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Batgirl III's Character Thread

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  • Re: Batgirl III's Character Thread

    Bug-testing bump

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    • Re: Batgirl III's Character Thread


      Syreen
      Jovian Chronicles Exo-Armor
      Power Level 8 ( 120 PP )


      ABILITIES
      Strength 8 (-4) Stamina -- Agility 4 Dexterity 2
      Fighting 4 Intellect -- Awareness 0 Presence --

      SKILLS
      Close Combat [Pincers] 4 (+8), Ranged Combat [ACDLS] 4 (+8), Vehicles 4 (+6)

      ADVANTAGES
      Equipment (8), Favored Environment [Space], Move-By Action

      POWERS
      Active Close Defense Laser System Damage 8 (E: Ranged) [ 16 PP ]
      AE: Close Defense Mode Nullify 5 (Descriptor: Technological; E: Alternate Resistance [Dodge], Broad, Extended Range [1], Reaction; F: Limited to Projectiles, Limited to Ranged Attacks) [ 1 PP ]
      Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
      Gargantuan Size Growth 12 (+12 Strength, +12 Toughness; +11 Mass, +3 Size, +1 Ground Speed; +6 Intimidation, -6 Defenses; E: Reduced Mass [1 Rank]) [ 13 PP ]
      Main Thrusters Flight 6 (120 MPH) [ 12 PP ]
      Reduced Armor Reduced Toughness 2 [ -2 PP ]
      Retractable Pincers Enhanced Extra 2 (Adds Improved Critical [1] and Reach [1] to Strength Damage) [ 2 PP ]
      Survival Pod Feature 1 (Grants pilot Life Support [Immunity, 10] but only after exo-armor is destroyed) [ 1 PP ]

      EQUIPMENT ( 40 EP )
      CSH-4 Heavy Missiles Damage 10 (E: Area [30' Burst], Ranged; F: Unreliable [Two Uses; x2]) [ 10 EP ]
      'Deathsong' A3 Medium Missiles Damage 8 (E: Area [30' Burst], Feature [One Extra Use], Improved Critical [3], Ranged; F: Unreliable [Six Uses]) [ 20 EP ]
      LAC-1 Light Missiles Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged; F: Quirk [One Less Use], Unreliable [Four Uses]) [ 10 EP ]

      DEFENSE
      Dodge (6) Base 8
      Parry: (4) Base 6
      Fortitude: -- Base -
      Toughness: (10) Base -
      Will: -- Base -

      WORKSHEET
      Attack 8 Effect 8 Total: 16 (Pincers)
      Attack 8 Effect 8 Total: 16 (ACDLS, Offensive)
      Attack 8 Effect 5 Total: 13 (ACDLS, Defensive)
      Attack - Effect 10 Total: 10 (Heavy Missiles)
      Attack - Effect 8 Total: 8 (Medium Missiles)
      Attack - Effect 5 Total: 5 (Light Missiles)
      Dodge 6 Tough. 10 Total: 16
      Parry 4 Tough. 10 Total: 14
      Fort. -- Will -- Total: -


      COMPLICATIONS
      Extreme Limitations: Unlike most exo-armors, the Syreen is essentially incapable of operating in a planetary environment. It has no legs, no re-entry capability, and lacks the thrust or aerodynamics necessary to fly in an atmosphere.

      ABILITIES [ -18 pp ] + SKILLS [ 6 pp ] + ADVANTAGES [ 10 pp ] + POWERS [ 108 pp ] + DEFENSES [ 14 pp ] :: 120 PP TOTAL

      BACKGROUND
      Model Name: Syreen
      Production Code: CEA-01
      Manufacturer: Lunar Aerospace Consortium
      Use: General Purpose Space Trooper Exo-Armor
      Control System: Linear Frame
      Height: 17.2 M (56' 5")
      Weight: 46.9 Metric Tons (103,396 lbs.)
      Power Plant: 1203 KW
      Main Thrusters: 3
      Apogee Motors: 12
      Armament: 2x CSH-4 Heavy Missiles; 6x 'Deathsong' A3 Medium Missiles; 4x LAC-1 Light Missiles; 2x Pincers; 1x LACW-12S ACDLS
      Equipment: Escape Pod

      As the settlements resumed contact with Earth, the newly-formed Central Earth Government and Administration (CEGA) was amazed by the new war machines they saw. They were a little worried as well. The Syreen was hastily designed to be a stopgap measure to the recent colonial advances in exo-armor technology. Using an old OTV (Orbital Transfer Vehicule) model, the CEGA technicians built a legless and crude craft capable of defending itself in hand-to-hand combat as well as carrying anti-ship missiles.

      Although actual models use a custom designed booster, the original prototypes of 2186 were built around decommissioned OTVs. This caused endless problems (as well as one explosion) before the project leaders finally decided to build new chassis for the vehicles. Because of the original nature of its propulsion system, the Syreen is capable of high acceleration, but suffers from poor range and maneuverability. The latter was improved by the recent addition of vectoring plates to the main nozzle. These plates need constant attention however, and many technicians complain they are spending too much time on them.

      After several successful simulated ambushes in the Asteroid Belt, the vehicle was dubbed Syreen for its appearance and its ability to lure opponents into a well-prepared trap using its ECM pod. The pod was too costly to use on all EA, so it was later decided that only the officer variant would carry it on the production model.

      The most amazing piece of equipment is surely the Active Close Defense Laser System (ACDLS for short) a computer-guided, variable range laser array composed of four independently focusing lenses. These serve as the Syreen's main ranged weapon, except when an opponent approaches the Syreen within 25 meters: the computer then automatically takes over and fires at the new threat. This is beginning to cause problems as Syreens routinely open fire on friendly units, acting on misread IFF signals.

      Build Notes: Although the setting for Jovian Chronicles is designed so that no one faction is a clear-cut "good guy" or "bad guy," CEGA is probably the most likely candidate for the villainous side of most campaigns. Expansionist, belligerent, and not a little self-righteous, CEGA makes for great antagonists for most roleplaying groups, who in my experience, tend to prefer their heroes to have a broad independent streak. Browncoats versus Alliance, Rebels versus Empire, that sort of thing. Further adding weight to the CEGA as bad guys role is the CEA-01 Syreen. A lightly armored, nearly disposable, mass-produced mook of a mecha. Its hard to feel much empathy for the faction that fields such forces.
      Last edited by Batgirl III; 11th December 2015, 08:59 AM.

      Comment


      • Re: Batgirl III's Character Thread


        Wyvern
        Jovian Chronicles Exo-Armor
        Power Level 10 ( 165 PP )


        ABILITIES
        Strength 12 Stamina -- Agility 4 Dexterity 3
        Fighting 3 Intellect -- Awareness 0 Presence --

        SKILLS
        Close Combat [Unarmed] 5 (+8), Perception 4 (+4), Ranged Combat [Railgun] 6 (+12), Vehicles 5 (+8)

        ADVANTAGES
        Equipment (10), Favored Environment [Space], Ranged Attack (3)

        POWERS
        Anti-Missile System Nullify 3 (Descriptor: Technological; E: Alternate Resistance [Dodge], Broad, Extended Range [1], Reaction; F: Limited to Homing Follow-Up Attacks, Limited to Ranged Attacks) [ 10 PP ]
        Armored Hull Impervious 9 [ 9 PP ]
        Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
        Gargantuan Size Growth 12 (+12 Strength, +12 Toughness; +11 Mass, +3 Size, +1 Ground Speed; +6 Intimidation, -6 Defenses; E: Reduced Mass [1 Rank]) [ 13 PP ]
        LACW-1M Mass Drivers Damage 6 (E: Accurate [2], Multiattack, Ranged) [ 20 EP ]
        Main Thrusters Flight 6 (120 MPH) [ 12 PP ]
        Survival Pod Feature 1 (Grants pilot Life Support [Immunity, 10] but only after exo-armor is destroyed) [ 1 PP ]

        EQUIPMENT ( 45 EP )
        LACW-8 Railgun Damage 8 (E: Multiattack, Ranged) [ 24 EP ]
        3M-3 Medium Missiles Damage 8 (E: Area [30' Burst], Homing [2], Ranged; F: Unreliable [Two Uses; x2]) [ 10 EP ]
        3MC-2 Missile Canisters Damage 3 (E: Area [30' Burst], Extended Range [1], Ranged; F: Quirk [Two Fewer Uses], Unreliable [Three Uses]) [ 5 EP ]
        LAC-1 Light Missiles Damage 5 (E: Area [30' Burst], Feature [One Additional Use], Ranged; F: Unreliable [Six Uses]) [ 11 EP ]

        DEFENSE
        Dodge (8) Base 10
        Parry: (8) Base 11
        Fortitude: -- Base -
        Toughness: (12) Base -
        Will: -- Base -

        COMPLICATIONS
        Exo-Armor Limitations: In a planetary atmosphere or gravity well, exo-armors lose their ability to fly, although they can use their thrusters and reaction mass as "jump jets." Replace all ranks of Flight with Leaping.

        WORKSHEET
        Attack 8 Effect 12 Total: 20 (Unarmed)
        Attack 6 Effect 3 Total: 9 (Anti-Missile System)
        Attack 10 Effect 6 Total: 16 (Mass Drivers)
        Attack 12 Effect 8 Total: 20 (Railgun)
        Attack -- Effect 8 Total: 8 (Medium Missiles)
        Attack -- Effect 5 Total: 5 (Light Missiles)
        Attack -- Effect 3 Total: 3 (Missile Canisters)
        Dodge 8 Tough. 12 Total: 20
        Parry 8 Tough. 12 Total: 20
        Fort. -- Will -- Total: -


        ABILITIES [ -10 pp ] + SKILLS [ 10 pp ] + ADVANTAGES [ 14 pp ] + POWERS [ 130 pp ] + DEFENSES [ 21 pp ] :: 165 PP TOTAL

        BACKGROUND
        Model Name: Wyvern
        Production Code: CEA-05
        Manufacturer: Lunar Aerospace Consortium
        Use: General Purpose Trooper Exo-Armor
        Control System: Linear Frame
        Height: 16.9 M (55' 4")
        Weight: 52.4 Metric Tons (115,522 lbs.)
        Power Plant: 1712 KW
        Main Thrusters: 10
        Apogee Motors: 23
        Armament: 1x LACW-8 Railgun; 1x 'Zapper' Mk2 Anti-Missile System; 2x LACW-1M Mass Drivers, Linked; 2x 3MC-2 Missile Canisters; 2x 3M-3 Missiles.
        Equipment: Escape Pod

        As the Retaliatior was gradually introduced in the JAF's front line units, the CEGA Council decided they needed a new, more modern exo-armor design to face it. Although efficient, the most recent updates of the Syreen were hopelessly outclassed, so the research was oriented in a new direction.

        First, arrangements were made with the Martian Federation to buy two of their old Defenders. These were moved with great secrecy to the LAC base in the Tycho Crater to be dissembled and studied. Then, using the basic frame as a guide, the engineers set out to create an exo-armor which could stand against current Jovian designs and win.

        The head unit was completely redesigned, scrapping the front and lateral sensor arrays of the Defender and replacing them with a single large plate. Although this somewhat limited the field of vision of the pilot, it was easier to maintain and made room for an anti-missile system as well as two massdrivers for close combat. The armor plate covering the neck unit was retained for additional protection.

        It was decided that a large railgun would provide the main firepower, even if the ammunition supply would be limited. Unfortunately, the hip missiles had to be dropped to clear some tonnage. The leg-mounted missile canisters were retained but the light rockets were replaced by more powerful ones. A pair of medium missiles completed the armament.

        It is unclear whether the CEGA plans to make the Wyvern their standard exo-armor, but it is likely that it will not replace the faithful Syreen and Gnome for at least a few years.

        Build Notes: The Wyvern is the "elite mook" of the CEGA forces in the Jovian Chronicles setting. Able to handle one-on-one fights with all but the most elite exo-armors from any of the other factions. Just rare enough to be a special enemy, but just common enough that not every encounter with one feels like a "boss fight." In-universe, it is noted that the lack of an energy-based main weapon limits the Wyvern's operational duration... Which is a perfect excuse for the Game Master to put the Enemy Rival Ace Pilot NPC in one, have him give the heroes a sound thrashing, and then leave the battlefield before he can finish them off. The heroes can blast away the few mooks that stay in rear guard, while shaking their fists to the heavens at the Red Baron-like phantom enemy escapes them yet again. Until, of course, you have a final epic showdown in the penultimate game session.
        Last edited by Batgirl III; 11th December 2015, 08:58 AM.

        Comment


        • Re: Batgirl III's Character Thread


          Brimstone
          Jovian Chronicles Exo-Armor
          Power Level 10 ( 150 PP )


          Originally posted by Keyvan Goud, Mercurian Merchant Guild pilot
          I keep hearing all these discussions about how this exo is the best, or that one, let me tell you, the Brimstone is the best. With a superior blend of speed, dodging ability, armor and weapons mix, the Brimstone can take on pretty much any other exo-armor out there, and kick the stuffing out of it. I've piloted a couple of the other models out there... No, I can't say which ones-security clearance and that sorta thing y'know. Anyways, as I was saying, there ain't another exo that I've seen that holds a candle to the Brimstone. I pity the fool who attacks a Merchant Guild vessel these days, cause if it's got a couple o'these babies aboard, there won't be nuthin' left of him after. I guess you could say that the Brimstone is likely to run pirates outta business. Haw!

          Of course, you have to keep an eye on the re-mass gauge at all time, 'cause this baby burns it like crazy... But any pilot worth its salt knows that, for any type of spacecraft. Well, anyways, all of the army pilots I've talked to think that the Brimstone is bound to keep any aggressors well away from Mercury. After all, it's pretty much sure that they couldn't take the heat anyways, right? Haw!
          ABILITIES
          Strength 11 Stamina -- Agility 5 Dexterity 5
          Fighting 5 Intellect -- Awareness 0 Presence --

          SKILLS
          Acrobatics 4 (+9), Close Combat [Plasma Lance] 5 (+10), Perception 5 (+5), Ranged Combat [Mass Driver] 7 (+13), Vehicles 3 (+8)

          ADVANTAGES
          Agile Fient, Close Attack (2), Equipment (12), Evasion, Favored Environment [Space], Move-By Action

          POWERS
          Armored Hull Impervious 7 [ 7 PP ]
          Cargo Manipulation Added Flaw (Growth-based Strength Limited to Lifting [1 Rank]) [ -1 PP ]
          Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
          Gargantuan Size Growth 12 (+12 Strength, +12 Toughness; +11 Mass, +3 Size, +1 Ground Speed; +6 Intimidation, -6 Defenses; E: Reduced Mass [1 Rank]) [ 13 PP ]
          Heat Resistance Systems Immunity 10 (Fire/Heat Desriptor; F: Limited to Half Effect) [ 5 PP ]
          Main Thrusters Flight 6 (120 MPH) [ 12 PP ]
          Survival Pod Feature 1 (Grants pilot Life Support [Immunity, 10] but only after exo-armor is destroyed) [ 1 PP ]

          EQUIPMENT ( 60 EP )
          FESTar-12 Mass Driver Rifle Damage 7 (E: Multiattack, Ranged) [ 21 EP ]
          L6 Plasma Lance Damage 8 (E: Penetrating [8]; F: Unreliable [Five Uses]); Weaken Toughness 8 (E: Affects Objects Only) [ 16 EP ]
          M10 Light Missiles Damage 5 (E: Area [30' Burst], Extended Range [1], Homing [1], Feature [One Additional Use], Ranged; F: Unreliable [Six Uses]) [ 13 EP ]
          M30 Heavy Missiles Damage 10 (E: Area [30' Burst], Ranged; F: Unreliable [Two Uses; x2]) [ 10 EP ]

          DEFENSE
          Dodge (8) Base 9
          Parry: (8) Base 9
          Fortitude: -- Base -
          Toughness: (12) Base -
          Will: -- Base -

          WORKSHEET
          Attack 7 Effect 11 Total: 18 (Unarmed)
          Attack 12 Effect 8 Total: 20 (Plasma Lance)
          Attack 13 Effect 7 Total: 20 (FESTar-12 Rifle)
          Attack -- Effect 5 Total: 5 (M10 Missiles)
          Attack -- Effect 10 Total: 10 (M30 Missiles)
          Dodge 8 Tough. 12 Total: 20
          Parry 8 Tough. 12 Total: 20
          Fort. -- Will -- Total: -


          COMPLICATIONS
          Exo-Armor Limitations: In a planetary atmosphere or gravity well, exo-armors lose their ability to fly, although they can use their thrusters and reaction mass as "jump jets." Replace all ranks of Flight with Leaping.

          ABILITIES [ 0 pp ] + SKILLS [ 12 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 102 pp ] + DEFENSES [ 18 pp ] :: 150 PP TOTAL

          BACKGROUND
          Model Name: Brimstone
          Production Code: HA-101
          Manufacturer: Hemes Aerospace
          Use: General Purpose Close Support Exo-Armor
          Control System: Linear Frame
          Height: 15.4 M
          Weight: 38 Metric Tons
          Power Plant: 2000 KW
          Main Thrusters: 8
          Apogee Motors: 12
          Armament: 1x FESTar-12 Rifle; 6x M10 Light Missiles; 2x M30 Heavy Missiles; 2x L6 Plasma Lances
          Equipment: Survival Pod

          The Hermes Aerospace Brimstone is the newest exo-armor to enter service in the ranks of the Mercurian defense force. It is the first exo-armor entirely produced in Mercurian space and was designed to answer the needs of both the army and the Merchant Guild. The prototype took its first steps in March of 2203, after a long and arduous development period. Most of these growing pains came from Hermes' limited experience in the field of exo-vehicle design, as the company's exo-craft division had only produced one in the past (the HA-600 exo-suit, back in 2190).

          The most prominent feature of the Brimstone is its large thrust rating. Its eight main engines can propel the craft forward at almost three gees. Unfortunately, this is achieved at the expense of reaction mass reserve. The Brimstone has large maneuver thruster arrays located on the shoulder and feet. The Hermes design team heard of Jovian Armor Works experiment with removable engine pods, and applied a similar principle to the exo.

          Hermes incorporated a number of design elements that were specifically requested by the government. The Brimstone has large manipulators that are useful when handling material in space docks It also features numerous cooler units since it often operates under high temperatures.

          Build Notes: Typically in Jovian Chronicles campaigns, Mercury is the neutral settlement of the solar system, refusing to align themselves with anyone (taking sides is bad for business). However, as the campaign goes on its usually inevitable that Mercury gets dragged into the conflict by one side or the other. In-universe, Mercury doesn't have much of a military presence, enough to defend their traders from pirate raids but not enough to take on the other planets. Mercury has very little the other governments would want, and the disruption in the interplanetary economy caused by attacking Mercury really isn't work it. However, the resources of the Mercurians does mean that what little military hardware they do have is easily on par with most other forces. Brimstones are basically "elite mooks," combining excellent pilots with an above-average machine. They don't normally operate far from their home bases or support ships, however, and the lack of extended operational time could prove problematic if (or when) Mercury gets entangled in the war.

          Build Notes II: If a Jovian Chronicles campaign gives me free reign to pick any exo-armor I want, then I usually opt for the Brimstone... Then I try scrounge up one of those dual-purpose laser/mass drivers used by the Vindicator. Such a weapon swap solves what is, for me, the Brimstone's biggest weakness, although the small amount of re-mass in fuel tanks can still be a problem.
          Last edited by Batgirl III; 11th December 2015, 08:58 AM.

          Comment


          • Hadouken!


            Ryu
            Jovian Chronicles Exo-Armor
            Power Level 10 ( 150 PP )


            Originally posted by Tai-I Hagiwaga Omicoru, HDF test pilot
            You wish to know about the new Ryu exo-armor, hai? May I see your security pin please? Ah, I see that you are cleared for this information. I will tell you what I have learned in the brief time that I have been allowed to use the machine. I am sure you will be pleased.

            The Ryu is a well-designed machine. It handles well both in space and on the ground, although I have had little chance to use it on the surface myself. I find that, compared to the Oni, the vehicle responds much better to my masterful piloting when I wish to dodge attacks or when I wish to use its plasma lances.

            While none of the weapons the new design carries are particularly heavy, all of them are elegantly designed and have a meaningful purpose in the scope of the design. The head pulse lasers are most useful as an anti-missile system, but can also perform duty as a close range weapon when ammunition is a concern. The massdriver rifle that it carries is a well-designed weapon that has both penetration power, and a high rate of fire. The medium missiles are useful in anti-ship actions, and the plasma lances are perfect for close combat with enemy exos.

            I believe that the machine will help Venus to claim her destiny.
            ABILITIES
            Strength 10 Stamina -- Agility 4 Dexterity 4
            Fighting 4 Intellect -- Awareness 0 Presence --

            SKILLS
            Acrobatics 2 (+6), Close Combat [Plasma Lance] 6 (+10), Perception 4 (+4), , Ranged Combat [Laser] 8 (+12), Ranged Combat [Mass Driver] 6 (+10), Vehicles 4 (+8)

            ADVANTAGES
            Agile Feint, Defensive Roll (2), Equipment (11), Favored Environment [Space]

            POWERS
            Armored Hull Impervious 9 [ 9 PP ]
            Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
            Gargantuan Size Growth 12 (+12 Strength, +12 Toughness; +10 Mass, +3 Size, +0 Ground Speed; +6 Intimidation, -6 Defenses; E: Reduced Mass [2 Rank], Reduced Ground Speed [1 Rank]) [ 12 PP ]
            Main Thrusters Flight 6 (120 MPH) [ 12 PP ]
            Najima PB Head Pulse Lasers Damage 4 (E: Extended Range [1], Improved Critical [2], Ranged) [ 11 PP ]
            Survival Pod Feature 1 (Grants pilot Life Support [Immunity, 10] but only after exo-armor is destroyed) [ 1 PP ]

            EQUIPMENT ( 55 EP )
            Krauss K-675R Mass Driver Damage 10 (E: Improved Critical [2], Ranged) [ 22 EP ]
            ALM-16 Medium Missiles Damage 8 (E: Area [30' Burst], Homing [3], Ranged; F: Quirk [One Less Use], Unreliable [Four Uses]) [ 18 EP ]
            Xidar-4 Plasma Lances Damage 8 (E: Penetrating [7]; F: Unreliable [Five Uses]); Weaken Toughness 8 (E: Affects Objects Only) [ 15 EP ]

            DEFENSE
            Dodge (6) Base 8
            Parry: (6) Base 8
            Fortitude: -- Base -
            Toughness: (12/14) Base -
            Will: -- Base -

            WORKSHEET
            Attack 4 Effect 10 Total: 14 (Unarmed)
            Attack 12 Effect 4 Total: 16 (Head Lasers)
            Attack 10 Effect 8 Total: 18 (Plasma Lance)
            Attack 10 Effect 10 Total: 20 (Mass Driver)
            Attack -- Effect 8 Total: 8 (Medium Missles)
            Dodge 6 Tough. 14 Total: 20
            Parry 6 Tough. 14 Total: 20
            Fort. -- Will -- Total: -


            COMPLICATIONS
            Exo-Armor Limitations: In a planetary atmosphere or gravity well, exo-armors lose their ability to fly, although they can use their thrusters and reaction mass as "jump jets." Replace all ranks of Flight with Leaping.

            ABILITIES [ -6 pp ] + SKILLS [ 15 pp ] + ADVANTAGES [ 15 pp ] + POWERS [ 110 pp ] + DEFENSES [ 16 pp ] :: 150 PP TOTAL

            BACKGROUND
            Model Name: Ryu
            Production Code: G-1
            Manufacturer: Venusian Aero Corp
            Use: General Purpose Interceptor Exo-Armor
            Control System: Linear Frame
            Height: 16 M
            Weight: 35 Tons
            Power Plant: 2x 6.8 MW
            Secondary Power Plant: 1700 KW
            Main Thrusters: 4
            Apogee Motors: 14
            Armament: 2x Najima PB Head Pulse Lasers; 1x Krauss K-675R Mass Driver; 4x ALM-16 Medium Missiles; 2x Xidar-4 Plasma Lances
            Equipment: Survival Pod

            The public face of Venus' military is the Venusian Home Defense Force (HDF). Derided by observers as little more than glorified parade band which performs air shows and barnstorming acts for the general populace. In reality, HDF pilots are experienced and well trained, and their exo-armors, exo-fighters and warships are the finest products of multiple Venusian military contractors. It is also suspected that the actual size of the HDF is far larger than everyone has been led to believe.

            The G-1 Ryu is a relatively recent development of the Venusian exo-armor industry. It is a state-of-the-art, high performances exo-armor which is intended to become the main Venusian trooper unit in the next decade. The Ryu uses both hydraulic and myomar technologies to move its limbs and weapon systems, and is powered by a standard micro-fusion reactor located in the rear section of the body. The standard G-1 configuration has a large thruster backpack, giving it a good reaction mass reserve and good or superior acceleration

            The Venusian exo-armor does not seem to have been intended as a “slugger“ combat unit. The legs are very thin, indicating a possible structural weakness. The only built-in ranged weapons are the twin pulse lasers mounted in blisters on either side of the head unit There are hard points on both shoulders and backpack, probably for missiles or rocket packs, but there are no other apparent weapon-bearing location. Most likely, any other armament will be carried in the manipulator hand units

            The vehicle is far from defenseless in melee combat, however, as it can carry two to four plasma lances in a special compartment located behind mobile armor panels on the upper thighs.

            Build Notes: In most Jovian Chronicles campaigns, the Venusians are the mysterious "bad guys behind the bad guys" and as a result, their military forces aren't terribly well-developed in the official supplements. Unlike CEGA, the Jovian Federation, or the two nations of Mars, the Venusians don't really do massed fleet actions and set-piece battles. However, when they do show up, they tend to be ninja-like lightning bruisers. The G-1 Ryu is a mean sucker to face in small, squadron-on-squadron, combat.
            Last edited by Batgirl III; 11th December 2015, 08:57 AM.

            Comment


            • Re: Batgirl III's Character Thread

              Gnome
              Jovian Chronicles Aerospace Fighter
              Power Level 7 ( 105 PP )


              ABILITIES
              Strength 4 Stamina -- Agility 5 Dexterity 0
              Fighting 3 Intellect -- Awareness 2 Presence --

              SKILLS
              Acrobatics 4 (+9), Vehicles 6 (+6)

              ADVANTAGES
              Agile Feint, Equipment (9), Evasion (1), Favored Environment [Aerial], Move-By Action, Ranged Attack (2)

              POWERS
              • Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
              • Escape Pod Feature 1 (Grants pilot Life Support [Immunity, 10] and Safe Fall [Limited to Atmosphere] but only after fighter is destroyed) [ 1 PP ]
              • Huge Size Growth 8 (+8 Strength, +8 Toughness; +10 Mass, +2 Size, +0 Ground Speed; +4 Intimidation, -4 Defenses; E: Increased Mass [2 Ranks]) [ 10 PP ]
              • Main Thruster Flight 7 (250 MPH) [ 14 PP ]
              • Reduced Armor Reduced Toughness 2 [ -2 PP ]
              • Re-Entry Shielding Feature 1 (Capable of atmospheric re-entry) [ 1 PP ]

              EQUIPMENT ( 45 EP )
              • Linked Light Railguns Damage 7 (E: Multiattack, Ranged) [ 21 EP ]
              • 'Deathsong' A3 Medium Missiles Damage 7 (E: Area [30' Burst], Improved Critical [3], Ranged) [ 24 EP ]

              DEFENSE
              Dodge (8) Base 7
              Parry: (6) Base 7
              Fortitude: -- Base -
              Toughness: (6) Base -
              Will: -- Base -

              WORKSHEET
              Attack 7 Effect 7 Total: 14 (Railguns)
              Attack -- Effect 7 Total: 7 (Missiles)
              Dodge 8 Tough. 6 Total: 14
              Parry 6 Tough. 6 Total: 12
              Fort. -- Will -- Total: --


              COMPLICATIONS
              Physical Limitations: The CFB-10D Gnome is a very high-tech aerospace craft, but compared to exo-armors it is still a fairly conventional vehicle. It lacks any useable arms, legs, or hands. In an atmosphere, the Gnome is capable of very short take-offs/landings, but still requires some distance of level surface to use as a runway.

              ABILITIES [ -18 pp ] + SKILLS [ 5 pp ] + ADVANTAGES [ 15 pp ] + POWERS [ 89 pp ] + DEFENSES [ 14 pp ] :: 105 PP TOTAL

              BACKGROUND
              Model Name: Gnome
              Production Code: CFB-10D
              Manufacturer: North American Aerospace Group
              Use: Assault and All-Weather Interdiction
              Control System: Standard Cockpit
              Length: 12.3 M (40')
              Weight: 24.5 Metric Tons (54,013 lbs.)
              Power Plant: 678 KW
              Main Thrusters: 1
              Apogee Motors: 12
              Armament: 2x Railguns (Various Manufacturers); 10x Medium or Heavy Missiles (Various Types, Medium Typical)
              Equipment: Escape Pod

              This fighter actually dates back to the pre-CEGA days of the civil war, when it was used by several factions for quick orbital strikes. Launched from the ground with a booster pack, the Gnome is equally at ease in space or in atmosphere; it is even capable of unaided reentry. The design is simplistic, easy to repair, and can launch from virtually any flat surface. This characteristic was made possible by the addition of a mission adaptive wing for maximum lift, The original cockpit had a bubble canopy, but it was replaced around 2175 by a set of sensors, giving the pilot more protection than before. The armor plate covering the cockpit can be ejected via a set of explosive bolts to allow the pilot a normal, albeit limited, view of the outside.

              The armament was originally composed of three air-to-air missiles, but Gnomes from the 1OC version and up usually use railguns and a retractable missile bay on the back of the fuselage. This bay replaces a fuel tank, but both create a distinctive "hump" which give the fighter its name.

              Over the years, several variants appeared to fill widely different operational roles such as interception, escort, recon, bombing, etc. The CFB-1 OH version carrying heavier missiles and laser-guided bombs is commonly used, although it is much slower than the rest of the CFB-10 series. Also in wide service are the 1OB twin seat trainer, the 10R photo-recon unit and the IOJ ground attack plane.

              The Gnome was first used during the early days of the civil war to knock out orbiting battle stations and prevent them from being used against ground targets. Today, exo-armors are preferred as they are generally more agile.

              On a planetary surface however, the situation changes as the exo-armors lose their ability to fly. Thus, most planets maintain a force of fighters to act as a first line of ground-side planetary defense.

              Build Notes: The Gnome is your ever-present, sub-mook "background filler" of a unit. In most mecha anime there is some kind of more or less conventional vehicle that exists mostly to get blown up in droves by the mook mecha, in order to make the mook mecha seem like a credible threat. That way, when the heroes start kicking the mooks' collective butts, it doesn't seem like they're bullies picking on the fat kid in class. Having said that, your more realistic mecha anime, like Gundam (which you'll recall is a big influence on Jovian Chronicles) will usually show how these conventional vehicles still have some tricks that will allow them to threaten the heroic pilots. In the case of the Jovian Chronicles, the Gnome's main advantage over exo-armors is its atmospheric capability. Exo-armors cannot fly when planetside, making them remarkably easy targets for the far faster and unrestricted aerobatics of the Gnomes. In space combat, Gnomes loose this advantage, in fact, most exo-armors are far more agile in space combat than the Gnomes. However, Gnomes have a massive payload of missiles compared to exo-armors. The heaviest exo-armors might carry two to four medium missiles, each Gnome carries ten...

              Build Notes, Part II: When comparing the Gnome to exo-suits and conventional infantry, on the other hand, the Gnome goes from cannon fodder to elite threat. It's damn hard for ground troops to engage fighter aircraft.

              Build Notes, Part III: Both the Mekton and stand-alone editions of Jovian Chronicles feature amazing artwork... Yet, I cannot find any good pics online. I don't have a scanner, so I can't take any of the images from my books for these builds. Very annoying.

              Comment


              • Re: Batgirl III's Character Thread


                Lancer
                Jovian Chronicles Space Fighter
                Power Level 8 ( 110 PP )


                Originally posted by Lt. Ynom Har, Flight Leader, Beta Division
                Speed, speed, and speed. These are the three S's of Lancer piloting, and the part that I personally like best. There's no feeling in the world like sitting atop twin pillars of fusion flame and driving straight toward an enemy formation, cutting thrust and letting them have it up the drive tubes as you pass them by. Leaving that trail of destruction in your wake is just a priceless moment.

                Of course, after the first pass it takes some fancy piloting to hold the fort until exo-armors or ships arrive to finish the job. It helps that the relative speeds involved are so high then -after all, it ain't easy to hit something moving by at tens of klicks per second. You'll be fine as long as you rememberthat it works both ways, and that missing with all your shots during that high speed pass means you've not only wasted ammo but reaction mass and time, too. When you're on an intercept vector, a few extra seconds can mean a few more klicks, or the difference between life or death!

                But it ain't just the three-plus gees of acceleration that give the Lancer its power. She has enough firepower to sweep a lot of enemy craft out of the way during the first pass. Some people complain that all the weaponry is missile based (they fixed that on the Pilum-variant), but personally I'm ready to deal with limited ammunition in exchange for self-guiding high-explosive payloads. Four of those HMJ-6 heavy missiles is more than enough for me to deal with even capital ships. Together with my flight, I can face anything out there.

                Glamour? Heh! Who needs it? While interceptors are a lot less glamorous than exo-armors, they have their place too. We fighter jocks are the ones that push ahead in front of everybody else to be the first line of defense, and we take the first punch. Without us, anyone stupid enough to attack would just come knockin' on the door. Let the exo-pilotstake the laurels -we know who gets the job done.
                ABILITIES
                Strength 8 (-4) Stamina -- Agility 5 Dexterity 0
                Fighting 2 Intellect -- Awareness 2 Presence --

                SKILLS
                Acrobatics 3 (+8), Vehicles 5 (+5)

                ADVANTAGES
                Equipment (14), Evasion (2), Move-By Action, Ranged Attack (2), Seize Initiative, Uncanny Dodge

                POWERS
                • Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
                • Escape Pod Feature 1 (Grants pilot Life Support [Immunity, 10] and Safe Fall [Limited to Atmosphere] but only after fighter is destroyed) [ 1 PP ]
                • Gargantuan Size Growth 12 (+12 Strength, +12 Toughness; +11 Mass, +3 Size; +6 Intimidation, -6 Defenses; E: Reduced Mass [1 Rank]; F: Quirk [No ground speed increase]) [ 12 PP ]
                • Main Thruster Flight 7 (250 MPH) [ 14 PP ]
                • Reduced Armor Reduced Toughness 2 [ -2 PP ]

                EQUIPMENT ( 70 EP )
                • Active Counter-Measure System Nullify 3 (Descriptor: Technological; E: Alternate Resistance [Dodge], Broad, Reaction; F: Limited Only While Flying, Limited to Ranged Attacks, Unreliable [Five Uses]) [ 6 EP ]
                • GFS Laser Damage 7 (E: Accurate [1], Ranged) [ 15 EP ]
                • MMJ6D Missiles Damage 8 (E: Area [30' Burst], Extended Range [2], Homing [3], Ranged; F: Unreliable [Two Uses; x2]) [ 13 EP ]
                • MMJ-6 Missiles Damage 8 (E: Area [30' Burst], Homing [3], Ranged; F: Quirk [One Less Use], Unreliable [Four Uses]) [ 18 EP ]
                • MMJ-LR Light Missiles Damage 5 (E: Area [60' Burst], Extended Range [2], Feature [One Additional Use], Ranged; F: Unreliable [Six Uses]) [ 18 EP ]

                DEFENSE
                Dodge (8) Base 9
                Parry: (2) Base 6
                Fortitude: -- Base -
                Toughness: (10) Base -
                Will: -- Base -

                WORKSHEET
                Attack 9 Effect 7 Total: 16 (GFS Laser)
                Attack 7 Effect 3 Total: 10 (Counter-Measures)
                Attack -- Effect 8 Total: 10 (MMJ6D Missiles)
                Attack -- Effect 8 Total: 8 (MMJ-6 Missiles)
                Attack -- Effect 5 Total: 5 (MMJ-LR Missiles)
                Dodge 8 Tough. 10 Total: 18
                Parry 2 Tough. 10 Total: 12
                Fort. -- Will -- Total: -


                COMPLICATIONS
                Physical Limitations: The IM-09 Lancer is a very high-tech military spacecraft, but compared to exo-armors it is still a fairly conventional vehicle. It lacks any useable arms, legs, or hands. The Lancer is wholly incapable of operating in an atmosphere.

                ABILITIES [ -20 pp ] + SKILLS [ 4 pp ] + ADVANTAGES [ 21 pp ] + POWERS [ 90 pp ] + DEFENSES [ 15 pp ] :: 110 PP TOTAL

                BACKGROUND
                Model Name: Lancer
                Production Code: IM-09
                Manufacturer: Olympus Aerospace
                Use: Fighter / Interceptor
                Control System: Standard Cockpit
                Length: 28.4 M (93' 3")
                Weight: 50 Metric Tons (110,231 lbs.)
                Power Plant: 2 x 24.8 MW
                Secondary Power Plant: 1970 KW
                Main Thrusters: 2 x 80,000 kg
                Apogee Motors: 16
                Armament: 2x MMJ6D Wing Launched Missiles; 12x MMJ-LR Missiles; 4x HMJ-6 Missiles; 1x GFS Laser
                Equipment: Active Counter-Measure System; Escape Pod

                Interceptors remain an important part of most modern space navies. They are simpler to maintain than the complex exo-armors and are generally capable of higher acceleration, though their endurance and maneuverability are inherently limited. The IM-09 Lancer is the most common Jovian Armed Forces interceptor as of 2210, where it constitutes about half the total number of interceptors in service.

                The Lancer was designed around paired fusion drives located at the back, under the large dorsal fin. The reliable Nakasu 423M PCC engines provide the craft with good acceleration even when carving a full combat payload, making it appreciated by pilots and commanders alike. Like all spacecraft of its type, though, the Lancer suffers from poor range due to its limited on-board reaction mass reserve.

                The most obvious feature of the Lancer is the large payload module attached to its belly. The Advanced Tactical Mission Pod (ATMP) is a modular pod system designed to increase the mission versatility of the vehicle. Most of the offensive payload is carried within the pod, which can be exchanged for a new one within minutes by a trained crew.

                The hull is covered with numerous protusions, all of which have a specific function. The large blades along the upper mainframe are an extensive antennae array which the craft uses for both sensor and communication purposes. Crewmen sometimes refer to them as "whiskers." The rear section features twin reaction mass tanks which are armored separately to reduce the chance of a fatal leak due to combat damage. Finally, the long dorsal boom mounts two important systems, an array of heatsinks and the countermeasure launcher known as the Active Counter-Measure System (ACMS).

                According to standard combat doctrines, Lancers form the first line of defense, their great acceleration allowing them to be sent forward to deal with invaders as they enter Jovian airspace. They must be carried abord spaceships because of their lack of range, and they are often left behind as they exhaust their fuel. Survivors are picked up after the fight by rescue tugs, which tow the fighters back to base. Most of the ships that patrol the outer regions around each Jovian sphere of activity carry one or two Lancers aboard for fast reaction.

                Because of the flexibility of the ATMP mission pod system, the Lancer has no true variant. Though the model has gone through several updates and refits during its service life, there have been no significant changes to the frame or the performance of the vehicle. The Pilum-variant combat payload is composed almost exclusively of MMJ-PLR missiles, which have a longer effective range than the HMJ-6s. The filum also carries the QFS laser, which helps to increase the Lancet's loiter time. The Lancer-Bomber configuration is centered around missiles. Its ATMP is filled with MMJ-4 missiles and RJ-56 unguided rockets for use against slow targets and installations. The sophisticated Lightning Lancer is an Electronic Warfare boat, with a large electronics bay placed on both sides of the ATMP. Long whisker sensors and antennae extend below and behind the pod, to increase the area covered by its impressive electronic warfare equipment.

                Build Notes: The Lancer is, broadly speaking, a bit more badass than the lowly Gnome... But, because Jovian Chronicles is ultimately a mecha-centric story, its still kind of a generic mook meant mostly to be a background element. However, in the hands of a really capable pilot -- like say, a heroic Player Character? -- the interceptor's speed and powerful missiles can be impressively hazardous to enemy exo-armors and smaller ships. It takes some luck, but a full wing of them is quite capable of hurting a capital ship.

                Comment


                • Re: Batgirl III's Character Thread


                  Sabertooth Tiger
                  Jovian Chronicles Exo-Suit
                  Power Level 6 ( 120 PP )


                  ABILITIES
                  Strength 4 Stamina -- Agility 3 Dexterity 3
                  Fighting 4 Intellect -- Awareness 2 Presence --

                  SKILLS
                  Acrobatics 1 (+4), Athletics 4 (+8), Expertise [Tactics] 5 (+5), Intimidation 5 (+4), Perception 3 (+5), Vehicles 2 (+5)

                  ADVANTAGES
                  Equipment (7), Favored Environment [Desert], Ranged Attack (4)

                  POWERS
                  Armored Hull Protection 4 (E: Impervious [5]) [ 9 PP ]
                  Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
                  Large Size Growth 4 (+4 Strength, +4 Toughness; +4 Mass, +1 Size; +2 Intimidation, -2 Defenses; E: Increased Mass [4 Ranks]) [ 12 PP ]
                  Main Thrusters Leaping 6 (500') [ 6 PP ]
                  AE: Space Flight Flight 5 (60 MPH; E: ; F: Limited to Zero-G) [ 1 PP ]
                  Myomar Actuators Enhanced Ability 4[/i] (+4 Strength; F: Limited to Lifting); Speed 2 (8 MPH) [ 6 PP ]

                  EQUIPMENT ( 35 EP )
                  Tri-Barrel Auto-Cannon Damage 5 (E: Multiattack, Ranged) [ 15 EP ]
                  Grenade Launcher Damage 5 (E: Area [30' Burst; Four Ranks], Indirect [1], Ranged) [ 15 EP ]
                  Laser Cutters Damage 2 (Strength-based; E: Penetrating [2], Split [1]) [ 5 EP ]

                  DEFENSE
                  Dodge (4) Base 3
                  Parry: (4) Base 2
                  Fortitude: -- Base -
                  Toughness: (8) Base -
                  Will: -- Base -

                  WORKSHEET
                  Attack 4 Effect 4 Total: 8 (Unarmed)
                  Attack 7 Effect 5 Total: 12 (Auto-Cannon)
                  Attack 7 Effect 5 Total: 12 (Grenade Launcher)
                  Attack 4 Effect 6 Total: 10 (Laser Cutters)
                  Dodge 4 Tough. 8 Total: 12
                  Parry 4 Tough. 8 Total: 12
                  Fort. -- Will -- Total: -


                  ABILITIES [ -6 pp ] + SKILLS [ 10 pp ] + ADVANTAGES [ 12 pp ] + POWERS [ 99 pp ] + DEFENSES [ 5 pp ] :: 120 PP TOTAL

                  BACKGROUND
                  Model Name: Sabertooth Tiger
                  Production Code: MP-21
                  Manufacturer: Martian Federation
                  Use: General Purpose Trooper Exo-Suit
                  Control System: Linear Frame
                  Height: 3.83 M (12' 6")
                  Weight: 6.42 Metric Tons (14,154 lbs.)
                  Power Plant: 217 KW
                  Main Jump Thrusters: 2
                  Apogee Motors: N/A
                  Armament: 1x 9mm Tri-Barrel Auto-Cannon, 1x 40mm Grenade Launcher; 2x 18mm Laser Cutters
                  Equipment: Desert Protection (Filters)

                  The Sabertooth Tiger (commonly referred to as simply "Saber") came to be in late 2184, when the Federation felt the need to replace their aging "Hunting Tiger" exo-suits. These had been in use for nearly twenty years and, despite upgrade following upgrade, were now completely obsolete by modern battle standards. The Federation military design section worked closely with technicians from Ares Corporation to design the new unit in the least amount of time possible (Federation officials wanted the suit for the centennial of the independence). After a mere six months of designing and testing, the Saber was distributed to a few elite units of the Army. The Saber would not see mass-production before 2192 however, when it became the standard mechanized infantry unit of the Federation.

                  The Saber, although smaller than its predecessor "Hunting Tiger", is still just as bulky, with big lumpy legs and arms. Its armor is especially thick on the lower legs, thighs, shoulders and torso, with angled plating to help deflect incoming projectiles. Articulated areas are protected through the use of heavy composite cloth, flexible yet tough, which also doubles as protection against sand infiltration.

                  Several specialized versions exist, the best known being the engineering suit. Most of the other variants differ from the MP-21 by their armament only, replacing the autocannon with a rocket launcher or any of the modern infantry weapons. A few were also modified for crowd control.

                  The Sabertooth Tiger is routinely used as a patrol and crowd control unit by the Federation. It is also used against pirate raiders and has been involved in several military operations. The Saber has recently been sold in massive quantities to the CEGA. It is expected they will be deployed on Earth and on the Moon.

                  Build Notes: The large exo-armors are the stars of any military-themed Jovian Chronicles campaign, but putting the cast into the smaller exo-suits offer a great alternative for a GM looking to run some more "conventional" military adventures. (And sadly, this is the best pic of it I can find... really doesn't do it justice.)

                  Edited to Add: Found a great source of pics! Huzzah!
                  Last edited by Batgirl III; 11th December 2015, 08:55 AM.

                  Comment


                  • Re: Batgirl III's Character Thread


                    Minotaur
                    Jovian Chronicles Exo-Suit
                    Power Level 6 ( 115 PP )


                    ABILITIES
                    Strength 4 (0) Stamina -- Agility 4 Dexterity 4
                    Fighting 4 Intellect -- Awareness 1 Presence --

                    SKILLS
                    Acrobatics 1 (+5), Athletics 1 (+5), Expertise [Tactics] 5 (+5), Perception 3 (+4), Technology 4 (+4), Vehicles 2 (+5)

                    ADVANTAGES
                    All-Out Attack, Defensive Attack, Equipment (8), Ranged Attack (2)

                    POWERS
                    • Armored Hull Protection 4 (E: Impervious [7]) [ 11 PP ]
                    • Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
                    • Large Size Growth 4 (+4 Strength, +4 Toughness; +4 Mass, +1 Size; +2 Intimidation, -2 Defenses; E: Increased Mass [1 Rank]) [ 9 PP ]
                    • Main Thrusters Flight 5 (60 MPH) [ 10 PP ]

                    EQUIPMENT ( 40 EP )
                    • AC4 Rifle Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 13 EP ]
                    • ACH16 Heavy Rifle Damage 6 (E: Improved Critical [1], Penetrating [2], Ranged) [ 16 EP ]
                    • N6 Grenades Damage 5 (E: Area [30' Burst; Four Ranks], Indirect [1], Ranged; F: Unreliable [Two Uses; x2]) [ 5 EP ]
                    • 'Hummer' Blade Damage 2 (Strength-based; E: Accurate [1], Improved Critical [1], Penetrating [2]) [ 6 EP ]

                    DEFENSE
                    Dodge (4) Base 2
                    Parry: (4) Base 2
                    Fortitude: -- Base -
                    Toughness: (8) Base -
                    Will: -- Base -

                    WORKSHEET
                    Attack 4 Effect 4 Total: 8 (Unarmed)
                    Attack 6 Effect 6 Total: 12 (Hummer Blade)
                    Attack 8 Effect 4 Total: 12 (AC4 Rifle)
                    Attack 6 Effect 6 Total: 12 (ACH16 Heavy Rifle)
                    Attack 6 Effect 5 Total: 11 (N6 Grenades)
                    Dodge 4 Tough. 8 Total: 12
                    Parry 4 Tough. 8 Total: 12
                    Fort. -- Will -- Total: -


                    COMPLICATIONS
                    Zero-Gee Limitations: In a planetary atmosphere or gravity well, the Minotaur loses its ability to fly, although they can use their thrusters and reaction mass as "jump jets." Replace all ranks of Flight with Leaping.
                    Quirk [Small Feet]: The standard model of Minotaur doesn't operate well on land under gravity, reducing its ground Speed to Rank -1 (15' per Round / 1 MPH). The Lunar model doesn't have this restriction.

                    ABILITIES [ -4 pp ] + SKILLS [ 8 pp ] + ADVANTAGES [ 12 pp ] + POWERS [ 95 pp ] + DEFENSES [ 4 pp ] :: 115 PP TOTAL

                    BACKGROUND
                    Model Name: Minotaur
                    Production Code: CS-04
                    Manufacturer: Lunar Aerospace Consortium
                    Use: General Purpose Trooper Exo-Suit
                    Control System: Linear Frame
                    Height: 3.75 M (12' 3")
                    Weight: 1300 kg (2,866 lbs.)
                    Power Plant: 217 KW
                    Main Thrusters: 2
                    Apogee Motors: N/A
                    Armament: 1x AC4 Rifle; 2x N6 Grenades; 1x ACH16 Heavy Rifle; 1x 'Hummer' Blade
                    Equipment: N/A

                    The Minotaur is the basic trooper exo-suit of the CEGA Naval Forces. Unlike the suits deployed by the ground-based CEGA forces, it is fully adapted to the vacuum environment. The suit has built-in propulsion and life support units and suffers no loss of flight-performance due to its numerous vernier rockets.

                    The operator of a Minotaur stands in the middle of the exo-suit. his lower body completely encased from the hip down in the thighs of the machine. An amplification sensor mechanism moves the suit’s lower legs following the limited movements of the operator. Once slipped in, the operator only has to fasten the heavy body restraint unit and don the waldos which command the arms. The internal monitor gives the pilot an external view that shows the suit’s surroundings as if the entry hatch was made of non-reflective glass.

                    The Minotaur is large and impressive, a feature that is sometimes a blessing and at other times a curse. While it is nearly impervious to most types of man-portable weapons currently in service, its bulk makes it difficult to use within confined environments, such as human-sized corridors. Engineers have been forced to take this into account when designing new habitats and military space stations.

                    Minotaurs are currently stationed on all CEGA military stations and outposts in the Earth-Moon system. The lunar model is slightly different, being equipped with somewhat larger feet, but all share the same basic frame. CEGA ships typically carry a pair of Minotaurs for security and maintenance work, although few captains keep them in a ready state.

                    Build Notes: Here we have the "basic mook mecha" of the exo-suit scale. The CEGA exo-suit isn't much of a threat to full-sized exo-armors, but is solid all-rounder against most exo-suits in space. Its an absolute beast against heroes that aren't piloting an exo of any kind however!

                    Comment


                    • Re: Batgirl III's Character Thread


                      Tengu-class Escort Carrier
                      Jovian Chronicles Capital Ship
                      Power Level 12 ( 200 PP )


                      Originally posted by Captain Vladislav Ricardo, CSS Yubari
                      Forget what people tell you about the Poseidon, the Hachiman, or any of the rest of them. Trust me when I tell you that the Tengu is the best ship in the fleet. She may not be huge or carry long range missiles, but the Tengu is a reliable ship that is there to get you out of trouble. Carrying two or more fighters or exos into battle, we're central to any strike operation. We go in with the heavy ships and the corvettes and launch out fighters. We can also lay out a stream of missiles to take out enemy spacecraft. On top of all that, we can stay in the field for quite some time, if we carry only the minimum auxiliary craft complement in exchange for extra supplies.

                      The greatest strength of the Tengu is her flexibility. In standard configuration, she carries two fighters or exos with full repair and resupply facilities. This is the configuration we use for basic escort operations, when we're cruising with Hachimans or Poseidons, providing strike and recon capabilities with our fighters. In strike scenarios, the ship is often reconfigured with two additional modular catapults so that we can launch four fighters. With these, and stripping away the full repair facilities we can carry six craft. In an emergency we can dump the repair bay and carry nine (including those in the modular bays). In small-scale strike operations we don't really need any other support than each other because of our missile bays and the firepower of the vessels we carry. We can't last long in the field like that, though, because we don't carry enough fuel and spare parts to keep everyone in top fighting shape.

                      The best example of this is my own ship, the Yubari. With our sister ship the Kasado, we're the support craft for Wing 27, an elite fighter/exo wing used in rapid attack and surgical strike operations. With the modular bays attached we can launch the entire wing and provide full repair facilities. Sure, the additional mass makes us a bit slower. So what? We still get there, or at least the spacecraft we carry do. We also can add firepower to any operations against larger vessels. That gives the wing great flexibility and endurance in combat.

                      Destroyer and battleship captains may feel they have the better craft, but I'm not worried about prestige. I know that my ship has seen more combat and has a better service record than any of the Poseidon battleships. That's the thing with the Tengus: it may not show, but they have it where it counts.
                      ABILITIES
                      Strength 20 Stamina -- Agility 2 Dexterity 0
                      Fighting 0 Intellect -- Awareness 5 Presence --

                      SKILLS
                      Vehicles 8 (+8)

                      ADVANTAGES
                      Equipment (12), Ranged Attack (4)

                      POWERS
                      • Armored Hull Impervious 15 [ 15 PP ]
                      • Awesome Size Growth 20 (+20 Strength, +20 Toughness; +17 Mass, +5 Size; +10 Intimidation, -10 Defenses; E: Decreased Mass [3 Ranks], Innate [1], Permanent; F: Limited [No Ground Speed Increase, Half Intimidation Increase]) [ 24 PP ]
                      • Cargo Holds Enhanced Ability (+1 STR; F: Limited to Lifting) [ 1 PP ]
                      • Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
                      • Escape Pods Feature 1 (Grants crew Life Support [Immunity, 10] but only after ship is destroyed) [ 1 PP ]
                      • Launch Catapults Feature 1 (Exo-Armors or Space Fighters exiting craft automatically do so at top speed) [ 1 PP ]
                      • Mag Screens Protection 2 (F: Ablative) [ 1 PP ]
                      • Main Thrusters Flight 6 (120 MPH; F: Activation [Move, -1], Quirk [Increase/Decrease only one rank per Activation]) [ 10 PP ]
                      • Onboard Sensors Senses 25 (Visual: Analytical [All Visual; 2], Counters Concealment [ECM Systems; 2], Darkvision [2], Detect [Mircowaves & Radiation; 2], Distance Sense [1], Extended [-1 per 100,000; 4]; Radio: Accurate [All Radio; 4], Danger Sense [1], Detect Motion [1], Direction Sense [1], Extended [-1 per 100,000; 4], Radio [1]) [ 25 PP ]
                      • Point Defense System, Offensive Mode Damage 6 (E: Dynamic, Ranged, Reaction) [ 31 PP ]
                      • DAE: Point Defense System, Defense Mode Nullify 10 (Descriptor: Technological; E: Alternate Resistance [Dodge], Broad, Reaction; F: Limited to Projectiles, Limited to Ranged Attacks) [ 2 PP ]

                      EQUIPMENT ( 60 EP )
                      • Heavy Missiles Damage 10 (E: Area [60' Burst], Homing [8], Multiattack, Ranged) [ 58 EP ]
                      • AE: Medium Missiles Damage 8 (E: Area [120' Burst], Homing [10], Multiattack, Ranged) [ 1 EP ]

                      DEFENSE
                      Dodge (2) Base 10
                      Parry: (0) Base 10
                      Fortitude: -- Base -
                      Toughness: (20/22) Base -
                      Will: -- Base -

                      WORKSHEET
                      Attack 0 Effect 22 Total: 22 (Unarmed)
                      Attack 4 Effect 6 Total: 10 (PDS, Offensive)
                      Attack 4 Effect 10 Total: 14 (PDS, Defensive)
                      Attack -- Effect 10 Total: 10 (Heavy Missiles)
                      Attack -- Effect 8 Total: 8 (Medium Missiles)
                      Dodge 2 Tough. 22 Total: 24
                      Parry 0 Tough. 22 Total: 22
                      Fort. -- Will -- Total: --


                      ABILITIES [ -16 pp ] + SKILLS [ 4 pp ] + ADVANTAGES [ 16 pp ] + POWERS [ 176 pp ] + DEFENSES [ 20 pp ] :: 200 PP TOTAL

                      BACKGROUND
                      Ships in Class: CSS Ayasa, CSS Iwase, CSS Kumano, CSS Mikuma, 83 Others
                      Production Code: Tengu-class
                      Manufacturer: L2 Lunar Shipyards Co
                      Use: Escort Carrier
                      Control System: Bridge w/ Astronomical Display
                      Length: 250 M (820' 2")
                      Width: 38 M (124' 8")
                      Weight: 3,000 Metric Tons (6,613,868 lbs.)
                      Main Drive: 2 x 115 MW
                      Secondary Power Plant: 2,000 KW
                      Main Thrusters: 2 x 350,000 kg
                      Apogee Motors: 60
                      Onboard Sensors: Fire Control Radar, Infrared/Ultraviolet Lidar, Low-light, Magnetometer, Microwaves, Motion Detectors, Radcounter, Search Radar, Telescope
                      Fixed Armament: Point Defense System, 2x Missile Bays
                      Defensive Systems: Mag Screen, Point Defense System
                      Equipment: Catapults, Escape Pods, Satelite Uplink, Vehicle Bay

                      As the CEGA began to realize the tactical usefulness of exo-armors -- mostly by observing the Jovian Confederation's efforts in the field -- the Navy's lack of adequate vessels to carry these new weapons into combat became evident. The Tengu-class escort carrier was commissioned in 2198 and put into production in late 2201. Early tests showed that the ship's original design was lacking adequate defensive measures, and so production resumed with the new vessels sporting twin missile launcher pods at the prow.

                      As the new ships left the drydocks at the Moon's L2 point, they were assigned by pairs to the various Navy fleets, starting with the three Escort Fleets. They soon gained the appreciation of the men and women crewing them for their sturdiness and large living quarters. The early Tengu carried only interceptors, but selected units began receiving Syreen exo-armors as early as 2202.

                      The primary concerns of the ship's designers were speed and range. A large twin drive assembly is mounted on the hull along with big reaction mass tanks. For simplicity and improved resource management, the drive units are the same model as the ones used on the smaller Bricriutlass corvette. Extra reaction mass tanks are sandwiched between the drive mounts and the main vehicle bay for additional range.

                      The position of the drive units and the external missile launchers leaves a lot of room inside the hull, making the Tengu-class one of the most spacious in the CEGA fleet in terms of living accommodations. The mid-body vehicle bay is large, but it is normally filled with extensive stores of spare parts, fuel and additional ammunition. This leaves little space for the exo-armors themselves, only two of which can be handled during standard operations. Removal of the acceleration cradles and the spare part racks generally provide enough space to fit up to eight additional exo-armors, though they will have no support facilities available. Fuel, ammunition or spare parts are likely to be very scarce. Damage may also occur during acceleration since the load is not properly secured and may shift suddenly.

                      The Tengu-class ships generally have a good reputation among enlisted men. They are currently found in all six Navy fleets, serving as escort and area patrol craft. A few Tengus have been refitted with two extra vehicle bays and additional stores to accomodate special units or to go on extended patrols, but these remain somewhat rare. At last count, only about 15% of the ships in service had been so equipped.

                      The unmodified Tengu can cany more vehicles than the routine complement by jettisoning most of its extra stores, as proved by the CSS Pinta during the infamous Belt Trial Accident of 2202. The Pinta's crew had to fit no less than seven Syreens (or parts of them) in her bay and on her hull when the exo-armors' carriers were destroyed in a catastrophic docking accident that left the pilots stranded in space.

                      Build Notes: The Tengu-class escort carrier is a great "stern chase" threat to throw at your heroes. Packing enough power and carrying enough exos to be just enough of a threat to make lighter vessels, like cargo transports and scout ships, want to run away and keep running, a pair of Tengus (and they usually operate in pairs) is good motivation for the heroes to keep on moving in a campaign where you want them to. A Tengu is no match for even a single Valiant-class strike carrier, so in a stand-off between the Jovian's pride and CEGA forces, you'll usually see a pair of Tengus backed by a Poseidon battleship or a couple of the smaller Hachiman destroyers.
                      Last edited by Batgirl III; 14th December 2015, 08:09 PM.

                      Comment


                      • Re: Batgirl III's Character Thread



                        Valiant-class Strike Carrier
                        Jovian Chronicles Capital Ship
                        Power Level 15 ( 225 PP )


                        Originally posted by Lieutenant Helena Juno, JSS Valiant
                        The Valiant strike carrier is a ship like no other. Everything else in the fleet is basically designed to act in cooperation with other ships, either as part of a fleet patrol, in destroyer groups, or attached to a military station. Valiants, on the other hand, are meant to be independent. Their mission profile is a long range, long term patrol without any backup whatsoever. That means the ship has to be highly self-reliable, with lots of supplies and even more firepower.

                        The crew has to be special as well. The very nature of the Valiant's mission brings it into dangerous situations on a regular basis and the crew needs to be ready. The high command decided to mix veterans and rookies, taking experienced command personnel and the top graduates from the JAF and putting them together. This usually makes for a good mix. The two gravdecks make living comfortable even without acceleration and they have spacious quarters for the crew. The advantage of long range patrols is that life is never totally boring. We enter new territory on a regular basis and have to deal with a variety of situations. A common mission is to cruise the Belt, meaning you end up dealing with xenophobic Nomads, over-anxious pirates and even CECA patrols.

                        Thankfully, the ship can take care of herself. Armed with six fighters or exo-armors, two kinetic kill batteries, and a missile bay, we can stare down pretty much anything that comes our way. For really hairy situations, the ship is also equipped with a spinal laser. It takes a while to charge up, but this gun can cut through an O'Neill cylinder if need be. Trust me that keeps the other side in line, all right.
                        ABILITIES
                        Strength 30 Stamina -- Agility 0 Dexterity 0
                        Fighting 0 Intellect -- Awareness 5 Presence --

                        SKILLS
                        Ranged Combat [Kinetic Kill Cannons] 2 (+2), Vehicles 8 (+8)

                        ADVANTAGES
                        Equipment (20), Ranged Attack (4)

                        POWERS
                        • Armored Hull Impervious 15 [ 15 PP ]
                        • Awesome Size Growth 28 (+28 Strength, +28 Toughness; +31 Mass, +7 Size; +7 Intimidation, -14 Defenses; E: Increased Mass [3 Ranks], Innate [1]Permanent; F: Limited [No Ground Speed Increase, Half Intimidation Increase]) [ 32 PP ]
                        • Cargo Holds Enhanced Ability (+1 STR; F: Limited to Lifting) [ 1 PP ]
                        • Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
                        • Escape Pods Feature 1 (Grants crew Life Support [Immunity, 10] but only after ship is destroyed) [ 1 PP ]
                        • Launch Catapults Feature 1 (Exo-Armors or Space Fighters exiting craft automatically do so at top speed) [ 1 PP ]
                        • Mag Screens Protection 2 (F: Ablative) [ 1 PP ]
                        • Main Thrusters Flight 6 (120 MPH; F: Activation [Move, -1], Quirk [Increase/Decrease only one rank per Activation]) [ 10 PP ]
                        • Onboard Sensors Senses 25 (Visual: Analytical [All Visual; 2], Counters Concealment [ECM Systems; 2], Darkvision [2], Detect [Mircowaves & Radiation; 2], Distance Sense [1], Extended [-1 per 100,000; 4]; Radio: Accurate [All Radio; 4], Danger Sense [1], Detect Motion [1], Direction Sense [1], Extended [-1 per 100,000; 4], Radio [1]) [ 25 PP ]
                        • Point Defense System, Offensive Mode Damage 6 (E: Dynamic, Ranged, Reaction) [ 31 PP ]
                        • DAE: Point Defense System, Defense Mode Nullify 10 (Descriptor: Technological; E: Alternate Resistance [Dodge], Broad, Reaction; F: Limited to Projectiles, Limited to Ranged Attacks) [ 2 PP ]

                        EQUIPMENT ( 100 EP )
                        • Kinetic Kill Cannons Damage 18 (E: Ranged, Split [5]; F: Diminished Range [1]) [ 40 EP ]
                        • Super-Heavy Missiles Damage 15 (E: Area [30' Burst], Extended Range [2], Homing [10], Ranged, Second Chance [vs. Point Defense Systems]) [ 58 EP ]
                        • AE: Heavy Missiles Damage 10 (E: Area [60' Burst], Homing [8], Multiattack, Ranged) [ 1 EP ]
                        • AE: Medium Missiles Damage 8 (E: Area [120' Burst], Homing [10], Multiattack, Ranged) [ 1 EP ]

                        DEFENSE
                        Dodge (0) Base 14
                        Parry: (0) Base 14
                        Fortitude: -- Base -
                        Toughness: (28/30) Base -
                        Will: -- Base -

                        WORKSHEET
                        Attack 0 Effect 30 Total: 30 (Unarmed)
                        Attack 4 Effect 6 Total: 10 (PDS, Offensive)
                        Attack 4 Effect 10 Total: 14 (PDS, Defensive)
                        Attack 6 Effect 18 Total: 24 (Kinetic Kill Cannons)
                        Attack -- Effect 15 Total: 15 (Super-Heavy Missiles)
                        Attack -- Effect 10 Total: 10 (Heavy Missiles)
                        Attack -- Effect 8 Total: 8 (Medium Missiles)
                        Dodge 0 Tough. 30 Total: 30
                        Parry 0 Tough. 30 Total: 30
                        Fort. -- Will -- Total: --


                        ABILITIES [ -16 pp ] + SKILLS [ 5 pp ] + ADVANTAGES [ 24 pp ] + POWERS [ 184 pp ] + DEFENSES [ 28 pp ] :: 225 PP TOTAL

                        BACKGROUND
                        Ships in Class: JSS Valiant, JSS Vengeance, JSS Vigilant
                        Production Code: Valiant-class
                        Manufacturer: Valiant Consortium
                        Use: Strike Carrier
                        Control System: Bridge w/ Astronomical Display
                        Length: 320 M (1,049' 10")
                        Width: 75 M (246')
                        Weight: 50,000 Metric Tons (110,231,131 lbs.)
                        Main Drive: 4 x 0.8 GW
                        Secondary Power Plant: 2 x 6,900 KW
                        Main Thrusters: 4 x 13,750 Tons
                        Apogee Motors: 100
                        Onboard Sensors: Fire Control Radar, Infrared/Ultraviolet Lidar, Low-light, Magnetometer, Microwaves, Motion Detectors, Radcounter, Search Radar, Telescope
                        Fixed Armament: Point Defense System, 6x Kinetic Kill Cannons, 1x Missile Bay, 1x Spinal Laser
                        Defensive Systems: Mag Screen, Point Defense System
                        Equipment: 6x Catapults, Centrifuge, Escape Pods, Satelite Uplink, Vehicle Bay

                        The Valiant-class strike carrier was already on the drawing board when the Battle of Elysι took place. If anything, the conflict provided a much-needed impetus that accelerated the progress of Proposal 99, an advanced JAF program dedicated to supplying the Jovian Confederation with a line of vessels that could serve as roving defense outposts. These highly sophisticated ships would be able to accomplish long patrols on the fringes of Jovian space while still being able to pull their wight as dedicated front-line battle units. Funds were rapidly allocated by the Agora so that three ships were ready by the time 2210 closed.

                        Once in the testing phase, the three Valiant-class vessels proved to be unusually sturdy and resilient, routinely escaping damage and facing tough situations that would have rendered any other ship inoperable The Valfant itself, first ship of the class, survived multiple enemy attacks during its shakedown cruise and came back home mostly intact. (This, of course, was detailed in the introductory adventure from the Jovian Chronicles rulebook.)

                        The Valiant's quadruple engine pods supply it with high thrust, though the drives are seldom used to save reaction mass on long trips. The Valiant is probably one of the fastest warships ever designed, and outperforms all current military ships in terms of acceleration. The ship is heavily armed and armored, and features deployable habitat sections that are always oriented correctly for gravity purposes, increasing crew comfort on long patrols.

                        Though much of the internal space of the ship is taken up by consumables, additional stores and machinery, the crew quarters are relatively spacious and comfortable Each crewman is assigned to a two-man cabin, each with two private bunks, lavatory and small desk with personal computer. Commons and a galley are available in all three main crew areas, and function around the clock to service the three shifts that operate the vessel.

                        Once the initial shake-down period is over and the crews have settled into their new ships, the Valiant class is expected to become the pride of the Jovian fleet. Three more vessels are in the planning stage, for a total of six ships. They will be built outside of Vanguard Mountain, most likely at the Olympus dry-docks (though Newhome has waged an efficient public relations campaign to have one of the three ships built in its shipyards).

                        The Agora is debating whether or not the vessels are worth their exorbitant price and prefers to wait until all testing is completed before permitting the expenses of additional ships There have been many closed door meetings between Agora and JAF officials, the latter trying to explain why a long operational range and a large auxiliary craft complement are mutually exclusive. Many local representatives are asking that the program be scaled back to a series of smaller carriers and auxiliary tankers that would be able to fulfill much the same mission but at a reduced cost to the Jovian treasury. Only the future will tell if the JSS Valiant and its sister ships will be more than a footnote in Jovian military history.

                        Build Notes I: The designers of the Jovian Chronicles clearly knew what most military/mecha campaigns need: an awesome ship! The Valiant-class is basically the perfect homebase for most gaming groups in this setting. To begin with, it is just friggin' awesome. That is always good! But, the ship's intended role of long independent patrols at far-flung stations combined with its transport capacity of up to six exo-armors makes it perfect for the adventuring gaming group. The Game Master has a built-in reason for the heroes to be out, on their own, sticking their noses into trouble. But, since the Valiant-class is also strong enough to hold a place in the line of battle, the GM can also have the heroes' home ship play a key role in those awesome set-piece battles that make great capstones to a campaign. The large crew of senior officers, NCOs, and support staff mean that their are plenty of NPCs around so that the GM can have someone to act as the heroes' boss, a given hero's love interest, another hero's antagonistic rival, another hero's tag-a-long kid sister, etcetera. Heck, you can even reasonably have some of the heroes playing non-mecha pilots. Bridge officers, engineers, doctors, ground troops, and even civilian specialists somehow attached to the ship's mission can come along and still contribute to the space-combat.

                        Build Notes II: In building this ship and many of the vehicles I did for my Warhammer 40,000 build, we see one of the small quirks of M&M3e system. It was designed to emulate superheroes and action-adventure heroes, which means it expands pretty well to cover fantasy heroes, kaiju monsters, and even giant mecha... But doesn't do vehicles with more than one "pilot" very well. Which made 40K tanks with multiple crewmen kinda odd and makes the hundreds of crew on a capital ship even stranger. Logic dictates that a capital ship should have dozens of possible actions each turn, but by the rules, it only gets one. That's okay, if you ask me, since ships of this scale are mostly just going to be background dressing for the real heart of Jovian Chronicles: mecha dogfighting! The GM can have the capital ships exchange missiles and mass driver shots with each other in the background, without needing any stats or dice rolls. When the shooting statistics for a ship like this are needed in M&M, the GM probably won't need all of its weapons at once anyway: it can take numerous "background actions" against other NPC ships and mecha, but onlt one "real action" against any of the PCs. Also, note the massive Power Level: the Valiant-class are a warships in hard sci-fi setting in the midst of an active war, it doesn't mess around. The JSS Valiant will absolutely trash any exo-armor that is foolish enough to give it a clear shot. Heck, it could plausibly hold its own against someone as powerful as DCA's Superman! A set of in-universe laws and regulations, known as the Edicts, mean it is armed with mostly conventional weapons. It doesn't pack anything we would call a Weapon of Mass Destruction -- no nukes, no nano-bot swarms, no relativistic mass drivers -- although it does have the extremely powerful Spinal Laser.

                        Build Notes III: Ahh, yes. About the Spinal Laser... I didn't create game stats for it. In both verisons of the Jovian Chronicles game, its basically a giant laser with a range so long, an area of effect so vast, and a damage code so high that they probably could have saved a lot of ink and just written it up as "ZAP! You're Dead!" A classic example of what TV Tropes dubs the "Wave Motion Gun," the Valiant-class' Spinal Laser is best handled as a matter of pure GM fiat in M&M3e gameplay. It's slow to charge, cuts through anything short of a small moon, and really doesn't need game stats beyond "ZAP! You're Dead!" It can do major structural damage to 30 kilometer long orbital colonies... 'Nuff said.

                        Build Notes IV: And this concludes our little trek through the stars of the Jovian Chronicles mechanical designs. I've got another set of themed builds in the works... Stay tuned.

                        Comment


                        • Re: Batgirl III's Character Thread

                          Can't you make the weapon systems all separate equipment and have the crewmen operate them on their turns?

                          To my understanding this is how tanks work in the system (the machine gun is a separate piece of equipment and the guy operating that can use it on his turn, though depending on the model direction might be limited if the turret is firing) same with a normal car and a driveby (driver drives, passengers all shoot their guns) so it should be doable on a much larger scale.

                          Comment


                          • Re: Batgirl III's Character Thread

                            In theory, that would work, but as ships of this scale are pretty much just background dressing in both the mecha genre and superhero genres, it seems easiest just to do some handwavery.

                            Comment


                            • Let us make sure history never forgets the name...


                              U.S.S. Enterprise (NCC-1701-D)
                              Star Trek: The Next Generation Starship
                              Power Level 15 ( 300 PP )


                              Originally posted by Captain Jean-Luc Picard, Opening Narration
                              Space... the final frontier. These are the voyages of the starship Enterprise. Its continuing mission — to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before.
                              ABILITIES
                              Strength 30 Stamina -- Agility 0 Dexterity 0
                              Fighting 0 Intellect -- Awareness 10 Presence --

                              SKILLS
                              Expertise [Alien Cultures] 5 (+5), Expertise [Current Events] 5 (+5), Expertise [Science] 10 (+10), Expertise [Starfleet Regulations] 5 (+5), Insight 5 (+15), Intimidation 2 (+10), Investigation 8 (+8), Perception 2 (+12), Persuasion 10 (+10), Ranged Combat [Phasers] 5 (+5), Technology 10 (+10), Vehicles 5 (+5)

                              ADVANTAGES
                              Accurate Attack, Assessment, Defensive Attack, Eidetic Memory, Equipment (33), Interpose, Move-By Action

                              POWERS
                              • Armored Hull Impervious Toughness 10 [ 10 PP ]
                              • Awesome Size Growth 32 (+32 Strength, +32 Toughness; +27 Mass, +8 Size; +8 Intimidation, -16 Defenses; E: Decreased Mass [5 Ranks], Innate [1], Permanent; F: Limited [No Ground Speed Increase, Half Intimidation Increase]) [ 38 PP ]
                              • Construct Immunity (Fortitude Effects [30], Interaction Skills [5], Will Effects [30]) [ 65 PP ]
                              • Escape Pods Feature 1 (Grants crew Life Support [Immunity, 10] but only after ship is destroyed) [ 1 PP ]
                              • Impulse Engines Flight 15 (64,000 MPH; F: Activation [Move, -1], Quirk [Increase/Decrease only one rank per Activation]) [ 28 PP ]
                              • Reduced Armor Reduced Toughness 7 [ -7 PP ]
                              • Sensors Senses 40 (Detect Lifesigns: Accute [1], Detect Life [Ranged; 2] Extended [-1 per 100,000; 4], Microscopic [Cellular; 2], Penetrates Concealment [4];Visual: Analytical [All Visual; 2], Darkvision [2], Detect [Mircowaves & Radiation; 2], Distance Sense [1], Extended [-1 per 1,000,000; 5], Radius [All Visual; 2]; Radio: Accurate [All Radio; 4], Danger Sense [1], Detect Motion [1], Direction Sense [1], Extended [-1 per 10,000,000; 6], Radio [1]) [ 40 PP ]
                              • Subspace Communicator Relay Communication 5 (Subspace, Unlimited; E: Subtle [1]; F: Check Required [Technology, DC16], Limited to within Federation) [ 10 PP ]
                              • Universal Translator Comprehend 4 (Languages: Speak All, Understand All, Understood by All Simultaneously, Read All; F: Limited to Humanoids) [ 4 PP ]
                              • Warp Drive Movement 3 (Space Travel [3]; F: Activation [Standard, -2]) [ 4 PP ]
                              • Shields Protection 5 (E: Impervious [7]; F: Sustained) [ 12 PP ]
                              • AE: Transporter Teleport 12 (4,000 miles, 400 lbs; E: Affects Only Others, Change Direction [1], Change Velocity [1], Extended, Increased Mass [3]; F: Activation [Standard, -2], Check Required [Technology DC16], Limited to Extended, Unreliable) [ 1 PP ]

                              EQUIPMENT ( 165 EP )
                              • Type-X Phaser Arrays Damage 25 (E: Ranged, Split [11]; F: Quirk [Only Usable Every Other Round]) [ 60 EP ]
                              • Type-II Photon Torpedo Launchers Damage 20 (E: Area [Burst, 120'; x3], Extended Range [1], Homing [4], Ranged, Split [2]; F: Activation [Standard, -2]) [105 EP]

                              DEFENSE
                              Dodge (0) Base 16
                              Parry: (0) Base 16
                              Fortitude: -- Base -
                              Toughness: (25/30) Base -
                              Will: -- Base -

                              WORKSHEET
                              Attack 0 Effect 30 Total: 30 (Unarmed)
                              Attack 5 Effect 25 Total: 30 (Phaser Arrays)
                              Dodge 0 Tough. 30 Total: 30
                              Parry 0 Tough. 30 Total: 30
                              Fort. -- Will -- Total: -


                              COMPLICATIONS
                              Duty: Starfleet vessels are tasked with defending the United Federation of Planets, its people its worlds, and their allies.
                              Motivation: To seek out new life and new civilizations. To boldly go, where no one has gone before.
                              Responsibility: Starfleet officers, from the lowest ensign to the highest admirals, all strive to uphold the ideals and not merely the regulations of Starfleet.

                              ABILITIES [ -14 pp ] + SKILLS [ 36 pp ] + ADVANTAGES [ 39 pp ] + POWERS [ 207 pp ] + DEFENSES [ 32 pp ] :: 300 PP TOTAL

                              BACKGROUND
                              Class and Type: Galaxy-class Explorer
                              Commissioning Date: 2356
                              Length: 642.51 m (2,107' 11")
                              Beam: 463.73 m (1,521' 5")
                              Height: 195.26 m (640' 7")
                              Mass: 4,500,000 metric tons (4,960,400 tons)
                              Decks: 42
                              Crew Compliment: 1,100
                              Armament: 12x Type X Phaser Arrays, 3x Type II Photon Torpedo Launchers

                              Star Trek: The Next Generation was a science fiction show created by Gene Roddenberry as part of the greater Star Trek franchise. Set in the 24th century, about ninety years after the original series, the program features a new crew, new perspectives on established cultures (most famously the Klingon Empire as a semi-friendly ally), new antagonists, and a new Enterprise, this time a Galaxy-class starship, registration NCC-1701-D.

                              After struggling for a few seasons trying to establish itself apart from the Original Series, it exploded into one of the most well respected television shows ever made, partially because of a change in direction (Roddenberry had health problems starting around season two of the show's run leading to co-producer Rick Berman taking over most of the show's daily production and his promotion to executive producer during season three) and an increased willingness to experiment with the format and scope of the show, and science fiction as a whole. At 176 episodes in length, it was the longest running Star Trek series at the time, and won many awards for everything from visual effects to writing. Additionally, the series has proved wildly popular in syndication, despite having broadcast its final episode in 1994. To date, in the U.S. alone, it has been broadcast on no less than five different cable / satellite networks, three of which still air the show in prime time.

                              Although much of the show shared the premise of the Original Series, there were also well-placed Story Arcs (something the original series lacked); several episodes that developed each of the individual characters in more depth than any of Kirk's crew ever got; and defining moments for several of the main cast and the odd minor character, in addition to plenty of development for the Romulans, the Vulcans, the Cardassians and the Ferengi. "NexGen" may have begun as a sequel to the Original Series, but in many ways it is the foundation upon which the rest of the Star Trek franchise is built. Star Trek: Deep Space Nine's first few seasons aired alongside the last few seasons of "TNG," and Star Trek: Voyager took the baton from DS9 the same way. The Star Trek: Enterprise newer J.J. Abrams films owe less to this series directly than they do the Original Series, however, indirectly it was TNG that kept the franchise popular enough to allow them to be made.

                              The Galaxy-class of starships is one of the most powerful and innovative in Federation history. Design on the class began in 2343, and the first vessel, the U.S.S. Galaxy was launched in 2356. It incorporates many important technological advances which allow it to perform a wide variety of missions, but its primary missions are long term exploration, scientific investigation, and defense of the Federation. Powerful, utilitarian, and yet elegant, the Galaxy-class Explorer embodies the Starfleet ideal.

                              Built for a lengthy service life, the Galaxy-class contains numerous systems which can be replaced in toto at a spacedock facility. With a crew exceeding 1,000, it's a virtual city in space, and carries many civilians in the form of crew-members' families. Its saucer section can separate from its Engineering hull to take the civilians away from dangerous situations if necessary.

                              The U.S.S. Enterprise (NCC-1701-D) was the Federation flagship and served with distinction prior to its destruction in combat with the Duras sisters in 2371.

                              Build Notes: It's a good thing the Federation goes to such great lengths to pursue diplomacy, negotiation, and non-aggression above all else, because the U.S.S. Enterprise is a beast. Why, if anything, I've downplayed the capabilities of these Galaxy-class starships. A single Constitution-class ship of Captain Kirk's day was capable of decimating planets and they pale in comparison to the power at Picard's command. To make things fit into a usable, playable build, I've concentrated on drawing up the "fighting stats" for the Galaxy-class: shields that can withstand nukes, phasers and torpedoes that can level cities, and sensors that make Superman look myopic. Tractor beams serve as a descriptor for "normal" use of Strength and Dexterity to manipulate objects, probes are part of the descriptor for the sensors, replicators are pure "handwavium" for explaining how the crew gets fed, and the holodeck is pure "GM Fiat" for running a cowboy adventure when you can't come up with anything to do in space... Especially if they're malfunctioning. Again.

                              The ship's huge crew and semi-magical library computer is represented, mostly, by the ship's high Skill Ranks, with an assist from the Eidetic Memory Advantage. With literally hundreds of scientific and engineering geniuses aboard, somebody, somewhere, on some deck, is going to have whatever information the bridge crew asks for. (Probably that snotty "acting ensign" again.) The ship's multiple, redundant, overlapping phaser arrays can split fire to target up to twelve enemies -- although rarely done. For some reason, most space combat that Starfleet gets itself involved involves two or three vessels orbiting a world at matching velocities and line-of-sight ranges politely trading zaps at each other. But, when a Galaxy-class starship does become entangled in a more active fight (usually because the SFX budget increased for the season finale or for a feature film) they get to strut their stuff as the closest thing to a battleship in Starfleet's order of battle.

                              Build Notes II: I've left out the saucer separation. Despite the fact that all Galaxy-class starships are supposedly capable of it, it is very rarely seen... Even after they stopped using the expensive physical models and switched to CGI. If you want to add it, it'd be best represented by a Slow Alternate Form with a Summon built in. The main "battle section" Alternate Form has few ranks of Growth, a slower Impulse Engine Flight Speed, reduced Sensor ranges, and is pretty much the same otherwise. The summoned "saucer section" has less Growth, slower Impulse Engine Flight Speed, reduced "split" ranks on its Phasers, no Photon Torpedoes, and no Warp Drive.
                              Last edited by Batgirl III; 20th May 2016, 11:14 AM.

                              Comment


                              • Re: Batgirl III's Character Thread


                                Starfleet Officers
                                Star Trek Minions

                                Originally posted by The First Duty
                                Capt. Picard: The first duty of every Starfleet officer is to the truth, whether it's scientific truth or historical truth or personal truth! It is the guiding principle on which Starfleet is based! And if you can't find it within yourself to stand up and tell the truth about what happened, you don't deserve to wear that uniform! I'm going to make this simple for you, Mr. Crusher. Either you come forward and tell Admiral Brand what really took place, or I will.
                                Starfleet is the deep-space exploratory and defense service maintained by the United Federation of Planets. Its principal functions include the advancement of Federation knowledge about the galaxy and its inhabitants, the advancement of Federation science and technology, the military defense of the Federation, and the practice of Federation diplomacy. As per its mandate of deep-space exploration, its personnel are frequently brought into contact with cultures and sentient species whose existences were unknown to the Federation. Starfleet officers therefore act as official representatives of the Federation in these cases. Starfleet vessels are also frequently used to ferry ambassadors on diplomatic missions.

                                Science Officers
                                Minion Level 2 ( 30 PP )

                                ABILITIES
                                STR 0 STA 0 AGI 0 DEX 1 FGT 1 INT 4 AWE 1 PRE 0

                                SKILLS: Expertise [Choose Specialization] 6 (+10), Expertise [Science] 4 (+8), Expertise [Starfleet] 1 (+5), Technology 3 (+8), Vehicles 2 (+2)
                                ADVANTAGES: Equipment (6)

                                EQUIPMENT: ( 30 EP )
                                Commbadge Communication 2 (Subspace, One Mile; E: Subtle [1]; F: Limited to Ship and Fellow Crew) [ 7 PP ]
                                Tricorder Senses 13 (Visual: Analytical [All Visual; 2], Detect [Mircowaves & Radiation; 2], Distance Sense [1], Microscopic [Dust; 1]; Radio: Accurate [All Radio; 4], Detect Motion [1], Direction Sense [1], Radio [1]) [ 13 EP ]
                                Type-I Hand Phaser Damage 4 (E: Improved Critical [1], Ranged) [ 9 EP ]
                                AE: Stun Setting Affliction 4 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Improved Critical [1], Ranged) [ 1 EP ]

                                DEFENSES: Dodge: 1 Parry: 1 Fortitude: 0 Toughness: 0 Will: 2

                                ABILITIES [ 14 pp ] + SKILLS [ 8 pp ] + ADVANTAGES [ 6 pp ] + POWERS [ 0 pp ] + DEFENSES [ 2 pp ] :: 30 PP TOTAL

                                Starfleet scientists staff starship laboratories, analyze samples from strange new worlds, and provide scientific solutions for the problems a starship inevitably confronts. The senior Science Officer is responsible for all scientific personnel, and reports directly to the commanding officer, though various scientific personnel may advise the captain in their area of specialization.

                                Members of Starfleet's Science division typically choose an area of specialization. A Science officer with a specialization in astronomy might serve on board a starship in the stellar cartography department, mapping star systems and analyzing stellar phenomena. Other specialists include geologists, hydrologists, sociologists, botanists, and many others.

                                Medical Officers
                                Minion Level 2 ( 30 PP )

                                ABILITIES
                                STR 0 STA 0 AGI 0 DEX 1 FGT 1 INT 3 AWE 2 PRE 0

                                SKILLS: Expertise [Choose Medical Specialization] 5 (+8), Expertise [Science] 2 (+5), Expertise [Starfleet] 2 (+5), Treatment 7 (+10)
                                ADVANTAGES: Defensive Roll (1), Equipment (6)

                                EQUIPMENT: ( 30 EP )
                                Commbadge Communication 2 (Subspace, One Mile; E: Subtle [1]; F: Limited to Ship and Fellow Crew) [ 7 PP ]
                                Medical Tricorder Senses 21 (Detect Lifesigns: Accute [1], Analytical [All Detect; 2], Detect Life [Ranged; 2], Detect Injury/Disease [1], Microscopic [DNA; 3]; Visual: Analytical [All Visual; 2], Detect [Mircowaves & Radiation; 2], Distance Sense [1]; Radio: Accurate [All Radio; 4], Detect Motion [1], Direction Sense [1], Radio [1]) [ 21 EP ]
                                Medical Kit Enhanced Skill (+4 Treatment) [ 2 EP ]

                                DEFENSES: Dodge: 1 Parry: 1 Fortitude: 0 Toughness: 0 Will: 2

                                ABILITIES [ 14 pp ] + SKILLS [ 8 pp ] + ADVANTAGES [ 7 pp ] + POWERS [ 0 pp ] + DEFENSES [ 1 pp ] :: 30 PP TOTAL

                                Since starships seek out new life, they need doctors to investigate the new and unusual lifeforms that they encounter. Starfleet doctors are also responsible for ensuring that a starship's crew stays healthy both physically and mentally. Medical personnel tend to specialize in particular fields, such as surgery, toxicology, or psychiatry.

                                Security Officers
                                Minion Level 4 ( 60 PP )

                                ABILITIES
                                STR 2 STA 2 AGI 1 DEX 1 FGT 3 INT 1 AWE 1 PRE 1

                                SKILLS: Athletics 3 (+4), Close Combat [Unarmed] 3 (+6), Expertise [Starfleet] 4 (+5), Insight 4 (+5), Investigation 4 (+5), Perception 4 (+5), Ranged Combat [Phasers] 2 (+3), Treatment 2 (+3), Vehicles 4 (+5)

                                ADVANTAGES: Accurate Attack, Defensive Attack, Defensive Roll (2), Equipment (4), Improved Disarm, Improved Grab, Improved Hold, Improved Trip

                                EQUIPMENT: ( 20 EP )
                                Commbadge Communication 2 (Subspace, One Mile; E: Subtle [1]; F: Limited to Ship and Fellow Crew) [ 7 PP ]
                                Type-II Hand Phaser Damage 5 (E: Improved Critical [2], Ranged) [ 12 EP ]
                                AE: Stun Setting Affliction 5 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Improved Critical [2], Ranged) [ 1 EP ]
                                As an alternative to the Type-II Hand Phaser, in an emergency situation, some Security Officers will instead be issued:
                                Type-III Phaser Rifle Damage 6 (E: Improved Critical [1], Ranged; F: Inaccurate [1]) [ 12 EP ]
                                AE: Stun Setting Affliction 5 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Improved Critical [2], Ranged) [ 1 EP ]

                                DEFENSES: Dodge: 4 Parry: 4 Fortitude: 4 Toughness: 4 Will: 4

                                ABILITIES [ 24 pp ] + SKILLS [ 15 pp ] + ADVANTAGES [ 12 pp ] + POWERS [ 0 pp ] + DEFENSES [ 9 pp ] :: 60 PP TOTAL

                                Security officers serve on board a starship as combination security guards, police officers, and soldiers. They patrol sensitive areas (both on and off ship), beam into potentially hazardous situations to protect other crewmen, and handle military or tactical emergencies both on ship and planetside.

                                Operations Officers
                                Minion Level 3 ( 45 PP )

                                ABILITIES
                                STR 2 STA 2 AGI 1 DEX 1 FGT 2 INT 1 AWE 0 PRE 0

                                SKILLS: Athletics 2 (+4), Expertise [Choose One] 4 (+5), Expertise [Starfleet] 4 (+5), Technology 7 (+8), Vehicles 7 (+8)

                                ADVANTAGES: Defensive Attack, Defensive Roll (1), Equipment (6)

                                EQUIPMENT: ( 30 EP )
                                Commbadge Communication 2 (Subspace, One Mile; E: Subtle [1]; F: Limited to Ship and Fellow Crew) [ 7 PP ]
                                Tricorder Senses 13 (Visual: Analytical [All Visual; 2], Detect [Mircowaves & Radiation; 2], Distance Sense [1], Microscopic [Dust; 1]; Radio: Accurate [All Radio; 4], Detect Motion [1], Direction Sense [1], Radio [1]) [ 13 EP ]
                                Type-I Hand Phaser Damage 4 (E: Improved Critical [1], Ranged) [ 9 EP ]
                                AE: Stun Setting Affliction 4 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Improved Critical [1], Ranged) [ 1 EP ]

                                DEFENSES: Dodge: 3 Parry: 3 Fortitude: 3 Toughness: 3 Will: 3

                                ABILITIES [ 18 pp ] + SKILLS [ 12 pp ] + ADVANTAGES [ 8 pp ] + POWERS [ 0 pp ] + DEFENSES [ 7 pp ] :: 45 PP TOTAL

                                The largest branch in Starfleet, Operations personnel see to the day-to-day operations of Starfleet facilities. They work in numerous positions, from Flight Control and Operations Management to transporter operation and shuttle pilots. Although all Starfleet personnel are cross-trained on most systems, each tends to have a specific area of expertise.

                                Engineering Officers
                                Minion Level 3 ( 45 PP )

                                ABILITIES
                                STR 0 STA 0 AGI 0 DEX 1 FGT 1 INT 4 AWE 1 PRE 0

                                SKILLS: Expertise [Choose Specialization] 6 (+10), Expertise [Engineering] 4 (+8), Ranged Combat [Phaser] 2 (+3), Technology 6 (+10)
                                ADVANTAGES: Defensive Roll (2), Equipment (8), Inventor

                                EQUIPMENT: ( 40 EP )
                                Commbadge Communication 2 (Subspace, One Mile; E: Subtle [1]; F: Limited to Ship and Fellow Crew) [ 7 PP ]
                                Engineering Tricorder Senses 22 (Detect Technology: Acute [1], Analytical [All Detect; 2], Detect Technology [Ranged; 2], Detect Malfunction [1], Penetrates Concealment [4]; Visual: Analytical [All Visual; 2], Detect [Mircowaves & Radiation; 2], Distance Sense [1]; Radio: Accurate [All Radio; 4], Detect Motion [1], Direction Sense [1], Radio [1]) [ 22 EP ]
                                Engineering Kit Enhanced Skill (+2 Technology) [ 1 EP ]
                                Type-I Hand Phaser Damage 4 (E: Improved Critical [1], Ranged) [ 9 EP ]
                                AE: Stun Setting Affliction 4 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Improved Critical [1], Ranged) [ 1 EP ]

                                DEFENSES: Dodge: 3 Parry: 3 Fortitude: 3 Toughness: 2 Will: 3

                                ABILITIES [ 14 pp ] + SKILLS [ 9 pp ] + ADVANTAGES [ 11 pp ] + POWERS [ 0 pp ] + DEFENSES [ 11 pp ] :: 45 PP TOTAL

                                An Engineer keeps his ship's systems and equipment operating at maximum efficiency. Although engineers specialize in a particular type of engineering -- warp field dynamics, matter/energy conversion, or materials engineering, for example -- All Starfleet engineers must be proficient in a variety of engineering subjects, and senior engineers are usually masters of several fields. Indeed, Starfleet's engineers are (in)famous with most of spacefaring races across the galaxy for their prowess. They might not truly be able to "turn rocks into replicators," but they can come close.

                                Command Officers
                                Minion Level 4 ( 60 PP )

                                ABILITIES
                                STR 0 STA 0 AGI 1 DEX 1 FGT 1 INT 2 AWE 2 PRE 3

                                SKILLS: Athletics 2 (+2), Deception 3 (+6), Expertise [Current Events] 4 (+6), Expertise [Starfleet] 6 (+8), Insight 8 (+10), Intimidation 3 (+6),
                                Investigation 3 (+5), Perception 6 (+8), Persuasion 5 (+8), Treatment 3 (+5), Ranged Combat [Phasers] 2 (+3)
                                ADVANTAGES: Defensive Roll (3), Equipment (4), Leadership

                                EQUIPMENT: ( 20 EP )
                                Commbadge Communication 2 (Subspace, One Mile; E: Subtle [1]; F: Limited to Ship and Fellow Crew) [ 7 PP ]
                                Type-II Hand Phaser Damage 5 (E: Improved Critical [2], Ranged) [ 12 EP ]
                                AE: Stun Setting Affliction 5 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Improved Critical [2], Ranged) [ 1 EP ]

                                DEFENSES: Dodge: 3 Parry: 3 Fortitude: 3 Toughness: 3 Will: 3

                                ABILITIES [ 20 pp ] + SKILLS [ 24 pp ] + ADVANTAGES [ 8 pp ] + POWERS [ 0 pp ] + DEFENSES [ 8 pp ] :: 60 PP TOTAL

                                Members of the Command Branch can be found serving as administrative personnel detailed to various departments throughout Starfleet. They ensure compliance with all Starfleet regulations, assist operations and science personnel, and report to the commanding officer. Command personnel train in a variety of conflict resolution techniques. Command personnel know how to lead, and how to motivate others to follow them.

                                Build Notes: Despite the incredible power of the technology in the setting -- seriously, according to canon sources a standard Type II hand phaser can explode 600 cubic meters of rock into rubble -- the people of the Star Trek franchise really don't seem to warrant an especially high Power Level. Every heroic character is an extremely bright polymath with an amazing grasp of multiple fields of science, advanced mathematics, and refined appreciation for one or more fine arts... But, they're still pretty much normal folks. I've decided its in the interest of gameplay to tone down the power of the phasers. Yes, the Technical Manuals and Official Encyclopedias have oodles of fluff about how the large-scale subatomic disruption of the higher settings can cause moderate-sized objects to vaporize and larger ones to explode... But, really, how often do you see that happen in a Star Trek episode? In a fight scene, the cast pretty much shoots to stun or shoots to incapacitate, they don't go around shooting klingons with the "explode to itty bitty bits" setting... M&M already has very generous rules for damaging defenseless, inanimate objects, so we don't need to worry about it anyway.

                                Tricorders can provide Starfleet personnel with a remarkable amount of information and the ubiquitous commbadges allow for excellent coordination between Away Teams and their ship or between multiple Away Teams in seperate locations. But, when you consider the things that telepaths, teleporters, and similar power-sets allow for in a typical super-hero setting, this isn't that hard deal with.

                                The really incredible thing about Star Trek is the level of skill that seemingly everybody has. Starfleet may only take the best and the brightest, but seemingly everyone in the universe is a genius. Nog and Jake Sisko were presented as more or less average kids for the first few seasons of Star Trek: Deep Space Nine and they were doing university-level mathematics at an age when most American teens these days are still coming to grips with "X + 3 = 6; Solve for X." Which is why the "minions" presented here have some pretty solid Skill ranks and Advantages that you might not expect the background players to have.

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