My thoughts on how to stat a big daddy:
(And this is my first time statting anything beyond basic soldiers, so beware, novice at play:)
Bouncer:
(These are the big guys with drills)
Physical: OOOOOO(OOOO)
Social: OO
Mental: OO
Powers:
Hulking Size [-2]
Aquatic [-1]
Claws [-2] (The drill)
Stunts:
Drill Dash [-1] : You can initiate grapples up to two zones away. Furthermore, pay a fate point and, if attacking during the grapple, the attack is made at +3.
Supernatural Toughness [-4]: Catch is magic/hexing (+1).
No mind to control [-1]: You've been fused to the suit and brainwashed, which has some sizable disadvantages, but on the other hand, there's not much of you left to charm. Rolls to resist enchantment or enthrallment are made at +2.
Compelling nature
- : Because of the above brainwashing, you may only pay off at most two compels per session.
Welder [-1]: Your duties include making sure that Rapture stays watertight. Craftsmanship rolls are made at an additional +2 when building or working on actual buildings (fixing support beams, etc.).
Rosie:
(Big guys with grenade launchers)
Physical: OOOOOO(OOOO)
Social: OO
Mental: OO
Powers:
Hulking Size [-2]
Aquatic [-1]
Breath weapon [-2] (The grenade launcher)
Stunts:
Canon-ical attacks [-2]: You obtain +2 when using cannons or other large-projectile type weapons.
Supernatural Toughness [-4]: Catch is magic/hexing (+1).
No mind to control [-1]: You've been fused to the suit and brainwashed, which has some sizable disadvantages, but on the other hand, there's not much of you left to charm. Rolls to resist enchantment or enthrallment are made at +2.
Compelling nature
- : Because of the above brainwashing, you may only pay off at most two compels per session.
Alpha series:
(Human-sized, can use plasmids)
Physical: OOOO(OO)
Social: OO
Mental: OO
Hunger: OOO
Powers:
Aquatic [-1]
Stunts:
Inhuman Toughness [-2]: Catch is magic/hexing (+1).
Plasmid power-ups [-4]: You can use plasmids, unlike your kin. Choose two of the following:
Incinerate (weapon: 2, fire element)
Telekinesis (+2 athletics when dodging projectiles larger than a bullet and smaller than a large human body. If you make the athletics roll, you are 'holding' the projectile and may toss it back at the enemy or use it in some other way).
Electrobolt(weapon: 2, electric element)
Winter blast (Roll weapons at +2 to use; does no damage but a successful attack paralyzes enemies for one round)
Rage mode [-4]: You are bonded to one person. When that person is in danger, you may invoke the following powers:
Inhuman Speed
Inhuman Strength
When the scene is over, roll Hunger based on the costs of the powers you invoked.
Rage out [-1]: If that person you are bonded to dies, take an Extreme Consequence to avoid dying or falling into a coma. This consequence cannot be removed until you are bonded to another person, a long and painful process.