
Philo Pharynx |

If we're going old school, let's do some rolls.
And what is more old school than a teenage mutant ninja psychic turtle?
ps: 2d4 + 1 ⇒ (2, 3) + 1 = 6
dx: 2d4 + 2 ⇒ (1, 4) + 2 = 7
cn: 2d4 + 6 ⇒ (3, 3) + 6 = 12
ms: 3d6 ⇒ (6, 5, 1) = 12
in: 3d6 ⇒ (6, 3, 4) = 13
ch: 3d6 ⇒ (5, 5, 5) = 15
sn: 4d6 - 2 ⇒ (4, 4, 4, 2) - 2 = 12
mutation types: 1d6 ⇒ 1 - 5 mental
mutation 1: 1d100 ⇒ 46 mental invisibility
mp: 4d6 - 5 ⇒ (5, 5, 5, 6) - 5 = 16
mutation 2: 1d100 ⇒ 86 thought imitation
mp: 4d6 - 2 ⇒ (5, 2, 4, 6) - 2 = 15
mutation 3: 1d100 ⇒ 38 magnetic control
mp: 4d6 - 1 ⇒ (3, 3, 1, 2) - 1 = 8
mutation 4: 1d100 ⇒ 59 pyro/cryokinesis
type: 1d6 ⇒ 4 Cryo
mp: 4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14
mutation 5: 1d100 ⇒ 20 empathy
mp: 4d6 - 3 ⇒ (4, 5, 3, 4) - 3 = 13
mutation 6: 1d100 ⇒ 69 telekinesis
mp: 4d6 - 4 ⇒ (6, 4, 5, 4) - 4 = 15
speed 6, swim 6, hold breath 5 minutes. No humanoid traits.
So I'm tough, sneaky, and have a couple of different attack/utility powers. But I don't have precise manipulation and I communicate with empathy. Interesting. I can make that work.
Would you let me change cryokinesis and magnetic control for telepathy and tk hand? It would make me more focused as a psychic and give me communication and manipulation.

Philo Pharynx |

hmmm... I'm wondering what the longest sandbox campaign you've ran is. I'm not trying to accuse, it's just really hard to run a good sandbox. Both on the GM side and player side. I will say that often my characters tend to either go with the flow or be gung ho obsessed. Right now, I'm feeling that Tintoretto (my mutant turtle) is likely more go with the flow.* On the player side it helps when there is a common goal either one go-getter and a bunch of go with the flow or a couple people with compatible goals.
* I'll probably know more when my muse wakes my at 2:30 in the morning to do more work on him.

KingHotTrash |

Let's get some rolls going! I wanted to do a wolfen for a FFd20 game that died so I'll do a wolf mutation here!
PS: 2d4 + 9 ⇒ (4, 1) + 9 = 14
DX: 2d4 + 12 ⇒ (4, 3) + 12 = 19
CN: 2d4 + 8 ⇒ (2, 4) + 8 = 14
MS: 3d6 ⇒ (1, 3, 3) = 7
IN: 3d6 ⇒ (5, 1, 2) = 8
CH: 3d6 ⇒ (6, 1, 5) = 12
SN: 4d6 - 1 ⇒ (3, 1, 1, 6) - 1 = 10
MP: 4d6 - 1 ⇒ (1, 4, 2, 1) - 1 = 7
Mutations: 1d6 ⇒ 4= 4 Physical + 1 Mental
Physical Mutation #1: 1d100 ⇒ 39 - Heightened Sense
Which Sense?: 1d6 ⇒ 1 - Sight
Physical Mutation #2: 1d100 ⇒ 96 - Roll Two Physical Mutations
Physical Mutation #3: 1d100 ⇒ 37 - Heightened Physical Attribute
1=PS, 2=DX, 3=CN: 1d3 ⇒ 2
Physical Mutation #4: 1d100 ⇒ 90 - Wings
Mental Mutation: 1d100 ⇒ 40 - Mass Mind
Addtional Physical Mutation #1: 1d100 ⇒ 58 - New Body Parts
What's New?: 1d10 ⇒ 5A g~@&~&n second head.
Addtional Physical Mutation #2: 1d100 ⇒ 29 - Gas Generation
Which Gas?: 1d6 ⇒ 2 - Blinding Gas
Wings' MP: 7 = 7
Mass Mind's MP: 4d6 - 2 ⇒ (5, 5, 2, 6) - 2 = 16
Gas Generation's MP: 4d6 - 1 ⇒ (5, 1, 4, 1) - 1 = 10
This wolf man is ridiculous in every way and I love it so. Mentally weak but able to support his allies thanks to Mass Mind, has unbelievable senses, is dodgy like no one's business, can fly, and has a second head to talk to himself with. I love it.
EDIT: I realized now that MP is for each ability that has a MP roll to it. I'll assign that first one (the 7) to the first power that requires it.

Zanbabe |

Interesting and fun stuff... can't decide whether I want to be a badger for the burrowing speed, or a human for the robot recognition, or a sentient plant because the DM says we need one. :)
Hmm, okay... since we have two animals already, I'll try Altered Human. Pure Strain human seems too far, since I mean... why play a game like this if you aren't going to get some fun mutations? But since I am new to it, maybe I'll keep my sentient badger idea for when my first character dies. :)
Physical Strength: 4d6 ⇒ (6, 6, 1, 2) = 15 (14) +1
Dexterity: 4d6 ⇒ (6, 3, 5, 1) = 15 (14) [Plus 5 from mutation, so 19] +4
Constitution: 4d6 ⇒ (3, 2, 1, 6) = 12 (11) +0
Mental Strength: 4d6 ⇒ (5, 1, 4, 5) = 15 (14) +1
Intelligence: 4d6 ⇒ (1, 1, 4, 5) = 11 (10) +0
Charisma: 4d6 ⇒ (1, 5, 2, 5) = 13 (12) +0
Senses: 3d6 ⇒ (2, 3, 2) = 7 -1
Wow, so far looks like I'll need to be a fighter of some sort... not so great in the mental abilities. :)
Mutations: 1d6 ⇒ 5
Ha ha... that seals it. That's 5 physical mutations, 0 Mental ones. Wow.
Physical Mutation 1: 1d100 ⇒ 1 Achilles heel (Defect)
Physical Mutation 2: 1d100 ⇒ 81 Sonar
Physical Mutation 3: 1d100 ⇒ 15 Chameleon Power
Physical Mutation 4: 1d100 ⇒ 35 Heightened Physical Attribute
Physical Mutation 5: 1d100 ⇒ 63 Photodependent... another defect, so requires a reroll.
Physical Mutation 5 reroll: 1d100 ⇒ 70 Radiating Eyes
No power score for Achilles Heel... just pick a fist-sized place on my body where I am weak. I'll go ahead and say the entire eye socket around my left eye which was badly harmed in a robot incident as a child. If I get hit there, double damage and can't do anything for the next round.
No power score for Sonar... I get antennae and I can just use inaudible sound to see.
Chameleon Power: 4d6 ⇒ (6, 1, 2, 2) = 11 (9)
Body coloration automatically matches the color of any background within a meter. (Clothes don't change) ... Can choose to change to any single color at will, or to look normal. When it is active, the Remain Unseen score goes up by 5+the modifier (0).
Heightened Physical Attribute random attribute: 1d3 ⇒ 2
Okay, so Dexterity increase of 6 minus the mod of the original value (1). (2 minimum increase) ... so, 5 (added above)
Radiating Eyes: 4d6 ⇒ (6, 5, 1, 6) = 18 (17) 5+modifier (3) intensity radiation beam from eyes (recharges one point per round after expended). Head is immune to radiation and add +2 to health score versus radiation.
... looks like that is as far as the others got, and I need some sleep, so pausing there. Totally fun so far. Looking forward to seeing how the character develops... but have to think about how a high dexterity, low senses person gets along... mostly by luck, right? Or sonar? :)

Philo Pharynx |

Wow, looks like we're shaping up for a good stealth team. One psychic invisibility and two dexmonsters, one with adaptive camo.
I guess I get to be a ninja turtle after all!
For class, I'm going esper. I could see enforcer or scout for either of you.
BTW, Insnare did let me shift a couple of powers to tighten up my theme. If there's something that you think makes better sense, you might make an offer.

Zera |

<--Okay, here is a profile for this character.
I can't really be a scout because I have crappy senses. I could be an enforcer, but I'd rather be an examiner.
It says that you have to come from at least a Tech III culture to be an examiner. So, I am assuming that... but of course if we are not, let me know. :)
Starts game with a Tech IV item rolled from the loot tables:
Tech IV Item: 1d20 ⇒ 2 = Binoculars
(2 is a Flamethrower on the Armor and Weapons table, but I think the way it works is that you have to roll a 15+ on this first table to be able to roll on that one, so I think binoculars is correct.)
Skill Mods from Race/Class:
Avoid Artifact Disaster +2 Examiner
Jury-Rig +2 Examiner
Read Schematics +6 Examiner
Remain Unseen +5 when actively using Chameleon Power
Repair Artifact +6 Examiner
Robot Recognition -2 Altered Human +1 Examiner
Use Artifacts +1 Examiner (add +1 each level)
Rolled Skills:
--All examiners can read and write.
--I think I can already swim since Altered Humans have a 3 swim speed, but in case it grants something additional:
Swim? (10% chance): 1d100 ⇒ 48 (no)
--Do I know how to ride?
Ride? (25% chance): 1d100 ⇒ 97 (no)
Derived Attributes:
THAC Melee +1 [PS mod]
THAC Ranged +4 [Dex mod]
AC 14 [10 +Dex mod]
MHAC: Chameleon Power +0 / Radiating Eyes +3
MD 11 [10 +MS mod]
Hit Points 46 [(CN)d6] (I think it means 11d6 since my Con is 11, but that also seems weird, so please correct me if I am wrong.)
HP: 11d6 ⇒ (5, 4, 1, 5, 4, 6, 6, 6, 6, 2, 1) = 46
Health 10/12 [+2 versus radiation from Radiating Eyes mutation]
Use Artifacts 1 (+0 from Int, +1 from Examiner) [+1 per Examiner level]
Perception 7 [SN score +Int mod]
Stealth +4 [Dex mod]
Remain Unseen +0/+5 [+5 when using Chameleon Power]
Speed 16 [Base 12 +4 Dex mod]
Robot Recognition 19 [20 -2 Altered Human +1 Examiner]
Those look right?

Connor Hawkins |

Cornelius DeKalb Mutated corn stalk.
PS: 3d6 ⇒ (4, 1, 1) = 6
DX: 3d6 ⇒ (1, 1, 1) = 3
CN: 3d6 ⇒ (3, 1, 4) = 8
MS: 3d6 ⇒ (5, 2, 5) = 12
IN: 3d6 ⇒ (6, 5, 1) = 12
CH: 3d6 ⇒ (5, 2, 4) = 11
SN: 4d6 ⇒ (2, 3, 3, 1) = 9
MP: 4d6 ⇒ (2, 3, 2, 3) = 10
Ooof, Can I take a Muligan?
PS: 3d6 ⇒ (5, 6, 1) = 12
DX: 3d6 ⇒ (4, 3, 4) = 11
CN: 3d6 ⇒ (5, 6, 1) = 12+1=13
MS: 3d6 ⇒ (2, 6, 4) = 12
IN: 3d6 ⇒ (3, 6, 6) = 15
CH: 3d6 ⇒ (5, 3, 6) = 14
SN: 4d6 ⇒ (3, 4, 4, 1) = 12=11
MP: 4d6 ⇒ (4, 4, 6, 2) = 16=14
That's better
Mutations: 1d6 ⇒ 5
Mutation #1: 1d100 ⇒ 34 Finger Vines
Mutation #1: 1d100 ⇒ 68 Poison
Mutation #1: 1d100 ⇒ 91 +1 Physical Mutation
Mutation #1: 1d100 ⇒ 80 Sonar
Mutation #1: 1d100 ⇒ 91 +1 Physical Mutation
Physical Mutation #1: 1d100 ⇒ 32 Hands of Power 1d4 ⇒ 2 Hot Hands
Physical Mutation #2: 1d100 ⇒ 62 Oversized Limbs 1d6 + 4 ⇒ (2) + 4 = 6 60% bigger

Philo Pharynx |

Ok. Have been watching this thread for awhile and I have to say I was thinking of joining in with a pure strain human but now that you have Cornelius the plant mutant I think I just have to try to be a part of this group. Lol.
What's world coming to? I suppose it won't be too bad so long as we watch out for political signs or armbands. (just kidding, we love you and your ID card.)

Zanbabe |

There are only four classes, so someone is going to have to double up anyway... I don't mind if you want to be an examiner too. The world needs us all. :)
Question for Insnare: the book suggests that we get 250+1d10x10 domars to buy equipment (Tech III level). Is that what you want, or do you have specific rules for us regarding equipment purchasing?

Insnare |

Yes, you are right. You should start off with the binoculars.
I usually allow a PSH Examiner roll on the Tech Level 5 table to represent an heirloom or something.
The money is correct. Everyone please feel free to pick a Cryptic Alliance but send me a PM with your Alliance and then we can get started.

Philo Pharynx |

How much would you charge for a garden cart like this?
cart
I guess it would be like 200-300 domars, based on other stuff.
I'm thinking that the party might like to travel faster than I can go, so me riding the cart will make that easier. I can propel myself with TK if I need to.
They have solid rubber tires and a pretty high ground clearance so it's useful in most terrain.