Showing posts with label Science Fiction. Show all posts
Showing posts with label Science Fiction. Show all posts

Tuesday, March 3, 2015

Malcolm Reynolds—Serenity's Captain

Mal needs no introduction. It was only a matter of time before we took a look at anyone played by Nathan Fillion, and it seemed best to start with one of his most famous gorram characters. He seems to be one of the more popular Savaging targets, having been serviced at least two other blogs off the top of my head.

This was actually only through my first viewing of Firefly & Serenity, so I may have missed information from the comics.


Name: Malcolm Reynolds
Race: Human
Experience: 100 (Legendary)
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 6
Hindrances: Heroic, Outsider (m—Browncoat), Wanted (m)
Edges: Brave, Quick Draw, Level Headed, Combat Reflexes, Command, Natural Leader, Charismatic, Dodge, Nerves of Steel, Strong Willed
Skills: Fighting d10, Healing d4, Intimidation d6, Knowledge (Battle) d4, Notice d8, Persuasion d6, Piloting d6, Riding d6, Shooting d10, Stealth d6, Streetwise d6, Taunt d6
Inventory: Revolver (2d6, AP 1, 12/24/48, Revolver, 5 Shots), brown coat

Mal is a veteran of the Unification War, serving with the Independents, and was a sergeant at Serenity Valley: one of the bloodiest battles of the war. As the Alliance took the upper hand and crushed the Independents, Mal bought a Firefly-class freighter and fled to the border worlds to try and survive by taking odd jobs and scratching out his living.

Mal is a good shot and very handy in a pinch, able to keep his head on straight long enough to think up a plan. He's been in a lot of scrapes, so it's only natural for him to be so good at figuring out ways to get out of them. He serves not only as the crew's captain, but as their face, helping to line up the jobs they need to keep flying.

He earned his Healing skill when Shepard was injured in a job gone south, and his Nerves of Steel as Niska tortured him upon capture. His ship, the Serenity, and her two shuttles, are shown below.


Name: Serenity
Large Ship: Size 12, Acc/TS 40/500, Climb 1, Toughness 34 (8), Crew 5+18, Cost $57.25M, Remaining Mods 3
Notes: Atmospheric, FTL Drive, 2×Hangar, Planetary Sensor Suite, 2×Speed, Superstructure (Bulk Cargo)


Name: Endo/Exo-Atmospheric Shuttle
Large Ship: Size 6, Acc/TS 50/700, Climb 3, Toughness 20 (5), Crew 1, Cost $2.14M, Remaining Mods 13
Notes: AMCM, Atmospheric, Planetary Sensor System, Sloped Armor

There you have yet another premier smuggler. Now we can settle all those debates of "Han vs Mal." Post questions and comments and death battle results below!
—DoctorBoson

Tuesday, February 24, 2015

The Rookie—ODST

James doesn't have a last name; the designers of ODST wanted him to fill the roll of the silent protagonist, to further be filled by the player. Our only run in with him is in the Halo 3 standalone ODST, where we get to play as a band soldier among the titular ranks. This time around, we're only looking at the player character, but maybe we'll see Buck sometime.



Name: James
Race: Human
Experience: 90 (Legendary)
Agility d8; Smarts d8; Spirit d8; Strength d8; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 12 (6)
Hindrances: Curious, Loyal, Quirk (Doesn't Talk)
Edges: Alertness, Intuition, Quick, Combat Reflexes, Dodge, Quick Draw, Nerves of Steel, Alien Weapon Expert, Level Headed, Steady Hands, Alien Vehicle Expert
Skills: Driving d6, Fighting d8, Healing d4, Notice d8, Piloting d6, Shooting d10, Stealth d8, Throwing d6
Cybernetics: Neural Interface
Inventory: ODST Armor & Helmet (Armor +5, Negate 4 AP, +4 vs rolls to resist heat, Sealed (15 minutes), Zoom (halves notice penalties at range) Targeting Computer (ignores 1 point of Shooting penalties), Low Light Vision), M7 SMG (2d6, AP 2, 12/24/48, Auto, RoF 3, 60 Shots), M6 Magnum (2d6 +1, AP 4, 15/30/60, Semi-Auto, 12 Shots), M9 Grenade ×2 (3d6, AP 2, Medium Burst, 5/10/20, Heavy Weapon), Ammo.

Not much to be said about the Rookie. Young and new to the corps, he was a soldier that easily could have made the ranks of the Spartan programs if things had been different. Alert, stealthy, and lethal, he navigated the streets of New Mombasa for several hours alone during the battle for Earth, and did a brilliant job of reconstructing the events that had transpired over the course of the battle (with a little bit of help from Vergil, of course). Able to both roll with the hits and take them, and being frighteningly accurate to boot, he is more than a match for a couple of Covenant squads.

What really makes someone like this difficult to convert, being the silent protagonist of a video game, is that not only are his skills dependent on the difficulty of the game, and the skill of the player, but so are his Hindrances. The fact that he is almost religiously silent was an easy quirk to add, but I figured eventually that Loyal was a given considering his goal throughout the game, and (assuming the player searches down the phone booths and weapons caches) he strikes me as rather curious as well. As to the Edges, if you include the targeting computer in his gear, it's simply what enables gameplay as found in ODST: the regenerating health system and gunplay in particular.

Regarding their armor, ODSTs have armor that is a bit stronger than normal UNSC marine or army BDUs, and have particular materials weaved into the armor to help alleviate some of the extreme heat experienced during atmospheric reentry. Their helmets are advanced, with a targeting system, vitals data, a compass heading, data storage, tactical map readouts, and the VISR system, which allows the user to see in darker conditions, and outlining hostiles in red to boot.

Anyways, there's our short blurb on the poster child of ODST. Leave comments and question and such below, and I have a treat being prepared for you folks in the coming weeks.
—DoctorBoson

Saturday, September 27, 2014

Han Solo — Rebel Scoundrel

Finally, we get to see one of the most iconic individuals in cinema history: Han Solo, captain of the Millennium Falcon, and one of the leaders of the Rebel Alliance in the original Star Wars trilogy.


Name: Han Solo
Race: Human
Experience: 100
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 6
Hindrances: Doubting Thomas, Overconfident, Wanted (M)
Edges: Luck, Starship, Dodge, Smuggler, Combat Reflexes, Ace, Marksman, First Strike
Skills: Fighting d8, Gambling d8, Healing d4, K (Astrogation) d6, Notice d6, Persuasion d6, Piloting d8, Repair d6, Shooting d10, Stealth d8, Streetwise d6, Taunt d8
Inventory: Blaster Pistol (2d6, AP 2, 15.30.60)

Han Solo was a low-life smuggler, acquiring his ship through an unspecified game with Lando Calrisian and working with his partner Chewbacca until trouble struck. During one of his jobs, he was boarded by Imperial stormtroopers and jettisoned his cargo load, much to the chagrin of Jabba the Hutt. One fateful day, however, an old jedi master and his friend, Luke, hire Solo to get them to the Alderaan system, kickstarting the fall of the Galactic Empire just a few years later.

Han is a decent fighter and a very talented pilot, always taking the helm when he steps into a vessel. He is also quite the shot, able to peg the heads of bounty hunters and stormtroopers alike at a large distance. Unfortunately, he has very little faith in the power of the Force, chalking it up to luck until nearly the fall of the Empire; one might even find his lack of faith disturbing.

The only custom Edge here is "Smuggler," which allows the user a +2 on Persuasion rolls when speaking to law enforcement officials, as well as a +2 to Stealth rolls when wishing to remain undetected while flying a spacecraft.

Here is the galaxy's premiere smuggler. Leave questions, comments, blah blah blah.
—DoctorBoson

Friday, September 19, 2014

Ezio Auditore — Renaissance Assassin

I'm finally tackling the asshole that broke my 400 XP vow. This only covers Ezio to the end of Assassin's Creed: Brotherhood. Revelations has a handful of extra levels and very different inventory that will be added to the end of this entry.



Name: Ezio Auditore da Firenze
Race: Human
Experience: 450 (Legendary as f*ck)
Agility d10; Smarts d8; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 10; Charisma 4; Toughness 6
Hindrances: Loyal, Vengeful (m), Wanted (M)
Edges: Attractive, Danger Sense, Noble, Brawler, Improved First Strike, Connections (Assassin Order & da Vinci), Block, Improved Counterattack, Extraction, Marksman, Assassin, Two-Fisted, Quick Draw, Combat Reflexes, Frenzy, Florentine, Combat Sense, Dodge, Command, Improved Level Headed, Thief, Trademark Weapon (Hidden Blade), Filthy Rich, Hard to Kill, No Mercy, Nerves of Steel, Martial Artist, Followers, Tactician, Natural Leader
Skills: Boating d4, Climbing d8, Fighting d12+1, Knowledge (Battle) d8, Lockpicking d6, Notice d8, Riding d8, Shooting d6, Stealth d12, Streetwise d6, Swimming d6, Taunt d8, Throwing d10
Inventory: Assassin's Robes, Leather Greaves (Armor +1, Legs), Plate Vambraces (Armor +3, Forearms), Hidden Blade x 2 (Str+d4, –2 to be Noticed), Sword of Altaïr (Str+d8), Hidden Pistol (2d6+1, 5/10/20, 2 action reload), Pouch x 3, Throwing Knives x 8 (Str+d4, 3/6/12), Steel Knuckles (Str+d4, considered Unarmed), Mini Crossbow (2d4, AP 1, 6/12/24), Mini Bolts x 10, Quiver, Smoke Bomb x 2 (as the obscure power), Vial of Lethal Poison (5 uses, Vigor –2), Apple of Eden.

Ezio Auditore was born in Firenze and lived in the late 1400s and early 1500s. Following the murder of his father and brothers, he discovered and took up his father's mantle as a member of the Assassin order, training with his uncle Mario and searching for the Templars involved in the conspiracy against his family. Ezio will do whatever he can to save those he trusts from any danger, no matter how much risk it poses to him or his mission. He is also dangerously vengeful, rarely letting folks get away after doing him wrong.

An attractive, wealthy individual, Ezio has become one of the greatest fighters of all time, able to take on swathes of highly trained soldiers on his own. He has been trained by thieves, mercenaries, couriers, and other assassins to become not only a lethal combatant, but dangerously difficult to spot. Able to gather information, draw out, and execute a plan, he is your worst nightmare if you should ever hope to rob the people of their freedom.

In regard to his combat capabilities, he is most proficient in counterattacking, and his ability to strike down every individual that approaches him before they even have the opportunity to take a swing is invaluable. He is also deadly with his hands, able to stun and disarm opponents to strike them down with their own weapons.

In his more recent years, he has become a brilliant commander, taking charge over the assassin order and commanding a small force of personally trained, lethal killers.



Revelations Inventory: Assassin's Robes, Leather Armor (Armor +1, Legs & Arms), Hidden Blade (Str+d4, –2 to be Noticed), Hook Blade (Str+d4+1, –2 to be Noticed), Sword of Altaïr (Str+d8), Hidden Pistol (2d6+1, 5/10/20, 2 action reload), Pouch x 3, Throwing Knives x 15 (Str+d4, 3/6/12), Dagger (Str+d4), Parachute Pack x 2.


Advances before Death (500 XP):
Smarts d10, Spirit d10, Improved Block, Inspire, Jack-of-All-Trades, Elderly (Investigation d8).

Apple of Eden: This is an artifact left behind by the First Civilization with nearly god-like powers. To best replicate it, I simply used 60 PP from the Super Powers Companion with the following powers:
  • Fear (5): Terror.
  • Illusion (20): Level 8. Obscurement, System Shock.
  • Mind Control (19): Multiple Minds ×7.
  • Paralysis (4): Spirit roll. Strong. (Keeps the target from willing themselves to move).
  • Stun (7): Smarts roll. Large Burst Template, Strong. (Pulse of energy).
  • Super Attribute (5): Smarts +3. Limitation (–1, mind control only).


In addition, the Followers that generally stick with Ezio are experienced Assassins with the following stats (they come out to about 40 XP as player characters):

Agility d8; Smarts d6; Spirit d6; Strength d8; Vigor d6
Pace 6; Parry 7; Charisma 0; Toughness 6 (1)
Hindrances: Vow (M—Assassin Order)
Edges: Extraction, Combat Reflexes, Assassin, Counterattack, one additional Edge
Skills: Climbing d6, Fighting d10, Notice d6, Riding d6, Shooting d8, Stealth d8, Throwing d6, one additional Skill at d6
Inventory: Leather Armor (Armor +1), Throwing Knives (Str+d4, 3/6/12), Hidden Blade (Str+d4, –2 to Notice), Hidden Gun (2d6+1, 5/10/20), Smoke Bomb (as per obscure), various weapons.

So there's Ezio, from his childhood to his death, along with his trusted assassin followers; easily one of the most terrifying individuals I've thrown together to date. Questions, comments, and anger below!
—DoctorBoson

Saturday, September 13, 2014

James Raynor—Rebel Leader

We take a look at the StarCraft universe once again to see a hero unit—the leader of Raynor's Raiders, Jimmy! We're only going up to the end of Brood War and the expanded universe, because StarCraft 2 makes me want to murder babies.



Name: James E. Raynor
Race: Human
Experience: 180 (Legendary)
Agility d8; Smarts d8; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 16 (10)
Hindrances: Heroic, Loyal, Habit (M, Alcohol)
Edges: Brave, Brawler, Charismatic, Dodge, Quick Draw, Combat Reflexes, Command, Rock and Roll!, Natural Leader, Followers, Inspire, Tactician

Skills: Driving d10, Fighting d8, Intimidation d6, Knowledge (Battle) d8, Knowledge (Farming) d6, Notice d6, Persuasion d6, Repair d6, Shooting d10, Stealth d6, Streetwise d8, Throwing d6
Inventory: CMC-225 Armor (Armor +10, Zoom (Notice +2 at range), Magnetic Grapples, Strength +2 steps, Targeting Computer, Heavy Armor), C-14 Assault Rifle (2d8+1, AP 4, RoF 3, 24/48/96, 100 Shots), Revolver (2d6+1, AP 2, Revolver, 12/24/48, 6 Shots).





Name: Vulture
Light Vehicle: Size 2; Acc/TS: 20/50; Toughness: 9 (2); Crew: 1; Cost: $11.2K, Remaining Mods 0
Notes: Crew Reduction, Exposed Crew, Hover Vehicle, 2x Speed, Spider Mine Dock (4d6 damage)
Weapons: 
  • AGP-2 Grenade Launcher (3d8, Small Burst Template) (Fixed)
Raynor is a legendary freedom fighter, leading his band of men across the sector on jobs to overthrow Emperor Arcturus. He started off as a young farm boy who joined up with the Confederate military back during the Guild Wars. Showing an immediate aptitude for leadership (Command, Natural Leader) and good aim, Raynor rose through the ranks on the blood of his enemies, but was eventually framed by the corrupt powers that be. 

Years later, after his friend turned himself in so Raynor could escape, he found himself the Marshall of a town on the backwater world of Mar Sara. Always quick on the draw with his trusty revolver (Quick Draw) and his aged CMC-225 armor, he ended up assisting the rebel extremist Arcturus Mengsk, eventually leaving his organization due to bitter feelings over Kerrigan's fate.

Strong, both in will and in muscle, he eventually started his own rebel group to fight the oppressive government Arcturus established. He has become an even better leader, and (as the face of the organization) has learned to be a rather Charismatic fellow.

With his armor or without, James Raynor is not a soldier you want to run into on the battlefield.
—DoctorBoson

Monday, September 1, 2014

Mega Man — Blue Bomber

Today, we have DLN-001! Continuing the evident trend of making Smash Bros. characters, we'll throw together classic Mega Man using the Super Powers Companion.



Name: Rock
Race: Android
Experience: 80 (Legendary)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 5; Charisma 0; Toughness 11 (6)
Hindrances: Overconfident, Small, Pacifist (m), Loyal

Edges: Arcane Background (Super Powers), The Best There Is (Copycat), Brave, Dodge, Combat Reflexes, Steady Hands, Elan, Marksman, Extraction, Nerves of Steel, Rock and Roll!

Skills: Climbing d4, Driving d6, Fighting d8, Notice d6, Piloting d6, Shooting d10, Stealth d6, Throwing d6
Super Powers:
  • Armor (2): Armor +6. Requires Activation.
  • Attack, Ranged (9): Range 12/24/48, Damage 2d6, RoF 3, AP 2, Heavy Weapon. Contingent on armor. (Mega Buster.)
  • Attack, Ranged (12): Range 12/24/48, Damage 3d10, AP 8, Enhanced Damage, Heavy Weapon. Switchable (Primary with Mega Buster). Contingent on armor. (Charge Shot.)
  • Construct (8): +2 to recover from being Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Copycat (28): Level 22. Devices, Duration, Versatility (+2). Limitation (–1, defeat Robot Masters).
  • Leaping (1): Can leap 2" vertically and 4" horizontally. (Booster Jets.)
  • Teleport (4): Traverse. Limitation (–2, Traverse only).
Otherwise known as Rock, Mega Man is an android invented by Doctor Light. With a heart of gold, Mega Man is the first to jump into action whenever Wily puts one of his schemes of world domination into play (Overconfident, Brave, Elan). He comes out as a Four-Color Super Karma hero for a total of 55 Power Points.

One of Mega Man's most frightening abilities is his Weapon Copy System, which allows him to store the special attacks of Robot Masters and use them himself! Although this requires him to defeat the Master, he has acquired a wide variety of moves, including flaming swords, incredible strength, and even shields.

His primary weapon, however, is his Mega Buster, which fires rapid bursts of powerful solar pellets at his enemies. He also has the ability to teleport long distances, though this uses a lot of power and takes a few moments of concentration. 

Mega Man's intense Strength comes from the fact that he throws a wide variety of his weapons, as well as the powerful Mega Uppercut and his slide attack. He is a good shot, both standing and charging (Marksman, Steady Hands, Rock and Roll!), and is a highly agile and determined fighter (Dodge, Combat Reflexes, Nerves of Steel, Extraction).

So there's Mega Man! Leave questions, comments, etc below, as per usual.
—DoctorBoson

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

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

Monday, August 18, 2014

Darth Maul — Sith Assassin

UPDATE: I've again revisited an old post. Here's some new numbers for this Sith Warrior.


Name: Darth Maul
Race: Zabrak
Experience: 120 (Legendary)
Agility d8; Smarts d6; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 9 (1); Charisma –4; Toughness 7
Hindrances: Uncouth, Mean, Obligation (M—Emperor), Overconfident, Ruthless (M), Vengeful (M)
Edges: Harsh Environment, Force Sensitive, Force Affinity, Force Warrior—Sith, Arcane Background (Force), Lightsaber Proficient, No Mercy, Force Training, Aspect Mastery (Control), Clear Mind, Combat Reflexes, Counterattack, Acrobat, Frenzy, Hard to Kill, Nerves of Steel, Killer Instinct.
Skills: Driving d6, Fighting d10, Force d8, Intimidation d10, Knowledge (Astrogation) d4, Notice d6, Piloting d6, Repair d8, Stealth d6, Streetwise d6
Powers: Push (pummel), Battle Mind (boost trait, self), Rage (warrior's gift, self), Surge (leap, quickness)
Dark Side Taint: 4
Inventory: Saberstaff (Parry +1, Str+d10, AP 10, +d10 Raise), electrobinoculars (Notice +2 at a distance), sith robes

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Maul, of Darthomir. Taken under the wing of Darth Sidious as a child, he was trained as to be a powerful killer, his rage nearly unparalleled. Most of the new Edges and Powers below can be found within my Star Wars conversion, which is still very much a work in progress.


Name: Darth Maul
Race: Zabrak (with a +2 to Notice rolls, +1 Toughness, a +2 to resist heat and cold fatigue, and –2 charisma for being "uncouth!")
Experience: 150 (Legendary)
Agility d8; Smarts d6; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 9; Charisma –4; Toughness 7
Hindrances: Uncouth, Overconfident, Ruthless (M), Vengeful (M), Mean
Edges: Harsh Environment, Notice +2, Force Sensitive, Elan, Nerves of Steel, Sith, Arcane Background (Force), Lightsaber Defense, Connections (Sith Order), No Mercy, Sith Warrior, Block, Aspect Master (Control), Killer Instinct, Improved Frenzy, Hard to Kill
Skills: Driving d6, Fighting d10, Force d8, Intimidation d10, Notice d6, Piloting d6, Repair d10, Stealth d8, Taunt d6, Tracking d6
Powers: Push (pummel), Battle Mind (boost trait, self), Rage (warrior's gift, self), Crush (bolt), Leap
Dark Side Taint: 3
Inventory: Saberstaff (Parry +1, Str+2d10, AP 10), Sith robes

Most of Maul's Hindrances came from his backstory according to the Star Wars wiki. The only one that manifests in the film is Ruthless, and even then it's a bit iffy. It's also worth noting that my Star Wars setting uses the No Power Points setting rule.

Ever since he was a child, his tenacity and drive to succeed pushed him to excel in everything he put his mind to (Elan and Killer Instinct). Sidious eventually found Maul and took him to train, starting with putting him through unbearable torture (Nerves of Steel).

He is a master of combat, preferring to use his saberstaff and augmenting his already impressive abilities through focusing his anger. He is also a skilled mechanic, building and repairing droids as he needs them.

His Driving and Tracking are based off of the movie, where he manages to hunt down Qui-Gon from like a quarter of the way across the galaxy. He also qualifies for Strong Willed, though he doesn't quite have it. While certainly intimidating (and cruel), this is moreso reflected by his push to succeed that just being a stone wall of willpower.

Lastly, the saberstaff. I've upped the damage on energy weapons throughout all of my settings. High AP, even getting grazed is probably going to leave you Shaken, if not severely wounded.

So, there's Maul, our second villain. Questions, comments, etc.
— DoctorBoson