PP] (Technology)

Base Power "React Subroutine": Adaptation 2 (Extra: Controllable +1) [14 PP]

Alternate Power "Stealth Subroutine": Concealment 6 [All Visual & Auditory] (Drawback: Action [Move] -1, PF: Close Range) + Super-Movement 1 [Trackless] [1 PP]

Alternate Power "Flight Subroutine": Flight 7 [1,000 mph / 10,000 ft. per Move Action] (Drawback: Power Loss [Air Intakes/Thrusters]) + Super-Movement 1 [slow Fall] (Drawback: Power Loss [Air Intakes/Thrusters]) [1 PP]

Alternate Power "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 2 (Quick Change, Feature [internal Compartments] "Combat Harness/Utility Belt" ) [2 PP]

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

Super-Senses 6 (Direction Sense, Distance Sense, Darkvision, Radio, Ultra Hearing) [6 PP]

SHADOW Super-Soldier (30pp Container [Passive, Permanent]; PF: Innate) [31 PP] (Genetic, Psionic)

Enhanced Feats 4 (Eidetic Memory, Second Chance [saves vs. Emotion Effects], Tough x2) [4 PP]

Immunity 8 (Aging, Environmental Cold & Heat, Disease, Fatigue Checks, Fear Effects, Poison) [8 PP]

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

Leaping 1 (x2 distance; 36 ft. run/ 18 ft. stand/ 9 ft. high) [1 PP]

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

Speed 1 (10 MPH / 100 ft. per Move action) [1 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: same as current build.

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 & Tally: Math should add up to 204 PP (PL 14)

DC Block:

ATTACK                          RANGE        SAVE                        EFFECT

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

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

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

Plasma Cutter                   Touch        DC 11  Fortitude            Drain Toughness

                                             DC 16  Toughness (Staged)   Damage (Energy) 

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

Abilities (58) + Combat (40) + Saving Throws (11) + Skills (22) + Feats (22) + Powers (57) - Drawbacks (6) = 204/204 Power Points

Revision Edit: KD pointed out some things I overlooked so I have now corrected them. Thanks!

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