An Example Biotic

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NMI
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An Example Biotic

Unread post by NMI »

Here is an example Biotic I just wrote up on the fly.
Now I did take a few liberties.
I gave the Biotic: Adv. Eyes, Advanced Senses & Bio-Comms for free. Personally I think a Biotic should be given these for free. I also gave Navius the bonus Bio-E for levels 3rd and 6th. Also for skills, I considered Navius as learning a few extra secondary skills (combat related) and I allowed him to choose Lore:Macine as a secondary.

I didnt bother figuring out his bonuses or anything, except for the bonuses to physicals.

Code: Select all

Name: Navius
O.C.C.: Biotic
Alignment: Unprincipled
Level: 6th

IQ: 11 ME: 15 MA: 14 PS: 21 PP: 14 PE: 21 PB: 14 SPD: 22

Age: 26   Sex: Male
Weight: 300   Height: 6’1”
Hair: Brown   Eyes: Blue
MDC: 235

Skills:   (by program)         
•   Standard – 10%          
•   Domestic +10%       
•   Infantryman +15%      
•   Guerilla Warfare       
•   Reconnaissance/ Scout   

   (by electives)   
•   WP: Heavy Bio Weapons
•   Demolitions
•   Demolitions Disposal
•   (3rd) Underwater Demolitions
•   (6th) Camouflage

   (by Secondary)
•   Horsemanship
•   Lore: Machine
•   WP: Sword
•   WP: Reverse Stroke
•   Blind Fighting


Biological Enhancements:
•   Eye & Vision – Enhanced Sight, Extra Eyes w/ Underwater Eyes          (35)
•   Other Sensory – Enhanced Hearing, Enhanced Senses,            (55)
•   Biological Defenses – Acid Blood, Resistance: Cold/ Heat             (28)
•   Anatomical Features – Enhanced Neuro Connections, Quick Clotting Blood
           Resin Ducts                        (50)
•   Offensive Bio-Weapons – Forearm Blades (4D6, left forearm)         (20)
•   Ranged Bio-Weapons – Acid Nodules (4), Organic Rockets (4right shoulder)
            Medium-Ranged Spore Discharger   (right forearm)         (65)
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TechnoGothic
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Unread post by TechnoGothic »

pretty good

I see you only listed the program and not the skills listed under them.

good build though.

I thought about posting one of mine.
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Unread post by TechnoGothic »

Code: Select all

Liberious
   
IQ   (14)   
ME   (14)   
MA   (10)   
PS   (12)   (+20)   (32)
PP   (12)   (+2)   (14)
PE   (10)   (+14)   (24)
PB   (10)   
Spd   (10)   (+20)   (30)

MDC = PE x 10 +1d8 per level ( 240 MDC )
Bio-E Points = 170
Bonus Bio-E Awards = 3d10+25 Bio-E Points


Skills:
Infantryman ( +15% )
   *First Aid 60% +5%
   *Forced march
   *HtH Expert
   *Running +1 PE, +4d4 Spd, +1d6 SDC
   *WP Light Bio-Weapons
Domestic ( +10% )
   *Bio-Comms 55% +5%
   *Fishing 50% +5%
   *Cooking 45% +5%
   *Basic Brewing 35%/30% +5%
Support Man
   *Physical Labor +2 PS, +1 PE,
   +2d8 SDC
    *Body Building +2 PS, +10 SDC
   *WP Heavy Bio-Weapons
   *Operate Bio-Equipment 40% +5%
   *Recognize Weapon Quality 25% +5
Athletics
   *General Athletics +1 PS, +1d6 Spd,    
+1d8 SDC, +1 Parry, Dodge, roll,    impact, fall, punch
   *Gymnastics +2 PS, PE, +1 PP,
   +2d6 SDC,
   +2 roll, punch, fall
   *Wrestling +2 PS, +1 PE, +4d6 SDC,
   +1 to roll, punch, fall
   *Boxing +2 PS, +2 Parry/dodge, +1    roll, fall, punch, +3d6 SDC
   *Kick Boxing +1 PS, PE, +1d10 SDC,    kick attacks

Electives ( +3 Skills at Level 3, 6, 9, 12 )
   *Acrobatics +1 PS, PP, PE, +2 Roll,    punch, fall, +1d6 SDC
   *Outdoorsman +1 PE, +2d6 SDC
   *Wilderness Survival 30% +5%
   
Secondary Skills
   *Swimming
   *WP Armor
   *WP Battle Axe

Bio-E Spending features :

Heat Resistance ( 5 points )
Heat Projector Cannon “2“( 35 points each )
   Light Blast : 5d8 MD
   Heavy Blast : 1d8 x 10 + 10 MD
   Range : 1800 Feet
   MDC of the Cannon : 3d4x10+20MDC
   Size : Adds 2 feet to the Biotic
   Payload : Unlimited
   Bonus : Biotics Bonuses to Strike apply
Super Light Cells “3”  ( 10 points each )
   Forehead Location
   Glow Cells “3” ( 3pts each )
   +15 Points for increased range : 2000 ft
   1d10 MD per Super Light Cell.
   Full Damage even to Laser Resistance       Armors…
   +1 Strike
   Payload : Unlimited
Forearm Blades “2” ( 10 Points per Blade )
   2d6 MD
   MDC of the Blades : 2d4x10+18 MDC
   Only takes damage if blades are          targeted and heals from          damage. Regrows within 24       hours if destroyed.
   +2 Strike +1 Parry/Dodge/Disarm
   +1 Pull Punch
Claws “4” Medium ( 5 points per Hand/Foot )
   2d6 MD
   Melee only of course.
   Not retractable for a discount price.
Gills ( 5 Points )
Floating Air Bladder ( 10 points )
   Increases Depth tolerance to 3000 ft   Float Effortlessly on the surface of          water for Days.
Armored Eyes ( 10 Points )
   MDC of Eyes = 10 MDC each
   Protects eyes from damage, and          various irritants.
Underwater Eyes ( 5 points )
   Allows normal sight underwater.
   See in Low Light depths up to 600 ft   Reduces Glare as cheap sunglasses

BIO-E Features Free
   Splicer Strength (free)
   MDC Body : PE x 10 (free)
   Bio-Regeneration : Lesser Super : 1d6       MDC per melee round (free)

( Bonus Bio-E for Outstanding Actions and Self-Sacrifice )
Organic Thrusters ( 35 points )
   Flight Ability : 200 mph
   Altitude : 25,000 feet
   Underwater : 100 mph
   Bonuses: In Flight +1 Initiative, Strike,
      +2 Dodge, Roll, Fall, Impact
   MDC : 4d4x10 MDC each.
   Thruster Ports have 1d4x10+10 each
   Extra Speed : 10 Bio-E per +20 mph.    The speed can be upgraded up to 10    times for a max speed of 400 mph.    Underwater speed is half the air speed.

Insanity : Believes he is a Superhero...
TechnoGothic
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Unread post by NMI »

Also notice that the weapons/ features that I selected reflect on Navius's Guerulla Warfare training.

Resin Ducts and their products can be great for fortification building, jamming up equipment, assisting in booby trap making, etc...

Acid Nodules - great for timed effects (need to create a distraction after you have left the area?), continual damage effects (doesnt need to remain in the area to continue sticking it to the machine!)

Spore Discharger - Good ranged weapon.
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
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TechnoGothic
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Unread post by TechnoGothic »

i like the Chemical Sprayers too for those purposes.
Spray "stick-um" just inside the entrance for an effective booty trap.
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Unread post by TechnoGothic »

Ohh, the Webbing Spinnerets would be good for that build you did too....

Overnight triplines, Sticky Web net over entrances, make shift rope to tie tents together, etc...

Resin Ducts, Chemical Sprayer, and Spinnerets are a great combo for Fortification building...
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TechnoGothic
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Unread post by TechnoGothic »

i was wondering were i posted Liberous at.
copy/paste/save...
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TechnoGothic
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Unread post by TechnoGothic »

Most excellent biotic write up. :D
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