Character Creation Rules

Character creation process, galactic information/maps, and RULES are located here.

Moderators: Game Masters, AGMs

Character Creation Rules

Postby Augur » Fri Jul 31, 2009 11:20 am

A.D.F. Character Creation Rules

1) Make sure you fully understand all the rules and contact me if something is unclear or if you have questions--DO THIS AT ANY TIME IF YOU ARE UNSURE.

2) You MUST have a Google Hangouts account to even be considered for game play. I use Google Hangouts to notify people of changes, updates, etcetera. Trillian, Pidgin and other chat services that can interface with Google Hangouts are also acceptable. But I will be unable to send you a file or share a pic with you if you use anything other than the latest version of Google Hangouts .

3) Post your request to join this game on this thread. A majority of the players in this game must accept your request for you to join, so don't ask me--they control who's in the game, not me. Once accepted, the first thing you need to do is consult with the DM about your character concept. The second thing you need to do is post TWO percentile dice rolls at the beginning of your character sheet submission thread. These will determine into what TIER your character belongs.

3.5) It is then appropriate to REGISTER A NEW ACCOUNT using your character's name. No "l33t-speak" or other nonsensical account names will be kept. Your account name should be the name that your character will use in conversation with the other player characters in the game.

4) Once you have activated your account, get on Google Hangouts with the DM to find out more specifics about your character such as rank and powers and similar.

5) Instructions on using the Character Sheet Template:
IF YOU DO NOT FOLLOW THESE INSTRUCTIONS EXPLICITLY YOU WILL MESS UP AND DELAY YOUR GAMING.

Go to the Character Sheet Template and hit "Reply" as if to quote/reply. Next, copy & paste or type the information/character data into the quoted areas. Once finished, copy the whole she-bang and post it to the general recruitment forum.

5.1) Be creative!

5.2) All characters start at experience level 1.

5.3) The higher the bonuses the more closely I scrutinize the character sheet.

5.4) No Miscreant or Diabolic alignments allowed. No exceptions!

5.5) When Rolling up your attributes, use 4D6 and discard the lowest die roll. You must use the forum-based die roller for all rolls.

5.6) Skills
Skills do not stop progressing at 98%
● Post your skills separately according to the Character Sheet Template.
● Remember that only certain skills may be learned as Secondary Skills (p.47 HU2).
● Please indicate newly learned skills (skills not the same level as the PC) by making a small note in parentheses in "small" font.
● ● Example: Botany--65% (+5%, 1st Level)
● Skill percentages must be totaled taking into account:
● ● IQ Bonus, if any.
● ● Levels advanced in that skill.
● ● Bonuses granted by M.O.S. or categorical function.
● ● It is recommended that the per level advancement %'s be posted after the totaled skill in parentheses in "small" font.
● ● Perfect Example: Botany--65% (+5%)

5.7) The Exceptional Attribute Rule
● Results of a 6 on bonus die result in further bonus die rolls until a non-6 result is obtained.
● 30 is the absolute ceiling for any exceptional attribute.
● All attribute rolls are done prior to inclusion of Class or M.O.S. attribute bonuses.
● The compensatory optional rule for low attributes found in RUE is forbidden.
● Attributes are required to be rolled, but players assign those rolls at their discretion if their character is has flat die rolls for all attributes (all attributes are 3D6 for example).

6) Background Stories
● Will be posted as a reply to the PC sheet.
● A minimum of two paragraphs of background story are required, other than that write as much as you feel is appropriate to explain your PC.
● Make this the best writing of which you are capable!
● You will be denied playing on-site if you cannot write clearly or demonstrate a grasp of basic English grammar & punctuation.

7) Secondary Skill Progression
● Each character in the HU2 setting will receive 2 new secondary skills at levels 3, 6, 9, 12, 15 unless specifically stated otherwise in the Character Class or M.O.S. description, whichever is more restrictive.

8) Arismal with super powers will go through the tier system with the DM prior to being accepted. This is done exclusively via chat with the DM.

9) When you see that your posted character sheet no longer says (needs approval) you should select an avatar that fits your character's physical description--your avatar should depict your character's face. You will also likely receive an IM notifying you that your PC has been approved.
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: A.D.F. Character Creation Rules

Postby Augur » Fri Jul 31, 2009 11:49 am

The Arismal Military Tier System Table
Percentile Roll----Military Tier-----------Number and Type of Powers
81-00 --------------Tier 1-----------------see Tier 1 Arismal Sub-Table below
55-80 --------------Tier 2-----------------see Tier 2 Arismal Sub-Table below
11-54 --------------Tier 3-----------------see Tier 3 Arismal Sub-Table below
01-10 --------------Mundane--------------None

Tier 1 Arismal Sub-Table
01-15--2 Major & 5 Minor powers*
16-30--2 Major & 4 Minor powers*
31-45--2 Major & 3 Minor powers*
46-75--2 Major & 2 Minor powers*
76-90--3 Major Abilities*
91-00--Arismal Super Psionic
* Player may choose any ONE power, the rest will be rolled semi-randomly.

Tier 2 Arismal Sub-Table
01-50--1 Major & 2 Minor powers*
51-00--2 Major powers*
* Player may choose any ONE power, the rest will be rolled semi-randomly.

Tier 3 Arismal Sub-Table
01-25--1 Minor power (Player's Choice)
26-75--1 Extraordinary Attribute Minor Power (Player's Choice)
76-00--2 Minor powers (Player's Choice)

The Arismal Super Psionic
:arrow: Base I.S.P.: 1D6x10+10+M.E. attribute (add 1D4+3 additional I.S.P. per level of experience)
:arrow: Psionics: Select any EIGHT Super Psionic powers
:arrow: Character is considered a Master Psionic

Semi-Random Power Selection
For your power(s) you may choose to have the option of either:
  • Greater categorical choice or
  • Greater choice of individual powers
You must state this explicitly before including your die roll results.

If you chose "Greater categorical choice":
  • Post three rolls to determine your choice of power categories.
  • Choose your preferred power category.
  • Post one roll to determine the specific power within that chosen category.

If you chose "Greater choice of individual powers":
  • Post one roll to determine your power category.
  • Post three rolls to determine the specific powers within that category.
  • Choose your preferred specific power.

Repeat for each semi-random power available to your character.

Minor Super Powers Table, Corrections & Errata
Major Super Powers Table, Corrections & Errata
General Errata for HU2

Military Tiers and M.O.S. Selection
Tier 1 characters can select any one of the following M.O.S. Packages:
Combat Aviator M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Intelligence Operative M.O.S.
Marine Specialist M.O.S.
Medical Officer M.O.S. (exclusive to this Tier)
Power Armor Driver M.O.S.
Special Operations M.O.S.

Tier 2 characters can select any one of the following M.O.S. Packages:
Combat Aviator M.O.S.
Combat Medic M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Intelligence Operative M.O.S.
Marine Specialist M.O.S.
Master-at-Arms M.O.S.
Power Armor Driver M.O.S.
Special Operations M.O.S.

Tier 3 characters can select any one of the following M.O.S. Packages:
Combat Aviator M.O.S.
Combat Medic M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Intelligence Operative M.O.S.
Marine Specialist M.O.S.
Master-at-Arms M.O.S.
Power Armor Driver M.O.S.
Special Operations M.O.S.

Mundane characters may choose from the following M.O.S. Packages:
Combat Aviator M.O.S.
Combat Medic M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Marine Specialist M.O.S.
Master-at-Arms M.O.S.
Power Armor Driver M.O.S.
Warrant Officer M.O.S. (exclusive to this Tier)

Basic Skills
The following are skills known to all personnel in the Arismal Defense Force. These are already present on the character sheet template.
Language: Arismal ☞ +20%
Language: One of choice from the six major galactic Trade Languages
Literacy: Arismal ☞ +20%
Mathematics: Basic ☞ +10%
Military Etiquette ☞ +10% for Enlisted, +20% for Officers
Radio: Basic ☞ +20%
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: A.D.F. Character Creation Rules (complete)

Postby Augur » Tue Aug 11, 2009 6:40 pm

Strength/Damage Tables

Supernatural PS Damage table
(Restrained Punch/Punch/Power Punch)
01-15: 1d4/2d4/3d6
16-20: 1d6/2d6/4d6
21-25: 2d4/3d6/6d6
26-30: 2d6/4d6/1d4x10
31-35: 2d6+2/5d6/1d6x10
36-40: 3d6/6d6/1d6x10+10
41-45: 4d6/1d4x10/2d4x10
46-50: 4d6/1d6x10/2d6x10
51-60: 5d6/1d6x10+10/2d6x10+20
61-70: 6d6/2d4x10/4d4x10
71-80: 1d4x10/2d6x10/4d6x10
81-90: 1d6x10/3d6x10/6d6x10
91-100: 2d4x10/4d6x10/1d4x100
101-110: 2d6x10/5d6x10/1d6x100
111-120: 3d6x10/6d6x10/1d6x100+100
121-130: 4d6x10/1d4x100/2d4x100

Superhuman Strength Damage
(Restrained Punch/Punch/Power Punch)
01-10: Normal human damage
11-20: 1d4/1d6/2d6
21-30: 1d4/2d4/3d6
31-40: 1d6/2d6/4d6
41-50: 2d4/3d6/6d6
51-60: 2d6/4d6/1d4x10
61-70: 2d6+2/5d6/1d6x10
71-80: 3d6/6d6/1d6x10
81-90: 4d6/1d4x10/2d4x10

Extraordinary Strength Damage
(Restrained Punch/Punch/Power Punch)
01-15: Normal human damage
16-30: 1d4/1d6/2d6
31-45: 1d4/2d4/3d6
46-60: 1d6/2d6/4d6
61-75: 2d4/3d6/6d6
76-90: 2d6/4d6/1d4x10
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImageImageImageImageImageImageImageImage
To help support this site, use paypal.me/LloydRitchey
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: A.D.F. Character Creation Rules

Postby Augur » Wed Aug 17, 2016 2:21 pm

Character Creation Guide for Non-A.D.F. Characters

1) Make sure you fully understand all the rules and contact me if something is unclear or if you have questions--DO THIS AT ANY TIME IF YOU ARE UNSURE.

2) You MUST have a Google Hangouts account to even be considered for game play. I use Google Hangouts to notify people of changes, updates, etcetera. Trillian, Pidgin and other chat services that can interface with Google Hangouts are also acceptable. But I will be unable to send you a file or share a pic with you if you use anything other than the latest version of Google Hangouts.

3) Post your request to join this game on this thread. A majority of the players in this game must accept your request for you to join, so don't ask me--they control who's in the game, not me. Once accepted, the first thing you need to do is consult with the DM about your character concept. As a non-A.D.F. character in a game that centers around their story, your inclusion in the game must mesh with that of the current players.

3.5) It is then appropriate to REGISTER A NEW ACCOUNT using your character's name. No "l33t-speak" or other nonsensical account names will be kept. Your account name should be the name that your character will use in conversation with the other player characters in the game.

4) Once you have activated your account, review this guide thoroughly in order to find out more specifics about your character.

5) Instructions on using the Character Sheet Template:
IF YOU DO NOT FOLLOW THESE INSTRUCTIONS EXPLICITLY YOU WILL MESS UP AND DELAY YOUR GAMING.

Go to the Character Sheet Template and hit "Reply" as if to quote/reply. Next, copy & paste or type the information/character data into the quoted areas. Once finished, copy the whole she-bang and post it to the general recruitment forum.

5.1) Be creative!

5.2) All characters start at experience level 1.

5.3) The higher the bonuses the more closely I scrutinize the character sheet.

5.4) No Miscreant or Diabolic alignments allowed. No exceptions!

5.5) When rolling up your attributes, use 4D6 and discard the lowest die roll. You must use the forum-based die roller for all rolls.

5.6) Skills
Skills do not stop progressing at 98%
● Post your skills separately according to the Character Sheet Template.
● Remember that only certain skills may be learned as Secondary Skills (p.47 HU2).
● Please indicate newly learned skills (skills not the same level as the PC) by making a small note in parentheses in "small" font.
● ● Example: Botany--65% (+5%, 1st Level)
● Skill percentages must be totaled taking into account:
● ● I.Q. bonus, if any.
● ● Levels advanced in that skill.
● ● Bonuses granted by M.O.S. or categorical function.
● ● It is recommended that the per level advancement %'s be posted after the totaled skill in parentheses in "small" font.
● ● Perfect Example: Botany--65% (+5%)

5.7) The Exceptional Attribute Rule
● Results of a 6 on bonus die result in further bonus die rolls until a non-6 result is obtained. This does not apply to character classes which are not uniformly 3D6 in nature.
● 30 is the absolute ceiling for any exceptional attribute.
● All attribute rolls are done prior to inclusion of Class or M.O.S. attribute bonuses.
● The compensatory optional rule for low attributes found in R:UE is not allowed, but the penalties for low attributes are in effect.

6) Background Stories
● Will be posted as a reply to the PC sheet.
● A minimum of two paragraphs of background story are required, other than that write as much as you feel is appropriate to explain your PC.
● Make this the best writing of which you are capable!
● You will be denied playing by GM fiat if you cannot write clearly or demonstrate a grasp of basic English grammar and punctuation.

7) Secondary Skill Progression
● Each character in the HU2 setting will receive 2 new secondary skills at levels 3, 6, 9, 12, 15 unless specifically stated otherwise in the Character Class or M.O.S. description, whichever is more restrictive.

8) See the following tables and sub-tables as appropriate to the character class and alien race for directions beyond this brief guide.

9) When you see that your posted character sheet no longer says (needs approval) you should select an avatar that fits your character's physical description--your avatar should depict your character's face. You will also likely receive an IM notifying you that your PC has been approved.
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImageImageImageImageImageImageImageImage
To help support this site, use paypal.me/LloydRitchey
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: A.D.F. Character Creation Rules

Postby Augur » Wed Aug 17, 2016 2:35 pm

Character Creation Guide for Non-A.D.F. Characters (continued)

(3 EP) Access Unlock: HU2:G Character from unallied species outside A.D.F.
  • This category includes any alien race not listed in the following two tables and excludes Arismal.

(5 EP) Access Unlock: HU2:G Character from F.A.R. & allied powers
Active members of the Federation of Allied Races include:
  • Caecils
  • Darakans
  • Dyteens
  • Elecians
  • Fredulians
  • Kassans
  • Latrans
  • Maeus
  • Naidens
  • Nithians
  • Salvelinus
  • Shissans
  • Silisons
  • Sorinams

(8 EP) Access Unlock: HU2:G Character from Atorian Empire
Ruling and subject races of the Atorian Empire include:
  • Atorians
  • Danaus
  • Dergins
  • Mantella
  • Pantherans
  • Photins
  • Pyralis
  • Qua-Trau
  • Struthios
  • Thropo

Super Power Categories
Game Note: As HU2:G is a game centered around the Arismal, and is galactic in scope, all characters that are not A.D.F. personnel are aliens by definition. However, each alien race detailed in AU & AUGG has its own limitations on which super power categories are available to it.

Notation Legend
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.

Uncatalogued Alien Races
Step 2: Alien Appearance: Players may make a selection on this table.
Step 3: Physiological Modifications due to Unearthly Environments: Players must roll on this table.
Step 4: Determining Super Abilities/Random Power Category Table: Players may make a selection on this table.
Step 5: Determining Education & Skills: Players must roll on this table.
Step 6: Reason for Coming to Earth: Players must roll on this table.
Step 7: Familiarity with Earth: Players must roll on this table.
Step 8: Equipment: Players must roll on these tables.

Bionics
Step Three: The Budget/Bionic Construction Budget: Players must roll on this table.
Step Five: Background Data: Players must roll on this table.

Experiments
Step Three: The Experiment & Powers
Table A: The Nature of the Experiment: (Player's Choice)
Table B: The General Type of Experiment: (Player's Choice)
Table C: The Number of Super Abilities
    01-13 One Major Super Ability and three Minor abilities.*
    14-25 Four Minor Super Abilities only (no Major powers).*
    26-38 Two Major Super Abilities and one Minor ability.*
    39-40 One Major Super Ability and two Minor abilities.*
    41-52 Five Minor Super Abilities only (no Major powers). #
    53-64 Two Major Super Abilities (no Minor powers).*
    65-76 One Major Super Ability and 1D4+1 Minor Psionic powers. (Player's Choice)
    77-88 Two Minor Super Abilities (Player's Choice) and two Super Psionic powers.
    89-00 Three Major Super Abilities or (Player's Choice) Six Minor powers.*
Table D: Side 'Effects (Permanent): (GM's Choice)
Table E: The Sponsoring Organization: Players must roll on this table.
Table F: Status with Sponsoring Organization: Players must roll on this table.
The Supersoldier Option: Please Reference New Class from PU2 detailed later in this thread.

Hardware
Budget tables: Players must roll on this table.
Status With the Sponsoring Organization tables: (GM's Choice)

Magic
Enchanted Weapon
Type of Weapon Table: Player's Choice
Super or Magic Abilities tables: Players must roll on this table.
Enchanted Object
Magic Spells or Super Abilities: Players must roll on this table.
Power Level of the Spell or Abilities: Players must roll on this table.
Mystic Study
Shortcut to Gaining New Spells: Players will roll on this table upon attaining each new level of experience.
Mystically Bestowed
Physical Limitations Table: Players may make a selection on this table.
Type of Bestowed Super Ability
    01-25 Two Major Super Abilities of choice.*
    26-40 Four Minor Super Abilities of choice, plus Hand to Hand: Martial Artist. (Player's Choice)
    41-50 One Major Super Ability & two Minor, plus Hand to Hand: Expert.*
    51-70 Select one Major Super Ability and a total of eight spells from levels 1-5. (Player's Choice)
    71-80 Select a total of ten magic spells from levels 1-6 and a total of six spells from levels 7-12.
    81-00 Select a total of nine magic spells from levels 1-8 and seven total from levels 9-15!

Mutants
Step Two: The Cause of the Mutation: (Player's Choice)
Step Three: Unusual Physical Characteristics: Players may make a selection on this table.
Step Four: Super Abilities
The Category & Number of Super Abilities
    01-15 One Major Super Ability and three Minor abilities.*
    16-30 Four Minor Super Abilities only (no Major powers). (Player's Choice)
    31-45 One Major Super Ability and two Minor abilities.*
    46-55 Two Major Super Abilities (no Minor powers).*
    56-65 Five Minor Super Abilities only (no Major powers). #
    66-75 1D4+2 minor Psionic Powers (any, except super) and one Major Super Ability. (Player's Choice)
    76-80 Psychic Mutant 1D4 psionic powers from each of the three minor psionic power categories and one from Super-Psionics. Select two additional minor psionic powers per level of experience or one Super-Psionic ability. All new abilities start at level one proficiency.
    81-90 Continuous Mutation: All of the mutant's powers do not manifest themselves immediately, but over time.
    At level One, roll for one Major Super Ability or one Super Psionic power.
    At level Two, roll for one Minor Super Ability.
    At level Four, roll for one Major Super Ability or choose one Super Psionic power.
    At levels 6, 8, 12 and 14 roll for one additional Minor Super Ability.
    91-00 Unstable Powers! This mutant's powers are unpredictable and constantly change! At level one, the mutant selects one Major Super Ability and two Minor Super Abilities.* Then roll on the Unstable Powers Table.
Unstable Powers Table: Players must roll on this table.
Mutant Animals
Step 4: Cause of Mutation & Education: Players must roll on these tables.

Physical Training
This power category is entirely constructed.

Psionics
Psionic Abilities Of the Natural Psychic: The powers of a Natural Psychic are selected by the player.
Psionic Abilities: The powers of a Latent Psionic are selected by the player.

Robotics
Robot Budget: Players must roll on this table.
Step Five: Background Data: Players must roll on this table.

The Secret Operative
Step Four: Background Data The Sponsoring Organization: (GM's Choice)
Status with the Sponsoring Organization: (GM's Choice)

Eugenics
Genetic Construction Budget: Players must roll on this table.
Current Status with the Sponsoring Organization: (GM's Choice)
The Sponsoring Organization: (GM's Choice)
Motive for Genetic Reconstruction: (Player's Choice)
Conditions of Eugenic Modification: (Player's Choice)
Possible Disfigurement due to Eugenic Modifications: Players must roll on this table.
Possible Insanity: Players must roll on this table.

Super-Soldier
The Sponsoring Organization: (GM's Choice)
Motive for the Procedure: (Player's Choice)
Nature of the Procedure: (Player's Choice)
Nature of the Test Subject: (Player's Choice)
Current Status with the Sponsoring Organization: (GM's Choice)
Likelihood of Successful Replication: (GM's Choice)
Number and Type of Super Abilities:
    01-10% Two Minor super abilities (no Major powers). (Player's Choice)
    11-30% One Major super ability and one Minor.*
    31-50% Two Major super abilities (no Minor powers).*
    51-60% Four Minor super abilities (no Major powers). (Player's Choice)
    61-70% One Major super ability and two Minor.*
    71-80% Chemical Enhancement.
    81-90% Endoskeletal Replacement.
    91-95% Brain Implant Augmentation (SIA).
    96-00% Latent Psionics, with the full range of abilities.
Special Supersoldier Enhancement Table: Players must roll on this table.
Battle Armor or Hero Costume: (Player's Choice)
Special Weapons: Players may make a selection on this table.
Prototype Vehicle: Players may make a selection on this table.

Symbiotic Superhuman
Where Did the Symbiote Come From?: ^^^
The Symbiote's Appearance: ^^^
The Symbiote's Intelligence: ^^^
The Symbiote's Food Source: ^^^
Benefits Gained by the Host: ^^^
Determining Super Abilities
    01-05% One Major super ability and two Minor abilities having to do with adaptation.*
    06-10% One Major super ability and two Minor abilities having to do with environment and/or fields of force.*
    11-15% One Major super ability and two Minor abilities involving Alter Physical Structure/Body or Physical Strength/Power.*
    16-20% One Major super ability and three Minor abilities involving mass, weight, and density.*
    21-25% One Major super ability and three Minor abilities involving and/or concealment/hiding.*
    26-30% Two Major super abilities and one Minor ability involving shape changing and/or the altering of the human body or body parts.*
    31-35% Two Major super abilities and one Minor ability involving sound/sonic powers.*
    36-40% Two Major super abilities and one Minor having to do with controlling or shaping the elements/nature.*
    41-50% One Major super ability & three Minor abilities involving energy.*
    51-55% Two Major super abilities and one Minor ability involving physical defense/protection.*
    56-60% Two Major abilities and one Minor ability involving size.*
    61-65% Two Major abilities and one Minor ability involving physical matter.*
    66-70% Two Major abilities and one Minor ability having to do with space and/or time.*
    71-75% Five Minor super abilities involving Heightened Senses (may include any Supervision powers) or awareness/sensing.#
    76-80% Five Minor super abilities involving combat and/or weapons.#
    81-85% Two Major super abilities and two Minor abilities having to do with machines.*
    86-90% Two Major super abilities and two Minor abilities having to do with transportation and/or movement.*
    91-95% Two Major super abilities and two Minor abilities having to do with speed.*
    96-00% Two Major super abilities and two Minor abilities having to do with controlling or influencing others.*
Note: This table is so thematically tailored that a GM must consult the superpowers categories sub-tables to direct the player's choices and/or rolls.
The Consequences of Removing the Organism: (GM's Choice)

Power Categories Not Appropriate to the Setting
Ancient Weapons Master
Empowered
Gestalt Superhumans
Hunter/Vigilante
Imbued Heroes
Immortals
Mega-Hero
The Stage Magician
Super-Invention
The Super Sleuth
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImageImageImageImageImageImageImageImage
To help support this site, use paypal.me/LloydRitchey
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: A.D.F. Character Creation Rules

Postby Augur » Wed Aug 17, 2016 2:35 pm

General Table: The Number and Category of Super Abilities
    01-15 One Major Super Ability and three Minor abilities.*
    16-30 Four Minor Super Abilities only (no major powers). (Player's Choice)
    31-45 One Major Super Ability and one Minor ability.*
    46-60 One Major Super Ability and two Minor abilities.*
    61-75 Five Minor Super Abilities only (no major powers).#
    76-85 Two Major Super Abilities (no minor powers).*
    86-90 1D4+1 minor psionic powers (any, except super) and one Major Super Ability. (Player's Choice)
    91-95 1D4 minor psionic powers (any, except super) and 2 or 3 (GM's Choice) Minor Super Abilities. (Player's Choice)
    96-00 One Super Psionic power and either one Major Super Ability or two Minor Super Abilities. (Player's Choice)
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImageImageImageImageImageImageImageImage
To help support this site, use paypal.me/LloydRitchey
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: A.D.F. Character Creation Rules

Postby Augur » Wed Aug 17, 2016 4:01 pm

Character Creation Guide for Non-A.D.F. Characters (continued): Skills & Education

A Non-A.D.F. Character can either choose from the Alien Skill Programs list, or else choose from the Galactic Skill Programs list.

Alien Skill Programs

  • General Studies: Select three skills from science, pilot and communications, plus select nine secondary skills.
    Skill Bonus: +5% to all skills, including secondary.
  • Pilot: Select five piloting skills (any), three pilot related skills, and two skills from communications and mechanical, as well as basic and advanced mathematics, computer operation, and four secondary skills.
    Skill Bonus: +15% on all piloting and pilot related skills, +5% on all others.
  • Military Specialist: Select five from espionage and five from military, 1D4 from physical, plus one hand to hand combat skill of choice, four weapon proficiencies and select four secondary skills.
    Skill Bonus: +10% on espionage and military skills only.
  • Science Specialist: Select five skills from science, two from medical, two from physical, two from communications, plus computer operation, basic math, and read sensory instruments. Also select five secondary skills.
    Skill Bonus: +20% to all science skills and +10% on all others, except secondary skills.
  • Combat Specialist: Select four physical skills plus one hand to hand of choice, six weapon proficiencies (any), one pilot, and first aid, plus six secondary skills.
    Skill Bonus: +10% except on secondary skills.
  • Rogue/Smuggler: Select 1D4+3 skills from the rogue category and 104 from espionage, plus two from communications, weapon proficiencies, mechanical, and physical. The character also has the basic math skill and computer operation, and four secondary skills.
    Skill Bonus: +10% to all rogue and espionage skills, and +5% to all others, except secondary skills.
  • Engineer: Select six skills from the combined categories of electronics and mechanical, two each from science and communications, plus computer operation, read sensory equipment, and basic and advanced mathematics. Also select five secondary skills.
    Skill Bonus: +25% on all electronic and mechanical skills, and +5% on all others except on secondary skills.

Galactic Skill Programs

Cyberjacker Skill Program
    Computer Operation (+25%)
    Computer Programming (+20%)
    Cyberjacking (+20%)
    Computer Repair (+15%) or Computer Hacking (+20%)
    Research (+15%)
    Cryptography (+15%)
    Advanced Mathematics (+30%)
    Streetwise or Radio: Scrambler (+10%)
    Other Skills
    3 skills from Espionage or Rogue
    3 skills from Science or from Technical
    3 skills from Communications or Electrical
    2 skills from Military or Weapon Proficiencies (any)
    Secondary Skills
    5 skills of choice

Bounty Hunter Skill Program
    Computer Operation (+15%)
    Streetwise (+ 15%) or Seduction (+20%)
    Pick locks (+15%) or Find Contraband (+15%)
    Prowl (+10%)
    Tracking (+25%)
    Surveillance Systems (including Tailing; +20%)
    Pilot Civilian Spacecraft: Small or Medium (+15%)
    W.P. Energy Pistol or W.P. Energy Rifle
    Hand to Hand: Expert
    Zero Gravity Combat: Basic (may be Expert for the cost of one other skill above)
    Other Skills
    3 skills from Espionage or Military
    3 skills from Rogue or Communications
    3 skills from Pilot: Advanced or Pilot: Related
    2 skills from Wilderness
    2 W.P. skills (any)
    Secondary Skills
    5 skills of choice

Information Broker Skill Program
    Computer Operation (+25%)
    Computer Hacking (+20%) or Cyberjacking (+15%)
    Computer Programming (+15%) or Cryptography (+15%)
    Computer Repair (+20%) or Basic Electronics (+20%)
    Radio Scramblers (+20%) or Radio: Satellite (+15%)
    Streetwise (+10%) or Electronic Warfare (+5%)
    Surveillance Systems (+ 1 0%) or Advanced Math (+ 1 0%)
    Concealment (+20%) or Impersonation (+15%)
    Find Contraband and Illegal Weapons (+20%)
    Intelligence (+20%) or law (General; +20%)
    Research (+20%)
    Other Skills
    3 skills from Espionage
    3 skills from Rogue
    3 skills from Science or Communications
    3 skills from Pilot or Technical
    2 W.P. skills (any) or two Military skills
    Secondary Skills
    6 skills of choice

Mercenary Space Soldier Skill Program
    Military Etiquette (+ 15%)
    Tracking (+ 15%) or Armorer (Field; + 15%)
    Radio: Laser (+ 10%) or Read Sensory Equipment (+ 15%)
    Pilot: Basic: One of choice (+15%)
    Pilot Military Spacecraft (Small; + 15%) or Navigation: Space (+10%)
    Depressurization Training
    Zero Gravity Combat Basic
    Hand to Hand: Expert or Martial Arts (Assassin if evil)
    W.P. Energy Pistol or W.P. Automatic Pistol
    W.P. Energy Rifle or W.P. Automatic Rifle
    Other Skills
    4 skills from Espionage
    4 skills from Military
    3 skills from Rogue or Physical
    3 skills from Pilot: Advanced
    4 W.P. skills (any)
    Secondary Skills
    6 skills of choice

Professional Combat Athlete Skill Program
    Boxing
    Wrestling
    Gymnastics or Acrobatics (+5% for either)
    Hand to Hand: Expert or Martial Arts
    Recognize Weapon Quality (+20%)
    Depressurization Training
    Zero Gravity Combat: Elite
    Pilot Jet Pack (+20%) or Pilot Hover Cycle (+15%)
    W.P. Knife
    W.P. Blunt
    Other Skills
    4 skills from Weapon Proficiencies (any)
    3 skills from Physical or Rogue
    2 skills from Espionage or Military
    3 skills from Pilot: Basic or Advanced (all at +10%)
    Secondary Skills
    6 skills of choice

Spacecraft Mechanic Skill Program
    Mechanical Engineer (+20%)
    Spacecraft Mechanics (Select 4 types; +20%)
    Basic Electronics (+15%) or Electrical Engineer (no bonus)
    Advanced Mathematics (+25%)
    Astrophysics (+ 15%)
    Chemistry (+ 15%) or Hover Vehicle Mechanics (+ 15%)
    Computer Operation (+20"k)
    Computer Repair (+20%)
    Pilot: Civilian Spacecraft (Small and Medium: +5%) or Field Armorer (+15%)
    Other Skills
    4 skills from Mechanical or Electronics (any)
    3 skills from Technical or Science
    2 skills from Pilot: Basic or Communications (all at +10%)
    Secondary Skills
    5 skills of choice

Spacecraft Pilot Skill Program
    Laser Communications (+20%)
    Computer Operation (+20%)
    Navigation: Space (+20%)
    Navigation: Faster Than Light (+20%)
    Operate Sensory Systems (+200k)
    Read Sensory Equipment (+20%)
    Advanced Mathematics (+20%)
    Pilot: Small Civilian Spacecraft (+25%)
    Pilot: Large Civilian Spacecraft (25%)
    Pilot: Civilian or Military Spacecraft of choice (+20%)
    Other Skills
    4 skills from Mechanical or Electronics (any)
    3 skills from Technical or Science
    2 skills from Pilot: Basic or Communications (all at +10%)
    Secondary Skills
    5 skills of choice

Space Fighter Pilot Skill Program
    Laser Communications (+20%)
    Computer Operation (+ 15%)
    Navigation: Space (+15%)
    Read Sensory Equipment (+20%)
    Weapon Systems (+20%)
    Pilot: Small Military Spacecraft/Fighter (+30%)
    Military Hyperthrusters (+20%)
    Wilderness Survival (+15%)
    Depressurization Training
    W.P. Energy Pistol
    Other Skills
    3 skills from Pilot: Advanced
    3 skills from Pilot: Basic
    3 skills from Military or Rogue (all at +10%)
    3 skills from W.P. skills (any) or Physical
    Secondary Skills
    6 skills of choice

Space Pirate Skill Program
    Find Contraband & Illegal Weapons (+20%)
    Safe-cracking (+ 15%) or Forgery (+ 10%)
    Detect Concealment (+20%) or Basic Electronics (+20%)
    Intelligence (specialized in casing and assessing targets, +15%)
    One Rogue Skill of choice (+20%)
    Pilot Advanced: Military Spacecraft (small; +15%) or Jet Pack (+20%)
    Zero Gravity Combat: Basic
    Hand to Hand: Basic
    W.P. Energy Pistol
    W.P. Energy Rifle or W.P. Heavy Energy Weapons
    Other Skills
    4 skills from Rogue skills (+10%)
    3 skills from Espionage or Military
    2 skills from Pilot: Basic skills or 1 from Pilot: Advanced (all at +5%)
    3 skills from W.P. skills (any) or Physical
    Secondary Skills
    6 skills of choice

Special Space Infantry Soldier Skill Program
    Military Etiquette (+20%)
    Detect Ambush (+10%)
    Climbing (+10%)
    Depressurization Training
    Pilot: Jet Pack (+20%) or Pilot Robot (typically exoskeleton power armor)
    Zero Gravity Combat: Elite
    Hand to Hand: Martial Arts
    W.P. Energy Rifle
    W.P. Energy Pistol or W.P. Heavy Energy Weapons
    W.P. Knife or W.P. Blunt
    Other Skills
    4 skills from Military (+15%)
    4 skills from Espionage or Rogue
    2 skills from Pilot: Basic or 1 from Pilot: Advanced (all at +10%)
    3 skills from W.P. skills (any)
    3 skills from Physical or Communications
    Secondary Skills
    4 skills of choice

Technical Scientist Skill Program
    Computer Operation (+20%)
    Basic Electronics (+15%) or Field Armorer (+10%)
    Research (+20%)
    Laser Communications (+20%) or Computer Programming (+20%)
    Paramedic (+20%) or Xeno-Biology (+15%)
    Read Sensory Equipment (+20%)
    Mathematics: Basic & Advanced (+30%)
    Navigation (+20%) or Electronic Warfare (+10%)
    Two Science or Communication Skills of choice (+ 15% each)
    Other Skills
    4 skills from Science (all at +20%)
    2 skills from Communications or Medical
    3 skills from Technical or Wilderness
    2 skills from Mechanical or Electrical (all at +15%)
    2 skills from W.P. (any) or Physical
    Secondary Skills
    6 skills of choice

Special Operative Skill Program
    Intelligence (+20%)
    Prowl (+15%)
    Escape Artist (+20%) or Demolitions (+20%)
    Tracking (+15%) or Disguise (+20%)
    Surveillance Systems (+20%) or Interrogation (+15%)
    Law (General: +15%)
    Zero Gravity Combat: Basic
    Pilot: Small Military Spacecraft (+ 15%)
    W.P. One melee weapon of choice
    W.P. One energy weapon of choice
    Other Skills
    Hand to Hand: Martial Arts (or Assassin if an evil alignment)
    3 skills from Espionage skills (+15%)
    2 skills from Military or Rogue (+15%)
    3 skills from Communications or Technical (+10%)
    3 skills from Physical or Wilderness (+5%)
    2 skills from W.P. (any)
    Secondary Skills
    6 skills of choice

Security Officer Skill Program
    Criminal Science (+20%, but does not include Forensic Medicine)
    Law: General (+30%)
    Find Contraband and Illegal Weapons (+ 15%)
    Surveillance Systems (+20%) or Interrogation (+15%)
    Intelligence (+15%)
    Streetwise (+ 12%) or Anthropology (+20%)
    Pilot: Jet Pack (+ 15%)
    Pilot: Small Military Spacecraft (+20%)
    Zero Gravity Combat: Elite
    Hand to Hand: Expert
    W.P. Energy Pistol
    W.P. Energy Rifle
    Other Skills
    2 skills from Espionage or Rogue (+10%)
    2 skills from Military or Physical (+5%)
    3 skills from Communications or Technical (+15%)
    2 skills from Piloting (+10%; Basic or Advanced)
    2 skills from Physical or Wilderness (+5%)
    Secondary Skills
    5 skills of choice

Weapons Technician Skill Program
    Computer Operation (+20%)
    Read Sensory Equipment (+20%)
    Electronic Warfare (+ 15%)
    Weapons Engineer (+20%)
    Electrical Engineer (+ 15%)
    Basic Mechanics (+ 15%) or Field Armorer (+ 10%)
    Recognize Weapon Quality (+20%) or Computer Repair (+20%)
    W.P. Energy Rifle or W.P. Heavy Energy Weapons
    W.P.: One of choice (any) or Demolitions and Demolitions Disposal (+20%)
    Other Skills
    2 skills from Mechanical and 2 Electrical skills (+10%)
    2 skills from Military or Physical (+5%)
    4 skills from Communications or Technical (+10%)
    1 skill from Piloting (+10%; Basic or Advanced)
    2 skills from Physical or W.P.
    Secondary Skills
    5 skills of choice

Xeno-Biologist Skill Program
    Xeno-Biology (+20%)
    Xeno-Botany (+20%)
    Anthropology: Alien (+15%)
    Biology (own race; +25%)
    Paramedic (+20%) or Medical Doctor (+5%)
    Pathology (+10%)
    Computer Operation (+20%)
    Chemistry (+20%)
    Chemistry: Analytical (+15%)
    Basic and Advanced Mathematics (+25%)
    Other Skills
    3 skills from Science (+20%)
    2 skills from Technical or Communications (+15%)
    3 skills from Domestic or Wilderness (+10%)
    2 skills from Physical or W.P.
    Secondary Skills
    5 skills of choice

Xeno-Robotics Skill Program
    Alien Technology Mechanics (+ 15%)
    Robot Mechanics (+20%)
    Robot Electronics (+20%)
    Mechanical Engineer (+15%)
    Computer Operation (+20%)
    Computer Programming (+20%)
    Computer Repair (+15%) or Field Armorer (+10%)
    Basic & Advanced Math (+20%)
    Other Skills
    2 skills from Mechanical (+15%)
    2 skills from Science or Electrical (+5%)
    4 skills from Technical or Communications (+10%)
    2 skills from Domestic or Physical
    2 skills from W.P. skills (any)
    Secondary Skills
    5 skills of choice
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImageImageImageImageImageImageImageImage
To help support this site, use paypal.me/LloydRitchey
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: Character Creation Rules

Postby Augur » Sat Feb 04, 2017 8:28 am

Mental Disciplines
Prerequisites: Must be a Natural/Genius (Mundane) or a second or Third Tier with the power of Extraordinary Intelligence.
Any Natural Genius (Mundane) or Second or Third Tier with Extraordinary IQ may exchange three skill slots (including secondary skills) for a Mental Discipline (below). This option can be used a limit of four (4) times for the Natural/Genius character and six (6) times for Third and Second Tier characters. Because of their greater access to powers, it is unheard of for First Tiers to develop these abilities.

    Analytical Mind: A well-structured and ordered mind, the character's brain is able to process huge amounts of data quickly, figure out what's most important and logical, and likely conclusions and potential trouble areas/problems. In addition, the character is able to calculate numbers like a computer, performing complex calculations all in his head. Furthermore, the character can see the big picture, anticipate trouble and already have a plan in place to avoid the trouble or fix a problem.
    Bonuses: +2 Initiative and +1 M.E. Attribute

    Code: Select all
    [list][b][u]Analytical Mind[/u][/b]: A well-structured and ordered mind, the character's brain is able to process huge amounts of data quickly, figure out what's most important and logical, and likely conclusions and potential trouble areas/problems. In addition, the character is able to calculate numbers like a computer, performing complex calculations all in his head. Furthermore, the character can see the big picture, anticipate trouble and already have a plan in place to avoid the trouble or fix a problem.


    Clinical Outlook: The character looks at things from a practiced distance and dispassionate impartiality so that he is not adversely affected by gruesome sights, monsters, and the seemingly impossible.
    Bonuses: +4 to save vs insanity, and +4 (+1 at levels 2, 5, 9, and 13) to save vs Horror Factor.

    Code: Select all
    [b][u]Clinical Outlook[/u][/b]: The character looks at things from a practiced distance and dispassionate impartiality so that he is not adversely affected by gruesome sights, monsters, and the seemingly impossible.


    Enhanced Memory: The Hero has a remarkable type of photographic memory when it comes to remembering factual data (events, names, numbers, etc) and never forgets a name, date, or number (address, code number, comm frequency, recipe, etc). Other specific details may be foggy, but the character is likely to remember the general essence/meaning/purpose (01-60% recalls specifics clearly, 61-90% remembers the gist of things, can paraphrase and operate machines from recollection, 91-00% can recall only the most basic concepts; no real details).

    Code: Select all
    [b][u]Enhanced Memory[/u][/b]: The Hero has a remarkable type of photographic memory when it comes to remembering factual data (events, names, numbers, etc) and never forgets a name, date, or number (address, code number, comm frequency, recipe, etc). Other specific details may be foggy, but the character is likely to remember the general essence/meaning/purpose (01-60% recalls specifics clearly, 61-90% remembers the gist of things, can paraphrase and operate machines from recollection, 91-00% can recall only the most basic concepts; no real details).


    Find Weakness: If the character is able to study an opponent for one full melee round (no other actions possible), the character will then be able to find some of the opponent's weak points. With this knowledge, the Natural Genius can inflict double damage from physical attacks (punches, kicks, or with handheld weapons), but only for 1d4 melee rounds before his focus and concentration are broken. Once broken, the hero can't use this ability for 10 minutes. (This does not let the character do damage to someone who is impervious to that type of attack, of course.)
    Bonus: During this limited period of focus, the character is +2 on iniative, +2 to strike, and +3 to parry and dodge, but only against that one opponent whose weaknesses are presently known.

    Code: Select all
    [b][u]Find Weakness[/u][/b]: If the character is able to study an opponent for one full melee round (no other actions possible), the character will then be able to find some of the opponent's weak points. With this knowledge, the Natural Genius can inflict double damage from physical attacks (punches, kicks, or with handheld weapons), but only for 1d4 melee rounds before his focus and concentration are broken. Once broken, the hero can't use this ability for 10 minutes. (This does not let the character do damage to someone who is impervious to that type of attack, of course.)
    [u]Bonus[/u]: During this limited period of focus, the character is +2 on iniative, +2 to strike, and +3 to parry and dodge, but only against that one opponent whose weaknesses are presently known.


    Healing Trance: By meditation and a zen-like control over his own body, the character is able to control and reduce his breathing, blood pressure, stress, pain, and even temperature. All of this helps the character to relax, but can also reduce penalties, duration, and damage inflicted by poison, drugs, disease, and toxins by half, as well as increase healing, doubling the normal rate of recovery for Hit Points and restoring 1d6 S.D.C. per hour while in a healing trance. The character can maintain this trance for up to 12 hours before needing a break.
    Bonuses: +1 to P.E. attribute and +2d6 to S.D.C. added to the character's permanent base.

    Code: Select all
    [b][u]Healing Trance[/u][/b]: By meditation and a zen-like control over his own body, the character is able to control and reduce his breathing, blood pressure, stress, pain, and even temperature. All of this helps the character to relax, but can also reduce penalties, duration, and damage inflicted by poison, drugs, disease, and toxins by half, as well as increase healing, doubling the normal rate of recovery for Hit Points and restoring 1d6 S.D.C. per hour while in a healing trance. The character can maintain this trance for up to 12 hours before needing a break.


    Iron Willpower: The Natural Genius' power is his mind and his indomitable force of will. Through mental discipline the hero can resist mind control in its every form (drugs, magic, psionics, super abilities, ect.) as well as retain consciousness - cannot be knocked unconscious from a physical blow to the head - and is resistant to drugs. Remains semi-conscious even after all S.D.C. and Hit Points have been reduced to zero, though his awareness is on par to that of a dazed or dreamlike state. In this physically ravaged state of mind, the Natural Genius has only two attacks per melee round, no combat bonuses of any kind, speed is reduced by half, and skill performance is -40%, but he's still aware and moving. The character can function in this state until his Hit Points are reduced below zero by a number equal to his P.E. attribute number. After that point the character falls into a coma and will die without immediate medical treatment.
    Bonuses: +4 to save vs mind control, +5 to save vs possession, +4 to save vs anesthetics/knockout drugs and poison, +3 to save vs illusions and Horror Factor, and +15% to save vs coma and death.

    Code: Select all
    [b][u]Iron Willpower[/u][/b]: The Natural Genius' power is his mind and his indomitable force of will. Through mental discipline the hero can resist mind control in its every form (drugs, magic, psionics, super abilities, ect.) as well as retain consciousness - cannot be knocked unconscious from a physical blow to the head - and is resistant to drugs. Remains semi-conscious even after all S.D.C. and Hit Points have been reduced to zero, though his awareness is on par to that of a dazed or dreamlike state. In this physically ravaged state of mind, the Natural Genius has only two attacks per melee round, no combat bonuses of any kind, speed is reduced by half, and skill performance is -40%, but he's still aware and moving. The character can function in this state until his Hit Points are reduced [i]below zero[/i] by a number equal to his P.E. attribute number. After that point the character falls into a coma and will die without immediate medical treatment.


    Mental Toughness: This character's psyche is strong and resilient. His guard is always up against psychic attack and danger. The hero is able to close his mind to certain types of psychic communication and attacks giving him the equivalent of Mind Block to completely prevent/block himself from psionic, communication, probes, and attacks via Empathy, Telepathy, Empathic Transfer, and See Aura.
    Bonuses: +6 to save vs Hypnotic Suggestion, Mind Bond, Mind Wipe, Empathetic Transfer, Bio-Manipulation, and +1 to save vs all other types of psionic attacks, mind control, insanity, and Horror Factor.

    Code: Select all
    [b][u]Mental Toughness[/u][/b]: This character's psyche is strong and resilient. His guard is always up against psychic attack and danger. The hero is able to close his mind to certain types of psychic communication and attacks giving him the equivalent of [i]Mind Block[/i] to completely prevent/block himself from psionic, communication, probes, and attacks via Empathy, Telepathy, Empathic Transfer, and See Aura.


    Mind Over Matter: Body Control: The hero is able to use his mind to override the body's need for food, water, sleep, and to a limited extent, air. The character can go for five days +1 day per level of experience without any food or water, go for up to three days +1 per level of experience without any sleep (and is comfortable with only 3-5 hours of sleep per night), and can lower his air consumption to one quarter of normal, adding 1d4 minutes to holding his breath, or survive 1d4+4 minutes in a low or limited air environment.

    Code: Select all
    [b][u]Mind Over Matter: Body Control[/u][/b]: The hero is able to use his mind to override the body's need for food, water, sleep, and to a limited extent, air. The character can go for five days +1 day per level of experience without any food or water, go for up to three days +1 per level of experience without any sleep (and is comfortable with only 3-5 hours of sleep per night), and can lower his air consumption to one quarter of normal, adding 1d4 minutes to holding his breath, or survive 1d4+4 minutes in a low or limited air environment.


    Mind Over Matter: Combat Trance: The character can put himself into a sort of combat trance in which mind and body are one, and the Natural Genius becomes a precision fighting machine. A sort of controlled, berserk rage.
    Duration: Two melee rounds per level of experience, or until the character snaps out of the trance to perform a skill or to stop fighting, whichever comes first. Maximum trances possible per 24 hour day: One for every two M.E. attribute points +1 per level of experience.
    Bonuses (applicable only during combat trance): +2 attacks per melee round, +1 on initiative, +6 to strike and parry, +3 to dodge, +3 to disarm and entangle, +3 to pull punch.
    Penalties: During the combat trance, skill performance is reduced by half, any of the bonuses provided by other Mental Disciplines, attributes, and skills are also reduced by half, and no other Mental Discipline can be used at the same time.
    Note: One full melee round (15 seconds) of concentration is needed to slide into a Combat Trance, though it can be stopped in a heartbeat. However, once stopped, it cannot be started up again until the next melee round.

    Code: Select all
    [b][u]Mind Over Matter: Combat Trance[/u][/b]: The character can put himself into a sort of [i]combat trance[/i] in which mind and body are one, and the Natural Genius becomes a precision fighting machine. A sort of controlled, berserk rage.
    [u]Duration[/u]: Two melee rounds per level of experience, or until the character snaps out of the trance to perform a skill or to stop fighting, whichever comes first. [u]Maximum trances possible per 24 hour day[/u]: One for every two M.E. attribute points +1 per level of experience.
    [u]Bonuses (applicable only during combat trance)[/u]: +2 attacks per melee round, +1 on initiative, +6 to strike and parry, +3 to dodge, +3 to disarm and entangle, +3 to pull punch.
    [u]Penalties[/u]: During the combat trance, skill performance is reduced by half, any of the bonuses provided by other Mental Disciplines, attributes, and skills are also reduced by half, and no other Mental Discipline can be used at the same time.
    [b]Note[/b]: One full melee round (15 seconds) of concentration is needed to slide into a Combat Trance, though it can be stopped in a heartbeat. However, once stopped, it cannot be started up again until the next melee round.


    Mind Over Matter: Mind and Body: The Natural Genius can go into a meditative trance (takes 1d4 melee rounds) in which he can do a sort of self-psychic diagnosis, sensing how badly he may be hurt (how many Hit Points and S.D.C. are left), what body parts and internal organs are injured, how severely, if a poison/drug is lethal, and whether or not he needs immediate medical attention and what needs to be treated first. Against disease, poison, and drugs he can use bio-feedback techniques to fight the toxin and stop its damage (takes 1d4+1 melee rounds of concentration). Roll 1d20, a roll of 14 or higher means successful bio-feedback. The toxin is stopped in its tracks, no additional damage occurs, damage it may have already inflicted is reduced by half (restore half of the lost H.P. or S.D.C. resulting from damage by the toxin), and any side effects and penalties are gone within 1d4 melee rounds.
    Bonuses: +10% to save vs coma and death.
    Note: The bio-feedback purging takes 1d4 melee rounds, during which time the character can do nothing else.

    Code: Select all
    [b][u]Mind Over Matter: Mind and Body[/u][/b]: The Natural Genius can go into a meditative trance (takes 1d4 melee rounds) in which he can do a sort of self-psychic diagnosis, sensing how badly he may be hurt (how many Hit Points and S.D.C. are left), what body parts and internal organs are injured, how severely, if a poison/drug is lethal, and whether or not he needs immediate medical attention and what needs to be treated first. Against disease, poison, and drugs he can use bio-feedback techniques to fight the toxin and stop its damage (takes 1d4+1 melee rounds of concentration). Roll 1d20, a roll of 14 or higher means successful bio-feedback. The toxin is stopped in its tracks, no additional damage occurs, damage it may have already inflicted is reduced by half (restore half of the lost H.P. or S.D.C. resulting from damage by the toxin), and any side effects and penalties are gone within 1d4 melee rounds.
    [b]Note[/b]: The bio-feedback purging takes 1d4 melee rounds, during which time the character can do nothing else.


    Mind Over Matter: Pain Tolerance: Through meditation and mental exercises, the character can put pain and torture out of his mind as if it were happening to someone else and he were only watching the gruesome event. This high threshold for pain is far greater than most normal people and imposes a -40% skill penalty upon those trying to use Interrogation Techniques or torture to get him to talk.
    Bonuses: A one time bonus of +1 to M.E., +2 to P.E., +2d6 to Hit Points, and +1d6 to S.D.C. The character is able to perform skills without penalty when physically exhausted or seriously wounded, even if on the verge of death.

    Code: Select all
    [b][u]Mind Over Matter: Pain Tolerance[/u][/b]: Through meditation and mental exercises, the character can put pain and torture out of his mind as if it were happening to someone else and he were only watching the gruesome event. This high threshold for pain is far greater than most normal people and imposes a -40% skill penalty upon those trying to use Interrogation Techniques or torture to get him to talk. The character is able to perform skills without penalty when physically exhausted or seriously wounded, even if on the verge of death.


    Mystic Blocker: The character is incredibly logical, confident and sure of his reality. As a result, he is resistant to the effects of magic.
    Bonuses: +2 to save vs all types of magic, and when he falls under the spell of magic the duration, damage, penalties, and effects of the magic are half.

    Code: Select all
    [b][u]Mystic Blocker[/u][/b]: The character is incredibly logical, confident and sure of his reality. As a result, he is resistant to the effects of magic. When the character falls under the spell of magic the duration, damage, penalties, and effects of the magic are half.


    Odds Assessment: The Natural Genius is able to run the odds in his head of any specific event happening. This allows the character to assess the likely odds for success or failure.
    Bonuses: If the odds are good, the character is +1 on initiative, +1 to strike, parry, and dodge, +2 to disarm, and +2 to pull punch and roll with impact, as well as adding a bonus of +5% to all skills dealing with an element of random chance, including Picking Pockets, Picking Locks, Safe-cracking, Demolitions, Card Sharp, and similar. If the odds are bad, the character loses confidence and is minus the above numbers.

    Code: Select all
    [b][u]Odds Assessment[/u][/b]: The Natural Genius is able to run the odds in his head of any specific event happening. This allows the character to assess the likely odds for success or failure.
    [u]Bonuses[/u]: [i]If the odds are good[/i], the character is +1 on initiative, +1 to strike, parry, and dodge, +2 to disarm, and +2 to pull punch and roll with impact, as well as adding a bonus of +5% to all skills dealing with an element of random chance, including Picking Pockets, Picking Locks, Safe-cracking, Demolitions, Card Sharp, and similar. [i]If the odds are bad[/i], the character loses confidence and is minus the above numbers.


    Speed Reader: The character can read one page per every M.E. attribute points per minute. An M.E. of 12 means he can read 12 pages per of solid text in one minute (four melee rounds). If the M.E. is 20, that would be 20 pages, and so on. Just as important, the character comprehends and remembers what he is reading clearly.
    Bonuses: +5% to all skills required to build, deconstruct, or do something after reading the written instructions.

    Code: Select all
    [b][u]Speed Reader[/u][/b]: The character can read one page per every M.E. attribute points per minute. An M.E. of 12 means he can read 12 pages per of solid text in one minute (four melee rounds). If the M.E. is 20, that would be 20 pages, and so on. Just as important, the character comprehends and remembers what he is reading clearly.
    [u]Bonuses[/u]: +5% to all skills required to build, deconstruct, or do something after reading the written instructions.


    Sexual Charisma: The character knows how to attract, engage, and encourage the opposite sex, both personally and in group dynamics.
    Bonuses: The character gains an additional +1d4+1 to his M.A. attribute and +1 to P.B. This also adds a +25% bonus to the skills of Seduction, Find Contraband, Dance, Pick Pockets, Intelligence, and Interrogation, but only when dealing with the opposite sex.

    Code: Select all
    [b][u]Sexual Charisma[/u][/b]: The character knows how to attract, engage, and encourage the opposite sex, both personally and in group dynamics.


    Unnatural Perception: The character can subconsciously recognize trivial details in the world around him. Using these details, the subconscious alerts the character to dangers that the conscious mind did not recognize and creates and uneasy feeling that the hero just can't shake. The effect is similar to a psychic's Sixth Sense, but it is not psionic in origin, nor as powerful.
    Bonuses: +1 to initiative and +2 to dodge.

    Code: Select all
    [b][u]Unnatural Perception[/u][/b]: The character can subconsciously recognize trivial details in the world around him. Using these details, the subconscious alerts the character to dangers that the conscious mind did not recognize and creates and uneasy feeling that the hero just can't shake. The effect is similar to a psychic's Sixth Sense, but it is not psionic in origin, nor as powerful.


"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImageImageImageImageImageImageImageImage
To help support this site, use paypal.me/LloydRitchey
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: Character Creation Rules

Postby Augur » Mon Oct 14, 2019 4:27 pm

Felias Clarification

No magic power category is available to a Felias, and they cannot use magic or cast spells.

A Felias character can be either an Information Broker, a Collector, or a Mundane Felias.

Information Brokers
  • Natural Psionic Power Category (use for Base I.S.P.)
  • Roll up a Natural Psionic as normal per HU2
  • Additional Psionic Abilities: speed reading, total recall and mind block.

Collectors
  • Bionics Power Category
    • I.S.P.: M.E.x2 +1D6 per level of experience (bionics/cybernetics affect psionics as normal)
    • Psionic Abilities: speed reading, total recall and mind block +1 additional minor psi-ability & can pursue any occupation
  • Robotics Power Category
    • I.S.P.: M.E.x2 +1D6 per level of experience
    • Psionic Abilities: speed reading, total recall and mind block +1 additional minor psi-ability & can pursue any occupation
  • Physical Training Power Category
    • I.S.P.: M.E.x2 +1D6 per level of experience
    • Psionic Abilities: speed reading, total recall and mind block +1 additional minor psi-ability & can pursue any occupation
  • Hardware Power Category
    • I.S.P.: M.E.x2 +1D6 per level of experience
    • Psionic Abilities: speed reading, total recall and mind block +1 additional minor psi-ability & can pursue any occupation
  • Mutant Power Category
    • 2 minor powers & 1 major ability or 2 major powers from the following options:
    • Minor Abilities: Super vision: x-ray or advanced sight, heightened sense of hearing, nightstalking, adhesion, flight: glide or wingless.
    • Major Super Abilities: Chameleon, invisibility, shape change, darkness control, intangibility, holographic memory projection, multiple beings/selves, mechano-link, or shrink.

Mundane Felias
  • I.S.P.: M.E.x2 +1D6 per level of experience
  • Psionic Abilities: speed reading, total recall and mind block +1 additional minor psi-ability & can pursue any occupation


Rifts Conversion Notes

Mundane Felias
  • Can select any Scholar/Adventurer or Man-At-Arms O.C.C.
    • I.S.P.: M.E.x2 +1D6 per level of experience
    • Psionic Abilities: speed reading, total recall and mind block +1 additional minor psi-ability

Psionic Felias
  • Can select any Psychic Character Class or Techno-Wizard O.C.C.
    • I.S.P.: M.E.x2 +1D6 per level of experience (if a Psychic Character Class, use the base I.S.P. for that class)
    • Psionic Abilities: speed reading, total recall and mind block (if a Psychic Character Class, these are in addition to the abilities of that class)

Mutant Felias
  • Can select any Scholar/Adventurer O.C.C.
    • 2 Minor Super Abilities & 1 Major Ability or 2 Major Abilities from the following options:
    • Minor Abilities: Super vision: x-ray or advanced sight, heightened sense of hearing, nightstalking, adhesion, flight: glide or wingless.
    • Major Super Abilities: Chameleon, invisibility, shape change, darkness control, intangibility, holographic memory projection, multiple beings/selves, mechano-link, or shrink.
User avatar
Augur
Admin
 
Posts: 5315
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey


Return to HU2 Galactic: The Milky Way Galaxy

Who is online

Users browsing this forum: No registered users and 1 guest