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The armor was created for one purpose, to restore the Third Reich back to it seat of glory, but it was developed too late, the suit was not completed until the war was already over. The Allied broke into the lab a week after Germanys surrender.

The suit then started its long journey from one place to another. Nobody knew what to do with it. It was military technology, but the military was going a different route with super solders. It was captured technology, but the suit was steamed powered, and the atomic core that made the steam, was far from safe.

The suit made its way into storage, and sat there for tens of years, forgotten.

As monetary cutbacks to the military began to take there toll on the number of active bases, the suit found itself on the move once again. Few still alive knew what the purpose of the suit was, only that it had a radiation symbol on it. That symbol was enough to get the attention of a crime lord, he wanted something to give himself credibility with the big boys, and stealing some military grade, radioactive equipment would be that ticket.

The crate was stolen and when the box was opened, the suit found. It took some time to figure out what the suit was for, but when it was figured out, much rejoicing ensued.

Armed with the super suit, the small time crime lord set about to "raise his status" in the underworld.

Dreadnought PL 14 (210PP)

Init +0; 55ft (Run), 25ft (Tunneling); Defense 18/18 (8 Base); BAB +8; +11 Punch (17S/L Punch), +8 Ranged; SV Dmg +9 (10 Protection), Fort +7, Ref +0, Will +6 (10 Protection); Str 16, Dex 10, Con 16, Int 12, Wis 14, Cha 14 (Total 62PP)

Skills: Intimidation 7/+23, KS: Street Smart 6/+7, KS: Fence 5/+6, Taunt 5/+21, Disable Device 2/+3, Mechanical 4/+5 (Total 29PP)

Feats: Power Attack, Attack Focus (Melee), Endurance, Durability, Toughness, Indomitable Will (Total 12PP)


  • Dreadnought Armor (Protection) +10 (Source: Technology; Extras: Super Strength, Impervious, Mental Protection, Immobility, Tunneling [5], Running [5], Growth [3]) (Cost 8 / 53PP)
  • Strike +4 (Source: Technology; Lethal; Flaw: Device [Armor]) (Cost 1 / Total 4PP)
  • Super Charisma +14 (Source: Mutation; Extra: Intimidating Presence) (Cost 3 / Total 42PP)
  • Amazing Damage Save +4 (Source: Technology; Extras: Fortitude Save, Will Save; Flaw: Device [Armor]) (Cost 2 / Total 8PP)