Eclipse – First Level Sample Build, Ruth Gelman

   Here we have a first level character for the Federation-Apocalypse game – the teenage daughter of one of the characters from Battling Business World. As such, she’s a very violent young lady and is quite used to people coming back in the morning no matter how dead the were the night before. In Battling Business World it’s quite easy to score their equivalent of “Laser Tag”; the kids who have been blown to bits are out of the game until tomorrow.

   “Hellcat” Ruth Gelman, Gunfighter of the Old Testament

   Ruth is the sixteen-year-old daughter of Fred Gelman, of Battling Business World. Unlike her exceptionally (at least for Battling Business World) sane father, Ruth only suffers from ordinary teenage rebelliousness – going in for paintball pistols (which, although they’re not technically firearms, push the borders even for women) rather than the business-standard regulation knives, claymores, spears, and other muscle-powered stuff.

   She pushes the limits even further by loading her paintball guns with hand-filled capsules of Nitro-10 – a powerful impact-triggered explosive of her own invention – rather than paint.

   Unlike her misfit of a father, for BBW, she’s fairly normal. She happily accepts blowing up or maiming anyone who offends her as a right derived from out-drawing and out-shooting them and thinks that her father is simply being silly and overprotective when he objects to her getting into fights.

   It’s unwise to make a pass – or at least an unsophisticated pass – at Ruth at the moment; she tends to feel that such attempts are best answered with explosives. After all, that’s more or less what the Rabbi at the Battling Business World synagogue told her.

   So far, several young men in Battling Business World, and one fey Unicorn that offered to transform her and adopt her into his herd, have found that out the hard way.

   Now that she’s in Kadia, rather than Battling Business World, she’s wasted no time starting to poke into the new possibilities that were open to her – among them, picking up a set of genetic enhancements. She always wanted some of those, but thought that they were only available in comic books!

   As a Federation-Apocalypse Character, Ruth gets to roll her attributes using 5d6, keeping the highest three and arranging them to suit herself. She also gets some other special benefits – (2x Cha Mod) free Contacts, physical Damage Reduction of (Str Mod/-), a base defense score of (Wis Mod) when unarmored or lightly armored and both aware of attacks and free to move, (2x Dex Mod) free CP worth of weapon proficiencies, (Con Mod) “spell points” each day, and she gets to add her (Int Mod) to all skill scores on which she spends at least 1 SP (yes, that does mean that intelligence-based skills add it twice). She also, of course, has her inherited race.

   It’s worth noting that those modifiers – and the high-powered equipment of the setting, coupled with the lack of restraints on what you buy, makes her very powerful for a first-level character.

   Race: Cartoonified “Pureblood Human” (58 CP, +1 ECL)

  • 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 Sheath (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 Disadvantages: Insane (most toons are blasé, even bored, in even the most dangerous and deadly situations, -3 CP).

   Having a +1 ECL template at level one means that Ruth will be starting out as a level zero character – suitable enough for a late adolescent. Fortunately, the boosts she’ll get from the rules of the setting will give her some useful abilities.

   Basic Attributes: Str 18/+4, Int 18/+4, Wis 14/+2, Con 19/+4, Dex 24 (26)/+8, Cha 16 (18)/+4.

   Originally Rolled: 12, 14, 14, 15, 16, 14. +4 racial bonus to Int, +2 racial bonus to Cha. Her “Shapeshift” provides Str +6, Dex +8, and Con +4. +2 enhancement Bonus to Dex and Cha. Yes, this is outrageous: See below.

  • Disadvantages: Accursed (attracts unwanted suitors), Insane (loves explosives – and has no problems with the general nature of Battling Business World), and Inept (-2 on all Charisma-based skills, mostly due to being an adolescent; she may buy this off later), Total (-10).
  • Total available character points: 24 (Level Zero Base) + 10 (Disadvantages) = 34. Fortunately, as a Federation-Apocalypse character, Ruth does not have any restrictions on how she spends her points.
  • She might pick up duties, or some restrictions, as she develops her concept further and hits level one – but at the moment they wouldn’t make any difference anyway. They provide bonus points on a per-level basis.

   Basic Purchases (8 CP):

  • Proficient with All Simple and Elemental (including small-scale explosive) Weapons and Small Arms (15 CP, -16 CP for Dex).
  • +0 Skill Points (0 CP).
  • +2 on Reflex Saves (6 CP).
  • Hit Die: 3 + Con Mod HP (Free at L0)
  • Initial BAB +1, Specialized/only with pistols (3 CP).

   She’ll probably want to buy up that hit die and saves – and certainly the skills – when she makes level one.

   Special Abilities (26 CP):

  • Equipage with Purchasing, Specialized and Corrupted/only to get core-quality or below pistols and explosives, must spend a good deal of time tinkering around with various materials in a quiet place to do so (4 CP).
    •    This represents Ruth’s odd ability to assemble powerful explosive devices, and effective pistols, from any kind of junk she happens to have lying around and a few bits she can pick up with an appropriate Wealth check. While this takes some time, and she may need to get someone – such as her parents – to help her out by paying for the bits she needs, it’s pretty hard to keep her from coming up with some fairly powerful weapons.
  • Two additional unlimited-use first level personal-effect only Innate Enchantments (+2 Charisma and +2 Dexterity) (3 CP).
  • Trick Shots: Can effectively add a Curse (save DC 10 + Dex Mod + Level/2, currently 18) to a hit with one of her attacks provided that it is 1) the only attack she makes in the round, 2) made with an explosive “paintball”, 3) made with a -4 modifier in the attack, and 4) is restricted to penalties and disabilities that could reasonably result from a close encounter with explosives. Unlike standard curses, hers may have relatively short durations (6 CP).
  • Enhanced Health: +1 Bonus d0 Hit Dice (Essentially + [Con Mod] HP, 4 CP). (This was needed to qualify for the Leopard Genegrafts, coming up next).
  • Leopard Genegrafts: Shapeshift, Attribute Modifiers (Str +6, Dex +8, Con +4, +10 Move, +1 Natural Armor, +8 to Agility and Stealth skills, 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).
    •    This is an absurdly cheesy way to get some massive physical attribute bonuses. Of course, in a setting featuring spaceships firing antimatter warheads, powered battle armor, trans-dimensional wars, super-cyborgs, hand-held fusion weapons, and investigation, physical attribute bonuses don’t mean that much – ergo, we’ve been letting the characters get away with this one.

   Skill Points: 0 (Character Points Spent) +12 (Intelligence) + 6 (Race) = 18.

  • Free Languages: English (Native), Hebrew, Russian, Spanish, and Yiddish (0 SP).
  • Broad Skills:
    • Acrobatics +18 (2 SP +8 Dex +8 Racial)
    • Pistol Expert Martial Art +15 (3 SP + 8 Dex + 4 Int)
    • Stealth +19 (3 SP +8 Dex +8 Racial)
    • Wealth +9 (Core, via a basic allowance from Kadia and her father’s salary from Amarant Solutions, 3 SP +4 Cha -2 Inept +4 Int)
    • Gadgetry +9 (principally guns and explosives at the moment, 1 SP +8 Dex)
  • Narrow Skills:
    • Knowledge/Chemistry +16 (3 SP + 2x Int Mod +5 Training)
    • Knowledge/The Toon-Related Quantum Worlds +14 (1 SP + 2x Int Mod +5 Training)
    • Knowledge/North America +14 (1 SP + 2x Int Mod +5 Training)
  • +3 Specialities: Battling Business World (1 SP).

   Ruth should be picking up some actual business skills and quite a few more knowledges soon – but points are tight at level zero. Of course, the Federation-Apocalypse setting uses an open skill system, which is why all the skills in which a character invests at least one skill point get a bonus of +(Int Mod) and more specialized skills on which the character spends at least one skill point also get a +5 training bonus.

   Favored Weapon: High-Explosive Coretech “Paintball” Gun

  • One-handed small arm: Base of 2d6 damage, Crit 20/x2, 40′ Range increment, 25 shot magazine, three upgrade options. 2 pounds.
  • It equates to a Gyrojet weapon: +1 Die of Damage, but cannot use Autofire.
  • Upgrade Options: Increased Damage II (uses d10’s) and Explosive/+1 Die Damage.
  • Net result: 4d10 damage, Crit 20/x2, 40′ Range Increment, 25 Shot Magazine, and very noisy.

   Current Combat Statistics:

  • High Explosive Paintball Pistol: +11/+11 (+1 BAB +8 Dex +4 Martial Art -2 Rapid Shot) and 4d12 damage due to her Martial Art. Ruth often uses a pistol in each hand, but – rather than accepting the -4/-8 penalty for doing so – usually simply accepts giving up the use of her other hand in exchange for effectively doubling her magazine.
  • Armor Class: 10 (Base) +8 (Dex) +2 (Wisdom Defense per world rules) +1 (Natural) = 21.
  • Hit Points: 3 (Base) +4 (Con Mod) + 20 (Immortal Vigor, 12 + 2x Con Mod HP) +4 (Enhanced Health) = 31. Damage Reduction 4/-.
  • Saves:
    • Reflex +2 (Purchased) +8 (Dex) = +10
    • Fortitude +0 (Purchased) +4 (Con) = +4
    • Will +0 (Purchased) +2 (Wis) = +2

   Pistol Expert Martial Art (Dex):

   This basic modern art simply revolves around extensive practice with pistols, firing as quickly and accurately as possible from a wide variety of positions and staying under cover as much as possible. While it offers no real special techniques – at best simply trying to hit dead center on the opponents body for maximum impact and knockdown – its pretty easy to learn compared to most martial arts. You just need good reflexes.

  • Requires: Weapon Proficiency (Pistols, Small Arms, or Similar), Dex 14+.
  • Basic Abilities: Attack 4, Power 2, Toughness 2, Defenses 2
  • Advanced and Master Techniques: Mighty Blow, Prone Combat, Rapid Shot, and Quick Draw.
  • Occult Techniques: None (The price of minimal requirements)
  • Known Abilities (8): Attack 4, Power 1, Rapid Shot, Quick Draw, and Mighty Blow.

   Now that’s a pretty formidable set of small-scale combat abilities for a first level character. Of course, in the Federation-Apocalypse setting, there’s an excellent chance that any given platoon of soldiers will all be equipped with personal microfusion missile launchers that do 5d20 damage to a sizeable area. She’ll want to learn some diplomacy if she wants to avoid being blown to bits on a regular basis.

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3 Responses

  1. I love her. Unreasonable, defiant temperament, lots of nasty tricks, a Stealth skill that means Dad has no way of consistently keeping track of her, and an attack check high enough to hit her father even when he’s got his full selection of Occult Martial Arts Techniques running. And since he’s only begun learning how to shoot, his ability to discipline her will be mediocre at best. This should cause Gelman a lot of frustration.

    Just the way I like it.

    • Well, that’s partially the intent of course… I’m glad you liked her though. Besides, who knows? She may be a phantasm at the moment, but if she becomes interesting enough, one of the non-Thrall souls coming to Kadia may just wind up taking up her identity rather than simply re-embodying itself.

  2. […] Ruth Gelman: A young – if very deadly – level one sharpshooter from the Federation-Apocalypse setting. […]

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