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Umolau Smit (1000 posts!)


SKJAM!

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As my 1,000 post on the Gaming part of the Hero boards, I've decided to celebrate and share my current Gamma HERO player character.

 

Umolau Smit

 

Player: Scott K. Jamison

 

Val Char Cost

10/50 STR 0

11 DEX 3

11 CON 2

10 BODY 0

24 INT 14

24 EGO 28

10 PRE 0

10 COM 0

 

3/11 PD 1

2/10 ED 0

3 SPD 9

4 REC 0

22 END 0

21 STUN 0

 

6" RUN 0

2" SWIM 0

2"/10" LEAP 0

Characteristics Cost: 57

 

Cost Power

10 Developed Mind: Mental Awareness, Discriminatory, Increased Arc Of Perception (360 Degrees)

10 Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)

27 Mental Reflection: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Only Works Against Limited Type of Attack (Targeted Mental Powers; -1/2)

17 Confusion: Mind Control 6d6 (Humanoid class of minds) (30 Active Points); Set Effect (Only to cause confusion; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4)

50 Density Control-Others: Multipower, 50-point reserve

2u 1) Ghost Touch: Desolidification (affected by radiation), Usable By Other (+1/4) (50 Active Points); Limited Power Power loses about half of its effectiveness (Cannot use on self; -1)

2u 2) Rock Touch: Density Increase (17,900 kg mass, +40 STR, +8 PD/ED, -8" KB), Usable By Other (+1/4) (50 Active Points); Limited Power Power loses about half of its effectiveness (Cannot use on self; -1)

1 Mental Discipline: Mental Defense (6 points total)

Powers Cost: 119

 

 

Cost Skill

1 AK: Ancient Ruins 8-

1 AK: Mississipi River 8-

3 AK: M'nkato environs 14-

1 CK: Sain Looey 8-

0 Language: Post-Apocalypse English (idiomatic; literate) (5 Active Points)

3 Paramedics 14-

2 PS: Hunter/Gatherer 11-

3 PS: Scholar 14-

3 Scholar

2 1) KS: Ancient Technology (3 Active Points) 14-

2 2) KS: Edible plants and animals of the area (3 Active Points) 14-

2 3) KS: Post-Apocalyptic Cultures (3 Active Points) 14-

3 Survival 14-

3 Trading 11-

4 TF: Riding Animals, Rafts, Small Rowed Boats

6 WF: Common Melee Weapons, Common Missile Weapons, Energy Weapons

Skills Cost: 39

 

Cost Perk

3 Fringe Benefit: Membership in the Restorationists

1 Reputation: Successful explorer (Local villages) 11-, +1/+1d6

Perks Cost: 4

 

 

Total Character Cost: 219

 

Pts. Disadvantage

5 Distinctive Features: Antennae, no nose (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Physical Limitation: No nose (no sense of smell, poor sense of taste, easier to suffocate (Infrequently, Slightly Impairing)

20 Psychological Limitation: Curious (Very Common, Strong)

20 Psychological Limitation: Prefers reason to violence, will always try negotiation first (Very Common, Strong)

Disadvantage Points: 50

Base Points: 150

Experience Required: 19

Total Experience Available: 22

Experience Unspent: 3

 

APPEARANCE

Hair Color: Black, tightly curled

Eye Color: Brown

Height: 1.66 m

Weight: 70.00 kg

Description:

A boy in his late teens with dark brown skin, no nose, sharp-looking (but actually flexible) antennae, and a high forehead. In the field, he will normally wear light leather armor festooned with belts to hold his equipment.

 

BACKGROUND

Many and many ago, the World that Was was consumed by fire and plague. Now, the places that were great cities in the Ancient Age are radioactive pits, braved by only the hardiest mutant warriors and most twisted monsters. The remaining "pure strain" humans share their fragmented civilization with mutated humans, intelligent plants and animals, and an artificial intelligence or two. Welcome to the Gamma World.

 

It was this world that Umolau Smit was born into, a citizen of the M'nkato village in Soda Territory. Though his intellectual gifts were noted at an early age, the immediate needs of the village was for hunter/gatherer types, so that was the primary training he was given. When initial results of his food gathering turned out badly, Umolau was given further instruction as to just what "normal" people considered edible. A retired Restorationist took pity on the boy and started instructing him on knowledge of the Ancients, and inducted him into the cryptic alliance.

 

Recently, Umolau and a group of his peers began being the village's default action team. First, they investigated a partially intact (and relatively unlooted Ancient hospital. Then they dealt with a termite people invasion, a nest of insane robots and traveled down the great river to Sain Looey. Umolau's certainly getting an education...in the school of hard knocks.

PERSONALITY

Umolau is a bright, curious lad who would prefer to trade peacefully with others and learn from them rather than fight and kill. Sadly, he lives in an era where fighting and killing are pretty much mandatory actions. In most cases, Umolau "goes along to get along" with his peers, presentling his insights as suggestions rather than instructions. He hopes one day to be able to study with the Scholars of Oom or a similarly learned enclave.

 

QUOTE

"One day, all sentients will live in peace. You, I fear, will not live to see that day." Umolau sounds like he's got a really bad stuffed nose.

 

POWERS/TACTICS

Umolau has a very developed brain, with heightened intelligence and willpower. He can sense psychic activity in his area with some precision, being able to tell what sort of powers are being used, and able to tell one psionic frequency from another. While his mental attacks are weak, only able to cause mild confusion, his psionic defenses are strong, to the point he can hurl others' attacks back at them. He's also immune to almost all poisons, and able to help other people control their own density.

 

Umolau has no nose, and thus no sense of smell, and a very limited sense of taste.

 

In combat, Umolau tends to hang back and act as support. If the opponents have normal minds, he'll try to confuse them as a distraction. If that is ineffective, he'll try using his stun pistol. For closer work, he prefers a short spear or a dagger.

 

CAMPAIGN USE

Umolau was designed as a player character for a Gamma HERO campaign. If his abilities seem a bit random, that's because they are. He's wound up being the team's resident "Smart Guy" by default. If he needs to be more combat-powerful, give him more dice in his confusion ability, make him able to use his density powers himself (or as an attack!) and perhaps a combat level or two. To weaken him, just remove some of his more random abilities. An older, more experienced Umolau will have many more Knowledge Skills.

 

Umolau does not Hunt people himself, though his group might be ordered to deal with enemies of the village.

 

In a fantasy campaign, Umolau's village might be an isolated place near a source of wild magic or the like, the inhabitants having become warped over generations. He's not particularly suited to "realistic" campaigns due to the powers and appearance issues, but could be a sewer-dwelling mutant in a supers or "modern fantasy" campaign. His psychic sensitivity might make Umolau a good target for PSI or a similar organization.

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