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Beowulfe

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Posts posted by Beowulfe

  1. 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.

  2. 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?

  3. 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.

  4. 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)

  5. 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.

  6. 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.

  7. Re: Starfall - A Gamma HERO campaign

     

    I am going to state the obvious here :cool: You can take the Concealable for being a Beast to Not Concealable. You are 7'3" 250+ lbs fur covered nightmare :sneaky: The term Garu finds a home in your new form :ugly: I would take the 5 points and drop your DNPC down a peg... make her more skilled. I like that you stuck to your guns on the outcast, being your size and with your background it makes sense.

     

    Considering your immense size do you think the 15 STR is still ok? I could easily see a 7'3" tall werewolf walking around with a 20 STR. If I were to shave points I would just drop your Skill Master +3 to +2. Also, you can change the LS: Immunity to Bad Water to one point by picking a 1 post LS and just typing over the name OR just reduce it through the added and delete the characters. That will drop your 2 xp over issue.

     

    Make your final decision to the build and repost. I pretty much consider Dances to be in. Send a message to Fed asking for permission to enter the game. You have a thumbs up from this half of the team.

     

    Made the changes and applied on Hero Central

  8. 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.

  9. 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.

  10. 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.

  11. Re: Starfall - A Gamma HERO campaign

     

    Ok, I will run down some of the numbers BUT I am in a time crunch. I want to be more through BUT I want to give a starting point. A few points I see.

     

    1. Just buy up your basic stats, no need to define them as a mutation. If you want to break the normal char max, then a power would be the way to go. I don't want to split hairs (its kinda anal on my part really :P), it just makes things easier to group for little ole me :rolleyes:

     

    2. The true mutations I see are Protective Hide, Smell Disease and Mystic Bond. You also did not get the Ggaru "standard" mutation and put something its place (which is fine -- the Ggaru are a starting point not a destination for char design). Nothing really untoward here but resistant PD/ED seems a tad high for a hide. I also don't see your pet?

     

    3. As a player you have to pay for everything outside the game Everyman Skills, so you have to buy the Ggaru skills and language if you want them. Also, you have some skills that seem weird. PS: Cartography? If you grew up in a tribal culture, PS would be more along the lines of hunter, tanner, etc. You also have weaponsmith, but there is no explination in the background. If you were being trained as a Weaponsmith in your tribe, then PS: Smith or some such seem to make more sense. You have AK: Fedrex, but what about the Waste Plains (where you grew up)? After all you just appeared in Fedrex. The default may be Fedrex, but considering your background you can change it.

     

    4. Disads - You are trying to keep a secret you can talk, but from who? If you are trying to keep a secret from other Ggaru then its going to drop to Uncommon. If you want to keep the secret from everyone, then Very Common is fine. Also, you want to Find out the Fate of Parents, but its an uncommon,moderate. So if it comes up at all, the character can blow it off over a hot coffee with no ill effects.

     

    I like the overall background but tightening it up in line with disads and skill set would be helpful.

     

    Not being rude, just typing fast as I head out the door :)

     

    Good feedback. I've made changes and updates.

    1) I moved the characteristics from powers back to characteristics section. Personal preference so no biggie. I pulled those from PAH.

    2) What is the standard Ggaru mutation that I missed? As for pet, I was going to post it separately. I will post it next.

    3) Changed so Ggaru is native and paid points for common. PS: Cartography was for his innate ability draw maps of any place he's been. I was using the skill, and eidetic memory to represent that. I was thinking of putting a limitation on the eiditic memory but didn't know what or how much it was worth or allowed. Weaponsmithing is ability to repair and maintain weapons. I figured most nomads would have ability to maintain and repair weapons. Not major repairs like reforging a tip on spear but more like reattaching a loose spear tip. I have dropped them. Do you have a better suggestion for this or is that something most anybody could do? I have added AKs. Those were postd after I had already worked up the first draft.

    4) I have reworked some of the disads.

  12. Re: Starfall - A Gamma HERO campaign

     

    Not sure what happened when I posted and tried to use the spoiler tag so let's try again without that. Lemme know your feedback. I am still 20 pts short of disads. I did not know what hunteds or such might be appropriate.

     

    DANCES WITH SPIRITS

    Val Char Cost Roll Notes

    15 STR 0 12- Lift 200.0kg; 3d6;

    14 DEX 12 12- OCV 5 DCV 5

    15 CON 0 12-

    10 BODY 0 11-

    13 INT -2 12- PER Roll 12-/13-

    13 EGO 0 12- ECV: 4

    13 PRE 0 12- PRE Attack: 2 1/2d6

    10 COM 0 11-

     

    8 PD 3 Total: 8 PD (5 rPD)

    3 ED 0 Total: 3 ED (3 rED)

    3 SPD 6 Phases: 4, 8, 12

    6 REC 0

    30 END 0

    26 STUN 0 Total Characteristic Cost: 19

     

     

    Movement: Running: 8" / 16"

    Swimming: 2" / 4"

    Leaping: 3" / 6"

     

    Cost Powers END

    Brainy Mutation

    6 1) Increased Ego: +3 EGO

    5 2) Higher Brain Functions: +5 INT

    3 3) Self-Confidence: +3 PRE

    Brawny Mutation

    10 1) Improved Constitution: +5 CON

    2 2) Tougher Hide: +2 PD

    5 3) Increased Muscle Mass: +5 STR 1

    19 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) 0

    4 Protective Hide: Damage Resistance (5 PD/3 ED) 0

    6 Smell the Disease: Detect A Class Of Things 13-/14- (Smell/Taste Group), Analyze (11 Active Points); Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 1

    3 Effective Liver: Life Support (Immunity: Bad Water) 0

    3 Mystic Bond: Mind Link , One Specific Mind, Psychic Bond (10 Active Points); Feedback STUN and BODY (-2), Does Not Provide Mental Awareness (-1/4) 0

    3 Low Light Vision: Nightvision (5 Active Points); Black and White Only (-1/4), Requires Some Light (-1/4) 0

    4 Running on All Fours: Running +2" (8" total) 1

     

     

    Talents

    3 Lightsleep

    5 Eidetic Memory

    3 Bump Of Direction

    15 Skill Master (+3 with all Skills based on INT)

     

     

    Skills

    2 Language: Trade Sign (fluent conversation)

    1 Language: Ancient (basic conversation)

    Ggaru Skills

    0 1) Language: Ggaru (idiomatic) (4 Active Points)

    2 2) Survival (Temperate/Subtropical Forests, Temperate/Subtropical Plains) 12-

    4 3) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks

    Nomad Package

    3 1) Animal Handler 12-

    2 2) Navigation (Land) 12-

    3 3) Tracking 12-

    3 4) Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

    Shaman Skills

    3 1) Forensic Medicine (Embalming) 12-

    2 2) KS: Flora And Fauna 11-

    2 3) KS: Herbalism And Healing-Lore 11-

    3 4) Paramedics (Healing) 12-

    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: Tradespeak (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: 129

    Total Cost: 148

     

    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) Note: 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 Social Limitation: Outcast (Occasionally; Minor)

    15 Psychological Limitation: Tries to Keep Secret Fact That he can Speak Tradespeak (Very Common; Moderate)

    5 Psychological Limitation: Seeks to Find Out Fate of Parents (Uncommon; Moderate)

    18 Experience Points

     

    Total Disadvantage Points: 148

     

    Background/History: From the time Dances was born, his parents knew he was different. His mother during died in childbirth due to his larger than normal size. Stargazer had claimed that Dances was destined for a life beyond the tribe.

    childhood was eventful as his birth. During the winter of his fourth year, a famine drove a wedge in his pack. A disease had killed or made useless most of the Uff in their region. The famine was merely the final straw that brought forth the fear and hatred that had been brewing since his birth. He was always bigger than other pcakmates his age. Dances showed an increased learning curve as well. He was always able to pick up skills and tricks faster than others. He also had a secret that his parents kept and always told him to keep. Dances could not only understand Tradespeak, he could speak it as well. So when the famine happened, his family was cast out as misfits.

    continued to wander in the plains. Dances found squatters that had captured a (insert rare bird species here) and were using it as a play thing. As if the squatting was not bad enough, they were abusing nature. Dances could not allow that so he attacked. It was a close battle and he suffered several battle scars as a result but in the end, he defeated the group and freed the bird. Even free, the bird continued to stay with Dances. That battle had somehow mystically linked the two. Dances felt as if the bird was the physical form of his spiritual guide.

    fortune struck again when both his parents became ill with a disease. Dances knew they were sick before they did. He could smell the disease setting in. He thought he knew of some herbs that could cure them but those herbs was located near Great Var. It was a risky solution but one he felt he had to try. As he neared the city, he was beset by untold horrors and was struck down. His last memory was that of an angelic form over him as he passed into unconsciousness. When he awoke, he was in a church in Fedrex. Nobody knew how he had gotten there, he was just found on the doorstep one morning. Nearly a year had passed between the time he fell and when he awoke.

    quickly left go back and find his parents fearing the disease had already taken them. He searched the area where they had last been but never found them or any signs of where they had gone. Saddened, he returned to Fedrex. He used his skills to help others in Fedrex. Now is the Cargo season, so he prepares to go find Cargo to earn his place in Fedrex.

     

    Appearance: Patches is about 5'11" when he stands upright. His frame is larger and more stocky than that of nromal Ggaru.

  13. Re: Starfall - A Gamma HERO campaign

     

    Just my two cents worth on the no tech concept. Is it the material or the device that Venus avoids? You have already said a greatclub would be ok but not a knife. What if the knife was made from stone or a sharpened stake? A bow is natural materials and depending on type of bow, regular or composite, the complexity of creation.

  14. Re: Starfall - A Gamma HERO campaign

     

    Here is the first draft of my character. I still need some disads. Lemme know what you think.

     

     

     

    Dances with Spirits

    Val Char Cost Roll Notes

    10 STR 0 12- Lift 200.0kg; 3d6 HTH damage [3]

    14 DEX 12 12- OCV: 5/DCV: 5

    10 CON 0 12-

    10 BODY 0 11-

    8 INT -2 12- PER Roll 12-

    10 EGO 0 12- ECV: 4

    10 PRE 0 12- PRE Attack: 2 1/2d6

    10 COM 0 11-

    6 PD 3 Total: 8 PD (5 rPD)

    3 ED 0 Total: 3 ED (3 rED)

    3 SPD 6 Phases: 4, 8, 12

    6 REC 0

    30 END 0

    26 STUN 0 Total Characteristics Cost: 19

    Movement: Running: 8"/[Noncombat]"

    Leaping: 3"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    Brainy Mutation

    6 1) Increased Ego: +3 EGO

    5 2) Higher Brain Functions: +5 INT

    3 3) Self-Confidence: +3 PRE

    Brawny Mutation

    10 1) Improved Constitution: +5 CON

    2 2) Tougher Hide: +2 PD

    5 3) Increased Muscle Mass: +5 STR 1

    19 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) 0

    4 Protective Hide: Damage Resistance (5 PD/3 ED) 0

    6 Smell the Disease: Detect A Class Of Things 13-/14- (Smell/Taste Group), Analyze (11 Active Points); Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 1

    3 Effective Liver: Life Support (Immunity: Bad Water) 0

    3 Mystic Bond: Mind Link , One Specific Mind, Psychic Bond (10 Active Points); Feedback STUN and BODY (-2), Does Not Provide Mental Awareness (-1/4) 0

    3 Low Light Vision: Nightvision (5 Active Points); Black and White Only (-1/4), Requires Some Light (-1/4) 0

    4 Running on All Fours: Running +2" (8" total) 1

     

    Talents

    3 Lightsleep

    5 Eidetic Memory

    3 Bump Of Direction

    15 Skill Master (+3 with all Skills based on INT)

     

    Skills

    Ggaru Skills

    0 1) Language: Ggaru (idiomatic) (4 Active Points)

    2 2) Survival (Temperate/Subtropical Forests, Temperate/Subtropical Plains) 12-

    4 3) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks

    Nomad Package

    3 1) Animal Handler 12-

    2 2) Navigation (Land) 12-

    3 3) Tracking 12-

    3 4) Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

    Shaman Skills

    3 1) Forensic Medicine (Embalming) 12-

    2 2) KS: Flora And Fauna 11-

    2 3) KS: Herbalism And Healing-Lore 11-

    3 4) Paramedics (Healing) 12-

    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: Tradespeak (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 & Skills Cost: 126

    Total Cost: 145

     

    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)

    5 Social Limitation: Outcast (Occasionally; Minor)

    15 Psychological Limitation: Tries to Keep Secret Fact That he can Speak Tradespeak (Very Common; Moderate)

    5 Psychological Limitation: Seeks to Find Out Fate of Parents (Uncommon; Moderate)

     

    Total Disadvantage Points: 145

     

     

  15. Re: Starfall - A Gamma HERO campaign

     

    1) I would like the bird as a pet. I worked up something using the xenovore battlebird from Hero Beastiary. I was thinking of giving PC psychic link with the bird. I went with follower 10 pts. I can drop it if you think it would muck up the game or suggest something else.

    2) For age, I would say 11 or 12. Figure he is of age but not much.

  16. Re: Starfall - A Gamma HERO campaign

     

    Ok, I have been busy and got a more complete background. I also have the character entered into Hero Designer (mostly). I was going on the assumption standard heroic character for points.

     

    From the time Dances was born, his parents knew he was different. His mother during died in childbirth due to his larger than normal size. Stargazer had claimed that Dances was destined for a life beyond the tribe.

     

    His childhood was eventful as his birth. During the winter of his fourth year, a famine drove a wedge in his pack. A disease had killed or made useless most of the Uff in their region. The famine was merely the final straw that brought forth the fear and hatred that had been brewing since his birth. He was always bigger than other pcakmates his age. Dances showed an increased learning curve as well. He was always able to pick up skills and tricks faster than others. He also had a secret that his parents kept and always told him to keep. Dances could not only understand Tradespeak, he could speak it as well. So when the famine happened, his family was cast out as misfits.

     

    They continued to wander in the plains. Dances found squatters that had captured a (insert rare bird species here) and were using it as a play thing. As if the squatting was not bad enough, they were abusing nature. Dances could not allow that so he attacked. It was a close battle and he suffered several battle scars as a result but in the end, he defeated the group and freed the bird. Even free, the bird continued to stay with Dances. That battle had somehow mystically linked the two. Dances felt as if the bird was the physical form of his spiritual guide.

     

    Bad fortune struck again when both his parents became ill with a disease. Dances knew they were sick before they did. He could smell the disease setting in. He thought he knew of some herbs that could cure them but those herbs was located near Great Var. It was a risky solution but one he felt he had to try. As he neared the city, he was beset by untold horrors and was struck down. His last memory was that of an angelic form over him as he passed into unconsciousness. When he awoke, he was in a church in Fedrex. Nobody knew how he had gotten there, he was just found on the doorstep one morning. Nearly a year had passed between the time he fell and when he awoke.

     

    He quickly left go back and find his parents fearing the disease had already taken them. He searched the area where they had last been but never found them or any signs of where they had gone. Saddened, he returned to Fedrex. He used his skills to help others in Fedrex. Now is the Cargo season, so he prepares to go find Cargo to earn his place in Fedrex.

  17. Re: Starfall - A Gamma HERO campaign

     

    I do not need to go with modifiers. One game I was in, a couple of people were debating back and forth about those. I was really just trying to start putting this into HeroDesigner. If you just want a power that is 3 pts and called Low Light, I can do that with custom power no biggie. I was just asking if there was so other way I needed to do it.

  18. Re: Starfall - A Gamma HERO campaign

     

    Ggaru Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 [2]

    11 DEX 3 11- OCV: 4/DCV: 4

    10 CON 0 11-

    10 BODY 0 11-

    8 INT -2 11- PER Roll 11-

    10 EGO 0 11- ECV: 3

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

     

    5 PD 3 Total: 5 PD (0 rPD)

    2 ED 0 Total: 2 ED (0 rED)

    2 SPD 0 Phases: 6, 12

    4 REC 0

    20 END 0

    20 STUN 0 Total Characteristic Cost: 4

     

    Movement: Running: 8"/16"

    Leaping: 2"/4"

    Swimming: 2"/4"

     

    Cost Powers END

    3 Low Light Vision

    19 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)

    4 Running +2" (8" total) 1

    1 Life Support (Immunity: Bad Water)

     

    Talents

    3 Lightsleep

     

    Skills

    0 Language: Ggaru (idiomatic) (4 Active Points)

    4 WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears

    2 Survival (Temperate/Subtropical Forests, Temperate/Subtropical Plains) 11-

     

    Total Powers & Skill Cost: 36

    Total Cost: 40

     

    0+ Disadvantages

    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.

    10 Physical Limitation: Animal Mouth (Infrequently, Greatly Impairing)

    Notes: The character can't speak most languages. This is not to say they are incapable of speaking, their mouth/lips/tongue/vocal cords are unable to form most complex sounds. Characters will instantly fail a Mimicry roles to impersonate most languages, but may be quite adept as ones that exist in the natural world. Species that have this trait usual have their own language (hence the Infrequent) and are quite capable of understanding other languages.

     

    How are you buying Low Light? Nightvision is normally 5 pts. which is +4 to counter nighttime mods. Are you just buying +2 to counter nighttime mods?

  19. Re: Starfall - A Gamma HERO campaign

     

    Will this work for a character concept?

     

    A girl goes out looking for Cargo hoping to prove herself dies in a radioactive forest. There a predictor fungus overtakes her body but somehow the thoughts and memories of the child linger changing the fungus. Overtime it grows large enough, building a body of plant mater in the likeness of the girl. She does not remember everything and no longer identifies as the original child but she knows that if she is ever going to find peace she must complete the girl's last trial. A decade or more later this new Weed-child wanders into Fedrex ready to seek Cargo for them.

     

    Depending on you but if you wanted to tie in backgrounds, possibly my ggaru had journed with her into the city. He was injuried early, see his background but she went on. It would depend on how much time pased between her death and current game date. With both their memory loss, they would not know each other but have some sort of sense of familiarity. Just a thought

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