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 Post subject: Mechanics Creation Lab (Part 2)
PostPosted: Fri Nov 08, 2013 1:41 am 
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Joined:
Thu Nov 07, 2013 3:29 pm
Posts: 96
Welcome to the Mechanics Creation Lab

Here you will take your concept and form the mechanics for them. To start the first thing you will need is the Mechanics Character Sheet and the other thing you will need is the Rules Document

Mechanics Character Sheet

[+] MCL CS
Base Stats
  • Strength:
  • Toughness:
  • Willpower:
  • Intelligence:
  • Coordination:
  • Reflex:
  • Speed:

  • HP ((Strength + Toughness) x15):
  • Stamina ((Speed + Willpower) x8):
  • Attack Bonus (Strength + Coordination):
  • Defense Bonus (Toughness + Reflex):
  • Movement Rate (Speed x10) ft:
  • Endurance (Toughness + 10):
  • Reaction (Reflex + 10):
  • Determination (Willpower + 10):

Skills

Combat Skills

  • Melee (Attack Bonus):
  • Ranged (Attack Bonus):
  • Powers (Attack Bonus):
  • Defense (Defense Bonus):

Non-Combat Skills

  • Animal Empathy (Willpower):
  • Athletics (Coordination):
  • Deception (Willpower):
  • Driving (Reflex):
  • First Aid (Coordination):
  • Insight (Intelligence):
  • Perception (Intelligence):
  • Persuasion (Willpower):
  • Piloting (Reflex):
  • Sleight of Hand (Coordination):
  • Stealth (Coordination):
  • Survival (Willpower):
  • Tech Savvy (Intelligence):

Crafting Skills

  • Weapons:
  • Defensive:
  • Medical:
  • Utility:
  • Wheeled:
  • Tracked:
  • Mechanized:
  • Aeronautical:
  • Nautical:

Abilities

Major

Here you will put the full write up any primary abilities you have.

Minor

Here you will put the full write up any secondary abilities you have.

Items

Here you will list all the Items you own.

Starting Up

Okay so you have the Character Sheet and you have the Rules Document what is next? Well, that is to fill out the character sheet and post it up for approval. You will need a few things for that. First you will need to know how many Stat Point, Skill Points, and Advancement Points you get. That info is included in the Rules Document but for ease or reference I will post it here.

Races of 2065
When you start the game you will chose to be one of three races that now inhabit earth, depending on your choice it will lead you down a particular play style, and give you options and restrictions that separate you from the other races.

Human

Still more the largets portion of the worlds populace, humans haven't changed much over the years. Physically weaker and with out any powers humans rely on advanced tech to survive the war with supers. If you play a human your gear and your cunning will be your best friend. Humans have access to only minor abilities.

Humans start the Game with:

12 Stat Points
15 + (Intellgence x5) Skill Points
36 AP
54 AP to be spent on items and/or Vehicles

Augmented Human

Still extremely new, few even realize they exist at this point in time, several governments, and the research corporation of Japan have been working to find a way to mass produce super soldiers. Still experimental their are several types in existence from cybernetic augmentation, chemical enhancement, and genetic manipulation. In play Augmented humans play like a cross between Type 1's having better base stats then most other pc, but also have access to the option of using advanced technology.

Augmented Human's start the Game with:

22 Stat Points
12 + (Intellgence x5) Skill Points
36 AP
14 AP to be spent on items and/or Vehicles

Type 1 Super

Type 1 as they are called don't have any powers beyond just being better then your average human or super. Roughly half of all supers are Type 1s but they don't get the same press as their Type 2 brothers. Type 1 have the best stats in the game and rely on there superior physical abilities and gear to see them through the day. Like all supers in they are unable to use most advanced technology due to the EM field their super charge bodies generate.

Type 1s start the game with:

26 stat points
10 + (Intellegence x5) skill points
60 AP

[+] EMF
Major
Name: EMF
Action: constant
Sustain: -
Rank: 1
Effect: Your body has a strong EMF field then a normal human, that messes with many types of electronics. You are unable to use mechs, VR drones and and other item/vechile with a Tier/Level over 3.

Rate of Increase
At each rank above 1 increase the effective level of items/vehicles you can use by 1
Special: If you max this ability you are able to use mechs and vr drones.


Type 2 Super

Type 2 are the most known type of super around, they aren't just super human like the type 1 they all have some sort of power that allows them to do amazing things. They don't tend to be as physicaly endowed but there power allows them to do things that no other mortal could do. Type 2 tend to rely mostly on their power focusing there efforts on mastering it and finding new ways to use it. Like all supers they are unable to use most advanced technology due to the EM field their body generates.

Type 2s start the game with

18 Stat points
12 + (Intellegence x5) Skill Points
50 AP
1 Power Tree of their choice

[+] EMF
Major
Name: EMF
Action: constant
Sustain: -
Rank: 1
Effect: Your body has a strong EMF field then a normal human, that messes with many types of electronics. You are unable to use mechs, VR drones and and other item/vechile with a Tier/Level over 3.

Rate of Increase
At each rank above 1 increase the effective level of items/vehicles you can use by 1
Special: If you max this ability you are able to use mechs and vr drones.


The Archive

A lot of work gets gone here in the MCL, but since the game is in a constant state of recruiting I don't want this thread to become pages on pages. At the same time I don't want to lose the work done here in case it needs to be referenced in the future, or may be useful to someone else. So I created an archive, as people move through the MCL posts related to their PC will be moved to the Archive.


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 Post subject: Re: Mechanics Creation Lab (Part 2)
PostPosted: Sat Nov 23, 2013 7:52 am 
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Joined:
Thu Nov 07, 2013 9:38 pm
Posts: 49
Base Stats

Strength: 2
Toughness: 2
Willpower: 2
Intelligence: 3
Coordination: 3
Reflex: 4
Speed: 3

HP ((Strength + Toughness) x15): 60
Stamina ((Speed + Willpower) x8): 40
Attack Bonus (Strength + Coordination): 5
Defense Bonus (Toughness + Reflex): 6
Movement Rate (Speed x10) ft: 30
Endurance (Toughness + 10): 12
Reaction (Reflex + 10): 40
Determination (Willpower + 10): 12

Skills

Combat Skills

Melee (Attack Bonus): 2
Ranged (Attack Bonus): 2
Powers (Attack Bonus):
Defense (Defense Bonus): 2

Non-Combat Skills

Animal Empathy (Willpower): -
Athletics (Coordination): 2
Deception (Willpower): -
Driving (Reflex): 2
First Aid (Coordination): 2
Insight (Intelligence): -
Magic Lore (Intelligence): -
Perception (Intelligence): 3
Persuasion (Willpower): -
Piloting (Reflex): 5
Sleight of Hand (Coordination): -
Stealth (Coordination): 2
Survival (Willpower): 3
Tech Savvy (Intelligence): 5

Crafting Skills

Weapons: -
Defensive: -
Medical: -
Utility: -

Old Ned

Medium Tier 1 mech, 2 Integrated weapons= a lvl 1 Ranged weapon with Heavy and a lvl 1 melee weapon with Heavy

Medium Mech
Tier--AP--ES--US --HP--HM--ICS--OCS
1-----50--4----2---40--+2--30ft--70mph

Hardpoints:

[Mounted Railgun](Heavy)

Item Level-Action-Stamina Cost- Damage- Range Increment-
1 Standard 2 3d8- 20 feet


[Hydraulic Fists](Heavy)
Item Level- Action- Stamina Cost- Damage- Strength Mod*- Range-
1- Standard- 1- 3d8- x1- Melee-


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 Post subject: Re: Mechanics Creation Lab (Part 2)
PostPosted: Thu Dec 05, 2013 12:01 am 
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Co-Owner
User avatar

Joined:
Wed Oct 30, 2013 3:07 pm
Posts: 308
Base Stats

• Strength: 2
• Toughness: 3
• Willpower: 4
• Intelligence: 3
• Coordination: 5
• Reflex: 4
• Speed: 3


• HP ((Strength + Toughness) x15): 75
• Stamina ((Speed + Willpower) x8): 56
• Attack Bonus (Strength + Coordination): 7
• Defense Bonus (Toughness + Reflex): 7
• Movement Rate (Speed x10) ft: 30
• Endurance (Toughness + 10): 13
• Reaction (Reflex + 10): 14
• Determination (Willpower + 10): 14

Skills

Combat Skills


• Melee (Attack Bonus): 1+(7)
• Ranged (Attack Bonus):
• Powers (Attack Bonus): 5+(7)
• Defense (Defense Bonus): 4+(7)

Non-Combat Skills


• Animal Empathy (Willpower):
• Athletics (Coordination):4+(5)
• Deception (Willpower): 4+(4)
• Driving (Reflex):
• First Aid (Coordination):
• Insight (Intelligence):
• Perception (Intelligence): 2+(3)
• Persuasion (Willpower): 2+(4)
• Piloting (Reflex):
• Sleight of Hand (Coordination): 2+(5)
• Stealth (Coordination): 2+(5)
• Survival (Willpower):
• Tech Savvy (Intelligence): 1+(3)

Crafting Skills


• Weapons:
• Defensive:
• Medical:
• Utility:
• Wheeled:
• Tracked:
• Mechanized:
• Aeronautical:
• Nautical:

Abilities


Major

Here you will put the full write up any primary abilities you have.

Gust of Wind
(Object Manipulation – Major)
Action: Full Round
Cost: 7
Sustain: Standard Action
Rank: 1
Effect: You have the ability move items around your environment. You must be able to see the item to manipulate it. When you first activate this ability and as part of the action you use to sustain it you can move that object up to 25 ft You may move an object that is weighs up to 1200lbs with this ability. You must spend a standard action each round to sustain this ability if you do not you must reactivate it and the item you are holding drops to the ground.
If the item is a person or a creature and it is able to defend itself, to activate the power you must make a special attack against there Endurance or Reaction (you chose one when you pick this ability) with a Attack Value of +5, you must make this attack each round as part of the action you use to sustain this Ability if you miss the Ability ends and you must reactivate it. So long as you continue to hit you can move the target 25ft and the target cannot move from that location (they may still use there move action for another purpose).



Minor

Here you will put the full write up any secondary abilities you have.

Air Lift
(Short Duration Flight)
Action: Minor
Sustain: 1
Rank: 1
Effect: So long as you sustain this Ability you can fly at a speed equal to your movement rate.
Name: Crushing Breath
Cost: +2
Target: Object Manipulation
Rank: 1
Effect: Whenever you hit your target with this ability, and for each round you sustain the ability the target takes 3d10 (DR 2) damage.

Name: Object Hurling
Action: Standard
Cost: 5
Rank: 1
Effect: Does 3d10 (DR 2) damage with a Range Increment of 20 ft

Multi Target
Want to hit more enemies with your ability well then here is one way to get that done.
Name: Whirlwind
Cost: +5
Action: Full Round
Target: Object Manipulation
Rank: 1
Effect: You can a Ability against multiple targets at once doing so takes a full round no matter what the action of the base Ability is. When you chose to do so you may use the ability hit 2 targets with in the abilities range. When you target multiple people with the ability you make each attack roll separately, and you take a -4 to all your attack rolls for that round

Items:

Communication Device Level 1 – Walky Talky

_________________
The one and only Dwarven Warrior!

RPGCrafters Co-Owner

"Violence is the last refuge of the incompetent." Salvor Hardin, Foundation


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 Post subject: Re: Mechanics Creation Lab (Part 2)
PostPosted: Wed Mar 12, 2014 5:16 pm 
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User avatar

Joined:
Mon Jan 13, 2014 3:11 pm
Posts: 6
ame: Human Name Unknown, Daemon Name Unpronounceable (OOC Name: SuperAwesomeGuardsman)

Str : 3
T : 3
Wil : 3
Int : 2
Cord: 4
Ref : 4
Spd : 6

HP: 90
Stamina: 72
Atk Bonus: 7
Def Bonus: 7
Move: 60

Def Score: 20
Endurance: 13
Reaction : 14
Determination: 13

Skills: Melee - 5
Defense - 5
Athletics - 3
Deception - 6
Persuation - 6
Sleight of Hand - 2

Abilities: Major Impersonation - Change appearance & sound for 4 hours, requires 1 hour cooldown, +6 to deception rolls.

Backstory: A routine tour of duty in the Imperial Navy saw this average guardsman transition from man to mythological horror.
Passing into the immaterial realm to jump through space, the shields protecting the ship faltered. Powers beyond
comprehension poured through the ship's decks, warping man and metal alike into unintelligble monsters. It was
this man who was lucky, chosen by powers with unfatomable reason, to be their herald to harass those who would do
them harm. Slowly his transformation would take place, from soldier to mystery. It began by altering the speed
at which he move, altering his bones and muscles to be able to close distances rapidly and evade harm. Immaterial
power tainted his mind, filling him with a new personal, one more outgoing and able to persuade those around him.
A fast man who could enlist those around him, the final stage of his transformation was immaterial matter oozing
from his muscles, able to warm and bend skin and bone to transform him into any form that would be necessary to
infiltrate groups of people, armies, and even secretive organizations.

A force to be reckoned with, this soldier of new masters set about his task of causing chaos among the ranks of the
empire he once served. Leaders killed, roles assumed, and whole planets left in political and military disorganization.
Something as simple as passing beaurocratic bill after beaurocratic bill to further complicate smooth running of local
government facilities, to something as drastic as an entire battalion going renegade in the belief that they've been
betrayed by their countrymen and left to die on the frontlines alone.

Though he often times could escape, there were those few who hunted this soldier of chaos. Only they could stop him,
for they were trained in the arts of combatting and containing spawn of the immaterial realm. Though they try
valiantly, their efforts are merely temporary setbacks for machinations much greater than themselves. The soldier, no
matter how many times he falls, will reappear somewhere else in time to wreak havoc again. Where will he appear next?

Image


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 Post subject: Re: Mechanics Creation Lab (Part 2)
PostPosted: Thu Mar 13, 2014 9:48 pm 
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Joined:
Thu Nov 07, 2013 9:38 pm
Posts: 49
NAME: Ados Makria
GENDER: Male
AGE: 247
PLANE OF BIRTH [place of birth]: Plane J638. Born 3082 C.E. The Atanasoff,a Capek-Class exosystem transport ship.
PROFESSION/JOB: Extravehicular Debris Manager


APPEARANCE:
Image


[+] Fluff
General Appearance:- After reaching maturity, Ados- like all other men and women of age, became shelled. His 20 year old braincase transplanted into the prosthetic body. He's painted his polymer plating a light grey, and has chosen a relatively new model of shell- not as durable as some other laborer cases, but is said to have a smaller integration period. The case's frame stands about at five foot nine, humanoid by design and for motor orientation – and simplified for aesthetics. The sensory peripherals seated behind the translucent featureless faceplate for protection, as well as sporting a robust torso chassis for the braincase.


PERSONALITY: Being the youngest of three brothers, Ados is driven by underlying need to prove himself. Signing up for more dangerous tasks in attempt to outshine his siblings and impress the rest of the ship. If it weren't for this facade of bravery, Ados would appear as in most cases- a'lazy coward not meant for laborer duties'. Among friends he is lighthearted and compassionate, but often shies away from the inevitable responsibility that burdens every crew-member on a space vessel, much at the expense of his peers. The mockery that spreads through the ship about these issues often spur him into action- but these last few years have been nothing but playing catch-up for his reputation.
Intentions:Prove to the ship that he'snot a waste of space.
Motivation:The respect of his familyand crewmates.

PLANE DESCRIPTION: A few centuries after mankind first explored space, orbital colonies and stations began to expand as the population on Earth skyrocketed.Not too many years later, a predicted meteorite collides with the planet- careening the species to near extinction. The surviving evacuees and colonies of mankind band together in a unified nation known as The Argosy. The space that was previously occupied by their home world, now a crumbling field of ejected rock and debris render the low orbital space too dangerous to inhabit. In a desperate motion of leadership among the makeshift government of The Argosy, the cluster of ships and stations decide that the only hope for long-term survival is to find another inhabitable planet. The closest remaining being Chron 881, The Argosy sets a course straight for it. Now,centuries later- the fleet still drifting through space towards their only salvation as life continues. Only empty vacuum and distant nebulae in every direction. Although technology for fabrication and manufacturing has greatly advanced, faster-than-light travel has been frustratingly evasive, leaving hundreds of light-years more to go.Among The Argosy, many ships have chosen to bind together into a maze-like structures to form kinds of cities. Some of them massive and permanent, with no intention on actually leaving their new drifting home for an earth-like planet. Other packs of space settlers, prepared to land at any moment- in hope that they'll discover a closer substitute on the way to Chron 881. Life among the floating nation is relatively peaceful, the dangers of space a never-present bond to keep political schisms to a minimal.



RACE DESCRIPTION: Humanity has always opted to adapt the environment to itself, as opposed to the opposite. With the new circumstances of space survival, the centuries since the cataclysm of earth has pushed this practice to it's logical conclusion. With resources scarce and finite, and biological bodies fragile and withering- a technology once reserved for the severely handicapped has becomes a part of life and culture.Prosthetic bodies, or 'shells'- have become mandatory for citizens who reach maturity- their brains full developed and prepared for the transplant. Without this new body, the average person has a very high chance of contracting cancer from cosmic radiation as well as from the ship's engines. Acting as a preventative for diseases, it also saves valuable oxygen and food needed for the newborn and youth of the species. As well as expanding the lifetime of the average human to nearly ten-fold. Breeding is now done in vitro tubes, from DNA samples taken from the respective parents' gene banks- before they were shelled. Although development of the fetus is now remarkably slower, resource consumption is more efficient. A child goes through the first 20 years of his or her life naturally, being raised by their shelled parents. After that, the transplant into prosthetic is made- like a rite of passage. While a shelled human's brain can last for nearly a millennium if maintained, most of the time is spent in hiber-pods. Nearly half the total population of The Argosy stays in shifts of this controlled comatose state. The prosthetic bodies themselves are very much formed after the original human shape and peripheral senses- as differences, absences or additives to a new body often result in shock and mal-orientation when the brain attempted to link with the shell.

BACKSTORY: Ados' assigned role in his mandatory service as a crew member of The Atanasoff was effectively a garbageman. He was given the lowest duty of the crew, collecting space junk and cleaning debris drifting between ships. His brothers, one a co-pilot and the other an engineer- were sources of envy and admiration among the ship. He, on the other hand- had not amounted to much and was looked down upon by his parents and siblings. Though he hardly saw them, as they were on a different hiber-pod cycle- he still longed for their acceptance like they did their other children. His first duty after his shelling ceremony was as cargo escort, transporting supplies from ship to ship. In a moment of clumsiness, Ados accidentally sent a massive crate directly into the hull of a neighboring ship, wrecking a massive hole in the side. Luckily, the inhabitants only suffered minor injuries- but the Atanasoff received major political backlash in response, and the blame was placed squarely on Ados. Ever since then, each hiber-cycle has been about clearing his name as a failure.Every cycle except the last, where he entered his pod and disappeared without a trace.


[+] Stats
BaseStats

Strength: 2
Toughness: 3
Willpower: 2
Intelligence: 5
Coordination: 4
Reflex: 4
Speed: 4


HP ((Strength + Toughness) x15): 75
Stamina ((Speed + Willpower) x8): 48
Attack Bonus (Strength + Coordination): 6
Defense Bonus (Toughness + Reflex): 7
Movement Rate (Speed x10) ft: 40
Endurance (Toughness + 10): 13
Reaction (Reflex + 10): 14
Determination (Willpower + 10): 12


Skills

CombatSkills


Melee (Attack Bonus):
Ranged (Attack Bonus):
Powers (Attack Bonus): 5
Defense (Defense Bonus):


Non-CombatSkills


Animal Empathy (Willpower):
Athletics (Coordination): 4
Deception (Willpower):
Driving (Reflex):
First Aid (Coordination): 2
Insight (Intelligence):
Magic Lore (Intelligence):
Perception (Intelligence): 4
Persuasion (Willpower):
Piloting (Reflex): 3
Sleight of Hand (Coordination): 2
Stealth (Coordination): 1
Survival (Willpower): 2
Tech Savvy (Intelligence): 5

CraftingSkills

Weapons: 6
Defensive: 6
Medical: 6
Utility: 6


Crafting Level Requirement
Item Level/ Total Skill Modifier

1/7+
2/9+
3/11+
4/13+
5/15+
6/17+
7/19+
8/21+
9/23+
10/25+


[+] Abilities
Abilities

Major

Name:Arch Sense
Type:Major
Action: Constant
Level: 1
Effect: You can sense allarches with in 60 miles of your location, you can sense thererelative distance from you and there general direction.

Name:Propulsion Jets
Action:None
Cost:See Text
Rank:1
Effect:Out of combat you can fly at speeds that average roughly 200 milesper hour. In combat you can use this ability by spending an MinorAction and 2 stamina each round to fly up to your movement rate -20(min 5 ft). Also so long as you are flying using this Ability yousuffer a -2 to your defense DC.

Name:Molec-fabricator
Action:Fullround
Cost: 10 (8)
Level: 1
Effect: You have the ability tocreate physical items out of thin air. When you use this power youcan craft a temporary item up to 21 AP in value. You must meet allthe skill requirements for creating the item, but the item does notcost any of your AP. The item is temporary only lasting for 4 minutesbefore disappearing, you may spend a full round action and 10 staminaduring those 4 min to reset the timer before it disappears. You mayonly manifest 1 item at a time if you use this power to create aanother item while you already have one manifested the first itemceases to be.
Rateof Increase
Ateach level above 1 increase base AP value of the item you can createby 5 AP, and increase the duration of the ability by 1 min



Name: Printer Efficiency
Cost: -2 or Sustain: -1
Type: Major or Minor
Mod Target:Molec-fabricator
Rank: 1
Effect: Reduce the cost or sustain of the ability. This benefit can not drop the stamina cost of an ability to 0 abilities will always cost at least 1 stamina.
Rate of Increase
At each rank above 1 increase the Cost Reduction this ability grants by 1 point.
Special: You may apply the cost reduction to an sustained abilities activated effect such as the move action aspect of active regeneration.


Minor


Name:Welding Beam
Action:Standard
Cost:5
Rank:1
Effect does 3d10 (DR 2) damage with a Range Increment of 20 ft


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 Post subject: Re: Mechanics Creation Lab (Part 2)
PostPosted: Thu Mar 13, 2014 11:49 pm 
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Joined:
Wed Mar 12, 2014 10:45 pm
Posts: 2
General Seth Lyro
GENDER: Male
AGE: 25
PROFESSION/JOB: General of the lycoan Army

APPEARANCE:
ImageImage (temp images)
Height - 6'1'
Build – Athletic/Fit
Eye colour – maroon
Hair colour – Dark gray with fawn tips
Tanned Skintone

PERSONALITY: - Seth comes off as confident and intimidating person in combat and when inside the general mindset otherwise he can normally be seen as a serious being. When it comes to his soldiers he feels they should be able to think for themselves; those who constantly require guidance needing to be “babysat” are seen as “foolish” and “unworthy” in his eyes. Constant combat has resulted in him hiding his emotions to remain “operational” at all times. Despite this appearance of unshakable confidence, Seth knows when he needs to take a defensive or evasive during battle and will pull rank when necessary. Beneath the shell he can be a very foolish person due to his inexperience with the real world

BACKSTORY: - Due to his brothers death Seth was assigned the title of prince, and trained to be the “perfect” soldier his entire life starting at the age of 6 officially joining the military forces at the age of 14 through this he gained a few companions and learned to hide his emotions and thought, when he became general he used this to appear more confident and become respected for his ability to easily command his soldiers. However despite being trained to be perfect he had many failures most notably that of his first sight of combat after promotion to general when his entire group was nearly wiped out and needed to retreat due to a failure to take command.

Base Stats:

* Strength: 4
* Toughness: 4
* Willpower: 3 (6 ap)
* Intelligence: 4
* Coordination: 3
* Reflex: 3
* Speed: 4

* HP ((Strength + Toughness) x15): 120
* Stamina ((Speed + Willpower) x8): 56 (4+3)
* Attack Bonus (Strength + Coordination): 7 (4+3)
* Defense Bonus (Toughness + Reflex): 7 (4+3)
* Movement Rate (Speed x10) ft: 40 (4)
* Endurance (Toughness + 10): 14 (4)
* Reaction (Reflex + 10): 13 (3)
* Determination (Willpower + 10): 13 (3)


Skills

Combat Skills

* Melee (Attack Bonus): 5
* Ranged (Attack Bonus): 0
* Powers (Attack Bonus): 3
* Defense (Defense Bonus): 2

Non-Combat Skills

* Animal Empathy (Willpower):12
* Athletics (Coordination): 14
* Deception (Willpower): 13
* Driving (Reflex):10
* First Aid (Coordination):11
* Insight (Intelligence): 12
* Magic Lore (Intelligence): 10
* Perception (Intelligence): 13
* Persuasion (Willpower):11
* Piloting (Reflex):10
* Sleight of Hand (Coordination):12
* Stealth (Coordination): 12
* Survival (Willpower): 14
* Tech Savvy (Intelligence):10


Crafting Skills

* Weapons:10
* Defensive:10
* Medical:10
* Utility: 10

Majors-
Rank 1 Shape Change – Wolf
* Strength: 4
* Toughness: 4
* Coordination: 3
* Reflex: 3
* Speed: 5
* Attack Bonus (Strength + Coordination): 7
* Defense Bonus (Toughness + Reflex): 7
* Movement Rate (Speed x10) ft: 50
Action: Minor
Sustain: 3 (2)
Modifier:
Ease of use (Cost Reduction)
Cost: -2 or Sustain: -1
Rank: 1
Effect: Reduce the cost or sustain of the ability. This benefit can not drop the stamina cost of an ability to 0 abilities will always cost at least 1 stamina.
Rate of Increase
At each rank above 1 increase the Cost Reduction this ability grants by 1 point.

Rank 1 Arch Sense (Free)
Action: Constant
Cost: None
Effect: You can sense all arches within 60 miles of your location, you can sense their relative distance from you and their general direction.

Minor
Rank 1 Teeth and Claws
Action: Standard
Cost: 2
Enhancements
Effect: Does 3d10(DR 2) + Strength x3 damage with a range or melee.
Rate of Increase
At each rank above 1 increase base damage by +1 DR, and Increase Strength Multiplier by a factor of 1

Rank 1 Enhanced Senses
Action: None
Cost: Constant
Effect: You have Enhanced Sense giving you Increased Perceptive Ability, Giving you +2 to Perception & +2 to Survival
Rate of Increase
+1 per level

Inventory
Rank 2 Protective armor
Defense +2
Enhancements
Extra Durability:
AP cost: 7
Effect: Increase the amount of HP granted by the armor by 15 points, if the armor does not grant you HP it now grants you 15 HP


Rank 2 Broadsword
Stamina Cost: 1
Damage: 2d8 x2 STR Mod
Range: Melee
Enhancements
Muscle Powered:
AP cost: 5
Effect: The weapon gains a strength modifier of 1. If it already has a strength modifier, increase it by 2 instead.

Improved Damage:
AP Cost: 4
Effect: Increase the Damage Done by the weapon by 1 die, and if the weapon has a strength mod to damage increase it by a factor of 1.

Ap used: 118 Remaining: 2


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