Federation-Apocalypse: Jamie Wolfe

   Jamie is a splendid example of the kinds of things you can get when you pile a throughly cheesy template – and a great heap of astoundingly advanced cyberware – on top of some lucky die rolls; a character who’s personal abilities no longer matter very much compared to those of a pile of equipment and modifiers which might as well go off adventuring by itself. Why are we allowing this again?

   Oh yes. It’s because a melee-combat-monstrosity really isn’t particularly unbalancing in a game which revolves around menaces to entire dimensions, vast mystical forces, personal nuclear weaponry, starship combat, and politics.

   Plus, of course, most of the same technology and enhancements are available to anyone in the setting who wants the stuff.

   In Jamie’s bizarre version of the Earth, 21’st century-style vehicles and weapons co-exist with quarrelsome early 21’st century politics, a cheerily undefined economic system, massive armies, a scattering of individuals with genetic and cybernetic enhancements which belong to an era six hundred years later, and experimental warp drives – developed just a few decades after mankind first reached the moon.

   The rest of the group suspects that the entire realm is the product of some current core youngsters really BAD attempt at writing a novel. The scattering of random historical details from various conflicts over a mostly-modern culture and economic system just seems like it somehow.

   Anyway, the powers-that-be created a group of nigh-unstoppable killing machines, started World War III, told said inhuman killing machines to go out and win at any cost – and were TERRIBLY startled when this resulted in a wide variety of atrocities!

   Who would ever have suspected that youngsters with reptilian-killing-machine genegrafts, lifelong training to kill as efficiently as possible, a complete lack of normal socialization, total alienation from humanity, and massively powerful weapons implants might be dangerous?

   Afterwards, the few who were (somehow) more-or-less normal and sane were decommissioned – but were assigned to interstellar exploration, piloting their lonely – and virtually untested and somewhat unstable – experimental warp-drive ships out into the galaxy to find new worlds for humanity!

   Anyway, deep in the isolated depths of space, Mary Sue – er, Jamie Wolfe – encountered a strange cosmic anomaly, a plot device unlike anything ever before observed!

   Suddenly transported to an unknown realm, with the drive half burned out, systems failing, and air leaking dramatically, Jamie struggled to bring the ship safely down on that conveniently-habitable planet nearby, holding the ship steady by yanking on the ship’s controls with her full superhuman strength!

   Jamie crashlanded on a fantasy-medieval anime world, and was promptly caught up in a quest to destroy a dark overlord as the “party ranger”.

   Oddly enough, this was the closest to what most people thought of as “reality” that she’d ever come.

   From there it was a short trip to a more familiar-seeming technologically-based anime realm – and from there, it wasn’t that far to get involved with Core.

   There WAS someplace in the universe that made sense.

   It seemed worthwhile to help defend it.


ML-ELF Cyborg Super-Soldier Template (+1 ECL):

   The complete template can be found HERE. Given that most of it’s abilities are already included in the statistics provided below, suffice it to note that it also provides low-light vision, the ability to recover 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof (although it takes a few hours), a greatly extended lifespan, and a -2 penalty on all charisma-based skills.

   Available Character Points: +10 CP (Disadvantages: Healing Resistant, Irreverent, and Outcast) +12 CP (L1 and L2 Feats) +48 CP (L1 Base) + 62 CP (Experience) = 132. Level 3 (10 CP to go to L4). 126 Spent.

   Languages (8): English, Russian, Chinese, French, Italian, Japanese, Korean, and Spanish.

   Basic Attributes: Intelligence 18 (24/+7), Strength 17 (27/+8, provides DR 8/- per world laws), Wisdom 16/+3 (provides Defense 3 when unarmored or lightly armored), Constitution 16 (22/+6, provides 6 magic points), Dexterity 16 (22/+6, provides 12 CP worth of weapon proficiencies), and Charisma 14/+2 (provides 4 free contacts).

Combat Abilities (76 CP):

  • Saves:
    • Fortitude +1 (3 CP) + 6 (Con) +2 (Gear) = +9
    • Reflex +1 (3 CP) + 6 (Dex) = +7
    • Will +1 (3 CP) + 2 (Wis) = +3
      • +2 versus Disease, +4 versus Chemicals, +6 versus Poisons.
  • Hit Dice: Upgrade template 2d0’s to 2d8 (16 HP, 16 CP), L1 2d8 (16 HP, 16 CP) +2d4 (L2 and L3, 2 and 4, 0 CP) + (6x Con Mod) + (42+2x Con Mod Template) = 128 HP and 32 CP.
  • Proficiencies: All Simple and Martial Weapons and Infantry Weapons (15 CP, -12 from Dex = 3 CP) plus Light, Medium, and Light and Medium Powered Armor (15 CP).
  • Move: 30 Base + 30 (Acceleration) + 10 (Cybrenetic Augmentation) = 70
  • Initiative: +8 (+6 Dex +2 Improved Initiative)
  • BAB: +3 (18 CP)
  • Armor Class: 10 (Base) + 6 (Dex) + 3 (Wis) + 6 (Cybernetics) +3 (Natural) +2 (Leather Armor) = 30
  • Damage/Energy Reduction: 8/- (Str) +6/- (Cybernetics) + 2/- (Racial) = 16/-

   Favored Weapons: (Base abilities include Combat Reflexes and Improved Disarm).

  • Unarmed Combat:
    • Deathstrike Style (“Unarmed”): +16/+16 (+3 BAB +2 Gear +7 Str +4 Martial Art, Haste), 1d12 (1d10 plus a die upgrade from the Martial Art) +13 (7 Str +6 Gear), Crit 20/x2. Has Improved Trip, Sunder, and Versatile (may opt to inflict lethal, subdual, bludgeoning, slashing, or piercing damage without penalty). Gains a +2 to Acrobatics while using this style.
    • Krav Maga Mark II Style (“Unarmed”): +14/+14 (+3 BAB +2 Gear +7 Str +2 Martial Art, Haste), 1d12 (1d10 with a die upgrade from the Martial Art) +13 (7 Str +6 Gear), Crit 20/x2. May inflict lethal or subdual damage without penalty. Knows Crippling (may do 1d4 Dex damage on a critical hit instead of normal damage), Mighty Blow (automatically trips opponents on a critical hit), Prone Combat (no penalties/opponent bonuses for fighting while prone), and Weapon Kata/Dagger (which actually reduces her effectiveness drastically).
  • Weapon Implants
    • Plasma Projector: +9/+9 (+3 BAB +6 Dex), 2d10 fire damage, Crit 20/x2, 40′ range increment, 50 shots before recharging, can be adjusted and used as a tool.
    • Minigrenade Launcher: +9/+9 (+3 BAB +6 Dex), 4d10 damage in a 10′ radius, 40′ range, 12 Shots, Cannot Critical.
    • Micro-Missile Launcher: +13/+13 (+3 BAB +6 Dex +4 Smartlink), 4d8 damage, Crit 20/x2, Range Increment 80′, 25 Shots.
  • Weapons
    • Urban Staff Style (Staff): +11/+11 (+3 BAB +7 Str +1 Martial Art, Haste), 1d6 +7 (Str), may inflict lethal or stun damage without penalty, +4 to AC when using this style, allows use of Expertise, Improved Disarm, Whirlwind Attack, and Reach.
    • Machine Pistol: +9/+9 (+3 BAB +6 Dex), 2d6 damage, Crit 20/x2, 40′ range increment, 100 shot magazine, selective fire (may expend five shots to gain either a +4 bonus to hit, to hit 1d4 members of a small group on a successful attack, or to inflict double damage against double any applicable DR [criticals obey normal rules for adding multipliers, normally inflicting x3 damage], at the user’s option)

Purchased Abilities (30 CP):

  • Improved Disarm (6 CP)
  • Reflex Training/Combat Reflexes Variant (6 CP)
  • Berserker/”Emergency Boost” (6 CP): +4 Str and +4 Con when triggered.

   Jamie isn’t quite sure how she wound up with a certain amount of magic – it’s just something that seemed to stick after that interlude with the group of “adventurers” who insisted that she was a “Ranger” – at least by “class”. Where had that been? Lodoss! That was it.

   Now if only that meant something.

  • Power Words (6 CP): Specialized (Non-personal spells must be cast normally, can only store personally-cast spells, can only store Druid spells of up to L3 and Wizard spells of up to L2): Can store up to 2xCon/3 (15) levels of spells.
    • Currently Stored:
      • Mage Spells: Magic Weapon, True Strike (+20 to one attack), Bull’s Strength (+4 Str), and Rope Trick.
      • Druid Spells: Cure Light Wounds (1d8+5). Speak with Animals, Heat Metal, Cat’s Grace (+4 Dex), and Cure Moderate Wounds (2d8+8).
  • Inherent Spell with +4 Bonus Uses (6 CP): Specialized (takes several minutes to cast, double effect for a level six “anyspell” effect capable of supplying spell effects of up to level three to store for the inherent spell, reduced cost for the Bonus Uses), Corrupted (Can only be used to fill Power Words slots, reduced cost for both the Inherent Spell and Bonus Uses, reducing them to 4 and 2).



   Skill Points: 20 (CP) + 42 (Int) +24 (Dex) = 86. 62 Used. Yes, that’s a lot of unspent skill points. Enough to allow some extensive customization…

Broad Skills (All +7 Int):

  • Physical Skills: Acrobatics +14 (1 SP +6 Dex), Krav Maga Mark II Martial Art +19 (6 SP +7 Str), Urban Staff Combat Martial Art +19 (6 SP +6 Dex), Deathstrike Martial Art +20 (6 SP +7 Str), Stealth +18 (1 SP, +6 Dex, +4 Racial)
  • Knowledge Skills (all +7 Int): Computer Operation +15 (1 SP), Electronics +15 (1 SP), Fieldcraft +15 (1 SP), Medicine +15 (1 SP), Starship Piloting +15 (1 SP), and Tactics +15 (1 SP).
  • Perception Skills (all +3 Wis): Spot +17 (1 SP, +6 Gear), Listen +17 (1 SP, +6 Gear)
  • Other Skills: Driving +14 (1 SP +6 Dex), Gadgetry +24 (4 SP +6 Dex +7 Racial for Cyberware), Gather Information +8 (1 SP +2 Cha -2 Inept), Repair +21 (4 SP +6 Dex +4 Gear), Search +15 (1 SP +7 Int), Temperate/Tropical Wilderness Survival +11 (1 SP +3 Wis), Systems Operation +15 (1 SP +7 Int).

Narrow Skills (All +7 Int +5 Training):

  • Physical Skills: Climb +32 (1 SP, +7 Str, +12 Gear), Escape Artist +24 (1 SP +7 Str +4 Gear), Jump +19 (1 SP, +6 Dex), Swim +28 (1 SP +7 Str +8 Race)
  • Knowledge Skills (All +7 Int): Cryptography +20 (1 SP), Cybertechnology +20 (1 SP), Radio Communications +20 (1 SP), Sensor System Operations +23 (4 SP).
  • Other Skills: Cello +24 (2 SP +6 Dex +4 Gear), Demolitions +23 (1 SP +6 Dex +4 Gear), Electronic Security Systems +24 (1 SP +7 Int +4 Gear), Violin +28 (6 SP +6 Dex +4 Gear)

   Usual Gadgets: repair kit (1) and medical kit (1). Also usually packs a basic camping kit, heavy pistol, survival knife, a tough leather outfit and a change, extra boots, and a personal kit. Few universes are so alien that a sleeping bag, tarp, leather clothes, or a knife fail to work – although the gun does get weird at times. The rest of her gadgets fall under….

   Cyberware (22 Points), equivalent to: Special Service Smartclothes, with the Exoskeleton and +30 HP modifiers (8), Plasma Pistol (1), Minigrenade Launcher (2), Micro-Missile Launcher (1), Enhanced Claws (2), Cybertendrils (1), Medical Module (2), Linespinner (1), Orientation System (1), Chemical Analyzer (1), and a Chemical Synthesizer (2).

  • Smartclothes System: These provide personal-computer and HUD functions, IR, UV, low-light, magnification, and flash suppression visual enhancements, personal and environmental monitoring, encrypted radio communications, comfort from arctic to tropical desert temperatures, an environmental seal (allows space survival for up to 48 hours and provides a +4 bonus on saves against chemical agents), +6 AC “cyberarmor”), +6/- DR, universal energy resistance 6, +6 to Listen and Spot (already included), +4 to Unarmed Damage, +4 To Hit with smartlinked ranged weaponry, +4 Strength (already included), +2 Dexterity (already included), and +10′ Move (already included).
  • Plasma Projector: 50 Shots before recharging, 2d10 damage, Crit 20/x2, 40′ range increment, can be adjusted and used as a tool.
  • Minigrenade Launcher: 12 Shots, Cannot Critical, 4d10 damage in a 10′ radius, 40′ range.
  • Micro-Missile Launcher: 25 Shots, 4d8 damage, Crit 20/x2, Range Increment 80′, +4 bonus to hit.
  • Enhanced Claws: +4 to Climb, +2 to “unarmed” attacks and damage
  • Cybertendrils: These are micro-manipulator tendrils, and provide a +4 bonus to Escape Artist and any check requiring fine work, such as lockpicking, most repair checks, and many craft checks.
  • Medical Module (2, +2 on Fortitude Saves, adds +2 Bonus Uses to innate Grant of Aid)
  • Linespinner: “Throws” a fast-polymer sticky-tipped line up to 80 feet, it will support up to 600 pounds and rewind bearing up to 400. +8 to Climb.
  • Orientation System: Provides limited sonar (20′ radius), automatic mapping, and can usually determine directions and locations on available maps.
  • Chemical Analyzer: Provides basic analytic functions with an Int check. At the moment, this is mostly slaved to the medical module, since her chemistry skill is limited to general knowledge checks.
  • Chemical Synthesizer: Produces five doses of substances with L2 effects per day). Again, mostly slaved to the medical module to produce medications and antidotes at the moment.


Jamie’s Martial Arts:

Deathstrike (Str)

   The Deathstrike art is only for those who have natural claws, talons, or similar innate weapons – and who wish to put them to the most effective possible use. Unlike many martial arts, there are no “occult” techniques associated with Deathstrike: merely an efficient system for removing vital internal organs from your enemies.

  • Requires: Natural Weapons/Claws (or talons or whatever) capable of doing 1d6 or more.
  • Basic Techniques: Attack 4, Defenses 2, Power 3, Synergy (+2 to Acrobatics), and Strike.
  • Advanced/Master Techniques: Improved Trip, Sunder, Versatile, and Improved Disarm.
  • Occult Techniques: None
  • Known Techniques: Attack 4, Power 1, Strike, Synergy (+2 to Acrobatics), Improved Trip, Sunder, and Versatile.

Krav Maga Mark II (Str)

   Krav Maga Mark II is loosely based on an art for normal humans – hence the weapon kata, but has been reworked to exploit the superhuman strength and durability of its practitioners – smashing bones and ripping through flesh. Unfortunately, it’s origins limit the style: it has no occult techniques and is suitable for teaching to almost anyone – which means that it lacks the advanced abilities that an art designed for more talented individuals might possess.

  • Requires: Strength 20+, DR 4 or better.
  • Basic Techniques: Attack 2, Power 3, and Strike.
  • Advanced/Master Techniques: Crippling, Mighty Blow, Prone Combat, Weapon Kata/Dagger
  • Known Techniques; All of them. This art has been completely mastered.

Urban Staff Combat (Dex)

   The Urban Staff Combat system is actually a stripped-down version of the ancient – and far more mystical – Garuda Stave style from India. Truly advanced practitioners – those who come to truly understand the patterns of the basic moves incorporated into USC – may move on into the Occult Techniques of the Garuda Stave style.

  • Requires: Dex 12+ and BAB 3+ for USC. Moving on from the basics and mastering the Garuda Stave without a teacher also requires Wis 14+, Dex 14+, and BAB 6+. Obviously enough, this is a weapon-based art.
  • Basic Techniques: Attack 2, Defenses 4, Power 2, Strike, and Synergy (Theology).
  • Advanced/Master Techniques: Expertise, Improved Disarm, Whirlwind Attack, and Reach
  • Occult Techniques (Garuda Stave Only): Inner Strength, Ki Block, Wrath (Sacred Energy, grants resistance to Negative Energy – reducing attribute drains and damage from negativ energy by 4, reducing level drains by 2, and +6 on saves versus undead powers), and Vanishing.
  • Known Techniques: Attack 1, Defenses 4, Strike, Expertise, Improved Disarm, Whirlwind Attack, and Reach.

   Like all the Federation-Apocalypse characters, Jamie is built (in her case, by abusing) the rules from Eclipse: The Codex Persona – available in print HERE and in a shareware version HERE.


2 Responses

  1. […] Jarvain Michell and his Mecha, Gar Ashwood, a Pathfinder/Dragonstar Soulmech Gunslinger-Detective, Jamie Wolfe – a MLELF Cyborg Super-Soldier, Kristin Stanwell. A cyborg firearms expert, the various How to […]

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