Cabal: Myrmidon

Myrmidon

Story: The word Myrmidon means three things.

First: an extremely skilled soldier who fears nothing, advancing ushakably and defending unbreakably.

Second: an obedient minion who does not question his master’s wishes, carrying them out without pity or remorse.

Third: a soldier of Achilles in the Trojan War. (Well, two out three ain’t bad.)

Myrmidon embodies the mercenary ideal. He does not stop to ask questions; he immediately seeks out his target, destroys it with extreme prejudice, and returns to collect his pay. In a direct conflict, it takes a great deal to drive him off, while he hits extremely hard in response. He doesn’t waste a great deal of time on drama and he doesn’t pause to trade taunts and threats with his victim. He views himself as a very small fighter/bomber, an expensive tool to obliterate your target.

Myrmidon uses a variety of tactics, but prefers two basic, straightforward techniques in combat. First, he can slam the target at high speed, using his Scorpion Lance to kill quickly, taking whatwever hits the enemy dishes out. Alternatively, his Force Field and hefty defenses allow him to wear down opponents, letting them tire themselves out while he weakens them with a barrage of shard fire in return.

He has few weaknessness. First, he’s quite slow; his heavy, customized power armor doesn’t grant him superhuman reflexes or swiftness. Meanwhile, his flight pack packs a lot of punch, but boasts little manueverability.  It should come as no surprise that he lacks special defenses. He earned his armor from mercenary work, not battling psychics and mages (mostly, anyway). A superteam would easily overwhelm him if he’s on his own. That said, he can inflict a lot of damage and absorb a lot of punishment, and can escape rapidly if things don’t go his way. While he doesn’t have soldiers or minions personally, he makes a point of knowing what the guards, warmachines, and weapons of anyone he works for can do. It makes him more effective at fighting with them. Plus, he’s been betrayed before, or been asked by a new client to blow the tar of out a previous employer.

Myrmidon works only for money, but he’d definitely offer a discount for killing Martyr. He’s never been able to bring Martyr to bear long enough to get a killing blow. In return, Martyr stole his Combat Dress and then redecorated it, a foul insult to Myrmidon’s “Honor”. Fortunately for Martyr, Myrmidon isn’t always available to the Cabal, as he does contract work around the world. The Cabal pays good enough rates that he’ll guard critical installations or hunt targets for them even in stable, more-or-less peaceful nations like the United States. He knows stealth is not his strong suit, however.

Height: 177cm (5’10”), Weight: 100kg (220 lbs), Sex: Male, Age: 34, Race: Caucasian (Greek)

Appearance: A heavy-set man with olive skin and narrow-set eyes. He has many scars, old bullet wounds, and the like dotting his body. Out of his armor, he’s impeccably dressed.

Value Characteristic Points
12/45 STR 2
13 DEX 9
10/30 CON 0
13/33 BODY 6
13 INT 3
13 EGO 6
10 PRE 0
12 COM 1
6 PD 4
6 ED 0
3 SPD 7
8 REC 0
60 END 0
54 STUN 0
Total 38
Points Powers END
7 30-Point Heavy Power Armor Elemental Control (20-pt reserve); Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1; All abilities -.5 OIF (Power Armor), -1 (Conventional Technology Only), -.25 (Visible: power armor is pretty obvious). Characters using heavy power armor will usually want heavy weapons as well, and will need to spend some of their extra points on either the armor or on the multipower reserve.
a-7 Flash Defense (Sight, 40 pts); Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
b-7 4d6 Flash (Normal Sight); Range: 200; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1 4
c-7 +20 BODY; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
d-11 20″ Flight (NC: 160″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 179; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1 4
e-11 Armor (15 PD/15 ED); Hardened: ×1, ¼; Always On: -½; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
f-10 Life Support Systems; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
(1) Life Support: High Pressure/Vacuum; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
(1) Life Support: High Radiation; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
(4) Need Not Breathe; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
(1) Life Support: Intense Heat/Cold; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
g-6 +33 STR; Doesn’t Affect Figured: -½; Reduced END: Half, +¼; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1 1
h-7 +20 CON; Activation (The armor must be activated system-by-system. Myrmidon does not need to check every time he uses a system once it’s been active. Assume that he needs at least five minutes to activate everything.): 11-, -1
24 Multipower: Scorpion Lance (55-pt reserve); OAF: -1; Charges: 16, +0; Concentrate: ½ DCV, -¼; The Scorpion Lance is a weapon he designed alongside the best technicians the Cabal could provide. It’s a cruel, shapeshifting weapon designed to impale enemies with jagged shards of energized crystal. Mymidon also learned how to use it as a melee weapon, finding that it could penetrate defenses more easily in close combat, even worse than firing barrages of razor-tipped crystals. Burning out one of the shards can also provide a temporary shield.
u-4 Force Field (20 PD/20 ED); Continuing Charges: 1 Turn, -2 lev; OAF: -1; Charges: 16, +½; Concentrate: ½ DCV, -¼ 0
u-7 3d6 Killing Attack (RKA); Range: 335; Autofire: 5 shots, ½; OAF: -1; Charges: 16, +0; Concentrate: ½ DCV, -¼ 0
u-2 2d6+1 Killing Attack (HTH) (Total 4d6+1); Range: 0; Penetrating: +½; OAF: -1; Charges: 16, +0; Concentrate: ½ DCV, -¼ 0
110 Total Powers  
Points Skills, Talents, Perks Roll
9 Tactics 15-
6 Engineering: Powered Armor 15-
10 Money (Wealthy)
15 +3 level w/HTH Combat
12 +4 level w/All Ranged Attacks
52 Total Skills, Talents, Perks  
100+ Disadvantages
15 Always Obeys Orders of Superiors (Very Common, Moderate)
20 Code of Chivalry (Common, Total)
15 Greedy (Common, Strong)
5 Reputation (8-)
20 Normal Characteristic Maxima
25 Villain Bonus
100 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
38 + 162 = 200 200 = 100 + 100
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
4 4 4 0 21/15 21/15 4, 8, 12
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One Response

  1. […] Cabal: Myrmidon from Emergence Campaign Weblog (ruscumag.wordpress.com) This post has already been read 12 times! Eric Swett (169 Posts)Related posts: […]

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