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Post by JMiskimen on Oct 21, 2022 9:30:15 GMT -5
HUMANOID PLAYER CHARACTER TYPES OF THE ΩCITY-1 REGIONListed in the Monsters/Mutants and Mutant Manuals sections in the modified Core Rules (Consult Referee for details,) the following types are permitted as player characters. Disregard any weapons and equipment information in these entries, as all Player Characters from ΩCity-1 are rolled as shown in the Character Creation section (* & included Dragon Magazine articles within the pdf) and are considered to have access to TECH III gear, within Law restrictions (if in question, consult Referee.) *For example, starting $$$ is found in the Social Class article included with the Core Rules.Android Badder Dabber Gren Hoop Kreel Torrn Rakkon Robots & Cyborgs - subject to Referee Approval.
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Post by JMiskimen on Oct 21, 2022 9:34:06 GMT -5
HUMANOID TYPE: MOKK
Hit Dice: 1d8 per point of CON Armor: 5 Mutations: None Mokks are fierce-looking humanoids known for their superhuman strength, intimidating appearance, and quick tempers. It is uncertain whether Mokks evolved from an animal, mutated human, an alien species, or something else. Mokks are large humanoids between 7-9 feet tall. Their faces appear somewhat cat-like with a hardened, fang-lined, flattened beak for a mouth. Thick manes of hair crown their heads and their bodies are covered with thick fur. Because of their densely furred bodies, Mokks do not need to wear clothing (and prefer not to), though they will wear a loincloth, briefs, or other minimal coverings. They are strong and hardy. A Mokk gains a +3 when rolling for Strength and Constitution. Mokks also roll 1d8 per point of Constitution for their hp total instead of the usual 1d6. However, Mokks receive a -2 when rolling for Charisma due to their frightening appearance and beastly nature. Despite their frightening appearance and fierce tempers, Mokks are social creatures who believe in the values of justice and community. The Mokk language sounds like unintelligible bestial noise to most intelligent species. Mokks can learn and understand most common languages, but are unable to speak in any language other than their own language.
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Post by JMiskimen on Oct 21, 2022 9:42:49 GMT -5
HUMANOID TYPE: SORCERER
Hit Dice: 1d6 per point of CON Armor: 7 Mutations: none Sorcerers draw upon weird mystical forces through the memorization of arcane formulae, psychically manipulating those strange energies as they desire. These magical forces manifest as powers of magical an offensive, defensive, healing, and/or destructive nature. Sorcerers appear as Pure Strain Humans. Sorcerers gain a +2 for Intelligence and Willpower. Sorcerers roll 1d4 for total amount of Skills and Areas of Knowledge on the following table: 1. Scribe - permits magical scroll creation. Spell to be duplicated must be known and memorized. $50/spell level, 8 hours to write/spell level. 2. Alchemy - permits potion creation. Spell effect must be known and memorized. $500/spell level, 3 days to produce/spell level, final result produces 10 full doses. 3. Lore - Specialized knowledge pertaining to magic. Permits +1 to research into such artifacts. 4. Rituals - Extended casting of Arcana, which allows for x3 potency, duration, and area of effect. Requires uninterrupted hours in place of rounds to cast, however. 5. General Skill/Knowledge - select from the default lists included in the Dragon Magazine article included in the modified Core Book by JM. (I really probably shouldn't post a direct link to that, as it has copyrighted info. If any questions, contact me for details.)6. Counterspelling - The Sorcerer may sacrifice a memorized/prepared spell to attempt to neutralize a magical attack. The sorcerers must have initiative to do so and make a successful Mental Strength Attribute check to do so. The Known ArcanaRare and coveted magical formulae that permit manipulation of Arcane Forces, detailed in the following document. Also provided in the document are rules guiding starting spellbook content. KNOWN ARCANA- Spells must be prepared/memorized in advance before daily adventuring.
- Spells may be cast at the rate of Spell Levels/Mental Strength Attribute.
- First level spell cost one MS point, where as fifth level spells cost five. The cost is merely daily, and MS attribute points replenish with 8 hours of comfortable rest.
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