Bastion OCCs: Scientist and Grab Team Expert

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Bastion OCCs: Scientist and Grab Team Expert

Unread post by Guy_LeDouche »

Guy's notes: And here we go, with the roll out of the OCCs. As always, constructive feedback and criticism is always welcome. Enjoy!!

Note: All Bastion characters roll for attributes, "Amnesia" and "Reconstruction" effects as outlined in the Character Template.

Additionally, Bastion characters are all technically proficient and advanced; many will skills listed that are not presented in the Splicers main book. In cases like this, these skills can be found in Rifts or alternate Palladium titles.



Scientist OCC

The soul of the Bastion has always been research, and the Scientist OCCs are at the center of it. These men and women were experts in their fields, advanced thinkers and scholars. Almost all are true intellectuals whose skills go beyond mere education; many bordering on the level of super genius. As science and knowledge are valuable commodities in this new world, these true scientists are a rare and priceless luxury. Scientists of the Bastion take many forms; from tweed wearing, pipe smoking professors who rarely leave an office to lab rats inventing some new device, to rough-and-tumble “field” scientists more at home in remote places than in any lab environment.

Regardless of their appearance, all scientists possess an insatiable lust for knowledge and an extraordinary work ethic. Through a combination of luck, good fortune, perseverance, and hard work, these scientists have achieved the height of scholarly excellence and are considered among the leading experts in their particular fields of study. While many pursue a career in the “hard” sciences, a Scientist can also be an expert in the arts and humanities. Irrespective of their individual disciplines, all Scientist characters hold at least one Doctorate level degree of some sort, with many holding multiple advanced degrees in numerous disciplines.

Many Scientists generally stick close to the Bastion, teaching classes, lecturing, crunching numbers, and running experiments with little inclination to go “out in the field”. While some may be ill-suited for adventure, other Scientists are as quick with a weapon or their fists as they are with minds. These “Field Researchers” use the idea of testing new theories or performing first-hand research in the field as an excuse to go adventuring. This makes some Scientists surprisingly rugged, self-reliant individuals who can handle themselves in the wild or in combat and aren’t afraid of a harsh and unforgiving world.

Regardless of their formidable intelligence and education, many Scientists are lacking in social graces. They are often obsessed with a particular area or theory and tend to devote all their energies to it. As a result, many are somewhat absent minded, clumsy, and tend to come across as aloof, arrogant, and condescending. The worst of the lot may become the stereotypical “mad scientist”, showing a complete disregard for anything, even human life, to prove their theories or make their creations a reality.

Whether in the lab or in the field, Scientists are always inventive and resourceful. These characters combine all levels of knowledge and expertise with technology. The Scientists will be the ones making the discoveries that change the world.

Alignment: Any
Attribute Requirements: I.Q. 16 or higher, a high M.E. and P.E. are helpful but not mandatory.
O.C.C. Bonuses: +2 to I.Q. attribute, +2 to save vs insanity, +2 to save vs. Horror Factor +1D6+6 S.D.C.

O.C.C. Skills:
    Literacy (+35%)
    Language and Literacy in two of choice (+20%)
    Basic and Advanced Math (both 30%)
    Basic Electronics (+20%)
    Computer Operation (+20%)
    Computer Programming (+15%)
    Pilot: Automobile (+10%)
    Radio: Basic (+10%)
    Salvage (+20%)
    W.P. Energy or Caseless Pistol

Hand to Hand combat is selected as an “O.C.C. Related” skill as follows: Basic counts as one skill selection, Expert as two, Martial Arts (or Assassin, if evil) as three.

O.C.C. Related Skills: Select four Science skills, three Technical skills, two Medical skills, and eight other skills (including from the previous categories), +2 additional skills at levels 3, 6, 9, 12, and 15. All new skills start at level one proficiency.
    Communications: Any (+5%, +15% to Cryptography, Laser Communications, and Optic Systems)
    Domestic: Any (+5%)
    Electrical: Any (+10%)
    Espionage: Wilderness Survival only (+10%)
    Mechanical: Any (+10%)
    Medical: Any (+10%)
    Military: Trap/Mine Detection only (+5%)
    Physical: Any excluding Acrobatics, Gymnastics, and Wrestling
    Pilot: Any (+5%)
    Pilot Related: Any (+5%)
    Rogue: Any
    Science: Any (+20%)
    Technical: Any (+15%)
    Wilderness: Any (+10%)
    W.P.: Any, excluding Heavy Weapons of any kind.

Secondary Skills: Choose a total of four Secondary Skills from the previous list. They are limited by the categories listed, but do not receive any of the bonuses listed in parentheses. These are additional areas of knowledge and start at the first level of proficiency. The character may select one Secondary Skill at levels 2, 4, 7, 10, and 13. These are additional areas of knowledge that do not get any bonuses, other than a high I.Q. bonus.

O.C.C. Abilities and Bonuses:
1. Hypothesize: A skill-like ability that enables a character to make an “educated guess” to an impossible question or scenario. With this ability, the Scientist can use 1 action point to come up with a useful theory that answers a question concerning a specific goal, event, or activity that occurred in the past or will occur within 1 week. Given all the information at hand, the character can make a quantum leap in logic to arrive at a new and possibly radical solution to the problem that no one else has made (or is even likely to understand.) Hypothesize may also learn allow the character to deduce certain secrets or "behind the scenes" information that they might not have been privy to otherwise, thanks to his extremely acute powers of deduction ("I don't know why I didn't see it before! The metal’s been magnetized! That combined with those stress fractures indicate some type of EMP effect! And given the current wind trajectory and ambient nanites in the air, thanks to the alignment of the planets this month, this means that the attack would have come from the south, no more than 20 miles from here! Let's go!"). G.M. Note: Use this as a sudden flash of insight or realization and a (temporary) quick fix in which the character knows what to do about some critical problem. This ability does NOT apply to finding a cure for the nanoplague, or figuring out how to build a nuclear device with a paperclip, or similar quick fixes to impossible problems. Base Skill: 50%+2% per level.

2. Scientific Improvisation: At 2nd level, the Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Scientist create tools and devices quickly and cheaply, even in a dramatic situation, but these creations have a limited useful lifespan. Electronic devices, special tools, mechanical devices, and even weapons can be built with scientific improvisation. It takes a minimum of 1D4 minutes to make an object with scientific improvisation (or longer, at GM’s discretion, depending on complexity of the item or object.) The object, when put into use, lasts for a number of rounds equal to the Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired. Base Skill: 45%+5% per level

3. Preferred Weapon: The Scientist selects one weapon they are proficient with. With the selected weapon, the Scientist adds ½ of their experience level (rounded down) as a bonus to any applicable attack rolls.

4. Funding: Most Scientists have specific scientific goals that they wish to achieve. Often, the largest barrier to such achievements is a lack of resources. At 4th level, a Scientist’s career has advanced sufficiently that they are now trusted with the necessary resources to continue to experiment. This ability leaves a lot to the GM’s discretion. The character does not receive unlimited resources, but does receive enough to make continued and substantial progress. At a minimum, the Scientist should be provided with a lab, access to research materials, and sufficient resources to perform experiments. Extremely rare and expensive requests may require significant time to acquire; they might even require assistance from other Scientists or the Cadre.

5. Cadre Proficiencies: Scientists, espcially those in the field, may receive Cadre training. The character may select one proficieny at level 2, 6, and 11.

4. Nanotech Modifications: Any


Standard Equipment: Light or medium body armor, choice of at least one weapon, four extra clips for the weapon(s) rifle, survival knife, fine leather gloves, a box of disposable surgical gloves (100 per box), 2D4 specimen containers, 20 medium-size plastic bags, hand-held computer, pocket audio recorder, portable video camera, portable language translator, pocket laser distancer, pocket flashlight, portable tool kit, laser scalpel first-aid kit, portable laboratory, backpack, two satchels, utility belt, utility/combat harness, air filter & gas mask, lab coat, and canteen.

Equipment Available Upon Assignment: Almost anything, including various types of weaponry, sensory equipment, recording equipment, medical equipment, communications and surveillance, optical enhancements, camera equipment, vehicles, food rations and so on. In addition, the character has access to medical, laboratory and computer facilities. A Scientist typically has at least mid-level up to the highest level security clearance depending on the character's level of experience and history.
Last edited by Guy_LeDouche on Mon Feb 11, 2013 1:45 pm, edited 1 time in total.
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Re: Bastion OCCs: Scientist and Grab Team Expert

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GRAB TEAM O.C.C.

“Our job is thankless and dangerous. Our missions are never talked about. Our victories are never celebrated. And our deaths are never mourned. But our duties are absolutely essential.”

At its heart, the Bastion is still about science and experimentation. But experiments frequently need live test subjects in order to continue. The dangerous (and ultimately thankless) job of obtaining subjects falls to a specialized group officially called “Speciman Acquisitions and Retrieval.” One of the many dark secrets of the Bastion, its members are rarely spoken of in the open. On the few occasions they are, members are simply referred to as “The Grab Team”.

Before the age of Splicers, Grab Team members were tasked with some of the darkest and most unspeakable actions of the Bastion: kidnappings, black mail, and murder. When test subjects (human or otherwise) were needed, the Grab Team was tasked with “obtaining” these subjects. The Bastion never asked where they came from or how the Grab Team “procured” them. It was enough that they did. Even today, the Grab Team fulfill this specialized function. But the world, and the job, are more dangerous than ever. And the Grab Team is ready for the challenge.

Still responsible for many dirty and underhanded actions of the Bastion, Grab Team members are a combination of elite soldier, spy and wilderness scout who specialize in tracking and capturing live test subjects, regardless of whether they are humans, Splicers, Technojackers, robots, and even monsters. These individuals are often cold, unmerciful men and women who love the challenge of hunting and apprehending intelligent prey. Typically, only evil or hard-set people make the cut of the Grab Team. If ordered, a Grab Team member will hold a newborn hostage to capture its mother. When on the job, most are dispassionate professionals who never think of their prey as anything but the “target" or “subject” and will use any tactic necessary to complete the capture.

Despite the vile nature of their duties, Grab Team members are consummate professionals. Unless following orders, captured subjects are never mistreated, tortured or beaten. Grab Teams are not wanton killers or sadists; attacks on those other than the "target" are typically leveled only against those who try to oppose them or get in the way (even if accidental.) Many Team members will even warn innocent bystanders before taking action. However, even this professionalism has its limits. Anybody who tries to interfere in the slightest way are restrained or killed. Anybody who gets in the way is removed, usually by getting killed. Anybody who fights to protect their "target" is removed, usually slain.

However, this single-mindedness of the Grab Team is such that most are usually content with "removing" an obstacle. They don't really care if living obstacles live or die as long as they are removed. This means an opponent who is rendered unconscious or so severely injured that he cannot fight is usually ignored. Only the capture of the target or completion of the mission is important. If an obstacle is removed and no longer represents a genuine threat, it becomes unimportant. The Grab Team won’t hesitate to use deadly force to address most issues and most will kill without hesitation, seeing murder as the quickest and safest (for themselves) solution.

Once the target is captured, the Grab Team will swiftly leave, attacking only those who stand in their way. The Grab Team regards acts of retribution or wholesale slaughter as petty and lacking in discipline. Lingering after a successful grab is a waste of time and energy, and dangerous — lingering can only give the target's friends and associates (or local authorities) time to gather and retaliate. The Grab Team goes in, acquires the target, and leaves. There will be enough time to relax when not on assignment.

Grab Team members are typically evil and feel no remorse, even over the death or capture of innocent women and children. Many are psychopathic. Yet, interestingly, even the most vile and wicked adhere to the same methodology and strict code of ethics. On the job, the Grab Team has the cunning of any predator and the cold precision of a machine.

Grab Team O.C.C.
Alignment: Anarchist at best, the vast majority are evil of some sort (Aberrant, Miscreant, and even Diabolic.)

Attribute Requirements: M.A., P.P., and P.E. of 14 or higher. A high I.Q., P.S. and Spd are helpful, but not mandatory.

O.C.C. Bonuses: The character's intensive training and background provides the following bonuses:
    +2D6+6 to S.D.C.
    +1D4 to M.A. and P.S. attributes
    +1 melee attack/action per round
    +1 on initiative at levels 1,3, 6, 9,12 and 15
    +2 to disarm in hand to hand combat or Called Shot
    +2 to pull punch at levels 1,4, 8 and 12
    +1 to strike on "called" shots at levels 2, 5 and 11,
    +5% to save vs Coma & Death
    +2 to save vs Horror Factor at levels 2,4, 8, 12 and 15.

O.C.C. Skills:
    Hunting
    Camouflage (+10%)
    Land Navigation (+10%)
    Literacy: English (+20%)
    Math: Basic (+20%)
    Basic Electronics (+5%)
    Radio: Basic (+10%)
    Radio: Surveillance Systems & Tailing (+15%)
    Prowl (+15%)
    Detect Ambush (+10%)
    Intelligence (+10%)
    Trap Construction (+20%)
    Trap/Mine Detection (+15%)
    Tracking: Humanoids (+20%)
    Tracking: Animals (+10%)
    Streetwise (+10%)
    Pilot: Two of choice (+10%)
    Boxing
    One Physical skill of choice.
    W.P. Paired Weapons
    W.P. Knife or Sword
    W.P. Energy or Caseless Rifle
    W.P. Three of choice.
    Hand to Hand: Assassin or Martial Arts; pick one.

O.C.C. Related Skills: Select eight other skills at level one, but at least two must be selected from the Physical catefory and two from the W.P. or Wilderness catergory. Plus, select two additional skills at levels 3, 7, 9 and 12. All new skills start at first level proficiency.
    Communications: Any (+5%)
    Cowboy: None
    Domestic: Any
    Electrical: Any, except Robot Electronics.
    Espionage: Any (+10%)
    Mechanical: Any, except Robot Mechanics & Weapons Engineer.
    Medical: First Aid only (+5%).
    Military: Any (+5% to Demolitions and Trap skills only)
    Physical: Any
    Pilot: Any
    Pilot Related: Any
    Rogue: Any (+5%)
    Science: Math, Astronomy and Chemistry only (+10%).
    Technical: Any (+5%)
    W.P.: Any
    Wilderness: Any (+5%)

Secondary Skills: Choose a total of four Secondary Skills from the previous list. They are limited by the categories listed, but do not receive any of the bonuses listed in parentheses. These are additional areas of knowledge and start at the first level of proficiency.

Exclusive OCC Skills

1. Stalking: The specialized technique of sneaking up on prey to kill or capture it. A skill of intense physical and mental concentration, stalking stresses patience over speed. In many cases, the Grab Team will quietly move into position to get the best possible capture chance. In a world of monsters, advanced robots, and enhanced humans, this task is often close to impossible. The character must move without the target picking up a scent, hearing a noise, catching a glimpse of movement, or any other number of factors. It takes a minimum of 1D4+1 melee rounds to get into striking position. Stalking offers the following bonuses as applicable:
    • +2 to entangle, leap on and pin/incapacitate/wrestle with the target
    • +1 to strike on an aimed shot (includes bows or thrown weapons)
    • +5% to Prowl
    • +5% to Camouflage
    • +5% to Track humans/animals
    • +5% to Detect Concealment
    • +10% to Detect Amush
    • +10% to Detect Traps/Mines

2. Sign Language: Always concerned about noise, the Grab Team has developed its own specialized Sign Language. Originally based on military hand signals, it has grown in sophistication and is virtually unintelligible unless one has been trained in it. A closely guarded secret, very few outside of the Grab Team have been taught more than a few basic signals. Base Skill: 35%+4% per level of experience.

3. Cadre Proficiencies: Grab Team members receive constant Cadre training. A Grab Team character starts with a proficiency of choice. Additional proficiencies are gained at 3rd , 5th, 8th, and 12th level.

4. Nanotech Modifications: Any

Standard Equipment: One non-lethal weapon of choice (Dazzler and Sonic weapons are the most common), at least one rifle and one sidearm of choice, each with six clips, as well as three additional weapons of choice with three magazines of ammunition for each. The character will also have 1D4 small knives, 2D4 hand grenades (usually concussive), tinted goggles or high-impact sunglasses, knapsack, tent and backpack, containers, two canteens (single pint), freeze-dried combat rations (1D4 week supply), and some personal items.

Equipment Available Upon Assignment: Nearly anything. The Grab Team and their “services” are necessary to the Bastion and its staff. Grab Team members have access to almost any equipment they need. Examples of their specialized equipment are presented below.

Armor: The Grab Team has access to any armor they may need. While on assignment, most will wear the “Abductor” armor; a suit specially designed for capturing targets. The Abductor is typically matte black or other dark colors— no reflective surfaces. They may also use any standard armors for espionage operations and heavy for combat.

“Abductor” Grab Team Armor\

The “Abductor” is the armor used most frequently by the Grab Team. Augmented with a powerful exoskeleton, the Abductor enhances the speed and strength of the wearer, putting them on more even footing with the augmented humans and lethal creatures they must frequently hunt.

Like all Bastion armor, the Abductor is created with advanced nanotech alloys, offering superior protection and features at a much lighter weight then comparable armor. The Abductor has all the standard features of Bastion armor as well as several non-lethal capture tools usable in both close-quarters and urban settings.

Weight: 60 pounds, but the exoskeleton makes it seem almost as light and mobile as the Prowler armor.

Mobility: Good, -10% penalty on applicable skills.

M.D.C. by Location:

    Arms (2) — 85 each
    Forearm Grenade Launchers (2) — 65 each
    Capture System (2, each shoulder) —50
    Legs (2) — 150 each
    Head —180
    * Main Body —310

Special Features: Standard features for all Bastion armor plus the following from the exoskeleton.
    Physical Strength: Equal to a Robotic/Splicer P.S. of 35
    Speed: Top running speed of 60mph and the user tires at 30% usual rate of fatigue.
    Leaping: The wearer can leap up to 30 feet high or across from a standing start. A running start increases the distance by 50%.


Weapon Systems:
Forearm Mounted Grenade Launchers (2):
Two anti-personnel grenade launchers are set into the forearms of the armor.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: Any grenade type can be used but standard issue is tear gas (covers a 25 foot area/7.6 m and lasts for 3D4 minutes. Victims are -10 to strike, parry and dodge as well as -3 to initiative and one melee attack for 1D6 rounds), concussion (1D4 M.D. to a 20 foot area/6.1 m. Has a 01-75% chance to knock opponents off their feet and 01-60% to be stunned. Victims of a knockdown are -1 on all attacks for the first melee. Stunned victims are -10 on all actions and is the last to attack in a melee.), and fragmentation (3D8 M.D. to a 20 foot/9.1 m area).
Rate of Fire: One at a time, or in volleys of two, four or six.
Maximum Effective Range: 1200 feet (365 m)
Payload: 24 total; 12 per launcher. Typical mix is eight of each grenade type.

Bola Capture System (2): The Bola Capture System fires mega-damage bolas to ensare and capture targets. Victims of this attack are bound by a high tensile, wire that is incredibly resistant to damage (M.D.C. of 10). Characters must have a Supernatural Strength of 20 or Splicer/Robotic strength of 30 to attempt to break free. Otherwise, the wire must be cut or the victim must be untangled; untangling takes about a minute (1D4+1 melee rounds). Bound characters have difficulty running (reduce Speed by ½), lose initiative, and all combat bonuses are reduced by half.
Primary Purpose: Capture
Secondary Purpose: Defense
Mega-Damage: 5D6 S.D.C.
Rate of Fire: Each capture system may fire twice per melee.
Maximum Effective Range: 3000 feet (914 m)
Payload: 10 shots per weapon.

Grab Team Specialty Weapons:
• Restraint Launcher: Resembling a large bore shotgun, this unique weapon fires a large box-shaped projectile composed of tightly compressed straps and cords. On impact with the target, a small explosive charge goes off, creating a whirlwind of flailing restraints and counter weights. The weights force the restraints around the target while a powerful molecular adhesive bonds the straps to each other, effectively wrapping the victim tight. Range: 60ft. Weight: 6 pounds. Damage: 1D6 S.D.C. plus the target is coiled tight and immobilized. The victim is tightly coiled and must be cut loose. Each of the 20 cords has 2 M.D.C. points and are very hard to break, requiring a Supernatural P.S. of 30 or higher (40 or higher for Splicer/Robotic Strength.) Payload: Single shot; requires two melee actions/attacks to reload the weapon. The restraint projectile is roughly the size of small box and comes in a small ammo pouch holding 3 shots.

• Net Launcher: Resembling a single shot grenade launcher, the round actually expands in mid-air, becoming a mega-damage net. The Net Launcher is a bit more flexible then the Restraint Launcher, having a better range and the ability to arc over obstalces or cover. Normally pair of launchers will be issued to each per Grab Team squad. Range: 500ft. Weight: 8 pounds Damage: Special. The net entangles the victim, requiring four melee actions/attacks to untangle (half that for beings with Supernatural P.S. of 40 or greater, 50 or greater Robotic/Splicer P.S.) While entangled, the victim cannot strike or parry, is -2 to dodge, and moves at a speed of 4. Payload: Single shot; requires two melee actions/attacks to reload the weapon. A bandoleer holds 20 net-grenades.
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Re: Bastion OCCs: Scientist and Grab Team Expert

Unread post by The Galactus Kid »

I would lower attribute requirements of the Scientists by 2 (I.Q. 14) and the grab team by 1 or 2 (M.A., P.E., and P.P. 12 or 13) mainly because it would simply be difficult to actually get a character to those requirements by normal means with the rules as written. Many GMs will allow players to assign stats, but if your GM isn't one of those, then it can be difficult.
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Re: Bastion OCCs: Scientist and Grab Team Expert

Unread post by Guy_LeDouche »

The Galactus Kid wrote:I would lower attribute requirements of the Scientists by 2 (I.Q. 14) and the grab team by 1 or 2 (M.A., P.E., and P.P. 12 or 13) mainly because it would simply be difficult to actually get a character to those requirements by normal means with the rules as written. Many GMs will allow players to assign stats, but if your GM isn't one of those, then it can be difficult.


I've gone back and forth on these a lot; I must have changed them a dozen times or more. I
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Re: Bastion OCCs: Scientist and Grab Team Expert

Unread post by Shark_Force »

The Galactus Kid wrote:I would lower attribute requirements of the Scientists by 2 (I.Q. 14) and the grab team by 1 or 2 (M.A., P.E., and P.P. 12 or 13) mainly because it would simply be difficult to actually get a character to those requirements by normal means with the rules as written. Many GMs will allow players to assign stats, but if your GM isn't one of those, then it can be difficult.


might not be as hard as you think. check the main thread on these OCCs and you'll see they don't have standard attribute rolls.
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Re: Bastion OCCs: Scientist and Grab Team Expert

Unread post by The Galactus Kid »

Good catch, Shark Force. That makes a little more sense now
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Ziggurat the Eternal wrote:I'm not sure if its possible, but if it isn't, then possible will just have to get over it.

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Re: Bastion OCCs: Scientist and Grab Team Expert

Unread post by Guy_LeDouche »

Shark_Force wrote:might not be as hard as you think. check the main thread on these OCCs and you'll see they don't have standard attribute rolls.


The Galactus Kid wrote:Good catch, Shark Force. That makes a little more sense now


It's why I've gone back and forth on it so much. They don't use the standard attributes; they normally fall between 10-20 before skills, OCC bonuses, etc. Because of this, I had made their requirements a bit higher than normal. But still not 100% sold on the idea. So, I'm very interested in other opinions.
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Re: Bastion OCCs: Scientist and Grab Team Expert

Unread post by Aramanthus »

I like this material. I hope you keep it coming.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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