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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Re: The Forge [3E] Captain Power

Postby HustlerOne » Mon Oct 22, 2012 10:57 am

Image
"Locke: How does a big guy like you move so quiet anyways?
Lieutenant Michael Ellis: (quietly ) Practice."


Lieutenant Michael "Tank" Ellis - Without powersuit

PL: 9

Abilities: Str: 5, Sta: 5, Agl: 2, Dex: 5, Fgt: 3, Int: 1, Awe: 3, Pre: 3


Powers: None


Advantages: Benefit 3 (Lieutenant), Equipment 10, Extraordinary Effort,

Favored Foe (Constructs), Great Endurance, Improved Critical (Energy Weapons),

Improved Critical (Unarmed), Improved Grab, Interpose, Power Attack,

Ranged Attack 2, Takedown 2, Teamwork, Ultimate Save 2 (Fortitude, Toughness)


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


Optional: 50 equipment points left over.

Varies on parameters of current mission.


Skills: Athletics 14 (+19), Expertise: Super Soldier 8 (+9),

Expertise: Tactics 6 (+7), Intimidation 14 (+17), Perception 6 (+9),

Stealth 2 (+4), Technology 2 (+3), Vehicles 2 (+7)


Offense: Initiative: 0, Unarmed: +3 (Damage 5), BlasterPistol: +7 (Damage 6 ),


Defense: Dodge: 3, Parry: 3, Fortitude: 9, Toughness: 5, Will: 9


Abilities: 54, Powers: 0, Advantages: 28, Skills: 27, Defense: 11 = Total: 120


Complications: Genetically Engineered: Tank is a product of a SuperSoldier Program.


Notes: Lieutenant Michael "Tank" Ellis is a genetically engineered supersoldier. He is
stronger and tougher than any human. His hand eye coordination has also been enhanced. Tank
as he is known was created in a lab and trained to be the ultimate soldier. Tank has foresworn
violence even though he has been bred to be a killer.

Tank only fights to protect his teammates and civilians now. Tank was a member of the ground
assault corps and escaped from a colony called Babylon 5. Tank is by far the strongest member
of the team. He is a formidable fighter that can go through walls (even without his powersuit!)
and rip the heads off of a BioMech trooper with his bare hands!
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Mon Oct 22, 2012 10:58 am

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"Lieutenant Michael Ellis: Don't worry about Hawk, Captain. He'll be standing behind me like he always does."


Lieutenant Michael "Tank" Ellis - With powersuit

PL: 10

Abilities: Str: 5/15*, Sta: 5, Agl: 2, Dex: 5, Fgt: 3, Int: 1, Awe: 3, Pre: 3


Powers: MechanoSuit: (118), Removable -30

Acid Grenades: Cloud Weaken Toughness 5 (Extras: Affects Objects, Secondary Effect,

Flaw: Unreliable - 5 uses) (15),

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

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

Heavy Myomer Musculature: Enhanced Strength 10 plus Enhanced Strength 2 (Flaw: limited

to lifting) (22),

Heavy Plate Armor: Immunity 2 (Digitization), Protection 12 (Extra: 12 Impervious) (26),

Leg Launchers: Ranged Damage 10 (Extras: Burst 7) (27),

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

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

PermaShield Mask: Enhanced Improved Aim, Immunity 7 (Critical Hits, Flaw: Limited to

head only, Dazzle Effects), Senses 2 (Extended Sight 1, Distance Sense) (10),

Proton Blaster Cannon: Ranged Damage 13 (26),

Power Gloves: Strength Based Damage 2 (2),

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

Wrist Torch: Damage 1 linked to Weaken Toughness 1 (2)


Advantages: Benefit 3 (Lieutenant), Equipment 10, Extraordinary Effort,

Favored Foe (Constructs), Great Endurance, Improved Critical (Energy Weapons),

Improved Critical (Unarmed), Improved Grab, Interpose, Power Attack,

Ranged Attack 2, Takedown 2, Teamwork, Ultimate Save 2 (Fortitude, Toughness)


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


Optional: 50 equipment points left over.

Varies on parameters of current mission.


Skills: Athletics 14 (+19), Expertise: Super Soldier 8 (+9),

Expertise: Tactics 6 (+7), Intimidation 14 (+17), Perception 6 (+9),

Stealth 2 (+4), Technology 2 (+3), Vehicles 2 (+7)


Offense: Initiative: 0, Unarmed: +3 (Damage 5), Proton Blaster Cannon: +7 (Damage 13)*,

Acid Grenades: - (Weaken 5)*, Leg Launchers: +7 (Damage 10)*, Powered Punch: +3 (Damage 15)*,

Power Gloves: +3 (Damage 17)*,


Defense: Dodge: 3, Parry: 3, Fortitude: 9, Toughness: 5/17*, Will: 9

*With powersuit


Abilities: 54, Powers: 118, Advantages: 28, Skills: 27, Defense: 11 = Total: 238


Complications: Genetically Engineered: Tank is a product of a SuperSoldier Program.

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


Notes: The Mechanosuit worn by Tank is the most powerful suit in Captain Power's armory.
It enhances the already phenomenal strength and durability of Tank. It has massive firepower
to take on a battalion of Biomech soldiers, Armored vehicles, and even a Biodread by itself!
The Mechanosuit combined with a genetically engineered soldier makes tank one of the most
formidable member of the team.

Tank normally acts as a wall and guards the other members of the team. His heavy plate armor
can withstand the puny fire from Biomech blaster rifles. Only a blaster bazooka or Biodread
weaponry has been known to come even close to penetrating the suit's defenses. Tank comes in
first during an assault and escapes last to guard the retreat of his comrades. Tank tends to
make his own doors by going through walls!

Tank in his powersuit is the only known human to take on the ground Biodread monster that is
Blastarr in a one on one situation. Blastarr is slightly more powerful but a whole lot dumber
than Tank. So the two are roughly evenly matched.
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Re: The Forge [3E]Captain Power

Postby HustlerOne » Tue Oct 23, 2012 11:15 am

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Lieutenant Nathan "Stingray" Johnson - Without powersuit

PL: 8

Abilities: Str: 3, Sta: 3, Agl: 3, Dex: 4, Fgt: 5, Int: 1, Awe: 2, Pre: 1


Powers: None


Advantages: Benefit 4 (Lieutenant), Defensive Attack, Defensive Roll,

Equipment 9, Favored Environment (Underwater), Favored Foe (Constructs),

Great Endurance, Improved Critical 2 (Energy Weapons), Seize Initiative,

Skill Mastery (Athletics), Startle, Teamwork, Trance, Ultimate Skill (Athletics)


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


Optional: 45 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 6 (+10), Athletics 12 (+15), Expertise: Nautical 8 (+9),

Expertise: Tactics 6 (+7), Insight 4 (+6), Intimidation 6 (+7), Perception 5 (+7),

Ranged Combat: Energy Weapons 4 (+8), Sleight of hand 2 (+6), Stealth 5 (+9),

Technology 4 (+5), Treatment 2 (+3), Vehicles 10 (+14)


Offense: Initiative: +4, Unarmed: +5/7* (Damage 2), BlasterPistol: +8/10* (Damage 6 ),


Defense: Dodge: 5/7*, Parry: 5/7*, Fortitude: 8, Toughness: 3/4**, Will: 8

* With Favored Environment
** With Defensive roll

Abilities: 44, Powers: 0, Advantages: 26, Skills: 37, Defense: 13 = Total: 120


Complications: Choose One complication.


Notes: Lieutenant Nathan "Stingray" Johnson could have been the sixth member of Captain Power's team. He was shown in the rare original promo used to sell the show to the networks. Stingray was cut prior to the show's pilot being aired. It seems the character was too expensive to be shown. The cost for the water tank to film the underwater battles would have been astronomical at the time. He might have made an appearance in the second season.

Nathan would have been the Naval equivalent to Hawks aerial specialization. Nothing is known about this character so I had to wing it and make stuff up. Nathan would most likely have been a Naval Seal. He's a lot more athletic than the rest of the team but not particularly bright. He ended up being midway between Hawk and Tank statwise.

The Gamemaster should feel free to personalize this character to their liking. The stats shown above are not canon and is a mere approximation of someone trained in naval combat.
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Re: The Forge [3E]Captain Power

Postby HustlerOne » Tue Oct 23, 2012 11:18 am

Image


Lieutenant Nathan "Stingray" Johnson - With powersuit

PL: 10

Abilities: Str: 3/11***, Sta: 3, Agl: 3, Dex: 4, Fgt: 5, Int: 1, Awe: 2, Pre: 1


Powers: Wetsuit: (90), Removable -23

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

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

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

Laser Harpoon: Ranged Damage 8 (Flat: Accurate 1) (17),

Light Myomer Musculature: Enhanced Strength 8 (16),

Limited Life Support: Immunity 5 (Cold, Disease, Poison, Radiation, Suffocation 1) (5),

Magnetohydrodynamics Thrusters: Movement 1 (Environmental Adaptation - Underwater,

Swimming 4) (6),

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

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

Radius, Ranged, Ultrahearing [sonar], Distance Sense) (11),

Torpedoes: Ranged Damage 8 (Extra: Burst 5) (21),

Uncharged State: Feature 1 (Transform into suit with Free Action) (1)


Advantages: Benefit 4 (Lieutenant), Defensive Attack, Defensive Roll,

Equipment 9, Favored Environment (Underwater), Favored Foe (Constructs),

Great Endurance, Improved Critical 2 (Energy Weapons), Seize Initiative,

Skill Mastery (Athletics), Startle, Teamwork, Trance, Ultimate Skill (Athletics)


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


Optional: 45 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 6 (+10), Athletics 12 (+15), Expertise: Nautical 8 (+9),

Expertise: Tactics 6 (+7), Insight 4 (+6), Intimidation 6 (+7), Perception 5 (+7),

Ranged Combat: Energy Weapons 4 (+8), Sleight of hand 2 (+6), Stealth 5 (+9),

Technology 4 (+5), Treatment 2 (+3), Vehicles 10 (+14)


Offense: Initiative: +4, Unarmed: +5/7* (Damage 2), Laser Harpoon: +10/12* (Damage 8 )***,

Powered Punch: +5/7* (Damage 11)***, Torpedoes: +4/6* (Damage 8 )***


Defense: Dodge: 5/7*, Parry: 5/7*, Fortitude: 8, Toughness: 3/4**/15***, Will: 8

* With Favored Environment
** With Defensive roll
*** With Powersuit

Abilities: 44, Powers: 90, Advantages: 26, Skills: 37, Defense: 13 = Total: 210


Complications: Choose One complication.

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


Notes: Lieutenant Nathan "Stingray" Johnson's powersuit would have been the naval equivalent to Hawk's aerial powersuit. The wetsuit is specialized for underwater combat. It has sonar instead of a radar. It's weapons can fire both above and under the water. The suit itself can operate well on land but has better performances in the water.

The suit is quite amphibious and can seamlessly transition from one environment to another. Next to nothing is known about this powersuit. So the Gamemaster or players have free reign to change the suit to their liking. The inclusion of stingray on Captain power bears some resemblance to the Cartoon known as the Centurions.
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Re: The Forge [3E] Captain Power: Nathan "Stingray" Johnson

Postby HustlerOne » Tue Oct 23, 2012 11:41 am

Well that's it for the heroes of Captain power. I would have liked to have statted out the other female character known as Ranger (she was a member of the army rangers). Unfortunately I know absolutely next to nothing about her character let alone her powersuit. She would have appeared in season 2. All I know about her was that she was a redhead Irish chick who had the hots for Tank (I guess guys with muscle was her type).

I should be able to finish Captain power by the end of this week with the Biodread Villains Soaron and Blastarr! :twisted:
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Wed Oct 24, 2012 11:10 am

Image
"Lieutenant Michael Ellis: (approaching Volcania) Looks like hell, captain.
Corporal Jennifer Chase: (sighs) It is."


Name: Volcania, Size: Colossal (5), Toughness: 15 (5),

Features: (15) Communications, Computer, Hangar, Infirmary, Library,

Living Space, Personnel, Power System, Security System 2, Workshop


Powers: Deflector Shields: Sustained Protection 1 (Extras: 16 Impervious)(17)


Final Cost: 54


Notes: Volcania is the capital of the BioDread empire. It bears a resemblance to a volcano hence its name. It is located somewhere near the ruins of the city of Detroit. It was constructed by Lord Dread during the closing years of the Metal Wars. It houses the vast storage space needed for the supercomputer known as Overmind.

Volcania is like a evil twin of the powerbase. It has the facilities to support and manufacture the legions of Biomech troopers under Lord Dreads command. It is from Lord Dreads throne room that he can communicate and control any Biomech on the planet. It has laser turrets to protect both the interior and exterior of Volcania. Finally it has a advance energy shield that can withstand a falling 200 ton space satellite slamming into it at incredible speeds.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Wed Oct 24, 2012 11:11 am

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"Lieutenant Robert "Scout" Baker: Captain power and his team are all around you! (Just before Scout
turns off his holofield and launches an ambush on the Armored Destroyer)."


Name: Armored Destroyer, Size: Huge (2), Strength: 10 (2), Speed: 4 (4),

Defense: 7 (11), Toughness: 12 (2), Cost: 90


Features: (1) SecuritySystem 1


Powers: All-Terrain: Movement 1 (Surefooted 1) (2)

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

HeavyArmor: Impervious Toughness 8 (8),

Sensors: Senses 3 (Accurate Extended 1 Radio [radar]) (3)


Weapons: Heavy Blaster Cannon: Ranged Damage 12 (24),

Light Blaster MachineGuns: Ranged Damage 6 (Extras: MultiAttack) (18)


Notes: The Armored Destroyer was the most common vehicle in use by the BioDread empire. It is a urban assault vehicle related to a conventional tank. The armored destroyer is a slow wheeled vehicle adapted to fight in urban ruins. Its been made to be more maneuverable and allow quick movement over rubble. It is heavily armored on all sides to protect it in the tight confines it finds itself in.

It has a Heavy blaster cannon placed within a turret. Two fixed forward light blaster machine guns
supplement it. A infantry weapon can be placed on a pintle mount near the entry hatch on top of the
turret. It is copiloted by a high ranking Biomech commander with the rank of first phalanx.

The armored destroyer can be seen patrolling city ruins or protecting a convoy of trucks.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Thu Oct 25, 2012 11:28 am

Blaster Weapons


Notes: Both sides of the future conflict between man and machine make use of Blaster weapons. During the metal wars they most likely use traditional blaster cannons, pistols, and rifles. Great advances have been made to improve the performances of traditional blaster weaponry fifteen years after the Metal wars ended.


Image


Blaster Bazooka: Ranged Damage 12 (24)


Notes: The Blaster Bazooka is a relatively rare heavy weapon. It is assigned to only one member of a Biomech squad if at all. Most human resistance squads rarely have access to this weapon. Only elite squads like Captain power have access to these kinds of heavy weaponry. The Blaster Bazooka is one of the few weapons known to damage Tank or Blastarr.

Human resistance fighters have likelier access to the much weaker blaster cannon.


Image


Heavy Blaster Pistol: Ranged Damage 6 (12)


Notes: The heavy blaster pistol is the traditional sidearm for humans belonging to the Dread youth. It is a heavy pistol that packs quite a punch in a relatively small concealable package. This weapon is normally used by human Dread youth officers and rarely used by Biomech troopers. Human resistance fighters are relegated to traditional weaker blaster pistols.


Blaster Assault Rifle: Ranged Damage 8 (Extra: Multiattack) (12)


Notes: The Blaster Assault rifle is a upgrade to more conventional blaster rifles. It allows for full automatic fire. Nearly every Biomech trooper carries one. Most Human resistance fighters are relegated to older semiautomatic blaster rifles.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Thu Oct 25, 2012 11:29 am

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"Captain Jonathan Power: Merry Christmas, Clickers!"


BioMech Trooper

PL: 5

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


Powers: Armor: Protection 6 (Extras: 6 Impervious) (12),

Construct: Immunity 30 (Fortitude) (30),

Optical Sensors: Senses 3 (Communication Link with Overmind, Dark Vision) (3)


Advantages: Equipment 8, Favored Environment (Urban Areas)


Equipment: Blaster Assault Rifle: Ranged Damage 8 (Extras: Multiattack) (24)


Optional: 14 equipment points left over.

Varies on parameters of current mission.


Skills: Close Combat: Unarmed 2 (+2), Perception 2 (+2), Ranged Combat: Energy Weapons 2 (+2),

Technology 2 (+2), Vehicles 2 (+2)


Offense: Initiative: 0, Unarmed: +2/4* (Damage 4), Blaster Assault Rifle: +2/4* (Damage 8 )


Defense: Dodge: 3/5*, Parry: 3/5*, Fortitude: -, Toughness: 6, Will: -

* With Favored Environment


Abilities: -24, Powers: 45, Advantages: 9, Skills: 5, Defense: 5 = Total: 40


Complications: Weakness: As machines, Biomechs are vulnerable to electricity and Electromagnetism.


Notes: Biomechs are the robotic stormtroopers of the Biodread Empire. Legions of them are manufactured in automated factories such as in Volcania. They are not sentient and can perform only the most basic of actions without human supervision. They have a penchant to having their heads blown off. Biomechs are really nothing but expendable cannon fodder to Captain power and his team.

Lord Dread has complete control over them from his throne room in Volcania. A human officer or a higher ranking biomech of the phalanx rank would usually command them in the field. A new breed of deadlier robots called Hunter-Killers would have begun to replace the obselete BioMechs in the second season.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Fri Oct 26, 2012 11:07 am

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"Soaron: Organic sighted. Obliterate!"


Warlord Class BioDread Soaron

PL: 12

Abilities: Str: 10/12*, Sta: 10/12*, Agl: 2, Dex: 2, Fgt: 2, Int: 0, Awe: 1, Pre: 0


Powers: BackThrusters: Flight 10 (20),

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

Digitizer: Line Weaken Toughness 6 (Resisted by Will, Flat: Reversible) (13),

Light Armor: Impervious Toughness 7 (7),

Living Machine: Immortality 1, Immunity 40 (Fortitude, Mental), Regeneration 1 (43),

Optical Sensors: Senses 5 (Communication Link with Overmind, Distance Sense,

Extended Sight 2, Infravision) (5),

Photon Blasters: Ranged Damage 12 (Extras: MultiAttack 3, Flat: Accurate, Split) (29),

Alternate Effect - Implosion Bombs: Damage 12 (Extra: Burst 12) (1),


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

Tall: Growth 2 (Flat: Innate, Flaw: Permanent) (5),

Tail: Extra Limb 1 (1)


Advantages: Benefit 1 (BioDread), Favored Environment (Air), Improved Initiative 1,

Move by Action, Power Attack


Equipment: None


Skills: Acrobatics 6 (+8), Deception 4 (+4), Intimidation 2 (+2/3*), Perception 6 (+7),

Ranged Combat: Energy Weapons 8 (+10), Stealth 2 (+4/-2*), Technology 4 (+4)


Offense: Initiative: +6, Unarmed: +2/4** (Damage 12), Photon Blaster: +12/14** (Damage 12 ),

Digitizer: - (Weaken 6), Reflexor Missiles: +2/4** (Damage 11), Implosion Bombs: - (Damage 12)


Defense: Dodge: 10/9*/11**, Parry: 7/6*/8**, Fortitude: -, Toughness: 12, Will: 10

* With Growth
** With Favored Environment


Abilities: 54, Powers: 173, Advantages: 5, Skills: 16, Defense: 22 = Total: 270


Complications: Loyal: Soaron is absolutely loyal to Lord Dread.

Rivalry: Has a fierce sibling rivalry with Blastarr.

Weakness: As machines, BioDreads are vulnerable to electricity and Electromagnetism.


Notes: Soaron was the first of a new breed of killing machine called Warlord class BioDreads.
Soaron is fully sentient unlike the older Biomechs. Soaron was responsible for turning the tide
against humanity during the end of the Metal Wars. He was able to break through human defenses with relative ease due to his ability to think and his fearsome firepower.

Soaron is fully capable of flight. His light metal frame was designed for speed and agility. He is
armed with a digitizer which can convert humans into electronic data. Soaron stores the new human data for later download to Overmind's vast database. The digitizer's effects are reversible if Soaron has need to do so.

Soarons primary weapon are his Photon blasters that are fired from his eyes or wrists. It is capable
of limited automatic fire. The reflexor missiles are used for aerial targets. While the implosion
bombs are used to destroy whole entire cities and other ground targets. The digitizer is rarely
used as weapon but can act as a shortranged disintigrator.

Soaron's nemesis is none other than Hawk. Both are typically engaged in aerial dogfights with each
other. Soaron is more powerful but in Captain Power's words "Soaron always was a sucker." Soaron
can easily be lured away from a target or baited into a trap. More often than not Soaron's light
armor sees him blown out of the skies.

Soaron when damaged can regenerate his wounds. He most likely uses nanotech to repair damage. This regeneration is so good it can even revive Soaron from death! Soaron's most memorable moment was when he sacrificed himself by going in front of a falling satellite that threatened his home of Volcania.

In the second season Soaron might have defected to Captain power's side! I'm guessing he got tired
of constantly being neglected and then replaced by yet another BioDread like Blastarr.
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Re: The Forge [3E] Captain Power: Warlord Class BioDread Soaron

Postby Batgirl III » Fri Oct 26, 2012 11:17 am

Soaron gave me nightmares as a kid. Then I got his action figure and he stood on my nightstand alongside my Batgirl action figure every night... no more bad dreams about biodreads. I guess his Heel Face Turn did happen! :wink:
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
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Re: The Forge [3E] Captain Power

Postby HustlerOne » Sun Oct 28, 2012 11:22 am

Image
"Blastarr: Foolish Organic!"


Warlord Class BioDread Blastarr

PL: 12

Abilities: Str: 16/18*, Sta: 16/18*, Agl: -1, Dex: 0, Fgt: 4, Int: -1, Awe: 0, Pre: 1


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

Digitizer: Line Weaken Toughness 6 (Resisted by Will, Flat: Reversible) (13),

Electron Blasters: Ranged Damage 10 (Extras: MultiAttack 5, Flat: Accurate, Improved Critical 1,

Split) (28),

Alternate Effect - Energy Leech: Weaken Electricity 6 (Resisted by Fortitude, Flaw: Grab based) (1),


Heavy Armor: Impervious Toughness 14 (14),

Leg Wheels: Speed 4 (30 mph) (4)

Living Machine: Immortality 1, Immunity 40 (Fortitude, Mental), Regeneration 1 (43),

PowerCharges: Strength Based Damage 2 (2),

Proton Bazooka: Ranged Damage 15 (Extras: Burst 9) (39),

Radar Sense: Senses 3 (Communication Link with Overmind, Accurate, Radio [radar], radius,

Infravision) (5),

Retractable Small Shield: Feature 1 (Retractable), Enhanced Active Defenses 1 (3),

Tall: Growth 2 (Flat: Innate, Flaw: Permanent) (5),



Advantages: All-out attack, Benefit 1 (BioDread), Chokehold, Diehard


Equipment: None


Skills: Deception 2 (+3), Intimidation 8 (+10/11*), Perception 2 (+2),

Ranged Combat: Energy Weapons 9 (+9), Stealth 0 (-2)*, Technology 3 (+2)


Offense: Initiative: -1, Unarmed: +4 (Damage 18), Proton Bazooka: +9 (Damage 15 ),

Power Charges: +4 (Damage 20), Digitizer: - (Weaken 6), Electron Blasters: +11 (Damage 10),

Energy Leech: +4 (Weaken 6)


Defense: Dodge: 5/4*/5**, Parry: 4/3*/4**, Fortitude: -, Toughness: 18, Will: 12

* With Growth
** With Shield


Abilities: 70, Powers: 166, Advantages: 4, Skills: 12, Defense: 18 = Total: 270


Complications: Hatred: Blastarr hates Captainpower for killing his unborn brothers.

Rivalry: Has a fierce sibling rivalry with Soaron.

Temper: Blastarr is easily angered.

Trigger Happy: Will blow stuff up just for the fun of it.

Weakness: Blastarr is particularly vulnerable to acid.

Weakness: As machines, BioDreads are vulnerable to electricity and Electromagnetism.


Notes: Blastarr is the ground counterpart to the skylord Biodread Soaron. Blastarr is a
behemoth of a monster that could probably take on Captain power's whole team! The scary part is
that he could have had thousands of "brothers" if Captain power hadn't interfered with project
Charon from creating more Blastarrs! Blastarr was created to go into buildings and tunnels
where soaron could not follow. Blastarr focuses entirely on brute strength.

Although Blastarr is quite fast with the use of skate like wheels. He is also surprisingly agile
for someone so big. Blastarr's biggest weakness is his limited intelligence. He favors
straightforward frontal assaults. Although he can be quite cunning even luring Captain power
on one occasion into a trap by mimicking a human voice (best left as a power stunt).

Blastarr lives for destruction even for no apparent reason except for fun. He behaves like a
childish bully towards others and is quite rebellious at times. Blastarr disregards most organics.
Blastarr has a particular disdain for Captain power for the deaths of his unborn "brothers".
The only person he seems to respect is Lord Dread who he calls "My lord".

Blastarr is armed with the same digitizer as Soaron. His primary weapon are his electron
blasters fired from his fingers. His electron blasters have rapid fire at the cost of some
damage. Blastarr can drain the electricity from devices (such as powersuits!) with his hands.
His proton bazooka is capable of laying waste to buildings and whole squads of normal human
fighters!

His right arm can unfurl a small shield for further defense. He too can regenerate like Soaron.
As a living machine Blastarr can selfrepair any damage even from death!

When fighting against Blastarr I can only recommend that you and your players to RUN! Seriously
even on the show Blastarr was a beast. No one could can take on Blastarr unless your someone like
Tank or have a Blaster Bazooka by your side. Even captain power needed at least one other teammate just to have a chance at surviving. Tank in my opinion was the only one that could have taken him head on.

Blastarrs most memorable moment was when he was wringing poor Soaron's scrawny neck to obtain
Captain power's last known position. Notice that they're supposed to be on the same side but neither
one helps the other. Their sibling rivalry could be used to one's advantage if handled right.
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Re: The Forge [3E]Captain Power

Postby HustlerOne » Sun Oct 28, 2012 11:52 am

As you can tell by their overpowered stats that Blastarr and Tank were my favorites on the show. :o

I had to give a lot of complications for Blastarr due to the fact that he's practically unbeatable otherwise. I'd be surprise if he didn't survived that last encounter with Pilot in the series finale. The one thing I always wanted to see was a straight out fight between Blastarr and Soaron to settle their simmering sibling rivalry.
You can tell which one I would bet on who would come out on top. :wink:
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Re: The Forge [3E] Warehouse 13

Postby HustlerOne » Fri Nov 09, 2012 3:05 pm

I am pleased to announce my next big project. :D Introducing Warehouse 13! I will soon update the index to show which warehouse agent and artifacts I will be building. I should also have a proper intro up by then as well. I wanted to do a steampunk setting as that's the only genre missing from my builds.

Unfortunately, I couldn't find a reasonable one that I knew very well. I also wanted to do something different than the combat intensive and militaristic settings I've converted so far. Warehouse 13 fits the bill nicely in that its more investigative and social. The setting normally takes place in modern times. However, its vast history allows it to be placed anywhere in the past such as the sixties or victorian times (perfect for steampunk adventures!).

So I hope everyone enjoys the builds as much as I enjoy the TV show.
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Re: The Forge [3E] Warehouse 13 Intro

Postby HustlerOne » Fri Nov 09, 2012 3:16 pm

Image

Warehouse 13


Notes: Warehouse 13 is a TV series on the SYFY channel. The premise of the show revolves
around dangerous artifacts. Artifacts are devices with mystical or scientific origins. They have
great potential to help and harm others. Players are agents who work to retrieve them for safe
storage in Warehouse 13.

The setting's Power Level is at a low PL: 6. All agents are relatively normal humans. One or
two might have very low level subtle powers. Such as Pete Lattimer's vibes or Steve Jinks
ability to detect lies. Normally most humans only get powers through Devices called Artifacts.

Villains are around the same level. A few are bit higher depending on if they are using a artifact
as armor or a weapon. Most should not exceed PL: 8. Although a few artifacts may make them
PL: 10 or higher! Most villains of the week were just everyday bystanders who got lucky (or unlucky) enough to get a Artifact.

The setting is not really combat intensive. Agents tend to be investigators who rely on quick wit
and luck to achieve their goals. Their goals usually pertaining to identifying and then retrieving
a dangerous artifact. Agents may be assigned artifacts to help them in their endeavors. Although
artifacts are only handed out on a case by case basis.

I love the show because the majority of the cast are strong, smart, and sexy women. With Pete
and Artie being almost the token guys for once. Heck even the anti-villainess Helena G Wells is a
really capable opponent. That and the focus is not on pure combat but on quick thinking. It's far
better to out think your opponent or to talk him out of a fight.
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