Welcome to Gaia! ::

The School of Dedicated Roleplayers [closed]

Back to Guilds

A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

Reply 06 General Archives (non-RP inactive threads)
This RP is Dead: In fact, it was never alive! Goto Page: 1 2 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Visba

PostPosted: Thu Aug 09, 2007 1:46 pm


Story: See second page: vampire is posting it. When this whole draft is finally done I'm going to create a new thread for organization purposes.

Some Corporations so far:

Geonosis - mastering robotics, believe radiation will doom them all
Psi-Corps - mastering psionics in hidden temples, using large force fields to protect them from radiation
Cartography Guild - mappers, also spies, scouts, infiltration missions
Tri-unity Foundation - believe in human freedoms, and seek to improve humanity, and medicine, they support advanced mutant slaying techniques- however they dislike mutants, esp psionics
Ethereal Caste - a religious movement bent on a crusade to unite humanity in peace without war, however believe in the diabolical meaning of ‘the greater good’ and would sacrifice thousands to achieve in - few human rights, esp women’s rights, but they assist the common man and force them to war in a patriotic fervor.
Thieves Guild - a place where thieves and mutants go in order to turn their talents towards helping the government or corporations, as opposed to helping themselves.
Mutant Hunters Guild - trying to cleanse the human gene seed by destroying all mutants of category 4 or higher

Mutant Danger Scale
1 - Human
2 - Human Subrace
3 - Psion
4 - Pariah (moderate mutation, PC mutants)
5 - Major physical mutation, animal intelligence
6 - Major physical mutation, animal intelligence, predator mindset
7 - Extreme physical mutation, animal intelligence
8 - Extreme physical mutation, human intelligence
9 - Class 1 extreme danger level (mutant, possibly a shapeshifter with a human or sub-human form but has gifted powers and an alien mindset)
10 - Class 2 extreme danger level (Class 1 danger level with enough power to influence masses of people, defy space and time, etc.)
PostPosted: Thu Aug 09, 2007 1:53 pm


Battle Basics:

The battle system will be a special form of call-and-response that gives a very high level of freedom to the players. In this battle system, the player has a statistic called "Action Points," originally used in a W40k roleplaying system called "Inquisitor." In this system, the player says what they want to do, the DM decided the number of action points required and the rolls needed to succeed the action, and the consequences of failure, if applicable.

Here's an example:

A player is playing as an outcast, wielding a shotgun. He is next to a doorway (without a door.) He wants to roll out from behind the wall, fire into the hallway, and then end up on the other side of the doorway behind the other wall. This would take 3 action points: 1 to roll, 1 to aim, and one to fire. The aiming step is not nessecary, but it gives a considerably higher chance of hitting the opponent; however, the outcast would probably choose to skip the aiming step and instead use his 3rd action point to use the pump-action device at the front of the shotgun, simply because the scatter of the shotgun would cause less of a need for aiming.

Also, upon dismal failure of a critical roll, the DM can change what happens. For example:

A player tries to jump a gap. He fails his roll, but since the DM and the player don't want the character to die, the DM decides that the character can drop his weapon in order to grab onto the edge of the cliff with one hand, where he can pull himself up with the resulting adrenaline rush.

Also, any action points not used during the turn can be used on your opponents turn for dodging.

Visba


Visba

PostPosted: Thu Aug 09, 2007 1:54 pm


Stat Explanations:

Starting stats: 2d4 each. If your total doesn't add up to 16 or greater, then you may reroll everything.

Strength: For every 2 points of strength, add +1 to non-gun damage. For every 3 points, add a +1 bonus to non-gun accuracy. For every 10 points, add +1 action point.

Dexterity:
-No Armor: For every 2 points of Dex, add +1 to AC. For every 6 points, add 1 action point. For every unused action during an opponent's turn, add +.2 to AC for dodging per point of Dexterity.
-Light Armor: For every 2 points of Dex, add +1 to AC. For every 7 points, add 1 action point. For every unused action during an opponent's turn, add +.15 to AC for dodging per point of dexterity.
-Medium Armor: For every 3 points of Dex, add +1 to AC. For every 10 points, add 1 action point. For every unused action during an opponent's turn, add +.1 to AC for dodging per point of dexterity.
-Heavy Armor: No bonuses, but when you're so well armored, who needs speed?

Constitution: For each point of constitution, add 2 HP. For every 3 points of constitution, add a +1 bonus against attacks that would cause you to be pushed back or knocked down. For every 10 points, gain +1 damage reduction.

Intelligence: Specific stats will be described at a later date.

Intelligence also affects what the character sees or thinks of, ex: you are a spy, and you and your party are fighting in an underground bunker with some bandits. As your friends fight it out, you notice a lightswitch. You whisper for your mage, who is casting outside of the fray, to hit it as you put on your nightvision goggles. As soon as he does this, you stab your opponents in the back and leave them bleeding on the floor. In a nutshell: if your character has a high Int, the DM will give them more options.

If the stats aren't balanced, they can be adjusted later.
PostPosted: Thu Aug 09, 2007 1:59 pm


Psi-monks: These fighters wear no weapons and little, if any, armor. They use their psionic abilities to fight. Can use psionic weapons, psionic armor, telekinesis, telepathy, drain magic, and other psionic abilities. Gain 2 psionic mutations for free.

Warrior: These are fighters who use blades and wear armor. They can learn magic... a little. Rules concerning armor, dual-wielding, shields, two-handed weapons, and any other combat aspect will be outlined later. They have no training with guns, giving them a -5 accuracy penalty to use them.

Rogue: These are Dexterity-based fighters, usually using light, concealable weapons and light armor. Can only use small weapons like daggers and pistols. Can only wear light armor. Cannot deal with large amounts of gun recoil unless trained to. Cannot wield shields.

Gunman: These fighters prefer to use guns over blades, and dexterity over strength. They have been trained to deal with the recoil and to aim them accurately. They can wear light or medium armor. They are the only class that actively wields guns, and can wield guns, blades, gunblades, guns with bayonnets, or any combination of guns and blades you can think of. Cannot wield shields.

Engineer: These clever mechanics can create weapons, armor, ammo, devices, and robots to fight with. They cannot use shields and are limited to light armor. They start with engineer's tools, which count towards the weight they can carry. Can have 1 major robot (It is the engineers continued work to create this robot, which is like a pet.), and there is no limit to minor robots (smaller robots that aren't as important, and are usually specialized for specific situations); however, the minor robots must be carried and therefore they have a strength requirement. Mechanized limbs count as minor robots. Can wield guns, but prefer to make their own.

Pariah: This is a mutant only class, for mutants with special magical abilities other than psionics. Gain 2 free magic mutations, but must take at least 2 drawbacks and can take other beneficial mutations to counteract them.

Visba


Visba

PostPosted: Thu Aug 09, 2007 2:11 pm


Spell and Action System:

Just like players can create their own attacks, players create their own spells and choose their own special actions. Here's how it works:

For spells, if a player wants to do a certain thing with their magic, they'll tell the DM what they want to do and then the DM will set a number of MP, actions required, and the damage/effectiveness. Then, as the player casts the spell more and more, it will level up, becoming more powerful. This allows for creativity and experimentation.

Example: A mutant with chaos magic decides he wants to cast a spell that sends forth a beam of chaos that will damage its foe. The DM assigns a number of MP required (let's say... 1), a number of action points (1), and assigns its effectiveness (1d3 damage). After a player successfully casts this spell 10 times, it levels up to require 2 MP, 1 AP, and do 1d3+2 damage. After 20 more times, it levels up again and requires 3 MP, 1 AP, and does 1d4+4 damage.

Then, if a player wants to implement this spell to influence objects, say... to shoot the ceiling and cause it to collapse upon a foe, then this would become a new spell, that influences objects instead of enemies. It would start out requiring 1 MP, 1 AP, and have a DC for the desired effect. As it leveled up, it could be used on more objects and in more ways with more chances of success.

A similar principle applies to actions. If a character, say, wants to do a wall run, then the DM would assign requirements for doing this (only light armor with a one-handed weapon or a gun that can be held easily in one hand, whether you can fire it with 1 hand or not). Then the DM would assign an AP requirement (2), and a chance of success. As the player did this more and more, the chance of success would increase, and eventually it would only take 1 AP.

Then if a player wants to, say, push off the wall at the end of the run, do a flip for dramatic effect, fire while he's upside down above his opponent, and land on the other side of his opponent, this would take an additional 2 AP (3 if aiming is involved, though at really close range, it would not give that much more of a chance of success, though it would give a much better chance of hitting the head as opposed to the shoulders or other body parts) and have a chance of success for the push and flip, and for the landing. Then, if a player succeeds at the push enough times, the chance of success becomes better, and the more a player lands on his/her feet in any situation, the better the chance to land on his/her feet in this scenario becomes.

This principle also applies to special attacks, such as an attack directed at pushing or tripping your opponent.

All of this provides low-level players to improvise and use their character's (and their own) intelligence to give them an edge, and it gives high-level characters the ability to do crazy Matrix-style battles that would be really cool to imagine.
PostPosted: Thu Aug 09, 2007 2:12 pm


Special Battle Elements:

Shields:
-Add to AC
-Cannot dual-wield, cannot wield 2-hand weapons
-Cannot do certain actions requiring a free hand

Two-hand wielding of one-hand melee weapons:
-gain x1.5 strength bonus to damage and accuracy
-can switch to and from a one-hand melee grip with 1 action

Dual Wielding:
-Off-hand weapon has a 50% accuracy penalty for non-spies. For each level gained after the first, add a 5% bonus to accuracy until it reaches the same accuracy as the primary weapon. Since spies are extremely well trained and only use light weapons, this penalty does not apply for them; they are considered ambidextrous.
-Both weapons can attack the same target with 1 AP, or different targets for 2 AP.
-Aiming works the same way: 1 AP if they both target the same thing, 2 AP if they both target different things. You can take the option of only aiming one.

Aiming:
-doubles accuracy bonus for 1 AP
-Ensures hitting a stationary target

Taking multiple attacks in one turn:
-1 AP per attack except at DM's transgression
-if they are against the same target, then it only requires aiming once, which allows you every attack with your normal bonus (not doubled)
-if there is no aiming, then each attack vs the same target is taken without an acc bonus
-if they are vs different targets, then there is a cumulative -2 penalty for each other target (first attack=no bonus, second attack=-2, third attack=-4, etc.) Each attack must have its own aim step if aiming is involved. If you do 1 attack vs 1 target and 3 vs another, then you must still aim all 4 attacks, not just 2, because the action would be really complicated.
-Special attack moves involving multiple attacks will be given appropriate chances of success, special effects, and damages by the DM.

Combining Actions:
-each action has its own chance of success, assigned by the DM which can be influenced for better or worse by the other actions.
-each action has its own required AP, which can be influenced for better or worse by the other actions.

Improvising:
-Interaction with the environment is encouraged; however, your character must be deemed intelligent enough to do the action that you want them to do.
-Using weapons based on what is available from this environment is also allowed, though they'd probably be unwieldy and incur accuracy penalties. The DM will set the damage they deal.
-In order to interact with the environment, a player must look around at his environment at some point that he/she is in said environment. During a battle, this would take 1 AP.

Visba


Visba

PostPosted: Thu Aug 09, 2007 2:14 pm


Equipment Stats:

Blade

Base Power:
Attribute:
Strength Requirement:
Size:
Reach:
Range (if applicable):
Other:

Bow

Base Power:
Ammo:
-Attribute:
-Power Bonus
-Other:
Strength Requirement:
Size:
Range:

Grenade

Power:
Attribute:
Other:
(Range is how far you can throw)

Gun

Base Power:
Ammo:
-Attribute:
-Power Bonus:
-Other: (ex: explosion radius for explosive ammo)
Shots per turn:
Reload Time (in AP):
Strength Requirement:
Size:
Range:
Other: (ex: shotgun - 1 AP pump action, scatter rule, ex: sniper rifile - acc bonus)

Armor

Each class can have 2 layers of armor, which differ accordingly for each class. If 2 types of armor from different armor types are used (ex: 1 light and 1 medium), then the armor is treated as the heavier armor type. A good example of 2 layers of armor would be for a Gunner:

Inner Layer: Mesh Armor (Light)
Outer Layer: Overcoat (Light)

Armor Stats:

AC:
Type:
Strength Requirement:
Other:

The strength requirements do stack, so the Gunner mentioned earlier would need to have enough strength to carry the combined total of both layers of armor. Furthermore, it also stacks with weapons and equipment, requiring the player to choose wisely what he wields.

Shield

AC:
Strength Requirement:
Other: (example: blade-shield/gun-shield)

Devices

Strength Requirement:
Intelligence Requirement (this requirement doesn't stack):
Effect:
PostPosted: Thu Aug 09, 2007 2:15 pm


Basic Equipment Types:

Legal Weapons:
Dagger - short blade, can be thrown, augmented critical (19-20)
Short Sword - medium blade
Longsword - medium blade, augmented critical (19-20)
Greatsword - long blade
Arm Blade - blade attached to arm
Polearm - blade on a pole, has a reach attack
*Scythe - polearm that enhances shadow or death magic
*Crozius - polearm with a special head. Can have various effects.
*Staff - polearm with knockback and less damage than a blade.
Bow - technologically enhanced bow. Long range. For damage and accuracy purposes, counts as a blade.
Shuriken - thrown object, short range.
Guitars - because they're just good for hitting with.

Note: for purposes of this game, non-blades are considered blades. Ex: a club would be a blade with a knock-back special property. Guitars would be considered a polearm, but I put them in their own category as a joke.

Illegal Weapons:
Pistol - short range, 1-hand gun
Magnum - medium range, 1 hand, augmented critical (19-20)
Shotgun - scatter gun, medium size
Rifile - semi-automatic weapon, medium range, medium size
SMG - small size, heavy, 1 hand, automatic gun
Sniper - really long range gun, has a scope
Spray Gun - flamethrower, acid spewer, etc: has a jet fire and a pack to hold ammo. Special ammo type.
Grenade - Thrown device.
Gunblade - A blade with a gun built in
Bayonnet - A blade that goes on a gun. It is not illegal, but only people with guns would use one.
Launcher - A heavy gun. Long range, usually explosive ammo, can have laser guidance.

Armor:
Light, under - a thin layer of armor worn under outer armor
Light, over - an overcoat or some sort of coat with a strong thread
Medium, under - a thick vest or garment worn under medium or heavy armor
Medium, over - thin, flexible, metal armor
Heavy, over - thick, sturdy, durable, non-flexible armor
Mech armor - heavy armor that increases strength, adds arms or weapons, etc.

Ammo:
Metal - normal
Laser - has an armor piercing bonus
Explosive - explodes upon contacting a solid object
Plasma - melts armor, and anything under it
Flame - flamethrower ammo, ignores non-resistant armor
Acid - acid explosion upon contacting a solid object. eats non-resistant armor or flesh.
Gas - Releases toxic, blinding, or some other form of gas.
Sound - minor: deafens foes, moderate: deafens and hurts foes, major: knocks back, injurs, and deafens foes.
Chaos - ignores non-chaos armor, can hit chaos armor

Special Armor Aspects:
Mirror - reflects lasers
Flame Resistant - flamethrowers don't ignore this armor
Acid Resistant - acid cannot eat this armor
Sealed/Gas Mask - gives the user immunity to gas
Sound Resistant - gives the user resistance to sonic attacks and becoming deafened.
Chaos - can only be breached by magic and chaos bullets
Reinforced - grants resistance to being knocked back

Example Devices:
Deployable defensive walls
Personal Shielding
Personal Cloaking
Goggles (special vision)
Gas Mask
Medkits
Underwater Breathing Apparatus
Gloves
Boots
Belts
Spider-Bots
Deployable Cameras
Grappling hooks
Rings

Range Explanations:

short, gun short: across a room
medium, gun medium: across a large room, down a hallway
long, gun long: across a long area
sniper: across an extremely long area
scatter: cannot be dodged, Point Blank>Close>Medium>Long
jet (ex: flamethrower): cannot be dodged, short range, can hit multiple targets

Visba


Visba

PostPosted: Thu Aug 09, 2007 2:16 pm


Character Sheet:

Name:
Class:

Level:
Exp:

Character Description (Appearance and Bio):

Str:
Dex:
Con:
Int:

HP:
AP:
AC: (Armor Bonus)+(Shield)+(Dex Bonus)+(Other)
Melee Accuracy Bonus:
Melee Damage Bonus:
Gun Accuracy Bonus (Spies and Outcasts only):

Spells/Special Actions:
(lots of space)

Mutations:
(space)

Implants:
(space)

Inventory
Credits:
Items:
(lots of space)
PostPosted: Thu Aug 09, 2007 4:07 pm


Mutations:

Racial Mutations:

These are mutations that involve increases and decreases in stats. You may take -2 in any stat to give you +2 in another, but you may only do this once.

Drawbacks:

All beneficial mutations have drawbacks to offset them. Taking drawbacks allows you to take beneficial mutations.

Ability Decay: -2 to any stat, MP Value: 4 You may take this multiple times.

Severe ADHD: You can't focus and you have a horrible temper. You'll go off at small things and sometimes attack your friends. The DM has control over your reactions to stimuli that might cause you to go off. You also can't concentrate on intricate procedures such as crafting devices. -4 to craft checks. MP Value: 2

Weak systems: You have problems creating certain enzymes. -1 to any stat, but this can be remedied by a cybernetic implant. This can be taken once for each stat. MP Value: 1

Chem Dependency: You need to take your meds to survive. Every day you fail to take your meds, you get a -1 to Str and Con, which can only be healed by taking your meds. Remember to buy your meds! MP Value: 6

Weeping Sores: Your body is covered in sores. These are extremely aggravating and make it hard to wair armor. Your armor is treated as a category above it for Dex bonuses. MP Value: 4

Poisonous Blood: Your blood poisons you. You need to take antitox every day or else you take 1d4 constitution damage every day until you die, which can only be healed by taking antitox. MP Value: 6

Brittle Bones: You take 1d6 damage from falling hard or being pushed against a wall. In addition, you take 1d6 additional damage from falling long distances. MP Value: 3

Light Sensitivity: Bright lights blind you. MP Value: 1

Heat/Cold Sensitivity: You take double damage from prolonged exposure to heat or cold. MP Value: 1

Ultraviolet Sensitivity: Ultraviolet rays hurt you and set your skin on fire. If you become exposed to sunlight or ultraviolet weapons, you take 2d6 damage per round and your skin becomes set on fire, burning any flammable materials you happen to be holding. If you are completely covered, than sunlight exposure will not affect you. MP Value: 3

Cybernetic Dependency: You need a body repair weave (see cybernetics) to heal naturally. Without it, sleep and medkits cannot heal you, though psionic healing still works. MP Value: 4

Lethargy: -1 AP. You can take this multiple times, but I wouldn't recommend it. MP Value: 4

Lost Arm: Good job... you lost an arm. In addition to only having 1 arm to wield weapons with, you take a -5 penalty to climb checks and grapple checks. This can be replaced with a cybernetic arm. MP Value: 3

Reduced Speed: You move slowly. You cannot move as far as others can for 1 AP. MP Value: 3

Thin Skin: You are more susceptible to harm. You take 1 more damage every time you are hurt. MP Value: 5

Physical:

These mutations affect your physical features. They are beneficial, but sometimes hard to hide.

Acidic Saliva: You can spit acid, and your bite attack gets +1d4 damage. MP Cost: 1

Adrenaline Jolt: Once per day, you can flood your bloodstream with extreme amounts of adrenaline, increasing your strength or dexterity by 1d4 for a number of turns equal to your constitution score. MP Cost: 3

Bioluminescence: You glow in the dark a colour of your choice. When you're in total darkness, you can choose to glow, providing light to thise around you. MP Cost: 1

Claws: You have retractable claws, like a cat. Rawr. Or like Wolverine from X-Men, if you prefer. You can make claw attacks for 1d6 damage if you're not using your hands for other things. MP Cost: 1

Darkvision: You can see in total darkness, black and white. MP Cost: 3

Echolocator: You can emit sound waves and use them to see in total darkness, around corners, in blind spots, etc. MP Cost: 5

Elasticity: You can bend and twist your body in unnatural ways and squeeze through very tight spaces. You gain a +10 check to escape artist checks and to escape grapples, and you can squeeze throught places 1/10 of your width. MP Cost: 4

Enlarged Form: Mazel Tov! You're freakishly large! You can wield weapons as if you were 1 size category larger (2 hand weapons in 1 hand, large weapons in 2 hands), and you gain a +4 bonus on grapple checks, bull rush attempts, and trip attempts. MP Cost: 6

Exoskeleton: You have a chitinous exoskeleton covering your body. You gain a damage reduction bonus of 4 against normal attacks. MP Cost: 5

Extra Arms: You have 2 extra arms... HOORAY! You gain a +4 bonus to climb and grapple checks, and you have 4 arms for wielding weapons. They count as off hand attacks. MP Cost: 6

Fangs: You have fangs. You can bite people for 1d6 damage. This stacks with acidic saliva and venomous bite. MP Cost: 1

Gills: You have gills, like a fish... You can breathe underwater. MP Cost: 2

Horns: You have horns. They can be bull horns, or rhino horns, or deer antlers, or whatever kind of horns you want. They do not make you especially horny though. You gain a gore attack dealing 1d6 damage. MP Cost: 1

Hypersensitivity: You are extremely sensitive to your surroundings. You do not need to look around in order to improvise. MP Cost: 1

Leaper: You can jump really far. You gain a +10 bonus to jumping checks. MP Cost: 1

Long Legs: You have long legs. You can move faster than normal, granting you a farther movement range for use of only 1 AP. MP Cost: 1

Prehensile Tail: You have a tail that can grip things. It can hold melee weapons, activate simple objects not requiring an opposable grip, and you can hang for an indefinite period of time from it. It grants a +2 bonus to balance checks. MP Cost: 4

Prickly Skin: Your skin is spiny, prickly, or otherwise has spikes protruding from it. People who try to grapple you or whom you try to grapple take 1d4 damage every turn. MP Cost: 4

Scaly Armor: You have scales, granting you a +2 to damage reduction. MP Cost: 3

Scent: You have a great sense of smell. You can sniff out hidden foes or approaching foes, track things with it, and recognize scents as humans recognize sights. You can even smell fear... MP Cost: 2

Second Wind: You can shrug off damage. Once per day, you can negate damage of an attack equal to 1/2 your constitution. MP Cost: 2

Skeletal Reinforcement: You have a reinforced skeleton. You reduce the damage of falling long distances by 1 die, and you recover instantly from being shoved against a hard surface. MP Cost: 4

Smokescreen: Once per day, you can let out a cloud of inky black smoke within a 20 foot radius. This works underwater as well. Everything inside gains a total concealment bonus (can't be located by sight, 50% miss chance), unless you're within 5 feet of them, in which case they only have partial concealment (20% miss chance). MP Cost: 1

Stinger: You have poisonous spurs or stingers somewhere on your body, allowing you to make a stinger attack. It deals 1d6 damage and the poison does 1d4 strength and dexterity damage per turn, con save 15. MP Cost: 4

Tail: You have a tail. You can hit people with it. You can trip people with it. It does 1d6 damage. It grants a +2 bonus to balance checks. MP Cost: 1

Tentacle: You have a random tentacle sprouting from somewhere on your body. You can hit things with it for 1d6 damage, you can grip things with it and manipulate objects that don't require opposable digits. You can hang from it indefinitely.

Thick fur coat: You have fur. It gives you resistance to cold. MP Value: 1

Venomous bite: Your bite poisons people. If you successfully bite someone, they'll take 1d4 con damage per turn, con save 15. MP Cost: 4

Vexing Voice: You have a vexing voice, like a siren. At will, you can cause your voice to have an odd effect on your enemies. The enemy must succeed an Int save, DC 10 + 1/2 your Int, or be dazed for 1 turn. It won't work on the same enemy twice in 24 hours. MP Cost: 4

Wall Crawler: Your hands and feet stick to surfaces at will, like a spider or a gecko. As long as they are uncovered, you can climb smooth or slippery surfaces and gain a +4 to climb checks. MP Cost: 2

Webbed Digits: You have webbed hands and feet. You gain a +4 bonus to swim checks. MP Cost: 1

Wings: You have wings. You can fly. They can be birdlike, or batlike, or buglike, it doesn't matter really... MP Cost: 6

X-Ray Vision: You can see through walls and stuff. MP Cost: 6

Psionic:

These mutations give you psionic abilities. Psi-monks take 2 of these for free.

Clairsentience: You can see and hear things beyond your normal range of vision. You can also scry on targets. If you have this mutation, you do not need to look around in order to improvise with your environment, along with the other benefits of this power. MP Cost: 5

Field Manipulation: You can manipulate fields around you and inside of you. You can bend the air around you to become invisible, do minor shapeshifting, heal yourself and others, drain magical or psionic energy from others, and other things. MP Cost: 5

Force Manipulation: You can create force fields. This can be used to create force walls, force weapons around your hands, or other implementations. MP Cost: 5

Psychoportation: You can move things with your mind at will, and increase your speed and even affect the passage of time in your immediate area. Teleportation falls under this category as well. MP Cost: 5

Telepathy: You can communicate with others using your mind. When engaged in this type of conversation, no one can overhear it, and language barriers do not apply. Also, it's understood perfectly. MP Cost: 5

Magical:

These mutations allow you to manipulate magic. Pariahs gain 2 of these mutations for free.

Shadow Magic - Ability to manipulate shadows. MP Cost: 8

Death Magic - Ability to manipulate the dead and the power of death and decay. MP Cost: 8

Pain Magic - Ability to cause pain and other sensations in other beings. MP Cost: 8

Chaos Magic - Ability to warp and destroy objects. MP Cost: 8

Light Magic - Ability to manipulate light to burn and blind others. MP Cost: 8

*Much of this was taken from D20 W40k

Visba


Visba

PostPosted: Thu Aug 09, 2007 4:08 pm


Cybernetic Implants:

Due to the fact that there are a ridiculously large number of possible implants, the PC's can decide what exactly they want and the DM will make the cost, implant save, crafting checks, effect, etc.

*Body Repair Weave: This device consists of nanobots that repair one's flesh. Allows most people to gain back health at twice the normal rate. (4 per hour instead of 2)

Example Implants:
Replacement organs
Replacement limbs
Extra organs
Extra limbs
Memory Storing Devices
Recording and Surveilance devices (eyes in the back of your head twisted )
Implanted weapons
Implanted armor
Enzyme Creating Devices
Other Implanted Devices
PostPosted: Fri Aug 10, 2007 2:07 am


Like I've said before, I think there should be some form of factions, and bonuses for each one. Say, the rebels have a larger ability to get illegal weapons, there's better mages in the empire, ECT. Era. blaugh

Lord RPGs


Visba

PostPosted: Fri Aug 10, 2007 8:08 am


There are going to be corporations.
PostPosted: Fri Aug 10, 2007 10:03 am


I dont mean to be a pest, but could the +-2 be divided in the case of certain mutations? I mean like a monkey man getting +1 to DEX/INT and-1 to STR/CON given their natural agility/problem solving and diminuitive size.  

kyrhue

Reply
06 General Archives (non-RP inactive threads)

Goto Page: 1 2 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum