Joined: Apr 2012 Gender: Male Posts: 68 Location: Asteroid-ship on Oort Cloud Karma: 10
Mutie « Reply #1 on May 8, 2012, 11:30pm »
Here's where we are with Atomic Ray's mutant PC...
one class 3 beneficial mutation Regenerative Capability, heal +1 per level
two class 2 beneficial mutations Unique Sense..."hear" radiation
Empathy...push emotions on touch plus 1' per level
three class 1 beneficial mutations Dwarfism...3' Ultraviolet Vision...see radiation 300' Aberrant Form...xeno...antennas...lie detection? Or just for looks
one class 3 mutation drawback Pain Insensitivity
one class 1 mutation drawback Albino...-2 vision in daylight
Ok, with Aberrant Form the character's mutant nature is Evident.
I don't like lie detection as an ability, it can derail games and is similar to what Empathy already grants. With it you can still detect someone is nervous when being asked something. Any other ideas for what them antennas could give?
Class Skills: (adventurer) knives +1 projectile pistol +1 energy pistol +1
*****
PSY Powers: Psi Luck...once per day for 3 rounds...+2 to hit and save...-3 incoming damage
Mutations Class 1: Dwarfism (4ft tall, +1 To Hit in melee against larger foe)
Ultraviolet Vision...see radiation 300'
Aberrant Form...xeno...antennas...sense vibration 360*...-1 AC
Class 2: Unique Sense..."hear" radiation
Empathy...push emotions within 90', but honestly I prefer something more personal, so touch and up to 1' per level?
Class 3: Regenerative Capability, heal +1 HP per level
Drawbacks Pain Insensitivity
Albino...-2 vision in daylight
*****
As for Empathy derailing anything...I was thinking raw and strong single word emotions...not some complex sentence..."calm" "fear" happy" "hungry" etc.
I am up for toning any of the mutations down that you see fit to...looking mutated is enough lol.
*****
Modifications: The character gains a +1 on Skill Success rolls for two skills that can be used for subterfuge. He also has fair knowledge of the Underworld scene on his region of space. He is fully familiar with the Society of the Shadows can interact with other shadows effortlessly and can identify other shadow-born easily if they are not actively trying to conceal their true nature.
“To be bitter is to attribute intent and personality to the formless, infinite, unchanging and unchangeable void. We drift on a chartless, resistless sea. Let us sing when we can, and forget the rest..” ― H.P. Lovecraft
Joined: May 2012 Gender: Male Posts: 10 Location: Coprus Christi, TX Karma: 0
Re: Martian Clone-Vats (character generation threa « Reply #4 on May 9, 2012, 8:37am »
3 - Hybrid Progeny
As for background...coming from an orphanage I suspect he owed a debt for his early care...so he became an indentured type (bondsman) to cover these debts.
I suspect 1 for 1 yr is what would be expected, so 9-10yrs...so he has been out of that situation for 9-10yrs or so...not sure what social status that and his mutations place him at though.
As far as funds, equipment, weapons, armor, etc...GM can fill in the blanks or let me know where to go next...either way I am easy.
Maybe cleaned up, with the right clothes/make-up, he could pull off the "lost little kid scam"?
Mutie has gotta do for himself, not like anyone is going to give a freak a break after all.
Maybe use the radiation and vibration sensing as a technical/mechanical troubleshooter, walking the lines as it were looking for problems for repair teams to act on?
Grease monkey and wrench slinger sounds about right.
A side note...I am not looking for extra powers or any such...just asking, the 16 in PSY, it does made sense to me with his smaller stature and mutated body/brain that he might be a tough nut to psionically crack as it were.
“To be bitter is to attribute intent and personality to the formless, infinite, unchanging and unchangeable void. We drift on a chartless, resistless sea. Let us sing when we can, and forget the rest..” ― H.P. Lovecraft
If you get Slave/Bondsman, Loosuluato begin the game as one. He will be the property of a PC or NPC.
If you get anything else he might have been a slave at one point in his life but has gained his freedom.
Then you have to open a copy of H.E. and roll your Background Tech Level (pg. 15), roll for and select Background Skills (Pg. 14-16).
Then pick a Character Class: Adventurer, Astronaut or Warrior. Scientist is out because Loosuluato being a mutie can't be fitted with a Plastic Actualizer or Lens.
Re: Martian Clone-Vats (character generation threa « Reply #6 on May 9, 2012, 11:15am »
O.K. - it's finals week here so I've been a little slow. Here is my start so far; background will be some sort of ex-space marine (Warrior). Not sure on the story as to why he is no longer a marine; whether he's washed out, in trouble, or just moving on from the service.
Name: Class: Warrior Level: 2 Race: Human Sex: Male Homeworld: Planet To Be Named Later (Advanced Tech Level (4)) Social Class: Imperial Citizen Age: 27 Experience Points: 1400 XP Bonus: +10%
STR: 15 DEX: 13 CON: 15 INT: 11 PSY: 12 CHA: 11
HP: 2d8+8 = 15 AC:
Armor:
Weapons:
Languages: Sunuz
Background Skills (14 - 3 of each level; for 2nd level 1d4=2, taking 1 basic (driver)): brawler (2) hunter air pilot (3) soldier (2) spacer driver
Class Skills ((roll 13) = 9 from first 11, plus 2 in first 5 from Soldier, plus 1 level of space swordsman from Spacer; added space axeman at level2):
Primitive weapon (Cutlass) (2) Space swordsman (2) Space axeman energy pistol (2) energy rifle (2) space armor projectile pistol projectile rifle
Take 1 of (TBD - will select after figuring out what equipment I can afford): grenades demolitions
Joined: Apr 2012 Gender: Male Posts: 68 Location: Asteroid-ship on Oort Cloud Karma: 10
Re: Martian Clone-Vats (character generation threa « Reply #7 on May 10, 2012, 12:55pm »
rleduc, awesome! A space marine, and with a cutlass no less. Someone likes Traveller.
Your character most likely attained citizenship trough his military service and might have just mustered out once the mandatory term of service was complete.
Who did he work for? The Imperial legions are all Sultyat clones so our marine must have served in the army of a noble house, system governor or perhaps even a corporation.
The "XP Bonus" is +10%, you count both Ability Scores
Don't forget, since the PC is 2nd level he gets 1d4 + INT modifier points to spend on Class Skills with the least advanced skill or lowest available on the list, mandatorily chosen first. I will allow the purchase of one (1) new Basic Background Skill from these points if you wish.
“To be bitter is to attribute intent and personality to the formless, infinite, unchanging and unchangeable void. We drift on a chartless, resistless sea. Let us sing when we can, and forget the rest..” ― H.P. Lovecraft
It's a fair cop! If it's too Traveller, I can modify it. Don't want to distract anyone with mixed metaphors.
I've done a bit of modification to the original post. I rolled 1D4=2 for second level skills, and took the basic skill "driver" and the required space axe, which I had skipped at level 1.
I'll get to equipment hopefully tonight and then pick between grenades and demolition. It depends on what is realistically available at my level. Then a name, and I should be good to go.
It's a fair cop! If it's too Traveller, I can modify it. Don't want to distract anyone with mixed metaphors.
Rleduc, there is no such thing as "too Traveller" . There are grav plates, Vargr, grav belts, gauss guns, PGMPs, highports, psionics, vacc suits and battledresses in HE...they just have different names.
“To be bitter is to attribute intent and personality to the formless, infinite, unchanging and unchangeable void. We drift on a chartless, resistless sea. Let us sing when we can, and forget the rest..” ― H.P. Lovecraft
Do I stay with the MF mutie exp or use HE class exp?
Neither, mutants have their own XP table:
Mutant Human Requirements: None Prime Requisite: STR (regardless of Class) Hit Dice: 1d6 (see experience table) Attack Table: per HE Class Maximum Level: None Saving Throws: Use the Saving Throw table found on Pg. 50 of Mutant Future rules book regardless of Class chosen and rename the type of save thusly:
Energy Attacks ---> Energy Blast Poison or Death ---> Poison and Disease Stun Attacks ---> PSY Effects Radiation ---> Death
MUTANT LEVEL PROGRESSION Level - XP Needed - Hit dice (d6) 1 - 0,000 - 1+6hp 2 - 1,876 - 2+6hp 3 - 3,751 - 3+6hp 4 - 7,501 - 4+6hp 5 - 15,001 - 5+6hp 6 - 30,001 - 6+6hp 7 - 60,001 - 7+6hp 8 - 120,001 - 8+6hp 9 - 240,001 - 9+6hp 10 - 340,001 - +1 hp only 11 - 440,001 - +1 hp only 12 - 540,001 - +1 hp only 13 - 640,001 - +1 hp only 14 - 760,001 - +1 hp only 15 - 880,001 - +1 hp only 16 - 1,000,001 - +1 hp only 17 - 1,120,001 - +1 hp only 18 - 1,240,001 - +1 hp only 19 - 1,360,001 - +1 hp only 20 - 1,480,001 - +1 hp only
Note: Hit point modifiers from constitution are ignored at level 10 and above
So Lil Sulu is just short of 2nd Level. You will also notice your XP bonus is 0%, not 10% as it is calculated from STR.
“To be bitter is to attribute intent and personality to the formless, infinite, unchanging and unchangeable void. We drift on a chartless, resistless sea. Let us sing when we can, and forget the rest..” ― H.P. Lovecraft