John Altfeld (HU2 Experiment, Wilderness Scout)

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John Altfeld
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John Altfeld (HU2 Experiment, Wilderness Scout)

Post by John Altfeld »

Player Name: Justin
G-Mail: justinbow01@gmail.com
Ledger link: here

Character Name: John Altfeld
Alias: Pebbles
Race: Human Experiment
O.C.C.: Wilderness Scout / Rogue Scholar
Alignment: Anarchist
XP Level: Wilderness Scout 8 (FROZEN)
XP Points: Wilderness Scout 53,000 (FROZEN) Mr Rogers 11OCT23
Next Level @ XP: 53,001

XP Points: Apprenticeship 2,000

XP Level: Rogue Scholar 5
XP Points: 16,225 UG 24JUN24
Next Level @ XP: 21,574

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/+86 feet
This color is used to indicated a change when in Pebble Form
This color indicates all 'permanent' magic item bonuses
This color indicates bonuses from my Talo mind worm


ATTRIBUTES
I.Q.: 22
M.E.: 18
M.A.: 17
P.S.: 27 (28/37/62/113 Supernatural)(+10 Augmented)
P.P.: 21
P.E.: 43
P.B.: 10
Speed: 16

PHYSICAL DATA
P.P.E.: 16
I.S.P.: 17
H.P./M.D.C.: 148
S.D.C.: 242
M.D.C.: +300 +15/+150/+525/+1,290
Age: 23
Sex: Male
Height: 5'8" (6'8"/15'8"/40'8"/91'8")
Weight: 200 lbs. (250/2,700/9,950/24,500)(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.

Wilderness Scout Special Abilities
Cartography - 80% (+5% per level). Character can produce highly accurate maps with a wide variety of tools. Computer mapping requires the Computer Operations skill. (FROZEN Wilderness Scout lvl 8)

Rogue Scholar Special Abilities
Storyteller & Teacher
Find Books & Historical Artifacts -- +20% to Find Contraband, 40% discount, 50% from Black Market in exchange for 12 hours service, max of 30,000 credits every 24 hours.
Recognize Authenticity 70% (+3% per lvl)
Professional Restoration 70% (+3% per lvl)

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 M.D.C. per foot.
  • +1 Strength per foot and all strength becomes Supernatural.
  • At 20 feet+ - +2 Strike, +2 Parry, 2 X Speed, -4 Dodge
Divine Healing (Mutated from Force Manipulation 1st Level)
  • Enhanced Healing – Can instantly regenerate 4d6 HP or SDC 3 times per day. Otherwise recovers 1 SDC every 10 minutes and one HP every 20 minutes (Healing speed superseded by Healing Factor)
  • Limb Regeneration – Can regenerate lost body parts other than head, brain, heart. No pain after 2d4 melee rounds. 1d6 days for fingers/toes to regenerate entirely. 6d6 for other body parts. No scarring.
  • Longevity – Lives three times longer than normal. 250 years average for humans.
  • Healing Trance – 1d6 hours of coma-like sleep. Regain 1d6X10 HP and 2d4X10 SDC per hour. Can’t wake up early.
  • Healing Others – Instantly heal 4d6 HP and SDC or nullify poisons or reduce the effects of disease by half. Inflicts 4d6 SDC from the healer or 2d6 HP.
  • Reanimation and Resurrection – Once per 24 hours, can resurrect anyone dead less than 2 hours. 55%+5% per level. Requires 1d6 hours of concentration and contact. Target has 1d6 HP if it’s successful. Healer temporarily loses 2d4X10% of HP for 24 hours, permanently loses 1d6 HP per successful resurrection.
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 (55').
    • 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 (75').
    • 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 (130').
    • 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 (160 mph), 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)
  • 360 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 (90 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 1100 ft. + 100 per level
  • Interpret Shapes 85% + 5% per level
  • Estimate Distances 88% + 4% per level
  • Estimate Direction 88% + 4% per level
  • Estimate Speed 88% + 4% per level
  • Estimate Exact Location 78% + 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%.
A Note on Combining APS Pebbles and Growth
From the Palladium FAQ: If you cannot use two Alter Physical Structure (APS) powers at once please tell me how the character in one of your pictures in Heroes Unlimited is giant and Ice at the same time? I would like to think that the reason for this is the character changed into a giant then transformed into Ice.
Answer: It isn't 2 A.P.S. powers, but A.P.S. Ice and Growth. The Villain is in Villains Unlimited p157.
Natural Abilities
Perception: 86%
Charm/Impress: 0
Invoke Trust/Intimidate: 45%
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.


Psychic Abilities
From a Talo Mind Worm!
  • Mind Block Autodefense (Reactive, always on, +1 vs. psychic/mental attacks when active)
  • Sixth Sense (2)
  • Empathy (4)
  • Bio-Regeneration (6)
  • Psychic Purification (8)
  • Resist Fatigue (4)
  • Summon Inner Strength (4)
Max. Encumbrance: 84 lbs. (300/3,240/11,940/29,000 lbs.)(576 lbs. or X 4 up to Max. Carrying Weight when Supernatural)
Max. Carrying Weight: 540 lbs. (8,400/11,300/18,600/33,900 lbs.) (3600 lbs. or +3,000 when Supernatural)
Max. Lifting Weight: 1,080 lbs. (14,000/18,500/31,000/56,500 lbs.) (7,200 lbs. or +5,000 when Supernatural)
Max. Jumping Ability: 25.5' long, 12.25' high (42’/54’/93’/169.5’ long, 19.75’/27.25’/46’/84.75’ high) (48' long or +15' if Supernatural, 19' high or +7.5’ if Supernatural)

Crossover O.C.C. Skills / EP Purchased Skills
Language: American--116% (+1%)
Literacy: American--152% (+5%) (Rogue Scholar OCC, started as Wilderness Scout lvl 1 secondary skill)
Computer Operation--122% (+5%) (Rogue Scholar OCC, started as Wilderness Scout lvl 1 secondary skill)
Appraise Goods (EP Purchase Wilderness Scout lvl. 4, re-selected as lvl. 8 OCC Related, +15% and Magic Focus RUE pg. 323, Rogue Scholar OCC, Military Goods Focus)--117% (+5%)
Performance (EP Purchase Wilderness Scout lvl. 4)--87% (+5%)
Public Speaking (EP Purchase Wilderness Scout lvl. 4, Rogue Scholar OCC)--102% (+5%)
Language: Spanish (EP Purchase Wilderness Scout lvl. 4)--94% (+3%)
Tracking: People (EP Purchase Wilderness Scout lvl. 4)--87% (+5%)
Lore: Faeries & Creatures of Magic (EP Purchase Wilderness Scout lvl. 4)--97% (+5%)
Detect Concealment (EP Purchase Wilderness Scout lvl. 4)--87% (+5%)
Research (EP Purchase Wilderness Scout lvl. 7, Rogue Scholar OCC)--112% (+5%)
Lore: Cattle & Animals (EP Purchase Wilderness Scout lvl. 7)--87% (+5%)

Wilderness Scout O.C.C. Skills
Language: Gobblely--90% (+3%) (FROZEN Wilderness Scout lvl 8)
Language: Dragonese--90% (+3%) (FROZEN Wilderness Scout lvl 8)
Athletics (General) (FROZEN Wilderness Scout lvl 8)
Cooking--87%/97% for game (+5%) (FROZEN Wilderness Scout lvl 8)
Climbing--92% (+5%) (FROZEN Wilderness Scout lvl 8)
Fishing--92% (+5%) (FROZEN Wilderness Scout lvl 8)
Horsemanship: General--91% (+4%) (FROZEN Wilderness Scout lvl 8)
Identify Fruits and Plants--82% (+5%) (FROZEN Wilderness Scout lvl 8)
Hunting (FROZEN Wilderness Scout lvl 8)
Land Navigation --87% (+4%) (FROZEN Wilderness Scout lvl 8)
Pilot: Hovercycle--105% (+3%) (FROZEN Wilderness Scout lvl 8)
Prowl--100% (+5%) (FROZEN Wilderness Scout lvl 8)
Radio: Basic--87% (+5%) (FROZEN Wilderness Scout lvl 8)
Track and Trap Animals—77%/87% (+5%) (FROZEN Wilderness Scout lvl 8)
Wilderness Survival--87% (+5%) (FROZEN Wilderness Scout lvl 8)

Rogue Scholar O.C.C. Skills
Language: Demongogian--95% (+3%)
Language: Faerie Speak--95% (+3%)
Literacy: Dragonese 88% (+5%)
Literacy: Demongogian 88% (+5%)
Literacy: Faerie Speak 88% (+5%)
Mathematics: Basic 98% (+5%)
Computer Programming 73% (+5%)
Creative Writing 68% (+5%)
Find Contraband 65% (+4%)
History: Pre-Rifts 88%/80% (+4%)
History: Post-Apocolypse 88%/83% (+5%)
Pilot: Hover Craft (Ground) 88% (+5%)

Wilderness Scout O.C.C. Related Skills
Lore: Demons & Monsters--92% (+5%) (FROZEN Wilderness Scout lvl 8)
Lore: Magic (FROZEN Wilderness Scout lvl 8)
--General Knowledge: 92% (+5%)
--Recog. Magic Circles, Runes, etc: 82% (+5%)
--Recognize Enchantment 69% (+4%)

Carpentry--81% (+5%) (FROZEN Wilderness Scout lvl 8)
Gymnastics (FROZEN Wilderness Scout lvl 8)
--Sense of Balance 90% (+3%)
--Work Parallel Bars & Rings—98% (+3%)
--Back Flip—104% (+2%)
--Climb Rope/Rappel—91% (+2%)

Boxing (FROZEN Wilderness Scout lvl 8)
Wrestling (FROZEN Wilderness Scout lvl 8)
Kickboxing (FROZEN Wilderness Scout lvl 8)
Forced March (FROZEN Wilderness Scout lvl 8)
Juicer Football (lvl. 2)--73% (+5%) (FROZEN Wilderness Scout lvl 8)
Detect Ambush (5th level OCC Skill)--62% (+5%) (FROZEN Wilderness Scout lvl 8)

Rogue Scholar O.C.C. Related Skills
Lore: Dimensions--63% (+5%)
Masonry--83% (+5%)
Lore: Psychics & Psionics--73% (+5%)
Ventriloquism--55% (+4%)
Palming--48% (+5%)
Concealment--44% (+4%)
Anthropology (3rd lvl OCC Skill)--63% (+5%)
Sign Language (3rd lvl OCC Skill)--53% (+5%)

Secondary Skills
Barter--87% (+4%) (Wilderness Scout lvl 1)
Physical Labor (Wilderness Scout lvl 1)
Mythology (Wilderness Scout lvl 3 Secondary Skill)--87% (+5%)
Swimming (Wilderness Scout lvl 6 Secondary Skill)--87% (+5%)
Gambling: Standard (Rogue Scholar lvl 2 Secondary Skill) 53% (+5%)
Leather Working (Rogue Scholar lvl 2 Secondary Skill)--63% (+5%)

Combat Data
HTH Type: Zanji Shinjinken-Ryu (EP Increase from HtH Expert through Golden Dragon Dojo - FROZEN Wilderness Scout lvl 8)
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12 (+12/+12/+14/+14) - +2 with sword or staff
Dodge Bonus: +19 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
HTH Damage Bonus: +15(+25)
MDC HTH Damage Bonus: +4 from HTH, +4 DMG from punch/kick per 20 MPH. From Standing - +8 Damage
Bonus to Roll w/Punch: +17
Bonus to Pull a Punch: +5
Bonus to Disarm: +3
Bonus to Maintain Balance: +3
Critical Strike 18-20 and from Behind
Death Blow on Natural 20
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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--+3 to Strike +3 to Parry, +4 to Strike When Thrown (FROZEN Wilderness Scout lvl 8)
W.P. Sword--+3 to Strike, +3 to Parry, +2 to Strike When Thrown (FROZEN Wilderness Scout lvl 8)
W.P. Blunt--+3 to Strike, +3 to Parry, +1 to Strike When Thrown (FROZEN Wilderness Scout lvl 8)
W.P. Heavy Energy & Rail Guns--+3 to Strike (FROZEN Wilderness Scout lvl 8)
W.P. Energy Rifle (Rogue Scholar)--+2 to Strike
W.P. Targeting (Rogue Scholar)--+2 to Strike
Paired Weapons (from Zanji Shinjinken-Ryu)

Saving Throw Bonuses
Coma/Death: +96% (+98%)
Magic (varies): +11 (+12) (+13 vs. illusions)
Lethal Poison (14+): +19 (+21)
Non-Lethal Poison (16+): +19 (+21)
Insanity (12+): +2
Psionics (15+): +5 (+6) (+7) (+9)
vs. Horror Factor: +4 (+6)
Disease: +12 - Impervious to Disease Except Extraordinarily Virulent Virus or a Designer Bug due to PE 30+
Possession: (+2) (+4)
Mind Control:(+1)
Last edited by John Altfeld on Sat Apr 27, 2024 4:31 pm, edited 139 times in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
John Altfeld
Diamond Level Patron
Posts: 448
Joined: Wed Aug 23, 2017 4:48 am

John Altfeld Equipment

Post by John Altfeld »

Equipment

Active Account at MercTown State Bank
John's Room
Powerful Contact: Menelaus Clotho, 12th level True Atlantean Ley Line Walker, and a leading member of the Kingsdale Magical Guild. Also one of the leaders of the Collegiate Arcane.
Powerful Contact: Geoffrey "Geoff" Blackman, Pillar of MercTown, owner of Blackman Solutions, powerful mercenary fixer.
Powerful Contact:: Erin Tarn (T-Rex 3/2024)
Favorable Contact: Numo, 10th level Wolfen scholar, manager of the Kingsdale Guild Store. Atlantis enthusiast.
Favorable Contact within Merctown: Taen the Elder, family patriarch and owner/proprietor of Badgerbold Cartographers

Vehicles/Mounts are listed first.

Carried/In Hand
Giant Mutant-Bone Sword (in sheath on back)
Wilk's 1000 Pulse Laser Cannon (on sling)

Worn on Person
Naruni Helmet
Armored Tank Long Coat - Light Grey
Scamper-hide pants
Denim shirt
Undershirt
Dress shirt
OR Ogre-sized jumpsuit
SPU-5 Sonic Pulsar Unit
Multi-purpose tool/knife
Impervious to Energy Talisman and Will Summers-Produced Talismans
Wardrobe Amulet
Charm Amulet
Protection Against the Supernatural Amulet
Amulet of See the Invisible
Ring of Protection from Undead
Rift Cards
3-Leaf White Clover Charm
Protection Against Sickness Amulet
Protection Against Insanity Amulet
Charms and talismans on extra-long chain with clips to allow resizing up to around 10 feet tall John
Secure NGMI Card: 11,647 credits (Blackhaunt 12/7/2022)

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: Language Translator, Portable
• Attachment: Infrared binoculars with rangefinder
• Attachment: TW Lightblade
• Attachment: Aluminum canteen
• Attachment: Video Communicator (10 miles)
• Attachment: Wilks PC-2020 Field Identifier and Holographic Computer

Backpack (Stored in Ex-APT Cargo Trailer Giant Cabin Backpack)
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: Flint & Steel
• Space: E-clip (spare)
• Space: Palm Bio-Unit
• Space: Pocket/signal mirror
• Space: Gas Mask & Air filter
• Space: Computer Reference Libraries (All science & technical skills; 1/2 base skill or +5% bonus to known skills)
• Space: First Aid Kit + Extra Roll of bandages
• Space: Compass
• Space: 6 wooden stakes

(Stored in wooden box in vehicle or Ex-APT Cargo Trailer Giant Cabin Backpack)
12 candlesticks
6 iron spikes
Hammer
Mallet
(10) Basic MREs
Roll of Duct Tape
100' of rope
Cord and twine of varying lengths
Tent, One-man
Bedroll
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
20,000 credits worth of striped/shiny/otherwise brightly-colored dino hide clothing from spitfire leapers, tigerclaw raptors and scampers
NG-1001 Robot Rail Rifle (Loaded with one 920-Round Drum)
(9) 920-Round Drums (NG-1001, Explosive)
NE-RV05 Ripper Vibro-Robot Sword
Titan Plate Armor with integrated Naruni Super-Heavy Forcefield (both enhanced via Operator by 20%)


Gear Stats

Naruni Helmet
M.D.C.: 30
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


Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, Merc Ops


Giant Mutant-Bone Sword
  • Range: Close combat
  • Damage: 4D6+5 M.D. +P.S . damage of the wielder.
  • Weight: 40 lbs.
  • Features: W.P. Sword, these weapons can damage otherwise insubstantial creatures such as ghosts, Entities, Astral Beings, and other ethereal and intangible
    beings . Likewise, the bone weapons inflict half damage to creatures vulnerable to silver. This includes vampires, most demons, and some Entities
  • Modifiers: + 1 to strike and disarm. Characters smaller than 8 feet (2.4 m) tall and having a P.S . of 24 or less get no bonuses and are -3 to strike, parry, and disarm.
  • Book Reference: p.82, Madhaven


NG-1001 Robot Rail Rifle
Image
  • Range: 4,000'
  • Damage:
    • Conventional Rounds: 4D6 M.D.
    • Explosive Rounds: 1D6x10 M.D.
  • Rate of Fire: 20-round bursts only
  • Payload: 920 rounds (46 bursts) per ammo drum
  • Weight: 350 lbs. for the gun, 330 lbs. for the ammo drum
  • Features: Explosive rail gun rounds are exclusive to this weapon
  • Modifiers: None
  • Book Reference: p.211, WB33


TW Lightblade
Image
  • Range: melee
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Activation Cost: 30 S.D.C. points or 15 Hit Points
  • Duration of Charge: 5 minutes
  • To Recharge: 15 Hit Points or 30 S.D.C.
  • Weight: 2 lbs.
  • Features:
    • Device Level: Five
    • P.P.E. Construction Cost: 300
    • Construction Time: 150 hours
    • Fueled by wielder's Hit Points/S.D.C.
    • Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
  • Modifiers: + 1 to strike and parry
  • Book Reference: p.137, R:UE


Ring of Protection from Undead
Image
Uncommon Enchanted Ring
Magic Features
  • Protection from Undead: Holds undead at bay & makes wielder impervious to vampire's hypnotic gaze/mind control.


Charm Amulet
Image
Uncommon Amulet
Magic Effect:
  • +1 to save versus magic and psychic attacks
History: Bought out of the bargain bin at Wizard's Chest

Protection Against the Supernatural Amulet
Image
Uncommon Amulet
Magic Effect:
  • +2 to save vs Horror Factor and +2 to save vs possession
History: Bought out of the bargain bin at Wizard's Chest

See the Invisible Amulet
Image
Uncommon Amulet
Magic Effect:
  • Enables the wearer of the medallion to see the invisible (200')
Curse: Makes the user so good-looking they can see the invisible.
History: Bought by William Summers for John from some mages having a bakesale at the Collegiate Arcane


3-Leaf White Clover Charm
Image
Rare Druidic Charm
Magic Effect:
  • Impervious to possession
    +1 to save vs any spell cast by a witch
History: Purchased from the ladies at Mystic Draughts

Impervious to Energy Talisman
Image
Talisman
Magic Features
  • Makes target impervious to energy, including fire/heat[/url])
  • Charges: 1
    Description: From Vheld a 10th level caster 20 minute duration. A souvenir replica of the Stormspire Tower.
Book Reference: p.150, BoM

Wardrobe Amulet
Image
Amulet from the Splynn Market
Magic Effect:
  • Contains four pre-programmed illusory outfits
Curse: The outfits were pre-selected by a self-hating elf in Atlantis.
History: John bought this from Ankros Pallix in MercTown. "I don't know, John, these outfits are... not great," said Ankros.
Book Reference: Splynn Dimensional Market pg. 29, Enchanted Apparel entry
OOC Comments
Ranger outfit.jpeg
Ranger outfit.jpeg (11.6 KiB) Viewed 686 times
Assassin outfit.jpeg
Assassin outfit.jpeg (9.95 KiB) Viewed 686 times
Protection Against Sickness Amulet
Image
Uncommon Amulet
Magic Effect:
  • +6 to save versus the eighth level magic invocation "Sickness."

History: Bought from Ignatos at the Crimson Dragon. He was pretty chill about it.


Protection Against Insanity Amulet
Image
Uncommon Amulet
Magic Effect:
  • +4 to save against all magically induced insanities

History: Bought from Ignatos at the Crimson Dragon. He was pretty chill about it.


Talo Mind Worm (1)
Instills the following psionic abilities to its symbiotic partner:
  • An I.S.P base of 12, plus each Talo worm provides five I.S.P. and two
    S.D.C. points to the host body.
  • +1 to save vs psionic attacks, +2 to save vs poison, and + 2% to save vs coma/death.
  • Bio-regenerate self
  • Psychic purification
  • Resist fatigue
  • Empathy
  • Sixth sense
  • Mind block auto-defense
  • Summon inner strength.
  • Book Reference: p.119-120, Atlantis

Rift Cards (Patron Item)
Image
Unique Enchanted Card Set
S.D.C.: 5 per card, 50 for the card box
Description: This is a set of six ancient-looking, wooden playing cards carried within an ornately decorated, wooden card box. One side of a card is blank. The other side of that same card is covered in finely painted swirling vortices which form an intricate, mystical, hexagonal pattern.
Rift Cards Magic Features
  • Each card is blank when acquired. When the owner taps a card, a fixed image is depicted on that card which shows the location as it is at the time the card was tapped.
  • Once a card has been imaged to a location, that location is forever fixed on the card.
  • Tapping that card in the future will create a man-sized elliptical portal which will convey anyone or anything unerringly to the location pictured even if it's in another dimension.

Card Locations
  • Card One: Outside Cave in Rock
  • Card Two:
  • Card Three:
  • Card Four:
  • Card Five:
  • Card Six:

Portal Duration: 15 seconds
Card Recharge: An individual card's magic limits its use to once per thirty days.
Curse: None
History: John found these behind a bear inside Cave in Rock. The bear was pretty neat. Sometimes John visits the bear and its family. How did the bear get the cards? Did it eat someone? Is the bear a gambling addict? Attempts to get the bear to play craps or poker have so far been unsuccessful.
Ex-APT Cargo Trailer Giant Cabin Backpack
OOC Comments
M.D.C. by Location:
  • * Plexiglas Windows (4): 15 each
  • Main Body: 300/185

* Requires a called shot at -4 to strike
Statistical Data:
Speed: None under its own power; it has to be physically carried by a giant or giant robot at least 30' tall
Range: -20% to speed of towing vehicle, -10% to piloting; double modifiers on sand or snow up to 2' deep
Crew: see features
Class: Modified NG Cargo Trailer
Dimensions: 12' long, 12' wide, 20' high, 2-3 tons
Cargo: Can hold up to 3 tons of distributed cargo without damaging the interior features.
Power System: Solar
Weapon Systems:
None
Features of Note:
This is a modified APT cargo trailer, redesigned to act as a transportable sleeping/storage unit. Solar panels on the roof power a filtered HVAC system, electrical, and interior lighting. The 1st floor holds 6 combined bunk bed/storage units - 2 on each of 3 walls. The units consist of an enclosed storage cupboard under a bed with sliding doors (allowing privacy) and internal lighting above each bed. The fourth wall holds a reinforced door, a fold-down table, a chest refrigerator/freezer, a two-port electrical outlet, and the one downstairs window. The ceiling has a single 4'X6' trap door above the front door. The 2nd floor consists of a small bedroom with 2 windows, bookcases that wall-off 2 sides to the downstairs trap door, a desk and chair, and 1 wall of floor to ceiling storage space. All storage in the cabin is lockable for travel. On the exterior of the modified trailer, opposite the door, two heavy tension chains are attached, padded in M.D.C. hide, allowing the unit to be carried like a backpack by giant robots and large humanoids. The outside of the building also has MDC dino-hide in strategic locations for the comfort of non-robot carriers.
Book Reference: p.206-207, WB34
5x Additional 1 Gallon MDC Hip Water Tanks
60 feet of extra 'thin' hose
24 feet of extra "thick' hose

9000 wood railgun rounds

Armored Tank Long Coat - Light Grey
  • M.D.C.: 50
  • Modifiers: People with an ordinary strength of less than P.S. 24 are -2 on initiative, -1 on all combat maneuvers (strike, parry, etc.), leap at half their usual distance, -10% to speed and fatigue 20% faster.
  • Weight: 20 lbs.


Titan Plate Armor with integrated Naruni Super-Heavy Forcefield (both enhanced via Operator by 20%)
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 50 each
  • Legs: 60 each
  • Main Body: 234 (upgraded from 195)

Weight: 250 lbs.
Modifiers:
  • If Supernatural P.S. 30+: -5% to Prowl
  • If Supernatural P.S. of 21-29: -15% to Prowl, and -5% to other physical skills, -10% to speed
    Book Reference: p.59, WB34


    N-F50A Superheavy Force Field
    Image
    M.D.C. by Location:
    • Force Field: 192 (upgraded from 160)

    Weight: 15 lbs.
    Modifiers: none
    Features:
    • 6 hour duration per E-clip

    Book Reference: p.122, DB2
NE-RV05 Ripper Vibro-Robot Sword
Image
  • Damage: 5D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 10 lbs.
  • Features: 8' long (giant-sized), silver coated
  • Modifiers:
  • Book Reference: p.24, DB8

Will Summers-Produced Talismans
Talisman of Chromatic Protection
Image
Talisman
Magic Features
  • Chromatic Protection
  • Duration: 8 minutes
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Cloak of Darkness
Image
Talisman
Magic Features
  • Cloak of Darkness
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Fighting Spirit
Image
Talisman
Magic Features
  • Fighting Spirit
  • +1 on Initiative, to strike w/ Guns
  • +2 APM, to disarm, parry and dodge, roll w/ impact, to save vs Possession
  • +3 to strike melee,
  • +4 pull punch, to save vs Horror Factor/fear
  • Crit Strike: Natural 18-20
  • Karate kick, Jump kick, Paired Weapons, leap attack, Judo flip/throw.
  • Duration: 4 minutes
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Invincible Armor
Image
Talisman
Magic Features
  • Invincible Armor
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Invulnerability
Image
Talisman
Magic Features
  • Invulnerability
  • M.D.C.: 50
  • Impervious to cold, disease, drugs, gases, energy, poison, and toxins
  • +10 vs magic, psionics, & horror factor
  • Duration: 8 melees
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Lightblade
Image
Talisman
Magic Features
  • Lightblade
  • Damage: 1d4*10+8 M.D.
  • Duration: 8 minutes
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Magical-Adrenal Rush
Image
Talisman
Magic Features
  • Magical-Adrenal Rush
  • +1 to strike, dodge and all saving throws
  • +2 APM
  • +3 on initiative
  • Supernatural P.S.
  • Speed +50%
  • No fatigue, impervious to drugs, mind control, possession, illusions, pain, Horror Factor, can endure 3x normal damage to body.
  • Duration: 8 melees
  • At end of spell, ½ APM, speed, skills, combat bonuses for 1D4 minutes.
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Sheltering Force
Image
Talisman
Magic Features
  • Sheltering Force
  • Duration: 8 hours
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Superhuman Agility
Image
Talisman
Magic Features
  • Superhuman Agility
  • +1 on Initiative, Parry
  • +5 to dodge
  • Automatic Dodge: +5
  • Automatically rolls with impact
  • +20% to Climb/Rappel
  • Duration: 4 minutes
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Superhuman Speed
Image
Talisman
Magic Features
  • Superhuman Speed
  • +2 to Parry
  • +6 to Dodge
  • Speed: 44, no Fatigue
  • Duration: 8 minutes
  • Charges: 3

Book Reference: p.150, BoM
Mr. Scritches - a semi-trained Panthera Thrinax from a back-alley vendor
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unnamed.png (106.6 KiB) Viewed 691 times
Mr. Scritches Stats
IQ: 9
ME: 18
MA: 12
PS: 22
PP: 22
PE: 19
PB: 18
Spd: 29
Head MDC: 19
Hind Limbs MDC: 28
Main Body MDC: 54
Last edited by John Altfeld on Sat Apr 27, 2024 4:44 pm, edited 79 times in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
John Altfeld
Diamond Level Patron
Posts: 448
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld Character Creation Rolls

Post by John Altfeld »

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.

Stuck in a terrifying underwater tin can, John traveled with most of the Roughnecks to Atlantis in order to pay back their 'benefactors' who had given them the locations of a number of vampire king blobs in exchange for a sightseeing tour. John spent the entire trip worried about his actual friends (and Murdoc) in the group airplane who were probably dead. In Atlantis, they found a village of refugees and gave them some smarmy aliens and a black box. John had a nice climb up Mt. Skull and hallucinated having an awesome fight with a tiny BBQ boy and finding a bunch of treasure. In the meantime, the rest of the team hallucinated their own pinatas only to discover that the town of refugees was locked in a battle between sea-based piranhas and land-based vampires. In a trust-building exercise, the Roughnecks killed a bunch of delicious fish and melted some vamps. They also saved a bunch of escaped Atlantean slaves.

The sub then went back to Mexico where it was discovered the Splugorth (Atlantis?) had tried to conquer sad little Tampico, only to be thwarted by a standard mercenary army. With vampires chomping at the bit to bite Splugorth bits, Commander Shades did some soul-searching, which made a god pop a land-bridge-boner that raised Evil Epcot above water level. Vampires flooded it.

Just before launching the attack, Team Subnecks got a call from the Plane-necks that they were okay, in-dimension, and ready to kick Spluvamp ass. Thus did operation "Burn Everything to the Ground" commence.

Deciding that saving Mexico was enough, the team dropped the refugees from Atlantis in Houston (cosmopolitan!) and then went home. Because anything is less crazy than that crap.

Joint Taskforce Awesome vs. the Ridiculous Horror Dildo
The Roughnecks had barely gotten back from Mexico when they were summoned by Geoffrey "Geoff" Blackman to his... lair? Is it a lair if it's also an office?

They went to Geoff's place of business and found out that supervillain team The Spook Squad had also been invited to the lobby. Ushered into the big desk energy space, the two teams of unlikely partners that were definitely neither buddies, nor cops, learned that an evil god was coming to Earth soon and needed to be stopped.

That was it, no more information beyond a general direction and vague promises of pay.

Team Spooknecks went up the Ohio River and found a village of people being kidnapped by a Rasputin-looking guy in a red robe. They mostly stopped this, only to be harassed by a joint taskforce of busybodies from Magestar and the "True" Federation. After explaining the situation, the Spooknecks made fast friends with Peaches (the dragon), Greasy Joe, and Blubber. All of which were their real names.

In the end, the three groups of staunch warriors parted company, all agreeing to find additional help (how do you think that worked out, dear reader?).

The Spooknecks then continued their journey, fighting random evil a lot until getting to Stormspire, where they learned that Kazoo had (in)conveniently gone on vacation at that exact minute. This was due to the also suddenly imminent transposition of Nxla, the 'god' to Earth in the next four hours.

On the upside, Lahz's father was there to act like a sanctimonious jerk to 90% of the people making a difference and William "Man in Black" Summers found out his Dweomer private school headmaster was also a dick. After a little sucking up, said headmaster agreed to help out on not letting the world die. I guess because if people are dead, you can't also be a dick to them? It's at least got to be harder, right?

Team Save the World teleported to the site of the summoning ritual and handed the sex-pervert cult their asses. Which they kind of liked, unfortunately.

And then! The "True" Federation rifted in, allowing Nxla to enter our reality. Nxla, in case you don't know, is too big. It is bigger than John. It has way too many arms. It is ugly. And it can fly.

Team Save the World dog-piled the ridiculous horror dildo 'god' at which point some spooky ghosts came out and just sucked it back into its home dimension like a spirit-based vacuum.

A bunch of people died. But no one who mattered.

Huckleberry Finn and the Overly-Elaborate Vampire Plot
Hired by a man named Mexico John to find his daughter, the Roughnecks followed the only lead upriver to Nashville. There, most of the team cornered the market on breakfast, while John broke the local corn economy and first met a dragon disguised as a little girl.

After leaving the dragon-girl in the Roughnecks' RV, John returned to find that two guards were menacing Will, which led to there being lots of parts of guards and no more menace.

At the same time, the rest of team killed most of the town leaders when it turned out that they were kidnapping people and shipping them... somewhere. In hidden compartments on rafts.

The one town leader who managed to briefly escape fiddled with the RV and 'captured' the dragon, who was extremely committed to pretending to be a little girl.

After trailing this man, the team saved him by removing the dragon from his custody. He flew away very fast on a sky cycle to MercTown.

The dragon then asked the Roughnecks to save her 'brother' from the same ring of kidnappers, which added further incentive to the immediate pursuit.

When the cool people got back to MercTown, they found a young boy tied to a chair in a warehouse with a set of firebombs rigged to him that couldn't have killed any member of the team, but DID cause enough disruption that the team had to talk to the cops for long enough to cover further escape by the kidnappers.

With the dragon's "brother" on his way back to Nashville, the Roughnecks teleported to Slapass, New Mexico.

There, they discovered some weird copies of the people they had killed and some vampires and a tunnel. In the tunnel, John wrecked some vampires and cyborgs made to look like vampires?

Also there was a compound of incompetent vampires with a tank? And the little girl dragon teleported in with some friends named Ash and TinCan?

We killed the bad guys, rescued Mexico John's daughter and left.
Last edited by John Altfeld on Sat Apr 27, 2024 4:48 pm, edited 15 times in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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John Altfeld
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Posts: 448
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Post by John Altfeld »

EP Marketplace Dice Rolls

PP Increase to Attribute Over 16
[dice]0[/dice]

Growth Power PE Increase
[dice]1[/dice]

Healing Factor PE Increase
[dice]2[/dice]

Healing Factor HP Increase
[dice]3[/dice]

Multiple Lives PE Increase
[dice]4[/dice]

Multiple Lives Self-Resurrects
[dice]6[/dice]

Space Native In-Space SDC Increase
[dice]5[/dice]

Hit Points for Level 2 and 3
[dice]7[/dice]

Juicer Football Speed and SDC
Spd - [dice]8[/dice]
SDC - [dice]9[/dice]

MA Boost
[dice]10[/dice]

IQ Boost
[dice]11[/dice]

IQ Boost for 16+
[dice]12[/dice]

Divine Healing Mutation Bonuses
Extra HP - [dice]13[/dice]
MA - [dice]14[/dice]
PE - [dice]15[/dice]
SDC - [dice]16[/dice]


Level 4 HP Roll (increased due to Divine Healing)
[dice]17[/dice]

Zanji Shoryuken SDC Bonus
[dice]18[/dice]

Level 5 HP Roll (increased due to Divine Healing)
[dice]19[/dice]

Level 6 HP Roll (increased due to Divine Healing)
[dice]20[/dice]

Level 7 HP Roll (increased due to Divine Healing)
[dice]21[/dice]

Level 8 HP Roll (increased due to Divine Healing)
[dice]22[/dice]
Dice rolls
2d6: [4, 1] = 5
2d6: [2, 1] = 3
2d6: [3, 5] = 8
2d6: [3, 5] = 8
2d6: [1, 3] = 4
Last edited by John Altfeld on Sat Jun 13, 2020 10:28 am, edited 8 times in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
John Altfeld
Diamond Level Patron
Posts: 448
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Post by John Altfeld »

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

Some kind of environmental protection (Because John Doesn’t Know He’s Basically Immune)
Merc Ops skunk spray
TW Anti-Magic Forcefield modification OR Rue Wand of Anti-Magic
Mantle of Dragon Endurance
TW EMP Cannon (Merc Ops pg. 138-139, would need to be modified to feed on life force)
Dragon Eye Medallion OR Omni Eye
C-42 Rail Gun Cluster Housing from the Warbird Rocket Cycle configured as a rifle/pistol conversion for a giant (Coalition War Machine pg. 170)
Some way to cast Winged Flight 3 Times per day OR Naruni jetpack 290,000 or Grav Pack 2.1 Million
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)
Starfire Pulse Cannon hooked to a TW Zone Ranger main battery (instead of clips) (520,000 Credits for the cannon, 1.5-2 million for a full Zone Ranger, Federation of Magic pg. 116/123)
Possibly Vulcan Plasma Minigun (570,000 Credits plus ammo Naruni Wave 2 pg. 34)


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 Wed Mar 13, 2024 8:33 pm, edited 26 times in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
John Altfeld
Diamond Level Patron
Posts: 448
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Post by John Altfeld »

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.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
John Altfeld
Diamond Level Patron
Posts: 448
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Post by John Altfeld »

Wilderness Scout XP Table

1 0-1,900
2 1,901-3,800
3 3,801-7,300
4 7,301-14,300
5 14,301-21,000
6 21,001-30,000
7 30,001-40,000
8 40,001-53,000
9 53,001-73,000
10 73,001-103,000
11 103,001-138,000
12 138,001-188,000
13 188,001-238,000
14 238,001-288,000
15 288,001-328,000
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
John Altfeld
Diamond Level Patron
Posts: 448
Joined: Wed Aug 23, 2017 4:48 am

Re: John Altfeld (HU2 Experiment, Wilderness Scout)

Post by John Altfeld »

Rogue Scholar Level 1 HP Roll (increased due to Divine Healing)
2d6: [4, 6] = 10

Rogue Scholar Level 2 HP Roll (increased due to Divine Healing)
2d6: [4, 2] = 6

Rogue Scholar Level 3 HP Roll (increased due to Divine Healing)
2d6: [3, 4] = 7

Rogue Scholar Level 4 HP Roll (increased due to Divine Healing)
2d6: [2, 5] = 7

Rogue Scholar Level 5 HP Roll (increased due to Divine Healing)
2d6: [6, 4] = 10

Mr. Scritches Attribute Rolls
IQ: 1d4+5: [4]+5 = 9
ME: 1d6+14: [4]+14 = 18
MA: 1d6+10: [2]+10 = 12
PS: 1d4+18: [4]+18 = 22
PP: 1d6+16: [6]+16 = 22
PE: 1d4+17: [2]+17 = 19
PB: 1d6+15: [3]+15 = 18
Spd: 3d6+22: [5, 1, 1]+22 = 29
Head MDC: 1d4+17: [2]+17 = 19
Hind Limbs MDC: 1d4+24: [4]+24 = 28
Main Body MDC: 1d6+50: [4]+50 = 54
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
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).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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