|
| Plush and Blood : RP : The Players Handbook |
View previous topic :: View next topic |
| Author |
Message
|
| TiredOrangeCat |
Posted: Wed Jul 04, 2007 9:54 am Post subject: Plush and Blood : RP : The Players Handbook |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
CHARACTER CREATION pt01
Ok heres the character creation tables. I will give a example in pt03 for those confused.
NAME:
RACE:
SEX:
FACTION:
ALIGNMENT:
PRIMARY OCCUPATION:
SECOND OCCUPATION:
XP POINTS TOTAL -
XP POINTS REMAINING -
HP : - - - - - - - - - -
STUFFING : 0 0 0 0 0 0 0 0 0 0
STATS:
STR 0 - - - -
INT 0 - - - -
DEX 0 - - - -
CON 0 - - - -
WIS 0 - - - -
CHA 0 - - - -
SKILLS:
-MENTAL
- - - - - Academics
- - - - - Computer
- - - - - Concentration
- - - - - Crafting
- - - - - Investigation
- - - - - Medicine
- - - - - Occult
- - - - - Politics
- - - - - Science
-PHYSICAL
- - - - - Athletics (+1 hp per point)
- - - - - Brawl
- - - - - Demolitions
- - - - - Drive
- - - - - Firearms
- - - - - Larceny
- - - - - Ranged Weaponry (thrown, archery etc)
- - - - - Stealth
- - - - - Survival (+1 hp per point)
- - - - - Weaponry
-SOCIAL
- - - - - Animal Kinship
- - - - - Bluff
- - - - - Empathy
- - - - - Expression
- - - - - Intimidate
- - - - - Persuasion
- - - - - Social Contacts
- - - - - Streetwise
- - - - - Subterfuge
MERITS
FLAWS
EQUIPMENT
APPEARENCE _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!!
Last edited by TiredOrangeCat on Tue Jun 10, 2008 12:33 am; edited 11 times in total |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Wed Jul 04, 2007 10:28 am Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
CHARACTER CREATION pt02
PRIMARY OCCUPATIONS :
(bonuses are added directly to your skills)
SOLDIER - (+1 Fire +1 Sur) proficient with weapons and unarmed combat, disaplined
MEDIC - (+1Med +1 Academics) proficient with healing and patching up of stuffed animals
TECH - (+1 Computers +1 Sci) proficient with computers and the virtual world
P.OFFICER - (+1Fire +1 Investigation) proficient with weapons and navigation of cities and people
CRIMINAL - (+1 Larceny +1 Street Smarts) proficiant with the underbelly of the world
OCCULTISTS - (+1 Occult +1 Investigation) proficient with the unseen and things that do not exist
SCHOLAR - (+1 Academics +1 Science) proficient with vast ammounts of knowlege
PSI - low level psionic power (+1 Concentration +1 Empathy)
Mage - (+1 Concentration +1 Academics) Primary School
CIVILIAN - blank slate
SPECIALIST OCCUPATION :
(these occupations are chosen depending on your primary)
(bonus ONLY apply to checks, they are not permanent skill boosts)
SOLDIER
- Recon (+2 Investigation checks)
- Brute (+2 Brawl Checks)
- Sniper (+2 Aim Checks)
- Weap Spec (+2 to chosen weapon checks)
- Motor Spec (+2 to vehicle checks)
- Air Spec (+2 to chosen aircraft checks)
- Combat Medic (+1 to med +1 to survival checks)
MEDIC
- Surgeon (+2 med checks in a hospital environment)
- Weaver (Anatomy Specialist) (+1 med +1 crafting(medical) checks)
- Patchwork (Hide specialist) (+1 med +1 crafting(medical) checks)
- Stuffist (Stuffing specialist) (+2 Science checks in the medical area)
- Experimental Medicine (radical theorys) (+2 Science checks in the medical RnD)
- Chemist (drugs, serums, etc) (+2 Science checks in the medical RnD)
TECH
- Programmer (+2 computer checks)
- Hacker (+1 computer +1 subterfuge checks)
- IT Spec (+2 computer checks)
- Security Spec (+1 computer +1 investigation checks)
P.OFFICER
- SWAT (+1 firearms +1 weapons checks)
- Weap Spec (+2 chosen weapons check)
- Vice (+1 investigation +1 streetwise checks)
- Street Spec (+2 streetwise checks)
- Detective (+2 investigation checks)
- Private Eye (+1 investigation +1 social contact checks)
CRIMINAL
- Safe cracker (+1 demolitions +1 crafting checks)
- Nightwalker (stealth Spec) (+2 stealth check)
- Thief (picking locks, breaking and entering) (+2 larceny)
- Smuggler (+2 subterfuge)
- Drug Dealer (+1 streetwise +1 social contacts checks)
- Mob Enforcer (+2 social contacts checks)
- Rat (information gatherer and seller) (+1 social contacts +1 stealth checks)
OCCULTIST
- Ancient Lore (+2 academics checks)
- Demonologist (+2 occult checks)
- Ancient Cartographer (+1 academics +1 crafting(maps) checks)
- Treasure hunter (+1 academics +1 investigation checks)
SCHOLAR
- Historian (+2 Academics checks)
- Journalist (+1 investigation +1 social contacts checks)
- Investigative Reporter (+1 investigation +1 politics checks)
- Information Seller (+1 social contacts +1 subterfuge checks)
MAGICIAN (must choose a school before specialist class)
- Shaper (Elemental class : able to shape elements to her whim)
- Nuker (Elemental class : only goal in life is the highest form on her school)
- Arcane Scholar (Generalist : collector of Arcane Knowlege)
- Arcane Smith (Enchanter class : specializes in enchantments)
- Plane Binder (Summoner class : specializes in summoning certain types)
- Lucid Dreamer (Illusionist class : specializes in dreams)
- Ghostly Dancer (Illusionist class : generalist)
PSI
- Psi Knight
- Mind Melter
- Kinetisist
- Mind walker
- Puppeteer
CIVILIAN
(pick and everyday job)
______________
MERITS
(more will be added later)
Mind
(-3) Danger Sense
(-3) Unseen Sense
(-3) Iron Mind (+1 to Concentration checks, Psi only)
(-3) Encyclopedic Knowlege
(-3) Puzzle Solver
(-3) Speed Reader
(-4) Evil Eye (+1 Intimidate check)
(-4) Lucky (+1 to rolls GM determins luck)
(-4) Photographic Mem
(-4) Quick Stitch
(-4) Tech Savvy
(-4) Spell Prodigy (+2 to Concentration checks, Magicians only)
(-4) Diamond Mind (+2 to Concentration checks, Psi only)
(-4) Mathimatics Savant (+2 to all math checks)
(-4) Linguist
(-4) Quick Thinker (+2 knowlege checks)
(-6) The Brain (+2 INT checks)
(-6) Silver Tongue (+2 Cha checks towards communication, not applicable on casting)
(-6) Cypher Cracker (+2 INT check towards cyphers/codes)
Physical
(-3) Brawler
(-3) Iron Will (+2 hp)
(-3) Ambi Dex (no penalty for off hand)
(-3) Quick Draw
(-3) Quick Healer
(-3) Quick Load
(-4) Nimble (+1 to athletics and DEX checks vs dodge or acrobatics, (only one, not applicable to ranges atks))
(-4) Throw Anything
(-4) High Alcohol Tollerance (+2 to alch checks)
(-6) Utilitarian (always seem to have the right tool object (simple) for the job)
(-6) Weapon Type Spec (+2 to hit with spec weap)
(-6) Quick Shot (fire x2/round, second shot is at -2 to hit)
(-6) Physical Prowess (+2 to all STR checks)
(-6) Sprinter (+2 to athletics checks vs sprinting/running)
(-6) Cool Under Pressure (+2 to checks made under extreme conditions, GM determined)
(-6) High Pain Threshold (+1 natural soak)
(-6) Blind Fighting (If you are blinded by darkness, sand or naturally blind skill checks are reduced to -1)
(-6) Prehensile Tail (able to grasp things with your tail, has 1/2 STR (round down,) 1dmg)
(-6) Master of Disguise (+2 to all disguise/bluff checks)
(-6) Heighted Sense (choose only ONE Stat at creation, +1 to all checks vs that stat)
(-6) Hardworker (+1 to CON checks vs work)
(-6) Stunt Driver (+2 to Drive checks)
(-6) Ariel Acrobat (+2 to all flight checks, only applies to self propulsion)
(-6) Night Vision (can see well during night)
(-6) Echo Location (use sound to see, bats get this for free)
(-6) Temperature Resistant (choose at creation hot or col and you get a +2 check in those instances)
(-8) Jack of all Trades (+1 check to all Skills)
(-10) Survivor (you will survive... GM determined, only works once, use it well)
Social
(-3) Charasmatic
(-3) Friend (important higher up friend)
(-3) Network
(-3) Dance Fiend (+2 to all dance checks, +1 addition if opposite sex)
(-3) Singer (+2 to all singing checks, +1 addition if opposite sex)
(-4) Actor/Actress (+1 CHA check vs social, not applicable for spell use)
(-4) Good Looking/Beautiful (+1 vs Social checks)
(-4) Good Listener (+1 vs Social checks)
(-4) Body Lanuage (+2 Persuasion checks)
(-4) Money
(-6) Witty (+2 to social checks)
(-6) Resources
FLAWS
(heres a few, but mainly its up to you to flesh out your character with flaws, just contact me for bonus points on creativity and severity)
Mental
(3) Hydrophobia (anything concerning water large then a bathtub you are afraid of, suffer -2 to all actions)
(3) Naive
(3) Stutter
(3) Prude
--
(4) Afraid of Combat (freezes up in combat situations and will not fight)
(4) Delusional/Paranoid
(4) Combat Rage (when fighting a target you will fight it until it is dead and only it, enemies and companions may suffer your wrath if they interfere -2 to any action not directed at target)
(4) Honor bound (has an over whelming sense of duty and honor that often gets in the way -1 to checks when it opposes honor)
(4) Memory Loss (short term memory is toast -1 INT checks)
(4) Mental Scars (Baggage -1 to social checks)
(4) Obsessed (cannot perform any other action when your chosen obsession is near)
(4) OCD (must choose an OCD, -2 to all rolls when active)
(4) Schizo (suffers from Schizophrenia, will often cry out or be distracted)
(4) Short Temper (smallest things set you off -1 to all checks)
(4) Primitive Heritage (gets a -2 to all knowledge\use checks regarding technology)
--
(6) Epaleptic/Cataleptic (you may fall into siezures at certain movements/colors -4 to all checks)
(6) Hero Complex (Good Only, Will always act the hero danger or no, leap in front of a bus to save someone)
(6) Hydrophobia II (paralyzed when near water suffer a -4 to all actions)
(6) Species Racist (-3 to all rolls when chosen species is near)
(6) Villian Complex (Evil Only, Will always act the villian danger or no, kills because he thinks it appropriate)
Physical
(3) Clutz
(3) Facial Tick
(3) Glutton
(3) Hyperactive (cannot sit still, must move)
(3) One Eye (-1 to hit)
(3) Odious Personal Habit (ie BO, spitting, sweating, gas etc)
(3) Near/Far sighted (-1 to ranged rolls)
(3) Ugly
--
(4) Addiction (low addiction -1 to all rolls if not taking fix for 5 hours)
(4) Blood Frenzy (sight/smell of blood triggers rage effect)
(4) Body Tremor (specify to hand/leg/foot/etc -1 dex checks)
(4) Mute
(4) Sickly (cannot run, can jog for very short distances)
(4) Predatory Hunger (need to eat other plush-being every 72 hrs)
(4) Weak/Fragile (+1 dmg everytime you are dmged)
--
(6) Alcoholic (-2 to checks, also serves as lv1 addiction)
(6) Addiction (low addiction -2 to all rolls if not taking fix for 5 hours)
(6) Blind (also a good way to piss off your GM)
(6) Cold blooded (if more then 4 hrs is spent under 90F, - 1 to STR, DEX, INT)
(6) Missing Limb (-1 Stuffing)
(6) Naturally low stuffing (birth defect -1 Stuffing and prone to loosing more)
--
(8) Patchwork (-3 Stuffing, critter has been patched so many times that it is nearly unrecognizable)
(8) Brittle Bones (you take double damage)
Social
(3) Sensitive (+1 empathy -1 concentration)
(3) Stubbron
--
(4) Socially Inept (-1 to CHA rolls)
Other
(3) MisTech (you tend to have bad luck with machines)
(3) Sexist (-1 to rolls vs the opposite sex)
--
(4) Hunted (1 mild enemy after you of equal skill and level)
(4) Dark Visions (suffers from side effects of Dark Magic or PSI, is incapacitated while having them, often miscasts)
(4) Spell/Psi Failure (-1 to all casting rolls)
(4) Unlucky (-1 to all rolls GM determins unlucky instances)
--
(6) Hunted (2 medium enemies after you of equal skill and level)
--
(8) Hunted (1 extreme enemie after you of higher skill and level) _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!!
Last edited by TiredOrangeCat on Mon Jun 09, 2008 11:38 pm; edited 28 times in total |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Wed Jul 04, 2007 11:10 am Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
CHARACTER CREATION pt03
Ok heres how everything works and everything gets distributed. A player starts with 42 points. As they progress through the game they will earn more points to put into various stats/skills.
STATS
STR = Strength - Your physical prowess
DEX = Dexterity - Your nimbleness and speed
CON = Constitution - Your Endurance
INT = Intelligence - Your sheer knowlege
WIS = Wisdom - Your life experiences, your judgement
CHA = Charisma - Your look, your aura, and your silver tongue
Everyone starts with one freebie point in each stat because there is noone that is going to be lacking a major stat. For every point you put in after it costs the number of which you are on. For example, lets say I want to raise my STR (strength),
"STR 0 - - - -"
to raise it to level 2 I need to put two points into it.
"STR 0 0 - - - "
to raise it to level 3 I need to put an additional 3 points into it
"STR 0 0 0 - -"
So raising STR to level 3 I have now spent 5 of my total points leaving me with 37 points remaining. This goes for All Stats and Skills. For an easy reminder heres a table
lv1 - 1 point (unless its a stat then its free)
lv2 - 2 points
lv3 - 3 points
lv4 - 4 points
lv5 - 5 points
so if you want to raise on of your STATs up to lv5 you will need to put 14 points into it.
if you want to raise a SKILL up to lv5 you will need to put 15 points into it (because you need to spend a point to gain lv1)
With a Racial Bonus added, STATS are then calculated like so,
Free Point + Racial Point + spent points
ex. Cat (DEX+1)
0 0 - - - DEX
Both the free point and racial point are added first, then you can spend points to raise it. A third point still costs three, a fourth four, and a fifth five. So it will still cost you 12 points to raise it from lv2 to lv5
HP aka HEALTH
This is generated primarily by your Con score. Your Health starts off as a direct copy of your Con score. 3 Con = 3 Health. This can be raised by various merits/skills or by spending extra points to raise your health. Each point of health costs 4 points. Skills and Merits are labeled with HP raises.
You can only take up to a MAX of 10, anything over becomes a marker. Once you have three health markers you are considered to have gained 1 natural Soak. For every three markers after that you gain 1 additional natural soak up to a MAX of 3. Markers do not count as health. Natural Soak stacks with Armor Soak.
STUFFING
This is the thing that keeps you what you are. The end all of your life force. You HP can be reduced to 0 and if you have enough Stuffing you may be brought back to life. A creatures start out with 10 Stuffing points. Every 10 (after the age of 10) years they lose 1 point. If your HP is reduced to 0 you lose 1 point. If you are grieviously wounded (missing limb, shot gon blast, bomb) you lose 1 point. STUFFING points cannot normally be restored. If your STUFFING is reduced to 5, you will lose a major stat point and 1 health point. If your Stuffing is reduced to 3, you will lose an additional stat point and health point. If your STUFFING falls to 0 your character is nothing more then a pile of tattered rags. There are only a few Master Weavers that can restore one or two STUFFING points. But they are all under Browns control.
FACTION
There are the two obvious factions involved, The Broken Circle and the Rebels. The Broken Circle consists of Brown and his kingdom where as the Rebels consist of Cromwell and his underground. These however are not the only two factions in this world. There are many to side with. Certain bonuses are granted with being part of a Faction.
Broken Circle - Brown
Renewed Circle - Rebels (currently Cromwell)
Civilian - Neutral (most of them under Brown)
Kings of Land - Carns
The Meek - Herbs
The Night Market - Underground/Black Market
Invisible Blade - Assassins Guild
Libriati Arcanum - Mages Guild (very rare not available for campaign)
Keepers of Knowlege - Historians Guild/Archeologists/Scholars (neutral)
Devils Hands - (non playable)
Mercenary - general faction, hired gun
Ra's Al' haddin - Thieves Guild
OCCUPATIONS
You can have two total Primary Occupational Character Class (POCC). The first POCC you get for free during character creation. The Second one costs 10 points and can be obtained at any time past level 5. It is up to the GM as to whether or not you may purchase your second Primary. With each Occupation you can choose a specialty which will give you a good bonus when attempting something. Each specialty costs an additional 5 points. During character creation you are limited to one starting Specialist Occupational Character Class (SOCC) per primary. During gameplay you may buy additional SOCC's at the GMs discretion. Feel free to contact me with additional occupations and specialties if you find the list does not have what suits your character.
The POCC gives you a permanent stat bonus that you may add immediately to your character sheet.
The SOCC gives you a check bonus. Each time a check comes up with the particular skill you may use the bonus listed in your SOCC. This is only a bonus to your checks.
MERITS and FLAWS
You can take up to 3 Mertis and 3 Flaws. Merits are a very special skill that allows you a unique feat. Though they cost points. Flaws however are... well, flaws of your character. For each flaw you take you gain points to spend.
ALIGNMENT
The fundametal question, good, evil, nuetral. There are nine different Alignments to choose from to fit your character.
Lawful Good - will never do wrong, the good guy, un corruptable (Paladin)
Neutral Good - the good guy, always tries to do whats right (Good Person)
Chaotic Good - will do anything in the name of good (Rebel)
Lawful Neutral - The judge
True Neutral - is in the middle on everything
Chaotic Neutral - follows his own heart, shirks rules and traditions, free spirit
Lawful Evil - evil with a set code (tyrant)
Neutral Evil - neither bound by any sort of honor or tradition nor disorganised and pointlessly violent (assassin for hire)
Chaotic Evil - evil for evils sake, crazy and will go out of their way to torture and maim
LEVEL CONVERSION
lv 1 - 42
lv 2 - 62 (20)
lv 3 - 83 (21)
lv 4 - 105 (22)
lv 5 - 128 (23)
lv 6 - 152 (24)
lv 7 - 177 (25)
lv 8 - 203 (26)
lv 9 - 230 (27)
lv10 - 258 (28)
lv11 - 287 (29)
lv12 - 317 (30)
lv13 - 348 (31)
lv14 - 380 (32)
lv15 - 413 (33)
lv16 - 447 (34)
lv17 - 448 (36)
lv18 - 521 (38)
lv19 - 561 (40)
lv20 - 603 (42)
_________
Heres an Example of a character I made.
NAME: Carmalita
RACE: Fox
SEX: Female
FACTION: Utopia Law Enforcement (works in Browns city)
ALIGNMENT: CG
PRIMARY OCCUPATION: P. Officer - Detective (5)
SECOND OCCUPATION:
XP POINTS TOTAL - 49
XP POINTS REMAINING - 0
HP : 0 0 0 0 0 - - - - -
STUFFING : 0 0 0 0 0 0 0 0 0 0
STATS:
STR 0 0 - - - (2)
INT 0 0 - - - (2)
DEX 0 0 0 - - (5)
CON 0 0 - - - (2)
WIS 0 - - - -
CHA 0 0 0 - - (+1 race) (3)
SKILLS:
-MENTAL
- - - - - Academics
- - - - - Computer
- - - - - Crafting
0 0 0 - - Investigation (6)
- - - - - Medicine
- - - - - Occult
- - - - - Politics
- - - - - Science
-PHYSICAL
0 0 - - - Athletics (+1hp) (3)
0 - - - - Brawl (1)
0 - - - - Drive (1)
0 0 0 - - Firearms (6)
- - - - - Larceny
- - - - - Stealth
0 - - - - Survival (+1 hp) (1)
- - - - - Weaponry
-SOCIAL
- - - - - Animal Kinship
- - - - - Bluff
- - - - - Empathy
- - - - - Expression
0 0 - - - Intimidate (3)
- - - - - Persuasion
0 0 - - - Social Contacts (3)
0 0 - - - Streetwise (3)
- - - - - Subterfuge
MERITS
(-3) Quick Draw
FLAWS
(4) Unlucky
(3) Stubbron
EQUIPMENT
1911 .45 Long Slide (3 damage)
Bullet Proof Vest (3 soak)
APPEARENCE
A tall lanky fox, she is known for never losing a target and her more then lethal accuracy. _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!!
Last edited by TiredOrangeCat on Mon Jun 09, 2008 11:55 pm; edited 18 times in total |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Wed Jul 04, 2007 11:12 am Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
CHARACTER CREATION pt04
RACES
Races will be devided into three classes. Herb, Omni, Carn (H,O,C). They will also have a size asigned to them. Small, Medium, Large, Huge (S,M,L,H) . 70% of the races are Medium height.
Gimme a yell if you want somethin added
LAND CRITTERS
APE - (M/O +1 WIS)
BADGER - (M/O +1 CON)
BEAR - (L/O +1 STR)
BOVINE - (L/H +1 CON)
BOAR - (M/H +1 HP)
CAT - (M/C +1 DEX)
CHEETAH - (M/C +2 DEX -1 CON)
DOG - (M/C +1 DEX)
DEER(cervine) - (M/H +1 CHA)
EMU - (M/H +1 DEX)
FERRET - (M/H +1 DEX)
FOX - (M/O +1 CHA)
GOAT - (M/H +1 WIS)
HAMSTER - (S/H +1 CON)
HIPPO - (L/H +1 CON)
HORSE - (L/H +1 STR)
HYENA - (M/C +1CON)
KANGAROO - (M/H +1CON)
KOALA - (M/H +1 WIS)
LEMUR - (M/H +1 WIS)
LEOPARD - (M/C +1 DEX)
LION - (M/C +1 STR)
LYNX - (M/C +1 CON)
MANED WOLF - (M/C +1 DEX)
MEERKAT - (S/H +1 DEX)
MICE - (S/H +1 DEX)
MINK - (S/H +1 CHA)
MONGOOSE - (S/H +1 DEX)
MONKEY - (M/O +1 INT)
OTTER - (M/O +1 CON)
PEACOCK - (M/H +1 CHA)
PIG - (M/H +1 CON)
PLATAPUS (M/H +1 CON)
PUMA - (M/C +1 DEX)
RABBIT - (M/H +1 DEX)
RACCOON - (M/O +1 INT)
RAT - (M/O +1 DEX)
RED PANDA - (M/O +1 INT)
RHINO - (L/H +1 STR)
SEAL - (M/C +1 CON, -2 movement on land)
SHREW - (S/H +1 INT)
SLOTH - (M/H +1 CON, -2 Athletics)
SKUNK - (M/H +CON)
SQUIRREL - (M/H +1 DEX)
TIGER - (M/C +1 STR)
TURTLE - (M/O +1 SOAK)
WEASEL - (M/C +1 DEX)
WOLF - (M/C +1 INT)
ZEBRA - (L/H +1 WIS)
AVIAN CRITTERS
note all avian take an automatic -1 to hp for having hollow bones, also as for flying a typical M sized avian can fly for an hour before having to rest
BAT - (S/H +1 DEX)
BLUE BIRD - (S/H +1 INT)
BLUE JAY - (M/H +1 INT)
CARDINAL - (M/H +1 INT)
CHICKEN - (M/H +1 CON)
CRANE - (M/H +1 INT)
CROW - (M/H +1 CON)
DOVE - (S/H +1 CHA)
DUCK - (M/H +1 WIS)
EAGLE - (M/C +1 STR)
FLAMINGO - (M/H +1 CHA)
GRAY JAY (aka Whiskey Jack) - (M/H +1 CON)
HERON - (M/H +1 WIS)
HUMMING BIRD - (S/H +1 DEX, must take Fragile Flaw, -1 Con)
SEAGUL - (M/C +1 DEX)
SWAN - (M/H +1 CHA)
SWALLOW - (S/H +1 DEX)
PHENI (cousin of the Phoenix non mystical) - (M/H +1 WIS)
PENGUIN - (M/C +1 INT)
PEACOCK - (M/H +1 CHA)
PUFFIN - (M/C +1 CHA)
RAVEN - (M/C +1 INT)
RED TAIL HAWK - (M/C +1 STR)
MYSTICAL CRITTERS (not available to play unless cleared with GM)
DRAGON - (M-H/O +1 STR +1 INT -1 DEX -1 WIS)
-EASTERN
-WESTERN
GRIFFIN - (M/O +2 CHA +1 DEX -1 STR -1 CON)
PHOENIX - (M/C +2 INT +2 CHA -2STR -2CON)
SPHINX - (L/C +2 INT +2 CHA +2 CON -2CON)
UNICORN - (L/H +2 CHA, +2 WIS, -2 CON) _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!!
Last edited by TiredOrangeCat on Tue Jun 17, 2008 5:59 pm; edited 10 times in total |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Wed Jul 04, 2007 11:23 am Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
CHARACTER CREATION pt05
EQUIPMENT
There are many types of Equipment in the game. From everyday clothing to Tactical Balistic Nuclear missiles you can fly through a door 1000 miles away without ever touching the frame. Most simple equipment is assumed to be on your character. Everyday clothing, watches, pens, paper, cell phone (basic) and stuff are a given. All equipment has one thing in common, a DC. The DC is the Damage Capacity of an item, or in other words how much damage an item can sustain before breaking. Most everday items have a DC of .5 or 1 meaning if they are damaged for equal to or greater then they are destroyed.
ex. You pick up a vase which has a DC of .5/1. This means you have to do over .5 damage to it to affect it. The "1" stands for the items pseudo hp. Say your character has a STR of 3. This will cause a base damage of 3 to the vase. So throwing it against the wall with only STR will reduce it a fine powder. If the player happens to have "Weapon Spec Throwing" he could transform the once harmless vase into a projectile that would do real damage to something (without the WS Throw you only do half your STR damage)
If you do double the DC of an item you take two points from it instead of one. If you do triple item is instantly destroyed no matter how many points it has left.
Which brings us to Armor and Weapons. Armor has a DC like everything else but it also has something called SOAK. Armor is naturally designed to protect you from damage. So only the damage that goes over the soak number actually counts toward the DC and harming your character.
ex. Carmalita has a bullet proof vest on. This has a DC of 5/3 and a SOAK of 3. She has cornered a Rebel traitor at the end of an alley. Unknownst to her he is packing a 12g Shotgun. The 12g Shotgun does 5 damage a shot as a base. (in this example I am purposfully leaving out combat rolls to make it simpler) The squirrel fires hitting Carmalita in the chest. The SOAK takes the first 3 damage from the shot leaving Carmalita to take the remaining 2. The damage was equal to the Vests DC and takes a point off reducing the vest from 5/3 to 5/2.
Which leads us to Weapons. Weapons have a DC as everything else. But the main feature of weapons is the addition of a stat and skill. Ranged weapons have three ranges, */*/* the first range has no penalties, the second range has a -1 to hit, and the third has a -3, after that it is a -5 to hit. All range is calculated in yards.
To hit a creature with a Melee weapon its STR+Melee vs creatures DEX (+any skill that that counters ie dodge/parry etc)
To hit a creature with a Ranged weapon its DEX+Ranged(Firearms, Archery) vs creatures DEX(+any skill that that counters ie dodge/parry etc)
To hit a creature with a Thrown weapon its STR+Thrown vs creatures DEX(+any skill that that counters ie dodge/parry etc)
To block an incoming attack its STR+Block(or equivalent)
High ground is +1 to all attacks
Low ground is -1 to all attacks
Dual wielding weapons of any kind gives you a -4 to hit on your off hand. Ambidex will remove this penalty.
Dual wielding melee weapons requires you to have Ambidex
Called Shots
-2 Arms and Legs
-4 Joints (disable)
-4 Head Shot
Run & Gun
-3 to hit if you are on the run, every 2 points in Athletics lowers this by 1
Cover
Partial -1 to hit, +1 to atk
Half -2 to hit, +1 to atk
Full - Cannot be hit
Drive
-4 to shoot & Drive, each point in drive lowers this by 1
AIM
+1 to hit if you spend the entire rnd aiming, an additional point is gained for every rnd spent aiming after (max +5)
Effects
Daze -3 to hit
Knocked Down -2 to hit
WEAPONS FIRING
Aimed +1/rnd aimed (max+5)
Single shot
Two Shots -4 to hit (unless you have quickshot)
AUTOMATIC WEAPONS
Burst, Short - (20% of clip, -1 to hit, base dmg x2dmg)
Burst, Long - (50% of clip, -2 to hit, base dmg x5dmg)
Burst, Full - (100% of clip, -3 to hit, base dmg x10dmg)
Wild Fire - (100% of clip, 20% dmg to companions and innocents, -4 to hit, x2dmg)
ARMOR
Bullet Proof Vest - SOAK 3 DC 5/3
Carbon Fiber Suit - SOAK 3 DC 4/3
Full Riot Suit - SOAK 4 DC 5/4
Plate Armor - SOAK 2 DC 3/3
WEAPONS
-MELEE (your STR score is added to all damage done by Melee)
Bowie Knife - Dmg 1 DC 3/2
Butchers Cleaver - Dmg 1 DC 3/2
Long Sword - DMG 2 DC 4/4
Machette - DMG 2 DC 4/4
Katana - DMG 2 DC 4/4
Bastard Sword - DMG 2 DC 4/4
Great Sword - DMG 3 DC 4/4 (need 3 STR to wield, and two hands, cannot be wielded one handed)
Fire Axe - DMG 2 DC 3/3
Sledge Hammer - DMG 3 damage DC4/4 (need 3 STR to wield, and two hands, cannot be wielded one handed)
Crowbar - DMG 2 DC 4/3
-RANGED
Longbow - (10/20/60)
- Arrow - DMG 1 DC 2/1
- Broadhead - DMG 2 DC 2/1
Crossbow - (15/30/70)
- Bolt - DMG 2 DC 2/1
.22 Pistol (10rnd clip) - (2/6/12) - DMG 1 DC 3/2
9mm Pistol (10rnd clip) - (6/12/50) - DMG 2 DC 3/3
.357 MAG (rev 6rnd) - (6/12/50) - DMG 2 DC 3/3
.41 'Outsider' (rev 6rnd) - (6/12/50) - DMG 2 DC 3/3 (+1 to hit w built in laser sight)
.45 ACP (7rnd clip) - (6/12/50) DMG 3 DC 3/3
.44 MAG (rev 6rnd) - (6/12/40) DMG 3 DC 3/3
.454 Casull (rev 5rnd) - (8/14/70) DMG 5 DC 4/4 (you need +2 STR to wield this gun)
.50 Desert Eagle (7rnd clip) - (8/14/70) DMG 5 DC 4/4 (you need +2 STR to wield this gun)
500 SW Revolver (rev 5rnd) - - (8/14/70) DMG 5 DC 4/4 (you need +2 STR to wield this gun)
-AUTOMATIC
Automatic Weapons all have a -2 to your hit unless your STR is 3 or over. Automatic Weapons also attack twice a round unless stated otherwise.
9mm uzi (20rnd clip) - (6/12/50) - DMG 2 DC 3/3 (4atks/rnd -4 to hit)
SMG 9mm (25rnd clip) - (10/20/80) - DMG 2 DC 3/3
Thompson Machine Gun (40rnd clip) - (10/20/80) - DMG 3 DC 4/4
P90 (caseless 50rnd clip)-(50/100/200)-DMG 4 DC 4/3
7.62 Russian (30rnd clip) - (70/140/350) - DMG 5 DC 4/4
.308 Automatic (10rnd mag) – (90/200/400) - DMG 5 DC4/4
-SHOTGUNS
all shotguns require a minimum of 3 STR to fire. If a characer with less then 3 STR is firing a shotgun they suffer a -1 to hit. Shotguns using Flechette rnds or spray shot are able to hit up to 2 additional targets at range #2. The adjacent targets suffer half damage rounded up. Not available for players unless GM assigned.
12g Pump Action (7rnds) - (6/12/30) - DMG 5 4/4
12g Sawn' Off (2rnds) - (3/6/15) - DMG 5 4/4
Remington Roomsweeper (40-120rnds) - (6/12/30) - DMG 5 4/4 - this weapon is a unique belt fed shotgun. A minimum STR of 4 is needed to hold it without mounting it to something. It fires 4 times a round at -3 to hit. Sustained fire over 3 rnds will force the character to make a STR and CON check to see if they can continue to fire it.
-HEAVY WEAPONS
Grenade - (range based on STR) - DMG 5 DC 3/1 - Effects a 5 yard radius
Dynamite - (range based on STR) - DMG 5 DC 2/1 - Effects a 5 yard radius
C-4/Semtec - (1"x1" cube) (dmg goes up by 3s, 3"x3" = 10, 9"x9" = 15) DMG 5 DC 2/1 - Effects a 5 yard radius
Thermite - DMG 7 DC 3/1 - continues to burn for 4 rounds doing 7dmg/rnd
L.A.W - (300/600/1200) - DMG 20 - 20' Blast radius (min 4 STR)
-RIFLES (single shot) (no penalty, +2 to hit if aiming)
7.62 Russian (5rnd clip) - (200/400/800) - DMG 5 DC 4/4
.300 WIN MAG (5rnd clip) - (200/400/800) - DMG 5 DC 4/4
.50 - (5rnd clip) - (300-600-1200) - DMG 7 DC 4/4 (ust have +3 STR and must be lying down when fired)
-WEAPON ACCESSORIES (check with your GM before using)
Pistol Scope - extends range by +10/+20/+30 (+1 aim)
Rifle Scope - extends range by +100/+200/+300 (+1aim)
Laser Sight - range 10/20/80 (allows accurate shooting without scope, bonus does not stack with scope bonus) +1 aim
Pistol Silencer - (lowers sound, DC of INT+ (Invest or Conc) 9 to hear it, may or may not be allowed by GM)
Rifle Silencer - (lowers sound, DC of INT+ (Invest or Conc) 9 to hear it, may or may not be allowed by GM)
Extended Pistol Clip - adds +10 rnds to your pistol, (is no longer concealable) _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!!
Last edited by TiredOrangeCat on Tue Jun 10, 2008 12:26 am; edited 14 times in total |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Wed Jul 04, 2007 8:24 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
Character Creation pt06
Psionics and Magics
Psionics are based off two stats, INT and WIS. These are rolled to activate a stat. The higher the number the better the result. Psi powers come in 3 different types. Mind, Physical, Energy. You can only specialize in one type. Psi powers are unique in the fact that they, unlike spells are usually available almost instantly. Normally no concentration check is needed to activate a Psi skill. But if you are under a stressful situation or in combat you will need to roll your Concentration (skill) + your Wis (stat). This number competes against what ever is being dealt against you.
ex. Rahs'Akari is using her telekinesis to knock her attacher off his feet. This is a check against the attackers STR+INT (4+2 = 6). Her check is Conc + WIS (3+4 = 7) she succeeds by a narrow margin knocking him off balance.
The more of a lead you get on a check the greater the result. If the check is twice that of the others then the effect is doubled. Which leads us to the second part. Each Psi ability has 3 lvs. 1st lv being your most basic, a newly learned ability. The 2nd lv is advanced having used it enough or trained enough to use it to its potential. And the 3rd lv is considered a Super class, and is rarely reached. At 3rd lv the power seems almost god like to those around the Psionisist. Level progression goes as follows.
Lv 1 Psi - 6pts
lv 2 Psi - 12pts
lv 3 Psi - 36pts
INT needed to learn a certain level of spell
lv1 - 1-2 INT
lv2 - 3-4 INT
lv3 - 5 INT
Psi abilities are usable at will and only require casting time if stated in the ability. They cannot be forgotten but they can be supressed by other Psionisists. A disadvantage to being a Psi is you are heavily heavily persecuted. If someone even suspects you of being a Psi you will be singled out and carted away, not just by the military or local law enforcement. In fact your a shade better off with them, innocent people lynch, the law persecutes then kills you. So even though you may have many wonderous powers be wary of using them. Using abilites does come at a cost. Psi users also hate eachother and have a great mistrust of their fellow critters. When there are more then one Psi with in 10 feet of one another they create a sort of Psi spike that can be detected by another Psi from a great distance. This detection is usally made by the Broken Circle Psi hunters who are always on the prowl. Hence when a Psi sees another they either run in opposite directions or kill one another so that there is no spike to be traced. Also when Psi are near eachother they leave a small residual "mind stain" on each others concious that can be followed back like a chain from Psi to Psi to Psi. This makes it very bad for Psi's who have been in contact with other Psi's because a Hunter can now determine who the other Psi is and find them. There are no Psi factions as they have a great distrust for one another. Only 1 critter in 1 million has Psi abilities. Though that number has been signifigantly reduced by Brown. At any given time there are less then 400 Psi users on a planet of 3.5 billion critters. 370 of which want nothing to do with eachother.
You can use as many Psi levels as you have WIS+Concentration. For each round you have said skill activated you lose that many levels. Hence if you have a lv3 Psi ability activated for 3 rnds you lost 9 caster levels. If you go over you loose 1 HP for every level you went over during the cast. This can be avoided by simply resting 2 rnds out of combat. In combat it takes 4 rnds of rest to reset the spell levels.
MIND
Alter Aura ------------ (make your alignment seem other then it is)
Astral Projection ----- (Slip into a dreamstate and enter the astral plane)
Battle Mind ----------- (+2/lv to all atks)
Clairaudience -------- (commun with spirits)
Clairvoyance --------- (see the unseen)
Data Link ------------- (uplink to comp with your mind)
Empathy ------------- (feel what others around you feel)
Induce Feeling ------- (empart an emotion upon target)
Illusion --------------- (create a figment)
Mind Wipe ------------ (wipe a memory from target or self)
Mind Read ------------ (read minds unguarded)
Mind Shield ----------- (Shield ones own mind)
Navicognition -------- (find the path)
Precognition --------- (see the future, must be holding object)
Postcognition -------- (see the past, must be holding object)
Resist ---------------- (resist commands/temptaions/etc)
See Aura/Appearence (see through illusions, disguises, detect alignment)
Sixth Sense --------- (+2/lv to all DEX checks (not +2DEX))
Suggest -------------- (impart a simple command into someones mind, cannot command to kill)
Telepathy ------------ (speak through your mind)
PHYSICAL
Death Trance ------- (put self into a death like state, slow body functions)
Force Barrier -------- (impenertable barrier for, 1lv 3' diameter - 2lv 10' dia - 3lv 50' dia)
Improved STAT ----- (up one STAT by 2 for 1rnd/lv)
Incorpreal Form ----- (make yourself incorpre, 1lv pass through max 1', 2lv pass through max 10', lv3 100')
Levitation ------------- (lift yourself with your mind, 1lv 5rnds normal speed, 2lv 10rnds sprint speed, 3lv at will x2 sprint)
Resist Element ------- (resist specified element, 1lv 75% dmg, 2lv 50% dmg, lv3 25% dmg)
Summon Inner Will -- (temp hp, lv1 +2hp, lv2 +3hp, lv3 +4hp)
Telekintetics ---------- (lift objects with your mind, lv1 0-20lbs, lv2 20-100lbs, lv3 100-1000lbs)
Telemechanics -------- (fix things with your mind)
ENERGY
Displacement ---------- (warp the world around you 1lv -2 to hit you, 2lv -4, lv3 -8)
Electrokinetics --------- (blast target with electricity, 1lv 3dmg - 2lv 6dmg - 3lv 12dmg)
Hydrokinetics ----------- (blast target with water pulled from around you, 1lv 3dmg - 2lv 6dmg - 3lv 12dmg)
Mind Blast --------------- (blast target with your mind, 1lv 3dmg - 2lv 6dmg - 3lv 12dmg, target has to make a STR check or be knocked down)
Photokinetics ----------- (blast target with light, 1lv 3dmg - 2lv 6dmg - 3lv 12dmg, CON check or blinded)
Pyrokinetics ------------ (blast target with fire, 1lv 3dmg - 2lv 6dmg - 3lv 12dmg)
Psycokinetics ----------- (scramble targets mind, 1lv 3dmg - 2lv 6dmg - 3lv 12dmg, INT check or target is crippled with fear)
Psi Weapon (melee) --- (able to form a weapon out of energy, 1lv 3dmg, 2lv 6dmg cuts through soft metals, 3lv 12dmg cuts through most metals)
Psi Weapon (ranged) -- (able to project a golf ball sized ball of energy at high speeds 1lv 2dmg - 2lv 4dmg - 3lv 8dmg)
Total Recall ------------- (perfect recall of a situation 1lv max 3days, 2lv max 2 weeks, 3lv 1 month)
MAGICS
The magic system is relatively the same as the Psi system. Here however you use your INT+Concentration to learn a spell and your CHA+Concentration to cast it. Here is where magic branches off considerably from Psi. Magic is composed of 5 schools. Elemental, Divine, Illusion, Summoning, and Enchanting. A magician can choose only one school at first. Later in life if she has studdied enough they may choose a second school. Their second school however will never be as strong as their primary and is limited to 3rd level spells. Which brings us to spell level. There are 5 levels for each class. Each level takes learning to advance to and the proper spell books. You cannot advance to another level by points alone. You must have the appropriate spellbook/scroll to learn from. Casting spells does come at a cost. You can cast as many spell levels as you have INT+Concentration. If you go over you loose 1 HP for every level you went over during the cast. This can be avoided by simply resting 2 rnds out of combat. In combat it takes 4 rnds of rest to reset the spell levels.
ex. Rahs'Akari has INT 4 and Concentration 3, which gives her 7 casting levels. She casts one 1st level spell and two 2nd level level spells. This adds up to 5 levels worth of spells cast. 7 - 5 = 2. She now only has 2 levels of spells left before she has to rest a round or two to recharge. But the enemy has just released a few more troops. She can either cast a lv2 spell in hopes to scare them and not go over or she can obliterate them with a lv3 spell. She chooses the latter. Casting the 3rd level spell she turns the enemy to vapor. But 7 - 5 - 3 = -1. She has went over her casting level and has now lost a hit point. Constant spell effects drain that equal number of spell levels per rnd as the level of the spell being cast.
level cost
lv1 - 4
lv2 - 8
lv3 - 16
lv4 - 32
lv5 - 64
INT needed to learn a certain level is equal to level being learned. ie to learn a lv3 spell you need 3 INT
casting time (can vary depending on school)
lv1 - 1rnd
lv2 - 2rnds
lv3 - 2rnds
lv4 - 3rnds
lv5 - 5rnds
Spells unlike Psi abilities all take time to cast. The higher the level the longer the cast the more powerful the spell. Schools are broken up as follows. You can substitute spells, the ones currently there are to give you a template. You can follow the template or create your own.
ELEMENTAL (lv1 single (2dmg) - lv2 multi (3dmg 10'cone)- lv3 AOE (5dmg 20') - lv4 storm (10dmg 50') - lv5 special)
-Fire (Firebolt - Flamespray - Fireball - Fire Storm - Meteor Shower (25dmg 200')
-Water (Icebolt - Cone-o-cold - Frost Nova (Dex check or frozen) - Hail Storm - Blizzard (15dm 200' DEX+CON vs caster CHA+Conc or frozen)
-Air (Static - Lightningbolt - Chain Lightning (+5' for close critters) - Tornado (DEX vs cast CHA or knocked down) - Hurricane (20dmg 200')
-Earth - (Stone - Gravel Spray - Tremor (DEX vs castCHA or knock dwn) -
Earthquake 5R (buildings suffer 20DC dmg and everyone is knocked down) - Earthquake 9R (buildings suffer 50DC dmg and everyone is knocked down 15dmg 200')
DIVINE (lv1 single (2dmg) - lv2 multi (3dmg 10'cone)- lv3 AOE (5dmg 20') - lv4 storm (10dmg 50') - lv5 special)
-Dark (Shadowbolt - Constricting Darkness - Shadow Ball - Shadow Rift - Dark Triad (INT vs castCHA or become incapacitated 15dmg 200')
-Light (Shining Arrow - Prismatic Spray - Flash (CONvscastCHA or blinded) - Holy Wrath - Divine Judgment (20dmg 200' evil align takes an extra +5)
-Healing (not available)
ILLUSION (lv1 simple - lv2 complex - lv3 quasi real - lv4 mass AOE - 5 special)
-Mental
-Physical
-Lucid
SUMMONING (lv 1 simple - lv2 large - lv3 Dire - lv4 Greater - lv5 Elder)
-Animal
-Monster
-Fiend
-Elemental
-Request (summon willing party members) (1 member 1 mile - 1 mem 5 miles - 2 mem 1 mile - 2 members 10 miles - 3 members 50 miles)
ENCHANTING
-Imbue Item (level = level of spell able to attach for rnds (4-4-3-2-1)
-Permenacy (level = level of spell able to make perm (usually needs Imbue Item as well)
-Conjouration (ex. lv1 water for 5 cirtters - lv2 bread for 5 cirtters - lv3 meals for 10 critters - lv4 hearty meal for 20 critters - lv5 food to feed 100 critters)
-Curse
-Runes
As with Psi, Magicians have a disadvantage, you are heavily heavily persecuted. If someone even suspects you of being a Magician you will be singled out and carted away, not just by the military or local law enforcement. In fact your a shade better off with them, innocent people lynch, the law persecutes then kills you. So even though you may have many wonderous powers be wary of using them. Mages hate eachother for relatively the same fact Psi users do. To many of them in the same location creates a Magic Spike that is detectable to even the most untrained magician. Though where Psi may jsut agree to part company and give eachother space, a magician will almost always try to kill her fellow critter. Mostly for the sacred book of spells every magician keeps on them. Also the more one uses magic the more of a spike one creates. Even a single wizard can create a spike strong enough to be detected round the world if they cast to many high level spells. The Hunters are always out there looking for them to slip up. Generally you will not find more the two magicians in a group. Where as there are no factions with the Psi, Magicians have one. Libriati Arcanum. This is their entire collected work from the the moment a Magian could scribe. Mellenias worth of knowlege is stored there. All Magicians, no matter good or corrupt respect the Archives more then their own lives. Its locations is unknown but said not to be even on this plane anymore. The secret was taken from the Magicians as Brown wiped them out. 1 in 1 million critters is able to use magic. Brown has seen fit to reduce their numbers to 200 within a world of 3.5 billion people. 5 of which are able to cast over lv3 spells. The others are barely in training. _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!!
Last edited by TiredOrangeCat on Thu Aug 23, 2007 10:22 pm; edited 10 times in total |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Fri Jul 13, 2007 11:39 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
Character Creation pt07
=^.^= _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Fri Jul 13, 2007 11:49 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
Character Creation pt08
=^.^= _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Fri Jul 13, 2007 11:49 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
Character Creation pt09
=^.^= _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Fri Jul 13, 2007 11:50 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
07/13/07 - Changes - PBPH 01.3
1. Added one new race to the Races
HYENA - (M/C +1CON)
2. Moved Bat to its proper place in Avian
3. Added a penalty to taking an Avian race
"note all avian take an automatic -1 to hp for having hollow bones, also as for flying a typical M sized avian can fly for an hour before having to rest"
4. Added 3 melee weapons
Katana - DMG 2 DC 4/4
Bastard Sword - DMG 2 DC 4/4
Great Sword - DMG 3 DC 4/4 (need 3 STR to wield, and two hands, cannot be wielded one handed)
5. Added one Pistol
.41 'Outsider' (rev 6rnd) - (6/12/50) - DMG 2 DC 3/3 (+1 to hit w built in laser sight)
6. Added One new Merit
(-5) Quick Shot (fire x2/round, second shot is at -2 to hit)
7. Organized the Merits properly into three proper categories
Mind
Physical
Social
8. Added new descriptions to the Mage and Psi classes
"Psi users also hate eachother and have a great mistrust of their fellow critters. When there are more then one Psi with in 10 feet of one another they create a sort of Psi spike that can be detected by another Psi from a great distance. This detection is usally made by the Broken Circle Psi hunters who are always on the prowl. Hence when a Psi sees another they either run in opposite directions or kill one another so that there is no spike to be traced. Also when Psi are near eachother they leave a small residual "mind stain" on each others concious that can be followed back like a chain from Psi to Psi to Psi. This makes it very bad for Psi's who have been in contact with other Psi's because a Hunter can now determine who the other Psi is and find them. There are no Psi factions as they have a great distrust for one another. Only 1 critter in 1 million has Psi abilities. Though that number has been signifigantly reduced by Brown. At any given time there are less then 400 Psi users on a planet of 3.5 billion critters. 370 of which want nothing to do with eachother. "
"Mages hate eachother for relatively the same fact Psi users do. To many of them in the same location creates a Magic Spike that is detectable to even the most untrained magician. Though where Psi may jsut agree to part company and give eachother space, a magician will almost always try to kill her fellow critter. Mostly for the sacred book of spells every magician keeps on them. Also the more one uses magic the more of a spike one creates. Even a single wizard can create a spike strong enough to be detected round the world if they cast to many high level spells. The Hunters are always out there looking for them to slip up. Generally you will not find more the two magicians in a group. Where as there are no factions with the Psi, Magicians have one. Libriati Arcanum. This is their entire collected work from the the moment a Magian could scribe. Mellenias worth of knowlege is stored there. All Magicians, no matter good or corrupt respect the Archives more then their own lives. Its locations is unknown but said not to be even on this plane anymore. The secret was taken from the Magicians as Brown wiped them out. 1 in 1 million critters is able to use magic. Brown has seen fit to reduce their numbers to 200 within a world of 3.5 billion people. 5 of which are able to cast over lv3 spells. The others are barely in training."
9. Added new rules to Magicians and Psi on learning levels
PSI:
INT needed to learn a certain level of spell
lv1 - 1-2 INT
lv2 - 3-4 INT
lv3 - 5 INT
Magician:
INT needed to learn a certain level is equal to level being learned. ie to learn a lv3 spell you need 3 INT
10. Added a New Skill for Magicians and Psi
- - - - - Concentration
11. Added new combat rules for dual wielding weapons
Dual wielding weapons of any kind gives you a -4 to hit on your off hand. Ambidex will remove this penalty.
Dual wielding melee weapons requires you to have Ambidex
=^.^= _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Mon Jul 23, 2007 1:18 am Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
07/23/07 - Changes - PBPH 01.4
1. Added 4 new Merits
(-3) Puzzle Solver
(-5) Cypher Cracker (+2 INT check towards cyphers/codes)
(-3) Quick Load
(-3) Dance Fiend (+2 to all dance checks)
2. Fixed Carmalitas Character Sheet
I was off by one point and I added point costs to her abilities
3. Added STAT descirptions
Lol, again I assume that everyone has played an RP before and knows the stats.
STR = Strength - Your physical prowess
DEX = Dexterity - Your nimbleness and speed
CON = Constitution - Your Endurance
INT = Intelligence - Your sheer knowlege
WIS = Wisdom - Your life experiences, your judgement
CHA = Charisma - Your look, your aura, and your silver tongue
=^.^= _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Sat Jul 28, 2007 3:42 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
07/28/07 - Changes - PBPH 01.5
1. Fixed the flaw (changed the +2 to +1)
(-3) Iron Mind (+1 to Concentration checks, Psi only) (fixed to +1)
2. Added 15 new MERITS (thanks Angua, Reuven, and Wrince)
(-3) Speed Reader
(-3) Dance Fiend (+2 to all dance checks, +1 addition if opposite sex)
(-3) Singer (+2 to all singing checks, +1 addition if opposite sex)
(-4) Evil Eye (+1 Intimidate check)
(-4) Nimble (+1 to athletics and DEX checks vs dodge or acrobatics, (only one, not applicable to ranges atks))
(-4) Lucky (+1 to rolls GM determins luck)
(-4) Mathimatics Savant (+2 to all math checks)
(-4) Beautiful (+1 vs Social checks towards opposite sex)
(-4) Good Listener (+1 vs Social checks)
(-4) High Alcohol Tollerance (+2 to alch checks)
(-5) Utilitarian (always seem to have the right tool object (simple) for the job)
(-5) Sprinter (+2 to athletics checks vs sprinting/running)
(-6) Blind Fighting (If you are blinded by darkness, sand or naturally blind skill checks are reduced to -1)
(-6) Cool Under Pressure (+2 to checks made under extreme conditions)
(-8) Jack of all Trades (+1 check to all Skills)
3. Added 14 new FLAWS (thanks Angua, Reuven, and Wrince)
(3) Hyperactive (cannot sit still, must move)
(3) Odious Personal Habit (ie BO, spitting, sweating, gas etc)
(3) Near/Far sighted (-1 to ranged rolls)
(3) Sexist (-1 to rolls vs the opposite sex)
(4) Unlucky (-1 to all rolls GM determins unlucky instances)
(4) Socially Inept (-1 to CHA rolls)
(4) Hunted (1 mild enemy after you of equal skill and level)
(4) Addiction (low addiction -1 to all rolls if not taking fix for 5 hours)
(4) OCD (must choose an OCD, -2 to all rolls when active)
(6) Species Racist (-3 to all rolls when chosen species is near)
(6) Hunted (2 medium enemies after you of equal skill and level)
(6) Addiction (low addiction -2 to all rolls if not taking fix for 5 hours)
(6) Alcoholic (-2 to checks, also serves as lv1 addiction)
(8) Hunted (1 extreme enemie after you of higher skill and level)
4. Added 11 new RACES
BOVINE - (L/H +1 CON)
EMU - (M/H +1 DEX)
HIPPO - (L/H +1 CON)
PEACOCK - (M/H +1 CHA)
PIG - (M/H +1 CON)
PUMA - (M/C +1 DEX)
ZEBRA - (L/H +1 WIS)
DUCK - (M/H +1 WIS)
HUMMING BIRD - (S/H +1 DEX, must take Fragile Flaw, -1 Con)
PENGUIN - (M/C +1 INT)
PUFFIN - (M/C +1 CHA)
5. Added a LEVELS chart
LEVEL CONVERSION
lv 1 - 42
lv 2 - 62 (20)
lv 3 - 83 (21)
lv 4 - 105 (22)
lv 5 - 128 (23)
lv 6 - 152 (24)
lv 7 - 177 (25)
lv 8 - 203 (26)
lv 9 - 230 (27)
lv10 - 258 (28)
lv11 - 287 (29)
lv12 - 317 (30)
lv13 - 348 (31)
lv14 - 380 (32)
lv15 - 413 (33)
lv16 - 447 (34)
lv17 - 448 (36)
lv18 - 521 (38)
lv19 - 561 (40)
lv20 - 603 (42)
6. Fixed a few typos here and there, and removed most of the smilieys _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Sat Aug 11, 2007 6:11 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
08/11/07 - Changes - PBPH 01.6
1. Changed -5 Merits to -6 (you dont have to change it on your Character sheets)
(-6) Utilitarian (always seem to have the right tool object (simple) for the job)
(-6) Weapon Type Spec (+2 to hit with spec weap)
(-6) Quick Shot (fire x2/round, second shot is at -2 to hit)
(-6) Physical Prowess (+2 to all STR checks)
(-6) Sprinter (+2 to athletics checks vs sprinting/running)
2. Added 15 new MERITS (thanks Fox, Angua, Wolfthra, Ninko, General Flaw, Beshob)
(-4) Linguist
(-4) Quick Thinker (+2 knowlege checks)
(-4) Actor/Actress (+1 CHA check vs social, not applicable for spell use)
(-6) Prehensile Tail (able to grasp things with your tail, has 1/2 STR (round down,) 1dmg)
(-6) The Brain (+2 INT checks)
(-6) Silver Tongue (+2 Cha checks towards communication, not applicable on casting)
(-6) Master of Disguise (+2 to all disguise/bluff checks)
(-6) Witty (+2 to social checks)
(-6) Hardworker (+1 to CON checks vs work)
(-6) Stunt Driver (+2 to Drive checks)
(-6) Ariel Acrobat (+2 to all flight checks, only applies to self propulsion)
(-6) Night Vision (can see well during night)
(-6) Echo Location (use sound to see, bats get this for free)
(-6) Temperature Resistant (choose at creation hot or col and you get a +2 check in those instances)
(-10) Survivor (you will survive... GM determined, only works once, use it well)
3. Added 16 new FLAWS (thanks Fox, Angua, Wolfthra, Ninko, General Flaw, Beshob)
(3) Glutton
(3) Naive
(3) Prude
(3) Facial Tick
(4) Short Temper (smallest things set you off -1 to all checks)
(4) Body Tremor (specify to hand/leg/foot/etc -1 dex checks)
(4) Memory Loss (short term memory is toast -1 INT checks)
(4) Mental Scars (Baggage -1 to social checks)
(4) Predatory Hunger (need to eat other plush-being every 72 hrs)
(4) Blood Frenzy (sight/smell of blood triggers rage effect)
(4) Primitive Heritage (gets a -2 to all knowledge\use checks regarding technology)
(4) Honor bound (has an over whelming sense of duty and honor that often gets in the way -1 to checks when it opposes honor)
(6) Hero Complex (Good Only, Will always act the hero danger or no, leap in front of a bus to save someone)
(6) Villian Complex (Evil Only, Will always act the villian danger or no, kills because he thinks it appropriate)
(6) Epaleptic/Cataleptic (you may fall into siezures at certain movements/colors -4 to all checks)
(6) Cold blooded (every 4 hrs of temp below 90F, - 1 to STR, DEX, INT)
4. Added 13 new RACES (thanks Fox, Angua, Wolfthra, Ninko, General Flaw)
MONGOOSE - (S/H +1 DEX)
KOALA - (M/H +1 WIS)
DOVE - (S/H +1 CHA)
FLAMINGO - (M/H +1 CHA)
HAMSTER - (S/H +1 CON)
LEMUR - (M/H +1 WIS)
MANED WOLF - (M/C +1 DEX)
MEERKAT - (S/H +1 DEX)
RAVEN - (M/C +1 INT)
PEACOCK - (M/H +1 CHA)
PLATAPUS (M/H +1 CON)
SPHINX - (L/C +2 INT +2 CHA +2 CON -2CON)
UNICORN - (L/H +2 CHA, +2 WIS, -2 CON)
5. Added one new SCC (thanks Wolfthra)
Scholar
-Librarian
6. Added a bunch of new combat rules concerning guns
High ground is +1 to all attacks
Low ground is -1 to all attacks
Dual wielding weapons of any kind gives you a -4 to hit on your off hand. Ambidex will remove this penalty.
Dual wielding melee weapons requires you to have Ambidex
Called Shots
-2 Arms and Legs
-4 Joints (disable)
-4 Head Shot
Run & Gun
-3 to hit if you are on the run, every 2 points in Athletics lowers this by 1
Cover
Partial -1 to hit, +1 to atk
Half -2 to hit, +1 to atk
Full - Cannot be hit
Drive
-4 to shoot & Drive, each point in drive lowers this by 1
AIM
+1 to hit if you spend the entire rnd aiming, an addtional point is gain for every rnd spent aiming after (mx +5)
Effects
Daze -3 to hit
Knocked Down -2 to hit
Weapons Fire
Aimed +1/rnd aimed (max+5)
Single shot
Two Shots -4 to hit (unless you have quickshot)
AUTOMATIC WEAPONS
Burst, Short - (20% of clip, -1 to hit, base dmg x2dmg)
Burst, Long - (50% of clip, -2 to hit, base dmg x5dmg)
Burst, Full - (100% of clip, -3 to hit, base dmg x10dmg)
Wild Fire - (100% of clip, 20% dmg to companions and innocents, -4 to hit, x2dmg)
7. Added a few new weapons. (thanks Fox, Angua, Wolfthra, Ninko, General Flaw, Beshob)
Longbow
Crossbow
Chainsaw
Butchers Knife _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
|
| Back to top |
|
 |
| TiredOrangeCat |
Posted: Sun Aug 12, 2007 12:30 pm Post subject: |
|
|
 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
|
08/12/07 - Changes - PBPH 01.7
1. Organized Flaws in 4 categories and alphabetized them within their point counts.
FLAWS
(heres a few, but mainly its up to you to flesh out your character with flaws, just contact me for bonus points on creativity and severity)
Mental
(3) Hydrophobia (anything concerning water large then a bathtub you are afraid of, suffer -2 to all actions)
(3) Naive
(3) Stutter
(3) Prude
--
(4) Afraid of Combat (freezes up in combat situations and will not fight)
(4) Delusional/Paranoid
(4) Combat Rage (when fighting a target you will fight it until it is dead and only it, enemies and companions may suffer your wrath if they interfere -2 to any action not directed at target)
(4) Honor bound (has an over whelming sense of duty and honor that often gets in the way -1 to checks when it opposes honor)
(4) Memory Loss (short term memory is toast -1 INT checks)
| | | |