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azato

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  1. Re: Star Frontiers Bestiary Here is the creature I like the least because it seems too stupid. Thought about just giving him wide feet but decided that I needed to be faithful to the concept. Luckily the text never really describe their "rear defense" of shard grass projectile. If I was to venture forth I suppose I would write it up as an explosion cone 1d6k 1 charge that would take x number of turns to recharge. Roller Player: Val Char Cost 45 STR 35 11 DEX 3 30 CON 40 30 BODY 40 8 INT -2 5 EGO -10 25 PRE 15 7 COM -1 12 PD 3 9 ED 3 2 SPD 0 15 REC 0 60 END 0 68 STUN 0 7" RUN 2 0" SWIM -2 0" LEAP -9 Characteristics Cost: 117 Cost Power 4 "Thick Hide": Damage Resistance (6 PD/2 ED) 16 Heavy: Knockback Resistance -8" 6 Animal Senses: +2 PER with All Sense Groups 27 "huge, cylindrical, hide-covered mass of bane and cartilage": Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) Powers Cost: 53 Cost Skill 5 +1 with HTH Combat Skills Cost: 5 Total Character Cost: 175 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 10 Physical Limitation: Enormous (up to 8m long, 4m tall at the shoulder, and 6,000 kg weight; -4 DCV, +4 to PER Rolls to perceive) Frequently, Slightly Impairing 10 Physical Limitation: Limited Manipulation Frequently, Slightly Impairing 0 Physical Limitation: Reduced Leap, cannot leap Infrequently, Slightly Impairing, Already figured in Disadvantage Points: 35 Base Points: 75 Experience Required: 65 Total Experience Available: 63 Experience Unspent: 0 DESCRIPTION: A roller is a large herbivore named for its unusual "steam roller" type organ. This organ is actually a huge, cylindrical, hide-covered mass of bane and cartilage attached to two frontal limbs by ball and socket joints. The organ is used to crush the shard grass on which the creature feeds. The mouth of the roller is located on its underside. The crushed shards from the digestible shoots of grass are sucked up into this mouth. Internal organs of the creature separate the glass-like shards from the digestible shoots of grass. The indigestible shards are then stored in a special organ and used as missile weapons for the creature's rear defense. The roller has four normal limbs used for locomotion. The two eyes of the creature are located on the head near the large ears. The head does not have a mouth. A roller has a thick hide that protects it from being cut by shard grass. Rollers are generally docile creatures, and will not attack unless frightened or attacked themselves. They are usually found grazing on the grassy plains of Volturnus in herds of 5 to 50. If a roller scores a successful hit upon a character, the victim must roll his Reaction Speed or less. If the roll is successful, the roller attack is avoided; if not, the unfortunate character suffers 8-80 points of damage. (Note: if avoiding the roller means flinging oneself into the shard grass, the usual 1-10 points of damage will be taken.)
  2. Re: Super-Skills Megathread (bump)
  3. Re: Star Frontiers Bestiary http://www.starfrontiersman.com/PDF/Star%20Frontiers.pdf This is the rule book with the first adventure included. Very, very cool. The other modules are posted here as well.
  4. Re: Star Frontiers Bestiary THOUGHTS? I am not sure if I did the harpoon barb correctly. Queequeg Player: Val Char Cost 25 STR 15 10 DEX 0 15 CON 10 20 BODY 20 7 INT -3 5 EGO -10 14 PRE 4 10 COM 0 5/9 PD 0 3/7 ED 0 2 SPD 0 8 REC 0 30 END 0 41 STUN 0 10" RUN 0 0" SWIM -2 5" LEAP 0 Characteristics Cost: 34 Cost Power 10 "three eyes spaced evenly around the body": Increased Arc Of Perception (360 Degrees) with Sight Group 8 Fast: Running +4" (10" total) 10 "A single 5-meter-long tentacle": Stretching 3" (15 Active Points); Limited Body Parts - Harpoon tentacle (-1/4), no Noncombat Stretching (-1/4) 81 "Harpoon tentacle": (Total: 120 Active Cost, 81 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points) (Real Cost: 37) plus Clinging (35 STR), Uncontrolled (+1/2) (19 Active Points); Activation Roll 12- ("the sharp barb makes it difficult to pull out"; -3/4), Can only be used on the creature hit by the harpoon (-1/2) (Real Cost: 8) plus Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; When victim pulls free from the barbed harpoon; +3/4), No Normal Defense ([standard]; +1), Does BODY (+1) (64 Active Points); No Range (-1/2), Activation Roll 15- (-1/4) (Real Cost: 36) 18 "Mouth": Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Reduced Penetration (-1/4) 5 "Filaments": Extra Limbs (15), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 5 "natural camouflage": Concealment 12- (7 Active Points); Self Only (-1/2) 6 +2 PER with all Sense Groups 12 "Hard exoskeleton": Armor (4 PD/4 ED) Powers Cost: 155 Cost Skill 4 +2 with harpoon Skills Cost: 4 Total Character Cost: 193 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) Disadvantage Points: 15 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 DESCRIPTION: Queequegs have barrel-shaped bodies with three jointed legs arranged like a tripod, and three eyes spaced evenly around the body so it can see all directions at once. They have a hard exoskeleton that matches the color of the plants where they live, providing a natural camouflage. Its mouth is in its underbelly, surrounded by small tentacles. A single 5-meter-long tentacle grows from the top of the body. The long tentacle tapers to a point with a razor-sharp barb. The queequeg attacks by whipping this tentacle at its prey like a harpoon. Once the tentacle hits a target the sharp barb makes it difficult to pull out. The queequeg then pulls the victim to its mouth in one turn, and holds the prey with the filaments while devouring it. A character that is being eaten automatically takes 2d10 points of damage each turn until rescued. The victim can not fight back once he is held in the small tentacles. If characters attack the harpoon tentacle and cause 20 points of damage, the tentacle is severed. The hard exoskeleton is very effective defense against physical damage. In game terms, it acts as a skeinsuit against all non-energy damage (reducing all incoming attack damage by one half).[\font]
  5. Re: Star Frontiers Bestiary I changed the attack for the dropper and made it cause less damage and delayed its affect. Currently, I believe I am going to handle the SF conversion by not having any armor (at least for volturnus). The skein suits and shields will be damage reduction. That being the case I thought my initial damage was a bit high both for game balance and for realism. The SF write up states that the droppers "grab" the victims, however I thought that simple clinging fit better with the concept. Your thoughts? -------------------------------------------------------------------- 16 "Sticky digestive acid": Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (32 Active Points); Clothes stop the effects for 1 phase. (The clothing, at least the thit location, is destroyed.; -1) Powers Cost: 90 -----------------------------------------------------------------
  6. Re: Star Frontiers Bestiary I just gave the info from Star Frontiers. Let me know what you think. I plan to "Heroize" the description later. Dropper Player: Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 4 BODY -12 2 INT -8 2 EGO -16 5 PRE -5 10 COM 0 1 PD 0 1 ED 0 2 SPD 0 4 REC 0 20 END 0 2" RUN -8 0" SWIM -2 0" LEAP -2 Characteristics Cost: -53 Cost Power 5 "it driops a tentacle-like pseudo-pod": Stretching 3" (15 Active Points); Only To Grab an opponent (-1/2), Can only drop down (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), Limited Body Parts (psuedo pod) (-1/4) 13 "A giant ameoba": Clinging (20 STR) 53 "Projectile weapons will not affect the dropper": Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (120 Active Points); Only vs. puncturing type physical attacks (bullets, needlers, spears, etc) (-1 1/4) 60 Amoeba-like body": Automaton (Takes No STUN) 3 "Dropper never sleeps": Life Support (Sleeping: Character does not sleep) 65 "Sticky digestive acid": Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (65 Active Points) Powers Cost: 199 Cost Skill 6 Concealment 14- (13 Active Points); Self Only (-1/2), Does not work in bright sunlight (-1/2) 15 +2 with DCV (30 Active Points); Only when against rock surfaces (-1/2), Only vs ranged attacks (-1/2) Skills Cost: 21 Total Character Cost: 167 Pts. Disadvantage 20 Physical Limitation: Simple Animal Intelligence (All the Time, Greatly Impairing) 25 Psychological Limitation: Always hungry and follows simple patterns (Very Common, Total) 20 Psychological Limitation: No manipulation (Very Common, Strong) Disadvantage Points: 65 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 DESCRIPTION: The dropper resembles a giant amoeba. It is a flat, irregular blob up to 1 meter in diameter. The dropper inhabits cavern ceilings all over Volturnus, always ready to drop on any unsuspecting prey walking beneath it. When the dropper senses another creature approaching, it crops a tentacle-like pseudo-pod covered with a sticky digestive acid. If this pseudo-pod strikes the prey, the dropper falls onto the creature in the same turn and attempts to envelop it (treat as a grapple). The dropper then begins to digest the creature, releasing digestive acids that cause 2d10 damage every turn the victim fails to break the dropper's hold. The smell of this digestive acid will attract 2d10 more droppers to the area in 1d10 turns. Because of its amoeba-like body, projectile weapons will not affect the dropper. It is also immune to the effects of tangier grenades,. for it simply oozes out of the tangier strings. Since the dropper never sleeps (even if artificially stimulated), doze grenades will not' affect it, either. In addition, any person using a ranged weapon attacks at -10 due to the dropper's ability to blend with its natural) rock surroundings (droppers cannot even be seen from distances greater than 5 meters). Very bright light will cancel the effects oft the dropper's camouflage.
  7. Re: Star Frontiers Bestiary It would be an honor. I will do that once I am closer to finished with the line.
  8. Re: Star Frontiers Bestiary That creature has already been created and exists in this board's achieves (if you do a search I am sure you will find it). When I get the others done I will post it with the proper credit.
  9. Re: Star Frontiers Bestiary I made some modifications. The writeup said it was 7 meters tall! The damage they gave did not line up with the size of the creature. I looked at where it shows up in the module and decided to just make it smaller. Any suggestions or critiques are welcome. Volturnian Cave Bear Player: Val Char Cost 35 STR 25 9 DEX -3 22 CON 24 23 BODY 26 8 INT -2 5 EGO -10 23 PRE 13 8 COM -1 17 PD 10 8 ED 4 2 SPD 1 11 REC 0 44 END 0 52 STUN 0 6" RUN 0 4" SWIM 0 7" LEAP 0 Characteristics Cost: 87 Cost Power 40 Bite: HKA 2 1/2d6 (5d6 w/STR) 20 "Massive foreclaws": HKA 1 1/2d6 (3d6+1 w/STR) (25 Active Points); Reduced Penetration (-1/4) 10 "Large": Energy Damage Reduction, 25% 10 "Large": Physical Damage Reduction, 25% 15 Stretching 3" 6 Heavy: Knockback Resistance -3" 1 Burst Of Speed: Running 3" (6 Active Points); Increased Endurance Cost (8x END; -3 1/2) 2 Large Paws: Swimming +2" (4" total) 6 Inhabiting the caverns: +2 PER with all Sense Groups Powers Cost: 110 Cost Skill 5 +1 with HTH Combat 6 +3 Grab Skills Cost: 11 Total Character Cost: 208 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 20 Physical Limitation: Large (up to 6m and ; -2 DCV, +2 to PER Rolls to perceive) (Frequently, Slightly Impairing, Custom Adder) 15 Physical Limitation: Hungy all the time - "It attempts to eat any organic substance it finds," (Frequently, Greatly Impairing) 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing Disadvantage Points: 65 Base Points: 75 Experience Required: 68 Total Experience Available: 6 Experience Unspent: 0
  10. Re: Star Frontiers Bestiary How to I simulate the MUTATING FUNGUS? Here is the write-up DESCRIPTION: It is uncertain whether the mutating fungus is an animal, a plant, or a cancer, for it has aspects of all three. In outward appearance, it resembles a white, pasty fungus, yet it is capable of self-locomotion, creeping across small areas of land to attack its prey. Its attack form, however, resembles that of a cancer; replacing the normal, healthy cells of any creature with its own mushy cells. Any character who is exposed to the mutating fungus for eight hours or more, or who sleeps near it for any amount of time, will find a while, pasty growth covering parts of his body. If the character notices the presence of the fungus within three hours of its attack, he may treat the infected part of his body with antibody plus and counteract the effects of the fungus (though he will not tee protected from further attacks!. If the character is not treated within three hours, the infected body part must be amputated, or the character will be completely consumed by the fungus within three days. Any character exposed to a mutating fungus for three days without treatment will be transformed into a mutating fungus permanently. --------------------------------------------- I am thinking of doing a bit of hand wavium. But here are some thoughts 1. If the players are exposed for the minimum duration, roll 1d3 for the number of locations afflicted. 2. Use the hit location rule to determine affected limbs (in general, I am not planning on using hit locations in the game). 3. Apply a killing attack to each location and using the disable rules to determine when a limb needs amputating 4. Us a combination of CONTINUOUS and EXTRA TIME.
  11. Re: Star Frontiers Bestiary Loper Player: Val Char Cost 15 STR 5 12 DEX 6 14 CON 8 12 BODY 4 7 INT -3 4 EGO -12 12 PRE 2 6 COM -2 8 PD 5 5 ED 2 3 SPD 8 6 REC 0 28 END 0 29 STUN 2 12" RUN 0 0" SWIM -2 3" LEAP 0 Characteristics Cost: 23 Cost Power 22 "Powerful jaws": HKA 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/2) (22 Active Points) 4 "Small fore claws": HKA 1 point (1/2d6 w/STR) (5 Active Points); Reduced Penetration (-1/4) 2 Immune to needlers: Damage Resistance (3 PD/2 ED) 12 "Rapid gate": Running +6" (12" total) 6 Reptile Senses: +2 PER with All Sense Groups 3 "Inhabiting the deserts": Life Support (Eating: Character only has to eat once per week; Safe in Intense Heat) Powers Cost: 49 Cost Skill 10 +2 with HTH Combat 3 Stealth 11- 3 Tracking 10- Skills Cost: 16 Total Character Cost: 88 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 15 Physical Limitation: Large (up to 4m long and 2m tall, and weighing about 700 kg; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing, Custom Adder 5 Psychological Limitation: Tamable (Uncommon, Moderate) 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing Disadvantage Points: 50 Base Points: 75 Experience Required: 0 Total Experience Available: 42 Experience Unspent: 42
  12. Rather than creating a jillion threads I will just put all the creatures in just one.
  13. azato

    SF: Slither

    Re: SF: Slither REVISION ========== Slither Player: Val Char Cost 35 STR 25 13 DEX 9 25 CON 30 25 BODY 30 4 INT -6 3 EGO -14 27 PRE 17 0 COM -5 8/10 PD 1 6/8 ED 1 3 SPD 7 12 REC 0 50 END 0 56 STUN 0 6" RUN 0 2" SWIM 0 7" LEAP 0 Characteristics Cost: 95 Cost Power 65 Tentacles and Bite: (Total: 75 Active Cost, 65 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (45 Active Points) (Real Cost: 45) plus Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), Uncontrolled (Victim removes affected clothing (if no body has been done) or treats the area with alchohol, water or a base.; +1/2), Continuous (+1) (30 Active Points); No Range (-1/2) (Real Cost: 20) 3 "Plant grow from its back providing...some nourishment: Life Support (Eating: Character only has to eat once per week; Safe in Intense Heat) 6 Tough Hide: Armor (2 PD/2 ED) 20 "It resembles a giant ...centipede": Physical Damage Reduction, 50% 20 "It resembles a giant... centipede": Energy Damage Reduction, 50% 10 "Resembles a giant... centipede: Clinging (normal STR) 6 "Resembles a giant.... centipede": Extra Limbs (100), Inherent (+1/4) (6 Active Points) 0 for up to 35 Active Points of STR, Area Of Effect (up to One Hex; +1/2) (0 Active Points) 17 Area Of Effect (One Hex; +1/2) (17 Active Points) applied to STR 8 Sharp Senses: +4 PER with Smell/Taste Group Powers Cost: 155 Cost Skill 7 Concealment 14- (11 Active Points); Self Only (-1/2) 4 +4 With Grab 6 +3 with bite Skills Cost: 17 Total Character Cost: 267 Pts. Disadvantage 20 Physical Limitation: Instinctive Intelligence (All the Time, Greatly Impairing) 25 Physical Limitation: Huge - 20m long +3 Perception Rolls -3 DCV (Frequently, Slightly Impairing, Custom Adder) 20 Psychological Limitation: "Sathar Attack Monsters": Seeks to kill creatures (Common, Total) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15 Psychological Limitation: Always Hungry (Common, Strong) 15 Physical Limitation: "Can only "see" moving targets." (Frequently, Greatly Impairing) Disadvantage Points: 110 Base Points: 75 Experience Required: 82 Total Experience Available: 47 Experience Unspent: 0
  14. Re: Star Frontiers: Sand Shark REVISION ======= Sand Shark Player: Val Char Cost 23 STR 13 15 DEX 15 20 CON 20 16 BODY 12 8 INT -2 5 EGO -10 20 PRE 10 4 COM -3 14 PD 5 9 ED 3 3 SPD 5 9 REC 0 40 END 0 38 STUN 0 3" RUN -6 0" SWIM -2 0" LEAP -4 Characteristics Cost: 56 Cost Power 25 Bite: HKA 1 1/2d6 (3d6 w/STR) 9 "Abrasive Leathery Hide" "Immune to Needlers": Armor (4 PD/2 ED) 6 Predator's Senses: +2 PER with All Sense Groups 32 "Detects things by vibration": Detect vibration A Class Of Things 16-/14- (Touch Group), Increased Arc Of Perception (360 Degrees), Targeting, Telescopic: +6, Inherent (+1/4) (32 Active Points) 13 Tunneling 6" through 6 DEF material (30 Active Points); Only On Appropriate Terrain Only on sand (-1), no Noncombat movement (-1/4) 5 "12 pairs of short legs": Extra Limbs (24), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0 "12 pairs of short legs": Running -3" (already figured in) [Notes: The sand shark can cross rocky areas by slithering across the surface, but its movement rate is reduced to Slow.] Powers Cost: 90 Cost Skill 4 +2 Bite 6 Concealment 14- (9 Active Points); Self Only (-1/2) 3 Stealth 12- Skills Cost: 13 Total Character Cost: 159 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 10 Physical Limitation: Large (3m; -1 DCV, +2 to PER Rolls to perceive) Frequently, Slightly Impairing 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing 10 Physical Limitation: Blind (Frequently, Slightly Impairing) Disadvantage Points: 50 Base Points: 75 Experience Required: 34 Total Experience Available: 4 Experience Unspent: 0
  15. Re: Arsenic Thanks. Is there other goodies in that book that would make it worthwhile to purchase?
  16. Re: Arsenic Yeah, I believe that half the wells are contaminated (random chance). I have Dark Champions and they discuss various poisons but never any specifics (STEEEEVVVEEE!!). The bad thing about arsenic poisoning is that it is not quite obvious what is happening. I suppose I could just do the dehydration effect but stretch it out over a week instead of 2 days.
  17. How, in Hero game terms (heh), do i simulate arsenic? It will be in the drinking water of contaminated wells.
  18. Re: Star Frontiers: Sand Shark It's all fun and games until somebody gets their leg chewed off! We will see who is laughing then, Mr. Smarty Pants Dude.
  19. Re: Star Frontiers: Sand Shark OK, I think I understand.
  20. azato

    SF: Slither

    Re: SF: Slither Noted
  21. Re: Star Frontiers: Sand Shark What confused me about the detect is that is on an 11- and did not seem to be a sense. I may have misread, interpreted, etc.
  22. azato

    SF: Slither

    Re: SF: Slither Just when I thought I was following a standard motif I find out that I am not. Oh well. At least it makes sense to me.
  23. azato

    SF: Slither

    Critiques welcome. Slither Player: Val Char Cost 35 STR 25 13 DEX 9 25 CON 30 17 BODY 14 4 INT -6 3 EGO -14 27 PRE 17 0 COM -5 8/10 PD 1 6/8 ED 1 3 SPD 7 12 REC 0 50 END 0 48 STUN 0 6" RUN 0 2" SWIM 0 7" LEAP 0 Characteristics Cost: 79 Cost Power 8 Bite: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-1/4) 65 Tentacles and Bite: (Total: 75 Active Cost, 65 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (45 Active Points) (Real Cost: 45) plus Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), Uncontrolled (Victim removes affected clothing (if no body has been done) or treats the area with alcohol, water or a base.; +1/2), Continuous (+1) (30 Active Points); No Range (-1/2) (Real Cost: 20) 3 "Plant grow from its back providing...some nourishment: Life Support (Eating: Character only has to eat once per week; Safe in Intense Heat) 6 Tough Hide: Armor (2 PD/2 ED) 20 "It resembles a giant": Physical Damage Reduction, 50% 20 "It resembles a giant": Energy Damage Reduction, 50% 10 "Resembles a ... centipede: Clinging (normal STR) 6 "Resembles a .... Centipede": Extra Limbs (100), Inherent (+1/4) (6 Active Points) 8 Sharp Senses: +4 PER with Smell/Taste Group Powers Cost: 146 Cost Skill 7 Concealment 14- (11 Active Points); Self Only (-1/2) 4 +4 With Grab 6 +3 with bite Skills Cost: 17 Total Character Cost: 242 Pts. Disadvantage 20 Physical Limitation: Instinctive Intelligence (All the Time, Greatly Impairing) 25 Physical Limitation: Huge - 20m long +3 Perception Rolls -3 DCV (Frequently, Slightly Impairing, Custom Adder) 20 Psychological Limitation: "Sathar Attack Monsters": Seeks to kill creatures (Common, Total) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15 Psychological Limitation: Always Hungry (Common, Strong) 15 Physical Limitation: "Can only "see" moving targets." (Frequently, Greatly Impairing) Disadvantage Points: 110 Base Points: 75 Experience Required: 57 Total Experience Available: 47 Experience Unspent: 0
  24. I put two different ways of detecting vibration. I am not sure how to best handle this. Any ideas? Sand Shark Player: Val Char Cost 23 STR 13 15 DEX 15 20 CON 20 16 BODY 12 8 INT -2 5 EGO -10 20 PRE 10 4 COM -3 14 PD 5 9 ED 3 3 SPD 5 9 REC 0 40 END 0 38 STUN 0 3" RUN -6 0" SWIM -2 0" LEAP -4 Characteristics Cost: 56 Cost Power 25 Bite: HKA 1 1/2d6 (3d6 w/STR) 9 "Abrasive Leathery Hide" "Immune to Needlers": Armor (4 PD/2 ED) 0 Short Legs: Running -3" (already figured in) [Notes: The sand shark can cross rocky areas by slithering across the surface, but its movement rate is reduced to Slow. ] 6 Predator's Senses: +2 PER with All Sense Groups 10 "Detects things by vibration": Detect vibration A Single Thing 11- (Touch Group), Increased Arc Of Perception (360 Degrees), Inherent (+1/4) (10 Active Points) 13 Tunneling 6" through 6 DEF material (30 Active Points); Only On Appropriate Terrain Only on sand (-1), no Noncombat movement (-1/4) 5 "12 pairs of short legs": Extra Limbs (24), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 25 Detect Vibraton: (Total: 37 Active Cost, 25 Real Cost) Range with Touch Group, Inherent (+1/4) (12 Active Points); Only to detect movement on ground (-1/2) (Real Cost: 8) plus Targeting with Touch Group, Inherent (+1/4) (25 Active Points); Only to detect objects moving on the ground (-1/2) (Real Cost: 17) Powers Cost: 93 Cost Skill 4 +2 Bite 2 Concealment 11- (3 Active Points); Self Only (-1/2) 3 Stealth 12- Skills Cost: 9 Total Character Cost: 158 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 10 Physical Limitation: Large (3m; -1 DCV, +2 to PER Rolls to perceive) Frequently, Slightly Impairing 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing 10 Physical Limitation: Blind (Frequently, Slightly Impairing) Disadvantage Points: 50 Base Points: 75 Experience Required: 33 Total Experience Available: 4 Experience Unspent: 0
  25. Let me know your thoughts. Average Ul-Mor Player: Val Char Cost 13 STR 3 12 DEX 6 10 CON 0 10 BODY 0 8 INT -2 8 EGO -4 10 PRE 0 10 COM 0 3/9 PD 0 2 ED 0 2 SPD 0 5 REC 0 20 END 0 22 STUN 0 4" RUN -4 2" SWIM 0 0" LEAP -2 Characteristics Cost: -3 Cost Power 4 "Resemble Octopi": Extra Limbs - 9 tentacles. 4 for walking, 4 for arms, 1 for mindlink (4), Inherent (+1/4) (6 Active Points); Always On (-1/2) 4 "Immune to Needlers": Armor (6 PD/0 ED) (9 Active Points); Only vs. reduced penetration attacks. (-1) 3 "A special organ that filters out arsenic": Life Support (Immunity: Arsenic) 10 "Mind-Link": Mind Link , Ul-Mor class of minds, Specific Group of Minds 17 "The Ul-Mor also have a ninth limb": Mind Link , Alien, Animal and Additional Class of Minds classes of minds, Any Willing Target (25 Active Points); No Range (-1/2) Powers Cost: 38 Cost Skill 5 Riding 12- 3 Combat Driving 11- 1 Language (basic conversation) 3 PS: Animal Hubandry 12- 5 WF: Common Melee Weapons, Common Missile Weapons, Nets 5 +1 with HTH Combat 3 +1 with weapon of choice Skills Cost: 25 Total Character Cost: 60 Pts. Disadvantage 0 Normal Characteristic Maxima 15 Psychological Limitation: "Ul-Mor's high regard for lopers" (Common, Strong) 15 Psychological Limitation: "Communal beings" (Very Common, Moderate) Disadvantage Points: 30 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 http://www.starfrontiers.com/modules/ http://www.starfrontiersman.com/downloads/modules
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