Campaign:Autobot Game/Dynamo: Difference between revisions

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*4 BP Final ●● in Vats.
*4 BP Final ●● in Vats.
*1 BP Melee Specialty
*1 BP Melee Specialty
*7/5 6xp Earned, 6xp Total


=== Shopping list ===
=== Shopping list ===

Revision as of 01:37, 6 July 2009

Basics

  • Campaign: Saman's Autobot Game
  • Name: Transcendent Fulmination Dynamo
  • Concept: Imperious Spearhead of the Crusade
  • Caste: Orichalum
  • Motivation: To restore The Great Maker's health by any means necessary and to perfect himself at the same time.
  • Positive intimacies: Perfection of the Self
  • Negative intimacies: N/A
  • Anima: A golden explosion of arcing, white-hot lightning that leaps from every chakra point, surrounds his frame, and crawls over anything metallic nearby.
    • 1m to flare anima at any level
    • Add to caste or favored attribute, 3m per die lasts Essence turns, cannot raise above double attribute
    • 5m, reflexive, add essence to damage of all attacks
  • Experience: 0/0

Background

Created by the largest and most cosmopolitan nation, Claslat, Transcendent Fulmination Dynamo both embodies his home, and seems to be apart from it. He is forceful and dynamic, which is to be expected from an Orichalum Caste hailing from the teeming cities of Claslat, but lacks the tendency towards craft and trade found in Claslat's citizens. Instead, he was built for war. Knowing the Crusade to save Autochthon was gearing up, they commissioned an Alchemical Exalt who could prove himself time and time again in the upcoming conflicts, and thereby secure a larger amount of the spoils for their nation. Yes, Autochthon must be saved, but not every nation's magical materials demand was created equal. The largest of nations deserves the largest share.

Thus, Dynamo (a nickname he rarely brooks from anyone he deems beneath his station) is a relatively inexperienced Alchemical. His drive towards perfection stems from that. It is his version of Claslat's self-expression. He eagerly looks forward to his future upgrades, to better himself for his task. The Crusade cannot fail, so Transcendent Fulmination Dynamo will not fail.

Appearance

Well over seven feet tall, Transcendent Fulmination Dynamo is, in many ways, what citizens think of when they think of Orichalum caste. He was not built for subtlety, but for the most forthright and direct of actions. Barring swapping out some of his systems at the vats, usually four strong arms extend from his broad torso. Each is well-muscled and plated, like most of his clay-like flesh, in thin sheets of reinforcing Orichalum. Both legs and arms are reinforced by pistons, capable of increasing both his already prodigious strength and dexterity. A fine network of wires leads to the obvious charms bulging from him chest, spine, and shoulders - crystal windows exposing the magitech and bubbling fluids coursing through them and lending power and grace to his every movement.

Most of this is generally covered by Implacable March of Progress, Dynamo's Orichalum Articulated plate, specially fitted for his multi-limbed frame. He carries his Grand Daiklave Inevitable Razor Edge of Genius on his back at all times, and is equally good at wielding the six and a half foot blade in either set of hands.

His eyes are featureless pale orbs, and sometimes, when deep in thought or in the midst of battle, essence sparks arc and crackle from them to his soulgem and back. Dynamo's head is hairless, lacking even eyebrows, which only adds to his already generally inhuman appearance.

Attributes

Caste                     Favored                   Tertiary
Strength     ●●●●●        Dexterity    ●●●●● ●      Wits       ●●●
Charisma     ●●●●         Manipulation ●●           Perception ●●
Intelligence ●●●          Stamina      ●●●          Appearance ●●

Abilities

Melee       ●●●●
Archery     ●●●
War         ●
Integrity   ●●
Performance ●
Presence    ●    
Resistance  ●●
Lore        ●
Athletics   ●●●●
Dodge       ●●●
Linguistics ●

Languages: Autochthonic, Old Realm

Specialties

  • Melee - Single Combat

Backgrounds

Class: ●●●
Vats: ●●●●●
Artifact: ●●●●●

Charms

Current 10 Charm Slots

Four Dedicated Charm Slots

  • Transitory Augmentation of Strength (Chargen) (p. 91) 1m Install, 1m per die, Instant, Reflexive. Add 1 dot per mote for single action, cannot add more than attribute base. Reduces cost to add bonus dice from anima to 2 motes per die.
  • Sustained Augmentation of Dexterity (Chargen) (p. 91) 1m Install, Permanent. Adds 1 dot to attribute and increases maximum rating by 1.
  • Sustained Augmentation of Stamina (Chargen) (p. 91) 1m Install, Permanent. Adds 1 dot to attribute and increases maximum rating by 1.
  • Accelerated Response System (Parry) (Chargen) (p. 93) 1m Install, 2m, Instant, Reflexive. Eliminates all penalties to DV.

Six General Charm Slots

  • Dynamic Reaction Enhancement System (Chargen) (p. 93) 1m Install, 1m per 1 die, Instant, Reflexive. Activate prior to initiative for +1 die to join battle roll.
  • Multi-Limb Frame (Chargen) (p. 95) 0m Install, 1m, Indefinite, Simple. Two extra arms on torso, reduces multiple action penalties using arms by one die. Arms fold up against torso when inactive.
  • Orichalum Synthesis Wave Emitter (Chargen) (p. 97) 0m install, 2m, Instant, Supplemental. Adds Orichalum bonus to all hand-to-hand attacks, stacks with bonus from Orichalum artifact.
  • Strain Resistant Chassis Modification (Chargen) (p. 107) 1m Install, Permanent. Adds three -2 Health Levels.
  • Aegis Integration System (Bonus Points) (p. 108) 1m Install, 5 motes, 1 willpower, Simple. Reduces mobility penalties and fatigue from armor by 3 each. Takes five minutes to activate or deactivate.
  • Alloyed Reinforcement of Flesh (Bonus Points) (p. 109) 1m Install, Permanent. Adds 1L/1B to natural soak. Whenever anima or charm is used to temporarily boost Strength, all bonus dice/dots are doubled.

Arrays

  • Tactical Primacy of Immediate Assault (Chargen) Dynamic Reaction Enhancement System, Accelerated Response System (Parry), Orichalum Synthesis Wave Emitter and Transitory Augmentation of Strength. 1WP, 4m + 1m per die of Strength + 1m per die of join battle Adds +1 die to join battle roll per mote, adds Orichalum bonus to all hand-to-hand attacks, stacks with bonus from Orichalum artifact, adds 1 dot of Strength per mote for single action, cannot add more than attribute base, reduces cost to add bonus dice from anima to 2 motes per die, and negates all DV penalties.
    • Every limb glows with white hot electric sparks that crackle and arc down along the edge of his weapon. He trails glowing flakes of Orichalum as he moves, impossibly swift and precise. His every action is blessed with the inevitable, clockwork perfection of the Great Maker, easily swatting away attacks.

Panoply

  • Transitory Augmentation of Dexterity (Vats) (p. 91) 1m Install, 1m per die, Instant, Reflexive. Add 1 dot per mote for single action, cannot add more than attribute base. Reduces cost to add bonus dice from anima to 2 motes per die.
  • Electrification Onslaught Dynamo (Vats) (p. 98) 1m Install, Variable Cost, Instant, Reflexive.
    • May shock opponents in hand to hand, victim suffers additional 1L or 2B damage for every mote spent, up to (Strength) motes. Shock is soaked separately from attack, using only natural soak.
    • May counterattack, using same rules as above when struck with metallic weapon or hand to hand, whether attack does damage or not. May do the same on a parry, but can only spend (Strength/2 rounded up) motes. Cannot be evaded without perfect defense or counterattacked.
    • May shock opponent held in a clinch, using above rules.
    • May shock opponent through casual touch, like handshake.
  • Aim-Calibrating Sensors (Artifact ●●) (p. 100) 2m Install, 1+m, Instant, Supplemental. Every mote spent removes one die of environmental or situational penalties. Every 2 motes cancels one point of difficulty increase or prevents a subtraction of a success after the roll.
  • Essence Pulse Cannon (Artifact ●●) (p. 101) 1m Install, 2m, Indefinite, Supplemental. Two motes to arm as an automatic action, displays like an anima banner at 4-7 mote range. Uses (Dexterity + Archery) to fire. Range 100 yards, Accuracy 1, Rate 2, Damage 2L for every mote spent powering it (max of (Strength + Essence)).
    • Internal Battery Sub-Module (Artifact ●●) (p. 102) Essence Pulse Cannon gains its own reservoir of 8 motes, solely for powering shots. Costs 2 motes to restore 1 mote to the battery.
    • Shockwave Sub-Module (Artifact ●●) (p. 103) Hurls targets back. Determine damage normally, using usual soak, but Shockwave does no more than 1 level of damage. Instead, the target is knocked back one yard for every die of the bolt's raw damage before soak. If target hits a solid object, he takes one die of damage for every yard further he would have traveled. Victims suffer knockdown regardless, unless they succeed on a (Dexterity + Athletics) or (Stamina + Resistance) roll at difficulty 2.
  • Interceptor Spark Emitter (Vats) (pp. 103-4) 0m Install, 2m or 3m, Instant, Reflexive.
    • Spend 2m to parry any projectile attack within (Essence x 50 yards) using (Dexterity + Archery + Essence). Can parry an attack on someone else, but difficulty increases by 3. Destroys mundane projectiles.
    • For 3m, can parry ALL projectiles using (Dexterity + Archery + Essence) but is locked into place and can take no other actions.
  • Personal Gravity Manipulation Apparatus (Vats) (pp. 110-1) 1m Install, 2m, One scene, Simple.
    • First mode allows the Exalt to control the orientation of "down" in relation to himself. Can run on any slope, including walls or ceilings. Only extends (Essence) feet from the Exalt's soles, so can be knocked or pulled from walls or ceilings.
    • Second mode reduces weight of Exalt to as little as 15% of normal. Between 75 and 50%, move speed is increased by half. Below 50%, move speed is doubled. Apply charm's speed multiplier to any knockback distance.
  • Parabolic Leap Overcharger Device (Vats) (p. 111) 0m Install, 2m per turn or 1m, Variable Duration, Reflexive.
    • 2m per turn allows exalt to levitate with brilliant contrail of anima. Move up to (Strength) yards vertically and (Strength x 2) yards horizontally. May safely leap from any height, activating it before impact.
    • 1m with an Instant duration, only once per turn, allows a jump of (Strength x Essence) yards vertically and five times that horizontally. Can attack in the same turn.

Essence

Essence: ●●
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 4/12
Peripheral Essence Pool: 20/34
Committed Essence: 8 from charms, 14 from artifacts

Willpower

Willpower: ●●●●● ●
Temporary: 6/6

Virtues

Virtues:

Compassion ●
Conviction ●●●
Temperance ●●
Valor      ●●●

Clarity: □□□□□ □□□□□

Inventory

Artifacts

  • Implacable March of Progress - Orichalum Articulated Plate. Soak 12L/14B, Hardness 8L/8B, Mobility -2, Fatigue 1, Attune 6, Cost ●●●● The armor is etched in glittering iconography of the Machine God, gears and lightning and noble heroes from the ages past. Along the shoulders, arms, and legs, thin fins jut like antenna to help siphon off essence build up.
  • Inevitable Razor Edge of Genius - Orichalum Grand Daiklave. Speed 5 Accuracy +2, Damage +12L/4, Defense +0, Rate 2, Attune 8, Two-Handed, Overwhelming, Piercing, Reach, Cost ●●●. The six and a half foot foecutter has a razor sharp Orichalum edge on top of the alloyed blade, inlaid with a circuitry-like pattern of Orichalum wires to better guide the fulminating essence down the blade and into what it strikes. When used, it fairly crackles with the electricity of Dynamo's essence. It comes to a curved, blunt tip; a weapon meant for cleaving.

Manses and Hearthstones

N/A

Combat

Dodge DV: 6
Dodge MDV: 5
Soak: 0A/10L/12B
Pierced: 0A/5L/7B
Hardness: 0A/8L/8B

Attacks

  • Inevitable Razor Edge of Genius Speed 5 Accuracy +2, Damage +12L/4, Defense +0, Rate 2, Attune 8, Two-Handed, Overwhelming, Piercing, Reach

Health

□ -0
□ □ -1
□ □ □ □ □ □ □ -2
□ -4
□ Incapacitated
□ □ □ Dying

Advancement

  • 5 BP Sustained Augmentation of Stamina + General Charm Slot
  • 5 BP Aegis Integration System + General Charm Slot
  • 4 BP Final ●● in Vats.
  • 1 BP Melee Specialty
  • 7/5 6xp Earned, 6xp Total

Shopping list

  • Celerity Enabling Module (p. 93)
  • Hyperdexterous Tentacle Apparatus (p. 95)
  • Transcendent Multimodal Weapon Matrix (p. 98) x 2 for extra limbs.
  • Insectile Locomotion Device (p. 109)