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Topics - Burdenking

#1
[blockquote]Rolled 1d20+2 : 1 + 2, total 3[/blockquote]
[blockquote]Rolled 1d20+2 : 6 + 2, total 8[/blockquote]

Profession Inn keeper
#2
Familia Registry (Characters) / Tella Greymoon
September 11, 2019, 05:30:48 PM




Height: 7' 1" ~ Weight: ? lbs ~ Age: 28 ~ Race: Hume Bunny

"Of course I'm not a giant. Well, not unless I wear my heels."




Personal Information




Appearance
Average bunny girl, at a very tall height. A large scythe is strapped to her back.

Personality
Tella Greymoon was commonly seen as a content soul among her family, contrary to her massive size and her sometime energetic personality. Despite being one of the tallest in her family, as giantism was a recurring trait in the Greymoon family, she was the least rambunctious and the least confrontational. She enjoyed entertaining people, and making sure they were comfortable and happy. This contentedness and overall gentle lifestyle eventually lead to her inheriting ownership of the Greymoon Inn, the Troupe's Choice.

So when she began to apply her training in the scythe and sought to become an adventurer, the missing aggression was seen by her family and while it conflicted with how they had grown to see their family member, it put them at ease.  Tella in a fight shows the aggression and power that she keeps bottled up during her life, any anger or grudge she brings with her is unleashed with devastating power and unrelenting aggression that one could almost say she revels in. Then, she'll return to the gentle, caring figure that has become so familiar in the Troupe's choice, willing to help and make people comfortable.

Biography
Tella Greymoon owns the Troupe's choice, an Inn  and tavern combo she set up with the help of her family to both house travelers, spread the word of her families goods to merchants, and so she could hear the stories of other adventurers as well as help them before they set off to wherever it is they wish to go. She works with a couple of her family members that followed her, and commonly entrusts it to her sister whenever she herself goes out adventuring.

Namika Kanade, an Far-Eastern Amazoness, was her mentor. Early in life, Tella had expressed interest in combat. When she received her falna from the goddess Thalia, Namika took note of her Strength and Agility levels, and had decided to teach her wilder ways of fighting, alongside with a cat person named Sotu Ros. Tella wanted the largest weapon possible, and Namika, as a joke, handed you an extremely sized scythe to use, saying it can be used for work on the farm as well.

Apart from that, she learned various things from other people in the village too. The ranger in the village who had been teaching Rei, taught her some things. Along with the warrior who had that Vesali.

Tella is part of an additional bunny family in Thalia village. The Greymoon family. Like the Carrots family Mimsy and the adopted Sotu Ros is from, Tella's family too are farmers. Where the Carrots family take care of growing primarily carrots and vegetables, her own family is a lot more diversified, and even include a ranch for farm animals. Tella's family have a healthy competition with the Carrots family, always trying to one up the other when it came to selling the goods at the market.






Ideals

Doing things for the family and familia.
Bonds

Thalia. Namika Kanade, Ranger Mentor, Warrior Mentor. Sotu Ros, Rei Momochi, Vesali Ascia. Mimsy Carrots.

Family and familia.
Flaws

Not very wise, dextrous, and no skill in magic.
#3
Side Story / Hooks Skyship Express [To China]
June 24, 2015, 02:38:58 PM
The Group finds them selves on the golden deck of one of the many skyships under the employ of Captain hook. While the Captain wasn't here on this ship, it was still manned by one of his original crew, a reward to him for his years of service and loyalty. The deck was full of activity, many of the pirates moving through the ship performing their jobs, some flying up to high places thanks to the abundance of Pixie dust they had with them.

The group, coming from wherever they wished to be from, had somehow found themselves on this ship, and were now heading straight for china. Weather this was to over throw the King there, or to accomplish some more selfish desire, it was up to them. It would be an hour before they tocued down in the proper sky dock, the landscape underneath them flying by slowly as the ship stayed above the clouds, to avoid any possible Mongol ambushes that would seek to sink the skyship.
#5

Name: DVV - Reclaim the Age of Heroes

System: DVV [spoiler]https://docs.google.com/document/d/188sdY5frwIsmjxlTt1dUSnUrRY_jcRVsPv5Q_B3kN6I/edit#heading=h.42lplrur18gq[/spoiler]

Themes:
Collaborative story telling, Grim settings, High Fantasy action, and political intrigue

Players Needed: 3~6(+?)

Post Requirements: At least once every couple of days, though preferred for posts to happen often

1: What is it?

DVV - Reclaim the Age of Heroes is a story of those few with the spirit to rise up against the tyranny of the evil Kings and queens of evil that have taken over. The age of heroes, where happily ever after was law, ended with the rapid chain of victories of the Villains of the world. Europe is a powder keg of strife as Pontifex Immortalis Frollo leads his flame spewing inquisitors in a constant battle with the Fae and their dark Queen Maleficent.

The beast of the world, both normal and fantastical, are hunted by evil hunters who seek nothing more then entertaining hunts, many viewing them as heroes for culling the massively rising monster population, but the Beast population seeing them as murderers.

And many more examples of the world stuck in it's perpetual Age of Villains. This is where your character will have been raised, and despite that, something within each characters pushes them to fight against it. Weather it be for vengeance, love, justice, or debt, these heroes will try and stand against the tide, and try the impossible and reverse it. They wish for Happily ever after, no matter what it entails. Will they succeed?


2: Why 3~6(+) players?

3 is the minimum I would run a game for, while six would likely be my maximum. However, If i had a Co-dm who could work with another party, we could have two parties going along and thus allow people to just do things on their own throughout the world, or work with the other party should they ever meet.

3: Well obviously I want to play. How do I get started?

First off, people should look at the rules of the game and setting, and also glance over the K/L/R for each country, the King, The Land, and the Rule, to get a feel for what their country of origin would do for their character. After doing this, filling out the small question thing at the bottom of this will show you are interested, and help me to give characters special traits and powers that are only obtainable by being from a certain country.

4: Okay sure, but what about character creation?
Besides your Country of Origin feat /or power, character creation simply goes along how the rules state it does. People have their abilities start at 6, have ten points to spend, can't bring any stat above 12, and so on. Everyone will start at the "Zero" rank, but hopefully will eventually reach the rank of "Hero" once they have achieved their goals.

Respond with:
Player Name:
Character Country of Origin:
Character Species:
Character Role:
#6
New York (IC) / [Jaz Upadhyay] Downtown Apartment
May 29, 2015, 08:32:15 PM
[spoiler][/spoiler]

A small apartment, that is a single room. The main part of the room takes up half the volume of the apartment, being a dining room/whatever else it could be used for. Due to a set of fold out stairs, the rest of the apartment was actually about 5 feet off the ground, a bedroom sor tsof place being place above everything else in a small area, a super soft and massive pillow like matress serving as the bed, with blankets and pillows strewn about it's surface. Beneath this bedding area, under a thin flooring, is a small and cramped area where one can prepare food. Of course, it had no counters, and was filled with the necessary appliances such as a fridge, oven, microwave, sink ,and dish washer. The bathroom was across from it, the hall connecting them being the entrance way.

The bathroom is small as well, serving as a more functional thing then anything else. The only comforts for the place was obviously reserved for the large main area and the bedding area. Strewn all over, further cramping the small apartment, were boxes and piles of books of various magical origins, some real but most fake and waiting to be sold off or thrown away.
#7
Trainers / Oreah Hyakuju
December 25, 2014, 12:55:44 AM
[spoiler]https://docs.google.com/spreadsheets/d/1qC4AxeqLH7-jHfviMexddZOs01draFyKnEuJSwgJT30/edit?usp=sharing[/spoiler]

Pokemon Wishlist
-All the Canon Starters
-Various Triple evo pokemon
-Ralts
-Machop
-The Kalos STARTERS!

#8
Operations Board / Operation: Promethius
September 03, 2014, 12:12:03 AM
With a loud clunking noise, the door to the transport ship opened and slammed down to the sandy ground, and blasting a high speed torrent of sand that seemed to chip some paint on the Cores within. It was immediately apparent visual information would be near useless, which would mean the crew would have to rely on the various sensors for seeing anything around them, and for detecting enemies.

[spoiler]All units are affected by the sand storm as thus. Long range weapons cannot fire beyond their maximum effective range. Standard combat range is halved. To fire at the standard range, they must use their sensors to call a target, then make the shot as if making a called shot.[/spoiler]

"Aw hell, this is gonna be a grand time. Alright everyone, let's head on out, and keep your eyes on your sensors. We're gonna need keep our eyes on our sensors." Said the lieutenant, charging on out in his Core and sweeping the area he could see with sensors and visuals.
#9
Races and Classes / [Race] Dhampir
August 25, 2014, 06:53:36 PM
The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir's conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs' status as a unique race, instead viewing them as humans suffering from an unholy affliction. Indeed, this hypothesis is strengthened by dhampirs' seeming inability to reproduce, their offspring inevitably humans (usually sorcerers with the undead bloodline). Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves.

Hardship and suffering fill a dhampir's formative years. Most grow up as orphans, and despite their exquisite features and innate charm, they face a lifetime of prejudice, mistrust, fear, and persecution. Humans who witness the seemingly sinister nature of a dhampir child's supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. Eventually, a dhampir must learn to cope with these difficulties in order to find his place in the world. While most dhampirs succumb to the innate evil of their undead heritage and devolve into the monstrous fiends depicted by society, a few reject their unholy conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them.

Dhampirs keep few, if any, close companions. Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, not by their race. However, even with those they feel attached to, most dhampirs are sullen and reserved. Some fear the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust will one day overwhelm them and they'll inadvertently turn upon their friends. In any case, an alliance with a dhampir almost always leads to an ill-fated conclusion.

Physical Description: Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit.



Society: Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey.

In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture.

Relations: As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by frustration.

Alignment and Religion: Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook.

Adventurers: The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Having little formal training, a great many of these journeyers become fighters and rogues.

Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir alchemists have been known to obsess over transforming their own bodies. Those who feel the call of the hunt often become inquisitors.

Names: Lacking a culture and unified traditions, dhampirs share humans' predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother's surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.
Dhampir Racial Traits

+2 Dexterity, +2 Charisma, ?2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.

Dhampir: Dhampirs are humanoids with the dhampir subtype.

Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dhampirs have a base speed of 30 feet.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead?positive energy harms it, while negative energy heals it.

Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).
Alternate Racial Traits

The following racial traits may be selected instead of existing dhampir racial traits. Consult your GM before selecting any of these new options.

Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Fangs: On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.

Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir's Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
#10
Custom Content / LORE
August 17, 2014, 10:21:36 PM
200 Years before the start of the campaign, during the age of the old empire, Man was in control of a interstellar empire that, while small, boasted equal power to the current day empire relatively speaking.

This empire, like the one you fight today, was corrupt and cruel to its outer colonies. However, many rebellions had tried and failed to overthrow the empire, which had lived for hundreds of years. No amount of zeal or numbers could withstand the trained and heavily armed peacekeeping forces of the inner colonies.

However, that all changed when a Hero, by the name of Alexander Pale, revealed himself to the world.

Using newly developed weapon that had never before been seen, and running on fuel never before utilized properly, the first of the combat cores fought in a stunningly one sided battle that pushed the empire back significantly.

These first combat cores were small, and wielded modified Space fighter weaponry, but were able to out perform the obsolete fighters well enough to make mass producing them a necessity.

within 6 months, faster then any could imagine, Alexander and his fellow rebels sieged Earth itself, and pummeled the old empire into dust.

Alexander was quickly seated as the leader of the new empire, heralded as Alexander, King of rebirth. And for a time, the empire was just and kind

but, trauma's and loss tore and the good king's Psyche, twisting his once idealistic view of right and wrong. This was passed down to his child, who then had to deal with the thousands of unshackled A.I. who grew conscious during the conflict, and knew no other way.

Worlds were razed and many were killed before the empire came back into play. It was only due to his mothers convincing, that the new king let the practice of Soul smithing continue, only on much stricter laws on both the creators and the buyers.

The third king, the one who sits upon the throne now, has used his power to rapidly expand the inner colonies, wanting the world that participate din the first rebellion to be his treasures, and he decided the new should help with that.

So, through all the power he could muster, the outer colonies became little more then slaves, building planet monuments to his grandfather glory. This created a precedent where nobility and the upper class routinely abused the outer colonies, until rebellion was inevitable.
#11
Intermission Board / Act 1, A Bright Beginning
August 17, 2014, 08:51:49 PM
Rebellion ship, "O.C.S. Bulwark"
0900 hours, 1 week after the battle of Theron 4, the location of the first Rebellion victory over the Empire in the outer colonies.



High above the atmosphere of Theron four, a small world known for its massive land scape of farms and agricultural industry, the O.C.S. Bulwark stands guard with a dozen other similarly sized ships. While the bulwark used to be a simple freighter ship for the great asteroid mines of Vernon, it had been a key player in the assault and capture of the planet from Empire forces. If one were to place a class on the ship itself, it could easily be counted as one of the few Heavy carrier class ship in the rebellions army. Even with that moniker though, its mining lasers were what won the day, allowing the ship to cut through Empire light cruisers and win any knife fights it had engaged in.

However, the fight had killed many of the old crew, and as the rebellion does not wish their heroic ship to be undermanned, a massive influx of new recruits from other rebel planets have come in to fill the space in it, and the many other ships who had followed its lead into battle.

You are one such recruit, come here to fight the Empire for what ever reason you have. The air is filled with excitement and victory, as the moral of the soldiers you travel with and meet seems to grow all the more, thoughts of future victories and possible winning of the war growing strong.

You stand within the main hanger, multiple Combat cores standing at the ready for use, each one unique and customized for battle. Standing on a podium before the gathering masses was a single man, who proportions seemed off. He appeared human, but his size seemed to be inconsistent with normal human physiology.

#12
Custom Content / Bruise damage
August 08, 2014, 03:34:50 PM
Bruise Damage

    Fists From Hell
    As it stands now, human-scale combat in Mekton Z is simply too deadly. Your players should be able to slug obnoxious NPCs without being put on trial for attempted murder (just try to use that spin kick on someone without killing them). In the likely event that you're not running "Fist of the North Star", the new Bruise Damage rules make hand-to-hand combat much more workable. I've been using it for a few months in my game, and it seems to work well.

    BRUISE DAMAGE
    There are two distinct types of damage: Wounds and Bruises. Wounds are the standard type of Mekton Z damage, while Bruises are caused by unarmed combat attacks (punches and kicks), and blunt attacks (clubs, tonfa, sticks, saps, barstools, and thrown bottles). Really big impacts (falling, being run over by a car, or being drop-kicked by a 78-ton Mekton) are still considered Wounds.

    A character can take the same amount of Bruises to a given area as he can Wounds. The difference is that the amount of Hits to the head or torso that would kill a character in Wounds will only render him unconscious with Bruises. Similarly, the amount of Hits that would cause the character to lose a limb with Wounds will only apply cause spraining with Bruises.

    You do not need a separate damage monitor for Wounds and Bruises. They both use the same monitor, and are cumulative with each other. For example: Jeff can take a maximum of 10 Hits of damage to his torso. If he takes 5 Hits of Wounds and 5 Hits of Bruises, he then has 10 Hits of total damage to his torso; this is his maximum, and he is unconscious, but he will not be killed until he has a full 10 Hits of Wounds.

    Wraparound Damage
    For each Hit of Bruises or Wounds that you take to a given location which exceeds the location?s damage capacity, one Hit will convert from Bruises to Wounds. You never go into negative numbers until all your Bruises have become Wounds (in which case you either die or lose a limb). For example: Jeff takes the 5 Hits of Wounds and later takes 7 Hits of Bruises; since he only has the capacity to take 5 more Hits of damage, the overflowing 2 Hits of Bruises wrap around and become 2 Wounds. He therefore ends up with 7 hits of Wounds and 3 hits of Bruises, likely rendering him unconscious.

    Before you panic, this isn't as complex as it sounds. This system works work best when you monitor damage with checkboxes; just mark Wounds with X'es and Bruises with slashes. Then, if you get any wraparound, it is easy to just double up the slashes, making them X'es. Simple. When all your checkboxes are full, you're unconscious. If they are all full of X'es, you're taking the long dirt nap.

    Sprained Limbs
    When a character takes as many Bruises to a limb as the number of Wounds that would cause its loss, that limb is Sprained. A character suffers a -3 penalty to all skill rolls involving the use of a Sprained limb, due to the pain, and this penalty is cumulative per Sprained limb.

    Healing Bruises
    Unlike wounds, Bruises heal at the rate of 1 hit for each full hour of rest (remember that that's one per hit location). Rest does not necessarily mean sleep - the injured party cannot be doing anything more strenuous than reading, talking, or watching TV.

    ARMOR AND BRUISES
    Ballistic mesh and most other soft armors offer NO protection against Bruising damage, which makes PC fistfights actually practical.

    Optional: Ballistic Impact Bruises Since mesh armor is designed to prevent bullet penetration, but not their impacts, any ballistic weapon Hits stopped by mesh armor are converted to Bruises (mesh armor will keep you alive, but not necessarily conscious). Any armor designated as padded armor gets half its SP against Bruising damage... in exchange for possibly reducing your mobility. Hardened armor (helmets, polymer plate, stove doors, etc.) can stop impacts, and therefore work as normal against either Bruises or Wounds. Beam weapons, natch, deliver no impact and are not subject to this rule.

    A word of warning: This rule may to make it too easy to drop someone with a gun - some referees might not mind if they are going for a realistic style, but it may be overly nasty for other campaigns. If you feel so, just ignore this optional rule.
#13
Custom Content / Explosives
August 08, 2014, 03:16:04 PM
By Jim Hunsinger

    "Few of life?s problems can't be solved with a properly placed charge of high explosive."
    ? Blaster (Uncommon Valor)

    Explosives:
    Explosives are the big bang that the military uses to blow up bridges, clear landing zones, destroy buildings and in general make loud booms!

    Demolitions is the skill used to utilize explosives in the correct manner.

    There is a table  below this text with the different explosives, their damage per ounce applied to a target, the blast radius per ounce, whether the explosive type can be tamped, and the stability of the explosive.  There are further tables that have the costs and quantity of explosives, detonators etc.

    Listed Below are several different types of explosives to use as an example.

    C-8: Plastique explosive: This is the most common sort of explosive. It is the most stable and advanced explosive of its type. C-8 does 1 kill and 1 meter of blast radius per ounce applied to the target. It must be set off by a smaller explosion such as that created by a blasting cap. It will burn but not explode if exposed to an open flame. It may be tamped.

    Detcord-A: C-8 formed into a cord that can be wrapped around an object which acts as tamping. It does 2K and one meter of blast radius for each meter used. Just like C-8 it must be detonated with a blasting cap.

    Nitrogen Octaiodide: An explosive that is in liquid form. It is very stable if kept out of the air. It becomes very unstable when exposed to oxygen. Even a slight vibration will detonate it after exposure to oxygen. It does 3K and a 2 meter blast radius for every ounce used. It cannot be tamped. It can be detonated in any manner.

    TNT: The old standby. The explosive that has lasted through the centuries. TNT is very stable unless it is old. In which case it becomes more unstable the older it gets. TNT is manufactured in sticks. One stick will cause 1K of damage and has a 1 meter blast radius. It must be detonated by blasting cap or fuse. Open flame will cause it to detonate. TNT can be tamped.

    Detonators:
    Detonators are the items used to set off an explosive. There are several different types of detonators available. From a simple lit fuse to a high tech radio controlled detonation system. They are listed below.

    Fuse: Fuses are fast burning threads of flammable material that can actually detonate some explosives or set off a blasting cap to trigger an explosive detonation. Fuses can be bought as either standard or water-proof versions.

    Timer: Another type of detonator is a timer. It is basically a small stop watch with a blasting cap wired to it. It can be set anywhere from 5 seconds to 24 hours. It is water-proof.

    Blasting Cap: A small explosive device similar to a fire cracker that is used to detonate explosives that require a smaller explosion to set them off. They can be triggered by either a fuse or an electrical current.

    Command detonators:
    A command detonator is one without a preset timer or a fuse. The detonation of the explosive is entirely up to the person holding the detonation device by pushing a button, shoving down a plunger, or turning a hand crank etc. Different types of command detonators are listed below.

    Wire: A wire command detonator consists of a wire with a blasting cap on one end and a charging device on the other such as a plunger or clacker. When the charger is activated it sends an electrical current down the wire which detonates the blasting cap.

    Remote control: A remote control detonator is much like a wire command detonator except without the wire. Its done by radio signal. The range of the transmitter and the number of frequencies it is capable of working on varies according to price. The receivers can be set to any frequency the owner wishes.

    Stability:
    The stability of an explosive is its ability to withstand vibration, shock, or even another explosion without detonating itself.

    Very stable: Will not explode if jolted or jarred. May explode if exposed to another explosion on a 1 on 1D10.

    Stable: Will not explode when jolted or jarred. May explode if it encounters another explosion on a 1-4 on 1D10.

    Fairly stable: Will not explode if jolted or jarred. May explode if exposed to another explosion on a 1-6 on 1D10.

    Fairly unstable: May explode if jolted or jarred on a 1-2 on 1D10. May explode if exposed to another explosion on a 1-8 on 1D10.

    Unstable: May explode if jolted or jarred on a 1-4 on 1D10. Will explode if it is exposed to another explosion.

    Very unstable: May explode if jolted or jarred on a 1-7 on 1D10. Will explode if exposed to another explosion.

    Tamping:
    Tamping is the process by which a charge is shaped and molded or objects placed over the charge in order to direct more force of the explosion into the target. The game effect of tamping is that the explosion will cause 1.5 times the normal damage to the target. To tamp a charge is an average demolitions skill check. If a charge is tamped, it is no longer considered area effect.

EXPLOSIVES STATISTICS

EXPLOSIVE   DAMAGE PER OUNCE     BLAST RADIUS PER OUNCE  TAMPING?    STABILITY
C-8       1K               1 METER            YES              STABLE
DETCORD-A    2K*              1 METER**             NO*               STABLE
NITROGEN-    3K           2 METERS         NO   VERY STABLE
OCTAIODIDE    
TNT       1K***           1 METER***                   YES FAIRLY STABLE****

* See description     **Per meter used    *** Per stick          ****Goes down 1 level of stability per year of age.

EXPLOSIVES AND DEMOLITIONS EQUIPMENT COSTS

ITEM            UNIT SIZE   COST
C-8             1 KG (35 OZ)   300
DETCORD-A          5 METERS   200
NITROGEN OCTAIODIDE    5 OZ BOTTLE   500
TNT             1 STICK   15

FUSES       
STANDARD          50      5
WATERPROOF       50      20
TIMER             1      5
BLASTING CAP       10      20

COMMAND DETONATORS       
WIRE             500 M SPOOL   100
CHARGER          1      200 (REUSABLE)
RECEIVER          1      200
TRANSMITTER          1      100*

* Per 100 meters of range x number of frequencies.

    Explosives design:
    Any character with a chemistry skill or a demolitions skill of +5 or better may try to create their own explosives. The basic difficulty of this roll is 15.  Charts for determining the difficulty modifiers of creating the desired explosive are provided below. Difficulty modifiers are based on the form the explosive is to be in such as solid, liquid, or gas. The damage per ounce wished. The stability of the explosive and if the typical blast radius of 1 meter per kill is adjusted either up or down.
         Three successful skill rolls must be made in order for the desired explosive to be created. If one skill check is failed then the explosive will not work as it should. It is up to the game master what sort of effect will result. If two of the rolls are failed then there is a 50% chance of an explosion resulting. If all three rolls are failed then an explosion will result. If at any time during the three skill checks a critical failure is rolled then an explosion will result.
         If an explosion occurs during the creation of the explosive then the damage of the explosion will be equal to 1/2 of the intended kill value of one ounce of the explosive.

   BASE DIFFICULTY

    15

    DAMAGE PER OUNCE

    +1 DIFFICULTY PER KILL PER OUNCE.

    BLAST RADIUS

    FOR EVERY METER OF BLAST RADIUS ADDED OR SUBTRACTED, ADD +1 TO THE DIFFICULTY.

    BASE FORM MODIFIERS

    FORM           DIFFICULTY MODIFIER
    SOLID        -2
    POWDER        0
    LIQUID        +1
    GAS        +3

    STABILITY M   ODIFIERS

    STABILITY              DIFFICULTY MODIFIER
    VERY UNSTABLE        -5
    UNSTABLE           -3
    FAIRLY UNSTABLE        -1
    FAIRLY STABLE        +1
    STABLE           +3
    VERY STABLE        +5

    Well, that?s the rules for using and designing explosives. Happy blasting! FIRE IN THE HOLE!
#14
Custom Content / New Skills and Martial arts
August 08, 2014, 03:13:43 PM
[Official Sources: MZ Errata, Official Posting, & MZ+ sidebars.]

Body Type:

    Endurance (Official):
    The ability to withstand pain or hardship, particularly over long periods of time, by knowing the best ways to conserve strength and energy. Useful when a character must continue to be active after a long period without food, sleep or water. This skill also allows a character to withstand higher than normal G-forces, as experienced during extreme acceleration and high-speed maneuvers.

Cool:

    Oratory (Official):
    The skill of public speaking. At +2, you can wing high school speech contests. At +6, you can be paid to speak in public. At +10, you are capable of delivering a speech to rival Kennedy's "Ich bi ein Berliner" or Lincoln's Gettysburg Address.

Inteligence:

    EW/Electronic Warefare (Official):
    This skill can be learned by any character who has access to the appropriate information and equipment (primarily military and paramilitary personnel).  EW skill represents a collection of knowledge which deals with certain areas of electronics, magnetism, physics, and combat tactics.  EW skill is also necessary for using the Shadow Imager system (MZ+ pg. 76), as well as operating large radar arrays (Spotting Radars) and such as those found at airfields and military bases

    ECM/Electronic Counter Measures: A specialty skill of EW that is solely designed to counter EW attacks.

    ECCM/Electronic Counter Counter Measures: A specialty skill EW that is solely designed to counter ECM defences.

    Hacking (Official):
    Rather than the purely creative skill of Programming, this skill represents a combination of knowledge of code and protocols, intuition and fast-thinking responses. Hacking skill is used against a difficulty number representing how tough the target computer is to penetrate. Requires: Programming skill.

    Strategy (Official):
    The knowledge of how to best deploy large forces in combat maneuvers (as opposed to small groups, which is Tactics).

    Tactics (Official):
    The knowledge of how to best deploy small groups in combat maneuvers (as opposed to large forces, which is Strategy).

Reflexes (Personal Combat):

    Air Assault [H] (Jim Hunsinger):
    This skill covers repelling out of helicopters or vectored thrust aircraft. It also covers the ability to properly rig objects for sling loading under helicopters or vectored thrust aircraft.

    Fencing (Official):
    Rather than the generic skill of Blades, this skill represents a mastery of swords, rapiers, sabers, etc.. Fencing adds +1/2 its Skill level to damage (round down).

    HAHO/HALO [H] (Jim Hunsinger):

    HAHO = High Altitude High Opening

    HALO = High Altitude Low Opening

    This skill covers the use of all the equipment necessary for these highly risky insertion techniques. (See insertion/extraction methods.) A character must have a parachuting skill in order to get this skill.

    Heavy Weapon (Jim Hunsinger):
    This skill is the use of heavy weapons such as missile launchers, rocket launchers, and grenade launchers etc.

    LANO [H] (Jim Hunsinger):
    Low Altitude No Opening. This is the skill that covers a very difficult and dangerous insertion technique. As well as the Helocasting method of insertion. (See insertion/extraction methods.) A character with this skill knows how to exit an extremely low and slow flying, aircraft with no parachute or ropes and land on the ground correctly with no injury.

    Martial Art (Official):
    Rather than the generic skill of Hand-to-Hand, this skill represents training in a systematized fighting style such as Karate, Kung Fu, Ninjitsu, etc.. Martial Arts adds +1/2 its Skill level to damage (round down).

    Parachute [H] (Jim Hunsinger):
    This skill covers the use of parachutes of all sorts. Normal parachutes, paragliders, etc.

    Scuba [H] (Jim Hunsinger):
    This skill covers the ability to use SCUBA equipment in underwater diving.

    Skiing [H] (Jim Hunsinger):
    This skill allows a character to use skis proficiently.  It covers both down-hill and cross-country skiing.  Note that this is not water skiing but strictly snow skiing.

Technical Ability:

    Demolitions (Official):
    Familiarity with explosives; knowing the best explosives to use for which jobs, how to set timers and detonators, and how much explosives to accomplish a desired result. Evaluating a structure for weak points: Diff 20. Using an explosive as a grenade: Diff 15. Using an explosive weapon (grenade, etc.) for demolitions: +5 difficulty.

    Forgery (Official):
    The skill of copying and creating false documents, records and IDs. This skill may also be used to detect forgeries; if you can fake it, you can usually spot a fake as well.

Official Skills Sourced From: Benjamin Wright

Martial Arts
By Jim Hunsinger

    Martial arts, yet another major factor in many anime features. From basic bar room brawling to the flashy speed and deadliness of the martial arts. Each individual fighting style has its own bonuses and penalties, therefore the generic skill of hand to hand combat has been replaced by the individual fighting styles.

    Some martial arts are harder to learn than others. First, all martial arts have a skill code of "H". In addition, each martial art has a number listed after it on the martial arts chart at the end of this text. This number is a multiplier to the IP needed to improve the skill.

    EXAMPLE: A character has a skill of +2 in akido which is a difficulty 3 skill. In order to raise the akido skill to level +3 it would cost 60 IP, 2x10=20 IP x3= 60 IP.

    Damage for strikes and kicks are the same as in MZ except that characters with martial arts skills may add 1/2 of their martial art skill level to their damage roll per strike. (Round down).

    Listed below is a short description of each one of the martial arts or fighting styles. The list is by far not a complete list of all the martial arts in the world. If the game master wishes to add martial arts to the campaign, all they need do is to come up with appropriate strike bonuses for it. The list for each style's strike bonuses are listed in the martial arts chart below this text.

    Akido
    A martial art centering more on the redirection of force and momentum of the attacker as well as holds etc. Primarily a defensive martial art, used in the correct way it can be a formidable style.

    A.M.U.C.
    Advanced Military Unarmed Combat. This martial art is a generic conglomeration of several fighting styles and adopted by many militaries across the world. Many soldiers of the different political protectorates learn this style of combat. Not as graceful as other martial arts, it was designed to get the job done.

    Boxing
    Just that, boxing. Stand and deliver punches as many times and in as many places as quickly as possible. Stick and move!

    Brawling
    Not really a martial art in the truest sense. Brawling is the down and dirty fighting style of the street. Whatever works, do it. Biting, kicking, scratching, etc.

    Jite-Kun-Do
    A martial art designed by the all time master Bruce Lee. The martial art centers on the ability to keep an attacker away from you by attacking the nearest part of the attacker to you. Thereby keeping the attacker at bay.

    Judo
    Designed by the Samurai of ancient Japan as a back up to their sword fighting. Judo consists of few strikes and concentrates more on throws and slams.

    Karate
    A martial art that tries to incorporate some of each type of attack from strikes to kicks. It originated as a fighting style designed by Japanese peasants in feudal Japan because they were forbidden to carry weapons.

    Kenpo
    A martial art much like Jite-Kun-Do where a strike is met with a strike instead of a parry or evade. Thus the high bonus to punches for Kenpo.

    Kung-fu
    A martial art that was derived by monks in ancient China. Most Kung-fu styles were derived by the movements of animals. Some of the styles are monkey, horse, praying mantis, tiger, etc. The different kung-fu styles normally incorporate kicks, strikes, sweeps, etc. For simplicities sake, Kung-fu is given just as a generic martial art style.

    Savate
    A martial art derived in France which is a style concentrating mostly on kicks and maneuvers with the legs.

    Shoto-Khan
    This martial art is not graceful at all. Its primary philosophy being the best defense is a superb offense. Very jerky and not at all smooth it utilizes crushing strikes and continuous attacks.

    Tae Kwon Do
    Korean foot fighting. Originating out of Korea, this martial art centers more on kicks and sweeps more than on strikes with the hands. Very graceful and flashy, it can be a deadly martial art when used by a master.

    MARTIAL ARTS ATTACK MODIFIERS

    ATTACK        AKIDO-3         A.M.U.C.-3        BOXING-1
    Punch                0                   +2          +4
    Jab                    0           +1             +2
    Chop                0             0             0
    Kick           0            +1             0
    Wheel kick        0           +1              0
    Crescent kick    0            +1             0
    Thrust kick        0            +2             0
    Spin kick        0             0                 0   
    Bite           0             0             0
    Throw                +2            +1             0
    Slam                +2            +1             0
    Trip/Sweep        +2            +1             0
    Grab                +2           +1             0
    Pin           +1             0             0
    Bear hug        0             0             0
    Tackle                 0             0            0
    Ram               0            0             0
    Drop           +1             0             0
    Evade                +2             +1             +1
    Parry                +1             +1             +2
             

    ATTACK          BRAWLING-1      JITE-KUN-DO-4      JUDO-2
    Punch                 +1            +2             0
    Jab           +1             +1             0
    Chop                0            +1            +1
    Kick           +1            +1            +1
    Wheel kick        0                +2            0
    Crescent kick    0                 +2          0
    Thrust kick        0         +3             +1
    Spin kick        0            +1            0
    Bite           +1              0            0
    Throw                +1             0             +2
    Slam                +1                  0                +2
    Trip/Sweep        +1                +2                +2
    Grab                +1                 0                 +1
    Pin               0                 0                  0
    Bear hug        +1                 0                0
    Tackle                +1                 0                 0
    Ram                0                 0                0
    Drop                0                 0                0
    Evade                +1                 +1                0
    Parry                +1                 +2                +1
             

    ATTACK           KARATE-2           KENPO-3           KUNG-FU-3
    Punch                +1              +3             +1
    Jab           +1             +3             0
    Chop                +2             0              +1
    Kick           +1              +2              +2
    Wheel kick        +2              +1              +2
    Crescent kick    +1             +1             +2
    Thrust kick        0              +1              +2
    Spin kick        +1              +1             +2
    Bite           0              0              0
    Throw                 +1              0              +1
    Slam                +1              0              +1
    Trip/Sweep        +1              +1                  +2
    Grab               +1              0              +1
    Pin           0              0              0
    Bear hug        0              0              0
    Tackle                0              0              0
    Ram           0              0              0
    Drop           0              0             0
    Evade               +1              0              +1
    Parry               +1              +2             +1
             

    ATTACK           SAVATE-2           SHOTO-KHAN-3           TAE-KWON-DO-2
    Punch                +1              +3                 +1
    Jab           +1              +1                 0
    Chop                   0              0                 0
    Kick           +2              +1                 +2
    Wheel kick        +2              +1                 +3
    Crescent kick    +2              +1                 +3
    Thrust kick        +2               +3                 +3
    Spin kick        +2              +1                 +3
    Bite             0              0                 0
    Throw                  0              +1                 0
    Slam                  0              +2                 0
    Trip/Sweep        +2              +2                 +2
    Grab                  0               0                 0
    Pin             0              0                 0
    Bear hug          0              0                 0
    Tackle                  0              0                 0
    Ram             0              0                 0
    Drop           +1              0                 0
    Evade                +1              +2                 +1
    Parry                   0              +2                 +1
#15
Roleplays / Evolution game (super casual /TG/ style)
August 06, 2014, 11:34:05 PM




The rules are simple. Each post you choose one thing to add, change, or take away from one of the three organisms presented, or any descendants of said organism created by anyone else as long as that race is not extinct. Changes should be small, and gradual, but serve a purpose in the creatures evolution to the world around it. Every so often, i will roll a 1d10 for each species in the world to determine if they go extinct over the years. This does not kick one out of the game, as they can quickly make a new organism once again. It is preferred you create and leave an image with your post to help people see the change in the creature.

Every so often, large sweeping changes will occur that will shape the world quite drastically. These will not be warned about, they will just happen and i shall roll a mass extinction.

The planet this game of evolution shall take place on is young, younger then any could imagine could be. After a horrid period of storms and destruction, the arrival of billions of water crystals entering the atmosphere provided the cooling agent to let the planet settle. Over hundreds of millennia. the waters ground out sands, and created an environment life could finally take shape. This environment never changes, as the planets lack of a tilted axis creates and eve distribution of heat throughout the planet, and also make it impossible for ice caps to form.

There are three creatures. The anthropoid Jikyl's, creatures who hover over the oceanic floor near shallower portions of the sea. These creatures feast on nutrients and excrement one the sandy floor and reproduce through eggs.

The sponge like Inuo, red autotroph creature. These little things live within massive clouds of chemicals and minerals that float about the sea, and filter feed through the clouds. These creature reproduce by simply breaking apart into other life.

Then there is the grey Limre, barnacle like life that cling to cliff faces of oceanic chasms, feeding on anything it can find from minerals in the rock to bacteria colonies. These creatures reproduce by growing a second version of itself on top of its back, then splitting.

All these creature only possess a simple form of the sense of touch, and are around the size of a human hand balled up into a fist. Where they end up in the coming years is up to you.

Also, as i forgot before, it is preferred you provide an illustration of your creature with your post if you perform a change to it. Feel free to simply edit the base picture as needed.

Each evo cycle shall now be handled thus. From 10:01 AM to 10:00 PM, people may post 2 times for their evos. and Then, from 10:01 PM, to 10:00 am, people may post twice again. when these two time slots have been played through, the next round will begin. This is pacific standard time, so idk how that translates for other time zones. As such, i will post at these times to remind others or inform them that the round has started.

One may not post their second evo until 4 hours have passed since their first post in a single 12 hour time slot. This counts for when a new 12 hour periods begins. This is to avoid overwhelming people


Anyways, without further ado, I'll post the three base organisms.



[attachment deleted by admin]
#16
Roster Board / Combat Core Sheet/ Limitations
August 06, 2014, 02:52:09 PM
Mecha buildings limitations

1: All mecha must be built with Hot engines, not cool engines

2:All mecha must be designed with civilian use in mind, at least, the first mecha. Later on people may develop pure military units, but until then, your starter mecha must have been built for civilian use. Think large load carriers, or construction mechs, or even Sports mechs. The closest one can get to a pure combat model is a non special forces police Core, which should be built for capture more then killing.

3: Players receive 85 CP for mecha creation. Bear in mind CP will be rewarded along the way for upgrades and such. Also as the game progresses new prototype mechs will arrive, and the maximum cp for constructing mecha will increase as technological and resource milestones are met.

4: More of a reminder, All mecha are extremely vulnerable in the back, so keep that in mind when engaging. and before the questions arrive, no, you may not simply armor the back. It wouldn't be an issue if it was that easy. However, if someone were to invent a clever way to eliminate such a weakness, and then find a way to allow that process to be mass produced alongside mecha construction, they would likely be received as a hero and that moment will be seen as a massive turning point for which ever side discovers it.

5: No mecha may have beam weapons, teleporters, or any other high scifi equipment at the beginning. That can be made later on, or found later on. However, players may not start with them.

Model Name:

Total Weight:

Total cost: 0/85

Model purpose:

Unit physical description:

Unit Background:

Core Stats

   
   
   
   
   
ConfigurationMVMRLand MAFlight MA
-----
----
----
----

Maneuver Pool:

Cost Multipliers:

   
   
   
   
   
Multiplier SystemCP x ?
--
--
--
--

Mecha Combat Skills


   
   
   
   
   
Mecha Piloting+ MR=-
Mecha Fighting+ MR=-
Mecha Melee+ MR=-
Mecha Gunnery+ MR=-
Mecha Missiles+ MR=-

Servos and Armor

   
   
   
   
   
   
   
   
SpKillServoLevelSpaceCostArmourCost
--Head-----
--Right Arm-----
--Left Arm-----
--Right Leg-----
--Left Leg-----
--Torso-----
--Pod-----

Movement Systems


   
   
   
   
   
   
   
Movement SystemLocationSpaceCPK
-----
-----
-----
-----
-----
-----

Sensors

   
   
   
   
   
   
   
Sensors---
Loc---
Range---
Comm---
kills---
cost---
Space---

Subassemblies

   
   
   
   
   
   
   
   
   
   
   
Cockpit# of crewOptionsSpaceCp
----
SubassembliesLocationSpaceCPK
-----
-----
-----
-----
-----
-----
-----
-----

Armaments:

Shields:
#17
Roster Board / Character sheet
August 06, 2014, 02:12:50 PM
Pilot character sheet (65 points to spend for characteristics)

Name:

Race:

Age:

Physical Description:

Rookie or Professional?:

Mental Description:



   
   
   
   
   
   
   
   
   
   
   
CharacteristicsRacial MaximumPoints AlottedTotal
Attractivness---
Body type---
Cool---
Emapthy---
Intelligence---
Education---
Luck---
Movement Allowance---
Reflexes---
Technical Ability---

Skills:

   
   
   
   
   
   
   
   
   
   
   
Skill NameLvLIPTotal
----
----
----
----
----
----
----
----
----
----

Equipment:

Weapon:

Hit location Chart:

   
   
   
   
1d1012-4567-89-10
LOCHeadTorsoR.ArmL.ArmR.legL.Leg
SP------
Hits------
#18
Custom Content / Structural Weakpoint (Damage rule)
August 06, 2014, 01:53:28 PM
All Core technology share a single, universal flaw that so far no one has found any way to counter act. On the back of the core, a large opening to the inner engines of the mech can be seen. These engines are a massive vulnerable area powered by explosive fuels.  When attacked from behind and hit in the torso, defending players must make an explosion save while having the DC of the Explosion save increased from 5 to 7.

In addition, attacking players receive a plus two to any rolls on the critical damage chart when rolling for critical effects if the critical was scored on the back of the torso. For example, if they scored a critical and chose to roll on the cinematic critical chart, and then rolled a 8, it would immediately become a 10 and the defending player would receive a power plant overload, thus knocking them out of combat for the rest of the battle, as well as vulnerable to being picked off.
#19
Custom Content / Ifrit (Race)
August 06, 2014, 01:05:41 PM
Ifrits

A Race of beings composed of fire and self imposed limitations, The Ifrits have proven throughout history to be the greatest of warriors. Hundreds of years before the old empire existed, the Ifrit held a massive interstellar empire of their own. This empire wasn't fueled by cultural growth, or technological growth, but by the ever expanding roster of enemies they could face.

While most would assume they would destroy races lesser then them in a matte rof seconds with their biology and their technology, the Ifrits do something extremely surprising. They weaken themselves to the point where they can fight their enemies on equal terms.  This go back all the way to when they first made contact with normal carbon based life, and placed limiting devices on themselves to contain their powers.

This trend soon became a cultural center point of their race, the very idea of them going full power or even releasing their limits on a weaker opponent being the ultimate act of humiliation and could even lead Ifrits to the death penalty.

However, this noble cultural trait was brought upon heir downfall. When they entered a massive intersteller war with their first really equal enemies, the Collective, they realized to late to not underestimate the enemy. In what could have been an easy victory for the Ifrits, both empires were shattered and their homeworlds destroyed in a bloody war that left both race's broken.

It was a mere 100 years later when the still young old empire found the Ifrits, reduced to scavengers and fighting amongst each other to survive, that they took pity on them. They were brought into the new empire after a brief military engagement to prove themselves worthy, and the Ifrits have been fast allies and brothers with humans ever since in the Humans empires.

(Limited Ifrit)


(Rage state Ifrit)

Rage State
Attractivness:
Body type: +2
Cool:
Empathy:
Intelligence:
Luck:
Movement Allowance: +2
Reflexes: +2
Technical Ability:

Double unarmed damage

Natural Weapon (Minor)
-1D6 per round of AoE fire damage. range 6 feet

Lasts 4 rounds

After rage state (lasts 8 turns)

Attractivness:
Body type: -2
Cool:
Empathy:
Intelligence:
Luck:
Movement Allowance: -2
Reflexes: -2
Technical Ability:

Halve Unarmed Damage


Advantages (constant passive)
-Inhuman  statistics (Minor) (increase maximum characteristic score by three)
   -Body Type
   -Movement Allowance
   -Reflexes
-Environmental Protection (Minor)(Heat)
   -Immune to heat
Disadvantages
-Social Restriction (Important)
   -Arrogant, will quickly enter physical combat if insulted. Rage state only usable at 50% maximum health.
#20
Custom Content / Blooming Collective (Race)
August 06, 2014, 12:50:20 PM
Blooming Collective


Advantages (constant passive)
   (1)+2 to intelligence, attractiveness, and cool maximum
   (2)Collective mind link
      -Collective characters May reroll any intelligence and perception based checks once, and may choose the better roll of the two. Also, Collective may roll for any int checks they haven't personally studied

      -At anytime when you are tapped into the collective, you may look into the battle net of elders to receive news from anywhere in the battle field, possibly providing important information when it comes up.
Disadvantages
   (-1)-2 Empathy, Movement Allowance, and Body type Maximum
   (-2)Environmental Weakness (receive double damage from fire and heat based weapons)
#21
Custom Content / Humans (Race)
August 06, 2014, 12:49:07 PM
Human


Advantages (constant passive)
(1)+2 to Empathy, Luck, and Technical ability maximum
(2)Pet Drone
   -Receive a small Drone that fires a small arc of electricity to stun enemies, and can also aide in repairs.
   -Stats for drone are as follows:
Attractiveness: 0
Body type: 1
Cool: 0
Empathy: 0
Intelligence: 0
Luck: 0
Movement Allowance: 2
Reflexes: 2
Technical Ability: 2
   -Skills for Drone are as follows:
Basic repair: 4
Handgun: 2
Dodge and escape: 3
      
Disadvantages   
   (-1)-2 Cool, Movement Allowance, and Body type Maximum
   (-2)Choose 10 skills in the Reflex (personal combat), Reflex (Mech combat), and technical skill skill groups to be counted as hard for character creation.
#22
Custom Content / Awakened (Race)
August 06, 2014, 12:47:40 PM
Awakened Android


All Android models have the following advantages and disadvantages

-Advantages

        (+1)Environmental protection (Important) (immune to vacuum, and poison)

-Disadvantages

Social Restriction (Major)
   (-1) Minus 4 from Persuasion & fast talk, Human perception, acting, Leadership, Seduction, and Social

Weakness to EMPs, and radiation.

Skills
        -All skills count as hard for awakened in terms to training.

Special Trait: Model designation

   -Players who choose this race make a choice, They may roll on the Model/Specialization chart for their model and specialization, or they may choose. If you roll your model and specialization, you can increase two of the skill bonuses it gives you by a +1. Those who do not roll take what they rolled as is.

(Note: All model advantages and disadvantages take priority over base model disadvantages. If a rolled model contradicts the base model, the rolled model is to be taken over the base.) Roll 1d5 for one of the five main model types, then a 1d3 to receive your specialization


Martial- Designed for Combat, weather to protect or destroy, Awakened who come from this line of work can safely claim superiority in combat situations. However, while strong and effective, they are less the subtle and often have weak social skills, preferring to let their actions speak for them instead of words.
   
   -Law enforcement- The streets can be a dangerous place, sometime to dangerous for a normal officer. for those situation, you were sent in. Both highly trained and physically tough, you were the ace in the hole of your department, and your track record shows it. You might have busted a cartel, or captured a number of would be terrorists. ether way, combat is not foreign to you, in fact, you feel more at home there then anywhere else.
      (1)+2sp versus ranged weapons
      (2)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Reflex
         -Movement Allowance
         -Cool
      (3)+3 Awareness, Interrogation, human Perception, and Shadowing skills
      (-1)-Inhuman Statistics (Important)(maximum point value for chosen Characteristics is decreased to 5)
         -Attractiveness
         -Empathy
         -Technical ability
   
   
   -Security- Weather it be a door, and perimeter, an item, or a person, You were charge to protect something. While people would have reasons such as payment as their motivation, the sight of your ward being safe and sound was all you needed to feel complete in your life. Now, you find something new to protect, ideals, and standing guard won't see them safe and sound in this war.
      (1)+1sp
      (2)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Reflex
         -Body type
         -Empathy
      (3)+3 Awareness, Social, human Perception, and Intimidation
      (-1)-Inhuman Statistics (Important)(maximum point value for chosen Characteristics is decreased to 5)
         -Luck
         -Cool
         -Intelligence

   -Pitt Fighter- The tearing of gears and artificial flesh was your music, deep within the bowels of the underground. While many saw it as illegal and cruel, you couldn't see it as anything else but life in its truest form. You maimed, you broke, and you slaughtered your opposition, with scars to prove it. Now your opponents number in the thousands, and there's no one there telling you to stop. Oh how lucky for you.
      (1)+2sp versus Melee weapons
      (2)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Reflex
         -Body type
         -Luck
      (3)+3 Blade, Intimidation, Hand To hand, and Dodge & escape
      (-1)-Inhuman Statistics (Important)(maximum point value for chosen Characteristics is decreased to 5)
         -Intelligence
         -Empathy
         -Cool

Surrogate- Designed to integrate perfectly in human social settings, surrogates are masters of gaining the trust and love of their wards. Weather a nanny bot whose motherly smile comforts a quiet child, or the robotic spouse brought in to comfort a grieving husband, where these models lack in strength they make up for in authenticity.
   -Espionage-Spy- Spy- The Muramasa Procurement Unit is capable of integrating itself into almost any situation. Built to look as natural as possible amongst it?s human counterpart this unit ?gathers? information on any desired subject. This also includes gathering info from people. The unit is equipped with some of the highest emotional programing which they can use to either make their owners more comfortable like body guards or push others for info. To that end it is equipped with a high end computer interface that lets it talk directly for the data and can sift lies from truth. It also has the capacity to quickly and quietly dispose of any complications with it?s many hidden tools and acrobatic ability. Equipped with noise canceling feet and night vision it can be in and out without disturbing anything in it?s surroundings.
      (1)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Reflex
         -Intelligence
         -Luck
      (2)+3 Pick lock, Stealth, Hand To hand, Programming, and Dodge & escape
      (-1)-Inhuman Statistics (Important)(maximum point value for chosen Characteristics is decreased to 5)
         -Body structure
         -Empathy
         -Cool
      
   -Explorer- Rather then risk the life of a person, companies and other enterprises usually send out specially made Android models built specifically to explore and gather information on new planets. These are one of the only android that are able to actually survive for extended periods of time in unkempt wilds and unknown territories.
      (1)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Body type
         -Intelligence
         -Movement Allowance
      (2)+3 Jury rig, awareness/notice, Expert (Chemistry), athletics, swimming, zero-G, and Dodge & escape
      (-1)-Inhuman Statistics (Important)(maximum point value for chosen Characteristics is decreased to 5)
         -reflex
         -Luck
         -Cool
   -Public relations-Public Relations- These are the 'droids that interact with the public on a regular basis. Whether as a store clerk, a waitress, or an child care model, the primary asset of these droids is communication, and blending into society as seamlessly as possible. Most commonly found in the service industry, the goal of any PR model is to ensure customer satisfaction, within reason. Some companies' definition of the phrase 'within reason' causes conflict with the programming of these droids, however...
      (1)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Cool
         -Empathy
         -Intelligence
      (2)+3 Persuasion & Fast Talk, Human Perception, Social, Know language (Ifrit, Collective, Human), and Teaching
      (-1)-Inhuman Statistics (Important)(maximum point value for chosen Characteristics is decreased to 5)
         -reflex
         -Luck
         -Body type

Entertainer- Cheaper then normal entertainers, and a safer investment, Androids who come from this model type have one design: Wrapping others around their little finger and being the center of attention and a provider of joy. neither strong or smart, they are cool headed and charismatic

   -Pop Idol- Born to be perfect, and to give joy to others, you are the result of millions poured into the best little pop star that could be made. You are attractive, both physically and personality wise, and the easy life is all you knew. Now you found yourself in a war, expected to protect your fans and their beliefs. What kind of Idol would you be if you didn't?
      (1)+3 Wardrobe and style, Know language, Dance, Sing, Play musical instrument
      (2)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Attractiveness
         -empathy
         -Technical ability
      (-1)-Inhuman Statistics (Important) (^ ^ ^ ^)
         -Body type
         -Cool
         -Intelligence

   -Actor- Born to entertain, but not as a single person, you have a range and capability for the dramatic few can dream of reaching, and you use it to bend the wills and pull the heart strings of your audience, weather they be move goers, theater enthusiasts, or you grieving allies.
      (1)+3 Personal Grooming, Human perception, Acting, Disguise, and Sing
      (2)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Attractiveness
         -Empathy
         -Intelligence
      (-1)-Inhuman Statistics (Important) (^ ^ ^ ^)
         -Body type
         -Reflexes
         -Technical ability


   -Sexbot- You weren't built to be fancy, nor were you built to perform before crowds. You were design to bring smiles to a single clients face, and boy did you know how. Weather or not you liked it, you knew just the right buttons to push to calm someone down, and to let them lower their guard. And since your design was less then legal, you may have a little something extra in your skill set to help pay the bills, so to speak.
      (1)+3 Personal Grooming, Pickpocket, Seduction, Stealth, and Streetwise
      (2)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Attractiveness
         -Cool
         -Empathy
      (-1)-Inhuman Statistics (Important) (^ ^ ^ ^)
         -Body type
         -movement allowance
         -Technical ability

Worker- With the creation of androids, more menial jobs were given to android employed by rich enough companies to get them. Hardy, strong, and brash, these models are hard workers and loyal to the end.
   
   -Miner- The miner models, built with double strong Nano-carbon skeleton, are capable of lifting large boulders and smashing them to bits without much trouble. Theses barrel chested behemoths are some of the largest of the android models. Built with claws and drills to grind and macerate ores that they gather, making them require large amounts of energy to run.  Because of the need to stay underground for long periods of time, they have large self contained energy units within their chests to keep them going. This unit is also equipped with night vision sensors and shoulder mounted flood lights and a toxin filter to warn and aid their human compatriots.
      (1)+5sp
      (2)+Inhuman Statistics (Important)(maximum point value for chosen characteristics increased to 20)
         -Body type
      (3)+4 Blade, Survival, and jury rig Skills
      (-1)-Inhuman statistics (Important) (^ ^ ^ ^)
         -Attractiveness
         -Movement allowance
         -Reflex
   
   -Waste Cleaner- Waste cleaner may not have the most clamorous job in the world, but when it comes to resisting the elements, the androids built for it cannot be matched. Weather it be the discarding of sewage, or highly irradiated slag, the waste workers are built to take it in such a way that other models just can't match.
      (1)+5sp tp resist acid, and other corrosive elements
      (2)+Inhuman Statistics (Minor)(maximum point value for chosen characteristics increased to 12)
         -Body type
         -Movement allowance
         -Cool
      (3)+4 Resist torture/drugs, Survival, and Expert (dangerous) Skills
      (-1)-Inhuman statistics (Important) (^ ^ ^ ^)
         -Attractiveness
         -Luck
         -Reflex

Analytical- Blessed with minds that that exceed other models, Analytical models are used for the process of large quantities of complex information. Able to more efficiently solve logical problems and find solutions to complex situations, these physically weak models are the brightest tools in the tool shed.
   -Accountant- Paper work and endless calls, these were the main activity that filled your existence. Hours upon hours of organizing and complex mathematics. You are a master of investments and predicting the best course of action, able to crash markets with just a couple pushes of a button.
      (1)+Inhuman statistics (Important)(Maximum set to 20 for chosen characteristics)
         -Intelligence
      (2) +3 Awareness, notice, Expert (Mathematics), Social, Gamble, and compose or write skill
      (-1)-Inhuman Statistics(Important) (^ ^ ^ ^)
         -Body type
         -Empathy
         -Reflex
      (-2)-2sp
   -Engineer-
      (1)+Inhuman statistics (Important)(Maximum set to 15 for chosen characteristics)
         -Intelligence
         -Technical skill
      (2) +3 Programming, Expert (Engineering), Mech Tech, Mech design, Basic Repair, and Jury Rig
      (-1)-Inhuman Statistics(Important) (^ ^ ^ ^)
         -Body type
         -Empathy
         -Reflex
#23
Setting

The game will take place far into the future, where humanity has carved out an interstellar empire through hard work and spilled blood. The Empire is massive, strong, and has been in power for the last 200 years. However, the empire has grown Corrupt and cruel, and no other population has witnessed this more then the outer colonies, those planets so far away from humanities birth star that they have only heard stories and seen pictures of it in school.

Each colony has its reason, from cruel work practices, to abandonment, to even out right genocide as the empire tried to maintain its holdings. As history has shown, this could only go on for so long, and when the day came billions of men and women rose up to fight their rulers, for reasons each their own. Some for freedom, some for equality, some for power or wealth, and even just to fight. You are one of these many, one of the brave group that cry out for your rights as a member of the empire.

While most are human, those alien races that had been assimilated into the empire are fighters for both sides. The Blooming Collective, the first race humanity ever met and defeated. The Ifrit, once  mortal enemies with all now ally with many. 

And, despite warnings from the past, the rebellion was desperate for power to fight the far superior forces of the empire. Joining the forces of the rebellion are the millions of unshackled Androids that once served as servants and slaves, now finally look at the world with new life and seek to find their place in the galaxy that calls for war and expects them to join.

Characters:

Characters will ether be Young men and women who join the rebellion for whatever their reasons, or older men and women who while having their own reasons, bring more knowledge and life experience to the force they have joined.

Mortality rate:

The empire is numerous, powerful, and technologically advanced. They posses military grade technology, and since it is early in the rebellion, the rebels possessed modified civilian weaponry, ships, and mechs.

System:

The system will be Mekton Zeta, along with the Mekton Zeta Plus book later on.


Note on Character Classes:

Character classes are basically nonexistent, as it it all depends on how the players spend their points.

Who would be interested:

Mecha enthusiasts and Scifi fans in general
#24
The Roster (OOC) / [Gray Jester] Ollete
November 24, 2013, 09:07:16 PM
#25
Races and Classes / [Monster Class] Gray Jester
November 24, 2013, 02:12:07 PM
Gray Jester



HD:d6
Level   Bab   Fort   Ref   Will   Feature
1   +0   +0   +2   +2   Gray Jester body, Hideous Laughter, Dark Humor, +1 Dex, +1 Cha
2   +1   +0   +3   +3   Last Laugh, Jester's Scepter, +1 Dex, +1 Cha
3   +1   +1   +3   +3   Devour Joy, Mysterious Scepter, +1 Dex, +1 Cha
4   +2   +1   +4   +4   Joy slaves, +1 Dex, +1 Cha

Skills: 8+int modifier per level, quadruple at 1st level. Its class skills are Balance, Bluff, Disguise,  Diplomacy ,  Hide, Listen , Perform (any), Move Silently, Search Sense Motive, Spot, Tumble, Use Magic Device, Profession (any) Use rope

Proficiencies: Simple weapons.

Features:

Gray Jester body: at first level loses all other racial bonus and gains fey traits (basically low light vision). The GJ is a medium sized fey with base speed 50 foot.

In addition, the GJ gains a deflection bonus to AC equal to half its Cha modifier, rounded up (yes, rounded up).

Hideous Laughter: If the GJ hits an opponent with a melee attack or succeeds on a melee touch attack, it may inflict an hideous laughter on the touched creature. This ability may be used a number of times per day equal to HDxCha mod. The save is 10+1/2HD+Cha modifier. If the creature was successfully feinted by the GJ, then the save is 10+HD+Cha modifier instead. Spell resistance applies, use the GJ's full HD+Cha modifier for Caster level both for duration and bypassing SR.

Dark Humor: The GJ is a true artist of humor. Creatures with the same number of HD as the GJ or less don't receive any special bonus against Hideous Laughter for having low int or being of a different type than the GJ.

Creatures immune to mind affecting abilities can be affected if the GJ succeeds on a feint check before using his hideous laughter ability (normal feinting rules), but the save is just 10+1/2HD+Cha modifier.

Creatures without an int score are still immune. You cannot make laugh an animated piece of rock no matter how good you are.

Ability Score Increase: The Gray Jester gains +1 to Dex and Cha at every level, for a total of +4 Dex and +4 Cha at 4th level.


Last Laugh: The GJ gains DR/cold iron equal to half its HD and SR equal to 15+HD. It may rise or lower its SR at any moment as a free action even if it isn't its turn.

Jester Scepter: All gray jesters carry scepters of some sort, much like those wielded by real court jesters. Sometimes they may not even look like a scepter at all, like an over sized glove or a bizarre hat. Either way, it counts as both a Masterwork Tool of Bluff and as a Masterwork one-handed light weapon that deals 1d6 bludgeoning damage on the hands of the Gray Jester, and as an improvised weapon on the hands of anyone else. It takes 8 hours and 100 GP for the Gray Jester to craft it, and can be further enhanced as a normal masterwork weapon. The Gray Jester may enhance his own scepter with raw materials worth half the market price, using his own HD as CL and having an ally cast any necessary spells, or provide them trough Scrolls of the correct kind that are consumed in the process. Those enchantments however only apply to the GJ, and thus makes the Scepter pretty worthless in the market.

In addition, the Scepter grants the Gray Jester the Improved Feint feat while wielding it, even if it doesn't meet the prerequisites.

Devour joy: As a standard action, a GJ can absorb the joy out of any laughing creature within 30 feet. The maximum number of creatures affected with each use of this ability is equal to the GJ's Cha modifier. Only creatures laughing can be affected (including those under the hideous laughter effect).

The affected creatures must make a will save (10+1/2HD+Cha mod) or take 1d4 points of Cha drain and stop laughing (but getting rid of any Hideous laughter effect on them). Creatures reduced to 0 Cha by this ability aren't disabled, but rather become unable to feel joy or laugh anymore.

The Cha damage increases by an extra 1d4 and the range increases by an extra 30 feet for every 5HD of the GJ. The Gray Jester heals an equal number of HP as the Cha drained, and gains a bonus on her own Cha score equal to the highest Cha drained for 24 Hours. Multiple drainings don't stack.

Creatures normally immune to ability drain still take half damage from this ability.

Mysterious Scepter: The Gray Jester adds all kinds of extra tricks and props to its implement. As a swift action, the Scepter can
-Grow in length, doubling its normal reach for 1 round.
-Grow in width, providing the Gray Jester with a 20% chance to "Block" any incoming attack for 1 round, but the GJ can't attack with the scepter either.
-Grow or retract blades and spikes, changing the kind of damage it deals between Piercing, Slashing and Bludgeoning. This lasts until changed again.

Joy slaves: Creatures drained to 0 Cha by Devour Joy that have less or equal number of HD as the Gray Jester become complete slaves to her, obeying all her commands. They lose all abilities that rely on alignment, plus those that require Charisma, but otherwise retain all their capabilities.

The gray jester can control 4 times her own HD in Joy slaves at any time, but not any single slave may have more CR than the GJ's own HD-2.

Notice that since Joy Slaves cannot use social skills, any people they contact with will quickly notice they're not on their normal state.

LA: +4

(Re-posted from this site, not my idea. http://www.minmaxboards.com/index.php?topic=1502.0 )