Custom Race: Anti Universe Human

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Ximena
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Custom Race: Anti Universe Human

Post by Ximena »

Race
Antiverse Human

This race are humans from an alternate reality. A universe made of anti-matter, they are the opposite of our understanding. In order to come to the normal universe, they passed through a gate that converted them be compatible with the normal universe. So no, they won't explode by touching something. The process however still left them with a distinctive trait. That being the sclera or whites of their eyes are black in color. This makes them noticeably a d-bee and as such are an enemy to the Coalition. But it can also be easily hidden with sunglasses, a visor and helmet. This trait to their eyes allows them to see in low light conditions. They people and cultures of the antiverse humans are still greatly varied and as such they are adaptable.

Positive Racial Abilities:
  • (Approval: yes/no) Adaptable: As humans from another reality, they still have great variation among their people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge's Requirements).(+2)
  • (Approval: yes/no) Low Light Vision: The being ignores penalties for bad lighting in all but pitch darkness. (+1)
Negative Racial Abilities:
  • (Approval: yes/no) Distinctive D-Bee: Anti Universe humans eyes have black sclera and appear abnormal, the whites of their eyes are black. Due to their inhuman look, they are an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a -4 Charisma when dealing with Coalition soldiers, officials, and most citizens. This can be hidden by sunglasses (-1)




Old information follows.

They passed through a gate that a converted them to exist in the normal matter universe. They still retain have some distinctive traits. Hair Colors are tend to have remained the same, looking as if they are inverted colors. The sclera in their eyes are black, this is the white part of the eye.. They can see in darkness as normal people see in light. They have issues seeing in light but this can be easily protected against. Light reacts weirdly with them, causing their shadows to be odd. The transfer process though the gate made them ageless, allowing them to live far longer, if not forever. Due to their being from an anti existence, powerful beings such as gods or cosmic knights would recognize this and see them as a threat to reality. Their strong will allowed them to survive the transfer between universes.


1st proposal
Positive Racial Abilities:
  • Ageless: Due to the process of come over to this reality, Anti Universe beings do not age. (+1)
  • Darkvision: Anti Universe being ignore all lighting penalties even from greater obscure. (+3)
  • (Tentative addition) Increased Spirit: Add one die type to Spirit. (+2)
Negative Racial Abilities:
  • Distinctive D-Bee: Anti Universe humans eyes have black sclera and appear abnormal, the whites of their eyes are black. Due to this they have a -4 Charisma when dealing with Coalition soldiers, officials, and most citizens. This can be hidden by sunglasses (-1)
  • Racial Enemy: Cosmic beings would recognize they are from an anti universe and attack them. (-1)
  • Minor Hindrance - Quirk: Thier eyes are sensitive and while they are able to ignore darkness penalties they suffer -2 to sight based notice in normal and bright light or -4 in direct sunlight unless their eyes are protected. (-1)
  • Minor Hindrance - Anti Shadow: Their shadows cast as abnormally due to their antimatter nature. During the day, it would be more visible. During the night, a shadow cast would be lighter then the darkness. -2 to Stealth when trying to hide in Shadows. (-1)

2nd proposal
Making a check list on what is good and what is not. Leaving the initial list for reference.

Positive Racial Abilities:
  • (Approval: yes/no) Low Light Vision: The being ignores penalties for bad lighting in all but pitch darkness. (+1)
  • (Approval: yes/no) Edge: WiP, need to figure out how to build an edge to represent the anti universe beings.(+2)
  • (Approval: yes/no) Attribute Increase(Spirit): Increase Spirit by one die type (+2)
Negative Racial Abilities:
  • (Approval: yes/no) Distinctive D-Bee: Anti Universe humans eyes have black sclera and appear abnormal, the whites of their eyes are black. Due to this they have a -4 Charisma when dealing with Coalition soldiers, officials, and most citizens. This can be hidden by sunglasses (-1)
  • (Approval: yes/no) Wanted - Minor: Enemy of Reality: Cosmo-Knights, many Gods, Greater Spirits of Light, Demon and Deevil lords (not the rank and file minions) will sometimes send a force after characters of this species because of the danger they represent. (-1)
  • (Approval: yes/no) Hindrance - Minor: Light is darkness: For this race, light is their darkness. They do not suffer pain from light exposer but do suffer illumination penalties normal associated with darkness. (-1)
    • Normal Light: -1 to attack rolls
    • Bright Light: -2 penalty and targets are not visible outside of 10"
    • Blinding Light: Targets aren't visible at all in Blinding Light, but if the character knows roughly where a victim is (he can hear him, target is in a confined space, ect) he may be attacked at -4.
  • (Approval: yes/no) Minor Hindrance - Anti Shadow: Their shadows cast as abnormally due to their antimatter nature. During the day, it would be more visible. During the night, a shadow cast would be lighter then the darkness. -2 to Stealth when trying to hide in Shadows. (-1)
Last edited by Ximena on Sun Dec 03, 2017 2:23 pm, edited 10 times in total.
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Re: Custom Race: Anti Universe Human

Post by Ximena »

I am trying to figure out how to balance this race as it is currently short 2 points of advantages and I am looking for feedback.
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Re: Custom Race: Anti Universe Human

Post by Ndreare »

Moved to house rules proposal section.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Custom Race: Anti Universe Human

Post by Ndreare »

Perhaps adding a +1 die type to Spirit to represent the strong will needed to survive the crossing?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Custom Race: Anti Universe Human

Post by Ximena »

Strong Willed seems like a good idea. The people of this race tend to have arcane backgrounds as well. I would like to see what others think as well.

edit note. edited Strong willed to be increased spirit since there is a strong willed edge.
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Re: Custom Race: Anti Universe Human

Post by Freemage »

I would refer to the eyes' sensitivity to light as a variant on Bad Eyes, rather than a Quirk. It is the Minor version, since protective eyewear can cancel it out. The fact that it's only in bright light is balanced by the fact that in really bright light, it is a higher penalty.

As for the Racial Enemy... how many 'cosmic beings' are currently in the setting? Not in RIFTS, but in Savage Rifts, specifically? I ask, because if there's no chance of actually running into a cosmo knight or whatever, then it's not really a Hindrance at this point in time.
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Re: Custom Race: Anti Universe Human

Post by Ximena »

the eye stuff was pulled from the Silhouette write up since it is the same thing. I don't think referencing "Bad Eyes" is appropriate because they don't have bad eyes. their vision is inverted in light and dark spectrum. In there universe, everywhere is light and stars produce darkness.

To Note: Bad Eyes is -2 to attack or notice something more than 5" distance.

as far as racial enemy I can see the point there but I would want to replace it with a flaw that has a similar effect. I would call it Negative Aura. Anyone looking at there aura would get inverted readings.
alternetly could also make it outsider
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Re: Custom Race: Anti Universe Human

Post by Tribe of One »

I would agree with Freemage regarding the Racial Enemy -- it needs to be something they could actually encounter in a campaign on this site to get the point for it.

In addition, if you're pulling Ageless from SPC2, you also have to pay 2 pts. for the implied AB: Superpowers Edge (though you don't actually get the AB). That is a site rule.
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Re: Custom Race: Anti Universe Human

Post by High Command »

Also, as has been pointed out on previous characters, Racial Enemy is for PC races; What you're looking for is Wanted

Enemy of Reality: Cosmo-Knights, many Gods, Greater Spirits of Light, Demon and Deevil lords (not the rank and file minions) will sometimes send a force after characters of this species because of the danger they represent. Treat this as a Wanted (Major or Minor) hindrance.

I thought there was an ageless in the TLPG racial Positive features, but I was wrong. That said, it's not really going to come into play. Pender usually makes the point that ageless is really just a basic no cost trapping that comes with its own set of drawbacks having to do with relationships and permanence.
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Re: Custom Race: Anti Universe Human

Post by Tribe of One »

High Command wrote: I thought there was an ageless in the TLPG racial Positive features, but I was wrong. That said, it's not really going to come into play. Pender usually makes the point that ageless is really just a basic no cost trapping that comes with its own set of drawbacks having to do with relationships and permanence.
I disagree with levying the 2-point tax in any case, but it's been repeatedly enforced, so I was just going for consistency.
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Re: Custom Race: Anti Universe Human

Post by Pender Lumkiss »

Regarding Agless. It is not listed in the SW core racial or SR racial because it does not matter. I can create a human with his/her free edge that lives until 90, or I can created a human that will live until 100,000 years. There is no difference. Now if I want to put on a 1 pt free d6, a free novice edge to represent his long years lived then sure now I can pay for the points at character creation and have him have a racial ageless package. Call yourself ageless or don't, until you start gaining a mechanical benefit it does not matter.

Also just for clarification obscure is an obscurement penalty not a lighting penalty. The language in the dark vsision makes it sound like obscure is a lighting penalty.
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Re: Custom Race: Anti Universe Human

Post by Ximena »

darkvision was copied from this http://savagerifts.com/sr/viewtopic.php ... 660#p14615
Since it is not well defined there, let us define darkvision as what it should be then, looking at Attack Modifiers, illumination. Alter the trait names as well.
It should read as the following

Negative vision: Anti Universe being ignore all Illumination penalties normally associated with darkness. Pitch Darkness would have the same effect as a blinding light for a normal person. Light Shielding Eye Protection from the positive universe protects them from the effects light has on them reducing the effect dependant on the quality of the item. But it will also increase the effect of darkness if used in darkness. (+3)

Light is darkness: For this race, light is their darkness. They do not suffer pain from light exposer but do suffer illumination penalties normal associated with darkness. (-1)
  • Normal Light: -1 to attack rolls
  • Bright Light: -2 penalty and targets are visible outside of 10"
  • Blinding Light: Targets aren't visible at all in Blinding Light, but if the character knows roughly where a victim is (he can hear him, target is in a confined space, ect) he may be attacked at -4.
Not sure how to cost these. The advantage that needs to be covered is that common sunglasses, which did not exist in that form in the alternate reality, have the effect of protection from Light is darkness trapping. I just also want to clarify that the ignore all Illumination penalties normally associated with darkness statement is correct. The further statement for Pitch Darkness is stated that it does not have the effect of Pitch Darkness but now has the effect of Blinding Light.

As far as ageless goes. It is ultimately flavor text. I was trying to reduce the race from being too strong by having regeneration.

For racial enemies exchange, the wanted at minor level sounds good.
Enemy of Reality: Cosmo-Knights, many Gods, Greater Spirits of Light, Demon and Deevil lords (not the rank and file minions) will sometimes send a force after characters of this species because of the danger they represent. (Wanted - Minor) (-1)

reessing the changes. with removal of ageless, it is now one point over on the negative side. But I don't know how much the Negative Vision and Light Is Darkness is rated at.





Positive Racial Abilities:
Negative vision: Anti Universe being ignore all Illumination penalties normally associated with darkness. Pitch Darkness would have the same effect as a blinding light for a normal person. Light Shielding Eye Protection from the positive universe protects them from the effects light has on them reducing the effect dependant on the quality of the item. But it will also increase the effect of darkness if used in darkness. (+3)
Increased Spirit: Add one die type to Spirit. (+2)

Negative Racial Abilities:
Distinctive D-Bee: Anti Universe humans eyes have black sclera and appear abnormal, the whites of their eyes are black. Due to this they have a -4 Charisma when dealing with Coalition soldiers, officials, and most citizens. This can be hidden by sunglasses (-1)
Enemy of Reality: Cosmo-Knights, many Gods, Greater Spirits of Light, Demon and Deevil lords (not the rank and file minions) will sometimes send a force after characters of this species because of the danger they represent. (Wanted - Minor) (-1)
Light is darkness: For this race, light is their darkness. They do not suffer pain from light exposer but do suffer illumination penalties normal associated with darkness. (-1)
  • Normal Light: -1 to attack rolls
  • Bright Light: -2 penalty and targets are visible outside of 10"
  • Blinding Light: Targets aren't visible at all in Blinding Light, but if the character knows roughly where a victim is (he can hear him, target is in a confined space, ect) he may be attacked at -4.
Minor Hindrance - Anti Shadow: Their shadows cast as abnormally due to their antimatter nature. During the day, it would be more visible. During the night, a shadow cast would be lighter then the darkness. -2 to Stealth when trying to hide in Shadows. (-1)
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Re: Custom Race: Anti Universe Human

Post by Ndreare »

As to the 2-point tax for using SPC as the basis for Point costing I am a hundred percent opposed to that. The science fiction companion specifically tells you to use SPC for pricing abilities not covered. And the racial creation rules are cut and paste from that and Clint has ruled that the SFC is the plan going forward for racial creation.

The reason why it wasn't in Rifts as a reference point is because of their policy of you only needing to buy the main book.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Custom Race: Anti Universe Human

Post by High Command »

Tribe of One wrote:I disagree with levying the 2-point tax in any case, but it's been repeatedly enforced, so I was just going for consistency.
The issue isn't the SPC tax, per se, it's that ageless, by itself, is not a big deal. You live forever. Woo! Are you gaining a real mechanical benefit from it (more skills, some regenerative benefit)? No, okay, it's a simple trapping that has no effect on the story. Also, for the SPC tax, that's mostly used for IFs, not races.

Regarding Vision:
TLPG p. 49 wrote: Low Light Vision (1): The being ignores penalties for bad lighting in all but pitch darkness.
SWD p. 154 wrote: Low Light Vision
Many monsters, and even fantasy races such as elves and dwarves, are typically able to see in all but the blackest darkness. Low light vision ignores penalties for Dim and Dark lighting, allowing the creature to see in all but pitch black conditions.
TLPG p. 49 wrote: Infravision (1): The creature detects and “sees” heat, either through eyes or other sensory organs. This allows it to halve penalties for bad lighting when attacking creatures that radiate heat.
SWD p. 154 wrote: Infravision
Nocturnal beasts often see in the infrared spectrum—meaning they can “see” by detecting heat. Creatures with Infravision halve penalties (round down) for bad lighting when attacking living targets. Clever characters may figure out ways to mask their heat from such creatures. Smearing cold mud over one’s body or wearing special heat-filtering suits generally obscures the target from those with Infravision. Creatures with Infravision almost always have normal sight as well.
Infravision wouldn't be hard to re-trap to sound (sonar) or radar. In fact I think that's what they did for the Altarans.
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Re: Custom Race: Anti Universe Human

Post by Ximena »

so low light vision covers the basics of being able to see in darkness.

In the normal universe, nothingness (space) is darkness. In the Antimatter universe, nothingness (space) is light. Stars in the antimatter universe, produce darkness. so they can see via darkness. looking at the darkness sun for them, would have the same effect as someone in the normal universe looking at the sun. Their is factor in this. nothing in the normal universe naturally would produce the effect of the darkness sun and staring at it. I guess a black hole might count. magically, or other by other means, created darkness would probably count. It's rather confusing. Darkness in the normal universe does not naturally "illuminate." It just is and light illuminates it.

but since Light is their Darkness. they have the negative racial ability, Light is Darkness. which makes them suffer illumination penalties when in light.

But that penalty can be countered by wearing sunglasses or other visors that protect the eyes from sunlight. How much does that cost then if we make that it's own thing? Maybe some type of racial edge that gives them a couple of bonuses related to being a being from the anti universe as counters to the penalties for being from the anti universe. Which is really what I lack in my original design.

I don't want them to see heat or have bad eyes. I just want them to see in darkness and not so well in light. human eyes can adjust to see in darkness. so their eyes should be able to adjust to see in light.

As far as ageless or not aging goes, just making it flavor text since it does not have any effect on the game.

NOTE: This post is a work in progress.
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Ximena
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Re: Custom Race: Anti Universe Human

Post by Ximena »

was doing some hard thinking about the flaws.

Enemy of Reality Issues: Having powerful gods, demons or whatever else sending stuff after my character is likely going to get annoying after a while. Once it is realized that my character is the cause, my character would either be forced to leave the group if not outright killed. Cause my character after all would be an enemy of reality.

Light is Dark Issues: The harshness this actually brings to the character actually probably justifies it as a 2 point negative ability. The issue being that not only does it impose the darkness penalties -1. -2. and -4 to light for the character. It also imposes range limitation under bright light and blinding light. Technically, the character would not be able to read any type of computer or light based display as they do so by producing light. The character would not be able to see in bright light past 10 feet. While an edge might be able to be created to mitigate the penaties to hit. Extending the range to normal visibility might not be covered.

My current thought is to just make this simple then. they are supposed to be a human from another world.

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Re: Custom Race: Anti Universe Human

Post by Ndreare »

I know it can be frustrating to have it overly simplified.

But if you can be happy with those three Traits I approve.

Adaptable
Low Light Vision
Distrinctive D-Bee
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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