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

... There is a reason why I don't like making long posts from my mobile phone. The fact that tapatalk sent a reply due to the proximity of my autocorrect and the submit button is part of that reason.
 

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So I'd like to raise the question now, will there be many situations where Deezy is not able to bring her mecha along, and therefore it should be priced as 'easily lost,' since she won't have access to its powers during those times? Or is the default assumption that she'll be allowed to roam around in it freely, and only be required to leave it behind relatively rarely?

I'll allow you to use the easily lost point cost since I can definately see how she might come into a situation where they mech would be a hinderance due to it's size. Also not all places will allow her to bring in her mecha w/o it getting clearance. The situations that will arrise that demand her to go on foot will be more of akin to parking a car or having the mech stowed in a cargo hold rather then one of abandonment.

This data transmission was sent via cybernetic implant.
 

Yar, that's what I was thinking too...that she wouldn't be allowed to just rumble down a city sidewalk in a ten foot tall armored monster. :)

Cool. I'll put those points into her gadget pool.
 

[sblock=WIP]Name: Deezy Klatta
Power Level: 6 (110pts)
Atts 20, Cmbt 18, Skls 10, Fts 8, 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]
 
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Well, I managed to put together a background. The character concept is now something like Space Marine meets Judge Dredd :D

Spartan Guard, the perfect police force.
The creation of a Spartan begins with a carefully laid breeding program. Even before all else, a newborn Spartan is superior to average human in every way. From very young age they begin their rigorous training and conditioning to become a perfect warrior with absolute sense of justice... (From certain point of view)

At the eve of manhood becomes the next stage. The Serum. Effectively a controlled mutation that enhances the Spartan's abilities, gives him superior healing capabilities and turns him into an unyielding force of law. It is also the Serum that creates an almost mystical aura jurisdiction that the Spartans are known of. Only one Warrior's presence is enough to calm the innocent, encourage his allies and to drive criminals into blind panic.

When the Spartan is physically and mentally ready he is initiated to the guard itself. He is clad in a bronze power armor that is powered by aether combustion engine and handed the Spear. The acrid smoke that these armors exhaust is so distinctive that anyone who has ever known it can't mistake it. The Spear is the badge of office of the Guard. A weapon capable of gathering aether and releasing it through charging up the blade or blasting it at range.

And Aeaxeos is Spartan. Paragon of Law and Justice (from certain point of view), he was sent out to the wasteland to hunt a particularly inconvenient dissident. This hunt took him as far as Victoria Town where he requested the aid of the local Law. He was given right to act within the city in exhance for a contract to join the local Watchmen for 6 months. The dissident soon lay dead, and honorbound Aeaxeos joined the Watchmen.

His six months is now almost up...

[sblock=Hopefully ready]
------- CHARACTER INFO -------
Name: Aeaxeos
Age: Who knows, looks to be around 30
Height: 7'
Weight: 335
Skin: Olive
Hair: Dark
Eyes: Brown


Group Affiliation(s):
Allegiance(s): Olympian Council, Spartan Guard,


------- CHARACTER SHEET -------


Power Level: 6
Power Points: 110pp
Hero Points: 1

ABILITIES: 20pp
Str: 12+6 (1+3)
Dex: 16 (3)
Con: 14 (2)
Int: 12 (1)
Wis: 12 (1)
Cha: 14 (2)

SAVING THROWS: 10pp
Toughness: 9 = Protection 5 +2 CON +2 Tough
Fortitude: 4 = BASE 2 + 2 CON
Reflexes: 7 = BASE 4 + 3 DEX
Will: 5 = BASE 4 + 1 WIS

COMBAT: 14pp
Damage Bonus: 1/4 (armored)
Base Attack: 5
Defense: 0 (Tradeoff 3)
Initiative: 2

SKILLS: 36 ranks (9 pp)
Craft 1+1=2
Diplomacy 3+2=5
Intimidate 11+2=13
Investigate 5+1=6
Knowledge Civics 2+1+4=7 (Eidetic Memory)
Notice 5+1=6
Sense Motive 7+1=8
Language 2

LANGUAGES:
English
Chinese
Arabic

FEATS: 9pp
Defencive Strike
Tough x2
Veteran Fighter
Eidetic Memory
Leadership
Fearless
Startle
Diehard

POWERS: 48pp
Emotion Control 6 (12)
Immunity Sleep (1)
Regeneration (Rate (Injured)) 2 (2)
Device (4pp/rank: 6 ranks) 24pp
Spartan Power Armor: (6x5=30)
-Enhanced Ability Str 6 (6)
-Protection (Impervious) 5 (10)
-Immunity Life support (9)
-Supersenses Darkvision (2)
-Super Strenght 1 (2)
-Immovable 1 (1)
Device (3pp/rank: 3 ranks) 9pp
Spartan Spear: (3x5=15)
-Strike (Mighty) 2 (3)
-Blast 6 (12)

COST SUMMARY: 110
ABILITIES: 20pp, SAVES: 10pp, COMBAT: 14pp, SKILLS: 9pp, FEATS: 9pp, POWERS: 48pp[/sblock]
 
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Alright...

-I'll consider the Puppeteer complete even though he needs a name, and a native language.
-I'll consider James Fauntleroy Featherston-Smythe complete.
-Ditto for Brian Shaughnessy.
-Ditto for Seif al Mariam.
-Aexeos is also complete.
 
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Comments in red.
[sblock=Aezxeos]
------- CHARACTER INFO -------
Name: Aeaxeos
Age: Who knows, looks to be around 30
Height: 7'
Weight: 335
Skin: Olive
Hair: Dark
Eyes: Brown


Group Affiliation(s):
Allegiance(s): Olympian Council, Spartan Guard,


------- CHARACTER SHEET -------


Power Level: 6
Power Points: 110pp
Hero Points: 1

ABILITIES: 20pp
Str: 12+6 (1+3)
Dex: 16 (3)
Con: 14 (2)
Int: 12 (1)
Wis: 12 (1)
Cha: 14 (2)

SAVING THROWS: 10pp
Toughness: 9 = Protection 5 +2 CON +2 Tough
Fortitude: 4 = BASE 2 + 2 CON
Reflexes: 7 = BASE 4 + 3 DEX
Will: 5 = BASE 4 + 1 WIS


COMBAT: 14pp
Damage Bonus: 1 / 4 (armor) <-- Fixed it for you
Base Attack: 5
Defense: 0 (Tradeoff 3)
Initiative: 2

SKILLS: 36 ranks (9 pp)
Craft 1+1=2
Diplomacy 3+2=5
Intimidate 11+2=13
Investigate 5+1=6
Knowledge Civics 2+1+4=7 (Eidetic Memory)
Notice 5+1=6
Sense Motive 7+1=8
Language 2

LANGUAGES:
English
Chinese
Arabic

FEATS: 9pp
Defensive Strike
Tough 2 <-- Fixed it for you..
Veteran Fighter
Eidetic Memory
Leadership
Fearless
Startle
Diehard

POWERS: 48pp
Emotion Control 6 (12)
Immunity Sleep (1)
Regeneration (Rate) 2 (2) <-- You need to specify the type of regeneration (bruised, unconscious, injured, staggered, disabled, ability damage or resurrection). Generally speaking I don't like regeneration faster then a round.
Device (4pp/rank: 6 ranks) 24pp
Spartan Power Armor: (6x5=30)
-Enhanced ability Strength 6 (6) <-- Fixed it for you
-Protection (Impervious) 5 (10)
-Immunity Life support (9)
-Supersenses Darkvision (2)
-Super Strength 1 (2)
-Immovable 1 (1)
Device (3pp/rank: 3 ranks) 9pp
Spartan Spear: (3x5=15)
-Strike (Mighty) 2 (3)
-Blast 6 (12)

COST SUMMARY: 110
ABILITIES: 20pp, SAVES: 10pp, COMBAT: 14pp, SKILLS: 9pp, FEATS: 9pp, POWERS: 48pp
Let me just say.. Aexeos is scary. And that's without him using emotion control, and intimidate. He's and example of why Warriors and Warlocks has some of the best combat feats around.

[/sblock]
 
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Let me just say.. Aexeos is scary. And that's without him using emotion control, and intimidate. He's and example of why Warriors and Warlocks has some of the best combat feats around.

Hehee... I admit, the Veteran Fighter is pretty cool. Tough and Defensive Strike are pretty standard I think, but then again, I'm total noob to M&M so what do I know :D

And with my defence bonus, I don't think I get to use the strike too often :D
 
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Yar, that's what I was thinking too...that she wouldn't be allowed to just rumble down a city sidewalk in a ten foot tall armored monster. :)

*Rumbling voice accompanied by smell of smoke*
Citizen! You are in violation of Union Regulation 1375 paragraph 17. Use of unauthorised terrain modification tool.
*points to the huge dents in the street*
Remove the tool from City Limits immediately!
 
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