The Return of Marty

   Today it’s a possible upgrade for Marty, for the Federation-Apocalypse game. This version presumes that he has at least 2/3’rds as many experience points as Kevin, and will have accepted a bit of physical enhancement courtesy of Kevin’s transformation powers. Note that this version is using two fairly powerful relics, and therefore is an EXTREMELY dangerous melee combatant.


Martin “Marty” Tabard Jr (Possible Update):

+1 ECL “Race”: Cartoonified (Toon) “Pureblooded” Human (58 CP)

  • Fast Learner/Specialized in Skills: +2 SP/Level (6 CP).
  • +4 Intelligence (Normally 24 CP, reduced to 12 CP by world laws).
  • +2 to any one attribute (normally 12 CP, reduced to 6 CP by world laws).
  • Immunity/Aging (can expect to live almost indefinitely, uncommon / minor / major, 3 CP).
  • Grant of Aid: May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 6 CP), with both Regenerative options (6 CP) and +8 Bonus Uses (12 CP). In core, this requires several hours per use unless the user spends a magic point.
  • Extraordinary Returning (Specialized, Requires being “animated” with standard cel-based or 3D animation tools) (3 CP). Most toons—Marty included—are unaware that they have this ability. They have trouble thinking of themselves as creations. It would take a “mundane” friend thinking, “Hmm, that guy was a lot like a cartoon character. I wonder what happens if we base a cartoon on him?” for anyone to discover it.
  • Innate Enchantment: All spells Personal Only: Rubber Fall (resembles Feather Fall, but you have to peel yourself off the ground, 1400 GP), Regenerate Light Wounds (1/Round, up to 20 points/level/day maximum, 1400 GP), Cure Light Wounds (1d8+1 1/level/day as needed, 1400 GP), Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP), and Void Sheathe (may store a single weapon in “nowhere” and pull it out as needed, half cost due to single weapon restriction, 350 GP). 5950 GP total, 7 CP.
  • Template Disadvantage: Insane (most toons are blasé, even bored, in even the most dangerous and deadly situations, -3 CP).

   Attributes: Strength 21 (25)/+7 (DR 5/-), Dexterity 26 (28)/+9, Constitution 21/+5 (5 magic points), Intelligence 18/+4, Wisdom 14/+2, and Charisma 16/+3 (6 free contacts). Rolled Attributes: 12, 14, 15, 16, 17, 18

   Available Character Points: +10 CP Disadvantages (Compulsive Lechery, Alcohol Dependency and History (of character and homeworld), +2 CP/Level Duties (works for Amarant Solutions), +12 CP (L1 and L3 Feats) +48 CP (level one base) + 58 CP (experience) = 134 CP. 134 Spent.

Basics (21 CP):

  • Saving Throws:
    • Fortitude +0 (0 CP) + 5 (Con) +1 (Morale) = +6
    • Reflex +2 (6 CP) + 9 (Dex) +1 (Morale) = +12
    • Will +1 (3 CP) + 2 (Wis) +1 (Morale) = +4
  • Hit Dice: L1-3d8/21 HP (12 CP) +2d6/12 HP (Magic) +25 (Con Mod x 5) +30 (Smartclothes) = 88 (66 in Core and no-magic realms).

Combat Information (34 CP):

  • Proficiencies: All Simple and Commando Weapons (Garrotes, Pistols, Shortswords / Combat Knives, Etc) (12 CP, -8 from Dex = 4 CP) and Light Armor (3 CP).
  • Move: 30 ft (Base) + 10 (Genes) +30 (Light Foot) +30 (Personal Haste) = 100
  • Initiative: +9 (Dex)
  • BAB: +2 (12 CP) +5 BAB specialized in Knives and Shortswords (15 CP). Net BAB +2, +11 with Knives and Shortswords.
  • Armor Class: 10 (Base) + 9 (Dex) + 2 (Wis, per world rules) +4 (military smartclothes) +4 (Shield) +1 (Natural) = 30.
  • Damage Reduction 5/- (Strength) + 4/- (Smartclothes) = 9/- versus both physical and energy damage.

Usual Weapons:

  • +3 keen knife: +11 (BAB) +3 (Magic) +9 (Dex) +1 (Morale) +2 (Martial Art) +4 (Int) = +30/+30 (Personal Haste)/+25/+20 to Hit, Damage 1d4 (Base) +7 (Str) +4 (Int) +3 (Magic) +1 (Morale)+5d6 (Sneak Attack) = 1d4+15+5d6 Sneak Attack. With Crushing and Hammer +35 to Hit, Damage 76 + 120 if Sneak Attack applies. Crit 17-20, Range Increment 100 ft (Magical) or 10 ft (thrown).
  • Necktie (as improvised garrote) +2 (BAB) +9 (Dex) +1 (Morale) = +12, 1d8 (Base) +7 (Str) +4 (Int) +1 (Morale) = 1d8+12 silencing nonlethal, 20/x2.
  • Slugthrower pistol: +2 (BAB) +4 (Smartlink) +9 (Dex) +1 (Morale) = +16, 2d6 ballistic +1 (Morale), Crit 20/x2, 40 ft range increment., 25 round magazine, 2 lb.
  • Plasma pistol: +2 (BAB) +9 (Dex) +1 (Morale) = +12, 2d10 +1 (Morale), Crit 20/x2, 40 ft range increment, 50 shot magazine, 2 lb, can be used as a tool.

   Usual Gadgets (17): Military Smartclothes (3) with Exoskeleton (1) and +30 HP (3), Masterwork Knife (1), Slugthrower pistol with concealable and improved accuracy options (1), old-style notebook computer (1), old-style cell phone (1), garrot-functional necktie (1).

   The old-style notebook computer and old-style cell phone are useless in Core Earth, but function just fine in any world at a 21st-century tech level.

Purchased Abilities (57 CP):

  • Augmented Bonus (6 CP): May add Int Bonus to Str Bonus for melee combat purposes.
  • Dimensional Adaptation (3 CP): Double Enthusiast (Specialized, “Identities” skill only; Corrupted, Only reduces the cost of identities he actually establishes, only changes in new world). All roles effectively L4 for one skill point each.
  • Finesse (6 CP): May replace Str with Dex for melee attack rolls.
  • Fortune (Evasion) (6 CP): Takes no damage from area attacks on a successful Reflex save.
  • Improvise Weapon (3 CP)
  • Martial Arts (6 CP): Inflicts 1d6 when unarmed, counts as an armed attacker.
  • Reflex Action/Combat Reflexes Variant (6 CP): Gets 9 Attacks of Opportunity.
  • Block/Melee (6 CP): May spend an Attack of Opportunity and make a DC 20 Reflex Save to reduce the damage from a melee attack by 60 points.
  • Internal Transformation Shapeshift/Leopard Genegrafts (9 CP): Leopard Attribute Modifiers (Str +6, Dex +8, Con +4, +10 Move, +1 Natural Armor, +8 to Acrobatics and Jump, +4 to Stealth, Low-Light Vision, and Scent), Hybrid Form, Clear Speech, Variants (Human Appearance). Specialized: Leopard Form Only, Corrupted: Cannot actually Change Forms (27 CP base, net cost 9 CP).
  • Double Enthusiast (6 CP), Specialized in Relics, Corrupted (must have someone able to make relics to assist him in redirecting the points). Provides 6 CP worth of Relics.

Current Relics:

   Blademaster’s Ring (3 CP Relic): Innate Enchantment. All spells level one, caster level one, personal-only where applicable. Immunity/Dispelling and Antimagic (Common/Minor/Epic, Specialized in protecting the user’s Innate Enchantments only, 9 CP),

  • Rogue’s Sure Eye (+2D6 Sneak Attack for three rounds, 1400 GP)
  • Inspiring Word (+1 Morale Bonus to Damage, Saves, Checks, and Attacks, 1400 GP)
  • Light Foot (Transmutation. The user becomes extremely light on his or her feet,gaining a +30 circumstance bonus on his or her ground movement speed a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only], for 1d6+2 rounds, 1400 GP).
  • Personal Haste (+1 Attack when making a full attack, +30 Enhancement bonus to movement rates, 2000 GP).
  • Blade Mastery (+4 Competence Bonus to BAB with Blades [swords and knives], 1400 GP).
  • Ranged Strike (Allows the user to “fire” melee attacks with a 100′ range increment for the next 3 rounds, using the same statistics, 1400 GP).
  • Shield (+4 Shield bonus to AC, negates Magic Missiles. 2000 GP).

   Anime Blade Belt (3 CP Relic): Enhanced Strike (Crushing and Hammer) with +1 1/2 x [Dex Mod] Bonus Uses Each (Usable every round, 30 CP), plus Block/Arcane (6 CP), both Specialized (only usable with Knives and Shortswords, half cost).

   Actually, that’s fairly overwhelming: it might be better to use some other kind of relic – unless, of course, the group is up against some major military vehicles or something.

Skill Points

   22 CP +24 (Int) +12 (Race) +6 (Neural Enhancer) = 64 SP. 53 Spent.

Broad Skills (All +4 Int, +1 Morale, 31 SP):

  • Physical Skills (13 SP): Acrobatics (Dex) +23 (1 SP +9 Dex +8 Genes), Blood Blade Technique +16 (3 SP +8 Dex), Core Earth Technology +10 (1 SP +4 Int), Gadgets +14 (1 SP +8 Dex), Stealth +23 (1 SP +9 Dex +4 Genes +4 Gear)
  • Knowledge Skills: Business (Int) +15 (6 SP +4 Int), Computer Operation +11 (2 SP +4 Int), Electronics Operation +10 (1 SP +4 Int)
  • Perception Skills: Listen +13 (2 SP +2 Wis +4 Gear), Sense Motive +13 (6 SP +2 Wis), Spot +14 (3 SP +2 Wis +4 Gear)
  • Other Skills: Gadgetry +15 (1 SP +9 Dex), Identities +10 (1 SP +3 Cha), Wealth/Core Earth +22 (2 SP +3 Cha +10 Dangerous Part-Time Job +2 GM Bonus).

Narrow Skills (All +4 Int +5 Training, +1 Morale, 22 SP):

  • Physical Skills: Climb +22 (1 SP +7 Str +4 Gear), Drive/Automobile +20 (1 SP +9 Dex), Golf +20 (1 SP +9 Dex) Jump +36 (1 SP +7 Str +8 Genes +10 Magic), Stealth +29 (2 SP + 9 Dex +4 Genes +4 Synergy), Pilot/Flit +20 (1 SP +9 Dex)
  • Knowledge Skills: (All +4 Int, +14 Total Base): Battling Business Regulations +15 (1 SP), Battling Business World New York City +15 (1 SP), Close Combat Tactics +15 (1 SP), Core Earth New York City +15 (1 SP), Business Administration +17 (3 SP), Sports Betting +15 (1 SP)
  • Other Skills: Bargaining +14 (1 SP +3 Cha), Bluff +14 (1 SP +3 Cha), Carousing +14 (1 SP +3 Cha), Diplomacy +15 (2 SP +3 Cha), Intimidation +14 (1 SP +3 Cha), Public Speaking +14 (1 SP +3 Cha)

   +3 Specialities (1 SP Each); Gadgets/Smartclothes

Blood Blade Technique (Dex)

  • Requires: Weapon Finesse (Dagger) or equivalent point buy
  • Basic Techniques: Attack 3, Synergy 3 (Disguise and Stealth x2)
  • Advanced Techniques: Sneak Attack 3 (+3d6), and Master Technique: Quick Draw
  • Occult Techniques: Serpent Strike (Con), Light Foot, Vanishing, and Ki Focus
  • Blood Blade Techniques Known: Attack 2, Synergy/Stealth x2, Sneak Attack 3, Quick Draw

Package Deal: Veteran Agent for the House of Roses:

  • Privilege: Access to military-level hardware and vehicles. Corrupted/access is limited by what the organization decides that a particular mission calls for (2 CP).
  • Immunity: Neural Enhancer can only be taken away by special surgery or by the use of spells or psychic powers of level 4+ (Uncommon/Minor/Minor, 2 CP)
  • Relic/Neural Enhancer (2 CP): +6 Skill Points (1 CP) and Awareness (suffers no defensive penalties when surprised, retains Dex bonus when flat-footed or attacked by invisible opponents, no save penalties versus surprises, 1 CP).
  • Enthusiast: Specialized, only changes with access to appropriate skill programs (1 CP).
  • Favors/House of Roses: Specialized, only available in pursuit of assigned mission or to maintain the integrity, secrets, and reputation of the House (1 CP).

Bonus Abilities (as designated by the game master: no cost)

  • Mystic Link (Communication) (Normally 6 CP): Marty may sense his boss, Peter Leland, wherever he is and may communicate with him across dimensions.
  • Privileges (Normally 6 CP, in this case only applies to Battling Business World, where he rarely is): Wealthy, with a battle sedan and nice apartment in. Licensed to practice battling business (law enforcement in other worlds may find this license amusing).
  • Reputation (Normally 6 CP, free because earned): In Battling Business World, Marty Tabard is known across its New York City business community as an up-and-coming corporate raider. He’s also known among its Blood Blade Technique practitioners as someone to trust. Finally, he has a reputation as an eccentric businessman in Core Earth’s United States.

Contacts (6 free, 2 acquired in play; 2 dropped for House of Roses package)

  • Officer Dulandal, London police officer in Potterworld.
  • Peter Leland, CEO of Amarant Solutions and Marty’s direct superior.
  • Johnson, old fraternity friend and battling business scion.
  • Olivia Patterson, a sociologist and House of Roses agent researching Toonworlds.
  • Derek Stone, Blood Blade Technique master.
  • Taraq, Londinium mobster in Baelaria.

   Kevin will be perfectly happy to supply a couple of female Thralls – Elerra and Minel – to serve as personal assistants. Both look like lovely young elves (dark and high) in “human” form, Kevin would suggest that Marty keep them in ferret-form in his pockets to heal and enhance him while he’s out and about. What Marty does with them the rest of the time is entirely up to him.

   Elerra has 32 Power, 10 Mana, Reality Editing, and Ki Block. She can cast second-level spells at the usual effective caster level of three, using Divination (for example, various detects, a +10 Competence Bonus to a skill), and Transmutation (for example, +4 attribute boosters), and Evocations. Her Witchcraft talents are Witchcraft Talents: Dreamfaring, Elfshot, Glamour, Hand of Shadows, Healing, The Inner Eye, and Witchsight. She is a skilled masseur, sketch artist, and dancer. She has standard Thrall abilities (being re-summonable if killed, having a mental communications link with Marty, shapeshifting, decent combat statistics, and being a good servant / concubine) otherwise.

   Minel has 31 Power, 9 Mana, Spell Enhancement, and the Vanishing Technique. She can cast first-level Abjuration (protective), Necromancy, and Illusion spells at the usual caster level three. She can Create Relics, has the same Relic Enthusiast package as this version of Marty. Her Witchcraft Talents are Dreamfaring, The Hand of Shadows, Healing, Infliction, Shadowweave, Witchfire, Witchsight. She is a skilled smith, mechanic, and musician. She has standard Thrall abilities (being re-summonable if killed, having a mental communications link with Marty, shapeshifting, decent combat statistics, and being a good servant / concubine) otherwise.

2 Responses

  1. Oops. Forgot to update a couple of numbers, mostly due to forgetting the Morale bonus. It’s fixed now.

  2. Also as a note, Marty’s getting away with treating “knives and swords” as a specific weapon type with his Blademaster’s Ring because, in the Federation-Apocalypse setting, Starship Weapons and Guns are usually far more important.

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