Day 10 A goodie AND a baddie
Shamborr the Steel Protector, Superhero
The super-dojos of Sigvalde-XI are teeming with hopefuls. The power-less wannabes account for the greatest percentage. Some turn bitterness into focus and belt-pouches. Others take normal jobs.
Then there are those with powers. Flight, eye-beams, the ability to bench-press a mag-bus. Some dojos advertise TRUE POWER GAINS, through cosmic radiation, homeopathic gene-mods, cheetah glands or frost giant visualization exercises. It’s mostly bullshit.
Shamborr had tried everything and used most of a modest inheritance, but it turned out that the 73rd try was the charm. Not that it has made him happy.
Sure, he can fly (about as fast as he can walk). He’s strong (as a really strong person). He can take a pounding (but still smarts, bleeds and blacks out). He even has an eyebeam (that needs to recharge all the time). Shamborr the Steel Protector feels like he won 25 cred-cents in the lottery.
The shrewd sales-creatures at Apollo Super Solutions convinced him that the full scope of his powers would only activate through a biochemical trigger event. A high-adrenaline situation, where injury and heroism are on the table.
That is why we find Shamborr the Steel Protector at FunWar. He’ll save the worthy, knock seven shades out of the murder-freaks and attain his final form.
160 HP / 50 EVA / 6 SPD / 2 HAND
Base attack: Melee / 0 / Strong bludgeoning+15
2 pt ///Deadly Fist Technique
Your unarmed strike’s damage is increased three ranks.
2 pt ///Strong
+15 damage on all melee attacks, carrying/moving capacity doubled, +15 to all athletics checks (grappling, climbing, et cetera).
Ignore one square of speed reduction and/or 5 points of evasion reduction caused by virtue of wielding heavy objects.
3 pt ///Battle-Hardened
Take 50 less damage from piercing, slashing, and/or bludgeoning.
3 pt ///Flight
Fly at the same rate as your movement speed.
1 pt ///Eyebeam
48 squares / +15 / very strong beam / 1 per wave.
Weakness: 1 pt ::: Overconfident
You falsely believe you’re capable of just about any feat, and are often the first one to try. You must roleplay your character as if they can succeed at any given skill or attack roll and are eager to prove it.
At least once per wave, the GM must point out a specific difficult yet impressive feat which your character is compelled to attempt. If anyone mentions a specific feat that would be difficult to do, your character must pursue accomplishing this feat.
Deathless” Nashbrough Nova, Returning champ Nashbrough won last cycle’s FunWar, in the sense that he was the only contestant that could be saved. His body was totalled, and his brain had time to consider his life choice in a regen-bath. The ordeal may have affected his mental health quite a bit, since he decided to spend a good chunk of his winnings on a bespoke cybernetic body. A killing machine in the true sense of the word. In what may be FunWar’s greatest heel-turns, “Honeyboy” Nashbrough Nova is reborn as “Deathless”, and even his most ardent fans have taken a step back.
260 HP / 35 EVA / 3 SPD / 1 HAND Base attack: Melee / 0 / very weak bludgeoning 0 pt ///Full-Body Cyborg Someone once organic, whose entire body has been replaced with cybernetics, leaving only the brain remaining. Immune to poison damage and biological effects (bleeding, disease, fatigue, biochemicals, breathing, etc). However, you cannot be healed by medical means - you just instead be repaired. You also take double damage from electric. You can also be hacked and/or EMP'd. If you're hacked, they cannot control your brain - only your body. If you're EMP'd, your brain still works. 1 pt ///Heavy Body +100 HP, -5 evasion and -1 square of movement speed. Weight increased by 50%. 6 pt ///Stacked Weapon Arm (Chainsaw/flamethrower) Big Chainsaw Reach / 0 / very strong slashing Flamethrower 6 square cone / 0 / strong fire /1 tank of 10 sprays Two weapons replace one of your hands. They cannot be disarmed and it only takes up one hand. However, that arm can never be used for anything else. Reloading this weapon only takes one hand. 3 pt ///Shoulder-Mounted Hardlight Cannon 24 squares / 0 / strong beam / shoulder / 1 battery of 10 shots 1 pt ///Heavy Armor You have 20 External Protection. Reduce damage taken from any external source by this amount; it does not work against damage dealt from within your body itself, such as everbleed. Reduce your speed by 2 and your evasion by 10 due to the armor being heavy. 1 pt ///Money You have a fistful of cold hard cash, which you can use to bribe the greedy and desperate. The money is approximately worth one year’s full-time salary in skilled labor. It’s in whatever denominations you choose to carry it in. Your money is fairly universal; most places with currency have the means to exchange your money into their local currency and vice-versa. Attempting to offer someone money takes a standard action, and requires no roll - just make your offer. Whether they go for it is up to the GM, keeping in mind that not everyone uses money in the first place, and even then, not everyone needs it. If using Money when bartering with a merchant to trade functions, one point worth of Money can typically get you two points worth of functions from a shop. Weakness: 1 pt ::: Cruel You cannot ever choose to make an attack non-lethal. Furthermore, after you kill someone, you must spend a move action butchering the body before you can do anything else. If you killed someone in the middle of using a weapon that performs multiple attacks, like an assault rifle, you can use the rest of the attacks to butcher the body to fulfill this weakness. If you killed multiple people at once, you can spend a standard action to butcher all dead bodies within melee range to you, rather than a move action on each body one at a time. Weakness: 1 pt ::: Know-It-All Although you have an air of intellect, you're actually a bit of a buffoon. You have -25 to knowledge and perception checks, and the GM secretly rolls your knowledge and perception checks for you. If you roll low on a knowledge check, instead of not knowing anything, you'll instead be secretly fed false information by the GM. You're stubbornly confident in your knowledge and perception checks, and will loudly object to anything that contradicts them.
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