Omega Base shakes violently, to it's very core. Brilliant light, of all colors and of colors unseen, radiates from within, traces arcs, lines, patterns across the canyon floor, the cliffs, the air and sky. Peals of thunder precede a lightning storm with strikes so close together they could be a single, continuous bolt racing from Earth to sky, sky to earth, and everywhere in between. The ground
and buckles. The very space in which Omega base exists warps - stretching, curving, peeling away as if the universe were bending backward onto itself. The Rains fall in torrents, obscuring what had been illuminated by the lightning.
Outside the Base, in the desert surrounding Omega proper, The world goes darker than black, quieter than silence. And then the dark begins to peel back, revealing massive steel walls, a hundred feet tall. Beyond, a city emerges form the Night, wrapping about the bent world like a blanket of civilization around a dead rock. as the city emerges past the halfway point, the buildings, streets, and other things begin to get more crowded. thre quarters of the way around, the buildings smash into, merge with, or destroy one another in violent explosions as they vie for more and more limited space. At the point exactly opposite Omega Base proper, the City Wall forms a solid Column - a steel spire three hundred feet wide and eight hundred tall. A dozen elongated gates ring the base of the Spire, leading into a central room a couple dozen feet across, with a single Gateway in it's center.
Throughout the newly formed world, the lightning strikes leave behind radiant beings - Branded Beings once mourned. The radiance fades from each in it's own pace, in it's own way. Most stagger and fall to the ground, some unconscious, some merely breathless, others wounds, a few simply weeping for gratitude at a second chance -a chance that an Omega never expects to receive.
Other beings rise up from inside Omega - chains forged in darkness shattering under the light. They spread out to wreak havoc wherever they go. Some mindless, some malicious, all destructive, they leave trails of bloodshed and brokenness in their wake. A smaller group races out after them, seeking to halt their rampage, to bring them under control once more. the Omega Officers find their hands full, chasing some of the most unstable of Omegas in an effort to reign them in, to find some sense of order again in a World gone Mad.
Here, I will epxlain in some detail what each part of the sheet means.
Name: This is What People Call your character, and how teh GM will refer to them, in general. Some characters might have a True Name, but those are secret and should be PM'd to the Gm, or left up to the GM to decide. Generally, you don't want to give out your True Name, but we all need to call you something
Creature type:This is the broadest category of types of creature that your character might fall into. Living, undead, construct (like robots or golems), Fey (fairies), Astral (spirit beings) Elementals, Alien/other dimensional
race: Are you a human, an elf, a human zombie, an elf vampire, an ogre, a salamander (a type of fire elemental), a pixie, a donkey or ogre? a goelm, cyborg, spider or chimera? What the heck are you, anyway?
size class:Size class: size will affect The body and movement stats
tiny: cats, birds, pixies
small: halflings, wolves, monkeys
medium: humanoids
large: horses, elephants, trolls, ogres
Giant: dragons, dinosaurs, some whales
Gargantuan: Blue whales, Dune Worms
Magical affinity: there are many types of magic in the universe of Omega Legion. What type does your character most resonate with? This is determined, first, by the creature type: an elemental will not easily resonate with mechanical magic (unless it is of the elemental plane of Order), and an undead will not resonate with Life magic or Nature Magic)
some magic types as examples:Life, necromantic, mechanical, Nature (with subsets like plant, animal, insect), elemental (with subsets like earth, fire, water, air, chaos, order), Fey, Astral (for spirit types). Note: there is no such Sphere as Holy, as holiness is dependent on the deity from which it comes. What is holy to one is anathema to another.
Stats and Skills
stats and skills have a range of values that goes as thus, from weakest to strongest: Cursed, Weak, Basic, apprentice, Journeyman, Master, Exceptional
Exceptional: these are the top tier beings. Olympic level physique, movement like lightning, or the skill of a master strategist. Decades of training get one to this level
Master: These are professionals. Career soldiers, famous actors, bodybuilders, surgeons. Very good at what they do, or at peak normal physical/mental capacity.
Journeyman: someone with enough experience to hold their own. they no longer need watched over by teachers, and can put out quality work, or fight on equal footing with normal soldiers or the like
Apprentice: Learners. They have enough ability to be dangerous to themselves and others, but they make lots of newbie mistakes.
Basic: what your average Joe would be like in a given situation
Weak: Clumsy, asthmatic, slow, fumbling ...
Cursed: This person is a danger to themselves and those around them. The Stat or Skill at this level is a constant threat to the life of the one so afflicted. Place a stat or skill at this level at your own risk, and be prepared to lose that character any time that aspect is used for anything
all stats and skills begin at basic level. You may lower two stats/skills by one level to raise one stat/skill by one level or lower one stat/skill by two levels to raise one by one level
examples: you may drop two stats to weak, to raise one stat to apprentice, or a stat and a skill to weak to raise a skill to apprentice, or a skill to cursed (not recommended) to raise a skill to apprentice. No stat or skill may start above Journeyman.
Leveling Stats and Skills When your character takes part in a mission, you'll receive level-up points to spend as you see fit. The number of level-up points will depend on the type of mission, it's threat rating, and your participation as well as whether the mission succeeds or not. Level up points will fall into two categories: stat points, and substat points
to level a stat it costs 4 to go from cursed to weak, 2 to go from weak to basic, 1 to go to apprentice, 2 to journeyman, 4 to master, and 8 to exceptional.
Stats
Body: - your physical strength, toughness, and basic health
Movement: how fast, agile, and dexterous you are
Mind: smarts, intuition, memory
Spirit: your inner essence - willpower, magical affinity, and ability to influence others
{Special}:this slot is empty for most characters. if you want your character to have a special trait, such as the ability to shapeshift or to have drones that detach from it's body, you must purchase this slot with two levels from stats or skills. otherwise, leave this slot alone (don't even put "basic" here, just delete the special tag)
Substats substats are governed by the main stat, and are a way to add a little detail to the character. these will have modifiers you start with 0, 0, 0, or with +1, 0, -1 to place as you see fit.
substats modify the base stat based on the base stat's level, and will act as sort of mini levels. to raise the substat from the level of the base stat to the one above requires the same number of points that it would cost to raise the base stat. that is, if you have a stat at basic level, a +1 will raise it to apprentice level, while a journeyman stat will require a +4 to raise the substat to master level.
Body
Strength: Lifitng, pulling, pushing, you know, muscle power
Constitution: Ability to take a bow, shrug off illness, recover from wounds. Toughness
Stamina: Ability to go for long periods without rest. Ability to stay in a fight longer.
Movement
Speed: How fast you can move across teh map. running, flying, swimming speed.
Dex: Coordination and fine motor skills - juggling, lockpicking, forging documents
Agility: ability to dodge, do acrobatics, dance, or put your foot behind your ear without excruciating pain
Mind
Intelligence: thinking power!
Memory: good for things like spellcasting, alchemy, or just remembering what the heck the objective was, anyway (you think I am kidding on that last one?).
Intuition: non-logical thinking. ability to take subconscious information and create a working understanding of a situation
Spirit
Charisma: This is how others view you. Higher means npcs will be more friendly, lies will be more readily believed, and intimidation will be more likely to affect your opponents
Will: This is the opposite of the above: how well you resist intimidation, magical intrusions
Magic: How strongly are you connected to magic?
Skills
Melee: Hand to hand combat
Ranged: combat at a distance: thrown weapons, breath weapons, bows, lasers
Medical: someone needs this for when you inevitably come down wit ha bad case of the stabbed. this is the healing skill, and all healing attempts, whether natural, magical, or mechanical, will use this stat, always.
General Knowledge: this is a catchall for if you aren't quite sure what to do and need a hint. if you are vague in your action, like "I try to find a door" or "I do something to help," this stat will be rolled.
Specializations: These are areas of expertise that your character has. for instance, if your character has been trained in swords, that will be a spec. you'll need at least one for your combat related skills, or you will suffer a penalty to using those skills. specs can be related to other things as well, thogh, such as sneaking, hiding, social interactions with a given type of being, and so forth. You get a set number of specializations depending on the level you set this skill at:
Cursed: 0, Weak: 2, Basic: 3, apprentice: 4, journeyman: 5, master: 7 and exceptional: 9
Subskills:
melee
natural weapons: these are weapons that are inherent parts of the character's body: fists, claws, teeth
Unnatural Weapons: things like swords and clubs. if hte character has to wield it, it is unnatural
Magical: this affects magically bufed attacks, or attacks like electrocution that might need direct contact to occur
ranged
natural weapons: same as above, but with breath weapons, spines, eye beams
Unnatural Weapons: same as above, bows, guns, thowing knives, small rocks
Magical: any magical effect that happens at a distance will roll this one.
Medical
organic: this is used when the character uses natural medical remedies, and when teh malady is natural in origin, like a cut or burn
mechanical: this is used for either using mechanical tools, like robot arms, or in fixing a construct, robot, or other mechanical type creature's injuries
Magical: this is used when the character is healing via magic, or when the malady is magical in nature, such as attempting to silence a Voice of Shouting Color Names.