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Claymore
Claymore
Darryl Smullen
 
Cost

Characteristic

Value Roll Notes
5 STR 15/25 12- / 14- Lift: 200.0kg/800.0kg; Dice: HTH Damage 3d6/5d6 END [1/2]

Claymore

12 DEX 14/24 12- / 14- OCV 5/8 DCV 5/8
16 CON 18/33 13- / 16-
4 BODY 12/20 11- / 13-
3 INT 13 12- PER Roll 12-
0 EGO 10 11- ECV: 3
0 PRE 10/20 11- / 13- PRE Attack: 2d6 / 4d6
0 COM 10 11-
1 PD 4/24   4/24 PD (0/18 rPD)
0 ED 4/25   4/25 ED (0/18 rED)
6 SPD 3/5   Mental Defense: 0
2 REC 8/13   Phases: 4, 8, 12/3, 5, 8, 10, 12
0 END 36/78   Running: 6"/11" (12"/22" NC)
0 STUN 29/50   Swimming: 2" (4" NC)
 

Cost

Powers

END

48 The Meicklejohn Blade: Multipower, 72-point reserve, (72 Active Points); all slots OIF Unbreakable (-1/2)
1u 1) Batting Away: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2), OIF Unbreakable (-1/2) 2
4u 2) Blade: Killing Attack - Hand-To-Hand 4d6 (5d6 / 5 1/2d6 w/STR) (vs. PD) (60 Active Points); OIF Unbreakable (-1/2) 6
3u 3) Hail Mary: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 / 4d6 w/STR) (vs. PD), Ranged (+1/2) (67 Active Points); Lockout (-1/2), OIF Unbreakable (-1/2), Range Based On Strength (-1/4) 7
1u 4) Hilt Bash: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF Unbreakable (-1/2) 2
3u 5) Making a Door: Tunneling 1" through 16 DEF material (50 Active Points); OIF Unbreakable (-1/2), No Noncombat Movement (-1/4) 5
1u 6) Mighty Block: Armor (15 PD/15 ED) (45 Active Points); Costs Endurance (-1/2), Activation Roll 14- (-1/2), Not vs. Area of Effect Attacks (-1/2), OIF Unbreakable (-1/2), Must Be Aware of Attack (-1/4) 4
5u 7) Mighty Sweep: (Total: 70 Active Cost, 47 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 / 2d6 w/STR) (vs. PD), Area Of Effect (4" Any Area; +1 1/4) (45 Active Points); OIF Unbreakable (-1/2) (Real Cost: 30) plus Area Of Effect (up to 3" Any Area; +1); OIF Unbreakable (-1/2) for up to 25 Active Points of STR (17 Active Points) (Real Cost: 17) 6
5u 8) Piercing Strike: (Total: 72 Active Cost, 48 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6 (3d6+1 / 3 1/2d6 w/STR) (vs. PD), Armor Piercing (+1/2) (60 Active Points); OIF Unbreakable (-1/2) (Real Cost: 40) plus Armor Piercing (+1/2); OIF Unbreakable (-1/2) for up to 25 Active Points of STR (8 Active Points) (Real Cost: 8) 7
5u 9) Unstoppable Strike: (Total: 72 Active Cost, 48 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6 (3d6+1 / 3 1/2d6 w/STR) (vs. PD), Penetrating (+1/2) (60 Active Points); OIF Unbreakable (-1/2) (Real Cost: 40) plus Penetrating (+1/2); OIF Unbreakable (-1/2) for up to 25 Active Points of STR (8 Active Points) (Real Cost: 8) 7
21 Protection of the Blade I: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF Unbreakable (The Meicklejohn Blade; -1/2), Nonpersistent (-1/4) 0
9 Protection of the Blade II: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat) (14 Active Points); OIF (The Meicklejohn Blade; -1/2) 0
16 Guidance of the Blade I: +3 with All Combat (24 Active Points); OIF Unbreakable (The Meicklejohn Blade; -1/2)
11 Guidance of the Blade II: Combat Sense (17 Active Points); OIF Unbreakable (The Meicklejohn Blade; -1/2) 14-
7 Guidance of the Blade III: Defense Maneuver I-IV (10 Active Points); OIF Unbreakable (The Meicklejohn Blade; -1/2)
9 Like Luke in the Ice Cave on Hoth: Telekinesis (20 STR) (30 Active Points); Only Works on the Meicklejohn Blade Very Limited Group of Objects (-1), Only to Bring the Sword to His Hand (-1), Concentration (1/2 DCV; -1/4) 3
3 Long Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OIF Unbreakable (The Meicklejohn Blade; -1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0
11 Scottish Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 12- (-3/4), OIF (-1/2) 0
5 Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); Limited Target (-1/2), OIF Unbreakable (The Meicklejohn Blade; -1/2) 1
3 Mighty Legs I: Leaping +5" (3"/10" forward, 1 1/2"/5" upward) (5 Active Points); OIF Unbreakable (The Meicklejohn Blade; -1/2) 1
7 Mighty Legs II: Running +5" (6"/11" total) (10 Active Points); OIF Unbreakable (The Meicklejohn Blade; -1/2) 1
The Meicklejohn Blade (Boosted Characteristics), all slots OIF Unbreakable (-1/2)
7 1) +10 STR (10 Active Points); OIF Unbreakable (-1/2) 1
20 2) +10 DEX (30 Active Points); OIF Unbreakable (-1/2)
20 3) +15 CON (30 Active Points); OIF Unbreakable (-1/2)
11 4) +8 BODY (16 Active Points); OIF Unbreakable (-1/2)
7 5) +10 PRE (10 Active Points); OIF Unbreakable (-1/2)
7 6) +1 SPD (10 Active Points); OIF Unbreakable (-1/2)
4 7) +12 END (6 Active Points); OIF Unbreakable (-1/2)
 

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
46 Weapons Combat
All-Out 1/2 +1 -2 Weapon +8 DC Strike
Attack 1/2 +0 +2 Weapon +6 DC Strike
Charge 1/2 +0 -2 Weapon +6 DC +v/5 Strike, FMove
Defend 1/2 +2 +2 Block, Abort
Probe 1/2 +1 +3 Weapon +4 DC Strike
Resist 1/2 +0 +0 50 STR / 60 STR to resist Shove; Block, Abort
Shove 1/2 +0 +0 50 STR / 60 STR to Shove
Weapon Element: Blades
+4 HTH Damage Class(es)

Cost

Skills

3

Armorsmith 12- (14-)

3

Breakfall 12- (14-)

0

Everyman Skills

AK: Indianapolis, Indiana 11-

Climbing 8-

Concealment 8-

Deduction 8-

Language: English (native)

Paramedics 8-

PS: Video Store Assistant Manager 11-

Shadowing 8-

Stealth 8-

TF: Small Ground Vehicles (Everyman)

5

Fast Draw 13- (15-)

3

KS: Medieval History (INT-based) 12-

3

KS: Medieval Weaponry (INT-based) 12-

2

KS: Scottish History 11-

3

KS: Society for Creative Anachronism (INT-based) 12-

1

Oratory 8-

3

Survival (Mountain, Temperate/Subtropical Forests) 12-

3

WF: Common Melee Weapons, Flails

2

Weaponsmith (Muscle-Powered HTH) 12-
200+ Disadvantages

5

Distinctive Features: Don't See Too Many Medieval Scottish Warriors Walking Around These Days (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20

Hunted: Sanction 8- (Mo Pow, NCI, Capture)

15

Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)

10

Psychological Limitation: Bigmouth/Braggart (Uncommon, Strong)

15

Psychological Limitation: Crystal Crackpot (Common, Strong)

15

Psychological Limitation: Gullible (Common, Strong)

20

Psychological Limitation: Obsessed with Meicklejohn Legacy (Common, Total)

10

Psychological Limitation: Talkative (Uncommon, Strong)

15

Psychological Limitation: Thinks the Meicklejohn Blade Is All-Powerful (Common, Strong)

5

Rivalry: Professional (Victory; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5

Rivalry: Professional (Other Weapon Masters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10

Social Limitation: Constantly Shooting His Mouth Off (Frequently, Minor)

10

Social Limitation: Pathetic Geek (Frequently, Minor)

15

Social Limitation: Public ID: Darryl Smullen (Frequently, Major)

10

Vulnerability: 2 x Effect Poison (Uncommon)
0 Experience Points
 
Characteristics Cost 49 Base Points 200
Powers Cost 254 Disadvantages 180
Talents Cost 0 Experience Points 0
Perks Cost 0 Total Points 380
Martial Arts Cost 46
Skills Cost 31
Total Cost 380
 
Concept Weapon Master Hair Colour Brown
Nationality American Eye Colour Brown
Place of Birth Indianapolis, Indiana Height 1.86 m/6' 1"
Date of Birth December 12, 1980 Weight 99.00 kg/218 lbs
 
Background

Sometimes even the kooks get it a little bit right.

Darryl Smullen was largely despised by other members of the Society of Creative Anachronism, who found him tiresome and overly violent. He was scoffed at by others in the Highlander fan club member. And people at the Renaissance Fair and the Scottish Festival. It was obvious that there was something "off" about Darryl. He was too intense, too self-involved, and not nearly concerned enough with personal hygiene.

What's more, there was Darryl's obsession, the one that he always seemed to turn to within less than five minutes of conversation. He was convinced not only that he was the descendent of Scottish hero Malcolm Meicklejohn, who had died fighting beside William Wallace, but he was certain that he was destined to find the man's missing weapon, a supposedly magical claymore that had fallen into the hands of the English lords who had arranged for Meicklejohn's death.

Darryl, as it happened, was right. In a magazine spread depicting the London flat of movie producer Sir St. John Gowan, Darryl spotted a "replica" of Meicklejohn's blade, a "movie prop" hung on Sir Gowan's wall. But Darryl realized that it was no replica at all; instead, it was the real blade.

He spent his last remaining dollars on a one-way ticket to London. There, he broke into Sir Gowan's flat, surprised the old man, and, in a fit of hysteria, murdered him. The blade, sensing the faint family connection to its former owner, surged into power, turning the imbalanced Darryl Smullen into a force to be reckoned with--the deadly Claymore.

Created by Rob Rogers

Personality
Darryl is a little nuts. Now that he possesses his ancestor's blade, he is setting out to prove that he is the greatest swordsman who ever lived. He also intends to right any number of perceived wrongs--against his family's name, against himself, and against the art of swordsmanship. In this direction, he will take aim at any number of potential tasks--fighting other swordsmen, fighting people who use weapons other than swords, selling his services out for money, and avenging himself against the many people who disdained him during his youth. He is erratic and poorly suited to social situations.

Despite his flakiness, Claymore is a very effective fighter. He makes a decent mercenary villain or flunky, and can be manipulated fairly easily by more intelligent and organized people. While certainly not stupid (he has above-average intelligence), Claymore is somewhat lacking in common sense and social development.
Quote
"The hilt of this blade is back where it belongs--in Meicklejohn hands. The blade, however, might well spill your guts if you cross me."
Powers

The Meicklejohn blade has bonded with Darryl, turning him into an incredible swordsman (he was merely competent without it) and strongly enhancing his physical attributes. Although he can be disarmed, the blade is now firmly connected to him in a magical sense, so it always returns to his hand. It's difficult to separate it from him for long (in game terms, it's an inaccessible focus as opposed to an accessible one). He always tries to close in to engage opponents in hand to hand combat.

The sword allows Darryl to switch back and forth from his normal appearance to that of "Claymore" instantaneously.

The claymore's magic powers protected Malcolm Meicklejohn from most harm, and those powers protect Darryl, too. Like his ancestor, he is particularly susceptible to poisons, a weakness crafted into the blade by the wizard who enspelled it.

Appearance

Out of costume, Darryl is nondescript, vaguely muscular, and generally dresses out of style, with little attention to hygiene or grooming. In costume, he looks straight out of Braveheart. He wears his hair long and wild, running out from a leather helmet. He wears a brown tunic, a kilt, and leather sandals, and here and there a piece of metal or reinforced leather is attached to him in a wild hodgepodge. His face is streaked with blue paint.

Character portrait by Jeff Hebert.