With the 19 toughness on Zmaj's sheet, he can absorb up to 19 points of damage without flinching.
(Assuming my maths is right here)
An M-16 Assault Rifle does 2d8 damage at AP 2, for an average of 9 damage per hit. Zmaj has around a 0% chance of taking damage from an M-16 hit.
An M2 Browning HMG does does 2d10 damage at AP 4, for an average of 11 damage per hit. Zmaj has around a 15% chance of taking damage from an M2 Browning hit.
A 20mm Cannon AP Round does 2d12 damage at AP 4, for an average of 13 damage per hit. Zmaj has around a 31% chance of taking damage from a 20mm Cannon AP Round hit.
A 30mm Cannon AP Round does 3d8 damage at AP 6, for an average of 13.5 damage per hit. Zmaj has around a 50% chance of taking damage from a 30mm Cannon AP Round hit.
A 40mm Cannon AP Round does 4d8 damage at AP 5, for an average of 18 damage per hit. Zmaj has around a 77% chance of taking damage from a 40mm Cannon AP Round hit.
A 76mm Tank Gun AP Round does 4d10 damage at AP 12, for an average of 22 damage per hit. Zmaj has around a 99% chance of taking damage from a 76mm Tank Gun AP Round hit.
Based on this, I'd place Zmaj around as tough as a heavy AFV, resistant to autocannon fire and near immune to MG and Rifle fire, but vulnerable to heavier autocannons and tank guns.
@inquisition considering the "stellar" scientific rigor of the nazis would it be possible to have a hero that they used in medical experimentation and who only later developed powers , or who survived the process with which they wanted to remove test subjects?
Yeah, hence "around a X% chance" and "nearly immune to...". There's probably a few percent variability either way, but that gives a relatively precise understanding of the relative damage of each tier of weapon.
@inquisition considering the "stellar" scientific rigor of the nazis would it be possible to have a hero that they used in medical experimentation and who only later developed powers , or who survived the process with which they wanted to remove test subjects?
PERSONA
Hero name: El Cid
Real name: Rodrigo Díaz de Vivar
Sex: Male
Age: 912
Bio: The Great El Cid, hero of the Spanish people has returned from the dead, infused by the power of ambrosia. Not only is he a great warrior, but also a leader and a 'living' 'breathing' symbol of Spanish triumph and unity
Public persona: N/A
Appearance
Edges:
The Best there is
Florentine
Arcane background(superpowers)
Combat Senses Hindrances:
Code of Honor: El Cid is an Knight, and a man of true honor
All Thumbs: El Cid is still figuring out this whole 20th century thing.
POWERS & ABILITIES
Invested AP: 20
Powers:
Undead (10 ) :
: Spain, devastated by civil war and depression, cried out for a Savior and El Cid rose out of the grave to answer them. His undying will has conquered death, a eternal symbol of the greatness of the Spanish people.
Attack, melee (6 ): 4d6 + gear
any weapon that El Cid graps is imbued with the strength twin legendary weapons Tizona and Colada, in his hands they strike together and they strike true
God himself defends El Cid from those that would strike him down chivalrously like cowards from range. Shot aimed at him fail to hit their mark, for he is divinely protected
Real name: Rodrigo Díaz de Vivar
Sex: Male
Age: 912
Bio: The Great El Cid, hero of the Spanish people has returned from the dead, infused by the power of ambrosia. Not only is he a great warrior, but also a leader and a 'living' 'breathing' symbol of Spanish triumph and unity
Is this meant to be armour permanently attached to him? Because if you just want 4 armour he can wear you can just give the guy armour equivalent to a flak jacket for dirt cheap and save yourself the points. A toughness of 11 means he's at threat of being taken down by a guy with an assault rifle, which would be a bit of a waste for zombieman here, especially since undeath only applies the once!
...this is the propaganda version, right? You've not actually poured ambrosia onto a centuries-old corpse and somehow had it come back to life?
Is that Str+4d6 for damage? Might be worth getting the Stackable modifier so you can use that ability with an actual sword.
To confirm, this has an AP value of 2, the same as an average rifle? Not a particularly armour-piercing attack there.
Is this meant to be armour permanently attached to him? Because if you just want 4 armour he can wear you can just give the guy armour equivalent to a flak jacket for dirt cheap and save yourself the points. A toughness of 11 means he's at threat of being taken down by a guy with an assault rifle, which would be a bit of a waste for zombieman here, especially since undeath only applies the once!
of course we poured magic juice on a century old corpse and had it come back to life
the franco side of the food of the gods is a pathway to superheros that some consider...unnatural
yes that's strength plus damage
the stackable modifier is a good Idea i'm going to edit that shortly, so that its stackable, i guess the trimming will be any swords he holds are imbued with the strength of his legendary swords
as for the armor, I was under the impression that we weren't modeling gear because the state would provide that
El Cid's superpower armor is more a of a mystical shield aura of protection than armor he is wearing, thus it is not modeled as a item he is wearing
I only had 20 points, he is gonna be somewhat weak
PERSONA Hero name: Mastema Real name: Ezekiel Barak Race: Human Sex: Male Age: 28
Bio: The Holocaust destroyed the Barak family. At the age of seventeen, Ezekiel, a Hungarian Jew who grew in rural Hungary, was picked up by the Nazis and his family and sent to Auschwitz. His father was gassed upon arrival, and his mother was worked to death. Ezekiel would be part of the long death-march out of Auschwitz, and would end up in Bergen-Belsen. In August of 1945, British forces liberated the camp. Ezekiel though was without a home or a family. Ezekiel, at the urging of other survivors, emigrated to the British Mandate of Palestine in 1945, and would join the infamous paramilitary group Haganah to fight against Palestinian Arabs who opposed the creation of a Jewish state. Ezekiel would soon become a member of the Palmach, the elite forces of the Haganah. In 1948, almost three years after the war, the State of Israel was declared, and was immediately attacked by Arab forces. Ezekiel would continue his service with the Palmach and the new IDF during the war. After the war's end, Ezekiel would sign up for a program to test a certain type of drug on military soldiers. Ezekiel would later find out that what he received was a tiny amount of Ambrosia, the power-granting wonder-drug that the US so willingly shared the secrets with with its new ally, Israel. Ezekiel's body reacted the best to the drug, and as such, Ezekiel was approached by Israeli officers with a proposition, to join a new intelligence agency that was being created for the Israeli state, and to be Israel's new super-soldier in future Arab-Israeli wars. Ezekiel agreed, and became one of the first agents of the Central Institute for Coordination, which would develop into the infamous Israeli intelligence force, Mossad. Ezekiel would be given Ambrosia by Mossad, and with additional training, would turn into one of Mossad's deadliest assassins and warriors. Ezekiel would be joined with other members of Mossad's Kidon group to carry out assassinations, espionage, and counter-intelligence operations for the State of Israel.
Ezekiel is the perfect assassin for Mossad, carved by Ambrosia and years of combat service/training to fit such a mold. His quest to ensure that no Jew suffer persecution under a foreign power drives him to better himself, and drives him to loyally serve Israel. This drive and skill earned him the code-name "Mastema", the demon who slew the sinful and evil in the Old Testament.
Public persona: Ezekial Barak is a member of the Israeli Diplomatic Corp when he is not donning his persona. His status as a Mossad Agent allows him to easily gain residence at any Israeli embassy in the world. For countries that recognize Israel, this persona makes it easy for Ezekial to get into those countries and stay there for long periods of time. For hostile countries or countries that do not recognize Israel, Ezekiel is usually dropped in as Mastema to conduct operations.
Alertness: Not much gets by your hero. He's very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Quick Draw: Requirements: Novice, Agility d8+
This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon, he adds +2 to the roll.
Hindrances:
Ruthless (Major): As a Major Hindrance, he'll harm anyone and everyone who gets in his way.
Vow (Minor): Mossad Agent, sworn to group as such
Loyal (Minor): The hero tries to never betray or disappoint his friends
POWERS & ABILITIES
Invested AP: 20 Powers:
Super Skill (Fighting up two steps, Shooting up one step, Stealth up one step, Notice up three steps (7))
Super Attribute (Strength and Smart up one step each (4))
of course we poured magic juice on a century old corpse and had it come back to life
the franco side of the food of the gods is a pathway to superheros that some consider...unnatural
Ah, might want to specify that in your Trappings. 'Trappings' is the fluff that describes what form the power takes, and from my own research armour with the same trapping (in this case "physical armour") doesn't stack.
Alternately, you might want to look at alternate crunch for your mystical protection, since a guy with a big rifle can currently ignore that. Parry might work for you, since one of the example Trappings for that is "mystic shields", but that only applies to melee combat. Deflection is another one, which is basically Parry but for ranged attacks and also has "mystic shields" as an example Trapping.
Ah, RIP. Thought I'd missed a way to transfer something into extra AP. Mossad Robot Assassin Dude seems cool though, even if I think you missed a trick by not naming the Jewish Construct "Golem"
Ah, RIP. Thought I'd missed a way to transfer something into extra AP. Mossad Robot Assassin Dude seems cool though, even if I think you missed a trick by not naming the Jewish Construct "Golem"
Hero name: Weltraum Kaninchen ( English Translation: Space Rabbit)
Real name: Hubert Felder
Sex: Male
Age: 29 (B. 1926)
Bio: Born to a single mother, young Hubert had difficulties growing up. These difficulties stemmed from the economic catastrophe that all of Germany was facing at the time, but Hubert and his mother lived as well as they could, when the war began his mother begged him to not join as it was the war prior that took his father from her, he promised he would not join. while he faced some judgement from his "peers" it was a decision that Hubert took pride in, as who would take care of his mother if he was to die, and after the war things were tense but Hubert and his mother found life to be while different, they still made things work.
However things took a turn for the worse when his mother began to get sick, they did not have the money needed for treatment, Hubert had no ide what he could do, that's when one old doctor said there was something he could do. The doctor was doing some "experiments" and needed test subjects, and while Hubert wan not the best subject, he did fit the criteria for being able to participate. In exchange for his participation he will be payed very handsomely.
In the end Hubert exceeded all of the expectations and was given an offer, become one of the new German Heroes and he and his mother would be well taken care of, or he could take his payment and be on his way.
He chose the former, thus a new hero for a new Germany was born.
Public persona: A sharp witted lad who can't keep his mouth shut, Known for his tendency to rush into things and live life like it was his last day.
Appearance:
STATS
XP: 0
Advances: 0/0
Level: Novice
Attributes:
Agility: d10
Strength: d6
Smarts: d6
Spirit: d6
Vigor: d6
Statistics:
Charisma: 0
Parry: 2
Toughness: 8
Skills: 15 Base
Fighting: d8 (3 Points)
Notice: d6 (2 Points)
Taunt: d8 (3 Points)
Stealth: d6 (2 Points)
Shooting: d6 (2 Points)
Tracking: d8 (3 points)
Edges:
Quick: Quick characters have lightning-fast reflexes and a cool head.
Arcane Background (Super Powers) (Free): This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants a number of Power Points equal to the Power Level of the campaign. No arcane skill is required. Super powers work "at will" and require no roll unless the specific power says otherwise.
Hindrances:
Curious (Major): It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have
to check out everything and always want to know what's behind a potential mystery.
Distinctive Appearance (Minor): Your super's appearance is somewhat different from others of his race (a blue-skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.
POWERS & ABILITIES
Invested AP: 40
Powers:
Attack, Ranged- Energy Blast (9): 2d10 Damage
Trappings: condensed light energy
Energy Control: Light (5)
Trappings: Mutation to produce light from body
Leaping (5)
Trappings: Strong Legs
Modifiers: Bounce (1)
Speed (12)
Trappings: Genetic alterations to body
Attack, Melee- Lagomorph Kick (8): Strength+ 4d6
Trappings: Genetically Enhanced leg Muscles
(Hope this is good please tell me if I need to make any changes.)
Construct (8)
Trappings: A robot, cyborg, mass of wires.
This character is a living automaton, cyborg, robot, statue, or android. Most are products of alien technology, weird science, or the supernatural. Player character constructs have emotions and can feel fear. Their emotions are often complex, however, and many quest for "true life."
...you're gonna have to explain that one to me. Seems to me like Construct and Undead are pretty clearly making the character non-human. Unless he's a cyborg I guess.
Hero name: Kiztürk (Literally 'Daughter of the Turks')
Real name: Dr Esel Demir
Sex: Female
Age: 32
Bio: Esel was born a year after the conclusion of the Turkish War of Independence to a soldier and the housewife who had waited patiently for him to come home. Her early years, therefore, were spent surrounded by the ongoing works and initiatives of Mustafa Kemal Ataturk, the 'Father of the Turks', raised by parents who were both fervent supporters of his Kemalist ideology. It was this ideology that opened higher education to women for the first time, and Esel was among the first generation of women students and graduates in the country's history, a fact she took considerable pride in.
When the Ataturk finally fell, she mourned alongside millions, and then dedicated herself with a singular ferocity to the pursuit of his vision and ideology. Qualifying as an engineer and architect, she entered the workforce and poured her body and soul into civic development projects, building roads and schools for her fellow Turks so that their nation's path of upwards development might never stop.
As an employee of the state, Esel took part in the mandatory medical screenings that the state issued in hopes of discovering people compatible with ambrosia, and was one of the very few to come back positive. Eventually, Parliament chose Esel for the project on the strength of her unwavering commitment to Turkish nationalism and the Kemalist ideology; they had no interest in creating a potential defector.
Public persona: Kizturk is, as her taken name might suggest, an icon of Turkish nationalism and the products of their liberal reforms. She presents herself as an educated and well spoken scientist and politician, directly employed as a civil servant by parliament, the product of Ataturk's reforms and dedicated to carrying on his work, disdaining the flashy 'costumes' that foreign superhumans appear to consider mandatory.
STATS
XP: 0
Advances: 0/0
Level: Novice
Attributes:
Agility: d6
Strength: d4
Smarts: d12
Spirit: d6
Vigor: d6
Statistics:
Charisma: +0
Parry: 5
Toughness: 5
Skills:
Driving d4
Fighting d6
Investigation d6
Knowledge (Engineer) d12
Persuasion d6
Repair d8
Edges: The Best There Is - One power may use up to half the points allotment, instead of the normal one third. (Free due to being human)
Hindrances: Code of Honour (Major) - Kizturk will always keep her word, and will generally do whatever she can to operate within what she considers the 'proper' means of doing things, which Parliament finds quite comforting.
Vow (Minor) - Kizturk has a belief in the principles of Kemalism and the nationalist ambitions of Turkey that motivates her to a near obsessive degree. She is forever on the lookout for ways to further those loyalties.
Pacifist (Minor) - Kizturk will only fight when given no other option, and utterly refuses to allow harm to come to prisoners or other helpless targets.
POWERS & ABILITIES
Invested AP: 20
Powers:
Matter Control (10 AP): Level Four
Trappings: Sympathetic Resonance
Kiztürk can manipulate all solid, non-living matter within a short distance around herself. Her strength for the purposes of such manipulation is d12+2, which is also what she rolls to attack with it.
Modifiers
-2: Requires material. Kizturk can only manipulate material that already exists, she cannot simply conjure it into existence.
+2: Extended from "earth/stone" to all forms of solid, non-living matter (note: five points would let her control literally all kinds of matter so I'm hoping this works as a balance point)
Kizturk has the ability to transform herself into a beautiful statue made out of whatever material happens to be in the surrounding area. While in this state she has no vital organs and gets the associated minor benefits of being made of living stone. She can also change her size up to three categories in the process, but does not inherently gain any further strength or toughness from it.
Modifiers
(-1) Requires Activation. This power is normally a permanent alteration to one's form, but Kizturk must spend a few moments of concentration to trigger it.
(+3) Replenish: Kizturk may heal her own wounds by replacing damaged sections of her form with matter taken from the surrounding environment.
Speak Language (1 AP)
Trappings: Genius
Kizturk can read, write and speak any language she encounters after a few minutes of exposure and practice.
Modifiers
(+1 AP) Extends the ability to writing and reading
(-1 AP) Contingent: Kizturk only benefits from the enhanced learning speed when in statue form.
Teleport (3 AP)
Trappings: Project self through the ground
Kizturk can reflexively teleport back and forth in a relatively short distance around herself. She can take anything she is carrying or touching with her, to a limit of about six people.
Modifiers
(+3) Traverse: In addition to tactical range instant movement, Kizturk can spend about twenty seconds of concentration to teleport anywhere in the globe.
(-1) Contingent: Can only be used in statue form
(-2) Limited: Can only use when in contact with solid matter, and to a destination also in contact with that same matter. On the ground this is global, but in a plane or boat she is much more limited.
Doesn't Breathe (1 AP)
Trappings: Statues don't have lungs
When in statue form, Kizturk cannot suffocate or drown
Well, can't wait until you feed Ambrosia to a horse so El Cid can ride into battle once more!
Alternately, you might want to look at alternate crunch for your mystical protection, since a guy with a big rifle can currently ignore that. Parry might work for you, since one of the example Trappings for that is "mystic shields", but that only applies to melee combat. Deflection is another one, which is basically Parry but for ranged attacks and also has "mystic shields" as an example Trapping.
Smarts: d12
...
Knowledge (Engineer) d12
... Pacifist (Minor) - Kizturk will only fight when given no other option, and utterly refuses to allow harm to come to prisoners or other helpless targets.
...
Kizturk can read, write and speak any language she encounters after a few minutes of exposure and practice.
...you're gonna have to explain that one to me. Seems to me like Construct and Undead are pretty clearly making the character non-human. Unless he's a cyborg I guess.
...you're gonna have to explain that one to me. Seems to me like Construct and Undead are pretty clearly making the character non-human. Unless he's a cyborg I guess.
Yeah, Half your Vigour dice plus 2, plus any bonus toughness, plus any armour.
I will argue that an undead human is still a human both per game rules and definition wise
it can be more tricky with say a vampire, but I still quibble
Kizturk will build giant goddam statues to the glorious Ataturk in your backyard if you piss her off. Or impress her. Or fail to show proper respect for the Glorious Ataturk.
Kizturk will build giant goddam statues to the glorious Ataturk in your backyard if you piss her off. Or impress her. Or fail to show proper respect for the Glorious Ataturk.
Can't wait for the diplomatic incidents caused by random statue vandalism.
"We now have a twenty metre tall statue of Ataturk in the middle of our capital city, what are you going to do about it?"
"You have no way of proving this was us"
"You're telling us that there might be some other superhuman running around erecting sixty foot statues of your leader in random cities?"
"We have no way to be sure"
"Oh, and Kiztürk signed her name at the bottom as well" "for crying out loud Esel..."
Since Bennies have been removed would it be possible to also reduce the penalty on the Shaken state a little (for instance maybe having it wear off after a set number of actions)? Right now it seems like it's a little excessively punishing on low spirit characters, since you can't spend a benny to get out of it