Sunday, April 3, 2011

NEOPHYTE 9

Here's the final Class from Lord Fluffy. Other than some very alternate stuff he came up with, that's the last of the new/alternate/whatever rules from Fluffy. He apparently revised and added to these and made the files available on a file sharing site, but they no longer exist. If anyone has them or knows where they might be currently hosted, lemme know. 

Shootist
1. Gun Fu
2. Akimbo
3. Armor Piercer
4. Bullet Bender
5. Magic bullet

Shootists are masters of firearms, archery and distance weapons in general. They are wizards with such weapons and can do amazing things.
Of a note, all powers a shootist may manifest may be used at once (except magic bullet and two fisted mojo) .

Gun Fu:
Distance: As weapon Time: Constant Uses: Constant
You may fire a ranged weapon into close combat without fear of hitting anyone but your intended target. For that matter, you may use guns and crossbows in melee combat, gaining the point blank bonus.
Also, you gain an uncanny awareness with firearms and are able to do things like shoot over your shoulder without looking or fire accurately while sliding down a bannister. This allows you to ignore penalties for darkness or blindness and half penalties for movement with ranged weapons.

Akimbo:
Distance: As weapon Time: 1 Turn + 1 turn per rank of skill in the weapon used Uses: 2/Day
If you are holding a weapon in each hand (thrown weapon, crossbow, flintlock pistol, needler, pistol, etc), you may use either make 1 extra attack on another target (at your normal attack score) or add +4 to hit and do 1.5 damage to one target (round down). Each attack expends a normal amount of ammo from each weapon.
You may use this ability with a normal bow by knocking two arrows, but if making an extra attack, both targets must be in front of you and within 45 degrees of each other.

If you have more than two hands (due to cybernetics or other effects), you may use one gun in each of those hands as well. For each additional weapon, either add one attack or +2 to hit and .5 additional damage.

You may also use the second application with melee weapons. This power has no effect on unarmed attacks.

You may only use Akimbo one way in a given turn, gaining extra attacks or gaining bonuses but not both. If you choose the second, you may only use this bonus on 1 attack in that turn. You may switch between methods on different turns, however. You may, with a high enough Attack, have up to 14 total attacks per turn using this power. You may not have more, regardless of how many arms you have.

Armor Piercer
Distance: As weapon Time: 1 turn Uses: 3/Day
You become aware of chinks in people’s armor and are able to target them with great effectiveness. You may ignore non-magical armor for all ranged attacks for one turn. This has no effect on Dodge or Shields.

Bullet Bender
Distance: See Below Time: 1 turn Uses: 3/Day
You become so in tune with ranged weaponry that you may bend the trajectory of your weapon in ways physics does not approve of normally. As a result, you may, for one turn, ignore a targets Dodge, shields and penalties for cover. This also allows you to effectively double the range of any projectile weapon in your hands.
You may not bend the trajectory more than 90 degrees.

Magic Bullet
Distance: As weapon Time: 1 turn Uses: 2/Day
For a moment, you can make your weapon do impossible things, like hitting numerous targets with a single projectile.
For one attack (not one turn) per use of Magic Bullet, you may do your full damage to a number of targets equal to your power. Also, the bullet is actually magical for that attack and effects targets wearing magic armor.
This attack always uses just one shot from the weapon. It may not be used with automatic fire or akimbo.

Friday, April 1, 2011

NEOPHYTE 8

I'm gonna post two of Lord Fluffy's Powers (or "Classes," as he calls them) this time- Warlord and Martial Mastery.

Warlord (Disciplined)
1. Improvised Armorer
2. Soul Sheath
3. Wall of Steel
4. Sunder
5. Spirit Sword
Warlords are gifted in the use of weaponry and are born to combat.

Improvised Armorer
Range: Self Time: Permanent Uses: Constant
To a warlord, the whole world is one big stockpile. With this ability, they may turn anything into a deadly weapon. If a Warlord uses a random found weapon, they may apply their skills to it as if it were a balanced, well made piece of weaponry. Damage is determined by the GM, but will usually be 1-6 or 1-10. If it fits a skill he has, the weapon is considered to have a skill maximum of 2.

In addition, the skill maximums listed in the weapons chart all go up by one. For instance, a Warlord may apply 7 ranks to his to hit bonus for unarmed, 2 for using a club or up to 6 using a rapier.

Soul Sheath
Range: Self Time: Permanent Uses: Constant
You may bind items to yourself such that they float in a small space outside of time and space, close at hand. The most you can store is about 1 cubic foot, or roughly the size of a two handed sword or shotgun.

Nothing living can be stored in this space. The space is invisible to anyone besides you, though beings with True sight will see a faint outline of the item floating near you. Only one item may be kept in the soul sheath, though if that item contains other items (like a box with many items in it or a gun with bullets in it), that is fine.
Putting an item in or out takes an action. This cannot be hurried. The item is only accessible by you and if you die (permanently) it is lost forever. If you fall unconscious, the item will remain hidden.

Wall of Steel
Range: Self Time: 1 turn per 2 Power Uses: 3/day
You are so quick with melee weapons that you may use them to deflect attacks. While using wall of steel, you may use your skill in a melee weapon that you are holding as if it were Dodge. This is effective against both melee and ranged attacks and the bonus stacks with your normal Dodge skill (still maxing out at -20).

Note, wood weapons work against regular damage. Metal will protect from regular and ballistic. Energy weapons protect against those two and Energy. Magical attacks are not effected unless you are using a magic weapon.

Sunder
Range: Self Time: 1 turn Uses: 1/Day
You may charge yourself and one melee weapon (or unarmed attacks) with might, such that your attacks with it become nigh unstoppable. You may ignore Dodge and non-magical armor for 1 turn. If you lose the weapon during that turn, you may use unarmed attacks but the weapon instantly reverts back to normal.

Spirit Sword
Range: Self Time: 1 Turn/Power Uses: 3/Day
You may draw from within yourself a weapon that is made of your will and essence. It may take on the form of any melee weapon, but always has a skill of 5, a damage of 3-18+2 and is considered magical for purposes of armor. If you are disarmed during while using this weapon, it instantly dissolves and reappears in your hands.

Martial Mastery

1. Rice Paper Walk
2. Chi Blast
3. Look of the Master
4. Deadly Palm
5. Dim Mak
Rice Paper Walk
Range: Self Time: 1 turn for every 2 Power Uses: 2/Day
While this power is in effect, the Martial Master may move with blinding speed. The character’s Dodge is doubled for the duration. If the character has no Dodge skill, he gains Dodge 2 for the duration.

Also during this time, the character’s ability to move becomes much more impressive. They may leap up to 4 times their height, gain an extra 20’ of movement (leaving no footprints) and may balance on a bent bamboo tree or on the top of a flagpole and similar feats with a successful Athletics roll.

Chi Blast
Range: 25’ +25’ for every rank of Unarmed Time: Instantaneous Uses: 1/Day
The Martial Master may focus his power into a blast of energy. This allows him to make an unarmed attack on a foe at a distance. The attack is made normally and does damage as if it were a normal unarmed attack, +1d6 for every 5 Power the Martial Master has, rounded up. The attack is visible and appears as a bright ray of energy coming from his hands.

Look of the Master
Range: Self Time: 1 turn per power Uses: 2/Day
The Martial Master is so calm in himself that he may end fights before they with just his Chi. When activated, any Reaction rolls made during the duration of the power because of the Martial Master or his party are at +1 for every 2 power the Martial Master has.
During fights, a use of this power may also be used to force a morale roll on the part of the foes, modified as above. This power has no effect on creatures that are of a greater power than the user or that would not normally make morale rolls.

Deadly Palm
Range: Touch Time: 1 Attack Uses: 2/Day
A Martial Master with this ability may make an attack, focusing his power into a devastating strike.
Deadly Palm attacks ignore armor (except magic) and Dodge. It also adds 1 point of damage for every points of Power the Martial Master has. In addition, if the target is less than twice the Martial Master’s weight (estimated), then they must make a luck roll or be propelled 2-16 feet backward and fall down.

Dim Mak
Range: Touch Time: See Below Uses: 1/day
The Death Touch. Using this attack, a Martial Master makes an unarmed attack normally. If it connects, it does no damage, but the target must make a luck roll. If they fail, they die within 1 year (the actual point is decided by the Martial Master).

The martial master must make skin to skin contact (at least no thicker covering than cloth) to make this attack. It has no effect on creatures that are magically reanimated, already dead or have no internal organs. It has no effect on robots, but will effect androids and cyborgs. It also has no effect on creatures with a Personal Force than the Martial Artist’s by at least one half (i.e. if the Martial Artist has a Personal Force of 40, others with a Personal Force of 60 or greater are unaffected.)
If the recipient of the Dim Mak is not killed instantly, there is rumored to be an alchemical cure. Some cruel Martial Masters have learned it, it’s said, and kept victims enslaved for years by setting them up to die and curing them if they obey.

Thursday, March 31, 2011

NEOPHYTE 7

Lord Fluffy Strikes Again-

Chronomancy (Magical)
1. 1 Second ahead
2. Prophecy
3. Slow the Sands
4. Split the Odds
5. Time Travel

1 Second Ahead
Range: Self Time: Permanent Uses: Constant
Your perception is always projected both in the present moment and one second ahead. This comes as an impression of things that are about to happen, though not an actual vision of them. This results in a +2 to initiative and to luck rolls.

Prophecy
Range: Self Time: Instantaneous Uses: 2/Day
You may use this ability to predict a few moments into the future. As a result, you can get the most likely outcome to one question per use of the ability. An acceptable question would be “What happens if I press this button” or “If I accuse the ambassador of treason, what will happen?” Bad questions would include things like “am I going to win this fight?” or “Is the ambassador a traitor?”

Prophecy cannot predict the results of more random occurances, like coin flips (or anything that involves a die roll). It can predict the outcome if you are successful or if you are unsuccessful, though each of these would constitute a single use.

Slow the Sands
Range: 100’ Time: 1 Turn Uses: 2/day
You may slow the relative time around one person or object to cause it to move ½ as quickly than normal. The target must make a luck roll (modified by your Luck minus their luck, min 0). If successful, they loses one attack on their next turn, take a -1 to their initiative and lose 10’ on their movement. If they fail, they lose ½ of their attacks, have ½ their initiative bonus (round down) and ½ their movement rate.

Split the Odds
Range: Self Time: 1 turn per 2 power Uses : 2/day
You may call on the aid of versions of yourself in nearby potential timelines. The copies are under the control of the player and are identical to the person they are copying (minus this ability), including any equipment. The user gains 1 copy for each full 5 power they have. Each copy may act independently of the others.

If any of the copies takes damage, it is divided between all copies and the original (note: this means that catastrophic damage, like jumping into a volcano or hugging a nuclear weapon, will kill all the copies and the original). At the end of the effect, the copies (along with any equipment they had on them, even if they are not holding it) disappear.

While you may use this ability twice per day, you may not use more than one use of this ability at a time.

Time Travel
Range: See Below Time:1 Turn Uses: 1/Day
You may transport yourself and up to 10 people within a 10' radius to another point in time in the dimension you're currently in. If attempting to transport someone unwillingly, they receive a luck roll.
Time travel is not as precise as the Temporal Travel Power. How close to the exact moment you arrive depends on how far you're attempting to transport. Within 1-10 turns if travelling less than a week, 1-10 days if traveling up to a month, 1-6 weeks if travelling up to a few years, within 1-3 months if traveling up to a decade, 1-10 years if traveling over a few centuries, 1-3 decades if traveling over a millennium.
The GM may wish to limit your ability to cross your own timeline.
Once in the new time, you are there until you use another ability, device or other means to travel back.

The Time Travel power was meant to complete the trifecta of powers that includes Teleportation and Dimension Walking. The nearest I can tell, the bonus you're supposed to get with those powers (as opposed to the Level powers that let you do the same thing) is that you can take other people with you and that it doesn't take a random number of rounds to activate.

Monday, March 21, 2011

Sunday, March 20, 2011

NEOPHYTE 6

From Lord Fluffy, a new Power/Class: Attunement

Attunement (Futuristic)
1. Focused Mind
2. Metabolic Control
3. Physical Augmentation
4. Longevity
5. Total Recall

Attuners are capable of focusing their mind to control their body in remarkable ways. Similar to Somatron, Attunement is mind over matter and concentrating your will to push yourself past your normal limits.

Focused Mind
Distance: Self Time: See Below Uses: 3/Day
By becoming more aware of your own thoughts and feelings, you make yourself harder to control. Any time a luck roll would be required to paralyze, stun or control you (via Hypnosis, Persuasion, Possession or damage from weapons like a Electroglove) , if you fail your luck roll you may use this ability to make another luck roll as if your luck were +10. You may only make one reroll per failed roll. Also, you may ignore critical failures on the re-roll.

Alternately, you may expend one use of this ability to give yourself a +20% bonus on any one skill attempt. This has no effect on combat skills. You must already possess the skill.

Halt Metabolism
Distance: Self Time: 1 day per power point Uses: See below
You may deny your body sleep, food and water for a number days at a time. You also are more resistant to the elements, such that you could survive in the arctic in a light jacket or in the desert during the noon day sun. On the downside, during this period of active topor, you’ll be at -2 to initiative and you can only heal at half your normal rate. Once this ability fades, you will be hungry and tired (and at -1 to initiative for each day your metabolism was halted until you eat and sleep,) but will need no more food or rest than you would normally. You may not enter into a state of halted metabolism again for the number of days you were in it. You may release the state early if you wish.

If you are poisoned during this time (or if you activate Halt Metabolism in the same turn), the poison will have no effect until the power fades. At that time, any poisons in your system must be dealt with at once, one by one. If you are administered anti-venom or some similar counter agent before you release the state, they take effect simultaneously, counteracting each other.

Physical Augmentation
Distance: Self Time: 1 turn per point of Power Uses: 1/day
This allows a character to temporarily add 20 their Muscle, Speed or Stamina for the duration of the effect by willfully pumping massive amounts of adrenaline into their system. Their Physical, Damage, Attacks and/or Init is recalculated for the new number.

If the character is wounded and ups their Stamina, they may gain life points as if they had healed for a day immediately; this does not count against or take the place of their normal healing for the day. They also gain 20+2d10 temporary Life points. These life points are deducted first when the character is damaged. When the duration ends, the points go away.

Longevity: As in the skill Futuristic, except the character gains 50 permanent life points (instead of the random amount).

Total Recall: As in the skill Futuristic, except you also gain +20 Mental, permanently (with the corresponding boost in Power).

Notes: This power/class was developed because I thought it was strange that Longevity and Total Recall were skills and fit better as powers. As LoC allows for random people to have powers for no apparent reason, however, this is likely one that future folk would have access to.

Chronomancy (Magical)
1. 1 Second ahead
2. Prophecy
3. Slow the Sands
4. Split the Odds
5. Time Travel

1 Second Ahead
Range: Self Time: Permanent Uses: Constant
Your perception is always projected both in the present moment and one second ahead. This comes as an impression of things that are about to happen, though not an actual vision of them. This results in a +2 to initiative and to luck rolls.

Prophecy
Range: Self Time: Instantaneous Uses: 2/Day
You may use this ability to predict a few moments into the future. As a result, you can get the most likely outcome to one question per use of the ability. An acceptable question would be “What happens if I press this button” or “If I accuse the ambassador of treason, what will happen?” Bad questions would include things like “am I going to win this fight?” or “Is the abmbassador a traitor?”

Prophecy cannot predict the results of more random occurances, like coin flips (or anything that involves a die roll). It can predict the outcome if you are successful or if you are unsuccessful, though each of these would constitute a single use.

Slow the Sands
Range: 100’ Time: 1 Turn Uses: 2/day
You may slow the relative time around one person or object to cause it to move ½ as quickly than normal. The target must make a luck roll (modified by your Luck minus their luck, min 0). If successful, they loses one attack on their next turn, take a -1 to their initiative and lose 10’ on their movement. If they fail, they lose ½ of their attacks, have ½ their initiative bonus (round down) and ½ their movement rate.

Split the Odds
Range: Self Time: 1 turn per 2 power Uses : 2/day
You may call on the aid of versions of yourself in nearby potential timelines. The copies are under the control of the player and are identical to the person they are copying (minus this abilitiy), including any equipment. The user gains 1 copy for each full 5 power they have. Each copy may act independently of the others.

If any of the copies takes damage, it is divided between all copies and the original (note: this means that catastrophic damage, like jumping into a volcano or hugging a nuclear weapon, will kill all the copies and the original). At the end of the effect, the copies (along with any equipment they had on them, even if they are not holding it) disappear.

While you may use this ability twice per day, you may not use more than one use of this ability at a time.

Time Travel
Range: See Below Time:1 Turn Uses: 1/Day
You may transport yourself and up to 10 people within a 10' radius to another point in time in the dimension you're currently in. If attempting to transport someone unwillingly, they receive a luck roll.
Time travel is not as precise as the Temporal Travel Power. How close to the exact moment you arrive depends on how far you're attempting to transport. Within 1-10 turns if travelling less than a week, 1-10 days if traveling up to a month, 1-6 weeks if travelling up to a few years, within 1-3 months if traveling up to a decade, 1-10 years if traveling over a few centuries, 1-3 decades if traveling over a millennium.
The GM may wish to limit your ability to cross your own timeline.
Once in the new time, you are there until you use another ability, device or other means to travel back. 

Saturday, March 19, 2011

NEOPHYTE 5

More Fluff-

Some other notes on modifications:

I forgot to add "Zero Gravity" to the list of athletic skills. The last two skills in the Futuristic branch (Longevity and Total Recall) are becoming part of a new power set.

There are three powers that you get at three successive levels, the names of which are escaping me, but they allow you to look across space, time and dimensions. Because of rampant potential for abuse, I'm planning on replacing this with:

Spacial Awareness: You always have an understanding of how far above or below ground you are and relative north. You also have a better sense of how stable the world your on is. Earthquakes and natural disasters don't come as a surprise to you and you can tell if they are natural or manufactured. You may also occasionally recieve visions from other parts of the world.
Temporal Awareness: You always know what day, time and year it is. You also know if you are in your own time line or a splinter. You can tell how stable the time line is and gauge how much your actions will effect the stability of said time line. You may recieve visions from across time.
Dimensional Awareness: You always understand if you are in your own dimension or in a parallel world. You also have a sense of how stable the world is and, if it's ruled by a particular Lord of Creation, you know who that is. You also recognize other on the path of Lord of Creation just by looking a them. Visions from across dimensions may happen from time to time.

These are basically abilities that are meant to make people plot gimps if need be, but I like it more than actively looking across the barriers so that players don't try to scout every room they're about to walk into or look into the future every 30 seconds.

Friday, March 18, 2011

NEOPHYTE 4

Here's my first Lords of Creation character. I'm pretty sure I did this correctly.

Oswald Lee, Robot (LHO R-Series 004-003)

MUSCLE: 19    Damage: 2
SPEED: 11        Initiative: 2
STAMINA: 7        Healing: 1
MENTAL: 14        Powers: 2
LUCK: 5        Roll (+5): 6
Total: 56        Force: 6

Character Abilities-
Dimensional Sight

Money: 200

Equipment:
Binoculars 50
Flashlight 5
Gas Mask 15
Knife 10
Rope (100') 20

Move: 60'/turn

Physical: 13

Title: Neophyte

Armor: None

LP: 11
XP: 0

Weapon    Attack     Damage
Rifle          15           2-12

Skills
Combat-2 (Rifle)
Engineer-2
Espionage-2

"Oswald Lee" is the third of four Lee Harvey Oswald robots intended for use in Russia (thus the 'R' designation.) Having escaped termination at the hands of Marina Prusakova (nee Oswald) in the Soviet Union, the Oswald robot made his way back to the United States, eventually taking up residence in Puerto Rico (taking the not-so-clever nom de guerre Oswald Lee) where he makes his living as a rifle instructor.