Special thanks to AtBer Josh Paquette for turning my old PDF Character Sheets into Fillable Character Sheets.
Download a copy of these sheets to your computer, and you should be able to fill them out to have a copy of your character where ever you go.
Character Sheet Front
Character Sheet Back
Got a character (NPC or PC) you'd like to share with the community? Send it over and I'll post it for everyone to see.
Thursday, August 16, 2018
Fillable Character Sheets
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Monday, March 31, 2008
Human Character Backgrounds
[Human Backgrounds written by: Fubarius (AtB Forum @ Palladium Books); posted with permission]
Human Renegade
Your average Empire of Humanity citizen doesn't have a whole lot of contact with your average mutant (except mutant dogs and the occasional slave of course). Your typical soldier on the other hand comes into contact with them all the time, though usually through the sights of their weapon. Every so often one of those soldiers realizes that maybe these upright walking and talking 'animals' might just be, well, people too. They also realized that trying to exterminate these 'animals' is, well, wrong. Due to the constant indoctrinization and propaganda of the EoH these attitudes rarely happen to new recruits. But after a campaign or two here, a purged village or two there, these attitudes start to creep in causing the once loyal soldier to leave the Empire of Humanity and become a renegade.
Apprenticeship: None.
Primary Skills: Hand to Hand: Expert, Running, Climbing (+5%), Wilderness Survival (+5%), Land Navigation (+5%), W.P. Pistol, W.P. Auto and Semi-Automatic Rifles, W.P. Sub-Machinegun, W.P. Energy Rifle, one Ancient W.P. of choice, Literacy (+15%), Basic Math (+10%), four Military skills of choice, and a total of two skills selected from Rogue or Technical.
Secondary Skills: Choose any 10
Special Bonuses: +5 BIO-E (for animal abilities or psionics only, more may be gained through the usual measures), +1d4 PS, +1 PE, +1d6 Spd, +3d6 SCD (plus the usual bonuses for a mutant human)
Money: The character HAD a sizable nest egg, 2d4 times 10000 EoH credits, but they were all confiscated the moment he deserted. So far he's only managed to scrape together 1d4 times 100 bucks.
Equipment: A nearly worn out EoH uniform (might work for a disguise, but not for very long or under close scrutiny), a set of civilian clothes, two modern weapons of choice (EoH Energy weapons are available with GM approval), EoH Flac Jacket (AR 11, SDC 80).
Relatives & Connections: May have a few friends in his new life. In the EoH he might have a close firend or relative who might provide assistance, but most humans will consider him a traitor.
Human Exile
You were an average citizen of the Empire of Humanity, going about your daily life with out a care in the world. Well, except for the growing population of monsters taking over the world, or so the news reels say. But then on that fateful morning something horrible happened that turned your world upside down. You pissed off the wrong person. Or you got convicted of a crime. Or they discovered you weren't "pure" enough by whatever standard they decided on that week. No mater the reason why the effect is the same, they kicked you out or you fled before they could kill you. So now you're living with the 'monsters' and trying to find a way to survive.
Reason for exile:
Note: do not use the bonuses for Mutant Human. Use the following instead.
1-20% You're an aspiring politician and your more powerful rival decided his chances of re-election was better with you gone. +2 MA, +1 IQ, +3 PB
21-30% In a fit of passion you committed a capitol crime (murder, rape, kidnapping, treason, etc) but managed to escape before your scheduled execution. Note: for good alignments the crime might have been justified (say having to kill a high ranking official in self defense), but the death sentence was still given for what ever reason. +1 MA, +1 ME, +2 PS, +2 PE
31-50% Falsely convicted of a crime. You are totally innocent but can't prove it (yet). You feel that if you can clear your name you can rejoin the Empire. But until then you're making do the best you can. +2 ME, +2 IQ, +2 PB
51-60% You worked as a researcher, accountant, technician, etc for the government, and now you Know Too Much and have been deemed a security liability. Luckily you found out about it before they could arrest you. You have 1d4 government secrets that many groups would kill for. +3 IQ, +2 ME.
61-70% Wrong place at the wrong time. Maybe you took the last donut in the cafeteria, maybe you laughed at the wrong joke, maybe some high up official just wanted to flex his political muscles, or maybe he didn't like the shape of your ears, but all you know is that one night some soldiers stormed into your bed room, tied you up, and threw you out the front gate with no explanation as to why. +5 BIO-E, +1 IQ, +1 ME, +1 PB.
71-100% Not 'normal' enough. During the latest purge they determined you weren't 'pure' enough (though they didn't mind the last 8 purges). Fortunately since you could convince them that you're 'mostly' human they couldn't kill you so they just kicked you out. +10 BIO-E, have at least one vestigial disadvantage (your choice), +1 IQ, +1 MA
Apprenticeship: None.
Primary Skills: Basic Math (+15%), Advanced Math, Literacy (+15%), Writing, History, Computer Operation, 2 Pilot skills of choice, 2 Domestic skills of choice, and a total of 6 skills combinedl from Medical, Scientific, and Technical.
Secondary Skills: Choose any 10 (Note, can only chose Hand to Hand Basic)
Special Bonuses: See above.
Money: The character HAD a small nest egg, 3d6 times 1000 EoH credits, but they were all confiscated the moment he you left. So far you've only managed to scrape together 1d4 times 100 bucks.
Equipment: A set of clothes, 1 simple ancient weapon scrounged up somewhere (club, knife, chain, staff, etc), 1d4 small high tech devices you managed to hide on you when you were exiled, and some basic survival gear you managed to trade for (matches, a blanket, etc).
Relatives & Connections: May have a few friends in this new life. In the EoH you still have a few close friends or relatives who might provide assistance, but most humans will consider you a traitor.
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Thursday, December 20, 2007
Snow Leopard
by: David Jamesrobert "duck-foot" Morris
(posted with permission)
Description:
The snow leopard lives high in the Himilayas. This feline is rarely seen by man. The snow leopard is a nocturnal predator with exraordinary leaping abilities. The snow leopard looks very similar to the Central and South African leopard only its off white thick arctic fur and slightly larger size set it apart.
Size Level: 13
Length: 6 to 7 feet long (1.8 to 2.1 m)
Weight: 300 to 400 lbs (135 to 180 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 30
Attribute Bonuses: +8 P.S.(Brute Strength), +4 P.P., +3 P.B.
Human Features:
Hands: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Biped: Automatically None.
5 BIO-E for Partial
10 BIO-E for Full
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: None. Character looks like a large white and black spotted predatory cat. Massive jaws, whiskers, thick powerful body, long tail and ears on the top of the head.
5 BIO-E for Partial: A humanoid with a cats head, thick white fur. Long tail, whiskers, and a powerful build.
10 BIO-E for Full: Human looking with a lean, muscular build. Large powerful arms and legs with black spots over skull-white skin, small pointy ears and thick hair on the head.
Natural Weapons:
10 BIO-E for 2D6 Retractable Climbing Claws
15 BIO-E for 3D6 Retractable Climbing Claws
5 BIO-E for 2D4 Teeth
10 BIO-E for 2D6 Teeth
15 BIO-E for 3D6 Teeth
Mutant Animal Powers:
Automatically has Nightvision and Leaping: Standard
10 BIO-E for Beastly Strength
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Beauty
10 BIO-E for Extra Speed
5 BIO-E for Advanced Smell
5 BIO-E for Leaping: Feline
15 BIO-E for Predator Burst
5 BIO-E for Advanced Hearing
15 BIO-E for Extra Physical Endurance
15 BIO-E for Arctic Fur: The character is resistant to the effects of the coldest weather. Any non magical cold based attack on the character deals 1/4 normal damage. This fur tends to make the character look very puffy.
Vestigial Disadvantages:
-5 BIO-E for taking Vestigial Tail
-10 BIO-E for taking Nocturnal
-10 BIO-E for taking Reptile Brain: Predator
-10 BIO-E for taking Diet: Carnivore
-20 BIO-E for taking Low Heat Tolarance: The character cannot take tempatures above 60* Fierhenhiet (20* C) for more than an hour at a time before he or she succumbs to fatigue and exhaustion. Character must save versus poison or suffer -4 to strike, parry and dodge, -6 to Speed and -4 to P.S. and P.P. This effect will last for one hour for every point that the roll failed on a save.
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Leopard Seal
by: David Jamesrobert "duck-foot" Morris
(posted with permission)
Description:
Considered the most ferocious seal in the world, Leopard seals are found among the pack ice. The only seal to prey on other seal species, there are many tales from early explorers about harrowing encounters with Leopard seals. The body is dark grey above and light grey below and they have white throats with black spots. These distinctive spots are what give the Leopard seal its name. These characteristics combined with excellent sight, smell and ferocious canines have established them as one of the consummate predators of the Antarctic.
Size Level: 8
Length: 4 and 1/2 feet (1.3 m)
Weight: upto 200 lbs (88 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 30
Attribute Bonuses: +2 P.S. Brute, +3 P.P., +8 Swimming Speed, -3 M.A.
Human Features:
Hands: Automatically Partial
5 BIO-E for Full
Biped: Automatically Partial
5 BIO-E for Full
Speech: Automatically None
5 BIO-E: for Partial
10 BIO-E: for Full
Looks: None. Looks like the animal. Triangular dog-like head with large pointy ears, thin whiskers, large sharp canines, thin course fur, thick folds of blubber, two pairs of large flippers.
5 BIO-E for Partial: Thin coarse fur, thick blubber, large humanoid like body with large floppy ears, thick black nose and large black eyes.
10 BIO-E for Full: Looks almost completely human, but with leopard spots.
Natural Weapons:
5 BIO-E for 2D6 canine teeth
10 BIO-E for 3D6 canine teeth
15 BIO-E for 4D6 canine teeth
Mutant Animal Powers:
Automatically has Advanced Swimming at 90% and a depth tolerance of 3000 ft.
Automatically gets Advanced Vision
Automatically gets Advanced Smell
5 BIO-E for Nightvision
10 BIO-E for Advanced Hearing
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Swimming Speed
5 BIO-E for Extra Physical Prowess
10 BI0-E for Brute Strength
10 BIO-E for Predator Burst
Vestigial Disadvantages:
-5 BIO-E for Vestigial Ears
-5 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-10 BIO-E for Prey Eyes
-10 BIO-E for Musk Glands
-10 BIO-E for Nocturnal
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptilian Brain: Predator
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Arctic Package
by: David Jamesrobert "duck-foot" Morris
(posted with permission)
BIO-E Cost: 10
Attributes Bonuses: As base animal plus, +2 P.S., +1 P.E.
Arctic Fur: The character is resistant to the effects of the coldest weather. Any non-magical cold based attack on the character deals 1/4 damage.
Thick Matted Fur: +15 SDC. This fur tends to make the character look very poofy.
This can be used to create any arctic animal from polar bears to mammoth.
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Thursday, October 11, 2007
Liger
by: David Jamesrobert "duck-foot" Morris
(posted with permission)
Description
Ligers are born from a male lion and female tiger. They look like huge 12 ft (3.6 m) long lions with faded tiger stripes. The liger can weigh up to 1,000 lbs (440 kg). Despite popular belief the liger is not sterile and can mate with each other or lions and tigers.
Size Level: 16
Length: up to 12 ft long
Weight: up to 1,000 lbs (440 kg)
Build: Medium
Mutant Changes & Cost
Total BIO-E: 0
Attribute Bonuses: +12 P.S. (Beastly), +5 P.E., +3 M.A., +10 SDC
Human Features
Hands: Automatically None
5 BIO-E for Partial. The paws form a barely possible thumb.
10 BIO-E for Full. The hand now has a thumb capable of complex movement, and the arms are human proportioned.
Biped: Automatically None
5 BIO-E for Partial
10 BIO-E for Full. The liger develops fully functional bipedal movement and a humanoid torso.
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: Automatically None. Looks exactly like a large lion with faded tiger stripes.
5 BIO-E for Partial. Humanoid feline with a lion-like head, cat ears, and a long tail. The body is covered in fine fur.
10 BIO-E for Full. Human-like body, (although Full Look ligers tend to look like body builders) with faded tiger stripes running down the small of the characters back to his rump and fading near the ankles. Note: Bite attack can not be purchased with Full Human Looks.
Natural Weapons
5 BIO-E for 2D6 teeth
10 BIO-E for 3D6 teeth
15 BIO-E for 2D10+4 teeth
5 BIO-E for 2D6 claws
10 BIO-E for 3D6 claws
15 BIO-E for 2D10+4 claws
Mutant Animal Powers
15 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Speed
10 BIO-E for Leaping: Feline
5 BIO-E for Predator Burst
10 BIO-E for Advanced Hearing
10 BIO-E for Advanced Smell
5 BIO-E for Advanced Vision
Vestigial Disadvantages
- 10 BIO-E for taking Nocturnal
-5 BIO-E for Vestigial Tail
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
-5 BIO-E for Vestigial Ears
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Piranha
by: David Jamesrobert "duck-foot" Morris
(posted with permission)
Description
There are several different species of piranha. This template deals with the red-belly piranha a vicious carnivorous freshwater fish.
Size Level: 2
Length: up to 6 inches (15 cm)
Weight: A few ounces.
Build: Medium
Mutant Changes and Cost
Total BIO-E: 80
Attribute Bonuses: +2 P.P., +4 Spd
Human Features
Hands: Automatically None
5 BIO-E Partial: Character gains "lobe-fins" at the end of it's arms. The lobe-fins have a non-opposable thumb.
10 BIO-E Full: Fully developed arms and hands capable of fine manual movement like a humans.
Biped: Automatically None.
5 BIO-E Partial: The tail becomes a pair of rigid legs. Character can now walk or run erect on land for 1D4 minutes.
10 BIO-E Full: Character now has a set of fully developed human-like legs.
Speech None
5 BIO-E for Partial: Words will be guttural and hard to understand.
10 BIO-E for Full.
Looks: Automatically None. The character looks like a grizzled and vicious piranha. Shiny silver scales on the top, deep red scales on the belly. A fin runs down the back from head to tail.
5 BIO-E for Partial: The character has a humanoid form. Body is still extremely fish-like. The hands and feet are webbed.
10 BIO-E for Full: Large dark eyes set deep within the sockets. Big thick lips. Small pointed teeth, rough skin and no body hair.
Natural Weapons
5 BIO-E for 1D6 teeth
10 BIO-E for 2D4 teeth
15 BIO-E for 2D6 teeth
20 BIO-E for Frenzy Attack: When the character is down to 20% of his or her original SDC or hit points, or the characters smells or sees blood, kills an enemy, or hit by a critical strike he or she will go into a frenzy. +20 to SDC, +1 to strike and parry and +1D6 to bite attacks, character will not attempt to dodge. The effect lasts for 1D4 melee rounds.
5 BIO-E for 1D6 claws
Mutant Animal Powers
Automatically has Advanced Swimming at 80%
5 BIO-E Water Breathing
15 BIO-E Brute Strength
20 BIO-E Beastly Strength
10 BIO-E Extra Physical Endurance
10 BIO-E Extra Physical Beauty
10 BIO-E Infrared Vision
5 BIO-E Nightvision
15 BIO-E Predator Burst
Vestigial Disadvantages
-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Prey Eyes
-15 BIO-E for Aquatic Vestigial Skin
-20 BIO-E for Aquatic Respiratory System
-5 BIO-E for Webbed Hands and Feet: An additional -5% to manual skills. And -10% to Speed.
-10 BIO-E for Diet: Carnivore
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Tuesday, August 15, 2006
Rodent Cartel/New Filly Enforcer
[created by: gordyzx9r (AtB Forum @ Palladium Books); posted with permission]
Born and raised in Filly, the character received a streetwise education through the school of hard knocks. The character probably began as a gang member or thug whose potential was not lost on the Rodent Cartel. The character was indoctrinated into the Cartel where his or her strong-arm skills were fine-tuned. The character is now an Enforcer for the Rodent Cartel, excelling in the role of strong-armer, collection agent, assassin and so forth.
Apprenticeship: None
Primary Skills: HtH Expert, language, interrogation, prowl (+15%), streetwise (+25%), tailing (+15%), 2 ancient WP of choice, 3 modern WP of choice, & any 3 from military, rogue, or technical (HtH Assassin may be chosen in lieu of 2 modern WP)
Secondary Skills: Select any 8
Special Bonuses: +1 to PS, PE, PP, & Spd, & +5 to SDC
Money: 1D6X500 Bucks
Equipment: The Rodent Cartel will provide characters with equipment, weapons, clothing, and so forth as needed and as pertains to the task. In addition, the character will have their own personal sets of basic clothing, a personal sidearm and an ancient weapon. Characters may purchase their own equipment if they so desire.
Relatives & Connections: The character initially has 1D10 informants, snitches, and/or other contacts throughout Filly, each of whom have a 15% of having knowledge detrimental to the characters mission.
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Revised Background Table for After the Bomb use with Ninjas & Superspies
[created by: Kuseru Satsujin (AtB Forum @ Palladium Books); posted with permission]
Revised Background Table for After the Bomb use with Ninjas & Superspies
01-15% Feral Background
16-20% Freed Slave
21-25% Martial Monk
Some mutants are trained by secret societies and religious orders dedicated to the study of unarmed combat or specialty combat. They are forbidden to reveal the secrets of their combat moves and will practice most of their moves privately. Sometimes wandering individuals and small groups of these martial monks can be found performing tasks for their organization.26-40% Raised on the Frontier
Apprenticeship: Martial Monk (NEW!)
Primary Skills: Wilderness Survival, along with another four Domestic Skills, three Physical Skills, one Military Skill , two Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, as well as one good quality martial weapon of choice and one other ancient weapon.
Relatives & Connections: The character has a 5% chance of recognizing another member from the same organization or a known opposing organization.
41-50% Villagers & Townies
51-60% Border Area Character
61-63% Professional Military/Mercenary
Like the Elite Militia, mutant animals with professional military training are highly trained militarily. While some of these characters are trained by nations with standing armies (unlike the Militia levies of Cardania and many other nations). Occasionally groups of these mutants will band together to form mercenary units who work for whomever pays them.64-70% Elite Militia
Apprenticeship: Professional Military (NEW!)
Primary Skills: Hand to Hand Expert, Climbing, Wilderness Survival, Land Navigation, W.P. Pistol, W.P. Auto & Semi-Automatic Rifles, and W.P. Sub-Machinegun.
Secondary Skills: Select any seven.
Special Bonuses: +1D4 to P.S., +1 P.E., +2D4 to Spd, and +18 to S.D.C.
Money: 100 bucks.
Equipment: Fatigues, dress uniform, combat boots, and standard military gear (canteen, backpack, etc.). A helmet and flak jacket that
provide A.R. 11 and S.D.C. 80 as well as a pocket knife, assault rifle and pistol. Also receives one ancient weapon of choice.
Relatives & Connections: The character has a 5% chance of recognizing an old buddy in any mutant animal military unit.
71-73% Gatorland Ninja Operative/Independent Ninja Back Ground
Many mutants in Gatorland, as well as small schools throughout the rest of the known world, are taught the ancient art of Ninjitsu, and taught how to act like the famed ninja from before the Crash. These characters tend to be highly trained in the arts of stealth, combat, and guerilla warfare. Gatorland Ninja Operatives are recruited and trained by the Teenage Mutant Ninja Turtles, err, Gang of Four, to perform a variety of tasks for the Gatorland government (such as it is). Independent Ninja are often found alone or in small groups trained by sensei who have mastered the art.74-80% Guerilla Warrior
Apprenticeship: Ninja Operative (NEW!)
Primary Skills: Wilderness Survival, Demolitions, and Demolitions Disposal, along with another four Military Skills, two Physical Skills, three Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +2 P.P., +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, one custom ninja suit, as well as one good quality ninja weapon of choice and one other ancient weapon.
Relatives & Connections: If a Gatorland Ninja Operative, the character has contacts with the Gatorland ninja organization, Cardania's Scouts, Rodent Cartel, and other rogue elements on the Eastern Seaboard. Independent Ninja often only have contact with their sensei and/or the sensei's other students, and with a few rogues or locals from their homeland.
81-83% Espionage Agent
With tense relations between many nations, particularly the Empire of Humanity and it's mutant neighbors, many countries employ small, elite groups of espionage agents used to scout out and gather information on their neighboring countries and look out for dangerous groups moving near their home nation.84-87% Raised by Bandits
Apprenticeship: Espionage Agent (NEW!)
Primary Skills: Wilderness Survival, Prowl, Demolitions, and Demolitions Disposal, along with another four Military Skills and four Rogue Skills.
Secondary Skills: Select any six.
Special Bonuses: +1 P.P., +1 P.S., +1 P.E., +3 to Spd, and +5 to S.D.C.
Money: 2D6 times 100 bucks.
Equipment: Full set of clothing and traveling equipment with one firearm an two ancient weapons.
Relatives & Connections: Part of a secret network of espionage agents working for one nation or another.
88-90% Professional Thief
These mutants are the urban version of Bandits and commit crimes among the many mutant animal communities. They are often after personal gain rather than anything else, though there are a few who either steal for the fun of it or to support their families and friends.91-98% One of the Academic Underground
Apprenticeship: Professional Thief (NEW!)
Primary Skills: Literacy, Basic Mathematics, four Rogue Skills, two Scientific & Scholastic Skills, three Weapon Proficiencies, one Pilot Skill and one Domestic Skill.
Secondary Skills: Select any seven.
Special Bonuses: +1 P.P., +1 to M.A. and +1 to M.E.
Money: 2D6 times 1000 bucks.
Equipment: The character is well equipped with clothing, traveling equipment, thieves tools (usually lock picks and a few other odds and ends) as well as two weapons.
Relatives & Connections: Since these characters tend to move from town to town a lot, there's a 3% chance of running into someone who knows them in any village or town.
99-00% Gizmoteer
Often part of the Academic Underground, these mutants have found a natural knack or particular aptitude for one particular discipline. These characters delight in taking things apart, figuring out how they work, and rebuilding them into wild and wonderful gizmos.
Apprenticeship: Gizmoteer (NEW!)
Primary Skills: Select any six Scientific & Scholastic Skills, and four Technical Skills.
Secondary Skills: Select any six.
Special Bonuses: +2 to I.Q, +1 P.P., and +1 to M.E.
Money: 1D4+1 times 1000 bucks.
Equipment: Full set of clothing and traveling equipment, a main weapon, and a computer with a huge library of electronic reference books (pick four specialty topics). Also has a decent selection of tools and parts.
Relatives & Connections: May or may not be part of the secret network of scientists and academics who continue the work of studying, experimenting, publishing, and generally pushing back the dark forces of ignorance. If not, has a 10% chance of recognizing a member who is.
Martial Monk Apprenticeship
Base "Hand to Hand Skill": Select one martial art from among the following; Aikido, Mein-Ch'uan Kung Fu, Bok Pai Kung Fu, Choy Li Fut Kung Fu, Lee Kwan Choo, Li Chia Kung Fu, Pao Pat Mei, Sankukai Karate, Taido, Tai Chi Ch'uan, Te, and Zanji Shinjinken Ryu.
Main Skill: As per martial art style selected above.
Core Skills: All skills from the martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).
Ninja Operative Apprenticeship
For at least eight years the character has trained under a ninja sensei in the ways of Ninjitsu. The character has learned how to use the weapons, equipment, and methods of a ninja. They are skilled at silently performing any number of missions, ranging from simple scouting and intelligence gathering to more complex subterfuges and sabotage. Many ninja use their skills to perform assassinations. A ninja works from the shadows, and no one may know their true identity, consequently, any ninja who operates openly as a ninja, continually goes masked and disguised, so no one will know their true identity. Other ninja, more adept at concealing themselves, will opt for simple disguises, often appearing as simple farmers, craftsmen, warriors, bandits, or rogues.
Gatorland Ninja Operatives fulfill a variety of roles including operating trade missions, embassies, acting as the military and administrative officers of Gatorland, and keeping tabs on Gatorland's neighbors (and more importantly any threats to Gatorland). These ninja primarily concentrate on the military and spying aspects of Ninjitsu training. The Gang of Four often employs single operatives and small, commando-style groups as mercenaries, lent out through black market channels to act as bodyguards, scouts, and explorers (and it is rumored, assassins and enforcers) throughout the known world.
Independent Ninja are often trained by sensei in solitary schools that may be found anywhere from remote wilderness locations, to small villages or even hidden among a burgeoning metropolis. Ninja trained in this manner are often independents who act in a variety of ways, typically traveling the land like the Japanese Ronin of old. Occasionally, gangs of these ninja may join together, either for increased opportunities for power (through theft, looting, assassinations, or simply selling the services of the group to the highest bidder) or for protection (of themselves, their sensei, or a group or community).
Base "Hand to Hand Ninjitsu Skill": In the case of combinations of After the Bomb with Ninjas & Superspies, Gatorland Ninja Operatives receive the Ninjitsu martial art style.
Main Skill: Hand to Hand Ninjitsu
Core Skills: All skills from Ninjitusu martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).
A list of Ninja Weapons and Equipment:
Descriptions can be found in TMTN&OS, N&S, Rifts: Japan, and Rifts GMG.
Weapons (applicable W.P.(s) listed in parenthesis)Equipment
- Aikuchi/Tanto (Knife) Damage: 1D6; Cost: 30 bucks
- Bisento (Polearm) Damage: 3D6+4; Cost: 300 bucks
- Blow Gun (Targeting) Damage: 1D4, may be coated with poisons or drugs; Cost: 15 bucks
- Bokken (Blunt or Sword) Damage: 2D4; Cost: 30 bucks
- Daisho (Paired) see Katana and Wakizashi
- Hankyu (Archery) [This is the folding ninja bow] Range: 250 feet (76m), Damage: 2D4; Cost: 120 bucks.
- Jitte (Forked) Damage: 1D6; Cost: 60 bucks
- Katana (Sword) Damage: 2D6 or 3D6 for a high quality sword; Cost: 200 bucks for a normal Katana, 1000 bucks higher for a high quality Katana
- Kawanaga (Grappling Hook) Damage: 1D8; Cost: 10 bucks
- Kusari-Fundo (Chain) Damage: 2D6; Cost: 10 bucks
- Kusari-Gama (Chain and Battle Axe) Damage: 1D10--chain, 1D8--sickle; Cost: 50 bucks
- Kyoketsu-shogi (Chain and Battle Axe) Damage: 1D8--chain, 1D6--blade; Cost: 40 bucks
- Manriki-Gusari (Chain) Damage: 1D8; Cost: 8 bucks
- Naginata (Polearm) Damage: 2D6; Cost: 150 bucks
- Ninja-to (Sword) Damage: 2D4; Cost: 80 bucks
- No-Dachi (Sword) Damage: 3D6+4; Cost: 500 bucks
- Nunchaku (Chain) Damage: 2D4; Cost: 20 bucks
- Sai (Forked) Damage: 1D6; Cost: 65 bucks
- Shinobi-Zue (Staff and Chain) Damage: 1D10 for chain, 2D4 for staff; Cost: 40 bucks
- Shikomi-Zue (Staff or Spear) Damage: 2D6 for spear, 2D4 for staff; Cost: 45 bucks
- Shuriken (Targeting) Damage: 1D4; Cost: 30 to 50 bucks
- Tonfa (Blunt) Damage: 1D6; Cost: 20 bucks
- Wakizashi (Sword) Damage: 2D4 or 2D6 for high quality sword; Cost: 100 bucks for a normal Wakizashi, 1000 or higher for a high quality Wakizashi
- Yari (Spear) Damage: 2D6; Cost: 35 bucks
- Chain Cost: see AtB for costs
- Eggshell Bomb Cost: 5 bucks each
- Ippon-Sugi Nobori Cost: 25 bucks
- Ninja Boots Cost: 10 bucks
- Ninja Caltrops (Tetsubishi) 1 point of damage, possible poison; Cost: 5 bits, for materials and/or tools, each
- Ninja Climbing Claws (Foot/Ashiko) Cost: 45 bucks/pair
- Ninja Climbing Claws (Hand/Shuko) Cost: 55 bucks/pair
- Ninja Emergency Kit Cost: 120 bucks
- Ninja Hang Glider (HitoWashi) Cost: 250 bucks
- Ninja Socks (Tabi) Cost: 2 bits/pr
- Ninja Suit (Shinobi Shozoku) Cost: 10 bucks
- Rope Cost: see AtB
- Rope Ladder Cost: x1.5 cost of normal rope, see AtB
Professional Military/Mercenary Apprenticeship
Main Skills: Select one Military Skill program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Military Skill programs from Ninjas & Superspies.
Espionage Agent Apprenticeship
Main Skill: Select one Espionage Skill Program (excluding the Professional Thief Skill Program) from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Espionage Skill Programs from Ninjas & Superspies.
Professional Thief Apprenticeship
Main Skill: Receives the Professional Thief Skill Program from Ninjas & Superspies with an additional +12% bonus to those skills.
Core Skills: Language (two), Streetwise, W.P. Knife, W.P. Pistol. All get a +10% apprenticeship bonus.
Rogue & Thief Skills: Select six Rogue Skills. All get a +5% apprenticeship bonus.
Gizmoteer Apprenticeship
Main Skill: Select on Gizmoteer Skill Program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Gizmoteer Skill Programs from Ninjas & Superspies.
[Author's Website: Ninjas & Superspies GMs Netbook]
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Labels: apprenticeship, background, guest article
