Character Creation

Locked
Message
Author
User avatar
tooleychris
Rider of Rohan
Rider of Rohan
Posts: 3578
Joined: Wed May 01, 2013 2:07 pm
Location: Just west of the future site of Defiance.

Character Creation

#1 Post by tooleychris »

CHARACTER CREATION
You will receive the campaign ID via PM when invited.
Using Unseen Servants Dice Roller, create a character using 4d6 method.
Substitute Wisdom for Mental Strength on character sheet.
Androids recieve 18 in one of their attributes, so drop the lowest roll.(See below)
Using the Unseen Servant Character Sheet is optional but my template is required.
Please PM me filled out character template when complete.
Please do not worry about min/maxing stats too much. They increase in game.
Starting Hit Points(HP) are equal to Constitution x d6. Roll 1d6 per point of CN.
Every Point of DEX over 15 grants that much adjustment to hit.
Every point of DEX over 16 grants +1 to initiative.
Every Point of DEX over 14 grants +1 to AC depending on armor worn.
Every point in PS over 15 grants that much additional melee damage.
STARTING DOMARS
Type_____________Roll
Pure Strain________2d10x100
Mut. Humanoid____2d10x75
Mut. Animal________2d10x50
Alien_______________2d10x75
Android____________2d10x50
GM will assign each character a free item at his discretion.



Race___________PS__DX__IN__CN__MS__CH
Reticulan______-2__+0__+1__+0__+1___+0
Dralasite______+1__-1___+0__-1__+0___-1
Vrusk__________-1__+1__+0__+0___+1___-1
Yazirian_______-1__+1__+1__+0___+0___+0
Pure Strain___+0__+0__+0__+0___+0___+3

NATIVE RACES


PURE STRAIN HUMAN

________________________________________
Image

Pure Strain Humans (PSH) are natives of Earth who possess no physical or mental mutations.
PSH characters with proper identification will always be recognized by pre-Terraforming Event robotic units, and can pass security checks that would block most mutants. For this reason, many Pure Strain Humans live in or near the ruins of ancient cities, and most are familiar, at least to some degree, with the technological functions occurring within the ruins. This knowledge generates a combination fear/awe/respect in the mutated characters of Terra, which in turn leads to another advantage for the PSH: heightened charisma. All PSH characters automatically receive a bonus of three points to their dice roll for charisma (not to exceed 18).

Mutated Humanoid
________________________________________
Humanoid characters are basic human with one or more mutations. Humanoids could in a sense be considered the “strongest” character type, as they have the mutations usually necessary for survival in the new world but are still human enough to function, at least to a degree, within normal civilization. Humanoids with no outward physical mutations and possessing proper ID’s will usually be recognized by all but the most sophisticated automations as authorized personnel. Humanoids gain 1d4 mental mutations and 1d4 physical mutations. 1 of these are picked from both mental and physical mutations by the player with the remaining being rolled randomly.


Mutated Animal
________________________________________
Image

Players electing to play mutated animal characters should first select a basic animal stock, keeping in mind the relative advantages and strengths of that particular species. For game purposes, the selected animal will initially possess the equivalent intelligence of a human, but this does not count as a mutation and should not be confused with the mental mutation “heightened intelligence,” which is additional intelligence above and beyond the basic die roll for that attribute. Having selected the basic animal type, players determine basic attributes and mutations in the same manner as humanoids.
In any mutated animal type, the referee must determine how the character will function within groups of humanoids and Pure Strain Humans. Determination of whether the mutated animal character is capable of speech, the use of paws/hooves/fins as hands, and so forth, should be made as logically and reasonably as possible before the start of the game to prevent later arguments as to a player character's abilities. In no case will mutated animal types be able to command robotic units or pass any type of security check, though the possibility of reprogramming such units is left to the referee's discretion.

Image


ALIEN RACES

RETICULAN (A GREY)
________________________________________
Image

Reticulans were the first aliens encountered by humans and many who live now still blame them for the Terraforming Event. Most of them were killed when they rebelled against the Sathar.
Physical Appearance and Structure
Reticulans are thin framed aliens with greenish or greyish skin. They can be from 4’ to 7’ tall but have limited muscle mass making them somewhat weak, physically. They have large eyes, small mouths, and slits for nostrils.
SPECIAL NOTES:
1.Greys have a long history of radiation exposure. They are immune to mutation effects of radiation but can still be burned or sickened by exposure but are considered as having +2 CON on the radiation exposure chart. This repeat exposure has rendered them nearly impotent.
2. To play a reticulan character, you must have a minimum IN or MS of 10 (after Racial Modifier).
Senses
Greys have the sight, hearing, and smell equivalent to most humans.
Speech
Reticulans are capable of speech and are capable of speaking many alien languages. They may communicate with each other via telepathy.
Society and Customs
Reticulans live in secluded tribes. The prejudice they experience from humans have forced them into this seclusion. This prejudice gains them a -3 charisma penaly against all humans.
They are able to communicate via telepathy with each other, so such communities are more comfortable for them. It should be noted that the other alien races revere the Reticulans for their sacrifice to save the humans.
All Reticulans start with a -2 to Physical Strength and +1 to Mental Strength and Intelligence.
Greys are able to communicate via telepathy with other Greys and sometimes other races.

DRALASITES
________________________________________
Image

Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite's two eyespots.
The internal structure of a Dralasite is very different from the other races. The Dralasite's central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives. These phases can be controlled with medicines, but these medicines are very hard to find in Gamma Terra. Males release spores into the air, which drift until they become attached to a female. A young Dralasite then ''sprouts'' from its mother, eventually maturing and dropping off. Since Dralasites can be any of the three stages (male, female and neutral), they are usually referred to as "id", instead of "it".
SPECIAL NOTES:
1. Due to the physiology of Dralasites, ONLY Mental Mutations are allowed! Or if you really want to have physical mutations, only physical mutations which are "reasonable" are allowed, such as Skin Structure Change (D), Attraction Odor, Photosynthetic Skin, etc..
2. To play a Dralasite character, you must have a minimum DX of 9 (after Racial Modifier).
Senses
The most important sense for a Dralasite is smell. They breathe directly through their skin, and the entire membrane is sensitive to odors. Their sense of smell is so keen they can identify persons by smell alone and can recognize familiar smells on objects or persons. The membrane also is sensitive to touch and to vibrations, allowing Dralasites to hear and feel. Their senses of hearing and touch are equivalent to a human.
Dralasites see only in black and white. They see shapes and light and darkness very clearly, and can see a difference between distinct colors (blue and green, for example) because one is darker than the other, but they do not see actual colors.
Speech
Dralasites have a voicebox, but it works like a bellows because they have no lungs. A Dralasite's voice can vary from a soft whisper to a thundering roar and from a bass rumble to a piercing screech. Among themselves, they also use shapes, odors and touch to communicate.
Society and Customs
Dralasites are philosophical and thoughtful. Their communities are small, and many Dralasites prefer to live alone. Dralasites do not care about wealth, power or status symbols. They judge themselves by the quality of their ideas and their ability to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax.
Steam baths are another favorite Dralasite recreation. They mix perfumes and intoxicants with the steam. These effect Dralasites the same way alcohol does a Human or Yazirian.
Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human communities have become rich performing in Dralasite towns.
Dralasites do not normally wear clothing, because it makes breathing difficult and interferes with their sense of smell. They usually carry their equipment on web belts. When they must wear clothing to protect themselves, they use special materials that let air reach their skin.
Attitudes
Dralasites are very fond of Vrusk, because they think Vrusk have funny shapes. They get along well with Humans but are careful not to upset Yazirians, who they consider too violent.
Special Abilities
Elasticity
Lie Detection.

VRUSK
________________________________________
Image

Physical Appearance and Structure
Vrusk look like large insects. Unlike insects, Vrusk have an internal skeleton to support their bodies. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A Vrusk's shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily.
A Vrusk's body is covered by a carapace (hard shell - AC 4). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its carapace changes to dull green with yellow joints.
Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under their abdomens. This arrangement makes it difficult for Vrusk to swim.
Senses
Vrusk have very good color vision, but they see more of the short wavelengths (blue and ultraviolet light) than Humans do, and less of the long wavelengths (orange and red). Their sense of smell is centered in their antennae, and is slightly better than a Human's. They also can touch with their antennae. Their hearing is about the same as a Human's.
Speech
Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths. They can speak the language of humans.
Society and Customs
Vrusk are hard-working and practical. Their society is organized around independent businesses. To a Vrusk, the business he works for is his family and his nation. The company determines everything about the Vrusk's life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name.
Vrusk have two types of businesses: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company has. Trade houses, which are more common, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them.
Vrusk also love beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently.
Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities.

Attitudes
Vrusk get along well with the other three races. They respect the Yazirian custom of choosing a life-enemy, and feel at ease around Dralasites because they are careful and skillful planners (though they are annoyed by the Dralasites' sense of humor). They understand Humans the least because, to a Vrusk, Humans seem unpredictable and a little lazy.
Special Abilities
Ambidexterity,
Comprehension.

YAZIRIANS
________________________________________
Image

Physical Appearance and Structure
Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding). Yazirians can glide short distances using these wings.
Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to Iight tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.
Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip. These characteristics, combined with their animal-like appearance, earned them the nickname "monkeys".
Senses
Yazirians' senses of hearing, smell and taste are equivalent to a human's. Because they evolved from nocturnal hunters, however, their eyes are adapted to seeing in dim light. They can not see in complete darkness. They usually wear dark goggles when they must work in sunlight. In bright light, Yazirians without dark goggles must subtract -2 from their Dexterity score. All Yazirian characters start with a pair of dark goggles.
Speech
Yazirians have no trouble speaking trade or "common". Their own language is a combination of Human-type sounds and snarls and growls.

Society and Customs
Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. During the Shadow Years, the clans had traditional enemies and allies, and they struggled constantly for power and land. Lately, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation as proud, fierce fighters.
A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing trader. The scientist would try to find a cure for the disease; the trader would try to build up his own business so it is more powerful than his enemy's, or even try to drive the other trader out of business. Sometimes this puts them into direct competition with Vrusk interests.
A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a Yazirian's life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky.
Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes.
Attitudes
In general, Yazirians like Vrusk and Humans. They occasionally lose their patience with Dralasites, because they are slow and would rather discuss ideas than act on them.
Special Abilities
Battle Rage, Gliding, Night Vision

SYNTHETIC RACES

ANDROID
Image
One of the many wonderful creations the Greys brought mankind was synthetic robotics with a high degree of sentience. These beings were responsible for running many of the factories, replication facilities, and other structures deemed menial to the alien creators. They almost all appear as human and can even pass as such in society. They are creations, however, and medical examinations, X-ray, or injury will reveal them as such.
Synthetics can eat to absorb energy, sleep to cool down or initiate repairs, and some models have fully functioning sexual organs (though they cannot reproduce.)
In order to initiate healing an android must totally shut down all life signs for 1 full day per HP to be recovered. These not need all healed to complete reactivation but a number must be specified before shut down. Once an android is shut down it cannot be woken short of doing an additional HP of damage which activates an androids self preservation systems, powering it up again. Androids can be healed by anything that heals a human. Ie medicines, mutations, ect. But can never have mutations of their own.
Androids come in four types.
1. Thinker: These are responsible for research and oversight of worker androids. They automatically receive a 18 INT
2. Worker: These were the laborers among the synthetics and start with an 18 PS.
3. Soldier: These synthetics typically ran security and start with an 18 DEX.
4. Companion: These usually very attractive synthetics start with an 18 charisma.


Racial Modifier Table
Race___________PS__DX__IN__CN__MS__CH
Reticulan______-2__+0__+1__+0__+1___+0
Dralasite______+1__-1___+0__-1__+0___-1
Vrusk__________-1__+1__+0__+0___+1___-1
Yazirian_______-1__+1__+1__+0___+0___+0
Pure Strain___+0__+0__+0__+0___+0___+3


Race___________Special Ability(%)
Reticulan_______Hive Mind
Dralasite________Empathy (5%), Elasticity
Vrusk___________Comprehension (15%), Ambidexterity, Full Carapace (AC 4)
Yazirian_________Battle Rage (5%), Gliding, Night Vision

EXPLAINING SPECIAL ABILITIES
Hive Mind: All Reticulans can communicate via telepathy with any other in a 1 mile radius.
Ambidexterity: All Vrusk are ambidextrous (they can use both hands equally well). Players with Vrusk characters do not need to choose whether their character is right or left handed. Vrusk can use weapons, throw grenades, write, catch or grip with either hand. This is similar to the "Duality" Mutation.
Battle Rage: Yazirians train themselves to go berserk in battle. A berserk Yazirian gets a bonus of +2 to hit in melee. Yazirian characters start with a Battle Rage score of 5%, with a 5% chance to go berserk at the start of a battle. Battle Rage lasts as long as the Yazirian keeps fighting; it ends when the Yazirian rests for five minutes.
Comprehension: Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. All Vrusk characters start with a Comprehension score of 15. This score is the character's percent chance to figure out any type of social dealing that the player himself can not. For example, a Vrusk is following a Human he thinks is a spy for another company. He follows the Human into a bar and sees him talking to a group of rough-looking Yazirians, occasionally glancing over his shoulder. Then the Human hands some money to the thugs and leaves the bar. The Vrusk player is not sure what the Human was trying to do, so he tells the referee he wants to use his Comprehension ability. If he rolls 15 or less on a d100, the referee will tell him that the Human paid the Yazirians to attack the Vrusk if he tried to follow the Human from the bar.
Elasticity: A Dralasite's skin is stretchable and supported by a complex muscle structure. This allows them to change the shape of their bodies, within limits. They can "grow" arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed.
A Dralasite can have a number of limbs equal to its Dexterity divided by 3, rounded up. The player must decide
whether a limb is an arm or a leg when it is grown. For example, a Dralasite with a Dexterity score of 15 can control up to five limbs. "Id" could have three legs and two arms, two legs and one arm, no legs and five arms, or any other combination adding up to five or less. Dralasite characters must have a minimum DX score of 9 (after Racial Modifier).

DX Max # of Limbs
9 3
10-12 4
13-15 5
16-18 6
Growing or absorbing a limb takes five minutes. Only one limb can be grown at a time. A limb can be up to 1 meter long, and no less than 10 cm thick. "Fingers'' for handling items can be up to 10 cm long and no less than 1 cm thick.
Even though a Dralasite can have many arms, id can not use more than two weapons at once. When a Dralasite player creates limbs, he must specify one as the dominant limb, the same way a Human must choose to be either right or left handed. Also, despite a Dralasite's stretching and shrinking, the pattern of veins and ridges on ids skin does not change, so they have a permanent "fingerprint" for identification.
Gliding: Yazirians can glide short distances using the membranes along their sides. A Yazirian can glide 1 meter for every meter he is above the ground when he starts. He must start at least 10 meters above the ground.
Lie Detection: All Dralasite characters have a 5% chance to realize when someone is Iying to them. The Dralasite must be communicating face to face with the character, and the Dralasite player must tell the referee he is trying to detect a lie. The referee rolls d100 secretly. If the result is 5 or less, the Dralasite knows whether the person is telling the truth. If the die roll is 6 or more, the Dralasite does not sense that the person is Iying.
Night Vision: Since Yazirians evolved from nocturnal hunters, their eyes are adapted to seeing in dim light. They can not see in complete darkness. They usually wear dark goggles when they must work in sunlight. In bright light, Yazirians without dark goggles must subtract -2 from their Dexterity and "to hit" scores. All Yazirian characters start with a pair of dark goggles.

IMPROVING SPECIAL ABILITIES
For each 10 experience points you wish to expend, you may add 1% to a Special Ability. A character may only expend a maximum of 100 XP per Rank/Level to improve a Special Ability Score by 10%. This can be done all at one time (100 XP) or in part (50 XP, then 20 XP, then 30 XP, etc.) Special Abilities without scores may not be improved. They are "natural" abilities.
For example, Frank is playing a Yazirian character and wishes to spend 30 EP on his Battle Rage Score. His current Battle Rage Score is 5%. His character's Battle Rage Score is changed to 8%.
Reticulans may improve the range of their telepathy by 1 mile per 100 XP spent or for 1000do may include another race.

User avatar
tooleychris
Rider of Rohan
Rider of Rohan
Posts: 3578
Joined: Wed May 01, 2013 2:07 pm
Location: Just west of the future site of Defiance.

Character Template

#2 Post by tooleychris »

I will send a copy of this template to every player involved in campaign.


Character Name:
Character Type:
CHARACTER DESCRIPTION
Sex:
Height:
Weight:
Color skin/hair/fur:
Handed:
Eye Color:
Distinguishing Marks:
Description:


ATTRIBUTE SCORES
Physical Strength(PS):
(melee Damage bonus:___) +1 per point over 15
Constitution(CN):
Dexterity(DX):
(To Hit bonus:___) +1 per point over 15
(NAKED AC Bonus:___) +1 per point over 14

Mental Strength(MS):
Intelligence(IN):
(use artifact mod:___)
Charisma(CH):
(max followers:___)
(moral adj: ___)
Reaction adj: ___)

COMBAT SCORES
Armor Class(AC):
Rear AC:
Unarmored AC:
Hit Points(HP):
Hit Dice(HD):
Experience(XP):
XP needed for HD:
Movement:

MUTATIONS AND NOTES
Physical:



Mental:




WEAPONS
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:

Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:

Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:

Domars:
EQUIPMENT /WEIGHT/LOCATION

Locked

Return to “April 2031”