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Old 05-28-2017, 04:40 PM   #531
Prince Charon
 
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Default Re: Five Earths, All in a Row

Quote:
Originally Posted by tshiggins View Post
Given all of this, I'd wonder what lessons her people get from news about the other Englands? I'd bet she keeps a tight reign on the information that gets out, and she strongly emphasizes the power of the Dp-British Empire and the Stp-British Empire. I bet she doesn't really allow too much information out about the reduced circumstances of the Ip-United Kingdom, or the fact that they got supplanted by the nation created by the rebel American colonists.
It helps her misinformation campaigne that the Commonwealth exists on Earth-1, and Elizabeth II is the acknowledged head of same. Nationalism is pretty much in its infancy, so the Queen of the UK being theoretically head of what appears to be a vast and powerful empire is going to be more important in their minds than how much authority the UK's parliament has (and it can be a while before they really understand how little influence the Commonwealth as an organization has over its members; EDIT: of course, with UNIT, and working together to eventually build a few PSFs, the Commonwealth is more important than the same organization on our Earth).

Quote:
Originally Posted by tshiggins View Post
The smart move is to try to integrate the North American colonies more fully into the United Kingdom, including parliamentary representation. However, that dilution of power starts to step on a lot of toes of existing interests.
True, but it helps a lot that the colonies are only just getting started, and now they have radio, which can go transatlantic in the right weather conditions, and rather faster ships than the same period IOTL (as well as early rockets and airships).
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Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-03-2017, 03:11 AM   #532
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Default Re: Five Earths, All in a Row

I meant to post these characters literally years ago (the 'present' for these write-ups is around May, 2013, not 2014), but got stuck on a few things; I'm thinking I'll post them one at a time over the next few days. Basically, they're a group of empowered gamers. They aren't a typical group, but rather a fairly powerful group (even without their powers), suitable for use as starting PCs in a relatively power-centric campaigne. A more typical gamer would be worth about 20 to 30 points, with 2 or 3 points of psi-related abilities and 1 or 2 of related skills (usually Active Thoughtform Creation and a point in Ritual Magic (and occasionally one in a Path or Book), plus sometimes a Perk or two).

You may note that some of them have a skill listed as 'Performance (Role-Playing Games) [IQ/E]'. This is not a typo, it's an optional specialty; it's the skill that separates role-players from 'roll' players. Give the kids a chance, and they'll eventually pick it up... probably.


Newton Fletcher

Age: 30

Attributes

ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0]

Secondary Characteristics

HP 9; Will 13; Per 13; FP 10

Subtotal: 50


Social Background

Languages: Modern English (Native) [0]; Sindarin (Broken/Accented) [3]; Quenya (Native) [6]

TL: 8

Cultural Familiarity: 21st Century Western

Subtotal: 9


Advantages

Lightning Calculator [5]
Luck (Aspected: Character Shields, -20%) [12]
Thoughtform Talent 1 [10]
Point Bank (Strength) [3]
Wealth (Comfortable) [10]

Perks

Dabbler (Studying: Astronomy (Observational) 10, Fortune-Telling (Hermetic Astrology) 11). [1]
Honest Face. [1]
Magical Style Familiarity (Jacksonian Magic). [1]
SOP (Creates charms & scrolls (& Ritual Space, if needed) during sufficient down time). [1]
SOP (Keeps gas tank & emergency gas-can topped up, when possible). [1]
Style Familiarity (Aikijutsu). [1]

Subtotal: 45


Disadvantages

Bad Sight (Nearsighted; Mitigator: Glasses/Contacts) [-15]
Code of Honor (Professional) [-5]
Sense of Duty (Friends) [-5]
Honesty (15) [-5]

Quirks

Always has some dice on him. [-1]
Likes /role-playing/ adventures, not /having/ them. [-1]
Overweight [-1]
Says 'Bless my soul!' [-1]
Trying to get in shape. [-1]

Subtotal: -35


Features

Extra Option: Astrological Ceremonies [0]


Skills

Accounting [IQ/H] [8] 14
Area Knowledge (City) [IQ/E] [0] 9
Computer Operation/TL8 [IQ/E] [2] 14
Computer Programming/TL8 [IQ/H] [1] 11
Connoisseur (Gourmet) [IQ/A] [1] 12
Cooking [IQ/A] [1] 12
Current Affairs/TL8 (Business) [IQ/E] [1] 13
Current Affairs/TL8 (Headline News) [IQ/E] [1] 13
Current Affairs/TL8 (Paranormal) [IQ/E] [1] 13
Driving/TL8 (Automobile) [DX/A] [2] 10
Economics [IQ/H] [1] 11
Electronics Repair (Computers)/TL8 [IQ/A] [1] 12
First Aid [IQ/E] [1] 13
Hobby (Role-Playing Games) [IQ/E] [1] 13
Hobby (Tolkien Legendarium) [IQ/E] [2] 14
Judo (Aikijutsu) [DX/H] [1] 8
Karate (Aikijutsu) [DX/H] [1] 8
Market Analysis [IQ/H] [1] 11
Mathematics (Statistics) [IQ/H] [4] 13
Occultism [IQ/A] [1] 12
Performance (Role-Playing Games) [IQ/E] [1] 13
Research [IQ/A] [1] 12
Running [HT/A] [2] 10
Savoir-Faire (Nerds) [IQ/E] [1] 13
Swimming [HT/E] [1] 10
Typing [DX/E] [1] 10

Symbol Drawing (Tengwar) [IQ/H] [1] 11
Thaumatology (Jacksonian) [IQ/VH] [2] 12
College of Communication and Empathy [IQ/VH] [1] 11
College of Enchantment [IQ/VH] [1] 11
College of Illusion and Creation [IQ/VH] [2] 12
College of Knowledge [IQ/VH] [2] 12
College of Meta-Spells [IQ/VH] [1] 11
College of Mind Control [IQ/VH] [1] 11

Techniques

Aikijutsu:
Arm Lock (A) Judo [default] 8
Breakfall (A) Judo [1] 9
Disarming (Judo) (H) Judo [default] 8
Feint (Karate) (H) Karate-0 [default] 8
Ground Fighting (Judo) (H) Judo-4 [default] 4
Low Fighting (Judo) (H) Judo-2 [default] 6
Trip (H) Judo-2 [default] 6

College of Communication and Empathy:
Sense Emotion (H) College of Communication and Empathy-1 [0] 10
Truthsayer (H) College of Communication and Empathy-2 [0] 9

College of Enchantment:
Enchant (H) College of Enchantment-8 [2] 4
Scroll (H) College of Enchantment-1 [0] 10
Temporary Enchantment (H) College of Enchantment-5 [0] 6

College of Illusion and Creation:
Simple Illusion (H) College of Illusion and Creation-0 [0] 12
Phantom (H) College of Illusion and Creation-6 [2] 7

College of Knowledge:
Analyze Magic (H) College of Knowledge-3 [3] 11
Divination (Oneiromancy) (H) College of Knowledge-7 [2] 6
Ley Line Map (H) College of Knowledge-3 [0] 9
Sense Sanctity (H) College of Knowledge-2 [0] 10

College of Meta-Spells:
Ward (H) College of Meta-Spells-1 [3] 11
Pentagram (H) College of Meta-Spells-8 [0] 3

College of Mind Control:
Alertness (H) College of Mind Control-2 [0] 9
Mental Stun (H) College of Mind Control-4 [5] 11

Subtotal: 68

Total: 137


Equipment

Dice
Notepad
3x5 cards
Pen & pencil
Smartphone
Notebook Computer
Clothes & shoes
Wallet, keys, etc.

Still hating the character limit.
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-03-2017, 03:12 AM   #533
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Default Re: Five Earths, All in a Row

Notes

Newton Fletcher is a respectable accountant (and an exceptionally good one), with hobbies that are often not seen as all that respectable: he's a life-long gamer and fantasy nerd. He also has a great love of food, which is rather more respectable. In many ways, he can be likened to an over-tall hobbit (though he does wear shoes, at least). Out of his group, he is the most 'plugged-in' to the growing paranormal community/developing subculture, and thus possesses some knowledge of Current Affairs in that community.

Point Bank (Strength) just means that he's been working on his muscles, but has yet to get far enough for another ST level.

Owning a copy of GURPS Thaumatology, he is aware of the Decanic modifiers (GURPS Thaumatology pp83-86 & 248-252), and has begun studying Astronomy (Observational) and Fortune-Telling (Hermetic Astrology), in the hope of being better able to take advantage of them.

Uses Symbol Drawing (Tengwar) as a Complementary Skill for Thaumatology; tends to cast spells in Quenya (though he can write spells in English for use by others), which has lead to improved ability in the language.

For critical failures, Newt rolls on the standard GURPS Critical Spell Failure Table, and dreads the day he rolls a demon attack. It hasn't happened, yet...

Jacksonian Magic is basically the standard GURPS system as a modified Path/Book style, rather than the Ritual Magic version.

The College of Enchantment in this style does not require a skill level of 15 or higher, as it's still a Path/Book style - on the other hand, the Enchant ritual is effectively Fetish with a different name, still having a default penalty of -8. At the moment, Newt will mostly be using this College to help him understand other people's magic items, and to make scrolls.

A scroll takes half-again as long as a charm for the same ritual, and is, in effect, a charm useful as a teaching tool, that must be read to activate it (taking twice the time for the spell with the standard system, not the longer time for Path/Book magic). The only real advantages it has over other charms, are that you can carry more than one scroll of the same type, and they tend to last longer than other charms of the same material. Temporary Enchantment is very similar, save that the result is neither useful as a teaching tool, nor does it take longer than normal to activate, but most can be used several times. In an Energy Accumulating style, the cost of creating a scroll is 120% of the cost of casting the spell (minimum +2), and the cost of a Temporary Enchantment is 15% of the cost of a Fetish, per use (minimum 3).

The Ley Line Map spell comes from an old Free Pyramid article. Ley lines provide greater energy for Energy Accumulating spells, or a skill bonus for Effect Shaping spells, but tend to be Aspected.

The Sense Sanctity spell is simply an adaptation of the Sense Mana spell on pM101. Because an area's sanctity, by its very nature, always has several levels for different Aspects, the penalty is only -2 if you're asking 'which Aspect has the strongest sanctity level, and what level is it' or 'what is the sanctity level of this Aspect', or similarly simple (in the GM's opinion) questions. More complicated questions require greater penalties.

As suggested in Mark Langsdorf's Spells are easy, college is (very) hard, I'm changing the default penalty for Standard GURPS Ritual Magic spells to '-(prerequisite count/2 +2) for spells with a prerequisite count of 4 or more.' The progression will thus go 0, -1, -2, -3, -4, -4, -5, -5, -6, -6, -7, -7, et cetra (so for example, Great Wish, with a prerequisite count of 18, would have a penalty of -11, and Transmogrification, with a count of 32, has -18). I am not currently planning to use other elements of that alternate system, but the prerequisite count issue is something that's been bothering me. Will change some numbers, where appropriate (Temporary Enchantment being as hard or harder to cast than Enchant makes little sense in this context, for example). The alternative is to see if there's an existing Path/Book ritual similar enough, and use a default within a few points of that. Then again, maybe it would work better as an Energy Accumulating style, using, say, double the given cost for most spells (and better, worse, or just forbidden for some, due to the limits of psi powers in the setting), but basing Enchantment costs on that of Fetish (Thaumatology p161, both main and boxed text). Opinions?

Since gaining spellcasting abilities, Newt has been working on his physical fitness (he was Fat [-3] in January, 2013), and taking Aikijutsu at his friend Walter's dojo, because he's pretty sure adventure is going to come and find him. The fact that the other members of his usual gaming group (mostly GURPS, with occasional forays into D&D & the Classic World of Darkness) have also begun to change seems to be an indicator in that direction, as well: Teresa appears to be turning into a Vulcan; Geoff has demonstrated abilities close to a more limited version of his favorite oWoD PC (a Son of Ether); Leslie, the second woman in the group, is turning blue, losing weight, and can feel the Force flowing through her (yes, the two women fight a lot, but it never gets physical, just snarky); Stuart has become a symbol wizard; and their usual GM for GURPS, Walter, has begun displaying the cinematic abilities of his martial arts style (he's a professional Aikido & Aikijutsu sensei, though his style draws on elements of Jeet Kune Do, among others). The fact that both of the girls have grown in beauty makes him wonder about the source of these powers (OOC, it's the result of both of them strongly wanting to be prettier).
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-04-2017, 03:25 AM   #534
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Default Re: Five Earths, All in a Row

T'Resa (Teresa MacLain)

Age: 23

Attributes

ST 11 [10]; DX 10 [0]; IQ 14 [80]; HT 10 [0]

Secondary Characteristics

HP 11; Will 14; Per 14; FP 10

Parry (Judo): 7

Subtotal: 90


Social Background

Languages: Modern English (Native) [0]; Vulcan (Broken) [2]

TL: 8

Cultural Familiarity: 21st Century Western [0]; '23rd Century Vulcan' [1]

Subtotal: 3


Advantages

Absolute Direction [5]
Absolute Timing [2]
Acute Hearing 1 [2]
Beautiful (Androgynous) [12]
Luck (Aspected: Character Shields, -20%) [12]
Nictitating Membrane 1 [1]
Photographic Memory [10]
Signature Gear (Tricorder) [2]
Signature Gear (Phaser) [2]
Unfazable [15]

Perks

Active Thoughtform Creation. [1]
Dabbler (Current Affairs: Business 11, Headline News 12, Politics 11, Regional (City) 12, Science & Technology 12). [1]
I Know What You Mean. [1]
Magical Style Familiarity (Treknology). [1]
Poker Face. [1]
Skill Adaptation (Acrobatic Stand defaults to Judo Art). [1]
SOP: Definitely Duplicated Data Dump. [1]
Style Familiarity (Aikido). [1]
Style Familiarity (Aikijutsu). [1]

Subtotal: 72


Disadvantages

Sense of Duty (Friends) [-5]
Skinny [-5]
Social Stigma (Mutant) [-5]
Unnatural Features (pointed ears, greenish skin) 2 [-2]
Supernatural Feature (bleeds green) 1 [-3]
Weirdness Magnet [-15]

Quirks

Bisexual. [-1]
Subtly snarky. [-1]
Tries to act on logic over emotion. [-1]
Enjoys confusing people over her gender. [-1]
Semi-vegetarian. [-1]

Subtotal: -40


Skills

Acting [IQ/A] [1] 13
Area Knowledge (City) [IQ/E] [0] 10
Armoury (Treknology)/TL8^ [IQ/A] [1] 13
Artist (Props) [IQ/H] [2] 13
Artist (Clothing Design) [IQ/H] [1] 12

Beam Weapons (Pistol)/TL8^ [DX/E] [1] 10

Computer Operation/TL8 [IQ/E] [2] 15
Computer Programming/TL8 [IQ/H] [4] 14
Electronics Repair (Computers)/TL8 [IQ/A] [1] 13

Electronics Operation (Treknology)/TL8^ [IQ/A] [1] 13
Electronics Repair (Treknology)/TL8^ [IQ/A] [1] 13

Engineer (Electrical)/TL8 [IQ/H] [2] 13
Engineer (Electronics)/TL8 [IQ/H] [2] 13
Engineer (Treknology)/TL8^ [IQ/H] [1] 12

Esoteric Medicine (Yin/Yang Healing) [Per/H] [1] 12

Expert Skill (Computer Security) [IQ/H] [1] 12

First Aid [IQ/E] [1] 14

Hobby (Classic World of Darkness) [IQ/E] [1] 14
Hobby (Star Trek) [IQ/E] [2] 15

Jeweler/TL8 [IQ/H] [1] 12

Judo Art (Aikido) [DX/H] [1] 8
Karate (Aikijutsu) [DX/H] [1] 8

Machinist/TL8 [IQ/A] [1] 13
Mathematics (Applied)/TL8 [IQ/H] [4] 14
Meditation [Will/H] [1] 12
Mind Block [Will/A] [1] 13

Performance (Role-Playing Games) [IQ/E] [1] 14
Pharmacy (Herbal)/TL8 [IQ/H] [1] 12
Philosophy (Stoicism) [IQ/H] [1] 12
Physics (Optics) [IQ/VH] [1] 12

Research [IQ/A] [1] 13

Savoir-Faire (Dojo) [IQ/E] [1] 14

Sewing/TL8 [DX/E] [2] 11

Typing [DX/E] [1] 10

Weird Science (Treknology)/TL8^ [IQ/VH] [4] 13

Techniques

Aikido:
Judo (Aikijutsu) (A) Judo Art-3 [3] 8
Acrobatic Stand (A) Judo Art-6 [1] 3
Arm Lock (A) Judo-0 [0] 8
Breakfall (A) Judo-0 [1] 9
Disarming (Judo) (H) [0] 8
Feint (Karate) (H) Karate-0 [0] 8
Finger Lock (H) Arm Lock-3 [0] 5
Ground Fighting (Judo Art) (H) Judo Art-4 [0] 4
Low Fighting (Judo Art) (H) Judo Art-2 [0] 6

Weird Science (Treknology)/TL8^:
Fetish
Predict Weather

Engineer (Treknology)/TL8^:
Locate
Locate Spares
Perfect Control
Read the Manual
Subspace Countermeasures
Subspace Disruptor
Subspace Inhibitor
Supercharge

Electronics Repair (Treknology)/TL8^:
Fix Glitch
Know Fault
Repair


Subtotal: 54

Total: 167


Equipment

TOS-style Phaser pistol
TOS-style Tricorder
2*spare Phaser pistol power packs
2*spare small power packs
Smartphone w/ TOS communicator casemod
Clothes & shoes
Wallet, keys, etc.
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-04-2017, 03:33 AM   #535
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Default Re: Five Earths, All in a Row

Notes

"Poker Face penalises everyone's attempts to read your emotions by 1." David Johnston2

The point cost of Signature Gear in this setting is one point for plot protection, and at least one more point for the monetary cost. This is loosely based on, but not the same as, the concept in Reverend Pee Kitty's Trading Points for Money and Signature Gear house rule. If you spend Starting Wealth on the item, or purchase it as a Gadget, the money point(s) can be left off, and Signature Gear becomes a Perk (see also Signature Assets, from GURPS Spaceships 2, p27).

Social Stigma (Mutant) covers any human born on Inp-Earth who looks visibly different from a normal human, in a manner that suggests biological changes, rather than cybernetics. It varies in value depending on where the campaigne is set. The generic city this group lives in is sufficiently cosmopolitan that her odd appearance is only enough of a problem to be worth -5. In other parts of the US, and in some other nations, the disadvantage would be worth -10 points or worse (there are some places where Social Stimga (Monster) is more correct), while in a few, like San Francisco, it would be no more than a quirk. In some cases, it varies depending on how different from human you look, as well. It can also cover any human with demonstrable psi powers, but this is less common, and should usually be treated as an Intolerance quirk or disadvantage on the part of the observing character(s), not the psychic(s), unless the majority of the people the characters will encounter feel that way (i.e., if the campaigne is intended to take place somewhere with a high amount of prejudice against psykers).

Per RevPeeKitty's houserule #14, 'When you learn a Combat skill, Combat Art skill, or Combat Sport skill (see p. B184 for details), you may buy up the other two versions as an Average technique defaulting to your skill-3.' Judo Art (Aikido) is the Art form of Judo (Aikijutsu), due to how closely related the two styles are - at least, for Suzuki-ryuu Aikido and Aikijutsu.

Teresa MacLain is a computer programmer who learned to work with hardware due to being the token geek at the firm where she got her first job (that did not involve the words 'Do you want fries with that?'). She's been a fan of Star Trek, and science fiction in general, for as long as she can remember, went to her first Star Trek convention at age three, and is not the only Vulcan in her immediate family. If the game is set after May 2, 2013, she works for the local branch office of Starship Enterprises; otherwise, she works for the same company as Newt, which is how she joined his gaming group - she is completely unaware that he was trying to ask her for a date, and flubbed it. For the past few years, she's been they're regular Storyteller for Classic World of Darkness (CWoD).

Has noticed that she's getting stronger, faster than she logically should.

All Treknology skills have Weird Science (Treknology)/TL8^ as a prerequisite, and default to Weird Science (Treknology)-6. Treknology skills that rituals are likely to be based on include Weird Science itself, Architecture, Chemistry, Bioengineering, Engineer, Metallurgy, and Pharmacy. Some specific rituals might be based on other skills, related to the above, such as Electronics Repair and Mechanic, related to Engineer, or Diagnosis, Physician, and Surgery, related to Bioengineering. Many of these rituals involve jury-rigging some device, and/or fiddling with the tricorder, and may or may not have additional penalties as a result.

'Subspace Countermeasures' is another name for 'Veil', Thaumatology p152; 'Subspace Disruptor' is 'Ghost Sword', Thaumatology pp161-162; and 'Subspace Inhibitor' is 'Thicken the Walls of the World', Thaumatology p165. Similar names might be applied to Curse Mirror, Curse Sanctum, Dispel Ritual, and Ward. The Vulcan Neck Pinch (based on Bioengineering or Physician in this style) is roughly equivalent to the Slumber ritual, save that it requires touching the target around where the neck and shoulder meet, and the caster's degree of success serves as a penalty to attempts to wake the target before 1d hours have passed. While T'Resa does not know it currently, there are other new 'Vulcans' she could learn it from, including her parents (she no-longer lives with them, but they aren't inconveniently far away).

At the GM's discretion, other forms of Weird Science, and other forms of, for example, Engineer defaulting from them, can also serve as defaults and/or prerequisites for Engineer (Treknology), and vice versa.

For critical failures, T'Resa rolls on the standard GURPS Critical Spell Failure Table, though the GM should slant the results to have a 'Trek-ish' flavor. Alternatively, you could roll on the Gadget Bugs Table in Basic p476, the Enigmatic Device Table, and/or Random Side Effects Table on Basic pp478-479, rerolling or modifying anything that doesn't work in the setting. Her style of Treknology is Energy Accumulating, though there are also Treknology-users with Effect Shaping styles.

Treat the tricorder as a TL8^ Small Ultrascanner (Ultra-Tech p66) with integral TL8^ Psi Scanner (Psi Tech p22), Psychospectral Imaging System, and Life-Field Motion Detector (both Psi Tech p24; the medical version, if she had it, would have good enough resolution on the PsIS for diagnostic purposes, but wouldn't be as good in general for functions not related to medicine or biology), weighing 3 lbs; resembles a smaller version of the TOS tricorder, with a larger screen. The power source is an enchanted battery, called a 'power pack'.

The Phaser functions as a TL9 Stun Pistol ('Phaser Two') with a Palm Stunner ('Phaser One') mounted on top; both also have some pure laser settings, equivalent to a TL10 Blue Medium Laser Pistol & Pistol Cutter for Phaser Two, and a Blue Palm Laser & Pocket Cutter for Phaser One. They are TL8^ for purposes of repair and analysis. The pistol malfunctions on 17+, and the holdout on a verified critical failure. Aiming is via the same reflex sight for both pistol and holdout. A photokinetic effect prevents eye damage to the user and any bystanders, but not to the target if directly hit in the eye. The pistol and the holdout use separate power packs, but the pistol will not fire without the holdout in place. The paired laser apatures for the electroshock settings are found only on the Phaser One, but when placed in the pistol module, the extra power and computational capacity extends range, and other effects.

Phaser Settings:

(Electroshock):
1: EMP
2: Prod
3: Normal Stun
4: Tetanizing

(Laser):
5: Weld
6: Cut/Drill
7: Normal Pulse Laser Weapon

The Weld setting is the least tightly focused, as it needs to heat up and soften targeted materials, not vaporize them. Beam energy is 0.03 kJ; energy used per shot is 0.06 kJ; ranges are 0.1/- for Phaser One, and 0.47/- for Phaser Two. Could be used as a torture setting, but T'Resa is not nearly sadistic or unethical enough to do that.

Power packs may be forced to explode, with a REF of 1. Phaser pistol packs weigh 0.6 lbs, tricorder and holdout phaser packs weigh 0.1 lbs.

Her tricorder and phaser were props that she built, which were spontaneously enchanted as she changed, though the 'tricorder' did contain a palmtop computer and a few TL8 sensory peripherals, and the 'phaser' had blue lasers in both sections. The reason the pistol couldn't and can't fire without the holdout in place, is that the holdout's laser pumps the pistol's laser - maybe she went too far in making it authentic, but it rather impressed her fellow tech-Trekkies. An enhanced polywell in her garage is used to recharge them, although she's working on a more portable version (complete by June 3, 2013, built into an old lunchbox). As seen above, the phaser uses Pizard's Beam Weapons rules, apart from the photokinetic effect. They are common enough in concept, and similar enough to things that are or will soon be available for sale (the standard Phaser from Starship Enterprises uses almost the same statistics, but has better ergonomics on the Phaser One (+1 to Acc), a trigger guard on Phaser Two, and both usually have slightly fewer shots, and slightly lower reliability, though that varies due to the impossibility of perfect quality control), that they are equipment/Signature Gear, rather than Gadgets.


Thoughts so far? You don't need to wait until they're all posted if you have a comment.
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-05-2017, 06:35 AM   #536
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Default Re: Five Earths, All in a Row

Geoffrey Winters

Age: 17

Attributes

ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 11 [10]

Secondary Characteristics

HP 10; Will 13; Per 13; FP 11

Subtotal: 70


Social Background

Languages: Modern English (Native) [0]; Hebrew (Broken) [2]; Yiddish (Broken) [2]

TL: 8

Cultural Familiarity: 21st Century Western

Subtotal: 4


Advantages

Arete (Thoughtform Talent) 3 [30]
Luck (Aspected: Character Shields, -20%) [12]
Psionic Screwdriver (Breakable, DR4, -15%; SM -5, -10%; Can Be Stolen (Will not immediately work for Thief), -15%. Statistics: Netrunning 1 [20] + Internal Memory [1] + Telekinesis 6 (Alternate Ability of Netrunning; Based on IQ, +20%; Cannot Affect Self, -20%; Cannot Punch, -10%; Psychokinesis, -10%; Requires IQ Roll, -10%; Unreliable (Malf. 15), -10%) [3/level] [4] + Force Beam 3 (Alternate Ability of Netrunning; Crushing Attack; Based on DX, +20%; Double Knockback, +20%; Psychokinesis, -10%; Requires DX Roll, -10%; Unreliable (Malf. 14), -15%) [5/level] [3] + Ignition [1] + Signature Gear [1]) [18]
Serendipity [15]
Unusual Background (Improvised Magic) [10]


Perks

Dabbler (Grampa Mike is a Rabbi: Theology (Hebrew) 10, History (Ashkenazim) 10, Literature (Jewish) 9). [1]
Dabbler (Grampa Saul had a Misspent Youth: Detect Lies 9; Lockpicking/TL8 10; Streetwise 10; Urban Survival 10). [1]
Dabbler (Current Affairs: Headline News 10, People 10, Politics 10, Regional (City) 11, Science & Technology 12). [1]
Dirty Fighting. [1]
Gadget Hobbyist 3. [3]
Magical Style Familiarity (Sons of Ether). [1]
Style Familiarity (Aikijutsu). [1]
Thaumatological Doublespeak (based on Weird Science). [1]

Subtotal: 95


Disadvantages

Curious (9) [-7]
Enemies (Bullies: Less Powerful Group, Rivals, 9 or less) [-5]
Lecherousness (12) [-15]
Overconfidence (9) [-7]
Pacifism (Reluctant Killer) [-5]

Quirks

Applies gaming terminology to real life. [-1]
Just a bit farsighted (uses reading glasses). [-1]
Wears a lab coat and goggles (to games and adventures), so people know he's a scientist. [-1]
Crushes on T'Resa and Leslie. [-1]
Has anchovy pizza at every reasonable opportunity. [-1]
Jewish, but not really observant when his grandparents aren't watching. [-1]

Subtotal: -45


Skills

Area Knowledge (City) [IQ/E] [1] 13

Beam Weapons (Pistol)/TL8^ [DX/E] [1] 10

Bicycling [DX/E] [1] 10

Chemistry/TL8 [IQ/H] [2] 12

Computer Operation/TL8 [IQ/E] [2] 14
Computer Programming/TL8 [IQ/H] [2] 12

Electrician/TL8 [IQ/A] [1] 12
Electronics Operation (Sons of Ether)/TL8^ [IQ/A] [1] 12
Electronics Repair (Computers)/TL8 [IQ/A] [1] 12
Electronics Repair (Sons of Ether)/TL8^ [IQ/A] [1] 15*

Engineer (Sons of Ether)/TL8^ [IQ/H] [1] 14*

Expert Skill (Conspiracy Theory) [IQ/H] [1] 11
Explosives (Fireworks)/TL8 [IQ/A] [1] 12

First Aid [IQ/E] [1] 13

Hobby (Role-Playing Games) [IQ/E] [2] 14
Hobby (Science Fiction) [IQ/E] [1] 13
Hobby (Classic World of Darkness) [IQ/E] [1] 13

Judo (Aikijutsu) [DX/H] [1] 8
Karate (Aikijutsu) [DX/H] [1] 8

Liquid Projector (Sprayer)/TL8^ [DX/E] [2] 11

Occultism [IQ/A] [1] 12

Physics [IQ/VH] [1] 10
Research [IQ/A] [1] 12

Scrounging [Per/E] [1] 13

Weird Science (Sons of Ether) [IQ/VH] [4] 15*

Sphere of Contiguous Ether [IQ/VH] [1] 13*
Sphere of Energetic Physics [IQ/VH] [1] 13*
Sphere of Ether Dynamics [IQ/VH] [2] 14*
Sphere of Etheric Biology [IQ/VH] [4] 15*
Sphere of Etheric Chemistry and Engineering [IQ/VH] [4] 15*
Sphere of Metaphysical Ether [IQ/VH] [2] 14*

Techniques

Aikijutsu:
Arm Lock (A) Judo-0 [default] 8
Breakfall (A) Judo-0 [1] 9
Disarming (Judo) (H) Judo-0 [default] 8
Feint (Karate) (H) Karate-0 [default] 8
Ground Fighting (Judo) (H) Judo-4 [default] 4
Low Fighting (Judo) (H) Judo-2 [default] 6
Trip (H) Judo-2 [default] 6

Subtotal: 47

Total: 171


Equipment

Goggles (DR1 for the eyes & upper face, including flash damage; beyond that, they do nothing)
Padded lab coat (soft DR2)
Utility belt (discuss contents with the GM; Gizmo advantage deliberately absent)
Vortex pistol (looks like a toy; treat as a TL9 Vortex Pistol (pUT134) with Malf. 16; ammunition is a variety of potions, has alternate air/mist only setting, w/ Range 10 and 1d-5 cr dkb)
Smartphone
Clothes & shoes
Wallet, keys, etc.
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-05-2017, 06:37 AM   #537
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Default Re: Five Earths, All in a Row

Notes

*Includes +3 from Thoughtform Talent.

Though you wouldn't know it from his name (the same name his grandfather's grandfather was given at Ellis Island - the family is a bit vague on what they were called before then), Geoff is indeed Jewish, even if he shows no particular interest in practicing his faith. That's beginning to change, now that he's seen proof that magic exists, but it's still a lower priority for him, than developing his skills in the SCIENCE! of the Sons of Ether.

His maternal grandfather, retired locksmith and pawnbroker Saul Meitner, also has Lockpicking/TL6 & /TL7, but he decided to start teaching Geoff on modern locks, and work on the older ones later (in many cases, there is little difference). Michael Winters didn't really approve of Saul, nor of his son marrying Saul's daughter, but they both love their grandchildren.

I listed the bullies as 'Rivals' because they have no ability to get him arrested, and aren't would-be murderers. They're just utter jerk-jocks.

His Psionic Screwdriver is a tool he made, not a gift from the spirits. The skills for using it are Computer Operation & Computer Programming for Netrunning (Internal Memory is a flash drive with 128 GB), Electronics Operation (Sons of Ether) for Ignition and Telekinesis (along with Lockpicking and other task-specific skills), and Beam Weapons (Pistol) for the Force Beam. The screwdriver is continuously evolving as he works on it, and will most likely develop other abilities, or higher levels on existing abilities, as time goes by. At the moment, he's trying to get Netrunning up to level two.

The ammunition for the vortex pistol includes any of the TL9 gases from Ultra-Tech pp159-160 - except for Nerve Gas, which he has no intention of ever making - plus any plausible TL8 or lower gases, like CO2 (fire extinguisher), OC pepper spray, and so forth. He also makes an Energy Gas (heals 1d+1 FP) and a Relief Gas (removes the penalties from up to 9 HP of non-crippling injury for 1d*6 minutes). Other cartridges (holy water, perhaps) may be available if he has time to make them. The specific composition varies, but his belt normally holds ten cartridges, with two each of the Energy and Relief gases. Most of these gases are charms, of course.

Weird Science (Sons of Ether) is an Energy Accumulating Path style based on the Mage the Ascension game from the Classic World of Darkness; not all CWoD styles use the same base skill: The Virtual Adepts and other technomages use Weird Science, but the Order of Hermes mostly uses Thaumatology (save for a few odd Houses that use Ritual Magic, Weird Science, or other skills), the Akashic Brotherhood uses Meditation, and the rest tend to use Ritual Magic. The Paths are called 'Spheres' (or sometimes 'Pillars', or other such names), and the style is improvizational, like Ritual Path Magic (GURPS Monster Hunter 1, pp32-39), though it isn't the same thing, exactly. Depending on the style of the faction (or the individual mage's perception of it), Path skills may be based on Will or Per, rather than IQ. The available Spheres are as follows, using the SoE names, and the regular Mage names in square brackets afterwards (and the nearest RPM equivalents in parentheses):

Sphere of Causality [Time (Crossroads)]
Sphere of Contiguous Ether [Correspondence (Crossroads)]
Sphere of Energetic Physics [Forces (Energy)]
Sphere of Ether Dynamics [Entropy (Chance)]
Sphere of Etheric and Memetic Dimensions [Spirit (Spirit/Undead/Crossroads)]
Sphere of Etheric Biology [Life (Body)]
Sphere of Etheric Chemistry and Engineering [Matter (Matter/Undead)]
Sphere of Metaphysical Ether [Prime (Magic)]
Sphere of Noetic Science [Mind (Mind)]

(Yes, just using the Realms system from Thaumatology would fit better, but I'm not planning on including that in this setting, so this is a translation into a Path/Book system.)

Because of the mindset of the game it's based on, more powerful effects require higher levels of Thoughtform Talent (called Arete, Foundation, Inspiration, or Enlightenment by many practitioners), and because of the nature of the powers involved, Create and Transform effects tend to require more power. Refusing to recognize the divergeant difficulties between reality and the game would be a Delusion, and potentially a Major one.

Thoughtform Talent 1 allows all Lesser Sense effects; it also allows all Lesser Mind effects, except Transform and Create, that do not require other Spheres, and have the caster as the only target.

Thoughtform Talent 2 allows Lesser Control, Strengthen, Restore, and Destroy effects in general, as well as Lesser Transform Mind effects that do not require other Spheres.

Thoughtform Talent 3 allows Greater Sense, Control, Strengthen, Restore, and Destroy effects in general, and Lesser Transform and Create effects in Spheres other than Correspondence, Matter, Life, and Time

Thoughtform Talent 4 allows Lesser Transform and Create effects in the Spheres of Correspondence, Matter, Life, and Time, and Greater Transform and Create effects in Spheres other than those.

Thoughtform Talent 5 allows Greater Transform and Create effects in Correspondence, Matter, Life, and Time.

Note that because of the limits of psi powers in this setting, all Time effects other than Lesser or Greater Sense Time require another Sphere, and often more than one (and mostly don't involve actual changing of time). Mind, Life, and Spirit are common, and Greater Transform Correspondence effects can be made to speed up or slow down time as a side effect (adding Lesser or Greater Control Time). Transform effects frequently involve Correspondence, to warp space, and 'Create' effects in the spheres of Matter and Life require it to teleport material from other locations, and use Transform effects to change the relocated material into the required shape, due to Conservation of Matter - 'Create' effects in the Sphere of Forces are likewise disguised Transform effects, due to Conservation of Energy.

Magic items (Wonders, Artifacts/Talismans, or Inventions/Devices) are made with a Greater Control Prime effect, for most 'Mage the Ascension' styles (including the Sons of Ether), or Greater Control Spirit, for styles like the Dreamspeakers/Spirit-Talkers, who are more consciously aware that they are making fetishes. The spirits in the former rarely have clearly relatable minds, unless the enchanter is also including a Lesser or Greater Create Mind effect.

Practitioners generally call Lesser effects 'static', 'coincidental', or 'casual' magick (yes, with a k), and Greater effects 'dynamic', 'vulgar', or 'vain' magick. Critical failures (called 'Paradox', 'Scourge', or 'Backlash', among others) of Lesser effects tend to have less disasterous results than critical failures of Greater effects: Roll twice on the "Reality Warping" Table (Thaumatology p259; no warping of reality actually takes place, but that's what appears to be happening), choosing the better result (for the caster) if the critical failure was on a Lesser effect, and choosing the worse result, for a critical failure of a Greater effect - or, fudge a result that seems especially fitting. This is in addition to the Routine Spellcasting rule (if that's the name of it) that keeps cities with lots of professional spellcasters from being frequently attacked by demons (i.e. the very bad results are caused by critical failures under stress, and do not occur when doing the equivalent of making Job Rolls).

It should be noted that there are limits beyond 'energy cost' (and for that matter, GMs may choose to alter what various things do cost): Something that will affect a large group of people, whether as a type (family, political party, religious sect, race...) or as 'everyone in this area', is increasingly likely be noticed as the numbers grow. Likewise, things that will affect a large group of animals or plants, or that will have a significant long-term effect, will either be noticed before the spell is complete, or will be predicted through the various forms of precognition. Such things will often either be prevented, or will be otherwise countered - see the 2013 Hallowe'en Curse in the timeline, for example. It is possible to hide such rituals, but the 'louder' the ritual, the more difficlut hiding it becomes.

One important difference between the Monster Hunter setting and this one (this applies in general to all styles of 'magic'), is that teleportation is both possible, and is easier than creating permanent or semi-permanent gates (wormholes) - teleportation is generally a Greater Control Correspondence or Greater Control Crossroads effect, while wormholes intended to last for minutes or hours are Greater Transform Correspondence (or Crossroads) effects (temporary warped spaces might be Greater or Lesser, depending on how much the space is being warped - adding up to 5% more space is likely to be Lesser, adding 10% or more space is clearly Greater, and between them is the GM's call). Permanent wormholes are Greater Transform & Create Correspondence effects, as are permanent warped spaces (though making a temporary warp or wormhole permanent is 'only' a Greater Create Correspondence effect). Manipulation of an already existing space warp or wormhole will usually be a Lesser effect, unless the GM judges it to be too 'large' a warp/wormhole, too great a change (especially if a previous caster protected it in some way), or both.
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

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-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-05-2017, 03:29 PM   #538
warellis
 
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Default Re: Five Earths, All in a Row

Regarding that character's tricorder, is it like this?:
Quote:
Originally Posted by samdamandias, post: 20756117, member: 284990
The way I've seen more modern proposals for a Tricorder analogue work like the old Type II phaser. You've got a smartphone, and then you have a frame with additional sensors and power that the smartphone slots into. The idea of lab on a chip is closely related to this, especially given proposals to have a suite of LOCs work together and then send data to the doctor's smartphone.
Quote:
Originally Posted by Prince Charon, post: 20761468, member: 6882
That is basically what most tricorders on Inp-Earth are, at least the ones that aren't pretty much a prop that's gotten empowered (which would thus have the same screen as the original prop, like the image above, or like the classic trek models, which had a slightly bigger - but still too small - screen). Some use an old personal organizer/PDA with a larger case for all the sensors, or get a screen from wherever (e.g. an old Nokia brick) and are pretty much new (recycled) items from the ground up, or are otherwise a single device, but by far, most tricorders are 'something you slot your Android into' (or BlackBerry, or iPhone, or even iPod, whichever).

Some of the 'single device' tricorders do look a fair bit like the TNG prop, until you notice that the whole flat area on the main body of the tricorder is an interactive screen (sometimes, the flat area on the other section is also a screen); the same is true for a lot of the TOS-style and Movie-style tricorders.

In general, tricorders of any build may be a suite of laboratories-on-chips with little or no magic, or a nearly or totally magical device, but most are somewhere in-between, erring toward lower-end magic. Any military tricorder is going to have at least a thoughtform keyed to keep defend against psychic interference, though, and probably some means of detecting psychic activity; it's also going to be heavily ruggedized, as with any device you're taking into combat. The SpecOps troops sent to Dsp-Earth have a few of these.
Or does she have to deal with the limitations of a TOS/TNG tricorder in ergonomics and screen and such? Because those style tricorders are pretty zeerusty. A lot more functionality with a large touch screen I would say.
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Old 09-06-2017, 12:25 AM   #539
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Default Re: Five Earths, All in a Row

Quote:
Originally Posted by warellis View Post
Regarding that character's tricorder, is it like this?:


Or does she have to deal with the limitations of a TOS/TNG tricorder in ergonomics and screen and such? Because those style tricorders are pretty zeerusty. A lot more functionality with a large touch screen I would say.
As noted, the prop she built has a fairly large touchscreen, but is a single device. It actually had some sensory functions when she built it, like infrared, air pressure, EMF, et cetra.
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Warning, I have the Distractible and Imaginative quirks in real life.

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-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 09-06-2017, 07:03 PM   #540
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Default Re: Five Earths, All in a Row

Leslie Park

Age: 16

Attributes

ST 10 [0]; DX 13 [60]; IQ 11 [20]; HT 11 [10]

Secondary Characteristics

HP 10; Will 13 [10]; Per 13 [10]; FP 11

Subtotal: 110


Parry (Lightsabre): 10

Social Background

Languages: Modern English (Native) [0]; Modern Korean (Broken/Accented) [3]

TL: 8

Cultural Familiarity: 21st Century Western, 21st Century East Asian [1]; 'Clone Wars-era Old Republic' [1]

Subtotal: 5


Advantages

Beautiful [12]
Combat Reflexes [15]
Flexibility [5]
Luck (Aspected: Character Shields, -20%) [12]
Path/Book Adept (The Force, -5%) 3 [28]
Signature Gear (Lightsabre) [2]
Jedi Holocron (Reawakened [10]. Breakable (DR 10) -10%; SM-9, 0%; Can Be Stolen (Will not immediately work for thief), -15%; Signature Gear, [1]) [8]

Perks

Active Thoughtform Creation. [1]
Dabbler (Current Affairs: Headline News 9, People 9, Popular Culture 9, Regional (City) 9). [1]
Improvised Weapons (Sabre). [1]
Magical Style Familiarity (Jedi). [1]
Shortcut to Power (Precognitive Parry). [1]
Style Familiarity (Sabre Sport). [1]
Style Familiarity (Lightsabre Fencing). [1]

Subtotal: 79


Disadvantages

Code of Honor (Less Strict Jedi) [-5]
Curious (12) [-5]
Lecherousness (15) [-7]
Pacifism (Reluctant Killer) [-5]
Social Stigma (Mutant) [-5]
Unnatural Feature (Blue Skin) 3 [-3]

Quirks

Crush on Walter. [-1]
Uses Body Language to communicate a lot, then gets annoyed when people miss her cues. [-1]
Loves to dance. [-1]
Puts 'Jedi' on surveys that ask for religion. [-1]
Isn't used to being pretty. [-1]
Keeps her hair in twin-tails. [-1]
Dryly sarcastic. [-1]

Subtotal: -36


Skills

Acrobatics [DX/H] [1] 11

Area Knowledge (City) [IQ/E] [0] 7

Bicycling [DX/E] [1] 13

Blind Fighting [Per/VH] [1] 10
Body Language [Per/A] [2] 13

Carousing [HT/E] [1] 11

Computer Operation/TL8 [IQ/E] [1] 11

Climbing [DX/A] [1] 15*

Dancing [DX/A] [4] 14

Erotic Art (Theoretical) [DX/A] [1] 15*

First Aid [IQ/E] [1] 11

Force Sabre (Lightsabre) [DX/A] [2] 13

Games (Saber Fencing) [IQ/E] [1] 11

Hobby (Role-Playing Games) [IQ/E] [1] 11
Hobby (Star Wars) [IQ/E] [2] 12

Housekeeping [IQ/E] [1] 11

Meditation (Jedi) [Will/H] [4] 13

Path of Sensing [Will/VH] [2] 11
Path of Control [Will/VH] [1] 10
Path of Alteration [Will/VH] [1] 10

Parry Missile Weapons [DX/H] [1] 11
Precognitive Parry [IQ/H] [4] 11

Sabre Sport [DX/A] [1] 12

Sex Appeal [HT/A] [2] 11

Techniques

Path of Sensing:
Life Detection (H) Path of Sensing-0 [0] 11
Life Sense (H) Path of Sensing-1 [2] 11

Path of Control:
Absorb/Dissipate Energy (H) Path of Control-0 [0] 10

Path of Alteration:
Telekinesis (H) Path of Alteration-0 [0] 10


Lightsabre Fencing:
Force Sabre Art (Lightsabre) (A) Force Sabre (Lightsabre)-3 [0] 10
Counterattack (Force Sabre) (H) Force Sabre (Lightsabre)-5 [2] 9
Disarming (Force Sabre) (H) Force Sabre (Lightsabre)-0 [0] 13
Feint (Force Sabre) (H) Force Sabre (Lightsabre)-0 [0] 13
Retain Weapon (Force Sabre) (H) Force Sabre (Lightsabre)-0 [0] 13
Targeted Attack (Force Sabre Swing/Weapon) (H) Force Sabre (Lightsabre)-5 [4] 11
Targeted Attack (Force Sabre Swing/Arm) (H) Force Sabre (Lightsabre)-2 [0] 11
Targeted Attack (Force Sabre Swing/Leg) (H) Force Sabre (Lightsabre)-2 [0] 11
Targeted Attack (Force Sabre Swing/Neck) (H) Force Sabre (Lightsabre)-5 [0] 8

Dual-Weapon Attack (Force Sabre) (H) Force Sabre (Lightsabre)-4 [0] 9
Dual-Weapon Defense (Force Sabre) (H) Force Sabre (Lightsabre) Parry-1 [0] 8
Grand Disarm (Force Sabre) (H) Force Sabre (Lightsabre)-9 [0] 4
Initial Carving ('L') (Force Sabre) (H) Force Sabre (Lightsabre)-4 [0] 9
Initial Carving ('P') (Force Sabre) (H) Force Sabre (Lightsabre)-4 [0] 9
Timed Defense (Dodge) (H) Dodge-2 [3] 9
Timed Defense (Force Sabre Parry) (H) Force Sabre (Lightsabre) Parry-2 [0] 7
Whirlwind Attack (Force Sabre) (H) Force Sabre (Lightsabre)-5 [2] 9

*Includes the +3 from Flexibility.

Subtotal: 48

Total: 206


Equipment

Jedi holocron
Lightsabre (green blade; treat as a two-handed Variable Force Sabre (Ultra-Tech p166, & Force Sabre in Martial Arts p215), but doing 5d+2(4) burn damage (or in training mode, 1d-5(0.2) burn, plus thr/sw cr damage as a baton); hilt is slightly curved; power source is an enchanted battery)
Cellphone
Clothes & boots
Wallet, keys, etc.


Needs more disadvantages, but wasn't sure what to give her. Suggestions?
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.

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