User:Bill/ORE Musings

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Character Sheet

http://smg.photobucket.com/albums/v150/king_kaboom/Game%20Stuff/WildTalentsWounds.png
Archetype
Type Source Permissions
Anachronist Technological Inventor
Intrinsics: 10


Stats
Body Coordination Sense
2d 2d 2d
Brains Command Cool
5d 2d 2d
Base Will/Willpower: 4/4 75


Skills
Skill Dice Skill Dice Skill Dice
Computer Hardware 2d Computer Programming 1d Drive [Automobile] 2d
Education 5d Electronics 2d Inspiration 1d
Language [German] 2d Mechanic [Robotics] 4d 38


Miracles Qualities Dice Extras / Flaws / Notes
Telekinesis [ADRU] 8d Backup, Boobytrap, Bootstrap, Booster [Capacity], Booster [Speed], Focus [Tentacles], Operational Skill [Robotics], Reducer [Range] 60
Power Stunt: Extra Hands 2d
Heavy Armor [DRU] 4 Backup, Boobytrap, Limited Coverage [7-9] 36
Gadgeteering [ADRU] 8d 40
250

Custom Templates

Racial Templates for Cadwallon

In progress...

Dwarf - 4pts

Size Shift 1 (4) - Approximately 100lbs

Elf - 4pts

Size Shift 1 (4) - Approximately 100lbs

Goblin - 18pts

Second Chance 1 (10)

Size Shift 2 (8) - Approximately 50lbs

Orc - 10pts

Extra Tough 1 (8) - Includes Attacks Quality (+1 Shock to hand to hand attacks)

Size Shift 1 (4) - Approximately 250lbs

Ogre - 38pts

Aura of Fear 1 (10) - Always On, Full Power

Extra Tough 2 (12)

Size Shift 4 (16) - Approximately 400lbs

Wolfen - 48pts

Aura of Fear 1 (10) - Always On, Full Power

Extra Tough 3 (18)

Size Shift 5 (20) - Approximately 800lbs

Custom Miracles

Aura of Fear

DRU 14/level

This miracle creates an aura of fear in a radius of ten yards from the character. All characters with a Cool stat must roll (Cool+Resist) at a difficulty equal to the miracle's level or flee. This counts as an action for purposes of determining multiple action penalties. When two Aura of Fear effects overlap subtract them from each other to determine who must roll to resist the effect and at what difficulty.

For example; for a character with Aura of Fear 2 to attack a character with Aura of Fear 4 he or she must declare two actions, the resistance roll and the attack. He or she then must roll the lower of the attack pool or the resistance roll minus one die; getting at least two matches. One of the matches must be a match with a height of two. If he or she fails to roll a single match with a height of two or greater the character must flee out of the radius of the effect.

Making this a persistent effect requires that the miracle be purchased with the Always On and Full Power flaws. Exercise caution when doing this as the character is unapproachable by beings that do not have an aura of fear.

Custom Equipment

Sci-Fantasy Weapons

Designed for use with settings that feature weapons powerful enough to destroy people with a single shot and reduce structures to rubble with concentrated fire from personal arms. It looks like an absurd level of damage when compared to normal weapons, and it is. It however is offset by the powerful armor that will follow.

Weapon Base Damage Capacity Weight Range Special
Blaster Pistol W+4 in SK 10 3 lbs 50/500 yards Penetration 3
Blaster Rifle W+6 in SK 15 15 lbs 200/1000 yards Penetration 6, Spray 0 (4)
Heavy Blaster W+8 in SK 20 25 lbs 200/1000 yards Penetration 9, Area 5, Slow 1

Sci-Fantasy Armor

Armor Protection Special
Light Battle Armor 5 HAR + 4 LAR
Heavy Battle Armor 6 HAR + 4 LAR
Light Exo Armor 7 HAR + 5 LAR +1 HD Body, add +2SK to Brawl attacks
Heavy Exo Armor 8 HAR + 5 LAR +1 HD Body, add +2SK to Brawl attacks

Sci-Fantasy armor protects all locations, reduce all armor ratings by two on the arms and legs. Sci-Fantasy armor is an exception to the normal armor stacking rules. A character may wear any single suit of Sci-Fantasy armor without penalty to his or her coordination. However, any additional armor, even LAR, applies its rating as a penalty to his or her coordination; ie wearing a kevlar vest under light battle armor would apply a -4 to the character's coordination.

Exo armors are powered by cold-fusion reactors that last for approximately 20 years. Integrated weapon systems are powered by the reactor and will not run out of ammunition, except where specifically noted in the description.