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

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Re: The Forge [3E] Captain Power

Postby HustlerOne » Wed Oct 17, 2012 10:51 am

Image
"Captain Jonathan Power: Don't ever say that Christine, not even as a joke. Never say a machine is more important than a human."


Captain Johnathan Power - Without powersuit

PL: 8

Abilities: Str: 2, Sta: 2, Agl: 2, Dex: 1, Fgt: 6, Int: 5, Awe: 2, Pre: 5


Powers: None


Advantages: Accurate Attack, Benefit 6 (Captain), Equipment 7, Favored Foe (Constructs),

Improved Disarm, Inspire 1, Leadership, Luck 1, Quickdraw, Ranged Attack 3, Redirect, Setup,

Taunt, Teamwork


Equipment: PoleStaff: Strength based Damage 3 (Flat: Reach) (4),

Power Blaster: Ranged Damage 6 (Extras: Multiattack, Flat: Penetrating 6) (24),

Starbit: Ranged Damage 2 (Flat: Burst 2, Multiattack 1) (7)


Skills: Athletics 6 (+8), Deception 4 (+9), Expertise: Soldier 6 (+11),

Expertise: Tactics 4 (+9), Insight 2 (+4), Investigation 2 (+7), Perception 4 (+6),

Persuasion 4 (+9), Ranged Combat: Energy Weapons 6 (+10), Stealth 4 (+6),

Technology 4 (+9), Vehicles 8 (+9)


Offense: Initiative: +2, Unarmed: +6 (Damage 2), Power Blaster: +10 (Damage 6 ),

PoleStaff: +6 (Damage 5), Starbit: +4 (Damage 2)


Defense: Dodge: 7, Parry: 6, Fortitude: 5, Toughness: 2, Will: 10


Abilities: 50, Powers: 0, Advantages: 27, Skills: 27, Defense: 16 = Total: 120


Complications: Honor: Believes in the Sanctity of all life and will not kill.


Notes: Captain power is the commanding officer of the soldiers of the future. He technically
has the rank of a colonel rather than of a Captain. He's called a captain due to being in command of
the jumpship. Johnathan Power has spent his early life training in preparation for the day he would
fight BioMechs during the Metal wars. His Father Doctor Stuart Powers died saving him from Lord Dread.

Johnathan Power has sworn to defeat Lord Dread ever since that fateful day.

Captain power is sort of a jack of all trades. He's not particularly specialized like his teammates.
In return he can cover their assigned duties in a emergency. He's does not specialize in any
particular weapon or fighting style either. Captain power is a very versatile character and is a good benchmark for the rest of his team.

These stats can also be used for Lord Dread if needed. Lord Dread is similar enough to Captain power in terms of stats. The primary difference being that Lord Dread is a cyborg with immunity to fortitude. Lord Dread was also more of a scientist than a fighter. So feel free to reassign physical skills for scientific ones.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Wed Oct 17, 2012 10:52 am

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"Captain Power: Power On!"


Captain Johnathan Power - With powersuit

PL: 10

Abilities: Str: 2/11*, Sta: 2, Agl: 2, Dex: 1, Fgt: 6, Int: 5, Awe: 2, Pre: 5


Powers: PowerSuit: (70), Removable -18

Body Armor: Immunity 2 (Digitization), Protection 11 (Extra: 11 Impervious) (24),

Biologically Attuned: Feature 2 (Restricted to first wearer only) (2),

Communicator: Communications 4 (Radio, Extra: Area, Selective, Flat: Subtle 1) (24),

Jump Pack: Leaping 6 (6),

Myomer Musculature: Enhanced Strength 9 (18),

Onboard Computer: Feature 1 (Computer) (1),

Sensor System: Enhanced Improved Aim, Immunity 5 (Dazzle Effects), Senses 6 (Accurate,

Extended Radio [radar], Extended sight 2, Distance Sense) (12),

Uncharged State: Feature 1 (Transform into suit with free action) (1)


Optional Full Helmet: Limited Life Support: Immunity 5 (Heat, Disease, Poison, Radiation,

Suffocation 1) (5), New Final Cost: (74)


Advantages: Accurate Attack, Benefit 6 (Captain), Equipment 7, Favored Foe (Constructs),

Improved Disarm, Inspire 1, Leadership, Luck 1, Quickdraw, Ranged Attack 3, Redirect, Setup,

Taunt, Teamwork


Equipment: PoleStaff: Strength based Damage 3 (Flat: Reach) (4),

Power Blaster: Ranged Damage 6 (Extras: Multiattack, Flat: Penetrating 6) (24),

Starbit: Ranged Damage 2 (Flat: Burst 2, Multiattack 1) (7)


Skills: Athletics 6 (+8), Deception 4 (+9), Expertise: Soldier 6 (+11),

Expertise: Tactics 4 (+9), Insight 2 (+4), Investigation 2 (+7), Perception 4 (+6),

Persuasion 4 (+9), Ranged Combat: Energy Weapons 6 (+10), Stealth 4 (+6),

Technology 4 (+9), Vehicles 8 (+9)


Offense: Initiative: +2, Unarmed: +6 (Damage 2), Power Blaster: +10 (Damage 6 ),

PoleStaff: +6 (Damage 14)*, Starbit: +4 (Damage 2)


Defense: Dodge: 7, Parry: 6, Fortitude: 5, Toughness: 2/13*, Will: 10

*With powersuit


Abilities: 50, Powers: 70, Advantages: 27, Skills: 27, Defense: 16 = Total: 190


Complications: Honor: Believes in the Sanctity of life and will not take a life.

PowerLoss: Too much damage will deplete the suits energy reserves faster.


Notes: Captain power's personal powersuit was probably the prototype which would form the
basis for all the other powersuits. Captain power's suit like it's wearer is rather average. It
has no unique equipment except for it's jumppack. It has no built in weapons so the wearer must
use standard infantry weapons.

Presumably it has better communications and sensors to allow the wearer to be a officer.
It's jumppack allows good mobility and can jump more than a street block. This powersuit does
not have a enclosed helmet and therefore lacks lifesupport. Although a fully enclosed helmet
was seen in use in one mission.

The full capabilities of this suit are unknown.

I actually find Captain power's suit to be rather boring if it wasn't for the cool jumppack.
It looks cool and all with its bright gold exterior. In real life that shining look would make
you a huge target. The lack of a enclosed helmet also hurts in that the wearer is vulnerable
to tear gas and other biochemical weapons.
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Re: The Forge [3E] Captain Power and the Soldiers of the Fut

Postby HustlerOne » Wed Oct 17, 2012 11:05 am

prodigyduck wrote:I beleive there is a scene that shows up in the intro of the later episodes. It shows Tank smashing through a brick wall then standing there, looking all menacing.

For that scene, the set-building crew thought it would be funny if they actually mortared the bricks, so it would be a solid wall; not a breakable wall as is ususally used in these scenes. Sven would bounce off the wall and everyone would get a laugh. Ha ha ha!

That's not what happened.

No... Sven smashed through the wall! Then he looked all menacing.

The set crew ran for their lives!

When asked about the event, Sven said something akin to (remeber to read it in an accent): "After smashing through the wall, I didn't know what to do. I was completely stunned. All I could do was stand there."



That is the most hilarious practical joke I have ever heard. :lol: Now just imagine if Sven really was a genetically engineered supersoldier with strength enhancing powerarmor. When I was building Tank I thought I was making him too powerful. Now I learn he can go through walls even without powerarmor in real life!

Oh, by the way I like showing people with powerarmor outside of their suits. It's just to show how much of a Badass they are even without their powerarmor like Sven apparantly. :lol: That and it's nice to see the human face behind the mask.
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Re: The Forge [3E] Captain Power: Captain Jonathan Power

Postby Woodclaw » Wed Oct 17, 2012 2:48 pm

Nice work, just a small note about Power's rank. On a old wiki on the show it was noted that the ranks on his uniform looks more like those of the U.S.Navy instead of army. If this is correct he should be a Navy Captain, which would make him roughly equivalent to Army colonel.
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Re: The Forge [3E] Captain Power: Captain Jonathan Power

Postby HustlerOne » Thu Oct 18, 2012 11:43 am

Woodclaw wrote:Nice work, just a small note about Power's rank. On a old wiki on the show it was noted that the ranks on his uniform looks more like those of the U.S.Navy instead of army. If this is correct he should be a Navy Captain, which would make him roughly equivalent to Army colonel.


I can't really tell which branch of the military he had rank with. Although the benefit 6 advantage should cover either the army or navy. It's funny that Christine (aka Freedom One) pointed out his so called codename sounds kind of campy not figuring out it's his real name and rank.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Thu Oct 18, 2012 11:45 am

Image
"Lieutenant Michael 'Tank' Ellis: (reading a plaque aloud) They shall beat their swords into plowshares and their spears into pruning hooks. Nation shall not lift up sword against nation and study war no more.
Corporal Jennifer 'Pilot' Chase: What's that from?
Lieutenant Michael 'Tank' Ellis: From something called the Good Book. I don't suppose it was required reading in the Dread Youth?
Corporal Jennifer 'Pilot' Chase: No. It's a wonderful idea. Good words to live by."


Corporal Jennifer "Pilot" Chase - Without powersuit

PL: 8

Abilities: Str: 1, Sta: 2, Agl: 4, Dex: 6, Fgt: 3, Int: 3, Awe: 6, Pre: 4


Powers: None


Advantages: Benefit 1 (Corporal), Defensive Attack, Defensive Roll 2,

Equipment 7, Favored Environment (Air), Favored Foe (Constructs), Improvised Tools,

Improvised Weapon, Inventor, Skill Mastery 2 (Technology, Vehicles), Teamwork


Equipment: Power Blaster: Ranged Damage 6 (Extras: Multiattack, Flat: Penetrating 6) (24),

Proton Spanner: Lock Release Gun, Multitool (2)

Crysblade: Strength based Damage 2 (Flat: Improved Critical, Penetrating 2) (5)


Optional: 4 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 8 (+12), Athletics 2 (+3), Close Combat: Unarmed 2 (+4), Deception 2 (+4),

Expertise: Pilot 6 (+9), Expertise: Popular Culture 2 (+5), Insight 2 (+6), Perception 4 (+10),

Persuasion 6 (+10), Ranged Combat: Energy Weapons 2 (+8), Stealth 4 (+8), Technology 6 (+10),

Treatment 4 (+7), Vehicles 12 (+18)


Offense: Initiative: +4, Unarmed: +5/7* (Damage 1), Power Blaster: +8/10* (Damage 6 ),

Crysblade: +5/7* (Damage 3)


Defense: Dodge: 6/8*, Parry: 6/8*, Fortitude: 3, Toughness: 2/4**, Will: 12

* With Favored Environment
** With Defensive Roll


Abilities: 58, Powers: 0, Advantages: 19, Skills: 31, Defense: 12 = Total: 120


Complications: Former Dread Youth: Pilot used to belong to the infamous Dread youth

when she was younger.


Notes: Jenifer Chase was the only girl on Captain power's team. She was the designated pilot of the Jumpship. She was the best pilot on the team. Jenifer was quite good with technology and was the one who did maintenance work on the jumpship. She also served as the team medic.

Jennifer made use of a Proton Spanner which was a screwdriver like tool. The Proton Spanner was used to unlock doors or be a all purpose tool used for repairs. The Proton Spanner can be used as a weapon acting like a knife if Jennifer becomes desperate enough for a weapon.

Jennifer once belonged to the Dread youth when she was younger. The Dread youth indoctrinated humans into serving the BioDread empire. The Dread youth had a lot in common with the Hitler youth from Nazi Germany (complete with fascist uniforms of course). Captain power was able to convince her to leave the Dread youth and join his team instead.

There might have been some unrequited love between her and captain power. It was hinted at throughout the first season. It was never resolved due to the show being cancelled and her probable demise.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Thu Oct 18, 2012 11:48 am

Image
"Captain Jonathan Power: (after a crash landing) Not one of your better landings.
Corporal Jennifer 'Pilot' Chase: (snorts) Well excuse me, co-pilot. Any landing you can walk away from. (Power winces in pain when he tries to get up. Pilot cuts open his trouser leg) I take it back, you're not walking anywhere with that."


Corporal Jennifer "Pilot" Chase - With powersuit

PL: 10

Abilities: Str: 1/9***, Sta: 2, Agl: 4, Dex: 6, Fgt: 3, Int: 3, Awe: 6, Pre: 4


Powers: Pilotsuit: (45), Removable -12

Biologically Attuned: Feature 2 (Restricted to first wearer only) (2),

Communicator: Communications 2 (Radio, Flat: Subtle 1) (9),

Light Body Armor: Immunity 2 (Digitization), Protection 10 (Extra: 10 Impervious) (22),

Light Myomer Musculature: Enhanced Strength 8 (16),

Optical Visor: Immunity 5 (Dazzle Effects), Senses 2 (Extended sight 1, Distance Sense) (7),

Uncharged State: Feature 1 (Transform into suit with a free action) (1)


Optional Helmet: Limited Life Support: Immunity 5 (Cold, Disease, Poison, Radiation,

Suffocation 1) (5), New Final cost of suit: (49)


Advantages: Benefit 1 (Corporal), Defensive Attack, Defensive Roll 2,

Equipment 7, Favored Environment (Air), Favored Foe (Constructs), Improvised Tools,

Improvised Weapon, Inventor, Skill Mastery 2 (Technology, Vehicles), Teamwork


Equipment: Power Blaster: Ranged Damage 6 (Extras: Multiattack, Flat: Penetrating 6) (24),

Proton Spanner: Lock Release Gun, Multitool (2)

Crysblade: Strength based Damage 2 (Flat: Improved Critical, Penetrating 2) (5)


Optional: 4 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 8 (+12), Athletics 2 (+3), Close Combat: Unarmed 2 (+4), Deception 2 (+4),

Expertise: Pilot 6 (+9), Expertise: Popular Culture 2 (+5), Insight 2 (+6), Perception 4 (+10),

Persuasion 6 (+10), Ranged Combat: Energy Weapons 2 (+8), Stealth 4 (+8), Technology 6 (+10),

Treatment 4 (+7), Vehicles 12 (+18)


Offense: Initiative: +4, Unarmed: +5/7* (Damage 1), Power Blaster: +8/10* (Damage 6 ),

Crysblade: +5/7* (Damage 11)***, Powered Punch: +5/7* (Damage 9)


Defense: Dodge: 6/8*, Parry: 6/8*, Fortitude: 3, Toughness: 2/4**/14***, Will: 12

* With Favored Environment
** With Defensive Roll
*** With powersuit


Abilities: 58, Powers: 45, Advantages: 19, Skills: 31, Defense: 12 = Total: 165


Complications: Former Dread Youth: Pilot used to belong to the infamous Dread youth

when she was younger.

PowerLoss: Too much damage will deplete the suits energy reserves faster.


Notes: Pilot's powersuit may have been the worst out of the team. It has no unique
features like some of the other suits. It's armor and myomer muscles were quite light in
comparison to the other suits. To make matters worst it has no helmet leaving the wearer
very vulnerable to head shots. Although a fully enclosed helmet was once seen on a mission.

It has no built in weapons like captain powers suit. It may have been a civilian powersuit
meant for civilian support staff on the base.

The suit's inadequacies normally mattered little since Jennifer was usually seen piloting
the Jumpship. It was uncommon for her to be outside of the jumpship unless the rest of the
team needed backup in a emergency.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Fri Oct 19, 2012 11:54 am

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"Maj. Matthew 'Hawk' Masterson: Need a lift from an old soldier?"


Major Matthew "Hawk" Masterson - Without powersuit

PL: 8

Abilities: Str: 2, Sta: 1, Agl: 3, Dex: 3, Fgt: 4, Int: 2, Awe: 4, Pre: 2


Powers: None


Advantages: Agile Feint, All-Out Attack, Benefit 5 (Major), Defensive Attack,

Equipment 7, Evasion 2, Favored Environment (Air), Favored Foe (Constructs),

Improved Initiative 3, Leadership, Move by Action, Second Chance (Falling),

Skill Mastery (Vehicles), Teamwork, Ultimate Skill (Acrobatics)


Equipment: None. May carry a backup Heavy Blaster Pistol.


Optional: 35 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 8 (+11), Deception 4 (+7), Expertise: Combat Pilot 8 (+10),

Expertise: Tactics 6 (+8), Insight 4 (+8), Perception 6 (+10), Ranged Combat: Energy Weapons 7 (+10),

Stealth 2 (+5), Technology 5 (+7), Vehicles 10 (+13)


Offense: Initiative: +15, Unarmed: +4/6* (Damage 2), BlasterPistol: +10/12* (Damage 6 ),


Defense: Dodge: 9/11*, Parry: 5/7*, Fortitude: 5, Toughness: 1, Will: 11

* With Favored Environment


Abilities: 44, Powers: 0, Advantages: 28, Skills: 30, Defense: 18 = Total: 120


Complications: Relationships: His wife Johanna, his daughter katie, and his son Mitch.

His best friend Doctor Stuart Gordon Powers.


Notes: Major Matthew "Hawk" Masterson was the oldest member of Captain power's team. Unlike the others (with the possible exception of Tank) Hawk was an actual combat veteran of the Metal wars. He was good friends with Captain power's father Doctor Stuart powers. He even knew Lyn Taggart who would eventually become Lord Dread. He has become sort of a father figure to Captain power.

The fate of his family is unknown. They could have been killed or it's possible to bring them back if
they were digitized.

Matthew was once part of the united air assault corps. He was probably a combat pilot that flew a
conventional fighter jet during the Metal wars. He is the second best pilot after Jennifer "Pilot" Chase. Sadly, he is starting to slow down due to his old age. He is nevertheless the most experienced fighter on the team.

In the second season he would have become the defacto leader of the team while Captain power had to resolve some personal issues.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Fri Oct 19, 2012 11:56 am

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"Major Matthew "Hawk" Masterson: I'm okay, I just took a few dents in that last tussle with Soaron. I'm still over fifty percent."


Major Matthew "Hawk" Masterson - With powersuit

PL: 10

Abilities: Str: 2/10**, Sta: 1, Agl: 3, Dex: 3, Fgt: 4, Int: 2, Awe: 4, Pre: 2


Powers: FlightSuit: (125), Removable -32

Biologically Attuned: Feature 2 (Restricted to first wearer only) (2),

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

IonBlaster: Ranged Damage 10 (Extras: MultiAttack, Flat: Improved Critical 1,

Penetrating 5 ) (36),

Light Body Armor: Immunity 2 (Digitization), Protection 10 (Extras: 10 Impervious) (22),

Light Myomer Musculature: Enhanced Strength 8 (16),

Limited LifeSupport: Immunity 5 (Cold, Disease, Poison, Radiation, Vacuum) (5),

Onboard Computer: Feature 1 (Computer) (1),

Rocket Jet BackPack System: Flight 12 (24),

Sensor System: Enhanced Improved Aim, Immunity 5 (Dazzle Effects), Senses 7

(Accurate Extended 2 Radio [Radar], Extended sight 2, Distance Sense) (13),

Uncharged State: Feature 1 (Transform into powersuit with a Free Action) (1),

Wrist Rockets: Ranged Damage 9 (Extras: Burst 6) (24)


Advantages: Agile Feint, All-Out Attack, Benefit 5 (Major), Defensive Attack,

Equipment 7, Evasion 2, Favored Environment (Air), Favored Foe (Constructs),

Improved Initiative 3, Leadership, Move by Action, Second Chance (Falling),

Skill Mastery (Vehicles), Teamwork, Ultimate Skill (Acrobatics)


Equipment: None. Normally a backup Heavy Blaster Pistol.


Optional: 35 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 8 (+11), Deception 4 (+7), Expertise: Combat Pilot 8 (+10),

Expertise: Tactics 6 (+8), Insight 4 (+8), Perception 6 (+10), Ranged Combat: Energy Weapons 7 (+10),

Stealth 2 (+5), Technology 5 (+7), Vehicles 10 (+13)


Offense: Initiative: +15, Unarmed: +4/6* (Damage 2), IonBlaster: +10/12* (Damage 10 )**,

Powered Punch: +4/6* (Damage 10)**, Wrist Rockets: +3/5* (Damage 9)**


Defense: Dodge: 9/11*, Parry: 5/7*, Fortitude: 5, Toughness: 1/11**, Will: 11

* With Favored Environment
** With powersuit


Abilities: 44, Powers: 125, Advantages: 28, Skills: 30, Defense: 18 = Total: 245


Complications: PowerLoss: Too much damage will deplete the suits energy reserves faster.

RelationShips: His wife Johanna, his daughter Katie, and his son Mitch.

His best friend Doctor Stuart Gordon Powers.


Notes: Hawk's Flight suit turned Matthew into a personal fighterjet. It is one of the most mobile powersuit thanks to its Rocket Jet BackPack System. The Rocket Jet BackPack System allows Matthew to fly! In addition it has good firepower in the form of a larger than normal ionblaster and wrist rockets. The drawback is that the suit is one of the lightest and therefore the most lightly armored.

Hawk can pickup a passenger in flight allowing him to rescue people in trouble. Hawk's suit was actually the first one to be activated in Matthew's rescue attempt of his friend Doctor power and his son. The two were trapped in Volcania at the time.

Hawk is a good match against the aerial Biodread known as Soaron. Hawk normally acts as a decoy to lure Soaron away from the Jumpship. Hawk provides critical airsupport while out in the field. He is sometimes forced to fight on the ground and is passable as a ground soldier.

Hawk in my opinion was the most hit and incapacitated out of any member of the team. His light armor gets him into trouble whenever he is on the ground. Nevertheless he was the most important member whenever a teammate needed a quick rescue.
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Re: The Forge [3E] Captain Power: Major Matthew "Hawk" Masterson

Postby Arkrite » Fri Oct 19, 2012 12:17 pm

Hawk was always my favorite.

Sadly I think his family was dead, but I'll have to watch the first season again just to make sure it wasn't just implied.

If they were digitized that is bad news. Had the series lasted longer they would have revealed what Overmind was actually doing with the digitized humans... Lets just say it didn't fit into Lord Dread's vision of the future.
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Re: The Forge [3E] Captain Power

Postby Woodclaw » Fri Oct 19, 2012 12:48 pm

HustlerOne wrote:Notes: Hawk's Flight suit turned Matthew into a personal fighterjet. It is one of the most mobile
powersuit thanks to its Rocket Jet BackPack System. The Rocket Jet BackPack System allows Matthew to fly!
In addition it has good firepower in the form of a larger than normal ionblaster and wrist rockets. The
drawback is that the suit is one of the lightest and therefore the most lightly armored.

Hawk can pickup a passenger in flight allowing him to rescue people in trouble. Hawk's suit was actually
the first one to be activated in Matthew's rescue attempt of his friend Doctor power and his son. The two
were trapped in Volcania at the time.

Hawk is a good match against the aerial Biodread known as Soaron. Hawk normally acts as a decoy to lure
Soaron away from the Jumpship. Hawk provides critical airsupport while out in the field. He is sometimes
forced to fight on the ground and is passable as a ground soldier.

Hawk in my opinion was the most hit and incapacitated out of any member of the team. His light armor
gets him into trouble whenever he is on the ground. Nevertheless he was the most important member whenever a teammate needed a quick rescue.


Well, the one-strike.out effect was actually coherent with Hawk general style, being a human fighter jet he relied more on dodging and outmanuvering rather than thick armor (that was Tank spot).
Also I have to admit that Hawk share the spot for my favorite character alongside Tank.
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Re: The Forge [3E] Captain Power: Major Matthew "Hawk" Masterson

Postby Jabroniville » Sat Oct 20, 2012 1:20 am

Cool stuff so far. It's a pity that The Chick had to be... "The Chick" on this show. Left being the Smart One or The Pilot when everyone else has more rad suits. Ah well, such is life as a female character in a toyline for boys.

And yes, Tank is the greatest. He has the coolest armour by far. It looks all the better because his would also suit a villain equally well, thanks to the lack of a face on it (that's why Stormtroopers and most Mooks have masks- it makes them look more inhuman, and also makes killing them seem less awful).
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Re: The Forge [3E] Captain Power: Major Matthew "Hawk" Maste

Postby HustlerOne » Sun Oct 21, 2012 11:31 am

Arkrite wrote:Hawk was always my favorite.

Sadly I think his family was dead, but I'll have to watch the first season again just to make sure it wasn't just implied.

If they were digitized that is bad news. Had the series lasted longer they would have revealed what Overmind was actually doing with the digitized humans... Lets just say it didn't fit into Lord Dread's vision of the future.


Hawk implied that his son died. He said that Mitch went someplace where you don't come back from. Now you know why he's so protective of Captain power since Jonathan reminds him of his son. It was never mentioned what happened to his wife and daughter so they could still be alive if digitized. If digitized then Hawk has a chance to bring them back before Overmind's hidden agenda is carried through.

Let's just say that even Lord Dread would be horrified if he knew what Overmind intended for all of a digitized humanity.

Hawk's fighting style is sort of a Blitzkrieg type of warfare. He has a lot of firepower and speed at the costof endurance.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Sun Oct 21, 2012 11:32 am

Image
"Lieutenant Michael Ellis: So what are we waiting for? Let's all go boldly where no man has gone before.
Sergeant Robert 'Scout' Baker: (flips open a device) Beam me up Scotty, there's no intelligent life here."


Sergeant Robert "Scout" Baker - Without powersuit

PL: 8

Abilities: Str: 1, Sta: 1, Agl: 4, Dex: 2, Fgt: 5, Int: 4, Awe: 2, Pre: 2


Powers: None


Advantages: Assessment, Benefit 2 (Sergeant), Close Attack 2, Defensive Roll 1,

Equipment 8, Favored Foe (Constructs), Grabbing Finesse, Improved Critical 1 (CrysBlade),

Improved Initiative 1, Inventor, Languages 2 (Choose Two, English is Native),

Precise Attack 2 (Close, Concealment), Skill Mastery 2 (Stealth, Technology), Taunt, Teamwork,

Throwing Mastery, Tracking, Ultimate Skill (Stealth)


Equipment: Crysblade: Strength Based Damage 2 (Flat: Improved Critical 1, Penetrating 2) (5),

Scanner: Senses 5 (Accurate, Acute, Analytical Ranged Detect Energy) (5),

Sonic Blaster: Ranged Damage 6 (Flat: Penetrating 6),

Alternate Effect: Ranged Affliction 6 (Resisted by Will, Dazed, Stunned, Incapacitated) (19)


Optional: 2 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 4 (+8), Athletics 4 (+5), Deception 6 (+8), Expertise: Demolitions 4 (+8),

Expertise: Espionage 4 (+8), Insight 6 (+8), Intimidation 4 (+6), Investigation 3 (+7),

Perception 6 (+8), Persuasion 2 (+4), Ranged Combat: Energy Weapons 7 (+9),

Sleight of Hand 4 (+6), Stealth 6 (+10), Technology 8 (+12), Vehicles 2 (+4)


Offense: Initiative: +8, Unarmed: +7 (Damage 1), Sonic Blaster: +9 (Damage 6 ),

Crysblade: +7 (Melee Damage 3), Crysblade: +2 (Thrown Damage 4)


Defense: Dodge: 6, Parry: 7, Fortitude: 6, Toughness: 1/2*, Will: 7

* With Defensive Roll


Abilities: 42, Powers: 0, Advantages: 30, Skills: 35, Defense: 14 = Total: 120


Complications: Choose one complication.

Mysterious: Has a unknown background.


Notes: Sergeant Robert "Scout" Baker was the youngest member of the team. Scout was well the team's scout. He was the foremost expert in disguise, espionage, guerrilla warfare, reconnaissance, and sabotage. Robert also served as the team's resident technician. He was able to repair any damaged equipment.

It's conceivable that he was also able to come up with any needed new equipment and devices for a mission.

Very little is known or shown about him in the show. Which is a shame because I thought he was the coolest member of the team being like batman with his ninja skills. I would hate to say that he was the token black guy but he kind of was. He remained mostly a background minority character in the show. On the brightside his unknown background leaves the Gamemaster with a a lot to work with in the form of unknown family, friends, and love interest complications.

J. Michael Straczynski said he would have written a lot more about him in the second season. He regretted not writing much about scout in the first season. I read that scout would have fallen for a female Biodread named Lilith or Morgana. She would have been the first human to have their mind downloaded into a perfect immortal machine body.
Last edited by HustlerOne on Wed Jan 09, 2013 1:50 pm, edited 4 times in total.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Sun Oct 21, 2012 11:33 am

Image
"Captain Jonathan Power: How did you manage to get through to him?
Major Matthew 'Hawk' Masterson: I let him almost kill me.
Sergeant Robert 'Scout' Baker: Gee, eh... I could've thought of that."


Sergeant Robert "Scout" Baker - With powersuit

PL: 10

Abilities: Str: 1/10**, Sta: 1, Agl: 4, Dex: 2, Fgt: 5, Int: 4, Awe: 2, Pre: 2


Powers: ScoutSuit: (81), Removable -21

BodyArmor: Immunity 2 (Digitization), Protection 11 (Extras: 11 Impervious) (21),

Biologically Attuned: Feature 2 (Restricted to first wearer only) (2),

Communicator: Communications 4 (Radio, Extras: Area, Selective, Flat: Rapid, Subtle 1) (23),

Datalink: Comprehend Machines 2 (4),

Electronic Surveillance System: Senses 2 (Analytical Radio) (2),

Holofield: Morph 2 (Humanoids, Flat: Quirk - Disabled when hit, Quirk - Does not work against infravision),

Alternate Effect: Concealment 3 (Normal Vision, Radar) (4),


Limited LifeSupport: Immunity 5 (Heat, Disease, Poison, Radiation, Suffocation 1) (5),

Myomer Musculature: Enhanced Strength 9 (18),

Onboard Computer: Feature 1 (Computer) (1),

Sensor System: Enhanced Improved Aim, Immunity 5 (Dazzle Effects), Senses 11 (Accurate,

Extended Hearing, Accurate Extended 3 radio [radar], Extended Sight 3, Distance Sense) (16),

Uncharged State: Feature 1 (Transform into Suit with Free action) (1)


Advantages: Assessment, Benefit 2 (Sergeant), Close Attack 2, Defensive Roll 1,

Equipment 8, Favored Foe (Constructs), Grabbing Finesse, Improved Critical 1 (Crys Blade),

Improved Initiative 1, Inventor, Languages 2 (Choose Two, English is Native),

Precise Attack 2 (Close, Concealment), Skill Mastery 2 (Stealth, Technology), Taunt,

Teamwork, Throwing Mastery, Tracking, Ultimate Skill (Stealth)


Equipment: Crysblade: Strength Based Damage 2 (Flat: Improved Critical 1, Penetrating 2) (5),

Scanner: Senses 5 (Accurate, Acute, Analytical Ranged Detect Energy) (5),

Sonic Blaster: Ranged Damage 6 (Flat: Penetrating 6),

Alternate Effect: Ranged Affliction 6 (Resisted by Will, Dazed, Stunned, Incapacitated) (19)


Optional: 2 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 4 (+8), Athletics 4 (+5), Deception 6 (+8), Expertise: Demolitions 4 (+8),

Expertise: Espionage 4 (+8), Insight 6 (+8), Intimidation 4 (+6), Investigation 3 (+7),

Perception 6 (+8), Persuasion 2 (+4), Ranged Combat: Energy Weapons 7 (+9),

Sleight of Hand 4 (+6), Stealth 6 (+10), Technology 8 (+12), Vehicles 2 (+4)


Offense: Initiative: +8, Unarmed: +7 (Damage 1), Sonic Blaster: +9 (Damage 6 ),

Crysblade: +7 (Melee Damage 12)**, Crysblade: +2 (Thrown Damage 13)**, Powered Punch: +7 (Damage 10)**


Defense: Dodge: 6, Parry: 7, Fortitude: 6, Toughness: 1/2*/13**, Will: 7

* With Defensive Roll
** With powersuit


Abilities: 42, Powers: 81, Advantages: 30, Skills: 35, Defense: 14 = Total: 201


Complications: Mysterious: Has a unknown background.

PowerLoss: Too much damage will deplete the suits energy reserves faster.


Notes: Scout's powersuit was specialized for stealth and infiltration. Scout's suit is a electronic
marvel. His Holofield allows him to impersonate nearly any humanoid from Biomechs, to humans, and even Lord Dread himself. His holofield is quite sensitive and is disabled if he is hit at all. The holofield can also provide invisibility for the wearer.

The invisibility feature was never seen on the show but was shown in the rare original promo. Consider it a upgrade so that Scout could be even more effective given his role on the team. The wearer should beware that Biodreads can see through the holofield by using their infravision. His armor provides moderate protection and enhanced strength. His suit does not have any built in weaponry.

He must carry handheld weapons like his favored sonic blaster and crysblade. The scoutsuit can tap into any radio communications with its electronic surveillance system. Finally, it can hack into any computer with its datalink.
Last edited by HustlerOne on Wed Jan 09, 2013 1:50 pm, edited 1 time in total.
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