The biggest the brightest
Currently featuring the World Warrior Occ and th Childen of the machine Rcc
In the Traditon of Fatal Fury , I give you
The World Warrior
World Warrior O.C.C. SDC: 45+ Skill Bonus or racial character stats which ever higher Hp: P.E. +2d6 per level in addition to skill bonus P.P.E. 4d6 Attributes: Normal as per Race Alignment: Any* ( surprisingly it seems that almost any type of person with a Burning Drive can become one) Level: Use Mind Melter Table Restrictions : No creatures of magic, Augmented Humans, Psychic RCC s, or magic users. O.C.C./O.C.C. related/Secondary Skills: Chose 18 skills total with Only Physical skills gaining any bonus of 15%(If they have a % ) Or any OCC (as well Any martial Artist OCC. No negatives) can picked but divide the skill bonus by ½ to reflect there real lack of attention towards their 1st job. As well any Martial Art power can chosen at a 1 to1 ratio for skills. (Gm’s please abuse this fact if they pick no useful skills outside of combat.) Hand to Hand: Martial arts(yes a specific one can be chosen) Special abilities: World Warriors are the most extreme of Martial Arts, Dedicating not only their lives to fighting but portion of their souls to the Art. As part of this they gain a number of special abilities to help them survive. All World Warriors have the Ability to continue Combat until They Reach Negative P.E. PLUS M.E. ,Thus demonstrating their will to survive at that point they will make a check Save V.S. coma/death if they pass it they fall into a coma like sleep but don’t die, If they fail…Oh well. They heal at same rate juicers do(4xs normal speed) They also began with the Following powers, In High PPE environments they have supernatural strength. Summon Inner Strength, Improved Strike, Never Falter, At levels 2,4,6,7,8,10,13,14,15 of exp the world warrior can learn any of the following Powers unless there are restrictions that are stated. * Note, They can be taught ANY of these powers by another Warrior, if they take the time to train 5d6 months in time –minus one month per level of the learning Warrior and the level of the teacher * Energy Strike Energy Attack Final Attack 1 (not until Level 3) Precision Strike Like a Rock Improved Block(requires like a Rock level 4) Sixth Sense Multi Strike Final Attack 2(must have final attack 1 Level 6) Mimic (level 7) Delay Blow Teleport Counter Strike Improved Counter Strike (Must have counter strike,level 5) Out Matched Heart of the Lion (Level 12) Final Attack 3 (Requires FA 1,2, and Heart of Lion level 12) See world warrior powers section for full explanations Standard equipment/Cash : Not much or as per OCC pro fighters will have 3d4x10,000 credits and or Black market items.
Trigun anyone??
World Warrior Powers Summon Inner Strength: As per psi power No cost Improved Strike: Decreases the Difficulty of a called shot by 1 per level of exp until it becomes an flat roll to strike. This power will never give A Bonus to a called Shot. For ex.: If a 5 level World warrior is trying to make a called to shot to the Head of a SAMAS power armor( We’ll pretend that they did not get gunned down by the Rail cannon or all it’s other weapons) the head is a –3 to strike so instead un bonus called shot with a –3 it become a Flat roll with no minus and NO BONUS. Never Falter: On a simple M.E. check (Roll under) the World warrior may continue fighting until Negative P.E.+M.E. x 2 instead of their standard P.E.+M.E Energy Strike: The world Warrior may charge their hands, feet, or knees to increase the strength of their blows. It’s only last a single attack hit, miss or Block. It takes an 2 actions until you reach level 3 Then it takes only 1 action. Increases strength of the attack by 1d6 per level of exp. Can be countered by another Energy Strike or Energy Attack Energy Attack: As per Minor Mutant ability energy expulsion located in Hero’s unlimited or Skyrapers. Final Attack (level 3): This is a sort of Last ditch effort to win. In order to use the Attack there must be one of 5 things happening 1. Down past ½ of your hit points 2. Your opponent is 3 levels higher than you 3. Life or Death Situation 4. Emotional Moment (Yes Anger counts as well as friends in trouble) Or you have reached Level 6 then you can use it at will.(only applies here) It takes 2 actions (still roll to strike). It does maximum 6d6x10. You can Lower the damage by 1d6x10 to a minim of 1d6x10 .If they live it also stuns them for 1d4 melee actions .It can be countered/out powered with another final Attack, Note that Final Attack level 2, and 3 will blow this one away as well as Like a rock will let keep standing during it As well as Improved Block will allow it to be negated. If 2 final attacks level 1 are use and the fighters are the same level there is 50% the final attack will either one will win.(roll off with a D20 adding any M.E. Bonus best 2 out of 3) If higher then it increases to+5 per every level above attacker. Can interrupted by any strike doing more than 30 points of damage. Precision Strike: Same as Improved strike expect now It will proved a bonus = difference of your level to the target. Ex. 5th level target will receive plus 2 to strike if the called shot is –3 NO OTHER BONUS APPLY. Like a Rock: It allows the world warrior to remain standing NO MATTER what the attack for a number actions that is equal to their level. If that attack stuns them or could knock them out or over they can make a maintain Balance check, to keep standing and not stunned . Improved Block (Requires Like a Rock): This is one of the more hardcore of Maneuvers taking Like a Rock to the next level, Make your Roll to Block ANY attack (Must equal attack roll) and you will Block the attack While taking NO DAMAGE from it (See Final Attack For rules about when faced with it.)Note* Can be reflexive. Sixth sense: As Per Psi power, no cost Multi Strike: Allows the warrior to make a number attacks equal to 1/3 their P.P. in one action. The damage is equal to normal damage for the attack x the numbers of blows. Can only be done, once a melee round. Final Attack 2: Same rules as Final Attack 1 except now the Damage is 6d6x10 time 2(ouch) and 75% chance of defeating a opponent of the same level. If someone is using Improved Block they must be at least 2 levels ABOVE the attacker to block. Also completely overrides a level 1 final attack, but damage of Both are rolled and you subtract the damage of the level 1 attack from the level 2. Can countered by another level 2 Or level 3 Final attack. Mimic: One of the scariest of powers, Plan and simple It allows the World Warrior to perfectly Mimic one attack including Final attacks up to Level 2. All the same rules apply, Note you do not LEARN the power You just mimic the power at the same level of the attacker or your level which ever is higher. Delay blow: It not what is sounds like, One a successful M.E. check it, The World warrior can be DELAY the damage of a attack Equal to a number Rounds equal to their level of Exp, Or till the end of combat. For each blow you want to delay save V.S. Nonlethal Poison, plus any P.E. bonus. Teleport: Is not an actual Teleport per say, but it’s move of a Improved dodge You add your current level to any dodge roll made. If you exceed the attack roll by 3 or more you can Slide behind and Or beside your Opponent. It still takes an action. Counter Strike: All maneuvers take an action, Meaning after Teleport, Like a Rock, and Improved Block. You still can’t attack. Until now, this ability allows a simple Reflexive Attack, No special powers or abilities. Still roll to strike unless It is after Improved Block, after a physical attack. In which case it is It unblockable, Normal damage applies. Improved Counter Strike: Same as improved counter strike, except now Energy strike, Energy attack, Mimic, Multi-Strike, Final Attack 1,and 2 can used. Outmatched: This power lets other people see the World Warriors fighting spirit and makes them quake with fear. When this power is in use Your opponent rolls save V.S. Psychic Attack No bonus unless less they are on the same level. If they fall they will realize that they are fighting a Juggernaut that they can not hurt, All attacks from the Person will be quartered as they have already lost the fight. Add +4 if just after a successful Mimic. Does not work if the person is a higher level then you. Heart Of Lion: This is one of the most amazing abilities the World Warrior has, In a moment Of giving everything to it. After a successful M.E. check, the Short of being Atomized the World Warrior will get Up and Instantly regain 50% of the SDC, HP, or MDC. This can only be done if the hero has a DRIVING reason to get up and Fight. Only after this can Final Attack level 3 work. Final Attack level 3: Same as The first 2 level except 1. Damage is Now 6d6x 20x4 No lowering (you don’t care at this point) 2. Automatically hits No roll needed 3. NOTHING STOPS IT. It’s the last thing anyone can give. The Character after using it will Fall over and Have to make a save versus coma/death, with the following bonuses Revenge +10% Keeping a promise +20% To save a friend or loved one +45% To save the world+ 20%
Children of the Machine R.C.C. (This R.C.C. contains EXRETME spoilers for the Trigun anime and some of the manga. You have been warned) This name are given to not the children of the Phase world’s machine people, They are a different and far more rare of a race. They were 1st seen and catalouged on the planet Gun Smoke. Deep inside the Anvil Galaxy, When the Survey teams found the planet, there were only 2 of them. In the 3 galaxies there are thought to be maybe only 3,000 of them, but each one has the power to destroy whole planets. They seem to appear only from Planets that used Certain types of Atmospheric Converter Plants. The children of the Machine don’t even know why they have come about. All that they know are drawn to intelligent creatures. To either help them or Destroy them. Alignments: Principled, Scrupulous, Aberrant and Diabolic (these guys don’t do the middle ground) SDC:3d6x10+20( in addition to skill bonus) H.P.: P.E.x2 plus 2d6 per level (SDC and HP combine to MD in High PPE environments) IQ. 2d6+20 ME 4d6+6 MA 5d6+5 P.S. 3d6+2(supernatural) P.P. 6d6+3 P.E. 6d6(supernatural) P.B. 4d6 Spd.8d4 ISP: 2d4x10 plus M.E.x2 P.P.E.: 2d6 Natural Abilities: Heals 3d6 S.D.C./M.D. per 10 min, They can regenerate lost limbs over time or can use Cybernetics or Bio-systems as replacements, Auto Dodge, They receive NO NEGATIVES for attempting to dodge modern weaponry.(instead of the normal –10 to dodge modern weapons, see Gm’s guide 4 rifts). See special abilities section, Special abilities. Total Recall, Mind block, Empathic transmission, Sixth Sense, Telemechanics, and 2 healing, sensitive powers at ½ the ISP cost. Speak to Machine. They can speak to the machines through a form of telepathy at no cost. This is far different for the Psionic power Telemechanics, Telemechanics allows you to know the in and out of machine. This power speaks to the “soul” of the machine and the mysterious being who seem to live inside of them. This have allowed them to even figure out Phase technology (much to chagrin of the Prometheans) This skill doesn’t allow them any control over the machine but most machines if asked politely will do what the Children ask it, as long as it’s within reason. There is a 85% plus 2 per level that machine will do whatever the character will ask them to do short of self destructing. This power is the 1st step to next power. Create machine Anyone can built a tool, However the children have the ability to create weapons and vehicles that link to them and Amplify they’re already impressive powers. Now for everyone who has seen Trigun will know what I am talking about Now the effect of the weapon being used is purely a cosmetic thing on the part of the wielder but the damage is not. The weapon is always a projectile of sorts, This attack is never used lightly, because the Children can only slightly vary the damage. Making this a All or nothing affair, however if the focus machine is knocked from their hand before the weapon has had time to charge it will not fire Angel Arm H.F/Awe. : 18 Weapon damage For a direct hit1d6x100 plus,1d6x100 for every 4th level.(ex at 8th level is would do 3d6x100) Range: line of sight Blast radius damage 5d6x10 for 1 mile around. Shockwave:2d6x10 for 6 miles after blast radius Rate of fire: Once per 4 melees* takes one full melee to discharge. The Wielder for every level of experience can lower the damage by only 2% . (Yes, I am aware that means that at level 15 you can only lower it 30% but at that point what does it matter. This why it is not used very lightly) Create Angel Blades Much like a Mind Melter’s Psi Sword but with the following modifications ISP cost: 15 per 10 mins/ per level (example 3rd level child can use the blade for 30 mins) Damage 4d6 plus 1d6 for every 3rd level Can be thrown like knife Range: 40 feet plus 5 per level Damage: ½ of sword damage (Round down) Control Others** This power only works when fighting/dealing with other children. It is treated like a normal attack but using ME. Bonuses to strike, it’s a Psionic attack that allows to the winner to activate the Angel Arm with the following modifications. Can only be one per day, and the attacker Loses then it can one be tried again until 24 hours later. All damage is ½ but the radius are all doubled (cuz they really didn’t want to do it) And they can delay it the firing for as long a 30 seconds per level( to give people a chance to take cover) Also as a side note Angel arms can cancel each other out, The 2 shooters much be within one mile of each other and know the other is firing his weapon. (Easy enough). By firing the two angel arms at the same time only Initial Blast radius damage is applied, but there is no shock wave or direct hit damage. SENSE OTHERS Same as Nightsbane ability of the same name, the children can sense the presence of other children. The Skills listed below are in addition to the skills they get. They MUST choose and O.C.C. R.C.C. skills Native language and literacy at 98% Computer operation (+25%) Computer Programing (+25%) Navigation (+25) Pilot one of Choice(+15)