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  1. CREATING YOUR CHARACTER
  2. Class
  3.  
  4. Choss – Mutated Human
  5. 4 tentacles instead of legs. (From Multible Limbs)
  6. Cosmetic octopus skin.
  7.  
  8.  
  9. Attributes
  10.  
  11. STR 16
  12. CON 16
  13. SIZ 11
  14. AGI 17
  15. INT 9
  16. WIL 6
  17. PER 9
  18.  
  19.  
  20.  
  21. Abilities (11 CP)
  22.  
  23. Slippery (Hal)
  24. Cost: 1.
  25. Activation: Automatic.
  26. Reach: Personal.
  27. Effect: Slippery skin makes the mutant very hard to grip or catch and a master at squeezing through narrow passages.
  28. Duration: Permanent.
  29. Description: With a skin covered in a layer of slime or oily substances the mutant becomes extremely hard to grip or hold onto. All attacks at the mutant trying to grip or crush have its chance of success halved. When the mutant is trying to squeeze through a narrow passage it uses Acrobatics*1,5 or Body Control*1,5.
  30.  
  31. Suction Cups (Sugkoppar)
  32. Cost: 2.
  33. Activation: Automatic.
  34. Reach: Personal.
  35. Effect: Suction Cups makes it easier to climb.
  36. Duration: Permanent.
  37. Description: The mutant has suction cups on its hands and feet which gives it much better grip and the ability to climb completely flat surfaces. The mutant is capable of controlling the suction of its suction cups to better adapt to different conditions and surfaces. If the mutant is climbing and using both hands and feet its rating in Acrobatics is doubled. If only the suction cups on either hands or feet(like with gloves or shoes) is used for the climb the mutant only gets *1,5 of the rating.
  38.  
  39. Multiple Limbs (Flerdubbla Kroppsdelar)
  40. Cost: 2
  41. Activation: Automatic.
  42. Reach: Personal.
  43. Effect: The mutant has more then 4 limbs or a tail.
  44. Duration: Permanent.
  45. Description: The mutant has an extra set of limbs or a tail.
  46. +Two legs: The mutants movement speed increases *1,5.
  47.  
  48. Doublebrain (Dubbelhjärna)
  49. Cost: 5.
  50. Activation: Automatic.
  51. Reach: Personal.
  52. Effect: +1 Action.
  53. Duration: Permanent.
  54. Description: The mutant has two separate brains which gives it an incredible multitasking capacity. It can completely unbothered do two different tasks at the same time, assuming it is physically possible with the mutants physical shape. The mutant also has an extra action each round in combat.
  55.  
  56. Resistance (Resistans)
  57. Cost: 1
  58. Activation: Automatic.
  59. Reach: Personal.
  60. Effect: Reduces damage taken from radiation, toxins, acids and/or diseases.
  61. Duration: Permanent.
  62. Description: The mutation makes you extra resilient against one of the following:
  63.  
  64. Radiation: The mutants body easily handles the damage radiation causes. All Health Point damage caused by radiation is reduced by half. Any permanent damage the character would get from radiation only has a 50% chance of happening to the mutant and if they do happen, they only have half effect. The mutant also ignores any skill penalty caused by radiation.
  65.  
  66.  
  67.  
  68.  
  69. Basic Skills
  70. 2 Acrobatics (AGI)
  71. The acrobatics skill is wide, it includes such things as jumping, climbing, balancing, swimming, running. A character can jump twice its height horizontally and half again its height vertically.
  72. Bows (AGI)
  73. The bows skill is used for maintenance and use of various bows and slings that are common throughout Mutantscandinavia.
  74. First Aid (INT)
  75. With first aid you can patch up flesh wounds and stop the bleeding. First Aid as a skill includes CPR, but also other techniques used to keep people alive. For more advanced medical care you need the skill Medicine. First Aid assumes the character has access to simple bandages and other basic equipment to treat lesser wounds. Without proper equipment all attempts are at -25%.
  76. Rifles (AGI)
  77. Rifles is used for the maintenance and use of all types of rifles, from singleshot shotguns to assault rifles and SMGs. It also includes crossbows. The skill in rifles limits your skill in Repair when attempting to build your own rifle.
  78. Awareness (INT)
  79. Awareness of ones surrounding and an eye for detail. The skill is used to detect anyone using Stealth or to detect anything out of the usual on a scene or when looking for a specific item.
  80. 2 Throwing (AGI)
  81. Used for throwing. Used for throwing axes, knives, spears, rocks, dynamite or molotovs. It is also used to throw less deadly things such as grappling hooks.
  82. 1 Haggling (PER)
  83. A characters ability to haggle.
  84. Melee (STR)
  85. Used for melee attacks, both unarmed and armed. The skill is about basic untrained attacks, if you want trained attacks you should look at Martial Arts.
  86. 1 Pistols (AGI)
  87. Includes all types of pistols. Both maintenance and use.
  88. Stealth (AGI)
  89. A characters ability to stay hidden and unseen. It is modified by the characters SIZ. Every point over 11 in SIZ gives a 1% penalty to Stealth, every point under 11 in SIZ give a 1% bonus to stealth. SIZ 14 would be -3% Stealth while SIZ 9 would be +2% Stealth.
  90.  
  91. Trained Skills
  92.  
  93. 4 Dexterity (AGI)
  94. Fine motor skills, pickpocketting, card tricks, etc.
  95. 2 Vehicles (AGI)
  96. This skill is needed to drive and perform various maneuvers with land vehicles.
  97. 2 Crime (INT)
  98. 2 Dodge (AGI)
  99. Dodge can be used to avoid incoming attacks.
  100. 2 Survival (INT)
  101. Includes being able to survive out in the wilds, identifying edible plants and fungi and staying alive and out of reach of all the dangerous wildlife. Also includes tracking, building a shelter and navigating the wilds. Used for identifying anything related to the wilds.
  102. 2 Forbidden Zones (INT)
  103. Like Survival up above, but applies to Forbidden Zones and other strange old world areas where very peculiar and special conditions rule.
  104.  
  105. Secondary Skills
  106.  
  107. 17 Initiative
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