Friday, October 26, 2018

Fiction Friday - Melody Mac - Epic Brawler

Background & Origin: She was working as a lock keeper, before she gained superpowers.

She was born at a University hospital. She was raised by close family members: grandparents, an aunt/uncle, or similar. They were royalty by blood. They are alive and well.

She has the following siblings:
  • A younger brother that still lives with her childhood caretakers;
  • An older sister that she dislikes because of some past transgression;
  • An older sister that still lives with her childhood caretakers;
  • A younger half-sister that hates her for some past transgression.

She has experienced the following important events:
  • Blind luck provided her with a financial windfall, found cash, an inheritance, or something similar;
  • Word of her deeds spreads, and she gained fame or notoriety;
  • She became involved in a serious relationship that lasted at least a year;
  • She made a friend, someone younger than her that she feels protective about. They are an important figure both locally and beyond the immediate area;
  • She made an enemy, an angelic being or other extra-planar entity. Constant verbal warfare is the norm. They have military connections. Racial, religious or political bias caused the rift.

Combat Tactics: She focuses on enemy brawlers, martial artists and fools with guns, since she is basically immune to their attacks, and gains strength and power when they do hit her.

Personality Traits: considerate, lonely, rude. She thinks of herself like a mountain: enduring, implacable, and destructive force of nature when she cuts loose.

Quotes:  "Today seems like a good day to conquer the world. You in?"

Appearance: 6’1”, 200 lbs.

She favors clothing that contrasts with the local styles, changing at need. She wears her hair long and flowing.  Every tattoo reflects an important decision in her life.

Powers: She automatically absorbs kinetic energy, such as punches and anti-tank rockets. The energy enhances her strength and stamina, to the point she can lift/presss well over 100 tons under optimal conditions (the exact value has been impossible to measure). Normally, she can lift/press approximately 12 tons under optimal conditions. She is resistant to other forms of harm, and immune to sonic and sound attacks.

Notes: Model unknown. Character by I.A. Riley, September, 2018.

This is a classic variation - soak punches to make bigger punches. A big part of the concept is “immovable like a mountain.” I just liked the idea. She is still vulnerable to energy attacks, and does not have a ranged attack, both of which kind of suck, but within her scope as a hardass melee tank, she is pretty cool.

On average, even without Density Increase or Rolling with the Blow, a Kinetic attack would have to cause more than 16 points damage to cause any knockback. If she rolls with the blow, or has her Density Increase active, pretty much only Superman or the Hulk could cause knockback just by punching her.



Melody Mitrodora "The Mountain" MacClellan - Mighty Protectors

Strength 32 (Carrying Capacity 12,288 lbs., Basic HTH 2d8)
Endurance 32 (Save 14, Heal 5.1)
Agility 16 (Save 11)
Intelligence 12 (Save 11)
Cool 18 (Save 12, Initiative d8+1)

Hit Points 39
Power 92
Physical Defense 2
Mental Defense 2
Move 27, leaping 128
Inventing Points 6
Wealth d4
Luck 10-
Weight 190 lbs. (570 lbs.)
Total Cost BCs (110) + Powers (110) + Gear (0) - Weaknesses (20) = Total (200)

Abilities
Absorption: Kinetic (linked to Invulnerability) (0), Effect 25 points (10), Modifiers: Split Points (the first 13 absorbed points go to ST, until it maxes out at 50, then the rest replenish Energy/Power) (+0), Replenishment (+0) (10 CP)

Adaptation: Disease, Poison, Sonic, Toxin (15 CP)

Armor: Kinetic 2, Energy 2, Biochemical 2, Entropy 2 (12.5 CP)

Density Increase: Weight ×3, ST +5, Protection Kinetic 2, Energy 2, Biochemical 2, Entropy 2, SR3/Quartz, PR=0 (7.5), Modifiers: Reduced PR (+5) (12.5 CP)
  • ST 37 (density, no absorption), Carrying Capacity 39,936 lbs. (about 40 tons, Pushed), Basic HTH 2d10, Hit Points 22, Power 67, Move 20, Leaping 140
  • ST 45 (maxed Absorption, no density), Carrying Capacity 245,760 lbs. (about 250 tons, Pushed), Basic HTH 3d8, Move 21, Leaping 2587 (12,935 feet, or about 2.4 miles)
  • ST 50 (maxed Absorption, plus density), Carrying Capacity 786,432 lbs. (about 800 tons, Pushed), Basic HTH 2d8+d10, Hit Points 22, Power 67, Move 23, Leaping 2759 (13,795 feet, or about 2.6 miles)
Experience Levels: Attack +0, Defense +1, Skills +1 (5 CP)

Heightened Endurance: EN +12, AG +6 (included above)

Heightened Strength: ST +6, EN +4 (included above)

Invulnerability: Kinetic (20 CP)

Knowledge: TBD (2.5 CP)

Natural Weaponry: Attack +4, Damage +4 Blunt Kinetic (20 CP)

Physical Ability: Inertia +2, Super Leap ×2 (7.5 CP)

Super Speed: Add one turn per round, PR=4 per round (10), Modifiers: Increased PR (-5) (5 CP)


Gear
None

Weakness
Public Identity (-10 CP)
TBD (-10 CP)

Combat Summary:
Initiative: d8+1 (avg 5)
Unarmed: Attack 18-, Damage d10+3 (avg 8) or 2d6+3 (avg 10) or 2d12+1 (avg 14)
Combined Protection: Kinetic 4 (¼ damage, +8 save) (Sonic ⅛ damage, +13 save), Energy 4, Biochemical 4, Entropy 4
Knockback Resistance: d4+2 or d6+3

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Document Copyright (C) 2018 by I.A.Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

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