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


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Some clarifications about Mech-monkey's niche and Great Metal Beast, specifically in comparison to the Spartan.

1) Mechmonkey is from a fairly primitive, agrarian little village. Her knowledge of mechanics and such is largely unschooled and intuitive (and is possibly a mutation, though it isn't regarded as such by the character). I liken her a bit to Kaylee from Firefly...unsophisticated, but very good at what she does. This is in comparison to the Spartan, who is from a technologically savvy society.

2) Despite these humble origins, Mechmonkey's skills go far beyond maintaining technology. She will, in fact, probably have some amount of 'gadgeteer' power in addition to her mecha, so that she has some stuff she can do when outside her armor. This is because:

4) Her Great Metal Beast is bigger and more unwieldy than just power armor. In Manga&Mecha terms, she has a Mobile Suit, not Power Armor. It's a good nine to ten feet tall, and quite heavy. Thus, it will not always be appropriate that she is piloting it. In circumstances of stealth, or when in civilized cities that will very likely place controls on what you can bring where, she will probably have to leave it behind.

I do need to know if mecha is considered a Device, or is bought with Equipment points. Also, what's the 'base tech level' of this setting? It seems kind of 2ish, but the existence of things like Spartans might nudge it up.

Binder - It's a pretty cool two-fisted (bladed!) design! However, your toughness save is too high for a PL 6 game, unless your Defense has been traded off...which it hasn't, since it's 16.
 
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Corrected, thanks Shayuri! And now that I look, the Cyborg camel should be 3pp, not 4, since it's an Easy to Grab/un-horse devise. Haven't re-assigned the 5 loose pp yet though, will do that tomorrow.
 

Yeah, I'd see the difference of our two characters being akin to difference between 40K Space Marine and Mecha-Ironman :D
 

Name: Deezy Klatta
Power Level: 6 (110pts)

[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 +2 (10pts, One minute change, Needs access to Gadget Stash), 9pp

Skills: 40, 10pp

Feats 9
Attack Focus: Ranged 2
Attractive 1
Dodge Focus 1
Equipment 2 (10pts)
Improvised Tools
Inventor 1
Improved Outmanuever 1

Languages - [/sblock]

[sblock=Equipment and Lewt]Money -
Commlink, 1pt
Lock Release Gun, 1pt
Holdout Pistol, 4pts
Tactical Vest, 4pts

Gadgets
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.

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 recirculates it, as well as purifying it to provide drinking water. Heating elements built into the padding provide needed temperature control in the frigid Martian nights.

Klatta-Tech 1000 Rocket Boots MkI - Leaping +3 (10x normal leap), Slow Fall, 5pts
Though the Coolsuit 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.

Great Metal Beast
Large Mecha (13pts)
Strength 24, 6pts
Dexterity 12, 2pts
Toughness 9, 2pts (5 imp, 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
- Environmental Seal 1 (5hrs)
- Extra Seat 1
- Improved Limb Control 1 (Ambidexterity)

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

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

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

Targeting Features 0
- ?

Miscellaneous Features 4
- Cargo Space 1
- Universal Mounting 3

Weapon Systems 20
- Gyrocannon (Blast +6, Autofire) 18pts
- Pepperbox Anti-infantry (Blast +4, Cluster, PF Accuracy 1) 1pt
- 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: 44, Cost as Equipment: 11)
[/sblock]

[sblock=Background][/sblock]
 
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Corrected, thanks Shayuri! And now that I look, the Cyborg camel should be 3pp, not 4, since it's an Easy to Grab/un-horse devise. Haven't re-assigned the 5 loose pp yet though, will do that tomorrow.

I noticed several other errors while I was looking at it while at work. If I wasn't so tired form clubbing I'd write them up right now...


I do need to know if mecha is considered a Device, or is bought with Equipment points. Also, what's the 'base tech level' of this setting? It seems kind of 2ish, but the existence of things like Spartans might nudge it up.
Device. I'm actually using the "mecha as special equipment" rule with the equipment versions of mechas being bare bone mechs with some nasty drawbacks (on top of activation time, archaic feature, and unstable, it also has volatile). Believe me, I think most of the group would rather walk or ride on the Metal Beast's back then pilot one of those mechs.

Going by Mechan and Manga's tech levels, I consider the game to be an early 3 with some tech 4 items existing (but rapidly falling into a state of disrepair and incomprehension).
 
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Corrected a few more. Besides math, changed the Desert Ambush power (thought Action was a Flaw instead of a Drawback for some reason), the Cyborg Camel power (he can now whistle and have his beast show up at any time) and bought an extra Hero point with the point left over.

EDIT= Oh, and I've assumed that the two main environmental hazard of the martian desert were low temperature and lack of water (besides dust-storms and raw aether, of course :). I've also assumed that mutations work through the Transform power. Correct me if I'm wrong on any of those. I can also adjust his movement powers if they don't fit the scale you had in mind for them.
 
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You're correct. Since the planet's terraformation failed I see the temperature range as being -30 to about 50 (extremes being -50 to 70).

I see mutations as being both taint (background radiation) to transformations (caught in a aether explosion or aether fall out).
 


Here's The Puppeteer. I must come up with a good new name.


Abilities ( 10 pp)

Strength: 10 ( 0 )
Dexterity: 12 ( 1 )
Constitution: 14 ( 2 )
Intelligence: 12 ( 1 )
Wisdom: 12 ( 1 )
Charisma: 10 ( 0 )

Combat ( 14 pp)

Attack Melee: 7
Attack Ranged: 7
Damage melee: 7
Damage Ranged: 7
Grapple: 7
Defense: 0
Initiative: 5

Saves ( 12 pp)

Toughness: 7
Fortitude: 6
Reflex: 5
Will: 5


Skills ( 11 pp)

5 ( 4 ) Acrobatics
0 ( 0 ) Bluff
4 ( 4 ) Climb
1 ( 0 ) Computers
5 ( 4 ) Concentration
1 ( 0 ) Craft
0 ( 0 ) Diplomacy
1 ( 0 ) Disable Device
0 ( 0 ) Disguise
1 ( 0 ) Drive
5 ( 4 ) Escape Artist
0 ( 0 ) Gather Inf
0 ( 0 ) Handle Animal
0 ( 0 ) Intimidate
1 ( 0 ) Investigate
1 ( 0 ) Knowledge
0 ( 0 ) Language
1 ( 0 ) Medicine
9 ( 8 ) Notice
0 ( 0 ) Perform
1 ( 0 ) Pilot
1 ( 0 ) Profession
5 ( 4 ) Ride
1 ( 0 ) Search
1 ( 0 ) Sense Motive
1 ( 0 ) Sleight of Hand
9 ( 8 ) Stealth
5 ( 4 ) Survival
4 ( 4 ) Swim

Feats ( 9 pp)

Power attack 1
All out attack 1
Evasion 2
Accurate attack 1
Master Plan 1
Move by action 1
Improved initiative 1
Hide in plain sight 1



Powers Rank ( 63 pp)

Water Control 12
AP: Dehydrate (7) 1 [The Puppeteer drains the water from the target, dehydrating it]
AP: Blast (Cone area, 7) 1 [The Puppeteer condenses water from the air and unleashes a powerful shock of pressurized water]
AP: Obscure (12) 1 [The Puppeteer produces a thick mist with the condensed water from the air]
AP: Suffocate (6) 1 [The Puppeteer makes the water from the blood to fill the lungs of the targets]
AP: Snare (7) 1 [The Puppeteer creates bonds of ice around the targets' feet]
AP: Create object (10) 1 [The Puppeteer creates a pillar of ice from the water he drains]
PF:Progresion 1
PF: Selective 1
AP: Blood Control 1 [The Puppeteer controls the water inside the target's body, controlling it's movements and actions]


Device: Scimitar of the Moon 6 [The scimitar contains a tank of water on the hilt and a vapour valve. Making the water boil sends a yet of vapour out in the precise moment to enhance a slash, making it demolishing ad blindingly quick.]
-Strike (penetrating) Link 7
->PF: Split attack 1
-Drain (any save) Link 7
->PF: Slow fade 1

Shield 7 [The Puppeteer creates a torrent of water that deflects incoming blows]

Force Field 5 [The Puppeteer surrounds himself in alive water that absorbs the impact of blows]


Equipment Cost Bonus




Drawback ( -9 pp) Extra points

Power loss (restrained:WC) 3
Power loss (restrained:Forc Field) 3
Power loss (restrained:Shield) 3

The Puppeteer must be able to move freely to bend water.
 
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