Untitled (Human Astral Mage NB Conversion) WIP

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Untitled (Human Astral Mage NB Conversion) WIP

Postby Tyrannosapiens Rex » Sun Mar 10, 2019 3:45 pm

4d6:
3, 1, 4, 6

4d6:
4, 3, 1, 5

4d6:
3, 1, 4, 4

4d6:
2, 3, 3, 3

4d6:
6, 3, 2, 4

4d6:
1, 4, 6, 6
Bonus: 1d6 = 4
4d6:
6, 6, 4, 6
Bonus: 1d6 = 5
4d6:
5, 3, 2, 3
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Re: Untitled (Human Astral Mage NB Conversion)

Postby Tyrannosapiens Rex » Fri Mar 15, 2019 11:05 am

Player Name: Dash aka Bahb Silunt
G-Mail: arcticfrogstudios

Character Name:
Alias:
Race: Human
O.C.C.: Astral Mage
Alignment: Unprincipled
XP Level: 1
XP Points: 0
Next Level @ XP:
Faction: Neutral
Sentiments/Nightlords: Scared shitless.
Sentiments/Nightbane: Not a faction. No two are the same, and are treated the same as other people.
Sentiments/Guardians: Suspicious.
Sentiments/Vampires: Avoids contact with them when possible.
Sentiments/Athanatos: Scared Shitless.
Sentiments/Humans: Likes them. Is one.
Sentiments/Non-Humans: Depends on their societal values, and how close the conform to his own.
Sentiments/Coalition: Who?

Disposition:
Insanity: TO BE DETERMINED VIA YIM CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED

ATTRIBUTES
I.Q.: 11
M.E.: 23
M.A.: 20
P.S.: 12
P.P.: 11
P.E.: 13
P.B.: 13
Speed: 9

PHYSICAL DATA
P.P.E.: Delete if not applicable
I.S.P.: Delete if not applicable
H.P.: Delete if not applicable
S.D.C.: Delete if not applicable
Age: 72* (appears 21)
Sex:
Height:
Weight:
Description: Be brief here folks, just a few lines at most

Natural Abilities
Perception Bonus: see rules here
Charm/Impress: (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: see rules here
Max. Carrying Weight:
Max. Lifting Weight:
Max. Jumping Ability: see rules here

Special Abilities
1. Astral Transferance.
2. Astral Senses.
3. Astral Travel.
4. Astral Domain.

Psionics
Minor, Major, Master Psionic?
Empathy
Mind Block
See the Invisible
Telepathy

Spell Knowledge
Spell Strength: (starts at 12 in most cases)



O.C.C. Skills
Language: Japanese 98% (+1%)
Lore: Astral +20
Lore: Magic +10
Carpentry +10
Mechanical Engineer +10
-Literacy: Japanese (Prereq)
-Basic Mathematics (Prereq)
-Basic Electronics (Prereq)
Pilot Auto +10
Cook +10
Sing +10

O.C.C. Related Skills
Pick 11

Secondary Skills
HTH Basic
WP Sword
WP Rifle
WP Pistol
English 50% (+3%)

Combat Data
HTH Type:
Number of Attacks:
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch:
Bonus to Disarm:
Other:

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. name--List totaled bonuses from W.P. only

Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies):
Add others as needed
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby Augur » Sun Apr 07, 2019 7:06 pm

Awaiting post reply to demonstrate progress is being made.
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby Tyrannosapiens Rex » Thu Apr 25, 2019 8:03 pm

I hit a stop.

Nightbane does a very bad job of classifying it's psychics. I would consider both the lord and mage as 'master' psychics, but that's not canon, and there were not any super psionics in the first Nightbane books, just the three lesser categories. From that- everyone is either a minor or major psychic cause super psi seems to be a requirement for master level.
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby Augur » Sun Apr 28, 2019 1:27 pm

Psionic Powers: Astral mages gain the following psionic abilities: empathy, mind block, see the invisible, and telepathy.
I.S.P.: 4D6 plus M.E. attribute, plus 1D6 I.S.P. per additional level of experience.

This says "minor" to me.

Astral Transference is a super psionic power, BUT for this O.C.C. it's listed as an ability under Astral Mage O.C.C. Abilities & Bonuses. So given the limited extent of psionics available to this class, and the fact that the class provides for no further psionics, I'd rate this class as a minor psionic.
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby Tyrannosapiens Rex » Wed May 01, 2019 2:04 pm

WIP
Background Story
Soto ni dete,
arashi ni mayotta
ienikaeru-dō ga nai


I am no poet. I am no honorable warrior.

I was a soldier. A very bad one. In the time of the warlords it would be expected that I commit suicide to regain my honor.

When the Americans come for the island I was assigned, I used a talent for cowardice I had never expressed before to flee the battle.
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby CS High Command » Thu May 02, 2019 6:26 pm

Augur wrote:Psionic Powers: Astral mages gain the following psionic abilities: empathy, mind block, see the invisible, and telepathy.
I.S.P.: 4D6 plus M.E. attribute, plus 1D6 I.S.P. per additional level of experience.

This says "minor" to me.

Astral Transference is a super psionic power, BUT for this O.C.C. it's listed as an ability under Astral Mage O.C.C. Abilities & Bonuses. So given the limited extent of psionics available to this class, and the fact that the class provides for no further psionics, I'd rate this class as a minor psionic.

This is pound for pound a variant mystic. It even uses that terminology in the class description of the Astral Domain ability. Mystics are major psychics. Yes, they sacrifice all their psychic growth for the overspecialization in Astral abilities and then their magical growth. Their spell selection is comparable, though less developed than, to the Mystic. The big thing they get over the mystic is skill selection. Some of that is due to it being Nightbane, not Rifts. Some of that is probably giving them something back for all the spells that are taken out. But honestly, the class balances with the mystic on almost every measure. So anywhere you need to work with balance, use that as your stick.

I would rewrite power two like this (in line with our perception rules)
  • Astral Senses
    Astral Senses:
    • Both in physical and astral form, the character can sense energy entities and other travelers in astral form.
    • They may also be able to recognize/sense Nightbane, Guardians, Necrophim and other supernatural creatures by making a successful perception roll: typical level of difficulty is Moderate; raise to Challenging if the being in question is dampening its nature with a mind block or similar ability. See the Perception rules and your GM for details.
    • Additionally, astral mages can sense the presence of ley lines and nexus points (range: 1 mile/1.6 km).
    • In the Astral Plane, the character has a proficiency in navigation with a base skill of 45% +4% per level of experience.
      This ability can be used in many different ways, depending on where in the Astral Plane the user is at the moment. Skill rolls can be made once every hour.
      • In the Outer Layer, the psychic can return to his body (or to the physical world if traveling through astral transference) by making a successful skill roll.
      • In the Inner Plane, the psychic can travel through the Dragon Roads by making a skill roll and visualizing the destination. This skill roll is modified as follows:
      • Destination is well known to the traveler (i.e., an astral domain or kingdom in which he has stayed for at least 48 hours): +25%
      • Destination is known to the traveler (has visited it at least once): +5%
      • Traveler knows of destination but has never been to the destination: -5%
      • Destination is in the Inner Plane: No modifier.
      • Destination is in the Outer Layer: -10%
      • Destination is in the Void: -15%
  • Copy this to modify or use this
    Code: Select all
    [*][ooc=Astral Senses]Astral Senses:
    [list][*]Both in physical and astral form, the character can sense energy entities and other travelers in astral form.
    [*]They may also be able to recognize/sense Nightbane, Guardians, Necrophim and other supernatural creatures by making a successful perception roll: typical level of difficulty is Moderate; raise to Challenging if the being in question is dampening its nature with a mind block or similar ability. [url=http://www.explorersunlimited.com/eu/viewtopic.php?f=14&t=4177]See the Perception rules and your GM for details.[/url]
    [*]Additionally, astral mages can sense the presence of ley lines and nexus points (range: 1 mile/1.6 km).
    [*]In the Astral Plane, the character has a proficiency in navigation with a base skill of 45% +4% per level of experience.
    This ability can be used in many different ways, depending on where in the Astral Plane the user is at the moment. Skill rolls can be made once every hour.
    [list][*]In the Outer Layer, the psychic can return to his body (or to the physical world if traveling through astral transference) by making a successful skill roll.
    [*]In the Inner Plane, the psychic can travel through the Dragon Roads by making a skill roll and visualizing the destination. This skill roll is modified as follows:
    [*]Destination is well known to the traveler (i.e., an astral domain or kingdom in which he has stayed for at least 48 hours): +25%
    [*]Destination is known to the traveler (has visited it at least once): +5%
    [*]Traveler knows of destination but has never been to the destination: -5%
    [*]Destination is in the Inner Plane: No modifier.
    [*]Destination is in the Outer Layer: -10%
    [*]Destination is in the Void: -15%
    [/list][/list][/ooc]

As for the Astral Domain - nothing is foolproof and even if they manage to make it foolproof, so what. if they spend their permanent PPE to have a safe place, so be it. It doesn't let them trump the story. And finding a bit of astral space you want to claim as your own is great until something comes along wanting it instead. Taking something is not the same as holding it. The Astral Domain should be as much of a story burden as an "I win" button. But the GM does need to understand the Astral Plane and have definite ideas about how to use it. Otherwise the character is just a de-powered mystic with a few extra skills.
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby Zilant » Sun May 05, 2019 4:06 pm

Astral Mages are a type of specialized Master Psionic, in their case a variation of a Mystic. There is also an Astral Lord, and a Psi Shaper, both of which are similar specialists without the magic. The thing about a specialist is they trade general ability for a specialization, it makes them very good in one thing, but not as good at anything else.
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby CS High Command » Sun May 05, 2019 4:08 pm

My point is that Lloyd above ruled them to be MINOR psychics and I think that is an overcorrection. The correct answer (IMO) is that specialization that allows them magic bumps them from Master to Major (as it does for a vanilla mystic).
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Re: Untitled (Human Astral Mage NB Conversion) WIP

Postby Augur » Mon May 06, 2019 10:10 am

I dare say these are minor quibbles of classification.

This is the major issue: Astral Domain
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