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Electros

electro-scaled.jpg

These are a race of human mutants that have a special affinity with electricity and electrical devices. For the most part, they appear to be normal Pure Humans. They have the same height and weight differences and even their skin color can vary from individual to individual. The only thing is that they are bald. Even the females are bald.

It is when they are exposed to electricity that it becomes quite apparent that they are in fact mutants. The more electrical energy they are able to absorb and store in the body, the more they physically change. When they are fully charged with electrical energy, they become electric blue in color and veins of electricity constantly arch across their bodies, making even coming close to them a dangerous proposition at best.

That's right folks! The evil children chosen by Krampus to further his Campaign of Yuletide Terror, statted out for your enjoyment and employment [demons don't really pay close attention to child labor laws]. And these poor kids might welcome a break from the routine at the Arkhangel Sanitarium for Troubled Minors. A day or two before Krampusnacht, the big, hairy demon-guy visited the fun-house and pllaced lumps of coal in several stockings. When they four children found there, they were changed and infused with demonic energy.

You can use the Kinder as BASHKrampusnacht: Night of the Krampus Script suggests, or however you like in your old games. Character briefs for each of them is provided in the Script, though, so go on over and check that out. Something I probably should have said in the Script post but didn't - you can pretty easily swap any of the Kinder over to the good side and vice versa. Just mess with the character briefs a bit and you are good to go. So if you have a player who can't get into playing any of the Forgotten Children, go ahead and give them the chance to pick one of the Kinder instead. Of course, they will be a hero and one of the Forgotten Children, and you can fill out the ranks of the Kinder with the hero Datafile that did not get chosen.

While we are on the subject - if youw ant to do a little more heavy lifting, go ahead and use the Datafiles over here, modified as necessary, as options for a picky Forgotten Child player, or however else you see fit. Drea could easily be a Forgotten Child with a coloring book instead of body ink. Mondragon could be a martial arts/ secret agent-y spy-kid. You get the idea, just ignore the images [or ask nice and I will be happy to send you .doc format versions you can mess with.

Finally, I used some powers from Awesome Powers: Mental Powers for Grim. This is a terrific resource and inexpensive. For each power I borrowed from it, I have listed the base powers or the one closest to it from BASH UE2, in case you don't have Awesome Powers.

Next UP? The Big Bad Himself - Krampus! Along with his minions!

No. Enc: 1d4 or 5d12 in communities Alignment: Lawful Movement: 180’ (60’) 360’ (120’) Fly AC: 5 HD: 12+24 hit points Attacks: 4 punches or special (see description) Damage: 1d4+3d6 / 1d4+3d6 / 1d4+3d6 / 1d4+3d6 or special (see description) Save: L12 Morale: 8 Hoard Class: III, VII, VIII, IX (80%), XIII (75%), XIV

No. Enc: 3d6
Alignment:  Chaotic
Movement: 90' (30')
                    180’ (60’) Swim
AC: 6
HD: 6
Attacks: 2 claws
Damage: 1d6+3/1d6+3 plus disease
Save: L6
Morale: 7
Hoard Class: None

No. Enc: 1d4
Alignment:  Neutral
Movement: 90' (30')
AC: 5
HD: 4
Attacks: 2 claws, 1 bite, or slime attack.
Damage: 1d4 / 1d4 / 1d6+2 or special
Save: L4
Morale: 4
Hoard Class: None

STR     85

CON    60

SIZ       80

INT      20

POW   30

DEX     12

HP       85

Armour:  8 points of scaly skin

Move:  4/ 12 Swimming

Damage Bonus: +9d6          

Weapons: His Majesty may bite each round, unless it is attempting to initiate a Grapple. Ongoing Grapple checks do not prevent His Majesty from biting.

 

Rate of fire: burst, automatic or Rapid fire.
Weight: 9 lbs.
Range: Medium (Mutant Future 500’ / 1000’)
Magazine capacity: 756 (total of 21 bursts)
Inherit Accuracy: -3
Base Damage: 1d2 (per round, per burst so a 36 round burst will do 36d2)
Condition Level Damage Resistance: +2 to all saving throws, suffers 1 condition levels less damage if saving throw fails.  +4 to saving throws involving thermal damage and if the roll fails the weapon takes 2 condition levels less damage.
Possible Accessories:

  • Reflex Sight: A sight that can be added to the weapon. It uses a holographic red dot that gives the weapon an additional +2 to hit.
  • Assault Scope: This adds a medium range scope to the weapon, reducing the range penalties

Rate of fire: Single shot, burst or Rapid fire.
Weight: 21 lbs.
Range: Long (Mutant Future 1500’ / 3000’)
Magazine capacity: 100 rounds (250 with extended drum magazine)
Inherit Accuracy: +0
Base Damage: 1d12
Condition Level Damage Resistance: +2 to all saving throws, suffers 1 condition levels less damage if saving throw fails.
Possible Accessories:

  • Reflex Sight: A sight that can be added to the weapon. It uses a holographic red dot that gives the weapon an additional +2 to hit.
  • Assault Scope: This adds a medium range scope to the weapon, reducing the range penalties
  • Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.
  • Extended Drum Magazine: increases the ammunition capacity to 250 rounds, adds 5 lbs. weight to the weapon.
  • Holographic Decoy: This device is attached to the side of the weapon and by using a combination of a camera, holographic projector and computer system, it can take a holographic image of the user and project it up to 150 feet from the users position, as long as there is line of sight. The computer will compensate for terrain and other factors to ensure that the projected ‘decoy’ appears as real as possible. The decoy will move, appear to fire, and perform other actions.
  • Match Barrel: Increases the range of the weapon by 50% and adds +1 to overall accuracy.
  • Tech Scope: This scope does not have any zoom capability and as such does not reduce the penalties when used in ranged combat. It does have the ability to spot thermal signatures and as such will spot targets that are camouflaged, hidden by conditions like fog and smoke, and even see through thin walls such as wood or drywall.
  • Improved Blowback System: Reduces recoil penalties by 50% (see Wisdom from the Wasteland issue 43: Optional Combat Rules 2 for more information).

 

Variable radiation table

Radiation

Damage Dice

Saving throw modifier

Mutation Chance

Chronium

d6

N/A

5% chance of gaining a random Temporal mutation from the mutation book.

Phasion

d10

N/A

Possible instantaneous (see chart), possible specific mutation (see second chart).

Tronium

d8

-2

Contamination lasts 10 times longer than most other forms of radiation.

Zeonerium

d6

+4 if non psionic, -4 for psionic.

If a mutation is gained, it is never a mental mutation.

 

Rate of fire: Single shot
Weight: 5.5 lbs.
Range: Medium (Mutant Future 500’ / 1000’)
Magazine capacity: 6 rounds
Inherit Accuracy: +0
Base Damage: 2d8
Condition Level Damage Resistance: +4 to all saving throws, suffers 2 condition levels less damage if saving throw fails.  Possible Accessories:

  • Reflex Sight: A sight that can be added to the weapon. It uses a holographic red dot that gives the weapon an additional +2 to hit.
  • Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.
  • Explosive Rounds: Replaces the standard .50 round with explosive tipped fragmenting rounds. The damage remains the same but the weapon now has a burst radius of  5’. All targets in the radius are subject to 2d8 damage per round, and are allowed a saving throw versus energy for half damage.
  • Iron Sight: Standard configuration iron sight. +1 to hit.
  • Assault Scope: This adds a medium range scope to the weapon, reducing the range penalties

Rate of fire: Single shot or semi-automatic, rapid fire.
Weight: 2.5 lbs.
Range: Short (Mutant Future 300’ / 600’)
Magazine capacity: 30 or 40 (Mark 2) or 70 (with extended magazine, Mark 2 only)
Inherit Accuracy: +0
Base Damage: 1d8
Condition Level Damage Resistance: +0 or +2 with the Mark 2 version.
Possible Accessories:

  • Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.
  • Silencer: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection. (Mark 2 only)
  • Extended Magazine: This increases the ammunition capacity of the weapon to 70 rounds (Mark 2 only).
  • Reflex Sight: A sight that can be added to the weapon. It uses a holographic red dot that gives the weapon an additional +2 to hit.

Rate of fire: Single shot or semi-automatic
Weight: 4 lbs.
Range: Medium (Mutant Future 450’ / 900’)
Magazine capacity: 9
Inherit Accuracy: +2
Base Damage: 1d12
Condition Level Damage Resistance: +5 to all saving throws, and if the weapon suffers condition damage it takes 2 levels less damage.
Possible Accessories:

  • Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.
  • Silencer: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.
  • Muzzle Break: This helps reduce the recoil of the weapon further, adding an additional +1 to hit when the weapon is fired.
  • Silencer: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.
  • Match Barrel: Increases the range of the weapon by 50% and adds +1 to overall accuracy.
  • Explosive Rounds: Replaces the standard .50 round with explosive tipped fragmenting rounds. The damage remains the same but the weapon now has a burst radius of  5’. All targets in the radius are subject to 1d12 damage per round, and are allowed a saving throw versus energy for half damage.
  • Iron Sight: Standard configuration iron sight. +1 to hit.

No. Enc: 1
Alignment: Chaotic
Movement: 90’ (30’)
AC: 7 or by armor
HD: 10
Attacks: 1 touch or by weapon
Damage: 1d3 plus special or by weapon
Save: L10
Morale: 4
Hoard Class: Always 1d4 high-tech weapons and 1d3 suits of armor, VII, XV (x5), XXII

Rate of fire: Single shot or semi-automatic
Weight: 3 lbs.
Range: Medium (Mutant Future 450’ / 900’)
Magazine capacity: 21 (37 with extended clip)
Inherit Accuracy: +3
Base Damage: 1d10
Condition Level Damage Resistance: +2 to all saving throws, and if the weapon suffers condition damage it takes 1 levels less damage.
Possible Accessories:

-       Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.

-       Silencer: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.

-       Extended Magazine: This increases the ammunition capacity of the weapon to 37 rounds.

-       Hollow Point Ammunition: Against lightly armored targets (AC 6 or higher), the round does +2 damage per die. It inflicts half damage against targets wearing hardened armor (metal, alloy, Kevlar, etc.).

-       Armor Piercing Ammunition: All heavy armor and target armor that is AC 2 or better is considered to be 2 higher than it normally would be.

-       Explosive Tipped: The weapon range is reduced by 50%, and the round does normal damage to the target. However, the round explodes and anything within 5 feet of the target will suffer 1d10 points of explosive damage. Anything in the explosive range is allowed a saving throw versus energy for no damage. 

No. Enc: 2d4 (5d20 in communities)
Alignment: Neutral
Movement: 90’ (30’)
AC: 5
HD: 8
Attacks: See Description
Damage: See Description
Save: L8
Morale: 6
Hoard Class: I, II, III, VIII (Always 2d8 electrical gizmos) X, XII, XIII