M.A.R.C. 2
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 1d4 Strength 1d6 Vigor 1d6
Charisma: 0 Pace: 6 Parry: 5 Toughness: 5
Skills:
(4) Knowledge (Engineering) 1d8
(4) Repair (1d8)
(3) Notice (1d8)
(2) Streetwise (1d6)
(2) Lockpicking (1d6)
(2) Stealth (1d6)
(1) Computers (1d6)
(1) Shooting (1d4)
(1) Fighting (1d6)
(1) Persuasion (1d4)
Edges:
Cybernetic Restructuring (AB Superpowers)
McGyver
Contacts (Tres Reyes)
Hindrances:
Vengeful (Major): If someone does him wrong, he gets even. He holds a grudge and ALWAYS pays back those he thinks deserve it, no matter how long that takes.
Loyal (Minor)
Vow, Gang Membership (Minor)
Overconfident (Major): Having survived potentially fatal injuries repeatedly, and only emerged better than before, John is convinced that there is almost nothing he can not handle.
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.
In the recent past, John suffered damage that should have been terminal, or at least permanently crippling. MARDUK, considering him necessary for continued function, rebuilt John with parts scavenged from available modules and other sources. The result is the conversion of John into a Cyborg without the modular functions, as well as a notable change in his personality. To reflect this, he has changed his acronym to MARC 2.
M.A.R.C. 2 - Ready for Review
M.A.R.C. 2 - Ready for Review
Last edited by Probe on Sun Oct 14, 2018 3:53 am, edited 6 times in total.
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Re: M.A.R.C. 2
First thoughts on power array. 31 + 5 + 12 + 7 = 55 points total
1) Cybernetically Enhanced Biocomp: This grants amazing physical abilities = 31 points
a) Ability Boost: Superability level 3 on all physical abilities (Strength, Agility, and Vigor all raised to 1d12) - (18 points)
b) Super Speed: Speed 7 (Pace 48, 120 MPH, -2 attack penalty while moving), Uncanny Reflexes 1 (Boosted Reflexes, -2 attack penalty) - (13 points)
2) Cybernetic Senses = 5 points
a) Danger Sense (Threat Analyzer) - (2 Points)
b) Heightened Senses (Infrared Vision, Eagle Eyes, Low Light Vision) - (3 points)
3) Modified IRMSS system = 12 points
a) Regeneration 5 (Regrowth, Makes healing rolls every round) - (12 points)
4) Additional Cybernetic Systems = 7 points
a) Cybernetic Lung Enhancement (Doesn't Breathe) - (2 points)
b) Electronic Interaction Unit (Interface With Code Breaker, +4 to all computer rolls and picking electronic locks) - (3 points)
c) Internal Radio (Broadcast) - (2 points)
1) Cybernetically Enhanced Biocomp: This grants amazing physical abilities = 31 points
a) Ability Boost: Superability level 3 on all physical abilities (Strength, Agility, and Vigor all raised to 1d12) - (18 points)
b) Super Speed: Speed 7 (Pace 48, 120 MPH, -2 attack penalty while moving), Uncanny Reflexes 1 (Boosted Reflexes, -2 attack penalty) - (13 points)
2) Cybernetic Senses = 5 points
a) Danger Sense (Threat Analyzer) - (2 Points)
b) Heightened Senses (Infrared Vision, Eagle Eyes, Low Light Vision) - (3 points)
3) Modified IRMSS system = 12 points
a) Regeneration 5 (Regrowth, Makes healing rolls every round) - (12 points)
4) Additional Cybernetic Systems = 7 points
a) Cybernetic Lung Enhancement (Doesn't Breathe) - (2 points)
b) Electronic Interaction Unit (Interface With Code Breaker, +4 to all computer rolls and picking electronic locks) - (3 points)
c) Internal Radio (Broadcast) - (2 points)
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Re: M.A.R.C. 2 (WIP)
Advances
Novice:
1) Purchase 2 skills under ability cap: Knowledge (Computers) increase to 1d6, Fighting Skill increase to 1d6
2) Nerves of Steel (new purchase)
Novice:
1) Purchase 2 skills under ability cap: Knowledge (Computers) increase to 1d6, Fighting Skill increase to 1d6
2) Nerves of Steel (new purchase)
Last edited by Probe on Fri Oct 12, 2018 4:19 am, edited 1 time in total.
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Re: M.A.R.C. 2 (WIP)
Current Attributes when powers are active.
Rank: Novice Experience: 15 Advances Left: 1
Race: Cyborg
Power Level: Four Color
Attributes: Agility 1d12 Smarts 1d8 Spirit 1d4 Strength 1d12 Vigor 1d12
Charisma: 0 Pace: 48 Parry: 5 Toughness: 8
Rank: Novice Experience: 15 Advances Left: 1
Race: Cyborg
Power Level: Four Color
Attributes: Agility 1d12 Smarts 1d8 Spirit 1d4 Strength 1d12 Vigor 1d12
Charisma: 0 Pace: 48 Parry: 5 Toughness: 8
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Re: M.A.R.C. 2 (WIP)
Scavenged Gear:
Juicer Assassin Plate Armor (with minor cosmetic alterations): +6 Armor, +1 Toughness, Strength Minimum d10, Weight 14 pounds
Juicer Monoblade: Damage Strength +2d8 AP2, Heavy Damage, weight 15 pounds
Juicer Assassin Plate Armor (with minor cosmetic alterations): +6 Armor, +1 Toughness, Strength Minimum d10, Weight 14 pounds
Juicer Monoblade: Damage Strength +2d8 AP2, Heavy Damage, weight 15 pounds
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: M.A.R.C. 2 (WIP)
This looks like a draft character. The point totals do not add up without an advancement track.
Any chance you will be updating the following to the current build? This character does not have Knowledge (Computers) or Nerves of Steel.
Attributes: 5 of 5
Skills: 21 of 15, 6 potential skill points could have come from the unlisted advances
Edges: 3 of 3
Powers: 55 of 55 (45+Super Karma) these appear to be rough drafts and do not give the impression of being complete.
Any chance you will be updating the following to the current build? This character does not have Knowledge (Computers) or Nerves of Steel.
Your totals are
Attributes: 5 of 5
Skills: 21 of 15, 6 potential skill points could have come from the unlisted advances
Edges: 3 of 3
Powers: 55 of 55 (45+Super Karma) these appear to be rough drafts and do not give the impression of being complete.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: M.A.R.C. 2 (WIP)
I did realize I am missing my initial advance, the one from the 5 free experience points all characters start with, but I did not record what I used it for. I will have to recalculate my skills it seems. I am not certain if I missed any other Experience. I am uncertain, are Computers and Knowledge (Computers) separate skills? I have the former not the latter, it may have been intended as an increase to the former
I am considering one possible change to the powers, reducing heightened senses and adding something (possibly putting 2 points into getting the Hard to Kill edge as a Power or adding Jumping). Otherwise, things are pretty firm on that.
I am considering one possible change to the powers, reducing heightened senses and adding something (possibly putting 2 points into getting the Hard to Kill edge as a Power or adding Jumping). Otherwise, things are pretty firm on that.
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Re: M.A.R.C. 2 (WIP)
WORKSHEET - This should be the initial character before changes from from XP
Initial Attributes: 5 points added +1 to Agility, +2 to Smarts, +0 to Spirit, +1 Strength, +1 Vigor
Calculated Attributes: Charisma 0, Pace 6, Parry 4, Toughness 5
Skills (15 points+2 points from Hindrances)
(3) Knowledge (Engineering) 1d8
(3) Repair 1d8
(3) Notice 1d8
(2) Streetwise 1d6
(2) Lockpicking 1d6
(1) Stealth 1d4
(1) Knowledge (Computers) 1d4
(1) Shooting 1d4
(1) Fighting 1d4
Edges:
Super Karma (+10 Extra Power Points, cost 1 extra Major Hindrance)
Cybernetic Restructuring (AB Superpowers)
McGyver
Hindrances:
Vengeful (Major): If someone does him wrong, he gets even. He holds a grudge and ALWAYS pays back those he thinks deserve it, no matter how long that takes.
Loyal (Minor)
Vow, Gang Membership (Minor)
Overconfident (Major): Having survived potentially fatal injuries repeatedly, and only emerged better than before, John is convinced that there is almost nothing he can not handle.
power array: 32 Biocomp + 4 Senses + 12 IRMSS + 7 Systems = 55 points total
1) Cybernetically Enhanced Biocomp: This grants amazing physical abilities = 32 points
a) Ability Boost: Superability level 3 on all physical abilities (Strength, Agility, and Vigor all raised to 1d12) - (18 points)
b) Super Speed: Speed 7 (Pace 48, 120 MPH, -2 attack penalty while moving), Uncanny Reflexes 1 (Boosted Reflexes, -2 attack penalty) - (13 points)
c) Leaping: Leaping 1, can jump 2" vertical (12 feet) and 4" horizontal (24 feet)
2) Cybernetic Senses = 4 points
a) Danger Sense (Threat Analyzer) - (2 Points)
b) Heightened Senses (Eagle Eyes, Low Light Vision) - (2 points)
3) Modified IRMSS system = 12 points
a) Regeneration 5 (Regrowth, Makes healing rolls every round) - (12 points)
4) Additional Cybernetic Systems = 7 points
a) Cybernetic Lung Enhancement (Doesn't Breathe) - (2 points)
b) Electronic Interaction Unit (Interface With Code Breaker, +4 to all computer rolls and picking electronic locks) - (3 points)
c) Internal Radio (Broadcast) - (2 points)
Initial Attributes: 5 points added +1 to Agility, +2 to Smarts, +0 to Spirit, +1 Strength, +1 Vigor
Calculated Attributes: Charisma 0, Pace 6, Parry 4, Toughness 5
Skills (15 points+2 points from Hindrances)
(3) Knowledge (Engineering) 1d8
(3) Repair 1d8
(3) Notice 1d8
(2) Streetwise 1d6
(2) Lockpicking 1d6
(1) Stealth 1d4
(1) Knowledge (Computers) 1d4
(1) Shooting 1d4
(1) Fighting 1d4
Edges:
Super Karma (+10 Extra Power Points, cost 1 extra Major Hindrance)
Cybernetic Restructuring (AB Superpowers)
McGyver
Hindrances:
Vengeful (Major): If someone does him wrong, he gets even. He holds a grudge and ALWAYS pays back those he thinks deserve it, no matter how long that takes.
Loyal (Minor)
Vow, Gang Membership (Minor)
Overconfident (Major): Having survived potentially fatal injuries repeatedly, and only emerged better than before, John is convinced that there is almost nothing he can not handle.
power array: 32 Biocomp + 4 Senses + 12 IRMSS + 7 Systems = 55 points total
1) Cybernetically Enhanced Biocomp: This grants amazing physical abilities = 32 points
a) Ability Boost: Superability level 3 on all physical abilities (Strength, Agility, and Vigor all raised to 1d12) - (18 points)
b) Super Speed: Speed 7 (Pace 48, 120 MPH, -2 attack penalty while moving), Uncanny Reflexes 1 (Boosted Reflexes, -2 attack penalty) - (13 points)
c) Leaping: Leaping 1, can jump 2" vertical (12 feet) and 4" horizontal (24 feet)
2) Cybernetic Senses = 4 points
a) Danger Sense (Threat Analyzer) - (2 Points)
b) Heightened Senses (Eagle Eyes, Low Light Vision) - (2 points)
3) Modified IRMSS system = 12 points
a) Regeneration 5 (Regrowth, Makes healing rolls every round) - (12 points)
4) Additional Cybernetic Systems = 7 points
a) Cybernetic Lung Enhancement (Doesn't Breathe) - (2 points)
b) Electronic Interaction Unit (Interface With Code Breaker, +4 to all computer rolls and picking electronic locks) - (3 points)
c) Internal Radio (Broadcast) - (2 points)
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Re: M.A.R.C. 2 (WIP)
Experience: 22 points
Advances: 4?
Novice:
1) Purchase new Skill: Persuade @1d4, Purchase skill under ability cap, Stealth increased to 1d6
2) Purchase 2 skills under ability cap: Knowledge (Computers) increase to 1d6, Fighting Skill increase to 1d6
3) Purchase Edge: Contacts (Trey Reys)
4) Purchase Edge: Nerves of Steel (if possible)
Advances: 4?
Novice:
1) Purchase new Skill: Persuade @1d4, Purchase skill under ability cap, Stealth increased to 1d6
2) Purchase 2 skills under ability cap: Knowledge (Computers) increase to 1d6, Fighting Skill increase to 1d6
3) Purchase Edge: Contacts (Trey Reys)
4) Purchase Edge: Nerves of Steel (if possible)
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Re: M.A.R.C. 2 (WIP)
M.A.R.C. 2
Player: Alan
Google Handle: Alan Gunhouse (ADGunhouse@Gmail.com)
Rank: Seasoned Experience: 22 Advances Left: 0
Race: Human
Power Level: Four Color
Attributes: Agility 1d6 (1d12) Smarts 1d8 Spirit 1d4 Strength 1d6 (1d12) Vigor 1d6 (1d12)
Charisma: 0 Pace: 6 (48) Parry: 5 Toughness: 5 (8)
Skills:
(3) Knowledge (Engineering) 1d8
(3) Repair (1d8)
(3) Notice (1d8)
(2) Streetwise (1d6)
(2) Lockpicking (1d6)
(2) Stealth (1d6)
(2) Computers (1d6)
(1) Shooting (1d4)
(2) Fighting (1d6)
(1) Persuasion (1d4)
Edges:
Cybernetic Restructuring (AB Superpowers)
McGyver
Contacts (Tres Reyes)
Nerves of Steel
Hindrances:
Vengeful (Major): If someone does him wrong, he gets even. He holds a grudge and ALWAYS pays back those he thinks deserve it, no matter how long that takes.
Loyal (Minor)
Vow, Gang Membership (Minor)
Overconfident (Major): Having survived potentially fatal injuries repeatedly, and only emerged better than before, John is convinced that there is almost nothing he can not handle.
Powers:
1) Cybernetically Enhanced Biocomp: This grants amazing physical abilities = 32 points
a) Ability Boost: Superability level 3 on all physical abilities (Strength, Agility, and Vigor all raised to 1d12) - (18 points)
b) Super Speed: Speed 7 (Pace 48, 120 MPH, -2 attack penalty while moving), Uncanny Reflexes 1 (Boosted Reflexes, -2 attack penalty) - (13 points)
c) Leaping: Leaping 1, can jump 2" vertical (12 feet) and 4" horizontal (24 feet)
2) Cybernetic Senses = 4 points
a) Danger Sense (Threat Analyzer) - (2 Points)
b) Heightened Senses (Eagle Eyes, Low Light Vision) - (2 points)
3) Modified IRMSS system = 12 points
a) Regeneration 5 (Regrowth, Makes healing rolls every round) - (12 points)
4) Additional Cybernetic Systems = 7 points
a) Cybernetic Lung Enhancement (Doesn't Breathe) - (2 points)
b) Electronic Interaction Unit (Interface With Code Breaker, +4 to all computer rolls and picking electronic locks) - (3 points)
c) Internal Radio (Broadcast) - (2 points)
Player: Alan
Google Handle: Alan Gunhouse (ADGunhouse@Gmail.com)
Rank: Seasoned Experience: 22 Advances Left: 0
Race: Human
Power Level: Four Color
Attributes: Agility 1d6 (1d12) Smarts 1d8 Spirit 1d4 Strength 1d6 (1d12) Vigor 1d6 (1d12)
Charisma: 0 Pace: 6 (48) Parry: 5 Toughness: 5 (8)
Skills:
(3) Knowledge (Engineering) 1d8
(3) Repair (1d8)
(3) Notice (1d8)
(2) Streetwise (1d6)
(2) Lockpicking (1d6)
(2) Stealth (1d6)
(2) Computers (1d6)
(1) Shooting (1d4)
(2) Fighting (1d6)
(1) Persuasion (1d4)
Edges:
Cybernetic Restructuring (AB Superpowers)
McGyver
Contacts (Tres Reyes)
Nerves of Steel
Hindrances:
Vengeful (Major): If someone does him wrong, he gets even. He holds a grudge and ALWAYS pays back those he thinks deserve it, no matter how long that takes.
Loyal (Minor)
Vow, Gang Membership (Minor)
Overconfident (Major): Having survived potentially fatal injuries repeatedly, and only emerged better than before, John is convinced that there is almost nothing he can not handle.
Powers:
1) Cybernetically Enhanced Biocomp: This grants amazing physical abilities = 32 points
a) Ability Boost: Superability level 3 on all physical abilities (Strength, Agility, and Vigor all raised to 1d12) - (18 points)
b) Super Speed: Speed 7 (Pace 48, 120 MPH, -2 attack penalty while moving), Uncanny Reflexes 1 (Boosted Reflexes, -2 attack penalty) - (13 points)
c) Leaping: Leaping 1, can jump 2" vertical (12 feet) and 4" horizontal (24 feet)
2) Cybernetic Senses = 4 points
a) Danger Sense (Threat Analyzer) - (2 Points)
b) Heightened Senses (Eagle Eyes, Low Light Vision) - (2 points)
3) Modified IRMSS system = 12 points
a) Regeneration 5 (Regrowth, Makes healing rolls every round) - (12 points)
4) Additional Cybernetic Systems = 7 points
a) Cybernetic Lung Enhancement (Doesn't Breathe) - (2 points)
b) Electronic Interaction Unit (Interface With Code Breaker, +4 to all computer rolls and picking electronic locks) - (3 points)
c) Internal Radio (Broadcast) - (2 points)
In Effect:
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
Wounds: 0
Bennies: 1
Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes