Shelter in place Character builds.

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drewkitty ~..~
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Shelter in place Character builds.

Unread post by drewkitty ~..~ »

For those of you with lots and lots of time on your hands here is a project for you.

Build a HU char from scratch and post it here. <This is for everyone to do.>

Rules being...
◆ it has to be a Heroes Unlimited Power Category.
◆ limited to new character class builds for levels and age. (no changed class/multi-class/dual class chars)
◆ Any skill within any of the PB published book or on this website (as of march 24th 2020)
◆ Any pionic power any of the PB published book or on this website (as of march 24th 2020)
◆ Any common magic spell/incantation spells any of the PB published book or on this website (as of march 24th 2020) If having specialty magic limited to specific classes (like fleshsculpter, mirror, blue flame, cloud, elemental magics) the spell must be raised by +1 level and +20% PPE (simplified rules effects from spell conversion rules from NB:Through the Glass Darkly)
◆ Every char has to have education level stated, and followed.
◆ Character Class skills can be turned into a skill program. This just takes the OCC/PCC/RCC skills as a SP, omitting any special class skills. Example, you could take the OCC skills from the Sohei Monk climbing through h2h jujitsu..but would not receive the way of the staff, chi md death blow other class abilities.
◆ if a CC cam be fit into a HU power cat. (like the above Sohei Warrior Monk can be considered to be a special training power cat.) then that is acceptable so long as everything is in the HU format when posted.
◆ three small cheats are allowed. examples: modifying a spell slightly, modifying magic proficiencies/limitations pairing to fit the char, adding a spell or two above the upper limit of what the char would normally get.
((in other words bending the book rules just a little bit like a player and GM modifying the Power Cat to fit a Character Concept is okay, not braking them outright))
◆ Equipment: please note which ones are what the char would be normally be carrying/using.

◆ At least 20 lines of character background. The story behind the person the character represents.

And last of all... Have Fun Doing it!

>> Please if you think you see where people have bent the rules ask the person via PMs so other people can have fun trying to spot them too.<<
Last edited by drewkitty ~..~ on Sun Mar 29, 2020 12:04 pm, edited 1 time in total.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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drewkitty ~..~
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Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Player: drewkitty
Character Name: Ambrogio Delphinus
Call Name: Amber

Level: 5
Experience: 30,000
Next Up: 40,001

Money: 840,000
Credits:
Trade Goods:

Atributes:
IQ: 19, +5%* / +2* perception
ME: 13,
MA: 18, 50% trust/intimidate
SNPS: 19, +4* damage
PP: 30, +8* combat rolls
PE: 20, +10 %* vs coma/death/ +3* magic&poison
PB: 20, 50% charm/impress
Spd: 20 (+5 when weightless)

HP: 170+22+14+15+8. (+4d6/L)****=229
SDC: 250
Nat. AR: 14
MDC: (HP+SDC)x2=958
IS Points: n/a
PPE: 680+18+17+18+20, ( +1d6+14 PPE/L)****=753
PPE Recovery: 10 per min of rest/med, or 2 per min of activity.
Chi: +40

Power Cat: Immortal: Demigod
Race: Deity
Sex: Male…most of the time.
Height: 6’-0”
Weight: 258 lb.


Saving Throws
Coma/Death:
non-lethal poisons/toxins (16):
lethal poisons/toxins (14):
diseases (14):
Spell magic (12-16 depending):+1 +3
Ritual magic (16):+1 +3
Circle magic [all](16):+1 +3
ward magic (14):+1 +3
Possession (contested rolls): +2 +6
HF: +2 +7
Psionics (15): -4
insanity (12):
perception (target number):+2
pain (16):
soul Drinking (14): +1 +3
Harmful drugs (15):
Extreme Heat/Cold (13):
Electrocution (14):


Basic Data: pb: 20 (50%), MA: 18 (50%), HP/SDC///(MDC): 229/259//(958), IS Points: n/a , PPE: 753 , Chi: +40, Psi: no, magic: yes (butt loads), possessed: no, Healthy: yes

Physical Appearance:
A male that looks like he could be of Greek, Indian, or Hebrew. Someone who’s mixed heritage just makes then look better than any pureblood ever could. Typically wearing a felt raspberry beret, and a superbly tailored suit. On occasion, he wears an outfit that would table him a part of the SCA except that there is a picture of a galaxy slowly rotating on the chainmail, and just the chainmail. With a cape, pair of swords (falchion & bastard), and a dk purple/navy blue cape, with chromatic braiding along the edges.

A very fit female looking like what all men desire of mixed old world heritage. Typically wearing a felt raspberry beret, and a superbly tailored suit. On occasion, she wears a belted scale-mail dress when out and about (a full length scale mail shirt worn like a dress coming down to mid-thigh) . With a cape, pair of swords (falchion & bastard), and a dk purple/navy blue cape, with chromatic braiding along the edges. Some times thought to be a HP fan because she sometime carries a set of wands in her belt or as hair pins.

H2H: MA
No. Of Attacks per melee: 7
Damage: +4
Strike: +10
Parry: +11
Dodge: +11
Pull: +16
Roll: +3
Initiative:+6
disarm: +10

Moves
kicks (4 choice, no jump)
all jump kicks

H2H: above h2h w/ 0G basic while in 0G
No. Of Attacks per melee: 9
Damage: +
Strike: +11
Parry: +12
Dodge: +14
Pull: +17
Roll: +3
Initiative:+7
disarm:+11

Moves
+5 spd while weightless


Weapons Proficiencies
auto-pistols: +4 aimed +4 burst
Rifles: +4 aimed +4 burst
spear: +3 s/p. +1 throw
sword: + 2 s/p
knife: +2 s, +2 p, +1 throw
Archery and Targeting: +100 ft range, +1 parry w/bow, +2 s. Rate of Fire: 5
blunt: +2 s/p
Targeting: +3 throw/slung, +2 s to bow, spear, crossbow

Weapons:
E-sword: 4d6+3 sd
E-katana: 5d6+3 sd
‘Amerith’: magic bastard sword: 2d6+2 sd
◆ indestructible: can’t be destroyed by any means, other than by an alchemist, who has to take 12 hours to do it.
◆ Armor Piercing: Armor piercing: by passes AR. Vs armor it find the cracks and hit the person inside w/o damaging the armor, & vs nat AR with just penetrate the nat defenses.
◆ Super-Sharpness: +4 damage & criticals @ lowers critical level by two
‘Alex’ : falchion: 2d6 sd
◆ t-port to Wielder: able to be summoned from 500 miles away. Porting takes a AMP.

AveGal.sub-machinegun: 700 ft., 5d6 sd per round, 50/mag or 100/drum, 10 mags w/reloads
Glock 17 (9mm): 152 ft, 2d6 sd, 17/mag. 10 mag w/ reloads

Talisman
wand: Lantern light (2 left)
6” stick: Lantern light (3 left)
Wand: Firestorm (3 left)
Wand: Apollo’s arrows of light (3 left)
Wand: weightlessness (3 left)
Wand: increase weight (3 left)
Bracelet: conjure futon (2 left)
Earring: conjure pillows (3 left)
Bracelet: Pajamas (2 left)
Earring: instant girlfriend (3 left)
Neckless, 20” brass, 6 links/inch: each link a batteries @ 50 PPE each: 6,000 total.
Shoelaces x2: invisibility (simple) (3 left r) (3 left l)
Serving platter: Create Bread and Milk, (was a failed attempt at making a self-recharging magic object

Scrolls
(10) Restoration
(10) Resurrection
(7) Meta. Cat Girl/Boy
(25) Magic Warrior: (anchored to scroll)
(4) Fuku Nashi (greater)
(4) Mystic Lotus


Ambrogio’s clothing typically has long term D-pockets emplaced on all the pockets. Even if he is just wearing his FAS armored suit he will have most of his talismans and a few of his scrolls. If he is wearing battle outfits he will have all of the above (except maybe Meta CG/B scrolls) on him …somewhere.


Character Building
Mega hero stuff
PS is SNPS
SDC: +50%
increase Ranges: +50% includes vision, hearing, and other senses, as well as most super abilities. (excludes psi&magic spells)
Considered a SN Being: +1 vs magic*, +2 vs possession* & HF*++
One Mega-hero power
recovers from physical debilitating spells, drugs, diseases, etc… in half the normal time

Godling stuff
never tires
never hungers (does not need to eat)

+1d6 IQ*/MA*/ME*/PE*. +1d6+6 PS*/PB*/Spd*
Nat.AR: 14*
HP: 3d6x10*
SDC: 1d4x100*
(If mdc world…(HP+SDC)x2=MDC)
height: 1d4+5 feet*
PPE: +2d6x10*
+2 APM*, +1d4 init* +5 pull*, +3 vs magic*, +6 vs Possession*, +7 vs HF*,
Resistant to fire and cold

Immortal
PPE 1d6x10+PE*, +1d6+4 PPE/L*
level start: 1d4+1*
Wizard Supreme: 20 spells from 1-10, 1d6+6 spells from 11-15, +2d6x10+90 PPE*
+1 spell from 1-10 per L****, +10 PPE / L
RfBoE: native, outcast (left due to family politics: he got sick of them)
FwOW: Has studied: speaks 1d6+2(5) languages
Ed&Skills: do as normal & (450 years old) +1d4+2(6) additional skill programs & 1d6+2(8) secondary skills.
Money: EBI: 2d6x10,000 per 50 years of age. 120,000x7=840,000
Clothes: extensive wardrobe
Battle Armor Or Hero costume: has a mix of modern and ancient armors 1d4+2(6).
Personal Weapon: war hammer: 1) lighting bolts: 600 ft, 4d6 sd, unlimited 2) invisible (simple) for up to an hour per activation, 4 times per day.

Mega Hero Powers
Immortality
@ zero to -130 hp: Wracked with pain & weak as a kitten, combat bonuses are zero, APM=2, -75% skills, -50% attributes. will try to run away to hide &heal, requires 1d4 hours of complete rest/sleep. May appear in coma or dead. @end will have 4d6 HP& w/o above penalties.
1st hour will look battered & scarred but bleeding has stopped&looks well on the way to healing.
after 1st hour can bio-regen as normal (2d6 hp or 3d6 sdc) every 10 min.
Suffocation (takes 15 min) or -131 to -300: collapses and looks dead. may have lost limbs and large holes at this stage. coma/dead looking for 4d6+12 hours to the above wake up with 4d6 HP. Apply above healing text. Missing limbs will regrow over a 72 hour period.
partial atomized/vaporization/blown-up in half (head & 1/3d of body left): 3d4 years coma…then apply above.
partial incineration (reduced to a skeleton): 1d4x10 years to revive from healing coma.
Decapitation: will appear dead. if head is w/in 20 feet or in the same grave as the body they will reattach within 6d6 days. both will stay fresh for 100 years.

(R37) Tremendous PPE: +1d6x100

(R37) Incredible PPE Recovery: 10/min. when at rest/meditation, 2/min when active

MH Achilles’ Heel
vulnerable to psionics: -4 to save (no bonuses apply) & psi attacks do double damage.

If GM requires more…
deadly metal: Gold, penetrate any Nat. AR & does x2 damage to HP (MD x3 if MDC). hero may try to parry or dodge. Isn’t allergic to the metal so it is not lethal, and when he regenerates any embedded bits will be moved out as he heals.

Solar/light powered: is weaker at night (Or trapped in darkness more then 15 min.): SNPS & SDC-50%. super abilities reduce ranges, damage, duration by half at night or trapped in darkness for more than 15 min.
Needs 4 hours of light (any natural or artificial) per day or starts to loose powers by 10% per 8 hours. Only down to 30%.

Magic Stuff
Magic Spell Strength
@L1 spell str: 12
+2 @ L4
+1 @ L’s 7,10,13

Magical Prof./Lim.
During his time with Circe Ambrogio learned how to boost his magic with a form of blood magic. Ambrogio can choose to use these abilities.
This ability can ether boost Ambrogio’s spell str by +4 or reduce the PPE cost by 75%, at the cost of 2 Hit Points for every 25 PPE of the original cost of the spell.

Figuring out magic (math details in notes)
Figuring out Existing Magic: 42%
Spell Variants: 42
Converting Different Magic’s spells into Your School’s Magic spells: 42%
Figuring out New Magic: 29%

Spells: 20 spells from 1-10, 12 spells from 11-15. (+1 from 1-10 per level-up****)
L1

Lantern Light:

Increase Weight

(@L2) See Auras

L2
Apollo’s Arrows of Light: 100’/2L (10) instant, 1d4+4 per arrow, creates arrows of light. 1 per every odd level.

Chameleon:

Weightlessness

(@L3) Cleanse:

L3
Invisibility (simple):

Breath w/o Air:

L4
Seal

L5
Curse: Passing Bricks: touch, 10’/L (25) 1day/L, standard/-2 if touching, This desiccates the scat of the target so it is had to pass. However, this spell does not magically remove the moisture from their body, so a side-effect is that the target has to frequently pass-water also.

Conjure Futon: 5’/L (18) 6 hr +1hr/L, none, The caster can conjure up comfortable bedding, padded enough to keep a sleeper off cold floors and light debris. The futon so conjured is also waterproof, and will keep out ground-damp, but not standing water. Used as a cushioning pad, the futon can reduce SDC damage from a fall from 15 ft or less by HALF.
At level 3, the caster can conjure up a double-sized futon, at level 6 a queen-size, and at level 9 a king-size.

Conjure Pillows: 5’/L (17) 6 hr +1hr/L, none, The caster can conjure up fluffy pillows, roughly the size of their torso, 1+1 per level of experience. Each pillow has 2 SDC and if broken(piercing damage), will burst into a cloud of rapidly-evaporating(1d6 melees) downy feathers. Conjured pillows can be plain white fabric, or quite elaborately decorated(conjuror’s choice).

Pajamas: touch,10 ft (35) perm/special, none, Constructed by a Mage in Taranto Canada that ran a Japanese style inn, the magic produces a set of pajamas for someone that is touched. These will appear within 10 feet of the caster and can be ether of a soft cotton like fabric or a silk like fabric. If the caster is touching the person they are for, the pajamas will fit that person as if they were made for them. At level 7 the caster can make 2 sets of pajamas, and +1 per every other additional level. The number of fitted pajamas is limited to the number of people the caster can touch.

The pajamas can take almost any form desired, fitting a human-sized being. For Giant sized people, the cost of the spell will increase with how oversized the recipient is compared to humans. They also don't hold up to being washed more than one time per level of the caster.

Fly:



L6
Create Bread and Milk:

(@L4) Instant Girlfriend: 10 ft, touch (48) 30 min per level, standard (touched have a -2 to saving)
This variant of the love charm spell just makes the target (of the opposite sex) of the spell what to be with the mage w/o wanting to 'get physical'. Dancing, snuggling, talking to, etc... the mage. Sort of like what a Host at a Japanese host club or Japanese club girls do. If the mage is nice, then the target of the spell might decide that they like the mage after the duration has ended. But otherwise the spell has no lasting effects. However, the most likely result is the "why did I hang out with that geek...?" followed by "the Flaming Feminine Fists of Fury attack" or the "kick to the crotch" maneuver. Another result might be "the boyfriend's back and you're going to be in trouble" situation.

L7
Liquid Sunlight: touch (50) instant, Changing the sunlight around the the caster into a glowing liquid that appears into a cup or container within the mage's hands. This causes what seams to be a 100 foot sphere of absolute darkness to appear around the mage, for a second per gallon made, while the sunlight is being around the mage is being changed into the liquid form. The mage can make up to one gallon of liquid sunlight per level of the mage if in full sunlight. The liquid sunlight will evaporate from the container if the light can escape. This evaporating light has all the qualities of the light it was made from. having the ability to hurt those that are damaged by natural sunlight. If the liquid sunlight comes in contact with these being it will do quadruple (x4) damage and if ingested the liquid sunlight will do ten times the damage as regular sunlight exposer. This is because the liquid sunlight will evaporate in a few seconds as if boiling off.
The liquid light will normally evaporate at a rate of one liquid ounce per hour the effect of this evaporation is that the liquid glows like the sun. This evaporation can be halted by enclosing it in an opaque container.
While the light from artificial lights can be made into a liquid, the liquid will not have the effects on the SN as the liquid made from sunlight. This spell makes nothing if case in absolute darkness and only a few drops per level of liquid starlight on a moonless night.

Circle of Concealment (Common Magic)

L8
Firestorm:

L9
Meta. Cat Girl/Boy: self or other by ritual (89) 1 day per level, or indefinite if wanted, standard if unwanted,Created by a Japanese mage near the city of Osaka, to change his workers in his 'Black Cat Tavern' into the the cat-girls & cat-boys to fit into the theme of the tavern.
This spell changes the recipient of this spell into the appearance of a anime cat-person. With another set of ears on the top of their head and a tail w/fur. Recipient also gains exceptional Hearing: can hear what is said in a whisper 1,000' away,
Can ID things like an individual's footsteps or an individual motor while at idle, or devices by their hum.
recognize familiar sounds: 45+5--50
Recognize un-familiar sounds: 27+3--32
+4 hearing based perception rolls, +1 Init, +3 dodge,
vulnerable to loud and high pitched sounds.
Their tail is able to be moved by the recipient's waking mind, but is not prehensile nor can it cause any damage when thwacked against anything.
If unwanted and the individual fails their save verses magic, the the duration is 1 day per level of the mage. Otherwise, the spell lasts as long as the cat person form is wanted & 1 day per level.
This spell only works on Flesh&Blood humanoid races, and will not work on alien races that have animal characteristics. This does not change the "looks" or the genetics of the person, just adding cat ears and tail to their appearance.
Like with every other Metamorphosis spell, once the duration ends, the recipient reverts back to their normal self

Havoc:

L10
D-Pocket:

Mystic Portal:

Magic Warrior:

(@L5) Mystic Escort: near caster (105) 1hr +1hr/L over L10,
Creates a male/female escort constructed of magical energy but seemingly real, for the caster to be seen with. Able to dance with a 73% level and make conversation (small talk) with anyone. When faced with eminent danger, the escort tends to interpose their body between the danger and their anchor.
Stats: IQ:10 MA:15 PS:7-12 PP:10 PB:12-18 Spd:50 , DC: 50, Height: near the caster's hight+/- 6 inches
combat: 6 APM, +5 to Dodge and parry
Only if the escort is protecting their mage do any attacks harm the construct, all others pass harmlessly through.
Will carry things and do menial tasks if set to by the caster, but stay with in the range from the anchor of the spell, or the mage that cast the spell. The escort will dissolve if more than 500' from its anchor or the mage that cast the spell.
*If this spell is cast on a ley-line with 4 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the escort will also develop over time, but will always differ to their anchor's will.

L11
Create Magic Scroll:

The Finger of Lictalon:

L12
Google Book: special (50 temp/500 perm) 2 day/L or perm, This spell enchants a book to be able to show the information that the mage is looking for if it is in the library it is in. This spell needs a physical component of a blank hard bound book of at least 100 individual pages. When enchanted in a library with the google book spell the book is able to sift through the all the words in the the specific library it was enchanted in for what the reader wants to find. The enchanted book shows the text each of the individual of the passage in clear readable font and the name of the book it is in. To read the text or writing for non-text clues, the reader needs to read the original copy of the book.
In older libraries, the google book can read the card catalog.
The limitations: the enchanted book can only show knowledge from books that are actually in the library it was made in, at the time of reading. Another is that unless the mage spends double the PPE, the google book only works inside the library it was made in. Does not give access to electronic media, but for 1 PPE per frame, display micro film copies or pictures.
If the mage wants to make a permanent copy an entire book, it costs 10 PPE to set the font and a bound book with enough space for the text to fit in it.
Magical Books get a save vs magic 14 to hide their existence from the google book, but only a save vs 10 to keep their knowledge from the google book.

Fuku Nashi (greater): 50 foot away/L; 5 foot radius per level (68) permanent but takes 30 seconds for the effects to take place.A Japanese techno wizard, who was a collector of pre-golden age movies, got a idea so funny for a spell from a comedy spy movie he had just gotten in trade for a language translator.
The clothes targeted by the spell dissolve into dust in a matter of seconds. This spell works even through metal armor and EBA.
This does not work on magical clothes nor on any armor. When armor is concealed in clothing, the clothing will turned to dust leaving just the armor.

Mystic Lotus: 30 ft away/L; 10ft radius/L (412) 30 min/L, vs non-lethal drugs,
No one really knows where this spell originated. But some terrans say that it takes its roots in the fictional place of Oz.
Causing a field of actual lotus or poppy plants native to the region to grow thick within the effect area. These plants perfume the area with a sleep inducing miasma. The spell takes is to multiply the seeds of the plants and germinate them all happening in the first 30 seconds. In the next minute or so, when the plants are growing from seedlings to flowering plants the fauna within the effect area has not long to exit the field before they flower. Even after they flower there is a minute delay till the sleep inducing miasma builds up in the field.
The miasma, while produced by magically grown plants, is not magic itself, and will travel on air currents for quite a ways till it disperses in light breezes. But strong breezes and winds the miasma will only have effects to those that breath within the field itself. The victims of the miasma will fall asleep and stay so till the miasma disperses and at least 1d6x10 minutes. During this time the victims will experience visions. Some, if from psychically receptive races, might see visions disjointed from the present time. While those races, or even individuals, that are closed to the mystic will only remember normal dreams.
The magic sustains the plants no matter what session till the end of the flowering and through to maturity. The miasma is only produced during the time the plants are flowering, half an hour per level of the casting magic user.
A side effect of this spell is that in the future growing sessions for the flowers there is a 25% chance that another field of dreams will be created.
(note: even chars that don't need to breath but do to speak are also subject to the miasma.)

L13
Talisman: touch (500 to make, 50+spell PPE charge/recharge one spell charge) exists till destroyed, stays charged till used or destroyed. Limited to spells of Level 8 and lower. Cannot be made of iron or plastics, & has to be less than 2 foot long in greatest dimension. Talisman, when fully charged have three charges

Enchant Weapon (ritual):.

Protection Circle (superior):

L14
Impenetrable wall of force:

Restoration:

Resurrection:

L15
D-Portal:

Teleport (sup):

SoL
(Boon) Meta: Dragon
(4C B-day present from Circe, (4C omitting time trapped in stasis) Ambrogio has yet to use this in battle and only Allegro even knows Ambrogio knows this spell. Each Ambrogio and Allegro carry one scroll of this in a hidden ED space attached to them no-one else beside these two know about.(all experimental subjects were christen so even hades can’t stumble over the dead talk about. It would call for desperate measures for them to use these spell scrolls.)

Circle Magic:
Pajamas (clothing) Magic Circle
Developed by the Same Taranto Mage, this magic circle creates pajamas-hotel clothes that fit each guest of the hotel. the Mage created this esoteric magic circle for two reasons: to be able to expand into a chain of hotels and for the simple reason of wanting to take a vacation from the hotel.
The circle has two parts: the palm pad, which each guest has to touch to get fitted pajamas, and the perimeter circle, which confines the magic to the area of the hotel.
The palm pad circle reads the aura of the guest and takes a sample of the guest's PPE to help power the spell. (adjunct circles can register and store the guest's aura into a database. For things like room security and confidential billing.)
The perimeter circle, which doe not need to be 'a circle', contains all the magic emanations coming form the hotel area, gathers ambient PPE from the surroundings to power everything, and sets a limiter to all the 'hotel clothing'. Once outside the perimeter circle the hotel clothing falls apart when it is next washed.
What the magic circle actually does is to create and maintain the hotel clothing, and to resize them to new guests.
Initial creation costs: Palm Pad: 200 PPE.
This is the core of the magic made from a single piece of onyx the size of a paperback book and gold threading and is attached to the counter inlayed with copper the guests touch. (the copper being the aura conduits.) This is connected to a matrix of other circles that protect the hotel from external intrusions of any mystical nature. (see PF2 MB for types of protection circles)
Perimeter circle: 10 PPE per foot of circumference and walkways.
This enchants the border of the magic. Requires marble bricks or tiles and grouted with volcanic black beach sand laid over copper wires. (Hawaiian sand in this case. The so called curse makes the magic 10% better at warding off magic and psionic probes.) With walk ways of the same connecting the perimeter to the interior magic links

Skills ( +5%)
Age skills
Greek Modern.—95
English—93
Chinese (Mandarin)—91
Japanese—88
French—87

program Skills (BA: 4 SP @+20% & 10 secondary skills, immortal: age: +6 more SP & +8 more secondary skills. )

Everybody skills
Basic math—45+5—85
nat Lang: Greek An.—98
nat Lit: Greek An.—98
Pilot: automobile—60+2—88

Godling SP (RCB2page 16)
Lang/Lit dragon/elf 98
lang/lit: Pilian (FAR) —98
lang/lit: Imperial Trade Tongue (Atorian’s quadrant) (+15)—50+5—90
Lang/Lit: Roman (+15)—50+5—90
lang/lit: Hebrew An. (+15)—50+5—90
Lore: Demons and monsters—30+5—75
Land Navigation (+10)—36+4—77
WP spear: +1 s/p @ L’s 1*,3*,5*,8,11,13. +1 throw @L’s 3,6,10,14
WP sword: +1 s/p @ L’s 1*,3*,7,11,14
WP knife: +1 throw, +1 s/p @ L2, +1 p @ L’s 4*,8,11,15 ; +1 strike/throw @L’s 7,11,15
H2H choice (MA)

Mystic Study SP (HU2 pages 152&153)
Sense Enchantment: 90 ft, automatic & Constant awareness,—60+1—89
Sense SN Evil: 90 ft, automatic & Constant awareness.
Sense Magic:: 120 ft, automatic & Constant awareness,
Spell Translation—8+2—41
Un-incantus: casting without incantation, takes twice as long. (RWBUS)
Geomancy or Ley Lines—25+5—70
Religion—35+5—80
Archaeology (+10)—20+5—75
Chemistry (+10)—30+5—85
Holistic Medicine (+10)—20+5—75
Principles of Magic—60+2—93

Business SP
Photography—35+5—80
Business and Finance—35+5—80
Computer Operation—40+5—85
Law (general)—25+5—70
Research—50+5—95

Streetwise
Pick Locks—30+5—75
Card Sharp—24+4—65
Seduction (+1)—20+3—58
Computer hacking—30+5—75

Domestic
Cooking(pro)—35+5—80
Dancing(pro)—30+5—75
play musical instrument: violin / fiddle (pro)—35+5—80
play musical instrument: saxophone (pro)—35+5—80

Spacecraft Pilot SP(omits BA bonus this SP)
laser comms (+20)—30+5—75
comp op (galatic) (+20)—40+5—85
Nav: space (+20)—40+5—85
nav FTL (+20)—25+5—65
Op Sensory systems (+20)—30+5—70
read sensory equipment (+20)—30+5—70
adv math (+20)—45+5—85
pilot small civ spacecraft (+25)—66+3—98 (103)
pilot large civ spacecraft (+25)—60+3—97
pilot civ hyper-thrusters (+20)—64+3— 96

Physical SP
boxing: (+1 APM*, +2 P*/D*, +2 PS*, +1 roll*, +3d6 SDC*)
Gym (+2 roll*, +2 PS*, +1 PP*, +2 PE*, +2d6 SDC*, +5% to prowl* and climbing*)
-sense of balance—50+3—87
-work parallel bars—60+3—97
-Climb Rope—60+2—93
-Back flip—70+2—98 (103)
prowl (+5+2)—25+5—77
climbing (+5)—40+5—90
—rappeling—30+5—80


Technical SP
Writing—25+5—70
Fashion—35+5—80 (successful: temp +1 PB/under 10% a +2…failed no change…00 fail temp -1 PB)[ 2d6 min to dress or redress for skill roll)
art: painting—35+5—80
General Repair/Maintenance—35+5—80

Science SP
Chemistry—30+5—75
Anthropology—20+5—65
Astrophysics—25+5—70
Astronomy—25+5—70
Biology—30+5—75
Botany—25+5—70

WP: Ancient
paired weapons
WP Archery and Targeting: +20 ft range/L, +1 parry w/bow, +1s @L’s 2,4,6,8,11,14. Rate of Fire: 2 @L1, +2 @L3, +1 @L’s 5,7,9,12
WP blunt: +1 s/p @L’s 1,4,8,12
WP Targeting (throwing/missile weapons): +1 thrown/slung @L’s 1,3,5,7,10,13, rate or fire: h2h,

Secondary Skills ( 18 total, +2 @L3 )
-wilderness survival (+5)—30+5—60
-track animals (+5)—20+5—50 (-20 vs humans)
-Skin & Prepare Hides (+5)—30+5—60
-ID Plants and Fruits—25+5—50
-Hunting (+2 prowl, +5 track animals*, +5 skin animals*, +5 wilderness survival*, +5 cook (catch only))
-Carpentry—25+5—50
-WP auto-pistols: +3 aimed +1 burst & +1 strike @L’s 4,7,10,13
-WP Rifles: +3 aimed & +1 burst & +1 strike @L’s 4,7,10,13
-concealment—20+4—41
-Find Contraband & Illegal Weapons—26+4—47
-Pilot water scooters—50+5—75
-horsemanship—50+4—71
-SCUBA (adv. Swimming)—50+5—75
-1st aid—45+5—70
-Basic mechanics—30+5—55
-basic electronics—30+5—55
-basic radio—45+5—70
-fishing—40+5—65
L3-zero gravity combat: basic
L3 depressurization training (+1 PE*, +10 SDC*)

Equipment:
Wizard’s Hat: a Raspberry Beret
The hat being a magical item with three enchantments: Magic Armor: NAR:4, SDC 60 (like with the mdc A.o.Ithan magic, this covers the whole body.), Clean: no matter what filth it has been in the hat will not be dirtied by it, and Buoyancy (as per armor enchantment). The SDC regenerates 1 SDC per 10 min. off a Ley Line & 1 SDC per 5 min. on a Ley Line Nexus.

TMC compact Aberrant Bio-Energy Dampers(x10)[usually only carries two on his person]: handcuff sized, negates super abilities and psionics, Dampens bionics and magic(by half).

#1 Familla Armor: rifle blued Double mail, Enchanted: ar: 10, sdc 128
●1) Weightless: no encumbrance penalties.
●2) Magic SDC: +100*
●3) Regenerating Armor
●a) galactic amulet: attached to mail center of chest. Projects picture of the MW Galaxy onto the chainmail. A Galaxy being Ambrogio’s chosen crest.
This is something Ambrogio wears to meetings with his mother’s family. Even with this, his most ostentatiously decorated armor, he still looks like aa ugly duckling in the meetings he is summoned to. With the others’ armors being more over the top or their otherwise state of dress is more spectacular.n Even if it is a state of undress. He stands out as not being the peacock at these meetings.

#2 Greater Artifact.
●1) Armor Scale mail: AR 19, 175 sdc, re-gen 3d6+20 sdc every 12 hours.
●2) Null Aura: can’t be read, can’t be found, can’t be telepathed, can’t receive beneficial magic ether.
●3) Healing properties: heals 2d6 HP/SDC per minute. Has to be touching skin.
Typically Ambrogio will have Allegro wear this armor if going into battle or doing business outside the familla. Ambrogio is a protective parent. He traded for it off a traveling person that claimed to be from a different earth.

#3 Kisenitie Plate mail: AR: 18, SDC 400
●1) Weightless: no encumbrance penalties.
●2) Magic SDC: +100*
●3) Regenerating Armor
Ambrogio picked this armor set up during his travels in space. After Tracking down a nymph that had left earth to escape a debt. With the debt paid, Ambrogio left the nymph to go her way. But got side tracked for a couple decades, doing some unofficial governmental work, on both sides of the Atorian boarder.

#4 FAS full Armor: AR: 16, SDC: 200
Ambrogio intentionally didn’t enchant this set of armor as a reserve cashe that his mother’s family would overlook if raiding his home. After buying one set while traveling, he found a supplier on earth willing to deal. Now all Ambrogio’s children have both a full armor set and half suits. All of them not enchanted.

#5 Heavy Gen. Power Armor: Robotic AR: 14, SDC: 400, SHPS: 27, Spd: 88.
Adv. robotic optics system. Adv. radio & comm system, targeting sight (+1 strike) short range radar (8 miles, 24 tracked objects), can leap 20 ft. W/Optional jet pack: flying speed: 200 mph, range: 275, +1 dodge while in flight. With two FF generators of 100 SDC each (re-gen 10 point per hour). Only one can be active at one time. Battery life: 24 hours till discharged.
Heat/cold insulation, fully environmental, Stealth coating (invisible to radar and confuses thermal sensors, is a dark coating; +10% prowl in the dark)
Ambrogio had this made off-world for times he might have to go full out Hammer on some sort of mortal that didn’t get polite hints to back off from encroaching his familla’s turf. Ambrogio has yet to bring down the full hammer on anyone yet. But there have been a few times he has be less then polite in telling a few groups to get off his camilla’s turf, or to keep their noses out of his businesses
.
#6 Business Suit w/FAS concealed armor: AR: 14, SDC 175.
Ambrogio typically wears this when out and about, outside the familla’s estates. Every so often he has one of his children change the coloring. So it doesn’t seam he is wearing last month’s suit. Usually he has his artistic daughter Nickky; she doesn’t like to be called anything else; do the casting that redoes the colors.



Background:
Ambrogio Delphinus is the son of Apollo Delphinus, born to him while in his female aspect. From a pairing from another pantheon in an attempt to bolster the greek pantheon’s failing powers. He grew up in Olympus after his birth, but after a couple centuries of his family’s bickering he decided to leave the family home and live on earth to make his own way. It was the first time he was seriously injured enough to put him into a healing coma, did he find out a side effect of his birth. Whenever he was hurt to the point that he hast to heal, he switches genders.
Even though he was trained in combat as all children of the gods are, he never was one for fighting hand to hand. Ambrogio preferred to study the mysteries of magic. Ambrogio even got to study with the dreaded magician Circe while as a female. Even so, Ambrogio did have to make a quick escape when Circe found out who’s child she was. Even so, Circe discovered the rifts between her and her family and became friendly, at a distance, with Ambrogio. And has corresponded with Ambrogio over last few centuries. Even set about the events to free him from a stasis trap members of his family imprisoned him in. Both because of their connection and to spite those who trapped him. With one or the heroes setting him free being one of his daughters that shares his magic focus and immortality side-affect. It has been two centuries since then (he counts his age as what he experienced) had has continued to get his revenge by living well.
Since then he has lived through several wars and has had a few families with mortals that have gotten into his heart. Along with this his contenting relationship (mother-daughter) with his daughter Allegro; one of the heroes that freed him. It does get confusing to outsiders when different children call him father or mother when it conflicts with his current gender. Having different children while he was different genders. Typically when female Ambrogio goes by the call-name Amber.
Ambrogio’s familla has members within the justice system in their home city and in the governmental levels up to the federal level. This includes judges which can get the bodies of their fallen released to the familla before things like autopsies and embalming are done to them. This is so they can be revived from ether their healing coma or resurrected and rejuvenated by magic.They even have ties, say on the pay role, of consoler staff in countries they travel to do the same job when abroad. They typically have gotten court orders to stop any further damage to the bodies (or in healing comas) and to return them to the familla post hast. In part of their avenues is the religious reasons that they are islamic and to do those things on a body is prohibited.

Truth….the closes thing they might have to having a religious leanings is knowing that the gods of Olympus are real and that maybe….just maybe Grandpa Apollo might come to help out. Or even make a surprising visit for a time. Apollo is always welcomed in the famila household. He is the only one Ambrogio is not annoyed with. Even so, others from Apollo’s family are never shut out or rejected, because they are gods. They might get peeved or pissed to the point of taking revenge. Even so they are not whole heartedly welcomed, even if they are shown respect. Sometimes it takes someone inviting Apollo to visit to get the ‘unwanted house guests’ to leave.

Recently he has been focusing on creating new magic spells; both new and updated versions of old spells and figuring out how to cast eastern spells without having to relearn a whole new magic system; and retreating from contact with the mundane world. Letting his family take care of the estate so that he can do his spell development. Even so he has recently lost a few labs to energetic magical incidents that he has found he needs replacement ingredients.

Notes:
Ambrogio:(greek) everlasting/male
Delphinus: (greek) of Apollo Delphinus

Figuring out Existing Magic: IQ+ME+ 10% of principles of magic% + levels of one/highest similar spell=base % (20+13+9=42)
Base timeline: 30 days, 7 hours a day.
-10% per level over L9

Spell Variants: IQ+ME+ 10% of principles of magic%=base % (20+13+9=42)
Base Timeline: two weeks per level of spell.
Typically ends up at least one level higher.
-10% per level over L9, -50% if making the spell more potent.
+10% if being made less potent.

Converting Different Magic’s spells into Your School’s Magic spells: IQ+ME+ 10% of principles of magic%=base % (20+13+9=42)
Base Timeline: one month per level of spell.

Figuring out New Magic: IQ+ 10% of principles of magic%=base % (20+9=29)
Base TimeLine: three weeks per level.
-10% per level over L9
If failed: needs an extra 25,000 exp to gain the nest level.

All fails roll on the Failed spell invention table on page 38 of the NB:TtGD book.
I am pretty sure that the writer meant 7 hour days of R&D for all the types, but it is only in the text for figuring out existing magic.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Another week another char. Feel free to use whatever chars I post here in your games...or as pregens. for players without chars.

Character Name: Ath’ipon Roqu (Ath’ipon is a male so did not have a surname, he made up one when he left.)
Call Name: Rouge

Level: 1
Experience:
Next Up:

Money: 10,000
Credits:
Trade Goods:

IQ: 26, +12% / +6 perception
ME: 10
MA: 21, 65% trust/intimidate
PS: 14
PP: 16, +1 combat rolls
PE: 14
PB: 14
Spd: 27

HP: 14+5 (+1d6/L)*
SDC: 60+16
MDC: (by armor or vehicle)
IS Points: n/a
PPE: 12
Chi: +14

Power Cat: alien, Hardware: AG
Race: Atorian
Sex: male
Age: 19
Height: 5’-5”
Weight: 168lb.

Saving Throws
Coma/Death:
non-lethal poisons/toxins (16):
lethal poisons/toxins (14):
diseases (14):
Spell magic (12-16 depending):
Ritual magic (16):
Circle magic [all](16):
ward magic (14):
Possession (contested rolls):
Psionics (15):
insanity (12):
perception (target number):+6
pain (16):
soul drinking (14):
Harmful drugs (15):
Extreme Heat/Cold (13):
Electrocution (14):

Basic Data: pb: 14 (%), MA: 21 (65%), HP/SDC: 19/76 , PPE: 9 , Chi: +14, Psi: no, magic: no, possessed: no, Healthy: yes

Physical Appearance:
A male with a dk blue hair in a widow’s peek mohawk (typical atorian hair growth, but with gene-fixed to blue to, from the high atorian frosted blond). Wears a clean ship suit most of the time but also wears casual clothes he has bought locally to fit in with he local fashions.

H2H: MA
No. Of Attacks per melee: 4
Damage: +
Strike: +1
Parry: +1
Dodge: +1
Pull: +4
Roll: +6
Initiative:+2

Moves

H2H: Robot combat MA
No. Of Attacks per melee: 4
Damage: +
Strike: +1
Parry: +1
Dodge: +1
Pull: +4
Roll: +6
Initiative:+2

Moves

H2H: MA with 0G Basic
No. Of Attacks per melee: 4
Damage: +
Strike: +2
Parry: +1
Dodge: +2
Pull: +4
Roll: +6
Initiative:+3

Moves

Weapon Proficiencies
Auto-pistols: +3 aimed +1 burst
E-pistols: +3 aimed +1 burst

Armor:
Force Field Belt: 100 SDC, Power: 1 e-clip per 4 hours or depletion of SDC.

Weapons
Sonic disruptor pistol: 150 feet, 1 sd, save vs KO vs 14 ~ +PE bonus +4 in wearing sonic shielded armor~or KOed for 1d4 melees ~ saving= -1 APM& -4 S/P/D, 10 shots per e-clip, 5 e-clips
TMC Partical Beam Pistol (2): 800 feet, 6d6 SD, 6 shots per e-clip, 10 e-clips
TMC Stun Batons (10): as club: 2d4+PS, as Stunner: 1d6 SD, -10 S/P/D & -80% spd & -60% skills for 2d4 melees & APM reduced to 2. If Saves (vs 16) reduce penalties by half and no APM reduction. payload: 2, fully recharges in an hour.

Character Building
1st born/decanted of 15
Average body type
Tall for an atorian male
A bit snarky with a healthy bit of paranoia.
Atorian Core Worlds
In noble household’s study program
Was recognized. When quite young.
Reason for leaving his people; didn’t want to be a slave.
Has some familiarity with the worlds outside the Empire
Special Weapon: Sonic Disrupter pistol: 150 feet, 1 sd, save vs KO vs 14 ~ +PE bonus +4 in wearing sonic shielded armor~or KOed for 1d4 melees ~ saving= -1 APM&-4 S/P/D, 10 shots per e-clip, 5 e-clips
Special Vehicle: Anti-Grav Ring: max Spd: 100 mph, unlimited altitude, 8 SDC. 500 lb max weight.
Space/starship option

Skills ( + 12%)
Everyone skills
Nat lang/lit: High Atorian —98
Basic math—45+5—
Drive hover vehicle—

Some Familiarity with he galaxy (three languages)
- English—90
- Philorian—90
- Darakrian—90

H:Analytical G skills
Electrical Engineer**
Mechanical Engineer**
Weapons Engineer (+10)—25+5—47
Robot Mechanic (+15)—30+5—57
Robot Electronics (+10)—30+5—52
Radio: Basic (+20)—45+5—77
Read Sensory Instruments (+20)—30+5—62
Chemistry (+20)—30+5—62
Chemistry: Analytical (+20)—25+5—57
Comp. Op**
Comp prog.**
Comp repair**
Astrophysics (+15)—25+5—52
Art (+10)—35+5—57
Anthropology (+10)—20+5—42
Biology (+10)—30+5—52
Paramedic (+10)—40+5—62
Intelligence**
Research**
Adv. Math (+30)—45+5—87
Analyze and Operate Devices—80+2—92
Build/Modify Armor—80+2—92
Comm: ECM—70+2—82

Skill Programs (MA four SP @ +25 & 10 secondary skills)
Languages
Imperial Trade Tongue ( Les Iban quad)—50+5—87
Pilian (FAR. Liloqua quad)—50+5—87
Thimerian Code (TMC, Ilta quad)—50+5—87
Roo-tahm (Titrana quad)—50+5—87

Spacecraft Mechanic
Mechanical Engineer—30+5—67
Electrical Engineer —30+5—67
Spacecraft mechanics—30+5—67
-Fusion
-Anti-gravity
-LMH
-Hypergravtics (Gravity Wells)
Astrophysics—25+5—62
Hover Vehicle Mechanics—25+5—62
Comp Op —40+5—77
Comp prog.—30+5—67
Comp repair—25+5—62
Pilot Med. civ spacecraft—62+3—98 (99)
Laser Comms—30+5—67

Information Broker
Comp op.**
Comp hacking—30+5—62
Cryptography—25+5—57
Basic electronics—30+5—62
Radio satellite—25+5—57
E-Warfare—operate equipment—30+5—62
—breaking jamming—25+5—57
Surveillance Systems—30+5—62
Concealment—20+4—57
Find Contraband and Illegal Weapons—26+4—63
Intelligence—32+4—69
Research—50+5—87

Physical
H2h MA
Prowl (+15)—25+5—77
Climbing (+15)—40+5—92
—rappeling (+15)—30+5—82
acrobatics (+2 roll*, +1 PS*, +1 PP*, +1PE*, +1d6 SDC*)
-sense of balance—60+2—97
-walk tightrope / high wire—60+3—97
-Climb Rope—70+2—98(107)
-Back Flip—50+5—87

Secondary Skills ( 10 )
-cooking—35+5—72
-wilderness survival—30+5—67
-1st aid—45+5—82
-WP auto-pistol
-Navigation: space—40+5—52
-seduction —20+3—57
-depressurization training—(+1PE*, +10 sdc*)
-0G combat basic
-pilot robot—30+5—67
-space navigation—40+5—77

Bought skills
robot combat—(+1 init*,+1s/d*)
Pilot: military med starships—50+5—62
Navigation: FTL —25+5—37
WP E-pistols

Equipment:
Ship: Rin’to Al Mandra, (“Vengful Bastard”)
the Rin’to is a 450 tonne Destroyer hull designed to look like a standard transport (cargo haller) of the same tonnage. (Like a large military cargo transport plane with only minimal winglets to mount maneuvering thrusters on.) The ship is built so it can set down on a planet’s spaceport of other landing areas that can take the load. It was built by Rouge after he and his brothers sold the ship (a new Atorian warship) they stole and then sold to the TMC. Rouge decided early on that being mobile with his living situation would be better than waiting in one spot for mother’s thugs to collect him. He has set up the Ship to be his home, his workshop and as a low volume freight haller. Of course he wasn’t about to go back without fighting, the ship is armed to fend off boarders, small craft and other destroyers. Rouge even equipped the ship to be able to run away including multiple FTL Accelerators. To speed up or even slow down, to run away or to stop , shutdown and hide. Rouge insists the Landing bay in the ship is the “Cargo Bay”, where he stores his toys: a light duty ATV hover truck, a Power Armor that looks like it was bought 2nd hand from somewhere in the TMC. There are what look like several ‘projects’ in the middle of being built.
Budget roll: 91%: 50 million

Type: Destroyer
Class: Built in the shape of the Imbuki class Light Transport.
Ship’s Complement: one, two passangers
SDC: 49,500 SDC. (45,000 Hull, 4,500 Armor)
Variable Force Field: 1,500 SDC
Vehicle AR: 12

Speed:
Drive: Anti-Gravity Drives, Speed Factor 20.
Space: Can travel up to 20 times c for FTL travel.
Atmosphere: Trans-atmospheric Capable. ( only takes half damage from Heat weapons, +1 dodge)
Ground Level Flight: up to Mach 2 when deep in the atmosphere, but once above the densest parts can accelerate to Mach 12 and above to achieve orbital speeds. However, typically is restricted to Mach 0.5 till clear of the deep atmosphere by local fight regulations.
Hover: Lands and takes off in a VTOL mode. Does not use a runway to land.
Ground: Can land on just about any prepared spaceport landing pads, but can land on water; floats; if there are no landing areas suitable for its weight.
Maximum Range: Limited only by supplies. The power generators can power the ship for fifty years of use with the fuel anti-matter stored within it fuel bunkers.

Statistical data:
Length: 526 feet.
Width: 112 feet.
Height: 78 feet

Weapon Systems:
BGR-550 Heavy Lasers ‘concealed’ (2, 1 forward facing, 1 aft facing)
◆ Range: 27 miles, Damage: 1d4x100 SD, Payload: Unlimited.
BG-16 Heavy Rail Guns ‘concealed’ (2, 1 forward facing, 1 aft facing)
◆ Range: 22 miles, Damage: 1d6x100 SD, Payload: 500.
Five-37 Long Range Missile Launchers ‘concealed’ (Dorsal, front, 10 cells)
◆ Current type: Proton Torpedo. Range: 1200 miles. Damage: 6d6x10. Blast radius: 50 feet. SDC of each:25.
BGHL-2389 Lt Lasers ’turreted and concealed’ (+1 strike, 4 spaced equally around midships so there are not blind spots.)
◆ Range: 2 miles, Damage: 1d6x10 SD, Payload: Unlimited.

Ship Systems:
Artificial Gravity
Atmo. Recycling system
Magnetic Shield: Ion and partial beams only do half damage & there is a 30% chance of confusing the guidance systems of Mini-missiles, SRMs, and MRMs and causing premature detonation.
Recreational Facilities: Rouge’s workshop
Crew Quarters for 100
Luxury Quarters for 4
Crew Automation
ECM systems
Adv. Sensor Package
Super Navigation Computer—98/98
FLT Accelerators (2)
Satellite Uplink (typically turned off unless being used)
Sleep/Stasis Pods for 104
Atmospheric Tanks (10)
Targeting Radar and Collision Warning System (+2 strike, +1 dodge)
Collision Warning and Perimeter motion sensor security system. (+10% piloting when docking)
Launch bay (used as a cargo bay)
In cargo bay:
—a light duty ATV hover truck,
—a TMC Combat Support Power Armor
—several Normal Space Suits Fitted to Rouge & Angela
—several survival suits.

Background:
Ath’ipon Roqu, known as Rouge, started his life in a Atorian Uterine Replicator on one of the core worlds. As part of a series of male near clones, that were destined to be sold to the highest bidder when they came to an age and training to be useful. Raised and trained in skills the early testing discovered each of the boys talents. Or as it later everyone else discovered, what the boys let the tests discover. As it turned out most of the clone run were much smarter than projected. As it happened a few months before they were to be sold off, the group of them disappeared from the Atorian Crown World just as a new cutting edge warship finished its building trials, just to disappear also. None of the usual surveillance recordings showed why ether disappeared. But when investigating the disappearance of the boys, it was discovered that none of the past few years of surveillance recordings were factual in what they reported. What actually happened could not be reconstructed from the whatever was left in the computers could ether not be trusted due to discovering they were fabricated or those closer to the event, reduced to files so corrupted that any data in them was unrecoverable. Even thou they happened at the same time, each was not connected to each other. Both the liege lady’s house hold and the shipyard’s bureaucracy wanted anyone to find out what happened. Both sent out searchers. None of the argents recovered any information about their targets in the immediate aftermath. There were punishments delivered, some heads literally rolled on the naval shipyard side, most people in the responsible positions were at very least demoted. Even so, there were some of the searchers that didn’t return from their assignments.

The other side of the coin, the boys reverted the surveillance systems of their quarters and other living spaces of the House quite early in their training. And everything that was shown was to the watchers was what they wanted then to see. Subverting the Naval shipyard nets and traffic control nets took the better part of three years. Bit by bit, never really doing anything to get noticed. They even recruited an A.I.; calling itself Jin Torin; that was in charge of the capital’s civilian traffic nets. It knew it was about to be retired, and when it spotted they boy’s hacking it cut a deal with them. The deal was to take it with them when they left.
With he ship….they hacked into it during its core programing stage, so their backdoors were inside even before the shipyard was finished building the ship. When the time came all the boys walked out (some were taken in their sleep because they were not a part of the lead up to the break out. Everything went smoothly the day they left. With everything falling into place. Up to the part they boarded the ship, where they found a few watch standers on board. Captured, bound and brigged, the watch standers were taken with the ship when the boys and AI left with he ship.
By the time the boys got the ship to a customer that was wanting to buy the ship for enough for all of them to be able to live on, the watch standers were stranded on backwater planets or had young enough to paired off with one of the boys and be happy. It was during this transition time, between selling the ship and moving on one their own paths did a group of similar aged young Atorian females did find them. Unfortunately for them, the boys had plans put in place for this occasion. Instead of just killing them, the Atorians were captured and were mind wiped, and their minds rebuilt to a patriarchal mind set and to believe that there were another race, other than atorian, and that the boys and them were the last of their kind. Partners were chosen and everyone went their own way. Each intending to return to a meeting spot in a decade or so.
Rouge was chosen by Angela, but Angela fell ill after birthing their first child and has remained in a coma for two years. There is nothing that the doctors can find wrong with her. At the moment Rouge is traveling to find someone who can wake Angela. But he has given up on medical technology and is now searching for someone for someone with he powers of the mind that might be able to wake her.

Some of the projects Rouge has finished:
■ A darakain looking humanoid android for the Org. Jin Torin A.I.
■ A atorian looking android maid/babysitter: Jin Torin (The programing is a copy of the traffic net AI the boys recruited. The Original Jin Torin kept all it’s memories. The babysitter, while having Jin’s thought matrix know nothing about before it/she woke up in a female atorian style body. While her main task is to be the nanny for Imbar Mainstroff; Rouge and Angela’s child.)
■ A holographic disguise projector.
■ A man sized force field projector, belt. 100 sdc.

Some of the projects Rouge is working on:
◆ a force beam projector, for his ship.
◆ A artificial brain that can host a transferred Intelagece.
◆ An AI brain core and new AI basic matrix.

Notes:The above ship what created out of the ship construction rules in the AU:GG book.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

The following ship is the same ship using ship construction supplemental text in my Galaxy Unlimited text. Which has been submitted to PB for pub in the rifter....hopefully.

Ship: Rin’to Al Mandra, (“Vengful Bastard”)
the Rin’to is a 450 tonne frigate hull designed to look like a standard transport (cargo haller) of the same tonnage. (Like a large military cargo transport plane with only minimal winglets to mount maneuvering thrusters on.) The ship is built so it can set down on a planet’s spaceport of other landing areas that can take the load. It was built by Rouge after he and his brothers sold the ship (a new Atorian warship) they stole and then sold to the TMC. Rouge decided early on that being mobile with his living situation would be better than waiting in one spot for mother’s thugs to collect him. He has set up the Ship to be his home, his workshop and as a low volume freight haller. Of course he wasn’t about to go back without fighting, the ship is armed to fend off boarders, small craft and other destroyers. Rouge even equipped the ship to be able to run away including multiple FTL Accelerators. To speed up or even slow down, to run away or to stop , shutdown and hide. Rouge insists the Landing bay in the ship is the “Cargo Bay”, where he stores his toys: a light duty ATV hover truck, a Power Armor that looks like it was bought 2nd hand from somewhere in the TMC. There are what look like several ‘projects’ in the middle of being built.
Budget roll: 91%: 50 million

Hull Type: Frigate
Class: Built in the shape of the Imbuki class Light Transport.
Ship’s Complement: one, can run fully automated. Up to 145 passengers when in the TMC or FAR regulated Space or 295 passengers with 150 in status pods outside regulated space.
SDC: 10,000
Vehicle AR: 4

Speed:
Drive Stats: Anti-Gravity Drives, Speed Factor 20. Rated for 700 tons.
Space: Can travel up to 20 times c for FTL travel.
Atmosphere: Trans-atmospheric Capable. ( only takes half damage from Heat weapons, +1 dodge)
Ground Level Flight: up to Mach 2 when deep in the atmosphere, but once above the densest parts can accelerate to Mach 12 and above to achieve orbital speeds. (Typically space- and starships are restricted to Mach 0.5 till clear of the deep atmosphere by local fight regulations.)
Hover: Lands and takes off in a VTOL mode. Does not use a runway to land.
Ground: Can land on just about any prepared spaceport landing pads, but can land on water; floats; if there are no landing areas suitable for its weight.
Maximum Range: Limited only by supplies. The power generators can power the ship for fifty years of use with the fuel anti-matter stored within it fuel bunkers.
Power Source: MacLanally 700 matter-anti-matter annihilation power generator. (Rated for 700 tons at jump load.)
External cargo: 200 ton rated w/o SF reduction.

Statistical data:
Length: 526 feet.
Width: 112 feet.
Height: 78 feet

Weapon Systems:
◆ HTV-550 Heavy Free Electron X-Ray Lasers ‘concealed’ (2, 1 forward facing, 1 aft facing) Range: 27 miles, Damage: 1d4x100 SD, Payload: Unlimited.
◆ BG-16 Heavy Rail Guns ‘concealed’ (2, 1 forward facing, 1 aft facing) Range: 22 miles, Damage: 1d6x100 SD, Payload: 100.
◆ Five-37 Long Range Missile Launchers ‘concealed’ (Dorsal, front, 10 cells)
- Current type: Proton Torpedo. Range: 1200 miles. Damage: 6d6x10. Blast radius: 50 feet. SDC of each:25.
◆ ERHL-2389 Lt Extended Range Point Defense Lasers ’turreted and concealed’ (+5 strike, 4 spaced equally around midships so there are not blind spots.) Range: 20 miles, Damage: 1d6x10 SD, Payload: Unlimited.

Ship Systems:
Artificial Gravity
Life Support system; 150 crew rated.
Magnetic Shield: 700 ton rated
Recreational Facilities:
Machine Shop: physical shop.
Crew Quarters for 100
Luxury Quarters for 4
Concealed Crew Quarters 4
Crew Automation
Adv. Sensor Package
Super Navigation Computer—98/98
FLT Accelerators (2)
Satellite Uplink (updated): can use to talk to 10 remote platforms (typically turned off unless being used)
Sleep/Stasis Pods for 150
Atmospheric Tanks (10)
Targeting Radar and Collision Warning System (+2 strike, +1 dodge)
Collision Warning and Perimeter motion sensor security system. (+10% piloting when docking)
Launch bay (used as a cargo bay)
47.5 mods of storage space
In cargo bay:
—a light duty ATV hover truck,
—a TMC Combat Support Power Armor
—2 E.V.A. Suits Fitted to Rouge & Angela
—50 adult sized Suits in children sizes. (Throughout the ship.)
—50 child sized Suits in children sizes.(Throughout the ship.)
—150 C.N.T. survival spheres. (In crew quarters)
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
drewkitty ~..~
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Joined: Sat Sep 30, 2000 1:01 am
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Player:
Character Name: Theodosia Mainwaring
Call Name: Theo
Call Name: Sia
Call Name: Waring
Call Sign: Jessica Rabbit, JR for short

Level: 1
Experience: 500
Next Up: 2051/4101/8251

Money: 1600
Credits:
Trade Goods:

IQ: 25, +11% / + 5 perception
ME: 15
MA: 12
PS: 22, +7 damage
PP: 22,+4 combat rolls
PE: 17, +5 % vs coma/death/ +1 magic&poison
PB: 19, 45% charm/impress
Spd: 21

HP: 17
SDC: 60
MDC: (as per armor or vehicle)
IS Points: n/a (95%)
PPE: 10
Chi: +/-

Power Cat: mutant
Race: human
Sex: female
Age: 24
Height: 5’-3”
Weight:


Saving Throws
Coma/Death: +5%
non-lethal poisons/toxins (16): +1
lethal poisons/toxins (14): +1
diseases (14): +1
Spell magic (12-16 depending): +1
Ritual magic (16): +1
Circle magic [all](16): +1
ward magic (14): +1
Possession (contested rolls):
Psionics (15):
insanity (12):
perception (target number):+5
pain (16):
soul Drinking (14):
Harmful drugs (15): +1
Extreme Heat/Cold (13): +1
Electrocution (14): +1

Basic Data: pb: 19 (45%), MA: 12 (%), HP/SDC: 17/60 , IS Points: n/a (95%) , PPE: 10 , Chi: +20, Psi: no, magic: no, possessed: no, Healthy: yes

Physical Appearance:
When all dolled up she looks like a real life Jessica Rabbit, but shorter & with more human proportions. Fiery red hair with cobalt blue eyes. Stacked but not huge, with arms that are well toned. That seam to be both gentle and bounding with power.
Most time Sia is dressed in some sort of work clothes (ether coveralls or a tee shirt and jeans) that she looks comfortable in.


H2H: MA
No. Of Attacks per melee:+5
Damage: +7
Strike: +4
Parry: +4
Dodge: +4
Auto-Dodge:+7
Pull: +10
Roll: +17
Initiative:+5
Maintain Balance: +9
Disarm: +5

Moves
Never gets dizzy (from HSoB)


Weapon Proficiencies
➣Can make aimed/called/burst shots while moving (any) or awkward positions
WP paired weapons
WP Knives
WP auto-pistols; +3 aimed,+1 burst

Weapons
Two pairs of Karambits (knives): 1d4 SD
Heckler & Kock 9mm VP70: , 2d6 SD, 18/mag. 6 mags



Character Building
Education: 4years college: 3 skill programs @+20 & 10 secondary skills
Genetic (unknown to the char)
Ambidextrous (+1 APM, +1 parry, +5 climb skill, escape artist, pick locks mechanical &electrical repair skills)
One major and three minor super abilities
◆ Super Reneration (AU:GG page 223)
◇ Lighting Reflexes (PU1 page 34)
◇ Heightened Sense of Balance (PU1 page 30)
◇ Disintegration (PU1 page 20)


Super Powers ( one major and three minor)
Super Reneration
➣impervious to disease, poisons & drugs only last one tenth normal duration and only 1/3 their normal effects, heals damage @ rate of 2d6 points per melee round (or 1d4x10 per min.)
➣never scars. Only wounds caused by magic might leave scars.
➣injured internal organs heal completely in a matter of minutes. Lost organ in an hour.
➣ if heart/brain damage is less then 90% then it will heal in 10-60 minutes. But char will be weak for 1d6+1 hours. Reduce AMP.spd,skills combat bonuses by half. Healing speed is reduced by half.
➣regrow lost limbs, minor 24hr, leg arm 48 hrs. More then one limb 3d6+72 hrs, half or more of body 2d6+10 days
➣ can heal from decay, atomization. And total destruction of brain and blown to bits.

Lighting Reflexes: everything around the hero seams to be moving in slow motion to her.
➣+3 init*, +1 disarm*, +3 pull*, +2 roll*, +2d4 spd*,+1 APM*, has Auto-dodge: +3*, WP paired weapons.*

Heightened Sense of Balance
➣Can make aimed/called/burst shots while moving (any) or awkward positions.*
➣+10% Acro*/Gym*/climbing**, & never gets dizzy.*
➣+5 maintain balance (combat roll)* +2 roll*

Disintegration: weakens the bonds in the targeted object. Turning a portion of the object into a fine powered that blows away. Leaving nothing behind.
➣20 ft +5 ft per level (20 ft), living targets: 3d6 HP damage, inanimate targets: 1d4x10 sd. RoF=h2h APM
1-5% chance (D% roll) of the power reflect when targeting the living. 2d6 HP damage&-1 perm PE. Nat die roll.



Skills ( + 11%)
Lang/Lit: English: northwest american: 98
Basic Math: 45+5—56
Pilot; Automobile—60+2—71

Skill Programs (3 skill programs @+20%)

Gizmo: vehicle Construction SP
B.G.C.S.—50+2—81
Auto Mech.—25+5—56
Aircraft armor&weapons—40+4—71
Aircraft mech.—25+5—56
Electrical eng.—30+5—61
Helicopter mech.
—diagnosis—30+5—61
—repaire—20+5—51
Mechanical Eng.—25+5—56
Weapons Systems—40+-5—71
Pilot R: Read sensory equipment—30+5—61
Pilot R; Navigation—50+5—81
Pilot: offensive driving (combine w/other pilot skill %, no skill limit, control rolls only)—30+5—61
Pilot: (auto) professional race cars—55+5—86
*Adv. Math—45+5—76

Cultural SP
Cooking, pro—50+6—81
Hockey, pro (Sports: +2d4 sdc*, +1 roll*)—30+5—61
Singing, pro—40+5—71
Golf, pro (Sports: +2d4 sdc*, +1 roll*)—30+5—61
Floral Arrangment (Ikebana), pro—30+5—61


Physical SP
Gym.(+10) (+15 climb,* +5 prowl*, +2 roll*, +1PS*/PP*/PE*, +1d6 SDC*)
Acro. (+10) (+5 prowl*, +5 climbing*, +2 PS*/PE*/roll*, +1 PP*, +2d6 SDC*)
-sense of balance—60+2—98(101)
-Walk tightrope/high-wire—60+3—98(101)
-work uneven parallel bars—60+3—98(101)
-tumbling/floor exercises—70+2—98(111)
-climb rope—70+2—111
-back flip—50+5—91
Prowl(+5+5)—25+5—66
H2h MA

Secondary Skills (10)
-jury-rig—25+5—36
-Salvage—35+5—46
-climbing(+15+10+5)—40+5—81
—rappeling—30+5—71
-wilderness survival—30+5—41
-streetwise—20+4—31
-basic radio—45+5—56
-recognize weapon quality—25+5—36
-Seduction (+1)—20+3—32
-WP Knives
-WP auto-pistols


Equipment:
Car: For Focus sport. 4 years old.
Personal items
Mechanic’s & electronic tools
case of 9mm rounds: 2k



Background:
Unlike most other agents Waring is mainly involved with equipment prep and acquisition. Being able to come into an area as a professional sports person to deliver the needed tools for other agents.
Growing up in the middle of no-where Montana on a farm that had her throwing bales of hay just as soon as she was tall enough, Theodosia had a greek history buff for a father and her mother was a retired professional golfer. Growing up she always liked how to build stuff out of parts laying around the barn and the farm’s forge. It was during her tween years thatch discovered that she healed from any injury almost as it happened. This led her to to try out for sports at a young age. Hockey in the winter and golf during the summer and gymnastics all year round. This led to happy parents that could each relive their glory days in her pursuits and often got grumbles from her brothers that she was The Favorite. But her brothers always picked her 1st for their team when the school mates had a pick up hockey game. Cause she was better then them and didn’t wimp out like the other girls. If she hadn’t blossomed quite as big as she did she might of gone to the olympics. The trainers never believed she could do as well as the others and was dropped from her high school team and nobody else would pick her up.
She liked fast cars even more then she liked hockey or fooling around. It was her car racing that got her noticed by police and others. While she excellent on an oval, Sia likes twisty tracks more than always turning left. Once she even turned in a qualifying time that would of put her in the no. 1 spot for starting. If she hadn’t been driving a Toyota Corolla she had tricked out and still under aged she might of been leading the pack when the race started. As it happened she barely avoided being sent to Jv Detention, and couldn’t get her drivers license till she was 18. No-one found out about that one car she stole cause the police never found a body after it crashed off the mountain road last years when she just had to see the solar eclipse but nobody had time to got with her. Theo having bailed before it went over the edge & hiked out after recovering from landing in a tree.
Theodosia got a job offer of transporting packages from place to place. Every few weeks her control would send her something to take somewhere. Nearly all the times it was to someplace she was already going, so she just dropped it off at the drop location. Sometimes she would have to take the device apart and put it back together onsite before placing it in the drop location. During the last op, she had to crash the car she had been working on. Walking out of the morgue for the first time, after letting the bad guys think she was dead. She doesn’t want to do that again. She had to walk out with just a lab coat.




Notes:
Gizmoteer & Cultural SP in N&S
-jury-rig MiO page 16 temp fix 2d6 hours/2d4 days, failed roll is 50% functionality
-Salvage MiO page 17 find, strip, evaluate, maybe sell parts from debris, wrecks, junk that can be found. Eventuate found ores for sell.

Call Name: Theo (parents nickname for her, hates it)
Call Name: Sia (friends, preferred)
Call Name: Waring (bosses tend to use this, not as annoying as other call names like missy, girl or hotlips.)
Call Sign: Jessica Rabbit, JR for short (control used this as a code name, because when she is all dolled-up in the right dress she look just like JR. )
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Player:
Character Name: Hyperion Cat
Call Name: Cat

Level: 1
Experience:
Next Up:

Money:
Credits:
Trade Goods:

IQ: 19, +5%* / +2 perception*
ME: 13
MA: 17, 45% trust/intimidate*
PS: 20, +5 damage*
PP: 25,+5 combat rolls*
PE: 27, +24% vs coma/death*/ +6 magic&poison*
PB: 28, 86% charm/impress*
Spd: 17

HP: 95
SDC: 190+4
MDC: (undefined)
Awe Factor: 9
IS Points: none
PPE: 142
Chi: +54


Power Cat.: Alien Immortal
Race: Hyperion Cat
Sex: yes
Age: 254 personal time
Height: 6 ft 3 inches
Weight: 223 pounds


Saving Throws
Coma/Death: +25%
non-lethal poisons/toxins (16): +6
lethal poisons/toxins (14): +6
diseases (14): +6
Spell magic (12-16 depending): +6
Ritual magic (16): +6
Faerie magic (16): +6
Circle magic [all](16): +6
ward magic (14): +6
Possession (contested rolls):
Psionics (15):
insanity (12):
horror Factor:
perception (target number):+2
pain (16):
soul Drinking (14):
Harmful drugs (15): +6
Extreme Heat/Cold (13):
Electrocution (14):

Basic Data: pb: 28 (86%), MA: 17 (45%), HP/SDC///MDC: 95/194///(undefined), PPE: , Chi: +, Psi: no, magic: no (has no magic items), possessed: no, Healthy: yes

Physical Appearance: Cat Natural appearance is a mystery even to cat. Cat changes forms to match the local population or if traveling with a group keeps the form static till leaving the group. This has been the way Cat has lived since leaving the north with a party coming back from the desolated lands. Currently Cat has taken the form out of some distant planet’s entertainment. A furless humanoid with pointy furred ears coming out of the red hair, a thin furred tail and a pair of mounds mid-torso.
Typically Cat wears a blue/purple sleeveless colored shirt with a coal gray tie and a deep purple barrett, with dark green trousers, when working.


H2H: expert
No. Of Attacks per melee: 4 , +2 throw strikes.
Damage: +5
Strike: +5
Parry: +5
Dodge: +6
Pull: +8
Roll: +9
Initiative:+3
Backflip Dodge: 9

Moves
jugglers can throw anything
body throw: 1d6 SD, loose init, -1 APM, two handed move (co-op partner no damage)

Weapon Proficiencies
WP paired Weapons
WP Targeting & missile weapons (+2 damage, +1 thrown strike)
WP Knife

Weapons
(see equipment sections for notes)


Character Building
Using the LotD1 random monster tables for randomness
HP/SDC: (93) 95 HP & 190 SDC
Mental: 3d6 fiat*
(38) PS 2d6+6*
(70) PP 2D6+13*
(76) PE 3D6+12*
(83) PB2D6+14*, AF 1D6+8*
(34) Spd 2D6+5*
No Nat. AR.*
Size: 6 ft ish
No Nat weapon
Nat Abilities (4)
- (96) magic: Warlock: 1D6+3 (6) spells from L1-4*, PPE: PEx3*, one type.
- (93) Bio-Regen: +3D6 HP&/SDC per hour, regrow lost limbs/tail in 1D6x10+12 days
- (49) See the invisible: like Psi power, at no cost.
- (04) swim: (70+3D6%) 86%* (60% change of being able to breath u/w indefinitely
SN Abilities
- (04) Reborn: unless head is chopped off & burned it will be completely regenerated within 24 hours after being “”killed”” even if blown to bits.
- (84) Nat Warlock: has standard warlock abilities*, knows 1d4 spells from each level 1-6*, PPE 1D4x10+21* only one Element*
- (57) Shapechanger: Can transform into any animal or humanoid creature it chooses. (88) can hold the change indefinitely.
Achilles heals
- fire inflicts normal damage & magic fire does double damage, doesn’t care for heat.
- weapons of pure iron by-pass SN/magic defenses, & adds 1D6 damage
- weapons of magic do double damage.
Feeding Habits: eats like normal but likes to eat meat. To recover PPE HC needs to be around people with strong emotions
Unique far as HC knows.
Doesn’t care to be in water, or to be wet. (HU note: has learned to tolerate showers to keep clean.)


Warlock Abilities
speak Elemental: 25+5—30
intuitively recognize/know other warlocks & their Element
see invisible Elementals despite their nat invisibility (air ELem., Spirts of light, Jinn: 75%
Water:
sense locations of bodies of water w/in 100 miles: 62+2—67
figure the humidity & predict possibility of rain/fog/snow/etc..& when a storm will hit w/in a 6-36 minute window.
When crossing a water body how deep/shallow/safest path and if contaminated: 30+5—35
Air:
Knows wind directions and the time by observing the heavens: 62+4—67
Can sense storms and other atmo. disturbances (+LL Storms): 30+5—35
sense impurities in the air and contaminants: 30+5—35
Astronomy @ 65%—70
Can hold breath for 10 minutes.
Summon Earth Elemental (costs 2 hours): 5+5—10 (bonuses: on LL +10%, on LLN +20)


Knife Thrower
+2 init*, +1 dodge*,+1 pull punch*& knife/weapon strikes*
class bonus: +1 hit*, +2 damage*, +2 Throw APM*, jugglers can throw anything.*

Warlock Spells
Air spells ( 6 spells from Levels 1-4 )
1 Cloud of Slumber

2 Change Wind direction
2 Create air

3 Walk the Wind

4 Ball lighting
4 Handful of lighting (MoM1)


Water Spells ( has standard warlock powers, knows 1d4 (4) spells from each level 1-6, from Levels )
1 color water
1 create fog
1 purple mist
1 salt to fresh

2 Change current
2 fog of fear
2 resist fire
2 ride the waves

3 circle of rain
3 command fish
3 freeze water
3 sheet of Ice


4 create water
4 Hail
4 Wall of Ice
4 water wisps

5 Earth to Mud
5 Protection from Lighting
5 snow storm
5 10 foot ball of ice

6 heal burns
6 hurricane
6 little ice monster
6 Part Waters

Skills ( IQ +5%)
inherent skill: swim—86

Alien Skills (Knife Thrower skills)
juggling [+1 init*](+40): 35+5—80
Concealment (+5): 20+5—30
Palming* (+10): 20+5—35
Public Speaking (+5): 30+5—40
Nat. tongue: elven/dragonese: 98
lang western human (+5): 40+5—50
lang Faerie speak (+5):40+5—50
WP paired Weapons
WP Targeting & missile weapons (class bonus*: +1 hit*, +2 damage*, +2 Throw APM*, jugglers can throw anything*.)
WP Knife
h2h2 basic

CRS (8, +2 @ ’s 2,4,6,8,10,12)
-h2h expert
- cooking (+5): 30+5—40
- dancing (+5): 30+5—40
-escape artist (+10): 25+5—40
-prowl (+10): 25+5—40
-streetwise (+10): 20+5—35
-Card Sark (+10+4): 24+4—43
-Tumbling: +2 roll*,+2 PS*, +1 PE*, +2d4 (4) SDC*
➣Back flip/tumbling: (+4 back flip dodge*) 40+5—45
➣Body Throw: co-op partner no damage*, 1d6 sd & loose init & -1 APM to an opponent,* user must be without weapon, is a two handed move*
➣Leaps: across: 5 ft +1 ft/odd L, up 4 ft +1 ft for every three levels.
➣pole vault: up 8 ft +2 ft /L : 50+5—55
➣Stilt walk: (construct and walk)[every 15 feet]: 50+5—55


Secondary Skills ( 5, + 1 @ L’s 3,5,7,9,11.)
-1st aid: 30+5—35
-detect ambush: 30+5—35
-Lore: Demon & Monster: 25+5—30
-Gemology: 25+5—30
-Wilderness Survival: 30+5—35

Equipment:
As Hyperion, none
As PF Cat, clothes and the standard KT/J performing kit
As HU Starship Liner performer Cat, Just a few clothes outside performing clothes, and has ’Nanny-state’ safe juggling set., along with a mismatched set of throwing knives (12) and a small laser pistol.


Background:
Hyperion was 1st aware of self long ago when the beings of terrible power walked the surface of the world. They used Hyperion as a toy pitting Hyperion against other playthings. Never worrying about the next day. Then the beings of terrible power grew distracted and one sleep time they were there, and the next waking they were not. Hyperion sensed the world had changed, but knew not how. Hyperion found the way outside and lived as a hunter. Taking down prey and browsing the fruits of the land. Living this way till Hyperion discovered a group of leaf ears heading south. Following them because they spoke the same words as the terrible ones, but were not acting like the terrible ones. Circling in front of the leaf ears Hyperion changed form into a leaf ear, the same form the terrible ones used, and pretended to be lost a lost leaf ear and joined their group. After traveling to the leaf ear’s community Hyperion started leaning about them and how they had almost no knowledge of the terrible ones, only that they had been defeated and slept. It was while staying with the leaf ear community that a traveling troop of entertainers came and Hyperion was entranced with their abilities to throw things about catching everything and their other physical feats Hyperion had never thought of doing. Even their style of story telling held Hyperion’s interest.
When they left the elf community Hyperion followed….arriving ahead of them in the next community, changing form yet again to that of one of the new community. They were like the elves but shorter & thicker around and with round ears. This is where Hyperion started call self Cat.
Cat ended up joining the traveling performers, learning how to throw things in the air and catching them, but also took part in the telling of stories. Cat has moved from group to group….sometimes changing form from human or elf or dwarf…sometime changing between male and female. Knowing the ways between men and women from both sides, but has never found one to be a father or mother with. Cat believes Cat is singular with no-one like Cat, to make more Cats with. Thou, there were a few that were stranger people trying to get to know Cat. Even when hiding as another race or the other sex, they kept searching Cat out. Cat did not like this….fleeing when Cat seen them. One day Cat fled into a dark doorway….and came out in a different place….a place with many different things….objects that did the work of people and of work Cat had never thought of.
It was not long that Cat found work, but Cat didn’t want to fight for others for money. After learning the ways of this new world Cat found performers like Cat was before. And Unlike Cat’s old world, being able to change forms din’t get people angry at Cat for being as Cat is. Even so, Cat was careful not to change forms in front of people. Even these not caring people turned scared when done in front of them. Even when performing telling stories, Cat mostly didn’t tell the center story. Mostly telling the story of people around the center story. Sometimes getting more of a salary then the ones telling the central story because of the multiple stories Cat can tell.
After a time, Cat not remember…a decade or two…those strangers Cat ran from…Cat started seeing them again. But they didn’t seam to recognized Cat. Cat took all Cat’s money and mover to performing on one of the ship of the stars to get away from them. it was on the ship of the stars Gentorthal that Cat found another one of these strangers…but one not looking for Cat. More like was hiding as well. This is where Cat is now.



Creator Notes:
Hyperion Cat….was created by one of the Old Ones of the setting of the PF RPG game. Cat is unique in that the OO’s put Hyperion into a stasis sleep that kept Hyperion out of the the wars that the OO’s lost. When Hyperion woke up, the magic failing after thousands of years of keeping Hyperion safe, Hyperion lived in the wild in whatever form Hyperion chose to help Hyperion survive. You might of noted how I am avoiding using gender pronouns. This is because Hyperion & Cat are both and neither. Cat can and does freely move from one to the other, especially when performing theater works. Cat loves to perform in the theater, even thou Cat is better at juggling, it is like the OO’s created Hyperion as the perfect race to be a theater performer even thou they only used Hyperion in pit fights. And by now you might of picked up how I’ve been using Hyperion and Cat separately to mean the same character. This is to differentiate between the time before and after Hyperion Cat came to be a part of civilization, and the mindsets that are needed to live in each.
Even thou Hyperion Cat’s natural form is that of an elf, Hyperion Cat is no elf, and Hyperion Cat does not remember this this form is Hyperion Cat’s natural form. Cat only knows that the elf form is the most relaxing. Is Hyperion Cat a splinter essence..no not as the books define as such. Hyperion Cat is an individual unto itself and can’t be ‘reabsorbed’ back into the OO AI core. But Hyperion Cat can sense other SN beings at the instinctive level sort of like animals, but is not and animal nor is Hyperion Cat SN or CoM.

As Hyperion Cat is presented at Level 1 will be just after Cat has finished training for being a Knife Thrower/Juggler after joining civilization.

For the times this char was Hyperion, drop all the skills but wilderness survival and only have 4 APM and +5 to S/P/D (just the PP bonus) for combat.

For the time Cat ended the telling of Cat’s story, Cat is about level 5.And would of picked up some High Tech civilization skills. I will reference the RCB1r page 39 the Ancient (fantasy) skills suggestions, or just an Aline Ed General studies skills selection. Along with the Modern Weapons WP from the PF2 core book. The new skills starting at when Cat was at Level 4.

Rifts/3G Note: I left the MDC of Cat undefined, but I would suggest to leave Cat as HP/SDC. If using as Hyperion...having Hyperion use a body hardening Tech. from WB Japan to add the HP&SDC scores together when fighting with MDC foes would be feasible.
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drewkitty ~..~
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Pre-Script Note: This char ended up more to be an employer of Heroes (and sometimes powered miscreants) at the task of protecting Britain and the hidden Royal Bloodline.

Amire Calcuta

Amire Calcuta was born in the Post Flash north americas’s eastern sea-board. When out in the brush they lived in a cabin that barely fit the whole family (mother, father, several older sibs and several younger sibs). Those were tough but happy days. They came to a crashing end when the humans came and stole most of his sibling….they couldn’t find him and his youngest sib because he has hidden in a loft box he had made to look like there was nothing there to see. When the humans left, having left his parents there beaten up but otherwise unhurt, his parents left the cabin and headed to a town further away from the humans. They found a hidy hole to hide Amire and his younger sister in while they worked and/or found food for the family. While his parents were out, a great curiosity came over Amire and in time he played with the mechanical parts of the machine that made up the ‘cave’ they were hiding in. When he finished there were lights to look at and other sounds that were funny to hear. After making the lights come on, he found many books and read, tried to read them. Most of the time, even with his patent’s help, the books had too many words not used in common talking. But all this reading just whet his appetite for more reading and to understand what the books said. They stayed there fore little over a year before things were soo desperate his parents had to sell the location where they got the books they were selling to the local science coven. Later he apprenticed with the local artisans to learn how to make things. While he apprenticed, he was included in the science coven….they called themselves the Academic Underground. Amire didn’t mind the secrecy the underground worked in, so long as he got to learn things. It was not long that he finished up his journeyman’s badge 4 years before most youngsters do. This with studying and doing experiments on the side for the underground. Even so, there were people that avoided him because he looked so human, and there were others who flocked to him because of what he is. But this also meant he was never lacking dinner partners. But always careful not to spent too much time with any of those who desired his companionship.

It was one night after gaining his journeyman’s badge that he was surrounded by some trouble-makers. One of the Humans in the group started asking questions about where the books his parents sold years ago came from. He hadn’t seen his parents or his younger sister….and new younger sibs in years. Even so, he knew exactly where the cave machine with its library of books was….but wasn’t about to tell anyone where it was. Using the abilities he had been discovering since staying in the cave for so long he fought the trouble makers. It was when he was on his last legs and the humans that had been keeping back, fresh to the fight did Lady Renet appear. Walking out of a circle of light. There was something about her that was like electricity running up the spine.

The next thing Amire remembers is Lady Renet walking into a circle of light that closes before he can move. Suddenly he knows he is not where he was, and that something happened between then and now. But for the life of him he just does not know even how long it was between then and now. Not even knowing why he knows the Time Lord’s name was Lady Renet, what a time lord is. He feels the same…well maybe a bit older and a bit more filled out. When he finally met the people that live in the land, he discovered he could understand them, like he had lived with them before (yep, but that adventure, along with others were time locked away. The reason he can’t remember them.)

Amire lived with the britons (re)learning their ways, making friends and other companions. Till he was visited by Meirilan the youngest druid of that time and something clicked, feeling that lighting down the spine again. Meirlan was human woman but it was like meeting a kinder spirit. They paired together from the day of meeting to the day they parted ways, 70 years later. Both looking the same as the day they met. He never seriously tried to use his heritage on her, and the few times she was present when he did use them she got violent allergy attacks, leaving the area heal toeing it out of range. He soon learned how to control his heritage abilities to the point of them not even slipping out of control when dead drunk.
During his time with Meirilan he discovered (rediscovered ;-) ..) an ability to cast magic. For the first few months it was like he was just discovering something he already knew. But after that it was a struggle. During these struggles he a few discussions about how he came to the Britons. Every time they discussed it it always cam to the same conclusion. That during his missing time he had learned magic, but it was in a very different form when it got to the more complex spells.

It was 30 years after they parted, was first time the Romans came to the Britons. It was with this, he felt it time for him to leave the islands and head towards the center of civilization….and maybe to find the man that changed the world with his teachings.

Amire never found the Jew he was looking for, but did find his followers. He missed him by only a year or so. He stayed with them a bit, but his feet needed to keep moving, and left before a year was complete. Moving about the roman world and then through the lands sons & daughters of Ishmael.

Coming back to the Britons after his journeys Amire built himself a pile of rocks to call a house. But was hardly there. Traveling from here to there, talking to people helping them out as he could. Hardly ever staying longer than a month in one place during the warm parts of the year. Returning to his home of rocks for the winter. Having the inside done up to his own ideas of how things should be. Rooms lit with magic orbs, an easy chair with a foot rest. A kitchen with a stove top and an oven with a glass door. It was not long till the visitor he wanted came knocking on his door. Like him she had not aged not one wit. But she looked more tired than he felt. She, had been forced out of the druids by those who didn’t know her, and fearing her power. So she had been traveling as a man and trying to keep the old ways alive, even in the face of the romans. It was during this time Amire talked about his travels, where he had been. She talked about the happenings on the isles. They even renewed the intimacy between them, reviving both and surprisingly had children, twins, before the year was out. Ending up staying together for thirty more years, with a brood of eight. They seamed to be fully human, but they tended to have no lack of partners, even the two that never were hand-fasted to anyone. For that time mire called himself Uther Pendragon, with Meirilan taking the name Pendragon for herself then also. None of the boys were named Arthur, but one of the Girls, the one interested in swords, Insisted on being called Saber.

Time passed, maintaining legends that needed to be. Learning more about magic, while protecting a royal family (not that family that took over Windsor castle) from being killed off by newcomers. The now Uther and Meirilan are still protecting the isles. Always from the shadows if they could, letting others take the central roles. Decades and Centuries pass, new threats come and go. Two of the grand-n children joining in the never ending task. Forging magic blades for the heroes to use. Then spirting the blades away when the task is done. Making sure fountains are lost to time, and cities are lost to the jungles. An Invasion of iron birds and boats halted.

Not without loss. Nth grand kids lost before their old age, Minds lost to the pain for decades. Friends taken or lost to battle and time.

New tactics each generation….but using the reins of wealth and power a the last resort all too often just to keep things from imploding or exploding. Didn’t see Boris Johnson’s Brexit succeeding in the poles.

Since the use of computers in the governmental sectors Amire has curtailed his use of direct intervention. Knowing that computers don’t forget things unless they are told to. Even then someone has to go through the back up files to get that data storage too. In the past he or Meirlan had to do was to go into seclusion for a few years (10-30) if their activities brought attention upon themselves. Now days both he and Meirlan work through 2nd and third parties. Which is easier when working the leavers of commerce and power to get the desired outcomes.

Character Name: Amire Calcuta
Call Name: Uthar Pendragon

Level: 5
Money:
Investments: 3.6 million, mostly in Banking & some Mass Media holdings
Liquide Assets: 30,000
Net Income: 2,000 per week (after paying bills and lifestyle choices, closer to 22,000 per week in gross income)

IQ: 31, +16%* / +8 perception*
ME: 18, +2* vs. psi/+2* vs. insanity
MA: 26, 88% trust/intimidate
PS: 12 (19, +2 damage when max. bulked up)
PP: 36,+8 combat rolls, +1 init
PE: 11
PB: 21, 55% charm/impress
Spd: 28

HP: 102
SDC: 90
(MDC: HP+SDC=192)
PPE: 359
Chi: 11 positive

Power Cat: Immortal: "Human"
Race: pleasure bunny
Sex: male
Age: 2541
Height: 5 foot 1 inch
Weight: 141 lb

Saving Throws
non-lethal poisons/toxins (16):
lethal poisons/toxins (14):
Spell magic (12-16 depending):+2
Ritual magic (16):+2
Faerie magic (16):+2
Circle magic [all](16):+2
ward magic (14):+2
Possession (contested rolls):+5
Psionics (12): +2
insanity (12): +2
horror Factor: +4
perception (target number): +8
illusions: +4

Basic Data: pb: 21 (55%), MA: 26 (88%), HP/SDC///(MDC): 102/90///(192) , IS Points: N/A , PPE: 359 , Chi: +11, Psi: yes, magic: yes, possessed: no, Healthy: yes

Physical Appearance: Appears to be a human male about average hight with white hair and a rocking swimsuit body, with a killer tan. If at an official function or meeting with bankers, he wears a well cut suit that even most bankers would envy. Otherwise he wears something fashionable with blue and red color schemes.

H2H: expert
No. Of Attacks per melee: 5
Damage: +
Strike: +8
Parry: +8
Auto-Dodge: +11
Pull: +10
Roll: +10
Initiative:+2

Moves

Weapon Proficiencies
Sword: +3 Strike, +3 Parry, +1 Thrown Strike
Paired Weapons
Archery & Targeting: RoF: 5. Strike: +2. Parry: +1. Effective Range bonus: +100 feet
Knife: +1 Strike, +2 Parry, +1 Throw
Whip: +3 strike, +1 entangle
Blunt: +2 Strike, +2 Parry.
Battle Axe: +2 Strike, +2 Parry, +1 Throw
Shield: +2 Parry, +1 Strike (1d4 damage).
Targeting (Throwing / Missile Weapons)
Pole Arms: +2 Strike, +2 Parry, +2 Throw

Revolver: +5 aimed, +2 burst
Black powder weapons (two shots per melee round instead of just one, no other bonuses)
Lever Action Rifles: +4 aimed, +2 burst

Weapons of note
Quality Gladius: 1d8+2 damage, +2 init, +1 strike, +1 parry, +1 thrown strike, chop/thrust blade, One handed.
**totally indestructible. **Shoots Lighting bolts: 600 feet, 4d6 damage, per h2h, unlimited.

Racial abilities. (See ATB2 core books for specifics)
Sex Pheromone production:
—excitement pheromone:
—attraction pheromones:
—binding pheromones:
—Weight and body fat & muscle control:


BIO-E Bought Psionic Powers
Mind Trap: (to long, see ATB2 & HU2 core books)
Mental Assault: Touch, instant/1d4 minutes KO, standard. No damage.

Bio-E Bought minor Super powers
Ex.Ordinary PP: +2d4 PP*, +3d4 spd*, +1 APM*, +3 Auto-dodge*. +10% to dex skills*

Create Force Clothing: this minor power creates clothing force constructs about the hero. The shape of the clothing is only limited to the hero's imagination. However, sometimes things don't work out. But the hero can have one set pattern per level, of clothing that they have practiced in making and can always make. Can be used to create a full body field With a NAR 4, but it has to looks like armor of some type. Making a set of clothes takes two actions, but if the hero already has a set made the actions just morphs the set they have into what they are trying for, but when changing between clothes and armor, the currant set of clothes (or armor), the clothes or armor evaporates leaving the hero w/o any protection showing off what is underneath. this lasts for about 2 seconds or one attack.
Create Force Clothing (looks): 45+5—**
a failed roll means the clothing dose not look the way the hero wants it to. having a full length mirror available while making/changing the clothing adds 30% to the skill roll, and the fashion skill adds 10%
range: self
duration; constant, can be held while asleep.
If created as Armor
SDC-- PE x Level=SDC
Armor AR: Natural AR 4
SDC recovery-- renews sdc while sleeps a full nights sleep (a full 8 hours of sleep, if only gets 6 hours then only 1/2 the damaged sdc gets recovered)
Limitations: It takes up one attack & -2 init to maintain the armor, However, there are no penalties to maintain clothing.
Note: in rifts the SDC is converted to MDC
Immortal super power: MH Immortality: (see HU2 core book)


Spells (20 spells from levels 1-10, 1d6+6 (12) spells from levels 11-15)
(too much room, has D-Pocket, Talisman and a lot of other spells, some unique to Amire)

Skills ( + 16%,+10% to dex skills )
Read Body Language—25+5—61
Create Force Clothing (looks): 45+5—81

Post Flash skills
Language: American english—40+5—76
-primary Skills (6 sciens/scholastic skills*, 4 technical skills*, & 8 from med***. mil*. phys**. pilot, or WP
anthropology—56
Astronomy—66
Biology—76
Botany—66
Chemistry—86
Mechanical Engineering—81
Farrier: basic—66
locksmith—61
Ropes Works—66
Plumbing—86
paramedic—78
herbal medicine—66/56
Veterinary Medicine—86
camouflage—56
Prowl (+10)—71
Juggling (+10)(+1 init*)—76
WP sword*
Fencing (+1 S*&P* with WP sword*)

Artisan Skills
Basic Artistic Fabrication Skill—95
(new design, unfamiliar materials or redesigned to be more beautiful: -15% skill pen.)

Core Skills @+10% Pro Quality
Antiquarian—86
art: drawing and painting (+10)—82
basic math—98 (106)
Blacksmithing—86
Carpentry—76
general repair & Maintenance—81
Literacy American english:—76
Masonry—76
Play Musical Instrument (+10)—81
sculpting & whittling (+10)—86
sewing (+10+5)—98 (101)
-MilitarySkills
Recognize Weapon Quality (+5)—71
-Pilot Skills (two)
—Teamster/Wagoner—81
—Truck—92

Immortal Familiarity with earth skills: (1 +8 languages @ 2d6+83% each, & knows the culture, customs and laws of the countries that use the languages)
British, Spanish, French, German, Italian, Finish, Russian, Portuguese, Japanese.

Immortal Skill Programs (+8 skill programs)
#1 WP: AWP (4 WPs)
WP Archery & Targeting*, WP Knife*, WP Whip*, WP Blunt*
#2 WP: MWP (3)
WP Revolver*, WP Black powder weapons*, WP Lever Action Rifles*
#3 Language Program (4, all Lang/lit)
Celtic, Roman, Norman, Hebrew—50/30+5—86/66
#4 Survival/Wilderness Program (W.S. +4)
Wilderness Survival(+5)—71
-Land Navigation—68
-Track Animals—56
—vs humans—36
-Skin and Prepare Animal Hides—66
-ID plants & Fruits—61
#5 Buisnes Program
Contacts (Banking & Government) (base % doubles if the person is in banking/in the British government)—30
Business and Finance—71
Computer Operation—76
Law (general)—61
Research—86
#6 WP: AWP (4 WPs)
WP Battle Axe*, WP Shield*, WP Targeting (Throwing / Missile Weapons)*, WP Pole Arms*
#7 Basic Pilot Program (7)
Navigation—86
Airplane—86
Automobile—84
Sail Boats—96
Motor Boats & Hydrofoils—91
Horsemanship—82
Water Scooters—86
#8 Vehicle Mechanics
Auto. Mech—61
Aircraft Mech.—61
Basic electronics—66
Weapons Engineer—61

Secondary Skills (Post flash 6, +8 immortality)
P.F.
-card sharp (+5)—71
-streetwise—52
-WP Paired Weapons
-swimming—86
H2H Expert
Imm.
Cooking—71
Dancing (+5+10)—81
Fishing (+10)—86
Singing(+5)—76
Boat Building—61
Outdoorsmanship—( +1 PE*, +2d6 SDC, +5% to Drowsing, Fasting, ID P&F, & Wilderness survival)
Astronomy—61
Seduction (+2 from PB, +6 from MA, can influence two people at the same time)—55
@L3—Photography —61

Equipment:
Most of Amire’s wealth is tied up in Investments. But With his connections he can get or have made most anything.

Character Building notes
Full human hands, bipedal, speech, looks.
size level: 8 : +2 ps*
thick white hair, brilliant pink eyes, perfect tan
perfect ’swimsuit’ body
adv. vision: sees double the distances and detail as humans.
adv hearing: Can hear faint sounds (like breathing or footsteps, and can over hear conversations over a greater distance. +1 init.*
starting Bio-E: 20
At.Bonuses: +4 MA*, +6 PB*, +4 Spd*.

Life Force Accelerator: spent 3650 hours in the big weird cave after fixing the shiny lights (age 6) while hiding out while momma and poppa went out to get food.The family only stayed there a year before moving on. +85 Bio-E points
Background: One of the Academic Underground: App: Artisan, +2 IQ*, +1 PP*

Total Bio-E: 115
mind trap (-25 Bio-E)
Mental Assault (-30 B-E, trans-d tmnt page 13)
Create FF mod. Minor: Create Force Clothing (-30 B-E TD TMNT page 15 for cost)
Extraordinary PP (-15 B-E, TD TMNT page 17 for cost) use hu2 stats.
Additional MA: +5 MA*, (-5 Bio-E)

Used the Human immortal template and just dumped all the attribute & combat bonuses & NAR, kept the rest. Turning immortal is a side effect of his temporal adventures with Lady Renet.
HP: 1d6x10 +PE,* +1d6+2 per level****
SDC: 2d6x10 +20*
(MDC worlds: HP+SDC=MDC)*
Bonuses: +2 vs magic*, +4 vs illusions*, +5 vs possession*, +1d6(4) vs HF*
PPE:1d6x10+PE*, +1d6+4 per level.****
Level of Exp: 1d4+1 (5)*
Wizard Supreme: 20 spells from levels 1-10*, 1d6+6 (12) spells from levels 11-15*
+2d6x10 *+90*, +10/L*

Reasons for being on HU earth: was abandoned there by the Time Lady Renet when she grew tired of him as a companion. (Or was it she didn’t want to be over shadowed by Amir? Amire does not remember what all happened while he was with the Time Lady. It was ether taken from him, or sacrificed somehow. He remembers before and remembers after that time in his life ) Was dumped in the Celtic Britannia before the Romans made their way there.

Effectively Native Born to Earth: 1K+: +1d4+2 (8) skill programs and +1d6+2 (8) secondary skills.
Money: 2d6x10,000 per 50 years age. (x50) & +2d6x100,000 2000+ bonus.
[ (60,000 x 50) + 600K=3.6 million. ]
Human Clothes: yes
Battle Armor/Hero Costume: None. (Does have relics from the past. Arthur’s armor, along with others, that are being kept for safekeeping.)
Personal Weapon: Quality Gladius: 1d8+2 damage, +2 init, +1 strike, +1 parry, +1 thrown strike, chop/thrust blade, One handed.
totally indestructible
Shoots Lighting bolts: 600 feet, 4d6 damage, per h2h, unlimited.

Other Notes
➝In TMNT Adventures book, on page 22 it talks about being able to boost attribute points 1 to 1. And SDC by 2 points for every 1 point of Bio-E.
➝TD TMNT Has several super powers Bio-E costs in the book. Used the Major super power cost of Create FF as the cost for the CFC minor power because the Text for the Power is closer to the CFC power than the CFF cost in the TMNT Adventures book. Which says to see the HU core book for the powers’ description.
➝ The Mental Assault: pionic power is in the TD TMNT book page 13.
➝ The Immortal education skills are in addition to the skills the char already has.
➝ Time Lords….it was a plot device to get him from where he started to where he ended up. But also a way to explain, sort of, why he was an immortal. (Sort of how the Bad Wolf story arc was there to explain why Capt. Jack Harkness was an immortal to.)
➝ Outdoorsmanship, from RUE page 317
➝ Contacts, (Replacing duplicate Basic Math) from Mutants In Orbit page 15
May you be blessed with the ability to change course when you are off the mark.
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Glistam
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Re: Shelter in place Character builds.

Unread post by Glistam »

Here's four I randomly generated, using HU2 only:

Key

The Professor

Nightbolt

Lightning
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
Curbludgeon
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Posts: 1347
Joined: Tue Mar 13, 2018 7:08 am
Comment: They/Them

Re: Shelter in place Character builds.

Unread post by Curbludgeon »

Nice builds, Glistam. That's some actually useful content. I might try to work The Professor into an upcoming game!
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drewkitty ~..~
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Player:
Character Name: Alistair Scott McKinnon
Call Name: Al

Level: 5
Experience:
Next Up:

Money: 66,000
Credits:
Trade Goods:

IQ: 21, +7% / +3 perception
ME: 26, +6 vs. psi/+9 vs. insanity
MA: 14
PS: 19, +4 damage
PP: 25,+5 combat rolls
PE: 19, +8 % vs coma/death/ +2 magic&poison
PB: 15
Spd: 27

HP: 65, +6+5+6+6
SDC: 110 +37+6
MDC: (HP+SDC)
Nat. AR: 10
IS Points: 162, +6,+10+10+10+10
PPE: 75, +7+8+9+10
Chi: +30

Class/Power Cat:The Combat Spook/human Immortal
Race: human
Sex: male. (was cursed once and was female for 3 or 4 decades)
Age: I lost track, it was a long time ago (300+ but not much more)
Height: 5’-1’
Weight: 168 lb

Saving Throws
Coma/Death: +8%
non-lethal poisons/toxins (16):+2
lethal poisons/toxins (14):+2
diseases (14):+2
Spell magic (12-16 depending):+2+2
Ritual magic (16):+2+2
Faerie magic (16):+2+2
Circle magic [all](16):+2+2
ward magic (14):+2+2
Possession (contested rolls): +5+2
Psionics (10): +6
insanity (12): +9
horror Factor: +6
perception (target number):+3
pain (16):
soul Drinking (14):
Harmful drugs (15):+2
Extreme Heat/Cold (13):+2
Electrocution (14):+2
illusion: +4

Basic Data: pb: 15 , MA: 14, HP/SDC///MDC: 88/153///241 , IS Points: 206 , PPE: 109 , Chi: +38, Psi: yes, magic: no, possessed: no, Healthy: yes

Physical Appearance:
A man with

H2H: MA
No. Of Attacks per melee: 4 +1+1
Damage: +4
Strike: +7
Parry: 11
Dodge: +11
Pull: +10
Roll: +12
Initiative:+4

Moves
Grappling & throwing moves: +1
fist fighting auto KO (1d6 melees) on Nat twenty
+2 Maintain Bal.
disarm: +2
K-kick: 2d4
(four kicks)
jump kicks (all)

Weapon Proficiencies
E pistol: +4 aimed +1 burst
auto-pistol: +4 aimed +1 burst
e rifle: +4 aimed +1 burst
Paired Weapons
Sniper (+2 aimed ranged)

Weapons
(personal) magic Hammer: 5d6 damage (M/S)
BA-54 Terrier Ion Pistol (w/4 e-clips) 800 ft, two settings SD & MD. SD: 6d6 SD or 3d6 MD.
TK Buster (PsiTech longarm): Range: 100’ +50’/level of user, SD: 1 point per 1d6x10 damage. MD: 4 points for 3d6, 6 points for 4d6, 8 points for 6d6. Payload: none, user provides with use.

Character Building: Some modifications are present.
combat spook

Psi: at even levels roll on Level up powers table (R27)
+10 ISP/L

Human Immortal
(06-15 psionics)@ L1 have two powers from each of the four pis cat. (S/P/H/super)
on odd levels gain two from the lesser three psi cats.
+10 ISP/L*
+1d6 to IQ*/PS*/PE*/PB*
+1D4 TO ME*/MA*
HP: PE+1d6x10(50)*, +1d6+2/L****
SDC: 2D6x10(90)+20*
+2 init*/pull*
+2 vs magic*
+4 vs illusion*
+5 vs possession*
+1d6 vs HF (6)*
MH Immortality
PPE: 1d6x10 (60)+PE*, +1d6+4/L****

combination IS Points.
ISP: (MEx2)+3d4x10(110)

sad & angry: having lost Kith & Kin over the years. What family he has is in Iceland
has 6 sets of modern armor
native born
Personal Weapon: hammer: 1) T-port to self (PF:WE) & 2) does 5d6 damage

Pionic powers
Healing
➣Healing Touch
➣Bio-Regeneration
➣Lust For Life
➣Induce Sleep

Sensitive
➢Clairvoyance
➢Presence Sense
➢Empathy
➢See Aura
➢Sense (SN) Evil

Physical
➣Telekineses
➣Deaden Senses
➣Spontaneous Combustion
➣Teleport Object

Super Psionic Powers
➢Hypnotic Suggestion
➢Insert Memory
➢Empathic Transmission

Skills ( +7 % IQ, +4 age related skill programs & +5 age related secondary)

Class Skills
Computer Operation
Basic Math —85
Basic Radio —80
Radio: Scramblers —65
Lang: British —90
Lang: French —90
Lang: Euro —90
Intelligence —63
Pilot: automobile—80
recognize weapon quality (—50
Wilderness Survival —65
Climbing —75
—rappelling —65
Running
Tai Chi
WP Energy pistol
WP semi-auto Pistols
WP E Rifles
h2h MA

Class Related Skills (6, +2 @ Ls 2*,4*,7,11)
-Optics Systems —60
-Detect Ambush—65
-pick pockets—60
-Tracking—60
-First Aid —75
-Parachuting —70
* swimming —70
* (R) Prowl (+4+5+2) —56
~ ID Plant & fruits —55
~ land navigation —57


Class related Secondary Skills (+2 @ Ls 1*,4*,7,10)
-Cooking—60
-Sniper
~hunting
~ paired weapons


Skill programs age related (4)
✿ Techno-psychic skills (these skills can go past the normal 98% limit)
basic imprinting skill—70
Mechanical engineering—45
electrical engineering—50
Comp Operation—75
Comp Programing—50
Adv. Math—65
Meditation

✿ physical SP
boxing
athletics
Outdoorsmanship
Gymnastics
—Sense of Balance—62
—parallel bars & rings—72
—climb rope—68
—back flip—78

✿ technical SP
lore: D&M —45
lore: Psi —45
Lore: golden age area knowledge: Britain—50
Lore: area knowledge: Britain—50

✿ Pro. thief SP
locksmith —45
comp hacking —50 `
streetwise —36
Surveillance systems —50

Additional Secondary skills from Age (5)
-Dancing—50
-fishing—60
-astronomy—45
-singing—55
-sewing—60

Equipment that Alistair typically has on him along with other sundries like clothes and personal items.):
TK Chute: a vest that is worn under normal clothes that slows falls. 3 points per mile of fall, or 1 point to halve falling damage. (has several back home)

Mirrormind Shades (aura lock added): reads the surface thoughts of those looked at, displaying them as subtitles, & provides the speed reading power. Can be used vs multiple targets but must be read at the same time. 1 point/melee for subtitled surface thoughts and 2 points per min for speed reading. (has a bin of these back home)

Lighting Gun: 300ft strait line range, 4d6 SD per shot, duel payloads: ISP: 78 (2 per shot) / e-clip: 10 bolts per clip.
After 300 ft the bolt goes to nearest ground, be it a person, wire, chem rocket trail or lamppost.

TK Rifle (w/ aura lock): 4265 ft range, 1d4x10 SD PV 7, ISP cost: 1 per shot, payload: 51. Magazine: 10 per micro, 20 per normal, 50 long. (replaces the accelerant with TK)

Memory Rings: Range: wearer or touched, activation cost: 25 ISP, Saves: user: none / touched: vs psi standard. The effects are that of the insert memory super psionic power.

#2) some of Alistair’a personal memories of Britain before the time of troubles. (ROM)
#3) Alistair’s understanding of the current situation
#4) Alistair’s Memory of when His Queen’s Charge to protect the Royal line after she was gone (ROM)

Mood Ring:(empathic Transmission): (each is preset to a specific emotion.) cost: 6 ISP per 6 minutes of activations. Range wearer. saving throw: none
#1) peacefulness
#2) Lust
#3) Trust
#4) Confusion

Ring of Gender inversion (cursed): the curse is in effect. Keeping the ring unremovable. (Is wearing it so it doesn’t “”Get lost”” .


Equipment available to Alistair: (from the rifter 27 'Britain in Chaos')
ABA-54 Terrier Ion Pistol: 800 ft, two settings SD & MD. SD: 6d6 SD or 3d6 MD. (10/e or 20 /long e) (7 others & a mix of e-clips in storage at home)

psi-tech equipment
Will only work for the one in ten million psychics that can pass the scans. If lost or stolen Alistair, their regular user, will be able to sense it if still within 200 miles.

TK Buster (PsiTech longarm): Range: 100’ +50’/level of user, SD: 1 point per 1d6x10 damage. MD: 4 points for 3d6, 6 points for 4d6, 8 points for 6d6. Payload: none, user provides with use. (total of 5 original shotgun versions, 4 in storage at home.)

Phantom cannon (telepathic attack weapon): 100 ft/L, save vs HF18 having to face their own darkest personal fears. 3 points per attack. takes only one melee attack. single shots only (3 org. others in storage at home, uses one he has made for himself.)

Soul Seeker Goggles: shows the location of sentients’ brains with a glow that makes head shots possible even through walls. 3 points per 15 min activation. taking them fully off breaks the connection. shooting through wall…at where body should be… -3 strike, or head shot…called shot. (has 4 back home)

TK Chute: a vest that is worn under normal clothes that slows falls. 3 points per mile of fall, or 1 point to halve falling damage. (has several back home)

Mirrormind Shades (aura lock added his personal set): reads the surface thoughts of those looked at, displaying them as subtitles, & provides the speed reading power. Can be used vs multiple targets but must be read at the same time. 1 point/melee for subtitled surface thoughts and 2 points per min for speed reading. (has a bin of these back home)

Telepathy boosters ( has a bin of these back home, but isn’t telepathic so doesn’t use them, thou his kin use them sometimes.)

Ecto grapple: looks much like an oversized flair-gun. can support the user’s weight +10 lb/L, 100 ft/L for 3 points per round. Uses ectoplasm for a grapple line and anchor. can clip into a harness. (just like with batman’s grapple line)

Techno-psychic equipment (that Alistair has made himself)
Lighting Gun: 300ft strait line range, 4d6 SD per shot, duel payloads: ISP: 78 (2 per shot) / e-clip: 10 bolts per clip.
After 300 ft the bolt goes to nearest ground, be it a person, wire, chem rocket trail or lamppost.

TK Rifle (w/ aura lock): 4265 ft range, 1d4x10 SD PV 7, ISP cost: 1 per shot, payload: 51. Magazine: 10 per micro, 20 per normal, 50 long. (replaces the accelerant with TK)

Memory Rings: Range: wearer or touched, activation cost: 25 ISP, Saves: user: none / touched: vs psi standard. The effects are that of the insert memory super psionic power.
#1) Alistair’s personal memories of some of his interactions with his Queen. (ROM)
#2) some of Alistair’a personal memories of Britain before the time of troubles. (ROM)
#3) Alistair’s understanding of the current situation
#4) Alistair’s Memory of when His Queen’s Charge to protect the Royal line after she was gone

Mood Ring:(empathic Transmission): (each is preset to a specific emotion.) cost: 6 ISP per 6 minutes of activations. Range wearer. saving throw: none
#1) peacefulness
#2) Lust
#3) Trust
#4) Confusion

Ring of Gender inversion (cursed): switches the gender of the wearer to the other gender of their species gender pole. With most species being binary it is just a male to female or female to male switch. When switched the person is fully function as the other gender and changed down to the core material cord. This effect is perm. till the ring is removed and reapplied.
The curse on this ring is that is can’t be removed from the wearer till a successful remove curse is used on it.

Background:
Alistair was named after his mother’s favorite sci-fi characters (she was into reading the ancient authors because she found the modern ones where the science fiction looked more like magic….Not that Alistair ever let this out to his friends.)

Like with most boys and some girls, he had an active youth. So of it was a part of the school he attended….(sent to) and the natural inclinations. While he was good with his school work, he wasn’t grinding his nose into the grind stone. More he got it done so he could do what he liked to do. As such he got more freedom while young than most of his age-mates. But even he got in trouble a few times where the penalties were more than just parental punishments. One of the things was to have his driving privileges revoked till he was 18 years of age, and getting a girl pregnant while both were still teenagers. (This was a rare case of the birth control implants failing.) While Alistair likes the thought that he was already a dad, he was told babe was put up for adoption the next year.

In his university years he was more careful with who he had relations with, and like with his primary schooling years, the class work was not an overwhelming thing. It was in his third year of university that he was approached to work for the government. He didn’t know it was the government then. It was just not on his radar that the Queen’s government would want someone like him working for her government. It was not till later that he realized that he was something special. And that he was while technically working for her majesty’s government, but as her direct vassal. The unique standing of MI9, funded through the royal purse rather than the general funding from through parliament. The Crown, by the young queen’s grandfather, set the ministry outside the normal purview of parliament, and thus, a ministry totally off the governmental books. Unlike normal ministries this one was set up to one young princess with interesting abilities. And like her Auntie, the queen herself was trained by this ministry for her own abilities.

So it was when Alistair finished his training his training he was brought before the queen to meet formally (Alistair was sure he had met her earlier in life, he was pretty sure he’d seen her in Edinburgh while training. But she was the schoolmate he got with child, but his memory of her was tampered with so he couldn’t recognize her.) It was at this time he swore personal fealty to the crown. Not knowing the Queen’s abilities, Alistair though the meeting was unwise because if they had psychics, the other countries had them to and would read her mind. At least until he was informed that she was unreadable due to her own abilities of the mind.

Alistair’s normal workload was both varied and mundane. The ministry moved him around in counter espionage missions. This unlike the cheque raised agents (the ones that tried to make his ministry training a living hell cause he was a natural (who was better at what they did) while they were designed & trained from a young age thought they were better) were put on more active missions. 9This was because Alistair had a public record, while the cheque raised agents were digital ghosts without recorded outside the ministry.)

Some of the most secret of experiences he had, had nothing to do with his work with the ministry but as the vassal of his liege lady. Nothing was said about those nights where ‘did as he was commanded’ and was silent afterwards. There were hints that his suspicions were correct, but there are somethings you just didn’t talk about. But when her next child ends up looking like you, you dare not say anything that might get people killed. Even so he had to maintain cover and his single lifestyle. This was until one cover for a mission demanded a couple, where he met Melissa (Mel) an Agent from MI6 (another natural psi that couldn’t interface with the MI9’s equipment). Somewhere in the middle of the mission they came to like each other, married after the mission after permission was given.

When the troubles came, Alistair was in the field on a training mission with a new natural born to bring her up to minimum skill level in fieldcraft. It was the sonic disruptions caused by disappearance of Edinburgh that alerted Alistair and the trainee that something happened. That the sonic disturbance didn’t come with the expected preceding flash of light was all that warning that Alistair had was that sonic disturbance without any preceding event. It was also not like in that old movie moment where the use of a weapon mass destruction was followed by a psychic disturbance of lots of people having their lives ended suddenly. It was just that Edinburgh was just not there anymore. Alistair was glad that Mel was in London on a job and the kids were with his grand parents in Lochailort.

During the chaotic times that followed, that included psychic storms that fallowed the use of WMDs, he did his best to keep people safe while doing his duty. Finding Mel with the Queen, acting as the queen’s personal security and maid. (The Queen having Glommed onto her when she discovered she had married Alistair.) As the queen’s bodyguard and personal vassal afforded Mel and Al some security, able to bring their kids to the estate that their Monarch moved the royal residence to after the flooding of London. Which was not to say that everything was good. Mel and Al had three more kids together, nut lost two of their five of them to anarchists and monsters.

The long slog of duty, protecting the crown from attacks and going on missions as Her Majesty’s personal representative. And when he found everyone around him aging and he was not. At first he hid it from everyone but Mel and the queen. It got to the point that he couldn’t show his face to those who knew him. It was sad thing when he Had to bury his wife and then his queen from the shrouds of a cloak. Even in death his Queen held duty over him, making him take an oath to protect her descendants. Along the way of doing his duty, Alistair’s discovered other immortals…some of his linage and others not. With some he helped them to fake their death after their agelessness provoked angry normal people into plotting to kill them. He really hates having to save his own kin from this, since they should know better because they have him in their midst.

With each monarch in the line of his Ledge Lady, He presents himself as a retainer of the Crown’s quiet service. Some reject him out of hand, or as a crazy coot. While others welcome him, grasping his support after being sat on the throne too young or lacking those that could be trusted. The current head of family has fallen under the sway of pretenders, and Alistair has been shut out from the halls of war and finance. Even so the next generation has started, And Alistair has already saved two of the crowns bye-blows from being put out onto the streets by taking them and their mothers in. Housing then at his Queen’s last home, where his family keeps it as a base and as the estate staff. Safeguarding the royal bloodline from everyone (even the head of household) by being out of sight - by being in plain sight.
Even so, the times when his duty to the crown is hardest when he has to remove an individual from wearing the crown.
----

ring #4
*the memory begins*
*looking up at a woman looking like she has few summers yet to see in full court regalia with the royal crown and scepter sitting in a throne inlayed with gold and gems. However the largest gem is sight is a huge diamond centered on the front of the crown. The Woman is looking off in to the distance over the viewers head. In her lap lays a golden orb with a diamond encrusted cross, along with holding an encrusted sword in a golden scabbard, while holding up a golden scepter that is topped with another diamond rivaling the size of the diamond in her crown. Over her shoulders is a white trimmed furry red cape. after a few minutes there, kneeling, the women speaks* “Who is it?”
Kneeler: “It is I you sworn vassal, Alistair. You summoned me your Majesty.”
“That is right We summoned you. In light of your abilities and these desperate times We have come to sense that the trouble will last beyond Us. I hereby Charge you Alistair Scott McKinnon Our Everlasting Knight with a Duty. WE do so charge you with this Duty fully knowing it will be a heavy one. We fully will take your wrath that you will at us for this Charge of Duty WE lay on you. But let it be known to you our faithful servant that what you suspect about the Crown’s offspring is correct. Even here, in absolute privacy, WE will say no more. The Charge of Duty WE lay upon you is to Protect the Royal House, Our Bloodline from now and until you are able to fined your final rest. WE Elizabeth Third of the Name, will meet you at Death’s Gate and give you a greeting you will so rightly deserve. It is Our Desperate Hope that you Our Everlasting Knight will outlast these troubles to see Our Kingdom, Our Empire, Our CommonWealth into less troublesome times.
WE have a second, much lighter, Charge…..”
The recorded memory fades to nothing*

The second duty Alistair was charged with was to guard the Royal regalia from being pillaged till a time where the troubles had be reversed to the point that they could be returned to the Tower of London. If it was still standing when that time came about.

Notes:
During the time Alistair spent as a woman ( known as Alistsia) she inadvertently caught the eye of the heir and did her protecting of the royal line from the position of being his wife. Alistsia did discover all the pleasures the downsides of being a woman. Having five children by her prince and then king, because of her knowledge of (for her) regular medical safety practices maternity and early childhood none of her children died prematurely. One of her boys was killed in a palace coup attempt, but her other two boys and two girls lived full lives . When her husband died she went into seclusion of her family’s holdings. This was when Alistsia decided to get the ring off and reverse the gender inversion.
At times Alistair does sometimes use this ring to help to disguise. But stays far away from the royal family when he does. For Alistair doesn’t want to get caught within his duty like that again. even thou it was almost hundred years ago.

The Icelandic Compound, is made up mostly of Alistair’s family and spouses, and would surprise those living in British isles world today. Find it full of magical artifacts, thou those living in Chi town of the modern cities would find their living conditions quaint. But because of the recognition software most of the personal spaces are secure and the public spaces are monitored for outsiders entering the area (10 mile radius.) When the town is threatened an alert goes out and The reaction force is dispatched. This reaction force can be as heavy an automated tank squadron (10 tanks) to back-up a Power-armored reaction squad to and light as having the sherif intercept the intruder. If the intrusion is truly heavy there are shelter bunkers deep beneath the town where everyone can escape what is happening on the surface. They have been used to escape heavy incursions four times and 20 heavy volcanic events in the past 200 years. Along with the shelters the town’s fabrication equipment is located in the shelters. With each new generation of young folk they wonder why the fabricators are in the shelters, and with each major invasion event they discover why. All the children are taught how to use and maintain the fabs from a young age. The first thing the fabricators are used to make are smaller fabricators to replace any of the personal fabs that were destroyed of taken during the even. then they are used to make materials to replace the buildings that were lost.
When a major even happen they notify the holdings in the isles via a telepathic comm-set, that is much like the old ones Alistair keeps but has a longer range because it is a matched set.


The Isles Estate protections are much like the Icelandic ones, with the only changes being the PA styling is different. Being styled to look much like full plat armor, and they ride out of robotic steeds. The automated tanks have a 80% skill level at ballistic firing their projectiles. Having a 15 mile range for a four round semitanius AoE on-target timing. And has a single round AoE on-target range of 25 miles. In LoS battle they have a +10 to strike targets moving slower than 100 mph and +5 vs target moving faster than 100 mph and 500 mph, while moving through the terrain at 35-100 mph.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Regularguy
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Re: Shelter in place Character builds.

Unread post by Regularguy »

drewkitty ~..~ wrote:◆ three small cheats are allowed. examples: modifying a spell slightly, modifying magic proficiencies/limitations pairing to fit the char, adding a spell or two above the upper limit of what the char would normally get.
((in other words bending the book rules just a little bit


I’m tempted to build a character who has Superluminal Flight — with a slight note saying that, uh, flying around faster than the speed of light would mean going back in time, y’know?
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drewkitty ~..~
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Location: Eastvale, calif
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Regularguy wrote:
drewkitty ~..~ wrote:◆ three small cheats are allowed. examples: modifying a spell slightly, modifying magic proficiencies/limitations pairing to fit the char, adding a spell or two above the upper limit of what the char would normally get.
((in other words bending the book rules just a little bit


I’m tempted to build a character who has Superluminal Flight — with a slight note saying that, uh, flying around faster than the speed of light would mean going back in time, y’know?

Only in the real world.....so says the math.

make and post it....for the fun of it.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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drewkitty ~..~
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Joined: Sat Sep 30, 2000 1:01 am
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

Winter can be a Ninja and Superspies character as well as a HU char. Winter is best used as an NPC that gets the PCs the quest. If he goes along with the group winter will let the others do most of the fighting. Only joining in when he has to, like with high powered monsters or villains that ""wander"/"Invade"" into a normally low powered adventure/mission. If this happens he might disappear like Gandalf did in the Hobbit, only to reappear later.

Player:
Character Name: ………………. (translates to Destroyer #532)
Chosen Name: Dion Tian HU. (winter tiger)
Call Name: Luan E (Beautiful Angle)

Level: 5
Money: 8.6 million (mostly in assets).

IQ: 25, ME: 30, MA: 30, PS: 30, PP: 34, PE: 22, PB: 20, Spd: 21

HP: 82. SDC: 120. MDC: SDC+HP. Nat. AR: 10. PPE: 363. Chi: +548

Class/Power Cat: Immortal: Ancient Spirit
Race: Ancient Spirit (of china)
Sex: ether
Age: ageless, (4000+ years)
Height: 4’-11”
Weight: 151 lb.

Saving Throws
Coma/Death: +14%
non-lethal poisons/toxins (16):+4
lethal poisons/toxins (14):+4
diseases (14):+4
Spell magic (12-16 depending): +6
Ritual magic (16): +6
Faerie magic (16): +6
Circle magic [all](16): +6
ward magic (14): +6
Possession (contested rolls): +6
Psionics (10/12/15): +8
insanity (12): +13
horror Factor: +10
perception (target number): +5
pain (16):
soul Drinking (14): +4
Harmful drugs (15):+4
Extreme Heat/Cold (13):+4
Electrocution (14):+4

Physical Appearance:
Looks like sort of asian with no disguising marks except for the best looking man/woman around. Tends to wear comfortable & stylish clothes.

H2H: Tai Chi Chuan (Exercise Style)
No. Of Attacks per melee: 5
Damage: +15, Strike: +8, Parry: +11, A. Parry: +8, Dodge: +13, dodge (flying): +10, Pull: +12, Roll: +14, Main. Balance: +9, Initiative:+3

Moves
Crit. strike from behind
Multiple Dodge, Automatic Dodge, backhand, push Open hand, Palm strike: 1d6 damage & Knock Back user chi level feet.
snap kick, crescent kick, KO strike, Crit strike on nat 19 & 20
L3 current chi x2*

Weapon Proficiencies
WP Small Thrown weapons
WP sword
WP spear
WP Archery and targeting
WP Paired Weapons

Weapons
PW Giau Tzu Jen (snake head sword) w/green jade hilt: totally indestructible & demon slayer: 3d6 damage vs normal & 1d6x10 vs demons & evil gods.
sword training rod (magic): Cont. Glow (blueish white) and sound effects when moved, Indestructible, 1d4+PS
and others

Character Building
Immortal:
1d6x10 PPE (60)*
+1d6+4 per level*
Level: 1d4+1 (5)

Ancient Spirit (supernatural being)
Wings that come and go as wanted. 300 mph unlimited alt.
+3 IQ*
+1d6 MA (3)*
+2 ME*
+1d6+5 PS (9)*
+1d6 PE *(5), PP* (5), SPD (5)*
+1d4+4 PB (6)*
NAR: 10*
HP: 1d6x10 (60)+PE*
SDC: 2d6x10+25 (105)*
MDC=SDC+HP
+1d6x10 PPE (50)*
+2 init*
+2 dodge fly*
+4 pull*
+2 vs magic*
+6 vs possession*
+1d6+1 vs HF (6)*
is SN w/o SN attributes
powers Chi wizard supreme: 20 from levels 1-10, & 1d6+6 (10) from levels 11-15. +1 per level from levels 1-10. +2d6x10+90 PPE*& Chi*, +10 PPE & Chi per level*. (Chi magic mandates a MAF with Chi abilities)

Reason: earth native: Last & CoJ
FwOW: earth Native HStEE:
use MH EXP table
money: 7.2m +1.4m
hc&d: extensive: in all sorts of fashion levels.
Ba/hero costume: 2d4 (5) ancient style armors
personal weapon: Giau Tzu Jen (snake head swords) green jade hilt: totally indestructible & demon slayer: 3d6 damage vs normal & 1d6x10 vs demons & evil gods.
Able to change between male and female versions of self

Education: Of not of earth: Martial Artist
Has been on earth to be considered a native for age related skills.

Martial Arts Powers: (3 from chi power or Sp. Katas, & one Zen., +1 chi power or S Kata @ L5)
Chi—Dragon Chi: tap the positive flow of chi of a place. drawing out c+chi equal to the flow rate of the +chi area.
Chi—healing Chi: each +chi point used heals 1HP&10SDC & gives +1 save vs coma/death. Alternatively each +chi point dispels 2 -chi point the target is infected with. After the -chi is dispelled, natural healing will proceed as normal.
Chi—Body Chi: each point used can raise an attribute ( ME/MA/PS/PP/Spd) by 5 for one full melee (15 seconds). Attribute bonuses during the raise are based off the temp Attribute score for the duration of the raise.
sub—Chi Awareness: 40 feet, Sense the level & polarity of chi in a person, & if the person has chi skills and/or Chi Master skills
sub—Chi relaxation: an ability to clam their own minds.
sub—Chi Combat: defense: 1 point wards off 1d6 of the other type, attack: 1 point w/o opposition does 3d6 chi damage.

Zen: Two Minds: the thinking mind and the action mind are separated and can do separate actions at the same time. But only if they are one body action and one mental action.
S-Kata: Mending Chi Kata: 1st: moves with the +chi and wipes out whatever -chi within them & refills with +chi at the +chi per melee flow rate. 2nd: able to pull -chi out of a -chi area. It takes the same number of melee rounds to pull out one +chi from a -chi area as the flow rate of -chi. (takes three melees to pull out one +chi point out of a 3-chi flow area.)

Magic Proficiencies (4)…Limitations (1)
p Fast caster: Takes only half the normal time to cast Chi magic.
p Granted Memories: When on a capture mission the subject wizard was killed and somehow bonded to Winter. 3 skills @ +10.
p Cast By Thought Alone: Does not need to speak or make gestures to cast incantations
p Fast Learner: automatically gains one spell per level from current level or lower (western spells)

L Life Draining Magic: When casting western magic the spirit within Winter take some of winter’s life force (1 HP for every 25 PPE used in an incantation.) For this Incantations cost 25% less.

Chi Spells: (20 from levels 1-10, & 1d6+6 (10) from levels 11-15. +1 per level from levels 1-10.)
1 Sense Ti Chi (earth/dragon energy)
1 Sense Chen Chi (living Vitality)

2 Chi-Gung Invocation
2 convert Positive Chi to light
2 Fill object with Chi
2 Reverse Chi

3 Disperse Chi
3 Inscribe Celestial Calligraphy
3 Sense Alchemic Aura
3 Replenish Vajra
3 View Ghostly drama
3 Cure Negative Chi Disease

4 Purify Ingredient (alchemical)
4 Open Window on Afterlife
4 Invoke Chi Zoshiki

5 Enter/Exit Tung Tien/Caverns of Yin

6 Transmute Object into Chi
6 Mind Walk

7 Evoke Animus of Pure Chi
7 Bring Forest To Life

8 Evoke Animus of Elemental Wood
8 Dispel Animus

9 Evoke Animus of Elemental Fire

10 Evoke Animus of Elemental Metal

11 D-Pocket (as Chi magic)
11 Create Vajra
11 Evoke Animus of Elemental Earth

12 Spit Dragon Pearl
12 Evoke Animus of Elemental Water
12 Ride the Yin Tiger

13 Transmute Into Being of Pure Chi (Unique): Self/other by touch (295 PPE & 70 chi) three days per level of caster, standard save vs magic for unwanted bespellment. When cast on oneself this magic changes the chaster’s/effected’s body into a pure chi body of the type of chi they are filled with. The char will have a chi body with their current chi +HPx3 and +SDC scores added to the current chi. Both the transformed caster and the transformed other have both the abilities and weaknesses of chi beings. The Chi cost for this spell must be the same polarity of the transformed.

14 Weep Beans of Life
14 Draw Helix of Dragon Summoning/Control

15 Enter the Divine Realm (of the Jade Emperor)

Incantation Spells
Decipher Magic
sense magic
cloud of slumber
globe of daylight
tongues
Cleanse

Skills ( +11%)
Common skills

Ancient Chinese: 98 (native Language)
Basic Math: 76
pilot: horsemanship: 77

Immortal skills
lang Mandarin: 91
lang Cantonese: 89
lang english: 89
lang French: 87
knows about earth’s
-cultures
-laws
-basic history
-technology

Skills Programs( Martial Artist)
H2H: MAF TaiChi Chuan (+15 chi*, +2 ME*/MA*/PP*)
AWP sword
AWP spear
AWP Archery and targeting
Phy (+10) Climbing: 86
—Rappeling: 76
Phy (+10) Prowl: 71
Phy (+10) Athletics (+1 p/d* +1 roll*, +1 PS*, +1d6 spd*, +2d4 SDC*)
Phy (+10) Acrobatics (+2 roll,* +1 PS*, +1 PP*, +1 PE*, +1d6 SDC*)
—sense of balance: 89
—Walk Tightrope & high wire: 90
—Climb Rope: 98 (99)
—Back Flip: 91

Domestic Skill Programs (+10)
-Play MI: Erhu: 66
-cooking: 66
-Fishing: 71
-Singing: 66

Wilderness skill program (+10)
Wilderness survival: 61
-Land Navigation: 363
-Trap & Track Animals: 41
-Boat Building: 56
-Carpentry: 56

6 2ndary skills*
+1 APM*

Age Related Skills (6 SP & +8 secondary*) [Use education % bonuses if available for Unique SPs]
#Information Gathering Skill Program (Non-Tech. Unique. *set skills & two Espionage skills.)
-*Intelligence (+10): 69
-*Interrogation (+10): 81
-*streetwise (+25): 76
-*detect ambush (+15): 76
-Tracking/Tailing: (+15): 76…. (use the same % for both, every 40 yards. a failed tailing roll may result in loosing the subject or letting the subject know they are being followed)

-Imitate Voices and Impersonation: (+10)
—Changing to a preset Vocal pattern: 73
—Changing to Match a targeted Subject’s voice and speech patterns: 53
—Impersonating for a Regional Disguise: 53
—Impersonating a Specific Occupation: 49
—Impersonating a specific Person: 47

#Rogue SP (five skills of choice)
-Seduction: (+10 MA, +1 PB): 54
-Card Sharp: 51
-Palming: 51
-Pick Pockets: 56
-concealment: 47

#Mental Skill Program (Pick 5 mental skills from the Go Mental Rifter 19 article, +10% to applicable skills, Unique)
-Etiquette (+1 ME*, +1 MA*, +5% impersonation*)
-Strategy Games
-Speed Reading—56
-Memorization (+1 IQ *and reduces research time by 25%. This includes the research time need to learn new magic spells.)
-Socialization (+2 MA*, +5% impersonation*)

#Entrepreneur Business SP (pre-electrons, unique)
Entrepreneurship (MC) : 71
Business and Finance: 66
Law (general): 56
Research: 81
Adv. Math: 76

#Cultural SP (+5%)(N&S)
-Dance: 3 61
-Gardening: 81
-Desert Survival: 81
-Sewing: 71
-Sport “Wushu” (MA fights) (+2d4 SDC*, +1 roll*)

#Wizards’ Skill Program
Spell Translation: 27
Demons and Monsters: 61
Geomancy and Dragon (Ley) Lines: 56
Religion (Ancient through Modern): 66
Lore: Magic:
—General knowledge: 56
—Rec. magic wards, circles and runes: 46
—Rec. Enchantment: 41
Chemistry: 61
Holistic Medicin: 51

Granted memories (+10)
Principles of Magic: 89
Common Spell knowledge
Literacy: Runes: 98 (113)

Secondary Skills (6, +8)
-Swimming: 81
-Rope Works: 61
-Paired Weapons
-Gemology: 56
-WP Small Thrown weapons
-(buy prof. (88%) & limitations(28%) rolls)

*First Aid: 77
*Language: Western Human (PF): 81
*Lang: Elf: 81
*Lit: Elf: 61
*Lore: Faerie Flok: 56
*Lang: Faerie: 81
*pilot automobile:79
*Scuba/Adv Swimming: 81


Equipment:
Armor: Chainmail-chinese: (half-double mail) AR 10, SDC: 28, 20Lb. (x3) (all three sets appear to be exceedingly old, but with repaired with new rings. and with new plates that cover the heart and shoulder )
Armor: Cloak of Armor; ar 14, SDC 250
Armor (magic): Splint mail Full: AR: 15 SDC: 55
—Regen. armor: +10 SDC per hour
—weightless; one ounce on weight related penalties
—Noiseless: no sound related penalties

sword training rod (magic): Cont. Glow (blueish white) and sound effects when moved, Indestructible. 1d4+PS

Along with these Winter has several Vajra that were made by Winter.

Background:
In the past the heavenly realms were as divided as the realms of earth. Each leader vying for domination, even before the Jade Emperor came to power in his own land. One of heaven’s numbers saw prime duty not to rule, but to protect. Even so, to do this requires the tools of conquest to bring about justice for the people of the realm. Splitting off pieces of self the Destroyers were made as eternal protectors of the realm.

Winter Tiger use to be just Destroyer #532 when he was created. Being created from the deity’s own self #32 and the other Destroyers have a shroud of supernatural even thou their strengths and stamina are on the same measure of the mortals of the earthly realms. As if their portion of the deity is bound up in their immortality.

Through the ages they patrolled their earthly and heavenly realms to prevent invasion and to dispense punishment to the guilty. Rarely they were sent on missions outside their realm to pursue evildoers or to disrupt the preparations of other realms who were planing to invade, as their lesser siblings the Seekers discover. Due to these efforts the Destroyers only had to gather into Army three times. It was when the Jade Emperor did come to dominate their realm were they not a match for those invading. For the followers of the Jade Emperor came in overwhelming strength. Seeing this the deity’s last orders to them were to live, seeking justice, living among the the realms where they chose.

Some chose to leave with their deity, while others chose to serve the Jade Emperor, some slipped off quietly to find their own way. However, there were five that were in the middle of missions to bring back evildoers that had led them into far realms that were neither those of earth nor the heavenly realms. Destroyer #532, now known as his taken name Winter Tiger was one of these agents of justice that were away when the Jade Emperor dominated the realm he had once protected. He had been searching for a particular wizard that had caused trouble within the realm. The wizard sought to escape by traveling off-world. Winter Tiger had been chosen for this pursuit because of the blessing of magic giving to him by the deity. Crossing the divide between worlds through the caverns of Yin to the world prison where the wizard fled to. It was not hard to find the trail of the wizard he sought, for it seamed that this one couldn’t go anywhere without plaguing others with misfortune. During the the pursuit Winter had to acquire knowledge of the world. First with languages and then their lore. When Winter caught up with the wizard he was also being pursued by the local lord for blowing some building or something. Winter was too late to complete his mission, to bring the wizard back alive. The local guards did stab the wizard through the hearth the moment Winter was able to get his hand on the wizard. At that moment, Winter not knowing how, the wizard’s spirit jumped into him giving him memories of things that were not his. After battling out of the encirclement the locals had around the wizard, Winter roamed the world of The Prison, coming to grips with his new memories.

After years of coming to terms with the new memories, part of which was learning a new way to make magic.
Once he come back to the realms of earth and heaven the Jade Emperor’s take over of his home realm was over and done for decades. After meeting with his fellow destroyers and learning of his deity’s injunction, he chose to go his own way, away from the east to travel the world. Learning many different things while traveling, sharpening new skills while keeping other sharp. Coming home as a mear merchant to live quietly. Developing a Cliental base that kept kith and kin living comfortably Winter became board, and seeing other open up Martial Art Schools, opened up his own to spend time with people. Every so often he discovered a student that showed promise, and taught them how to use their inner spirit. A few of these even went on to be taught how to make magic with their inner spirit. Each was allowed to copy one or two of the books on magic he had written himself. As such he was the source of many of the books which even today are sought out to find new spells. (all of his chi magic spells except two can be found in the books of his library.) Even those students that didn’t find the path to their inner spirit were quite healthy, and the practice was passed along from parent to child till it’s origin was lost.

When the industrial revolution came to china Winter branched out into other businesses some blossoming like a lotus, while others failed. On one of his business trips to develop contacts, Winter discovered a western wizard by the simple act of that wizard introducing himself to Winter. Welcoming him to France. Winter spent some time in France that year developing contacts for both business and to the magic users of europa.



Notes:
APMs: 2 from every hero bonus, 2 from MAF, 1 from immortal ed.

Winter has fathered and bourn children through out winter’s life. However, winter has always left after the children got themselves established. This was to protect them and Winter. So evildoers wouldn’t be able to seek to use them as hostages. (It wouldn’t work but they might try. And then some of them might get hurt.) Even so Winter has kept track of the clans spawned by Winter.

There is an undeclared Truce between Winter and the court of the Jade Emperor. So long as he doesn’t hunt evildoers of his own initiative, the court leaves Winter alone. But this is a part of the heavenly bureaucracy that is working for him, so long as the spirits in charge with regulating the supernatural are not officially aware of him because he hasn’t done anything to catch their official attention. Those officials can ignore him. Even so, just about every month or every year, there is someone coming nosing around to check up on him. Typically this takes the form of one of Winter’s Destroyer siblings knocking on the door for a visit. But sometimes it's a “supposedly” covert attempt to watch him to see what Winter is doing. This typically happens when ‘someone new’ is promoted into a new job. However, it also happens when the court is training up neophyte with a benign subject. When Winter has had enough of playing ‘hide and seek’ and ‘not doing anything’ Winter walks over and has a chat with the watcher or recently just phones over to them and invited them over for tea.

There have been a few times the visitor from the courts has “invited” Winter there for tea to discuss matters. These are almost always jobs the court want his help in. While Winter has the option to decline the job offer, the invitation ‘for tea’ is not declinable. Even when declining a job he does suggest others that he thinks would ether fit better into the mission. Most mission he does set some stipulations for conditions for payment and what his role in the party Winter will be taking.
May you be blessed with the ability to change course when you are off the mark.
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drewkitty ~..~
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Re: Shelter in place Character builds.

Unread post by drewkitty ~..~ »

The Peach Children


You all know the story about the old couple, how when the old man went with bill hook to gather wood and the woman went to wash their clothes. And that the woman finding a giant peach floating down the stream…. No you haven’t? The rest of the story…is that they raise the child that emerged from the peach as their own. The child grew up to be great in strength and humble in heart. When trouble came in the form of Oni, the peach child went out to defeat the Oni in their hideout. Along the way the peach child made some friends, taking them on as companions. Reaching the Oni’s base the peach child Taking their treasure and taking their leader as hostage to secure their safe passage home.
The details change with each telling of the story. Sometimes the peach child is lazy, other times the villagers pressure the peach child into fighting the Oni. Other times that the peach child grows up extraordinarily fast because the peach child was a gift of the gods, or that the peach child’s mother at a peach and became younger before bearing a child. But even thou the story teller sometime change the details to fit the child they are telling it to, the roots of the story date back to events that happened in the world.

In the beginning time after, creation there were threads of power that escaped into the world, and lingered there. Blown here and there across the face of the world on the currents of life that flow across the surface of the world. These threads, while they had power and floated in the streams of life, they had no life of their own. From time to time, there was need in the world and the threads were gathered up by god’s hand and given life to carry out a needful tasks. From the time they are created they are aware what their task is, and why the task is needful.
Unlike created minion races, the powers of peach children are not limited to one power (or even one set of powers) but are created with powers that will let them complete their task. While Some scholars ascribe that the are children of gods, they are not the product of relationships, but products of intentional creation. Each formed to complete a single task that is out of reach of the mortal races. Even thou they are created for a single task and are aware from the time of their creation, scholars think they are formless until they imprint of the mortal race in the region they are sent to. For they always look like the peoples on the region in which they are found.

Peach Children

Sex: Male or Female (player choice, or even-odd die roll)
Alignment: Any, as with all beings with free will.
Attributes: All base Rolls, except the Physical Strength rolls, are 3D6, in addition to any Natural Abilities and Supernatural powers


Hit Points: P.E.x3.
S.D.C.: P.E.x4
M.D.C.: Is equal to The Hit points of the character added to the SDC of the character.
P.P.E.: 2D6x10, or is a Magic Job Template is taken (or rolled on a random table) the total Pool is doubled or the recovery rate is 1 P.P.E. per melee round
Character Template: Any job template of the game they were made for. Peach Children will only have Psionics if that is a part of the powers they were given.
Horror Factor: None except by reputation.
Physical Appearance: Will always be a healthy vision of the mortal race they imprinted on.
Height: within the average of the race they imprinted on.
Weight: within the average of the race they imprinted on.
Life Span: The power in them does not let them die till their task is done and regenerates at 1 points per melee round. (even if blown to atomized.)
After their task is completed they live till they are killed, healing 1 point each minute.

Magic: Ether by Magic Job character template, or via Natural Abilities.
Psionics: None, unless a part of their natural abilities. (This means that they can’t have any P.C.Cs. Even if they are (mis)labeled as O.C.Cs.)
Enemies: Demon kind and Minions of a god that is in opposition to the god that created them. Along with enemies of the mortal race they imprinted on. And those they make on their own.
Allies: Those they make along the way. Peach Children typically gather a group of four companions to travel with them on their quest.
Armor & Weapons: Depends on the situation of the Peach Child’s upbringing and Character Template.

Natural Abilities: (GMs ‘can/should’… use, modify, or replace the following “Natural Abilities” and “Supernatural Powers” tables.)
Invisible to Supernatural Senses: All mystical and supernatural senses can not sense the Peach Child. This means the Peach Child can only be seen by visible light and mundane tools. This means that anyone that can sense magic, the supernatural or even the PPE or ISP in other people sense nothing from the Peach Child. Even so, the very lack of something to sense can give the Peach Child away if the other is smart or perceptive enough to put things together. This requires a perception roll of 15 or higher for the other to notice the lack of anything to sense supernaturally from the Peach Child.

Intelagence: +1D4 to I.Q.

Physical Strength: (roll once)
00-25: Extraordinary P.S.: 20 +1D6, Carry/lift: 100 lb. per P.S. point/200 lb. per P.S. point.
26-70: Super Human P.S.: 20 +2D4, Carry/lift: 200 lb. per P.S. point/300 lb. per P.S. point.
71-99: Supernatural P.S.: 30 +2D6, Carry/lift: 300 lb. per P.S. point/500 lb. per P.S. point. (use the SNPS char of the game used in for damages)
Rifts and 3G Note: Both EX.P.S. and S.N.P.S. translate to Augmented P.S. in M.D.C. games.

Natural Abilities:
01-06: Hawk-like vision: see clearly out to 4 miles (depending on atmospheric conditions) Ranged Weapon (100+ ft with iron sights) bonuses: +2 init., +3 strike.
07-12: Tracking (sight): 70+3D6% (both animal and human)
13-18: Advanced smell: tracking: 60 +4D6%, recognize senses: 50 +3D6%.
19-24: Nomad/Traveler: Land Navigation: 90%, Wilderness Survival (skill): 70% +5% per level.
25-30: Quick & Alert: +5 init, +2 dodge, +2D4 P.P.
31-36: Advanced Hearing: Able to hear faint sounds, and overhear conversation at a greater distance than regular mortals. +2 init.
37-42: Natural Climber: 90%/80%, +2 roll with punch.
43-48: Swimming: 90%. 50-50% chance of being able to breath under water or able to hold their breath for 30 minutes per level.
49-54: Stalker: prowl (skill): 70% +5% per level.
55-60: NightVision: Outside with just Starlight: same as daytime sight.
61-66: Bold and Fearless: +5 M.E., +1D4+4 verses Horror Factor
67-72: Natural Leaper: Up or Across: 6 ft + 1 ft per level
73-78: Animal Speech: Lets the character have two way communication with animals.
79-81: Immune to a Specific Type of attack: Immune to one type of attack. (cold, fire, light, electricity, etc…)
82-88: Inferred Vision: Able to see heat.
89-92: Natural Magic powers: knows 1D4 spells from each level 1-7, and 2D4 spells from levels 8-12. 6D6x20. (See the game’s core book for recovery rate.)
93-96: Boosted Attribute: Pick one attribute boosting minor super ability from the Heroes Unlimited 2nd edition Core book.
97-00: Psychic Sensitive: 1D6+4 Sensitive psionic powers, I.S.P. pool: 50 +M.E.

Supernatural Powers
01-08: Immune to Mundane Damage: Takes no damage from non-mystical attacks. The exceptions (pick/roll for one) that ignore the immunity & do double damage: 1-25: Palladium group metals (gold/silver/palladium/platinum…), 26-50: Stone, 51-75: Wood, 76-00: fire/heat weapons.
09-15: NightStalking: (same as minor super power in the HU2 core book page 236.)
16-30: Impervious to Cold and Fire: Magic cold/fire attacks only do half damage. And the character is not effected by environmental cold or heat.
31-40: Incredible SDC: +1D4x100 to SDC. (Alternately this can be for PPE, Chi or IS points depending on the Peach Child.)
41-48 See P.P.E.: Can see the world through the PPE that is in everything. With a skill roll of 30%+ 5% per level they can even see through walls. (Sort of like seeing the heat in everything.)
49-57: True Death: When the Peach Child kills one of the ‘demon kind’ bare handed, its death is final. Cut out of the their cycle of death and rebirth. the use of this power is automatic and costs the Peach Child 1D4 permanent PPE when it activates.
68-71: Breath Weapon: the peach child will have a breath weapon that mimics one of the breath weapons of dragons..
72-78: Mimic Monster’s Power: Stop. Ignore all other rolls here on this table. The Peach Child will absorb whatever mystical special attack that is used on the Child. The Child will have the ability to store one power at level 1, and will gain the ability to store another after gaining two levels of experience. ( one @ L1, 2 @ L3, 3 @L5,...)
69-88: Martial Artist: the Peach child will have a single Martial Arts Form from Ninja & Superspies, Mystic China, or the Supplements within the Rifter. (Alternately the one MAF can be substituted by the Martial Arts Combo-forms in Rifts China 2. Or ‘one’ of the Martial Arts Hand to Hands in Rifts Japan.) If the Peach Child has this power they forgo any other MAFs and H2H’s they would get from their Character Template selection.
89-94: Chi Mastery: Will have all the basic chi mastery powers along with 4 powers to start. With each 2 levels of experience they will gain another chi mastery power. Is able to attack another’s negative chi with their positive chi. Using the same attack/defense ratios as when attacking this way. Their starting chi mastery powers are limited to those that can be used with positive Chi. (positive and +/- powers).
95-96: Super Powers: Stop. Ignore all other rolls here on this table and roll on the “Random Super Ability Selection Tables” on pages 226-228 of the HU 2nd ed core book for the peach Child’s powers.
97-98: Monstrous Powers: Stop. Ignore all other rolls hereon this table and roll on the “Supernatural Powers” table on page 119 of the PF 2nd ed’s ‘Land of the Damned One’ for the Peach Child’s powers.
99-00: Immortal powers: Stop. Ignore all other rolls here on this table and roll on the “Super Abilities & Other Powers of Immortals” table on page 64 of the HU 2nd ed’s ‘Powers Unlimited 2’ for the Peach Child’s powers.

Complications
➣Peach Children born from a rejuvinated mother will forget themselves; and losing the use of their powers; while they mature in their mother. Typiclly they will remember themselves about the time they are in the middle of their puberty. The Peach Born will always know themselves, with a fully developed mind from the start.
➢The Peach Born Will have to deal with normal bigotry based on the age of their bodies till they grow up. This is a totally normal when dealing with people who don’t know the Child. Thinking the Child being a ‘normal’ child till they know that the Peach Child is basiclly an adult mind in a child’s body. Note that they don’t have ‘mature desires’ till their bodies mature.

Other Notes:
1: ‘Job Character Templates’ exclude those where the powers gained are from outside the character. To give examples of what is excluded: witches, warlocks, priests, Mystically Bestowed Abilities, Imbued heroes, Super-Inventions, Symbiotic Superhuman, and Shifters. Additionally those where the powers/magic are known/gained intuitively. There
2: Is able to power and operate all magic & psionic as if born knowing how. Is able to power psionic mystic items from their PPE pools, rounding down fractions.
3: A good portion of the tasks/quests given to the Peach Children should be to slay a demon of some sort or another (or some evil supernatural being or

Note to Game Masters. Because the Peach Children are created for a specific task, Quest, the powers selected for the Peach Child character should ether counter the powers or sidestep the powers of the target of their task/quest if it’s a slay the demon/bad-guy task. If otherwise, their powers should let the Peach Child to otherwise complete their quest.

Afterword
The Peach Child concept came from the old Japanese story of ‘The Peach Boy’ (i.e. in the public domain), along with the idea “What if there was more than One?” or “What if he was just One of Many?”
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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taalismn
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Re: Shelter in place Character builds.

Unread post by taalismn »

Very nice use of mythology here.
And given how Humans in Palladium are effectively the 'rats' of the megaverse, variants created by deliberate or accident, technological, genetic, or magic, make lots of sense.\

Yep, in this case, being a 'Peach Child' turns out to be a lot more awesome-dangerous than being a 'Flower Chiid'...don't make fun of them being 'fruit basket kids'.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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