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  • #31
    latest?cb=20171021054058.pnglatest?cb=20171021054551.png


    THE BARON
    PL 9 (125p: Abilities 48 + Skills 14 + Advantages 8 + Powers 42 + Defenses 13)

    Abilities
    Strength 5 Stamina 4 Agility 4 Dexterity 0 Fighting 8 Intellect 1 Awareness 0 Presence 2
    Skills
    Athletics 3 (+8), Deception 3 (+5), Expertise (bandit) 4 (+5), Intimidation 8 (+10), Perception 7 (+7), Stealth 3 (+7)
    Advantages
    Benefit 2 (status: bandit leader), Benefit 1 (wealth), Equipment 2, Move-by Action, Power Attack, Takedown

    Powers
    Apostle (10p)
    Immunity 4 (aging, cold, disease, poison), Enhanced Advantages 2 (Diehard, Great Endurance; Permanent), Senses 4 (darkvision, acute tracking scent)
    Demonic Form (Activation 2; 32p)
    Elongation 1, Enhanced Advantages 2 (Fast Grab, Improved Hold), Enhanced Strength 1 (Permanent), Enhanced Defenses 4 (Dodge 2, Parry 2), Extra Limb 1 (prehensile tail), Growth 4 (Permanent), Protection 2 (Armor), Regeneration 5 (Sustained, Quirk 2 [no Staggered or worse conditions]), Speed 2, Progressive Weaken Stamina 9 (venom; Fortitude; Grab-Based, Injected)

    Offense
    Initiative +4
    Unarmed: +8 (DC 20)
    Halberd: +8 (DC 23; Crit 19-20)
    Grab: +8 (vs 5)

    Defenses
    Dodge 7 Parry 8 Fortitude 8 Will 6 Toughness 8

    Equipment (10p)
    Halberd: Strength-based Damage 3 (Dangerous, Reach 1, Tripping)
    Full Plate: Protection 4

    Demonic Form (humanoid cobra)
    STR 10 STA 8
    Dodge 7 Parry 8 Fortitude 12 Toughness 10
    Athletics +10, Intimidation +12, Stealth +3
    Unarmed: +8 (DC 25)
    Venom: Grab (DC 19)
    Grab: +8 (vs 10 [+2])

    Complications
    Motivation-Sadism & Gluttony: The Baron is a vicious and totally unapologetic sadist who gets the kicks out of terrorizing & murdering humans. He also likes to dine on human flesh, going so far as to extort a steady stream of human prisoners (mostly women & children) from the mayor of Koka, to be used for his meals.
    Arrogance: The Baron thinks that he, as an apostle, has little to fear from humans, so he's prone to underestimate them. And he LOVES gloating.
    Reputation: The Baron is locally feared as a monstrous warlord (he is, by the way, no legitimate baron). He and his gang of thugs have taken over the town of Koka, extorting & terrorizing the populace under threat of even greater violence.
    Responsibility: As an apostle, the Baron answers to the Godhand.
    Weakness: When in their demonic form, apostles retain a body-part equivalent to their basic form (his human face in the demon form's mouth in the Baron's case). Attacks against this spot (natural 20 or 3 degrees of success on the attack roll, Finishing Attack or expenditure of a HP) gain a +2 circ. bonus on Damage-DC, and ignore the apostle's Regeneration.

    Description, Personality & Background
    see here
    Last edited by Bothrops; 05-01-2019, 03:03 PM.
    https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

    Comment


    • #32
      Re: Bothrops' Pit

      Originally posted by Bothrops View Post
      AFAIK the Count utterly curbstomped Guts, and could have killed him with ease - not bad for a speed bump... Guts had to take the Count's young daughter hostage to stall & get the drop of him.
      I always found the apostles oddly fascinating, because they're so damn tragic villains: To become one, you must sacrifice someone you genuinely love when in a situation of absolute despair, and that means even friggin' WYALD wasn't pure evil before his "ascension" - Complete Monsters CANNOT become apostles, period.
      by speed bump, I meant that the Count's time in the story is only 6 chapters, an eyeblink in comparison to the rest of the series, but in his arc Miura properly introduces many details that make up the ground rules of Berserk's cosmology (well, up until GRIFFITH!!!! enacts 'Operation: Eff The World')

      Comment


      • #33
        Re: Bothrops' Pit

        Originally posted by Kreuzritter View Post
        by speed bump, I meant that the Count's time in the story is only 6 chapters, an eyeblink in comparison to the rest of the series, but in his arc Miura properly introduces many details that make up the ground rules of Berserk's cosmology (well, up until GRIFFITH!!!! enacts 'Operation: Eff The World')
        Allright, then I've misunderstood you.
        You're right, the Count's arc served as an exposition for the "rules" surrounding the God Hand, Behelits & apostle-dom. It's interesting that the Count himself wasn't fully familiar with these rules (he didn't know that the only valid sacrifice is someone HE truly loves). Wyald was under the same misconception.
        https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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        • #34
          Re: Bothrops' Pit

          “SLEEP'WALK'ER. n(noun). Nomadic shape-shifting creatures with human and feline origins. Vulnerable to the deadly scratch of the cat, the sleepwalker feeds upon the life force of virginal human females.
          Probable source of the vampire legend."
          ~ Chillicoath Encyclopaedia of Arcane Knowledge 1st Edition .1884


          MARY BRADY
          PL 8 (150p: Abilities 50 + Skills 21 + Advantages 9 + Powers 63 + Defenses 7)

          Abilities
          Strength 6 Stamina 3 Agility 4 Dexterity 0 Fighting 8 Intellect 2 Awareness 4 Presence 4
          Skills
          Athletics 4 (+10), Deception 4 (+8), Expertise (cooking) 3 (+5), Expertise (criminal) 3 (+5), Insight 6 (+10), Intimidation 3 (+7), Persuasion 3 (+7), Perception 6 (+10), Ranged Combat (guns) 6 (+6), Stealth 4 (+8)
          Advantages
          Attractive 1, Benefit 1 (wealth), Improved Grab, Improved Hold, Improved Intitiative 1, Takedown, Tracking, Ultimate Toughness, Uncanny Dodge

          Powers
          Claws & Fangs (3p)
          Strength-based Damage 1 (Improved Critical 2)
          Dimming (18p)
          Illusion 5 (visual; Independent, Size 3)
          Feline Physiology (16p)
          Enhanced Strength 4, Enhanced Agility 2, Leaping 2 (Check Required 1 [athletics]), Senses 2 (low-light vision, acute scent), Speed 1
          Life Drain (2p)
          Weaken Stamina 12 (Inaccurate 2, Distracting, Limited to vulnerable targets)
          Minor Telekinesis (1p)
          Perception Range Move Object 1 (Concentration, Distracting, Precise, Subtle, Quirk 2 [30ft range])
          Nigh Immortal (17p)
          Enhanced Advantages 2 (Diehard, Great Endurance; Permanent), Enhanced Fortitude 3 (Permanent), Immunity 3 (aging, disease, poison), Protection 4, Regeneration 5
          Werecat Form (Activation 1; 6p)
          Enhanced Strength +1 (Permanent), Enhanced Stamina 1 (Permanent), Movement 1 (Wall-Crawling 1 [Limited to surfaces with toughness less than STR]), Speed +2

          Offense
          Initiative +8
          Unarmed: +8 (DC 21)
          Claws & Fangs: +8 (DC 22; Crit 18-20)
          Life Drain: +4 (DC 22)
          Grab: +8 (vs 6 [+2])

          Defenses
          Dodge 7 Parry 8 Fortitude 8 Will 7 Toughness 7

          Werecat Form
          STR 7 STA 4
          Fortitude 9 Toughness 8
          Unarmed: +8 (DC 22)
          Claws & Fangs: +8 (DC 23; Crit 18-20)
          Grab: +8 (vs 7 [+2])

          Complications
          Dependence: As a sleepwalker, Mary must periodically feed off the lifeforce of a virginal human female (in her teens or older), draining her to death. She must do so roughly once per 3 months, or begins to starve. Alternatively, another sleepwalker (who has fed recently) can feed her.
          Relationship: Mary dearly loves her son Charles, with whom she also shares an incestuous relationship.
          Quirk-True Reflection: Mirrors show a sleepwalker's true monstrous nature.
          Ancestral Enemy: Common domestic cats are the bane of the sleepwalker race, savagely attacking them on sight. They can sense a nearby sleepwalker's presence, and are even slowly drawn to the monster's dwelling over time.
          Power Loss: Domestic cats can automatically see through "Dimming", and their attacks ignore all defenses granted by "Nigh Immortal".
          Weakness-Cat Scratch Fever: Sleepwalkers suffer a -5 circ penalty on toughness saves against the claws & fangs of domestic cats, and being reduced to a staggered (or worse) condition by such attacks causes a Progressive Affliction 10 (resisted by Fortitude; 1-hour interval; Impaired, Disabled, Dying). A dying (when caused by a cat's attack or the affliction) sleepwalker can only stabilize with a virgin's lifeforce.

          Description, Personality & Background
          see here
          Last edited by Bothrops; 03-27-2018, 11:06 AM.
          https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

          Comment


          • #35
            Re: Bothrops' Pit



            CHARLES BRADY
            PL 7 (130p: Abilities 38 + Skills 17 + Advantages 5 + Powers 63 + Defenses 7)

            Abilities
            Strength 6 Stamina 2 Agility 4 Dexterity 0 Fighting 6 Intellect 1 Awareness 2 Presence 4
            Skills
            Athletics 4 (+19), Deception 4 (+8), Expertise (art) 2 (+3), Insight 5 (+7), Intimidation 1 (+5), Persuasion 4 (+8), Perception 6 (+8), Stealth 3 (+7), Vehicles 5 (+5)
            Advantages
            Attractive 1, Improved Grab, Improved Hold, Improved Intitiative 1, Tracking

            Powers
            Claws & Fangs (3p)
            Strength-based Damage 1 (Improved Critical 2)
            Dimming (18p)
            Illusion 5 (visual; Independent, Size 3)
            Feline Physiology (16p)
            Enhanced Strength 4, Enhanced Agility 2, Leaping 2 (Check Required 1 [athletics]), Senses 2 (low-light vision, acute scent), Speed 1
            Life Drain (2p)
            Weaken Stamina 12 (Inaccurate 2, Distracting, Limited to vulnerable targets)
            Minor Telekinesis (1p)
            Perception Range Move Object 1 (Concentration, Distracting, Precise, Subtle, Quirk 2 [30ft range])
            Nigh Immortal (17p)
            Enhanced Advantages 2 (Diehard, Great Endurance; Permanent), Enhanced Fortitude 3 (Permanent), Immunity 3 (aging, disease, poison), Protection 4, Regeneration 5
            Werecat Form (Activation 1; 6p)
            Enhanced Strength +1 (Permanent), Enhanced Stamina 1 (Permanent), Movement 1 (Wall-Crawling 1 [Limited to surfaces with toughness less than STR]), Speed +2

            Offense
            Initiative +8
            Unarmed: +6 (DC 21)
            Claws & Fangs: +6 (DC 22; Crit 18-20)
            Life Drain: +2 (DC 22)
            Grab: +6 (vs 6 [+2])

            Defenses
            Dodge 6 Parry 7 Fortitude 7 Will 5 Toughness 6

            Werecat Form
            STR 7 STA 3
            Fortitude 8 Toughness 7
            Unarmed: +6 (DC 22)
            Claws & Fangs: +6 (DC 23; Crit 18-20)
            Grab: +6 (vs 7 [+2])

            Complications
            Motivation: Charles is a reckless thrillseeker.
            Dependence: As a sleepwalker, Charles must periodically feed off the lifeforce of a virginal human female (in her teens or older), draining her to death. He must do so roughly once per 3 months, or begins to starve. Alternatively, another sleepwalker (who has fed recently) can feed him.
            Relationship: Charles loves his mother Mary, with whom he also shares an incestuous relationship.
            Quirk-True Reflection: Mirrors show a sleepwalker's true monstrous nature.
            Ancestral Enemy: Common domestic cats are the bane of the sleepwalker race, savagely attacking them on sight. They can sense a nearby sleepwalker's presence, and are even slowly drawn to the monster's dwelling over time.
            Power Loss: Domestic cats can automatically see through "Dimming", and their attacks ignore all defenses granted by "Nigh Immortal".
            Weakness-Cat Scratch Fever: Sleepwalkers suffer a -5 circ penalty on toughness saves against the claws & fangs of domestic cats, and being reduced to a staggered (or worse) condition by such attacks causes a Progressive Affliction 10 (resisted by Fortitude; 1-hour interval; Impaired, Disabled, Dying). A dying (when caused by a cat's attack or the affliction) sleepwalker can only stabilize with a virgin's lifeforce.

            Description, Personality & Background
            see here

            Notes
            Sleepwalkers is a little 1992 flic based on a story by Stephen King. It's somewhat cheesy, but I still liked it. A nice change was showing a completely new "monster-species" (the eponymous sleepwalkers), with an original set of supernatural "rules" surrounding them. I dunno if it's intentional or merely coincidental, but the sleepwalkers always reminded me of the Rakshasas of Hindu mythology (demonic predatory humanoids with illusion powers and often feline traits). Oh, and here's my favourite scene - never try blackmailing a sleepwalker...
            Last edited by Bothrops; 03-27-2018, 11:06 AM.
            https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

            Comment


            • #36
              Re: Bothrops' Pit



              CHARLES "CHUCKY" LEE RAY
              PL 4 (90p: Abilities 36 + Skills 22 + Advantages 8 + Powers 21 + Defenses 3)

              Abilities
              Strength 0 Stamina 3 Agility 3 Dexterity 2 Fighting 3 Intellect 2 Awareness 2 Presence 2
              Skills
              Close Combat (blades) 2 (+5), Deception 7 (+9), Expertise (criminal) 3 (+5), Expertise (voodoo) 5 (+7), Insight 3 (+5), Intimidation 7 (+7), Persuasion 3 (+5), Perception 5 (+7), Ranged Combat (guns) 3 (+5), Stealth 5 (+12), Technology 1 (+3)
              Advantages
              Diehard, Improved Critical (blades) 2, Luck 2, Ritualist, Seize Initiative, Ultimate Toughness

              Powers
              Living Doll (20p)
              Feature 1 (pose as a normal doll), Immunity 10 (life support), Shrinking 4 (Permanent, Innate)
              Sneak Attack (1p)
              Strength-Damage 2 (Limited to vulnerable targets)

              Equipment
              Knife: Strength-based Damage 1 (Dangerous 1)

              Offense
              Initiative +3
              Unarmed: +3 (DC 15)
              Knife: +5 (DC 16/18; Crit 17-20)
              Grab: +3 (vs 0)

              Defenses
              Dodge 5 Parry 5 Fortitude 3 Will 5 Toughness 3

              Complications
              Motivation: Chucky desperately wants to escape his doll body to become human again. Therefore he plans to steal the body of the first person he's revealed himself to, little Andy Barclay.
              Jerkass: Besides being a violent psychopath, Chucky is a selfish, rude & misogynistic egomaniac who delights in other people's misery.
              Temper: Chucky has a short fuse.
              Power Loss: The longer Chucky stays in the doll body, the more "human" (in the biological sense) he becomes - his innards are a gruesome amalgam of plastic, wire, flesh & blood. This means he will gradually lose parts of his lifesupport-immunity.
              Prejudice: Being a living doll, Chucky usually evokes shock & horror in most humans once he shows his true nature.

              Notes
              As a kid, I grew up with horror movies (what could possibly go wrong...), with the Child's Play series being one of my favourites. Yet I liked the early movies best, because Chucky was genuinely scary there (sadly, he later shared the fate of Freddy Krueger: being turned into wisecracking comic-relief). His "scarred & stitched"-look since Bride (intended to make him look more edgy & badass) actually takes away part of his horror factor IMHO, because it makes posing as an innocous doll much more difficult for him. Therefore, this build represents the Chucky from the original 1988 Child's Play movie.
              Last edited by Bothrops; 11-19-2017, 06:19 PM.
              https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

              Comment


              • #37
                Re: Bothrops' Pit

                "The Icewoman cometh..."
                OVERCHILL (Dr Elsa Obergföll)
                Concept: Cold Controller, Literally Heartless Alchemist
                PL 10 (150p: Abilities 32 + Skills 20 + Advantages 8 + Powers 72 + Defenses 18)

                Abilities
                Strength 0 Stamina 11 Agility 0 Dexterity 0 Fighting 5 Intellect 6 Awareness 2 Presence 0
                Skills
                Deception 8 (+8), Expertise (alchemy) 9 (+15), Expertise (life-sciences) 4 (+10), Insight 3 (+5), Investigation 4 (+10), Perception 7 (+9), Technology 1 (+7), Treatment 4 (+10)
                Advantages
                Artificer, Benefit 2 (wealth), Contacts, Diehard, Eidetic Memory, Improved Initiative 1, Languages 1
                -Languages: German, Latin, English, French

                Powers
                Cold One (13p)
                Immunity 12 (aging, cold, cold damage, disease, poison, suffocation, need for sleep), Senses 1 (infravision)
                Genius (1p)
                Quickness 2 (Limited to mental tasks)
                Iceheart (Restricted 1 [heart removal], Removable [-15p]; 58p)
                Cold Comfort
                Enhanced Stamina 8 (Permanent), Immunity 1 (heat)
                Ice Levitation
                Flight 6 (Perfect, Aquatic, Delving [Limited to ice; full flight speed]) +Linked Enhanced Advantages 2 (Evasion, Move-by Action; Limited to Flight)
                Harbinger of Winter
                Environment 5 (intense cold; 1 rank extreme cold)
                Master of Frost (Array 28)
                BE Cold Blast: Cone Area Affliction 10 (resisted & overcome by Fortitude; Hindered & Vulnerable; Extra Condition, Limited Degree 2) + Linked Cone Area Damage 10 (cold; 2 ranks Limited to living targets)
                AE Ice Claw: Damaging Move Object 10 (Accurate 5, Concentration, Diminished Range 1, Precise, Variable Descriptor 1 [physical]), Enhanced Advantages 4 (Improved Disarm, Improved Smash, Power Attack, Precise Attack 1 [ranged, cover]; Limited to Ice Claw)
                AE Ice Sculptures: Create 24 (Accurate 4, Diminished Range 2, Permanent, Proportional, Innate, Precise)
                AE Flash Freeze (Accurate 3, Reach 2): Weaken Toughness 9 (freezing; Affects objects) +Linked Damage 8 (shatter; Limited to weakened toughness ranks), Enhanced Advantages 2 (Improved Smash, Power Attack; Limited to Flash Freeze)
                AE Frost Form (Activation 2, Quirk 1 [mute]): Insubstantial 2 and Chill Touch: Reaction (touch) Damage 5 (cold; Accurate 3, 2 ranks Limited to living targets)

                Offense
                Initiative +4
                Unarmed: +5 (DC 15)
                Chill Touch: +11 (DC 20)
                Cold Blast: Area DC 20 (DC 20/25)
                Ice Claw: +10 (DC 25)
                Flash Freeze: +11 (DC 19/23)
                Grab: +5 (vs 0)
                Grab (w. Ice Claw): +10 (vs 10)

                Defenses
                Dodge 9 Parry 7 Fortitude 11 Will 9 Toughness 11

                Complications
                Accident: Overchill's more active powers are prone to cause potentially problematic side effects (frost-damages, ice slicks, melting ice structures etc).
                Motivation/Obsession-I MUST KNOW!: Overchill singlemindedly pursues alchemical & scientific lore (especially the secrets of life & death), no matter the cost.
                Phobia: While not a coward in the classical sense, Elsa has a crippling fear of death, particularly of the slow & inevitable kind.
                Quirk: Elsa hates being touched; she'll tolerate a handshake if she must, but that's all.
                Weakness/Dependence: Ripping the Iceheart out of her chest doesn't just deprive her of most of her powers, but also takes the cold away that keeps her half-dead body from rotting. Heat conditions are treated as one step worse, with normal temperatures counting as uncomfortable heat. Any conditions inflicted by environmental heat don't recover naturally (not even with HPs or conventional medicine), they can only be cured with an actual Healing effect.
                Weakness: Overchill is vulnerable to fire & other heat-based attacks (-2 circ penalty on saves).

                Description & Personality
                Overchill is a short, slightly built woman that appears to be in her mid-forties, with iron-grey hair worn in a tight bun, grey eyes with a subtle reddish tint and extremely pale skin, making her seem anaemic. While not bad-looking, there's something off about her, making people who interact with her feel uncomfortable. In private, she typically wears comfortable, inconspicious but high quality civilian clothing, always high-necked (to conceal the Iceheart poking out of her upper chest) and with tight leather gloves (to obscure the coldness of her hands). In her super-identity, she instead prefers practical jumpsuits.
                The alchemical "Iceheart" jammed into her chest (replacing her original heart) not only gives her formidable cold-based powers, but also irrevocably altered her metabolism when it was first installed, turning her into a "quasi-undead" creature. Should it ever be removed, then Elsa would live on, but she'd be forced to keep her body cool by other means (see Complications).
                Personalty-wise, Overchill is as cold as her name & powers suggest: She shows almost no emotions, being pure, utilitarian (and ruthless) intellect instead. Elsa views people either as tools/ressources to exploit, or as obstacles to remove, otherwise avoiding them altogether. While not actively malevolent or cruel, she's profoundly amoral and indifferent to other's suffering - she has a heart of ice, both metaphorically & literally.

                Background
                Elsa Obergföll was born 1903 in Salzburg, Austria, to an upper middle class family. When she was 12, her family emigrated to Baltimore, USA, to timely avoid the chaos of WW1. Young Elsa showed high intellect and a great interest in her father's (a physician) work, but also sociophobic & obsessive-compulsive tendencies. When she came of age, she wasted no time and enlisted in the medical faculty of the University of Maryland, earning her PhD in record time. During this time her fellow students, having difficulties pronouncing her Austrian surname, and noticing her brilliant but aloof & frosty personality, nicknamed her "Overchill". Taking up a job at a hospital, Elsa was confronted with dying patients on a daily basis; this not only reinforced her emotional detachment from her fellow human beings, but also caused her to become negatively obsessed with her own mortality. So she made her fateful decision: She would NEVER die! Throwing herself in her studies about death & its postponing, she quickly reached the limitations of conventional scientific knowledge, so she began looking elsewere. Dr Obergföll began hunting for alchemical knowledge, quickly evolving from a mere dabbler to a pro. She used her new skills for making effective remedies for wealthy patients, which in turn gave her the monetary means to further her research. Her breakthrough came when she discovered the formula for creating the legendary Iceheart, an alchemical artifact that could grant its owner a form of immortality. Successfully creating the artifact was one thing, yet the installation was another: First she replaced her blood with a peculiar alchemical concoction (which allowed her to survive heart removal), then cut her own heart out (she'd blocked her pain receptors first) and finally placed the Iceheart in the empty cavity. Elsa was flooded with bone-chilling cold & dropped unconscious. She awoke as a new being: Reminding her old nickname, she called herself Overchill.

                Design Notes
                A pretty straightforward cold controller build. I just wanted to avoid the well known "mutant"- (Iceman, Killer Frost) or "cryo-tech"- (Mr Freeze) concepts, so I made her an immortality-seeking alchemist who uses cold to preserve herself. The inspiration for the latter came, of course, from H.P. Lovecraft's short story Cool Air.
                Last edited by Bothrops; 09-29-2018, 10:00 AM.
                https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

                Comment


                • #38
                  Re: Bothrops' Pit

                  "I had a guaranteed military sale with ED-209. Renovation program. Spare parts for 25 years. Who cares if it worked or not?"
                  Dick Jones, OCP senior vice president


                  ED 209 ("Enforcement Droid, Series 209")
                  PL 7 (60p: Abilities -38 + Skills 8 + Advantages 1 + Powers 79 + Defenses 10)

                  Abilities
                  Strength 6 Stamina - Agility -3 Dexterity -4 Fighting 0 Intellect - Awareness 0 Presence -
                  Skills
                  Close Combat (unarmed) 4 (+4), Perception 3 (+3), Ranged Combat (armament) 9 (+5)
                  Advantages
                  Improved Initiative 1

                  Powers
                  Big Bot (37p)
                  Growth 3 (Permanent, Innate), Immunity 30 (fortitude)
                  Armor Plating (14p)
                  Protection 7 (Armor, Impervious)
                  Sensors & Comm (4p)
                  Senses 3 (infravision, extended vision, radio), Feature 1 (commlink)
                  Growl (1p)
                  Burst Area Affliction 6 (resisted & overcome by Will; Impaired & Vulnerable; Extra Condition, Limited Degree 2, Limited to minions, Quirk 1 [targets who successfully resist are immune for the encounter], Sense-Dependent [auditory])
                  Armament (Array 22; 23p)
                  BE Autocannons: Ranged Damage 7 (Accurate 1, Multiattack)
                  AE Missiles: Ranged Damage 9 (Homing 1, Extended Range 3, Penetrating, Quirk 1 [full power], Unreliable [5 uses]) +Linked Enhanced Advantages 2 (Improved Aim, Precise Attack [ranged, cover]; Limited to Missiles)

                  Offense
                  Initiative +1
                  Unarmed: +4 (DC 21)
                  Autocannons: +7 (DC 22)
                  Missile: +5 (DC 24)

                  Defenses
                  Dodge 3 Parry 2 Fortitude - Will - Toughness 10

                  Complications
                  Disability: ED 209 lacks hands and therefore cannot easily manipulate objects. It also lacks a sense of touch, so it's possible to tamper with its systems without the robot noticing.
                  Disability: ED 209 is really clumsy, partly because of its construction but mostly because of its insufficient motor-software. That means it's severly handicapped in managing obstacles & unusual physical scenarios, even by the standards of mindless robots. For example, ED cannot navigate stairs built for humans, is prone to tripping over & getting stuck in manholes, cannot get up again if tripped and so on.
                  Quirk-Glitchy: Due to its faulty programming, ED 209 is prone to malfunction.
                  Weakness: ED 209 has an access port in the back of its right leg, which can be used to contact its systems, potentially hacking it.

                  Description
                  see here

                  Notes
                  I just loved the ED 209: It looks all badass, packs impressive firepower - and it's also a huge comic relief due to its clumsiness & sheer stupidity. The fun thing is, that's actually intentional in-universe: The robot is designed by OCP with maximum profits in mind, it has to look impressive for potential buyers, but they really made it as cheap as possible. So the dumb thing is prone to malfunctions & breakdowns? GOOD, that means more sales of spare-parts and exclusive maintenance contracts!
                  Last edited by Bothrops; 03-27-2018, 11:55 AM.
                  https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

                  Comment


                  • #39
                    Re: Bothrops' Pit



                    CAIN (aka Robocop 2)
                    PL 9 (150p: Abilities 14 + Skills 17 + Advantages 7 + Powers 100 + Defenses 12)

                    Abilities
                    Strength 8 Stamina - Agility 0 Dexterity 0 Fighting 5 Intellect 2 Awareness 0 Presence 0
                    Skills
                    Athletics 4 (+10), Close Combat (unarmed) 3 (+8), Expertise (chemist) 6 (+8), Expertise (criminal) 6 (+8), Intimidation 8 (+9), Perception 7 (+7)
                    Advantages
                    Equipment 1, Fearless, Improved Initiative 1, Ranged Attack 4

                    Powers
                    Cyborg (38p)
                    Enhanced Eidetic Memory, Immunity 35 (fortitude, mental effects [Limited to half effect]), Features 2 (commlink, computer)
                    Armor Plating (22p)
                    Protection 11 (Armor, Impervious)
                    Robotic Chassis (11p)
                    Growth 3 (Permanent, Innate), Enhanced Strength 1 (Limited to lifting), Extra Limbs 2, Movement 1 (Wall-Crawling 1 [Limited to surfaces with toughness less than STR])
                    Sensors (3p)
                    Senses 3 (infravision, extended vision, radio)
                    Targeting Computer (5p)
                    Enhanced Advantages 2 (Improved Aim, Precise Attack [ranged, cover]), Enhanced Ranged Combat (arsenal) 6
                    Arsenal (Array 19; 21p)
                    BE Minigun: Ranged Damage 6 (Accurate 1, Multiattack)
                    AE Assault Cannon: Ranged Damage 8 (Penetrating [3 ranks])
                    AE Battering Ram: Strength-based Damage 2 (unarmed, Reach 1) and Arc Welder (Precise): Weaken Toughness 5 (Affects Objects) +Linked Damage 5

                    Equipment (4/5p)
                    Searchlights: Environment 2 (bright light, 120' cone)

                    Offense
                    Initiative +4
                    Unarmed: +8 (DC 23)
                    Ram: +8 (DC 25)
                    Arc Welder: +5 (DC 15/20)
                    Minigun: +12 (DC 21)
                    Assault Cannon: +10 (DC 23)
                    Grab: +5 (vs 8 [+2])

                    Defenses
                    Dodge 4 Parry 4 Fortitude - Will 7 Toughness 14

                    Complications
                    Addiction: Cain's organic brain is still hopelessly hooked on Nuke (a strong synthetic designer drug he himself manufactured & distributed as a human). Withdrawal causes increasingly cranky & erratic behavior, which will finally culminate in uncontrolled violence.
                    Quirk-Completely Batshit: Even as a human, Cain was a delusional psychopath with a pronounced messiah complex; and having his brain transplanted into a robotic monstrosity didn't exactly improve his sanity...
                    Power Loss: Cain's weaponry (his arsenal array) can be shut down with a special remote control (which is in OCP's possession).
                    Responsibility/Dependence: Being declared legally dead & transformed into a monstrous cyborg, Cain can no longer function in society and is now officially property of OCP. He's reliant on them for technical maintenance (& for providing him with Nuke), so he has to do their bidding.
                    Weakness: Cain's robotic body has a small armored maintenance hatch on its upper backside, which can be pried open by a grabbing attacker with minimum STR 6 as a Finishing Attack. Subsequent Finishing Attacks against this spot ignore Cain's "Armor-Plating"-defenses.

                    Description, Personality & Background
                    see here & here

                    Notes
                    Despite the movie being dated (1990), "RoboCain" remains one damn fine piece of robot-animation - Phil Tippett is a true god of stop-motion (alongside the late Ray Harryhausen). Unlike the comically bumbling ED-209, there's nothing funny about RoboCain, he's an utterly terrifying & lethal one-cyborg-army. Instead, the movie's comic-relief came from OCP itself: The ultimate parody of the stereotypical "evil megacorporation", OCP is HILARIOUSLY greedy, corrupt, immoral & irresponsible. "Hey, let's put the brain of a drug-addled psycho into a heavily armed robotic killing-machine! WHAT COULD POSSIBLY GO WRONG?" Next to OCP, Weyland-Yutani appears moral & sane.
                    Now to the build itself: The original (human) Cain had certainly possessed good Presence & appropriate social skill ranks (he was a criminal cult leader), but the brain transplantation & cyborgifying process probably took that away (save Intimidation). I let him keep his knowledge- & combat skills, though. I made his searchlights Equipment, because in the movie these seem to be detachable accessories, not permanent parts.
                    Last edited by Bothrops; 03-27-2018, 12:09 PM.
                    https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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                    • #40
                      Re: Bothrops' Pit



                      COLOSSA-CYCLOPS
                      PL 9 (90p: Abilities 28 + Skills 20 + Advantages 9 + Powers 18 + Defenses 15)

                      Abilities
                      Strength 10 Stamina 12 Agility 2 Dexterity -2 Fighting 6 Intellect -1 Awareness 3 Presence 0
                      Skills
                      Expertise (survival; uses AWE) 2 (+5), Intimidation 10 (+14), Perception 8 (+10), Ranged Combat (throwing) 8 (+6) Stealth 12 (+6)
                      Advantages
                      Chokehold, Fearless, Great Endurance, Improved Grab, Improved Hold, Power Attack, Startle, Takedown, Tracking

                      Powers
                      Giant (18p)
                      Growth 8 (Permanent, Innate), Enhanced Strength 1 (Limited to lifting)

                      Equipment
                      Club: Strength-based Damage 2

                      Offense
                      Initiative +2
                      Unarmed: +6 (DC 25)
                      Club: +6 (DC 27)
                      Grab: +6 (vs 10 [+2])

                      Defenses
                      Dodge 6 Parry 6 Fortitude 13 Will 5 Toughness 12

                      Complications
                      Motivation: Cyclopes are fiercely territorial, and they like to hoard treasure. Thieving intruders should be really careful, or they'll likely end on the roasting spit.
                      Savage: Colossa's Cyclopes are belligerent brutes who don't know human language, and possess only the most primitive "culture" (that said, they mastered fire and can create simple weapons, tools & furniture).
                      Weakness: Being single eyed, Cyclopes suffer a -2 circ. penalty on saves vs dazzling/blinding effects.

                      Notes
                      One of the most iconic movie monsters of all time, the cyclops from The Seventh Voyage of Sinbad (masterfully animated by the great Ray Harryhausen) has since influenced popular culture to an impressive degree - think of it, how many cartoons, video games, RPGs, tv shows, movies featuring a cyclops borrowed the satyr-legged & single-horned design?
                      The movie itself is a timeless classic, and it still looks much better than many modern CGI effects. When I first saw it on TV as a young kid (elementary school age), the cyclopes scared me shitless, and regularly haunted my childhood nightmares - GLORIOUS!
                      Last edited by Bothrops; 12-18-2017, 07:04 AM.
                      https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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                      • #41
                        Re: Bothrops' Pit

                        "RELEASE THE KRAKEN!"


                        DAGON
                        Concept: Scheming Sea Monster, Marine Nightmare Fuel
                        PL 14 (270p: Abilities 50 + Skills 15 + Advantages 12 + Powers 174 + Defenses 19)

                        Abilities
                        Strength 14(20) Stamina 18 Agility 0 Dexterity -2 Fighting 8 Intellect 7 Awareness 9 Presence 3
                        Skills
                        Expertise (magic) 5 (+12), Expertise (survival; uses AWE) 1 (+10), Expertise (the ocean) 5 (+12), Insight 3 (+12), Intimidation 6 (+17), Perception 3 (+12), Persuasion 7 (+10)
                        Advantages
                        Benefit 3 (status: marine crime lord), Connected, Diehard, Eidetic Memory, Favored Environment (aquatic), Fearless, Ritualist, Set-up, Startle, Well-informed

                        Powers
                        Cephalopod-Physiology (11p)
                        Concealment 2 (normal vision; Blending, Passive), Immunity 3 (cold, drowning, pressure), Senses 5 (low-light vision, acute tracking scent, infra-hearing, tremorsense), Swimming 2(4*)
                        Siphon (Array 6; 7p)
                        BE Jet: Swimming +4, Movement 1 (Environmental Adaptation [aquatic])
                        AE Ink Cloud: Close Range Enduring Obscure 4 (visual senses; Limited to underwater, Unreliable [5 uses])
                        Massive Size (36p)
                        Growth 16 (Permanent, Innate), Protection 3 (Armor)
                        Powerful Mind (25p)
                        Communication 2 (mental; Selective Area), Comprehend 4 (languages [understand & understood], animals [understand & understood; Limited to marine animals]), Immunity 10 (mental effects, Limited to half effect), Quickness 4 (Limited to mental tasks)
                        Tentacles (31p)
                        Extra Limbs 4, Elongation 2, Enhanced Advantages 5 (Chokehold, Fast Grab, Improved Hold, Takedown 2), Summon 4 (2 tentacle clusters; Controlled, Heroic, Limited [body parts], Dazed Minions [-1], Multiple Minions 1, Permanent, Responsive, Reverse-Feedback [-1])
                        Tentacle-Attacks (Array 17; 18p)
                        BE Flurry: Multiattack on Strength (14 ranks; Accurate 3)
                        AE Bundle: Enhanced Strength 8 (2 ranks Limited to lifting), Enhanced Power Attack
                        The Bloop (2p)
                        Feature 2 (produce powerful infra-sound wave that can travel several miles through water)
                        Sea-Warlock (Array 28; 37p)
                        DBE Siren Song: Perception Area (auditory [„The Bloop“]) Cumulative Affliction 14 (resisted & overcome by Will; Entranced, Compelled, Controlled; Distracting)
                        DAE The Abyss Stares Back: Communication +2 (mental; Concentration, Distracting, Perception [visual; +2; 4 ranks])
                        DAE Lure of the Deep: Illusion 8 (visual & auditory; Distracting, Size 12)
                        DAE Lord of the Waves: Move Object 36 (Accurate 2, Distracting, Limited to water)
                        DAE Weather Control: Environment 14 (Impede Movement & Visibility; 2 pts of effects; Selective, Limited to above the surface)
                        Undying (7p)
                        Immortality 1 (Quirk 1: not when body is mostly destroyed), Immunity 1 (aging), Regeneration 5

                        *size taken into account

                        Offense
                        Initiative +0
                        Unarmed: +8 (DC 35)
                        Tentacle-Flurry: +14 (DC 29)
                        Siren Song: Area DC 24 (DC 24)
                        Grab: +8 (vs 20 [+5])

                        Defenses
                        Dodge 3 Parry 7 Fortitude 18 Will 10 Toughness 21

                        Complications
                        Motivation - THE REIGN OF KRAKENS: Dagon wants to reunite with his mate Strahka and rule the oceans together with her.
                        Disability: Dagon cannot physically speak, so he must use either his telepathy or illusions instead.
                        Disability/Dependence: As an aquatic creature, Dagon is severely handicapped on dry land – he'd always count as prone, and will slowly dry out (treat this just like intense environmental conditions).
                        Quirk - Old Habits never die: Despite usually making an effort to maintain a low profile, sometimes Dagon simply cannot resist the temptation of sinking a ship & snacking on the panicking passengers.
                        Relationship: Strahka, Dagon's female counterpart and the only creature he truly loves, is currently imprisoned (held in stasis) at a long forgotten Atlantean facility hidden in an abyssal trench. Finding & freeing her is one of his top priorities.
                        Responsibility: Dagon serves as the center of a hidden network, consisting of pirates, smugglers, Atlantean traitors, marine supervillains, and corrupt politicians in coastal cities. All this requires some maintenance effort on his part.
                        Enemy: There's an ancient feud between Dagon and the Kingdom of Atlantis.

                        Description & Personality
                        Dagon is a Greater Kraken, a monstrous intelligent cephalopod with supernatural powers. He somewhat resembles a gigantic octopus, with his body alone being more than 60ft long and his dozen massive arms again 4 times this length. He has thick leathery skin, eyes glowing with a malevolent dull orange, and his arms are studded with toothed suckers & sharp hooks.
                        Besides wielding an array of supernatural abilities, Dagon's sheer physical power lets him sink even the largest ships with contemptous ease, his lethal arms can punch through a battleship's armored hull as if made of cardboard.
                        Taking into account his background & origins, Dagon's personality isn't really surprising: He's a solitary predator given intelligence, insight & purpose, and with a strong desire for power & control. While supremely egotistical & confident in his ablilities, he's also very wise, level-headed & pragmatic, having long ago shed the desire to openly lord his power over lesser beings (he was worshipped as a sea- & weather deity by the ancient Phoenicians). Nowadays, while power-hungry as ever, he's perfectly content with pulling the strings from behind. Dagon is thoroughly inhuman, ruthless & self-serving, but he's got two (somewhat) redeeming traits: First, he's always straightforward & honest (yet also mercyless) with those he deals with, he prefers controlling & manipulating people with favors & rewards (and sometimes good old brow-beating), rather than using lies or false promises. If you deal with Dagon, you're not being screwed over and get what you want - but God have mercy on you if you don't fulfill your part of the bargain! Second, he's an avid conservationist, strongly opposing the pollution & exploitation of the sea - being a marine creature himself, this isn't a big surprise. He's particularly angry about the decimation of large whales (his favourite prey), so he usually destroys whaling ships on sight. For realizing his goal of ocean-domination, he schemes to take over Atlantis (via a proxy-government under his control), and then using Atlantis' resources & military might to reclaim the seas from the land-dwellers.

                        Background
                        In ancient times, during the great war between Atlantis and Lemuria, the Atlanteans tried to tip the scale in their favor by breeding powerful war-beasts (with the infamous Dakuwanga being one of the surviving specimens). One Atlantean biologist, whose name's long forgotten, decided to up the ante by creating the first KRAKEN: Infusing Atlantean DNA into the genom of a prehistoric species of giant octopus and adding forbidden arcane procedures to the mix, the result was a massive female cephalopod monstrosity. Strahka, as her "father" named her, wasn't just a deadly powerhouse, but also far more intelligent & independent than intended, and she quickly developed telepathic abilities and an aptitude for sea-based sorcery on top of that. Further, Strahka possessed the ability of parthenogenesis, being able to asexually produce clutches of eggs that hatched into "lesser" Krakens - huge, powerful & sentient monsters, but only half as big as their mother, lacking her supernatural powers, and also being sterile. Strahka retained some respect for her creator, but she & her brood had zero intentions of playing cannon fodder for Atlantis, and so they quickly rebelled. While Atlantis made great effort to put down the marauding krakens, Strahka demanded a parting gift from her "father": To make a male consort for her, a mate that was her equal and with whom she'd finally be able to breed true. The scientist (then a wanted criminal in Atlantis) complied, and so Dagon was born. The two krakens quickly bonded, and proceeded to terrorize the ocean for several years. Strahka became finally pregnant with true offspring, but during the final stages of the pregnancy she fell into a deep slumber. An Atlantean commando took advantage of this period of helplessness, and captured her when Dagon was absent hunting. Strahka was considered too valuable to be put down for good, so they decided to imprison her in a secret stasis-vault hidden in an abyssal trench, before an enraged Dagon could track them down. Yet because the war with Lemuria raged on, the prison was soon abandoned & subsequently forgotten in the chaos.
                        Since then, the lonely Dagon has plotted & schemed against Atlantis, always searching for information about his mate's whereabouts. During the millennia, he was the source of many horror stories told by sailors, and he repeatedly brought coastal settlements & pirate fleets under his sway, enjoying the worship & fear of humans (he could not only sink ships, but also use his powers to bring favorable weather and lure in fish). Today, Dagon prefers acting from behind the scenes, yet his aforementioned MO of gaining influence among humans (& Atlantean dissidents) remains mostly the same, resulting in a widespread criminal empire. For the last 5 centuries, his favourite residence was the carribean, more precisely the Bermuda Triangle (surprise, surprise...)

                        Design Notes
                        Yep, I didn't held back here, Dagon is deliberately designed to be the ultimate sea monster - he is, in fact, the Smaug of the briny depths (yet scheming & patient instead of pompous & wrathful). His name is of course borrowed from the actual Phoenician sea deity (who was also the inspiration for Lovecraft's eponymous horror story). I reversed this in my version of the Freedomverse, with the ancient kraken Dagon being the root of the religious cult.
                        The build makes use of several optional rules presented in the Power Profiles: The Selective extra on Dagon's Weather Control means he can mix&match environmental conditions (instead of excluding individuals within the area), while the Perception extra on his Communication allows him to receive sensory input in addition to return messages (acting as a more limited form of Remote sensing).
                        Concerning his "Tentacle Cluster" Summon power: This just represents his ability to fight multiple foes at once with his tentacles (Dagon is intended to take on whole packs of heroes). Dazed Minions means heroic minions always counting as dazed (like summoned standard minions). "Limited to body parts" means exactly that: The minion cannot move independently from the summoner, it's dependent on the summoner's senses & movement abilities.
                        Reverse-Feedback is a variation of the standard Feedback flaw, used in combination with "Limited to body-parts":
                        -All conditions affecting the "summoner" automatically affect the minions, too
                        -Any Will-save based effect directed at a minion will affect the summoner instead
                        -Any Fortitude-based effect directed at a minion will also hit the summoner (both must resist)
                        -Toughness-attacks against minions will not directly affect the summoner.
                        Further I added the speed-bonus from his size to Swimming speed instead of land speed.

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

                        Heroic Minion: Tentacle Cluster
                        PL 11 (60p: Abilities 6 + Skills 0 + Advantages 3 + Powers 39 + Defenses 12)

                        Abilities
                        Strength 14 Stamina 11 Agility 0 Dexterity -2 Fighting 8 Intellect - Awareness 0 Presence -
                        Skills
                        -
                        Advantages
                        Favored Environment (aquatic), Interpose, Teamwork

                        Powers
                        Cephalopod-Physiology (6p)
                        Concealment 2 (normal vision; Blending, Passive), Immunity 3 (cold, drowning, pressure), Movement 1 (Environmental Adaptation [aquatic])
                        Tentacles (6p)
                        Elongation 3, Enhanced Advantages 3 (Fast Grab, Improved Grab, Improved Hold)
                        Huge Size (22p)
                        Growth 9 (Permanent, Innate), Protection 3 (Armor)
                        Rapid Regrowth (5p)
                        Regeneration 5

                        Offense
                        Initiative +0
                        Unarmed: +8 (DC 29)
                        Grab: +8 (vs 14 [+5])

                        Defenses
                        Dodge 5 Parry 7 Fortitude 11 Will - Toughness 14
                        Last edited by Bothrops; 04-07-2019, 03:49 PM.
                        https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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                        • #42
                          Re: Bothrops' Pit



                          KALI (rank 7 minion)
                          PL 8 (105p: Abilities 4 + Skills 5 + Advantages 6 + Powers 75 + Defenses 15)

                          Abilities
                          Strength 5 Stamina - Agility -2 Dexterity 0 Fighting 8 Intellect 0 Awareness 0 Presence -3
                          Skills
                          Expertise (dancing; uses AGL) 6 (+4), Perception 4 (+4),
                          Advantages
                          Defensive Attack, Fearless, Improved Disarm, Improved Initiative 1, Takedown, Weapon Bind

                          Powers
                          Animated Hoysala Idol (22p)
                          Growth 1 (Permanent, Innate), Extra Limbs 4, Feature 2 (increased mass [2 ranks]), Protection 6, Impervious Toughness 7
                          Darkling Spirit (40p)
                          Immunity 40 (fortitude, mental effects)
                          Summon Swords (3p)
                          Strength-based Damage 3 (Activation 1, Dangerous 1)
                          Supreme Swordplay (Array 8; 10p)
                          BE Bladestorm: Multiattack on Strength-based Damage
                          AE Overwhelm: Cumulative Affliction 6 (resisted & overcome by STR; Vulnerable, Defenseless; Accurate 1, Insidious, Limited Degree 1, Limited to Kali's attacks, Alternate Resistance [STR; +1], Linked to Strength-based Damage)
                          AE Counterstrike: Reaction (touch/attacked) on Strength-based Damage (4 ranks; Requires attack check)

                          Offense
                          Initiative +2
                          Unarmed: +8 (DC 20)
                          Swords: +8 (DC 23; Crit 19-20)
                          Overwhelm: +10 (DC 16)
                          Counterstrike: +8 Reaction (DC 19; Crit 19-20)
                          Grab: +8 (vs 5 [+4])

                          Defenses
                          Dodge 5 Parry 9 Fortitude - Will 7 Toughness 7

                          Complications
                          Motivation-Bound Servitude: Kali does Koura's bidding.
                          Disability: Kali cannot speak (but she understands perfectly), and she's also somewhat ponderous on her stone feet - she's unable to use the charge maneuver)
                          Weakness: Being made of stone, Kali's body is brittle, so all blunt-force damage against her gets a +2 circ. bonus on DC. In combination with her heavy weight, this also means that she treats all falling distances as 2 ranks higher for calculating damage.

                          Design Notes
                          Kali is the absolute highlight of The Golden Voyage of Sinbad (the second of Ray Harryhausen's 3 Sinbad flics), and her fight scene is pure awesome (watch it HERE).
                          She's a stone idol brought to life by evil sorcerer Koura (played with gusto by Tom "Doctor Who" Baker). This "Kali" is of course NOT the original goddess (nor even an avatar), but definitely more than just a mindless construct: She demonstrates sophisticated skills (advanced swordsmanship & graceful dancing), supernatural powers (summoning swords from thin air), and the ability to fight intelligently. Therefore, I theorize she's animated by an intelligent spirit summoned by Koura.
                          Further, I think she's best treated as a minion (albeit a fairly powerful one); but to make her work I'd strongly recommend using Ysariel's houserule for making minions a bit less fragile against toughness-attacks: If a minion fails a toughness save by just 1 degree, it behaves like a normal char (accumulating penalties on further saves); but failure by 2 or more degrees still causes instant defeat.
                          You might have noticed that I tweaked the rules for Linked a little with Kali's "Overwhelm" power: It's more accurate than the basic sword damage it's linked to. The reason is to simply make it work in a narrative sense (even if you manage to parry her swords, she might still begin to overwhelm your defense). It's still just one attack roll, just compare the two different accuracies with the target's defense.
                          Last edited by Bothrops; 12-13-2017, 04:02 PM.
                          https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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                          • #43
                            Re: Bothrops' Pit



                            SID 6.7
                            PL 7 (120p: Abilities 38 + Skills 19 + Advantages 4 + Powers 52 + Defenses 7)

                            Abilities
                            Strength 5 Stamina - Agility 5 Dexterity 0 Fighting 6 Intellect 3 Awareness 3 Presence 2
                            Skills
                            Athletics 3 (+8), Close Combat (unarmed) 2 (+8) Deception 8 (+10), Expertise (criminal) 4 (+7), Perception 5 (+8), Ranged Combat (guns) 8 (+8), Stealth 2 (+7), Technology 2 (+5), Vehicles 4 (+4)
                            Advantages
                            Favored Foe (cops), Fearless, Jack-of-all-Trades, Taunt

                            Powers
                            A.I. (10p)
                            Immunity 10 (mental effects)
                            Nanotech-Synthetic Organism (42p)
                            Immunity 32 (fortitude, critical hits), Protection 7, Regeneration 6 (Source: glass)

                            Offense
                            Intitiative +5
                            Unarmed: +8 (DC 20)
                            Grab: +6 (vs 5)

                            Defenses
                            Dodge 7 Parry 7 Fortitude - Will 7 Toughness 7

                            Complications
                            Motivation-Thrills: Sid is a sadistic & reckless thrill-killer, who takes a special delight in psychologically tormenting his victims. And he LOVES having an audience.
                            Enemy: Sid and ex-cop Parker Barnes are mortal enemies, having sworn revenge against each other.
                            Quirk: Sid's persona is an amalgam of the psychological profiles of 200 infamous killers, psychopaths & tyrants, each struggling for dominance in his mind. This can cause him to act erratically & confused.
                            Weakness: Sid's body is a mass of nanites, yet his mind resides within a data-cube embedded in his head. Ripping it out (or outright destroying it) will shut his body down (nano-death). Foes aware of this can target the cube with a Finishing Attack (ignoring Sid's normal Immunity against critical hits).

                            Description & Personality
                            Sid 6.7 looks like a seemingly normal, hunky young man with neatly coiffed hair and a slightly bland expression. In truth, he's an android whose body consists of a mass of nanites, controlled by a persona-module embedded in his head. The nanites use glass to replicate themselves, enabling Sid to rapidly regenerate himself by absorbing glass.
                            Personality-wise, Sid is more or less an android version of The Joker, without the clown theme but even more murderously psychotic. He's a cheerful, completely ax-crazy psychopath with a sadistic sense of humor; killing for fun is in fact his sole purpose.

                            Background
                            SID ("Sadistic Intelligent Dangerous") 6.7 was originally a VR-simulation program intended for training cops. He was programmed to be "the ultimate serial killer", and should be pitted against the avatars of police trainees in virtual reality. He was first tested against two volunteering convicts (among them ex-cop Parker Barnes), and he promptly managed to modify the program to kill Barnes' partner for real (by creating lethal neuro-feedback). After the fiasko, the project's management demanded Sid to be shut down & deleted, but his "father", vain programmer Darrel Lindenmeyer, wanted to save his favourite creation: He used the nanotechnology of an acquainted scientist to create a physical body for the virtual serial killer, unleashing him into the real world.

                            Design Notes
                            Virtuosity is a cool little SF-flic from 1995, starring a young Russel Crowe as Sid 6.7 and Denzel Washington as his nemesis Parker Barnes. Sid was quite memorable, being delightfully evil & crazy, and with cool glass-based regeneration powers to boot. The build itself is quite simple; I gave im no fixed equipment of his own, sice his typical MO is ad-hoc stealing weapons, cars & other useful stuff he needs.
                            Last edited by Bothrops; 12-12-2017, 01:48 PM.
                            https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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                            • #44
                              Re: Bothrops' Pit

                              I'd only seen bits of the movie, but one aspect about Sid I remember isn't so much that he hates Barnes as the serial killer Barnes hates is part of Sid's persona matrix, and interacting with Barnes draws that aspect of Sid to the surface ("oozing" in Sid's own words) and he reacts accordingly, which of course means that when the cops try to take Barnes off the case thinking they can handle Sid now, Sid's template resets and doesn't behave like they're expecting

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                              • #45
                                Re: Bothrops' Pit

                                Originally posted by Kreuzritter View Post
                                I'd only seen bits of the movie, but one aspect about Sid I remember isn't so much that he hates Barnes as the serial killer Barnes hates is part of Sid's persona matrix, and interacting with Barnes draws that aspect of Sid to the surface ("oozing" in Sid's own words) and he reacts accordingly, which of course means that when the cops try to take Barnes off the case thinking they can handle Sid now, Sid's template resets and doesn't behave like they're expecting
                                Yep, that's right. As far as I remember, Barnes' former nemesis was a psychotic terrorist named Matthew Grimes. Grimes murdered Barnes' family, so the latter killed him in revenge (landing himself in prison). Grimes' mental profile was later used as a component of the Sid-program (alongside 199 other notorious psychos). And as you said, interacting with Barnes caused the "Grimes"-personality to become dominant.
                                https://roninarmy.com/forum/atomic-think-tank/roll-call/7149-bothrops-pit#post7149

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