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November 6th, 2005
10:52 am No game today (11/6)
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October 29th, 2005
09:57 pm No game tomorrow.
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October 15th, 2005
07:52 pm BESM at my house tomorrow. Chris is busy.
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October 3rd, 2005
05:46 pm - Not so random tables These tables don't contain anything I haven't posted before. The key difference, however, is that they are a hell of a lot better organized. Most of the irrelevant tables have been deleted, as have many of the setting inappropriate results on the remaining tables. Also, similar tables have been combined.
A brief word on the organization of these tables. They are somewhat in alphabetical order. I say somewhat because many of the defects have sub-tables associated with them. Those tables occur immediately beneath the initial table.
I shall be updating these periodically, but for now, here you go:
( Read more... )
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September 30th, 2005
02:00 pm - Random Tables People have wanted these BESM tables for ages. I figured I'd post them online so people can have easy access. Some of this stuff is rather dated, so won't translate well to other settings. Some won't make sense. I may or may not allow some of these defects to be taken by PCs. For example Cursed: Anyone met destined to die within 24 hours, is not an ok defect for PCs.
( Read more... )
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April 21st, 2005
June 19th, 2004
07:09 pm - extra arms Extra Arms Progression: For each level beyond 6 the character gains 30 extra arms.
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June 18th, 2004
07:00 pm - Environmental control Changed as follows:
Environmental control Progression:
Lv7: The area affected increases to an entire country Lv8: Environmental control can be hostile, that is it can mimic the effects of a lv1 weapon attack once per turn. Lv9: The character can manifest an avatar of the environment (lv1 servant) once per turn. Lv10: The character can perform 2 environmental manipulations per turn. Lv11: The character gains another type of control. Lv12: The area affected increases to an entire continent Lv13: Environmental control can be hostile, that is it can mimic the effects of a lv2 weapon attack once per turn. Lv14: The character can manifest an avatar of the environment (lv2 servant) once per turn. Lv15: The character can perform 3 environmental manipulations per turn. Lv16: The character gains another type of control. Lv17: The area affected increases to an entire hemisphere Lv18: Environmental control can be hostile, that is it can mimic the effects of a lv3 weapon attack once per turn. Lv19: The character can manifest an avatar of the environment (lv3 servant) once per turn. Lv20: The character can perform 4 environmental manipulations per turn. Lv21: The character gains another type of control. Lv22: The area affected increases to an entire planet Lv23: Environmental control can be hostile, that is it can mimic the effects of a lv4 weapon attack once per turn. Lv24: The character can manifest an avatar of the environment (lv4 servant) once per turn. Lv25: The character can perform 5 environmental manipulations per turn. Lv26: The character gains another type of control.
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June 17th, 2004
06:13 pm - Dimensional portal Modified as such:
Dimensional Portal progression:
Lv7: The portal gains another access point/type Lv8: Dimension can have weird stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv9: The character can emerge from the portal up to lv miles away. Lv10: Dimension has up to lvl points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv11: The closing of the gate can sever limbs. Lv12: The portal gains another access point/type Lv13: Dimension can have another weird type of stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv14: The character can emerge from the portal up to lv * 2 miles away. Lv15: Dimension has up to lvl *2 points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv16: Special effects when gate opens. The effects can have lv1/4 weapon attack effect. Lv17 The portal gains another access point/type Lv18 Dimension can have another weird type of stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv19 The character can emerge from the portal up to lv * 3 miles away. Lv20 Dimension has up to lvl *3 points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv21: Special effects when gate opens. The effects can have lv1/3 weapon attack effect. Lv22 The portal gains another access point/type Lv23 Dimension can have another weird type of stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv24 The character can emerge from the portal up to lv * 3 miles away. Lv25 Dimension has up to lvl *4 points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv26: Special effects when gate opens. The effects can have lv1/2 weapon attack effect.
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June 16th, 2004
01:23 pm - Contamination and Free BeSM E-books Book availability: Looks like drivethrurpg.com is distributing free BESM 2nd edition E-books for the next week. I downloaded a copy myself.
Update: The contamination attribute has been tinkered with.
Contamination: Upon acquiring the contamination attribute the character creates a “contamination template” that is, what the contaminated being will become like. This contamination template may contain attributes, stat modifiers, skills and defects but must result in an overall decrease in character points, cannot have the owned by a megacorp defect, and cannot possess any attributes the character does not. The contaminator roles an opposed body with the contaminated to determine whether the contaminated being is actually contaminated.
Contamination Progression:
Lv7: The ease of contaminating someone increases, at 1 point per level the ease becomes equivalent to two points per level. At two points per level the ease is reduced to where only physical contact is needed Lv8: The contamination template is built on 0 points. Lv9: An additional contamination template is gained Lv10: The transformation occurs within 5 rounds Lv11: The contamination template may have the owned by a megacorp defect Lv12: The ease of contamination increases even further. At 1 point only physical contact is necessary, at 2 the contamination may pass through the air. Lv13: The contamination templates are built on 2 points. Lv14: An additional contamination template is gained Lv15: The transformation occurs within 3 rounds Lv16: The contamination template may Lv17: The ease of contamination increases even further. At 1 point the contamination can pass through the air, at 2 only eye contact is necessary. Lv18: The contamination templates are built on 4 points. Lv19: An additional contamination template is gained Lv20: The transformation occurs within 1 round Lv21: The contamination template may include attributes the character does not possess Lv22: The ease of contamination increases even further. At 1 point only eye contact is necessary, at 2 anyone within a 50’ radius of the character is contaminated. Lv23: The contamination templates are built on 6 points. Lv24: An additional contamination template is gained Lv25: The transformation occurs instantaneously Lv26: The contamination’s victims get no check to resist
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June 15th, 2004
02:35 pm - Involuntary Change Update:
*Involuntary Change: Replaces the involuntary physical change special defect. Changes no longer necessarily have to be physical in nature.
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01:54 pm - Updates *Organizational ties attribute replaced by reputation attribute.
*Elliath Racial Defect changed from Aura of Hatred lv2: Warriors to Aura of Hatred lv2: Your choice.
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01:44 pm - Rules Space opera Campaign
This campaign uses a modified version of the 2nd edition Tri-Stat BESM system
Campaign setting: This campaign is set in the multiverse Expellia. In GE 1 (Galactic Era) a strange alien species known only as the ancient race, arrived on the planets of every sentient race offering its inhabitants the technology required to travel the stars and speak with their inhabitants. This was to be provided on one condition, each planet must form some sort of world government that would be able to make decisions for its respective planet. Some races accepted the offer, others elected not to. Shortly after the HELL alliance flew to every planet with a single proposition, join us or die. Those that refused to join were forced to fight back. This war has already lasted over a century, and the factions waging it have begun to grow weary of conflict, however, a peace treaty has not yet been signed. The current year is GE 107.
Character creation: Characters will be created on 40 character points and twenty skill points. All characters begin with 5 points of the hidden ability attribute. A character must first choose a template from those listed and may then pick attributes and defects based on those allowed by the template. The following rules, defects and attributes have been altered.
Rules:
Stats: Initially, each stat may not start higher than 11.
Combat Value: Swap ACV and DCV.
Dodging: Attempt to dodge are made at a X modifier, where X is equal to the amount the attacker succeeded their attack roll by.
Defects: A character may acquire up to 16 points of starting defects. This replaces the 8 defect rule.
Levels and Experience: Each character starts at level 1. At the end of each session each character will receive 1 experience point (assuming they’ve accomplished something), after receiving 10 experience points the character goes up a level and gains 5 character points. In addition to gaining character points, the character’s maximum level of all attributes and special attributes with a logical progression goes up one. For example a level 2 character may acquire lv7 combat mastery, instead of merely level six. This includes stats and skill as well, so that at level 4 a character may have a Soul of 14 for example. Naturally this means that lv6 in a skill is no longer “Grand Master” and a stat of 12 is no longer Best in the universe. Infinite levels of highly skilled and personal gear may still be acquired, assuming the character has points to pay for them. To actually improve most attributes or skills, a character must either A) seek out someone more skilled than they are B) Seek out a logical method of improving the attribute or skill other than training (For example cybernetic enhancements) or C) spend twice the normal point cost. Stats must be improved in a similar manner. Personal gear, Item of power, and Own a big Mecha, Ally, Flunkies, and Servant may not be acquired through expending points after creation. Defects must either have some logical explanation to be removed, or must have twice the points spent to remove. Attributes with a logical progression: All
Special Attributes with a logical progression: Astral Projection, Aura of Innocence, Contamination, Dynamic Sorcery, Elasticity, Environmental control, Exorcism, Force Field, Healing, Heavy Armor, Heightened Senses, Item of Power, Light Armor, Magic, Metamorphosis, Mimic, Mind Shield, Own a big Mecha, Place of Power, Psink, Servant, Shield, Special Movement, Speed, Stealth, Super Strength, Swarm, Telekinesis, Teleport, Ward, Weapon Attack, Mecha Attributes: AI, Mechanical Transformation, Multiple Mecha Attacks, Super Transformation, and Toughness.
Energy: In addition to the uses of Energy described in the book, two new uses of energy are available. Before a dice roll a character may user 10 energy points to place a –1 modifier on the dice roll, or, alternatively, after the dice have been rolled the character may expend 20 energy points to place a –1 modifier on the dice roll.
Shock: Shock is rolled as a soul check at a 1 modifier per every additional level of shock damage a character sustains (i.e. if a character has a shock value of 15, 30 damage would warrant a 1 modifier, 45 would yield a 2 modifier etc.)
Death: Character death now occurs at an hp level equal or less than negative the characters positive maximum hp. For example a character with a maximum of 100 hp dies at –100.
Mental Combat: Mental combat will be done differently than stated in the book. Instead of the complex system listed in the book it will instead be a mind (attacker) vs. soul (defender) check. Each success of the attacker temporarily reduces the opponents soul by however much the attacker succeeded. Mind control will be handled in the same manner.
Dice modifiers: The dice roll modifiers on the dice roll modifier table on page 197 in the green BESM book are doubled. This makes it so a practically impossible action (previously 6 modifier), really is practically impossible (now 12).
Surprise: When a character is attacked unexpectedly, the character must roll a mind check to avoid losing all actions that round, modified by his heightened awareness modifier, and the opponent’s stealth roll.
Attributes:
Ally (1-3 points per level): An organization/person owes the character a favor and may called upon for help a number of times per session equal to the level of the attribute. At the 1 point per level cost the character may call upon a 20 point character, or a minor organization. At 2 points per level a 40 character or major organization may be called upon. At 3 points per level a 60 point character or hegemonic organization may be called upon. The assistance may be called a number of times equal to the level of the attribute per adventure.
Animal Friendship: In addition to the benefits listed the character receives one animal companion (Animal defined in BESM) for every level of the attribute (Servant lv1).
Appearance: In addition to the benefits listed the character gains a -2 per level to social interactions with the opposite sex (This replaces the seduction modifier giving it a -2 per level instead of -1).
Art of distraction progression:
Lv7: The character may perform a lv1 distraction without communicating at all Lv8: The character may perform a lv2 distraction without communicating at all Lv9: The character may perform a lv3 distraction without communicating at all Lv10: The character may perform a lv4 distraction without communicating at all Lv11: The character may perform a lv5 distraction without communicating at all Lv12: The character may perform a lv6 distraction without communicating at all Lv13: The character may perform a lv1-7 distraction as a free action. Lv14: The character may perform a lv1-8 distraction as a free action. Lv15: The character may perform a lv1-9 distraction as a free action. Lv16: The character may perform a lv1-10 distraction as a free action. Lv17: The character may perform a lv1-11 distraction as a free action. Lv18: The character may perform a lv1-12 distraction as a free action. Lv19: No check for a lv1-13 distraction is required Lv20: No check for a lv1-14 distraction is required Lv21: No check for a lv1-15 distraction is required Lv22: No check for a lv1-16 distraction is required Lv23: No check for a lv1-17 distraction is required Lv24: No check for a lv1-18 distraction is required Lv25: 100% of those distracted will be deeply moved Lv26: The characters mere presence can draw attention even if there is no sign of them even being there.
Aura of command: A commander directly overseeing an action taken by a person under his command can take an action to bestow a -X modifier to the roll (X = to the level of aura of command).
Flunkies: Flunkies may now require any non-combat related special attributes allowed by their racial template. No, Own a Big Mecha does not count as non-related to combat.
Flunkies progression:
Lv7: Flunkies are built on 11 points Lv8: Flunkies are built on 12 points Lv9: Flunkies are built on 13 points Lv10: Flunkies are built on 14 points Lv11: Flunkies are built on 15 points Lv12: Flunkies can attack Lv13: Flunkies are built on 16 points Lv14: Flunkies are built on 17 points Lv15: Flunkies are built on 18 points Lv16: Flunkies are built on 19 points Lv17: Flunkies are built on 20 points Lv18: Flunkies can get combat related abilities Lv19: Flunkies are built on 21 points Lv20: Flunkies are built on 22 points Lv21: Flunkies are built on 23 points Lv22: Flunkies are built on 24 points Lv23: Flunkies are built on 25 points Lv24: Players get 30 flunkies Lv25: Flunkies can be unique at no penalty Lv26: Flunkies can have flunkies
Gun Bunny Quick Reload: A character with this gun bunny sub-attribute may reload his weapon as a free action.
Hidden ability: The character may allocate any number of attribute points into the hidden ability attribute. The GM will then select attributes with a total value of double the hidden ability points. These attributes will become visible based on a trigger based on the character’s background, abilities, etc.
High Shock Value: Costs one point, each level bestows a 5 to a person’s shock.
Kensei Chanbara: Chanbara now does an additional 5 points of damage per level of acrobatics rather than the normal 1.
Kensei/Gun Bunny: Two Gun or Two sword may be bought multiple times for each extra arm attacking, normal penalties apply. A character with kensei may assign this to each leg as well, assuming they are properly equipped with a weapon or the character is fighting unarmed.
Lucky (7 or 15 points/level): The character is luckier than most other people. In game terms this means that the character has a critical success on a number equal to 2 the level of the attribute (7 point cost, maximum of five levels), or a critical success on every number equal to 2 the level of the attribute (15 point cost).
Mechanical Genius: Mechanical Genius now grants a flat 1 mechanics/electronics skill per level. This allows the character to receive over the normal maximum level of skill in mechanics and electronics.
Personal Gear: Minor items of personal gear may be built on one character point, major items on two, assuming thee is a reasonable explanation as to how this gear would work. Minor weapons are constructed as stated in BESM. Major weapons may be constructed as a level one weapon attack (without the damage divided by five). Personal Gear can be magical. The prime difference between magical personal gear and an item of power is that magical personal gear is non-sentient.
Personal Gear Minor Item Flash: Flash is a drug that allows a character mind to more easily interface with the AI of a mecha. It is vital to be order to pilot a mecha for most races however there are side effects. Any character must roll a mind check to avoid becoming addicted to flash upon taking it. In addition the character must roll a randomly determined stat check to avoid acquiring a defect permanently as a result of the flash. Flash is usable for a week after taken and is banned to non-military personnel on most worlds.
Reputation (1 point/level): Reputation replaces the Organization Ties attribute. The character has some sort of beneficial reputation specified upon creation. Examples could include Education, Integrity, Intelligence, or Power. The character will be recognized by those around him if they succeed a mind check at a –1 per level.Each level of reputation grants a –1 to a die roll when trying to use it in a social situation where applicable.
Defects:
Aura of Hatred: The character simply isn’t very likable. At lv1 a small group will hate the character if he happens to encounter them. Examples of small groups include Aryth, Smugglers, Magic Users etc. At lv2 the character will be hated by a large group. Examples include Members of the opposite sex, Non-humans, Business men etc.
Attraction: Attraction replaces the Girl/Guy Magnet defect. Instead of indicating an unnatural attraction by others towards the character, it indicated an attraction by the character to members of whatever sex the character is attracted to. Whenever meeting a member of the sex chosen that is beautiful (lv1), or any member that is not ugly (1v2) the character must make a mind check at 2 per level of appearance possessed by the person met or be devoted to seeking out that person and loving them in whatever manner specified. For example some characters might seek to protect whoever they’re attracted to while others would behave like a drunken Aryth on ecstasy.
Ism: Ism replaces the ageism defect. This defect indicates a character will be looked down upon for some particular characteristic of their character (Sexism, Racism, Ageism, etc.)
Low energy: The character has a lower energy total than normal. For each level taken (up to two) the character must reduce his energy total by twenty.
Low shock: The character has a lower shock value than normal. For each level taken (up to two) the character must reduce his shock value by 5.
Obsession: Obsession replaces the easily distracted defect. The character is obsessed with a certain idea, object, or concept. At lv1 this does not interfere too much with the characters life. Examples include fighting for a warrior character, or books for a scholarly character. At lv2 it drastically affects the character. For example telling the truth for a thief or finding the endangered plant of Arythia for a character enlisted in the military.
Recurring Nightmares: At lv1 the character will get a 1 modifier to all actions due to lack of sleep, at lv2 a 2 modifier
Scapegoat: The character is blamed for things that aren’t their fault by a particular class of people chosen upon creation (Elliath, Soldiers, Females etc.) At lv1 the character will be blamed if any accidents or problems occur in the area around them. Lv2 works as lv1 but problems will always occur in their immediate area.
Sensory Impairment: The following senses are modified
Touch: Touch in this case indicated an inability by the character to sense how much damage he has taken.
Smell: Banned Taste: Banned
No sixth sense: Indicates a character will never get hunches as how to do actions, thus indicating that all luck checks are an automatic failure. A minor sense.
Restriction: Replaces the magical restrictions and one way transformation special defects. The character has restrictions as to how he can use or certain attribute, or as to its effectiveness. At 1 point the restriction is minor, at 2 points the restriction is major. For example the character cannot use his aura of command to direct Elliath if the defect is worth one point, or cannot use it to direct non-humans for two points.
Skeleton in the closet: The character must now list two points of defects (or two points of attributes lost) per level of the skeleton that the character will receive in the event that the secret is exposed.
Unknown Problem: Similar to the hidden power attribute. For every point put in the Unknown Problem defect the GM gets to choose twice as many points of defects to assign. These defects may lay dormant for an extended period of time only to be brought out by certain circumstances.
Unlucky (3 or 5 points/level): The character has worse luck than most other people. In game terms this means that the character has a critical failure on a number equal to 12 - the level of the defect (3 point cost, maximum of five levels), or a critical failure on every number equal to 12 - the level of the defect (5 point cost).
Special Attributes:
Aura of Innocence (3 points/level): The character seems innocent of any harm they may have caused. In order for the character to be blamed for anything the person attempting to blame the character must roll a mind check at a 1 modifier per level of the Aura. In addition in order for anyone to attack the character a mind check rolled at a modifier equal to half the level of the aura (round up). Both of these effects wear off the minute the character actually attacks the person being affected.
Contamination: Upon acquiring the contamination attribute the character creates a “contamination template” that is, what the contaminated being will become like. This contamination template may contain attributes, stat modifiers, skills and defects but must result in an overall decrease in character points, cannot have the owned by a megacorp defect, and cannot possess any attributes the character does not. The contaminator roles an opposed body with the contaminated to determine whether the contaminated being is actually contaminated.
Contamination Progression:
Lv7: The ease of contaminating someone increases, at 1 point per level the ease becomes equivalent to two points per level. At two points per level the ease is reduced to where only physical contact is needed Lv8: The contamination template is built on 0 points. Lv9: An additional contamination template is gained Lv10: The transformation occurs within 5 rounds Lv11: The contamination template may have the owned by a megacorp defect Lv12: The ease of contamination increases even further. At 1 point only physical contact is necessary, at 2 the contamination may pass through the air. Lv13: The contamination templates are built on 2 points. Lv14: An additional contamination template is gained Lv15: The transformation occurs within 3 rounds Lv16: The contamination template may Lv17: The ease of contamination increases even further. At 1 point the contamination can pass through the air, at 2 only eye contact is necessary. Lv18: The contamination templates are built on 4 points. Lv19: An additional contamination template is gained Lv20: The transformation occurs within 1 round Lv21: The contamination template may include attributes the character does not possess Lv22: The ease of contamination increases even further. At 1 point only eye contact is necessary, at 2 anyone within a 50’ radius of the character is contaminated. Lv23: The contamination templates are built on 6 points. Lv24: An additional contamination template is gained Lv25: The transformation occurs instantaneously Lv26: The contamination’s victims get no check to resist
Dimensional Portal progression:
Lv7: The portal gains another access point/type Lv8: Dimension can have weird stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv9: The character can emerge from the portal up to lv miles away. Lv10: Dimension has up to lvl points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv11: The closing of the gate can sever limbs. Lv12: The portal gains another access point/type Lv13: Dimension can have another weird type of stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv14: The character can emerge from the portal up to lv * 2 miles away. Lv15: Dimension has up to lvl *2 points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv16: Special effects when gate opens. The effects can have lv1/4 weapon attack effect. Lv17 The portal gains another access point/type Lv18 Dimension can have another weird type of stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv19 The character can emerge from the portal up to lv * 3 miles away. Lv20 Dimension has up to lvl *3 points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv21: Special effects when gate opens. The effects can have lv1/3 weapon attack effect. Lv22 The portal gains another access point/type Lv23 Dimension can have another weird type of stuff happen in it, for example genders can reverse, gravity can reverse or people can be affected by a Nahal’s reckless dweomar. Lv24 The character can emerge from the portal up to lv * 3 miles away. Lv25 Dimension has up to lvl *4 points of stuff in it. These can include items of power, hand held weapon attacks, mecha, personal gear, servants, flunkies or anything else that makes sense. Lv26: Special effects when gate opens. The effects can have lv1/2 weapon attack effect.
Duplicate (3 points/level): The character can create a temporary clone of himself once per day for a time period of a one hour. This duplicate is sentient and will act similarly to the character. For each level, the duplicate will have 10 character points, so in order to create a full duplicate the character must initially spend nine character points. A character’s duplicate may not have more character points then they have. Duplicates cannot make duplicates, so giving the duplicate the duplicate skill is useless.
Dynamic Sorcery: Dynamic sorcery is legal but costs 8 points per level normally, or 4 points per level if specialized. A character also has the option of acquiring the dynamic sorcery no energy attribute, which cost 20 points per level. Dyanmic sorcery requires a stat check in all three stats. If a soul check is failed, the spell simply isn’t summoned. If a mind check is failed the spell is still cast but the character will expend more energy and/or acquire mental defects. If a body check is failed the spell is still cast but the character will lose hp and/or acquire physical defects. Dynamic sorcery may cast a spell of points equal to 5*level or less.
ECM: ECM jamming now works as all three types of jamming listed in the book at only 1 point per level.
Environmental control Progression:
Lv7: The area affected increases to an entire country Lv8: Environmental control can be hostile, that is it can mimic the effects of a lv1 weapon attack once per turn. Lv9: The character can manifest an avatar of the environment (lv1 servant) once per turn. Lv10: The character can perform 2 environmental manipulations per turn. Lv11: The character gains another type of control. Lv12: The area affected increases to an entire continent Lv13: Environmental control can be hostile, that is it can mimic the effects of a lv2 weapon attack once per turn. Lv14: The character can manifest an avatar of the environment (lv2 servant) once per turn. Lv15: The character can perform 3 environmental manipulations per turn. Lv16: The character gains another type of control. Lv17: The area affected increases to an entire hemisphere Lv18: Environmental control can be hostile, that is it can mimic the effects of a lv3 weapon attack once per turn. Lv19: The character can manifest an avatar of the environment (lv3 servant) once per turn. Lv20: The character can perform 4 environmental manipulations per turn. Lv21: The character gains another type of control. Lv22: The area affected increases to an entire planet Lv23: Environmental control can be hostile, that is it can mimic the effects of a lv4 weapon attack once per turn. Lv24: The character can manifest an avatar of the environment (lv4 servant) once per turn. Lv25: The character can perform 5 environmental manipulations per turn. Lv26: The character gains another type of control.
Exorcism: Exorcism now costs either 1 or 2 points per level. At one point per level Exorcism functions as stated in the book. At two points per Exorcism can also be targeted at any spirit within a body, not only the invading spirit also a two point per level exorcist may also voluntarily expel his own spirit from his own body and inhabit another body with it.
Extra Arms Progression: For each level beyond 6 the character gains 30 extra arms.
Heightened Senses: A character may Heighten a sense as many times as they wish.
Immunity (2, 5, 10, 15, 20, or 25 points/level): Replaces the special defense special attribute. Immunity provides either half damage (lv1) or no damage (lv2) from a certain type of attack. At 2 points per level the attack is rare. Examples include: weapons made from a rare substance (such as gold, silver, or adamantine); attacks from a specific opponent (such as a brother, single animal type, or oneself); or under specific conditions (such as in water, one hour during the day, or at home). At 5 points per level the attack is uncommon examples include: weapons made from an uncommon substance (such as wood, bronze, or iron); attacks from a broad opponent group (such as blood relatives, demons, or animals); under broad conditions (such as during the night, on weekends, or in holy places). At 10 points per level the attack is broader, examples include: electricity; cold; a specific weapon type (such as daggers, arrows, or rapiers). At 15 points per level the immunity is broader still examples include: fire/heat; a broad weapon type (such as swords or clubs); mental attacks. At 20 points per level the attack is extremely broad, examples include: gunfire (including forms of artillery); bladed weapons; unarmed attacks. At 25 points per level the attack is as broad as it gets, examples include: weapons; energy; blunt trauma.
Items of power: All items of power are assumed to be sentient, meaning that the character may have to roll a soul check to avoid being controlled by the item. Sentient Items come in two types: True form sentient and non-true form sentient. Non-true form sentient items are items that have a powerful being trapped within them. This being is created on 40 points 10 * level of item of power. The being will escape in the event that the item is destroyed. True form sentient items of power are sentient items. A character receives a 4 modifier to resist being controlled by a true form item of power. An item of power has a lv1 of Heavy armor = 1 per level, and HP = to 10 per level. An item of power ceases to function when dropped to 0 hp and is destroyed when it reaches negative hp equal to its maximum hp. When an item of power is damaged it does not repair naturally, rather it must be taken to someone with the appropriate expertise. Repairing an item of power requires one of each of the following checks at 6: Artisan or Mechanics, Cultural Arts (Occultism).
Magic (5 points/level): As in my fantasy campaign a character may cast any spell on himself as a free action for double the normal energy required. The following abilities are now available for spells
One shot abilities vs. enchantments: A spell must be designated as either a one shot ability or an enchantment. One shot abilities cost half as many points to cast and acquire. The difference between the two is simple, a one shot spell is assumed to effectively use the attribute that the spell is designed for, an enchantment bestows the ability to use that ability for as long as the energy points are spent on maintenance. For an example a one shot weapon attack would use a weapon attack against a person, a weapon attack enchantment would bestow the ability to use the weapon attack.
Pain spells: Pain spells are spells that either inflicts the same negative effect on yourself or a friend when you cast them or the same positive effect on an enemy. Taking a spell as a pain spell halves the cost of the energy it requires to cast a spell and the cost of power points to acquire it.
Wild Magic: Wild magic is like normal magic only it targets a random target. It is mutually exclusive with pain spells. Wild magic costs one fourth the energy to cast and 1 fourth the power points to acquire.
Quick Spells: Quick spells are spells that may be cast as a free action. Quick spells require five times the energy to cast and five times the power points to acquire.
Permanent spells: Permanent spells are spells that last as long as the caster wants without paying any energy. There is a cost however, first permanent spells cost quintuple the points to cast and acquire, secondly the energy spent remains gone until the caster ends the spell.
Defect spells: In addition to spells that grant attribute or one shot abilities, a spell can also bestow defects on an individual. These spells cost the same as the point cost of the defect. There is one catch however: all defect spells are also pain or wild spells. Select one upon the creation of the spell, note that this does not affect the point cost of the defect spell. For example a wild awkward size lv4 spell would cost 4 rather than 1.
Metamorphosis (3 points/level): Points from Metamorphosis may not be used to acquire further Morphs.
Mimic (3 or 6 points/level): Mimic allows the character to effectively use an attribute or skill of a character with line of sight for 5 minutes. At 3 points per level the character can only mimic one attribute or skill at a time. At 6 points per level the character may mimic any number of attributes or skills. Mimic requires a mind check, and the character having witnessed the attribute or skill to be successful. The character can mimic attributes or skills of an equal or less level than their mimic level.
Own a big Mecha: All mecha above lv1 must have the Mutual Damage lv1 defect and AI lv6. Also any races other then the Aryth must use Flash in order to pilot a mecha above lv1.
Place of Power: Place of power now allows the character to recover to full energy once every 24 hours at their place. In addition it provides the character with a –1 die modifier to checks for magic or dynamic sorcery within the area.
Psink (2 points/level): A psink is a character that saps certain energies around them. For each level acquired the psink may avoid having one of the attributes listed below be able to function in a 30’ radius around the psink. A psink cannot use any attribute that they “psink”
“Psinkable Attributes”: Astral Projection, Dynamic Sorcery, Exorcism, Forcefield, Item of Power, Magic, Mind Control, Telepathy, Psionics, Illusion, Invisibility, Healing, Mind shield, Place of power, Precognition, Reincarnation, Sensors (supernatural), Sixth Sense, Spirit Ward, Telekinesis, Teleport, Transmutation, Weapon Attack (supernatural)
Shape/Size change: A character with Shape or Size change may revert or cause someone to revert to previous form as a free-action.
Speed: In addition to the mobility bonus, the character now receives a flat 1 per level to initiative.
Special Movement, Dimensional Travelling: The character may teleport to another dimension as long as they have seen it before. Dimensional Travelling counts as one ability if the character may only transport himself or two abilities if he may take companions.
Ward (1 point/level): Replaces the spirit ward attribute. Works as a spirit ward only the character may choose a specific type of being to block. Examples include Magic Users, Angels, or Elliath.
Water Speed: The cost of Water speed is reduced by 1 point per level.
Weapon Attack Ability auto-fire: Auto-fire now counts as two abilities.
Weapon Attack ability indefinite: This alternate version of homing makes it so that instead of automatically tracing a character and attacking, the weapon attack will continue to do so for as long as the character concentrates on it.
Weapon Attack ability Linked Attack (attribute): Linked attributes may now be acquired for half-price if unable to be used when not using the weapon attack. They may later be acquired for non-weapon attack use by again paying half the price of the attribute. Also Linked attributes may use an alternate stat instead of body.
Weapon Attack ability Mind Attack: Works like Soul attack only with the mind stat, simulates a mental battle possibly engaged by a psionic attack.
Weapon Attack Ability Undetectable: The undetectable ability makes it so there is no sign that the weapon attack came from the character. Undectable counts as four abilities.
Weapon Attack Disability, Constant: The weapon attack is constantly going and cannot ever turn off. Counts as one disability.
Weapon Attack Disability, Random: The weapon attack will go off at random times. Counts as one disability.
Weapon attack disability Life Drain: The character weapon attack drains their life each time they use it, at 1 disability it inflicts ¼ of the weapon attacks damage on the character, at 2 it inflicts ½ and at 3 it inflicts full damage
Weapon attack disability, Limited targets: The weapon attack simply will not affect some characters. If the weapon attack narrows those affected by 50% it is worth 1 disability, if it narrows it to 25% it is worth two, if it narrows to 12% it is worth three, and so on.
Weapon Attack Disability, Random Targetting: The weapon attack randomly chooses a target from all those available (including the character who uses it). Counts as two disabilities.
Weapon Attack Disability, Two Handed: The attack requires two hands to use.
Special Defects:
Conditional Ownership: Conditional Ownership may now be taken on an item of power.
Involuntary Change: Replaces involuntary physical change. Changes no longer necessarily have to be physical in nature.
Skills:
Animal Training: Every time the character receives increases levels of this attribute, he may make an animal training check to bestow a character point upon any animals he possesses in additional to the points the animal would normally receive.
Templates: A character must select a racial template and pay the appropriate number of points when creating his character. A character may normally only select attributes or defects from that character template, however other attributes may be acquired at double the normal price and other defects may be selected at half their normal value. As long as not specifically outlawed, the character may acquire any normal attribute, any defect, and one level of Own a big Mecha, Hidden power, Hidden problems, and features and accessories (depending on what’s chosen). They may also acquire any special defect other than Awkward Size, Diminutive, and Volatile. Defects that are part of a template do not count towards the character’s maximum of 16 points worth of defects, however, they may never be bought off. Most races are known by the name the humans came with to describe them, as the humans were the ones that most first made contact with.
Racial Templates:
Angels:
Appearance and description: Stereotypical angels with feathery wings and Halos. These angels have gender. History: Even, before the ancient race visited their world, the angels had united into a worldwide socialist state. After they were given star-faring technology they developed a military supposedly to be used solely in self-defense. However, upon hearing of the large human fleet approaching in GE 34 they elected to take a more pre-emptive action, suggested by the Jadfik. Angel diplomats met with the Aryth, and Jadfik Both of the races agreed the humans posed a great threat to the independence of their societies and formed the alliance know as the Trinity. Their forces successfully launched a sneak attack on the human fleet, completely wiping it out. This led to the Humans immediately declaring war against the Trinity, stating that the ships were on a mission of peace. Unfortunately, for the angels, most races believe the human story. Initial Template cost: 6 Attributes: As they have wings Angels begin with the Flight lv1 attribute. Due to their angelic nature they also receive the Aura of Innocence attribute at lv1, and the Appearance Attribute at lv1. Defects: Angels are beings that thrive on the energy of light and must lie in light from a sun for an hour a day. This gives them the Special Requirement lv2 defect. Unique Racial Ability: Angels are the only race that may acquire the Aura of Innocence attribute at normal cost. Acquirable Attributes and defects: Dynamic Sorcery (light magic only), Environmental Control (light only), Flight, Force field, Healing, Magic (light only), Place of Power, and Weapon Attack
Aryth:
Appearance and Description: Aryth are a race of red eyed, green haired attractive females. The Aryth are known as the most loving of many race and have experienced very little warfare on their planet. In spite of this, the Aryth have a wide range of abilities related to combat. The Aryth maintain their racial name because tales of their race had spread far and wide long before humans encountered them. History: The Aryth were on of the more reluctant races to get to the stars. Originally the Aryth species had both males and females and they were quite content with their own people. When the Ancient Race showed up the Aryth briefly discussed the offer of technology. They decided that government is boring, and star faring is for losers, and proceeded to return their own activities. Then tragedy struck. In the year 23 GE all the male Aryth mysteriously started dying. Although about half of the Aryth population was bisexual or lesbian the other half grew bored. Thus when an attractive male Angel representative arrived and proposed an alliance the Aryth agreed with only one condition, that the Angels provide those that wanted to leave with the ability to do so. The angel reluctantly agreed, and to his surprise found the Aryth to be talented in a wide variety of areas. The Aryth remain a faithful member of the Trinity to this day. Initial Template cost: 5 Attributes: The Aryth start with Appearance lv2, as they are all attractive, and all have the Duplicate lv3 ability, something the more narcissistic among them find quite useful. Defects: The Aryth are obsessed with love and sex, as such they have Attraction lv2: Lust, and Obsession lv2: Love defects. As they are viewed as largely a race of prostitutes by most other races and not taken very seriously they also have Racism lv2. Unique Racial Ability: The Aryth have four unique abilities worth noting, first they are the only race that may get the Duplicate attribute at the normal point cost. Secondly, they are the only race that can breed with any other humanoid race in the galaxy. Thirdly any child an Aryth bears will always be an Aryth and finally, the Aryth are one of the only races that can pilot a > lv1 mecha without flash. Acquirable attributes and defects: Regeneration, Reincarnation, Speed, Invisibility, and Weapon Attack.
Cats:
Appearance and Description: Cat people. The cats tend to be very honorable and fierce warriors. History: The Cats are travelers from another dimension. Shortly after the humans invaded the Fox homeworld the Cats were told by their leaders to dimension hop and assist in the battle using their dimension jumping drives. Their assistance fleet was quickly destroyed by the humans, however, many Cats escaped the massacre. Those cats fled to the Fox homeword, and those capable hopped back to the Cat homeworld to fetch more reinforcements. After a few years of bitter conflict the Cats officially withdrew to their own dimension, however, a few Cats remain scattered throughout the galaxy. They are wanted by the Human-Elemental Child Alliance for interfering with the subjugation of the Fox homeworld. Initial Template Cost: 3 Attributes: The Cats are highly trained in the art of combat, as such they have Combat Mastery lv2. They also have Claws, so they start with the Natural Weapons lv1: Claws special attribute. Defects: The Cats are Wanted by the Human-Elemental Child alliance, as such they have the Wanted lv2 defect. Unique Racial Ability: Cats have a racial knowledge of combat and it’s particulars. As such Cats start with all the Kensei and Gun Bunny abilities. Acquirable Attributes and defects: Extra Arms (tail only), Heightened Senses, Jumping, Special Movement, Speed, and Super Strength.
Elemental Children:
Appearance and Description: Elemental Children have hair color and eye color matching their corresponding element. They are a violent race, but consider battle merely a sort of contest and have no malice towards their opponents. History: According to Legend, Elemental Children are avatars of their respective Elements. The Elemental Children fought incessant wars to test their strength until the Ancient Race showed up. After 20 elemental children were killed attempting to slaughter the visitor he finally got a chance to speak. Upon hearing that there were other races to conquer, a faction of the Elemental Children brought about a violent revolution setting up a world government. The first race encountered were the Humans. The battle went badly for both sides, because although the Humans were superior in space, they were slaughtered upon landing on the planet. Seeing each other’s strength the two races teamed up to form the HELL alliance, and proceeded to terrorize the galaxy, offering each world two choices, join HELL or die. Initial Template cost: 0 Attributes: Item of Power lv1 Defects: Modified Volatile lv2: Upon being knocked unconscious on a roll of 1-4 on a six sided die an Elemental child will do one of two things. Either they will explode in a burst of whatever element they represent (1-2), or (3-4) will turn into a true form sentient item of power with level equal to their net character points / 10 rounded down. Unique Racial Ability: Elemental Children are the only race who can acquire items of power at normal point cost. Acquirable Attributes and Defects: The Elemental Children may acquire the following attributes for their elements Dynamic Sorcery, Environmental Control, Immunity, Insubstantial (if element is water may acquire water form), Magic, Metamorphosis (into appropriate elemental), and Place of Power.
Elliath: Appearance and Description: Elliath have multi-colored hair and eyes. They are known for two things. One is their tendency to be extremely hot-tempered and get in a fight with anyone who annoys them, which is quite consistently another member of their race. The other is their surprising methods of attacking others. The Elliath maintain their racial name because the nickname that the humans gave them, “whippers”, never caught on. History: The Elliath couldn’t get along with each other at all when the Ancient race showed up, and were showing little progress. As such they never received the starships other races had access to. The humans visited their world right after stopping off at the Elemental Children’s and Foxes’s. The Elliath were still in the middle of a civil war at the time. Unable to cooperate with each other they remain subjected, their planet often being used as training for it’s occupying forces, and many of it’s citizens enslaved and used as shock troops. Initial Template cost: 1 Attributes: The Elliath all have the capability of using a particular technique, the Soul whip. Weapon Attack: lv1 Soul whip: Melee, No Damage, Uses Energy: 15 pts. per round, Innacurate, Energy Drain, 60 pts of energy per hit, Soul Attack Defects: Aura of Hatred lv2 (Choose a group of people) Unique Racial Ability: The Elliath can buy as many levels of weapon attack as they can afford, as long as they’re improving their Soul whip technique. In addition improving soul whip only costs 3 points/level rather than 4. Acquirable attributes and defects: Elasticity, Exorcism, Extra Arms, Heavy Armor, Immunity, Light Armor, Natural Weapons, Swarm, and Telekinesis.
Foxes: Description: Human like foxes. Foxes tend to be extremely arrogant, believing they are better than any other race in existence. Foxes are also known for their prowess at the art of Assassination. History: The Foxes were a technologically advanced race before the Ancient race even visited them. The focus of Fox research being weapons. When the Ancient race representative showed up upon the Fox world a talented Fox assassin was assigned to kill him and that was that. It was only a few years later when the HELL alliance invaded the Fox world that they realized they had made a grave mistake, but still refused to submit. The HELL forces found themselves unable to quite take over the planet, because although they managed to wipe out centers of government, they faced an extensive guerilla war. The HELL alliance refused to give in and warfare on the Fox homeworld continues to this day. Initial Template cost: 4 Attributes: Invisibility lv1: Sight Defects: Obsessed lv1: Killing Unique Racial Ability: Foxes are the only race that can purchase the Psink attribute at normal cost. Acquirable Attributes and Defects: Heightened Senses, Invisibility, Jumping, Sensors, Sixth Sense, Special Movement, Speed, Stealth, Teleport, Weapon Attack,
Hermits:
Description: Hermits are pale skinned, white haired beings. Most Hermits are deeply spiritual, believing in a religion similar to Shintoism. History: Originally the Hermits were a peaceful race free of any sort of conflict. Then the Ancient Race appeared, offering the technology of the star travel assuming the existing Hermit world government wanted it. The government was divided into two factions, those that wanted it, and those that didn’t. The faction that refused the technology in the end dominated, but the other faction wasn’t happy. They asked the ancient race if they could leave the planet and receive the technology, the ancient race refused on the grounds that they were still Hermits. The dissenting faction responded by transforming themselves into a biologically different species known as the Zeerx and developed their own method of travel. The Zeerx then proceed to leave the planet. The Hermits remained on the world until the HELL alliance arrived with the usual ultimatum. The Hermits readily agreed upon meeting the Elemental Children claiming that they were kindred spirits. However, the Hermits requested to be allowed to remain on their world due to their connection with it. The other members of the HELL alliance agreed, leaving the Hermits happily on their world. Initial Template Cost: 5 Attributes: Due to their connection with their world and life in general the hermits start play with Dynamic sorcery lv1 Defects: The hermits are Deeply connected to their world and live partially off its energy. As such each hermit must spend at least half the time in a year on their world and has the Special Requirement lv2 defect. Unique Racial Ability: The Hermit homeworld functions as a place of power lv6 for all Hermits. Also, hermits are immune to backlash from dynamic sorcery, so may ignore the normal mind and soul checks involved. Acquirable Attributes and Defects: Astral Projection, Dimensional Portal, Dynamic Sorcery, Environmental Control, Exorcism, Healing, Magic, Sixth Sense, Ward, Weapon Attack
Humans:
Appearance and Description: Everyone should know what a human is, I don’t think this one requires much explanation. History: When the Ancient Race visited Earth they were regarded with extreme suspicion. However, upon being informed that there were other races in the galaxy most humans decided that taking the Ancient Race up on their offer would be a good idea. The UN was strengthened into an actual form of world government that had absolute jurisdiction over all parts of earth and any nation that refused to comply with it’s rule was conquered. The new Human world government then had the best scientists in the world examine the technology behind the Anceint Races starflight. After the scientists had modified the technology to suit their own needs of wageing war they launched their first expedition. They travelled the galaxy offering the same proposition to all races, join us or die. The Humans still are attempting to kill all the races who chose the die option. Initial Template cost: 0 Attributes: Humans don’t uniformly possess any special power across their race, as such they start with no attributes. Defects: For the same reason above, humans lack any defects as well. Unique Special Ability: Because humans don’t have any of the powers other races possess, the human race focused more on science than any other race in the galaxy. As such humans may acquire any level of Own Big Mecha. Acquirable Attributes and Defects: Normal humans don’t have access to special defects, however, between Flash and all the things various humans may take Special Defects as long as it jives with their background. As for special Attributes, humans can’t get any at normal point cost.
Jadfik:
Appearance and Description: The Jadfik are a race of purple haired, black eyed telepaths. As the Jadfik started travelling the stars before most other races, they managed to maintain their racial name. History: The Jadfik had set up a world government before the ancient race had shown itself. Finding killing someone while you felt their emotions annoying, most Jadfik elected not to wage war with each other. After travelling the galaxy, the Jadfik learned of a threat that would likely show them little mercy. The Jadfik called a council of the races they had encountered and suggested a preemptive strike on the HELL alliance fleet, only the Angels, and Aryth agreed with their proposal. Unable to launch the initial attack themselves, the Jadfik persuades the remaining three members of the Trinity to begin the assault on the HELL fleet, with assistance from Jadfik telepaths aboard each vessel. Shortly after, the HELL alliance learned of the involvement of the Jadfik and declared war. Although it pains them to do so, the Jadfik continue their war with the humans. Initial Point Cost: 1 Attributes: The Jadfik are all telepathic, as such they receive the Telepathy lv1 attribute. (With anything) Defects: The Jadfik cannot attack someone without provocation, so they receive the Attack restriction lv2: May only fight in self-defense defect. Unique Racial Ability: Jadfik only pay half cost for Telepathy, and Mind Shield Acquirable Attributes and Defects: Flight, Illusion, Mind Control, Mind Shield, Precognition, Psionics (Magic), Sixth Sense, Sensors, Telekinesis, and Telepathy.
Phasers:
Description: The Phasers are a race of Pale skinned red eyed humanoids, who just can’t seem to stay in the same dimension as everyone else. Phasers suddenly phase into an alternate dimension at certain points in time. History: The Phasers had no real capability of establishing any sort of a world government. They asked the Ancient race for an exception, given that whenever they had a meeting with other members of their race, the person speaking would suddenly disappear in the middle of their speech. The Ancient Race agreed if the Phasers would accept a non-phaser spokesman as a representative of their race. Those currently in phase said that would be fine, and happily received the spokesman. After years of effort the Phasers were just about ready to finally leave their planet when the HELL alliance showed up. In spite of the presence of the spokesman’s presence, a particular Phaser decided he would answer HELL’s ultimatum and went aboard the HELL ship. Unfortunately he disappeared during his response, so instead his full answer of “I would like to kill you all, but we lack the force to defeat you. So I’ll agree to join you” HELL merely received the answer of “I would like to kill you all” and saw the Phaser disappear. Assuming he was departing to ready Phaser forces, the HELL fleet attacked the Phaser homeworld. After that, the enraged Phasers fought back, the war continues to this day. Initial Template Cost: 0 Attributes: Phasers have the odd tendency of causing those they come in extensive contact with to lose phase as well. As a result, they have the Contamination lv1 attribute (2 point cost) Defects: Phasers by nature phase out, and have the Cursed lv2: (Phasing defect). Phasers spend have their time phased out, and half phased in. Upon creation two things must be specified: where they phase, which differs from Phaser to Phaser, and the time period they spend in one place, minimun six seconds, maximum one year. Unique Race Ability: Phasers possess remarkable skill at teleporting and have no chance of teleportation error. Acquirable Attributes and Defects: Astral Projection, Dimensional Portal (anywhere but home plane), Insubstantial, Invisibility, Meld, and Teleport.
Regens:
Appearance and Description: Regens dominant feature is their very large eyes, think Tohru from Fruits Basket. Regens tend to be fairly innocent and not understand a lot of concepts that other races take for granted. History: The Regens friendrily greeted the Ancient Race representative that showed up at their planet. When given the offer of space travel, they asked a question no other race had asked, “What’s a government?” After trying to explain what it was and why they would need one for a few hours the representative gave up and departed. The HELL alliance received a similar surprise. In answer to their threat of join us or die, the Regens brought out a game of the Regen equivalent of Chutes and Ladders, insisting that they get to roll the die first. Thinking they were playing dumb HELL attacked them, only to find that they just wouldn’t die. HELL left in frustration, however, a few Regens had sneaked aboard insisting that they wanted to play some more with their new friends. Thus many Regens left their world, and scattered throughout the galaxy. Government: "Why would anyone need someone to boss them around? That's just silly." Initial Template cost: 1 Attributes: Regens come back to life almost always when they die and receive the Reincarnation lv3 (pick something that prevents being brought back to life), They also are cute in a child-like manner and receive the appearance lv1 attribute. Defects: Regens are Obsessed with pretty objects (Obsession lv2: Pretty objects), also Regens lack the ability to feel pain (Sensory impairment lv1: Doesn’t feel pain), they also tend not to be very bright (-1 mind) Unique Racial Ability: Regens pay half price for reincarnation and regeneration. Acquirable Attributes and Defects: Healing, Regeneration, and Reincarnation.
Shapeshifters: Appearance and Description: No one really knows what a Shapeshifter looks like, as all Shapeshifters have the ability to change their appearance. Most of their race wishes to be left alone peacefully on their own, those that feel otherwise generally leave and pose as members of another race. History: The Shapeshifters had a loose world government in place when the ancient race arrived, however the government didn’t really govern much of anything. Shapeshifter belief was that the government that governs best, governs least. After hearing the Ancient Races offer, the Shapeshifter government decided to allow the few that wanted to use it to use it. Little was done in the way of exploration, however relations were established with several other races, including those that comprised the Trinity. Little had changed for the Shapeshifters by the time HELL showed up. When given the offer “join us or die” the Shapeshifter diplomat laughed in the HELL representative’s face. By that time HELL was already fighting a guerilla war on the Fox homeworld, engaged in space warfare against the Trinity, and facing the possibility of a second Zeerx attack of Earth. The Shapeshifters suggested that if HELL didn’t want them throwing in with the Trinity. HELL agreed and the Shapeshifters were left to their own devices. Initial Template Cost: 4 Attributes: Shapeshifter can change their form (Shape Change lv1 (2 point cost)) Defects: Shapeshifters rarely engage in combat and thus have a low pain threshold (Low Shock lv1) Unique Racial Ability: Shapeshifters are the only race that has access to the Mimic Special Attribute. Acquirable Attributes and Defects: Elasticity, Extra Arms, Flight, Insubstantial, Heightened Senses, Metamorphosis, Mimic, Natural Weapons, Size Change, Special Movement, Swarm, Transmutation, Tunneling, and Water Speed.
Tirata:
Appearance and Description: The Tirata look much like more fully developed humanoid children, their apparent ages ranging from 5 to 12. Their other features vary so widely that most cannot tell the difference between Tirata and children of another race. Tirata maintain their racial name as it was part of their deal when they joined the HELL alliance. Despite their youthful appearance, Tirata have a no holds barred attitude towards life. They are highly competitive, and willing to do anything they need to succeed. History: The Tirata agreed to form a world government when the Ancient race revealed themselves. Excited they traveled from world to world, meeting with their inhabitants. Unfortunately, due to their childish appearance no one took them seriously. After meeting with the Aryth, who would hug them and insist on playing childish games with them they gave up in disgust. However, a few years later the HELL alliance showed up, desperately in need of allies. The Tirata agreed, as long as HELL agreed to treat them with dignity. HELL accepted, and found to their surprise that the Tirata were extremely helpful. Initial Template Cost: 3 or 2 Attributes: All Tirata have some sort of supernatural ability to harm their foes, this ability differs from Tirata to Tirata. (Weapon Attack lv1: player created), Defects: All Tirata appear young so either have Ageism lv1 or 2 Unique Special Ability: Tirata can use any supernatural weapon attacks of those they’ve killed. In addition, Tirata are one of the few races that can pilot > lv1 mecha without the use of Flash. Acquirable Attributes and Defects: Natural Weapons, Super Strength and Weapon Attack.
Zeerx:
Description: The Zeerx have two forms that they most commonly appear in. The first is one similar to Hermits, the only difference being the Zeerx’s glowing red eyes. The second form is known as the space serpent, or that of a giant serpent with the capability of space travel. Zeerx find killing other beings highly enjoyable, and seek to do so as often as possible. History: As stated above the Zeerx were one Hermits, however the dispute over whether or not to leave the homeworld led to the Zeerx transforming themselves into a different species with the capability to take the form of the Space Serpent, in order to travel without the use of technology. The Zeerx then disappeared from everyone’s knowledge with rumors of Space Serpent attacks being the only thing heard about them, until the fateful day Earth was attacked. At the time the HELL fleet was occupied fighting the Trinity, and Earth was completely unguarded. The space serpents landed, transformed into Zeerx and killed many. Before the HELL fleet could arrive back at Earth, the Zeerx had already gone. Nothing has been heard about the Space Serpent hoard since then, although solitary Zeerx are encountered occasionally. Initial Template Cost: 0 Attributes: Zeerx have the ability to transform into Space Serpents (Metamorphosis lv1: Space Serpent (Flight lv1, Space Flight lv1, Star Flight lv1, Life Support lv2, Marked lv2, No Arms lv2, Cannot Talk lv1) Defects: Zeerx have the irresistible urge to kill other beings (Special Requirement lv1: Must kill once a week.) Unique Racial Ability: Zeerx may metamorph as a free action. Acquirable Attributes: Metamorphosis, Speed, Super Strength, and Weapon Attack.
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