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Long live The King!
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Player-character sheet.
Player-character sheets are to follow the D&D 3.5 Race layout, as many of you will be using custom races. So here's a basic idea of what to look into, and what one will look like when it's finished.
If you have any questions, do not hesitate to contact me on MSN OpenGL_Group@hotmail.com or Skype omegaforte Stuff starts.
Sheet definition Name : HERP Age : DERP Race : SLINKY Height : HURRRRRRR Weight : I'MMA HORES
Physical Statistics : -(Appearance as told to a police officer, you know? Barren brown head, two googly eyes, big red nose, lush red lips and a bowler-derby hat, whatever.)
Combat Stats : (You are not MinMAX. You will need Charisma and Intelligence. 20 point max score, you start with 80. 65 for Holcross.) STR : 0 DEX : 0 CON : 0 INT : 0 WIS : 0 CHA : 0
Feats –(Anything from the good book is allowed here, and I'll take just about anything if you've got a writeup for it, or whatnot. Mass Effect stuff I sorta understand, And there's no real limit, just don't go nuts.)
Personality (Do you like daises? Do you hate Starbucks? These are the things I need to know. How you react to every day situations, how you hold a football, how you skateboard up a bowl of melted ice cream, and what kind of music you like. What you can do and what you're good at, things like that. It's not hard to figure out.)
History (Were you born under a mushroom? Did you receive training from Pai-Mei? Did you deep-dick his sister for a hand full of fiddle-faddle? Did you get kicked in the face by an angry Pai-Mei after he found out you left a gob of caramel in his bed? What you've done to get where you are, and how that garble fits in.)
Equipment –(Everything you carry on your person. Like a small tool kit, a latex fish, what you wear and everything else.)
Skills (Not rocket science. Except for Rocket Science. That however; is. It's there as a gag. It doesn't count. Max score of 10, 35 points total. Scores less than five mean you will often fail in doing something, scores higher than five increase your success.) Firearms : 0 Melee : 0 Social Engineering : 0 Piloting : 0 Gunnery : 0 Technology : 0 Rocket Science : 0
Example sheet Name : Allessa "Tesla" Voltt Age : 31 (Converted at 28) Race : Holcross, Converted Height : 6'1" Weight : 251
Physical Appearance : --Chestnut Hair --Bleached Olive skin --Blue Eyes --Healthy body, not quite toned.
Combat Stats : STR : 16 DEX : 20 CON : 0 INT : 14 WIS : 0 CHA : 18
Feats --Multi-Weapon Fighting (RA) --Holcross Indomitability (RA) --Holcross Supercomputing (RA) --Weapon Focus : Firearms --
Personality Allessa is a typical Holcross woman with her own desires. She wants to meet a nice man, or woman, whichever. She's not too particular, her parents being homosexual. She also wouldn't mind adopting, since was orphaned by war. She loves alcohol, she loves sleeping and she would rather be doing either than fighting. Too bad she's a great soldier.
History Allessa was raised in the port town of Red Palestine by her Fathers, Rondal and Irwin. She had a normal Red Palestine childhood; games with the other children, a few petty crimes, and a few months in California. At 20, she joined the Imperial Spear carriers, which made her fathers proud. She served her two years, and moved on to the guilds. She floated around, looking for her place, until she was killed in a failed raid on a Pirate station. Luckily, a Confessor had been attached and saw to her conversion.
Equipment --One Under-Armor Heat Gear long sleeve shirt, Northern air. --One Pair Black TDU pants. --One Pair Black Leather knee high boots. --One Anne Klein Short Quilted Coat, Black. --One Maxpedition Jumbo Versipack, black. --One Les Baer 1911, 10mm. --Five 10 round magazines, 10mm. --One HK MP7A1 4.6x30. --Four 40 round magazines, 4.6x30. --One Confessor Lament Caster Carbine, Version one. --Four Lament Caster Shells, raw ether.
Skills Firearms : 9 Melee : 3 Social Engineering : 10 Piloting : 9 Gunnery : 1 Technology : 2 Rocket Science : HUUUR
That's the basics of the sheets. Remember to include any necessary documentation for me to understand what your character is made of, what they're like, yatta. Post'em when you're ready.
Holcross Race The Holcross are an eccentric race of undead or nonliving machines with extreme durability and vast knowledge, simply because that's what they thought they needed. They believe in the individual, and the whole. Each one has their own free will, but often prefer their guild over themselves when it comes to just about anything. Work for the greater good, but serve the individual when it's required. When someone is converted, or a unit is built, they are often done under the ministrations of a guild officer, or by a Techpreist. Techpreists are rare on Prime planets, but some have been spotted. And often when the unit is created, they are given a handgun, as it has been a long tradition, since the Deviant began converting people. The unit, when created stands an average of seven foot tall, and typically weighing double their starting weight.
Rules : Holcross only get 65 points due to their design and must takes zeroes in Wisdom and Constitution. Machines do not have constitution, as they do not fall victim to illness, fatigue or stress. They have no need for wisdom, as their willpower is infinite and they are perfectly capable of drawing the absolute situation out of anything presented, excluding the actions of the "lesser races". Their knowledge is greatly supplemented by the KLAN wide area network, which is an incomparable encyclopedia of information, but there's often a queue to get information. You may be able to know anything, but you can't always know it immediately.
Holcross also start with three feats, Multi-Weapon Fighting (RA), Holcross Indomitability (RA), Holcross Supercomputing (RA), and only the first needs explanation. Multi-Weapon Fighting allows a Holcross combatant to use two weapons individually, and still get the option to kick a rushing attacker in the face without having to lower a weapon. They still have to be aware of the attacker, and have ample opportunity to make the attack.
Holcross are also the only race allowed to start with a gun. The other races can be assigned guns, or can buy them before the first real need for it. Holcross also need not many of the other sundries that one would need for communication, as their head computer facilitates a vast and powerful communication system. However, unlike many of the other races, they require a great amount of calories to keep going. Three hundred an hour. It doesn't sound like much, but it does add up quickly. In a single day of moderate activity, a single unit will need to consume 7200 calories to maintain function.
Holcross have no life-span to speak of. They live as long as their head computer is active, and they do not fear it's failure. If they expect a failure, they prepare a backup one of two ways. Over K-WAN, or on a MO (Mono-Optical) Disk. So this makes some Holcross reckless and eager for "The Fight", which is part of what you could call their Religion.
Holcross cannot be healed in any way. If they take damage, it is repaired over time, or they must be repaired by a Techpreist if it is too severe to be repaired by nanomachines. There are no Feral races in the Holcross, and until around Chapter 5~, there will be none.)
Variations of Holcross--
Lost : The Lost are those that were converted after death. Their souls having already returned to the Ether, they cannot use elements, or Ether weapons. They are otherwise normal, and can sleep. When a Holcross sleeps, they require two-thirds less calories. So a big meal before they decide to sleep, means they conserve that energy for when they need it.
Converted : The Converted are considered to be normal, as they were alive when their conversion took place. Most die during the conversion, but it doesn't affect the design. The Converted can still use any elements they were aligned with, and can use Ether weapons normally. They can also sleep, but their calorie conservation is lower by a third.
Setra : The Setra are those converted by the Master Nanite swarm. Rare and sought after, they are often snatched up by Guild and Government alike. They are parts-upgradeable, can use Ether weapons with great aptitude, and can still use their aligned elements if they have a focus. However, just like the Master and the Deviant, they cannot sleep. They are always active. A sign of vigilance in search of the Traitor, their creator. This leads to Setra being bored, or seeming aloof as they have no way to pass the time, other than an optional Illusion upgrade, which has it's own faults.
Roles for Holcross : Holcross typically run things where the guilds have influence. Their constant self-assessment and the ability for their guild leader and the Master to monitor their actions individually, make them great leaders. They are also soldiers, detectives, entrepreneurs, wherever good leadership is useful, you will often find a Holcross running things. The men and women play equal roles, due to the need for children.
Holcross Beleifs and Religion : Having traversed the Ether, they know there is no almighty God. They do know that there are forces of element, the Ages. The Ages dictate their element alignment and their general temperament. The only real religion that they could be considered to have, is the desire for a good fight. Even the most reserved and detached Holcross will take great notice when there's a fight to be had.
Whenever the Holcross clear a battlefield of infantry of a lesser race or raze a town, they eat the dead. The way they see it, it's a free meal, tactically sound and good psychological warfare.
The Holcross speak bluntly, as they think low of those that do not speak their mind. Conversation in the social structure is simple, to the point and efficient, often done over the network unless it's social.
Combat styles : The Holcross know how tough they are, and it makes them cocky when fighting the lesser races. This doesn't prove to be much of a challenge when dealing with them, it just makes them more likely to make a mistake. Holcross also don't typically use blades. They know the power of their birthright, the gun. Why would you use a blade, when the gun, and your hands can handle all that you need? A punch from a Holcross combatant is often enough to flatten the lower races outright. Even those with low melee scores can still deliver a good punch. Many still carry blades as tools, as it makes their fallen easier to eat. They are efficient with every move they make, only striking or defending as they need to.
Many are fast with the style of weapon they were given, be it a Semi-automatic, or Revolver. Guns mean everything to the Holcross, and they often use guns as a status symbol. Rare caliber weapons, weapons of great inaccuracy or inefficiency fill the holsters of those who are confident in their skills. This doesn't mean they are any less effective, it just means they know their weapons well enough to handle it's flaws.
Holcross Society : Holcross spend their off duty hours meditating on their focus, working on their weapons, or enjoying a moment of leisure in a bar, or in a fine restaurant. They are creatures of vanity, and often wear fine clothes and coats. Only those that are constantly in and out of combat wear anything less, but they still manage to make it look good. Looking good is very important. Being disheveled or unkempt is a sign of being unready or unprepared. Even when soaked in blood and grime, they take that extra moment to dust themselves off and style their hair a bit before moving on. Holcross Sides are pristine gardens mixed with just the right amount of technology to make life easy and look good. Sex is nothing short of casual for the Holcross. They see it as the most natural and beautiful way to share one another.
Holcross housing is simple, elegant and efficient. Many times, Holcross choose to live together not to save space, but to share each other, and their resources. It is common to see them sharing clothes, beds and other such things. They are quoted as being the "Ultimate social creature", as they do not squabble over petty things. They understand they are unique, and have flaws. They also believe in a defined cause and effect. If you are responsible for something, there is no weaseling out of it. Each takes responsibility for their actions, and most believe the Master's Mantra. "If you're sorry about it, you would'tve done it."
There are no ugly people in this race, no matter their appearance, even though most--if not all are beautiful. Saying someone is ugly, unless it is of the Lesser Races is an insult to their lack of objectivity. They do not see people as objects, they see them as people. Even Slaves of the Empire have rights and opinions. One may not be satisfied with another's appearance, but it is a matter of appetite.
Expect Edits.
Edited by The King, Jun 10 2010, 04:47 PM.
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Long live The King!
- Posts:
- 457
- Group:
- Members
- Member
- #64
- Joined:
- Jun 12, 2009
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Intelligence is how quick you are on the pickup and how good you are at solving problems. Everyone's stats will basically shape how the story is delivered to you. Wisdom is your willpower, common sense and how well you can asses a situation. And Charisma, is how well you will do against other people when scoring deals and gaining information. It's how easy people will like you.
There you go.
Copypasta is good You can use your character’s Intelligence, Wisdom, and Charisma scores to guide you in roleplaying your character. Here is some background (just guidelines) about what these scores can mean. A smart character (one with high Intelligence) is curious, knowledgeable, and prone to using big words. A character with a high Intelligence but low Wisdom may be smart but absentminded, or knowledgeable but lacking in common sense. A character with a high Intelligence but a low Charisma may be a know-it-all or a reclusive scholar. A smart character lacking in both Wisdom and Charisma may put her foot in her mouth often. A character with a low Intelligence mispronounces and misuses words, has trouble following directions, or fails to get the joke. A character with a high Wisdom score may be sensible, serene, “in tune,” alert, or centered. A character with a high Wisdom but low Intelligence may be aware, but simple. A character with high Wisdom but low Charisma knows enough to speak carefully and may become an advisor (or “power behind the throne”) rather than a leader. The wise character lacking in both Intelligence and Charisma is uncouth and unsophisticated. A character with a low Wisdom score may be rash, imprudent, irresponsible, or “out of it.” A character with high Charisma may be attractive, striking, personable, and confident. A character with high Charisma but a low Intelligence can usually pass herself off as knowledgeable, until she meets a true expert. A charismatic character lacking in both Intelligence and Wisdom is likely to be shallow and unaware of others’ feelings. A character with low Charisma may be reserved, gruff, rude, fawning, or simply nondescript.
Edited by The King, Jun 8 2010, 09:13 PM.
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