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Post by rexbannon on Sept 18, 2014 3:29:41 GMT -8
Bravo thorneldrich! Excellent character, with a great background story. Very solid job on this one. Cant wait to see some more of your character posts.
I can totally see this character as a Port Folly pirate. He could be sort of a sea assassin, swimming over to enemy boats at night virtually undetected and attack the ships captain in his sleep.
Also great picture post as well!
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Post by Mutant Lord: William McAusland on Sept 18, 2014 8:10:41 GMT -8
That is one wicked mutant, sir. Any GM could use this fella as the leader of some brigand squad. Devastating. Thanks for sharing! I like the armor notes, too! Eel skin leather!
Will
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Post by providence13 on Sept 18, 2014 9:27:35 GMT -8
TY. Very high praise indeed. I'll be posting several in the next few days. Scary thing is outside the couple of customizations (the aquatic sonar & Blood-scent) & thematically modified minor mutation (I simply modified the Sharp claw-like fingernails mutation into the tentacle claw-tips) this is how he rolled up! Since we did chargen totally random, I think the players should have some say in shaping their characters. Nothing wrong with tweaking mutations/cybernetics a bit. In fact, having claws on his four tentacles isn't as powerful as having claws on his hands. Clawed Hands grants 2 attk/rnd instead of 1 for everyone else. 4 tentacles give 2 grapple att/rnd. This would be 2 claw and 2 grapple attk/rnd! Focusing on one opponent, not many people would be able to break being grappled by 4 tentacles. By having claws on the tentacles, all you get is a bonus to damage from grappling; if I understand the rules correctly. (It could be said that 4 clawed tentacles would give 4 attk/rnd and then 2 hands give +1 attk/rnd.. goose/gander.) Edit: Oh, hell. I just noticed he's ambidex! Add one to the hand melee attk/rnd I talked about above.. He already gets 2/rnd with hands so clawed hands would only add to damage. I'm out of practice.
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Post by rexbannon on Sept 19, 2014 3:17:27 GMT -8
All good points Prov13 except I think if this character combines his claw attacks with his tentacle stab attacks he can attack 6 attk/rnd! Plus this character is getting +20 damage with each tentacle attack and at least +18 damage with each claw attack. if all the attacks hit, that's a minimum of 116 points of damage before he even rolls dice. This character makes chunky salsa out of his enemies. If he ops to grapple then he is just toying with his opponent at that point if you ask me. He is a melee machine but alas the gun is the ultimate equalizer and a highly skilled sniper weapons expert could take him out clean from a safe distance without ever worrying since his END is so low from being rank:0.
All and all he is a solid pirate character or a street gang boss in one of the bigger crossroads region cities. He could easily have a gang named after him and have his members equipped with relic guns or crossbows to even out any guns the players might have. He is very tank at Rank:0 and will only get stronger with advancement. He is an aquatic master which we don't see a lot of so he could be very useful to a lot of GM's that have games near or on the water.
In a lot of ways he is very similar to my Nomad character based on Lorenzo lamas's Renegade, in that they both are Rank: 0-1, freakish horrors with very good stats and a bucket load of potential at higher ranks.
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Post by thorneldrich on Aug 2, 2018 14:24:04 GMT -8
Gen. System: Shuffle Roll PC: Galina "Inky" Faction: Pitford Rank: 1 Type/Caste: Mutant (Ty)/Mercenary END: 58 Healing Rate: 6+4 [1pt/hr regen] STR: 59 Dmg Mod: +6 Range Mod: +30% AGI: 62 DV Mod: -6 MV Mod: +0.75m ACC: 87 SV Mod: +12 INT: 52 WIL: 37 PER: 57 INITIATIVE: d10+ APP: 27 Movement: ========= -unarmored- Walk: 3.75m Run: 6.75m -armored- Walk: 3.75m Run: 6.5m PROTECTION: =========== AGI: -6 ARMOR: -5 HELM: -- SHIELD: -- DODGE: -- OTHER SKILL/ OTHER: -2 Defense Value (DV): -13 Base Strike Value (SV): 01-62 PRIME MUTATIONS: ================= Poison Blood [type D, Death] Night Vision Body Regeneration [1pt/hr] Amphibian [has internal gills that allow her to breath water or air with equal ease. Suffers d3 DAM/day in arid/desert conditions] Empathy MINOR MUTATIONS: ================= Sharp Fingernails [+2 DAM unarmed melee] Strong Immune System [2 HC rolls for Poison, disease, radiation, sickness,etc, +4 END/day healed] Altered Blood Coloration (Yellow) FLAWS: ====== None SKILLS: ======= Brawl 3 [1att/rd, +7 SV, +3 DAM, stun only] Gambling 2 Lying 2 Riding 2 Weapons Expert 1 (Shotguns) [+4 SV, +2 DAM] Tracking 2 Climbing 1 Knife Fighter 1 [2att/rd right-handed, +2 SV, +2 DAM] Stealth 1 Forgery* Pick Locks 2 EQUIPMENT [WE]: =============== Locksmith Tools Forgery Kit Armored Knee Pads [-2 DV] Leather Jacket [-5 DV, -0.25m MV] Dagger [d10 DAM] Pump Shotgun [+20 SV, RoF: 1, 3d10 DAM, 30m range (shell) -or- +12 SV, 2d20+12 DAM, 100m range (slug)] w/barrel light [Mini-Power Cell=100hrs use, 30m range] 22 Shotgun Shells 12 Shotgun Slugs Machete [d12+1 DAM] 160sp 9 torches, 8 candles, Oil Lantern (Full + 1 bottle of Lamp Oil), Tinderbox 33 days of Dried Rations, Waterskin (full, 2L of water), Cutlery Set Coin Pouch, Backpack, Hip Sack (w/fishing gear) Sewing Kit, Whetstone, 8m Rope Shovel, Crowbar, Pickaxe Work Boots & Gloves, Poncho Cotton Pants & Shirt Wool Pants & Shirt, Wool Coat w/Hood Summer Sleeping Bag, Winter Sleeping Bag, 2-Person Tent Soap & Towel, Toothbrush Playing Cards & Bone Dice MOUNT(S): ========= Unmutated Horse w/saddle, tack, & gear OTHER DETAILS: ============== Gender: Female Age: 21 Height: 170cm (66.3in or roughly 5'3") Weight: 64kg (roughly 141 lbs.) Skin: Pale Green and Black camo pattern Hair: Black Eyes: Green (Slit-Pupil) Handedness: Right Swimming: Strong Literacy (Read/Write): Yes (English) Languages (Spoken/Understood): English Math (Level): Yes (Basic) Faith/Religion: Agnostic Personality: Motivation: Sexual Orientation: Bi-Sex PC NOTES: ========= * = Why she can read & write. History: ======== Her nick-name is from an off-handed remark one of her former teammate's made - "Oh that's where all those black spots came from! All that ink you...*ahem*... work with". She chased the commenter out of the bar they were relaxing in & nearly trimmed off his ear with her dagger for his jibe but the Ink remark stuck in the minds of all those who heard it. Hence Inky. ADVANCEMENT: ============ Rank 1) [Caste] +9 END, +2 STR, +4 AGI, +1 ACC, Brawl 2, Gambling 2, Lying 2, Riding 1, +3 Criminal Skill rolls, 4 Warrior Skill rolls, 4 Misc Skill rolls. BASE STAT ROLLS: ================ 59 27 49 52 58 57 37 86
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toddk
Junior Member
Posts: 69
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Post by toddk on Aug 3, 2018 19:53:07 GMT -8
Good thing she has the regeneration of 1 pt/hr, means that even in arid conditions suffering D3 dmg per day, she can stay ahead of that damage and survive a few scrapes every day too
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Post by thorneldrich on Aug 5, 2018 0:15:51 GMT -8
Not so, regeneration doesn't apply to it. Its like a flaw, regeneration can't stop it from happening or repair it while the continuous environmental effect is inflicting damage (the cumulative d3 each day). Can't regen damage that is continuously being inflicted. Have to remove the cause (leave the arid area, soak in a pool, etc...) before regeneration could work. (at least that is how I interpret the rules as a GM anyhow...).
Kind of like why starvation/dehydration inflicted damage can't be offset by regeneration.
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Post by thorneldrich on Sept 9, 2018 18:57:17 GMT -8
I decided to try & build an "authentic" neuter character. An organic being without gender identity sees the world quite differently & I attempted to portray that unique outlook in this PCs design.
The Increased Vocal Range & Metachrosis minor mutations are custom to my games. They have no real numerical benefit, being more of a role-playing aspect, thus I made them minor mutations.
-- FYI --
Metachrosis is what the real-world ability to consciously change colors is called in creatures (squid, octopi, Cuttlefish, Chameleons, etc...). Usually Chromatophores are responsible for this. The minor mutation, Chameleon Skin, would also be technically an example of metachrosis.
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Gen. System: Shuffle Roll + Generic Excavator
PC: Zeno "the Blank" Hometown: Memory (Independent) Faction: Memory, The Freeholds Rank: 1 EFs: 0 Type/Caste: Mutant (S)/ Generic Excavator END: 126 Healing Rate: (15x3+4) 49 STR: 34 Dmg Mod: nil Range Mod: nil AGI: 56 DV Mod: -6 MV Mod: +0.75m ACC: 117 SV Mod: +20 INT: 56 WIL: 57 PER: 53 INITIATIVE: d10 APP: 40 Movement: ========= -unarmored- Walk: 3.75m Run: 6.75m -armored- Walk: 3.75m Run: 5.75m PROTECTION: =========== AGI: -6 ARMOR: -20 HELM: -5 SHIELD: -- DODGE: -- OTHER SKILL/ OTHER: -- Defense Value (DV): -31 Base Strike Value (SV): 01-70 PRIME MUTATIONS: ================ Increased Cellular Activity [does not age, x3 daily healing] Climbing Suckers/Hairs Immunity (Radiation) Ht. Attributes (Endurance) [+49 END, 2 rolls for END-based HCs] Night Vision Mental Screen (Advanced) [see Notes] Poison Blood [Death, type D] MINOR MUTATIONS: 4 ================ Metachrosis [Eyes/hair/skin, all can change color to anything on the color wheel, consciously controlled by user, change is permanent until altered again. 1d4 rounds of concentration to change each, incapable of creating patterns (i.e. no zebra-strips, leopard spots, etc...)] Enhanced Vocal Range [can sound like anyone, can mimic animal sounds authentically. INT-based, type C, HC to detect sound/voice is being mimicked & not the original source] Strong Immune System [gains 2 HC rolls for Poison, Disease, Sickness, etc..., +4 END/day healed] Great Hand-Eye Coordination [+17 ACC] FLAWS: ====== Sterility (indeed has no reproductive organs at all) SKILLS: ======= Disguise Artist 5 [viewer INT-based HC to detect: type G] Stealth 2 Forgery Relic Knowledge Medic 1 Performance (Singing)^
EQUIPMENT [FA]: =============== 200sp, 22gp 9 torches, 10 candles, Lantern (Full + 1 bottle of Lamp Oil), Tinderbox 30 days of Dried Rations, Waterskin or relic canteen (full, 2L of water), Cutlery Set Coin Pouch, Backpack, Hip Sack (w/fishing gear) Sewing Kit, Whetstone, 8m Rope Shovel, Crowbar, Pickax Work Boots & Gloves, Poncho Cotton Pants & Shirt Wool Pants & Shirt, Wool Coat w/Hood Summer Sleeping Bag, Winter Sleeping Bag, 2-Person Tent Soap & Towel, Toothbrush Playing Cards & Bone Dice Medic's Kit Forgery Kit Expert Disguise Kit (for both genders, includes relic wigs, makeup, costume jewelry, common clothing, etc...) Survival Rifle [+14 SV, RoF: 1, d20 DAM, 800m range] w/10rd SP clip & 30rd (SR) assault rifle clip, 17rds SP ammo .22cal Pistol [+5 SV, RoF: 2, d10 DAM, 100m range] w/60rds of ammo, 2 10rd magazines Saber [d20+2 DAM] Dagger [d10 DAM] Scrap Relic Armor [-20 DV, -0.5m MV, 3kg] Armt Helmet [-5 DV, -0.25m MV, 2kg] OTHER DETAILS: ============== Gender: Neuter (androgynous appearance) Age: 19 Height: 177cm (5'9") Weight: 65kg (143 lbs) Skin: Bone White (but Variable) Hair: White (but Variable, kept mid-back length) Eyes: Amethyst Purple (but Variable) Handedness: Ambidextrous Swimming: Fair Literacy (Read/Write): Yes (English) Languages (Spoken/Understood): English Math (Level): Yes (Basic) Faith/Religion: None Personality: Motivation: Sexual Orientation: Non-Sex (Xeno is a neuter & has no sex drive) PC NOTES: ========= GM granted Disguise Artist d4+2 as a free skill. Would have needed to develop this skill to live among/deal with normal mutants & humans on a regular basis.
^ : 0-point background skill, simply shows Xeno can sing well enough to entertain others. No real in-game effect outside of a role-playing aspect.
If Xeno wishes, it can revert to its natural hair, skin, & eye color, all in only 1 round. Mental Screen : This mutant’s mind has developed complex protective shielding from all forms of mental attacks, controls, mind readings, metal dominions, and the like. She gets to make three hazard checks from any mental attacks calling for a HC. Likewise, where either the defender’s intelligence or willpower are used as a defending trait without being used for a hazard check, consider this character’s trait scores triple for this purpose, plus, any damage from a mental attack is reduced to half. This mutant has the advanced version of this mutation, which reflects failed mental attacks directly back to the sender.
Gets 3 HCs vs. Poison, Disease, Sickness, etc... (+1 roll for Heightened Attributes [Endurance] & +1 roll for Strong Immune System)
HISTORY: ======== Xeno was born a true neuter, having nether male or female traits or genitalia. It was abandoned in Memory by its parent(s) shortly after its birth. It was raised by a childless (common) mutant fisherman & his (sterile) wife. They treated Xeno as their own & raised it in a loving & understanding home. A natural mimic, it startled its adoptive parents initially as it copied their hair colors, eye colors, & even skin tones as it grew. Its vocal abilities were amazing as well, being able to copy a voice or sound after only hearing it a few times. It was taught its letters & numbers (the fisherman had once aspired to be a digger in his youth & had learned math as well as reading/writing from a tutor). Xeno learned to disguise itself from a very early age to avoid being taunted/bullied by other children. It has no real gender identity & simply assumed whatever gender-role fit the group it was with at the time (acting & sounding "boyish" playing cops & crooks with the boys or acting & sounding "girlish" playing dolls/dress-up with the girls, etc...). Always an observant being, Xeno learned the subtle body language & social queues for each gender, allowing it to easily pass as either (its vocal range & color-shifting abilities made it even easier) without a second look from anyone. It learned to hide as well for those times that a bully just wanted a target or when it was best NOT to be seen somewhere (Xeno's curiosity as a child was its only real motivating factor for being somewhere it shouldn't have been). It learned some of its shadier skills (forgery for the most part) from several old salty sailors on the docks who had less-then-stellar backgrounds. In times of need or simply to help out, it would spend time with the local healer (who was initially curious about Xeno's "neuter" biology), helping her deal with whatever needed tending & in the process learning the basics of first aid & medicine. Xeno has a fondness for singing & sound mimicry. It often passes the time singing some song it knows (it favors Celtic/Irish styles, a remnant of its childhood in Memory hanging around the Grinning Grouper Pub unseen). It prefers just to be called by its name since gender-specific pronouns don't really apply to it. Xeno's body is androgynous, lacking any gender characteristics at all (it urinates from a nearly undetectable orifice in its otherwise smooth groin area & has an anus for defecation like all humanoids). Its musculature is not pronounced, easily passing for either gender. Xeno is a master of disguise, easily impersonating either gender, nearly any skin-tone, eye color, or shade of hair due to its Metachrosis & Vocal mutations. ADVANCEMENT: ============ Rank 1) Nothing (Generic Excavator does not use caste-type modifiers) INITIAL TRAIT ROLLS: ==================== d100 roll Trait Value ----------------------- 75 (40+17) 57 98 (80+20!) 100 76 (40+16) 56 57 34 95 (60+17) 77 82 (40+13) 53 68 40 90 (40+16) 56
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Post by thorneldrich on Feb 7, 2019 21:03:44 GMT -8
Part 1: "The Super-Mutant & ..." Ok this was a dice rolled excavator using the shuffle roll method (#s are assigned to the Traits BEFORE any implants, mutations, or caste modifiers are rolled) & character type was randomly generated using TME-1-1, "Experienced" column. My dice were used to roll on a flat wooden counter in front of me the entire time. No re-rolls were allowed. You got what you got & the PC had to live with the results (or die a horribly painful death shortly after the first encounter in one case, but that story is in the next post; Part 2: "... and the Flaming Mutant Meatball"). "Troll" Tollman rolled up like no other character I have created with the player doing the rolling in front of the others & myself using a random set of MY dice to do it so none one could say the dice weren't fair (cheat dice, weighted, etc...). I swear on a stack of (whatever book you use) that the following was all diced (I modified a little bit for descriptive purposes but besides that & adding some weight to the PC because I felt it was warranted, the following data is how his player rolled him up). See Part 2 for the "glorious" first mission.
Gen. System: Shuffle Roll PC: "Troll" Tollman Hometown: Rusted Hulk (Independent) Faction: Pitford Rank: 1 EFs: 0 Type/Caste: Mutant (FH)/Mercenary
END: 122 Healing Rate: 14 (regen 1 END/rd) STR: 212 Dmg Mod: +58 Range Mod: +290% AGI: 43 DV Mod: -2 MV Mod: +0.25m ACC: 81 SV Mod: +10 INT: 39 WIL: 57 PER: 92 INITIATIVE: d10+3 APP: 23
Movement: ======== -unarmored- Walk: 3.25m Run: 6.25m
-armored- Walk: 3.25m Run: 6m
PROTECTION: =========== AGI: -2 ARMOR: -8/-28 bal. HELM: -- SHIELD: -- DODGE: -- OTHER SKILL/ OTHER: -39/-55 bal. Defense Value (DV): -49/-85 bal. Base Strike Value (SV): 01-60
================================================================================ ATTACK MODE |SV |RoF |RANGE |DAMAGE |NOTES -------------------------------------------------------------------------------------- Horns |71 | +1 | melee | 2d10+62 | Head-Butt/Ram, +5SV/+4DAM (Arms) Martial Arts |80 | 2 | melee | 3d6+69 | +5 SV/+4 DAM (Arms) Knife |65 | 1 | 11.7m | d8+62 | +5 SV/+4 DAM (Arms) Machete |65 | 1 | melee | d12+63 | +5 SV/+4 DAM (Arms) Lg. Rock |65 | 1 | 15.6m | d12+62 | +5 SV/+4 DAM (Arms) Heavy-Duty Sling |65 | 1/2 | 78m | d10+62 | +5 SV/+4 DAM (Arms) Razor Sword |73 | 1 | melee | d20+73 | +5 SV/+4 DAM (Arms) Pump Shotgun |80 | 1 | 30m | 3d10 | folding stock, 10rd tube ================================================================================
PRIME MUTATIONS: ================ Shell (Sub-dermal layers) [Medium, -20 DV, -1m MV, -8 APP, unarmed melee does 2d6 base DAM, +30kg] Immunity (Disease) Dev. Skin Structure (Fire-Resistant) [no fire/heat DAM for 1st 10rds, after that half-DAM, half-DAM from explosions] Immunity (Radiation) Ht. Attributes (Strength) [+48 STR, +16 APP, 2 rolls for STR-based HCs] Body Regeneration [1 END/rd!] Immunity (Poison) Dev. Skin Structure (Alkaline Skin) [immune to Acid DAM] Horns (2) [+6 SV, 2d10 DAM Ram/Head-Butt, -4 APP, +4kg] Ballistic Hide [-4/-20 DV bal.-blunt, half-DAM from falls, -3 APP]
MINOR MUTATIONS: ================ Toughness (rolled 100 on the Physical Alterations table) [+9 END, +9 STR] Long Arms [+5 SV, +4 DAM, -3 APP] Pointed Ears Bone Ridge down Back [-11 DV, -4 APP] Bone Ridge on Head [-4 DV, -2 APP] Dual Hearts [+13 END, +17 STR, +1m MV] Dense Muscles & Bones [+16 END, +14 STR] Ugly Bat-Like Nose [-7 APP] Longevity
MATURE MUTATIONS: ================= Erotic Intuition Enhanced Pleasuring Organs Engorgement
FLAWS: ====== Baldness Sterility
SKILLS: ======= Martial Arts* 6 2att/rd, +15 SV, +d6+7 DAM] Gambling 3 Lying 3 Riding 1 Stealth 4 Chemical Tech 2 Barter Relic Knowledge#
EQUIPMENT [WE]: =============== 260sp 10 Torches, 8 Candles, Oil Lantern (Full + 1 bottle of Lamp Oil), Tinderbox 33 days of Dried Rations, Relic Canteen (full, 2L of water), Cutlery Set Coin Pouch, Backpack, Hip Sack (w/fishing gear) Sewing Kit, Whetstone, 10m Rope Shovel, Crowbar, Pickaxe Work Boots & Gloves, Poncho Cotton Pants & Shirt Wool Pants & Shirt, Wool Coat w/Hood Summer Sleeping Bag, Winter Sleeping Bag, 2-Person Tent Soap & Towel, Toothbrush Playing Cards & Bone Dice Ballistic Vest [-4/-20 DV bal., -0.25m MV, 1kg] Armored Boots [-4 DV, 2kg] Machete [d12+1 DAM] Knife [d8 DAM] Heavy-Duty Sling [RoF: 1/2, d10 DAM, 20m range] Razor Sword [+8 SV, d20+11 DAM] Police Model Pump Shotgun (10rd tube) [SHELL: RoF: 1, +20 SV, 3d10 DAM, 30m range] [SLUG: RoF: 1, +12 SV, 2d20+12 DAM, 100m range] w/Folding Stock, 21rds Shotgun Shells
MOUNT(S): ========= "Tuttile" Mutant Riding Horse w/saddle & tack
OTHER DETAILS: ============== Gender: Male Age: 20 Height: 216cm (roughly 7') Weight: (88kg+44kg=) 132kg (roughly 290lbs) Skin: Dark Olive Hair: None Eyes: Amethyst Handedness: Ambidextrous Swimming: Fair Literacy (Read/Write): Yes (English) Languages (Spoken/Understood): English, Warmort, Skullock Math (Level): Yes (Basic) Faith/Religion: None Personality: Motivation: Sexual Orientation: Het-Mon
PC NOTES: ========= ML Modification: +10kg weight for dense bones & multiple bony ridges * Rolled Martial Arts during skill determination so ML converted Brawling skill points & rolled them over into Martial Arts. # ML added free skill. Apparent STR is ONLY 133(!) (79pts of the STR total are from sources that do not add visual indicators to his overall appearance)
HISTORY: ======== Split from original Merc squad was friendly, whole squad retired or moved on to other careers.
ADVANCEMENT: ============ Rank 1) [Caste] +10 END, +7 STR, +3 AGI, +5 ACC, (Brawling 3*), 6 War. skill rolls, 2 Misc. skill rolls, Gambling 3, Lying 3, Riding 1, +2 Crim. skill rolls
INITIAL TRAIT ROLLS: (Note: all the traits were assigned BEFORE mutations or caste modifiers were rolled up) ==================== d100 roll Trait Value ----------------------- 67 39 97 (80+12) 92 77 (40+17) 57 68 40 59 35 91 (60+16) 76 100 (100+17) 117 92 (60+14) 74
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Post by thorneldrich on Feb 7, 2019 21:16:02 GMT -8
Part 2: "... and the Flaming Mutant Meatball" This fellow was rolled up roughly half an hour after Tollman was using the exact same set of my dice. Berber was so beyond any character modeling skill I have that I just wasn't able to make a PC picture for him. He is only 3'4" tall & (even after a ML-adjustment) weighted roughly 142lbs! Imagine a fat purple, inverted egg-shaped meatball, topped with green hair, pudgy legs sticking out the bottom & a set of flabby but normal sized arms jutting from the upper (wider & thicker) half. No neck to speak of & a balloon-cheeked, beady-eyed face with almost no lips to speak of & a pigs snout sticking out of the middle of it. Now somehow manage to fit all that in a suit of leather armor. Got that mental image? Ok, now figure out how ...that can walk almost as fast as the average human can run (5.5m) & can, in armor, run faster then any normal human can (7.25m!). Together, the player & I, figured he must have ran like an orangutan, using his double-sized arms & swinging his lower half forward (those stubby legs going like a bat out of hell the whole time). We just shrugged & said "Nature finds a way" when it can to bodily functions & any potential sexual activity (with hookers, 'cause ain't much gonna get that close to something that ugly for free). The player described the character as having "Horrible hygiene, even for someone of his social status" & was "Greedy, sneaky, & paranoid" (because of his recent past).
Gen. System: Shuffle Roll PC: Berber Hometown: Overpass (Northern Freehold) Faction: Unaligned Rank: 1 EFs: 0 Type/Caste: Mutant (S)/Thief
END: 27 Healing Rate: (3x2=) 6 STR: 41 Dmg Mod: +2 Range Mod: +10% AGI: 118 DV Mod: -20 MV Mod: +2.5m ACC: 82 SV Mod: +10 INT: 57 WIL: 60 PER: 54 INITIATIVE: d10+1 APP: 14
Movement: ========= -unarmored- Walk: 5.5m Run: 7.5m
-armored- Walk: 5.5m Run: 7.25m
PROTECTION: =========== AGI: -20 ARMOR: -10 HELM: -- SHIELD: -- DODGE: -- OTHER SKILL/ OTHER: -- Defense Value (DV): -30 Base Strike Value (SV): 01-60
PRIME MUTATIONS: ================ Amphibian^ Gaseous Discharge [Poison Cloud] Body Disproportion (Upper Body) [+49 END, +38 STR, -1m MV, -1 AGI, -8 APP, +46kg] Size Decrease [-82cm, +8 AGI, -4 END, -6 STR, +2pts Stealth]* Immunity (Disease) Limb Regeneration [x2 daily healing, see chart in Hub rules for parts regen. times]
MINOR MUTATIONS: ================ Exceedingly Flexible [+7 AGI] Protruding Veins [-3 APP] Blood Color Alteration (Blue) Nose of a Pig [-10 APP, +50% Olfactory] Pouch
FLAWS: ====== Flammable Tissues Toxic Susceptibility
SKILLS: ======= Brawling 1 [1att/rd, +3 SV, +1 DAM, Spit/Sand/Bottle: +2] Pick Lock 2 Pick Pocket 2 Stealth 2 Climbing 2 Barter
EQUIPMENT [IM]: ============= 6sp in a tattered belt pouch (stolen 246sp hidden in Backpack) 2 Torches, Tinderbox 20 days of Dried Rations, Waterskin (2L water), Wooden Spoon Sack, Backpack, Woolen Blanket Clothing (single set) is unwashed rags of cotton, torn, patched, & dirty. Sandals 30m rope Lock Pick Set (kept in his "Pouch") Burlap Hooded Cloak (poorly dyed black) "acquired" pair of soft Leather Boots (now filthy) Locksmithing Tools Leather Armor [-10 DV, -0.25m MV, 4kg] Machete [d12+1 DAM] Knife [d8 DAM]
MOUNT: ====== (He stole it outside of Overpass) Riding Horse w/saddle & tack
OTHER DETAILS: ============= Gender: Male Age: 19 Height: (185cm-82cm=) 103cm (roughly 3'4") Weight: (72kg+46kg-53kg=) 64.9kg (roughly 143lbs) Skin: Purple Hair: Green Eyes: Yellowish Handedness: Left Swimming: Can't Literacy (Read/Write): Yes (English) Languages (Spoken/Understood): English Math (Level): Yes (Basic) Faith/Religion: GREED Personality: Sneaky & paranoid. Horrible hygiene (even for one of his social status) Motivation: Avarice Sexual Orientation: Non-Sex (Het-Mon)
PC NOTES: ======== ^ At least he can't drown 'cause he sure as hell can't swim. * ML Modification: Size Decrease; -82cm is roughly 45% of height, deducted 53kg (roughly 45% of 118kg) of weight to keep character looking like a green hair topped, inverted egg-shaped meatball with arms & pudgy legs sticking out.
HISTORY: ======= Stole 246sp from Overpass thief gang & on the run from them. Can't be seen in Overpass undisguised or else (78% chance) he's be recognized & 2d6 raiders hired by the gang will show up to kidnap him & return him to the gang to be "made an example of".
Is suspected of several robberies in Overpass & the lawmen would like to "chat" with him about that (no bounties have been put out YET).
ADVANCEMENT: ============ Rank 1) [Caste] -3 END, -1 STR, +10 AGI, +7 ACC, Brawling 1, 6 Crim. skill rolls, 1 Misc. skill roll.
INITIAL TRAIT ROLLS: ================ d100 roll Trait Value ----------------------- 42 27 70 (40+17) 57 84 (40+20) 60 56 34 73 (40+10) 50 99 (80+13) 93 95 (60+15) 75 76 (40+14) 54
Serious RP fodder, this character... well, he would have been.
Long story short, the group of characters ran into a nest of mutant rubble spiders (paralysis poison instead of Sleep poison) lead by a mutant freakish spider. The nest-lord mutant spider could spit out gouts of flaming acid (Flame Breath+Spit Acid combined into unique mutation), was armored from hell (heavy Shell), & it was also smart (INT: 22). (Yeah I know, WTF 3 mutations? book says d2 only. So I fudged it to make an interesting & challenging critter)
Round 1: The group got jumped (surprised, they lost the Init. roll, spiders got 9, group high was a 6) by six adult rubble spiders & then the nine half-sized young rubble spiders (no poison) swarmed out of hiding to join the attack (they got init. roll of 7). Lost 3 NPC would-be diggers to spider's poison & damage right away. Berber gets bit & poisoned (his toxic susceptibility screwed him with the two step increase of the poison type, B to D in this case). He's left standing there, muscles rigid as the poison hits his system hard. Asked for a PER-based HC, type E (since they were all in the midst of a spider-fest) from the PCs, no one succeeded so the nest-lord got a surprise attack on two of the PCs (the whole group was bunched up in a circle so I ruled his attack could hit two of them) with one of its flaming-acid spits (being surprised they all lost their Dodge, AGI, & one's shield bonuses since it was facing the wrong way). It hit them easily & I rolled a d10 (there were 10 PCs+NPCs left standing). Rolled a 5, 5 meant it hit Troll! Well other then equipment damage, he wasn't hurt. Looked in the marching order for who was behind him (& would be on his right in the circle, the spit-attack coming from the left). Berber. He is still standing, unable to move because of the poison. He gets sprayed with acidic napalm too. He catches fire (he's flammable!) but can't scream or even try to swat out the flames. The other two PCs already stated they were moving away from Troll & Berber so they wouldn't get burned or their gear catch on fire. NPCs failed their moral roll & followed the others away from Troll & Berber. Troll says he spends his round trying to put out the fires on his gear. Berber stands there flaming.
Round 2: Spiders move into the gap left by the fleeing PCs & NPCs. Adult grabs Berber & pulls him off his feet, he lands face up on the ground burning away like a bonfire now. Troll gets attacked by an adult & 3 young while the rest attack the others. Nest-lord stays where it was (on the ceiling out of melee range) & preps another volley of acidic napalm. 3 more NPCs go down. One of the other PCs gets poisoned & is out of the fight. Troll flails about, splattering two young spiders with one hit each & head-butting another into oblivion (kind of went "KRR-SPLAT!" when it took 79pts of damage from his horns). Other PC & NPCs manage to kill two adults & 3 young spiders. Nest-lord fires a volley at that group, misses horribly (rolled 100, fumble!) & manages to hit 3 young spiders with it's attack. Damage is enough to kill one wounded one & sends the other two scurrying off to thrash about, trying to put out the flames.
Round 3: Surviving young spiders start scurrying off (failed their moral check) into the small holes along the walls they came out of while the remaining adult ones keep attacking. Nest-lord drops down & moves towards Troll who realizes the big, bad, & mad freaky spider is closing in. He draws his razor sword & gets ready to fight it while dodging an adult spider (the last of his burning spots have gone out). Lose another NPC (last one) to an adult spider. One PC falls through a web-covered & shaft opening & disappears with a scream ("he's dead Jim", pitch-black dark shaft was 85' deep & bottom was a mangled garden of rusty vertical rebar rod-ends & tainted (mild Rad exposure) water. "Lucky" for him the impact killed him VERY dead (something like -83 END when all tallied up). Oh & he failed both Climbing type E checks I allowed him to blindly grab a handhold & stop his fall on the way down). Berber ran out of END at the end of this round & died, his corpse still burning brightly.
Round 4: Remaining adult spiders failed morale check & fled up into the web-shrouded ceiling, Surviving mobile PC grabbed paralyzed one & began dragging him out of the entry-way into the open area beyond. Nest-lord lays into Troll & does some damage but since he's immune to poison, that's all that happens. Troll rolls to hit the freaky thing & rolls a friggin 01! Critical Hits the thing then rolls a 9 (double max damage) on the TME-2-3!. That's 186 END damage. 53 more END damage then the thing had total. I describe a gory bisection of the mutant arachnid including the neon puss-green colored ichor that covers him head to toe & the unimaginably horrid stench accompanying it. The gush of rancid bodily fluids from the two halves of the dead beastie splatter over the burning corpse of Berber & suddenly ignite into a fireball the hurls Troll through the ruined wall beside him & into the open area where the other two survivors are now laying on their asses, one knocked down by the blast & the other already on the ground, still paralyzed. Trolls hurt but not too badly (he still had over half his END!) & he's already healing (1 END/rd regen). The blast brought the ruined building (only a two story ruined storefront) down. No further casualties though. Troll carries the paralyzed PC over his charred shoulder while he & the other survivor walk back to Pitford (they made it with only a hour to spare, the got lucky & encountered a salvager & his crew in wagons hauling their scrap back to town). This was the FIRST mission for the group (only 3 PC out of 5 survived, none of the seven NPCs did & lost all of them with all their gear in the fire & collapse). Needless to say Berber's player was seriously irked (he'd cooled his heels doing the NPC dice rolls & the other paralyzed character's player was handling the spider dice rolls). Player who's character fell down the hole just laughed it off. He kept saying "Surrounded by blood-thirsty freaking mutant spiders & I die how? Falling down a rusty friggin elevator shaft!".
Play Time: (not including character generation) a little over 2 (real-time) hours from RPing the meet-up in Pitford to entering the ruined building on the outskirts of the Great Ruins & encountering the spider lair. TME is beyond LETHAL lol.
Berber's player got over his butt-hurt (for his next character we used a Typical Mutant with the Gung-Ho Marine stereotype to create. He liked this one better the the "paralyzed flaming mutant meatball" (his words). Still has his second character alive at the time of this posting.
As a foot note, I now require each player to have at least two PCs (three if possible, rolled, written up, & finally approved by me) ready before each planned game. I also keep a folder with half a dozen or more PCs I randomly roll up & print out just in case they get over-killed on a dig.
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Post by thorneldrich on Feb 15, 2019 19:11:42 GMT -8
This is the most survivable aquatic mutant I think I have ever rolled up. With a little modification (& a definite personality alteration), he could also be a Bestial Human (Shark) but as rolled, he was a Mutant (Freakish Horror).
Gen. System: Shuffle Roll PC: Mako the Jaw Hometown: Rusted Hulk (Independent) Faction: Sea Home, Southern Freehold Rank: 1 EFs: 0 Type/Caste: Mutant (FH)/Mercenary
END: 135 Healing Rate: (16x3=) 48 STR: 125 Dmg Mod: +22 Range Mod: +110% AGI: 83 DV Mod: -10 MV Mod: +1.25m ACC: 88 SV Mod: +12 INT: 55 WIL: 56 PER: 58 INITIATIVE: d10+1 APP: 18
Movement: (-1.5m Land, +5m Swim) ========= -unarmored- Walk: 4.25m Run: 5.75m Swim: 18.25m
-armored- Walk: 4.25m Run: 5m Swim: 17.5m
PROTECTION: =========== AGI: -10 ARMOR: -20 HELM: -- SHIELD: -- DODGE: -5 OTHER SKILL/ OTHER: -32 (mutations) Defense Value (DV): -67 Base Strike Value (SV): 01-62
PRIME MUTATIONS: ================ Amphibian [Breaths Air or Water]
Aquatic Adaptation [uses Aquatic Animal row on TME-3-7, double land MV as Swim Speed, double hold breath time,
double resistance to Pressure & Cold of normal human]
Arid Adaptation [-3 DV, -5 APP, negates DAM/day from other mutations due to lack of moisture but losses damage reduction for
fire/heat/explosions, still immune to sunburns]
Shark-Skin* [-20 DV, -4 APP, -1m land MV, +10kg]
Claws [2att/rd, +7 SV, d12 DAM ea.]
Immunity (Disease)
Increased Cellular Activity [x3 daily healing, does not age]
Immunity (Poison)
Radiation Absorption
Shark-Mouth** [Huge, +1att/rd, +7 SV, d20 DAM, +15kg, -6 APP]
Thermal Vision****
MINOR MUTATIONS: ================ Carnivore [cannot digest plant material]
Wakefulness [Does not sleep]
Fins [-4 DV, -4 APP, +5m Swim MV]
Dense Skin [-5 DV, +15 END]
Massive Muscles [-0.5m land MV, +44 STR, +17 END, +30kg]
Shark-Like Teeth*** [+3 DAM to bite DAM, -3 APP]
Only Four Fingers per Hand
FLAWS: ====== Intense Allergy [Vegetables, Ingested] Baldness
SKILLS: ======= Brawling 4 [1att/rd, +9 SV, +d6+2 DAM, Spit/Sand/Bottle +8] Weapons Expert (Claws) 3 [+8 SV, +6 DAM] Weapons Expert (Bite) 3 [+8 SV, +6 DAM] Weapons Expert (Harpoon Gun) 1 [+4 SV, +2 DAM] Gambling 3 Lying 3 Medic 1 Stealth 2 Dodge 1 [-5] Relic Knowledge Navigate by Stars# Coral-Crafting##
EQUIPMENT [WE]: =============== 260sp 6 Torches, 6 Candles, Oil Lantern (Full + 1 bottle of Lamp Oil), Tinderbox 33 days of Dried/Jerked Meat Rations, Waterskin (full, 2L of water), Cutlery Set Coin Pouch, Backpack, Hip Sack (w/fishing gear) Sewing Kit, Whetstone, 10m Rope Shovel, Crowbar, Pickaxe Work Boots & Gloves, Poncho Cotton Pants & Shirt Wool Pants & Shirt, Wool Coat w/Hood Sleeping Bag, 2-Person Tent Soap & Towel, Toothbrush Playing Cards & Bone Dice Medic's Satchel Coral-Crafting Tools Steel-Bite Coral Trident [-/+4 SV, d20+1 DAM/d20+4 DAM, -1h/2h-] Steel-Bite Coral Machete [d12+1 DAM] Steel-Bite Coral Knife [d8 DAM] Scrap Relic Armor [-20 DV, -0.75m MV, 3kg] Chainsaw (Electrical) [RoF: 1, +10 SV, 3d10+3 DAM] w/4 Power Cells (full charge= 400rds use) Military Pump Shotgun (10rd Tube) [SHELL= RoF: 1, +20 SV, 3d10 DAM, 30m range] [SLUG= RoF: 1, +12 SV, 2d20+12 DAM, 100m range] w/13 SS, 8 SL Double Harpoon Gun [RoF: 1, +8 SV, d20+9 DAM, 30m range] w/16 Steel-Bite Coral Trident Harpoons
OTHER DETAILS: ============== Gender: Male Age: 24 Height: 218cm (roughly 7') Weight: (78kg+30kg+10kg+15kg=) 133kg (roughly 293 lbs) Skin: Grey Hair: None Eyes: Inky Black Handedness: Ambidextrous Swimming: uses Aquatic Animal on TME-3-7 Literacy (Read/Write): Yes (English) Languages (Spoken/Understood): English Math (Level): Yes (Basic) Faith/Religion: None Personality: Motivation: Sexual Orientation: Non-Sex (Het-Mon)
PC NOTES: ========= Arid Adaptation: [redacted]
* GM Modified Shell ** GM Modified Gaping Maw *** GM Modified Oversized Jaws (Minor Mutation) **** GM modified Night Vision, GM added free major mutation (functions underwater)
Brawling: [redacted]
# GM added free skill
## Coral-Crafting: 0pt background/crafting skill, allows both artistic (INT+STR+ACC/3 = skill trait) & utilitarian (INT+STR/2= skill trait) carving, shaping, & use of coral. Allows for working of Steel-Bite Coral into weapon blades, spearheads, arrowheads, & whatnot. Also grants knowledge of the different types of coral (& the danger they pose, if any) that are native to the locale the possessor live in (coastal areas of the Crossroads & Shallow Sea regions in this instance). If skill check is ever required (GM's call), use the above mentioned formulas to determine the proper skill trait to use. Skill can be taught to someone by anyone possessing it in around 2 months of time & a quantity of coral pieces to practice on. This would be simple for normal types but Steel-Bite Coral must be either gathered beforehand or purchased. Local cost for Steel-Bite depends on the size pieces, coin-sized: 1sp each, spearhead sized: 1+d4sp, knife-sized: 1+d6sp, Larger: 10+d6sp or more. Cost is x3 or more (if available at all) outside of coastal areas.
FYI: Steel-Bite Coral is a mutant species of coral found off the coastal areas of the Crossroads Region (as well as the bordering Regions). It is as hard as steel & pieces of it are found washed ashore from time to time. With effort it can be worked into usable forms (arrowheads, harpoon heads, knife blades, machete blades, or even a sword blade if a large enough piece is found). Anything using this in place of metal components is treated as a normal version of the item except Steel-Bite Coral is utterly immune to Acid (& of course never corrode in moist conditions like normal iron or steel does). The coral is found an almost every color of the rainbow (for fun GM, spin a color wheel to find out the shade discovered).
HISTORY: ======== Absolutely hates pirates. If in a fight including pirates, will attempt to kill as many as he can without overly endangering himself or risking breaking Freehold laws (if inside the Freeholds in a bar-brawl etc...) but even then he will do his best to seriously injure them (broken bones, crippled limbs, gouged/blinded eyes, etc...).
Is no cannibal but anything without apparent human-DNA is fair game (actually likes freshly killed & raw Reptilius meat right off the bone *shudder*). Is also fond of smoked Land Pike & pan-fried Normuk fillets. Says roast Tree Squid tastes like fried chicken. Likes Eel-skews with salt. Oh, & he is NOT the neatest eater, so you might want to keep a 2m wide no-walk zone around his table (or better yet, don't eat at the same tavern/inn at all!).
ADVANCEMENT: ============ Rank 1) +5 END, +7 STR, +6 AGI, +5 ACC, Brawling 3, 6 War. skill rolls, 3 Misc. skill rolls, Gambling 3, Lying 3, +3 Crim. skill rolls
INITIAL TRAIT ROLLS: ==================== d100 roll Trait Value ----------------------- 87 (40+18) 58 71 (40+15) 55 91 (60+17) 77 96 (60+14) 74 77 (40+16) 56 68 40 99 (80+3) 83 97 (80+18) 98
ADDENDUM: I am posting the Steel-Bite Coral & a couple other minor beasties of my creation in the appropriate forum.
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Post by Praesolus on Feb 16, 2019 15:03:35 GMT -8
Loving these characters! And the session summaries!
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