Okay, I think I'm done, let me know if I missed anything/messed anything up: Name: Winnifred "Win" Karisma Race: Human Class: Outlaw (Assassin) Gender: Female Physical Appearance: Shoulder-length red hair, pale green eyes, full lips, slender waist with very large breasts and ample hips. She has the tendency to wear clothes that emphasize her assets and to strike seemingly accidental poses that reveal a little too much of her body. Character Background: Created (+1 to Persona), Criminal (+1 to HP) History: Win is an illegal clone of a pornographic model trained in sexual performance, seduction, and black ops. She is white and fair skinned with a dark beauty mark beside her left eye. Win was created on a criminal station on the fringes of human space. Her brain has been conditioned using simulators and cybernetic surgery to include an experimental personality shunt. Win has partial control over a switch that allows her to vary between a foolish nymphomaniac personality (most of the time) and a trained assassin. Stress and certain stimulation can trigger the shunt against her will in either direction. She was used for assassination and esponiage on behalf of a criminal organization, but managed to free herself at age 6 (apparent age mid-twenties). Language: Human and Common Credits: 2400 credits Weapon: (Rarely carried) Cra'thik Spine Shooter: The Cra'thik spine shooter was named after Hive Queen Cra'thik, who mastered the use of the pistol. Named due to the bullets resembling small spines. Type: Small Arm-Pistol-one handed Credits: 500 Magazine Size: 10 Shots Magazine Cost: 20 Credits Damage: 1d8 Weight: 15 lbs Crit Range: 17-20 Widow's Bite: Based off the Bulor Venom Lasher weapon, the Widow's Bite is a long range, powerful, and barely legal weapon within the Alliance. Its long barrel is adorned with spider web designs. More than one high value target has been killed by the Widow's deadly embrace. Credits: 3000 Damage: 1d20 Note: Bolt Action Magazine Size: 1 Bullet Bullet Cost: 5 Credit Per Bullet Critical Range: 17-20 at long and extreme range, 20 at medium range or lower Weight: 45 lbs Note: Extremely Long Range weapon Armor: (Rarely worn) Valkyrie Flight Armor: Developed for space combat, the Valkyrie Armor was a joint effort between Grey and Human engineers for agile, yet durable armor. While not offering the same protection as other assault armor types, it allows for quick movement; as well as the ability to fly in bursts. Defense: +1 Suit HP: 10 Credits: 1200 Notes: Capable of flight (3 rounds, 1d4 rounds recharge), increased movement speed(Covers two areas instead of one).This can be used as both light Environ armor or Medium Assault Armor. Suit Weight: 28 lbs Other: CL1 Personal Computer - The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available. Engineering Kit: This kit carries tools and materials for Engineers to make repairs including a high pressure nail gun, liquid metal epoxy, and an Engineering scanner addon for their computers. Repairs on mechanical structures and units are 1d6 increased, lasts the duration of the mission, but is expended at the end of it. Credits: 900 Armor Piercing Rounds for the Widow's Bite: Armor Piercing Rounds ignores the Defense bonus granted by suit or natural armor when attacking. In addition, deals 1d6 increased damage on unarmored foes. Clip Size: 40 Shots each Credits: 500 Upgrades: Hyper Regeneration (Genetic, regain 1hp per round), Cybernetic Arm (left), Coiled Muscle Augmentation (Cybernetic, run double speed, +d8 damage to all melee), Arm Augment - Internal Blade (Cybernetic, 1d8+ all bonuses is 2d8+1) Character Skills: - Light Armor-Assassins use light armor. - Assassins can use Side Arms, Swords, knives, and Sniper Rifles. - Assassinate- While undetected, the first attack made against an undamaged target will always deal double damage. If dual wielding, both weapons are considered to be the first attack. Enemies asleep, or otherwise incapacitated are instead killed outright. - Stealth Device-Assassins may use stealth devices. Stealth lasts for 10 rounds, and can be reapplied at any time. - Chameleon: Support (Engineer) Hiding out in the open is what Assassins do best. When creating a character, choose another class. You gain +5 to persona skills to pretend to be that class. - Mortal Strike-Your Assassinate also prevents healing on the target for 1 round. - Cull the Weak-Assassinate also may occur if the target is below 30% health, regardless if you are cloaked or not. - Sniper Rifle Master-While enemies are unaware of your presence, your sniper rifle attacks are considered to do maximum damage. - (Engineer) Repair-You can repair mechanical units and structures for 1d6 health. - (Outlaw Omni) Black Market Contacts-You may contact, and use, the Black Market to find discounted, although potentially damaged, goods. Character Statistics: All new characters Start with 50 points they can allocate into the following stats HP: 11 Accuracy: 10 Defense: 5 Psionic: 0 Mental Resistance: 5 Technology: 8 Persona: 15 Luck: 8 IQ: 135 Physical Force: 160 (+1 melee bonus) Psionic Force: - Total Weight: 125 + 95lbs (including all gear listed) Action Points: 3 points per turn (3 spaces per point) HP Regen/hour: Health you regain per hour outside of combat (start 1 HP/hour) HP Regen/round: 1 HP/round Sexual Endurance: 15 Sexual Prowess: 16 Sexual Resistance: 7 Libido: 13 Fertility: 4+8 (12)
Some thigns I noticed: Character Background. You need to choose 2 backgrounds for your character from the background section. They give you bonuses to your stats. Character Skills. I didn't see you acknowledge the human initial power...which is that they start off with a free skill from a class not their own. So you can like, get something from the Engineer class or from Psionic Slayer class. And you can do so after 5 missions and again after 10. Also, you only have the base Assassin skills. You start off with 2 free abilities you can pick up from Assassin Optinal Skills, Outlaw Optional Skills, and Omni Optional Skills along with your Human power beenfit. Plus, you got 135 IQ, so that's another free ability. So right now you have 4 free ability slots available. You also have 2 Assassin skills missing....Chameleon and Mortal Strike. Physical Force: This is missing. Psionic force is gone too, but you go 0 psionics so I can see you have no interest in it. However, you're going to need Physical Force. It dictates how many pounds you can work against as well as increase physical damage. Depending on how much your Physical Force is, it can also give you plenty of other fun stuff (like allowing you to dual weild heavy equipment) Fertility: Just remember that your Luck is added to your Fertility. So it's at 4+8 Total Weight: Your character's natural weight combined with equipment. Be sure you have an eye on this as it can dictate if people can pick you up or toss you about with telekinesis. Language: You're free to call it "Human" if you want. But just be aware that in fiction, their language is called "Romani Confusci". The name of languages probably won't be coming up often, but it's a nitpick really. Other: The computer is missing. Everyone starts off with the computer, so just be aware of that Everything else I mostly see is just portions of the character sheet is just missing. Stuff like the Total Weight, the Physical Force, the HP regens, the Action Points tracker. I just hope you at least keep track of those things.
Yeah, but sadly the creator has a lot of stuff on his plate, can't really devote full time to the system
Not sure what you mean by that, but different ammunition types do offer benefits different from standard Particle modification forces the weapon to focus on battery life, but damages armor and HP at the same time Armor piercing ignores defense bonuses granted by cover and armor plus deal extra damage Hollow tip causes bleed on unarmored targets Tracers increase your chance to hit a target the next round Shock rounds stun unarmored targets and royally fucks up Androids Air bursts knock people out Tracking rounds...track people Dragon Fire rounds sets people on fire EMP rounds shuts down electronics like cybernetic upgrades and Androids and so forth. You can find them in the Items section and they have their credit cost and clip sizes that the guns take up. The type of gun they go into don't really matter too much, as they're just there for those who want ammunition that does something different.
Gotcha. Judging by the way the weapons profiles are written, it sounded like they came preloaded or were meant for specific types of ammo (like the pulse pistol uses EMP rounds or something) And as for the free upgrades with the computer, we can choose any of the level 1 upgrades listed regardless of price? (I get the feeling I'm not reading that right)
Some guns naturally have certain ammo types, it'll be noted in their description. And yes, so long as you follow the indicators as to where those free upgrades go to, you can pick any level 1 upgrade regardless of price, they are free.
I'm interested in playing, although I still have to read through the entire Manual. Still, after browsing through it and creating a concept for a character, I have some questions. Namely, how is "Psionic Capability" determined. I see in the Manual that there are four 'classes': Novice, Standard (I would call it Adept, but that's just me), Master, and Omega. Is the level determined at character creation? Or can one choose between Novice and Standard? Also, in the character sheet under "Libido" it's stated that a higher score in libido increases the number of points you have to spend in other sexual stats. My question is what is the rate of this? Is it 1:1, 2:1, 5:1? Any help you could provide would be greatly appreciated!
From what I got (correct me if I'm wrong, Jizzrar): Psionic capability is determined by how many Psionic Powers you have. If you take three psionic powers from the Novice list, and then another one from the Standard/Adept list (which would use up most of your character upgrades that could otherwise be spent on genentic/cybernetic/tech upgrades), then you could start at standard, otherwise you'd be Novice. Every point spent on Libido gives you one point to spend on the other three sexual stats.
Jizzrar said each point of libido makes you that much more vulnerable to seduction but adds 2 points for you to spend on your other sex attributes. So you could spend all 20 in libido and have 40 for everything else but if you do that then an alien that looks like a heap of garbage can wink at you and send you to your knees begging to be fucked.
I fixed up my character up above but there was one remaining question: I have hyper regeneration as an upgrade which regens 1 HP per round. That is surely much faster than the base hourly regen of 1, but I saw nowhere in the book that converted rounds to time. So what would Win's hourly HP regen be if she regens 1 HP per round?
Thank you both GenericEditor168 & Hematoma! Next question: under "Physical Force", what counts as "Martial Training"? Is it specifically the "Martial Arts Training" skill? Or is it any combat training at all?
The libido question already got answered and Generic nailed it with the Psionic Capability question. It works in tandem with the Psionic Upgrade categories where you need 3 abilities to have level 2 and 6 to have level 3 and so on. If you play a psionic class then you also have more abilities. If you are a Psychic Soldier, then Augment counts as a psionic ability. If you are a Blaster, then your force spheres are a psionic ability. Lookin' good. Still missing Chameleon skill tho. Just....remember that you get +5 Persona when pretending to be a different class (and you can choose what that class is). As for the regen question, it was my bad that HP/hour. HP/round was meant to replace that, it is completely my fault, sorry about that. However, it is understood that even without Hyper Regen or Nanobots, people heal naturally overtime...it just takes awhile. But with those upgrades it goes between rounds and hours. When in combat and adrenaline is going, it heals per round. But when everything is calm and not active, it converts to hour. So let's just say for convinence it would be 1 HP/hour+HP/round when not in combat. It is for the martial arts training skill. General combat training can be explained via physical training regiment and military training, and possibly combat class. Martial Training is speficially for those who practiced certain martial arts disciplines.
Thx! Chameleon is there! It has been there the whole time actually, I picked Engineer as my fake job and took an engineer kit and tried to stat my character to make myself a believable but mediocre engineer.
Alrighty then, fair enough. A bimbo clone assassin hiding out as an engineer. That's quite a sentence to say CAN'T BELIEVE I DIDN'T SEE THIS GEM! Now that you said it, the first enemy you all will face might be goo people...prepare your holes
Alright, it's taken me some time, but I think I've come up with a character. Please, everyone, have a look over and tell me what you think! General Information Name: Maximilian "Max" Hatten Race: Human Class: Psychic Soldier (Commando) Gender: Male Physical Appearance: 6'1, 160lbs. Shoulder length dark hair, blue eyes, light skin tone. Muscular from rigorous exercise but not 'bulky'; more 'sleek' or 'slender'... 'lean' muscle. Looks to be in his late 20s. Character Background: Military (+1 to Mental Resistance), Ship Crew (+1 to HP) Malady: Battle Scarred (+2 Accuracy & Defense. Persona capped @ 10) History: Max is the orphaned son of two space merchants. When he was twelve, his mother was taken in a pirate raid that saw his father die; and while he continues to deal with this tragedy, he has never moved past it. He enlisted in the navy when he came of age and found his psionic talents in high demand for many missions. The actions taken by both his teams and himself have left their mark on Max; he has become rather stoic in nature, withdrawn, guarded and difficult to read. While he is a hard person to get to know, those who manage to get past his cold exterior find a selfless, considerate and eternally loyal friend. Penis Size: 7" Language: Romani Confusci & Common Credits: 1,640 Weapons M39 Breathstealer (+Sight Scope) The 'Breathstealer' was developed using Camarian weapon designs. It's sleek, durable, and has enough suppressing firepower to put down a charging elephant. Credits: 900 Damage: 3d6 (Must roll the attack for each 1d6 of damage) Magazine Size: 15 Shots Magazine Cost: 50 Credits Weight: 28 lbs Crit Range: 18-20 Note: Semi Automatic. Each Shot fired for each 1d6 point of damage consumes 1 shot. Note: Sight Scope adds +1 Accuracy to this weapon S19 Eagle The eagle has been in use for around 300 years. Based off the old Desert Eagle designs, it allows for a compact, yet powerful, punch. Type: Small Arm-Pistol-one handed Weight: 10 lbs Credits: 300 Damage: 1d5 (Roll 1d6-1) Magazine Size: 8 Shots Magazine Cost: 20 Credits Crit Range: 17-20 Combat Knife (One Handed) Standard issue, a combat knife is a last resort weapon or tool. Melee-Knife Credits: 100 Damage: 1d4 Weight: 3 lbs Crit Range: 17-20 Armor Excalibur Assault Armor (+Nanite Repair) Standard armor used by Human forces going into hostile zones, the Excalibur Assault Armor is woven with carbon fibers and has refined steel plates. This prevents penetration from small arms fire, as well as giving moderate protection against larger threats. Defense: +3 Suit HP: 20 Credits: 800 Suit Weight: 30 lbs Other CL1 Personal Computer The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available. Universal Translator A device that can be built into computers, suits, etc. This translates known languages into an understandable form, while translating your own language into something the other creature can understand. Given time, it can eventually translate unknown languages as well. Credits: 1000 M39 Breathstealer Magazines (x4) Spare magazines for the M39 Assault Rifle Credits: 50 per magazine S19 Eagle Magazines (x3) Spare magazines for the S19 Pistol Credits: 20 per magazine Fragmentation Grenade (x5) 'Frag' grenades are cheap, but effective, grenades that are thrown; causing an explosion and debris to be scattered about. Damage: 2d6 Cost: 300 Each Note: Aoe, Friendly Fire possible Weight: 1 lbs each Upgrades Hyper Regeneration The recipient's healing properties are vastly increased. Inside of battle, the target regenerates 1 HP every round unless flatlined. (Human) Carbon Density Bones Gain a +1 to Defense, in addition, you cannot have your bones broken due to being made of a diamond like material. (Free Upgrade)Sight Scope Adds a sight scope to the weapon (M39 Breathstealer), gaining +1 to Accuracy while wielding the weapon. Can only be applied to firearms. Androids can equip this as an upgrade, adding +1 to any weapon they use. (Credits: 500) Nanite Repair Nanite bots repair suit (Excalibur Assault Armor) damage, restoring 1 HP to it per round. This also prevents suit ruptures for lasting for more than one round. (Credits: 3000) Mind Assault Rather than using a weapon attack, you make a mind attack against the target. On a success, the target takes 10 damage, and are rattled for one round. (Free Upgrade) Psychic Shield You place a barrier around you, absorbing 10 damage before it dissipates. This can absorb any type of damage, including particle weaponry. (Human) Telekinesis Allows the psion to pick up, push, pull, or crush objects. Using it to smash into an enemy does a flat out 10 points of damage, excluding external factors. (Class) Character Skills Psychic Soldiers gain training in all weapons other than Heavy Weapons Psychic Soldiers gain access to Medium and Light Armor Psionic Augmentation - A Psychic Soldier can use a number of augments equal to 25% of their Psionic score per battle. You may augment your defensive capabilities, or attack capabilities. These augments require one action to use, and last until your next turn. Augmenting your defenses increases your Defense stat by your psionic stat, and grants a temporary shield equal to 50% of your psionic stat. Augmenting your attack capabilities increases your damage by 25% of your psionic stat, in addition, depending on your psionic level (1,2, 3, or 4), grants the attack a knock back effect. At level 1, your attack carries a knock down to enemies with a Physical Force of 100 or less. At level 2, 300, level 3, 600, and level 4, 1200. The knockdown requires one action to get back up. Preternatural Awareness - A psychic soldier cannot be surprised in combat Psionic Knowledge - You gain one level 1 psionic ability for free. Swift Augmentation - Your augments no longer require an action to use during your turn. (Class) Weapon Specialization - When you choose this skill, choose a weapon type (Assault Rifles). While using those weapons, you gain plus 1 to dice size damage. (Class) Psionic Blade Mastery - You gain use of all melee weapons, but must pick one to favor (Combat Knife). While wielding this weapon, you gain +5 to damage with melee attacks and Defenses. You are psionically linked to this weapon, and it becomes as part of you as your own hand is. Should this weapon be destroyed, you take damage equal to your Psionic score, and it requires one week of focusing on a new weapon to gain the Psionic Blade Mastery benefits. (From Psionic Slayer via Human) Martial Arts Training - Whether you're a human Judo master or a Zax claw lord, Martial arts allows for your character to fight unarmed. When in melee you deal 1d8 extra damage. (IQ) Character Statistics HP: 16 (Total) (10 (Base) +1 (Background) +5 (Assigned)) Accuracy: 7 (Total) (2 (Malady) + 5 (Assigned)) Defense: 15 (Total) (2 (Malady) +3 (Armor) +1 (Upgrade) +9 (Assigned)) Psionic: 8 (Total) (8 (Assigned)) Mental Resistance: 10 (Total) (1 (Background) +9 (Assigned)) Technology: 2 (Total) (2 (Assigned)) Persona: 5 (Total) (5 (Assigned)) Luck: 7 (Total) (7 (Assigned)) IQ: 131 (Total) 50 (Base) + 8 (Class: Commando (Roll: 6+2)) + 73 (6d20 (Roll: 13+16+9+11+18+6)) Physical Force: 280 (Total) ((8 (Base) +4 (Genetic Augmentation) +2 (Military Trained) +3 (Strict Regiment) +5 (Commando) +3 (Healthy) + 3 (Martial Training)) x10) Psionic Force: 108 (Total) (100 (Novice) +8 (Psionic Score)) Total Weight: 236 (Total) (160 (Character) + 30 (Armor) + 41 (Weapons) + 5 (Items)) Action Points: 3 Points per turn (3 spaces per point) HP Regen/hour: 2 HP/hour (1 (Base) +1 (per round)) HP Regen/round: 1 HP/round (via Hyper Regeneration) Sexual Stats Sexual Endurance: 15 (Total) (5 (Base) +10 (Assigned)) Sexual Prowess: 9 (Assigned) Sexual Resistance: 8 (Assigned) Libido: 7 (Assigned) Fertility: 10 (Total) (3 (Race) +7 (Luck))