John Altfeld (HU2 Experiment, Wilderness Scout)

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John Altfeld (HU2 Experiment, Wilderness Scout)

Postby John Altfeld » Fri Sep 01, 2017 9:03 am

Player Name: Justin

Character Name: John Altfeld
Alias: Flint, Avalanche, Goliath
Race: Human Experiment
O.C.C.: Wilderness Scout
Alignment: Anarchist
XP Level: 3
XP Points: 4,175 (SNAFU 11/FEB/2018)
Next Level @ XP: 8,200
Sentiments/Non-Humans: From what I've seen, people are people. Some will accept what tradition hands them and others will blaze their own path. Doesn't matter your species or where you're from. It's the individual - and some are destined for greatness. We live in a world with literal gods and you're worried about whether your neighbor's ears are too long.
Sentiments/Coalition: The strong owe a duty to the weak and the weak to the strong. The Coalition squanders their strength brainwashing their own citizens, keeping them down. They treat the people in the burbs like garbage. They kidnap and torture, kill and commit genocide. They are a cancer and to support them even through inaction is to give them aid.
Disposition: John is friendly, outgoing, and interested in others. He wants to make the world a better place. Seeing him in action can be jarring for an observer -
cold, calculating and logical. Which is the real John? Spend much time with him and his dislike of the Coalition becomes clear, and behind the happy exterior is a deep drive to improve himself, create something lasting, and make a mark on the world, no matter the cost.
Insanity: Obsession: Destroying the Coalition States - John's capture and experimentation at their hands has made him hate the country to a pathological degree. He wants nothing more than to destroy them.

This color is used to indicate bonuses from Growth at +1/+10/+35/+82 feet
This color is used to indicated a change when in Pebble Form

I.Q.: 16
M.E.: 16
M.A.: 11
P.S.: 27 (28/37/62/109 Supernatural)(+10 Augmented)
P.P.: 19
P.E.: 41
P.B.: 10
Speed: 16

P.P.E.: 16
H.P./M.D.C.: 62
S.D.C.: 198
M.D.C.: +300 +15/+150/+525/+1,230
Age: 22
Sex: Male
Height: 5'8" (6'8"/15'8"/40'8"/87'8")
Weight: 200 lbs. (250/2,700/9,950/24,300)(X4)
Description: Though naturally of average height, John is broad-shouldered, and heavily muscled with black hair and bluish white skin. However, most of the time he uses his ability to increase his size to maintain a greater stature, in line with Juicers and Borgs. His eyes feature purple irises. When not in armor, he wears workmanlike outdoor clothing in the wilderness, and a casual dress shirt and jeans in town.

Super Abilities
Multiple Lives (EP Mutation from Animal Abilities: Housecat 1st Level)
  • At death, turns into an impervious energy ball that can travel up to 100 miles to reform a body. Takes 6d6 minutes per level to reform. New body is -1 level and -2 PE.
  • Can self-resurrect 11 times
  • Regenerates lost body parts/limbs/organs in 48 hours, no scarring.
  • Impervious to vampire bite/can't be turned into undead.
  • Heals twice as fast as normal human (Healing Factor is superior, see below).

Growth (EP Purchase 1st Level)
  • Maximum height of PEx2
  • Weight increases at 50 lbs. per foot, plus 2,000 lbs. per 8-10 total feet.
  • 15 MDC per foot.
  • +1 Strength per foot and all strength becomes Supernatural.
  • Horror Factor 9 at 8 feet, +1 per 6 feet after.
  • At 20 feet+ - +2 Strike, +2 Parry, 2 X Speed, -4 Dodge

Force Manipulation
The super being can generate and manipulate a force that is neither energy nor matter, but something akin to Telekinesis.
Lift and Hold Objects: Similar to Telekinesis, the pulling force can be used to lift/drag objects or people into the air and hold them there. The object/victim can be made to fly across the room or to simply be suspended a few feet off the floor. The object or victim being held by this power can also be spun around, flipped upside down or moved around as desired. But this power is not Telekinesis, so it cannot be used to flip switches, push buttons or perform any fine manipulation of the objects being held.
  • Maximum Weight: 700 pounds+100 pounds per level of experience.
  • Range: 240' +20' per level of experience.
  • Duration: The object can be held suspended until the character ceases his concentration.
  • Damage: The object/victim being held can be smashed off the ground or other solid object, taking 2D6 points of damage.
  • Attacks per Melee: Must spend 1 APM per round to maintain the effect. Multiple objects can be held, provided that the character has sufficient attacks/actions per melee round to hold each of them.
  • Bonus: +2 to strike when slamming the held object/victim off a specific target.
Crush Objects: Another ability available with this power is that of crushing an object/victim held in its pull. The object is crushed by "pulling" its outsides towards the center with the full force of the power. Note the object must first be held with the Lift and Hold Objects ability before it can be crushed, and the actions needed are accumulative.
  • Maximum Weight: 700 pounds +100 pounds per level of experience.
  • Range: An object already being held and within 240' +20' per level of experience.
  • Duration: The object being held can be crushed until the character ceases his concentration.
  • Damage: Crushing an object does 6D6 points of damage per melee round.
  • Attacks per Melee: Must spend 3 APM per round to maintain the effect. Failure to do so means the object/victim is released.
Pulling Heavy Objects: Even heavier objects can be pulled along the ground with the Force Manipulation. This ability could be used to pull a bus load of people out of danger, or pull a disabled vehicle out of the way.
  • Maximum Weight: 5000 pounds +1000 pounds per level of experience.
  • Range: 20' per level of experience. (+0'/+0'/+10'/+30' due to increased physical reach)
  • Duration: The object can be pulled along until the character ceases his concentration.
  • Damage: None.
  • Attacks per Melee: Cannot take any other actions while doing so. He can talk, shout or walk along while towing his burden, but he cannot use any other powers, or make any other kinds of attacks while this ability is being used.
Hurl Heavy Objects: The most devastating use of this ability is to hurl a heavy object through the air by "pulling" it rapidly towards the target, then releasing the object at the last moment. While the aiming for such an attack is difficult, the results are quite impressive. Of course, both the target and the object being thrown will take damage in the attack.
  • Maximum Weight: 5000 pounds +1000 pounds per level of experience.
  • Range: 20' per level of experience. (+0'/+0'/+10'/+30' due to increased physical reach)
  • Duration: Instant.
  • Damage: The target takes 1D4x10 damage per 100 pounds thrown, the object being thrown takes half that damage.
  • Attacks per Melee: 3 APM
  • Bonus: +2 to strike, including any P.P. attribute bonus to strike, but no other bonuses are applicable.

Alter Physical Structure: Pebbles
    The character can turn himself into a large mound of pebbles, rocks and stones. While this is similar to the APS: Stone power, the character is not one solid mass.
  • Increased Weight and Strength: equal to Extraordinary Physical Strength minor super ability
  • M.D.C. and Limited Invulnerability: The character has 300 M.D.C. Explosions will blow the pebble character apart, but he suffers no damage and the super being can reform within 4D6 melee rounds. Electricity, lasers, light, energy, fire and heat do full damage, as do psionics and magic. The character can function in a vacuum until his air supply is gone. Projectile weapons such as bullets, arrows, or thrown objects do no damage, bouncing right off the mass of stones. Likewise, physical blows (punches, kicks, clubbing, etc.) do no damage unless the attacker has Superhuman or Supernatural Strength (they do half and full damage respectively). Can endure underwater pressure up to depths of 2000'. Still has to breathe, and is susceptible to gases, drowning, suffocation and disease.
  • Manipulate Shape: The pebble being can flatten out his physical form, as well as bend and shape it as he desires. Thus he can roll himself through any space larger than 2" in circumference; through bars, fencing, down a drainpipe, out of handcuffs, chains, ropes, etc. This means he can escape even the strongest bonds by changing into pebble form.
  • Loose Marbles Tactic: By manipulating his shape the character can cover a floor, like a bag of kid's marbles, causing anyone who steps on them to slip and fall. Unfortunately, he cannot use his other powers while dispersed like this. This ability can also be used to hide, appearing as a patch of gravel, Zen stone garden, landscaping or among other loose rocks or debris.
    • Area of Effect: The character can spread his form over a 20' diameter + 5' per level of experience.
    • Damage: None, but covering the ground with small, smooth, often round stones causes anyone passing through the area to reduce their speed by 50% or risk slipping and falling (01-50% chance). Those who fall lose initiative, two melee actions/attacks and slide for 1D4 yards/meters. Vehicles, characters and creatures over 15 feet (4.6 m) tall are too large to be affected by this tactic. (Base Area/Base Area/Base Area x6/Base Area x10)
    • Duration: As desired, but uses up all of the character's attacks for that period. However, although spread across the ground, the character is still aware of (sees and hears) everything going on around him.
    • Attacks per Melee: Uses all APM for that melee round; can reform at the cost of 2 APM the next round.
  • Shotgun Blast: The character can fire shotgun-like blasts of his own body at an opponent. The impact is also about as hard as the average shotgun blast. Fired from hands.
    • Range: 40' +5' per level of experience. (Base Range/Base Range/Base Rangex6/Base Rangex10)
    • Area of Effect: As a shotgun-like blast, pebbles spread out to affect a 12' area and may hit multiple targets.
    • Damage: This blast normally does 3D6 damage to all targets in the area of effect. But if the blast is used against a single target within 10', there is no area of effect and the target suffers 6D6 damage from the blast!
    • Duration: Instant
    • Attacks per Melee: Each blast counts as 1 APM
    • Bonus: The character's usual bonuses to strike apply.
  • Buckshot Blast: The character can fire off a blast of pebbles in all directions, like a shot of buckshot/scattershot. The damage is not as great, but the effect is similar. Fired from hands or mouth.
    • Range: 50' +10' per level of experience. (Base Range/Base Range/Base Rangex6/Base Rangex10)
    • Area of Effect: As a scattershot-like blast, pebbles spread out to affect a 20' area and may hit multiple targets.
    • Damage: 1D4 points of damage to each person/target caught in the radius. Damage is minor, but stings. Great for riot control and to frighten people away.
    • Duration: Instant
    • Attacks per Melee: Each blast requires 3 APM.
    • Bonus: None whatsoever, unmodified die roll.
  • Rolling Rocks: Because the character is made up of a pile of loose rocks and pebbles, he can roll or skate along any hard, flat surface, the smoother the better. This grants him a ground speed of 80 mph +10 mph per level of experience, half that speed along a concrete or asphalt road or highway because it is porous. (Note: Cannot roll/slide along soft earth/dirt, sand, grass or a debris field.
    The super being can perform a rolling body block/tackle delivering 4D6 damage on impact plus +4 damage for every 20 mph he is moving. Plus the victim is likely (01-90% chance) to be knocked down and lose the initiative and two melee attacks.
  • Landslide Attack: Can perform against a single target. The target is then covered and trapped within the character's loose mass of pebbles, and cannot move. Ironically, the victim or vehicle is not crushed of suffocated, but pinned under the stones.
    • Range: Line of sight up to 20' away. (Base Range and Targets/Base Range and Targets/Base Range and Targets x6/Base Range and Targets x10)
    • Damage: This attack traps the target inside the super being's body, and the character can only hold one such victim (three if they were standing close together) or a small vehicle at a time. The victim of this attack is completely helpless. Those trapped inside a vehicle can still speak and cast spells or use psionic powers. Those trapped outside of a vehicle can breathe but not speak; the use of psionics, energy explosion and other powers that don't require speech or movement are possible unless the character panics or is terrified (claustrophobic characters, for example, will lie there, panic stricken, or pass out).
    • Note: This ability may also be used to cover and hide or protect a comrade or innocent person with any attacks on the surface inflicted only to the pebble being, those in his embrace are safe.
    • Duration: Can be maintained as long as the super being desires.
    • Attacks per Melee: The landslide attack counts as 2 APM to trap a target. How long the pebble being keeps his victim trapped is up to him, but he cannot use any other powers while using this one.
    • Bonus: The character's usual bonuses to strike apply.
  • Notes: The character can't be seen on infrared, thermal vision or heat sensors. Pebble M.D.C, regenerates at a rate of 4d6 per 10 minutes. Makes noise when he walks and moves like a clunking and grinding sack of marbles, -40% to Prowl.

Extraordinary Speed (EP Purchase 1st Level)
  • 260 mph +20 per level
  • +4 DMG from punch/kick per 20 MPH. From Standing - +8 Damage.
  • +1 Initiative at levels 1, 3, 4, 5, 7, 9, 11, 13, 15

Healing Factor (EP Purchase 1st Level)
  • HP become MDC
  • Heals 1 MD per 15 minutes
  • Super-Healing of 4d6 twice per 24 hours
  • Does not fatigue
  • Fire/Cold do half damage
  • Drugs, Toxins and Poisons – duration, penalties and symptoms are 1/3 normal.
  • No scarring and broken bones heal completely after 8-10 days (Multiple Lives does this in 48 hours).

Space Native (EP Purchase 1st Level)
  • Can survive in space completely unprotected for three days (72 hours) per level of experience without ill effect. Can survive an additional two days per P.E. point (80 days), but slowly weakens and suffers from dehydration and starvation the same as anyone else deprived of food and water.
  • Survive ocean depths (unlimited) and atop frozen mountains
  • Impervious to cold, depressurization, and radiation
  • Cold based magic does half damage
  • Gravity Manipulation attacks are half as effective (reduce damage, duration and other effects by half)
  • Breathes without air
  • Can speak in a vacuum
  • Invulnerable to small bits of flying debris
  • Bonuses In SPAAAAAACE: + 1 attack per melee round, +2 on initiative, +1 to strike,
    parry, disarm and pull punch, +3 to dodge and +28 S.D.C.

Radar (EP Purchase 1st Level)
  • Range 400 ft. + 100 per level
  • Interpret Shapes 60% + 5% per level
  • Estimate Distances 68% + 4% per level
  • Estimate Direction 68% + 4% per level
  • Estimate Speed 68% + 4% per level
  • Estimate Exact Location 58% + 4% per level
  • No minuses apply when blind or in darkness
  • Loses 1 APM and -4 Initiative, -2 S/P/D in rain, snow, dust, sandstorms or other obscuring conditions.
  • -2 Initiative, -1 S/P/D in smoke, fog and similar. Radar abilities are at -30%.

Natural Abilities
Perception: 61%
Charm/Impress: 0
Invoke Trust/Intimidate: 5%
Horror Factor: 0/10/14/21* 18
*Conditional: Automatic for civilians/1st-2nd level enemies; capped at 18 for experienced NPCs; Dragons, Gods and etc are not affected.

Max. Encumbrance: 84 lbs. (300/3,240/11,940/28,860 lbs.)(576 lbs. or X 4 up to Max. Carrying Weight when Supernatural)
Max. Carrying Weight: 540 lbs. (8,400/11,300/18,600/32,700 lbs.) (3600 lbs. or +3,000 when Supernatural)
Max. Lifting Weight: 1,080 lbs. (14,000/18,500/31,000/54,500 lbs.) (7,200 lbs. or +5,000 when Supernatural)
Max. Jumping Ability: 25.5' long, 12.25' high (42’/54’/93’/163.5’ long, 19.75’/27.25’/46’/81.75’ high) (48' long or +15' if Supernatural, 19' high or +7.5’ if Supernatural)

O.C.C. Skills
Language: American--97%
Language: Gobbley--70%
Language: Dragonese--70%
Athletics (General)
Cooking--57%/67% for game
Horsemanship: General--66%
Identify Fruits and Plants--52%
Land Navigation --62%
Pilot: Hovercycle--85%
Radio: Basic--57%
Track and Trap Animals—47%/57%
Wilderness Survival--57%

O.C.C. Related Skills
Lore: Demons & Monsters--57%
Lore: Magic
--General Knowledge: 42% (+5%)
--Recog. Magic Circles, Runes, etc: 32% (+5%)
--Recognize Enchantment 21% (+4%)

--Sense of Balance 68%
--Work Parallel Bars & Rings—78%
--Back Flip—86%
--Climb Rope/Rappel—76%

Forced March
Juicer Football--44%

Secondary Skills
Computer Operation--47%
Literacy: American--47%
Physical Labor

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
HTH Damage Bonus: +11 (+21)
MDC HTH Damage Bonus: +4 DMG from punch/kick per 20 MPH. From Standing - +8 Damage
Bonus to Roll w/Punch: +16
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Supernatural Strength Punch Damage: 3d6(5d6)+8/5d6(6d6)+8/1d6x10+18(+28)/1d6x10+58(+68)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).

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. Knife--+1 to Strike +2 to Parry, +2 to Strike When Thrown
W.P. Sword--+2 to Strike, +1 to Parry
W.P. Blunt--+2 to Strike, +2 to Parry
W.P. Heavy Energy & Rail Guns--+1 to Strike

Saving Throw Bonuses
Coma/Death: +70%
Magic (varies): +11 (+12 vs. illusions)
Lethal Poison (14+): +13
Non-Lethal Poison (16+): +13
Insanity (12+): +1
Psionics (15+): +4 (+6)
vs. Horror Factor: +2
Disease: +8 Impervious to Disease Except Extraordinarily Virulent Virus or a Designer Bug due to PE 30+
Possession: (+2)
Mind Control: (+1)
Last edited by John Altfeld on Sat Mar 10, 2018 12:44 pm, edited 67 times in total.
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
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John Altfeld
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Posts: 64
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld Character Creation Rolls

Postby John Altfeld » Fri Sep 01, 2017 9:14 am


Carried/In Hand
Walking stick

Worn on Person
Scamper-hide pants, denim shirt, undershirt in wilderness/same pants or jeans and a dress shirt when in town
NGMI Secure Card with 86,200 Credits
Steel Crucifix
Flint & Steel
Mega-Juicer Combat Armor
Naruni Helmet 30 MDC
1. HUD Visor
2. Laser Distancer & Targeting - +1 to hand-held ranged weapon attacks 2000’
3. Optics Enhancements – Passive nightvision (3000’), telescopic (20xmagnification 1 mile), macro-lens (6xmagnification), thermo-imager (2000’), light polarization.
4. Psionic Dampeners - +2 to save vs. psionics and possession, +1 vs. magic illusions and mind control

Ring of Protection from Undead
• Holds undead at bay
• Wielder impervious to vampire's hypnotic gaze/mind control

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Aluminum Canteen
• Attachment: Pouch with 1 e-clip
• Attachment: TW Lightblade
• Attachment: Multi-purpose tool/knife
• Attachment: Infrared binoculars with rangefinder
• Attachment: Compass
• Attachment: 10mm Colt Delta Elite

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Air filter
• Space: 6 iron spikes
• Space: 6 wooden stakes
• Space: Hammer
• Space: Mallet
• Space: Aluminum canteen
• Space: Telescopic gun sight
• Space: Pocket/signal mirror
• Space: Gas Mask
• Space: Roll of bandages
• Space: 12 candle sticks

Wooden Box
1 week's worth of rations.
First Aid Kit
100' of rope
Passive Nightvision Goggles
Cord and twine of varying lengths
Tent, One-man
Fishing line and hooks
A pot, a pan, and utensil kit
Skinning knife
Extra pair of boots
5 gallon metal jug of water
Grappling Hook
Heavy Blanket
2 lbs Salt
1 lb Pepper
Carpentry tool box

Secure NGMI Card: 86,200 credits
Deposit in NGMI Bank of MercTown: 500,000

Favorable Contact within Merctown: Taen the Elder, family patriarch and owner/proprietor of Badgerbold Cartographers

Gear Stats

NE-RV03 Ripper Vibro-Saber
※ Damage: 4D4 M.D.

Mega-Juicer Combat Armor
M.D.C. by Location
• Helmet: 50
• Arms: 40 each
• Legs: 55 each
• Main Body: 130
Modifiers: For wearers with a normal P.S. of 30+ or a supernatural P.S. of 20+, reduce speed by 10% and the character is -10% to prowl and -5% to other physical skills. Weaker characters reduce speed by 30% and are -25% to prowl, and -15% to other physical skills. Characters weaker than P.S. 24 normal or P.S. 16 supernatural can not wear this armor.

TW Lightblade
• Damage: 1D4x10 M.D.
• Duration of Charge: 5 minutes
• Activation Cost: 30 S.D.C. points or 15 Hit Points
• Modifiers: + 1 to strike and parry

10mm Colt Delta Elite
• • Range: 150'
• • Damage: 4D6
• • RoF: Single shots only
• • Payload: 15 round box magazine (10mm)

JA-11 Juicer Assassin's Energy Rifle
• Range: Laser: 4000', Ion: 1600", 7.62: 2000'
• Damage: Laser: 2d6/4d6 M.D., Ion: 3d6 M.D., 7.62: 5d6 S.D.C.
• Rate of Fire: Single Shot
• Payload: E-Clip 10 shots, LE-clip: 30 shots, Canister Cell: Adds 30 shots
• Modifiers: Laser Targeting Bonus: +1 on an aimed shot

Underbarrel Grenade Launcher:
A standard underbarrel grenade launcher can be loaded with wood or silver rifle grenades. They have decent range compared to most anti-vampire weapons and an explosive area effect that can injure or stun multiple bloodsuckers at once.
Weight: 3 lbs (1.35 kg).
Range: 500 feet (152 m).
    Wood: 1D4 Hit Point damage to all vampires within a 4 foot (1.2 m) blast radius. Has a 01-05% chance of staking the vampire by striking its heart with wooden shrapnel. However, there is also a 01-10% chance of the explosive charge simply destroying the wood pieces instead of scattering them. In this case, the grenade goes off with no effect.
    Silver: 2D6 Hit Point damage to all vampires and werebeasts within a 6 foot (1.8 m) blast radius.
Rate of Fire: Single shot only.
Payload: One grenade. Reloads must be carried separately. Manual reload of one grenade takes one melee attack/action.
Cost: 3,500 credits for the underbarrel launcher, plus the cost of the grenades. Wood: 100 credits each. Silver: 500 credits each.
Last edited by John Altfeld on Sat Mar 10, 2018 12:46 pm, edited 8 times in total.
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
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John Altfeld
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Posts: 64
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld Character Creation Rolls

Postby John Altfeld » Fri Sep 01, 2017 1:54 pm

Background Story

The Nature of the Experiment: Dimensional Radiation
The General type of Experiment: What Happens When We Expose a Human to This Weird Light Coming Through the Devil's Gate?
The Sponsoring Organization: The Coalition States (actually Desmond Bradford)
Status with Sponsoring Organization: Considered a failed experiment, they might try to recapture him if there's an easy opportunity, or if they learn the full extent of his powers.

John Altfeld was born in a small farming community outside Kingsdale, on the Kingsdale/Fort El Dorado trade road (he now only refers to it as 'Craphole'). The third son/fifth child of farmers, his life was one of hard work and toil. Whenever he could, he escaped to the woods, to hunt, fish and get away from the rigors of farm life. As one of so many children, he knew he wouldn't inherit the family farm and sometimes shirked his duties - only his skill at catching additional meat kept him in his parents' good graces, though his siblings thought he was lazy and didn't do his share.

John looked forward to the times that traveling merchants stopped in the town on their way to somewhere else more exciting or the Kingsdale regional defense force came through on patrol. Whether it was true or not, he believed that these visitors looked down on his community and its residents - in reality this was just a reflection of his growing dissatisfaction with the life he had inherited. It seemed to him that no one in the town ever tried to make anything better. Travelers spoke of the wonders of Kingsdale, of electricity and indoor plumbing, of air conditioning. But the town had none of these things and no one seemed to be trying to get them. Any high-tech weaponry and armor had been handed down or bought used and partially broken. John saw the caravan guards, the mercenaries, and Kingsdale forces and he knew, that if they wanted, they could kill every man, woman and child in his village. He felt vulnerable, and he HATED it.

One day, John was hunting. He had killed a deer and, as he was about to hang the kill for skinning, he heard a rustling in the brush. To his surprise, out popped a small dinosaur, which rushed John and his kill. Terrified, he climbed the nearest tree. He tried shooting the creature, but his conventional rifle did nothing, only making the lizard his at him in annoyance. The lizard called its friends and they ate the deer. And they stayed, watching John. All night they waited, until eventually giving up in the early morning. Hours later, John finally had the courage to climb down and make his way back to his home.

When he reported the dangerous pack of dinosaurs to the next Kingsdale patrol, the sergeant in charge listened to his description carefully. When John had finished, the man shrugged. "It's just a pack of Scampers," he said, "they can't do any real damage. Just pop them with a laser next time." The patrol left the next day.

The day after that, John left on the road to Kingsdale, hoping to become a Juicer.

When he arrived he found Kingsdale both exciting and overwhelming. He took out a room with a family in a poor part of town, with the intention of seeing the city before joining the Kingsdale Guard. In a few days of watching city life swirly around him, he had already noticed the dark nihilism that hid under juicer culture. Still, he went to the barracks to sign up - if he couldn't be a juicer at least he could be a warrior. After hearing about John's experience hunting and tracking, the captain on duty was happy to put him into the rangers unit, and John's training began. In addition to formally learning scouting, he was taught reading and writing and he cross-trained with mages. Seeing their power and the position of respect that the Kingsdale magical guild held, he knew he wanted to learn more - if he couldn't be a wizard, he could still find out how best to leverage this tool in the future. John's reading was voracious, but focused on magic's capabilities, its weaknesses, enchanted items, and anything that would be a strategic advantage. He also learned that gods were real.

For the next few years, John worked for the Kingsdale Guard as a ranger and scout, traveling as far as New Paducah, Whykin, and Fort El Dorado. He and the wilderness learned to respect each other. Then a Coalition strikeforce captured him and took him, along with more than a dozen other people to the Devil's gate. John never learned who had ordered the experiment or why he was taken, all he knew was that he and the other people were put in front of the open rift, inside the Coalition's containment bunker, where an eerie blue/white light shone on all of them. After ten minutes they were ordered by loudspeaker out of the containment area and into holding cells. A day later, the rift closed and opened onto another nightmarish hellscape. But all those who had been exposed to the light except John died. He changed, gaining the powers of a mighty housecat. A tall, imposing man in a lab coat declared the experiment a failure, and instructed the guards to dispose of John. While they were out of the room, John turned into a pile of pebbles and slipped out through the air vent in his cell, even though it was only a pipe.

Since the Coalition knew John was from Kingsdale, he hid in the wilderness for a year before heading to New Paducah, where he believed he could 'blend in.' He also believes it's a place where he can learn more about his powers, make use of them, and, perhaps one day, become a god himself.

Old Mexico
Hired by Reed's Rangers (who have some WEIRD fashion sense), John traveled to Tampico to gauge the settlement's feelings about an alliance against the vampires. Unfortunately, he discovered that while they would likely be interested in fighting vampires, the Tampico fortress had been infiltrated and conquered by the Splugorth. After an attempt on his life, John escaped the fortress with the help of the Roughnecks and made his way to La Venta, where he hired on with the group, just in time for them to blow up most of Mexico, doing massive damage to the vampire kingdoms, and forcing the company to make their escape in the group's airplane and submarine, respectively.

John Has PLANS
I am a placeholder for things Justin is writing.
Last edited by John Altfeld on Sun Mar 11, 2018 10:30 am, edited 4 times in total.
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
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John Altfeld
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Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Postby John Altfeld » Fri Nov 03, 2017 11:13 am

EP Marketplace Dice Rolls

PP Increase to Attribute Over 16
1d6 = 2

Growth Power PE Increase
1d6 = 5

Healing Factor PE Increase
2d4 = 4

Healing Factor HP Increase
2d6+6 = 13

Multiple Lives PE Increase
1d6 = 5

Multiple Lives Self-Resurrects
1d4 = 3

Space Native In-Space SDC Increase
4d6+12 = 28

Hit Points for Level 2 and 3
2d6 = 6

Juicer Football Speed and SDC
Spd - 1d4 = 3
SDC - 3d6 = 11

MA Boost
1d6 = 1

IQ Boost
1d6 = 4
Last edited by John Altfeld on Sat Mar 10, 2018 8:16 am, edited 1 time in total.
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
User avatar
John Altfeld
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Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Postby John Altfeld » Tue Feb 27, 2018 5:41 pm

Desired Equipment (sort of in order by cost/importance/availability)

Medallion of See Invisible 150,000 Credits
Some kind of environmental protection (Because John Doesn’t Know He’s Basically Immune)
Silver-Plated Giant Sword from the Aguirre Robot Vehicle (South America pg. 31)
RA-C15 modified to be fired as a heavy weapon. NOT the RAR-C15 because it's got a lower damage output. (South America pg. 24) 85,000 credits. Will probably also seek to buy an RAR-C15, a couple rifles, and a TON of ammunition to give to Kingsdale as a possible new industry (Also maybe Los Alamo).
Wardrobe Amulet, with 4 custom outfits (with 4 custom outfits: Titan Juicer Armor, A body suit of midnight blue covered in stars like the night sky, a tuxedo, and average street clothes), (Splynn pg. 28-29) 2 Million Credits
Naruni jetpack 290,000 or Grav Pack 2.1 Million
Solara Symbiote (Splynn pg. 132-133) 2.5 Million Credits
Talo Mind Worms (Atlantis, pg. 119-120) 2 million credits each or 5.5 Million Credits per mated pair
Absurr Life Node (Atlantis pg. 117) 100 Million Credits
Meat Grinder Rolling Pins (Megaverse in Flames pg. 119)
Omni Eye (Megaverse in Flames pg. 129) 3-12 Million Credits OR Dragon Eye Medallion, (Dragons & Gods pg. 231) 500,000 Gold
Mantle of Dragon Endurance, (Dragons & Gods pg. 231) 2-3 million Gold

Not Just Available for Purchase
Giant Rune Sword – Pantheons of the Megavers pg. 107
A copy of Draupnir – Pantheons of the Megaverse pg.148

Let's Get Crazy
Hrungnir’s Equipment – Pantheons of the Megaverse pg. 164
Hell Lord Rune’s armor (Megaverse in Flames pg. 69-70) OR the knockoff version of Hecate’s armor (Pantheons of the Megaverse pg. 92 approximately 2d6X100 million credits)
Last edited by John Altfeld on Thu Mar 01, 2018 9:29 am, edited 5 times in total.
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
User avatar
John Altfeld
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Posts: 64
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Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Postby John Altfeld » Tue Feb 27, 2018 5:42 pm

A Post About Rune Weapons

So rune weapons ended up being more complicated than I remembered. As such, I'ma break stuff down, including other scary weapons.

1. In the hands of John, most melee weapons deal less damage than his punch, so damage, MOSTLY isn't important unless the weapon is really off the charts.
2. Ranged weapons are a different story. John has 'weak' ranged damage. Ideally, he'd get ahold of a Starfire Cannon AND some other weapon that deals 2d6X10 physical damage (these are uncommon, but not enormously so). 'Common' weapons deal around 1d6X10 physical or energy damage for heavier weapons. At maximum height, John is larger than most tanks and could use a modified main gun from one as a rifle. Not sure about using a Boom Gun, but with a Silence TW device or charm/talisman, that might make sense.

As such, the main value of a rune weapon is:
1. Rune weapons provide the valuable function of being able to parry energy blasts. They're linked. They're indestructible. They provide minor save bonuses.
2. MORE IMPORTANTLY, rune weapons provide access to spells. Unfortunately, many of the default spell loadouts in the Atlantis book are, to put it gently, terrible. All of the elemental ones in particular. However, we can see much better spell loadouts in the "Travel" spell group in Atlantis (Teleport, Dimensional Rift, etc.). The other, better spell loadouts can be seen in Pantheons of the Megaverse for Tyr’s Greater Rune Spear pg. 149, OR Heimdall’s sword pg. 154. The Giant Rune Sword also in Pantheons of the Megaverse is interesting because only John could use it effectively (and only when giant), though it has a garbage spell loadout.
3. The other useful ability of rune weapons is a thrown/return function which appears on some, particularly for those dealing at least 1d6X10 damage, which would replace some of the more common heavy weapons.

Non-rune weapons that are similarly powerful, but lack many/most of the features of rune weapons are Hrugnir’s equipment (ideally) pg. 164 Pantheons of the Megaverse, which deals a massive (probably too massive) amount of damage to make up for it.
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
User avatar
John Altfeld
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Posts: 64
Joined: Wed Aug 23, 2017 4:48 am

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