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"Apart from all worlds" [d20 Past, d20 Future, Sliders, Tangents, Dimension X]
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<blockquote data-quote="Shayuri" data-source="post: 3930038" data-attributes="member: 4936"><p>Okay, well, I haven't gone over the others' skills like I said I was gonna, but here's my idea so far. Although not advanced in time, this character's culture is dramatically advanced in biotechnology due to a long term focus on it, and access to tools that baseline Earth was not "gifted" with. On the counter, their reliance on biotech results in lagging in other areas of technology...noteably energy generation, electronics, and computer. I tried to reflect this in my equipment selections...choosing advanced "organic" equipment, but selecting other equipment from the standard list, and intentionally avoiding anything more advanced than a radio and pair of binoculars.</p><p></p><p>Vela's combat role will be that of a melee specialist. In close combat her feats and mutations give her good defense and high damage output. I may want to take some Fast Hero in the future, to increase the speed at which she can close distances. I also took several feats and class abilities to represent biological enhancements without mechanically being 'mutations.' Increased healing and durability namely. In essence, she can take damage, and she can dish it out when up close.</p><p></p><p>Vela's noncombat role will be that of scout and wilderness guide. Good sense checks, high Survival skill, and excellent stealth capacities lend to these pursuits. Her mutations also give her unusual mobility options...such as great jumping ability and climbing up sheer vertical surfaces. Access to advanced biotech gives her a couple of handy high tech items (if approved by GM).</p><p></p><p>[sblock=Vela]Name: Vela</p><p>Class: Tough 3 / Evolutionary 6 / LA +1</p><p>Occupation: Scavenger</p><p>Gender: Female</p><p>Height: 5'10" Weight: 125</p><p>Hair: Brown Eyes: Brown</p><p>Age: 20</p><p></p><p>XP: </p><p>Allegiances: </p><p>Reputation: +3</p><p>Speed: 30 Run: 120</p><p>AP: 10</p><p></p><p>Hit Dice: 9d10+27 (81)</p><p>Massive Damage Threshold: 16</p><p>Initiative: +3</p><p>Defense: 20 (10 + 3 dex + 4 class + 2 natural + 1 equipment)</p><p>BAB: +6 Melee: +7 Ranged: +9</p><p></p><p>Abilities: Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 10</p><p></p><p>Saves: Fort +8, Ref +7, Will +6</p><p></p><p>Skills: 18 + 30</p><p>Concentration (Con) +9 (6 ranks + 3 con)</p><p>Search (Int) +9 (9 ranks + 0 Int)</p><p>Spot (Wis) +6 (4 ranks + 1 Wis + 1 occupation)</p><p>Survival (Wis) +10 (9 ranks +1 wis)</p><p>Climb +10 (5 ranks + 1 str + 4 mutation)</p><p>Hide +12 (5 ranks + 3 dex + 4 mutation)</p><p>Jump +11 (0 ranks + 1 str + 10 mutation)</p><p>Listen +6 (5 ranks + 1 wis)</p><p>Move Silently +8 (5 ranks + 3 dex)</p><p></p><p>Talents:</p><p>Second Wind</p><p>Damage Reduction 2/-</p><p>Resist Cold 3</p><p></p><p>Class Abilities:</p><p>LA = 8 MP</p><p></p><p>Development: Damaging Mutation (Claws)</p><p>Development: Focus Mutation (Claws)</p><p>Mutation points (8)</p><p>Bonus feat</p><p>Bonus feat</p><p></p><p>Feats:</p><p>Simple Weapon Proficiency, </p><p>1 Salvage</p><p>1 Tough Plus</p><p>b Endurance</p><p>3 Defensive Martial Art</p><p>6 Elusive Target</p><p>b Weapon Finesse - Claws</p><p>9 Improved Natural Healing</p><p>b Iron Will</p><p></p><p>Mutations (16)</p><p>Chameleon Skin (1)</p><p>Claws (1)</p><p>Adrenalin Jolt (3)</p><p>Scent (2)</p><p>Leaper (1)</p><p>Wall Crawler (2)</p><p>Thick Hide (3)</p><p>Darkvision (3)</p><p></p><p>Attacks</p><p>Claw, +10/+6 to hit, 2d6+1 dmg, natural</p><p></p><p>Current Wealth: +11 (reduced 2 by purchases)</p><p></p><p>Armor</p><p>PL6 Symbiotic Survival Suit, +1 AC, 0 ACP, 3lbs, (heals damage, doesn't interfere with mutation use)</p><p></p><p>Equipment</p><p>Fast Use Medikit (PL6)</p><p>Aquaconverter, Symbiotic (PL6)</p><p></p><p>Day Pack, 2lbs</p><p>Backpack, 3lbs</p><p>Tool belt, 2lbs</p><p>Basic Walkie-talkie, 1lb</p><p>Multitool</p><p>Binoculars, std, 2lbs</p><p>Compass, .5lb</p><p>Portable Stove, 1lb</p><p>Sleeping bag, 4lbs[/sblock]</p><p></p><p>Oh! I wanted to ask if I could tack one more, relatively unusual feature to Techno-Organic (which I noted on the sheet as symbiotic). Namely, that TO equipment "synchronizes" to a character's genetics, so it can emulate mutations while bonded to the character. Otherwise Vela will have to strip everytime she wants to be sneaky...and while I suppose that's not really a big problem, it might prove distracting to game flow from time to time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shayuri, post: 3930038, member: 4936"] Okay, well, I haven't gone over the others' skills like I said I was gonna, but here's my idea so far. Although not advanced in time, this character's culture is dramatically advanced in biotechnology due to a long term focus on it, and access to tools that baseline Earth was not "gifted" with. On the counter, their reliance on biotech results in lagging in other areas of technology...noteably energy generation, electronics, and computer. I tried to reflect this in my equipment selections...choosing advanced "organic" equipment, but selecting other equipment from the standard list, and intentionally avoiding anything more advanced than a radio and pair of binoculars. Vela's combat role will be that of a melee specialist. In close combat her feats and mutations give her good defense and high damage output. I may want to take some Fast Hero in the future, to increase the speed at which she can close distances. I also took several feats and class abilities to represent biological enhancements without mechanically being 'mutations.' Increased healing and durability namely. In essence, she can take damage, and she can dish it out when up close. Vela's noncombat role will be that of scout and wilderness guide. Good sense checks, high Survival skill, and excellent stealth capacities lend to these pursuits. Her mutations also give her unusual mobility options...such as great jumping ability and climbing up sheer vertical surfaces. Access to advanced biotech gives her a couple of handy high tech items (if approved by GM). [sblock=Vela]Name: Vela Class: Tough 3 / Evolutionary 6 / LA +1 Occupation: Scavenger Gender: Female Height: 5'10" Weight: 125 Hair: Brown Eyes: Brown Age: 20 XP: Allegiances: Reputation: +3 Speed: 30 Run: 120 AP: 10 Hit Dice: 9d10+27 (81) Massive Damage Threshold: 16 Initiative: +3 Defense: 20 (10 + 3 dex + 4 class + 2 natural + 1 equipment) BAB: +6 Melee: +7 Ranged: +9 Abilities: Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 10 Saves: Fort +8, Ref +7, Will +6 Skills: 18 + 30 Concentration (Con) +9 (6 ranks + 3 con) Search (Int) +9 (9 ranks + 0 Int) Spot (Wis) +6 (4 ranks + 1 Wis + 1 occupation) Survival (Wis) +10 (9 ranks +1 wis) Climb +10 (5 ranks + 1 str + 4 mutation) Hide +12 (5 ranks + 3 dex + 4 mutation) Jump +11 (0 ranks + 1 str + 10 mutation) Listen +6 (5 ranks + 1 wis) Move Silently +8 (5 ranks + 3 dex) Talents: Second Wind Damage Reduction 2/- Resist Cold 3 Class Abilities: LA = 8 MP Development: Damaging Mutation (Claws) Development: Focus Mutation (Claws) Mutation points (8) Bonus feat Bonus feat Feats: Simple Weapon Proficiency, 1 Salvage 1 Tough Plus b Endurance 3 Defensive Martial Art 6 Elusive Target b Weapon Finesse - Claws 9 Improved Natural Healing b Iron Will Mutations (16) Chameleon Skin (1) Claws (1) Adrenalin Jolt (3) Scent (2) Leaper (1) Wall Crawler (2) Thick Hide (3) Darkvision (3) Attacks Claw, +10/+6 to hit, 2d6+1 dmg, natural Current Wealth: +11 (reduced 2 by purchases) Armor PL6 Symbiotic Survival Suit, +1 AC, 0 ACP, 3lbs, (heals damage, doesn't interfere with mutation use) Equipment Fast Use Medikit (PL6) Aquaconverter, Symbiotic (PL6) Day Pack, 2lbs Backpack, 3lbs Tool belt, 2lbs Basic Walkie-talkie, 1lb Multitool Binoculars, std, 2lbs Compass, .5lb Portable Stove, 1lb Sleeping bag, 4lbs[/sblock] Oh! I wanted to ask if I could tack one more, relatively unusual feature to Techno-Organic (which I noted on the sheet as symbiotic). Namely, that TO equipment "synchronizes" to a character's genetics, so it can emulate mutations while bonded to the character. Otherwise Vela will have to strip everytime she wants to be sneaky...and while I suppose that's not really a big problem, it might prove distracting to game flow from time to time. :) [/QUOTE]
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