Hero's Name: |
Jazpharaoh
Warcraftus |
Player's Name: |
greybeard |
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Species: |
Mutant -
Mok |
Profession: |
FX Adept
(Tech Op) |
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Gender: |
Male |
Career: |
GM Shaman |
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Attributes: |
Discovery,
Worldly, Precise, Humble |
Last Resorts: |
0 |
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Setting: |
Gamma
Terra |
GameMaster: |
JSM3050 |
Last Resort Cost: |
0 |
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ACTION
CHECK SCORE
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COMBAT
MOVEMENT RATES
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ARMOR |
LI |
HI |
En |
AP |
Score |
Die |
Tough |
Mass |
Hide |
Dermal
Reinforcement |
d4+1 |
d4 |
d4-1 |
0 |
- |
- |
O |
0 |
- |
ATTACK
FORMS |
Score |
Base |
Type |
Range |
Damage |
Hide |
Clip |
Mass |
Natural
Attack |
10/5/2 |
+d0 |
LI/O |
Personal |
d4s/d4+1s/d4+2s |
- |
- |
- |
Unarmed |
10/5/2 |
+d0 |
LI/O |
Personal |
d4s/d4+1s/d4+2s |
- |
- |
- |
Bonus |
SITUATION DIE STEPS SCALE |
Penalty |
||||||||||
-5 |
-4 |
-3 |
-2 |
-1 |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
-d20 |
-d12 |
-d8 |
-d6 |
-d4 |
+d0 |
+d4 |
+d6 |
+d8 |
+d12 |
+d20 |
+2d20 |
+3d20 |
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FX
SKILLS |
Energy: 10 qqqqqqqqqq |
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MUTATIONS |
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CHARACTER NOTES
Observant Perk: -1 step bonus to Awareness-Perception checks
Enhanced Reflexes Mutation: Action Check -2 step bonus
Adept Action Check Increase: action check score increased by 1
Adept Secondary Profession: skill cost bonus for secondary profession
Adept Cost Reduction of -1 to the selected FX broad skill group (GW Shamanism)
Created by The Windows
Alternity Character Manager
Background
Based Outcast of Nomadic Tribe
Observant
Perk: (WIL, active, 3) -1 step bonus to Awareness-Perception checks
Faith
(WIL, 5) improved degree of success of skills when relied on faith
Painful
FX (CON, 4) Stamina-Resist Pain or stun damage d6+1/d4+1/d6-1/d4-1/1
CF/F/O/G/A with use of FX
Code
of Honor (WIL, 3) Code of Faith
Temper
4 (WIL, 4) - +2 penalty to all actions until calmed down. Hatred of evil technology
Dermal
Reinforcement Thick and mane-like pelt
Natural
Attack Unretractible claws and fangs
Oversized
Arms 150% longer arms, allow for greater reach.
Slight
Environmental Sensitive (Wet) (CON) +2 penalty to all checks when wet or in
water.
Major
Physical Change (CON) +4 penalty to PER checks when appearance has affect,
change appearance of Mok ape-like creature with heavy yellow-orange mane
(lion-like) and yellow fur pelt. Face
is cat like and black. Fangs and claws
are very apparent. Feet are hoof-like.
Suspectibility
to Energy Damage - +1 damage
Background
The bardic story of the Demonic Ape is one to surely frighten
local children to stay away from ancient ruins. Out of the forbidden zones of
the wastes a hulking stranger wanders in.
The origins of this strange aberration from the wilds is not well known. Are they natural or part of some new mutant
breed? Known as bar-lgura, wendigo, or
moks depends on the human legend orientation.
These creatures appear as a large hydrid of ape and lion. The ape-like creature has a heavy yellow-orange
mane (lion-like) and yellow fur pelt.
Its face is cat like and black adorned with fangs. They have over long arms capped with hand
claws which are very apparent. Feet are
hoof-like. A definitive,.threatening
appearance that keep most, if not all in fear which also attribute the moks to
a nomadic life. Though primitive and
primal in appearance, he is highly intelligent and curious. So why venture near civilization as it is
known now. This gentle giant is more
worldly than one would give them credit for.
For all their worldly travels, they are innately curious and seek to
gather information and knowledge. The
moks travel much of the Arabic lands from Mesopotamia to Carthage
The creatures are also gifted with the ability to connect to
the spirit world. They can sense things
from the past as well as the future.
They can even venture into their realms to ignore the very physical
surrounding of the material world.
These traits coupled with their appearance cause much fear and suspicion
from humanity. Being somewhat of a
disconnect with the natural world, the four primary elements that make up the
world according to the Greeks (or Hellas) effect the moks in unusual ways. They seem repelled if not harmed by them in
their purest form. The moks try to
avoid such situations as possible.
Humans, who know their legends well, often chase a wandering mok off
with a flaming torch or a bucket full of water.
There he gained much appreciation of mystical nature of the
four basic elements, air, earth, fire and water, and their cosmological
influence of all things. Such influence
impacts the very core of life. The
ability to manipulate these primal elements in a physical sense was well routes
in his tutolage of alchemical sciences.
Besides the examination of the external world, he also spent much time
in the reverie of the spirit realms.
There he learned of the connection of primal energies and that of
life. Life is a culmination of all
energies equally, and that the physical body is merely a shell to contain
it. The spirit is the conduit of the
energies to feed the life source. He
has experimented with these nodes and has been able to control the vary
energies as single entities in the physical world. However, it causes him great pain with such attempts. He has developed some resistance to the
pain, but the pure energies still take their toll if care and precise
concentration is not maintained. So he
seeks further enlightenment to achieve total dominion of his personal energy
well to nullify his racial vulnerability to pure natural elements. He hopes that one day he may pass unto his
fellow moks the enlightenment to resist the pure elements that intimidate them.
The angle I was after was to have this
creature trying to ge back to basics. Try to reconnect back to mother earth and
purge evil technology as a whole. This is his bend on things. Very tribal and
naturalistic.
FX
Skills Gamma World Shamanism
Character
I want to make him a
"shaman" type of person connected with the elements.
Combine some of the FX
divine skills to make a new set.....I know you don't have the Beyond Sci...but
I could abbreviate some of the powers without violation of the copyright stuff
for this game.
FX skills --- to mix
... druidism, shamanism, and hatire.
Generally one can not
learn more than one broad FX faith skill. I think thats a bit of junk on their
part. The FX skills cost plenty anyways. So here would be my suggestions for
the list of skills under the GW Shaman List
GW Shaman Broad - 13
5 - Call Sky Father -
control weather effects
Transform miracle can adjust air,
moisture, and temperature. 30 m radius,
lasts 10 min, requires complex skill
check one roll per round ordinary complex allow variations common to that
season in that region, good complex nonseasonal weather but restricted to
typical regional weather, amaze complex any weather of terrain and
climate. GM call for degree of
complexity tornados and calling lightning should be considered complex checks
if conditions are not right for them.
Lightning bolt would be as an electrical hazard from Table G15 in GMG
with 2 step bonus for CON feat.
Rank benefits double radius and
duration at 4, 8, 12.
5 - Child of Earth
Mother - summon earth elemental
Transform miracle Can summon a small earth elemental for 10 min + 10 min per
degree of success. +1 penalty from
worked stone, +2 penalty from brick or concrete. (S 15, I 4, D 6, W 8, C 16, P
1) Dur 16/8, Move 4, Action 10/9/4/2/
#2, Pummel 18/9/4/ d6+3s/d6+5s/d4+3w, Armor d6+2 Li, d4+2 Hi, d4 En, +3
resist melee, -1 resist range, immune mental effect, stam-endure 18,
stealth-hide 10, move trailblaze 20, brawl - 18
4 - Kinship of Beasts - animal
friendship/summon animal
Transform miracle Form empathic bond
with animal functions as esp-empathy and interaction charm with spells roll
for effect, speak with animal response limited, call one animal 45 175 kg,
3 animals 25 45 kg, or 10 animals <10 kg.
Range 100 m, respond in 1d4+1 min.
Lasts 10 min. +10 min dur at
ranks 4, 8, 12. one animal at 900 kg
& double anaimals at other ranges at rank 4, one animal at one metric ton,
2 at 900 kg, and 4 times at other ranges at rank 8, at rank 12 one animal
without no size restriction.
3 - Life Endures - heal
spell
Transform miracle damage: ordinary
heal 1w, good heal 2w, amaze heal 3w, disease: ordin reduce by one grade, good 2 grades, amaze 3
grades. Used on plants or animals 2
bonus. On cybernetic enhanced creatures
+2 penalty. Rank 6 effect mortal damage
ordin 2w, good 3w or 1m, amaze 4w or 2m
4 - Surge of Greenry -
plant growth
Tranform miracle 20 m range effect
all plants, plants gain one moth of growing for every rank in this skill. 10 ranks = 10 months.
3 - Voices of Grass/Sky
- talk with plants and weather
Duplicate ESP-postcognition and
ESP-psychometry with plants. For every
rank have see back one hour. With
celestrial bodies see into the future as ESP-precognition. For every rank see one week into future.
4 - Wield the Ley Line
- attack spell - throwing boulders
telekinetic move object upto 100kg at
move rate of 1, range 30 m, one phase to concentrate and then mental-resolve to
avoid future concentration checks, lasts 1 min (5 rounds), -2 bonus if stone
object. Rank 3 400 kg 2 phases, Rank
6 - 2700 kg 3 phases, Rank 9 - 6400 kg 4 phases, rank 12 12500 kg 5 phases
3 - Disrupt Technology
- attacks machines
Transform miracle one target 30 m,
electronic components/ machines/cyberntics effected. Rendered nonfunctional for 1 round +1 per degree of success.
5 - Dreamwalking - out
of body experience
I km range and 10 min, can send spirit
out to see and hear events outside of body, no communication. Rank 4 can contact living creatures as
telepath-contact, rank 8 5 km, rank 12 10 km and communicate as if talking
2 - Spirit of the Beast
- gain a specified skill for a time
for one hour gain 4 ranks in one of
following athletics climb, stamina endure, move race, stealth sneak, stealth
shadow, stealth hide, aware percept, investigate track.
4 - Fiery Bolt - attack
spell - fire missiles - 30 m ....d4+1w/d6+1w/d4m En/O
one energy ball. Rank 4 2 energy
balls, can effect different targets, roll each separately, rank 8 3 balls,
rank 12 En/G
The angle I was after was to have this
creature trying to ge back to basics. Try to reconnect back to mother earth and
purge evil technology as a whole. This is his bend on things. Very tribal and
naturalistic.
Of course the attached
base character would have to be further modified to incorporate these ideas and
suggestions.
Thoguhts? Willing to
work/develop FX stuff or tobe more Psionic for you to work these things out. Am
a very good developers of new things.
Your
rules:
Current Rules:
- 60 Ability Points
- Skills cost = list
price (or list price -1) for each rank
- Skill points = 30 +
(3 x INT) + any for being above level 1
- Max Broad skills = 6
(free) + 6 + INT modifier
- Perks & Flaws are
available (max. 3 of each)
- All six races from
the GW5e book are available. Discuss other ideas with me, please
- Starting mutations
may be selected by player to suit character concept
- There are no
min/maxes for Professions (but there are for Races).
- There are no min/maxes for
Professions but there are min/maxes for Races
- All of the optional
rules from WAlter are in effect.
- Characters begin at
level 3
- Players choose
starting mutations to fit character concept
- Perks and Flaws are
available (max. of 3 each)
It has come to my attention that GW
used a quicker form of advancement than the standard Alternity rules. I'm going
to say to ignore that. You all have +13 skill points for being level 3 (the GW
rules would only give you 11).
Flintlocks
All flintlock weapons
require one action to load and a second to fire. This, combined with their high
inaccuracy and short ranges, should balance the game out, making the Ancient
and Shadow Age equipment superior to the Gamma Age firearms.
Greybeard's FX skills have been approved, essentially adding magic to the mix. This means you may find magical items at some point (though I'm not sure exactly how much FX I really want but I do know it will be limited). Alien Artifacts are to be discussed with me but, in all honesty, I probably won't allow them as described in the GMG but rather give you some equipment from the Ancient or Shadow Ages.