Marduk (Approved)

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Probe
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Marduk (Approved)

Post by Probe »

M.A.R.D.U.K
Player: Alan
Google Handle: Alan Gunhouse (ADGunhouse@Gmail.com)

Rank: Novice Experience: 5 Advances Left: 0
Race: Human
Power Level: Four Color
Attributes: Agility 1d6 Smarts 1d8 Spirit 1d6 Strength 1d6 (1d8 Exo /1d12+1 Boost) Vigor 1d4 (1d8 Exo)
Charisma: 0 Pace: 6 (or up to 240 MPH) Parry: 4 Toughness: 4 (10 Exo/14 Armor)

Skills:
(4) Knowledge (Engineering) 1d8
(4) Repair (1d8)
(3) Notice (1d8)
(2) Streetwise (1d6)
(2) Lockpicking (1d6/1d8 with Interface)
(2) Stealth (1d6)
(1) Computers (1d6/1d8 with Interface)
(1) Shooting (1d4/1d8 with Heightened Senses)
(1) Fighting (1d6)
(1) Persuasion (1d4)

Edges:
Stolen Battlesuit (AB Superpowers)
McGyver
Contacts (Tres Reyes)

Hindrances:
Monologuer (Major): If action Card is a Club, must make a Smarts roll at -2 or spend the round in an appropriate Monologue
Loyal (Minor)
Vow, Gang Membership (Minor)
Dependency (Major): Has become symbiotic with the armor and must wear it at least an hour each day or suffer the consequences.


Powers: 55 Power Points
MARDUK Power Armor: All powers bought through a hard to remove device (-1 to cost of all powers)

Basic Exoframe
Exoframe Reinforcement: Toughness +4 Cost 4 -Device 1 = 3
Exoframe Servos: Super-Attribute (Strength) +1 Cost 2 - Device 1 = 1
Exoframe Biofeedback System: Super Attribute (Vigor) +2 Cost 4 - Device 1 = 3
Exoframe Life Support System: Doesn't Breathe Cost 2 - Device 1 = 1
Threat Assessor: Danger Sense Cost 2, Device -1
Exoframe Total 13 (cost 9)

Exoframe Units: Switchable - All units are external devices which attach to the exoframe, only one unit of each type may be used at a time, switching can be done only when the units are available and takes 3 actions (uncouple, slot new unit, boot up unit). Units can be stolen or damaged when separated. Difficult switches -1

Chest (body units):
Layered Armor: Armor (5), Heavy (4), Device (-1), Slow to Swap (-1), Switchable (4)
Stealth Armor: Invisibility (8), Device (-1) {-4 to notice checks},
Servomotor Enhancer: Super Strength (8), Device -1 {Strength +4} (Cost 11 pp)

Helmet (HUD Units):
Combat Control Unit: Uncanny Reflexes (4) {-2 to enemy attacks}, Blinding Reflexes (2), Device (-1), Slow to Swap (-1), Switchable (4)
Computer Link: Interface (2), Code Breaker (1), Device (-1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}, Device (-1)
Vision Enhancement Unit: Heightened Senses (4){Eagle Eyes, Infravision, Low-Light Vision, Super-sense (Vision)}, Device (-1), Super Skills (2): {Shooting +2}, Device (-1) (Cost 8 PP)

Back (Mobility Units): (11)
Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}, Device (-1), Slow to Swap (-1), Switchable (4)
Running Servos: Speed(10) (240 MPH), Device(-1)
Aquatic Mobility Unit: Aquatic (2), Device (-1), Super Swimming Skill (8) (Cost: 13 PP)

Arm (Weapon/tool units):
Blaster: Attack - Ranged 6d6 damage (12), Device (-1), Slow to Swap (-1), Switchable (4)
Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1), Device (-1)
Web Caster: Swinging (2) Strong (1), Device (-1), Ensnare (3), Device (-1), Matter Control {webbing}(6), Device (-1) (Cost 14 pp)

Background:
John Wayne "Duke" Martinez was a member of Tres Reyes, a gang working with others of the gang on a break in at a scientific laboratory developing new weapons. The Gang figured if they could find something better that what their rivals had and copy it for the gang to use they could dominate the other gangs. John got separated from the others and wound up in a laboratory where a suit of some kind of armor and a lot of extra pieces were scattered about (well, ordered on racks actually, not scattered). Deciding the logical way to carry as much as he could was to put it on, he put on the main body frame and hooked on several of the heaviest options...placing as many of the rest as he could on a cart to bring to the entrance.

The last thing he put on was the helmet, and no sooner had he put it on than alarms started going off all over the place. It was the alien invasion, and the lab they were in was one of the targets. The suit booted up (having finished the start up routines) and suddenly John felt stronger, tougher, and more capable than ever. The Aliens detected him and designated him a primary target.

The first group he encountered was not armed with heavy weapons, and despite his inexperience he made short work of them. He got a bit overconfident after that, and bit off more than he could chew. He wound up doing a running fight across the compound and in the air over it. He heard one of the scientists say as he fought through the area, "It's MARDUK!"

He did not know that MARDUK is a acronym for Modular Armored Rescue/Defense Unit (Khym-raug), the Kym-raug being an alien race the scientists were reverse engineering the technology from, but decided it made a good name.

He also did not overhear the rest of the conversation, Scientist 1: "It's MARDUK!", Scientist 2, "It can't be MARDUK, MARDUK does not have enough power to run for five minutes with that loadout. We have not found a power source small enough to fit in the armor." John, unknown to himself, was a latent mutant with bioelectric or machine control power potential, the feedback circuits, designed to allow the armor user to control the armor, interfaced with his potential, activating it turning man and machine into a single symbiotic organism.

Fighting daily against the aliens for months, MARDUK has become unable to live without the armor for extended periods, as his metabolism has adjusted to supporting the armor and using feedback from the armor to help control his energies.

In the meantime, he has supported his gang by raiding other gangs so Tres Reyes could take over their territories...though it is impossible to duplicate the armor and difficult to keep it in repair when damaged.
Last edited by Probe on Thu Apr 05, 2018 3:36 am, edited 7 times in total.
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Ndreare
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Re: Marduk

Post by Ndreare »

Per VV's request that we all audit each others characters I am looking at the characters.

I cannot tell what is going on with your switchable and it looks like you did you Switchable wrong and paid 13 points for 11 points worth of abilities.

Can you reformat with list or in some way distinguish what the base power is and what the sub powers are?



Big picture is you should have one big power with something like "Switchable 2 (+4)" then two free powers/sets of powers under it that are valued at the cost of the base without the modifier.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Probe
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Re: Marduk

Post by Probe »

I set up the plug slots more clearly. There are 4 power slots in all, each with 3 different options. All Powers have the Device (Hard to remove: -1) limit, which I am told also applies to the switchable options.
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Freemage
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Re: Marduk

Post by Freemage »

Okay, focusing on just the powers--as noted, some of the numbers are wonky. I'm putting in my notes in red.

[quote="Marduk"]


Powers: 55 Power Points
MARDUK Power Armor: All powers bought through a hard to remove device (-1 to cost of all powers)

Exoframe Reinforcement (5): Toughness +4
Toughness +4 with Device -1 comes to a total of (3), not (5)
Exoframe Servos: (6) Super-Attribute (Strength) +1, Super Attribute (Vigor) +2

Exoframe Life Support System: (2) Doesn't Breathe
These should be 5 and 1, respectively, due to the Device
Exoframe Total 13 (cost 10)
Total for the Exoframe powerset is thus 9

Exoframe Units: Switchable - All units are external devices which attach to the exoframe, only one unit of each type may be used at a time, switching can be done only when the units are available and takes 3 actions (uncouple, slot new unit, boot up unit). Units can be stolen or damaged when separated.

Chest (body units): (9) External Armor: Armor 5, Heavy Armor
Switchable (2) Stealth Unit: Invisibility (-4 to notice checks),
Switchable (2) Servomotor Enhancer : Superability (Strength) +4 (Cost 10 pp)
  • Chest: Armor +4, Heavy +4, Device -1, Switchable [Stealth] +2, Switchable [Servomotor] +2 (Total 11, max Switchable 7)
  • Stealth: Invisibility 2 (8), Device -1 (total 7)
  • Servomotor: Strength +4 (8), Device -1 (total 7)


Helmet (HUD Units): (8) Combat Control Unit: Danger Sense, Uncanny Reflexes (-2 to attacker plus Blinding Reflexes)
Switchable (2) Interface (with Code Breaker)
Switchable (2) Heightened Senses: Eagle Eyes, Infravision, Low-Light Vision, Super-sense (Vision) (Cost 9 PP)
  • Helmet (Combat Control Unit): Uncanny Reflexes (4), Blinding Reflexes +2, Switchable: System Port +2, Switchable: Sensor Array +2, Device -1 (Total 9, Max Switchable 5)
  • System Port: Interface (2) Code Breaker +1, Device -1 (Total 2)
  • Sensor Array: Heightened Senses (Eagle Eyes, Infravision, Low-Light Vision, Super Sense [Vision]) (4), Device -1, PLUS Danger Sense (2), Device -1 (Total 4)


Back (Mobility Units): (11) Aerial Mobility Unit: Flight (120 MPH, Climb +2)
Switchable (2) Running Servos: Speed (120 MPH)
Aquatic Mobility Unit (Aquatic, Super-SKill Swimming +7) (Cost 13 pp)
  • Back: Aerial Mobility Unit: Flight (4x Pace, Climb +2) (10), Switchable: Aquatic +2, Switchable Running +2, Device -1 (Total 13, max Switchable 9)
  • Aquatic Mobility Unit: Aquatic (2), Device -1, PLUS Super Swimming +9 (9), Device -1 (Total 9)
  • Running Servos: Speed (240 mph) (10), Device -1 (Total 9)


Arm (Weapon/tool units): (11) Blaster (Attack: Ranged 6d6, Heavy)
Switchable (2) Plasma Whip (Attack: Melee 4d6 + Reach + Heavy)
Switchable (2) Web Caster (Swinging, Ensnare, Matter Control: Webbing 2) (Cost 13 pp)
  • Arm: Weapon/Tool Unit: Blaster: Attack, Ranged 5d6 (8), Heavy +1, Device -1, AP 2 +1, Switchable: Plasma Whip +2, Switchable: Web Caster +2 (Total 13, Max Switchable 9)
  • Plasma Whip: Attack, Melee 4d6 (8), Heavy +1, Reach 1 +1, Device -1 (Total 9)
  • Web Caster: Swinging (2) Device -1 (1), PLUS Ensnare (3), Very Strong +2, MBT +2, Device -1 (6), PLUS Matter Control: Webbing (2), Device -1 (1) (Total 8)


Total Power Points Needed: 55 (Will need Super Karma).
Your original build was ran a total of 62 Power Points. I tried to stay true to your vision while making it fit the rules.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Probe
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Re: Marduk

Post by Probe »

Hopefully the numbers are all correct now.

Darn, forgot a few things...twice have had to add things I forgot. What I get for imagining a complicated character.
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Probe
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Re: Marduk (Approved)

Post by Probe »

Humph...still forgot my starting wealth roll.

[dice]0[/dice]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Probe
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Re: Marduk (Approved)

Post by Probe »

Advances
Novice:
1) Purchase 2 skills under ability cap: Knowledge (Computers) increase to 1d6, Fighting Skill increase to 1d6
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Probe
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Re: Marduk (Approved)

Post by Probe »

Patron Item
KENMARK Flexible Armor Suit (Patron Item)
Image
When finesse is required over force this suit is a valuable resource for any stealth operation.
  • • +3 Armor and +2 Toughness
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    • No Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; double the range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • When the “Razor” is deployed the Agent! Setting rule is suspended for any actions within its range (i.e. roll of a 1 on a super powered dice does not bring agents to the scene).
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • All three effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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