• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[M&M 2e] Red Sands Chronicles. (OOC)

I kind let go and wrote a BUNCH of background.

Sahid Yetemar was born in 1425 in the times of the great Ottoman wars against Europe. At the age of 17 he enrolled the Ottoman armada and embarked to fight the British navy, which were attempting to gain control over some of the Mediterranean islands under Ottoman control.
A janissary was armed with a musket and a scimitar, and their training in the war art was exemplar. But in the heat of battle, little means a good training if you don’t have the nerves to stand the sound of bullets, deadly bullets flying over your head, or seen what a canon can do to a man.
In the battle of Rhodes a quarter of the Ottoman fleet was decimated, however the Ottomans achieved an important victory. Sahid Yetemar was severely wounded, and as he agonized on a warm Mediterranean night, he asked to be taken out of the cabin, to stare at the full moon one last time. Since he was born he felt something special each time he watched at the full moon. He felt every vein of his body, every cell.
As he was taken out and the moonlight shined over him, he silently sealed a pact with it. He wanted to be like the moon, to be a beacon of hope, a saviour, a light in the darkest night.
Sahid didn’t die that night.
Back in his homelands, he discovered that the moon had awakened something within him. Something that was always there, but hidden. Every night, Sahid walked to a cliff next to his house, from where he could see the moon above the waves of the ocean. He watched the moon controlling the waters, and through practice and imitation he learned from the moon, learned the peaceful and gentle moves to control and bend water to his will.
Power corrupts. Soon after he learned how to control the basics, Sahid tried to make a living assaulting goods transports and tax collectors. As soon as he began robbing and killing, the moon gave its back to him. To his eyes, the moon was black, featureless, and void.
Sahid tried to master the element by himself, through practice and error. He learned dread techniques from other natural water benders, like some plants that drain the water from the soil, or even from other plants. He learned the raw power of water from the waves of the ocean. He travelled to the far north, to the arctic tundra of Siberia and learned to shape water and change its fasces. In London he learned to control and make mist to cover his tracks and hide from his enemies.
He made men burst in bloody clouds, and used the blood’s water to shield himself from harm. As he spin and moved his arms in the dance of the moon, blood surged from the pores of his target, and began to swirl around him, and join in bigger drops, like a swarm liquid rubies. Then with a sudden outstretching of his arm, the drops transformed into sharp needles, and propelled forward, piercing his foes.
Pursed by his crimes, Sahid left Europe, and travelled to Asia. It was inChina, where he learned the direst techniques of all. Studying with the Shoaling monks of Tibet, he learned about the chakras and the flow of energy in the body.
These key points were essential for the functioning of the body, and closing or opening the chakras would have diverse effects, depending on the combinations made. As the monks taught him, Sahid developed a twisted version himself, in which he controlled the flux of blood through the chakras, effectively controlling the target’s body.
He had made such a name that many powerful man wanted to hire him as a hitman, and weak of mind as he was, Sahid let himself into many assassination attempts and government hits. The Red Sahid, the Puppeteer, and others were his nicknames.
The moon was red, full of the blood he had spill.

As years went by, the world evolved, but Sahid was trapped in the past. He understood that the eternal life that the moon gave him was more a curse than a gift. Soon the world forgot about him, it was more easy and effective to press a button and destroy an entire city and pay a hitman, who now in face of the modern weapons was not as effective as he once was.
What could terrify an immortal more, than being forgotten? Thrown into oblivious forever.
Alone, Sahid raised his hands to the moon, asking for forgiveness. But it was too late. He saw the first missile from the cliff next to his original house. Soon after, the world died. Sahid felt much of that was because of him. He once had the power to change the world, and instead, used it to further sink it into corruption.
He promised to himself the day he was boarding the ship to mars, that he’d never use blood control again. That day, the moon was less red.
 

log in or register to remove this ad

But then I can't throw strange suprises at your character if he's chosen. :p

Oh, I imagine you'd come up with some either way. Just wanted to make sure that I hadn't missed the fact that every inhabitant of Mars was cold-blooded or something. ;)


T 1000 being shattered keeps poping into my mind..

Exactly :)


I think it would cover it since water control assumes that the character could shape water and your heat control would allow brian to flash freeze it. Though I think puppetmaster also has the ability to create ice... so in affect u can give him an aid other bonus or visa versa.?

I'd totally missed that he had the ability to generate ice. I think most of Brian's cold effects wouldn't overlap, though, since the Ice Slick is the only one that deals with moisture. won't say no if they have some synergy, though. :)
 

Speaking of that waterbending thing, given that water's so scarce on Mars, would he qualify for a Power Loss drawback? Even the air is pretty arid, I was under the impression...
 



Speaking of that waterbending thing, given that water's so scarce on Mars, would he qualify for a Power Loss drawback? Even the air is pretty arid, I was under the impression...
Good point, technically he should if you want to go the hard science route (and not handwave the presence of a a nearly global layer of permafrost).

However, he *Could* shunt Dehydrate into the main power of that array which would make his water control more insidious (as it since it becomes a function of his dehydration rather then his dehydration being a function of his ability to control water). Or as Voda vosa said....

You can always get water from persons.

Either way, it's just nasty.
 
Last edited:

It does seem to me though that he'd need to successfully use that dehydrate power then, prior to using any other powers in the array...which could also constitute a drawback to the array's cost.

Alternatvely he could carry a supply of water with him I suppose. The Angel of Red Sand build I was developing did that, only the container was full of martian sand, not water. Same principle though.

PS - There's been updates to my sheet. Almost ready for Primetime.
 

I was thinking about that possibility. Perhaps limiting the area blast, the obscuring mist, water bubble and create object. However, suffocation by filling lungs with water and blood control would work normally. I could also limit shield and force field, however the container idea strikes me as more useful for those powers.
 

-Ditto for Seif al Mariam.
A couple of pictures to celebrate! :D (The pink things over his shoulders are the steam hoses tying his swords to the aether furnace in the small of his back)

binder-fred-albums-characters-picture1198-seif-al-mariam-widescreen.jpg


binder-fred-albums-characters-picture1197-seif-al-mariam.jpg

___________________________________________
Binder Fred loves the new Heromachine 3.0. Still a bit buggy though.
 
Last edited:

Done!

Name: Deezy Klatta
Power Level: 6 (110pts)
Atts 20, Cmbt 18, Skls 10, Fts 10, Pwrs 19, Equip33

[sblock=Description]Deezy is, at first glance, a mess. Wild sandy blonde/brown hair pulled into a maze of tails and braids that frame a perpetually sunny, smiling, cherubic and sun darkened face...though the hair is often pinned down under a leather cap that has flaps down the sides that cover her ears, and a pair of goggles that perch high on her forehead when not in use. Her clothes are simple...a thin white sleeveless shirt and pair of shorts that go down to her somewhat knobby knees, but are quite loose fitting and covered in pockets. It's what goes OVER the clothes. First, a loose top of black mesh. Over that are belts. Belts over her shoulders, around her midriff, around her legs, crisscrossing her chest. On the belts are...things. Strange doohickies made of brass and bronze, sporting tiny tubes and nozzles and other, less recognizable protuberances. Little vials of oddly colored liquids. Tiny rolls of parchment and paper. Mysterious, and ominous somehow, orbs of blown glass with sparks of light deep inside. Somewhere in the chaos there's a little teddy bear affixed to her. With her spritely cuteness and overall sense of disorganization, Deezy is hard to take seriously...until the explosions start.[/sblock]

[sblock=Stats]Strength (STR) 10
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 20
Wisdom (WIS) 10
Charisma (CHA) 10

Init: +3
Base Attack Bonus: +2
Melee Attack: +2
Ranged Attack: +4
Base Defense: 14 (+3 base, + 1 feat)
Defense Without Dodge: 11
Tough: +6 (+2 Con, +4 equip)
Fort: +5 (2 Con + 3 base)
Reflex: +5 (3 Dex + 2 base)
Will: +3 (3 base)
Move: 30'[/sblock]

[sblock=Abilities, Feats, Skills]Gadgets +4 (20pts, One minute change, Needs access to Gadget Stash), 19pp

Skills: 40, 10pp
Computers +15 (10 ranks + 5 Int)
Craft (Mechanical) +10 (5 ranks + 5 Int)
Craft (Electronic) +10 (5 ranks +5 Int)
Disable device +10 (5 ranks + 5 Int)
Knowledge (Technology) +10 (5 ranks +5 Int)
Drive +8 (5 ranks + 3 Dex)
Survival +5 (5 ranks + 0 Wis)

Feats 10
Attack Focus: Ranged 2
Attractive 1
Dodge Focus 1
Equipment 3 (15pts)
Improvised Tools 1
Inventor 1
Improved Outmanuever 1

Languages - English[/sblock]

[sblock=Equipment and Lewt]Money -
Commlink, 1pt
Laptop, 1pt
PDA, 1pt
Mini-tracer, 1pt
Rebreather, 1pt
Lock release gun, 1pt
Holdout Pistol, 4pts
Tactical Vest, 4pts

Gadgets (Can choose to be carrying up to 20pts at one time)
DRUID - Dynamic Reconfigurable Universal Interface Device - Datalink +1, Comprehend (Machines) +2, 5pts
A deceptively small, handheld device that emits an electronic radio beam capable of interfacing with just about any computer or computerized machine within 10 feet. It automatically adjusts its signal to be understandable to any machine, and provides translated user feedback on a small screen. To keep it from being easily stolen, Deezy normally keeps it in a little integrated holder in the left forearm of her jacket or suit.

Klatta-Tech Active Ultrasonic Imaging Goggles - Super Senses +3 (Sonar), 3pts
Sturdy goggles that completely fit over the eyes and around the sides of the head, the AUSIG have an ultrasonic emitter facing forward in lieu of lenses. The echoes are detected and assembled into a realtime image in the tiny stereoscopic screens inside the device. They can detect solid and liquid surfaces in the wearer's field of view, but not surface details. While worn, the user is immune to visual Dazzles, Concealment, Illusions and Obscuration, but is also blind to anything but what the goggles 'see.'

Deezy's Amazing Auto-Water-Reclamator Hotsuit - Immunity (Env Cold, Thirst), 2pts
A skintight rubberized jumpsuit festooned with articulated ribbing and tubes, this item of dubious technology captures wastewater from the human body (by means probably best left unexplored) and Purifies it to provide drinking water.

Klatta-Tech 1000 Rocket Boots MkI - Leaping +3 (10x normal leap), Slow Fall, 5pts
Though the Hotsuit is arguably more practical, the Rocket Boots are inarguably Deezy's favorite of her own inventions. heavy leather boots of tight fit that are equipped with a maze of copper and brass tubes that snake around them and terminate in a nozzle that points down along the back of the ankle towards the ground. Sadly, even both boots together do not generate enough thrust to actually lift her...but they assist when she jumps. She continues to tinker with the devices, trying to improve their output without causing a catastrophic explosion.

Omniblaster - Blast +4 (Fades, PF Slow Fade, Link: Dazzle +4 (Fades, PF SlowFade)) 12pp
AP - Blast +4 (Fades, PF SlowFade, Link: Nullify +4 (All Tech at once, Fades, Alt Save: Ref, PF Slow Fade)
AP - Paralysis +4 (Fade, Ranged, Alt Save: Ref, PF Slow Fade 2)
A sidearm she found in the mecha, Deezy didn't invent this weapon, but she restored it to working order and has a decent idea of how it works, in her usual, alarmingly non-technical way. It has three settings, each one representing a different type of energy emission. The laser setting can blind as well as hurt. The electron beam setting causes electrical burns and can 'EMP' the target area. There is a 'stun' setting as well, where a lower amperage charge is used to disorganize a target's motor nerves. The omniblaster's power supply is faulty, and slowly wears out with each shot fired. This reduces the damage potential over time, until it can be recharged by plugging it into a specialized cradle in the mech's cockpit. The omniblaster is not a pistol; it is built into a bracer that is adjustable to fit either arm, of any size.

Klatta-Tech HERF Grenade - EMP - Nullify +6 (All "Tech" at once, Burst Area, Touch Range, Full rnd, PF Thrown, PF Triggered) 8pp
Inspired by the Omniblaster, Deezy figured out how to create a small device that uses capacitor charges to release a powerful, localized EMP. It can be fused for impact and thrown, or it can use a timer or remote signal to detonate. The EMP exhausts its power, but can be recovered and recharged to be used again.

Great Metal Beast
Large Mecha (13pts)
Strength 24, 6pts
Dexterity 12, 2pts
Toughness 9, 2pts (Base 2, plus 2 chassis Toughness, +5 imp armor, immune to crits)
Base Speed: 45, Leaping 2
Crew: 1 or 2
Communication: 200 mile radio comm
Sensors: Visual (IR/Low light), Audio, Compass, Rangefinder, Radio scanner, Radar (100' increment)
Cargo Space: 350lbs, Medium size
Weapon Mounts:
- Right arm - Gyrocannon, +4 to hit, Dmg DC 21, Autofire
- Left arm - Burst Laser, +4 to hit, Dmg DC 21, Penetrating
- Torso - "Pepperbox" anti-infantry array, +6 to hit, Dmg DC 19, Cluster (10'x40')
- Right Shoulder - Universal Mount (Empty)

[sblock=Features Cost: Base:36 Comp: 5]Cockpit/Control Features 3
Base - Environmental Seal 1 (5hrs)
Comp - Extra Seat 1
Comp - Improved Limb Control 1 (Ambidexterity)

Movement Features 4
Comp - All-Terrain: Desert 1
Comp - Improved Leg Actuators 1
Base - Jump Jets 2

Sensor/Communication Features 17
Comp - Communication +7 (Radio) 7
Comp - Super Senses +10
-- Direction Sense, Distance Sense, Infravision, Radio, Low Light
-- Radar (Accurate, Radius, Ranged, Extended 1, Radio Sense)

Defense Features 12
Base - Impervious Armor +5, 10
Base - Improved Plating (Critical Hits) 2

Targeting Features 0
- ?

Miscellaneous Features 4
Comp - Cargo Space 1
Comp - Universal Mounting 3

Weapon Systems 20
Base - Gyrocannon (Blast +6, Autofire) 18pts
Base - Pepperbox Anti-infantry (Blast +4, Cluster, PF Accuracy 1) 1pt
Base - Burst Laser (Blast +6, Penetrating) 1pt

Drawbacks
- Activation (Computers DC 15) to start mecha, -3pts
- Archaic Feature (Jump Jet), -1pt
- Unstable Power Supply, -4pts[/sblock]

Total Cost: 55 (Cost as Device +11: 33)
[/sblock]

[sblock=Background]
In one of the deep chasms carved in the surface of Mars by rivers untold millions of years ago, a
settlement was founded. Two men and a woman, all armed with knowledge of the past and all sharing the burden of the present, decided that they would make a small, self-sufficient community away from the controlling auspices of the city-states and their rigid philosophies. So rotor generators were strung across between the chasm walls to capture the boundless energy of the winds channeled through them. In the sheltered alcoves they built water reclaimers to take advantage of the thick, heavy air that gathered in the low places of Mars, in the bottom of the chasm.

Deezy was born there, the daughter of the son of one of the founding three, and possessed of the fierce, unbounded intellect that her grandfather had used to establish the water farms, and the sandstorm-proof generators. When not helping fix and maintain the town's gear, she would set off into the desert on her electric cart and imagine great adventures for herself while carving ruts into the red dust of Mars.

It is fitting then, that one day she found a real adventure. Driving out late, Deezy was caught in the path of dust storm. She survived by improvising a shelter out of her cart. When the sun finally came out from behind its angry red shroud, Deeze emerged from her now half-buried shelter to see something astonishing; a curved slab of metal, glinting in the dim Martian sun from the top of a sand dune. It was a work of hours, but finally she had the head and upper shoulders revealed. A giant robot war machine! And it was OLD...who knew how long it had been buried here?

Deezy spent the next month begging, buying annd stealing parts to make her little mecha walk again. Each night she hiked out and worked a few hours as well. After a few missteps, and a lot of lost sleep, she finally managed to bypass some of the pesky power supply safeties that kept preventing the minireactor from initializing. The giant awoke...and she carefully walked it home.

Weeks passed as she slowly got more subsystems back online. Initial griping from the townsfolk subsided after the 'great metal beast' successfully chased off a pack of raiders. Even so, Deezy's ability to repair and maintain the glorious machine was limited there, and she knew it. So, with a few of her inventions in her pack, and enough supplies to last her through the long trip to Victoria City, she set out from home to see what civilization had to offer her, and her mecha.[/sblock]
 

Into the Woods

Remove ads

Top