Dumok
Oct 15th, '07, 07:04 AM
Converting Over The Edge To Hero System RPG
By Dumok Duvalle (Madgoblin2001@yahoo.com)
Introduction: Well, let's see, Over the Edge and Hero would look like two totally different systems, OTE is a very rules Light system, while Hero tends to deal with alot of Number crunching. Both systems are very flexible allowing the players to create any kind of Characters to fit into the Genre the GM sets up. This article plans to set up an easy way to convert the Characters of OTE in a way that makes sense. First some basic guidelines:
1) In Hero system Players start with 100 points in Hero and can have up to 75 points in disadvantages (For a total of 175 points). This is the recommended guideline.
2) Don’t be afraid to flesh out the character if the conversion leaves the player with a lot of points to mess around with. Buy extra skills, maybe a language or two or beef up stats as you see fit.
Traits to Dice: Over the Edge uses traits to determine what a character is like. The player starts with One Prime trait, two side traits and a Flaw of some kind.
The definition of the traits determine how much dice are allocated to them
Broad traits: general abilities and characteristics, which may include several types of generic skills
Narrow traits: a focused trait, which may be a characteristic or a skill.
Narrow and technical: traits, which give the character skills in a scientific or mechanical profession. This may include a characteristic.
Technical/Unusual: These are traits that include Fringe Science, or Fringe powers and often give the character a "Psychic pool" to fuel powers.
Flaws: these usually assign a penalty die with certain actions.
Broad Traits: When determining Broad traits use the description to figure out what characteristic it would fit under. Lets take Lydia Goodman for example; She has the traits of Imposing (Four dice) defined as Presence and Resources (No dice code) using the sign of Jewelry. She is a Sommerite with a couple of Bennies and is defined as a refined woman of some beauty.
Using the following chart, we can figure out how to create her.
Broad Traits Hero Characteristic:
Stealth, Strength, Straight-Facing
Average: 2 dice 10 /Base Skill
Good: 3 dice 13/ Skill +1-+2
Superior: 4 Dice 15/ Skill +3-+4
5 Dice 18/ Skill +5-+6
6 Dice 20/ Skill +7 and up.
Narrow Traits Hero Characteristic/ Skill
Public Speaking/ Cooking
Average 2 dice 10 Base Skill
Good: 4 Dice 15 Skill +1-+3
Superior 6 dice 20 Skill +4 and up
Narrow & Technical Hero Characteristic/ Skill
Helicopter Pilot, Dentistry
Average: 0 Dice 10/ No Skill
Good: 2 Dice 20/ Skill +1-+5
Superior: 4 Dice 25/ Skill +6 and up.
Technical Or Unusual Trait Hero Skill/ points in a Power
Doctor, Fringe Power
Average: 0 dice No Skill/ 0 points
Good: 1 Dice Base Skill/ 10 Points
Superior: 2 Dice Skill +1-3/ 20 points
As you noticed I used a bit of common sense to figure out the number scheme.
For Broad traits over 6 use the following scale: +1 Dice Over 2d = integers of 3, 5, 8 for example 8 dice in a broad trait gives the character a characteristic of 25, a nine dice trait gives a characteristic of 28, 10 dice equals a characteristic of "30". Once the Characteristic reaches "30" add +5 for every dice there after.
For Narrow Traits, I use integers of 5: 10, 15, and 20.
For Skill Levels, This is where the GM will most likely need to use common sense. If the Trait is broad enough to warrant three of four skills
Going back to Lydia Goodman: Here is how her Hero stats come out so far.
Strength: 10
Dexterity: 10
Constitution: 10
Body: 10
Intelligence: 13: 3pts.
Ego 13: 6 pts.
Presence: 20: 10 pts.
Comeliness: 16: 3 pts.
In case you did not notice, Nowhere in the description does it note how intelligent or Willful Lydia is, However I figured that since She is a patron of the arts, she should have a better than average intelligence and Ego especially since she has people coming to her all the time for favors. I treated the Imposing as a Narrow trait giving her a 20 Presence (This would give her exactly a 4d6 presence attack should she need it). I also gave her a 16 comeliness to reflect just how beautiful this woman is. True I could have given her less but a woman with her wealth can afford some cosmetic surgery and the various other ways woman in her station make themselves pretty.
Talents and perks:
Money: Filthy Rich 15 points: Since her trait: Resources did not have a die code I figured that the description would give me a rough estimate of How much Money She had. Since it indicated she had alot of Money, I figured She was Filthy Rich. This could always be adjusted later in the character creation process and with experience.
Membership: Sommerites: 6 points Due to her generous donations, She is a highly respected Member in the Sommerite religion
Membership: Al-Amarjan High Society 7 points. She can throw some decent parties and maybe get a D'Aubaine to show up.
Follower: Miguel Acao: 15 points (75 points for character creation) I figured that Miguel had to be a competent body guard so I gave her 15 points in this particular follower. I could always give Him extra points in Disads and with experience to make Him more accurate.
Follower: Marsha Grunder: 15 Points (75 Points for character creation) Marsha is a scientist Lydia has Hired. Again I figured She should be a competent person otherwise Lydia would not have Hired Her.
Follower: Ferdi Alli: 15 Points (75 Points for Character creation) an Operative that works for Goodman, He handles a lot of her espionage and covert ops.
Contact: Earthlings: 11 or less: 2 points. (This was indicated by the description, She doesn’t have enough points to be a member yet)
Contact: Husband (Nigel Goodman): 15 or less: 10 points I decided to make Her husband a contact since the story indicate that Lydia and her Husband have remained together out of convenience. they Love each other deeply, they just have different lives to lead. the 15 or less indicates that there is very little that He would deny her.
Now on to skills:
High Society: 15 or less: 7 points
Conversation: 15 or less: 7 points
Persuasion: 15 or less: 7 points
Beurocracy: 13 or less: 3 points.
Knowledge Skill: Fine Arts: 15 or less 7 points
Sommerite Religion: 15 or less: 7 points
Streetwise: 13 or less: 3 points
Professional Skill: Benefactor 16 or less: 8 points.
Dancing: 13 or less: 4 points
Seduction: 13 or less: 3 points
Languages: British English (Native language) 0 points
French (Completely fluent with accent) 3 points
Spanish (Completely Fluent with accent) 3 points
Lydia's point total so far:
Characteristics: 22 points
Talents/Perks: 85 points
Skills: 62 points
total: 169 points
This pretty much means that I may have to give Lydia some disadvantages, If I want to balance her out for a PC. However, I could just rule that since She is an NPC, she could have bought the Disads She had, off. However Looking closer Lydia Does have some Enemies:
Disadvantages:
Hunted:
Movers (More Powerful: 15 points, Non Combat Influence: 5 points, Mildly Punish: -5 points, 11 or Less: 5 points.) -20 points
Glorious Lords: (As Powerful: 10 points, Non Combat Influence: 5 Points, Harshly Punish: 0 points, 11 or less: 5)-20 points.
Rivalry: Arthur Compton (Professional: I figured She and Compton were More Rivals than enemies, albeit One is “Good” and the Other is “Evil” they both try to change the Island in different ways.) –5 points
Since the Rules state that Lydia is an experienced character I decided to give her a bonus of 24 points to justify having experience. Kind of Like the old Hero Bonus for champions.
So here is Lydia Goodman, All ready for action. Just make up her Bennies and you are set.
The basic rule I would suggest to a GM is to use common sense and don’t be afraid to extrapolate as long as it keeps to the original intent of the character.
Now here are some of the races that reside on Al-Amarja that I converted to Hero, treat these as package Deals.
Glugs:
+3 Constitution: 6 points
+3 Body: 6 points
Mental Defense: (+20 Points): 20 Points
Night Vision: 5 points
Sex Sweat: 3d6 transformation: 45 active points (No Range (-1/2), Only During Sex (-1/2), 0 End (+1/2) Confers the Disadvantage: Dependence: Sex With Glug (Uncommon, -1 to all skill rolls, once per day. =5 points): 30 points
Contact: Extended family: 11-: 2 points
+3 w/ disguise, stealth, and persuasion: 9 points
Susceptibility: Stimulants: Very Common/ 2d6 stun (Instant): -25 points
Berserk: After Drinking stimulants: (common/ 14 or less to enter, 8 or less to leave): -30 points
Hunted: Pharaohs (More Powerful, Non Combat Influence, 8 or less): -20 points
Total: 3 points to play a Glug
Kergillian Hosts:
+5 Dex: 15 points
+1 Speed: 10 points
+1 Enhanced Perception: 3 points
+20 Stun: 20 points.
Psych Lim: Strange urges: (Common/ Strong): -15 points
Total: 33 Points.
Pharaohs:
Unaging: 5 points
+25 Dexterity: 75 points
+25 Intelligence: 25 points
+25 Presence: 25 points
-10 Constitution: -20 points
+25 presence vs. Humans (-1/4) 20 points
Money: Wealthy: 10 points
Does not understand Modern Technology (Very Common/ Strong): -20 points
Dependence: Apep's Breath (Uncommon/ 3d6 damage/ 1x per day): -15 Points
Rival: Other Pharaohs (Professional): -5
Total: 100 Points
Note: Pharaohs should be built on 200 points +150 Points in Disadvantages.
Aphids:
Apep’s Breath 3d6 aid to Con: 30
Dependency: Feeding Pharaohs Apep's breath: (Uncommon, -1 to all skills, -3 to characteristics, 1x per day) -10
Social Limitation: Slave -20
Distinctive features: (Not Concealable/ Major Reaction/ Not In Culture) -15
Total: -15 points
Empties:
Unaging: 5 points
+20 Body: 40 points
-10 Ego: -20 points
2d6 transfer Magic Points to Ego: 30 points
2d6 Healing: Self Only (-1/2), 0 End (+1/2), Always On (-1/2): 13 points
Social Limitation: Slave: -20 points
Berserk: In Combat (Common), 11 or less to enter, 8 or less to leave: -35 points
Hunted: Al-Amarja Peace force: (More Powerful/ Non Combat Influence/ 14 or less/ Enslavement): -30 points
Tulpas:
Telepathy: 4d6 (0 End (+1/2), Always On (-1/2)): 20 points.
Shape-Shift: Any Humanoid form, Imitation (0 End (+1/2), Linked to telepathy (-1/2): 40 Points
Accidental Change: Being discovered as a Tulpa (Uncommon, Always): -20 points
Hunted: Sandmen (As Powerful, 11 or less, for excreta): -10 points.
Psych Lim: Secretive (Common, Total): -20 points.
Total: 10 points.
Some Other People In Over the Edge
Otto’s Men (Typical)
Str: 13
Dex: 13
Con: 10
Body: 10
Int: 10
Ego: 13
Pre: 8
Com: 10
Pd: 3
Ed: 2
Spd: 2
Rec: 5
End: 20
Stun: 21
+1 OCV with Club (Total OCV: 5)
+1 Perception: (roll= 12 or Less)
Interrogation: 11 or less
Club: +0 Ocv, DMG: 4d6+ Str (6˝ d6) AR: 30
Loyal to Otto: Very Common/ Strong
Lousy at Expressing Himself (Common, strong)
Base Damage: 2˝ d6
Phases: 6,12
They come in patrols of 3-18
Glorious Lords
(The Blessed)
Str: 13: 3
Dex: 13: 9
Con: 10
Bod: 10
Int: 10
Ego: 10
Pre: 13: 3
Com: 10
Pd: 3
Ed: 2
Spd: 2
Rec: 5
End: 20
Stun: 21
Base Damage: 2˝ d6
Phase: 6,12
+2 Ocv w/ Melee Weapons (Total OCV: 5): 10 points
+1 Dcv Vs. Melee Weapons (Total DCV: 5): 5 points
+10 Points worth of Powers (Selkut Effect)
For Quick Glorious Lords Here’s a Chart:
1: +1 Speed
2: 6 points worth of Armor (The GM Decides PD/ED Distribution)
3: +10 Strength (+5 Stun)
4: 2 Levels of Density Increase (400kg, +10 Str, -2 KB, +2 PD, +2 Ed)
5: 2d6 Energy Blast
6: 1d6 Ego Attack
+10 Points worth of Powers (Selkut Effect)
1: +5 Con (+1 ED, +2 Stun)
2: Tracking Smell
3: +3 PER Roll
4: 2d6 Sight Flash
5: 5” Flight
6: +5” Running
Dependence: Selkut Poisoning: (Uncommon: 15, Character’s Powers require 11 or less activation roll: 5, Weakness: -3 to all Characteristics per Time Increment: 5, 1/day –15) –10
Distinctive Features: Scars, Tattoos (Concealable, Major Reaction) –15
Total: 25 pts.
Agara Rat-Folk
**Personal Creations**
LoveCraftians (Pervert Mutants)
Type: Mutant SubGroup
Rep: Perverts.
Brief: a type of Mutant that occasionally comes up with tentacles and a heightened sex Drive.
Allies: Mutants
Enemies: Otto’s men, Earthlings,
LoveCraftians (Named after HP LoveCraft a famous Sci-Fi Author who would often write about tentacled Monsters raping women. Although they are also called Hentai-Monsters as well Neither term is considered polite) are a type of Mutant that occur, they develop a heightened sex drive and more often than Not prey on adolescent Girls and Women. LoveCraftians are actually quite populous on Al-Amarja and there is often quite a bit of information about them. Most pretty Much try to lay Low and Mingle with the Mutant population. Other times they go out stalking other times they are sought by Jaded Pleasure seekers looking for a hint of Danger.
They are Humanoid in shape with translucent skin, and Four to Eight Tentacles, which resemble Penises (In fact that is what they are.) They tend to resemble Arabs or Hispanics depending on the family Line Often times Mingling into the Dominant Culture wherever possible.
Str: +5
Dex:+8
Con: +5
Body: +5
Int: -2
Ego:-2
Pre: -2
Com: -2
Tentacles: Extra limbs
Heat Vision: IR Vision
Stubborn: Mental Defense (+5 Points)
Hideous: Not Concealable /Extreme reaction/ Not In Culture
Reputation: Perverts: 14-
Lecherous: Common/ Strong
Total: 2 points to play a LoveCraftian.
By Dumok Duvalle (Madgoblin2001@yahoo.com)
Introduction: Well, let's see, Over the Edge and Hero would look like two totally different systems, OTE is a very rules Light system, while Hero tends to deal with alot of Number crunching. Both systems are very flexible allowing the players to create any kind of Characters to fit into the Genre the GM sets up. This article plans to set up an easy way to convert the Characters of OTE in a way that makes sense. First some basic guidelines:
1) In Hero system Players start with 100 points in Hero and can have up to 75 points in disadvantages (For a total of 175 points). This is the recommended guideline.
2) Don’t be afraid to flesh out the character if the conversion leaves the player with a lot of points to mess around with. Buy extra skills, maybe a language or two or beef up stats as you see fit.
Traits to Dice: Over the Edge uses traits to determine what a character is like. The player starts with One Prime trait, two side traits and a Flaw of some kind.
The definition of the traits determine how much dice are allocated to them
Broad traits: general abilities and characteristics, which may include several types of generic skills
Narrow traits: a focused trait, which may be a characteristic or a skill.
Narrow and technical: traits, which give the character skills in a scientific or mechanical profession. This may include a characteristic.
Technical/Unusual: These are traits that include Fringe Science, or Fringe powers and often give the character a "Psychic pool" to fuel powers.
Flaws: these usually assign a penalty die with certain actions.
Broad Traits: When determining Broad traits use the description to figure out what characteristic it would fit under. Lets take Lydia Goodman for example; She has the traits of Imposing (Four dice) defined as Presence and Resources (No dice code) using the sign of Jewelry. She is a Sommerite with a couple of Bennies and is defined as a refined woman of some beauty.
Using the following chart, we can figure out how to create her.
Broad Traits Hero Characteristic:
Stealth, Strength, Straight-Facing
Average: 2 dice 10 /Base Skill
Good: 3 dice 13/ Skill +1-+2
Superior: 4 Dice 15/ Skill +3-+4
5 Dice 18/ Skill +5-+6
6 Dice 20/ Skill +7 and up.
Narrow Traits Hero Characteristic/ Skill
Public Speaking/ Cooking
Average 2 dice 10 Base Skill
Good: 4 Dice 15 Skill +1-+3
Superior 6 dice 20 Skill +4 and up
Narrow & Technical Hero Characteristic/ Skill
Helicopter Pilot, Dentistry
Average: 0 Dice 10/ No Skill
Good: 2 Dice 20/ Skill +1-+5
Superior: 4 Dice 25/ Skill +6 and up.
Technical Or Unusual Trait Hero Skill/ points in a Power
Doctor, Fringe Power
Average: 0 dice No Skill/ 0 points
Good: 1 Dice Base Skill/ 10 Points
Superior: 2 Dice Skill +1-3/ 20 points
As you noticed I used a bit of common sense to figure out the number scheme.
For Broad traits over 6 use the following scale: +1 Dice Over 2d = integers of 3, 5, 8 for example 8 dice in a broad trait gives the character a characteristic of 25, a nine dice trait gives a characteristic of 28, 10 dice equals a characteristic of "30". Once the Characteristic reaches "30" add +5 for every dice there after.
For Narrow Traits, I use integers of 5: 10, 15, and 20.
For Skill Levels, This is where the GM will most likely need to use common sense. If the Trait is broad enough to warrant three of four skills
Going back to Lydia Goodman: Here is how her Hero stats come out so far.
Strength: 10
Dexterity: 10
Constitution: 10
Body: 10
Intelligence: 13: 3pts.
Ego 13: 6 pts.
Presence: 20: 10 pts.
Comeliness: 16: 3 pts.
In case you did not notice, Nowhere in the description does it note how intelligent or Willful Lydia is, However I figured that since She is a patron of the arts, she should have a better than average intelligence and Ego especially since she has people coming to her all the time for favors. I treated the Imposing as a Narrow trait giving her a 20 Presence (This would give her exactly a 4d6 presence attack should she need it). I also gave her a 16 comeliness to reflect just how beautiful this woman is. True I could have given her less but a woman with her wealth can afford some cosmetic surgery and the various other ways woman in her station make themselves pretty.
Talents and perks:
Money: Filthy Rich 15 points: Since her trait: Resources did not have a die code I figured that the description would give me a rough estimate of How much Money She had. Since it indicated she had alot of Money, I figured She was Filthy Rich. This could always be adjusted later in the character creation process and with experience.
Membership: Sommerites: 6 points Due to her generous donations, She is a highly respected Member in the Sommerite religion
Membership: Al-Amarjan High Society 7 points. She can throw some decent parties and maybe get a D'Aubaine to show up.
Follower: Miguel Acao: 15 points (75 points for character creation) I figured that Miguel had to be a competent body guard so I gave her 15 points in this particular follower. I could always give Him extra points in Disads and with experience to make Him more accurate.
Follower: Marsha Grunder: 15 Points (75 Points for character creation) Marsha is a scientist Lydia has Hired. Again I figured She should be a competent person otherwise Lydia would not have Hired Her.
Follower: Ferdi Alli: 15 Points (75 Points for Character creation) an Operative that works for Goodman, He handles a lot of her espionage and covert ops.
Contact: Earthlings: 11 or less: 2 points. (This was indicated by the description, She doesn’t have enough points to be a member yet)
Contact: Husband (Nigel Goodman): 15 or less: 10 points I decided to make Her husband a contact since the story indicate that Lydia and her Husband have remained together out of convenience. they Love each other deeply, they just have different lives to lead. the 15 or less indicates that there is very little that He would deny her.
Now on to skills:
High Society: 15 or less: 7 points
Conversation: 15 or less: 7 points
Persuasion: 15 or less: 7 points
Beurocracy: 13 or less: 3 points.
Knowledge Skill: Fine Arts: 15 or less 7 points
Sommerite Religion: 15 or less: 7 points
Streetwise: 13 or less: 3 points
Professional Skill: Benefactor 16 or less: 8 points.
Dancing: 13 or less: 4 points
Seduction: 13 or less: 3 points
Languages: British English (Native language) 0 points
French (Completely fluent with accent) 3 points
Spanish (Completely Fluent with accent) 3 points
Lydia's point total so far:
Characteristics: 22 points
Talents/Perks: 85 points
Skills: 62 points
total: 169 points
This pretty much means that I may have to give Lydia some disadvantages, If I want to balance her out for a PC. However, I could just rule that since She is an NPC, she could have bought the Disads She had, off. However Looking closer Lydia Does have some Enemies:
Disadvantages:
Hunted:
Movers (More Powerful: 15 points, Non Combat Influence: 5 points, Mildly Punish: -5 points, 11 or Less: 5 points.) -20 points
Glorious Lords: (As Powerful: 10 points, Non Combat Influence: 5 Points, Harshly Punish: 0 points, 11 or less: 5)-20 points.
Rivalry: Arthur Compton (Professional: I figured She and Compton were More Rivals than enemies, albeit One is “Good” and the Other is “Evil” they both try to change the Island in different ways.) –5 points
Since the Rules state that Lydia is an experienced character I decided to give her a bonus of 24 points to justify having experience. Kind of Like the old Hero Bonus for champions.
So here is Lydia Goodman, All ready for action. Just make up her Bennies and you are set.
The basic rule I would suggest to a GM is to use common sense and don’t be afraid to extrapolate as long as it keeps to the original intent of the character.
Now here are some of the races that reside on Al-Amarja that I converted to Hero, treat these as package Deals.
Glugs:
+3 Constitution: 6 points
+3 Body: 6 points
Mental Defense: (+20 Points): 20 Points
Night Vision: 5 points
Sex Sweat: 3d6 transformation: 45 active points (No Range (-1/2), Only During Sex (-1/2), 0 End (+1/2) Confers the Disadvantage: Dependence: Sex With Glug (Uncommon, -1 to all skill rolls, once per day. =5 points): 30 points
Contact: Extended family: 11-: 2 points
+3 w/ disguise, stealth, and persuasion: 9 points
Susceptibility: Stimulants: Very Common/ 2d6 stun (Instant): -25 points
Berserk: After Drinking stimulants: (common/ 14 or less to enter, 8 or less to leave): -30 points
Hunted: Pharaohs (More Powerful, Non Combat Influence, 8 or less): -20 points
Total: 3 points to play a Glug
Kergillian Hosts:
+5 Dex: 15 points
+1 Speed: 10 points
+1 Enhanced Perception: 3 points
+20 Stun: 20 points.
Psych Lim: Strange urges: (Common/ Strong): -15 points
Total: 33 Points.
Pharaohs:
Unaging: 5 points
+25 Dexterity: 75 points
+25 Intelligence: 25 points
+25 Presence: 25 points
-10 Constitution: -20 points
+25 presence vs. Humans (-1/4) 20 points
Money: Wealthy: 10 points
Does not understand Modern Technology (Very Common/ Strong): -20 points
Dependence: Apep's Breath (Uncommon/ 3d6 damage/ 1x per day): -15 Points
Rival: Other Pharaohs (Professional): -5
Total: 100 Points
Note: Pharaohs should be built on 200 points +150 Points in Disadvantages.
Aphids:
Apep’s Breath 3d6 aid to Con: 30
Dependency: Feeding Pharaohs Apep's breath: (Uncommon, -1 to all skills, -3 to characteristics, 1x per day) -10
Social Limitation: Slave -20
Distinctive features: (Not Concealable/ Major Reaction/ Not In Culture) -15
Total: -15 points
Empties:
Unaging: 5 points
+20 Body: 40 points
-10 Ego: -20 points
2d6 transfer Magic Points to Ego: 30 points
2d6 Healing: Self Only (-1/2), 0 End (+1/2), Always On (-1/2): 13 points
Social Limitation: Slave: -20 points
Berserk: In Combat (Common), 11 or less to enter, 8 or less to leave: -35 points
Hunted: Al-Amarja Peace force: (More Powerful/ Non Combat Influence/ 14 or less/ Enslavement): -30 points
Tulpas:
Telepathy: 4d6 (0 End (+1/2), Always On (-1/2)): 20 points.
Shape-Shift: Any Humanoid form, Imitation (0 End (+1/2), Linked to telepathy (-1/2): 40 Points
Accidental Change: Being discovered as a Tulpa (Uncommon, Always): -20 points
Hunted: Sandmen (As Powerful, 11 or less, for excreta): -10 points.
Psych Lim: Secretive (Common, Total): -20 points.
Total: 10 points.
Some Other People In Over the Edge
Otto’s Men (Typical)
Str: 13
Dex: 13
Con: 10
Body: 10
Int: 10
Ego: 13
Pre: 8
Com: 10
Pd: 3
Ed: 2
Spd: 2
Rec: 5
End: 20
Stun: 21
+1 OCV with Club (Total OCV: 5)
+1 Perception: (roll= 12 or Less)
Interrogation: 11 or less
Club: +0 Ocv, DMG: 4d6+ Str (6˝ d6) AR: 30
Loyal to Otto: Very Common/ Strong
Lousy at Expressing Himself (Common, strong)
Base Damage: 2˝ d6
Phases: 6,12
They come in patrols of 3-18
Glorious Lords
(The Blessed)
Str: 13: 3
Dex: 13: 9
Con: 10
Bod: 10
Int: 10
Ego: 10
Pre: 13: 3
Com: 10
Pd: 3
Ed: 2
Spd: 2
Rec: 5
End: 20
Stun: 21
Base Damage: 2˝ d6
Phase: 6,12
+2 Ocv w/ Melee Weapons (Total OCV: 5): 10 points
+1 Dcv Vs. Melee Weapons (Total DCV: 5): 5 points
+10 Points worth of Powers (Selkut Effect)
For Quick Glorious Lords Here’s a Chart:
1: +1 Speed
2: 6 points worth of Armor (The GM Decides PD/ED Distribution)
3: +10 Strength (+5 Stun)
4: 2 Levels of Density Increase (400kg, +10 Str, -2 KB, +2 PD, +2 Ed)
5: 2d6 Energy Blast
6: 1d6 Ego Attack
+10 Points worth of Powers (Selkut Effect)
1: +5 Con (+1 ED, +2 Stun)
2: Tracking Smell
3: +3 PER Roll
4: 2d6 Sight Flash
5: 5” Flight
6: +5” Running
Dependence: Selkut Poisoning: (Uncommon: 15, Character’s Powers require 11 or less activation roll: 5, Weakness: -3 to all Characteristics per Time Increment: 5, 1/day –15) –10
Distinctive Features: Scars, Tattoos (Concealable, Major Reaction) –15
Total: 25 pts.
Agara Rat-Folk
**Personal Creations**
LoveCraftians (Pervert Mutants)
Type: Mutant SubGroup
Rep: Perverts.
Brief: a type of Mutant that occasionally comes up with tentacles and a heightened sex Drive.
Allies: Mutants
Enemies: Otto’s men, Earthlings,
LoveCraftians (Named after HP LoveCraft a famous Sci-Fi Author who would often write about tentacled Monsters raping women. Although they are also called Hentai-Monsters as well Neither term is considered polite) are a type of Mutant that occur, they develop a heightened sex drive and more often than Not prey on adolescent Girls and Women. LoveCraftians are actually quite populous on Al-Amarja and there is often quite a bit of information about them. Most pretty Much try to lay Low and Mingle with the Mutant population. Other times they go out stalking other times they are sought by Jaded Pleasure seekers looking for a hint of Danger.
They are Humanoid in shape with translucent skin, and Four to Eight Tentacles, which resemble Penises (In fact that is what they are.) They tend to resemble Arabs or Hispanics depending on the family Line Often times Mingling into the Dominant Culture wherever possible.
Str: +5
Dex:+8
Con: +5
Body: +5
Int: -2
Ego:-2
Pre: -2
Com: -2
Tentacles: Extra limbs
Heat Vision: IR Vision
Stubborn: Mental Defense (+5 Points)
Hideous: Not Concealable /Extreme reaction/ Not In Culture
Reputation: Perverts: 14-
Lecherous: Common/ Strong
Total: 2 points to play a LoveCraftian.