The Heretic O.C.C.
Moderators: Immortals, Supreme Beings, Old Ones
- The Baron of chaos
- Champion
- Posts: 2298
- Joined: Sun Nov 05, 2000 2:01 am
- Location: Dark Dimension
The Heretic O.C.C.
I wrote a rough of this one the exact moment i finished reading Splicer for the first time. Now here the refined one. Tell me what you think fellas.
The Heretic O.C.C.(R.C.C.?)
Rupert the Unlucky did not believed his luck. Being just a Roughneck trainee he did not get the respect and fame that Dreadguards got. Let’s forget about girls, who seem to literally strip in front of those pompous arrogant jerk. Rupert thought this free day would have ended like so many others: drinking a cheap vodka at Emma’s Pub until he got too drunk to stay awake even with his armor on. But he got a nice surprise in this sexy girl, that seemed very interested in him. If he told to his brigade they wouldn’t believe him. Rupert the unlucky that got hit by a blonde wet dream like this. He himself would not believe it if he wasn’t seeing it with his own eyes. Generally he is a more traditional person, avoiding too aggressive women, preferring being him the hunter, but that girl , was not just beautiful, was gorgeous and carried a something exotic in the way she move and act.
In the bedroom , in her very clean and comfortable hut, he thanked the Engineers for the first time for having to be naked for wearing the host armor.
“I’ll wear something more appropriate for this moment cutie.. In the meanwhile do as it was your house” she said going behind a paper wall, decorated with some oriental painting.
Man, considering how he was excited, he would have problems wearing his Armor now. But why he would need to don it right now?
Suddenly the blonde dream come out wearing just a short silk nightgown that let really nothing to imagination. Rupert thought when he kissed her, was that he should have to change his nickname . Unlucky does not seem fitting him in this very moment.
……..
“I still don’t’ know your name” Rupert asked still breathless but all her attention. The girl don’t seemed fatigued at all, and this hurt a bit the little ego of Rupert.
“Oh I have many” she answered looking with interest the host armor, resting right at the bed’s feet.
“no , really, I know nothing about you” He insisted, wanting to know her and see if they could see again.
“hmmm, I’m hungry now…do you mind if I eat something?” She said still looking at the host armor
“Well no, but ….” He wasn’t able to spoke another word
In front of him that beautiful girl turned into an horror of mouths and tentacles, grabbing his host armor and devouring it in few bites
Rupert only thought was the explanation he would have to give, and not noticed the thing-girl saying
“hmm tasty, but I’m still hungry…..” and started moving toward him, grinning on twelve mounths.
The heretic are a mutation, an unwanted degeneration of the very same organism that would give birth to the Saint. How such aberration come to life is something that worry and puzzle the Engineers and Librarians alike. It was speculated that does have something to do with the organism’s host genetic flaw. Or perhaps it was something else. Whatever the reason the end result is the same , not a peaceful healer, but an egomaniacal shapechanging creature with very little regard toward humankind.
The Heretic existence is hidden from lower class and NOT tolerated, exist clear orders for these creatures to be terminated whenever they are spotted. The reason for this is obvious: Saints are one of the best example of positive aspect of the bio-technology, whose very existence bring hope for future in common people. Discovering that they can mutate in an way too often murderous monster would be a terrible strike to the yet too frail moral of the Human Resistance.
Sadly is not easy to spot them. Right after the organism implant, they look like and behave like a normal Saint, the mutation emerge only 2-3 weeks after becoming Saint, and after that then newborn Heretic are eager to learn their abilities to escape attempt to kill them. Despite the bad fame, and their peculiar diet of Splicer technology, the Heretic are not necessary enemy of humankind, just they feel no compulsion to be on their side. They like being free to do as they please , and consider the Saint stupid do-gooder that waste time helping others.
After all life is short better enjoy it as it last.
Alignment: Any, but typically Anarchist(20%), Miscreant (35%) or Unprincipled(15%)
Attribute Requirement: PE: 10 or better, MA of 15, High ME and PP are helpful but not mandatory
Attribute bonuses: +1d4 to IQ and ME, +1d6 to MA. Reduce PB by 4, in natural shape an heretic’s features are dull and skin t so transparent that one could see the morphing organs underneath. Thankfully they rarely hand around in their natural forms.
OCC Bonuses: Has Splicer Strength, + 2to save vs. mind control, +2 to save vs. poison and toxins, +10% to save vs. coma/death, +15% to impersonate people, imitate voices and disguise. HF vary. See OCC powers below.
Base S.D.C. : not applicable
Heretic O.C.C. powers
1. Heretic Altered Body and MDC: The Heretic like the Saints, possess a superhuman body, with Splicer strength and is turned into an MDC being with 1d4x10+PE, add 1d6 MDC per level of experience starting at level two. The Heretic does not have the same level of bio-regeneration , only 1d6 MDC per hour, but they can use their morphing ability to increase this(see Shapechanging), their body is almost immune to fatigue poison , fatiguing three times slower than normal, they are double jointed, and can age two times slower than normal.
2. Shapechanging: the main ability of the Heretics, the complete control over their own cellular structure, allowing them to change shapes at will, not only but they can reply all the biological enhancements , at will! Limited of course by endurance and experience. The Heretic have a pool of 2d8x10 +PE Bio-E points plus 1d8 per level of experience, that they can spend and re-absorb depending on the needs Example: they could decide to spend 170 point for a two heat cannons with Mega-upgrades in one moment and then re-absorb everything to grow wings for a quick escape moment later. In case of lost bio-e , like for organic rockets or in case of mutilation or serious damage, the bio-e could be replenished resting at the rate of 1d4 bio-e per hour or feasting upon Splicer Bio-Tech at rate of 1 Bio-E per lb of spliced-flesh eaten, 4 times as much in case of flesh and blood of Saints, Librarians or gene-pools. The Heretics could also use this ability also to increase temporary their overall Bio-E pool, never more than 3 times its base value. This additional Bio-E point cannot be Re-absorbed and any enhancement grown with them last only 1d4 melees + 1 per level of experience. The Heretic can also use this temporary Bio-E to instantly heal wounds, at rate of 2 Bio-E for 1 MDC healed, but most prefer just adopt an improved Bio-regeneration factor with their permanent pool and use additional Bio-E for weapons . It took one melee round to pass from a form to another
Additional use of Shapechanging power include:
Human mimic: assuming whatever human and humanoid shape cost only 25 Bio-E plus 1 bio-e for additional PB point They need a successful roll vs. disguise to copy an existing person HF can also be increase by 1 bio-e, if one does not increase PB at the same time
Shrinking: The heretic can reduce their own size , albeit only to a max of three feet tall(or leghtwise). This cost 30 Bio-E But is a need if they want to mimic some smaller animals
Stretching: The Heretic can stretch limbs, neck and his abdomen spending 5 bio-E per additional feet of length , for maximum of five times the normal length. Note that while double jointed the stretched part is not elastic as rubber, it still does have a skeleton.
Animals can be easily mimicked for 10 Bio-E for mammalian and 15 for reptilian and birds, but additional Bio-E should be spent for reply natural abilities like flight or heightened senses
Supernatural Strength : For 50 Bio-E that Heretic make his strength supernatural. As side effect size increase by two feet and weight increase by 100 lb, all muscle tissues
Nano Plague Immunity: Constantly changing their cellular structure the Heretic can confuse the Nanomachines enough to not trigger the Nano-plague, only problem is that is very physically taxing and cannot be maintained for too long. Cost a whooping 70 Bio-E and can be hold only for a 2 minutes plus one minute each odd level of experience
3. Genetic Digestion: The heretic sense of taste is advanced , so advanced that work like a genetic laboratory, analysing all the information correlated to the DNA. Trough feeding they can get the following informations:
- Presence of Genetic defect or Sickness 70% + 4% per level of experience
- Any sign of genetic manipulation or contact with Splicer technology 98%
- Any sign, even minimal, of use of drugs or alcohol 60% +5% per level of experience
- A clear mapping of the DNA, with info of all physical attributes , weakness and intolerance of the organism 30% +5% per level of experience
- An idea of the potential of mental attribute of organism 20% +5% per level
- Can predict the biological reaction to a given situation(fear, stress, hormonal unbalance, vomit, desire for some food and so on) 25% +3 per level of experience
4. Control Splicers: After their shape changing powers, the most feared ability of the Heretics, is their ability to control Splicers bio-tech, to some extent. This is require physical contact that allow the poisoning with special pheromones that make the bio-tech susceptible to suggestions.
Saving Throw: roll vs. 16 or better; Saints, Scarecrows roll vs. 12 while librarians and engineers are immune. Normal humans are immune, unless they are wearing an host armor. Non sentient Splicer Bio-Tech, like weapons fail automatically
Effect: the victim follow the suggestions of the Heretic, albeit must be simple suggestion and not over complicated or too much against one’s own Alignment. Bio-Weapons can be ordered to stop working, or ordered to shot at certain conditions
Common skills: Standard (+5%)
O.C.C. skill Programs: Undercover(+25%), Entertainer(+20%), Stage Magic/Trickster(+25%) plus one Skill Program of choice
Elective Skills: Select 7 Elective skills from the following list at first level, plus one additional Elective skills at levels 3,5,8,11,15. All new skills start at level one proficiency.
Communication Any
Domestic Any (+5%)
Espionage Any (+10%)
Medical Any
Military Any
Physical Any
Rogue Any (+10%)
Science Any
Technical Any
Transportation Any
Wilderness Any
W.P.s Any
Secondary Skills: The character get to select five Secondary skills at level one and one additional at level 2, 4, 8, 10 and 13. These are additional areas of knowledge starting without any special O.C.C. bonus
M.D.C. Living Body Armor: None, they tend to eat them rather to wear them but they often own a M.D.C. Light Miracle Fiber Armor
Standard Equipment: 1d4+2 set of clothes of various type , 2 hooded cloak (earth tones or camouflage pattern), survival knife, utility belt, tinted goggles, one bio-weapon of choice(see it as sort of pet that would never be eat), backpack, saddlebags, water skin, emergency food rations(two weeks supply), 2d6x100 credits worth of stolen items and object, few personal items
Money: 3d4x10 credits worth of trade items or precious metals, 1d6x100 in available credits
The Upside: Host Armors are cool, and get a lot of cool features, but you can go beyond that and get whatever bio-enhancement you need! You are not tied to a single shape and this make you a really one man army if the need arise. Or you could simply decide to hide yourself changing identity from time to time. You’ve the freedom to choose whatever pathway you want
The Downside: Your freedom is seen as danger by the Engineers and Librarians alike. The very name they had given to your kind, Heretic, is an hint of what the general feelings are about you. You’ve to live in shadows, forced to restrain your abilities, to prevent being killed by zealous Dreadguards . Is a grim life, indeed. And sometimes, watching how welcomed your “cousins” the Saints are, you feel that perhaps is true , that you are truly a monster that is not meant to be.
The Heretic O.C.C.(R.C.C.?)
Rupert the Unlucky did not believed his luck. Being just a Roughneck trainee he did not get the respect and fame that Dreadguards got. Let’s forget about girls, who seem to literally strip in front of those pompous arrogant jerk. Rupert thought this free day would have ended like so many others: drinking a cheap vodka at Emma’s Pub until he got too drunk to stay awake even with his armor on. But he got a nice surprise in this sexy girl, that seemed very interested in him. If he told to his brigade they wouldn’t believe him. Rupert the unlucky that got hit by a blonde wet dream like this. He himself would not believe it if he wasn’t seeing it with his own eyes. Generally he is a more traditional person, avoiding too aggressive women, preferring being him the hunter, but that girl , was not just beautiful, was gorgeous and carried a something exotic in the way she move and act.
In the bedroom , in her very clean and comfortable hut, he thanked the Engineers for the first time for having to be naked for wearing the host armor.
“I’ll wear something more appropriate for this moment cutie.. In the meanwhile do as it was your house” she said going behind a paper wall, decorated with some oriental painting.
Man, considering how he was excited, he would have problems wearing his Armor now. But why he would need to don it right now?
Suddenly the blonde dream come out wearing just a short silk nightgown that let really nothing to imagination. Rupert thought when he kissed her, was that he should have to change his nickname . Unlucky does not seem fitting him in this very moment.
……..
“I still don’t’ know your name” Rupert asked still breathless but all her attention. The girl don’t seemed fatigued at all, and this hurt a bit the little ego of Rupert.
“Oh I have many” she answered looking with interest the host armor, resting right at the bed’s feet.
“no , really, I know nothing about you” He insisted, wanting to know her and see if they could see again.
“hmmm, I’m hungry now…do you mind if I eat something?” She said still looking at the host armor
“Well no, but ….” He wasn’t able to spoke another word
In front of him that beautiful girl turned into an horror of mouths and tentacles, grabbing his host armor and devouring it in few bites
Rupert only thought was the explanation he would have to give, and not noticed the thing-girl saying
“hmm tasty, but I’m still hungry…..” and started moving toward him, grinning on twelve mounths.
The heretic are a mutation, an unwanted degeneration of the very same organism that would give birth to the Saint. How such aberration come to life is something that worry and puzzle the Engineers and Librarians alike. It was speculated that does have something to do with the organism’s host genetic flaw. Or perhaps it was something else. Whatever the reason the end result is the same , not a peaceful healer, but an egomaniacal shapechanging creature with very little regard toward humankind.
The Heretic existence is hidden from lower class and NOT tolerated, exist clear orders for these creatures to be terminated whenever they are spotted. The reason for this is obvious: Saints are one of the best example of positive aspect of the bio-technology, whose very existence bring hope for future in common people. Discovering that they can mutate in an way too often murderous monster would be a terrible strike to the yet too frail moral of the Human Resistance.
Sadly is not easy to spot them. Right after the organism implant, they look like and behave like a normal Saint, the mutation emerge only 2-3 weeks after becoming Saint, and after that then newborn Heretic are eager to learn their abilities to escape attempt to kill them. Despite the bad fame, and their peculiar diet of Splicer technology, the Heretic are not necessary enemy of humankind, just they feel no compulsion to be on their side. They like being free to do as they please , and consider the Saint stupid do-gooder that waste time helping others.
After all life is short better enjoy it as it last.
Alignment: Any, but typically Anarchist(20%), Miscreant (35%) or Unprincipled(15%)
Attribute Requirement: PE: 10 or better, MA of 15, High ME and PP are helpful but not mandatory
Attribute bonuses: +1d4 to IQ and ME, +1d6 to MA. Reduce PB by 4, in natural shape an heretic’s features are dull and skin t so transparent that one could see the morphing organs underneath. Thankfully they rarely hand around in their natural forms.
OCC Bonuses: Has Splicer Strength, + 2to save vs. mind control, +2 to save vs. poison and toxins, +10% to save vs. coma/death, +15% to impersonate people, imitate voices and disguise. HF vary. See OCC powers below.
Base S.D.C. : not applicable
Heretic O.C.C. powers
1. Heretic Altered Body and MDC: The Heretic like the Saints, possess a superhuman body, with Splicer strength and is turned into an MDC being with 1d4x10+PE, add 1d6 MDC per level of experience starting at level two. The Heretic does not have the same level of bio-regeneration , only 1d6 MDC per hour, but they can use their morphing ability to increase this(see Shapechanging), their body is almost immune to fatigue poison , fatiguing three times slower than normal, they are double jointed, and can age two times slower than normal.
2. Shapechanging: the main ability of the Heretics, the complete control over their own cellular structure, allowing them to change shapes at will, not only but they can reply all the biological enhancements , at will! Limited of course by endurance and experience. The Heretic have a pool of 2d8x10 +PE Bio-E points plus 1d8 per level of experience, that they can spend and re-absorb depending on the needs Example: they could decide to spend 170 point for a two heat cannons with Mega-upgrades in one moment and then re-absorb everything to grow wings for a quick escape moment later. In case of lost bio-e , like for organic rockets or in case of mutilation or serious damage, the bio-e could be replenished resting at the rate of 1d4 bio-e per hour or feasting upon Splicer Bio-Tech at rate of 1 Bio-E per lb of spliced-flesh eaten, 4 times as much in case of flesh and blood of Saints, Librarians or gene-pools. The Heretics could also use this ability also to increase temporary their overall Bio-E pool, never more than 3 times its base value. This additional Bio-E point cannot be Re-absorbed and any enhancement grown with them last only 1d4 melees + 1 per level of experience. The Heretic can also use this temporary Bio-E to instantly heal wounds, at rate of 2 Bio-E for 1 MDC healed, but most prefer just adopt an improved Bio-regeneration factor with their permanent pool and use additional Bio-E for weapons . It took one melee round to pass from a form to another
Additional use of Shapechanging power include:
Human mimic: assuming whatever human and humanoid shape cost only 25 Bio-E plus 1 bio-e for additional PB point They need a successful roll vs. disguise to copy an existing person HF can also be increase by 1 bio-e, if one does not increase PB at the same time
Shrinking: The heretic can reduce their own size , albeit only to a max of three feet tall(or leghtwise). This cost 30 Bio-E But is a need if they want to mimic some smaller animals
Stretching: The Heretic can stretch limbs, neck and his abdomen spending 5 bio-E per additional feet of length , for maximum of five times the normal length. Note that while double jointed the stretched part is not elastic as rubber, it still does have a skeleton.
Animals can be easily mimicked for 10 Bio-E for mammalian and 15 for reptilian and birds, but additional Bio-E should be spent for reply natural abilities like flight or heightened senses
Supernatural Strength : For 50 Bio-E that Heretic make his strength supernatural. As side effect size increase by two feet and weight increase by 100 lb, all muscle tissues
Nano Plague Immunity: Constantly changing their cellular structure the Heretic can confuse the Nanomachines enough to not trigger the Nano-plague, only problem is that is very physically taxing and cannot be maintained for too long. Cost a whooping 70 Bio-E and can be hold only for a 2 minutes plus one minute each odd level of experience
3. Genetic Digestion: The heretic sense of taste is advanced , so advanced that work like a genetic laboratory, analysing all the information correlated to the DNA. Trough feeding they can get the following informations:
- Presence of Genetic defect or Sickness 70% + 4% per level of experience
- Any sign of genetic manipulation or contact with Splicer technology 98%
- Any sign, even minimal, of use of drugs or alcohol 60% +5% per level of experience
- A clear mapping of the DNA, with info of all physical attributes , weakness and intolerance of the organism 30% +5% per level of experience
- An idea of the potential of mental attribute of organism 20% +5% per level
- Can predict the biological reaction to a given situation(fear, stress, hormonal unbalance, vomit, desire for some food and so on) 25% +3 per level of experience
4. Control Splicers: After their shape changing powers, the most feared ability of the Heretics, is their ability to control Splicers bio-tech, to some extent. This is require physical contact that allow the poisoning with special pheromones that make the bio-tech susceptible to suggestions.
Saving Throw: roll vs. 16 or better; Saints, Scarecrows roll vs. 12 while librarians and engineers are immune. Normal humans are immune, unless they are wearing an host armor. Non sentient Splicer Bio-Tech, like weapons fail automatically
Effect: the victim follow the suggestions of the Heretic, albeit must be simple suggestion and not over complicated or too much against one’s own Alignment. Bio-Weapons can be ordered to stop working, or ordered to shot at certain conditions
Common skills: Standard (+5%)
O.C.C. skill Programs: Undercover(+25%), Entertainer(+20%), Stage Magic/Trickster(+25%) plus one Skill Program of choice
Elective Skills: Select 7 Elective skills from the following list at first level, plus one additional Elective skills at levels 3,5,8,11,15. All new skills start at level one proficiency.
Communication Any
Domestic Any (+5%)
Espionage Any (+10%)
Medical Any
Military Any
Physical Any
Rogue Any (+10%)
Science Any
Technical Any
Transportation Any
Wilderness Any
W.P.s Any
Secondary Skills: The character get to select five Secondary skills at level one and one additional at level 2, 4, 8, 10 and 13. These are additional areas of knowledge starting without any special O.C.C. bonus
M.D.C. Living Body Armor: None, they tend to eat them rather to wear them but they often own a M.D.C. Light Miracle Fiber Armor
Standard Equipment: 1d4+2 set of clothes of various type , 2 hooded cloak (earth tones or camouflage pattern), survival knife, utility belt, tinted goggles, one bio-weapon of choice(see it as sort of pet that would never be eat), backpack, saddlebags, water skin, emergency food rations(two weeks supply), 2d6x100 credits worth of stolen items and object, few personal items
Money: 3d4x10 credits worth of trade items or precious metals, 1d6x100 in available credits
The Upside: Host Armors are cool, and get a lot of cool features, but you can go beyond that and get whatever bio-enhancement you need! You are not tied to a single shape and this make you a really one man army if the need arise. Or you could simply decide to hide yourself changing identity from time to time. You’ve the freedom to choose whatever pathway you want
The Downside: Your freedom is seen as danger by the Engineers and Librarians alike. The very name they had given to your kind, Heretic, is an hint of what the general feelings are about you. You’ve to live in shadows, forced to restrain your abilities, to prevent being killed by zealous Dreadguards . Is a grim life, indeed. And sometimes, watching how welcomed your “cousins” the Saints are, you feel that perhaps is true , that you are truly a monster that is not meant to be.
"The baron is made of raw win. Search your feelings, you know it to be true."
- TechnoGothic
- Knight
- Posts: 5179
- Joined: Mon Oct 02, 2000 1:01 am
- Location: Near Tampa Florida
Awesome write up. I was working on a RCC like this too, but yours is much more fleshed out. Copy/pasted I'll have to use these guys in our next Splicer game.
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
- Aramanthus
- Monk
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- sHaka
- Hero
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Mate, that's wicked
Northern Gun Weapons Technician, R&D Department
Reading: Savage Worlds / Savage Rifts
Playing: Nothing U_U
Advocating: A free, super-slick .pdf of Palladium's core system with sample characters and scenario
My Dead Reign Character Sheet
Palladium Books RPG Google+ Community
Reading: Savage Worlds / Savage Rifts
Playing: Nothing U_U
Advocating: A free, super-slick .pdf of Palladium's core system with sample characters and scenario
My Dead Reign Character Sheet
Palladium Books RPG Google+ Community
- The Baron of chaos
- Champion
- Posts: 2298
- Joined: Sun Nov 05, 2000 2:01 am
- Location: Dark Dimension
An Heretical Genepool? Now that's awicked question. In my mind I think something like a walking mutating blob, sort of sentient mutagen, that warp any carbon based lifeform it touches. An endless horror of tumors, cancers, genetic sickenss and crazy powers. The sort of thing that make you regret using so much genetic engineering.
"The baron is made of raw win. Search your feelings, you know it to be true."
- TechnoGothic
- Knight
- Posts: 5179
- Joined: Mon Oct 02, 2000 1:01 am
- Location: Near Tampa Florida
Info update...
Baron...
I tried this RCC out today. I actually got to play as a PC too, not the GM.
Friend i have not seen in 6 years calls me up wanting to know if i want to play in a Rifts game. I said sure, when and where. We meet up, ect...
Ok, he was allowing Splicer OCC/RCCs, which was awesome. I brought a printed copy of your Heretic OCC/RCC with me. He saw it, yelled out this is an awesome concept and asked me to play one. Ehh, not like i was going to say no
We worked it up. We did play it more like this OCC was a new experimental Biotic/Saint mix though. His idea. Worked out great though.
Group was :
ex-cs Kill Hound
ex-FQ Desended GB with Silverwolf GB
ex-NGR Cyborg Soldier Monster VX-model.
ex-Columbian Ultra-Crazy (using the geo-front behavior method)
and then me...Ex-Splicers experiment in merging a Biotic/Saint.
We got into a Fight towards the end. Up until then, everyone thought i was normal. Our opponets were HU2-Superhumans Villians. I was using a Wilk's Laser pistol, then the Invulnerable Villian decides to attack me, since i kept sniping his pals (rolling very well at that, three Natural 20s in a roll on called shots). I used my ability to gain Supernatural PS, inflicting 1/2 damage to the Invulnerable villian, GM said i busted his noise. I asked if his blood was on my hand, he said yeah, looking puzzled. I then tell i taste his blood and used another ability. I asked if i could copy his Invulnerablity. Group looked over the ability and they all decided, yes, i could, but it was Expensive Bio-E wise. I had to drop out of Supernatural PS mode, to do it. But we were not hurting each other anymore. When my time ran out on the barrowed Bio-E/trait, I got some distance fast. I already know the GM's rule for PBs against invulnerablity (1/2 damage). GM sliped me a note saying an Omega-Blaster in their group is a Bio-PB. I said Cool, Then aloted my Bio-E towards that. My Chest revealed an Omega-Blaster, i rolled for attack. Rolled a Natural 20 ( i squeeled like a little girl ). Other players jumped up happy, cause the Invulnerable guy already killed one of us (Kill Hound). I rolled the 2d8x10 damage, and roll 16!! 160 Damage, Full damage only becuase of that Nat 20. He failed his dodge "1"
Well, i took him out. Our HtH battle i did alot of good damage to him before i went invulnerable. His bubbies ran when they saw their Invulnerable-Muscle atomized and me taking out a big line of Trees, part of the Village we was defending
I was glade too. I only had 5 MDC left anyways. Then i used Super-Regeneration to heal up fast. Ohh i did lose an Arm to a rune sword.
I asked the GM on a piece of paper if i could created Saint Tentacles to heal a few of them. He wrote back, Yes, and reminded me, the Kill Hound was not dead dead yet, but was in a minute or two about to die if someone didnt do something. I used the tentacle on him first, healed him back up. The Kill Hound Player was happy, cause he had been playing that character since the Lonestar book came out.
Game over, got Xp. I went from Level 1 to Level 5. I did alot Alot of Non-combat stuff and did very well in the combat.
Ohh i Ate the Invulnerable Villian after healing everyone.
Got home around 6pm, the GM gave me a ride home, saved me Taxi money. I made him a copy of the Heretic for him.
Goodness, this OCC is great. I had just enough Bio-E to simple stuff i needed. Now at level 5 i should be able to more.
Thanks for the write up. This OCC is just so awesome and modular/versital i love it.
Baron...
I tried this RCC out today. I actually got to play as a PC too, not the GM.
Friend i have not seen in 6 years calls me up wanting to know if i want to play in a Rifts game. I said sure, when and where. We meet up, ect...
Ok, he was allowing Splicer OCC/RCCs, which was awesome. I brought a printed copy of your Heretic OCC/RCC with me. He saw it, yelled out this is an awesome concept and asked me to play one. Ehh, not like i was going to say no
We worked it up. We did play it more like this OCC was a new experimental Biotic/Saint mix though. His idea. Worked out great though.
Group was :
ex-cs Kill Hound
ex-FQ Desended GB with Silverwolf GB
ex-NGR Cyborg Soldier Monster VX-model.
ex-Columbian Ultra-Crazy (using the geo-front behavior method)
and then me...Ex-Splicers experiment in merging a Biotic/Saint.
We got into a Fight towards the end. Up until then, everyone thought i was normal. Our opponets were HU2-Superhumans Villians. I was using a Wilk's Laser pistol, then the Invulnerable Villian decides to attack me, since i kept sniping his pals (rolling very well at that, three Natural 20s in a roll on called shots). I used my ability to gain Supernatural PS, inflicting 1/2 damage to the Invulnerable villian, GM said i busted his noise. I asked if his blood was on my hand, he said yeah, looking puzzled. I then tell i taste his blood and used another ability. I asked if i could copy his Invulnerablity. Group looked over the ability and they all decided, yes, i could, but it was Expensive Bio-E wise. I had to drop out of Supernatural PS mode, to do it. But we were not hurting each other anymore. When my time ran out on the barrowed Bio-E/trait, I got some distance fast. I already know the GM's rule for PBs against invulnerablity (1/2 damage). GM sliped me a note saying an Omega-Blaster in their group is a Bio-PB. I said Cool, Then aloted my Bio-E towards that. My Chest revealed an Omega-Blaster, i rolled for attack. Rolled a Natural 20 ( i squeeled like a little girl ). Other players jumped up happy, cause the Invulnerable guy already killed one of us (Kill Hound). I rolled the 2d8x10 damage, and roll 16!! 160 Damage, Full damage only becuase of that Nat 20. He failed his dodge "1"
Well, i took him out. Our HtH battle i did alot of good damage to him before i went invulnerable. His bubbies ran when they saw their Invulnerable-Muscle atomized and me taking out a big line of Trees, part of the Village we was defending
I was glade too. I only had 5 MDC left anyways. Then i used Super-Regeneration to heal up fast. Ohh i did lose an Arm to a rune sword.
I asked the GM on a piece of paper if i could created Saint Tentacles to heal a few of them. He wrote back, Yes, and reminded me, the Kill Hound was not dead dead yet, but was in a minute or two about to die if someone didnt do something. I used the tentacle on him first, healed him back up. The Kill Hound Player was happy, cause he had been playing that character since the Lonestar book came out.
Game over, got Xp. I went from Level 1 to Level 5. I did alot Alot of Non-combat stuff and did very well in the combat.
Ohh i Ate the Invulnerable Villian after healing everyone.
Got home around 6pm, the GM gave me a ride home, saved me Taxi money. I made him a copy of the Heretic for him.
Goodness, this OCC is great. I had just enough Bio-E to simple stuff i needed. Now at level 5 i should be able to more.
Thanks for the write up. This OCC is just so awesome and modular/versital i love it.
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
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- The Baron of chaos
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I'm happy the Heretic was appreciated, It was one of my favored fan work. Technogothic played it exactly as it should. Hey could you tell me how much your GM place the Bio-E cost for the Saint Healing ability? I've my idea but i'm curious to see if it match what you got.
"The baron is made of raw win. Search your feelings, you know it to be true."
- TechnoGothic
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The Baron of chaos wrote:I'm happy the Heretic was appreciated, It was one of my favored fan work. Technogothic played it exactly as it should. Hey could you tell me how much your GM place the Bio-E cost for the Saint Healing ability? I've my idea but i'm curious to see if it match what you got.
Enhanced Regeneration + Super-Regeneration + 5 bio-E for it to work on others instead of himself.
So basicly it was 45 Bio-E which was 5 Bio-e Standard Regeneration, 10 Bio-e Enhanced Regeneration, and 30 Bio-e Super-regeneration added together really = 45 Bio-E
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
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"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
- TechnoGothic
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- Location: Near Tampa Florida
Hey Baron, just wished to share. That GM emailed me the changes he made to your occ. Its for an SDC based game mind you He renamed them The Forsaken...
The FORSAKEN ( R.C.C. )
Alignment: Any, but typically Anarchist(20%), Miscreant (35%) or Unprincipled(15%)
Attribute Requirement: PE: 10 or better, MA of 15, High ME and PP are helpful but not mandatory
Attribute bonuses: +1d4 to IQ and ME, +1d6 to MA. Reduce PB by 4, in natural shape an Forsaken’s features are dull and skin is so transparent that one could see the morphing organs underneath. Thankfully they rarely hand around in their natural forms.
OCC Bonuses: Has Superhuman Strength, + 2 to save vs. mind control, immune to poison and toxins, +50% to save vs. coma/death, +15% to impersonate people, imitate voices and disguise. HF vary. See OCC powers below.
Base S.D.C. : See below
Forsaken R.C.C. powers
1. Forsaken Altered Body and AR-SDC: The Forsaken like the Saints, possess a superhuman body, with Splicer strength and is turned into an Mega-being with 1d4 x 100 +PE, Base AR is 12 add 1 AR per every other level of experience starting at level Three. The Heretic does have the innate bio-regeneration , only 1d6 per hour, but they can use their morphing ability to increase this (see Shape changing), their body is immune to fatigue poison , they are double jointed, and can they may be near immortal. Impossible to know due to their shape shifting ability. Through Shape changing, Forsaken can increase their AR by + per 5 Bio-e spent for that purpose. AR 17 is the max AR possible in any fashion.
2. Shape changing: the main ability of the Forsaken, the complete control over their own cellular structure, allowing them to change shape at will, not only, but they can reapply all the biological enhancements , at will! Limited of course by endurance and experience. The Forsaken have a pool of 2d8x10 +PE Bio-E points plus 20 per level of experience, that they can spend and re-absorb depending on the needs Example: they could decide to spend 170 points for a two heat cannons with Mega-upgrades in one moment and then re-absorb everything to grow wings for a quick escape moment later. In case of lost bio-e , like for organic rockets or in case of mutilation or serious damage, the bio-e could be replenished resting at the rate of 1d4 bio-e per hour or feasting upon Flesh at rate of 1 Bio-E per lb of flesh eaten. The Forsaken could also use this ability also to increase temporary their overall Bio-E pool, never more than 3 times its base value. This additional Bio-E points cannot be Re-absorbed and any enhancement grown with them last only 1d4 minutes + 1 minute per level of experience. The Forsaken can also use this temporary Bio-E to instantly heal wounds, at rate of 1 Bio-E for 1 pt of damage healed, but most prefer just adopt an improved Bio-regeneration factor with their permanent pool and use additional Bio-E for weapons . It takes one melee Action to pass from a form to another
Additional use of Shape changing power include:
Human mimic: assuming whatever human and humanoid shape cost only 25 Bio-E plus 1 bio-e for additional PB point They need a successful roll vs. disguise to copy an existing person HF can also be increase by 1 bio-e, if one does not increase PB at the same time. There is no time limit to this form.
Shrinking: The Forsaken can reduce their own size , albeit only to a max of three feet tall (or Length wise). This costs 30 Bio-E But is a need if they want to mimic some smaller animals
Stretching: The Forsaken can stretch limbs, neck and his abdomen spending 5 bio-E per additional feet of length , for maximum of five times the normal length. Note that while double jointed the stretched part is not elastic as rubber, it still does have a skeleton.
Animals Mimic : Can be easily mimicked for 10 Bio-E for mammalian and 15 for reptilian and birds, but additional Bio-E should be spent for reply natural abilities like flight or heightened senses
Supernatural Strength : For 50 Bio-E that Forsaken can make his strength supernatural. As side effect size increase by two feet and weight increase by 100 lb, all muscle tissues
3. Genetic Digestion: The Forsaken sense of taste is advanced , so advanced that work like a genetic laboratory, analysing all the information correlated to the DNA. Through feeding they can get the following informations:
- Presence of Genetic defect or Sickness 70% + 4% per level of experience
- Any sign of genetic manipulation or contact with Splicer technology 98%
- Any sign, even minimal, of use of drugs or alcohol 70% +5% per level of experience
- A clear mapping of the DNA, with info of all physical attributes , weakness and intolerance of the organism 75% +5% per level of experience
- An idea of the potential of mental attribute of organism 50% +5% per level
- Can predict the biological reaction to a given situation (fear, stress, hormonal unbalance, vomit, desire for some food and so on) 25% +3 per level of experience
- Genetic Memory of any being tasted and being able to piece together that knowledge and experience is a Fearsome 75% plus 5% every other level starting at level three. This can used to gain knowledge of skills and knowledge of any being they have Tasted. Drinking the victim’s Blood is the best method for unknown reasons.
Common skills: Standard (+5%)
O.C.C. skill Programs: Undercover (+25%), Entertainer (+20%), Stage Magic/Trickster (+25%) plus one Skill Program of choice
Elective Skills: Select 7 Elective skills from the following list at first level, plus one additional Elective skills at levels 3,5,8,11,15. All new skills start at level one proficiency.
Communication Any
Domestic Any (+5%)
Espionage Any (+10%)
Medical Any
Military Any
Physical Any
Rogue Any (+10%)
Science Any
Technical Any
Transportation Any
Wilderness Any
W.P.s Any
Secondary Skills: The character get to select five Secondary skills at level one and one additional at level 2, 4, 8, 10 and 13. These are additional areas of knowledge starting without any special O.C.C. bonus
S.D.C. Living Body Armor: None, they tend to eat them rather to wear them but they often own a Light Miracle Fiber Armor
Standard Equipment: 1d4+2 set of clothes of various type , 2 hooded cloak (earth tones or camouflage pattern), survival knife, utility belt, tinted goggles, one bio-weapon of choice(see it as sort of pet that would never be eat), backpack, saddlebags, water skin, emergency food rations(two weeks supply), 2d6x100 credits worth of stolen items and object, few personal items
Money: 3d4x10 credits worth of trade items or precious metals, 1d6x100 in available credits
The Upside: Host Armors are cool, and get a lot of cool features, but you can go beyond that and get whatever bio-enhancement you need! You are not tied to a single shape and this make you a really one man army if the need arise. Or you could simply decide to hide yourself changing identity from time to time. You’ve the freedom to choose whatever pathway you want
The Downside: Your freedom is seen as danger by the Engineers and Librarians alike. The very name they had given to your kind, the Forsaken, is an hint of what the general feelings are about you. You’ve to live in shadows, forced to restrain your abilities, to prevent being killed by zealous Dreadguards . Is a grim life, indeed. And sometimes, watching how welcomed your “cousins” the Saints are, you feel that perhaps is true , that you are truly a monster that is not meant to be.
The Forsaken are a mutation, an unwanted degeneration of the very same organism that would give birth to the Saint. How such aberration come to life is something that worry and puzzle the Engineers and Librarians alike. It was speculated that does have something to do with the organism’s host genetic flaw. Or perhaps it was something else. Whatever the reason the end result is the same , not a peaceful healer, but an egomaniacal shape changing creature with very little regard toward humankind.
Sadly is not easy to spot them. Right after the organism implant, they look like and behave like a normal Saint, the mutation emerge only 2-3 weeks after becoming Saint, and after that then newborn Forsaken are eager to learn their abilities to escape attempt to kill them. Despite the bad fame, and their peculiar diet of any fleshy beings, the Forsaken are not necessary enemy of humankind, just they feel no compulsion to be on their side. They like being free to do as they please , and consider the Saint stupid do-gooder that waste time helping others.
After all life is short better enjoy it as it last.
The FORSAKEN ( R.C.C. )
Alignment: Any, but typically Anarchist(20%), Miscreant (35%) or Unprincipled(15%)
Attribute Requirement: PE: 10 or better, MA of 15, High ME and PP are helpful but not mandatory
Attribute bonuses: +1d4 to IQ and ME, +1d6 to MA. Reduce PB by 4, in natural shape an Forsaken’s features are dull and skin is so transparent that one could see the morphing organs underneath. Thankfully they rarely hand around in their natural forms.
OCC Bonuses: Has Superhuman Strength, + 2 to save vs. mind control, immune to poison and toxins, +50% to save vs. coma/death, +15% to impersonate people, imitate voices and disguise. HF vary. See OCC powers below.
Base S.D.C. : See below
Forsaken R.C.C. powers
1. Forsaken Altered Body and AR-SDC: The Forsaken like the Saints, possess a superhuman body, with Splicer strength and is turned into an Mega-being with 1d4 x 100 +PE, Base AR is 12 add 1 AR per every other level of experience starting at level Three. The Heretic does have the innate bio-regeneration , only 1d6 per hour, but they can use their morphing ability to increase this (see Shape changing), their body is immune to fatigue poison , they are double jointed, and can they may be near immortal. Impossible to know due to their shape shifting ability. Through Shape changing, Forsaken can increase their AR by + per 5 Bio-e spent for that purpose. AR 17 is the max AR possible in any fashion.
2. Shape changing: the main ability of the Forsaken, the complete control over their own cellular structure, allowing them to change shape at will, not only, but they can reapply all the biological enhancements , at will! Limited of course by endurance and experience. The Forsaken have a pool of 2d8x10 +PE Bio-E points plus 20 per level of experience, that they can spend and re-absorb depending on the needs Example: they could decide to spend 170 points for a two heat cannons with Mega-upgrades in one moment and then re-absorb everything to grow wings for a quick escape moment later. In case of lost bio-e , like for organic rockets or in case of mutilation or serious damage, the bio-e could be replenished resting at the rate of 1d4 bio-e per hour or feasting upon Flesh at rate of 1 Bio-E per lb of flesh eaten. The Forsaken could also use this ability also to increase temporary their overall Bio-E pool, never more than 3 times its base value. This additional Bio-E points cannot be Re-absorbed and any enhancement grown with them last only 1d4 minutes + 1 minute per level of experience. The Forsaken can also use this temporary Bio-E to instantly heal wounds, at rate of 1 Bio-E for 1 pt of damage healed, but most prefer just adopt an improved Bio-regeneration factor with their permanent pool and use additional Bio-E for weapons . It takes one melee Action to pass from a form to another
Additional use of Shape changing power include:
Human mimic: assuming whatever human and humanoid shape cost only 25 Bio-E plus 1 bio-e for additional PB point They need a successful roll vs. disguise to copy an existing person HF can also be increase by 1 bio-e, if one does not increase PB at the same time. There is no time limit to this form.
Shrinking: The Forsaken can reduce their own size , albeit only to a max of three feet tall (or Length wise). This costs 30 Bio-E But is a need if they want to mimic some smaller animals
Stretching: The Forsaken can stretch limbs, neck and his abdomen spending 5 bio-E per additional feet of length , for maximum of five times the normal length. Note that while double jointed the stretched part is not elastic as rubber, it still does have a skeleton.
Animals Mimic : Can be easily mimicked for 10 Bio-E for mammalian and 15 for reptilian and birds, but additional Bio-E should be spent for reply natural abilities like flight or heightened senses
Supernatural Strength : For 50 Bio-E that Forsaken can make his strength supernatural. As side effect size increase by two feet and weight increase by 100 lb, all muscle tissues
3. Genetic Digestion: The Forsaken sense of taste is advanced , so advanced that work like a genetic laboratory, analysing all the information correlated to the DNA. Through feeding they can get the following informations:
- Presence of Genetic defect or Sickness 70% + 4% per level of experience
- Any sign of genetic manipulation or contact with Splicer technology 98%
- Any sign, even minimal, of use of drugs or alcohol 70% +5% per level of experience
- A clear mapping of the DNA, with info of all physical attributes , weakness and intolerance of the organism 75% +5% per level of experience
- An idea of the potential of mental attribute of organism 50% +5% per level
- Can predict the biological reaction to a given situation (fear, stress, hormonal unbalance, vomit, desire for some food and so on) 25% +3 per level of experience
- Genetic Memory of any being tasted and being able to piece together that knowledge and experience is a Fearsome 75% plus 5% every other level starting at level three. This can used to gain knowledge of skills and knowledge of any being they have Tasted. Drinking the victim’s Blood is the best method for unknown reasons.
Common skills: Standard (+5%)
O.C.C. skill Programs: Undercover (+25%), Entertainer (+20%), Stage Magic/Trickster (+25%) plus one Skill Program of choice
Elective Skills: Select 7 Elective skills from the following list at first level, plus one additional Elective skills at levels 3,5,8,11,15. All new skills start at level one proficiency.
Communication Any
Domestic Any (+5%)
Espionage Any (+10%)
Medical Any
Military Any
Physical Any
Rogue Any (+10%)
Science Any
Technical Any
Transportation Any
Wilderness Any
W.P.s Any
Secondary Skills: The character get to select five Secondary skills at level one and one additional at level 2, 4, 8, 10 and 13. These are additional areas of knowledge starting without any special O.C.C. bonus
S.D.C. Living Body Armor: None, they tend to eat them rather to wear them but they often own a Light Miracle Fiber Armor
Standard Equipment: 1d4+2 set of clothes of various type , 2 hooded cloak (earth tones or camouflage pattern), survival knife, utility belt, tinted goggles, one bio-weapon of choice(see it as sort of pet that would never be eat), backpack, saddlebags, water skin, emergency food rations(two weeks supply), 2d6x100 credits worth of stolen items and object, few personal items
Money: 3d4x10 credits worth of trade items or precious metals, 1d6x100 in available credits
The Upside: Host Armors are cool, and get a lot of cool features, but you can go beyond that and get whatever bio-enhancement you need! You are not tied to a single shape and this make you a really one man army if the need arise. Or you could simply decide to hide yourself changing identity from time to time. You’ve the freedom to choose whatever pathway you want
The Downside: Your freedom is seen as danger by the Engineers and Librarians alike. The very name they had given to your kind, the Forsaken, is an hint of what the general feelings are about you. You’ve to live in shadows, forced to restrain your abilities, to prevent being killed by zealous Dreadguards . Is a grim life, indeed. And sometimes, watching how welcomed your “cousins” the Saints are, you feel that perhaps is true , that you are truly a monster that is not meant to be.
The Forsaken are a mutation, an unwanted degeneration of the very same organism that would give birth to the Saint. How such aberration come to life is something that worry and puzzle the Engineers and Librarians alike. It was speculated that does have something to do with the organism’s host genetic flaw. Or perhaps it was something else. Whatever the reason the end result is the same , not a peaceful healer, but an egomaniacal shape changing creature with very little regard toward humankind.
Sadly is not easy to spot them. Right after the organism implant, they look like and behave like a normal Saint, the mutation emerge only 2-3 weeks after becoming Saint, and after that then newborn Forsaken are eager to learn their abilities to escape attempt to kill them. Despite the bad fame, and their peculiar diet of any fleshy beings, the Forsaken are not necessary enemy of humankind, just they feel no compulsion to be on their side. They like being free to do as they please , and consider the Saint stupid do-gooder that waste time helping others.
After all life is short better enjoy it as it last.
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
- The Baron of chaos
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- TechnoGothic
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Well i myself use SPLICERS as a SDC setting
Myself i Convert the Host Armors from MDC on a 1-to-1 ratio to SDC. I give all Host Armor a Natural AR 10 as a basic feature. Addition AR can be bought for +1 per 10 Bio-E spent, or certain Features raise the natural base AR. Reinforced Exoskeleton raises Natural Ar to 14 for example. Bio-Force Field has a natural AR of 18 !! when activated. Hightest natural AR can be bought is AR 17.
Living Armors, i use the standard AR rules. Rolls under the AR damages the Armor itself only. Rolls above the AR bypass the armor and hits the soldier, with the armor taking Half damage on any criticals hits.
Weapons inflict damage on a 1-to-1 bases too. Ranges are kept the same of course.
Robots all have natural AR of 15 for simpleness. Something about their technogoly and construction methods keep this simple N-AR at a fixed rate dispit the robot's size, and build. Human sized robots seem very high tech with weakness, giant robots, dispit thicker armor are easier to actually hit and the thicker materials seem less high tech and softer overall.
I have found using these simple conversions to SDC has made the setting much more believeable.
Myself i Convert the Host Armors from MDC on a 1-to-1 ratio to SDC. I give all Host Armor a Natural AR 10 as a basic feature. Addition AR can be bought for +1 per 10 Bio-E spent, or certain Features raise the natural base AR. Reinforced Exoskeleton raises Natural Ar to 14 for example. Bio-Force Field has a natural AR of 18 !! when activated. Hightest natural AR can be bought is AR 17.
Living Armors, i use the standard AR rules. Rolls under the AR damages the Armor itself only. Rolls above the AR bypass the armor and hits the soldier, with the armor taking Half damage on any criticals hits.
Weapons inflict damage on a 1-to-1 bases too. Ranges are kept the same of course.
Robots all have natural AR of 15 for simpleness. Something about their technogoly and construction methods keep this simple N-AR at a fixed rate dispit the robot's size, and build. Human sized robots seem very high tech with weakness, giant robots, dispit thicker armor are easier to actually hit and the thicker materials seem less high tech and softer overall.
I have found using these simple conversions to SDC has made the setting much more believeable.
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
- The Baron of chaos
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- TechnoGothic
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The Baron of chaos wrote:I'm with you fella, and I've to use those conversion rules in my future games
Glade to help
They work like a Wetdream actually come true.
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
- Ectoplasmic Bidet
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I really like this, Baron. It shares some similarities within something I've been thinking about lately(I wish I'd seen this earlier). The only aspect of the Heretic I truly dislike is the temporary acquisition and use of Bio-E. It just seems to nudge a really cool concept over the edge of plausibility, in my opinion.
Still, very cool!
Time for me to write up my idea. Thanks for the inspiration, Baron.
Still, very cool!
Time for me to write up my idea. Thanks for the inspiration, Baron.
- The Baron of chaos
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- Aramanthus
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It was a very interesting OCC when they first posted it! And the other mater added later made it exceptional! And Again Josh Hilden will try to shoot this thread in the head!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- The Baron of chaos
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- bigbobsr6000
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Great stuff! I like it!
Mephisto: You have some morbid fantasies. I like it (okay)
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.
- Aramanthus
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The activity seems to be growing! Hopefully they keeep on coming!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- bigbobsr6000
- Hero
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- Joined: Mon Oct 29, 2007 12:25 pm
- Location: "Out there,...man,..really out there..."
Yes, let's, please.
or
"Please, sir, may I have some more?"
or
"Please, sir, may I have some more?"
Mephisto: You have some morbid fantasies. I like it (okay)
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.
pblackcrow:"If anyone deserves this it's you! (thwak) LOL...All in fun."
Natasha: Bob you're deadly. I like it.
Misfit KotLD: You're Gamer Bi-Polar.
Sanford: Excellent concept, Big Bob!
sasha: I think Bob gets the JUST A GAME award....for life.
Jerell: You sir, are ruthless, and that is why I like you.
- Aramanthus
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- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
LOL That was a good one BigBob! Been watching a certain show which takes place 1000 years in the future lately..... I know I have!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- The Baron of chaos
- Champion
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- Joined: Sun Nov 05, 2000 2:01 am
- Location: Dark Dimension
Weeeeeeellll, I had some ideas for Splicer, but considering that is quite a crystalized setting(i'm sorry is somethign i feel in my guts , like when you know what that sexy girls is gonna answer at your chamring offer) I restrain myslef from developing them. Is sad. Splicer had some potential, albeit strongly in debt with other palladium games like system failure or HU. But it cause me some inner problems i can't name it clearly, like somethign is missing from the setting but i don't know what.
"The baron is made of raw win. Search your feelings, you know it to be true."
- Aramanthus
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- Location: Racine, WI
Well let's try to figure that out missing stuff and create it and place it here for everyone to use!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- The Baron of chaos
- Champion
- Posts: 2298
- Joined: Sun Nov 05, 2000 2:01 am
- Location: Dark Dimension
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
That is okay. Take your time! We'll hit it too and see if we can start making it more fun for everyone.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE