Sunday, August 31, 2014

John 117 — The Master Chief

Man, do I have a treat for you guys. Today we get to look at the Master Chief; one of the few characters to push our 400 experience limit. This incarnation of him takes us all the way through the end of Halo 4. This also uses information from my Savage Halo conversion (Player Guide and GM Information).

I will not be listing an explanation for every Edge in his description because he has so goddamn many, but I'll go over the gist of why he has what he does.


Name: John
Race: Spartan II
Experience: 400 (Legendary as f*ck)
Agility d12; Smarts d8; Spirit d10; Strength d12+3; Vigor d10
Pace 10; Parry 7; Charisma –2; Toughness 18 (8) (2)
Hindrances: Young, Loyal, Overconfident, Outsider
Edges: Cyborg, Great Luck, Elan, Brave, Command, Combat Reflexes, Improved Dodge, Light Speed Reflexes, Level Headed, Marksman, Spartan Combat Skill, 
Martial Artist, Tactician, Steady HandsNatural Leader, Nerves of Steel, Harder to Kill, Command Presence, Quick Draw, Inspire, Alien Weapons Expert, Shotgun King, Alien Vehicle Expert, Two-Fisted, No Mercy, 
Skills: Climbing d6, Driving d8, Fighting d10, Healing d6, Intimidation d10, Knowledge (Battle) d8, Notice d6, Piloting d6, Shooting d12, Stealth d8, Throwing d10
Cybernetics: Agility +1 step, Strength +2 steps, Dodge, Light Speed Reflexes, Leg Enhancements, Mule, Toughness +2, Vision Enhancement, Spartan Neural Interface
Inventory: MJOLNIR Mk VI (Armor +8, Shields +2, Neural Binding (Pace +2, Agility and Strength +1 step), Radar (Notice +2 vs Stealth), Zoom (Notice +2 at range), Targeting Computer (ignores 1 point of Shooting Penalties), –4 AP, Trauma System), Assault Rifle (2d8+1, AP 3, RoF 3, 24/48/96, 32 Shots), Magnum (2d6+1, AP 4, Semi-Auto, 15/30/60, 12 Shots), Frag Grenade ×2 (3d6, AP 2, Medium Burst, 5/10/20, Heavy Weapon), Cortana.


Boy, do we have a lot to cover. First, I'll go ahead and post the shield rules that I first established in my Arbiter post a couple weeks back.
Energy Shields: Shields provide a flat armor bonus to the wearer (taking priority over any other worn armor and does not stack). The user cannot be Shaken or Wounded by physical damage while the shield is active, and non-Heavy Weapon AP is negated.
When the user would have been Shaken, the shield is Low, and when the user would have taken a Wound, the shield is disabled. When a shield falls, the damage (including armor piercing) is compared against the user's normal Toughness (including worn armor).
Most shields recharge. When a shield is low, and the user isn't hit within a full combat round (regardless of damage), roll a d6. On a 4–6, it goes back to low, then full the next round.
Spartan IIs were picked at a very, very young age and trained extensively. Only about 120 humans in all of UNSC space were selected, being "genetically perfect". To reflect this, all Spartans begin with the Young Hindrance, but also have 3 extra attribute points. They also begin with the Cyborg Edge.

Spartan training pushes them to become perfect warriors; it is intensive and highly comprehensive. They learn tactics on both a small and large scale, melee combat, weapon skills, vehicle operation, and anything else that a soldier might need to not only survive on the battlefield, but to excel. 

At about the age of 14 (60 experience), Spartan IIs received their augmentations and implants. This made them bigger, quicker, stronger, tougher, and all around more terrifying. In addition, the neural interface Spartans are given have an available A.I. slot. It is rare to see a Spartan hit the field with less than 140 experience. Because of this, however, many individuals question exactly how much humanity Spartans have left in them (Outsider).

John, in particular, comes to be known as a "hyper-lethal vector." Cortana attributes this to luck, and looking at the Chief's track record, I'd say that's probably right (Great Luck). He's also said to have an unbreakable spirit (Elan, and later Brave), pushing himself to his limits and beyond on a regular basis.

He is shown to be a highly capable commander, becoming the de facto leader of the Spartan IIs. Intelligent and adaptable, he helped forge not only their physical success, but their tactical capabilities as well (Leadership Edges). Furthermore, the mere presence of a Spartan on the field of battle pushes marines to perform better (Inspire).

The Chief does not like ships, preferring to keep his boots on the ground, but was trained in flight and can make use of ships if he has to. He is also notoriously hard to kill, prompting the Covenant to name him "the Demon." He is accurate with one weapon or two (Two-Fisted and Steady Hands), always seeming to hit the one point that does the most damage (No Mercy).

On top of all of this, the MJOLNIR Mk. VI armor is the most advanced personal armor system in the UNSC. It further augments the Spartan's already impressive capabilities, and provides both shields and a trauma system to take care of any injuries the Spartan might sustain in combat.

Now, we have quite a few custom Edges and abilities here. Spartan Combat Skill is an Edge that allows the Spartan to take an additional action every round with no penalty, though he still may not repeat actions or exceed his weapon's Rate of Fire. Alien Weapons Expert and Alien Vehicle Expert both allow characters to utilize Covenant technology without penalty. Shotgun King allows the user to use shotguns as though they were semi-automatic, letting them Double Tap or Rapid Fire.

As for the cybernetics, Mule has been modified to also increase Size by 1, while Vision Enhancement has been nerfed to only allow for Low Light vision and a +2 to appropriate Notice rolls. Toughness represents the carbide-reinforced skeletal structure of the Spartans, making their bones nearly unbreakable. Lastly, Light Speed Reflexes is a Legendary Edge that allows the user to redraw any initiative cards lower than an 8 in combat.

There you have him: the guardian of humanity! As always, leave questions, comments, and lore rage below.
—DoctorBoson

Saturday, August 30, 2014

Akali — Fist of Shadow

It's a League Double Day! First up is Akali, the assassin! I will be giving her the benefit of the doubt and say her armor actually covers the entirety of her torso.


Name: Akali
Race: Human
Experience: 120 (Legendary)
Agility d10; Smarts d6; Spirit d8; Strength d8; Vigor d8
Pace 8; Parry 7; Charisma 0; Toughness 7 (1)
Hindrances: Vow (M, Preserve Balance), Ruthless (m), Stubborn
Edges: Fleet Footed, Quick, Improved Martial Artist, Two-Fisted, Steady Hands, Dodge, Combat Reflexes, Assassin, Sweep, Heightened Senses
Skills: Climbing d8, Fighting d10, Intimidation d6, Notice d8, Stealth d12, Survival d6, Throwing d10, Tracking d8
Inventory: Leather Armor (Armor +1), Kama x 2 (Str+d6), Smoke Bomb x 10 (as the obscure power).

Akali was trained from her youth by her mother, emphasizing speed and technique over raw strength (Quick, Fleet Footed). By her early teens, she was a master of martial arts (Improved Martial Artist), and her elders realized that she was to be deemed the next Fist of Shadow.

The Fist of Shadow is a member of the triumvirate formed to preserve balance within the world through any means necessary. Her role is simple: kill those that need to be killed (Assassin).

One of her most feared tools is her Smoke Bomb (Twilight Shroud), allowing her to obscure her surroundings and make an easy getaway.

Sweep is to be used as Crescent Slash, hitting her enemies with her twin Kama. Steady Hands allows her to use Shadow Dance and run with a –1 penalty to her attacks instead of a –2.

The only custom Edge here is Heightened Senses, which allows the user to ignore the vision penalties regarding anything that isn't purely visual. This helps her maneuver through her own smoke bombs.

Leave comments down below, and check out Yasuo, our other League Double Day character!
—Doctor Boson

Yasuo — Unforgiven

It's a League Double Day! We have Yasuo, the not-samurai! League of Legends characters have a really nasty habit of not armoring their chest; hopefully it doesn't get him killed by a stray arrow.


Name: Yasuo
Race: Human
Experience: 130 (Legendary)
Agility d10; Smarts d6; Spirit d6; Strength d8; Vigor d8
Pace 8; Parry 8; Charisma 0; Toughness 6
Hindrances: Vengeful (m), Vow (M, Find the Elder's killer), Wanted (m)
Edges: Arcane Background (Wind Technique), Quick, Fleet-Footed, Combat Reflexes, Combat Sense, Rapid Regeneration, Improved First Strike, Dodge, Frenzy, Killer Instinct, Block
Skills: Climbing d6, Fighting d10, Notice d8, Stealth d8, Survival d6, Taunt d4, Wind d10
Power Points: 20
Spells:  Steel Tempest (bolt), Steel Tempest (pummel), Wind Wall (deflection), Sweeping Blade (speed), Last Breath (Havoc)
Inventory: Katana (Str+d8, Raise d8, AP –1), Rope (20 feet), Steel Pauldron (Armor +3, left shoulder), Leather Gauntlets (Armor +1), Leather Greaves (Armor +1).

Yasuo was a powerful student at a renowned Ionian sword academy, and one of the few that have been able to master the legendary Wind Technique (2 powers, 10 PP). However, when Noxus invaded, Yasuo was charged with defending the Elder, but left his post and returned to see the Elder killed. Framed with murder, Yasuo fought his way through the school (Combat Sense, Improved First Strike) and into the wilderness.

His mission of survival forged him into an impeccable warrior, but was eventually hunted down by his brother who he regretfully killed with one strike. His brother revealed that the murderer knew the ancient Wind Technique, and Yasuo vowed to find and kill the man who made him guilty.

All of Yasuo's in-game abilities are represented as spells of the Wind Technique, and the only custom Edge is Accurate Attack (F). This allows Yasuo to ignore two point of penalties with any Called Shot fighting attacks.

Leave comments down below, or just rage at how I messed up the character!
—Doctor Boson

Friday, August 29, 2014

Applejack — Farm Girl

Second pony incoming. Today is Applejack, the Element of Honesty. This uses Edges and information from my My Little Pony: Friendship is Magic conversion.



Name: Applejack
Race: Earth Pony (Abilities listed below)
Cutie Mark: Three Apples

Experience: 75 (Heroic)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d8
Pace 8; Parry 6; Charisma 0; Toughness 6

Hindrances: No Hands, Size –1, Code of Honor, Heroic, Stubborn
Edges: Cutie Mark, Brave, Fleet, Strong Willed, Brawler, Strong Back, Command, Unstoppable, Nerves of Steel, Common Bond, Combat Reflexes

Skills: Climbing d6, Fighting d8, Intimidation d6, Knowledge (Farming) d8, Notice d6, Repair d6, Stealth d6, Taunt d6, Throwing d6

All ponies begin with Size –1 and the No Hands Hindrance (being that they, in fact, have no hands), but can use their tails and mouths to generally manipulate things. They also begin with a Cutie Mark, which provides either a +2 bonus to relevant skills once per session, or a free Edge that ignores all requirements. In addition, Earth Ponies begin play with a d6 Vigor and one free Edge.

Applejack is fast, brave, and strong. Lacking the magic of unicorns and flight of pegasi, she makes up for it in raw muscle and a down-to-earth (no pun intended) attitude. She is frustratingly stubborn, but has a very close connection to her friends. Strong Back has shown up on a couple other characters, but Unstoppable allows the pony to take a level of Fatigue to turn a success on a physical roll (Agility, Strenght, Vigor, or those linked) into a raise.

Working Sweet Apple Acres, her family farm, is her entire life, and her devotion to her family knows few bounds. If she had to choose between them or her friends, who knows what would happen?

Now you've met Ponyville's most reliable farmer. Leave comments and questions below!
—DoctorBoson

Thursday, August 28, 2014

Gregory House — M.D.

We'll go ahead and take a look at every one's favorite *sshole doctor, House! Well, second favorite. Behind Doctor Cox. Anyways, let's jump in.

Name: Gregory House
Race: Human
Experience: 90 (Legendary)
Agility d8; Smarts d12; Spirit d8; Strength d6; Vigor d6
Pace 4; Parry 4; Charisma –2; Toughness 5
Hindrances: Arrogant, Doubting Thomas, Habit (M, Vicodin), Lame, Mean, Stubborn
Edges: Alertness, Rich, Scholar, Strong Willed, Healer, Steady Hands
Skills: Fighting d4, Gambling d6, Healing d12, Intimidation d6, Investigation d8, Knowledge (Medicine) d12, Knowledge (Psychology) d10, Notice d8, Performance d6, Stealth d6, Taunt d10.
Inventory: Cane, Sports Jacket.

House is a genius; he knows more about most everything than most people know about anything. His d12 Smarts is certainly earned over his 8 (?) season run on Fox. He is addicted to Vicodin due to painful muscle atrophy in his leg, and is extremely perceptive. 

He often ends up in areas that would probably be outside of his area of expertise, such as surgery (Steady Hands) and psychological disorders, but he almost always fixes the person right up. He also plays the piano exceedingly well and gets under the skin of every human being he has ever encountered.

Arrogant, Mean, Doubting Thomas, Stubborn, Strong Willed, Rich, and Healing should be pretty self-explanatory

There's House — straightforward and to the point, just as he likes it. Leave questions and comments down below!
—DoctorBoson

Wednesday, August 27, 2014

Lucario — The Aura Pokemon

It's a Pokemon Double Day! First we'll take a good look at Lucario. Due to the nature of Pokemon, we will not be tracking their experience; within their setting, they are basically critters and will be statted as such.


Name: Lucario
Agility d8; Smarts d6; Spirit d10; Strength d8; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 8

Edges: Arcane Background (Aura), Combat Reflexes, Counterattack, Improved Heightened Senses, Martial Artist, Quick
Skills: Aura d10, Fighting d10, Intimidation d6, Notice d8, Stealth d4
Special Abilities:
  • Powers: Lucario possesses 20 Power Points and bolt, quickness, smite, and stun.
  • Size –1: Lucario stands just below four feet.
  • Steel-Type: Toughness +2.

Lucario is the evolution of Riolu, with the notable moves carrying over being Counter (Counterattack) and Force Palm (stun). Lucario possesses the unique ability to see the auras of living creatures (Improved Heightened Senses). Its most notable moves are Aura Sphere (bolt) and Extreme Speed (quickness). In addition, all instances of Lucario outside of the main games have him augmenting his capabilities with aura (smite).

Lucario also typically possesses the ability Inner Focus, which allows him to avoid flinching from attacks (Combat Reflexes). Regarding Spirit, I did this by looking at how difficult the Pokemon is to catch. With a catch rate of 5.9%, a Spirit of d10 seemed appropriate.

While not part of a normal Lucario's moveset, he does possess Double Team in the Smash Brothers games. This is simply the deflect power and can be added if one deems it necessary.

There you have it: Lucario! Scroll down a titch to see our other Pokemon of the day, Charizard, and leave questions and comments as always!
—DoctorBoson

Charizard — The Flame Pokemon

It's a Pokemon Double Day! Our second pocket monster is Charizard, one of the most well known and highly loved Pokemon besides Pikachu. Due to the nature of Pokemon, we will not be tracking their experience; within their setting, they are basically critters and will be statted as such.


Name: Charizard
Agility d8; Smarts d6; Spirit d10; Strength d12; Vigor d10
Pace 6; Parry 6; Charisma 0; Toughness 8

Edges: Nerves of Steel
Skills: Fighting d8, Intimidation d10, Notice d6, Shooting d8
Special Abilities:
  • Claws/Teeth: Str+d4.
  • Fire-Type: Charizard takes +2 damage from all water-type attacks.
  • Flight: Charizard can fly with a Pace of 12" and a Climb of 0.
  • Powers: Charizard possesses 25 Power Points and barrierboltblastburstdamage field, and obscure.
  • Size +1: Charizard only stands at 5'9" but has a lot of body mass.

Charizard, like his previous evolutions, possesses the Blaze ability, which increases his combat effectiveness as his health decreases (Nerves of Steel). Its only notable move from Charmeleon is Smokescreen (obscure). However, the bulk of his power comes from his fire-type attacks. 

Charizard has ember and flamethrower, both represented by bolt (the latter being the 3d6). Flame Burst is blast, while Fire Spin is barrier with a fire trapping. Lastly, Inferno is burst, and Flare Blitz is damage field (likely accompanied by a Wild Attack). Scary Face is shown through its high Intimidation.

As before, Spirit was determined by looking at how difficult the Pokemon is to catch. Charizard is exactly as difficult to catch as Lucario, sitting at a catch rate of 5.9% of the time, and also possesses a Spirit of d10.

There you go: Charizard as he lives and breathes! Leave questions, comments, and so on below. 
—DoctorBoson

Tuesday, August 26, 2014

Sonic the Hedgehog — The Blue Blur

You're too slow! Love him or hate him, Sonic is one of the fastest beings alive, rolling around at the speed of sound (got places to go, gotta follow my rainbow!). We'll try and build him up using the Super Powers Companion.


Name: Sonic
Race: Hedgehog
Experience: 120 (Legendary)
Agility d12+2; Smarts d8; Spirit d10; Strength d8; Vigor d8
Pace *; Parry 7; Charisma 0; Toughness 7
Hindrances: Arrogant, Can't Swim, Distinct Appearance, Heroic, Overconfident, Reckless, Small, Stubborn

Edges: Arcane Background (Super Powers), The Best There Is, Brave, Quick, Elan, Hard to Kill, Combat Reflexes, Improved Dodge, Acrobat, Nerves of Steel, Level Headed, Improved Sweep, Danger Sense, Frenzy, Counterattack
Skills: Fighting d10, Notice d6, Persuasion d6, Piloting d4, Repair d6, Stealth d6, Taunt d10, Throwing d8
Super Powers:
  • Attack, Melee (8): Damage Str+2d6, AP 6, Multiple Attacks. Contingent on speed. (Spin Dash)
  • Extra Actions (9): Three extra actions. (Super speed.)
  • Leaping (2): Can leap 2" vertically and 4" horizontally. Bounce.
  • Speed (22): Super Sonic Speed, –8 to hit. Blinding Reflexes, Catch and Throw, Surface Tension, Whirlwind.
  • Super Attributes (12): Agility +3. Spirit +2. Strength +1.
  • Toughness +2 (2): Dense skin.
Sonic is a standard 4-Color hero with Super Karma, sitting at a clean 55 Power Points. Despite his size, he is very much a thrill seeker, fighting baddies because it's as fun as it is right. His golden heart and unmatchable spirit makes him a threat to any evil-doers, and he'll poke fun at them the whole time.

He is surprisingly tough, even considering his stature. Always cool under pressure, he can rip through robots in the blink of an eye with a smile on his face. He used to own a biplane (for unknown reasons) which he has given to his best friend Tails.

The only homebrew element here is the Can't Swim Hindrance, which means the character will begin to sink by his second round in any water, whether it be a pool or a raging storm. It also means he cannot take the Swimming skill.

There you have the Blue Blur! Questions and comments below, as usual.
—DoctorBoson

Monday, August 25, 2014

Bruce Wayne — The Dark Knight

We're gonna take a second look at Nolan's Batman. When I initially threw him together, I overbuilt really hard and made a couple of exceptions within his levels and Power Points, so I figured it was high time to look over him again and see where exactly the Dark Knight stands. The original stats, as well as updated entries for both vehicles and the Bat Cave, are below this entry.



Name: Bruce Wayne
Race: Human
Experience: 180 (Legendary)
Agility d10; Smarts d10; Spirit d8; Strength d10; Vigor d10
Pace 6; Parry 8; Charisma 4; Toughness 11 (4)
Hindrances: Phobia (m, bats), Overconfident, Vow—no killing (minor), Wanted (M), Lame
Edges: Arcane Background (Super Powers), Attractive, Noble, Filthy Rich, 
Elan, First Strike, Martial Artist, Connections—Wayne Enterprise, Level Headed, Improved Counterattack, Combat Sense, Improved Frenzy, Quick Draw, Marksman, Dodge
Skills: Climbing d6, Driving d6, Fighting d12, Intimidation d10, Investigation d6, Knowledge (Engineering) d10, Notice d8, Repair d10, Shooting d6, Stealth d10, Streetwise d8, Throwing d10
Inventory: Batsuit (Armor +4, –4 AP from ballistics, Armor –2 vs a Raise), Auto-Grapnel (10/20/40), Batarang ×10 (Str+d4, 5/10/20), Cell Phone, Point Grenades ×4 (3d6, AP 4, 5/10/20, single target), Commlink.
Super Powers:

  • Flight (1): Flying Pace 12", Climb 0. Device (–1, Special cape), Limitation (–1, Glider), Limitation (–1, requires both hands).
  • Gifted (2): Genius-level intellect.
  • Heightened Senses (1): Perception, Super Hearing. Device (–1, Bat-Ear—Super Hearing).
  • Invent (12): Level 6.
  • Super Attribute (4): Smarts +2.
  • Super Edge (2): Elan.
  • Super Skill (8): Fighting +1, Knowledge (Engineering) +2, Repair +3, Stealth +1, Throwing +1.
Movie Specific Devices
Batman Begins: Batsuit (Armor +2, –2 AP from Ballistics), Bat Lure (Animal Control [Level 3]; Summonable, Bats only [–2], Summoning takes 2d6 rounds [–1], No communication [–1]), Periscope, (Heightened Senses [Low Light Vision])
Dark Knight: Bat Claw (Attack, Melee [Str+d6], AP 4, One Arm; Strength +1 [contingent on attack, melee]), Bat Bombs (Attack, Ranged [3d6], MBT, 24/48/96, Timed [–1], Lethal, Heavy Weapon, Limitation [–1, 5 shots]), Bat Sonar (Awareness), Bat Fangs (Attack, Ranged [2d6], Limitation (–2, one use)
Dark Knight Rises: EMP Remote (Malfunction, MBT, Limitation (–1, Centered on Self), EMP Rifle (Malfunction, MBT),

————————————————————————————————————————
We finally push the limits of my established ground rules as we tackle Christopher Nolan's Batman. Our second "super" super hero, we're utilizing the Super Powers Companion and the Science Fiction Companion's vehicle rules.



Name: Bruce Wayne
Race: Human
Experience: 400 (Legendary as f*ck)
Agility d10; Smarts d12; Spirit d12; Strength d12; Vigor d10
Pace 6; Parry 9; Charisma 2; Toughness 11 (4)
Hindrances: Phobia (m, bats), Overconfident, Vengeful (m), Vow (M, no guns, no killing), Wanted (M), Lame
Edges: Arcane Background (Super Powers), Attractive, Filthy Rich, 
The Best There Is (invent), Elan, Improved Martial Artist, Combat Reflexes, Improved Counterattack, Improved Dodge, Combat Sense, Level Headed, Nerves of Steel, Block, Brave, Quick Draw, Two-Fisted, Improved Frenzy, First Strike, Marksman
Skills: Climbing d8, Driving d8, Fighting d12+1, Intimidation d10, Investigation d8, Knowledge (Engineering) d10, Notice d8, Piloting d6, Repair d10, Shooting d8, Stealth d12, Streetwise d6, Taunt d6, Throwing d10
Inventory: Batsuit (Armor +4, –2 AP from ballistics), Auto-Grapnel (10.20.40), Batarangs (30, Str+d4, 5.10.20), Commlink.
Super Powers:

  • Flight (3): Flying Pace 12", Climb 0. Device (–1, Special cape).
  • Gifted (2): Genius-level intellect.
  • Heightened Senses (1): Perception, Super Hearing. Device (–1, Bat-Ear—Super Hearing).
  • Invent (14): Level 7.
  • Speak Language (2): Written Word. Genius-level intellect.
  • Super Attribute (8): Smarts +2, Spirit +2.
  • Super Skill (5): Knowledge (Engineering) +2, Repair +3.
Nolan's Dark Knight is a 35 Power Point Street Fighter with Super Karma. After his parents were killed in a shooting as a child, he adhered to his own twisted sense of justice, living among the poor across the world for years. Eventually, the League of Shadows found him, taught him to overcome fear itself (Brave), and trained him as a deadly agent. He turned on them because he refused to execute a man convicted of murder and returned to Gotham, overturning criminals of all kinds.

Batman has trained his mind and body to near-physical perfection, and is a master of many forms of martial arts. Few brave enough to engage him in combat will actually leave with all of their bones unbroken. He also possesses several vehicles and his legendary "Bat Cave," all of which are detailed below.


Name: Tumbler
Heavy Vehicle: Size 6; Acc/TS: 25/55; Toughness: 24 (9); Crew: 1+1; Cost: $986K, Remaining Mods 3
Notes: Heavy Armor ×2, Boosters, Crew Reduction, Ejection System, Four Wheel Drive, Sloped Armor, Speed ×5, Targeting System
Weapons: 
  • Dual Small Cannons (3d10, AP 10) (Fixed)



Name: Bat Pod
Light Vehicle: Size 2; Acc/TS: 20/50; Toughness: 9 (2); Crew: 1; Cost: $815.9K, Remaining Mods 1
Notes: Crew Reduction, Exposed Crew, Handling, Speed ×2
Weapons: 
  • Dual Light Machine Guns (2d8, AP 2, RoF 3) (Fixed)
  • Dual Small Cannons (3d10, AP 10) (Fixed)


Name: The Bat
Heavy Vehicle: Size 6; Acc/TS: 50/200; Toughness: 20 (5); Crew: 1+1; Cost: $1.576M, Remaining Mods 5
Notes: Aircraft, Turbofan; AMCM, Autopilot, Climb ×2, Crew Reduction, Ejection System, Sloped Armor, Targeting System
Weapons: 
  • Dual Medium Cannons (4d10, AP 15) (Fixed)
  • Quad Heavy Machine Guns (2d10, AP 4, RoF 3, Heavy Weapon) (Fixed)


Wayne Manor & Bat Cave (25)
Size: Large; Location: Urban; Condition: Advanced
Rooms (10/2): Garage, Generator, Computer Lab, Hangar, Kitchen & Dining, Personal Quarters ×2, Workshop
Features: Camouflaged

There's the 400 experience powerhouse that is Batman. I've recently opened the floodgates comments to anonymous users, so leave questions, comments, etc. down below!
—DoctorBoson

Sunday, August 24, 2014

Rainbow Dash — 20% Cooler

Yeah, yeah. Ponies incoming. I'll be posting all of the Mane 6 over time, so get used to it.

Our first will be Rainbow Dash, not because best pone but because probably most popular. This uses Edges and information from my My Little Pony: Friendship is Magic conversion.



Name: Rainbow Dash
Race: Pegasus (Abilities listed below)
Cutie Mark: Rainbow Lightning

Experience: 100 (Legendary)
Agility d10; Smarts d6; Spirit d8; Strength d8; Vigor d8
Pace 8; Parry 6; Charisma –1; Toughness 5

Flight Pace 12; Climb 2
Hindrances: No Hands, Size –1, Arrogant, Loyal, Overconfident, Habit (m, Prankster), Doubt (m)
Edges: Flight, Cloudwalker, Sonic Rainboom, Fleet-Footed, Dazzling Display, Weather Touch, Dodge, Combat Reflexes, Manipulate Weather, Arrow Flight, Killer Instinct, Brawler, Common Bond, Top Gun
Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d6, Taunt d8, Throwing d6


So all ponies begin with Size –1 and the No Hands Hindrance (being that they, in fact, have no hands), but can use their tails and mouths to generally manipulate things. They also begin with a Cutie Mark, which provides either a +2 bonus to relevant skills once per session, or a free Edge that ignores all requirements. In addition, pegasi also begin with the Flight ability (Pace 6" and Climb 0) and Cloudwalker, which allows pegasi to interact with cloud material as though it were solid.

Rainbow Dash in particular has traded out her Cutie Mark Edge to instead have access to Sonic Rainbooms at character creation. In addition, she took Fleet (with an additional Minor Hindrance for both her ground and air speed) and Dazzling Display (+1 to Test of Wills rolls and a crazy contrail when you fly).

Dash is one of the greatest fliers in Equestria, and one of the only known individuals in the world that can perform a Sonic Rainboom maneuver. She has a strong sense of will and a very close connection to her friends. She is also highly competative and hates losing.

As captain of the Ponyville Weather Team, she is a master at manipulating clouds, living in a personal cloud house just outside the town. Arrow Flight, Weather Touch, Manipulate Weather, and Top Gun are Edges that let Rainbow Dash pile on the speed and keep control over the skies, and Doubt necessitates that a Spirit roll must be made to Benny any Agility rolls. This was bought off fairly quickly.

So there's Equestria's weather captain in ten seconds flat. Leave comments and questions below.
—DoctorBoson

Saturday, August 23, 2014

Master Yi — Wuju Bladesman

It's a League Double Day! We'll do two heroes from the game League of Legends, since they're so easy to stat and there's so goddamn many of them. First up is Master Yi, the unstoppable pentakilling monster!


Name: Master Yi
Race: Human
Experience: 140 (Legendary)
Agility d8; Smarts d8; Spirit d8; Strength d8; Vigor d8
Pace 8; Parry 9; Charisma 0; Toughness 6
Hindrances: Loyal, Pacifist (m), Vow (Destroy Noxians)
Edges: Arcane Background (Wuju), Fleet-Footed, Fast Healer, First Strike, Improved Frenzy, Block, Steady Hands, Improved Level Headed
Skills: Fighting d12, Healing d6, Investigation d6, Notice d8, Stealth d8, Survival d6, Taunt d4, Tracking d6, Wuju d12
Power Points: 10
Spells: Meditate (boost trait, self), Alpha Strike (speed, self), Highlander (quickness, self)
Inventory: Seven Lenses of Truth (Notice rolls to see things +2, Low Light Vision), Wuju Blade (Str+d8), Short Swords (2, Str+d6), Pot Helm (Armor +3, 50% chance vs headshot), Leather Gauntlets (Armor +1), Plate Greaves (Armor +3).

Master Yi, the last living practitioner of Wuju, is a fast, powerful warrior (Arcane Background (Wuju), grants two powers and 10 PP). Even when he gets hurt, he's up and ready to go in a matter of days (Fast Healer).

He one day returned home to see that it had been destroyed by Noxus. In vengeance, he isolated himself and trained relentlessly. Only with the help of a friend did he realize that he had to let go of his anger to finally master his art (Level Headed).

First Strike and Steady Hands are to be used in tandem with Alpha Strike, allowing Yi to zip around the field of battle and attack multiple enemies. Improved Frenzy replicates double strike (Yi's passive). Wuju style is wrapped up in Meditation (used mostly on Vigor, Spirit, or Fighting).

Leave comments down below, and check out Vi, our other League Double Day character!
—Doctor Boson

Vi — Piltover Enforcer

It's a League Double Day! We'll do two heroes from the game League of Legends, since they're so easy to stat and there's so goddamn many of them. We have Vi, the Piltover Enforcer, built with the new Super Powers Companion.


Name: Vi
Race: Human
Experience: 70 (Heroic)
Agility d8; Smarts d8; Spirit d8; Strength d12+1; Vigor d6
Pace 6; Parry 6; Charisma 0; Toughness 6 (1)
Hindrances: Heroic, Insubordinate (m), Reckless, Arrogant
Edges: Arcane Background (Super Powers), The Best There Is (attack, melee), Thief, Combat Reflexes, Two Fisted, Killer Instinct, Steady Hands
Skills: Climbing d6, Fighting d8, Lockpicking d6, Notice d6, Repair d10, Shooting d6, Stealth d8, Streetwise d10, Taunt d6
Inventory: Hextech Gauntlets, Leather Armor (Armor +1), Goggles.
Super Powers:
  • Armor +8 (1): Device (–1, Hextech Gauntlets), Limitation (–2, Arms only).
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor.
  • Attack, Ranged (5): Range Cone Template, Damage 2d10, Enhanced Damage. Contingent on armor. (She punches the ground, sending up a shockwave of energy and debris.)
  • Leaping (1): Can leap 4" vertically and 8" horizontally. Contingent on armor. (Vi activates rocket boosters on her gauntlets.)
  • Parry +2 (1): Contingent on armor. (The gauntlets help to block attacks.)
  • Speed (1): Pace 12. Contingent on armor. (Vi activates rocket boosters on her gauntlets.)
  • Super Attribute (5): Strength +3. Contingent on armor.

There are only two new Hindrances present here: Insubordinate and Reckless, both rather self explanatory with no mechanical effects.

From a very young age, Vi helped crime groups by aiding them with crazy gadgets and her ability to sneak around unnoticed. Eventually, she turned her back when she abandoned her crew to save trapped miners instead (Heroic). After some time, she was recruited by the Piltover Sheriff's department due to her experience regarding the criminal underworld (Killer Instinct). While she gives her superiors a hard time through her brash attitude, she is also the first to charge in and help those in need.

Vi's Hextech Gauntlets are her bread and butter. Having assembled them from the parts of a damaged robot, they grant her increased strength, as well as modified rocket boosters to propel her towards her foes. Note that she did not gain the Arcane Background (Super Powers) Edge for free, since her setting does not grant this to all major characters.

Her ranged attack emulates Excessive Force, and her speed and leaping abilities help her with both Assault and Battery and Vault Breaker. 

Leave your comments down below and check out our other League Double Day character, Master Yi!
—Doctor Boson

Friday, August 22, 2014

Young Link — Kokiri Adventurer

Today we'll look at Young Link, from Ocarina of Time! As you may have seen, we've already thrown together adult Link from the same game, so this post will be a bit shorter than usual, as I've already explained my reasoning behind most of these levels.



Name: Link
Race: Hylian
Experience: 55 (Veteran)
Agility d8; Smarts d8; Spirit d8; Strength d4; Vigor d4
Pace 6; Parry 7; Charisma 0; Toughness 4
Hindrances: Young, Heroic, Overconfident
Edges: Alertness, Brave, Elan, Arcane Background (Magic), Level Headed, Extraction, Quick Draw.
Skills: Climbing d4, Fighting d8, Notice d6, Riding d6, Shooting d6, Spellcasting d6, Stealth d6, Swimming d4, Throwing d6
Power Points: 10
Spells: Warrior's Gift
Inventory: Kokiri Sword (Str+d4), Deku Shield (Small, flammable), Hiking Boots, Ocarina of Time, Slingshot (2d4, 4/8/16), Boomerang (Str+d4), Bag, Bombs (3d6, Medium Burst Template).


Link, the bearer of the Triforce of Courage, starts with Alertness, Brave, and a Spirit of d8. As he grows through the game, he gets smarter, better, stronger, and picks up the ability to cast spells (hence taken after character creation). He also doesn't purchase any of his spells with Advances, instead learning them from powerful Fairies and gaining them through his story.

Because there are no given stats for both the boomerang or the slingshot, I just threw them together. I'm also back and forth on the Kokiri Sword being a short sword (Str+d6) or a long dagger (Str+d4): the in-game model is dagger length, but many replicas are short sword length. I just made it a dagger for posterity.

I've not added the Ocarina's abilities as Link's spells because all of the device's magic is bound to itself: it's a relic and has its own mystical powers that Link simply taps into.

Questions? Comments? Let me know how I ruined your favorite character down below!
— DoctorBoson

Thursday, August 21, 2014

Thel 'Vadam — The Arbiter

One of my favorite games come from the Halo universe, so it's only reasonable that I finally give a character from Halo a go. And with Halo 2 Anniversary right around the corner, who better to look at than the Arbiter? This uses information from my Halo setting: the player's guide and GM information.



Name: Thel 'Vadam
Race: Sangheili
Experience: 280 (Legendary)
Agility d10; Smarts d10; Spirit d10; Strength d12+2; Vigor d10
Pace 8; Parry 9; Charisma 0; Toughness 15 (6)(2)
Hindrances: Code of Honor, Vow (Defend the Covenant), Vengeful (M), Outsider, Wanted (m)
Edges: Size+2, High-G Worlder, Noble, Quick, Martial Artist, Level Headed, Combat Reflexes, Command, Block, Combat Sense, Improved Dodge, Fervor, Quick Draw, Counterattack, Steady Hands, Nerves of Steel, Alien Weapons Expert
Skills: Driving d6, Fighting d12, Healing d6, Intimidation d8, Knowledge (Astrogation) d8, Knowledge (Battle) d10, Notice d8, Piloting d8, Shooting d10, Stealth d8, Throwing d8
Inventory: Armor of the Arbiter (Armor +6), Personal Energy Shield (Armor +2, absorbs 1 wound, recharge), Active Camouflage (Invisibility, 2 rounds, 2 round recharge), Carbine (2d8+2, 25/50/100, RoF 1, 18 Shots, AP 2, Semi-Auto, Scope), Plasma Rifle (3d10, 12/24/48, RoF 3, 30 Shots, Plasma), Energy Sword (Str+2d10, AP 10), Plasma Grenade (3d10, 5/10/20, Medium Burst).


So, I suppose before I can really explain the awesomeness that is the Arbiter, I have to explain a couple of gear notes.

Plasma: This weapon uses an infinite energy pack. However, after firing the indicated number of times, the weapon must cool down for one round before it can continue to operate. These are considered Heavy Weapons.

Energy Shields: Shields provide a flat armor bonus to the wearer (taking priority over any other worn armor and does not stack). The user cannot be Shaken or Wounded by physical damage while the shield is active, and non-Heavy Weapon AP is negated.

When the user would have been Shaken, the shield is Low, and when the user would have taken a Wound, the shield is disabled. When a shield falls, the damage (including armor piercing) is compared against the user's normal Toughness (including worn armor).

Most shields recharge. When a shield is low, and the user isn't hit within a full combat round (regardless of damage), roll a d6. On a 4–6, it goes back to low, then full the next round.

With this established, let's examine him. Elites begin with a Code of Honor, High-G Worlder, Size +2, and all Attributes at a d6. The Arbiter in particular begins with Quick and Noble, as he a member of the ruling 'Vadam family. He was trained from a young age in the art of combat, and eventually was able to take a four on one fight and come out on top (Combat Sense). After he began his military service, he was granted a fleet commander position, becoming skilled in both flight and command over a vessel.

Alien Weapons Expert allows the character to utilize alien weapons with no penalty. I'm a bit back and forth on this Edge, but I have it to provide incentive for players to utilize their weapons over the infinite ammo, high damage plasma weapons of the Covenant.

Overall, the Arbiter is a highly skilled, intelligent, and deadly military asset, even with an older class of armor.

Wednesday, August 20, 2014

We Require More Minerals — The Workers of StarCraft

So today we have a bit of a special. We'll do not one, not two, but three units from the StarCraft franchise. This time around will be the worker units for each race.



Name: T-280 Space Construction Vehicle
Ultralight Walker: Size 4, Strength d12+4, Toughness 17 (6), Pace 30 (2d6 Run), Cost 1.02M Credits, Remaining Mods 4
Notes: A.I. (Mining and Engineering), AMCM, Armor, Electromagnetic Shielding, Jump Jets, Strength Enhancement

Weapons:
  • Mining Drill (Strength+2d10, AP 4)
  • Grasping Claw (Str+d6)
The basic Terran worker, SCVs are multipurpose mining and construction robots. Only a few are needed to efficiently build and maintain an entire colony. Integrated A.I. systems assist the operator so it can be manned by almost anyone, including space hicks!

This was built using the rules in the Science Fiction Companion.



Name: Drone
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4
Pace: 10; Parry: 5; Toughness: 13 (4)
Special Abilities:
  • Armor +4:  Armored Carapace
  • Burrow (4"): Drones use their claws and an acidic salve to slowly tunnel through the earth.
  • Claws/Teeth: Str+d6
  • Fleet: Running d10
  • Size +3: Drones are the size of a small car.
  • Zerg: All Zerg possess Fearless, Infravision, and Slow Regeneration. In addition, they gain the ability to survive in space (do not breathe and resistant to Cold, Heat, Depressurization, and Radiation), are genetically perfect (Heavy Weapons and Toughness +2), and possess a Hive Mind (Smarts increased by one die type and add +2 to removing Shaken status with a hierarchy present).

Drones care for zerg structures and retrieve minerals to be broken down by certain hive structures. Like all zerg, they are at the peak of genetic perfection, and have the unique ability to place themselves into a gestative state and become part of the hive itself. Within a few weeks, the zerg may have sprawling bases the size of massive cities; within months, entire planets might be consumed.




Cost: 125K
Name: Probe
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d4, Knowledge (Mining) d8, Notice d6
Pace: –Parry: 4; Toughness: 11 (4)(4)
Gear: Particle Beam (3d6, AP 5, Heavy Weapon), Warp Beacons
Special Abilities:
  • Armor +4:  Advanced materials.
  • Flight: Pace 24", Climb 0.
  • Immobile: Probes may only move when using their Flight ability.
  • Size +1: Probes are only slightly larger than people.
  • Shields +4: Probes possess standard energy shields.
  • Weapon Mount (Particle Beam): Probes can utilize particle beams to mine raw materials. These also double as weak tractor beams with a Strength of d10.

In addition to their function as mining robots, probes also have the ability to plant warp beacons to summon protoss structures. These warp in within a matter of hours and some protoss colonies are known to be established over the course of a day.

Protoss energy shields work in an identical manner to those in the Halo universe (see my post on the Arbiter), though are typically more powerful.

This was built using the rules in the Science Fiction Companion.

There you have it: the basic and least deadly combatants present on the average Koprulu Sector battlefield. Leave questions, comments, etc. below as always.
–DoctorBoson