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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 06, 2017 6:11 am 
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You sure it's a good thing to stat Smoke before Last Jedi?

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 06, 2017 7:46 am 
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Kind of a challenge to see how "right" I got it before the movie comes out.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 06, 2017 1:35 pm 
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I've not even seen "The Force Awakens" yet, so my understanding of the villains' powersets is pretty low at best. So yeah.


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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Thu Dec 14, 2017 2:43 am 
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Well, I think it's been long enough for anyone on the forum to make any suggestions or corrections to last installments builds, so let's move on, shall we?

To start things off, from the Jericho Franchise, we have the Legionary.
Quote:
Legionary
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Once a member of the seventh cohort of the first legion, these dishonored Roman Legionaries were disfigured upon their assimilation into the Pyxis with their armor fused into their own skin, hardening them against attacks. Their primary means of attack are with light javelins to throw at distant foes and heavy javelins for enemies that are close by.

(1 Point)
HEALTH: 20
ENDURANCE: 10
TV: 13
DX[END] - Attack
  • 2[0] - “Light Javelin” (Accurate; Ranged, Str. Powered. Ineffective; Weapon)
  • 3[0] - “Heavy Javelin” (Reach. Weapon)
Level - Ability
  • +2 - Armored
  • +3 - Armored “Scutum”
  • +2 - Combat Expert
  • +3 - Evasive “Scutum”
  • +2 - Intimidating
  • +5 - Life Support
  • +2 - Strong
Level - Weakness
  • -1 - Awkward Size (Large)
  • -3 - Bizarre Appearance “Armor Fused to Flesh”
  • -2 - Focus “Scutum” (Armored and Evasive “Scutum”)
  • -1 - Languid
  • -1 - Overconfident
  • -3 - Restricted Freedom “Seventh Cohort, First Legion”
  • -3 - Servitude “Governor Casseus Vicus”
  • -1 - Slow
  • -3 - Vulnerability “Head Shots”

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Thu Dec 14, 2017 2:51 am 
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Next up, from the Crysis franchise, we have the Grunt Commander.
Quote:
Ceph Combat Command Unit
Image
Though given the official designation of Charybdis, these alien creatures are more commonly known as Ceph due to their anatomical resemblance to cephalopods. An ancient extra-galactic species, the Ceph originate from the Triangulum Galaxy whose advanced nanotech-based technology and hive intelligence have allowed them to fully colonize not only their home galaxy, but also neighboring galaxies via incursions such as the Milky Way Galaxy through their rapid adaptation and reaction to the local planetary environment.

Commonly called “Grunt Commander”, the Ceph Combat Command Unit is one of many specialized and the most common command variations of the Stage 2 Ceph for their invasion/colonization of a suitable planet and perfectly adapted to that particular biosphere largely through the assimilation of infected flesh by the aboriginal sapient species of said planet. Though the Ceph Combat Command Units are formidable adversaries in their own right, their greatest contribution to the Ceph military is to organize and lead groups of Ceph Combat Units into engagements and make them even more formidable forces against any aboriginal resistance. Their only weakness, a trait shared amongst many other Stage 2 Ceph, is the unarmored portion of their neck and upper back region where their true biological forms are the most vulnerable.

(5 Points)
HEALTH: 40
ENDURANCE: 30
TV: 13
DX[END] - Attack
  • 2[0] - “Arm Blades” (Armor Piercing. Elaborate Gestures)
  • 5[5] - “EMP” (Affinity, Electricity. Area Effect; Effective x2; Fatiguing; Strike Through. No Damage)
  • 3[0] - “Pinch Rifle, Assault” (Affinity, Energy. Impairing; Overwhelming; Ranged. Elaborate Gestures, Both Hands on Weapon; Inaccurate; Requirement x2, Liquid/Humidity Free Environment; Weapon)
  • 4[0] - “Pinch Rifle, Scatter” (Affinity, Energy. Area Effect; Effective; Impairing; Ranged. Elaborate Gestures, Both Hands on Weapon; Low Penetration; Requirement x2, Liquid/Humidity Free Environment; Weapon)
  • 4[0] - “Grenades” (Affinity, Explosion. Area Effect; Armor Piercing; Effective; Impairing; Ranged; Stunning. Ammunition x3; Elaborate Gestures; Inaccurate x2; Weapon)
Level - Ability
  • +3 - Armored
  • +2 - Attack
  • +2 - Barrier “Energy Shield”
  • +1 - Combat Expert
  • +2 - Intimidating
  • +1 - Knowledge “Squad Tactics”
  • +2 - Minions “Ceph Grunts”
  • +2 - Perceptive
  • +1 - Position of Power
  • +1 - Psychic “Ceph Hive-Mind” (Requirement, Other Ceph)*
  • +1 - Smart*
  • +1 - Strong*
  • +3 - Tough
  • +1 - Vigorous
Level - Weakness
  • -3 - Bizarre Appearance
  • -1 - Arrogant
  • -3 - Dependency “Link to Ceph Hivemind” (Becomes Feral)
  • -1 - Overconfident
  • -3 - Restricted Freedom “Ceph Hivemind”
  • -3 - Servitude “Alpha Ceph”
  • -3 - Vulnerability “Exposed Ceph” (Neck/Upper Back)

* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage

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Though he may have his flaws and faults, he was a husband and a father without equal. May the Angels welcome and accept him with open arms.

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Last edited by Sabersonic on Fri Dec 29, 2017 2:14 am, edited 1 time in total.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Thu Dec 14, 2017 2:57 am 
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Next up, as an introduction to the Jak and Daxter franchise, we have the Babak.
Quote:
Babak
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One of the most common, if not the most common Lurker, the Babak served as the infantry core of the Acheron Sibllin’s vast Lurker Army. As a group, the Babaks were fairly intelligent enough to not only utilize primitive mechanical vehicles, but also construct them from fairly simplistic materials. Still, they have a preference to use their fists and not more advanced small arms to attack hostile foes. Even their primary means of locomotion in a charge is less bipedal and more quadrupedal in order to gain more speed to chase down a foe and would even beat their chests in frustration if unable to pursue.

(1 Point)
HEALTH: 20
ENDURANCE: 20
TV: 14
Level - Ability
  • +1 - Agile
  • +2 - Armored
  • +2 - Intimidating
  • +2 - Intuitive
  • +1 - Pilot
  • +3 - Quick
  • +3 - Strong
Level - Weakness
  • -1 - Awkward Size (Large)
  • -3 - Bizarre Appearance
  • -2 - Hatred “Humans”
  • -1 - Quirk “Run on All Four Limbs”
  • -3 - Restricted Freedom “Lurker Army”
  • -3 - Servitude “Gol and Maia Acheron”

* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage

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Though he may have his flaws and faults, he was a husband and a father without equal. May the Angels welcome and accept him with open arms.

Rest in Peace, Dad


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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Thu Dec 14, 2017 3:56 am 
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And finally, to round out this installment, something a little original. I call it the Nanite-Infected Zombie.
Quote:
CDHD-1 Walker Zombie
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The Vivi Mortuis Nanomachine-based Contagion, far more commonly known as the Z-Nanite, was originally conceived by a small and desperate nation as a deterrent against foreign aggression and intervention. Or, at the very least, a final act of defiance against hostile occupation. However, like many such rushed projects with such unknown science, something went horribly wrong and has spread across much of the globe. The Z-Nanite quickly sets up a colony-hive within the central nervous system of the host, which is set into overdrive the moment of brain death, and replaces the dying neurons with more efficient versions based upon the Z-Nanite template. Eventually, much of the nervous system is replaced by the Z-Nanite colony-hive and the host becomes little more than a meat puppet of the Z-Nanites with an insatiable need to gather raw biomass as a resource to repair and maintain the host body, largely through cannibalism in addition to the perverse procreation of the next generation of Z-Nanite colony-hives. Though there is no known cure that would otherwise have allowed a contaminated host to survive and not be turned upon death, the Z-Nanites can be delayed almost indefinitely when the host’s immune system is heathy and robust, a limitation the Z-Nanites are unable to overcome no matter the number of succeeding colony-hive generations. Still, this fact barely stemmed the tide of the Z-Nanite pandemic across the human species.

One of the more populous of the Z-Nanite variants, the standard Consciousness Deficit Hyperactivity Disorder 1 or CDHD-1 or more popularly known as the Walker Zombie make up the bulk of the Z-Nanite colony-hive hosts. These are either best described as either first generation Z-Nanite colony-hives or older successive colony-hives whose host bodies have decomposed faster than their ability to repair such damage. As such, their physical and mental abilities are severely limited to the point that they must resort to the use of not only swarm tactics but also the use of improvised melee weapons such as tools to kill or at least incapacitate the desired prey before biomass harvesting could commence. Still, CDHD afflicted host bodies such as the Walker Zombies are easily fooled and distracted for the weary and savvy.

(-4 Points)
HEALTH: 30
ENDURANCE: 10
TV: 2
DX[END] - Attack
  • 3[0] - “Improvised Stabbing Weapon” (Effective. Weapon)
  • 2[0] - “Zombie Bite” (Continued Effect. Low Penetration)
Level - Ability
  • +1 - Attack
  • +1 - Healer (Effective x4; No Gestures. Buildup x4; Self-Only)
  • +5 - Life Support
  • +4 - Psychic (Requirement, Z-Nanite colony-hives)
  • +2 - Tough
  • +3 - Unique (Turns Defeated into Z-Nanite hosts)
Level - Weakness
  • -3 - Bizarre Appearance
  • -1 - Clumsy
  • -3 - Dense
  • -3 - Easily Distracted
  • -2 - Impaired Sense (Sight)
  • -2 - Slow
  • -3 - Vulnerability (Electricity)
  • -2 - Vulnerability (Fire)
  • -2 - Vulnerability (Head Shots)

Well this little NPC idea is basically my way of rationalizing the "magical" zombie virus into something a smidgen bit more plausible by turning it into a nanomachine that basically turns much of the central nervous system into a huge nanite colony that controls the body and how it's able to operate without oxygen. Still, it would be vulnerable to electrical shocks and not just EMPs and have low heat tolerances which makes them slightly easier to kill off. So if people like the concept enough I just might expand upon it.

Anway, that should be it for this installment. So until next time, do anyone feel comfortable with the idea of using these NPC mooks for their own campaigns or do they need some corrective tweaks?

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 27, 2017 6:32 am 
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Blobathehutt wrote:
Looks good :) Can you do something from the old republic? Like maybe Revan?

Revan would be difficult, because he's literally an insert character- is he black or white or asian? Male or female? Soldier, Scoundrel, Scout? Jedi or Sith? Force wizard or lightsaber specialist? One weapon fighter or two weapon fighter? The correct answer is yes, depending on you wanted to play KOTOR. Of course, TOR clarifies most of that to fit in their story, but there is still enough 'not known' to make a good build, IMO.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 27, 2017 7:31 am 
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Hela (Boss)
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"I am Hela, Odin's firstborn, commander of the legions of Asgard, the rightful heir to the throne and the Goddess of Death!"
―Hela

Hela Odinsdottir was the Asgardian Goddess of Death and the former Executioner of Asgard. Imprisoned in Hel for millennia by her father Odin, Hela was released from her prison following his death and set out to exact vengeance against those responsible while simultaneously engaging in a series of encounters with her younger brother Thor.

Health: 40
Endurance: 80
Defense: 4

Abilities (20)
Armor +1*
Attack +1*
Beautiful +1
Combat Expert +3
Evasive +2
Magic, Arcane +4
Minions +4
Vigorous +4

Weaknesses (-10)
Arrogant -2
Bizarre Appearance -1
Infamous -2
Obsession (Death to all) -3
Outcast -2

Attacks
Dark Sword: Accurate, Weapon; Roll: 6, DX: x2 (x7*), EN: 0
Dark Blasts: Effective 2, Ranged; Roll; 5, DX: x4 (x9*), EN: 10

*Usually benefits from Scaled Advantage

Minions
Berserkers (+1, HP: 30, En: 10, Defense: 3)
Raised from the dead to serve Hela, the Berserkers only exist to kill, for every death adds to Hela's kingdom.
Image

Agile +1
Armor +2
Intimidating +2
Quick +1
Strong +2
Tough +2
Bizarre Appearance -3
Hated (living) -3
Servitude -3
Attacks: Arm Blades: Roll: 3, DX: x3, EN: 0

I always like female "big bads", feeling that is an overlooked concept. Most major villains tend to be men; Star Wars, for example, only has Captain Phasma as the single notable female villain in the movies. I had high hopes for Hela in Thor: Ragnorak. I wasn't terribly impressed, the movie was good but Hela was a pretty average Marvel movie villain.

I'd actually use her as a sort of Star Wars villain... With her original concept as Queen of the Underworld could tie her in with the Necromorphs, which are dead bodies animated by a mysterious energy field... and the Force was originally described as an "energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together", so the Markers would be an negative Force, which sounds like something a Sith or a Dark Sider would use. So instead of a goddess, she'd be a powerful Dark Side Witch or Sith Lord.

Saber's extensive Dead Space conversions could be used, then, although I think they might be a bit too intense to throw at even Heroic characters. The Berserkers (as illustrated by the Lego version of Thor: Ragnorak) are presented mostly as an alternative force instead of the Necromorphs.

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Last edited by Malancthon on Wed Dec 27, 2017 9:19 am, edited 2 times in total.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 27, 2017 8:23 am 
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Makuta, the Skull Emperor (Boss)
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The Dark Lord Makuta is an ancient being of immense power. Hailing from the biomechanical world of Okoto, he along with his brother Ekimu crafted Masks of Power which allowed the Okotans to channel a single element, and Okoto developed into an advanced peaceful culture. Much to Makuta's resentment, Ekimu's masks were more popular than his own. Makuta created the Mask of Ultimate Power, thinking it would transform him into a god and be able to conquer Okoto. The immense power, fueled by his resentment and anger, overwhelmed him and threatened to destroy Okoto. With sadness, Ekimu struck down Makuta, appearing to destroy his brother in a massive explosion that engulfed Makuta and the entire Capital City. However, Makuta survived and had absorbed much of the strength of the Mask of the Ultimate Power, even wearing what appeared to be a shadowy copy of the Mask. Trapped in the Shadow Realm, Makuta plotted for thousands of years, raising a skeletal army of biomechanical warrior to soon return...

Health: 100
Endurance: 100
Defense: 3

Abilities (25)
Armor +2*
Attack +1
Combat Expert +1
Evasive +1
Magic, Arcane +4
Minions +3
Strong +3*
Tough +5
Vigorous +5

Weaknesses (-15)
Arrogant -3
Awkward Size -3
Bizarre Appearance -3
Greedy -3
Restricted Freedom -3

Attacks
Flame Staff: Armor Piercing, Weapon; Roll: 3, DX: x5(x10*), EN:0
Flame Shot: Armor Piercing, Effective 4, Ranged, Concentration, Weapon; Roll: 3, DX: x6, EN: 0
Arm Blades: Accurate, Ineffective; Roll: 4, DX: x4(x9*), EN: 0
Shadow Blast: Ranged, Strength Powered; Roll: 3, DX: x5 (X10*), EN: 5

*Usually benefits from Scaled Advantage

Bionicle was a fan favorite Lego theme from the turn of the century... I was not into Bionicle. Lego tried to reboot the franchise a few years ago, and nobody seemed to really care. Not even I cared. I ended up picking up a model on discount just to see if there was anything interesting. By itself... not really. But against a Lego minifig, which then made the Bionicle figure into a titan like Shadows of the Titan- THAT was interesting. So I got interested in the revamped Bionicle, and was quite impressed by the design of the ultimate bad guy, the robot god of darkness Makuta. I've since tinkered on and off with using the idea somehow.

I'm still inclined to use My Monstrous Scale to more accurately design the villain, but I thought I'd see what he'd by like "by the book". I think he came out pretty well as an ultimate villain for OVA.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 27, 2017 8:44 am 
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Skull Warriors (+1 Minion)
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The undead biomechanical legion of Makuta, the Skull Warriors rise from the depths of the ground with an icy chill. Armed with a frosty bow and a bladed staff, the giant warriors serve only the will of the Dark Lord.

Health: 20
Endurance: 10
Defense: 3

Abilities (9)
Armored +2*
Attack +3
Combat Expert +1
Evasive +1
Strong +1*
Tough +1

Weaknesses (-8)
Awkward Size -2
Bizarre Appearance -3
Servitude -3

Blade Staff: Disarming, Reach, Ineffective 2, Weapon; Roll: 3, DX: x3 (X8*), EN: 0
Bowblaster: Effective, Ranged, Weapon; Roll: 3, DX: x5, EN: 0

*Usually benefits from Scaled Advantage

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Wed Dec 27, 2017 9:06 am 
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Quote:
Makuta, Skull Emperor

Skull Warriors

And for comparison, if anyone cares, the Monstrous Scaled version of them are here. I consider those to be the 'true' versions, but will probably use these normal versions first. FYI, I don't use the Scaled Advantage bonus for the Monstrous Scaled versions.

Makuta's Skull Army included more characters, such as the Skull Slicer (sort of like an insane General Grevious), the Skull Basher (an undead minotaur), and the Skull Grinder (a Devil Terminator thing. Yes).

Image

Eventually, I do plan on statting them up as well.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Fri Dec 29, 2017 2:13 am 
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I can see that noone's interested in the nano-tech zombie. Oh well, it's a chance of pace is all.

Moving on with the Jericho franchise, we have the Blind Behemoth.
Quote:
Blind Behemoth
Image
Though their origin before the Pyxis is unknown, the Blind Behemoths are monstrous foes of Vicus’ colosseum that are not only strength that would allow them to kill a victim in a single blow, but agile for their size with the only saving grace for anyone forced to face these beasts is their absent vision. Even without their sight, their sense of smell and sound has become acute as well despite their lack of higher cognitive, non-instinctual functions.

(5 Points)
HEALTH: 70
ENDURANCE: 20
TV: 7
DX[END] - Attack
  • 5[0] - “Spiked Club” (Effective. Weapon)
Level - Ability
  • +2 - Agile
  • +1 - Armored
  • +2 - Heightened Sense (Hearing)
  • +2 - Heightened Sense (Smell)
  • +2 - Intimidating
  • +5 - Life Support
  • +3 - Strong
  • +5 - Tough
Level - Weakness
  • -2 - Awkward Size (Large)
  • -3 - Bizarre Appearance
  • -3 - Dense
  • -3 - Impaired Sense (Sight)
  • -3 - Restricted Freedom “Gladiator Colosseum”
  • -3 - Servitude “Governor Casseus Vicus”

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Though he may have his flaws and faults, he was a husband and a father without equal. May the Angels welcome and accept him with open arms.

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Last edited by Sabersonic on Tue Feb 06, 2018 10:37 pm, edited 1 time in total.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Fri Dec 29, 2017 2:18 am 
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Next up, for the Crysis franchise, we have the Stalker Commander.
Quote:
Ceph Shock Command Unit
Image
Though given the official designation of Charybdis, these alien creatures are more commonly known as Ceph due to their anatomical resemblance to cephalopods. An ancient extra-galactic species, the Ceph originate from the Triangulum Galaxy whose advanced nanotech-based technology and hive intelligence have allowed them to fully colonize not only their home galaxy, but also neighboring galaxies via incursions such as the Milky Way Galaxy through their rapid adaptation and reaction to the local planetary environment.

Commonly called “Stalker Commander”, the Ceph Stalker Command Unit is one of many specialized and among one of the most common command variations of the Stage 2 Ceph for their invasion/colonization of a suitable planet and perfectly adapted to that particular biosphere largely through the assimilation of infected flesh by the aboriginal sapient species of said planet. Though the Ceph Stalker Command Units are formidable adversaries in their own right, their greatest contribution to the Ceph military is to organize and lead groups of Ceph Stalker Units into engagements and make them even more formidable forces against any aboriginal resistance. Their only weakness, a trait shared amongst many other Stage 2 Ceph, is the unarmored portion of their neck and upper back region where their true biological forms are the most vulnerable.

(5 Points)
HEALTH: 40
ENDURANCE: 30
TV: 13
DX[END] - Attack
  • 2[0] - “Arm Blades” (Armor Piercing. Elaborate Gestures)
  • 5[5] - “EMP” (Affinity, Electricity. Area Effect; Effective x2; Fatiguing; Strike Through. No Damage)
  • 2[0] - “SMG” (Affinity, Energy. Armor Piercing; Impairing; Multiple Targets; Overwhelming; Ranged. Buildup; Inaccurate x2; Requirement x2, Liquid/Humidity Free Environment; Weapon)
Level - Ability
  • +1 - Agile
  • +1 - Armored
  • +1 - Attack
  • +2 - Barrier “Energy Shield”
  • +1 - Combat Expert
  • +2 - Intimidating
  • +3 - Invisibility
  • +1 - Knowledge “Squad Tactics”
  • +2 - Minions “Ceph Stalkers”
  • +2 - Perceptive
  • +1 - Position of Power
  • +1 - Psychic “Ceph Hive-Mind” (Requirement, Other Ceph)*
  • +1 - Quick
  • +1 - Smart*
  • +1 - Tough
  • +2 - Vigorous
Level - Weakness
  • -3 - Bizarre Appearance
  • -1 - Arrogant
  • -3 - Dependency “Link to Ceph Hivemind” (Becomes Feral)
  • -3 - Restricted Freedom “Ceph Hivemind”
  • -3 - Servitude “Alpha Ceph”
  • -3 - Vulnerability “Exposed Ceph” (Neck/Upper Back)
  • -2 - Weak*

* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage

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Though he may have his flaws and faults, he was a husband and a father without equal. May the Angels welcome and accept him with open arms.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Fri Dec 29, 2017 2:25 am 
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And to round up this installment, we have the Crab Lurker from the Jak and Daxter franchise.
Quote:
Lurker Crab
Image
An Oceanside-dwelling Lurker, the Lurker Crab largely resembles hermit crabs such as the claws and a large, conch-like shell that they carry atop of their bodies. Due to their aforementioned shells, the Lurker Crab is largely invulnerable so long as it hides within their protective shells in order to get close to an enemy to pince them with their claws. It is at this very moment that their bodies are at their most vulnerable, though large amounts of explosives are just as useful.

(-5 Points)
HEALTH: 10
ENDURANCE: 10
TV: 13
DX[END] - Attack
  • 3[0] - “Pincer Claws” (Armor Piercing. Feather Blow)
Level - Ability
  • +6 - Armored
  • +2 - Attack
  • +3 - Evasive "Shell"
Level - Weakness
  • -2 - Awkward Size (Small)
  • -3 - Bizarre Appearance
  • -1 - Frail
  • -2 - Hatred “Humans”
  • -1 - Languid
  • -3 - Restricted Freedom “Lurker Army”
  • -3 - Servitude “Gol and Maia Acheron”
  • -1 - Slow

* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage

Anway, that should be it for this installment. So until next time, do anyone feel comfortable with the idea of using these NPC mooks for their own campaigns or do they need some corrective tweaks?

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Though he may have his flaws and faults, he was a husband and a father without equal. May the Angels welcome and accept him with open arms.

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