Susano
Sep 4th, '05, 02:20 PM
LOPER
Val CHA Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 HTH Damage
15 DEX 15 12- OCV: 5/DCV: 5
25 CON 30 14-
18 BODY 16 13-
8 INT -2 11- PER Roll 11-
8 EGO -4 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
4 COM -3 10-
8 PD 4 Total: 8 PD (4 rPD)
10 ED 5 Total: 10 ED (5 rED)
3 SPD 5 Phases: 4, 8, 12
9 REC 0
50 END 0
41 STUN 0 Total Characteristics Cost: 86
Movement: Running: 6"/12"
Leaping: 8"/8"
Swimming: 1"/2"
Cost Powers & Skills
39 Lightning Generator: RKA 2d6, Area Of Effect (2" Radius, Non-Selective; +3/4),
Continuous (+1), Hole In The Middle (+1/4), Personal Immunity (+1/4); Extra Time (Full
Phase to start; -1/4), No Knockback (-1/4), No Range (-1/2), Cannot Move While
Continuous Advantage Is In Effect (-1/2), END 10
8 Claws: HKA 1/2d6 (1d6+1 with STR); Reduced Penetration (-1/4), END 1
3 Can Throw Itself Across A Room: Leaping +4" (8" total), No Noncombat
Movement (-1/4)
8 Implanted Armor Plates: Armor (7 PD/7 ED); Activation Roll 9- or
Locations 7, 9, 10 (-1 1/2)
4 Bio-Mechanical Physiology: Damage Resistance (4 PD/5 ED)
28 Bio-Mechanical Creation: Life Support (Diminished Eating: Only Has To Eat Once A
Week; Diminished Sleep: Only Needs 8 Hours Per Week; Safe Environment: High
Radiation, Intense Cold, Intense Heat; Immunity: All Terrestrial Diseases and Poisons)
16 Tesla Generator: Endurance Reserve (60 END, 10 REC) [powers the Lightning
Generator]
Skills
2 Combat Skill Levels: +1 OCV with Claws
3 Acrobatics 12-
3 Breakfall 12-
114 Total Powers & Skills Cost
200 Total Character Cost
75+ Disadvantages
10 Physical Limitation: Limited Manipulation (F, S)
15 Physical Limitation: Animal Intelligence (F, G)
15 Psychological Limitation: Mindlessly Aggressive (C, S)
85 Experience
200 Total Disadvantage Points
Ecology:
Lopers are bizarre and horrific combinations of biological and mechanical engineering. Designed, grown, and assembled in a secret weapons facility located deep in Axis Territory (rumored to be somewhere in Norway), they are intended to be the vanguard of Nazi push to win the war once and for all.
Personality/Motivation:
Nearly mindless, lopers have only the basic of needs and incredibly hostile to anyone or anything that isn't a loper. This almost mindless aggression is the primary reason they haven't be used in combat yet.
Powers/Tactics:
Lopers tend to literally hurl themselves at foes, and can leap great distances, both horizontally and vertically. Once in contact with an enemy, they will lash out with their claws and then fall back, seeming to retreat, at least until they activate their Lightning Generator. This weapon, mounted at the bottom of the Loper's torso, produces arcing bolts of electricity, delivering a lethal shock to anything within range. The weapon isn't the most accurate of devices however, and individual bolts may arc to conductive surfaces instead of targets, even if they are in range.
Appearance:
A loper appears as a massively muscled human torso, arms, and head. It has no legs, instead having a Lightning Generator mounted at about the level of the waist. Lopers travel by running on their hands, and can hurl themselves great distances if needed.
Designer's Notes:
Lopers are one of the experimental Nazi weapons seen the game Return to Castle Wolfenstein. I based the stats of off several factors: the sheer size of a loper (even missing legs they are nearly 5' tall!); their speed (they are about as fast as your character and can leap farther than you can run); and their resistance to damage (I fired 45 rounds from a Thompson SMG into one at point blank range before it died). In fact, you might want to make them Automatons, to simulate how hard it is to kill them with small arms.
(Lopers created by Id Software, & Gray Matter Interactive, character sheet created by Michael Surbrook)
Val CHA Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 HTH Damage
15 DEX 15 12- OCV: 5/DCV: 5
25 CON 30 14-
18 BODY 16 13-
8 INT -2 11- PER Roll 11-
8 EGO -4 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
4 COM -3 10-
8 PD 4 Total: 8 PD (4 rPD)
10 ED 5 Total: 10 ED (5 rED)
3 SPD 5 Phases: 4, 8, 12
9 REC 0
50 END 0
41 STUN 0 Total Characteristics Cost: 86
Movement: Running: 6"/12"
Leaping: 8"/8"
Swimming: 1"/2"
Cost Powers & Skills
39 Lightning Generator: RKA 2d6, Area Of Effect (2" Radius, Non-Selective; +3/4),
Continuous (+1), Hole In The Middle (+1/4), Personal Immunity (+1/4); Extra Time (Full
Phase to start; -1/4), No Knockback (-1/4), No Range (-1/2), Cannot Move While
Continuous Advantage Is In Effect (-1/2), END 10
8 Claws: HKA 1/2d6 (1d6+1 with STR); Reduced Penetration (-1/4), END 1
3 Can Throw Itself Across A Room: Leaping +4" (8" total), No Noncombat
Movement (-1/4)
8 Implanted Armor Plates: Armor (7 PD/7 ED); Activation Roll 9- or
Locations 7, 9, 10 (-1 1/2)
4 Bio-Mechanical Physiology: Damage Resistance (4 PD/5 ED)
28 Bio-Mechanical Creation: Life Support (Diminished Eating: Only Has To Eat Once A
Week; Diminished Sleep: Only Needs 8 Hours Per Week; Safe Environment: High
Radiation, Intense Cold, Intense Heat; Immunity: All Terrestrial Diseases and Poisons)
16 Tesla Generator: Endurance Reserve (60 END, 10 REC) [powers the Lightning
Generator]
Skills
2 Combat Skill Levels: +1 OCV with Claws
3 Acrobatics 12-
3 Breakfall 12-
114 Total Powers & Skills Cost
200 Total Character Cost
75+ Disadvantages
10 Physical Limitation: Limited Manipulation (F, S)
15 Physical Limitation: Animal Intelligence (F, G)
15 Psychological Limitation: Mindlessly Aggressive (C, S)
85 Experience
200 Total Disadvantage Points
Ecology:
Lopers are bizarre and horrific combinations of biological and mechanical engineering. Designed, grown, and assembled in a secret weapons facility located deep in Axis Territory (rumored to be somewhere in Norway), they are intended to be the vanguard of Nazi push to win the war once and for all.
Personality/Motivation:
Nearly mindless, lopers have only the basic of needs and incredibly hostile to anyone or anything that isn't a loper. This almost mindless aggression is the primary reason they haven't be used in combat yet.
Powers/Tactics:
Lopers tend to literally hurl themselves at foes, and can leap great distances, both horizontally and vertically. Once in contact with an enemy, they will lash out with their claws and then fall back, seeming to retreat, at least until they activate their Lightning Generator. This weapon, mounted at the bottom of the Loper's torso, produces arcing bolts of electricity, delivering a lethal shock to anything within range. The weapon isn't the most accurate of devices however, and individual bolts may arc to conductive surfaces instead of targets, even if they are in range.
Appearance:
A loper appears as a massively muscled human torso, arms, and head. It has no legs, instead having a Lightning Generator mounted at about the level of the waist. Lopers travel by running on their hands, and can hurl themselves great distances if needed.
Designer's Notes:
Lopers are one of the experimental Nazi weapons seen the game Return to Castle Wolfenstein. I based the stats of off several factors: the sheer size of a loper (even missing legs they are nearly 5' tall!); their speed (they are about as fast as your character and can leap farther than you can run); and their resistance to damage (I fired 45 rounds from a Thompson SMG into one at point blank range before it died). In fact, you might want to make them Automatons, to simulate how hard it is to kill them with small arms.
(Lopers created by Id Software, & Gray Matter Interactive, character sheet created by Michael Surbrook)