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GM: Hannibal
AGM: Armstrong
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John Altfeld (HU2 Experiment, Wilderness Scout)

Fri Sep 01, 2017 9:03 am

Player Name: Justin
G-Mail: justinbow01@gmail.com

Character Name: John Altfeld
Alias: Pebbles
Race: Human Experiment
O.C.C.: Wilderness Scout
Alignment: Anarchist
XP Level: 8
XP Points: 49887 (Armstrong 11/06/2020)
Next Level @ XP: 53,001
Sentiments/Non-Humans: From what I've seen, people are people. Some will accept what tradition hands them and others will blaze their own path. Doesn't matter your species or where you're from. It's the individual - and some are destined for greatness. We live in a world with literal gods and you're worried about whether your neighbor's ears are too long.
Sentiments/Coalition: The strong owe a duty to the weak and the weak to the strong. The Coalition squanders their strength brainwashing their own citizens, keeping them down. They treat the people in the burbs like garbage. They kidnap and torture, kill and commit genocide. They are a cancer and to support them even through inaction is to give them aid.
Disposition: John is friendly, outgoing, and interested in others. He wants to make the world a better place. Seeing him in action can be jarring for an observer - cold, calculating and logical. Which is the real John? Spend much time with him and his dislike of the Coalition becomes clear, and behind the happy exterior is a deep drive to improve himself, create something lasting, and make a mark on the world, no matter the cost.
Insanity: Obsession: Destroying the Coalition States - John's capture and experimentation at their hands has made him hate the country to a pathological degree. He wants nothing more than to destroy them.

This color is used to indicate bonuses from Growth at +1/+10/+35/+86 feet
This color is used to indicated a change when in Pebble Form
This color indicates all 'permanent' magic item bonuses

I.Q.: 20
M.E.: 18
M.A.: 15
P.S.: 27 (28/37/62/113 Supernatural)(+10 Augmented)
P.P.: 21
P.E.: 43
P.B.: 10
Speed: 16

P.P.E.: 16
H.P./M.D.C.: 108
S.D.C.: 240
M.D.C.: +300 +15/+150/+525/+1,290
Age: 22
Sex: Male
Height: 5'8" (6'8"/15'8"/40'8"/91'8")
Weight: 200 lbs. (250/2,700/9,950/24,500)(X4)
Description: Though naturally of average height, John is broad-shouldered, and heavily muscled with black hair and bluish white skin. However, most of the time he uses his ability to increase his size to maintain a greater stature, in line with Juicers and Borgs. His eyes feature purple irises. When not in armor, he wears workmanlike outdoor clothing in the wilderness, and a casual dress shirt and jeans in town.

Special Abilities
Cartography - 80% (+5% per level). Character can produce highly accurate maps with a wide variety of tools. Computer mapping requires the Computer Operations skill.

Super Abilities
Multiple Lives (EP Mutation from Animal Abilities: Housecat 1st Level)
  • At death, turns into an impervious energy ball that can travel up to 100 miles to reform a body. Takes 6d6 minutes per level to reform. New body is -1 level and -2 PE.
  • Can self-resurrect 11 times
  • Regenerates lost body parts/limbs/organs in 48 hours, no scarring.
  • Impervious to vampire bite/can't be turned into undead.
  • Heals twice as fast as normal human (Healing Factor is superior, see below).
Growth (EP Purchase 1st Level)
  • Maximum height of PEx2
  • Weight increases at 50 lbs. per foot, plus 2,000 lbs. per 8-10 total feet.
  • 15 M.D.C. per foot.
  • +1 Strength per foot and all strength becomes Supernatural.
  • At 20 feet+ - +2 Strike, +2 Parry, 2 X Speed, -4 Dodge
Divine Healing (Mutated from Force Manipulation 1st Level)

  • Enhanced Healing – Can instantly regenerate 4d6 HP or SDC 3 times per day. Otherwise recovers 1 SDC every 10 minutes and one HP every 20 minutes (Healing speed superseded by Healing Factor)
  • Limb Regeneration – Can regenerate lost body parts other than head, brain, heart. No pain after 2d4 melee rounds. 1d6 days for fingers/toes to regenerate entirely. 6d6 for other body parts. No scarring.
  • Longevity – Lives three times longer than normal. 250 years average for humans.
  • Healing Trance – 1d6 hours of coma-like sleep. Regain 1d6X10 HP and 2d4X10 SDC per hour. Can’t wake up early.
  • Healing Others – Instantly heal 4d6 HP and SDC or nullify poisons or reduce the effects of disease by half. Inflicts 4d6 SDC from the healer or 2d6 HP.
  • Reanimation and Resurrection – Once per 24 hours, can resurrect anyone dead less than 2 hours. 55%+5% per level. Requires 1d6 hours of concentration and contact. Target has 1d6 HP if it’s successful. Healer temporarily loses 2d4X10% of HP for 24 hours, permanently loses 1d6 HP per successful resurrection.
Alter Physical Structure: Pebbles
    The character can turn himself into a large mound of pebbles, rocks and stones. While this is similar to the APS: Stone power, the character is not one solid mass.
  • Increased Weight and Strength: equal to Extraordinary Physical Strength minor super ability
  • M.D.C. and Limited Invulnerability: The character has 300 M.D.C. Explosions will blow the pebble character apart, but he suffers no damage and the super being can reform within 4D6 melee rounds. Electricity, lasers, light, energy, fire and heat do full damage, as do psionics and magic. The character can function in a vacuum until his air supply is gone. Projectile weapons such as bullets, arrows, or thrown objects do no damage, bouncing right off the mass of stones. Likewise, physical blows (punches, kicks, clubbing, etc.) do no damage unless the attacker has Superhuman or Supernatural Strength (they do half and full damage respectively). Can endure underwater pressure up to depths of 2000'. Still has to breathe, and is susceptible to gases, drowning, suffocation and disease.
  • Manipulate Shape: The pebble being can flatten out his physical form, as well as bend and shape it as he desires. Thus he can roll himself through any space larger than 2" in circumference; through bars, fencing, down a drainpipe, out of handcuffs, chains, ropes, etc. This means he can escape even the strongest bonds by changing into pebble form.
  • Loose Marbles Tactic: By manipulating his shape the character can cover a floor, like a bag of kid's marbles, causing anyone who steps on them to slip and fall. Unfortunately, he cannot use his other powers while dispersed like this. This ability can also be used to hide, appearing as a patch of gravel, Zen stone garden, landscaping or among other loose rocks or debris.
    • Area of Effect: The character can spread his form over a 20' diameter + 5' per level of experience (55').
    • Damage: None, but covering the ground with small, smooth, often round stones causes anyone passing through the area to reduce their speed by 50% or risk slipping and falling (01-50% chance). Those who fall lose initiative, two melee actions/attacks and slide for 1D4 yards/meters. Vehicles, characters and creatures over 15 feet (4.6 m) tall are too large to be affected by this tactic. (Base Area/Base Area/Base Area x6/Base Area x10)
    • Duration: As desired, but uses up all of the character's attacks for that period. However, although spread across the ground, the character is still aware of (sees and hears) everything going on around him.
    • Attacks per Melee: Uses all APM for that melee round; can reform at the cost of 2 APM the next round.
  • Shotgun Blast: The character can fire shotgun-like blasts of his own body at an opponent. The impact is also about as hard as the average shotgun blast. Fired from hands.
    • Range: 40' +5' per level of experience (75').
    • Area of Effect: As a shotgun-like blast, pebbles spread out to affect a 12' area and may hit multiple targets.
    • Damage: This blast normally does 3D6 damage to all targets in the area of effect. But if the blast is used against a single target within 10', there is no area of effect and the target suffers 6D6 damage from the blast!
    • Duration: Instant
    • Attacks per Melee: Each blast counts as 1 APM
    • Bonus: The character's usual bonuses to strike apply.
  • Buckshot Blast: The character can fire off a blast of pebbles in all directions, like a shot of buckshot/scattershot. The damage is not as great, but the effect is similar. Fired from hands or mouth.
    • Range: 50' +10' per level of experience (130').
    • Area of Effect: As a scattershot-like blast, pebbles spread out to affect a 20' area and may hit multiple targets.
    • Damage: 1D4 points of damage to each person/target caught in the radius. Damage is minor, but stings. Great for riot control and to frighten people away.
    • Duration: Instant
    • Attacks per Melee: Each blast requires 3 APM.
    • Bonus: None whatsoever, unmodified die roll.
  • Rolling Rocks: Because the character is made up of a pile of loose rocks and pebbles, he can roll or skate along any hard, flat surface, the smoother the better. This grants him a ground speed of 80 mph +10 mph per level of experience (160 mph), half that speed along a concrete or asphalt road or highway because it is porous. (Note: Cannot roll/slide along soft earth/dirt, sand, grass or a debris field.
    The super being can perform a rolling body block/tackle delivering 4D6 damage on impact plus +4 damage for every 20 mph he is moving. Plus the victim is likely (01-90% chance) to be knocked down and lose the initiative and two melee attacks.
  • Landslide Attack: Can perform against a single target. The target is then covered and trapped within the character's loose mass of pebbles, and cannot move. Ironically, the victim or vehicle is not crushed of suffocated, but pinned under the stones.
    • Range: Line of sight up to 20' away. [color=#BF0000](Base Range and Targets/Base Range and Targets/Base Range and Targets x6/Base Range and Targets x10)
    • Damage: This attack traps the target inside the super being's body, and the character can only hold one such victim (three if they were standing close together) or a small vehicle at a time. The victim of this attack is completely helpless. Those trapped inside a vehicle can still speak and cast spells or use psionic powers. Those trapped outside of a vehicle can breathe but not speak; the use of psionics, energy explosion and other powers that don't require speech or movement are possible unless the character panics or is terrified (claustrophobic characters, for example, will lie there, panic stricken, or pass out).
    • Note: This ability may also be used to cover and hide or protect a comrade or innocent person with any attacks on the surface inflicted only to the pebble being, those in his embrace are safe.
    • Duration: Can be maintained as long as the super being desires.
    • Attacks per Melee: The landslide attack counts as 2 APM to trap a target. How long the pebble being keeps his victim trapped is up to him, but he cannot use any other powers while using this one.
    • Bonus: The character's usual bonuses to strike apply.
  • Notes: The character can't be seen on infrared, thermal vision or heat sensors. Pebble M.D.C, regenerates at a rate of 4d6 per 10 minutes. Makes noise when he walks and moves like a clunking and grinding sack of marbles, -40% to Prowl.
Extraordinary Speed (EP Purchase 1st Level)
  • 360 mph +20 per level
  • +4 DMG from punch/kick per 20 MPH. From Standing - +8 Damage.
  • +1 Initiative at levels 1, 3, 4, 5, 7, 9, 11, 13, 15
Healing Factor (EP Purchase 1st Level)
  • HP become MDC
  • Heals 1 MD per 15 minutes
  • Super-Healing of 4d6 twice per 24 hours
  • Does not fatigue
  • Fire/Cold do half damage
  • Drugs, Toxins and Poisons – duration, penalties and symptoms are 1/3 normal.
  • No scarring and broken bones heal completely after 8-10 days (Multiple Lives does this in 48 hours).
Space Native (EP Purchase 1st Level)
  • Can survive in space completely unprotected for three days (72 hours) per level of experience without ill effect. Can survive an additional two days per P.E. point (90 days), but slowly weakens and suffers from dehydration and starvation the same as anyone else deprived of food and water.
  • Survive ocean depths (unlimited) and atop frozen mountains
  • Impervious to cold, depressurization, and radiation
  • Cold based magic does half damage
  • Gravity Manipulation attacks are half as effective (reduce damage, duration and other effects by half)
  • Breathes without air
  • Can speak in a vacuum
  • Invulnerable to small bits of flying debris
  • Bonuses In SPAAAAAACE: + 1 attack per melee round, +2 on initiative, +1 to strike,
    parry, disarm and pull punch, +3 to dodge and +28 S.D.C.
Radar (EP Purchase 1st Level)
  • Range 1100 ft. + 100 per level
  • Interpret Shapes 85% + 5% per level
  • Estimate Distances 88% + 4% per level
  • Estimate Direction 88% + 4% per level
  • Estimate Speed 88% + 4% per level
  • Estimate Exact Location 78% + 4% per level
  • No minuses apply when blind or in darkness
  • Loses 1 APM and -4 Initiative, -2 S/P/D in rain, snow, dust, sandstorms or other obscuring conditions.
  • -2 Initiative, -1 S/P/D in smoke, fog and similar. Radar abilities are at -30%.

Natural Abilities
Perception: 76%
Charm/Impress: 0
Invoke Trust/Intimidate: 35%
Horror Factor: 0/10/14/21* 18
*Conditional: Automatic for civilians/1st-2nd level enemies; capped at 18 for experienced NPCs; Dragons, Gods and etc are not affected.

Max. Encumbrance: 84 lbs. (300/3,240/11,940/29,000 lbs.)(576 lbs. or X 4 up to Max. Carrying Weight when Supernatural)
Max. Carrying Weight: 540 lbs. (8,400/11,300/18,600/33,900 lbs.) (3600 lbs. or +3,000 when Supernatural)
Max. Lifting Weight: 1,080 lbs. (14,000/18,500/31,000/56,500 lbs.) (7,200 lbs. or +5,000 when Supernatural)
Max. Jumping Ability: 25.5' long, 12.25' high (42’/54’/93’/169.5’ long, 19.75’/27.25’/46’/84.75’ high) (48' long or +15' if Supernatural, 19' high or +7.5’ if Supernatural)

O.C.C. Skills
Language: American--106% (+1%)
Language: Gobbley--89% (+3%)
Language: Dragonese--89% (+3%)
Athletics (General)
Cooking--86%/96% for game (+5%)
Climbing--91% (+5%)
Fishing--91% (+5%)
Horsemanship: General--90% (+4%)
Identify Fruits and Plants--81% (+5%)
Land Navigation --86% (+4%)
Pilot: Hovercycle--104% (+3%)
Prowl--99% (+5%)
Radio: Basic--86% (+5%)
Track and Trap Animals—76%/86% (+5%)
Wilderness Survival--86% (+5%)

O.C.C. Related Skills
Lore: Demons & Monsters--86% (+5%)
Lore: Magic
--General Knowledge: 86% (+5%)
--Recog. Magic Circles, Runes, etc: 76% (+5%)
--Recognize Enchantment 63% (+4%)

Carpentry--81% (+5%)
--Sense of Balance 89% (+3%)
--Work Parallel Bars & Rings—97% (+3%)
--Back Flip—103% (+2%)
--Climb Rope/Rappel—90% (+2%)

Forced March
Juicer Football (lvl. 2)--72% (+5%)
Performance (EP Purchase lvl. 4)--61% (+5%)
Public Speaking (EP Purchase lvl. 4)--56% (+5%)
Language: Spanish (EP Purchase lvl. 4)--78% (+3%)
Tracking: People (EP Purchase lvl. 4)--61% (+5%)
Appraise Goods (EP Purchase lvl. 4, re-selected as lvl. 8 OCC Related, +15% and Magic Focus RUE pg. 323)--76% (+5%)
Lore: Faeries & Creatures of Magic (EP Purchase lvl. 4)--66% (+5%)
Detect Concealment (EP Purchase lvl. 4)--61% (+5%)
Detect Ambush (5th level OCC Skill)--61% (+5%)
Research (EP Purchase lvl. 7)--56% (+5%)
Lore: Cattle & Animals (EP Purchase lvl. 7)--56% (+5%)

Secondary Skills
Computer Operation--76% (+5%)
Literacy: American--76% (+5%)
Barter--66% (+4%)
Physical Labor
Mythology (Level 3 Secondary Skill)--61% (+5%)
Swimming (Level 6 Secondary Skill)--61% (+5%)

Combat Data
HTH Type: Zanji Shinjinken-Ryu (EP Increase from HtH Expert through Golden Dragon Dojo)
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12 (+12/+12/+14/+14) - +2 with sword or staff
Dodge Bonus: +19 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
HTH Damage Bonus: +15(+25)
MDC HTH Damage Bonus: +4 from HTH, +4 DMG from punch/kick per 20 MPH. From Standing - +8 Damage
Bonus to Roll w/Punch: +17
Bonus to Pull a Punch: +5
Bonus to Disarm: +3
Bonus to Maintain Balance: +3
Critical Strike 18-20 and from Behind
Death Blow on Natural 20
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife--+3 to Strike +3 to Parry, +4 to Strike When Thrown
W.P. Sword--+3 to Strike, +3 to Parry, +2 to Strike When Thrown
W.P. Blunt--+3 to Strike, +3 to Parry, +1 to Strike When Thrown
W.P. Heavy Energy & Rail Guns--+3 to Strike
Paired Weapons (from Zanji Shinjinken-Ryu)

Saving Throw Bonuses
Coma/Death: +96%
Magic (varies): +11 (+12) (+13 vs. illusions)
Lethal Poison (14+): +19
Non-Lethal Poison (16+): +19
Insanity (12+): +1
Psionics (15+): +5 (+6) (+8)
vs. Horror Factor: +4 (+6)
Disease: +12 - Impervious to Disease Except Extraordinarily Virulent Virus or a Designer Bug due to PE 30+
Possession: (+2) (+4)
Mind Control:(+1)
Last edited by John Altfeld on Sat Jun 27, 2020 12:35 pm, edited 117 times in total.

John Altfeld Equipment

Fri Sep 01, 2017 9:14 am


Active Account at NGMI Bank
John's Room
Powerful Contact: Menelaus Clotho, 12th level True Atlantean Ley Line Walker, and a leading member of the Kingsdale Magical Guild. Also one of the leaders of the Collegiate Arcane.
Powerful Contact: Geoffrey "Geoff" Blackman, Pillar of MercTown, owner of Blackman Solutions, powerful mercenary fixer.
Favorable Contact: Numo, 10th level Wolfen scholar, manager of the Kingsdale Guild Store.
Favorable Contact within Merctown: Taen the Elder, family patriarch and owner/proprietor of Badgerbold Cartographers

Vehicles/Mounts are listed first.

Carried/In Hand
NE-RV05 Ripper Vibro-Robot Sword (in crossed sheathes on back)
Giant Mutant-Bone Sword (in crossed sheathes on back)
Wilk's 1000 Pulse Laser Cannon (on sling)

Worn on Person
Naruni Helmet
Scamper-hide pants
Denim shirt
Dress shirt
OR Ogre-sized jumpsuit
SPU-5 Sonic Pulsar Unit
Multi-purpose tool/knife
Impervious to Energy Talisman and Will Summers-Produced Talismans
Charm Amulet
Protection Against the Supernatural Amulet
Amulet of See the Invisible
Ring of Protection from Undead
Rift Cards
3-Leaf White Clover Charm
Charms and talismans on extra-long chain with clips to allow resizing up to around 10 feet tall John
Secure NGMI Card: 11,647 credits (Augur 9/1/2019)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Language Translator, Portable
• Attachment: Infrared binoculars with rangefinder
• Attachment: TW Lightblade
• Attachment: Aluminum canteen
• Attachment: Video Communicator (10 miles)
• Attachment: Wilks PC-2020 Field Identifier and Holographic Computer

Backpack (Stored in Ex-APT Cargo Trailer Giant Cabin Backpack)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Flint & Steel
• Space: E-clip (spare)
• Space: Palm Bio-Unit
• Space: Pocket/signal mirror
• Space: Gas Mask & Air filter
• Space: Computer Reference Libraries (All science & technical skills; 1/2 base skill or +5% bonus to known skills)
• Space: First Aid Kit + Extra Roll of bandages
• Space: Compass
• Space: 6 wooden stakes

(Stored in wooden box in vehicle or Ex-APT Cargo Trailer Giant Cabin Backpack)
12 candlesticks
6 iron spikes
(10) Basic MREs
Roll of Duct Tape
100' of rope
Cord and twine of varying lengths
Tent, One-man
Fishing line and hooks
A pot, a pan, and utensil kit
Skinning knife
Extra pair of boots
5 gallon metal jug of water
Grappling Hook
Heavy Blanket
2 lbs Salt
1 lb Pepper
Carpentry tool box
20,000 credits worth of striped/shiny/otherwise brightly-colored dino hide clothing from spitfire leapers, tigerclaw raptors and scampers
NG-1001 Robot Rail Rifle (Loaded with one 920-Round Drum)
(9) 920-Round Drums (NG-1001, Explosive)
Giant Mutant-Bone Sword

Gear Stats

Naruni Helmet
M.D.C.: 30
1. HUD Visor
2. Laser Distancer & Targeting: +1 to hand-held ranged weapon attacks 2000’
3. Optics Enhancements: Passive nightvision (3000’), telescopic (20xmagnification 1 mile), macro-lens (6xmagnification), thermo-imager (2000’), light polarization.
4. Psionic Dampeners: +2 to save vs. psionics and possession, +1 vs. magic illusions and mind control

Wilk's 1000 Pulse Laser Cannon
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, Merc Ops

Giant Mutant-Bone Sword
  • Range: Close combat
  • Damage: 4D6+5 M.D. +P.S . damage of the wielder.
  • Weight: 40 lbs.
  • Features: W.P. Sword, these weapons can damage otherwise insubstantial creatures such as ghosts, Entities, Astral Beings, and other ethereal and intangible
    beings . Likewise, the bone weapons inflict half damage to creatures vulnerable to silver. This includes vampires, most demons, and some Entities
  • Modifiers: + 1 to strike and disarm. Characters smaller than 8 feet (2.4 m) tall and having a P.S . of 24 or less get no bonuses and are -3 to strike, parry, and disarm.
  • Book Reference: p.82, Madhaven

NG-1001 Robot Rail Rifle
  • Range: 4,000'
  • Damage:
    • Conventional Rounds: 4D6 M.D.
    • Explosive Rounds: 1D6x10 M.D.
  • Rate of Fire: 20-round bursts only
  • Payload: 920 rounds (46 bursts) per ammo drum
  • Weight: 350 lbs. for the gun, 330 lbs. for the ammo drum
  • Features: Explosive rail gun rounds are exclusive to this weapon
  • Modifiers: None
  • Book Reference: p.211, WB33

TW Lightblade
  • Range: melee
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Activation Cost: 30 S.D.C. points or 15 Hit Points
  • Duration of Charge: 5 minutes
  • To Recharge: 15 Hit Points or 30 S.D.C.
  • Weight: 2 lbs.
  • Features:
    • Device Level: Five
    • P.P.E. Construction Cost: 300
    • Construction Time: 150 hours
    • Fueled by wielder's Hit Points/S.D.C.
    • Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
  • Modifiers: + 1 to strike and parry
  • Book Reference: p.137, R:UE

NE-RV05 Ripper Vibro-Robot Sword
  • Damage: 5D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 10 lbs.
  • Features: 8' long (giant-sized), silver coated
  • Modifiers:
  • Book Reference: p.24, DB8

Ring of Protection from Undead
Uncommon Enchanted Ring
Magic Features
  • Protection from Undead: Holds undead at bay & makes wielder impervious to vampire's hypnotic gaze/mind control.

Charm Amulet
Uncommon Amulet
Magic Effect:
  • +1 to save versus magic and psychic attacks
History: Bought out of the bargain bin at Wizard's Chest

Protection Against the Supernatural Amulet
Uncommon Amulet
Magic Effect:
  • +2 to save vs Horror Factor and +2 to save vs possession
History: Bought out of the bargain bin at Wizard's Chest

See the Invisible Amulet
Uncommon Amulet
Magic Effect:
  • Enables the wearer of the medallion to see the invisible (200')
Curse: Makes the user so good-looking they can see the invisible.
History: Bought by William Summers for John from some mages having a bakesale at the Collegiate Arcane

3-Leaf White Clover Charm
Rare Druidic Charm
Magic Effect:
  • Impervious to possession
    +1 to save vs any spell cast by a witch
History: Purchased from the ladies at Mystic Draughts

Impervious to Energy Talisman
Magic Features
  • Makes target impervious to energy, including fire/heat[/url])
  • Charges: 2
    Description: From Vheld a 10th level caster 20 minute duration. A souvenir replica of the Stormspire Tower.
Book Reference: p.150, BoM

Rift Cards (Patron Item)
Unique Enchanted Card Set
S.D.C.: 5 per card, 50 for the card box
Description: This is a set of six ancient-looking, wooden playing cards carried within an ornately decorated, wooden card box. One side of a card is blank. The other side of that same card is covered in finely painted swirling vortices which form an intricate, mystical, hexagonal pattern.
Rift Cards Magic Features
  • Each card is blank when acquired. When the owner taps a card, a fixed image is depicted on that card which shows the location as it is at the time the card was tapped.
  • Once a card has been imaged to a location, that location is forever fixed on the card.
  • Tapping that card in the future will create a man-sized elliptical portal which will convey anyone or anything unerringly to the location pictured even if it's in another dimension.
Card Locations
  • Card One: Outside Cave in Rock
  • Card Two:
  • Card Three:
  • Card Four:
  • Card Five:
  • Card Six:
Portal Duration: 15 seconds
Card Recharge: An individual card's magic limits its use to once per thirty days.
Curse: None
History: John found these behind a bear inside Cave in Rock. The bear was pretty neat. Sometimes John visits the bear and its family. How did the bear get the cards? Did it eat someone? Is the bear a gambling addict? Attempts to get the bear to play craps or poker have so far been unsuccessful.

Ex-APT Cargo Trailer Giant Cabin Backpack
M.D.C. by Location:
  • * Plexiglas Windows (4): 15 each
  • Main Body: 300/185
* Requires a called shot at -4 to strike
Statistical Data:
Speed: None under its own power; it has to be physically carried by a giant or giant robot at least 30' tall
Range: -20% to speed of towing vehicle, -10% to piloting; double modifiers on sand or snow up to 2' deep
Crew: see features
Class: Modified NG Cargo Trailer
Dimensions: 12' long, 12' wide, 20' high, 2-3 tons
Cargo: Can hold up to 3 tons of distributed cargo without damaging the interior features.
Power System: Solar
Weapon Systems:
Features of Note:
This is a modified APT cargo trailer, redesigned to act as a transportable sleeping/storage unit. Solar panels on the roof power a filtered HVAC system, electrical, and interior lighting. The 1st floor holds 6 combined bunk bed/storage units - 2 on each of 3 walls. The units consist of an enclosed storage cupboard under a bed with sliding doors (allowing privacy) and internal lighting above each bed. The fourth wall holds a reinforced door, a fold-down table, a chest refrigerator/freezer, a two-port electrical outlet, and the one downstairs window. The ceiling has a single 4'X6' trap door above the front door. The 2nd floor consists of a small bedroom with 2 windows, bookcases that wall-off 2 sides to the downstairs trap door, a desk and chair, and 1 wall of floor to ceiling storage space. All storage in the cabin is lockable for travel. On the exterior of the modified trailer, opposite the door, two heavy tension chains are attached, padded in M.D.C. hide, allowing the unit to be carried like a backpack by giant robots and large humanoids. The outside of the building also has MDC dino-hide in strategic locations for the comfort of non-robot carriers.
Book Reference: p.206-207, WB34

5x Additional 1 Gallon MDC Hip Water Tanks
60 feet of extra 'thin' hose
24 feet of extra "thick' hose

9000 wood railgun rounds

Will Summers-Produced Talismans
Talisman of Chromatic Protection
Magic Features
  • Chromatic Protection
  • Duration: 8 minutes
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Cloak of Darkness
Magic Features
  • Cloak of Darkness
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Fighting Spirit
Magic Features
  • Fighting Spirit
  • +1 on Initiative, to strike w/ Guns
  • +2 APM, to disarm, parry and dodge, roll w/ impact, to save vs Possession
  • +3 to strike melee,
  • +4 pull punch, to save vs Horror Factor/fear
  • Crit Strike: Natural 18-20
  • Karate kick, Jump kick, Paired Weapons, leap attack, Judo flip/throw.
  • Duration: 4 minutes
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Invincible Armor
Magic Features
  • Invincible Armor
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Invulnerability
Magic Features
  • Invulnerability
  • M.D.C.: 50
  • Impervious to cold, disease, drugs, gases, energy, poison, and toxins
  • +10 vs magic, psionics, & horror factor
  • Duration: 8 melees
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Lightblade
Magic Features
  • Lightblade
  • Damage: 1d4*10+8 M.D.
  • Duration: 8 minutes
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Magical-Adrenal Rush
Magic Features
  • Magical-Adrenal Rush
  • +1 to strike, dodge and all saving throws
  • +2 APM
  • +3 on initiative
  • Supernatural P.S.
  • Speed +50%
  • No fatigue, impervious to drugs, mind control, possession, illusions, pain, Horror Factor, can endure 3x normal damage to body.
  • Duration: 8 melees
  • At end of spell, ½ APM, speed, skills, combat bonuses for 1D4 minutes.
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Sheltering Force
Magic Features
  • Sheltering Force
  • Duration: 8 hours
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Superhuman Agility
Magic Features
  • Superhuman Agility
  • +1 on Initiative, Parry
  • +5 to dodge
  • Automatic Dodge: +5
  • Automatically rolls with impact
  • +20% to Climb/Rappel
  • Duration: 4 minutes
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Superhuman Speed
Magic Features
  • Superhuman Speed
  • +2 to Parry
  • +6 to Dodge
  • Speed: 44, no Fatigue
  • Duration: 8 minutes
  • Charges: 3
Book Reference: p.150, BoM
Last edited by John Altfeld on Thu Aug 20, 2020 3:37 pm, edited 55 times in total.

Re: John Altfeld Character Creation Rolls

Fri Sep 01, 2017 1:54 pm

Background Story

The Nature of the Experiment: Dimensional Radiation
The General type of Experiment: What Happens When We Expose a Human to This Weird Light Coming Through the Devil's Gate?
The Sponsoring Organization: The Coalition States (actually Desmond Bradford)
Status with Sponsoring Organization: Considered a failed experiment, they might try to recapture him if there's an easy opportunity, or if they learn the full extent of his powers.

John Altfeld was born in a small farming community outside Kingsdale, on the Kingsdale/Fort El Dorado trade road (he now only refers to it as 'Craphole'). The third son/fifth child of farmers, his life was one of hard work and toil. Whenever he could, he escaped to the woods, to hunt, fish and get away from the rigors of farm life. As one of so many children, he knew he wouldn't inherit the family farm and sometimes shirked his duties - only his skill at catching additional meat kept him in his parents' good graces, though his siblings thought he was lazy and didn't do his share.

John looked forward to the times that traveling merchants stopped in the town on their way to somewhere else more exciting or the Kingsdale regional defense force came through on patrol. Whether it was true or not, he believed that these visitors looked down on his community and its residents - in reality this was just a reflection of his growing dissatisfaction with the life he had inherited. It seemed to him that no one in the town ever tried to make anything better. Travelers spoke of the wonders of Kingsdale, of electricity and indoor plumbing, of air conditioning. But the town had none of these things and no one seemed to be trying to get them. Any high-tech weaponry and armor had been handed down or bought used and partially broken. John saw the caravan guards, the mercenaries, and Kingsdale forces and he knew, that if they wanted, they could kill every man, woman and child in his village. He felt vulnerable, and he HATED it.

One day, John was hunting. He had killed a deer and, as he was about to hang the kill for skinning, he heard a rustling in the brush. To his surprise, out popped a small dinosaur, which rushed John and his kill. Terrified, he climbed the nearest tree. He tried shooting the creature, but his conventional rifle did nothing, only making the lizard his at him in annoyance. The lizard called its friends and they ate the deer. And they stayed, watching John. All night they waited, until eventually giving up in the early morning. Hours later, John finally had the courage to climb down and make his way back to his home.

When he reported the dangerous pack of dinosaurs to the next Kingsdale patrol, the sergeant in charge listened to his description carefully. When John had finished, the man shrugged. "It's just a pack of Scampers," he said, "they can't do any real damage. Just pop them with a laser next time." The patrol left the next day.

The day after that, John left on the road to Kingsdale, hoping to become a Juicer.

When he arrived he found Kingsdale both exciting and overwhelming. He took out a room with a family in a poor part of town, with the intention of seeing the city before joining the Kingsdale Guard. In a few days of watching city life swirly around him, he had already noticed the dark nihilism that hid under juicer culture. Still, he went to the barracks to sign up - if he couldn't be a juicer at least he could be a warrior. After hearing about John's experience hunting and tracking, the captain on duty was happy to put him into the rangers unit, and John's training began. In addition to formally learning scouting, he was taught reading and writing and he cross-trained with mages. Seeing their power and the position of respect that the Kingsdale magical guild held, he knew he wanted to learn more - if he couldn't be a wizard, he could still find out how best to leverage this tool in the future. John's reading was voracious, but focused on magic's capabilities, its weaknesses, enchanted items, and anything that would be a strategic advantage. He also learned that gods were real.

For the next few years, John worked for the Kingsdale Guard as a ranger and scout, traveling as far as New Paducah, Whykin, and Fort El Dorado. He and the wilderness learned to respect each other. Then a Coalition strikeforce captured him and took him, along with more than a dozen other people to the Devil's gate. John never learned who had ordered the experiment or why he was taken, all he knew was that he and the other people were put in front of the open rift, inside the Coalition's containment bunker, where an eerie blue/white light shone on all of them. After ten minutes they were ordered by loudspeaker out of the containment area and into holding cells. A day later, the rift closed and opened onto another nightmarish hellscape. But all those who had been exposed to the light except John died. He changed, gaining the powers of a mighty housecat. A tall, imposing man in a lab coat declared the experiment a failure, and instructed the guards to dispose of John. While they were out of the room, John turned into a pile of pebbles and slipped out through the air vent in his cell, even though it was only a pipe.

Since the Coalition knew John was from Kingsdale, he hid in the wilderness for a year before heading to New Paducah, where he believed he could 'blend in.' He also believes it's a place where he can learn more about his powers, make use of them, and, perhaps one day, become a god himself.

Old Mexico
Hired by Reed's Rangers (who have some WEIRD fashion sense), John traveled to Tampico to gauge the settlement's feelings about an alliance against the vampires. Unfortunately, he discovered that while they would likely be interested in fighting vampires, the Tampico fortress had been infiltrated and conquered by the Splugorth. After an attempt on his life, John escaped the fortress with the help of the Roughnecks and made his way to La Venta, where he hired on with the group, just in time for them to blow up most of Mexico, doing massive damage to the vampire kingdoms, and forcing the company to make their escape in the group's airplane and submarine, respectively.

Stuck in a terrifying underwater tin can, John traveled with most of the Roughnecks to Atlantis in order to pay back their 'benefactors' who had given them the locations of a number of vampire king blobs in exchange for a sightseeing tour. John spent the entire trip worried about his actual friends (and Murdoc) in the group airplane who were probably dead. In Atlantis, they found a village of refugees and gave them some smarmy aliens and a black box. John had a nice climb up Mt. Skull and hallucinated having an awesome fight with a tiny BBQ boy and finding a bunch of treasure. In the meantime, the rest of the team hallucinated their own pinatas only to discover that the town of refugees was locked in a battle between sea-based piranhas and land-based vampires. In a trust-building exercise, the Roughnecks killed a bunch of delicious fish and melted some vamps. They also saved a bunch of escaped Atlantean slaves.

The sub then went back to Mexico where it was discovered the Splugorth (Atlantis?) had tried to conquer sad little Tampico, only to be thwarted by a standard mercenary army. With vampires chomping at the bit to bite Splugorth bits, Commander Shades did some soul-searching, which made a god pop a land-bridge-boner that raised Evil Epcot above water level. Vampires flooded it.

Just before launching the attack, Team Subnecks got a call from the Plane-necks that they were okay, in-dimension, and ready to kick Spluvamp ass. Thus did operation "Burn Everything to the Ground" commence.

Deciding that saving Mexico was enough, the team dropped the refugees from Atlantis in Houston (cosmopolitan!) and then went home. Because anything is less crazy than that crap.

Joint Taskforce Awesome vs. the Ridiculous Horror Dildo
The Roughnecks had barely gotten back from Mexico when they were summoned by Geoffrey "Geoff" Blackman to his... lair? Is it a lair if it's also an office?

They went to Geoff's place of business and found out that supervillain team The Spook Squad had also been invited to the lobby. Ushered into the big desk energy space, the two teams of unlikely partners that were definitely neither buddies, nor cops, learned that an evil god was coming to Earth soon and needed to be stopped.

That was it, no more information beyond a general direction and vague promises of pay.

Team Spooknecks went up the Ohio River and found a village of people being kidnapped by a Rasputin-looking guy in a red robe. They mostly stopped this, only to be harassed by a joint taskforce of busybodies from Magestar and the "True" Federation. After explaining the situation, the Spooknecks made fast friends with Peaches (the dragon), Greasy Joe, and Blubber. All of which were their real names.

In the end, the three groups of staunch warriors parted company, all agreeing to find additional help (how do you think that worked out, dear reader?).

The Spooknecks then continued their journey, fighting random evil a lot until getting to Stormspire, where they learned that Kazoo had (in)conveniently gone on vacation at that exact minute. This was due to the also suddenly imminent transposition of Nxla, the 'god' to Earth in the next four hours.

On the upside, Lahz's father was there to act like a sanctimonious jerk to 90% of the people making a difference and William "Man in Black" Summers found out his Dweomer private school headmaster was also a dick. After a little sucking up, said headmaster agreed to help out on not letting the world die. I guess because if people are dead, you can't also be a dick to them? It's at least got to be harder, right?

Team Save the World teleported to the site of the summoning ritual and handed the sex-pervert cult their asses. Which they kind of liked, unfortunately.

And then! The "True" Federation rifted in, allowing Nxla to enter our reality. Nxla, in case you don't know, is too big. It is bigger than John. It has way too many arms. It is ugly. And it can fly.

Team Save the World dog-piled the ridiculous horror dildo 'god' at which point some spooky ghosts came out and just sucked it back into its home dimension like a spirit-based vacuum.

A bunch of people died. But no one who mattered.
Last edited by John Altfeld on Mon Jun 15, 2020 3:35 pm, edited 12 times in total.

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Fri Nov 03, 2017 11:13 am

EP Marketplace Dice Rolls

PP Increase to Attribute Over 16
1d6 = 2

Growth Power PE Increase
1d6 = 5

Healing Factor PE Increase
2d4 = 4

Healing Factor HP Increase
2d6+6 = 13

Multiple Lives PE Increase
1d6 = 5

Multiple Lives Self-Resurrects
1d4 = 3

Space Native In-Space SDC Increase
4d6+12 = 28

Hit Points for Level 2 and 3
2d6 = 6

Juicer Football Speed and SDC
Spd - 1d4 = 3
SDC - 3d6 = 11

MA Boost
1d6 = 1

IQ Boost
1d6 = 4

IQ Boost for 16+
1d6 = 4

Divine Healing Mutation Bonuses
Extra HP - 3d6 = 9
MA - 1d4 = 4
PE - 1d4 = 1
SDC - 1d6*10 = 30

Level 4 HP Roll (increased due to Divine Healing)
2d6 = 6

Zanji Shoryuken SDC Bonus
3d6 = 12

Level 5 HP Roll (increased due to Divine Healing)
2d6 = 7

Level 6 HP Roll (increased due to Divine Healing)
2d6 = 5

Level 7 HP Roll (increased due to Divine Healing)
2d6 = 8

Level 8 HP Roll (increased due to Divine Healing)
2d6 = 10
Last edited by John Altfeld on Sat Jun 13, 2020 10:28 am, edited 8 times in total.

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Tue Feb 27, 2018 5:41 pm

Desired Equipment (sort of in order by cost/importance/availability)

Some kind of environmental protection (Because John Doesn’t Know He’s Basically Immune)
3-Leaf White Clover Charm (England pg. XX, 30,000 Credits), but need to encase it in beautiful MDC crystal or plastic
Wilk's Robot Pulse Laser Cannon (Merc Ops pg. XX, XX Credits)
Merc Ops skunk spray
TW Anti-Magic Forcefield modification OR Rue Wand of Anti-Magic
Mantle of Dragon Endurance
Wardrobe Amulet
TW EMP Cannon (Merc Ops pg. 138-139, would need to be modified to feed on life force)
Dragon Eye Medallion OR Omni Eye
C-42 Rail Gun Cluster Housing from the Warbird Rocket Cycle configured as a rifle/pistol conversion for a giant (Coalition War Machine pg. 170)
Some way to cast Winged Flight 3 Times per day OR Naruni jetpack 290,000 or Grav Pack 2.1 Million
Talo Mind Worms (Atlantis, pg. 119-120) 2 million credits each or 5.5 Million Credits per mated pair
Absurr Life Node (Atlantis pg. 117) 100 Million Credits
Meat Grinder Rolling Pins (Megaverse in Flames pg. 119)
Starfire Pulse Cannon hooked to a TW Zone Ranger main battery (instead of clips) (520,000 Credits for the cannon, 1.5-2 million for a full Zone Ranger, Federation of Magic pg. 116/123)
RA-C15 modified to be fired as a heavy weapon. NOT the RAR-C15 because it's got a lower damage output. (South America pg. 24) 85,000 credits. Will probably also seek to buy an RAR-C15, a couple rifles, and a TON of ammunition to give to Kingsdale as a possible new industry (Also maybe Los Alamo).
Possibly Vulcan Plasma Minigun (570,000 Credits plus ammo Naruni Wave 2 pg. 34)

Let's Get Crazy
Hrungnir’s Equipment – Pantheons of the Megaverse pg. 164
Hell Lord Rune’s armor (Megaverse in Flames pg. 69-70) OR the knockoff version of Hecate’s armor (Pantheons of the Megaverse pg. 92 approximately 2d6X100 million credits)
Last edited by John Altfeld on Mon Mar 16, 2020 4:05 pm, edited 23 times in total.

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Tue Feb 27, 2018 5:42 pm

A Post About Rune Weapons

So rune weapons ended up being more complicated than I remembered. As such, I'ma break stuff down, including other scary weapons.

1. In the hands of John, most melee weapons deal less damage than his punch, so damage, MOSTLY isn't important unless the weapon is really off the charts.
2. Ranged weapons are a different story. John has 'weak' ranged damage. Ideally, he'd get ahold of a Starfire Cannon AND some other weapon that deals 2d6X10 physical damage (these are uncommon, but not enormously so). 'Common' weapons deal around 1d6X10 physical or energy damage for heavier weapons. At maximum height, John is larger than most tanks and could use a modified main gun from one as a rifle. Not sure about using a Boom Gun, but with a Silence TW device or charm/talisman, that might make sense.

As such, the main value of a rune weapon is:
1. Rune weapons provide the valuable function of being able to parry energy blasts. They're linked. They're indestructible. They provide minor save bonuses.
2. MORE IMPORTANTLY, rune weapons provide access to spells. Unfortunately, many of the default spell loadouts in the Atlantis book are, to put it gently, terrible. All of the elemental ones in particular. However, we can see much better spell loadouts in the "Travel" spell group in Atlantis (Teleport, Dimensional Rift, etc.). The other, better spell loadouts can be seen in Pantheons of the Megaverse for Tyr’s Greater Rune Spear pg. 149, OR Heimdall’s sword pg. 154. The Giant Rune Sword also in Pantheons of the Megaverse is interesting because only John could use it effectively (and only when giant), though it has a garbage spell loadout.
3. The other useful ability of rune weapons is a thrown/return function which appears on some, particularly for those dealing at least 1d6X10 damage, which would replace some of the more common heavy weapons.

Non-rune weapons that are similarly powerful, but lack many/most of the features of rune weapons are Hrugnir’s equipment (ideally) pg. 164 Pantheons of the Megaverse, which deals a massive (probably too massive) amount of damage to make up for it.

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Tue Feb 05, 2019 7:45 pm

Wilderness Scout XP Table

1 0-1,900
2 1,901-3,800
3 3,801-7,300
4 7,301-14,300
5 14,301-21,000
6 21,001-30,000
7 30,001-40,000
8 40,001-53,000
9 53,001-73,000
10 73,001-103,000
11 103,001-138,000
12 138,001-188,000
13 188,001-238,000
14 238,001-288,000
15 288,001-328,000
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