Name: Motya
Age: 38
Race: Ungodly Abomination of Science.
Sex: See above.
Gender: See above. Possibly male.
Background: From the burrowing fortress of Al-Rama, Doctor X deploys his legions of Biobeasts and cloned soldiers. His is the dream of Napoleon and Hitler: World domination. Opposing him is the UN Military Experimental Robot Force, whose giant mecha are the only units capable of defeating the Doctor's hideous Biobeasts. Needless to say, Motya (not their real name) is not part of the ERF. After a long career in the field of experimental genetics modification, Motya was angry at their superiors for their short-sightedness and stifling morality. Fed up with their qualms about severely modifying the human genome they joined Doctor X for the chance to do some 'real' work. The pay is good (assuming that the Doctor ever wins) and the work is very satisfying (if constant and stressful), but best of all Motya and their fellow scientists are allowed to freely use the splicing technology they were working with to improve their own bodies. At first they were content to merely tweak their bodies to be more efficient, but after two years of improvements the number of people who could pass for human could be counted on one hand. Assuming that said hand was human and had four fingers, of course. Recently, excursions outside of Al-Rama have become more common, as Motya and many others seek new genetic material to tamper with in their quest for the ultimate Biobeast, one that cannot be defeated by the ERF.
Appearance: If you squint or look at Motya from far away perhaps they could pass as human. They are almost two meters tall, but with a head that is too small for their broad shoulders. They have short black hair, and blue eyes with heavy bags. Their face is rather androgynous, though with a strong jaw that leans towards masculine. Or perhaps that is just wishful thinking. Motya usually wears a labcoat tailored for their body, and if you were to look underneath it you would notice such oddities like the fact that they have two sets of arms. The larger pair is attached to their shoulders and ends in a two-fingered hand designed for grabbing and lifting, with wicked claws for extra grip. The smaller pair is situated against the sides of their torso, and are inhumanly long and thin. However they are much more dexterous than human hands, and so Motya uses them for fine or delicate work. Inbetween these manipulating limbs is a sensory cluster, with multiple eyes, ears and other organs to examine the world around Motya in great detail. Their hips are noticeably broader and their legs are much thicker than a human's would be, sacrificing speed for stability and needed support for their massive torso. Motya's skin is blotchy and reddish in colour, and feels rough and tough to the touch. Anyone trying to penetrate that certainly has their work cut out for them. Finally they have a series of small metallic tanks embedded along their back, full of who knows what. Of course Motya's bizarre appearance carries to their internal biology as well, but since it can't be examined easily it shall not be described in great detail. The fact that they rest by sequentially shutting off their trientspheres should be enough to illustrate how inhuman it is.
Personality: Take a bunch of brilliant yet bitter scientists and separate them from the rest of the world in a burrowing fortress. Give them advanced biological and robotic technologies and allow them to utilize them however they please. Make their work be highly demanding and stressful on the human body. Let sit for two years and enjoy. Needless to say, Motya's personality can be considered quite warped after working for Doctor X for so long. Personal space is a myth to them, and they have a critical inability to know when they aren't wanted. Other than that Motya isn't too bad, and certainly better than some of their coworkers... Unsurprisingly Doctor X is not keen on his workers divulging important secrets, so every single one of them has chips embedded somewhere on their body to change their speech should they say anything sensitive. However the chips' interference is very obvious, and they don't stop anyone from bypassing them via writing stuff down. Obviously Motya has one of these microchips somewhere in their body, like a cherry on top of the sundae of their personality.
Level: 6
EXP: 500
HP: [141]
Init: -3 +1d20
Stats: (48/48)
Constitution: 10
Dexterity: 0
Intelligence: 10
Resistance: 10 (15 normal, 11 Thorny Armour)
Strength: 10 (16)
Synergy: 8
Perks:
Reinforced Flesh: Motya's maximum HP is equal to 30 + CON*N + Sum of 1 to N, where N is their current level.
Optimized Biology: +1 Strength and Constitution per level-up.
Efficient Metabolism: Regenerates one-tenth HP at the beginning of their turn.
Trientspherical Brain: Every three turns, Motya gains an extra action. The extra action remains until it is used, but Motya cannot gain any additional actions until then. Additionally they may not perform the same action twice on the same turn with this free action, except for basic attacks involving different weapons.
Equipment:
Name: Embedded Claws
Type: Melee Weapon
Effects:
-Constant Growth: This weapon increases Strength by +1 per level.
-Biological Weapon: This weapon cannot be removed or unequipped by any means.
-Superior Engineering: This weapon cannot be leveled up nor have any baubles attached to it.
Base Damage: 1d6
Description: Motya's larger pair of arms end in a set of nasty claws made out of a composite material. They constantly grow, allowing them to stay dangerously sharp via shedding.
Name: Phazon Tentacles (Ungrafted/Not Equipped)
Type: Melee Weapon
Effects:
-Phazon Tipped: This weapon inflicts 1d4 worth of bleeding on biological targets for a number of turns equal to Motya's level.
-Biological Weapon: This weapon cannot be removed or unequipped by any means.
-Superior Engineering: This weapon cannot be leveled up nor have any baubles attached to it.
Base Damage: 1d8
Description: Developed from the tail of a Phazon beast, these tentacles are embedded in Motya's abdomen. A complex muscle linkage allows them to shoot the tentacles with impressive accuracy to pierce and poison any enemies they encounter.
Name: Bullet-proof Skin
Type: Heavy
Effects:
-Protein Reinforcements: This armour increases health by +5 per level.
-Biological Armour: This armour cannot be removed or unequipped by any means.
-Superior Engineering: This armour cannot be leveled up nor have any baubles attached to it.
Resistance Bonus: +5 RES, -3 Dodge, -3 Init
Description: Motya's skin is thick and blubbery, with long chains of proteins flowing throughout it. As such it is highly resistant to attacks of all types, though at the cost of flexibility.
Name: Manipulating Limbs
Effects:
-Deft Coordination: +3 INT when crafting items and splices, and grafting splices.
-Biological Equipment: This enhancement cannot be removed or unequipped by any means.
-Superior Engineering: This enhancement cannot be leveled up nor have any baubles attached to it.
Description: A smaller pair of arms embedded halfway on Motya's torso. They are thin, long and extremely dexterous, perfect for manipulating anything small and delicate.
Name: Integrated Sensory Cluster (Ungrafted/Not Equipped)
Effects:
-Superior Senses +3 INT. +10% chance to crit when attacking.
-Biological Equipment: This enhancement cannot be removed or unequipped by any means.
-Superior Engineering: This enhancement cannot be leveled up nor have any baubles attached to it.
Description: An array of biological and electronic sensors that increase Motya's perception well beyond that of a normal person's.
Name: Thorny Armour (Ungrafted/Not Equipped)
Effects:
-Proactive Protection(Toggleable): 50% Damage Reflection, -25% RES when active.
-Biological Equipment: This enhancement cannot be removed or unequipped by any means.
-Superior Engineering: This enhancement cannot be leveled up nor have any baubles attached to it.
Description: An upgrade to Motya's skin, covering it in spikes and thorns and tinting it green. Somehow this lets them deal damage to their attackers, regardless of how far away they are.
Actions:
Basic Attack (II): Motya lashes out with their claws to deal melee damage (1d6 + 16) or (1d8 + 10 + 1d4 bleeding for 6 turns). If Motya attacks with more than one weapon grafted onto them, then the next turn their Strength decreases to 0 for a number of turns equal to the number of extra weapons they attacked with.
Basic Defense: Reduces damage by half until the start of their next turn.
Chemical Cocktail-R: Motya injects an Unconscious or Downed comrade with a potent cocktail of hormones and chemicals. The chances of short-term brain damage from the injections are extremely low. When used on an Unconscious or Downed player they immediately heal 10% HP and can continue fighting for three turns or until they lose all of their HP, whichever occurs first. Recovery Injections cannot be used more than once per character per combat. Only affects biological characters.
Acid Spit: Motya vomits acid on a distant target for 1d6 damage. For the next three turns the enemy's Resistance is reduced by Motya's Synergy (-8) as the acid eats away at their defences. The debuff is applied even if the attack deals no damage. Counts as a Ranged Attack.
Fearsome Blow (II): Motya puts all of their strength into a single attack, doubling the damage before enemy Resistance is applied. Afterwards their body needs rest, and so their Strength drops to zero for the next turn.
Bloodburst (II): This action can only be used on someone who inflicted damage on Motya with a melee weapon last turn. Motya excessively bleeds over the target, suffering 2d6 damage themselves. For the next three turns, the enemy’s Dexterity, Resistance and Strength is reduced by Motya’s Synergy (-8) as their blood eats away at the armour and poisons the body of the enemy. This counts as a free action, meaning that Motya may do something else during their turn.
Corrective Surgery (V): Motya uses their manipulating limbs to heal themselves or a teammate for an extra 4d6 + INT points of HP (6d6 + 20). Additionally this action can remove one physical, non-magical debuff from the target. For example, cut hamstrings could be rejoined and broken bones reset with this action.
Enhanced Sensory Perception (II): Motya gains +6 to using any seven of their senses (Sight, Touch, Taste, Smell, Hearing, Electric and Magnetic Fields).
Inventory:
Biocontainer(s): For holding interesting specimens and biological samples.
Medical Tools: For extracting interesting specimens and biological samples.
At first I was going to make a more serious character, but then I remembered what kind of game I was in and decided to go with something a little more... Fun. How do they look?
Name: Alice Fowler
Age: 26
Race: Human
Sex: Female
Gender: Female
Background: The Golden League lies at the intersection of many great empires and conflicting interests. To the north the massive Chinese Empire reconquers its lost lands from the Japanese who are in turmoil after losing their home islands to a peasant rebellion. Atlantian merchants and traders sail in from the east with their wares, competing with Catholic sailors equally eager to gain wealth and power. The Hindus to the west are slowly turning outwards after their unification wars, their corpse-ships plying the waters of the Golden League to deliver a bountiful harvest of limbs and organs home. Far to the west the Caliphate lurks and schemes, to defeat the heretics in the Golden League and subjugate them as vassals. Even the many African kingdoms, having recently learned the skills of ocean-going sailing, are starting to take an interest in the Golden League and its tangle of trade routes.
The budding newspaper industry has noted the overlapping interests in the Golden League and have dispatched many reporters to the area. Learning about any developments firsthand would be a great boon to their reputation and income. Despite the turmoil from the recent French conquest of England, the Times has sent Alice Fowler to Malaysia and the other lands of the Golden League as their reporter. The daughter of a pair of wealthy merchants, Alice has always been more interested in world events than her parents’ wishes. Instead of settling down with a nice young man, she went and signed up with the Times to write articles for them. Her dedication to her job and rapid writing style earned her recognition in the company despite her being a woman, and soon she was touring the European continent and writing on events as they unfolded around her. When the Times decided to send someone to the New Malacca Sultanate, a central member of the Golden League, Alice was the obvious choice for the job.
Appearance: Alice is around 5’6” in height and has a thin build. Her features are sharp but not unfriendly, with blue eyes framed by wire-rim glasses and medium-length brown hair that is usually done up into a professional bun. Her outfit is as to be expected for someone of her means and job. It consists of a long, pink dress overtop of several other layers. The dress is tight around the midriff and has a slit in the side so as not to hamper her when she needs to run or ride. For modesty’s sake she wears a pair of pants too, to cover her slim legs. She wears practical yet elegant boots and a wide-brimmed hat to protect herself from the elements. At her side is a purse, large enough to hold her notebook, some minor supplies, and the materials needed to roll her own cigarettes.
Personality: Alice is intelligent and perceptive due to a strict education and years of reporting experience.
Level: 6
EXP: 500
HP: [111]
Init: 4 + 1d20
Stats: (48/48)
Constitution: 10
Dexterity: 6
Intelligence: 10 (12)
Resistance: 8 (12 against magic/supernatural, 9 otherwise)
Strength: 4
Synergy: 10 (12)
Perks:
Parly Mundane: Due to the nature of her universe, Alice’s relevant defensive stat is increased by 50% against magic and supernatural abilities or attacks. For example, if a magic spell targets her Dexterity then her Dexterity is increased by half for the purposes of countering that spell.
Partly Supernatural: Alice has the ability to choose how many spell levels she can devote for her spells. For each spell level she suffers 5 HP worth of damage as the mundane sections of her body destroys the supernatural portions. As such she can never cast a spell that would put her below 0 HP or deal more than a quarter of her HP in damage. Damage occurs simultaneously to the effects of the spell and are resolved simultaneously.
Intellectual: +1 Intelligence and Synergy per level up, due to Alice’s intelligence and detail-oriented nature.
Easy Spellcasting: Magic is difficult in Alice’s world, and as such she is finding that it is far more easy to use magic now that she is no longer in it. When casting a spell she gains a temporary +1 bonus to the relevant stat for each spell level devoted to the spell. This bonus only affects the spell she’s casting and does not carry over to any other actions or effects.
Equipment:
Name: Derringer
Type: Ranged Weapon
Effects:
-Concealable: This weapon is very easy to hide from searches.
Base Damage: 1d8
Description: It’s a single shot, small pistol that is easily concealable. Not everybody needs fancy super weapons after all.
Name: Multiple Layers
Type: Light
Effects:
-Fashionable: They are in season and thus quite fashionable.
Resistance Bonus: +1 RES
Description: Alice wears at least three different layers of clothes at all time. This offers slightly more protection than running around naked.
Name: Physician Somsak’s Medical Tobacco Papers
Effects:
-Supernatural Medicine: +2 INT, +2 SYN, -2 INIT
Description: Infused with the juices of the Smathi plant, these papers increase focus and mental clarity when used which makes them popular with intellectuals. As a side effect they also affect the user’s motivations so that they have trouble prioritizing important matters over trivial ones. Many a poor student has organized their sock collection and cleaned out their rooms instead of working on an important paper when using this product.
Actions:
Basic Attack: Pulling out her derringer, Alice points it at her target and shoots for 1d8 + 6 damage.
Basic Defense: Alice ducks behind some convenient piece of cover to avoid enemy attacks. Her RES is doubled until the start of her next turn.
Alter Temperature (IV): Having supernatural control over temperature, Alice uses it to cook or freeze a target. They suffer fire or cold damage (her choice) equal to her synergy times the number of spell levels she wishes to devote to this action (SYN*SL damage). More spell levels indicate that she’s holding the spell for longer instead of having a stronger effect.
Healing (IV): A basic healing spell, quite simple yet effective and always useful. Alice heals a target for an amount equal to her synergy times the number of spell levels she wishes to devote to this action (SYN*SL HP).
Mirage (III): A enemy’s head is encased in alternating bands of heat and frigidity. The result is a multi-layered mirage that makes it extremely difficult to see anything. The target suffers from Blindness for one turn while Alice takes an amount of damage equal to two spell levels (10 HP).
[??] (II): DATA EXPUNGED
[??] (II): DATA EXPUNGED
[??]: DATA DEFINITELY EXPUNGED
Inventory:
Notepad: She has to write her articles and notes somewhere, doesn’t she?
Purse: Besides being quite fashionable, it also holds all of her things.
A much more shippable character. After all, they work with almost any body. Hopefully just as Fun.