The Warring States of NPF

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Myst 05-18-2005 10:01 PM

Fallen from on High (Besm RP) sign up
 
An age of crass betrayal of nature, of heady pleasures and perpetual comfort for mankind, a golden age of decadence and self deceit on behalf of the entirety of humanity, now lies shattered at the feet of children.

The tenuous bonds of government which held power more through the placid nature of the populace than any real power, toppled like intricate houses of cards when the Time of Undoing began. Across the planet violent natural phenomena sprouted as the weeds of penitence. The Earth shook its mighty fist and man the ruler was dethroned. Buildings fell and cities burned, civilization was sacrificed on the birth of new gods. When the final volcano erupted, when the last hurricane swept away a village none can now recall, yet all know of the consequences faced.

In the space of a generation more than 80% of the human population of the planet was destroyed by loss of infrastructure and famine. Diseases never before seen rose as the henchmen of despair. Death stalked openly, its gaze never far from anyone. As any form of government greater than a tribal formation was incapable of sustaining itself, whispers traveled between packs of humans, whispers of demons and terrors far worse than typhoons and earthquakes. Now is an age of feral heroism, of lost wonders of technology and a struggle against unspeakable foes.

Now is the Age of Fear.

This is the setting for my (and Funka's, thanks for all the help) RP, Fallen from on high.

World explanation: The geography of the planet, now called Gaea, it's original name forgotten, is not entirely known, as the technology and training necessary to map the worlds face after it was devastated now lies buried beneath the detritus of a dead civilization. Communication is done the old fashion way, by talking and writing. There are some places where phone lines and data transmission facilities still operate, but these are akin to holy sites, maintained by monastic orders of techno-monks at best, and by insane zealots at worst. Culture of the past has been replaced by a culture of necessity, and most human settlements are very diverse in their genetics, as the world before the fall was highly integrated. The hedonism of the old days had left a strange legacy, as creatures once bred for pleasure now walk beside naturally occurring humans, as equals. Chimeric persons of animal nature are common place, with most being some hybrid of cat or wolf. Interbreeding is a viable route.

Human settlements are few and far between, and the distance from one place to another is highly dangerous. Most are governed by feudal leaders, either mystics or people in posession of ancient artifacts that give them an edge over those under them. Despite the generally savage form of government, wars between the "kingdoms" are infrequent, as survival is a much more pressing concern.

After the fall strange creatures began to appear. they were humanoid in appearance, though tending towards outlandish skin tones and bestial, monstrous features. These creatures, demons, were innately hostile to all humans. They were highly organized and intelligent, from the few stories which circle about them they appear to possess a highly developed culture and strange powers. Their technology is medieval at best.

After the fall, many of the newest generation began to develop strange abilities, including clairvoyance and powers over the elements. The eldest such “gifted” can’t be more than 30 years old by now, this sorcery is still an unknown art, though stories of miracles abound. Of armies made to vanish and vast distances traveled in the blink of an eye. Many look towards these magicians as a source of hope.

It is in discovering their lost history, their technology that humanity has its greatest chance for survival. Giant metal constructs of war have been unearthed and even repaired by scholars of techno lore. Champions pilot these mechanisms, known by different names throughout the world, against the demon hordes. Their powers are incredible, though the true ability of a giant depends on the soul within it.

There ya go. For character creation guidelines go to BESM Character creation
mecha creation is here:
mecha creation
besides the information required there, I'd also like a bio for your character, as detailed or as vague as you want. If you want a mysterious character (not encouraging, but I know there'll be at least one) PM me the info you don't want known. There may be extra creation points for very detailed bio's (hint hint).

Dante 05-19-2005 09:37 AM

Do not fear. Interest is here. And his sidekick, Character Bio, shall follow soon.

pendejochy 05-19-2005 02:05 PM

I still got intrest, I'll have to complete my stats and such first. Already got some ideas for a bio.

OmniShadow 05-19-2005 02:16 PM

I will either make my character in the weekend or next week. Dont worry. The ninja will arive ^^

TheBlindMime 05-19-2005 02:29 PM

as soon as I see a finished char sheet, mine will be up after I see one, along with my completed mecha.

Myst 05-19-2005 04:23 PM

alright, in the interest of being a 'good' role model, I will attempt to post a coherent character sheet, with notes about each step of the process.
Name: Myst
starting level: 5
discretionary points: 42 (this will be the starting number for all characters)
class: student level 3, dynamic sorceror level 2 (this character is multiclass, please list in order of 'acquiring' the class, so you know which points to start with. In this case, he was a student, then stumbled onto occultic lore).
race: human (no cost modifier)
age:
height:
weight:
gender:
description:
abilities: (these are determined at a rate of 2 points per one discretionary point spent)
strength: 8; -1 (point and dice modifier, all rolls involving strength are at a minus one on the twenty sided die) cost 4 character points
dexterity: 12; +1 (6 points)
constitution: 10; 0 (5 points)
intelligence: 14; +2 (7 points)
wisdom: 10; 0 (5 points)
charisma: 18; +4 (9 points)
all told, I used 36 points, leaving me with six for other abilities.
from here you can determine several other important attributes.
saving throws are listed next to your class, and modified by constitution (fortitude save) dexterity (reflex save), and wisdom (will save). combine saves from both classes if multiclass.
initiative modifier: dexterity modifier+any feats or attributes that modify it.
base attack bonus: listed next to class, plus any attributes or skills that modify it.

hit points: your character gives you a dice range (ex. d4 for student). for first level, add your constitution to the highest you could recieve. every level after that is the die modified by your constitution score. (ex. first level 4+1, every level after 1d4+1)
energy points: this is 1d2 plus the lowest score between your intelligence, wisdom or charisma (ex. the lowest score above is wisdom, with no modifier, so each level I gain 1d2 energy points). this is modified by any ranks in dynamic sorcery (the die rolled) and by energy attributes (adds 20).
skills: total points 8(student base)+2(intelligence)*4(first level)=40. 8+2 for each additional student level (20 points total) and 4+2 for each dynamic level (12) grand total: 60 off of the student skill list, 12 off of the dynamic sorceror list
each skill can have up to 8 ranks in it, on a point by rank basis (rank 6 concentration= six points) additional skills are gained from the highly skilled attribute.

feats: 1 feat at first level, plus one at 3 and every 3 levels after that. one bonus feat for being human, and each additional feat costs two character points.

attributes: first, add any attributes you gain for your class. (ex. Dynamic sorcery at level one). next, add any character points you gain from level advancement (ex. +2 character points at level two of dynamic sorcerer). then combine those with your remaining points (in the example above 6). and use those to buy attributes.

defects: these are optional, and may be taken to gain additional character points.

equipment: anything your character has, though more valuable items may require the personaly gear attribute.

bio: everything about your characters history.

If I have missed anything, please let me know, as I'm still not sure I included everything you need to know is this post.

pendejochy 05-21-2005 03:41 AM

Name: Ide Yotashi (composite of Pende Jochi/ Are Asi/ Oniko (three parts of one enity.)
starting level: 5
discretionary points: 42
class: Adventuer level 5
race: human
age:40/unknown/20
height: 6'1''
weight: 250
gender: male/no gender/female
description:A man (more or less) of whitish blackish yellowish brown skin color. salt and pepper hair. Has brown, eyes. Thin looking. Carries a backpack which has an inert, blonde woman with blue eyes, 20 years old, has no legs or arms, and is totally dependant on Ide Yotashi.

abilities:
strength: 4; -3 cost 2 character points
dexterity: 12; +1 (6 points)
constitution: 10; 0 (5 points)
intelligence: 20; +5 (10 points)
wisdom: 14; +2 (7 points)
charisma: 4; -3 (2 points)
I used 32 points, leaving 10 for other abilities.

saving throws
+1/+4 base save bonus
+1 fort save
+1 reflex save
+1 wis save

initiative modifier
dex mod. 1+4 initiative (from speed)
base attack bonus(+2)

hit points
4+0, every level after that 1d4+0

energy points
1d2 energy-3(low cha) points.

skills: total points
(4+5(int mod))x4=36
each aditional level:({4+5int mod}x 5 levels)+20 points from highly skilled attribute =65 points

grand total of 125 points.

r 8 repair(mechanics)-8
r 8 disable device(traps)-8
r 8 knowledge:eletronics(robotics)-8
r 8 knowledge:mechanics(gunsmith)-8
r 8 power useage(mind control)-8
r 8 special ranged attack-16
r 8 thrown weapons:rocks-16

1 skill point left over.

feats:
point blank shot
far shot
judge opponent

attributes:
25 (charactor points)+10(leftover ability points)+43BP=78
Spend on:
r 1 defence combat mastery-2
r 1 force field (only protects me) (extra benifits-offen, regen) (disabilitys-static, min limitation-half strenth protection from behind)-3
r 1 healing-4
r 5 highly skilled-5
r 1 mind control (broadest type)-12
r 6 regeneration-24
r 1 reincarnation (small machine, whose memory contains the DNA codes and memories of Pende and Oniko, as well as Are Asi, drills a few feet underground. easy stop-expose it to air, often done by digging it up)-2
r 2 Servant:Oniko-4
r 1 special attack (double drain)
{advantages:drain body (dex), drain mind, drain soul, moderate vampiric (drain body), moderate vamperic(drain mind), moderate vamperic(drain soul)}
{disadvanage-2xbacklash (immune to my own attack), self destruct (head), short range (cord), slow, static, low penetration, toxic, only (on land), unique disability (causes hp dmage to myself, myst can decide how much), unique disablity (if attack fails, it cannot be canciled, and int check MUST be made until attack is successful), unreliable(A.I. within head burns out, Ide must make a int check to have Are Asi repair the A.I. units.}
Ide takes a turn to draw brain into body and repace it with A.I technology, hasteily produced by Are Asi. Next turn, head with cord to keep head alive, pops off and scrurrys on metal spider legs to victim. Head jumps onto victim and bites victim with a mosquito like tounge, secreating chemicals designed to drain at the detriment of the victim draining dex, wis, and int, sending it through the cord to the body. Afterward, the head self destruct, and the cord gets sucked back into the body. Body is kept alive with Are Asi acting as a brain. Once the head is lost, Ide is rendered unable to see, hear, taste, or smell, having to rely on other senses, like telepathy, untll head is regrown with regenreation. He may still move though. Sometimes the A.I. in the head fries when this attack is attemped. In this case, attack cannot be canciled, as re Asi cannot draw the A.i. back into the body. Ide must use Are Asi to make a int check to fix the A.I. until it works.-4
r 2 speed-4
r 3 telekinisis-12
r 1 telepathy (only humans)-2
78 points used

defects
Activation time(1 round)(reincarnation can be interupted exposeing it to air, put in water or underground to restart reincarnation)+1
Bane(eletrecity/severe damage-it's bad for Are Asi (it is a biomech) to get too much of it)+3
Blind Fury(removing Oniko from Ide's body without his consent/severe)+3
Blind Fury(sacralige/moderate)+2
Concentration(mild/healing)+1
Concentration(mild/mind control)+1
Dependant(flight on force field)+1
Detectable(force field/visable to human eye)+1
Detectable(healing/white light is given off)+1
Easily distracted(young girls)+2
Famous(regenal/he helps alot in the community:repairing mechas, healing the sick, ect.)+1
Ism(physical features/he looks strange, but his reputation precedes his apperance.)+1
limited use, instantanious(mild/mind control)+3
Limited use, ongoing(mild/speed)+1
Marked(strange composite creature, to hide needs to cover Ide entirely with something))+3
Owned(although robot will allow Ide to go about business as usual, robot will take control if it disagrees enough with Ide's actions such as taking a bullet to save another's life or even not walking in the direction it wants to go)+3
Phobia(encoutered infrequently)+1BP
Physical impairment(missing left arm)+2
Restriction(mind control/under certain conditions:needs Oniko to be attached to Ide/mild)+1
Restriction(telekinisis/under certain conditions:needs Oniko to be attached to Ide/mild)+1
Restriction(telepathy/under certain conditions:needs Oniko to be attached to Ide/mild)+1
Signifigant other(Oniko, a person with no legs or arms)
+3
Skeleton in the closet(lolita complex, Ide can hide it pretty well, but it would be bad if anyone found out)+2
wanted(by the Brotherhood of Steel, due to his different religion/mild)+1
weak point (large area, stomach, robot is in there)+3

equipment
White apron for Pende, rubber gloves to protect Ide when he handles eletric things, brown shorts for Pende, running shoes for Pende, black wig for Pende, green backpack with hole in top for Oniko and Hole in back for attachment to Pende, yellow cotton shirt and black cotton shorts for Oniko.

Myst 05-21-2005 06:17 PM

few clarifications: skill points are different from character points, and can only be used for skills, not abilities. As such, you have...87 fewer points to spend on abilities. skill points can only purchase skills
all the marked would be covered by just the one 3 point one, the other two I'm saying no to.
maximum force speed would be a bad idea, because you wouldn't be able to move slower than (I think) 400 mph.
what exactly is a lolita complex?
also, not so many detectables. Only ones that would really be appropriate are the healing and forcefield. all told,that would only be 1 point.
fix those, and you should be mostly good.

pendejochy 05-21-2005 11:05 PM

what is a lolita complex? I saw it in anime before(specificlly, I refer to that scientist from Excel Saga. I forgot his name, he was the one with purple hair.) it is often a funny kind of thing involving those jokes in anime involving pervy situations.

Question: Inept attack lowers yuor base attack. Does this affect the damage caused by things thrown with telekinisis?

Question:I put vamperic on my special attack attribute. Does i cover all abilitys affected(like health, con, int, wis) or just one of those? The instructions said that I could add it to any attack that cause damage or drains ability score values. Does it apply to both? Since I chose severe vampireism, it says I can increase my ability scores above my normal value. Since it said values in the plueral form, I assume that health, wis, int, and con would all be drained. I just wanted to make sure.

Dante 05-22-2005 06:54 AM

Lolita Complex is a fetish for young girls. You goddamn pedophile. :p

Inept attack lowers your base attack, thus making you less accurate with things that need attack rolls.


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