Sunday, November 18, 2007

Background generator

Birth conditions:

Character is feral, orphaned in the woods. These characters will be considerably tougher but less educated than other, more socialized characters. Character knows Prowl (+24%), Wilderness Survival (+24%), Land Navigation (+15%), Escape Artist (+10%), Climbing (+15%), Swimming (+10%), Tracking (+10%), Identify Plants and Fruits (+10%), and Fishing (+10%.) Character has an SDC bonus of +25, a P.E bonus of +6, a P.S. bonus of +3, a P.P bonus of +2 and two additional attacks per melee, and an additional one at level 3. Character may pick TWO skills in addition. Character has scavenged 3D6x $100 in various equipment, mostly in poor condition.

Character is a farmer, and grew food off the land in a close knit group. Character knows Cooking (+10%), Brewing (+10%), Sewing (+10%), Identify Plants & Fruits (+20%), Dance (+10%), Preserve Food (+10%), Animal Husbandry (+15%) and Gardening (+20%) Character may pick EIGHT skills in addition. Character will have 2D6 x $200 in personal possessions.

Character is part of a traveling road gang. Character grew up on the crumbling roads of yesteryear, skulking gas and tweaking engines. Character knows Pilot Automobile (+20%), Pilot Motorcycle (+20%), Pilot Truck (+20%), Basic Mechanics (+10%), Land Navigation (+10%), Radio: Basic (+20%), Math: Basic (+10%), Crash Survival (+10%). Character may pick EIGHT skills in addition. Character will have $30000 to invest in a vehicle to start the game with, and cannot save any of it for in game play. Character has 2D6 x $200 to spend on personal belongings.

Character grew up in a monastary, where they were highly educated and well discliplined. Character knows Gardening (+10%), Math: Basic (+10%), First Aid (+10%), Astronomy (+10), an 1) a Martial Art of choice and SIX additional skills or 2) An exclusive martial art of choice and FOUR additional skills. Character has 1D6 x $100 in personal possessions, and one 3D6 hand to hand weapon of choice.

Character grew up in a military encampment, and was raised in a spartan lifestyle. Character knows Forced March (+10%), Climbing (+10%), Military Etiquette (+10%), WP Rifle, WP Pistol, Running, Radio: Basic (+10%) and Hand to Hand: Basic. Character has a +4 bonus to P.E and a +2 bonus to P.S. Character may select an additional SIX skills. Character has 3D6 x $200 in possessions and war trophies.

Character grew up on a boat just off the coast among a crew of sailors. Character knows Fishing (+20%), Boat Building (+10%), Sea Navigation (+20%), Rope Works & Knots (+20%), Sailing (+10%), Pilot Motorboat (+10%), and Preserve Food (+10%) Character may select an additional EIGHT skills, Character has 2D6 x $200 in possessions. Character has $50,000 to invest in a sea vessel of some sort and cannot save any of it for in game play.

Character ran away and grew up as a street rat. Character knows Concealment (+10%), Detect Concealment (+10%), Palming (+10%), Prowl (+24%), Pick Pockets (+10%), Pick Locks (+10%), Escape Artist (+10%) and Climbing (+10%.) Character may select an additional EIGHT skills. Character has 3D6 x $100 in possessions.

Character was raised by a wizard, and has the ability to learn magic. Character knows Literacy: English (+30%), Literacy: Greek (+15%), Literacy: Hebrew (+15%), Astronomy (+20%), Lore: Magic (+20%), Lore: Geomancy & Ley Lines (+20%), Mathematics: Basic (+20%), Chemistry: Basic (+10%). Character may select an additional EIGHT skills. Character has 2D6 x $100 in possession.

Character was raised by a biomancer. Character knows Biology (+25%), Math: Basic (+25%), Chemistry (25%), Plastic Surgery (+15%), Basic Electronics (+15%), Computer Programming (+15%), Basic Mechanics (+15%), Biochemisty (+10%) and Cybernetics (+10%). Select an additional SIX skills. Character has $XXXXX to set up a practice, and 3D6 x $200 in personal possessions.

Species

Note: All species living on the planet now are genetically engineered by civilization. Pre-civilization species have all been wiped out. This includes humans. There are no living humans on earth.

Players will select a mutant animal from one of my books OR a robot; Elves, Dwarves, Kobalds, Goblins, Hobgoblins and Orcs are also available to be played.

Elves, Dwarves, Kobalds, Goblins, Hobgoblins and Orcs do not select powers or mutations as they are alien to Earth and did not arrive until after the crash; however, they may select any of the available character backgrounds and jobs.

Mutant animals get Hands: Full, Biped: Full and Speech: Full for free. This is in part due to the fact that full human intelligence requires all three, and livestock species tend to lack one or more of these. Players may trade in these traits for extra BIOE to aquire a major superpower, if desired.

Available powers for mutants only:

Human- Character has enough of the human genone that he appears human and receives a bonus of +5 PB and +1PP. Costs 5 BIOE.
Wizard - Character has the capacity to be a living mana battery and use magic, a most awesome force. Costs 30 BIOE.
Sixth Sense - Character can detect supernatural, see undead, see invisible, detect magic, see auras, and all other sorts of praeternatural phenominon.
Flight - Character can fly, despite logic - Costs 40 BIOE.
Laser Vision - Character can shoot lasers from their eyes, which can deal 1D8 damage - Costs 5 BIOE.
Energy Expulsion: Fire - Character can shoot fire from his fingertips. Deals 2D6 damage plus 1D6 per level of experience. Costs 40 BIOE.
Energy Expulsion: Electricity - Character can shoot electricity from his fingertips. Deals 2D6 damage plus 1D6 per level of experience. Costs 40 BIOE.
Energy Expulsion: Ice - Character can shoot ice from her fingertips. Deals 2D6 damage plus 1D6 per level of experience. Costs 40 BIOE.
Bend Light - Character can bend light beams around them for various effects. Costs 40 BIOE.
Superior Intellect - Roll an additional 1D6 to IQ, character gets an additional skill school. Costs 20 BIOE.
Superior Charisma - Roll an additional 1D6 to MA, character ________ Costs 20 BIOE.
Superior Willpower - Roll an additional 1D6 to ME, character _______ Costs 20 BIOE.
Superior Strength - Roll an additional 1D6 to PS, character can lift and carry more. Costs 20 BIOE.
Superior Dexterity - Roll an additional 1D6 to PP, character can strike and react faster. Costs 20 BIOE.
Superior Vitality - Roll an additonal 1D6 to PE, character can survive without food and water far longer. Costs 20 BIOE.
Superior Speed - Roll an additional 1D6 to Spd, character can run and dodge easier. Costs 20 BIOE.
Superior Hotness - Roll an additional 1D6 to PB, character can ___________. Costs 20 BIOE.

Major superpowers:

Alter Physical Structure: Fire - Character can transform into a fire creature. Costs 50 BIOE.
Alter Physical Structure: Electricity - Character can transform into an electron-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Ice - Character can transform into an ice-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Stone - Character can transform into a stone-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Metal - Character can transform into a Metal-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Liquid - Character can transform into a liquid-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Electromagnetism: Character is a walking electrical battery, and can generate magnetic forces of all sorts of magnatudes. Costs 70 BIOE.
Teleportitis - Character can teleport to any location known, just by thinking about it. Costs 50 BIOE.
Elasticity - Character can stretch herself out like Mr. Fantastic - Costs 60 BIOE.
Mimic - Character can copy the form and abilities of other creature. Costs 60 BIOE.
Regeneration - Character naturally regenerates at a much more rapid pace, requiring a larger amount of food but permitting longevity. Costs 50 BIOE.
Limited Invunerability - Takes no damage from physical contact attacks. Gas attacks, energy attacks and damage to organs do full damage. Costs 70 BIOE.
Telekinetic - Character can move objects with their minds. Costs 60 BIOE.

Stats and system

The system will be mostly regurgitated from last time except it won't be final fantasy, just my own creation that'll rip off everything.

Earth: 2700 AD

The surface of the earth is a volatile place. The impact disrupted the planet's surface structure, and volcanos have been erupting routinely for the last century. The planet is becoming increasingly hot, vast tracks of land are contaminated with nuclear fallout. Most, if not all of the cities of the past civilization have been abandoned; small pockets of multi-species people are separated by rapidly expanding wilderness. Ocean levels have risen considerably, and the surface of the Earth is nearly unrecognizable from a distance.

There is also the problem of numerous experiments that may have gone out of control because of the sudden collapse of society. The of the various species created by the civilization, most have died out, leaving the hardiest of science's creations to maintain a grapplehold on the earth, which will be a likely target for invasion by anything.

Background

Prologue

The global civilization that had sprouted out of the industrial revolution had reached its zenith. The need for fresh water to replace melting glaciers and depleted soil came from the obvious choice, mining space. Meteors, comets, the moon, they all quickly became centers of human activity. A solar-civilization sprung up within two hundred years, moving rock and ice across the galaxy. The genomes of earth's species were mapped, archived and swapped; domesticated animals were made more efficient, given hands and speech. Robots explored the moons of Saturn and Neptune; the biosphere of Earth stood proud across the space between Earth and Mars. Astronomers have catalogued millions of planets, hundreds of thousands of which could possibly support life, although no one had figured out a way to reach them yet.

But then, it came...

A large meteor entered the Earth's atmosphere around 2600 A.D. It crash landed in the artic ocean, causing massive tsunamis that decimated settlements for hundreds of miles inland. The impact disrupted the earth's crust and upper mantle, creating massive earthquakes and causing volcanic eruptions which clouded the skies with dust and ash. Nations were devastated. Desperate governments warred against each other. Some nukes were fired. Within less than two years the multi-planetary civilization had been crushed.

Small pockets of people have survived. The first generation of survivors of the catastrophe are now coming to maturity, and their decisions shall determine the course of civilization.