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Bio Wizard Half Elf

In document OCC-RCC NetBook.doc 0 (Page 42-47)

By:

Matt "Redrum" Walsh

In the dimension of Nycor, where humans and elves both dominate the universe (occationally peacefully), there existed a splugorthian intelligence by the name of Korgyk. However, he was not faring well against the humans and the elves. He was falling short on minions and could not turn his slaves into T-men because he could not find many humans that would be loyal to him. So he turned to his bio-wizards and asked them to come up with a creature that had the best qualities of both humans and elves, but would be 100% loyal to him. They came back with the Half-elf (aka Mutie-elves, dark-elves, and half-breeders). The Bio wizards results exceeded his expectations in the fact that this creatures could reproduce and create more of themselves.

Alignment: 90% of the half elves are of selfish or evil alignments and 100% loyal to Korgyk. This was where the bio-wizards fell short in his expectations, usually the elves not loyal to Korgyk are killed before they become a nuisance, but some do escape. Renegade half-elves are killed without mercy by all of Korgyk's minions.

Attrubites:IQ 3D6, ME 3D6, MA 2D6+3, PS 3D6, PP 3D6+4, PE 3D6, PB 4D6, Spd 4D6

(Note: even if the attributes have pluses after them, the still get an extra die roll like if they did not have the pluses there. i.e. if a 14 was rolled on the dice for pp you would add 3 to make it 17 and then roll another dice. )

Hit points: Standard PE+1D6 per level

S.D.C.: 15+plus those gained from OCC and other stuff P.P.E.: 4D6+6

Natural abilities: Nightvision 90ft Psionics: Roll Percentile dice:

Major: 0-14 Minor: 15-35

Average life-span: 150 years

O.C.C.'s: Virtually any OCC (by discretion of GM, of course) Can even be T-Men!!!! With slight penalties.:

Damage from getting tattoos is the same as humans Duration of penalties is doubled.

Each Power tattoo reduces PB by one and ages them 5 years.

Must spend extra PPE to activate tattoos.

Simple weapons and animals: add five PPE to cost Magic Weapons and Monsters: add ten PPE to cost Power Tattoos: add fifteen PPE to cost

Height: 5'10" + 1D6 Weight: 130-250lb

Note about appearance: Look like elves, this was one of the pluses of these creatures they can infiltrate elves bases and reek havoc.

Birdman R.C.C.

This race is from an unknown planet, even to them, that is said to have been destroyed. They are very aggressive, and lethal fighters. These creatures resemble a man with large leathery wings. Most of them will use magic and telekinesis. To allow them to fly faster and without strain. They are above average size of a normal human and can grow to be 15 ft tall. Because of their aggressive tendincees they rarely back down from a fight unless their M.D.C. is reduced to 10. Although they don't use magic too often they do use psionics alot.

Attributes: I.Q.:2D6+3, M.E.: 3D6, M.A.: 3D6+2, P.S.: 5D6, P.P.: 4D4+1, P.E.: 5D4, P.B.: 2D4 Spd.

running 4D6, flying 1D6x10 M.D.C.: 4D6x10

P.P.E.: 4D6 +2D6 every level I.S.P.: 2D6x10 +1D4 per level

Spell Knowledge: All level 1 and 3 from level 2 at first level, every level they can select 3 spells from any level of their equal or less. If the character survives till level eight they can select any spell his P.P.E.

allows!

Psionics: Starts out with 5 psionics any category, knows all physical at level 2, and can select 2 each level after that in any catagory.

R.C.C. Skills:

Speaks: Dragonese 98%

Speaks two additional languages (20%) Literate one language (10%)

Basic Mathematics (5%)

Lore: Monster and Demons (15%) Climb: (15%)

Land Navigation (10%) Wilderness Survival (10%) Identify Plants and Fruits (10%) Holistic Medicine ( 15%) Palming (5%)

Cook (10%)

Preserve Food (15%) W.P. Archery W.P. Sword

Hand to Hand: Expert

R.C.C. Related: Select 6 "other" skills. Plus select 2 additional skills at level two, three, and four, three at level five and six. Gets a plus 5% on all selected, can not select any power armors without a -10% penalty.

Equipment: Loincloth, robe with a rope belt, 30ft of rope and a sack, canteen, mirror, survival knife, vibro sword or knife, a bow with 30 arrows any kind.

Money: Starts with 10,000 credits and has 100,000 credits worth of black market items!

Cybernetics: Can start out with one, but it will lower the P.P.E. 10%, and if the character gets five or more they will loose all P.P.E., roll twice on the random insanity table.

Vehicles: Starts with none but can purchase any kind, (with certain penalties for some described earlier).

Blacksmith O.C.C.

By:

FlashFire

Well, here it is. The only thing I could get to a postable level for the GPC. I'm not sure if its covered in a book or not (probably is), and even if its not others have probably done it to death, but here's my version of a Blacksmith in Palladium Fantasy. Thoughts and criticisms greatly appreciated.

"Groovy."

Iron and steel. These two elements (okay, one element and one alloy) are absolutely essential to the formation of any advanced society. They are the most useful metals in the world that can be easily acquired and processed. The uses of these metals and their place in an even mildly advanced society are obvious.

Nails, horseshoes, weapons, axles, hinges, and gates all require metal in their construction. And who makes these modern miracles of invention? The blacksmith.

A blacksmith is a person who works iron and other metals into useful shapes, such as latches and

morningstars. This requires long hours of backbreaking labor over a blazing hot fire, giving Smiths a high tolerance to pain and heat. They are skilled laborers and essential to any community or kingdom. Who else is going to keep the kingdom's swords or the village's plows in good repair?

Smithing is also a difficult trade to learn properly. Making a horseshoe isn't as easy as it might appear.

Students may spend years learning in an apprenticeship, practicing the techniques used by masters to make even simple objects. Once trained, though, can make a decent living wherever they may go. Some people also may have a knack for making things, a natural talent for pounding metal into a workable shape. If training is added to this talent, the result can lead to astonishingly strong items and tools.

Becoming an adventurer may seem difficult for a blacksmith, but not overly difficult. The usual methods of getting the character on the road work, such as having the local priest send him on a quest or burning down his village. Alternately, the Smith could work for a travelling mercenary or military group, repairing their weapons and armor. Perhaps they are travellers, packing up their shop and going from town to town, selling their wares like merchants do. Or just make the character a Dwarf and have him toss back some moonshine in the local tavern (all kinds of trouble will result...).

Attribute Requirements: PE 12 or higher

Attribute Bonuses: +1D4 to PE and is slightly more resistant to high temperatures.

O.C.C. Abilities/Skills:

1. Forging: Forging, also known as smithing, is the practiced art and skill of creating metal items by

hand. This is accomplished by heating the object and then pounding, welding, or otherwise shaping the metal into a desired shape. Common objects made be smiths include horseshoes, nails, hinges, latches, harnessess, and metal weaponry.

Base Percentage: 50% + 5% per level

Object Time Required Average Price

Miscellaneous Parts/Tools 10 min and up

depending on complexity 1/2 to 50 gp Cast Iron Objects

(plows,anvils,

crappy swords) 1-4 weeks depending on size 50-200 gp

Unusual Designs (depending on how

complex the design) x1.5 to x3 of above +40 to +1000 gp

2. Enhance Object: Only about 5% of all blacksmiths exhibit this ability. Those that have it are capable of ehancing a weapon or object they make by infusing it with their own PPE. These objects are more resistant to damage, sharper, last longer, and are just generally better than their normal counterparts. Smiths with this ability can command at least twice as much as a normal smith for their products, with exceptional items gaining as much as Dwarven items.

Each point of PPE infused into an object grants an additional 5% to all positive stats; meaning SDC, damage, range, and life span; or -5% to weight. Stats cannot be increased or decreased more than 50% of their original values. Alternately, the smith can expend 10 PPE and decrease the time it takes to forge an item by half, with no detriment to the quality of the item (no increase/decrease are possible in this case).

Additional Bonuses:

+10% to all skills of a mechanical or repair nature +4D6 to PPE

O.C.C. Skills:

Language: Native + one of choice (98%) Basic Math (+20%)

General Repair (+20%) Cook (+10%)

Field Armorer (+10%)

Recognize Weapon Quality (+15%) Sculpting/Whittling (+10%) HTH Basic

*HTH Basic can be traded for HTH Expert at a cost of two OCC Related or Secondary skills or Martial Arts at a cost of three. Assassin is not available.

O.C.C. Related Skills: Select Seven other skills. Gets two more at levels 3, 6, 8, 11, 13 , and 15.

Communications: Language and Public Speaking only Domestic: Any

Espionage: Detect Concealment/Traps and Pick Locks only (+10%) Horsemanship: General only

Medical: Animal Husbandry, Brewing, and First Aid only Military: Heraldy only

Physical: Any but Acrobatics and Gymnastics (+10% where applicable) Rogue/Thief: Streetwise, Locate Secret Compartments (+10%), and Prowl only Science: Archaeology only

Technical: Any (+10% to Gemology and Masonry) W.P.: Any

Wilderness: Any (+10% to Boat Building and Carpentry) Secondary Skills: Select five from the previous list. No bonuses.

Standard Equipment: A selection of hammers, chisels, and tongs. Also has a knife sharpening kit

(whetstones, oil, rag, ect..), a handful of steel wool, and personal items Presumabley, the character will also have a shop somewhere that contains a number of anvils, furnace, a greater assortment of tools, iron stock, and a number of premade sellable objects on hand.

Adventurers (or ex-adventurers) will also have two sets of travelling clothes, a hatchet, survival knife, 100' of cord or rope, tent, bed roll, backpack, 1D4 sacks, a water skin, emergency food rations (two weeks worth), a and a tinder box.

Armor: Will start out with a suit of studded leather armor (AR: 13, SDC: 38).

Weapons: Starts with a short sword, a dagger, his hammers, and one other weapon of choice. All are presumably made by the character or the character's master, and are medium to high quality. Magic weapons and other equipment must be made or otherwise aquired later.

Money: Has 4D6x100 gold in ready cash, plus will usually have a small assortment of sellable items worth 6D6x10+40 gold.

Cybernetics: What do you think this is? Army of Darkness?

Experience Table:

1 0 - 1,900 2 1,901 - 3,900 3 3,901 - 8,000 4 8,001 - 15,900 5 15,901 - 24,900 6 24,901 - 36,700 7 36,701 - 50,500 8 50,501 - 71,000

9 71,001 - 96,000 10 96,001 – 131,500 11 131,501 – 180,750 12 180,751 – 241,500 13 241,501 – 285,000 14 285,001 – 330,000 15 330,001 – 391,000

In document OCC-RCC NetBook.doc 0 (Page 42-47)