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Beowulfe

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About Beowulfe

  • Birthday 04/16/1971

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    Living the American dream. I have a beautiful wife and two daughters, cat , 4 fish tanks, pond, house, picket fence.
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    Customer Service Manager

Beowulfe's Achievements

  1. Normally a grabbed character can attack the grabber with -3OCV and everyone else at 1/2 OCV. If the grabber is using TK to hold the character, would the grabber by at 1/2 OCV to attack the grabber as well? The thinking is normally grabbed characters are attached so it is easier to hit but with TK, they are ranged.
  2. Re: Storn Idea to full picture Year 7 Here is my idea Protean - shapeshifter Protean has the ability to take the shape of most any object. He often takes the form of various vehicles as needed to transport the rest of the team from place to place. His limitation is that he cannot make any ranged attacks. Using shrinking or growth, he can alter his size to assume the proper size and shape. While he does not wear any actual armor or bullet proof spandex, he does form a superhero typical outfit. In his 'natural' state, he looks more like a melting wax person. His legs form more a set of stumps.
  3. Re: Duplication loophole? If you are buying a duplicate that is different point base than you, don't you have to buy the advantage that allows that? I was thinking of soemthing similiar to this with this premise. Metamorph super that can change into variety of objects, including vehicles. The duplicate is just the 'driver' that people see, or would that be Images with physical manifestation?
  4. Re: How to Build? : Ignore Pain The problem I see with DN is that it is damage negation. The original post was saying the character takes the damage, they just do not feel it.
  5. Re: Post Apoc. campaign started on Hero Central. Are you still accepting players? I applied to the campaign several days ago and have not heard back yet.
  6. Re: How to Build? : Ignore Pain I saw a disad from 5th "Feels no pain". With that, the character still takes damage like normal except they have no idea how bad. GM would have to track Stun and Body done. So unless the character looks down and sees his leg blown off or spewing blood at an unheathly rate, he has no idea how badly he is wounded. He just keeps fighting unless he passes out. While it does have some positive benefits (ignore pain from torture), I think the overall limitation covers them both nicely. Like someone said, character bumps a hot pipe but doesn't know it. Depending on genre, normal ailments could be a problem too. How do you know you have apendicitis unless you just happen to be at doctor or it actually bursts? No tooth ache to warn of a tooth going south until it reaches point that probably has to be removed.
  7. Re: Starfall - A Gamma HERO campaign 23 STR is fine. Increasing lifting capacity which I was looking for more than damage. I added scholar since he is going to be picking up more KSs. It makes sense since he was sone of tribe shaman. Here is the final revised version. If you give the ok, I will load it on Herocentral. I left off the background info stuff since that is not changing but it is in the file. MAKA Val Char Cost Roll Notes 23 STR 13 14- Lift 606.3kg; 4 ½d6 [2] 14 DEX 12 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 8 INT -2 11- PER Roll 11-/13- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8 PD 3 Total: 8 PD (4 rPD) 4 ED 1 Total: 4 ED (2 rED) 3 SPD 6 Phases: 4, 8, 12 5 REC -6 30 END 0 30 STUN 0 Total Characteristic Cost: 42 Movement: Running: 9"/18" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END Ggaru Mutations 22 1) Canine Nose: (Total: 22 Active Cost, 22 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4) plus +6 versus Range Modifier for Normal Smell (Real Cost: 3) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10) 1 2) Effective Liver: Life Support (Immunity: Bad Water) 3 3) Low Light Vision: Nightvision (5 Active Points); Black and White Only (-¼), Requires Some Light (-¼) 6 4) Running on All Fours: Running +3" (9" total) 1 Other Mutations 3 1) Protective Hide: Damage Resistance (4 PD/2 ED) 6 2) Smell the Disease: Detect Disease 11-/13- (Smell/Taste Group), Analyze (10 Active Points); Costs Endurance (-½), Concentration (½ DCV; -¼) 1 3 3) Long Arms: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); no Noncombat Stretching (-¼), No Velocity Damage (-¼), Always Direct (-¼), Limited Body Parts (Arms only; -¼) Talents 3 Lightsleep 5 Eidetic Memory 3 Bump Of Direction 10 Skill Master (+2 with all Skills based on INT) Skills 3 Traveler 2 1) AK: HiWest (3 Active Points) 12- 1 2) AK: Lo Road (2 Active Points) 11- 1 3) AK: Mountains (2 Active Points) 11- 1 4) AK: Waste Plains (2 Active Points) 11- 1 5) CK: Seven Wells (2 Active Points) 11- 1 6) CK: Undertown (2 Active Points) 11- 3 Scholar 1 1) KS: Beasts (2 Active Points) 11- 1 2) KS: Cinders (GM discount) (2 Active Points) 12- 1 3) KS: Flora And Fauna (2 Active Points) 11- 1 4) KS: Herbalism And Healing-Lore (2 Active Points) 11- 0 5) KS: Legends and Lore 11- 1 6) KS: Weeds (2 Active Points) 11- Skills of a Nomad's Life 1 1) Language: Ancient (basic conversation) 3 2) Language: Amrikana (completely fluent) 1 3) Language: Trade Sign (basic conversation) 1 4) Trading 8- 2 5) Navigation (Land) 11- 6 6) Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains, Wasteland) 11- 4 7) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks 2 8) Weaponsmith (Primitive Weapons) 11- Shamanic Training 3 1) Forensic Medicine (Embalming) 11- 3 2) Paramedics (Healing) 11- Starfall Everyman Skills 0 1) AK: Fedrex 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Language: Ggaru (idiomatic) (4 Active Points) 0 6) PS: Cartography 11- 0 7) Paramedics (Healing) 8- 0 8) Shadowing 8- 0 9) Stealth 8- 0 10) Survival (Mountain) 8- 0 11) TF: Wasteland Riding Animals Total Powers & Skill Cost: 109 Total Cost: 151 75+ Disadvantages 15 Distinctive Features: Beast (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 10 Physical Limitation: Semi Upright (Frequently; Slightly Impairing) Notes: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away. 15 Physical Limitation: Giant (Frequently; Greatly Impairing) Notes: -1 to all Interaction skills-1 to stealth rollsMust eat twice as muchCON is limited to 15 and END is limited to CON x2Prone to tire 25% earlier than others 5 Social Limitation: Outcast (Occasionally; Minor) 15 Psychological Limitation: Must Defend the Weak and Innocent (Common; Strong) 5 Dependent NPC: Magena (his twin sister) 8- (Slightly Less Powerful than the PC) 1 Experience Points Total Disadvantage Points: 151 EQUIPMENT CARRIED Equipment END Gear 1) Backpack: Equipment 0 2) Bedroll: Equipment 0 3) Chirurgeon's supplies: Equipment 0 4) Chirurgeon's tools: Equipment 0 5) Flint & Steel: Equipment 0 6) Rations (1 day): Equipment (0 Active Points)Notes: (x10 number of items) 0 7) Rope, hemp (8"): Equipment (0 Active Points)Notes: (x4 number of items) 0 8) Tent, canvas: Equipment 0 9) Waterskin: Equipment 0 Weapons 1) Atlatl: +5 STR (5 Active Points); OAF (-1), Only to Increase Throwing Distance (-1) 1 2) Axe, hand: (Total: 26 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (26 Active Points); OAF (-1), STR Minimum 6 (-½), Real Weapon (-¼), Required Hands One-Handed (-0) (Real Cost: 9) 0 3) Club, Great: (Total: 45 Active Cost, 13 Real Cost) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), STR Minimum 15 (-¾), Hand-To-Hand Attack (-½), Real Weapon (-¼) (Real Cost: 13) 0 4) Dagger: (Total: 17 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (17 Active Points); OAF (-1), STR Minimum 6 (-½), Real Weapon (-¼), Required Hands One-Handed (-0) (Real Cost: 6) 0 5) Javelin: (Total: 35 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (35 Active Points); OAF (-1), Required Hands Two-Handed (-½), STR Minimum 8 (-½), Real Weapon (-¼) (Real Cost: 11)Notes: (x10 number of items)
  8. Re: Starfall - A Gamma HERO campaign Question on KS. I currently have KS: Flora and Fauna. Should that be broken apart or would that just apply to 'normal' animals and plants? And if so, what kinds of KS would there be about plants and animals? KS: Weeds, KS: Beasts? I know Zac posted about KS: Cinder so I would guess that each creature can be its own skill but for a more broad class.
  9. Re: Starfall - A Gamma HERO campaign After we finish the prequel and since you have fleshed out more of the knowledges, survival skills and changed rule about NCM, will we be allowed to tweak the characters? I don't have anything major in mind. In a nutshell: Add limitations always direct and limited body parts to stretching -2pts (arms only, I think this better represents the gigantic arms) Delete Eidetic memory - 5pts AK: HiWest 13- +3pts Survival: Wastelands +2pts (this and and the AK above represent the nomad nature) +5 STR +5pts (giant with giant STR) -3 REC -6pts (giants tire easy and take a while to recover) -1 PD -1pt (just reducing to amount it is currently from boost in increased STR) AK: Wasteplains 11- -1pt (makes all the specific AK the same since he spent about equal time in each) +2 vs Range Mods with Atlatl +5pts (they are ranged hunters) I am posting the revised version here, including equipment. MAKA Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 14 DEX 12 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 8 INT -2 11- PER Roll 11-/13- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8 PD 3 Total: 8 PD (4 rPD) 4 ED 1 Total: 4 ED (2 rED) 3 SPD 6 Phases: 4, 8, 12 5 REC -6 30 END 0 31 STUN 0 Total Characteristic Cost: 44 Movement: Running: 9"/18" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END Ggaru Mutations 22 1) Canine Nose: (Total: 22 Active Cost, 22 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4) plus +6 versus Range Modifier for Normal Smell (Real Cost: 3) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10) 1 2) Effective Liver: Life Support (Immunity: Bad Water) 3 3) Low Light Vision: Nightvision (5 Active Points); Black and White Only (-¼), Requires Some Light (-¼) 6 4) Running on All Fours: Running +3" (9" total) 1 Other Mutations 3 1) Protective Hide: Damage Resistance (4 PD/2 ED) 6 2) Smell the Disease: Detect Disease 11-/13- (Smell/Taste Group), Analyze (10 Active Points); Costs Endurance (-½), Concentration (½ DCV; -¼) 1 3 3) Long Arms: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); no Noncombat Stretching (-¼), No Velocity Damage (-¼), Always Direct (-¼), Limited Body Parts (Arms only; -¼) Talents 3 Lightsleep 5 Eidetic Memory 3 Bump Of Direction 10 Skill Master (+2 with all Skills based on INT) Skills 3 Traveler 1 1) AK: Lo Road (2 Active Points) 11- 1 2) AK: Mountains (2 Active Points) 11- 2 3) AK: Waste Plains (3 Active Points) 12- 1 4) CK: Seven Wells (2 Active Points) 11- 1 5) CK: Undertown (2 Active Points) 11- Skills of a Nomad's Life 1 1) Language: Ancient (basic conversation) 3 2) Language: Amrikana (completely fluent) 1 3) Language: Trade Sign (basic conversation) 1 4) Trading 8- 2 5) Navigation (Land) 11- 4 6) Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 11- 4 7) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks 2 8) Weaponsmith (Primitive Weapons) 11- Shamanic Training 3 1) Forensic Medicine (Embalming) 11- 2 2) KS: Flora And Fauna 11- 2 3) KS: Herbalism And Healing-Lore 11- 3 4) Paramedics (Healing) 11- Starfall Everyman Skills 0 1) AK: Fedrex 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) KS: Legends and Lore 11- 0 6) Language: Ggaru (idiomatic) (4 Active Points) 0 7) PS: Cartography 11- 0 8) Paramedics (Healing) 8- 0 9) Shadowing 8- 0 10) Stealth 8- 0 11) Survival (Mountain) 8- 0 12) TF: Wasteland Riding Animals Total Powers & Skill Cost: 102 Total Cost: 146 200+ Disadvantages 15 Distinctive Features: Beast (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 10 Physical Limitation: Semi Upright (Frequently; Slightly Impairing) Notes: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away. 15 Physical Limitation: Giant (Frequently; Greatly Impairing) Notes: -1 to all Interaction skills-1 to stealth rollsMust eat twice as muchCON is limited to 15 and END is limited to CON x2Prone to tire 25% earlier than others 5 Social Limitation: Outcast (Occasionally; Minor) 15 Psychological Limitation: Must Defend the Weak and Innocent (Common; Strong) 5 Dependent NPC: Magena (his twin sister) 8- (Slightly Less Powerful than the PC) Total Disadvantage Points: 146 EQUIPMENT CARRIED Equipment END Atlatl: +5 STR (5 Active Points); OAF (-1), Only to Increase Throwing Distance (-1) 1 Javelin: (Total: 35 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (35 Active Points); OAF (-1), Required Hands Two-Handed (-½), STR Minimum 8 (-½), Real Weapon (-¼) (Real Cost: 11)Notes: (x5 number of items) 0 Axe, hand: (Total: 26 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (26 Active Points); OAF (-1), STR Minimum 6 (-½), Real Weapon (-¼), Required Hands One-Handed (-0) (Real Cost: 9) 0 Dagger: (Total: 17 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (17 Active Points); OAF (-1), STR Minimum 6 (-½), Real Weapon (-¼), Required Hands One-Handed (-0) (Real Cost: 6) 0 Club, Great: (Total: 45 Active Cost, 13 Real Cost) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), STR Minimum 15 (-¾), Hand-To-Hand Attack (-½), Real Weapon (-¼) (Real Cost: 13) 0 Backpack: Equipment 0 Bedroll: Equipment 0 Tent, canvas: Equipment 0 Rope, hemp (8"): Equipment 0 Waterskin: Equipment 0 Flint & Steel: Equipment 0 Rations (1 day): Equipment (0 Active Points)Notes: (x5 number of items) 0 Chirurgeon's tools: Equipment 0 Chirurgeon's supplies: Equipment 0 Background/History: When Ehawee and Nahimana first discovered Ehawee was pregnant, they were overjoyed. Then when they realized it was twins, their excitement grew even more. Nahimana was the shaman for the Chu’pik tribe. He went on a spirit journey in the traditional sweat lodge to see what lay ahead for his children. He emerged a changed man for he had foreseen the death of his wife and the conflicts that would arise because of his unborn children. Ehawee knew something was different as well. Maka and Magena were born during a new moon. Maka came out and was a lot larger than the average Ggaru. Ehawee was almost too exhausted to deliver Magena. Magena was much smaller than the average Ggaru. The twins were like polar opposites. Maka had a much thicker hide but Magena had a frailer hide. True to Nahimana’s vision, Ehawee did not survive the childbirth. Nahimana raised the twins by himself. The other females in the tribe helped some but they still were leery of Maka and Magena. Some aura surrounded them that scared the others. Nahimana would read to the twins every night from the ancient scroll. He taught them about herbs and how to use them for medicinal purposes. Another shock came when Maka and Magena spoke Tradespeak. Many in the tribe could understand it but none could actually speak it. This was a secret that Nahimana had to keep from the rest of the already frightened tribe. Both children showed an extreme aptitude to learning. They were learning as fast as he could teach them. While other Ggaru pups were just getting the handle of the basics of many skills, Maka and Magena had already mastered them. During their fourth year, a famine spread across the plains. The Uff herds were greatly diminished. As if the tension was not bad enough between tribes competing for the remaining Uff, the Chu’pik began turning on itself. Ehawee had always been the maintainer of peace. Without her there, the tribe began tearing itself apart. Many blamed the twins as bringers of bad luck. During a visit from a trader, Maka accidently spoke to him. The news of Maka’s ability quickly spread and like fuel to the fire, the tribe took that as further proof that Maka and Magena were the reason for the famine. Their family was driven out of the tribe and became outcast of the plains. The family wandered the plains and mountains. Nahimana began trading with many of the vendors in the cities to get whatever supplies they needed to survive. Without Altsoba there to repair and maintain their weapons, they were forced to learn that themselves. As they traveled, Maka began to display an innate talent to draw maps of any place they had been. He drew the maps as though he had an overhead view of the landscape. This ability came in handy when they could trade the maps to others in the cities heading out for Cargo. Maka’s healer training led him to discover another talent he had, he could smell disease. It started one day when he noticed some of the humans smelled different than others. Upon investigation, he found out that they suffered from different diseases. This was another service he could trade for supplies. Tragedy struck when one day in his eleventh year, he smelled that scent on his father even before signs of the disease began to show. He searched the ancient scrolls and his knowledge of herbs and came across a possible cure. Unfortunately, some the herbs he needed were in the Great Var. With great reluctance, he left Magena to tend to Nahimana while he journeyed to get the herbs. They had befriended a water vendor in Seven Wells and he had agreed to let them stay with him while Maka went. Maka made it to the Great Var and began his search for the ingredients. There he discovered species of plant he had never known. Unaware of the danger, he was attacked and gravely wounded. As he fought to stay alive, his last memory was of an angelic figure over him and he felt peace. When he awoke, he found himself in a temple in Fedrex. His wounds had healed and his health had returned. Nobody there knew how he had gotten there. Maka just turned up on the steps on morning badly wounded. He discovered that many months had pasted since he fell in Great Var and the time he awoke. Maka quickly went back to Seven Wells to see his father but unfortunately, Nahimana had already passed. Saddened that he was unable to save him, Maka took Magena and returned to Fedrex. Maka figured that since they had tended his wounds without knowing who he was, they must be good folks. Now according to the rules, he must find Cargo in order the stay. But now, he must find enough for himself and Magena. Personality/Motivation: Maka is driven by his family ties. Magena is all that remains and as his little sister, it is his responsibility to protect and provide for her. He blames his ability to speak other tongues as the reason for the family's hardships. Quote: Powers/Tactics: Campaign Use: Appearance: Maka is a lumbering hulk compared to the average Ggaru. He dwarfs most ggaru standing at 7'3" when upright and weighing nearly twice as much as the average ggaru.
  10. Re: Starfall - A Gamma HERO campaign One final question. What is our starting equipment, if any? I figure Dances would have basic weapons, club and atatl.
  11. Re: Starfall - A Gamma HERO campaign Made the changes and applied on Hero Central
  12. Re: Starfall - A Gamma HERO campaign MAKA Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [3] 14 DEX 12 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 8 INT -2 11- PER Roll 11-/13- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8 PD 5 Total: 8 PD (4 rPD) 3 ED 0 Total: 3 ED (2 rED) 3 SPD 6 Phases: 4, 8, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 41 Movement: Running: 9"/18" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END Ggaru Mutations 22 1) Canine Nose: (Total: 22 Active Cost, 22 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4) plus +6 versus Range Modifier for Normal Smell (Real Cost: 3) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10) 3 2) Effective Liver: Life Support (Immunity: Bad Water) 3 3) Low Light Vision: Nightvision (5 Active Points); Black and White Only (-¼), Requires Some Light (-¼) 6 4) Running on All Fours: Running +3" (9" total) 1 Other Mutations 3 1) Protective Hide: Damage Resistance (4 PD/2 ED) 6 2) Smell the Disease: Detect Disease 11-/13- (Smell/Taste Group), Analyze (10 Active Points); Costs Endurance (-½), Concentration (½ DCV; -¼) 1 5 3) Long Arms: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); no Noncombat Stretching (-¼), No Velocity Damage (-¼) Talents 3 Lightsleep 5 Eidetic Memory 3 Bump Of Direction 15 Skill Master (+3 with all Skills based on INT) Skills 3 Traveler 1 1) AK: Lo Road (2 Active Points) 11- 1 2) AK: Mountains (2 Active Points) 11- 2 3) AK: Waste Plains (3 Active Points) 12- 1 4) CK: Seven Wells (2 Active Points) 11- 1 5) CK: Undertown (2 Active Points) 11- Skills of a Nomad's Life 1 1) Language: Ancient (basic conversation) 3 2) Language: Amrikana (completely fluent) 1 3) Language: Trade Sign (basic conversation) 1 4) Trading 8- 2 5) Navigation (Land) 11- 4 6) Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 11- 4 7) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks 2 8) Weaponsmith (Primitive Weapons) 11- Shamanic Training 3 1) Forensic Medicine (Embalming) 11- 2 2) KS: Flora And Fauna 11- 2 3) KS: Herbalism And Healing-Lore 11- 3 4) Paramedics (Healing) 11- Starfall Everyman Skills 0 1) AK: Fedrex 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) KS: Legends and Lore 11- 0 6) Language: Ggaru (idiomatic) (4 Active Points) 0 7) PS: Cartography 11- 0 8) Paramedics (Healing) 8- 0 9) Shadowing 8- 0 10) Stealth 8- 0 11) Survival (Mountain) 8- 0 12) TF: Wasteland Riding Animals Total Powers & Skill Cost: 111 Total Cost: 152 75+ Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Beast (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 10 Physical Limitation: Semi Upright (Frequently; Slightly Impairing) Notes: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away. 15 Physical Limitation: Giant (Frequently; Greatly Impairing) Notes: -1 to all Interaction skills-1 to stealth rollsMust eat twice as muchCON is limited to 15 and END is limited to CON x2Prone to tire 25% earlier than others 5 Social Limitation: Outcast (Occasionally; Minor) 15 Psychological Limitation: Must Defend the Weak and Innocent (Common; Strong) 10 Dependent NPC: Magena (his twin sister) 8- (Normal) 2 Experience Points Total Disadvantage Points: 152 Background/History: When Ehawee and Nahimana first discovered Ehawee was pregnant, they were overjoyed. Then when they realized it was twins, their excitement grew even more. Nahimana was the shaman for the Chu’pik tribe. He went on a spirit journey in the traditional sweat lodge to see what lay ahead for his children. He emerged a changed man for he had foreseen the death of his wife and the conflicts that would arise because of his unborn children. Ehawee knew something was different as well. Maka and Magena were born during a new moon. Maka came out and was a lot larger than the average Ggaru. Ehawee was almost too exhausted to deliver Magena. Magena was much smaller than the average Ggaru. The twins were like polar opposites. Maka had a much thicker hide but Magena had a frailer hide. True to Nahimana’s vision, Ehawee did not survive the childbirth. Nahimana raised the twins by himself. The other females in the tribe helped some but they still were leery of Maka and Magena. Some aura surrounded them that scared the others. Nahimana would read to the twins every night from the ancient scroll. He taught them about herbs and how to use them for medicinal purposes. Another shock came when Maka and Magena spoke Tradespeak. Many in the tribe could understand it but none could actually speak it. This was a secret that Nahimana had to keep from the rest of the already frightened tribe. Both children showed an extreme aptitude to learning. They were learning as fast as he could teach them. While other Ggaru pups were just getting the handle of the basics of many skills, Maka and Magena had already mastered them. During their fourth year, a famine spread across the plains. The Uff herds were greatly diminished. As if the tension was not bad enough between tribes competing for the remaining Uff, the Chu’pik began turning on itself. Ehawee had always been the maintainer of peace. Without her there, the tribe began tearing itself apart. Many blamed the twins as bringers of bad luck. During a visit from a trader, Maka accidently spoke to him. The news of Maka’s ability quickly spread and like fuel to the fire, the tribe took that as further proof that Maka and Magena were the reason for the famine. Their family was driven out of the tribe and became outcast of the plains. The family wandered the plains and mountains. Nahimana began trading with many of the vendors in the cities to get whatever supplies they needed to survive. Without Altsoba there to repair and maintain their weapons, they were forced to learn that themselves. As they traveled, Maka began to display an innate talent to draw maps of any place they had been. He drew the maps as though he had an overhead view of the landscape. This ability came in handy when they could trade the maps to others in the cities heading out for Cargo. Maka’s healer training led him to discover another talent he had, he could smell disease. It started one day when he noticed some of the humans smelled different than others. Upon investigation, he found out that they suffered from different diseases. This was another service he could trade for supplies. Tragedy struck when one day in his eleventh year, he smelled that scent on his father even before signs of the disease began to show. He searched the ancient scrolls and his knowledge of herbs and came across a possible cure. Unfortunately, some the herbs he needed were in the Great Var. With great reluctance, he left Magena to tend to Nahimana while he journeyed to get the herbs. They had befriended a water vendor in Seven Wells and he had agreed to let them stay with him while Maka went. Maka made it to the Great Var and began his search for the ingredients. There he discovered species of plant he had never known. Unaware of the danger, he was attacked and gravely wounded. As he fought to stay alive, his last memory was of an angelic figure over him and he felt peace. When he awoke, he found himself in a temple in Fedrex. His wounds had healed and his health had returned. Nobody there knew how he had gotten there. Maka just turned up on the steps on morning badly wounded. He discovered that many months had pasted since he fell in Great Var and the time he awoke. Maka quickly went back to Seven Wells to see his father but unfortunately, Nahimana had already passed. Saddened that he was unable to save him, Maka took Magena and returned to Fedrex. Maka figured that since they had tended his wounds without knowing who he was, they must be good folks. Now according to the rules, he must find Cargo in order the stay. But now, he must find enough for himself and Magena. Personality/Motivation: Maka is driven by his family ties. Magena is all that remains and as his little sister, it is his responsibility to protect and provide for her. He blames his ability to speak other tongues as the reason for the family's hardships. Quote: Powers/Tactics: Campaign Use: Appearance: Maka is a lumbering hulk compared to the average Ggaru. He dwarfs most ggaru standing at 7'3" when upright and weighing nearly twice as much as the average ggaru.
  13. Re: Starfall - A Gamma HERO campaign Here's the changes made: Dropped Tracking skill. I wasn't thinking right. Survival would be used for tracking and hunting prey and the Tracking on smell would be used for tracking anything else, at least by smell. I moved those points to +1 with Smell/Taste PER for 2pts and +2 vs Range mods for 1pt. Dropped COM down to 10. See disads Bumped Size up to giant for 15 pts. Dropped the Psych to hide speaking non Ggaru. Figure most people do not find a 7'3", 330 lb ggaru particular attractive. Dropped Trading down to familiarity. Figure as huge beast, he did not do most of the talking it was either dad or sis but he understands basics. For some reason, LS: immunity against bad water was at 3pts instead of the 1pt you had in the monster entry. Used those points to buy Stretching (0 END, no noncombat stretching, no velocity damage) to represent long arms of a giant. And changed CK: Lo for AK: Lo Road. So unless there are any other changes or suggestions, I think I am set.
  14. using 6th ed, I want a character that can make duplicates of himself but for every duplicate, he is halved in size. Would that just be a Side Effect and if so, how much?
  15. Re: Starfall - A Gamma HERO campaign Made changes. Second draft. I have dropped the bird pet. It was a nice idea but logistically, I don't think it will work for me. Instead, I changed it so he has a twin sister (DNPC) that he brought to Fedrex so now he must find enough Cargo for both of them. Let me know thoughts. MAKA Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [3] 14 DEX 12 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 8 INT -2 11- PER Roll 11-/12- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 12 COM 1 11- 8 PD 5 Total: 8 PD (4 rPD) 3 ED 0 Total: 3 ED (2 rED) 3 SPD 6 Phases: 4, 8, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 42 Movement: Running: 9"/18" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END Ggaru Mutations 19 1) Canine Nose: (Total: 19 Active Cost, 19 Real Cost) +1 PER with Smell/Taste Group (Real Cost: 2) plus +4 versus Range Modifier for Normal Smell (Real Cost: 2) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10) 3 2) Effective Liver: Life Support (Immunity: Bad Water) 3 3) Low Light Vision: Nightvision (5 Active Points); Black and White Only (-¼), Requires Some Light (-¼) 6 4) Running on All Fours: Running +3" (9" total) 1 Other Mutations 3 1) Protective Hide: Damage Resistance (4 PD/2 ED) 6 2) Smell the Disease: Detect A Class Of Things 11-/12- (Smell/Taste Group), Analyze (10 Active Points); Costs Endurance (-½), Concentration (½ DCV; -¼) 1 Talents 3 Lightsleep 5 Eidetic Memory 3 Bump Of Direction 15 Skill Master (+3 with all Skills based on INT) Skills 3 Traveler 1 1) AK: Mountains (2 Active Points) 11- 2 2) AK: Waste Plains (3 Active Points) 12- 1 3) CK: Lo (2 Active Points) 11- 1 4) CK: Seven Wells (2 Active Points) 11- 1 5) CK: Undertown (2 Active Points) 11- Skills of a Nomad's Life 1 1) Language: Ancient (basic conversation) 3 2) Language: Common (completely fluent) 1 3) Language: Trade Sign (basic conversation) 3 4) Trading 12- 2 5) Navigation (Land) 11- 3 6) Tracking 11- 4 7) Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 11- 4 8) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks 2 9) Weaponsmith (Primitive Weapons) 11- Shamanic Training 3 1) Forensic Medicine (Embalming) 11- 2 2) KS: Flora And Fauna 11- 2 3) KS: Herbalism And Healing-Lore 11- 3 4) Paramedics (Healing) 11- Starfall Everyman Skills 0 1) AK: Fedrex 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) KS: Legends and Lore 11- 0 6) Language: Ggaru (idiomatic) (4 Active Points) 0 7) PS: Cartography 11- 0 8) Paramedics (Healing) 8- 0 9) Shadowing 8- 0 10) Stealth 8- 0 11) Survival (Mountain) 8- 0 12) TF: Wasteland Riding Animals Total Powers & Skill Cost: 108 Total Cost: 150 75+ Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Beast (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 10 Physical Limitation: Semi Upright (Frequently; Slightly Impairing) Notes: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away. 5 Physical Limitation: Large size (Infrequently; Slightly Impairing) 5 Social Limitation: Outcast (Occasionally; Minor) 10 Psychological Limitation: Tries to Keep Secret Fact That he can Speak Tradespeak (Uncommon; Strong) 15 Psychological Limitation: Must Defend the Weak and Innocent (Common; Strong) 10 Dependent NPC: Magena (his twin sister) 8- (Normal) Total Disadvantage Points: 150 Background/History: When Ehawee and Nahimana first discovered Ehawee was pregnant, they were overjoyed. Then when they realized it was twins, their excitement grew even more. Nahimana was the shaman for the Chu’pik tribe. He went on a spirit journey in the traditional sweat lodge to see what lay ahead for his children. He emerged a changed man for he had foreseen the death of his wife and the conflicts that would arise because of his unborn children. Ehawee knew something was different as well. Maka and Magena were born during a new moon. Maka came out and was a lot larger than the average Ggaru. Ehawee was almost too exhausted to deliver Magena. Magena was much smaller than the average Ggaru. The twins were like polar opposites. Maka had a much thicker hide but Magena had a frailer hide. True to Nahimana’s vision, Ehawee did not survive the childbirth. Nahimana raised the twins by himself. The other females in the tribe helped some but they still were leery of Maka and Magena. Some aura surrounded them that scared the others. Nahimana would read to the twins every night from the ancient scroll. He taught them about herbs and how to use them for medicinal purposes. Another shock came when Maka and Magena spoke Tradespeak. Many in the tribe could understand it but none could actually speak it. This was a secret that Nahimana had to keep from the rest of the already frightened tribe. Both children showed an extreme aptitude to learning. They were learning as fast as he could teach them. While other Ggaru pups were just getting the handle of the basics of many skills, Maka and Magena had already mastered them. During their fourth year, a famine spread across the plains. The Uff herds were greatly diminished. As if the tension was not bad enough between tribes competing for the remaining Uff, the Chu’pik began turning on itself. Ehawee had always been the maintainer of peace. Without her there, the tribe began tearing itself apart. Many blamed the twins as bringers of bad luck. During a visit from a trader, Maka accidently spoke to him. The news of Maka’s ability quickly spread and like fuel to the fire, the tribe took that as further proof that Maka and Magena were the reason for the famine. Their family was driven out of the tribe and became outcast of the plains. The family wandered the plains and mountains. Nahimana began trading with many of the vendors in the cities to get whatever supplies they needed to survive. Without Altsoba there to repair and maintain their weapons, they were forced to learn that themselves. As they traveled, Maka began to display an innate talent to draw maps of any place they had been. He drew the maps as though he had an overhead view of the landscape. This ability came in handy when they could trade the maps to others in the cities heading out for Cargo. Maka’s healer training led him to discover another talent he had, he could smell disease. It started one day when he noticed some of the humans smelled different than others. Upon investigation, he found out that they suffered from different diseases. This was another service he could trade for supplies. Tragedy struck when one day in his eleventh year, he smelled that scent on his father even before signs of the disease began to show. He searched the ancient scrolls and his knowledge of herbs and came across a possible cure. Unfortunately, some the herbs he needed were in the Great Var. With great reluctance, he left Magena to tend to Nahimana while he journeyed to get the herbs. They had befriended a water vendor in Seven Wells and he had agreed to let them stay with him while Maka went. Maka made it to the Great Var and began his search for the ingredients. There he discovered species of plant he had never known. Unaware of the danger, he was attacked and gravely wounded. As he fought to stay alive, his last memory was of an angelic figure over him and he felt peace. When he awoke, he found himself in a temple in Fedrex. His wounds had healed and his health had returned. Nobody there knew how he had gotten there. Maka just turned up on the steps on morning badly wounded. He discovered that many months had pasted since he fell in Great Var and the time he awoke. Maka quickly went back to Seven Wells to see his father but unfortunately, Nahimana had already passed. Saddened that he was unable to save him, Maka took Magena and returned to Fedrex. Maka figured that since they had tended his wounds without knowing who he was, they must be good folks. Now according to the rules, he must find Cargo in order the stay. But now, he must find enough for himself and Magena. Personality/Motivation: Maka is driven by his family ties. Magena is all that remains and as his little sister, it is his responsibility to protect and provide for her. He blames his ability to speak other tongues as the reason for the family's hardships. Quote: Powers/Tactics: Campaign Use: Appearance: Maka is a lumbering hulk compared to the average Ggaru. When standing upright, he is 6'2" and weighs 175 lbs.
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