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The Forge [3E] StarWars: Jedi Scholar, Guardian, and Healer

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Re: The Forge [3E] Trinity

Postby HustlerOne » Fri Sep 07, 2012 11:07 am

Image


Quantakinetic Dark Psion Proxy

PL: 10

Abilities: Str: 3, Sta: 2, Agl: 3, Dex: 3, Fgt: 3, Int: 4, Awe: 3, Pre: 2


Powers: Attunement: Senses 2 (Extended Mental Awareness) (2),

Quantakinesis Aptitude - Taint Resistance: Immunity 20 (Quantum Energy) (20)

Has fifteen Dynamic Alternate Effects from the Modes list below.

Quantum Sensitivity: Senses 4 (Accurate, Extended, Ranged Detect Quantum 2) (4)


Code: Select all
[b]Quantakinesis Modes [/b]

Enhancement - Basic Enhancement: Enhanced Abilities 6 (Extra: Broad),

Heightened Senses: Senses 2 (Extended Hearing, Extended Sight),

Speed Burst: Quickness 9,

Picture of Health: Regeneration 9,

Adaptation: Immunity 6 (Cold, Heat, Pressure, Radiation, Suffocation 2)


Energetics - Energy Production: Perception Move Object 9 (Flaw: Energy only,

Flat: Precise, Variable 1 - Any Energy) 


Quantum Blast: Ranged Damage 9 (Flat: Precise, Variable 1 - Any Energy),

Quantum Shield: Sustained Protection 9 (Extra: Impervious 9,

Flat: Precise, Variable 1 - Any Energy)


Turbulence: Nullify (Psi and Quantum) 9 (Extras: Area, Flat: Precise),

Purify: Affliction 9 (Resisted by Will, Dazed, Stunned, Transformed - Powerless,

Extras: Cumulative, Progressive, Flat: Precise, Flaw: Grab based)


Transmutation - Molecular Scanning: Sense 2 (Analytical Vision),

Molecular Folding: Transform 9 (2 points per rank),

Change of State: Insubtantial 3 (Extra: Attack),

Molecular Mastery: Transform 6 (3 points per rank, Flat: Precise),

Midas Touch: Transform 5 (4 points per rank)



Advantages: Benefit 1 (Cipher), Contacts, Equipment 7, Language 1


Equipment: Bioweave Armor: Protection 3 (Flat: Subtle 1) (4),


31 Equipment points left over.


Skills: Athletics 3 (+6), Close Combat: Unarmed 3 (+6), Expertise: Life Sciences 4 (+8),

Expertise: Philosophy 4 (+8), Insight 2 (+5), Investigation 6 (+10), Perception 4 (+7),

Ranged Combat: Guns 3 (+6), Ranged Combat: Psychic Powers 8 (+11), Stealth 2 (+5),

Technology 4 (+8), Treatment 6 (+10)


Offense: Initiative: +3, Unarmed: +6 (Damage 3), Psychic Powers: +11 (Affliction or Damage 9),


Defense: Dodge: 6, Parry: 6, Fortitude: 7, Toughness: 2/5*/14**, Will: 5

* With Armor
** With Psychic Powers


Abilities: 46, Powers: 56, Advantages: 10, Skills: 25, Defense: 13 = Total: 150


Complications: Hunted: Dark Psions are killed on sight.

Responsibility: Has a responsibility to serve their PSI order.

Secret: Openly using Quantakinesis will mark you as a Dark Psion.


Notes: Quantakinetics are psychics that can mimic the abilities of Novas.
They use Psi energy as gloves to manipulate Quantum energy normally used by Novas.
They basically warp reality through psychic means. They appear to be slightly less
powerful than Novas. However, they have more precise control over their respective
aptitude like other Psions.

In addition, they are not limited to a specific elemental theme such as Fire or
Gravity. They can can produce any kind of energy such as Kinetic, Thermal, and
Sonic just to name a few. They seem to simulate the Elemental Anima Powers in
use by Novas. They are also sensitive to Quantum energy and can detect it's
use in the immediate area.

They can enhance their bodies with Quantum energy much like Mega Attributes
(IE Enhanced Abilities) used by Novas. Quantakinetics can be almost as strong
and tough as some Novas. It's actually kind of similar to the physical powers
used by the Stalwarts (the genetic ancestors of Novas).

Finally they have the power of Transmutation. They can change lead into gold for
example. They could theoretically change matter into Psi energy possibly granting
themselves unlimited Psi energy!

Their greatest power is the ability to shut down a Nova's access to Quantum
energy and their powers! They can even cure the deformations and insanity caused
by excessive Quantum abuse! The "Purify" power was still being refined when it
was developed and was only temporary. However, if given enough time, training, and
more research then it could have been made permanent.

In theory a Quantakinetic could be as powerful as any Nova. They could be as
powerful as Divis Mal perhaps even more so with a Dark Psion's precise control over
Quantum energy. All they really need is a massive amount of Psi energy to control
Quantum energy. So yes it's possible that a Dark Psion could get that energy by
breaking down the matter of a human being. They could suck the needed Psi Energy out
of someone much like a Psychic Vampire...

A quantakinetic could conceivably be a PL: X plot device character. Their full
potential was never seen as their development was cut short. They could be the only
hope in the Aeon universe to take on a True Nova. Other than someone in a Varg Mech
of course. A quantakinetic is not affected by the use of a Nova's Quantum energy or
powers unlike other Psions.


All Quantakinetics were part of the Chitra Bhanu Psi Order. The Psi order was
located in the Bharati Commonwealth. The Bharati Commonwealth is composed of India
and its surrounding neighbors. The Quantakinetics used to be referred to as Chibs.
Now they are all called Dark Psions due to the false conclusion that they were
the same as Novas.

The Quantakinetics were believed to have a secret alliance with the insane Aberrants.
The Chibs were framed and made to look as if aberrancy was commonplace in their
ranks. Almost all of the Quantakinetics were killed by Aeon and the other Psi orders.
Only two dozen managed to escape the massacre of their order.

The above stats are for the Proxy Saraswati Kalyani Bhurano who is the leader and
the most powerful of all Quantakinetics. Bhurano was one of the first Quantakinetics
and has access to all Quantakinetic alternate effects. All of her alternate effects
are dynamic and can be used simultaneously. Only the first alternate effect of each
mode was shown in Canon.
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Re: The Forge [3E] Trinity: Quantakinetic Dark Psion Proxy

Postby HustlerOne » Fri Sep 07, 2012 11:47 am

I wanted to take a little break from the Aliens universe before moving on to the Terminator franchise. I'll have the Predator Mothership up when I can get a decent picture of it.

I also wanted to talk a bit more about the Quantakinetics. The Quantakinetics sort of reminds me of the Bloodbenders and Metalbenders from Avatar the Last Airbender. I only wish they were as powerful as those two examples. It seems only natural that psychics can warp reality considering it's part of the SciFi genre. I'm actually kind of disappointed with the way Trinity handled the Quantakinetics. They seem too weak to take on Novas.

I mean that all of the psychic reality warpers from other SciFi seem so much more powerful. Some notable examples are Alma from F.E.A.R, Anthony Freemont from the Twilight Zone, Jason Ironheart from Babylon 5, Q from StarTrek, The Ancients from Stargate, and Etc. Heck you could even include Jean Grey from Marvel and the Plutonian from Irredeemable. They all warp reality with the powers of their mind.

Having a Quantakinetic be as powerful as a Nova (perhaps more so) would be a great way of proving that Divis Mal was wrong in forcing people down the road of Novas only. It would also give humanity a fighting chance against the invading Aberrant horde. If no viable means of shutting down a Nova can be found then humanity will be forced to use nukes which would be a Pyrhic victory if it means a ruined earth.

Too bad we will never know what fate lies for the remaining Quantakinetics. Would have they
become as powerful as a Nova if given enough time? I do know that they would have probably developed little to no Taint mutations. The powers in their builds were developed in only a brief period of a decade or so. Who knows what would have happened to them and how powerful they would have become.

Personally, I always thought that humanity was screwed in the Aeon Universe. A universe full of mad gods ruling over downtrodden human slaves with no hope. The game was just too stacked against weak ass Psions let alone ordinary humans who had no superscience to defend themselves with. The eventual deaths of the Quantakinetics were really the last nail in the coffin in my opinion. When Aeon, humans, the other PSI orders are hunting down the only people who could cure aberrancy says a lot about the pervasive bigotry amongst the people of earth against any quantum user.
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Re: The Forge [3E] Predator

Postby HustlerOne » Mon Sep 10, 2012 12:19 pm

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Name: Jag'd'dja'atoll Mothership, Size: Colossal (4),

Strength: 21 (5), Speed: 8 (16), Defense: 3 (11), Toughness: 17 (4), Cost: 148


Features: (9) Communications, Computer, Defense System, Hangar,

Holding Cells, Living Space, PowerSystem, Security System 2


Powers: Cloaking Device: Concealment 6 (All Vision, Hearing, Radar) (12),

Communicator: Communications 5 (Radio, Flat: Subtle 1) (21),

Hyperdrive: Movement 2 (Space Travel 2 ) (4),

Sensors: Senses 11 (Accurate, Analytical, Extended 4, Radio [Radar],

Ranged Detect Electromagnetic 2, Infravision, Ultravision) (11)


Optional - Teleporter: Teleport 10 (Extras: Extended, Flaw: Long Range Only) (20)


Weapons: Plasma Beam: Ranged Damage 15 (Extras: Burst 7, Flat: Extended Range 13,

Improved Critical 1) (51)


Notes: The Jag'd'dja'atoll Mothership is the main spaceship in use by a Yuatja Clan.
It houses a entire clan full of elders, hunters, warriors, and possibly their women. The
predator mothership is far superior to its human counterpart the U.S.S Sulaco. It is faster
and tougher than the Conestega Troop Transport. It even has better stealth with a far more
advanced version of the personal cloaking device.

It's only real weakness is that it only has one weapons system. The Plasma Beam however is
more destructive than the weapons mounted on the U.S.S Sulaco. It is shorter ranged though.
A mothership will always strike first with the intention of utterly destroying a opposing ship.

The Mothership can hold live specimens for transport to a hunting reserve planet. A trophy
room full of skulls is set aside on every ship. It also carries droppods and shuttles to
transport a Yuatja down to the surface. The Mothership itself can fly within an atmosphere
due to some kind of antigravity propulsion. It is speculated that a very short ranged
Teleporter is installed on some motherships but cannot be verified at this moment.

Usually has at least 500 Yuatja onboard.
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Re: The Forge [3E] Updates

Postby HustlerOne » Mon Sep 10, 2012 12:40 pm

I finally finished the Aliens universe. The Predator mothership should be a good opponent for the Colonial Marines U.S.S Sulaco Troop Transport. The Predator hunting hounds from Predators were pretty cool. I was thinking of statting them up. However, they're just larger dogs with horns.

My next project is to build the machines of Skynet from the Terminator movies. I updated the index to show which Hunter Killers I'm doing. All of them come from the first two films. Although I did take one or two from Terminator Salvation that looked cool. The rumored third terminator film does not exist! It is a vicious propaganda from Skynet itself to confuse and mislead humans to their doom. :twisted:
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Re: The Forge [3E] Dark Psion Proxy, Predator Mothership, Update

Postby marcoasalazarm » Mon Sep 10, 2012 7:32 pm

Awesome writeup of the Quantakinetic.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Re: The Forge [3E] Dark Psion Proxy, Predator Mothership, Up

Postby HustlerOne » Tue Sep 11, 2012 11:46 am

marcoasalazarm wrote:Awesome writeup of the Quantakinetic.


Thanks for the comment. It's my best approximation of what a Quantakinetic would be like. They
ended up being only as powerful as a average Nova. I might have to redo it and my other psion builds if I decide to do the other PSI orders. Though they should suffice for now.
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Re: The Forge [3E] Terminator

Postby HustlerOne » Tue Sep 11, 2012 11:48 am

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HK Aerial VTOL

PL: 10

Abilities: Str: 8*, Sta: - , Agl: 2, Dex: 0, Fgt: 0, Int: 0 , Awe: 3, Pre: -


Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1) (13),

Construct: Immunity 30 (Fortitude) (30),

Huge Size: Growth 8 (Flat: Innate, Flaw: Permanent) (17),

Light HyperAlloy Armor: Protection 3 (3),

Missiles: Ranged Damage 11 (Extras: Burst 8, Flat: Homing 6) (36),

Plasma Cannon: Ranged Damage 10 (Extras: MultiAttack, Flat: Improved Critical 1 ) (31),

Sensors: Senses 6 (Communications Link with Skynet, Direction Sense, Accurate, Extended 1,

Radio [Radar], Infravision) (6),

TurboFans: Flight 7 (500 mph with Growth) (14)


Advantages: Favored Environment (Air), Improved Initiative 1, Minion 6 (2 Mini-

Hunter Drones), Move By Action


Equipment: None


Skills: Intimidation 0 (+2)*, Perception 7 (+10), Ranged Combat: Plasma Weapons 9 (+9),

Stealth 0 (-8)


Offense: Initiative: +6, Unarmed: 0/+2** (Damage 8 ), Plasma Cannon: +9/11** (Damage 10),

Missiles: +9/11** (Damage 11)


Defense: Dodge: 6*, Parry: -2*, Fortitude: - , Toughness: 11, Will: -2

* With Growth
** With Favored Environment


Abilities: -10, Powers: 150, Advantages: 9, Skills: 8, Defense: -7 = Total: 150


Complications: Disability - Vehicular Body


Notes: The Aerial will probably be one of the first Hunter Killers humans will encounter. It is a VTOL aircraft used to recon unknown areas and support ground troops. It is equivalent to helicopters but can take on fighter jets if necessary. It is unmanned and has no room for a pilot. It does however carry two flying minihunters in a small cargo hold.

A plasma cannon is it's main weapon used against infantry, ground vehicles, and the few aircraft operated by the TechCom resistance. Air to air missiles can be added onto external missile racks. However, Skynet eventually stops arming Aerials with missiles when it achieves total air superiority over the resistance late in the war.

The Aerial is said to be modeled after the skeletons of birds giving it a fearsome undead look to humans.
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Re: The Forge [3E] Terminator

Postby HustlerOne » Wed Sep 12, 2012 11:13 am

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"John Connor: Great I'd rate this rescue about a two.
[John looks over at where they just came from]
John Connor: Maybe a one."


HK Mini-Hunter Drone

PL: 4

Abilities: Str: 0/-3*, Sta: - , Agl: 2, Dex: 3, Fgt: -3, Int: - , Awe: 2, Pre: -


Powers: AeroDyne Fan: Flight 1 (2),

Camera: Feature 2 (Video Camera) (2),

Construct: Immunity 30 (Fortitude) (30),

Diminutive Size: Shrinking 12 (Flat: Innate, Flaw: Permanent) (13),

Plasma Pistol: Ranged Damage 5 (Extras: MultiAttack, Flat: Improved Critical 1 ) (16),

Sensors: Senses 4 (Communications Link with Skynet, Analytical Vision, Infravision) (4),


Advantages: Defensive Roll 1


Equipment: None


Skills: Intimidation 0 (-6)*, Perception 2 (+5), Stealth 0 (+14)*


Offense: Initiative: +3, Unarmed: -3 (Damage -3), PlasmaPistol: +3 (Damage 5)


Defense: Dodge: 0/6*, Parry: -3/3*, Fortitude: - , Toughness: 0/1**, Will: -

* With Shrinking
** With Defensive Roll


Abilities: -22, Powers: 67, Advantages: 1, Skills: 1, Defense: -2 = Total: 45


Complications: Disability - No Limbs


Notes: The Mini Hunter is a small flying drone used primarily for recon. It is
meant to follow humans in tight enclosed spaces such as buildings and tunnels. It's
mounted plasma pistol allows it to harass humans until the main force of Terminators
can come. It's biggest weakness is that it is a fragile design due to its small size.
Resistance fighters can easily take one down with nothing but a bat or club.

A Aerial carries two of these in it's belly.
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Re: The Forge [3E] Terminator

Postby HustlerOne » Thu Sep 13, 2012 11:16 am

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HK Transport VTOL

PL: 10

Abilities: Str: 16*, Sta: - , Agl: 1, Dex: 0, Fgt: 0, Int: 0 , Awe: 2, Pre: -


Powers: Colossal Size: Growth 16 (Flat: Innate, Flaw: Permanent) (33),

Communicator: Communications 4 (Radio, Extras: Area, Selective, Flat: Subtle 1) (25),

Construct: Immunity 30 (Fortitude) (30),

Heavy HyperAlloy Armor: Impervious Toughness 8 (8),

Heavy Plasma Cannons: Ranged Damage 12 (Extras: Burst 12, Flat: Improved Critical 1 ) (37),

Numerous TurboFans: Flight 5 (250 mph with growth) (10),

Sensors: Senses 5 (Communications Link with Skynet, Direction Sense, Accurate, Radio [Radar],

Infravision) (5),


Advantages: Favored Environment (Air), Improved Initiative 1, Move By Action


Equipment: None


Skills: Intimidation 0 (+8)*, Perception 8 (+10), Stealth 0 (-16)


Offense: Initiative: +5, Unarmed: 0/+2** (Damage 16), Plasma Cannons: 0/+2** (Damage 12)


Defense: Dodge: 4*, Parry: -6*, Fortitude: - , Toughness: 16, Will: -3

* With Growth
** With Favored Environment


Abilities: -14, Powers: 148, Advantages: 3, Skills: 4, Defense: 4 = Total: 150


Complications: Disability - Vehicular Body


Notes: The HK Transport is a larger version of the Aerial. It's main duty was to transport
the myriad array of machines made by skynet. It also transported captured humans to be interrogated, experimented, and enslaved. It was sometimes used as a bomber with it's heavier plasma weapons.

The HK Transport has its origins in Terminator 2. Concept art had a four engine Aerial meant as a
bomber. The idea for a larger Aerial was resurrected for Terminator salvation. This unit was
essential since Skynet needed a Transport to carry supplies, troops, and vehicles. It originally
did not carry any weapons but constant attacks from resistance aircraft convinced it to upgrade it.

It can carry 2 Aerials, 1 Harvester Mech (or some other ground vehicle), and 40? Passengers.
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Re: The Forge [3E] Terminator

Postby HustlerOne » Fri Sep 14, 2012 11:03 am

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HK Harvester Mech

PL: 8

Abilities: Str: 12*, Sta: - , Agl: 0, Dex: 0, Fgt: 0, Int: 0 , Awe: 0, Pre: -


Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1) (13),

Construct: Immunity 30 (Fortitude) (30),

Extra Arms: Extra Limbs 2 (2),

Gargantuan Size: Growth 12 (Flat: Innate, Flaw: Permanent) (25),

HyperAlloy Armor: Protection 1 (Extras: 9 Impervious) (10),

Sensors: Senses 5 (Communications Link with Skynet, Direction Sense, Accurate, Radio [Radar],

Infravision) (5),

Shoulder Heavy Plasma Cannon: Ranged Damage 12 (Extras: Burst 12, Flat: Improved Critical 1 ) (37),


Advantages: Fast Grab, Improved Grab, Improved Hold, Startle


Equipment: None


Skills: Intimidation 0 (+6)*, Perception 6 (+6), Ranged Combat: Plasma Weapons 4 (+4),

Stealth 0 (-12)


Offense: Initiative: 0, Unarmed: 0 (Damage 12), Plasma Cannons: +4 (Damage 12)


Defense: Dodge: -1*, Parry: -1*, Fortitude: - , Toughness: 13, Will: -1

* With Growth


Abilities: -20, Powers: 122, Advantages: 4, Skills: 5, Defense: 9 = Total: 120


Complications:


Notes: The Harvester is a giant robot used to "harvest" humans. Their main task
was to gather humans for experimentation and forced labor. It is an older radical design
not particularly common in Skynet's ranks. It is not necessarily meant for combat.
It is probably used more for construction.

A shoulder plasma cannon provides its only defense. It has extra arms to help in it's
endeavor to collect humans. Any human captured would be taken back to a HK Transport
to be returned to a nearby Skynet facility. It Carries Two Moto Terminators in it's legs.
A HK Transport can carry one Harvester.

The Harvester is really not that realistic in real life. I personally don't care because its a cool
giant robot! 8)
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Re: The Forge [3E] Terminator: HK Transport, Harvester Mech

Postby dwellerofthedeep » Fri Sep 14, 2012 2:14 pm

I love these vehicles and robots, Hustler! And good point on the realism of the harvester--As well as nice disregard for it.
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Re: The Forge [3E] Terminator

Postby HustlerOne » Sun Sep 16, 2012 11:10 am

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HK Tank

PL: 10

Abilities: Str: 10*, Sta: - , Agl: -2, Dex: 2, Fgt: 0, Int: -1 , Awe: 2, Pre: -


Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1) (13),

Construct: Immunity 30 (Fortitude) (30),

Huge Size: Growth 8 (Flat: Innate, Flaw: Permanent) (17),

HyperAlloy Armor: Protection 4 (Extras: 7 Impervious) (11),

Plasma Cannons: Ranged Damage 10 (Extras: MultiAttack, Flat: Improved Critical 1 ) (31),

Sensors: Senses 4 (Communications Link with Skynet, Accurate, Radio [Radar], Infravision) (4),

Tracks: Speed 4 (60 mph with growth) (4)


Advantages: None


Equipment: None


Skills: Intimidation 0 (+4)*, Perception 4 (+6), Ranged Combat: Plasma Weapons 8 (+10),

Stealth 0 (-8)


Offense: Initiative: -2, Unarmed: 0 (Damage 10), Plasma Cannons: +10 (Damage 10)


Defense: Dodge: 4*, Parry: -4*, Fortitude: - , Toughness: 12, Will: -3

* With Growth


Abilities: -14, Powers: 110, Advantages: -, Skills: 6, Defense: 3 = Total: 105


Complications: Disability - Vehicular Body


Notes: The HK Tank was the main ground vehicle in use by Skynet. It provided
heavy firepower to Terminator infantry. It was heavily armored and armed at the
start of the war. Gradually the Human resistance had great success in destroying
them later in the war. It was slow, unmaneuverable, and made almost obsolete
by more advanced technology as the war progressed.

It's one saving grace was that Skynet could manufacture them at an unprecedented
rate. It was cheap and simple to construct compared to the more complex Aerial and
Terminators. Nevertheless Skynet would begin plans for its replacement with the
Centurion hoping to make it more survivable to the ever adaptable humans. As a
stopgap measure a small space within was set aside to carry Terminators.

Skynet hoped to better protect its Tanks from infantry attacks by placing Terminator
infantry around it. Later HK Tanks would then act as a kind of APC.
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Re: The Forge [3E] Terminator

Postby HustlerOne » Mon Sep 17, 2012 11:22 am

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HK Centurion

PL: 12

Abilities: Str: 12*, Sta: - , Agl: -1, Dex: 2, Fgt: -1, Int: 2 , Awe: 1, Pre: -


Powers: Communicator: Communications 3 (Radio, Extras: Area, Selective, Flat: Subtle 1) (19),

Construct: Immunity 30 (Fortitude) (30),

Heavy HyperAlloy Armor: Protection 7 (Extras: 12 Impervious) (19),

Heavy Plasma Cannons: Ranged Damage 12 (Extras: Burst 12, Flat: Improved Critical 1 ) (37),

Huge Size: Growth 8 (Flat: Innate, Flaw: Permanent) (17),

Plasma Cannons: Ranged Damage 10 (Extras: MultiAttack, Flat: Improved Critical 1 ) (31),

Sensors: Senses 6 (Communications Link with Skynet, Direction Sense, Accurate, Extended 1,

Radio [Radar], Infravision) (6),

Hydraulic Legs: Speed 5 (120 mph with growth) (5),

Targeting System: Enhanced Ranged Attack 2 (2)


Advantages: Improved Initiative 1


Equipment: None


Skills: Expertise: Tactics 6 (+8), Intimidation 2 (+6)*, Perception 6 (+7),

Ranged Combat: Plasma Weapons 8 (+12), Stealth 0 (-8)


Offense: Initiative: +3, Unarmed: -1 (Damage 12), Heavy Plasma Cannons: +12 (Damage 12)

Plasma Cannons: +12 (Damage 10)


Defense: Dodge: 4*, Parry: -3*, Fortitude: - , Toughness: 15, Will: 2

* With Growth


Abilities: -6, Powers: 166, Advantages: 1, Skills: 11, Defense: 8 = Total: 180


Complications: Disability - No Arms


Notes: The Centurion is the eventual replacement to the HK Tank. Skynet grew increasingly
alarmed that the older HK Tank was being easily disabled by the Human resistance. The Centurion
was built to address the shortcomings of the HK Tank. The Centurion is a walker which bears a
resemblance to a spider. It is said that the front of the Centurion was based on demons giving
it a frightening psychological edge against humans.

The Centurion is one of the most heavily armed and armored hunter killer machine produced in the
war. Unfortunately it is also one of the most expensive as well. It is said that ten HK Tanks
can be manufactured for every Centurion built. The Centurion was also built as a command unit.
It's neural net brain was far more advanced than those of a T-800.

The Centurion would act as a officer to surrounding T-800 Endoskeletons. It provided heavy
firepower to the infantry it commanded. A large contingent of Centurions also guards important
Skynet facilities. The most notable being the praetorian guard placed to protect Skynet's central
core in the Cheyenne Complex.

It was one of the more independent machines under skynet. The Centurions would still continue
the war even if Skynet was destroyed. The Centurions appeared in concept art for Terminator 2.
They might have appeared in the film but were cut for budgetary reasons.
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Re: The Forge [3E] Terminator: HK Tank, HK Centurion

Postby Woodclaw » Mon Sep 17, 2012 1:13 pm

These HK are some really heavy artillery.
I haven't watched Terminator Salvation yet, so I'm not up to speed on skkynet killing machines, but I'm getting a pretty good idea from this thread.
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Re: The Forge [3E] Terminator

Postby HustlerOne » Tue Sep 18, 2012 11:04 am

Image
"Kyle Reese: Listen, and understand. That terminator is out there. It can't be bargained with.
It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not
stop, ever, until you are dead."


T-800 Terminator

PL: 10

Abilities: Str: 8, Sta: - , Agl: 1, Dex: 5, Fgt: 4, Int: 1 , Awe: 0, Pre: - 1


Powers: Construct: Immunity 30 (Fortitude) (30),

Heads Up Display: Senses 10 (Communications Link with Skynet, DarkVision, Distance Sense,

Accurate, Analytical, Extended Vision 2, Infravision, TimeSense) (10),

Hydraulic Legs: Speed 4 (22 mph) (4),

HyperAlloy Armor: Protection 9 (Extras: 7 Impervious) (16),

Vocal Mimicry: Morph 2 (Flaw: Limited to Human Voices) (8)


Optional - Living Tissue Sheathe: Regeneration 1 (Flat: Quirk - Regenerates tissue only) (0)


Advantages: Accurate Attack, Assessment, Benefit 2 (Ambidexterity, Security Clearance),

Diehard, Eidetic Memory, Equipment 6, Favored Foe (TechCom), Fearless, Power Attack, Quickdraw,

Ranged Attack 7, Takedown 2, Tracking


Equipment: Normally a Plasma Rifle (25)

5 equipment points left over.


Skills: Deception 2 (+1), Expertise: History 4 (+5), Expertise: LifeSciences 2 (+3),

Expertise: Science 4 (+5), Expertise: Tactics 4 (+5), Insight 2 (+2), Intimidation 2 (+1),

Investigation 2 (+3), Perception 6 (+6), Treatment 2 (+3), Technology 4 (+5), Vehicles 2 (+7)


Offense: Initiative: +1, Unarmed: +4 (Damage -8), Plasma Rifle: +12 (Damage 8 )


Defense: Dodge: 8, Parry: 6, Fortitude: - , Toughness: 9, Will: 3


Abilities: 26, Powers: 68, Advantages: 26, Skills: 18, Defense: 12 = Total: 150


Complications:


Notes: The T-800 was the most successful killing machine built by Skynet. The Terminator
accounted for nearly half of the humans killed by Skynet. The T-800 was built midway during the
future war. Skynet found to it's frustration that it's larger Hunter Killers could not follow
Humans into tunnels and buildings. Smaller Hunter killers like the MiniHunter were built
but proved to be inefficient.

Skynet then decided what better way to kill humans than by copying the very form of it's own
creators. The early models had unconvincing rubber like skins that only fooled people from a
distance. Later models would nearly be identical complete with sweat and even body odor.
The T-800 was a resounding success. Skynet finally had the perfect weapon to infiltrate the
tunnels used by humans to hide in.

The only real weakness in the design was that it could not fool the sharp senses of dogs. Dogs
for some reason could differentiate between a Terminator and a human. This was of little consequence
as there were either few dogs left or it would already be too late anyway once a human hideout
was identified.

Skynet had no plans to replace the T-800 even with the creation of the T-1000. The T-1000 was too
expensive in terms of resources to be a frontline combatant. The T-800 is made to look like the
grim reaper for psychological warfare. Terminators meant for frontline combat were not given the
living tissue sheathe.
Last edited by HustlerOne on Thu Feb 21, 2013 11:52 am, edited 2 times in total.
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