Alewelian Orcs

Orcs are the last of the major races, and are widely (if not entirely justly) considered the least of them. Tribal, primitive, and uninterested in civilization, Orcs tend to exist on the fringes of the Empire, usually acting as “barbarian auxiliaries” for more organized imperial forces. They didn’t group up with anyone else during the last cataclysm either, instead isolating themselves in hidden tribal encampments – rather like hornets. Harmless enough if left alone, but if you find and disturb an orc colony, the swarm will come boiling out to attack – but unlike most primitives, they come pouring out driving a wide variety of heavily armed vehicles.

Orcish vehicles are death traps. They offer little to no protection to the driver, they have to be steered, they tend to flip over and/or explode, and their range is relatively short even if they are pretty fast. They tend to be covered in spikes, and skulls, and bolted-on weapons. Oh so many spikes and weapons. They aren’t really for serious TRAVEL. They’re for riding into battle and pursuing fleeing enemies, for launching attacks from, for making quick escapes, and for fighting duels on top of (no matter HOW insane that is).

Orcs tend to treat their vehicles as creatures rather than as mechanisms – and that’s because that is exactly what they ARE. They’re usually elemental spirits taking temporary forms to go roaring around the landscape having a bit of excitement. That’s why Orcs don’t need complicated maintenance, or to spend a lot of time on repairs and finding fuel, or even a large garage to keep them in. Instead they just come boiling out of their camps and caves riding a variety of absurd-looking contraptions that certainly should not work – but which nevertheless roar around firing huge rocks and spears and alchemical flame and such. Think Mad Max: Fury Road. That’s what fighting Alewelian Orcs is like.

So some orcs survived. They rapidly rebuilt their population by simply breeding faster than everyone else – a consequence of being fully adult at 12, and considered venerable at 40. Their conception of the world seems to be almost entirely animistic, which (in their view) basically allows them to arm-wrestle the spirits of the world to make them do what they want.

Annoyingly to most scholars, this seems to work to some extent, which allows orcs to obtain a variety of services and favors from various spirits – whereby even orcish children can usually claim the occasional favor from minor elemental spirits. While some of them try to extend this notion to things like City Wards (in hopes that defeating the city spirit will make them king of the city) this has never been known to work. The fact that some of them keep on trying tends to make their reputations even worse.

Orc Racial Template:

  • Witchcraft III: Provides (Str + Dex + Con)/3 Power, Save DC’s (13 + Cha Mod) where relevant (18 CP). Seven basic abilities as follows:
    • Glamour, Specialized and Corrupted for Reduced Cost: Orcs gain a +6 bonus to Intimidate, a +3 bonus on the Save DC’s against their Warcries, and – when shouting orders – can always be clearly understood if they’re using an appropriate language; battle-noise does not interfere. While these effects have no cost, orcs cannot use Glamour in other ways.
    • Hand Of Shadows: Specialized and Corrupted / only for crafting and labor, Orcs are a stone age people. That does not stop them; d20 does not call for any specific tools or materials for Craft and Profession skills – and for an Orc, that loophole is wide open. Do you want ceramic-composite lamellar armor, an adamntine vibro katana, and a lasgun? As long as those are allowed in the setting, an orc can turn them out, starting with a pile of rocks for tools, raw materials, and workspace and accomplishing a weeks worth of work without penalty each day at no cost.
    • Healing: Specialized and Corrupted for Increased Effect (Double Effect, auto-triggered when the user suffers incapacitating injuries or sleeps, only works on the user, only usable when auto-triggered. Orcs are nigh-impossible to put down save by truly major attacks, fighting on despite massive injuries and swiftly recovering from poisons and such.
    • Hyloka: Specialized and Corrupted / only to use a personal version of Awesome Wrath (The Practical Enchanter, Morale Bonuses of +4 Str, +4 Con, and +2 to Will Saves, but the same basic limitations as a Barbarian’s Rage), lasting up to one minute per level for 1 Power.
    • Infliction Specialized and Corrupted for Triple Effect / requires specialized weapons to use, each with specific infliction effects, user’s can only carry (Str Mod +1, 2 minimum) types of infliction-based weapons at a time, weapons are prone to “running our ammo” on a “1″ or jamming (becoming unusable until a full-round action is spent fixing the weapon) on a “2″. Thus an individual Orc capable of carrying three types of infliction weapons might thus be carrying a “firegun” that projects single-target bolts of flame, a quiver full of exploding (small radius effect) sonic javelins, and a set of lightning gauntlets (touch, only with a metal weapon attack or touch) to boost melee attacks. These may either allow saves or require attack checks.
      • Since Infliction allows a free choice of damage types, Orcs can select weapons (usually nets) that inflict “subjugation” damage; if a creature would be reduced to (-HP) via subjugation, it will become docile for a few days, and then start responding according to how it was treated while subjugated.
      • They are quite free to carry normal weapons as well.
    • The Inner Eye, Specialized and Corrupted / only to read the spirits of armor, weapons, and vehicles. The user may learn the provenance and history of such items automatically and reduces the level of proficiency needed to use such items by one level, two levels if they were crafted by an orc. This effect has no cost.
    • Witchsight: Specialized and Corrupted / only to provide Darkvision, either at 60′ at no cost or 120′ for one power for ten minutes.
  • Witchcraft Pacts:
    • Gateway: Orcs are living anchors for Spirits, and their mere presence will allow spirits to occasionally manifest themselves into the physical world (-6 CP).
    • Spirit: The spirits of deceased orcs tend to wander off and join one spiritual faction or another, making them quite hard to Raise, Reincarnate, or Resurrect (-6 CP).
  • Advanced Witchcraft:
    • Summoning, Specialized for Reduced Cost and Corrupted for Increased Effect / only to quickly and easily invoke spirit favors, but there is no cost for “placing the call” (3 CP).
    • Spirits Of The Deep: Specialized for Increased Effect (half power cost) and Corrupted for Reduced Cost / only works on spirits who are doing the user a favor, only to apply a “vehicle template” (at a cost of 3 Power), this always results in “orcish vehicles” (4 CP). Note that “destroyed” vehicles simply return to spirit form, rather than actually being “injured”.
    • Mana (2d6) as +6d6 Power, Specialized and Corrupted / only to power Infliction and Hyloka effects (4 CP).
    • Mana (1d6) as +3d6 Power, Specialized and Corrupted / Only to power Healing and Witchsight Effects (2 CP).
    • Mana (1d6) as +3d6 Power, Specialized and Corrupted / only to power Spirits Of The Deep and Infliction Effects (2 CP).
  • Fast Learner, Specialized and Corrupted for Increased Effect (+3 CP/ Level)/ only for Favors and Connections, only from/with Spirits, user must always have more favors of each lower level than of any higher level (6 CP). Orcs often dream of the spirit realm, and there encounter various spirits, drink with them, wrestle with them, and attempt to defeat them in contests. While this suffices to gain minor favors, gaining major or great favors tends to require ritual spirit questing, performing some deed to gain the favor of the spirits, making offerings, or going out and confronting spirits – which is why many Orc tribes “trade” with others to gain the favor of spirits that are less common wherever they live. After all, spirit favors and
  • Immunity, needing to pay Spirit Favors back at full value. (Common, Minor, Major, 6 CP). Orcs can get minor favors in exchange for nothing much – and while they must repay larger favors, they do so at one rank less. Thus Minor Favors need not be repaid, Major Favors are repaid as Minor Favors, and Enormous Favors are repaid as Major Favors.

Orcs are actually surprisingly versatile and powerful shamans; even their children – however feral they may be – have fairly formidable weapons and minor spirit favors to call upon. Unfortunately, their short lifespans tend to leave them with little time to learn, extremely immature attitudes, and rather crude social skills. They are noisy, impatient, and all too inclined to summon spirits and get violent whenever frustrated. Unsurprisingly, this makes them unwelcome in most settlements – further limiting their social relationships.

Innate Enchantment (Up to 6500 GP / 7 CP).

    • Psychic Focus (Infliction): Reduces the cost of using a specific psychic ability by 1 power (to a minimum of 1 power) once per round up to three times within the next minute. Characters may only employ one Psychic Focus effect at a time and can never learn to boost more than (Wis Mod +1, 1 Minimum) specific abilities in this fashion. SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only = 1120 GP.
    • Immortal Vigor (+12 + 2 x Con Mod HP): SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only = 1120 GP.
    • Enhance Attribute (+2 Enhancement Bonus to Strength): SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only = 1120 GP.
    • Enhance Attribute (+2 Enhancement Bonus to Constitution): SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only = 1120 GP.
    • Resistance (+1 on each save, SL1/2 x CL1 x2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only = 560 GP.
    • Inspiring Word (+1 Morale Bonus to Attacks, Saves, Checks, and Weapon Damage). : SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only x.8 requires war-cries and loud announcements of their intentions to inspire friendly spirits to help them out. Such spirits sometimes throw in dramatic heavy metal background music as well to boost the drama, no matter how hard this is on stealth = 896 GP.
    • Bony Hide: Masterwork Studded Leather Armor (150 GP): +3 Armor (treat as Natural Armor due to immunity to stacking limits), Max Dex Bonus +5, Spell Failure 15% (An Orc may spend 1 CP to apply the “Smooth” modifier / Specialized in Bony Hide only) to negate both of these problems).
    • Armor Augment Crystal – Least Restful Crystal (x.8 Abundant Magic = 400 GP). Orcs do not suffer penalties for sleeping in their “armor”.
  • The Inward Fire: Immunity / Stacking limits when combining racial innate enchantment effects with external effects (Common, Minor, Trivial (only covers L0 and L1 effects), 2 CP).
  • Immunity/Dispelling and Antimagic (Common, Minor, Great, Specialized and Corrupted/only protects innate enchantments that provide personal augmentations, only protects the basic racial abilities, 4 CP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover initial racial abilities, 1 CP).
  • -2 Intelligence (-6 CP). Sadly, thanks to their early maturation, orcs tend to miss out on a good deal of the childhood learning, and development of advanced reasoning, that most other intelligent races get.
  • Disadvantages (-10 CP):
  • Accursed: Rapid Aging. Orcs are fully mature at ten, and elderly at forty.
  • Incompetent (Diplomacy). Like it or not, Orcs never really get past the “playground taunts” level.
  • Uncivilized: Orcs tend to act like impulsive kids, glorify battle, and solve their problems with physical force. They don’t fit into cities well.

Orcs are not the best when it comes to magic, or organized armies – but when it comes to individual beat downs, they are really very good at it. Sure, an elf may be better with a blade, a dwarf will have more items, and so on – but when it comes to smacking things, bring an orc.

As usual with Alewelian races, Orcs are really quite powerful. They may be on the low end of the social scale when it comes to the major races, but it’s really only the lack or organization that holds them back. Sadly, they don’t to as well in the Imperial Military as might be expected; they don’t do adapt easily to such a structured environment.

Orcish Cultural Package Deals include:

Stoneheart Orc (Earth Spirit Affinity):

  • War Paint: Double Enthusiast, Specialized and Corrupted for Increased Effect / only to buy additions to their Racial Innate Enchantment, only to buy enhancements to their Bony Hide (Armor Enhancements, Armor Templates, Armor Crystals, and Armor Upgrades) (6 CP). While this is only 6000 GP worth of extra benefits, item slots are not a worry – so they can use as many “armor crystals” as they like.
  • Immunity / The distinction between improvements made on their Bony Hide and racial abilities: Uncommon, Minor, Minor (Covers up to 12,000 GP worth of boosts, 2 CP).
  • Proficiency with all Simple Weapons, Corrupted / only those primarily made of metal or stone (2 CP). Note that, in conjunction with their Inner Eye effect, this allows them to use all Martial Weapons made of Metal or Stone proficiently, as well as allowing them to use all Exotic Weapons made of metal or stone that were crafted by orcs proficiently.
  • Proficiency with Light Armor, Corrupted / only armors primarily made of metal or stone (2 CP). As with Weapons, this allows them to use all Medium Armors made of metal or stone proficiently and allows them to use all Heavy Armors made of metal or stone by orcs proficiently.

Blood Tide Orc (Sea Spirit Affinity)

  • Presence, Specialized for Increased Effect (level two effect: Death Knell) and Corrupted for Reduced Cost / only affects targets whom the user has just reduced to 0 HP or less via melee combat (4 CP).
  • Witchcraft / Wrath Of The Sea (6 CP).
  • Access to Occult Skill / Vehicles, Corrupted for Reduced Cost (2 CP) / only to grant upgrades to seagoing vessels they command.

Fireheart Orc (Fire Spirit Affinity)

  • Witchcraft / Leaping Fire (6 CP).
  • +3d6 Mana as 9d6 Power, Specialized and Corrupted for Reduced Cost / only for use with the Leaping Fire ability (6 CP).

Warcrier Orc (Sky Spirit Affinity):

  • Mystic Artist (Voice) (6 CP): Orcs shout warcries, and the names of their attacks, and such things all the time – and some few have learned to add some magic to that.
  • Witchcraft / Windforge (as per Witchcraft / Nightforge, but solidified air instead of darkness) (6 CP).

Finally, we have the possibly-mythical Wyldborn Orc package deal. Note that this option makes Orcs insanely dangerous.

Wyldborn Orc (Chaos Spirit Affinity)

  • Witchcraft / Ridden By The Loa, Specialized for Increased Effect (the user generally remains in control) and Corrupted for Reduced Cost (4 CP) / only to take on a specific “super soldier” or “power armor” template, the user becomes fanatical on some topics.
  • Witchcraft / Mouth Of The Earth (6 CP). Boosting their “Infliction” weapons to use d8’s or to cause other horrible effects makes a Wyldborn Orc extremely dangerous.
  • 1d6 Mana as +3d6 Power, Specialized and Corrupted for Reduced Cost / only to be used with the two disciplines given above (2 CP).

Unusually, it is not uncommon for Orcs to learn additional package deals if and when they have the extra character points available; all of them are pretty good.

Unlike most of the other races, Orcs apparently handled cataclysms the same way that they handle things like dragon attacks: some go roaring out to fight, some fill their lair with traps and obstacles, and some go zooming off at high speed in their ridiculous vehicles (either to start a new tribe in another location or to hook up with another force) – and while those are most often ground vehicles, air vehicles construction equipment, and tunneling machines do turn up. This makes it almost impossible to catch them all, even if their lair is almost entirely surrounded by a far superior force – and the rate at which they breed makes it certain that for every colony you smash, there will be a dozen more in just a few years time (although once they start feeling crowded they do tend to fight each other). It’s not the most dignified of strategies, and it doesn’t do much to preserve civilization – but almost any other fighting force on the disc can use a bunch of no maintenance required high speed self-propelled armored personnel carriers full of formidable fighters. If there’s a war on, and a bunch of Orcs turn up and want to join your forces… any sensible commander says “ORCS! BE WELCOME! THERE WILL BE GOOD FIGHTING!” loudly and joyfully!

Eclipse / League Of Legends: Jinx

The request here is for an Eclipse version of Jinx from League Of Legends and/or “Arcane”.

The first problem here is that I don”t happen to play League Of Legends and I haven’t seen “Arcane” – so I’m going to have to go by the Wikis. So going by those…

Powder / Jinx

  • Was a criminal, and presumably has a variety of rogue-style skills. I don’t know if these ever actually come up in LOL (it doesn’t look like it), but they do come up in RPG’s fairly often. so I’m going to include them. Fortunately, that’s not a big problem since a mere “+4” in a skill is a solid professional level in d20.
  • Was enhanced by “Shimmer” while being treated for injuries, (possibly) increasing her Strength and “Durability” (Constitution in d20), maybe with a bit of Damage Reduction or Self-Healing to represent a bit of carryover from the genre conventions (as noted below).
  • Is good at inventing and building weapons, and is presumably fairly bright. Of course, she probably isn’t allowed to invent new weapons in the actual game, so this is more of a background detail there. In an RPG it will actually mean something.
  • Wields a variety of powerful ranged weapons with limited battlefield control options (I’d guess that they are considered “hextech” in-game). These include:
    • A powerful, area-effect, missile launcher.
    • What seems like a small minigun or machine pistol (her basic attack).
    • An electrical beam weapon which stuns and reveals it’s targets.
    • Grenades with cover a wide area with flame and what seems like some sort of short-term “entangle” effect – her area control option.
    • In a RPG she’ll probably have a melee option, even if she’s not very good at it.
      • She also has an even bigger missile which builds up damage as it travels, but the descriptions across the wikis are a bit contradictory; I’d guess that it’s either very expensive to use, has changed somewhat with patches, or is only available under certain conditions. In an RPG, where an awful lot of combat takes place in close quarters, this will probably simply wind up as extra damage.
      • Our primary problem is where she gets all those high-powered weapons at relatively low level. D20 just isn’t much for that kind of thing. She is also listed as having an armor value, although her depiction does not seem to be wearing such a thing. That may be normal for League Of Legends (I haven’t looked at enough pictures to be sure), but I will presume some discrete armor, because – for a relatively mundane combatant in a no-holds barred deathmatch – going entirely without is rather foolish.
  • Her history mentions demolitions, but that also apparently isn’t mentioned in actual play. Probably a background skill and perhaps an item (a demolition kit and/or charges).
  • Gets a short-term speed boost (movement and attack rate) whenever she takes down a major target. In d20 that’s probably a basic Haste effect.
  • Her racial template is a bit of a mystery. The obvious assumption is “Human” – but there are lots of local variants on humans, as well magical girl, elf, cat-girl, and other versions. Of course, they’re mostly just skins, and don’t seem to make all that much difference (there might be small modifiers, I don’t know), so one or another version of “human” is probably the way to go. But then there’s the chemical or alchemical augmentations – which are probably a minor acquired template in addition to the racial template. As usual in Eclipse, any ECL adjustment will be based on the total value of the Racial Package plus Templates.
  • Her basic social background is “criminal underworld” – but the various variants given for her imply that any given version might come from a magical society, from a technological interstellar civilization, and from pretty much everything in between. Her background details are pretty much up for grabs, so there’s not much point in addressing them in any detail.

Now there are a few League conventions – such as having a healing rate measured in seconds, using Mana (which also comes back fast) to fuel certain weapons rather than (say) ammunition, and getting to “come back” for the next battle even if killed (or possibly in the same battle? The Wiki’s seemed to assume that you knew most of the basics already) – but those are pretty much world laws, since they generally apply to every League Of Legends Champion. I will include something along those lines, but it’s not going to be so quick and unlimited.

As a “Champion”, she generally takes multiple hits to kill – but that is a standard feature of both combat video games and RPG’s, since otherwise you’d have to keep changing characters all the time. Still, she’s likely past first level in her appearances and has a decent number of hit points – but she’s still described outright as being the epitome of a glass cannon. LOL items and levels do not carry over from session to session however, and RPG character developments definitely do. So unless you’re using a “Summon Jinx” spell, this version will be using d20 advancement. Summoned versions are, of course, the same each time. Thus, while LOL does seem to have some sort of skill advancement, it only seems to apply to attacks and goes away between games. In Eclipse that’s going to be learning a Martial Art – but she apparently doesn’t start with any, so that’s going to be a design-your-own situation for later advancement.

Considering her attributes…

  • Strength: She is strong enough to carry multiple weapons, but (judging from the pictures) doesn’t apparently use armor and doesn’t seem to have much in the way of melee options. There was that mention of improved strength though, so let us be generous and call it Str 14
  • Dexterity: It’s important with ranged weapons, and for people who don’t wear armor, but – again – there’s no mention of it being really unusual or of her having acrobatic skills or anything. So it is probably good, but not particularly overwhelming. Dex 14
  • Constitution: Well, you want this for hit points, and to keep running around in combat, but the Wiki’s don’t imply her being exceptionally durable. So this is probably (once again) good but not particularly amazing. Con 14.
  • Intelligence: Important for skills and somewhat related to weapons-making. There isn’t much ground for it otherwise since the characters in combat games rarely solve puzzles (although there are some for the players sometimes) or show off their knowledge much – so Int 14.
  • Wisdom: She’s a bit of a loony and has no listed hyper-alertness, boosted perception, or mental defenses (presuming that’s a thing in LOL, which it probably isn’t other than, perhaps, as a bit of description) and her Will save is likely low. Wis 10
  • Charisma: She’s apparently supposed to have standard female video game character good looks – but she’s no great leader or socialite (the insanity and tendency to blow things up is hard on your social skills), which is Charisma’s real function. Cha 10.

That’s 28 Points in 3.5 (slightly over the standard 25 point allotment) or 20 points in Pathfinder – the standard “High Fantasy” allotment. Fair enough. It would be quite reasonable to assume that this already includes the effects of her chemical boosts since those numbers are way above “ordinary person” stats already – but I may include another small boost because why not?

Basic Attributes: Str 14 (+4 Eq = 18), Dex 14 (+2 Template +2 Eq = 18), Con 14, Int 14, Wis 10, Cha 10.

Racial Template: Runeterra Human (12 CP):

  • Homo Sapiens: Fast Learner, Specialized in Skills for Double Effect (+2 SP/Level, 6 CP)
  • Highly Adaptable: +1 Bonus Feat (6 CP).
    • That’s a tiny bit better than a baseline 3.5 d20 human – the natives of Runeterra are supposed to be a little special apparently – but only by 3 CP. That’s worthwhile, but not terribly important.

Acquired Template – Alchemically Augmented (18 CP).

  • Innate Enchantment, up to 9500 GP net value (10 CP).
    • Adrenalin Rush: Personal Haste, Specialized for half cost (+30′ Move, +1 Attacks at full BAB with a full attack/only lasts three rounds, only triggers after taking down a major target (1000 GP).
    • Immortal Vigor I (+12 + 2 x Con Mod HP), Personal-Only (x.7) = 1400 GP.
    • Attribute Boost (Enhance Dexterity +2, x.7 Personal-Only = 1400 GP): +2 Dex
    • Resistance (+1 Resistance Bonus to Saving Throws, x.7 Personal-Only = 700 GP).
    • Force Shield I (+4 Shield Bonus to AC) (Personal-Only, x.7 = 1400 GP).
    • Weapon Mastery (Machine Pistol, +4 BAB with Machine Pistol, does add to iterative attacks) I (Personal-Only x.7 = 1400 GP).
    • Skill Mastery (+3 Competence Bonus to Disable Device, Hide, Move Silently, and Spot) (Personal Only x.7 = 1400 GP).
    • Restorative Touch – Cure Light Wounds, Lesser Restoration, Polypurpose Panacea, and Relieve Poison (Hedge Wizardry) 1/Day each (800 GP).
  • Immunity/Stacking limits when combining innate enchantment effects with external effects (Common, Minor, Trivial – only covers L0 and L1 effects, Corrupted / only covers effects in this template, 1 CP).
  • Immunity/Dispelling and Antimagic (Common, Major, Great, Specialized and Corrupted/only protects innate enchantments that provide personal augmentations, 6 CP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover initial racial abilities, 1 CP).
    • That’s three natural-law immunities, which would be a major “caution!” flag, but in this case they’re not particularly wide-ranging and shouldn’t be too big a problem.

At a total of 30 CP, this is a +0 ECL combination.

Package Deal: League Of Legends Champion (0 CP)

  • Grant Of Aid with +4 Bonus Uses, Specialized in Hit Points (6 CP).
  • Returning, Specialized / must be mystically summoned to join a battle, is obligated to fight in that battle for the summoner (3 CP).
  • DR 2/-, Specialized in Physical Damage for Double Effect (4/-) (3 CP).
  • Disadvantages: Accursed / Summonable (A Champion of the League can expect to be summoned into combat regularly, no matter how inconvenient this may be for them), Inept (Diplomacy), and Insane / Combative (A Champion tends to see violence as the first resort, rather than the last).

Available Character Points: 120 (L4 Base) + 10 (Disadvantages: Insane/Reckless, Hunted, Obligations to gang) +18 (Racial, L1, L3 Bonus Feats) = 148 CP.

Basic Abilities (68 CP):

  • Hit Points: 12 (L1d12, 8 CP) +9 (L2-4d4, 0 CP) +12 (Im. Vigor) +36 ([Con Mod + Dex Mod]x 6) = 69 HP.
    • Evasive Combat: Advanced Improved Augmented Bonus, Adds (Dex Mod) to (Con Mod) when calculating hit points, Specialized and Corrupted / only applies to hit dice gained through L6 (6 CP).
    • Jinx starts with 630 Health in LOL, and it looks like Hit Points should roughly equate to Health/10. So a slight upgrade here.
  • Skill Points: 6 (Purchased, 6 CP) +14 (Int Mod x 7) +28 (Fast Learnera) = 48 SP
    • Fast Learner, Specialized in Skills for Double Effect (Racial Bonus Feat, 6 CP).
    • Adept (Buys Disable Device, Hide, Move Silently, and Spot at half price, 6 CP).
    • This, of course, is pure guesswork. As a fighting game LOL generally doesn’t do much with non-combat skills although it does have a system for leveling up the characters special abilities during a fight (that resets afterwards) – but in an RPG setting they give Jinx something to do when no one is fighting.
  • BAB: +3 (18 CP)
    • This is hard to sort out; in LOL the player generally controls the targeting and hits if they connect with a figure, with armor providing DR rather than reducing the chance of being hit effectively. Still, Jinx’s history involves crimes and laying traps rather than massive combat, and she is a rogue-type. So 3/4 BAB seems reasonable enough. Most of her accuracy as a starting Champion comes from her Dexterity and Augmentations. She can always buy more as she gains levels.
  • Saves:
    • Fortitude: +1 (Purchased, 3 CP) +2 (Con) +1 (Race) +1 (Res) = +5
    • Reflex: +4 (Purchased, 12 CP) +4 (Dex) +1 (Race) +1 (Res) = +10
    • Will: +1 (Purchased, 3 CP) +0 (Wis) +1 (Race) +1 (Res) = +3
    • Jinx’s LOL Magic Resistance (which, as far as I can tell, reduces magic damage) isn’t all that high. D20, of course, has saves for that job. LOL also doesn’t have long-term mind control (and most of what it does have a fairly simple) because you can’t mind-control the player who’s providing the control inputs even if you can override or block them for a bit. I doubt that there’s a way to actually seize full control of someone else’s units since that comes far too close to an “I Win!” button for a competitive game. So the Will save bonus is more than a bit arbitrary. Given Jinx’s insanity… there’s no reason to make it high.

Combat Information (21 CP):

  • Proficiencies: Proficient with all Simple Weapons and her Personal Gadgets (9 CP).
  • Initiative: 1d20+4 (Dex) +8 (Improved Initiative II) = 1d20+12
    • Improved Initiative II (12 CP).
  • Move: 40′ (70′ when Adrenalin Rush applies).
  • Armor Class: 10 (Base) +4 (Dex Mod) +4 (Armor) +4 (Shield) = 22
  • Usual Weapons: See Gadgets, Below. In general:
    • Ranged Attack: +3 (BAB)+4 (Dex) +4 (Smartlink) = +11 (+15/+10 with Machine Pistol)
    • Melee Attack: +3 (BAB) +4 (Str) +3 (Quality) = +10
      • All of these get another attack at her full BAB when Adrenalin Rush is active and she is making a full attack.

Special Abilities (59 CP):

  • Buy off Specialization and add +4 Bonus Uses to her Package Deal Grant of Aid (12 CP).
  • 6d6 (21) Mana with Reality Editing, Specialized and Corrupted for Reduced Cost / only for reality editing, only for “I reloaded!” (2 Mana, reloads a weapon), “This gadget isn’t really damaged” (4 Mana), and “Here comes my SPECIAL missile!” (8 Mana, boosts a missile to a 30′ radius, adds +2 worth of weapon enhancements (does not require a base enhancement bonus) or any one of Blown Away, Dazed (1 round), Dazzled, Deafened, Fatigued, Knocked Down, or Sickened (Save DC = 14+Cha Mod), and doubles the base damage) (12 CP).
  • Rite of Chi with +12 Bonus Uses, Specialized and Corrupted / only to restore the Reality Editing pool above, requires at least one minute and a break in combat to use (8 CP).
  • Occult Skill Access (Federation-Apocalypse Gadgetry, Tinker Version, 3 CP).
    • Skill Emphasis (+2, 3 CP)
    • Skill Focus (+3, 6 CP).
      • In most d20 games this is heavy-duty cheese; giving a fantasy character reliable access to gadgetry from an advanced interstellar civilization is kind of absurd. On Runeterra, where the standard is “Hextech”, this is far more reasonable – if still a bit much.
  • Reflex Training, Specialized / only to allow her to change weapons as a free action (6 CP).
  • Favors, Minor (The Criminal Underworld, 3 CP).
  • Action Hero (Stunts) (6 CP). Probably why she is still alive.

Skills:

  • Climb +2 (2 SP) +4 (Str) +4 (SC) = +10
  • Disable Device +7 (3* SP) +2 (Int) +3 (Tem) +2 (Tools) = +14
  • Disguise +6 (6 SP) +0 (Cha) +4 (SC) = +10
  • Gadgetry (FA version, Tinker variant); +7 (7 SP +3 SP Surcharge) +4 (Dex) +2 (Skill Emphasis) +3 (Skill Focus) +2 (Synergy/A&E) = +18
  • Heal +0 (0 SP) +0 (Wis) +2 (Belt) = +2
  • Hide +7 (3* SP) +4 (Dex) +3 (Tem) +4 (SC) = +18
  • Knowledge/Architecture and Engineering: +7 (7 SP) +2 (Int) = +9 (+14 for Demolitions checks)
  • Listen +6 (6 SP) +0 (Wis) +4 (SC) = +10
  • Move Silently +7 (3* SP) +4 (Dex) +3 (Tem) +4 (SC) = +18
  • Open Locks +1 (1 SP) +4 (Dex) +2 (Tools) = +7
  • Perform/Dance +2 (2 SP) +0 (Cha) = +2
    • I’d probably let her get away with using Dex instead, but it doesn’t really matter.
  • Spot +7 (3* SP) +0 (Wis) +3 (Tem) +4 (SC) = +14
  • Swim +0 (0 SP) +4 (Str) +4 (SC) = +8
  • Use Magic Device +1 (1 SP) +0 (Cha) = +1
    • She’s not good at this, but she IS crazy enough to try anyway sometimes.

Skill Specialties: Architecture and Engineering/Demolitions (+3, 1 SP).

Equipment:

Smartclothes (Gadget-5 In Total):

  • Military-Grade Protective Functions (Gadget-2): +4 Armor, DR 4/-, Energy Resistance 4,+4 to Climb, Disguise, Listen, Spot, Hide, Move Silently, and Swim, +2 to Unarmed Damage, +4 on stabilizing while dying, +4 on saves versus chemical exposure, twelve-hour life support (air, comfortable from arctic to tropical desert temperatures, allows space survival until the air runs out).
  • Computer Functions (Gadget-1): Encrypted radio communications, personal-computer and HUD functions, +4 to hit with Smartlinked weapons.
  • Sensory Enhancements (Gadget-1): IR, UV, Low-Light, Magnification, and Flash Suppression for Vision, personal and environmental monitoring, +4 on Saves vrs sensory overloads.
  • Exoskeletal Functions (Gadget-1): +4 Strength, +2 Dexterity, and +10′ Movement
    • There is little or no justification for this, but if you’re going to be using Federation-Apocalypse gadgets, Smartclothes are THE obvious gadget to take.

Miscellaneous (Gadget-4):

  • Smartlink Adapter: Allows all her gadget-based weapons to be considered Smartlinked (+4 bonus to Attack rolls) (Gadget-2).
  • Demolitions Kit (Gadget-2). Contains assorted supplies and tools for blowing things up or disarming bombs. Provides a +2 to any required checks.

Weapons (Gadget 9):

  • Machine Pistol (Gadget-1): One-Handed Small Arm, Enlarged Magazine II, Selective Fire. 3.2 lb, 100 shots, 2d6 piercing damage, Crit 20/x2, 40′ range increment, selective fire (1).
    • +4 Magazines (1).
    • Selective Fire, by the way, can do double damage or affect a small group or grant a +4 bonus to the attack. Simple abundance of ammunition makes this Jinx’s most commonly used attack.
  • Heavy Missile Launcher (Gadget-1): Heavy Gyroc Small Arm, Reduced Magazine, No Criticals, Increased Damage I, Explosive III, Special I (Sparks illuminate the area as per Daylight for 2d4 rounds and may start small fires). 24 lb, 5 Shots, 5d12 force damage in a 10′ Radius, 120′ Range Increment (1).
    • +4 Missile Packs (Gadget-1).
    • 325 LOL damage is more than this is supposed to do, plus you can get more than one attack per round with it. Of course – with Mana – it also stands in for the Super Mega Death Rocket, which works fine.
  • Bolter (Lightning Rifle) (Gadget-1): Two-Handed Small Arm, Explosive I, Special II (Stunning 1 Round, Faerie Fire 1 Minute, DC 20 Fort to resist being stunned), 8 Lb, 25 Shots, 3d8 electrical damage, Range Increment 80′,
    • +4 Battery Packs (Gadget-1).
  • Phosphorous Web Grenades (Gadget-1): Mini-Grenade Launcher: One-Handed Slugthrower Small Arm, Decreased Magazine (5 Shots), Cannot Critical, Explosive III, Special I (Victims are caught in the net and on fire until they escape or it burns away in 3 rounds): 2.5 lb, 5 Shots, 4d6 fire damage in a 10′ radius, 40′ range increment (1).
    • +4 Grenade Packs (Gadget-1).
    • This doesn’t throw out five grenades at once. On the other hand, it entangles everyone in an area rather than a single person who steps on them, affects what looks like a wider radius (judging from a quick look at the animation, so I could be wrong), you can get multiple shots per turn, and they do twice as much damage.
  • Forceblade (Longsword) (Gadget-1), 2d8+7 (+3 Quality, +4 Strength) (Force, Slashing), Crit 19-20/x2, +3 Quality Bonus to Attacks.
    • There’s no canon justification whatsoever for her having a melee weapon, but an RPG character needs to be ready for a much wider variety of fights than LOL offers.

d20 Equipment and Magic Items:

  • Cloak of Resistance +1 (1000 GP). An obvious choice.
  • Handy Haversack (2000 GP). For someone carrying this many weapons, a near-necessity.
  • First Aid Kid (Healing Belt, 750 GP). Not including this would be stupid, particularly when you’re expecting near-constant combat.
  • Boots Of The Cat (1000 GP). Jump off a cliff – or from a plane – and take little damage? Priceless.
  • I’m going to assume Masterwork Thieves Tools (100 GP), Rope, a Grapnel, and a wide variety of other basic gear – probably about 250 GP in total.
  • That leaves 1000 GP to customize or prepare for missions with.
    • LOL characters can be equipped with various special items. D20 characters are fully expected to be equipped with a wide variety of magical items. There’s no need for anything special here.

As is more or less expected for an advanced technology user, Jinx has a substantial edge at lower levels – but has far fewer options for upgrades and occult tricks as she goes up in level as her weapons are already as advanced as they’re going to get. Enchanting them is possible, but will cost her quite a lot since she uses so many different ones. Dedicated combatants will outdo her later on, spellcasters will become far more versatile, and social manipulators will do their own thing – but there is something to be said for simply blasting the area.

For further advancement, something along the lines of the Pulp Hero template would be an effective advancement path for her, but the basics she will want – BAB, HP, AC, Saves, some Martial Arts, and bigger skill bonuses all around – should be quite familiar.