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Author Topic: Character Talk  (Read 3535 times)
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Prak, the Mad
Donkey Kong
****
Posts: 648



Email
« on: April 21, 2009, 05:29:21 PM »

Well, here we go, first, a Thanks to AfterCrescent for getting this up so quickly.

Anyway, go ahead and talk about and post up your characters here.

First big question, do you guys want to be Maximals or Predacons? I want everyone on one team to make it simpler, but I'll let you guys decide which.
Logged

BowenSilverclaw
Organ Grinder
*****
Posts: 5337


Walking that fine line between genius and insanity


Email
« Reply #1 on: April 21, 2009, 05:31:45 PM »

My personal preference is Maximals.
 
Should have my character (pending alignment change depending on what the rest of you guys want Wink) up somewhere this week Smile

Logged

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.  
VennDygrem
Member
Grape ape
*
Posts: 1689


VennDygrem
Email
« Reply #2 on: April 22, 2009, 12:30:02 AM »

Definitely Maximals. The problem is there are so few creatures that are appropriate for the maximal side of this conflict by looking just at Skull Island as reference; Most of the creatures seem to be dinosaurs or sea-creatures. I think we're going to be way outnumbered by predacons. :O

Seriously, though I'm glad it's not limited to just those. Big Grin

I've got a couple ideas, trying to decide what role in the group to play. I'll probably have some time to settle on it soon.
Logged

BowenSilverclaw
Organ Grinder
*****
Posts: 5337


Walking that fine line between genius and insanity


Email
« Reply #3 on: April 22, 2009, 04:46:49 AM »

I think I'll try to fill the 'heavy weapons guy' role. I'll try to get a balance between melee and ranged. Survivability is also something I definitely want to try and incorporate.
Logged

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.  
Prak, the Mad
Donkey Kong
****
Posts: 648



Email
« Reply #4 on: April 22, 2009, 05:53:14 AM »

well, the whole mammals and birds/reptiles and bugs split was just a convenient shorthand, that took advantage of the standard connotations that those creatures hold. The maximals also had a fair number of fish, though mostly in the extended universe (cybershark, depthcharge, clawjaw). The Preds almost universally were reptiles and arthropods.

However, there is absolutely nothing saying you have to stick to that standard.
Logged

BowenSilverclaw
Organ Grinder
*****
Posts: 5337


Walking that fine line between genius and insanity


Email
« Reply #5 on: April 22, 2009, 07:40:53 AM »

CHARACTER SHEET. WORK IN PROGRESS.


Name:
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Cyberorganic
Beast: Bear
Nature: Warrior

Protoform: Maximal
Alliance: Maximal
Class: Mega


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
00000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty: Chain Guns
Melee:
00000
-Specialty: Axe (Energon)
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
00000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
0000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Claws (Beast: 2 claws on front legs)
Form accessible: Beast
Cost: Two points
Difficulty: 6
Using claws during a brawl situation causes Strength +1 damage. Beast modes with claws can still be attained without spending points on the claws, but these claws cannot be used as weapons. Claws affixed to hands in robot mode are common brawl weapons.

Fangs
Form accessible: Beast
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2

Hand blades(Robot: 2 hand blades on front arms)
Form accessible: Robot
Cost: Two points
Difficulty: 6
Blades on the hands, which are long as a knife and typically retractable, do Strength +2 damage. These blades can also be fitted to other body parts, such as elbows or knees.


Melee:
Energon axe
Cost: Six points
Difficulty: 6
A weapon whose power was utilized during the Great War. Today, few Cybertrons can summon the will to carry one, for even being in the same vicinity as such a weapon can cause injury among members of the race. An energon saber is a long, glowing blade made entirely of raw energon. It does aggravated damage which is unsoakable for Cybertrons of generations below Transmetal. The damage for an energon saber is Strength +4. Other large weapons made of raw energon are rumored to exist—for example, a raw energon axe once wielded by Optimus Prime. An energon axe would have the same purchase cost as an energon saber, and do Strength +5 aggravated energon damage; its difficulty would be 7. Most Cybertrons cannot wield an energon weapon of this size, unless they have advanced Energon Shielding or are otherwise immune to its effects. Even an Optimal who carried an energon weapon of this size would be forced to make soak rolls every other round simply from contact with the raw energon.
Heavy energon weapons of any type are considered rare enough that they are unique to the character who purchases them. If a "dedicated" energon saber is destroyed or lost in a combat situation, the character who lost that weapon must fashion a new one over time rather than having that weapon restored instantly in a repair cycle. However, the weapon cost does not need to be repaid.


Firearms:
Projectile:
Chain gun (attached)
Cost: Five points
Difficulty: 6
Range: 100
Rate: 5
Damage: 2 (per bullet, total of 6)
A Cybertronian chain-gun, when fired, is always on triple-burst, and will empty three bullets per shot without a split in the character's dice pool. The rate for the weapon is five, allowing for fifteen total shots per round.

Missile launcher (attached)
Cost: Five points
Difficulty: 7
Range: 200
Rate: 3
Damage: 8
Cybertronian missiles typically explode on impact, doing heavy damage. They have an incredible recoil, but this is compensated for by their heat-seeking capabilities.


Mechanisms:
Armor (Body):
00000 (4-5)
Focus():
00000
Flight:
00000
Energon Shielding:
00000 (3-5; Survival)
Shield (Held):
00000 (1-5; Strength)
Radio:
00000
Spectrum Vision:
00000 (1-4; Alertness)
Tracking:
00000
Zoom Vision:
00000
Naturistics:
00000 (3; Primal-Urge)


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
[ x ]  [ ]   [ ]    [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]

SPARK:
  0      0      0      0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

DEVICES: 3 Three Level One Devices, one Level One Device and one Level Two Device, or one Level Three Device.
-
-
-

MERITS: n/a

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

SPARK POWERS: n/a


OPTIONAL: Lose Missile Launcher, free 5 freebies -> Stamina +1 OR Dexterity +1 OR Armor +1 and Energon +2 OR Armor +1 and Spark +1 OR Firearms +1 and Armor +1

--------------------------------------------------------------------------------------------------------------


Name:
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Cyberorganic
Beast: Lizard
Nature: Warrior

Protoform: Predacon
Alliance: Maximal
Class: Deluxe


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
0000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty: Dart Launcher
Melee:
00000
-Specialty:
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
00000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
0000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Fangs
Form accessible: Beast
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2

Hand blades(Robot: 2 hand blades on front arms)
Form accessible: Robot
Cost: Two points
Difficulty: 6
Blades on the hands, which are long as a knife and typically retractable, do Strength +2 damage. These blades can also be fitted to other body parts, such as elbows or knees.


Firearms:
Projectile:
Dart launcher
Cost: Three points
Difficulty: 6
Range: 50
Rate: 2
Damage: 3
Darts don't do a lot of damage on their own. However, darts are a fascinatingly variable weapon with many different applications. For example, darts can be adapted to contain Cyber Venom. Also, they can be adapted as carriers for grenades or other explosives (see Demolitions). Dart-launchers themselves are also extremely variable—some are hand-held, some attached; some are blow-guns, others function as miniature crossbows (capable of shooting wooden stakes in a crossover chronicle).
(Also spend three points for a 6-difficulty, 2-damage Slingshot with the same modifications and range variable to Strength. This is included simply for Wheelie purposes, but is not intended to ever be used for such.)


Demolitions:
Grenades
Cost: Five points
Difficulty: 4
Range: 30
Rate: 1
Damage: 6
A Cybertron who purchases grenades as a weapon is assumed to have an unlimited amount of them. Grenades have a short range-basically, as far as they can be thrown-but, like charges, have a 10-foot-diameter area effect and may hit several opponents at once. Strong characters can throw the grenade much further, so add 5 yards to the grenade range for every dot of Strength above two (total x 2 Strength) of the thrower. The usual roll to lob a grenade is Dexterity plus Athletics, but a Cybertron must have at least one Demolitions dot if he wants to purchase this weapon.
For a "Grenade Launcher," have the Cybertron purchase the Dart Launcher listed under Firearms, and follow its rules. The roll to launch grenades is Dexterity plus Firearms.

Charges (x2)
Cost: Three points per charge
Difficulty: 6
Range: 10
Damage: 6
Charges are by no means distance weapons, as they need to be set ahead of time. A charge will effect an entire area—not just one target, so a Cybertron who sets a charge must leave the area immediately. Usually a Cybertron may decide how long to set the charge: whether it will explode in one combat round or a megacycle is up to the Cybertron who sets it. The charge will effect an entire area, not just one target, hence the "range" above, which is the approximate diameter of the area effect. This range may be effected by area energon. Charges are also useful for getting into sealed areas, destroying enemy weapons, and other uses of that variety. Roll Dexterity plus Demolitions to set a Charge. A Charge, once used, is lost until the next repair session.


Mechanisms:
Armor (Body):
00000
Focus():
00000
Flight:
00000
Magnetism:
00000
Energon Shielding:
00000 (1-5; Survival)
Shield (Held):
00000 (2; Strength)
Cloaking:
00000 (4; Stealth)
Download:
00000 (2-5; Matrix)
Audio Decryption:
00000 (3-5; Enigmas)

Radio:
00000 (3-5; Enigmas)
Spectrum Vision:
00000 (3-5; Investigation)
Tracking:
00000 (3-5; Perception)
Zoom Vision:
00000 (1-5; Alertness)
Naturistics:
00000
Cyber Venom:
00000 (5; Science)
Chemical:
00000 (4-5; Science)
Distract:
00000 (2-5; Charisma)
Encoding:
00000 (1-3; Security)
Mimicry:
00000 (2-4; Empathy)
Naturistics:
00000 (3; Primal-Urge)


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

SPARK:
  0      0      0      0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

DEVICES: 4 One Level Four Device or combination of Devices adding up to four
-
-
-
-

MERITS: n/a

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

SPARK POWERS: n/a


OPTIONAL:

--------------------------------------------------------------------------------------------------------------


Name:
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Cyberorganic
Beast: Bat / Pterosaur / Dragonfly / Wasp
Nature: Warrior

Protoform: Maximal / Predacon / Predacon / Predacon
Alliance: Maximal
Class: Deluxe


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
0000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty:
Melee:
00000
-Specialty:
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
0000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
0000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Fangs OR Stinger
Form accessible: Beast
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2

Stinger
Form accessible: Beast
Cost: Two points
Difficulty: 9
A common feature for insects and arachnids, a stinger does damage as a spike, Strength +2, and can be adapted for Cybervenom. However, due to its often odd placing, it is difficulty 9 to hit. A Stinger can be declared as a projectile weapon if both a Stinger and a Dart launcher (see Firearms) are purchased; hitting a target with this weapon is the same difficulty as hitting it with a standard dart.

Hand blades(Robot: 2 hand blades on front arms)
Form accessible: Robot
Cost: Two points
Difficulty: 6
Blades on the hands, which are long as a knife and typically retractable, do Strength +2 damage. These blades can also be fitted to other body parts, such as elbows or knees.


Firearms:
Projectile:
Dart launcher
Cost: Three points
Difficulty: 6
Range: 50
Rate: 2
Damage: 3
Darts don't do a lot of damage on their own. However, darts are a fascinatingly variable weapon with many different applications. For example, darts can be adapted to contain Cyber Venom. Also, they can be adapted as carriers for grenades or other explosives (see Demolitions). Dart-launchers themselves are also extremely variable—some are hand-held, some attached; some are blow-guns, others function as miniature crossbows (capable of shooting wooden stakes in a crossover chronicle).
(Also spend three points for a 6-difficulty, 2-damage Slingshot with the same modifications and range variable to Strength. This is included simply for Wheelie purposes, but is not intended to ever be used for such.)


Demolitions:
Grenades
Cost: Five points
Difficulty: 4
Range: 30
Rate: 1
Damage: 6
A Cybertron who purchases grenades as a weapon is assumed to have an unlimited amount of them. Grenades have a short range-basically, as far as they can be thrown-but, like charges, have a 10-foot-diameter area effect and may hit several opponents at once. Strong characters can throw the grenade much further, so add 5 yards to the grenade range for every dot of Strength above two (total x 2 Strength) of the thrower. The usual roll to lob a grenade is Dexterity plus Athletics, but a Cybertron must have at least one Demolitions dot if he wants to purchase this weapon.
For a "Grenade Launcher," have the Cybertron purchase the Dart Launcher listed under Firearms, and follow its rules. The roll to launch grenades is Dexterity plus Firearms.

Charges (x2)
Cost: Three points per charge
Difficulty: 6
Range: 10
Damage: 6
Charges are by no means distance weapons, as they need to be set ahead of time. A charge will effect an entire area—not just one target, so a Cybertron who sets a charge must leave the area immediately. Usually a Cybertron may decide how long to set the charge: whether it will explode in one combat round or a megacycle is up to the Cybertron who sets it. The charge will effect an entire area, not just one target, hence the "range" above, which is the approximate diameter of the area effect. This range may be effected by area energon. Charges are also useful for getting into sealed areas, destroying enemy weapons, and other uses of that variety. Roll Dexterity plus Demolitions to set a Charge. A Charge, once used, is lost until the next repair session.


Mechanisms:
Armor (Body):
00000
Focus():
00000
Flight:
00000
Magnetism:
00000
Energon Shielding:
00000 (1-5; Survival)
Shield (Wings):
00000 (2; Strength)
Cloaking:
00000 (4; Stealth)
Download:
00000 (2-5; Matrix)
Audio Decryption:
00000 (3-5; Enigmas)

Radio:
00000 (3-5; Enigmas)
Spectrum Vision:
00000 (3-5; Investigation)
Tracking:
00000 (3-5; Perception)
Zoom Vision:
00000 (1-5; Alertness)
Naturistics:
00000
Cyber Venom:
0000 (5; Science)
Chemical:
00000 (4-5; Science)
Distract:
00000 (2-5; Charisma)
Encoding:
00000 (1-3; Security)
Mimicry:
00000 (2-4; Empathy)
Naturistics:
00000 (3; Primal-Urge)


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

SPARK:
  0      0      0      0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

DEVICES: 4 One Level Four Device or combination of Devices adding up to four
-
-
-
-

MERITS: n/a

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

SPARK POWERS: n/a


OPTIONAL:

« Last Edit: May 26, 2009, 11:30:17 AM by BowenSilverclaw » Logged

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.  
BowenSilverclaw
Organ Grinder
*****
Posts: 5337


Walking that fine line between genius and insanity


Email
« Reply #6 on: April 22, 2009, 07:49:41 AM »

Various ideas for backup characters and just to entertain myself Smile


Name:
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Cyberorganic
Beast: Eagle / Bat / Pterosaur
Nature:

Protoform: Maximal / Maximal / Predacon
Alliance: Maximal
Class: Deluxe


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
00000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty: Cutlass Blaster
Melee:
00000
-Specialty: Paired Javelins
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
00000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
0000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Claws (Beast: 2 talons)
Form accessible: Beast Mode
Cost: Two points
Difficulty: 6
Using claws during a brawl situation causes Strength +1 damage. Beast modes with claws can still be attained without spending points on the claws, but these claws cannot be used as weapons. Claws affixed to hands in robot mode are common brawl weapons.

Fangs (Beast: beak)
Form accessible: Beast
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2.

Hand blades (Robot: hand blades on hands)
Form accessible: Robot
Cost: Two points
Difficulty: 6
Blades on the hands, which are long as a knife and typically retractable, do Strength +2 damage. These blades can also be fitted to other body parts, such as elbows or knees.


Melee:
Paired javelins
Cost: Six points
Difficulty: Special
A pair of thick blades is a common Cybertron weapon, as they can be used well for both attack and defense. This type of blade is almost always used with one weapon in each hand, allowing for two attacks per turn with no penalty to either, difficulty 9 to hit. A Cybertron who is taking only one attack with either blade has a difficulty of 6 to hit, as with a single sword. These swords vary greatly in appearance but often reflect the beast mode of the character. They do Strength +3 damage.

For a cost of four points, clubs can be paired, as swords. They are difficulty 7 to hit two attacks per turn; difficulty 4 for one attack, and do Strength +1 damage. Another common modification is to fight with paired javelins—hand-to-hand, these function as swords, above, but they may also be thrown. Spend 6 points for this weapon. Also spend 6 for paired axes (Difficulty 10 to hit with both attacks; Strength +5 damage), or a pair of barbed clubs (Difficulty as paired clubs, Strength +2 damage). Other weapons may be paired at Storyteller's discretion, but are not recommended.

If a Cybertron is declaring a double attack with a paired weapon, and the attack fails, neither the first nor second attack hits the foe.


Firearms:
Projectile:
Missile launcher (attached)
Cost: Five points
Difficulty: 7
Range: 200
Rate: 3
Damage: 8
Cybertronian missiles typically explode on impact, doing heavy damage. They have an incredible recoil, but this is compensated for by their heat-seeking capabilities.


Energy:
Cutlass blaster
Cost: Six points
Difficulty: 8
Range: 200
Rate: 2
Damage: 8
Energon pool: 4
Most energy weapons are capable of shooting only single bursts of laser fire or plasma. However, the cutlass blaster was developed to produce not only burst fire, but a sustained energy pulse: a blast which lasts for an extended period of time and does large amounts of damage. To activate a sustained pulse, the Cybertron must charge the blaster for a number of rounds equal to the number of rounds he wants the blast to be sustained. He can charge for a shorter time if he spends energon (the weapon's own energon, if hand-held) in place of extra rounds, but must charge the weapon for at least one round before firing the sustained pulse. The sustained pulse, if it hits, does 8 dice of energon (unsoakable for low generations, always aggravated) damage for the first round of attack, and four dice every round thereafter. It is most effective in combination with the Focus Mechanism. Therefore, a cutlass blaster is almost always an attached weapon.


Mechanisms:
Armor (Body):
00000 (3-5)
Focus():
00000
Flight:
00000
Speed:
00000 (2-5; Dexterity)
Energon Shielding:
00000 (1-5; Survival)
Shield (Wings):
00000 (3-5; Strength)
Radio:
00000
Spectrum Vision:
00000 (1-5; Investigation)
Tracking:
00000 (1-5; Perception)
Zoom Vision:
00000 (1-5; Alertness)
Naturistics:
00000
(3; Primal-Urge)


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
[ x ] [ x ]  [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]

SPARK:
  0      0      0      0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

DEVICES: 4 One Level Four Device or combination of Devices adding up to four
-
-
-
-

MERITS: n/a

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

SPARK POWERS: n/a



OPTIONAL: Lose Missile Launcher, free 5 freebies -> Strength or Stamina +1 OR Armor or Shield +1 AND Energon +2 or Spark +1

-----------------------------------------------------------------------------------------------------------



Name:
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Cyberorganic
Beast: Bat
Nature: Warrior

Protoform: Maximal
Alliance: Maximal
Class: Mega


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
00000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty: Eye Lasers
Melee:
00000
-Specialty: Axe (Energon)
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
00000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
00000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Fangs
Form accessible: Beast Mode
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2

Hand blades (Robot: 2 hand blades on hands)
Form accessible: Robot
Cost: Two points.
Difficulty: 6
Blades on the hands, which are long as a knife and typically retractable, do Strength +2 damage. These blades can also be fitted to other body parts, such as elbows or knees.


Melee:
Energon axe
Cost: Six points
Difficulty: 6
A weapon whose power was utilized during the Great War. Today, few Cybertrons can summon the will to carry one, for even being in the same vicinity as such a weapon can cause injury among members of the race. An energon saber is a long, glowing blade made entirely of raw energon. It does aggravated damage which is unsoakable for Cybertrons of generations below Transmetal. The damage for an energon saber is Strength +4. Other large weapons made of raw energon are rumored to exist—for example, a raw energon axe once wielded by Optimus Prime. An energon axe would have the same purchase cost as an energon saber, and do Strength +5 aggravated energon damage; its difficulty would be 7. Most Cybertrons cannot wield an energon weapon of this size, unless they have advanced Energon Shielding or are otherwise immune to its effects. Even an Optimal who carried an energon weapon of this size would be forced to make soak rolls every other round simply from contact with the raw energon.
Heavy energon weapons of any type are considered rare enough that they are unique to the character who purchases them. If a "dedicated" energon saber is destroyed or lost in a combat situation, the character who lost that weapon must fashion a new one over time rather than having that weapon restored instantly in a repair cycle. However, the weapon cost does not need to be repaid.


Firearms:
Special:
Eye-lasers
Form accessible: Robot
Cost: Four points
Difficulty: 7
Range: 100
Rate: 3
A Cybertron with eye-lasers is capable of shooting a laser beam directly from the eye to damage an opponent. Eye-lasers, though technically distance weapons, are accessed only from the Cybertron's internal mechanisms. These lasers are energy-based and do aggravated damage. They are also capable of both blast fire and sustained pulse, as a cutlass blaster. They require a roll of Dexterity plus Alertness to hit (the same roll to block a charged shot). On a single blast, eye lasers do damage equal to the attacker's Manipulation +2. For a sustained pulse, they do Manipulation +2 energon-type damage the first round, and even Manipulation damage for each following round. They can be adapted for use with the Focus mechanism (and often are). As with a firearm weapon, a Cybertron may split his dice pool to take extra shots per round with Eye-lasers, but the difficulty for each consecutive shot is increased by one.


Mechanisms:
Armor (Body):
00000 (4-5)
Focus():
00000
Flight:
00000
Speed:
00000 (2-5; Dexterity)
Energon Shielding:
00000 (3-5; Survival)
Shield (wings):
00000 (3-5; Strength)
Radio:
00000
Spectrum Vision:
00000 (1-5; Investigation)
Tracking:
00000 (1-5; Perception)
Zoom Vision:
00000 (1-5; Alertness)
Naturistics:
00000 (3; Primal-Urge)


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
[ x ]  [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]

SPARK:
  0      0      0      0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

DEVICES: 3 Three Level One Devices, one Level One Device and one Level Two Device, or one Level Three Device
-
-
-

MERITS: n/a

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

SPARK POWERS: n/a


OPTIONAL: n/a

-----------------------------------------------------------------------------------------------------------



Name: Steeldrake
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Cyberorganic
Beast: Komodo Dragon
Nature: Warrior

Protoform: Predacon
Alliance: Maximal
Class: Mega


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
00000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty: Cutlass Blaster
Melee:
00000
-Specialty: Axe (Energon)
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
00000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
0000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Claws (Beast: 2 claws on front legs)
Form accessible: Beast Mode
Cost: Two points
Difficulty: 6
Using claws during a brawl situation causes Strength +1 damage. Beast modes with claws can still be attained without spending points on the claws, but these claws cannot be used as weapons. Claws affixed to hands in robot mode are common brawl weapons.

Fangs
Form accessible: Beast Mode
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2

Hand blades (Robot: 2 hand blades on hands)
Form accessible: Robot
Cost: Two points.
Difficulty: 6
Blades on the hands, which are long as a knife and typically retractable, do Strength +2 damage. These blades can also be fitted to other body parts, such as elbows or knees.


Melee:
Energon axe
Cost: Six points
Difficulty: 6
A weapon whose power was utilized during the Great War. Today, few Cybertrons can summon the will to carry one, for even being in the same vicinity as such a weapon can cause injury among members of the race. An energon saber is a long, glowing blade made entirely of raw energon. It does aggravated damage which is unsoakable for Cybertrons of generations below Transmetal. The damage for an energon saber is Strength +4. Other large weapons made of raw energon are rumored to exist—for example, a raw energon axe once wielded by Optimus Prime. An energon axe would have the same purchase cost as an energon saber, and do Strength +5 aggravated energon damage; its difficulty would be 7. Most Cybertrons cannot wield an energon weapon of this size, unless they have advanced Energon Shielding or are otherwise immune to its effects. Even an Optimal who carried an energon weapon of this size would be forced to make soak rolls every other round simply from contact with the raw energon.
Heavy energon weapons of any type are considered rare enough that they are unique to the character who purchases them. If a "dedicated" energon saber is destroyed or lost in a combat situation, the character who lost that weapon must fashion a new one over time rather than having that weapon restored instantly in a repair cycle. However, the weapon cost does not need to be repaid.


Firearms:
Energy:
Cutlass blaster (attached)
Cost: Six points
Difficulty: 8
Range: 200
Rate: 2
Damage: 8
Energon pool: 4
Most energy weapons are capable of shooting only single bursts of laser fire or plasma. However, the cutlass blaster was developed to produce not only burst fire, but a sustained energy pulse: a blast which lasts for an extended period of time and does large amounts of damage. To activate a sustained pulse, the Cybertron must charge the blaster for a number of rounds equal to the number of rounds he wants the blast to be sustained. He can charge for a shorter time if he spends energon (the weapon's own energon, if hand-held) in place of extra rounds, but must charge the weapon for at least one round before firing the sustained pulse. The sustained pulse, if it hits, does 8 dice of energon (unsoakable for low generations, always aggravated) damage for the first round of attack, and four dice every round thereafter. It is most effective in combination with the Focus Mechanism. Therefore, a cutlass blaster is almost always an attached weapon.


Mechanisms:
Armor (Body):
00000 (5)
Focus():
00000
Flight:
00000
Energon Shielding:
00000 (3-5; Survival)
Shield (held):
00000 (2-5; Strength)
Radio:
00000
Spectrum Vision:
00000
Tracking:
00000
Zoom Vision:
00000
Naturistics:
00000 (3; Primal-Urge)


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
[ x ]  [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]   [ ]

SPARK:
  0      0      0      0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

DEVICES: 3 Three Level One Devices, one Level One Device and one Level Two Device, or one Level Three Device

MERITS: n/a

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

SPARK POWERS: n/a


OPTIONAL: n/a

-----------------------------------------------------------------------------------------------------------


Name:
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Cyberorganic
Beast: Jaguar / Raptor
Nature: Warrior

Protoform: Maximal / Predacon
Alliance: Maximal
Class: Deluxe


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
00000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty: Eye Lasers
Melee:
00000
-Specialty: Paired axes
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
00000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
0000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Claws (Beast: 2 claws on front legs, 2 claws on rear legs)
Form accessible: Beast Mode
Cost: Four points
Difficulty: 6
Using claws during a brawl situation causes Strength +1 damage. Beast modes with claws can still be attained without spending points on the claws, but these claws cannot be used as weapons. Claws affixed to hands in robot mode are common brawl weapons.

Fangs
Form accessible: Beast Mode
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2

Hand blades (Robot: 2 hand blades on hands)
Form accessible: Robot
Cost: Two points
Difficulty: 6
Blades on the hands, which are long as a knife and typically retractable, do Strength +2 damage. These blades can also be fitted to other body parts, such as elbows or knees.


Melee:
Paired axes
Cost: Six points
Difficulty: Special
A pair of thick blades is a common Cybertron weapon, as they can be used well for both attack and defense. This type of blade is almost always used with one weapon in each hand, allowing for two attacks per turn with no penalty to either, difficulty 9 to hit. A Cybertron who is taking only one attack with either blade has a difficulty of 6 to hit, as with a single sword. These swords vary greatly in appearance but often reflect the beast mode of the character. They do Strength +3 damage.

For a cost of four points, clubs can be paired, as swords. They are difficulty 7 to hit two attacks per turn; difficulty 4 for one attack, and do Strength +1 damage. Another common modification is to fight with paired javelins—hand-to-hand, these function as swords, above, but they may also be thrown. Spend 6 points for this weapon. Also spend 6 for paired axes (Difficulty 10 to hit with both attacks; Strength +5 damage), or a pair of barbed clubs (Difficulty as paired clubs, Strength +2 damage). Other weapons may be paired at Storyteller's discretion, but are not recommended.

If a Cybertron is declaring a double attack with a paired weapon, and the attack fails, neither the first nor second attack hits the foe.


Firearms:
Projectile:
Missile launcher (attached)
Cost: Five points
Difficulty: 7
Range: 200
Rate: 3
Damage: 8
Cybertronian missiles typically explode on impact, doing heavy damage. They have an incredible recoil, but this is compensated for by their heat-seeking capabilities.


Special:
Eye-lasers
Form accessible: Robot
Cost: Four points
Difficulty: 7
Range: 100
Rate: 3
A Cybertron with eye-lasers is capable of shooting a laser beam directly from the eye to damage an opponent. Eye-lasers, though technically distance weapons, are accessed only from the Cybertron's internal mechanisms. These lasers are energy-based and do aggravated damage. They are also capable of both blast fire and sustained pulse, as a cutlass blaster. They require a roll of Dexterity plus Alertness to hit (the same roll to block a charged shot). On a single blast, eye lasers do damage equal to the attacker's Manipulation +2. For a sustained pulse, they do Manipulation +2 energon-type damage the first round, and even Manipulation damage for each following round. They can be adapted for use with the Focus mechanism (and often are). As with a firearm weapon, a Cybertron may split his dice pool to take extra shots per round with Eye-lasers, but the difficulty for each consecutive shot is increased by one.


Mechanisms:
Armor (Body):
00000 (4-5)
Focus():
00000
Flight:
00000
Speed:
00000 (2-5; Dexterity)
Energon Shielding:
00000 (2-5; Survival)
Shield (Held):
00000
Radio:
00000
Spectrum Vision:
00000
Tracking:
00000
Zoom Vision:
00000
Naturistics:
00000 (3; Primal-Urge)


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]    [ ]   [ ]

SPARK:
  0      0      0      0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

DEVICES: One Level Four Device or combination of Devices adding up to four
-
-
-
-

MERITS:

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

SPARK POWERS: n/a



OPTIONAL: Lose Missile Launcher, free 5 freebies -> Dexterity +1 OR Stamina +1

« Last Edit: May 26, 2009, 11:42:22 AM by BowenSilverclaw » Logged

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.  
BowenSilverclaw
Organ Grinder
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Posts: 5337


Walking that fine line between genius and insanity


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« Reply #7 on: April 22, 2009, 12:08:56 PM »

Say, I was wondering about something. Do you guys want to incorporate Fuzors and Transmetals? I'm fine with both, but for some reason I can't shake the feeling that Transmetals, T2's and Optimals would (at least somewhat) defeat the purpose of playing a Maximal or Predacon...
I'm currently going with a T2, but aside from the Healing and later the Shining Spark Powers, it really isn't doing anything for me, so I was thinking about changing back to standard Cyberorganic. Just wanted to hear what you guys think about it...


Just throwing it out there for consideration Smile
Besides, dumping those options would mean we save some points we can spend on other stuff Wink


EDIT: By the way, who's playing besides me and what kind of characters are you guys thinking of? Any ideas yet? Smile


~Bowen
« Last Edit: April 22, 2009, 01:36:45 PM by BowenSilverclaw » Logged

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.  
VennDygrem
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« Reply #8 on: April 22, 2009, 05:24:18 PM »

I've got two different ideas right now. One is the infiltration and stealth expert, which would require an appropriate beast form, probably a primal feline. The other idea is a Tactician/Record-keeper (or historian, if you will), the beast form most likely being more defensive than offensive, or airborn even.

As for transmetals and such, I feel it could be allowed, but being a fan of the show, I don't think it's something we should have to start off with. That's just my opinion.

Of course, I'm getting just a bit intimidated by the character creation process, since I've got so little experience with WW gaming. Played some, and always willing to learn a new system, though.
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Prak, the Mad
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« Reply #9 on: April 22, 2009, 07:09:02 PM »

I've got two different ideas right now. One is the infiltration and stealth expert, which would require an appropriate beast form, probably a primal feline. The other idea is a Tactician/Record-keeper (or historian, if you will), the beast form most likely being more defensive than offensive, or airborn even.

lets see... off the top my head, appropriate forms for the stealth guy could be:
for the historian:
  • Emperor Sea Strider, gigantic creatures that walk on the planet's ameoba seas.
  • Skewer, vaguely jetshaped aerial predators, with large lance-like proboscuses used to drain prey.
  • Toraton, BFT (Big Fucking Tortoise), up to 120 tons.
  • Megasquid, an eightlegged plains creature, evolved from squids, still possesses two long tentacles, carnivorous
  • and a whole load of Skull Island creatures, including the megaprimates (ie, kong).

I can suggest more when I've got my skull island book, I'm house sitting, and away from most all of my books, atm.

I'm fine with Transmetals, though if you guys want to make a gentlemen's agreement to not start that way, that's fine and I'll see about handing out new forms as special rewards.
« Last Edit: April 22, 2009, 07:20:13 PM by Prak, the Mad » Logged

BowenSilverclaw
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« Reply #10 on: April 23, 2009, 05:27:34 AM »

I'm fine with either a gentlemen's agreement, starting as TM or just ditching it alltogether. I'll just let the rest of you guys decide on that Smile

Prak, I hope it's okay I've been working with 'primal' or 'dire' versions of some more traditional animals instead of sticking exclusively to the Skull Island Bestiary?

Venn, at the site there are also one or two step by step character creation processes posted that might help to guide you trough the process.

Ofcourse you can also ask any questions you have here Smile
Logged

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.  
Prak, the Mad
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« Reply #11 on: April 23, 2009, 05:39:32 AM »

yeah bowen, that's fine, I was using Skull Island as a shortcut for alien beasties, I kinda want more out there critters, but the standard "space bear" trope is fine too.
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Zombieboots
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« Reply #12 on: April 24, 2009, 05:37:57 PM »

Wow been so busy lately and this has just taken off, hasn't it? I've been re-familiarizing myself with WW sadly I don't remember even half as much as I use to...

If everyone is already set on Maximals I suppose I'll lean that way myself. The only idea swirling in my head right now is aimed at avian/flying creature.
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« Reply #13 on: April 25, 2009, 03:46:36 AM »

sounds good zombie. Any preference on bird-like, reptilian, etc?

Venn, more suggestions:
for historian
  • Ferructus, a styracosaur like saurian.
  • Calcarisaurus, a large saurian that's kinda a cross between a moloch and an ankylosaurus
  • Asperdorsus, a diplodocus like saurian, with large spines on it's back, and the underside of it's neck
  • Atercurisaurus, a stegosaurus like saurian, with two rows of spikes down it's tail, starting at the hip, and over lapping two pairs of plates
  • Deplector, a 4-8' land crab that bungies from high up cave mouths
    and, like I said, the megaprimates, ie Kong, are available also; which I thiknh would be a kinda cool choice, as in the movie, and I think I'd carry this over, the species was dying, Kong in fact the last of his kind, and it seems a very maximal thing to do to take the shape of a dying species to carry the memory of them in himself.

    Bowen, I'd actually like to suggest the bear-croc again, or something vaguely like it, as you're trying for a heavy weapons expert, right? Well the bear croc has this long tail that, in the animal, is a fat store for hibernation, and your character could actually have some massive anti-tank gun hidden in it.


    this page seems to have a good number of pictures from the book I've been referencing.

    another possibility for your guys forms, are any of you familiar with the artist Michael Gagne? He's done a number of very alien creature drawing, including a book of various forms of "Insanely Twisted Rabbits". Many of creatures would work very well. His website is here.

    I'll post some more suggestions for you guys in a little while.
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woodenbandman
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« Reply #14 on: April 27, 2009, 02:06:39 PM »

Oh this is starting already? Cool. I'll try and get a character up.
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woodenbandman
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« Reply #15 on: April 28, 2009, 06:54:10 PM »

CHARACTER SHEET. WORK IN PROGRESS.


Name:
Player: BowenSilverclaw
Chronicle: Savage Wars

Generation: Transmetal II
Beast: Cave Bear
Nature: Warrior

Protoform: Maximal
Alliance: Maximal
Class: Deluxe


ATTRIBUTES:
Physical:
Strength (x2):
00000
Dexterity:
00000
Stamina:
00000

Social:
Charisma:
00000
Manipulation:
00000
Appearance:
00000

Mental:
Perception:
00000
Intelligence:
00000
Wits:
00000

ABILITIES:
Talents:
Alertness:
00000
Athletics:
00000
Brawl:
00000
Dodge:
00000
Empathy:
00000
Expression:
00000
Intimidation:
00000
Primal-Urge:
00000
-Specialty: Combat
Streetwise:
00000
Subterfuge:
00000

Skills:
Animal Ken:
00000
Piloting:
00000
Etiquette:
00000
Firearms:
00000
-Specialty:
Melee:
00000
-Specialty: Axe (Energon)
Leadership:
00000
Performance:
00000
Security:
00000
Stealth:
00000
Survival:
00000

Knowledges:
Computer:
00000
Enigmas:
00000
Investigation:
00000
History:
00000
Demolition:
00000
Repair:
00000
Matrix:
00000
Politics:
00000
Procedures:
00000
Science:
00000
 
ADVANTAGES:
Backgrounds:
Allies:
00000
Computer:
00000
Contacts:
00000
Devices:
00000
Generation:
00000

Mentor:
00000
Past Spark:
00000
Procedures:
00000
Pure Design:
0000
Rank:
00000
Resources:
00000
Size:
00000


Weapons:
Brawl:
Claws (2 claws on front legs)
Form accessible: Beast Mode
Cost: Two points
Difficulty: 6
Using claws during a brawl situation causes Strength +1 damage. Beast modes with claws can still be attained without spending points on the claws, but these claws cannot be used as weapons. Claws affixed to hands in robot mode are common brawl weapons.

Fangs
Form accessible: Beast Mode
Cost: Two points
Difficulty: 5
Fangs are teeth which are designed to be used as weapons. The main difference between fangs and ordinary teeth is that fangs can be adapted as a vessel for cyber-venom weaponry, and a character who has taken the Cyber Venom Mechanism can inject this venom through the fangs. Fangs do slightly more damage, as well: Strength +2

Melee:
Energon saber/axe (?)
Cost: Six points
Difficulty: 6
A weapon whose power was utilized during the Great War. Today, few Cybertrons can summon the will to carry one, for even being in the same vicinity as such a weapon can cause injury among members of the race. An energon saber is a long, glowing blade made entirely of raw energon. It does aggravated damage which is unsoakable for Cybertrons of generations below Transmetal. The damage for an energon saber is Strength +4. Other large weapons made of raw energon are rumored to exist—for example, a raw energon axe once wielded by Optimus Prime. An energon axe would have the same purchase cost as an energon saber, and do Strength +5 aggravated energon damage; its difficulty would be 7. Most Cybertrons cannot wield an energon weapon of this size, unless they have advanced Energon Shielding or are otherwise immune to its effects. Even an Optimal who carried an energon weapon of this size would be forced to make soak rolls every other round simply from contact with the raw energon.
Heavy energon weapons of any type are considered rare enough that they are unique to the character who purchases them. If a "dedicated" energon saber is destroyed or lost in a combat situation, the character who lost that weapon must fashion a new one over time rather than having that weapon restored instantly in a repair cycle. However, the weapon cost does not need to be repaid.

Firearms:
Projectile:
Chain gun (attached)
Cost: Five points
Difficulty: 6
Range: 100
Rate: 5
Damage: 2 (per bullet, total of 6)
A Cybertronian chain-gun, when fired, is always on triple-burst, and will empty three bullets per shot without a split in the character's dice pool. The rate for the weapon is five, allowing for fifteen total shots per round.

Missile launcher (attached)
Cost: Five points
Difficulty: 7
Range: 200
Rate: 3
Damage: 8
Cybertronian missiles typically explode on impact, doing heavy damage. They have an incredible recoil, but this is compensated for by their heat-seeking capabilities.


Energy:
Fusion rifle
Cost: Five points
Difficulty: 7
Range: 200
Rate: 2
Damage: 8
Energon pool: 5
A primarily Maximal weapon, this rifle has a nice range and does good damage with little recoil. If attached, it is typically within a torso cavity or shoulder-mounted, but is usually hand-held as the fusion pistol. Like all Cybertron weaponry, the appearance of the fusion rifle varies greatly depending on beast form. This weapon is sometimes called a quasar cannon.

Cutlass blaster (attached)
Cost: Six points
Difficulty: 8
Range: 200
Rate: 2
Damage: 8
Energon pool: 4
Most energy weapons are capable of shooting only single bursts of laser fire or plasma. However, the cutlass blaster was developed to produce not only burst fire, but a sustained energy pulse: a blast which lasts for an extended period of time and does large amounts of damage. To activate a sustained pulse, the Cybertron must charge the blaster for a number of rounds equal to the number of rounds he wants the blast to be sustained. He can charge for a shorter time if he spends energon (the weapon's own energon, if hand-held) in place of extra rounds, but must charge the weapon for at least one round before firing the sustained pulse. The sustained pulse, if it hits, does 8 dice of energon (unsoakable for low generations, always aggravated) damage for the first round of attack, and four dice every round thereafter. It is most effective in combination with the Focus Mechanism. Therefore, a cutlass blaster is almost always an attached weapon.


Mechanisms:
Armor (Body):
00000
Focus():
00000
Flight:
00000
Energon Shielding:
00000
Shield (Held):
00000
Radio:
00000
Spectrum Vision:
00000
Tracking:
00000
Zoom Vision:
00000
Naturistics:
00000


ENERGON:
[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

SPARK:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]

WILLPOWER:
  0      0      0     0      0    0      0     0     0      0
 [ ]    [ ]   [ ]   [ ]    [ ]   [ ]    [ ]   [ ]   [ ]    [ ]


BEAST MODE:
Strength:
00000
Dexterity:
00000
Stamina:
00000
Appearance:
00000

SPARK LOCATION: Center chest.

MERITS:

FLAWS:
Garbled Identity Circuits (3 pt Flaw)
In this specific form of schizophrenia, the character has a difficult time separating his robot life from his beast life. He will for all intents and purposes behave as his beast would behave—though not feral and perfectly capable of transforming and communicating, he only thinks in accordance with how his animal would think.

Vengeance (2 pt Flaw)
Someone or something has wronged this character, perhaps destroyed a home, murdered a friend, or tainted your name. That thing must be destroyed. The Cybertron's obsession with vengeance is so overpowering that, in any situation where he has the opportunity to enact it, he must spend Willpower to resist the compulsion. Of course, this Cybertron will resolve the conflict eventually, but only when the Storyteller decides it is time, and then perhaps at great cost.

Dark Secret (1 pt Flaw)
Cybertron has a dark secret about his past which he will take enormous pains to hide from others. Perhaps he killed a good friend on accident, or destroyed an important artifact. When choosing this flaw, decide what the character's terrible secret is, then hope no one ever figures it out.

Speech Impediment (1 pt Flaw)
Cybertron has a slight impediment to his vocal processing. These impediments normally do not make the Cybertron any more difficult to understand, which would be counterproductive to the design of the race. At worst, they can be slightly irritating, and can make the Cybertron an easy target for mockery. However, certain speech impediments are actually good, as speech patterns passed down from Great War heroes occasionally make their way into their offspring. A speech impediment is a very minor Flaw because unusual speech patterns are relatively common to Cybertronian culture. It is not considered common among Cybertrons to ridicule the speech patterns of others, but other cultures may not be so tolerant. Cybertronian speech impediments have a lot of variation: examples would be the need to speak in third person, the need to repeat the last word of every sentence, or a propensity for speaking in rhyme. Creativity is encouraged, and speech impediments should be roleplayed.

DEVICES: -

SPARK POWERS:
Healing:
00000
Shining:
00000


Heh, thanks for the sheet bowen.
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VennDygrem
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« Reply #16 on: April 28, 2009, 11:56:18 PM »

So wooden, any idea what you'd want to play? I know you mentioned a fondness for Cheetor in the other thread. Should we expect you to be the brash young soldier, a loose-cannon with a heart of gold? Big Grin
You could be a sabertoothed cat, or a scimitar cat. Or, there's a feline-like creature I've drawn up a couple times, I could scan it up and post a link if you'd like. It sufficiently covers the alien-like creature aspect Prak's going for, but is still natural-enough that it's more like a strange relative of large cats than some weird alien.

Speaking of which, as an avid creator of strange creatures, I could always draw from those ideas rather than use the existing ones. I've got a couple creatures in my head that would work. One of which is like a cross between a giant sloth and a flying squirrel, in that it's got a membrane between its arms and legs for gliding. I've also got a burrowing creature with shell-like plates kind of like an armadillo, only sleeker like a feline or canine creature.
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Prak, the Mad
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« Reply #17 on: April 29, 2009, 12:57:54 AM »

go for it Venn, I've just been pulling from the few resources I could think of, and the downside is that most people makes aliens reptilian or at least non-mammalian... so the more resources, the better.
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woodenbandman
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« Reply #18 on: April 29, 2009, 08:44:05 AM »

I'm trying not to think 'bout RPGs now, I've got a ton of work to do.
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Prak, the Mad
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« Reply #19 on: May 01, 2009, 02:27:30 AM »

Some other ideas for your guys' forms:
Atmospheric Beast: creatures suited to living entirely within the atmosphere of planets, or in gaseous planets.
Cryptids: wikipedia's category for cryptocritters.
Fearsome Critters: odd creatures from lumberjack and pioneer folk lore.
List of Hybrid creatures: The non-humans could be especially appropriate.
Fictional Life Forms: Everything from "After Man" to "Yoshi", if it's a life form that only exists in fiction, it's probably here. A good bit of DM discretion will be applied to stuff from here (no elder gods, though if you want to make a natural haemavore, ie vampire, that could be fine)
Pokemon: before anyone throws anything, remember I am the dm, groaning is perfectly acceptable of course. Anyway, some (many? most?) pokemon are actually quite feasible as real creatures. Take out the elemental attacks, rpg aspects, and name-based language, and they work perfectly fine. Even some of the flat out elemental types could work ok, such as an equine that excretes a oxygen-flammable liquid from it's neck and tail, but because it's a liquid, it doesn't harm the creature when it lights. There you go, Rapidash and Ponyta are doable... just... name 'em something else... Yanma's just a big dragonfly, the Nido's are all perfectly feasible, etc. I'd prefer the "hey it's just a weird coloured [blank]!"s (where blank is a real animal) are left out, but, hey, it's another source. And no, they don't evolve.
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