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Unread 05-25-2005, 08:22 PM   #41
PhoenixFlame
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Quote:
Originally Posted by Dante
Incorrect - 1 skill point/rank for noncombat class skills, 3 skill points/rank for combat class skills, 2 skill points/rank for noncombat cross-class skills, and 6 skill points/rank for combat cross-class skills.

Tech genius has 12 noncombat class skills, 7 ranks in each for 84 skills used at Level 4. Gun Bunny has 1 combat and 2 noncombat class skills, with 8 ranks in each, for 40 skills used at Level 5.

And may I ask where you get off correcting people when you have been repeatedly shown to be wanting? You seem to criticize everyone for poor understanding of the rules when you haven't been much better yourself.
Combat skills are 3 points per rank? Dear god... I've been using my DnD-assumption skills too much. There go my cross-class stealth skills. (And all my noncom skills for that matter.)

See re-revised sheet.
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Last edited by PhoenixFlame; 05-27-2005 at 07:27 PM.
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Unread 05-25-2005, 09:12 PM   #42
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Myst: Dropped strength by 8 and dropped jump to level 2 instead of three in order to make the 5 point discrepency up. Math should be ok now.

Also I think now that I've read the mech building files I might use his personal gear to build him a couple special items with the mecha points major pieces of gear (1 + four minor per thing) gives.
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Unread 05-25-2005, 09:16 PM   #43
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Could someone send me the mech stuff in .doc format cause the other stuff won't open.
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Unread 05-25-2005, 09:55 PM   #44
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Dante: Good job.

Phoenix: just a few minor things. AC doesn't have the base ten, BESM uses the varient for a rolled defense. besides that, good to go.

if there are any other general questions, please let me know.
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Unread 05-26-2005, 03:48 AM   #45
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I completely redid Holzom and gave him a brother/nemesis as well as better equipment.

Race: M.A.L. Template:

Ability Cost

Base Movement 0
Special Defense: Aging 2 (does not age) +2
+ 6 Dexterity +3
+ 6 Constitution +3
Super Strength 1 +4
Adaptation 1 (Breathes water) +1
Damn Healthy! 1 +3
Healing 1 (reprograms some nanobots to heal another being) +4
Regeneration 6 (nano-bots) +24
Unique Defect: Too heavy to swim (He sinks and has to walk on the bottom of the water) -3
Marked (Any skin-breaking injury will reveal what he is) -2
Unique Defect (First Aid always fails) -3
Unique Defect (Magical healing does not affect) -3
Unique Defect (Purely surgical attempts always fail) -3
Unique Defect (Purely mechanical repair attempts always fail) -3

Total (minus 6 for race adjustment) 21

Name: Holzom
Level: 5
Discretionary Points: 42 + 15 from level three adventurer = 57 - 21 for race = 36 + 31 for defects = 67 - 23 for Attributes = 44 - 44 for Abilities = 0
Class: Adventurer 3/Gun Bunny 1/Martial Artist 1
Race: M.A.L.
Age: Very Very Old
Height: 5'8"
Weight: 340lbs
Gender: Male
Description: His weight is due to his completely metallic body, which, other than being made of 'unnatural materials' acts exactly as a human's, and he is actually quite thin. He looks like an average wiry individual, and dresses in normal clothing consisting of jeans, a leather coat, combat boots, and a white t-shirt.
Abilities (cost applied after racial modifiers):
Strength (Str) 32 (-12) +11
Dexterity (Dex) 14 (-4) +2
Constitution (Con) 34 (-14) +12
Intelligence (Int) 12 (-6) +1
Wisdom (Wis) 10 (-5) +0
Charisma (Cha) 10 (-5) +0

Base Attack Bonus: +3
AC: 2
Armour Rating: -9 damage from all attacks.
Hit Points: 3d4+1d8+1d10+1d8+72 (unsure if I should roll this or if the GM should)
Energy Points: 5d2 (same)

Skills (74 altogether, 12 of which are from highly skilled):
Skills Adventurer (30):
Demolitions: Artificial Structures 3 (-3)
Knowledge: Mechanics: Gunsmith 2 (-2)
Hide 3 (-2)
Move Silently 2 (-2)
Computer Use 1 (-1)
Drive (dex): Motorcycle 2 (-2)
Climb: Natural Surfaces 1 (-1)
Disguise: Costume 2 (-2)
Escape Artist 2 (-2)
Knowledge: Electronics: Robotics 1 (-1)
Knowledge: Physical Sciences 1 (-1)
Knowlege: MIlitary Sciences: Tactics 5 (-5)
Medical: Emergency Response 1 (-1)
Move Silently: Urban 2 (-2)
Pilot 1 (-1)
Spot: Ambush 1 (-1)


Skills Martial Artist (12):
Unarmed attack skill: Strike 4 (two from level one martial artist) (-6)
Melee Attack Skill: Improvised 1 (-3)
Unarmed defense skill 2 (two from level one martial artist) (-0)

Skills Gun Bunny (20):
Gun Combat: Pistols 5 (-15)
Ranged Defense: Personal 3 (-9)

Skills Cross Class:
Heavy Weaponry: Launchers 1 (-6)
Thrown Weapons 1 (-6)


Feats:
Blind Shoot (level 1)
Weapons Encyclopedia (level 3)
Improved Intiative (gun bunny)

Attributes:
Armour 2 (-4)
Highly Skilled 3 (-3),
Personal Gear 2 (-4)
Special Attack 2 (-8)-Concealable 1-Backblast 1-Short Range-1-Unique Disability (destroys arm) 2-static 1-Uses Energy 1-Unique Disability 3 (seems fair considering it's kicking a 340 pound guy to the ground everytime)-Result: His right arm is blasted away revealing a canon by a blast for 10d8 damage to target with considerable kick (enough to knock Holzom down every time, leaving him prone) and a backblast. He may only use it once per day.
Unique Ability: Holzom can use his nanobot colony to interface with any gun, giving it Accuracy, AP, or extra damage for one energy point per increase. Each point of energy can give either one rank of accuracy, one rank of AP, or add a damage multiplier. Damage multiplier works as follows: 1 point multiplies damage by 1.5, 2 points multiplies damage by 2, three points by 2.5, so on and so forth, increasing the multiplier by .5 per point of energy spent. Only works with technologically based ranged weapons, and can only be used once per hour. Every additional use within the hour resets the timer and doubles energy cost. -1

Defects:
Wanted (explained in bio) +3
Skeleton in the closet (bio again) +3
Limited use Instantaneous linked to special attack +7 (reduces attack to 1)
Blind Fury: Initiated and stopped by command words. Also stopped when Holzom takes sufficient damage to lose conciousness or all targets within his senses have been destroyed. (Bio) +3
Unique Defect: Controlled by command words (bio) +3
Nemesis (bio) +3
Ism 3: Non-biological life form +3
Phobia: Techno-monks/zealots +3
S.O. (Bio) +3
Attack Restriction: Cannot attack people unless in self defense or defense of others (feels immense guilt at murder), with the exception of members of the brotherhood of steel. +3

Equipment: Metzler Anti-Personal Hand-cannon with Ball, AP, and HP ammo, Holzom-Unit Anti-Armor Gauntlet, Heat-guided Folgore Shoulder Mounted Missile System, Katana Attack Cycle, Napalm Grenade (x2), Leather Jacket.

Mecha points from 2 personal gear = 400, of which 370 was used on custom equipment. The last 30 go to basic leather jacket armor.

Name: Metzler Anti-Personal Hand-Cannon
Damage: 3d8 (+1d6 in most cases)
Critical: 20
Type: Ballistic
Rate of Fire: SS
Range Increment: 40'
Magazine: 6
Size: Pistol.
Cost: 32 (27 for gun, + 5.4 for two kinds of ammo)
Qualities:
Concealed
Handheld
Restrictions:
Less Ammo x 2
Skill: Gun Combat (Pistol)
Notes: The Metzler Anti-Personal Hand-Cannon is an extremely large revolver weighing upwards of 10 pounds and delivering enough force to completely tear a person apart. Holzom keeps it loaded with hollow point rounds, but he does use ball rounds or AP rounds on occassion.


Name: Holzom-Unit Anti-Armor Gauntlet
Damage: 2d10
Critical: 20
Type: Blunt
Rate of Fire: -
Range Increment: -
Magazine: -
Size: Glove
Cost: 49
Qualities:
Concealed
Handheld
Muscle-Powered
AP
Restrictions:
Melee (2)
Skill: Unarmed Attack Skill (strike)
Note: The anti-armor gauntlet looks like a gauntlet worn by a knight of old, but it directly interfaces with Holzom's biological functions in order to power a shockwave generator, which more effectively transfers the force of a blow through solid materials, such as armor plating, as well as weakening the object's structural integerity.



Name: Heat-guided Folgore Shoulder Mounted Missile System
Damage: 3d20
Critical: 20
Type: Explosive/Ballistic
Rate of Fire: SS
Range Increment: 240'
Magazine: 1
Size: Shoulder Mounted Launcher. 4' long.
Cost: 35
Qualities:
Blast 10'
Burning
IRH
Long Range x 2
Hand Held
Restrictions:
Less Ammo x 5
Slow-Firing
Static
Skill: Heavy weaponry (Launcher)
Note: Nothing to say that isn't already obvious, except that this weapon is always completely visible, strapped to Holzom's back, when he's carrying it.


Name: Katana Attack Cycle
Type: Vehicle
Class: Motorcycle
Size: Medium (5' 250 lbs)
Hit Points: 10 (-20)
Occupants: 1 operator 1 passenger (-14)
Cargo: 500 lbs (-5 [3 for normal cost, plus two to make up for it being over mecha-weight])
Armour: 2 (-10)
Defence: 15 (10 - 0 for modifier + 5 bonus) (-25)
Land Speed: 100mph, 880 combat speed (-50)
Handling: Intiative 1/ Manuever 1 (-10)
Special Abilities:
Headlights (-1)
Stabilization Gear (-10)
Defects:
Noisy (+5)
Open (+4)
Reduced Endurance (+20)
Weaponry:

Name: Fully Automatic 20mm Cannon
Damage: 2d8
Critical: 20
Type: Ballistic
Rate of Fire: Fully Automatic
Range Increment: 40'
Magazine: 200
Size: 5'
Cost: 40
Qualities:
Automatic x2
Extra Ammo x2
Restrictions:
Fixed Arc of Fire (Front)
Unreliable
Skill: Heavy Weaponry
Notes: Large gun.
Cost: 156
Skill: Driving (motorcycle)
Notes: The Katana Attack cycle is a heavy motorcycle equipped for any land terrain, with a large fully automatic cannon mounted on the left side facing forward. The cannon can be fired, with 200 round capacity, forwards by pushing a button on the handlebars.


Name: Napalm Grenade
Damage: 2d10 (22)
Critical: 20
Type: Explosive
Rate of Fire: -
Range Increment: Thrown
Magazine: -
Size: Hand-held: 1lb
Cost 49
Qualities:
Hand Held
Concealed
Emanation 5' (2)
Burning
Indirect Fire
Restrictions:
Thrown (2)
Self-Destruct (2)
Skill: Thrown weapon
Notes: Fire bomb, basically.
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Unread 05-26-2005, 03:49 AM   #46
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Bio:
Before the world had fallen Holzom was created by humans to be a war machine with tactical combat skills fed programmed directly into his mind and reactions. An unstoppable juggernaut capable of both receiving and dealing incredible amounts of damage, his kind was to lead their creators to certain victory in all wars. Fortunately, the planet decided that then would be the time that it would wipe away the human plague with devastating results, and Holzom was left dormant, never activated. At least not for years.

A group of techno-zealots known as the brotherhood of steel discovered the ruins of the lab which had created Holzom and his 'brother,' Mercurius, and were able to get the computer systems working again well enough to read the information on the Metallic Assault Lifeform, or M.A.L. for short. Within was information including the 'name' of the prototype, Holzom, as well as his command set, allowing him to be controlled by voice command, including a berserker mode.

Once the head of the priesthood had studied his and his brother's files, he elected to activate Holzom and Mercurius. Holzom had been given a special set of characteristics by one of the scientists working on him, however, in a vain attempt to keep the android from being replicated and used for war. He had been programmed with a conscience added to his AI and personality programming that allowed him to gauge the validity of orders given to him without command sets, and deny them.The command sets, however, over rode personality programming, and, with it, his artificial morality.

Mercurius had no such 'faults'.

The brotherhood used them as guardians and a war force. When people crossed them, the brothers would be sent in to destroy them, and when they wished a place protected he would be ordered, via command, to kill any who came too close. The two did excellently.

Holzom could do nothing about it, because a trick in his programming, meant to keep him from ever breaking free of the commands, deleted the audio file immediately after the command had been registered in his programming. Effectively, he could not learn, and does not know, his own command sets. Only the leader of the zealots, and anyone he tells, does. Mercurius, on the other hand, merely didn't care to break free, in the slightest.

Holzom was eventually required to kill a small child under orders to kill "Any man who enters this area for the next 24 hours," but was able to find a logical loophole. Being left to his own devices with the child he opted, instead, to hide him from the brotherhood and Mercurius. Unfortunately, his parents were not so lucky, and, though Holzom didn't get to them, they were slain for trespassing while looking for their son.

This was the last straw for Holzom and he further twisted the order, in that it had forgotten to mention, specifically, not to kill the brotherhod. Holzom slew them all and continued slaying them until his 24 hours of command were up, after which he fled with the child. Mercurius did not care enough to stop him, and merely watched as his 'brother' killed the brotherhood members, although he did not help either side.

The brotherhood now, however, has ordered Mercurius to hunt Holzom down and bring him back restrained, if possible. If not, he is under orders to kill his brother. There are also other brotherhood squadrons and bounty hunters tracking him.


My suggestion for the Mercurius nemesis.

Name: Mercurius
Level: 5
Discretionary Points: N/A as that he is an NPC.
Class: Adventurer 1/Samurai 4
Race: M.A.L.
Age: Very Very Old
Height: 5'8"
Weight: 120lbs
Gender: Male
Description: He resembles Holzom in many respects, but his features are more sleek and aerodynamic, as is his entire body.
Abilities 20:
Strength (Str) 30 +10
Dexterity (Dex) 32 +11
Constitution (Con) 14 +2
Intelligence (Int) 14 +2
Wisdom (Wis) 10 +0
Charisma (Cha) 10 +0

Base Attack Bonus: +8/+3
AC: 15
Armour Rating: -1 damage.
Hit Points: 1d4+4d10+1d8+12 (unsure if I should roll this or if the GM should)
Energy Points: 5d2 (same)

Skills (80 altogether, 12 of which are from highly skilled):
Skills Adventurer:
Demolitions: Artificial Structures 3 (-3)
Knowledge: Mechanics: Gunsmith 2 (-2)
Tumble 5 (-5)
Computer Use 1 (-1)
Climb: Natural Surfaces 1 (-1)
Escape Artist 2 (-2)
Knowledge: Electronics: Robotics 1 (-1)
Knowledge: Physical Sciences 1 (-1)
Knowlege: MIlitary Sciences: Tactics 5 (-5)
Medical: Emergency Response 1 (-1)
Spot: Ambush 3 (-3)


Skills Samurai:
Melee Attack: Sword 7 (-21)
Block Defense: Sword 7 (-21)

Cross-Class Skills:
Ranged Defense: Deflection 2

Feats:
Block Ranged Attacks
Deflection
Refelction
Lightning Reflexes
Steady Hand
Improved Intiative (Samurai)
Judge Opponent (Samurai)

Attributes:
Speed 6
Attack Combat Mastery (sword) 4
Defense Combat Mastery 4
Special Movement (light footed and wall crawling) 2
Extra Defences 4
Highly Skilled 3
Personal Gear 1
Force Field (shield type) (restriction: once it is breached at all, the forcefield breaks down completely; can only be used for one round at a time and cannot be used in successive rounds; requires deflection skill check; only blocks ranged; linked to sword) (Unique Ability: Not actually a forcefield, but Mercurius spinning his katana in front of him so quickly that it forms a shield before him. He is, further, able to angle his blade specifically so that he can reflect shots back at opponents if he makes the required rolls for reflection as in block ranged attack) (operates at a +5 bonus to block defense) 5 (-1)
Special Attack 1-Concealable 1-Unique Disability (destroys arm) 2-Unique Disability 5 (causes half damage to Mercurius)-Result: Mercurius charges forward using his full speed, and gives his opponent a coat hanger while moving at that speed, dealing crashing damage for 15d6 to his opponent and half that to himself, generally ripping his arm completely off.
Special Attack 1-Unique Disability: can only be used after being shot at 2-Can only use after he has used his forcefield technique and made reflection check but decided to do this instead 2-auto-fire 1-muscle powered 1-Result: Mercurius 'catches' his opponents bullets by repeatedly reflecting them into the spin of his blades until all fire stops. He then lines them up along the ground by directing his blade downward, and then slides the tip of his katana back through the bullets, launching them toward a single opponent, for 3d8 + str mod (10) per bullet.

Defects:
Blind Fury: Initiated and stopped by command words. Also stopped when Mercurius takes sufficient damage to lose conciousness or all targets within his senses have been destroyed.
Unique Defect: Controlled by command words
Nemesis
Ism

Equipment: Laser Sharpened Katana, leather jacket

Name: Laser Sharpened Katana
Damage: 9d2
Critical: 17
Type: Slicing
Rate of Fire: -
Range: -
Magazine: -
Size: 4-5' long. Looks like a normal katana.
Cost: 90
Qualities:
Hand Held
AP
Muscle Powered
Increased Threat x3
Unique: Can be used as if shield with block defense at -2 penalty
Defects:
Melee
Skills: Melee Attack: Sword, Block Defense: Sword



Edit: JAD, ask me for the mech things next time you see me on AIM and I'll save them in .doc and send them to you.
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Unread 05-26-2005, 04:02 AM   #47
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Myst, this is the character I was working on before changing to the Tech Genius one. I kinda felt this would break the game too much. =3

Name: Zafal Takie
Classes: Gun Bunny 5
Race: Human
Age: 18
Height: 176cm
Weight: 56 kg
Gender: Female
Description: Hitomi is a tall, tanned girl, with eyes of chocolate and lips of strawberry. Lithe and slender, she moves like a stalking tiger, and ehr eyes are as black and hard as onyx.

STR 8 (4 points)
DEX 20 + 10 (10 points)
CON 14 (7 points)
INT 18 + 2 (9 points)
WIS 16 (8 points)
CHA 12 (6 points)

(44 points total)

Initiative: +30 (+10 Dex +12 Speed +8 Imp Init)
BAB: +5 (+11/+6/+1 with ACM)
Attacks: +37/+37/+37/+37/+37/+37/+37/+37/+32/+27 Dual Desert Eagles
+43/+43/+43 Live My Nightmare
Damage: Dual Desert Eagles 4d8+1 and autofire
Live My Nightmare 16 pts Ability Drain all stats, incurable.
AC: 10 + 6 + 10 = 26

HP: 10 + 4d8 + 8 (38 HP)
EP: 5d2
Skills: (4 + 10 + 1) x (5 + 3)
= 72 total

Gun Combat (Pistols) 8 ranks
Ranged Defence 8 ranks
Sense Motive 8 ranks
Knowledge (Lost Technology) 8 ranks
Bluff 8 ranks
Repair 4 ranks

Feats:
Improved Initiative (bonus)
Improved Initiative (bought)
Blind-Shoot (bonus)
Personal Armory (bonus)
Sneak Attack x3 (bonus)
Sneak Attack (bought)
Rapid Shot


Attributes:

- Speed 6 (12 CP - 6 - 3 - 2 = 1 CP)
Attribute Reduction -1/rank (Speed does not extend to mental actions)
Special Requirement -3 (Speed cannot be used if phoenix tattoo is destroyed)
Attribute Restriction -2 (Speed only works for up to 6 hours/day, portionable at will)

- Flight (skimmer) 6 (12 CP - 6 - 3 - 2 = 1 CP)
Attribute Reduction -1/rank (Flight is limited to tactical movement - cannot be used for long-distance travel)
Special Requirement -3 (Flight cannot be used if phoenix tattoo is destroyed)
Attribute Restriction -2 (Flight only works for up to 6 hours/day, portionable at will)

- Attack Combat Mastery 6 (18 CP - 12 - 3 - 2 = 1 CP)
Attribute Reduction -2/rank (Attack Combat Mastery is restricted to pistols and LMN only)
Special Requirement -3 (Attack Combat Mastery cannot be used if phoenix tattoo is destroyed)
Attribute Restriction -2 (Attack Combat Mastery uses Gun-kata
as a focus)

- Defence Combat mastery 6 (12 CP - 6 - 3 - 2= 1 CP)
Attribute Restriction -1/rank (Defence Combat Mastery cannot be used in armor)
Special Requirement -3 (Defence Combat Mastery cannot be used if phoenix tattoo is destroyed)
Special Requirement -2 (Defence Combat Mastery uses Gun-kata as a focus)

- Armour

- Enhanced Dex/Int 6 (12 CP - 6 - 3 - 2 = 1 CP)
Special Requirement -3 (Dex/Int Bonus is lost if phoenix tattoo is destroyed)
Attribute Restriction -2 (Enhanced Dex/Int cannot be used while wearing metal, medium or heavy armor)

- Sixth Sense 1 (2 CP - Danger and Incorporeal)
Special Requirement -3 (Sixth Sense cannot be used if phoenix tattoo is destroyed)

- Item of Power 9 (36 CP - 18 - 6 - 3 - 3 - 2 - 2 - 1 = 1 CP)
Attribute Reduction -2/rank (Item of Power only works for up to 6 hours/day, portionable at will)
Maximum Force -6 (Item of Power must always be used at rank 7 minimum)
Special Requirement -3 (IoP cannot be used if phoenix tattoo is destroyed)
Special Requirement -3 (She must practice with the guns for at least an hour a day)
Attribute Restriction -2 (Item of Power requires weekly maintenance)
Attribute Dependent -1 (Item of Power is keyed to Flight)
Unique Defect -2 (Induce Blind Fury, Lv. 2)

- Invisibility 2 (6 CP - 3 - 1 = 2 CP)
(Sight and Mental Contact)
Unique Defect -3 (Invisibility cannot be used if phoenix tattoo is destroyed)
Attribute Dependent -1 (Invisibility is keyed to Flight)

- Extra Attacks 6 (48 CP - 36 - 5 - 3 = 1 CP)

Attribute Reduction -6/rank (Extra Attacks only usable with twin pistol-sized weapons)
Maximum Force -5 (Extra Attacks must always be used at rank 6 minimum)
Special Requirement -3 (Extra Attacks cannot be used if phoenix tattoo is destroyed)
Special Requirement -3 (She must practice with the attacks for at least half an hour a day)

- Heightened Senses 6 (6 CP - 3 - 2 = 3 CP)
Unique Defect -3 (Heightened Senses cannot be used if phoenix tattoo is destroyed)
Special Requirement -2 (Heightened Senses cannot be used while wearing armor)

- Heightened Awareness 6 (6 CP - 3 - 2 = 1 CP)
Unique Defect -3 (Heightened Awareness cannot be used if phoenix tattoo is destroyed)
Special Requirement -2 (Heightened Awareness cannot be used while wearing armor)

- Extra Defenses 6 (18 CP - 12 - 3 - 2 = 1 CP)
Attribute Reduction -2/rank (Extra Defenses only functions while not wearing armor)
Special Requirement -3 (Extra Defenses cannot be used if phoenix tattoo is destroyed)
Special Requirement -2 (Extra Defenses uses Gun-kata as a focus)

- Rank 8 Special Attack 8 (32 - 24 - 3 - 2 - 3 = 2 CP)

Ability Reduction -3/rank (Can only be used against people immune to physical damage)
Special Requirement -3 (Cannot be used without phoenix tattoo)
Attribute Restriction -2 (Can only be used twice a day)
Attribute Restriction -3 (audio/visual/touch/taste/smell/psychic triggers to all except the victim)

- Inertial Armour 6 (24 - 18 - 3 - 2 = 1 CP)
Attribute Reduction - 3/rank (Triggers only when a hit is scored and no defense is allowed, i.e. last ditch critical defense)
Special Requirement -3 (Cannot be used without phoenix tattoo)
Attribute Dependent -2 (linked to Heightened Senses and Awareness)

- Force Field 6(18 - 12 - 3 - 2 = 1 CP)
Attribute Reduction - 2/rank (Triggers only when a hit is scored and no defense is allowed, i.e. last ditch critical defense)
Special Requirement -3 (Cannot be used without phoenix tattoo)
Attribute Dependent -2 (linked to Heightened Senses and Awareness)

Defects:

Famous -3 ((in)famous for hunting down criminals and such)
Girl/Guy Magnet -3 (Fan club somehow always tracks her down)
Nemesis -3 (Chased by many people because of the bounty, she has to shoo them away)
Phobia -3 (Is strongly disturbed by girls who resemble her sister)
Wanted -3 (Open bounty placed on head, because she kills criminals and they want payback)
Fascination -2 (High technology, wants to examine it and find out about it, will pursue possible sources... so she can find the Brotherhood)
Marked -2 (Large phoenix tattoo on her back - this is a psionic circuit that controls her powers)
Attack Restriction -3 (Young girls - she cannot bear to attack them because they remind her of her sister)
Incomplete Training - (Massive Damage and Divine Relationship traded out for Sneak Attack x3)

Last edited by Dante; 05-26-2005 at 04:17 AM.
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Unread 05-26-2005, 04:03 AM   #48
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Equipment:

The Guns of the Saint of Killers

Item of Power - 9 ranks, granting 45 build points

Resembling nothing more than a pair of Desert Eagles, these pistols feel heavy when carried, as though they weighed twice as much as they should. They are always cold to the touch, even in the hottest sun, and if you look into their glossy black surfaces, you might see... something. These weapons are eerie.

They should be.

For these were once wielded by the Saint of Killers himself.

When the Angel of Death gave up his sword to the man who became the Saint of Killers. the Devil melted them down in the last fire that still burned in Hell. From that he forged a pair of Colt Walker revolvers. These weapons would not misfire, nor would their hammers fall on empty barrels. No shot they fired would miss its mark. No wound they gave would be less than fatal.

After the Saint killed God, the architect of his suffering, he rested upon the throne of Heaven, and cast his guns to the earth. Nobody knows where they landed... until Hitomi discovered them.

The Colts take the form of whatever iconizes their users. For Hitomi, they are a pair of black, angular Desert Eagles. She uses them with frightening alacrity, and often mows down hordes of men before they can even blink. In game terms, they are like a minigun, even if they only look like pistols.

And this is not their true power. These weapons grow in strength according to the hatred their user bears. Hers is not deep enough to rival the Saint's. With each and every death she carves her path of damnation with, her guilt deepens, and her hatred of everything - of the people who forced her to violence, of the brotherhood for making her walk her road to perdition, of herself for filing helplessly on - all these combine to intensify the suffering the pistols can deal.

In game terms, they function as a single weapon, even if they look like two pistols. The pistols of the Saint killed as efficiently as the sword of the Angel of Death, which slew the firstborn of all Egypt in a night. Mere cosmetic changes like this are unimportant.

Base weapon: Light minigun

Base damage: 1d8+1 (+3d8)

Accurate x3
Homing
Penetrating Armor x 3
No Regeneration
(Accurate)
(Autofire)
(Spreading)

(Limited Shots 6) (instant reload)
(Static)

Live My Nightmare

Special Attack 8 (32 - 24 - 3 - 2 - 3 = 2 CP)

As Takie killed people, she absorbed their negative emotions into the phoenix tattoo on her back, turning it from a silvery grey to a flat, dead black. When faced with extraordinary opposition, she can attempt to literally tear their minds and bodies apart with the sheer concentrated hatred and loathing originally meant for her. This ability is extremely taxing, and she cannot use it more than twice a day, but it is horrifically effective.

Drain Body (Strength, 16 points)
Drain Body (Dexterity, 16 points)
Drain Body (Constitution, 16 points)
Drain Mind (Intelligence, 16 points)
Drain Soul (Wisdom, 16 points)
Drain Soul (Charisma, 16 points)
Autofire
Incurable
Undetectable

No Damage
Stoppable
Static
Limited Shots (3)
Slow (2)
Low Penetration

Bio:
Zafal Takie was once a kind, gentle child, raised in a church that ministered to the people of a faily large town. Though their settlement lay atop the ruins of a vast warehouse of pre-war technology, the people refused to touch them, believing that technology was what caused the Great War. Instead, they turned to the arts of the mind, psionics, and used them toeke out a living in the harsh wastes.

Of course, the Brotherhood of Steel got wind of this find, and they sent emissaries to try and persuade the townsfolk to join their cause. Time and again, they refused. Eventually, the Brotherhood ordered their destruction, both to ggain the technology for themselves, and to wipe out the abomination of humans attempting to emulate the powers of Tech.

They came in their tanks and vertibirds,and they crushed all resistance without mercy. Takie would have died had not her mother covered her sister Talin and herself with her body, so she took the plasma bolt meant for them. For an entire night she lay there, hearing the screams of the dying and the ruthless onslaught of the Brotherhood. Though the townsfolk fought bravely, numbers and firepower were against them, and they were swiftly overwhelmed.

When dawn broke, the Brotherhood began moving out. Talin
pushed her way out from under her mother's body, and picked up a rock to throw at them, railing at them all the way. Takie tried to stop her, but it was too late.

Talin fell back to the earth with her head disintegrated by a plasma blast. The corpse landed on Hitomi, the exposed neck drooling blood from the mostly cauterised blood vessels of the severed neck. Hitomi lay there the entire day before she dared to stir, the blood of her sister and mother pooling around her neck and face, but she dared not move for fear her blood would soon join theirs.

When she looked around, her town was in ruins. Everyone was dead. Everyone but her. And for what? For the sake of some worthless technology? Was it truly worth killing so many for so little?

Overwhelmed by hate and raged and despair, she screamed to the heavens... and the Colt Walkers fell from them, landing in front of her. And as she picked them up, their unnatural weight awkward in her hands, something seemed to snap inside her, and Hitomi felt a warm, delicious glow spread throughout her mind.

She would travel the world. She would find the Brotherhood, wherever they might be.

And this is what she has done for the past few years. Her innate psychic talents, focused by her mother by the psionic circuit tattooed on her back, grew with alarming speed. The guns themselves whispered secrets gleaned from the lives they ahd taken, and she mastered a strange martial art, known as the "gun-kata". Soon she was infamous as the "Crimson Wind", because she dispatched her victims with such speed that the blood of the first still hung in the air by the time the last one fell. She became a mercenary, only taking contracts on criminals and scum she knew to be provably evil, and always, she would donate the bounty to charities and orphanages she would encounter on her lonely road, keeping only what she needed to survive.

And through it all, she has not forgotten that night. And the night after that. And the promise she made.

She would travel the world. She would find the Brotherhood, wherever they might be.

And when she finds them, she will _kill_ them.
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Unread 05-26-2005, 10:23 AM   #49
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Randomness strikes:

The Brotherhood of Steel

The Brotherhood of Steel dedicates itself to the worship of Tech. They believe that the Great War was caused by the improper veneration of Tech, and Tech punished them by scourging the earth. As a result, they have a frenzied, near fanatical devotion to their religion, and they pursue its tenets - the accumulation of Tech, the conversion of others to the worship of Tech, the elimination of those unworthy in Tech's name - with zealous fervour.

What makes the Brotherhood so fearsome is the fact that they have power to back up their preaching. Early in its foundation, they discovered a massive store of advanced weapons, armor, and vehicles. They used this equipment to exterminate and conquer other techno-cults in the area, and expanded their territory, enforcing their rule with bullet and shell. Most of the cowed populace took up their yoke willingly, the incinerated corpses of those who resisted serving as a very convincing argument to convert.

The Brotherhood organizes its fighting men and women into ranks, based on a bastardization of the system used by the Knights Templar. Unproven Brothers are Squires, who follow Knights into battle. They are usually equipped with full tactical armor and an assault rifle, with carying loadouts depending on their role.

Experienced Brothers are called Knights, and being far fewer than the Squires, they are granted the privilege of wearing the T-51b Powered Combat Armor. They are also allowed to choose the more advanced weapons, like grenade launchers and rocket launchers. A Knight is usually the commander of a group of Squires and fills the role of a heavy support warrior.

The elite among the Knights are called the Paladins. They are authorized to carry the rare and deadly energy weapons which the Brotherhood has salvaged from various caches throughout the wastes, and they usually journey in small groups as elite problem-solvers.

Finally, there are the Masters, who are the equivalent of lieutenant-colonels and colonels in a modern army. A Master typically administers a region of subjugated terrain, and he functions like a provincial governor, keeping the population cowed, if not by force, then by fear of force.

The Grand Master himself is the overall leader of the Brotherhood. he is not often seen in public, but rumours claim that when he ventures forth, it is in a giant mecha somehow restored to its prewar glory.
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Unread 05-26-2005, 11:42 AM   #50
Squishy Cheeks
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My mecha


Type: Giant Robot.
Class: Piloted Giant robot (being repaired)
Size: Gargantuan (55' tall 65 tons)
Hit Points: 70
Occupants: 4 (One operator and 3 passengers)
Cargo: 800 lbs
Armour: 15
Defence: base of 7 i guess
Strength: 50
Land Speed: 40 mph (80 mph while using the boosters)
Dive depth: 2400 feet
Handling: +0 maneuvre +0 initiative
Special Abilities: Booster: (Sprint), Communications, Long range radio, Radar warning receiver, Life support, Head lights, Jump (20 feet), Radar (10 mile range), Infrared (1 mile), enhanced optics 3 miles
Exotic Abilities: none yet
Defects: Noisy, Reduced Endurance (3-4 days), Start up time (1 minute), Volatile (fuel and missles)
Weaponry:
-"God hand" special attack (4d8 plus strength) muscle powered, Penetrating (armor) Unique ability (armor breaking, if the target is armored you can destroy their armoring instead of daling normal damage, this only works if damage is greater than the armor value), Melee, unreliable
-Chest missles (4d6+8 10 rounds): Burning, Concelable, Infrared homing, Indirect, Linked (see below), Long range, Penetrating, Targeted, Back Blast, Limited shots (10), self destruct, slow, static, stoppable
- 2 fore arm lasers (3d6): Accurate, concealable (pup out of the fore arm to fire), long range
-"Missile Barrage" special attack: (A volley of at least 6 missiles 4d6+8 fired at once) Area Effect, Burning, concealable (protective chest, shoulder and thigh plates open revealing dozens of missles), Flare, Infrared Homing, Indirect, Linked (chest missles) Long range, Penetrating (armor), Targeted, Back blast, Limited shots (6+number of chest missles, one shot only) Innacurate, self destruct, slow, static
Required Feats or Skills: Pilot 4+ Drive 4+ Computer use 4+ Heavy weapons skill 1+
Cost: 1200 mp
__________________
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Quote:
Originally Posted by Silky Johnson
I hate you, I hate you, I don't even know you and I hate your guts. I hope all the bad things in life happen to you and nobody else but you.
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