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  1. Name: Friedhold Von Grimmelshausen
  2. Age: Later thirties, early forties.
  3. Gender: male
  4. Race: Human...once. Now he is so spliced up with gene modifying plasmids that there's very little human left.
  5. Sex: male
  6. Appearance: Tall, slightly slim build, with blocky features, deep set blue eyes, and "brown" hair currently shaggy and filled with dirt, blood, grease, and other filth, his face is poorly shaven, he has many small cuts, burns, and scars. He may be found wearing an old lab coat spotted with stains from blood, bleach, and many other unidentifiable substances as well as equally stained black pants and gray undershirt.
  7. Personality: Very intelligent in a mad scientist sort of way, he is fairly good at thinking on his feet, he can be cunning at times, though he is anything but a social butterfly. He's defiantly seen things and is rarely shocked by anything, he also seems excited about being out of wherever he came from and having to fight eldritch horrors, almost like a dream come true.
  8.  
  9. Backstory: Friedhold was born into a poor family in Germany in the early 1920s, even as a young child he took great interest in science. During WW2 despite attempts to hide such information it was found out that one of his great grandfathers was Jewish and thus he was sent away to the concentration camps. After an undeterminable amount of time he and a couple others managed an escape, they kept their heads down, and ran, they ran as far and as fast as they could. Friedhold later began pursuing his dream of science only to be denied entrance to or to be kicked out of every college to which he applied, reasons ranging from "insufficient funds" to "deemed academically incompetent". Sometime after the war had ended he was contacted by a Dr. Brigid Tenenbaum, who told him she had read some of his papers on possible genetic modification and that she wished to meet him, enclosed in her letter was a time, date, location, and plane ticket to Iceland. During his meeting with Tenenbaum she explained the concept of Rapture and offered him a job at Fontane Futuristics without divulging any exact details on what he would be working on, much less taking him to the city of the deep itself. Having exhausted all other avenues and being pressed for money Friedhold accepted the job on the spot. Within the week he had collected all of his belongings and moved to Rapture where he would be working for Fontane Futuristics in Plasmid Research & Development. All seemed to be going well for Friedhold for once in his life, that is until the fall of Rapture came. He attempted to flee of course, but only to be cornered by Atlas and his goons who forced him into continued work on making Plasmids. So he worked knowing full and well the insidious nature of his new "employer". He also worked in secret trying to reverse engineer the "Hypnotize Big Daddy" Plasmid to make it work in such a way so to "re-bond" a Little Sister to one's self. After developing his secret Plasmid as much as he could without test subjects he waited, he waited for the day that three of Atlas's denser goons walked into his lab with a Little Sister and told him to "take every ounce of Adam out of her". They seemed to think he could simply squeeze her with his "science tools" like some sort of sponge, when he refused they got violent, but they were still drained from fighting a Bid Daddy and so stood little chance against Friedhold who possessed both a shotgun and an arsenal of Plasmids. After dispatching the goons he looked around for the Little Sister who was now trying to climb into the sealed air vent at the back of the lab, he calmed her down(relatively speaking) and managed to use the Re-bond Plasmid on her which to his great surprise was actually successful. Once the excitement had passed he began to think about the ramification of what he'd just done, not only had he stolen a Little Sister from Atlas, but he had also killed on of Atlas's upper goons, the price to pay for this would likely be his head. Friedhold saw only two options: stay, fight, and die, or try and find some way out of this cursed city.
  10.  
  11. TL;DR: Born German, escaped concentration camps, took an interest in science, invited to Rapture by Tenenbaum, got a job at Fontane Futuristics working in Plasmid R&D, was "strongly encouraged" by Atlas and goons to continue working after the fall of Rapture, secretly developed a Plasmid for re-bonding Little Sisters, Atlas' goons bring him a LS with intention to have him harvest her at maximum efficiency, he said no, they said yes, he shot the goons and re-bonds her, cue waking up in a strange room.
  12.  
  13. Level: 2
  14. EXP: 100
  15.  
  16. HP: 38
  17. Init: 1d20+3
  18.  
  19. Stats:
  20. Constitution:2
  21. Resistance:0+4(Armor)
  22. Dexterity:3
  23. Intelligence:7
  24. Strength:2
  25. Synergy:4
  26. Adam:0
  27. Eve:16/16
  28.  
  29. Complexity:
  30.  
  31. Equipment:
  32.  
  33. Name: Double Barrel
  34. Description: A sawn off, side-by-side double barreled, shotgun with a richly stained mahogany handle.
  35. Type: Weapon
  36. Damage: 2d3+[Dex]
  37. Minimum Stats: [Str]1
  38. Weight: 2
  39.  
  40. Name: Little Sister
  41. Description: Dr Brigid Tenenbaum's darkest creation, a Little Sister(LS) is implanted with an parasitic Adam producing slug, and then mentally conditioned to collect additional Adam from the corpses around Rapture and stay near a protector known as a "Big Daddy" if this protector is killed the LS with attempt to flee and find another. Traveling through time and space seems to have granted her the ability to create Adam from the lingering magical powers/life forces of the recently deceased.
  42. Type: Bauble(Familiar)
  43. Special Qualities: “Adam Gather” At the end of a combat the LS with begin gathering Adam from bodies around the battlefield. The bodies must be mostly intact and showing no signs of decay, it takes ~5 minutes for each full gathering, any distractions may increase the estimate.
  44. You're granted Adam based on the body's place on this scale:
  45. Fodder/pawn =0, Below player par=1d3-1, Entity roughly par with players=1d4, Entity above player par/mini boss=1d4+2, Very powerful entity/sub-plot boss=1d6+4.
  46. The LS will see and prioritize bodies with more Adam unless told otherwise.
  47.  
  48. Name: Armored-Shell Gene tonic
  49. Description: A special tonic that once ingested makes the subject's body begin growing flexible plates of keratin just under the skin that protect vital organs.
  50. Type: Armor
  51. Protection: +2+[LVL] [Res], -1 Init
  52. Minimum Stats:[Syn]2
  53. Special Qualities: Bound, (two SQ used).
  54.  
  55. Perks:
  56.  
  57. Spliced: Something happens to you the first time you're spliced, from the second the first drop of Adam enters your bloodstream there's no going back. It unlock something deep inside you, not only allowing your genes to be rewritten but also allowing you to access a potential you never knew you had, we call that Eve.
  58. Eve comes from many sources, what you eat, what you drink, or what you smoke, and it is from Eve that Plasmids draw their power, allowing your body to do things naturally impossible.
  59. Adam only comes from Little Sisters, and only one of three ways. 1) If you possess the appropriate Plasmid you may "Steal" and small portion of a LS's Adam, 2) you may remove the Adam producing slug from the inside of the LS's stomach(most commonly by reaching down their throat) killing them in the process, 3) after collection a LS secretes a small amount of Adam which she gives to her "father".
  60. Mechanical effect: Allows access to both "Adam" and "Eve".
  61. Adam: you are granted a small amount of Adam when your LS uses "Adam Gather", Adam may be used to "Overload" Plasmids(like metamagic feats) the effects may be found in the action section entry for each Plasmid.
  62. Eve: Used to fuel Plasmids, you generate [LVL] at the start of each turn, your max is [Syn(base)]*4.
  63.  
  64. Plasmid R&D: Adam, one of the most versatile substances on earth, some say it’s magical, others simply don’t care. But those who can work it, they are the ones capable of bending the genetic template past its breaking point. The ability to create an unimaginable number of effects through gene modification, that is what Adam is.
  65. Mechanical effect: You may exchange 10 Adam for 1 AP at a Chem Lab
  66.  
  67. Actions:
  68.  
  69. Electro Bolt: Launch a bolt of electricity at your target.
  70. Deals 2d6+[Int] electric damage, costs 4 Eve.
  71. Electro Bolt II: [Int] vs [Con] on failed save target is stunned, +2 to Eve cost.
  72. Extended Electro bolt: Arcs to a second target dealing 50% damage to it, cost 2 Adam.
  73.  
  74. Houdini: This Plasmid allows you to bend light around your body making yourself effectively invisible to the naked eye.
  75. Enemies without non-light base methods to detect you are unable to target you, costs 2 Eve to start the effect and 1 Eve each turn to maintain.
  76. Enlarged Houdini: Allows the user to bend light around something as large as a small car, costs 2 Adam.
  77.  
  78. Insect Swarm: Summon a swarm of wasps and bees that viciously attack a target.
  79. A single target is swarmed taking 1d4 poison damage each turn for [Int] turns, costs 6 Eve, may only have one swarm at a time.
  80. Insect Swarm II: +1d4 to each damage roll, +4 to Eve cost.
  81. Maximized Insect Swarm: All dice rolls are taken as their max values, costs 4 Adam.
  82.  
  83. Sonic Boom: Send a shockwave of compressed air at your enemies throwing them back.
  84. Targets within melee range are thrown back violently, knocked prone, and dealt [Int] sonic damage, effects up to 10 small targets, 5 medium targets, or 1 large target, costs 2 Eve.
  85. Prone: enemies lose defensive bonuses from actions like "basic defense", lose dodge bonuses(at GM's discretion) until their next turn, actions with multi-turn activation, and stance-like actions are also interrupted.
  86. Empowered Sonic Boom: Now affect objects as large as a truck or as small as dust in the air, costs 2 Adam.
  87.  
  88. Winter Blast: A blast of ice particles that freeze anything they touch.
  89. Make a [Int] vs [Con] save, if the target fails they become chilled to the bone and take +50% damage for [Int]/2 turns, extra damage is cold, costs 4 Eve.
  90. Improved Winter Blast: All cold damage dealt to the target is treated as pure damage for the duration of the effect, costs 3 Adam or 1 on failed check.
  91.  
  92. Inventory:
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