April 2019 EP Contest #1: Temporal Warrior

Moderator: Augur

Which submission should be made EU canon?

Poll ended at Wed May 22, 2019 10:01 am

CPR Krueger's version
7
47%
Jezebel's version
4
27%
John Altfeld's version
4
27%
 
Total votes : 15

April 2019 EP Contest #1: Temporal Warrior

Postby Augur » Tue Apr 23, 2019 8:41 am

This April 2019 EP Contest will be to update to R:UE standards the Temporal Warrior character class from World Book 3: England.

Guidelines
  • Only one submission is allowed per player.
    Grammar and spelling are important to create a quality submission, so you need to seriously proofread your work!
  • Submitted format should follow that of contemporary O.C.C.s.
  • Make sure that any image used is no more than 300 pixels in height.

Explanatory Notes:
The contest ends May 15th. Augur will validate/invalidate each submission at this time based exclusively on the quality of the writing, the author's following of the format, and if he considers the submission to be broken and/or munchkinized. Augur will add a poll to the contest, and the EU community will vote for their favorite submission. (Time to bribe your fellow players!)

The contest judgment begins on May 15th, and will be concluded by no later than May 22nd (IRL permitting!).

Prizes
1st Place: +10 EP & The submission will be added to EU canon as the official replacement of the original O.C.C.
2nd Place: +5 EP
3rd Place: +3 EP
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Re: April 2019 EP Contest #1: Temporal Warrior

Postby CPR Krueger » Tue Apr 30, 2019 7:04 pm

Temporal Warrior O.C.C.

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The temporal warrior is also a lesser practitioner of magic, whose training focuses on combining physical combat and Temporal magic. To this end, deceptive dimension and distortion spells are most commonly employed.
Like the Temporal Wizard, the Temporal Warrior is often an evil or self-serving rogue, trained by the demonic Temporal Raider to use her powers to "take" what she wants. About 80% have learned the mystic arts of Temporal magic directly from a Temporal Raider and served their inhuman mentor for years before
being released to engage in their own folly.
A favorite ploy is to conceal/store weapons and equipment in dimensional pockets and envelopes. They also love to use time and sensory deprivation magic and time warps to disorient a foe. Skills are oriented to combat, assassination and breaking and entry (time spells are great for the latter).

Special Abilities of the Temporal Warrior

1. Dimensional Attenuation: Similar to the Ley Line Walker's ability, a Temporal Warrior can feel the surge of energy whenever a Rift is within 50 miles (80 km) +20 miles (32 km) per additional level of experience. She can also tell when a new Rift appears along a ley line she is standing on regardless of
the distance. When this happens, she instantly knows the general direction the Rift is located and whether it is big or small. The Temporal Warrior is also able to sense other types of dimensional disturbances such as teleportation and dimensional or temporal anomalies that occur within her sensing range.
Note that this sensing ability specifically relates to dimensional and temporal portals/Rifts and not nexus points or ley lines.

2. Temporal Warriors may ONE of the following abilities at level one, and an additional one at levels five, ten and fifteen
    Burning the Candle at Both Ends: The Temporal Warrior with this ability can create a brief time warp around herself to enhance her combat abilities, enabling her to "borrow time" in order to fight more quickly in the present at the cost of the future. Temporal Warriors with this power can use it to add an extra attack/action for a melee round, and automatically wins initiative for the round in which the ability is used. For example, a character who normally has 6 attacks would instead have 7 during the round this ability is activated. However, there is a price to pay for this power, and time exacts a toll in the form of a temporal debt the Temporal Warrior repays by losing two actions at the beginning of the melee round following the one in which they use this ability. Temporal Warriors can use this ability once per three Temporal Warrior levels (round up) in any 24 hour period. Five levels after acquiring this ability, the Temporal Warrior's mastery of time is such that the Temporal Debt is now one-for-one; that is, one attack "borrowed" means one attack is "repaid" (instead of two). Note: This debt cannot be repaid with the use of other Temporal or time-altering magic such as Time Slip. Time is a relentless collector, and always collects what it is owed! Note that the action "borrowed" can not be used to shorten the casting time of a spell.

    Mulligan: The Temporal Warrior with this ability is able to create a localized "glitch" in time, briefly winding it back and repeating the events of a single action. From a mechanical standpoint, this means the Temporal Warrior gets a "do over" on an action. Any rolls that were made to influence the outcome of the original action must be re-rolled, so if a character rolled a natural twenty in the original action, that natural twenty no longer counts (unless it is rolled again), and any damage, saving throws, or other dice rolled must be rolled again, etc. This ability may be used only on the Temporal Warrior herself. A given event may only be affected by Mulligan once, and this ability neither works on events that were directly influenced by spending EP (such as automatic critical rolls), nor can EP be spent to influence the new outcome.
    The targeted event must begin within range and line of sight of the Temporal Warrior. Mulligan may be used once for every three levels (round up) of Temporal Warrior in a given 24 hour period.


    Foresight: Temporal Warriors with this ability have developed a preternatural awareness that occasionally allows them to see moments into the future during combat. While engaged in combat, the Temporal Warrior can activate this ability to catch glimpses of her opponent's actions just before they occur. For the duration, the Temporal Warrior enjoys a +6 bonus to their initiative roll, a +3 to parry and dodge, cannot be surprised by a sneak attack or from behind (even at range), and can attempt to dodge projectiles and energy blasts with no penalty (straight roll with P.P. bonus added only). This ability can be used for a number of rounds equal to half the character's Temporal Warrior levels (round down) in a given 24 hour period. The rounds need not be consecutive, and the ability must be announced before the beginning of the round in which it is used (before initiative is rolled).

    Instant Replay: This ability got its nickname from Temporal Warriors using it to bypass security measures and sneak around or escape surveillance. By projecting a brief temporal "echo" of a period of time over this ability's area of effect, the Temporal Warrior with this ability is able to trick outside observers into seeing a repeat of the same period of time in the area of effect all over again. This ability lasts for a number of consecutive actions equal to the character's Temporal Warrior level, and it automatically affects all observers. Temporal Warriors, Temporal Wizards, Temporal Raiders, and other races who have mastered Temporal magic (example: Prometheans from Phase World) are able to make a standard save vs. magic to see through the ruse. Anyone else observing the Temporal Warrior's area of effect from outside of it will see, hear, and sense the same things that happened in the area before the power took effect for the same number of actions the power is active. For example: When Bob, a fifth level Temporal Warrior, uses this ability, it lasts for five consecutive actions. Anyone outside Bob's area of effect who observes that area of effect will see the same things that happened for the five previous actions before Bob activated the ability - and since it is a temporal effect, it works even if they are observing remotely via video or other sensors or equipment (such as thermal imaging). During this ability's use, the Temporal Warrior's area of effect is effectively invisible and immune to detection or observation by anyone observing the area from the outside. This ability lasts for the duration and cannot be cancelled by the Temporal Warrior once it has begun. The Temporal Warrior and other persons within the Temporal Warrior's area of effect are unaffected and perceive things normally.
    Range: 20' plus 10' per Temporal Warrior level. The Temporal Warrior can reduce the area of effect at the time the ability is used, but cannot change it once it is active.
    Duration: One melee action per Temporal Warrior level.
    P.P.E. Cost: 30 points
3. Initial Spell Knowledge: Temporal Warriors study both Temporal Magic and standard generalist invocations, though they are not nearly as competent as Temporal Wizards. They begin play with the following general invocation spells: Globe of Daylight, Tongues, See the Invisible, Concealment, Detect Concealment, Armor of Ithan, and two spells of choice from levels 1-4. Temporal Warriors tend to be attracted to spells that deceive their opponents or enhance stealth and espionage, and those are useful in combat.

Additionally, the Temporal Warrior begins play with the following Temporal spells: See Dimensional Anomaly, Sense Time, D-Phase, Wink-Out, Dimensional Pockets, S-Dep, T-Dep, and one other Temporal spell of choice. Temporal Warriors often use time warping spells.

4. Learning New Spells: The character can learn one new spell of choice from the generalist invocation list (spell levels 1-6 only) or the Temporal Magic list every other level of experience; player's choice. Temporal Warriors may also learn Combat Magic, and many find it useful to supplement their abilities.

Up to one additional spell per level can be learned and or purchased at any time regardless of the character's experience level. As lesser practitioners of magic, Temporal Warriors are restricted to general invocation levels 1-6 and the occasional Combat Magic spell. Temporal magic spells of any levels, should they be found (very rare), may also be learned. See the Pursuit of Magic section in Rifts: Ultimate Edition, page 190.

5. P.P.E.: Temporal Warriors have a Permanent Base P.P.E. of 2d4x10 + 20 plus P.E. attribute number. Add 2d4 P.P.E. per each additional level of experience starting at level two.

6. Supplemental P.P.E.: Temporal Warriors can draw additional P.P.E. from ley lines, nexus points, blood sacrifices, and willing participants.

7. P.P.E. Recovery: For the Temporal Warrior, P.P.E. recovers at a rate of 5 points per hour of rest of sleep. An hour of meditation restores 10 P.P.E. and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.

8. Special O.C.C. Abilities and Bonuses:: +3 to initiative (recognizes the value of acting quickly), +10% on Perception rolls, +1 to save vs illusions or mind control, +4 vs Horror Factor and an additional +1 at levels 6 and 12, +1 to save vs magic at levels 1, 6, and 11, +1 to strike, parry, and dodge, +2d6 to speed, +1d4 to P.S. and P.E., and +30 to S.D.C. (or M.D.C. if an M.D.C. creature)

Temporal Warrior O.C.C. Stats
Alignment: No restrictions, though Temporal Warriors who learn from Temporal Raiders tend to have a darker and more sinister worldview as a result of taking part in raiding and pillaging during their years of training. Also see Insanity.
Attribute Requirements: I.Q. 12, P.S. and P.E. 14 or higher. A high M.E. and P.P. are suggested but not required.
Racial Requirements: None.
O.C.C. Skills:
    Language: Native Language (+10%)
    Prowl (+15%)
    Pick Locks (+10%)
    Land Navigation (+10%)
    Wilderness Survival (+10%)
    Swimming (+10%)
    Climbing (+10%)
    Sniper
    W.P. Two ancient of choice
    W.P. Four others of choice
    Math: Basic (+20%)
    Hand to Hand: Martial arts (or Assassin if anarchist/evil)
O.C.C. Related Skills:
    Select six other skills. Plus select two additional skills at level three, six, nine, and twelve. All new skills start at level one proficiency.
    Communications: Any (+5%)
    Cowboy: None
    Domestic: Any
    Electrical: Basic Electronics only (+5%)
    Espionage: Any (+10%)
    Horsemanship: General or Exotic only
    Mechanical: Basic Mechanics and Automobile only (+5%)
    Medical: Medicinal Brewing, First Aid, Holistic Medicine, and Paramedic only (+5%)
    Military: Any (+10%)
    Physical: Any (+5% where applicable)
    Pilot: Any (+5%)
    Pilot Related: Any (+5%)
    Rogue: Any (+10%)
    Science: Mathematics only
    Technical: Any
    W.P.: Any
    Wilderness: Any (+5%)

Secondary Skills:
The character also gets to select four secondary skills from the Unified Skill List, plus two additional Secondary Skills at levels 4, 8, and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: Air filter and gas mask , mini-oxygen tank (15 minutes of air) , tinted goggles or sunglasses , knapsack/backpack, utility belt, ammo belt, laser distancer, binoculars, thermo-optic sight or multi-optic system, lighter, flashlight , a silver knife (1d6 S.D.C.), 1d4 + 1 extra energy/ammo clips for every weapon. Armor, weapons, or vehicles are to be determined by the standard EU Wish List process.

Money: 2d6 x 10,000 in credits.

Cybernetics: Bio-system strongly preferred as mechanical systems interfere with magic.

Insanity: Temporal Warriors who learn from Temporal Raiders (80% chance) roll a saving throw vs. Insanity during character creation as a result of their strenuous training process. This roll is in addition to any other insanity the character begins play with.
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Re: April 2019 EP Contest #1: Temporal Warrior

Postby Jezebel » Wed May 01, 2019 5:21 pm

Temporal Warrior O.C.C.

Image

The temporal warrior is a lesser practitioner of magic whose training focuses on the union of physical combat and temporal magic for the purpose of combat. Like the Temporal Wizard, the temporal warrior is typically an evil or self-serving rogue, trained by a temporal raider to use his powers to "take" what he wants. Many have learned the mystic arts of temporal magic directly from a temporal raider and worked with them before striking out on their own. Temporal warriors are known to conceal or store weapons, equipment, and valuables in dimensional pockets and envelopes, and also to use magic to disorient foes through the manipulation of their physical and temporal senses. Their training is combat-oriented with assassination and circumvention of defenses being the focus of their skills.

Temporal Warrior Abilities
1. Sense Rifts: The Temporal Warrior will automatically feel the sensation of a rift opening or closing anywhere within 20 miles. Although he cannot tell exactly where this rift is, the Temporal Warrior knows if it is near or far and whether it is big or small. When actually on a ley line, the Temporal Warrior will know exactly where the rift is located and can sense one wherever it is, as long as it is on the ley line or a connecting line.
2. Temporal Sense: Temporal Warriors are innately attuned to the temporal energies of dimensions. A Temporal Warrior is able to innately sense the curvature of space time, detect portals and vortexes, and sense temporal disturbances. He can determine if an object or person is from that dimension's future, and approximate how far he has traveled over a given period of time. After only a few minutes of concentration (typically 1D6+2 minutes), a Temporal Warrior is able to tell the type of dimension (whether it's an Infinite, Parallel, or a Pocket Dimension), how dense the dimensional fabric is (weak, permeable, strong or impenetrable), and what the Flow of Time is in that dimension, all just by "reading" a connecting Rift/dimensional portal linked to that dimension or by meditating shortly after arriving to a new world. Base Skill: 35% +5% per level of experience. If the Temporal Warrior is not initially successful, he can try again 24 hours later or after he sets foot in the dimension.
3. Initial Spell Knowledge:
    Temporal Magic Invocations: D-Phase, Wink-Out, Dimensional Pockets, See Dimensional Anomaly, S-Dep, T-Dep, plus three other temporal magic spells of choice.
    General Invocations: Globe of Daylight, Tongues, See the Invisible, Detect Concealment, Armor of Ithan.
    Combat Magic Invocations: Bulletproof, Nightvision, Mystic Direction Sense, Mystic Marksmanship
4. Learning New Spells: The character can learn one new general invocation from levels 1-4, or one new combat magic invocation, or one new temporal magic spell every other level of experience. Temporal Warriors cannot acquire spell knowledge from any other magic disciplines under any circumstance.
5. Advantages: Training as a Temporal Warrior is both punishing (see hindrances), and rewarding beyond just the acquisition of temporal magic. Temporal Warriors may choose one of the following Advantages at levels 4, 8, and 12.
  • Know Thy Enemy: This character has either had focused training or else had many encounters with adversaries of a particular type.
      Permanent Modifier: +3 to all combat bonuses vs. one particular type of adversary/attack type (Magic, Psionic, or Tech; choose one).
  • Arcane Resistance: Through combat and training has come an intimate familiarity with the arcane, and thus defenses against it.
      Permanent Modifier: +2 to save vs magic.
  • Hard As Nails: This character's body has been mutated at a cellular level by frequent exposure to temporal energies.
      Permanent Modifier: Natural A.R. of 8 this applies to normal (S.D.C.) beings and those with supernatural physical endurance (M.D.C.) alike! Any roll that's 8 or less simply does no damage to the character's own body.
  • Vigilant: This character is always alert and ready, even in times of perceived calm.
      Permanent Modifier: +3 to initiative.
  • Strong-Willed: Training and suffering has forged this character's will into a nearly indomitable force.
      Permanent Modifier: +3 bonus to save vs. Psionics, Mind Control, and Horror Factor.
6. Hindrances: Starts with one hindrance, and develops a new hindrance (player choice) every three additional levels of experience.
  • Hard-Ass: This character has a hard time associating with the inconsistent pretenders who purport to be serious about their chosen vocation. He insists that none of them will ruin the cause. He is a notorious hard-ass and spares nobody his brutal verbal (and occasionally physical) assaults. This character does not tolerate disobedience when in a position of authority, nor lax discipline from those with whom he works.
      Permanent Modifier: -30% to attempts to Charm or Impress, but +10% to attempts to Intimidate.
  • Compulsive: Some Temporal Warriors have a crutch they've acquired to get through the rough times; others discover they need it after experiencing the travails of the raiding life. This manifests as a particular activity that the Temporal Warrior finds almost irresistible when confronted with an opportunity. For some it's gambling; for others, it's drinking or other intoxicants.
      Permanent Modifier: When the GM determines it appropriate, the character will find himself in the grip of his compulsion, the character will indulge to the point of exhaustion, bankruptcy, social exclusion, or as appropriate (when the character can no longer viably continue at all). If someone tries to physically intervene, the Temporal Warrior must make a save vs. insanity at a -6 modifier or physically resist (up to and including lethal force) being removed.
  • Bad Timing: Due to his penchant to take insane risks and generally be in the thick of it, this character makes a habit of being in just the wrong place at the wrong time.
      Permanent Modifier: He is hit by stray attacks on any critical failure to strike that's physically possible, and by any modified strike rolls of 4 or less.
  • Beacon to the Supernatural: Rifts aren't the only thing that open to let strange things go from one side to another. This character's body is an open door for possessing entities to access. During times of high magic usage (200+ P.P.E. in a minute within 1,000' of the character) and during encounters with ley lines and rifts, the character may be subject to a possessing entity attempting to take over his body for a time.
      Permanent Modifier: -6 to save vs. Possession.
  • Jinxed: The fates have conspired to make this character unluckier than most.
      Permanent Modifier: Critical failures are twice their normal range; Natural 1-2 on D20 rolls & Natural 01-10 on D100 rolls.
7. P.P.E.: 2D4x10+20 P.P.E. plus 10 per each additional level of experience
    Supplemental P.P.E.: standard; see The Principles of Magic, page 185, R:UE.
    P.P.E. Recovery: standard; see The Principles of Magic, page 185, R:UE.
8. O.C.C. Modifiers: +1 APM, +2 to initiative, +1 to strike, +1 to parry, +2 to dodge, +1 to pull punch, +2 to roll with impact, +3D6 to Spd attribute, +1D6 to P.S. attribute, +1D4 to P.E. attribute, -2 to P.B. attribute, -1 to I.Q. attribute, -1 to M.A. attribute, +4 to save vs Horror Factor, +2 to save vs Possession, +1 to save vs Illusions, +1 to save vs Mind Control, +40 to S.D.C. (or M.D.C if character race has supernatural P.E.), +10% to Perception

Temporal Warrior O.C.C. Stats
Alignment: Any selfish or evil alignment
Attribute Requirements: I.Q. 9+, P.S. 14+, P.E. 14+
Racial Requirements: Humans and human-like mortals only (dimensional raiders view them as "kindred spirits")
O.C.C. Skills:
    Prowl (+15%)
    Pick Locks (+10%)
    Land Navigation (+10%)
    Wilderness Survival (+10%)
    Swimming (+10%)
    Climbing (+10%)
    Sniper
    Two ancient Weapon Proficiency skills of choice
    Four additional Weapon Proficiency skills of choice
    Math: Basic (+20%)
    Hand to Hand: Martial arts or Assassin
O.C.C. Related Skills:
Select six other skills, plus two additional skills at levels three, six, nine, and twelve; all such skills start at the base skill level.
    Communications: Any (+5%)
    Cowboy: None
    Domestic: Any
    Electrical: Basic only (+5%)
    Espionage: Any (+10%)
    Horsemanship: General or Exotic only (+5%)
    Mechanical: Automobile only (+5%)
    Medical: First aid or paramedic only (+5%)
    Military: Any (+10%)
    Physical: Any (+5%)
    Pilot: Any civilian piloting skill (+10%)
    Pilot Related: Any (+10%)
    Rogue: Any (+5%)
    Science: None
    Technical: Any
    W.P.: Any
    Wilderness: Any
Secondary Skills:
The character also gets to select four secondary skills from the list above. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level.
Equipment:
Armor, weapons, and vehicles are to be determined by the standard EU Wish List process. One category can be sacrificed for a Favorable Contact, or two for an Influential Contact. Such contacts can be from anywhere in the megaverse. The character begins with one Minor Contact from anywhere in the Magic Zone or Merctown. One category can be sacrificed for a roll on the Strong and Tough Fortune and Glory Table; available during character creation only.
    Air filter & gas mask
    Mini-oxygen tank (15 minutes of air)
    Sunglasses
    Bedroll
    Backpack
    Utility Belt
    Laser Distancer
    Binoculars
    Lighter
    Flashlight
    Silver-Plated Knife (1D6)
    1D4+1 reloads (magazines, E-clips, etc.) for each weapon which requires such
    Secure Universal Card: 2D6x10,000 credits
Cybernetics: Starts with none and will avoid getting any cybernetic or other forms of physical augmentation because it interferes with magic. However, Bio-System prosthetics will be considered if necessary.
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Re: April 2019 EP Contest #1: Temporal Warrior

Postby John Altfeld » Tue May 14, 2019 12:50 pm

TEMPORAL WARRIOR
The temporal warrior is also a lesser practitioner of magic whose training focuses on the combining of physical combat and temporal magic for the purpose of combat and hunting enemies. To this end, they have developed unique applications of temporal effects.
Like the wizard, the temporal warrior is typically an evil or self-serving rogue, trained by the demonic raider to use his powers to "take" what he wants. About 80% have learned the mystic arts of temporal magic directly from a temporal raider and served their inhuman mentor for six to fourteen years before being released to engage in their own folly.

A favorite ploy is to conceal/store weapons and equipment in dimensional pockets and envelopes. They also love to use time and sensory deprivation magic and time warps to disorient a foe.

Skills are oriented to combat, assassination and breaking and entry (time spells are great for the latter).

1. O.C.C. Bonuses and Penalties: +1 attack per melee, + 2 on initiative, +1 to strike and parry, +2 to dodge, +1 to pull punch, +2 to roll with impact, +3D6 to Spd, +1D6 to P.S., +1D4 to P.E., +4 to Save vs Horror Factor, +2 to Save vs Possession, +1 to save vs illusion and mind control , + 40 S.D.C. -2 P.B., -2 I.Q., -1 M.A.
2. Magic Abilities: 2D4 X 10 + 40 P.P.E. plus 10 per each additional level of experience.
3. Starting Spell Knowledge:
Temporal magic: D-Phase, Wink-Out, Dimensional Pockets, See Dimensional Anomaly, Time Warp: Slow Motion, S-Dep, T-Dep and four spells of choice.

Other spell magic: Globe of Daylight, Tongues, See the Invisible, Sense Magic, Detect Concealment, Fool's Gold, Chameleon, Escape, Befuddle, and Armor of Ithan. The character can learn one new conventional spell (select from levels 1-5 only) or one new temporal magic spell every other level of experience; player's choice.

4. Dimensional Tracking: Using the See Dimensional Anomaly spell, the Temporal Warrior can attempt to track targets using dimensional distortion powers if those powers were used no more than 1d4+1 minutes previously. The Temporal Warrior has 25% chance, +5% per level to be able to tell if a target teleported in the same dimension or to a different dimension. If in the same dimension, the warrior knows the general direction of the teleport and approximate distance (1d10 mile radius). If the teleport was to another dimension and the warrior has been to that dimension, they know the dimension gone to, but not where in the dimension. If the Temporal Warrior is unfamiliar with the target dimension, but has the means to travel between dimensions immediately, they can follow go to the dimension, but will not know the target’s location in the dimension.

5. Spatial Distortion: The Temporal Warrior’s command of dimensional and temporal distortion in combat is without peer. They can expend 10 P.P.E. to create a field of interference around themselves (1 melee per experience level) that makes it difficult for opponents to accurately target the warrior. This effect provides a -2 to Strike penalty for all attacks made against the Temporal Warrior. If the Temporal Warrior expends 30 P.P.E. instead, they also gain a +3 auto-dodge for the duration of the effect.

The Temporal Warrior O.C.C.
Attribute Requirements: I.Q. 9, P.S. and P.E. 14 or higher. A high M.E. and P.P. are also suggested but not mandatory.

O.C.C. Skills:
Prowl (+ 15%)
Pick Locks (+ 10%)
Land Navigation (+ 10%)
Wilderness Survival (+ 10%)
Swimming (+ 10%)
Climbing (+ 10%)
Sniper
W.P. Two ancient of choice
W.P. Four others of choice.
Math: Basic (+ 20%)
Hand to Hand: Martial arts or assassin, pick one.

O.C.C. Related Skills: Select six other skills, plus two additional skills at levels three, six, nine and twelve.
Communication: Any (+ 5%)
Domestic: Any
Electrical: Basic only (+ 5%)
Espionage: Any ( + 10%)
Mechanical: Automobile onl y (+5%)
Medical: First aid or paramed ic only (+ 5%)
Military: Any (+ 10%)
Physical: Any (+ 5% where applicable).
Pilot: Any except robot (+ 10%).
Pilot Re lated: Any (+ 10%)
Rogue: Any (+ 5%)
Science: None
Technical: Any
W.P.: Any
Wilderness: Any

Secondary Skills: The character gets to select four secondary skills from those listed, plus one at levels five, eight and 14.

Standard Equipment: Armor, weapons, and vehicles are to be determined by the standard EU Wish List process. Air filter and gas mask , mini-oxygen tank (15 minutes of air), tinted goggles or sunglasses, knapsack/backpack, utility belt with many containers, laser distancer, lighter, flashlight , a silver cross, pair of wooden stakes and a mallet, a metal knife (1D6 S.D.C.), laser scalpel. 1D4+1 reloads (magazines, E-clips, etc.) for each weapon which requires such.

Money: 1D6 X 10,000 in credits and 1D6 x 10,000 credits worth of gems and precious metals.

Cybernetics: Artificial enhancements will be considered only to replace limbs and organs, and then bio-systems will be desired, because mechanical systems interfere with magic.

Starting Insanity: In addition to the normal Save vs. Insanity during character creation, Temporal Warriors must select one of the following insanities when they begin play.

Pacifist: Hates fighting and tries to avoid it whenever possible.
Obsession: Temporal Raiders - hates them and tries to kill them or steal their treasures or cause them great amounts of trouble whenever possible.
Phobia: Terrified of temporal raiders! Suspicious of temporal wizards and warriors.
Paranoid: Doesn't trust creatures of magic, especially men of magic, dragons, Millennium Trees, gods and demons.
Cruel streak: Merciless in combat. Will use deception, treachery and torture against an enemy. Says and does cruel things even to friends when embarrassed, frustrated or angry; -10% to Charm/Trust.
Paranoid: Dimensional travelers. Doesn't trust other temporal wizards. warriors or raiders. as well as Chiang-ku, True Atlanteans, Sunaj assassins, the Splugorth and other dimensional travelers.
Phobia: Physical Transformation. Hates to be magically transformed (4-D transformation and all metamorphosis spells, to name a few), avoids it at all costs.
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Re: April 2019 EP Contest #1: Temporal Warrior

Postby Alvidan » Mon May 20, 2019 3:11 am

While all three versions are interesting, CPR Krueger's version is too magically powerful, especially given their ability to learn magic more easily than the others. Jezabel's version one might easily forget which Hindrances one has (which I tend to find a problem with Crazies as well).
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Re: April 2019 EP Contest #1: Temporal Warrior

Postby CPR Krueger » Mon May 20, 2019 6:07 am

Alvidan wrote:While all three versions are interesting, CPR Krueger's version is too magically powerful, especially given their ability to learn magic more easily than the others. Jezabel's version one might easily forget which Hindrances one has (which I tend to find a problem with Crazies as well).


John Atfield's version starts with 10 invocations plus 11 Temporal spells (21 total)

Augur's version starts with 9 Temporal + 4 Combat spells + 5 standard invocations (18 total)

CPR Krueger's version starts with 8 temporal spells and 8 regular invocations (16)

It's not clear to me why you think my version of Temporal Warrior learns magic "more easily" than the others. If anything, I have limited mine to one spell purchase per level. The others do not share this limitation.
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CPR Krueger
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