Hero's Name:

Jazpharaoh Warcraftus

Player's Name:

greybeard

Species:

Mutant - Mok

Profession:

FX Adept (Tech Op)

Gender:

Male

Career:

GM Shaman

Attributes:

Discovery, Worldly, Precise, Humble

Last Resorts:

Setting:

Gamma Terra

GameMaster:

JSM3050

Last Resort Cost:

0

 

ABILITY

Score

Untrained

Res Mod

Strength

9

4

+0

Dexterity

11

5

+1

Constitution

9

4

 

Intelligence

13

6

+2

Will

11

5

+1

Personality

7

3

 

ACTION CHECK SCORE

Marginal

Ordinary

Good

Amazing

14+

13

6

3

 

DIE

0

Actions Per Round

2

COMBAT MOVEMENT RATES

Sprint

20

Run

12

Walk

4

 

 

Easy Swim

2

Swim

4

Glide

-

Fly

-

 

DURABILITY

Stun

9

qqqqqqqqq

Fatigue

5

qqqqq

Wound

9

qqqqqqqqq

Mortal

5

qqqqq

 

ARMOR

LI

HI

En

AP

Score

Die

Tough

Mass

Hide

Dermal Reinforcement

d4+1

d4

d4-1

0

-

-

O

0

-

 

ATTACK FORMS

Score

Base
Die

Type

Range
(S/M/L)

Damage

Hide

Clip
Size

Mass

Natural Attack

10/5/2

+d0

LI/O

Personal

d4s/d4+1s/d4+2s

-

-

-

Unarmed

10/5/2

+d0

LI/O

Personal

d4s/d4+1s/d4+2s

-

-

-

 

Bonus

SITUATION DIE STEPS SCALE

Penalty

-5

-4

-3

-2

-1

+0

+1

+2

+3

+4

+5

+6

+7

-d20

-d12

-d8

-d6

-d4

+d0

+d4

+d6

+d8

+d12

+d20

+2d20

+3d20

 

ACHIEVEMENT TRACK

Skill Points Spent:

82

Stored:

0

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

q

Hero's Level

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

 

STR Skills

Rank

Score

Die

Athletics

[

9

/

4

/

2

]

+d4

Unarmed Attack

[

9

/

4

/

2

]

+d4

  Brawl

1

[

10

/

5

/

2

]

+d0

 

DEX Skills

Rank

Score

Die

Ranged Weapons

[

11

/

5

/

2

]

+d4

Stealth

[

11

/

5

/

2

]

+d4

 

CON Skills

Rank

Score

Die

Stamina

[

9

/

4

/

2

]

+d4

  Resist Pain

1

[

10

/

5

/

2

]

+d0

Survival

[

9

/

4

/

2

]

+d4

INT Skills

Rank

Score

Die

Knowledge

[

13

/

6

/

3

]

+d4

  Ancient Lore

1

[

14

/

7

/

3

]

+d0

Medical Science

[

13

/

6

/

3

]

+d4

  Surgery

1

[

14

/

7

/

3

]

+d0

  Treatment

1

[

14

/

7

/

3

]

+d0

Physical Science

[

13

/

6

/

3

]

+d4

 

WIL Skills

Rank

Score

Die

Animal Handling

[

12

/

6

/

3

]

+d4

Awareness

[

11

/

5

/

2

]

+d4

 

PER Skills

Rank

Score

Die

Interaction

[

7

/

3

/

1

]

+d4

 

FX SKILLS

Energy: 10 qqqqqqqqqq

FX Skills

Energy

Ability

Rank

Score

Die

Gamma World Shamanism (see below)

  Fiery Bolt

1

WIL

2

[

13

/

6

/

3

]

+d0

 

  Child of the Earth Mother

1

WIL

1

[

12

/

6

/

3

]

+d0

  Life Endures

1

INT

1

[

14

/

7

/

3

]

+d0

  Voices in the Grass and Sky

1

INT

1

[

14

/

7

/

3

]

+d0

  Wield the Ley Line

1

INT

1

[

14

/

7

/

3

]

+d0

 

MUTATIONS

Advantages

Cost

Oversized Limbs (Arms)

1

Dermal Reinforcement

1

Enhanced Reflexes

2

Natural Attack (Fangs, Claws)

2

Drawbacks

Cost

Major Physical Change - Mok

4

Environmental Sensitivity, Slight (Wet)

1

Susceptable To Damage (EN)

2

 

EQUIPMENT

Mass

Qty

EQUIPMENT

Mass

Qty

CHARACTER NOTES
Observant Perk: -1 step bonus to Awareness-Perception checks
Enhanced Reflexes Mutation: Action Check -2 step bonus
Adept Action Check Increase: action check score increased by 1
Adept Secondary Profession: skill cost bonus for secondary profession
Adept Cost Reduction of -1 to the selected FX broad skill group (GW Shamanism)

Created by The Windows Alternity Character Manager

Perks/Flaws

Background Based – Outcast of Nomadic Tribe

Observant Perk: (WIL, active, 3) -1 step bonus to Awareness-Perception checks

Faith (WIL, 5) – improved degree of success of skills when relied on faith

Painful FX (CON, 4) – Stamina-Resist Pain or stun damage d6+1/d4+1/d6-1/d4-1/1 CF/F/O/G/A with use of FX

Code of Honor (WIL, 3) – Code of Faith

Temper 4 (WIL, 4) - +2 penalty to all actions until calmed down.  Hatred of “evil” technology

 

Mutations

Dermal Reinforcement – Thick and mane-like pelt

Natural Attack – Unretractible claws and fangs

Oversized Arms – 150% longer arms, allow for greater reach.

Slight Environmental Sensitive (Wet) – (CON) +2 penalty to all checks when wet or in water.

Major Physical Change – (CON) +4 penalty to PER checks when appearance has affect, change appearance of Mok – ape-like creature with heavy yellow-orange mane (lion-like) and yellow fur pelt.  Face is cat like and black.  Fangs and claws are very apparent.  Feet are hoof-like.

Suspectibility to Energy Damage - +1 damage

 

Background

The bardic story of the “Demonic Ape” is one to surely frighten local children to stay away from ancient ruins. Out of the forbidden zones of the wastes a hulking stranger wanders in.  The origins of this strange aberration from the wilds is not well known.  Are they natural or part of some new mutant breed?   Known as bar-lgura, wendigo, or moks depends on the human legend orientation.  These creatures appear as a large hydrid of ape and lion.   The ape-like creature has a heavy yellow-orange mane (lion-like) and yellow fur pelt.  Its face is cat like and black adorned with fangs.  They have over long arms capped with hand claws which are very apparent.  Feet are hoof-like.  A definitive,.threatening appearance that keep most, if not all in fear which also attribute the moks to a nomadic life.  Though primitive and primal in appearance, he is highly intelligent and curious.  So why venture near civilization as it is known now.  This gentle giant is more worldly than one would give them credit for.  For all their worldly travels, they are innately curious and seek to gather information and knowledge.  The moks travel much of the Arabic lands from Mesopotamia to Carthage 

 

The creatures are also gifted with the ability to connect to the spirit world.  They can sense things from the past as well as the future.  They can even venture into their realms to ignore the very physical surrounding of the material world.  These traits coupled with their appearance cause much fear and suspicion from humanity.  Being somewhat of a disconnect with the natural world, the four primary elements that make up the world according to the Greeks (or Hellas) effect the moks in unusual ways.  They seem repelled if not harmed by them in their purest form.  The moks try to avoid such situations as possible.  Humans, who know their legends well, often chase a wandering mok off with a flaming torch or a bucket full of water.

 

There he gained much appreciation of mystical nature of the four basic elements, air, earth, fire and water, and their cosmological influence of all things.  Such influence impacts the very core of life.  The ability to manipulate these primal elements in a physical sense was well routes in his tutolage of alchemical sciences.  Besides the examination of the external world, he also spent much time in the reverie of the spirit realms.  There he learned of the connection of primal energies and that of life.  Life is a culmination of all energies equally, and that the physical body is merely a shell to contain it.  The spirit is the conduit of the energies to feed the life source.  He has experimented with these nodes and has been able to control the vary energies as single entities in the physical world.  However, it causes him great pain with such attempts.  He has developed some resistance to the pain, but the pure energies still take their toll if care and precise concentration is not maintained.  So he seeks further enlightenment to achieve total dominion of his personal energy well to nullify his racial vulnerability to pure natural elements.  He hopes that one day he may pass unto his fellow moks the enlightenment to resist the pure elements that intimidate them.

 

The angle I was after was to have this creature trying to ge back to basics. Try to reconnect back to mother earth and purge evil technology as a whole. This is his bend on things. Very tribal and naturalistic.

 

 

FX Skills – Gamma World Shamanism
Character

I want to make him a "shaman" type of person connected with the elements.

Combine some of the FX divine skills to make a new set.....I know you don't have the Beyond Sci...but I could abbreviate some of the powers without violation of the copyright stuff for this game.

FX skills --- to mix ... druidism, shamanism, and hatire.

Generally one can not learn more than one broad FX faith skill. I think thats a bit of junk on their part. The FX skills cost plenty anyways. So here would be my suggestions for the list of skills under the GW Shaman List

GW Shaman Broad - 13
5 - Call Sky Father - control weather effects

Transform miracle – can adjust air, moisture, and temperature.  30 m radius, lasts 10 min,  requires complex skill check – one roll per round – ordinary complex – allow variations common to that season in that region, good complex – nonseasonal weather but restricted to typical regional weather, amaze complex – any weather of terrain and climate.  GM call for degree of complexity – tornados and calling lightning should be considered complex checks if conditions are not right for them.  Lightning bolt would be as an electrical hazard from Table G15 in GMG with –2 step bonus for CON feat.

Rank benefits – double radius and duration at 4, 8, 12.


5 - Child of Earth Mother - summon earth elemental
Transform miracle – Can summon a small earth elemental for 10 min + 10 min per degree of success.  +1 penalty from worked stone, +2 penalty from brick or concrete. (S 15, I 4, D 6, W 8, C 16, P 1) Dur 16/8, Move 4, Action 10/9/4/2/  #2, Pummel 18/9/4/ d6+3s/d6+5s/d4+3w, Armor d6+2 Li, d4+2 Hi, d4 En, +3 resist melee, -1 resist range, immune mental effect, stam-endure 18, stealth-hide 10, move –trailblaze – 20, brawl - 18

 

4 - Kinship of Beasts - animal friendship/summon animal

Transform miracle – Form empathic bond with animal – functions as esp-empathy and interaction charm with spells roll for effect, speak with animal – response limited, call one animal 45 – 175 kg, 3 animals 25 – 45 kg, or 10 animals <10 kg.  Range 100 m, respond in 1d4+1 min.  Lasts 10 min.  +10 min dur at ranks 4, 8, 12.  one animal at 900 kg & double anaimals at other ranges at rank 4, one animal at one metric ton, 2 at 900 kg, and 4 times at other ranges at rank 8, at rank 12 one animal without no size restriction.


3 - Life Endures - heal spell

Transform miracle – damage: ordinary – heal 1w, good – heal 2w, amaze – heal 3w, disease:  ordin – reduce by one grade, good – 2 grades, amaze – 3 grades.  Used on plants or animals –2 bonus.  On cybernetic enhanced creatures +2 penalty.  Rank 6 effect mortal damage – ordin 2w, good 3w or 1m, amaze – 4w or 2m


4 - Surge of Greenry - plant growth

Tranform miracle – 20 m range effect all plants, plants gain one moth of growing for every rank in this skill.  10 ranks = 10 months.


3 - Voices of Grass/Sky - talk with plants and weather

Duplicate ESP-postcognition and ESP-psychometry with plants.  For every rank have – “see” back one hour.  With celestrial bodies – see into the future as ESP-precognition.  For every rank see one week into future.


4 - Wield the Ley Line - attack spell - throwing boulders

telekinetic move object upto 100kg at move rate of 1, range 30 m, one phase to concentrate and then mental-resolve to avoid future concentration checks, lasts 1 min (5 rounds), -2 bonus if stone object.  Rank 3 – 400 kg 2 phases, Rank 6 - 2700 kg 3 phases, Rank 9 - 6400 kg 4 phases, rank 12 – 12500 kg 5 phases


3 - Disrupt Technology - attacks machines

Transform miracle – one target 30 m, electronic components/ machines/cyberntics effected.  Rendered nonfunctional for 1 round +1 per degree of success.


5 - Dreamwalking - out of body experience

I km range and 10 min, can send spirit out to see and hear events outside of body, no communication.  Rank 4 – can contact living creatures as telepath-contact, rank 8 – 5 km, rank 12 – 10 km and communicate as if talking


2 - Spirit of the Beast - gain a specified skill for a time

for one hour gain 4 ranks in one of following – athletics climb, stamina endure, move race, stealth sneak, stealth shadow, stealth hide, aware percept, investigate track.


4 - Fiery Bolt - attack spell - fire missiles - 30 m ....d4+1w/d6+1w/d4m En/O
one energy ball.  Rank 4 – 2 energy balls, can effect different targets, roll each separately, rank 8 – 3 balls, rank 12 – En/G

 

The angle I was after was to have this creature trying to ge back to basics. Try to reconnect back to mother earth and purge evil technology as a whole. This is his bend on things. Very tribal and naturalistic.

Of course the attached base character would have to be further modified to incorporate these ideas and suggestions.

Thoguhts? Willing to work/develop FX stuff or tobe more Psionic for you to work these things out. Am a very good developers of new things.

 

 

 

Your rules:

Current Rules:

- 60 Ability Points
- Skills cost = list price (or list price -1) for each rank
- Skill points = 30 + (3 x INT) + any for being above level 1
- Max Broad skills = 6 (free) + 6 + INT modifier
- Perks & Flaws are available (max. 3 of each)
- All six races from the GW5e book are available. Discuss other ideas with me, please
- Starting mutations may be selected by player to suit character concept
- There are no min/maxes for Professions (but there are for Races).

- There are no min/maxes for Professions but there are min/maxes for Races
- All of the optional rules from WAlter are in effect.
- Characters begin at level 3
- Players choose starting mutations to fit character concept
- Perks and Flaws are available (max. of 3 each)

It has come to my attention that GW used a quicker form of advancement than the standard Alternity rules. I'm going to say to ignore that. You all have +13 skill points for being level 3 (the GW rules would only give you 11).

 

 


Flintlocks
All flintlock weapons require one action to load and a second to fire. This, combined with their high inaccuracy and short ranges, should balance the game out, making the Ancient and Shadow Age equipment superior to the Gamma Age firearms.

 

Greybeard's FX skills have been approved, essentially adding magic to the mix. This means you may find magical items at some point (though I'm not sure exactly how much FX I really want but I do know it will be limited). Alien Artifacts are to be discussed with me but, in all honesty, I probably won't allow them as described in the GMG but rather give you some equipment from the Ancient or Shadow Ages.