Ayre el KaBeer Posted December 3, 2003 Share Posted December 3, 2003 Quote:Semi-official Qin stats.A long time ago, John Snead posted this ... for those not familiar with him, he was one of the developers on the Aeon books. From: sneadj@m... Date: Sat Dec 1, 2001 5:16 am Subject: Rules for Qin PCs Hi Folks- With the recent delays, I'm not certain when the Aliens books will be written, so I thought I'd let folks here see the rough draft of the character generation material I'm doing on the Qin + a few notes on Qin society. Enjoy- -John Sneead sneadj@m... ------------------------------------------------- The Qin: Character Generation. Step One: Select Attributes Prioritize the three areas: physical, mental and social Choose Primary Attributes (7 points) Choose Secondary Attributes (5 points) Choose Tertiary Attributes (3 points) Put no dots in in Appearance, and more than 1 in Strength. The innate Appearance of a Qin is 0 to humans. The Appearance of a modern Diplomat biosuit is 4, the Appearance of a modern Warrior suit is 2. Qin Diplomat Suits add +1 to Strength, while Qin Warrior suits add +3 to Strength. The above bonuses only apply when the Qin is in its biosuit. Step Two: Select Abilities Choose desired Abilities (23 points) Do not place more than 3 dots in any Ability. Add one dot each in Athletics, Endurance, Awareness, Linguistics, Meditation, Rapport, and two dots in Subterfuge for free. Their free dot in linguistics allows Qin to know both their native tongue and one human language. Calculate skill totals. Step Three: Advantages Choose desired Backgrounds (3 points) Add Device 4 (biosuit), Resources 2 (all Qin living among humans are guaranteed a living allowance), Influence 1 (fame simply for being a Qin among humanity), & Cypher 2 (racial paranoia) Qin may not choose the Citizenship Background. Qin may not become Citizens on any human world. Choose Telepathy Modes (3 points, one dot must go into Empathy) Step Four: Finishing Touches Record initial Willpower (5), Initiative (Dexterity + Wits), movement (walk Dex + 2 m, run Dex + 12 m, sprint [Dex x 3] + 20 m) Qin out of their biosuit can move no faster than a walk on land, but can move at their normal running speed in the water. Record initial Psi ([sta+Wits+Cha]/4) (round up). It is otherwise treated the same as human Psi, except that Qin are limited to a maximum of 7 dots in Psi. Spend bonus points (15 points) Bonus Points Trait Cost per dot Attribute 5 Abilities 2 Specialties 1 Background 1 Telepathy Modes 4 Auxiliary Modes (max. one dot) 6 Willpower 2 Psi 3 Initiative 1 Qin Psi: Base Psi for Qin is calculated as Sta+Wits+Cha/4 (round up). It is otherwise treated the same as human Psi, except that Qin are limited to a maximum of 7 dots in Psi. However, Psi only costs Qin 3 Bonus Points. When using Qin biotech each point of Psi gives the Qin two points of Tolerance. When using alien and less advanced human biotech, Qin Tolerance is based on their Psi. All Qin must have one dot in Empathy, and can learn other telepathy modes normally, but only up to level 3. Qin cannot learn any level 4 or 5 psychic abilities. All Qin possess both the Biosense and the Mindscan Basic Techniques. Because of their unique physiology Qin also possess the equivalent of 2 dots in Adaptation, and a limited ability to shift their native forms similar to the Transmogrify mode Molding (limited to tentacle stretching and oozing through small (with the same 5 cm limit as molding has) spaces. In addition, Qin biotech combined with centuries of bioengineering on the Qin themselves gives all Qin the equivalent of the 3 dot Psychomorphing power Assimilation. Small (0.5 kg or smaller) items can actually be incorporated into their own bodies. Items up to 1.5 kg must be placed in their biosuits, but are treated the same way. Biotech larger than 1.5 kg cannot be assimilated except by the large warrior suits which have a limit of 3.5 kg. Qin also possess an exceptionally keen sense of smell and the ability to see in very low light levels, but somewhat poor distance vision. Qin can also learn to perform all Vitakinesis modes. However, using the abilities requires special bioware and these abilities only work when the healer is touching the subject. Qin medicine is divided into two skills: Medicine and Therapy, both are bought as skills, but they are both based off of the Psi attribute, and are equivalent to Iatrosis and Mentasis. Qin also have an equivalent of Algesis (Torture), but only a few Qin know it. Each dot in any of these three skills is exactly equivalent to a dot in one of the three Vitakinetic Modes, except that specialized biotech devices are needed to use these powers. Level 1 Vitakinetic devices are hand held and may be incorporated into Qin biosuits Level 2-3 Vitakinetic devices have a mass of 4-6 kg and can fit in a briefcase. Level 4-5 Vitakinetic devices are installations at least the size of a steamer trunk, which are at best portable only if loaded onto a vehicle. They have a minimum mass of 40 kg. Qin are also capable of learning up to one dot in any Clairvoyance Mode or Biokinesis Mode, and may use these abilities normally Qin Stats: Out of Suit: Mass: 18-30 kg Strength =1, Appearance = 0 Dexterity (manipulation) = normal Dex+1 (many nimble tentacles) Dexterity (agility & movement) = normal Dex/2 [round down, min 1] (thick slug-like body). Other Attributes are unchanged Because of their small size Qin only have six health levels: Level Penalty Healing Time (B)Healing Time (L) Bruised 0 One hour One day Hurt 0 One hour One day Wounded -1 One hour Three days Maimed -2 One hour One week Crippled -3 Three hours One month Incapacitated Six hours Two months Sophisticated biotech implants and bioengineering of their own forms has given all Qin the Merits: Ambidextrous, Eidetic Memory, Lightning Calculator, and High Pain Tolerance. The newly released Qin Math Polyp is the Qin's first attempt at also granting these abilities to humanity. Qin Biosuits: Qin Biosuits act as the equivalent of a formatted BioVAS spacesuit. In addition, they can contain a large number of small devices, especially small biotech devices. Any biotech device with a mass of 1.5 kg or less can be built into the suit (3.5 kg for the large "warrior" suits). Since Qin biotechnology is superior to human biotechnology, the Tolerance for each of these devices is reduced by one. All devices in a Qin biosuit are automatically formatted. However, except for the spiky- looking warrior biosuits none of the biosuits carry more than a maximum of one lethal weapon. The warrior suits usually have carbine-level weapons built in but are *far* from subtle. Qin can format up to 2*Psi devices implanted in their own body or in their biosuits. All recently made Qin Diplomat Biosuits have one unknown (to humans) function, they can assume the form of a single human. This transformation requires 5 turns and costs one Psi point. This transformation will not pass a medical exam, but it will pass all normal scanners, including voice, retina, and fingerprint scanners. Biosuits with this capability are only issued to diplomats and spies, all of whom must have a Status of at least 1. Advanced Qin Diplomat biosuits were developed recently. They allow the Qin to assume the form of any human, in a manner similar to the three dot Transmogrify mode Transformation. To actually use the suit to impersonate someone the user must have the suit physically touch the target. Each suit can them hold a number of specific patterns in memory equal to the user's Psi score. However, new patterns can be acquired by simply touching another human, making a successful Psi roll, and deleting an old pattern. These special biosuits are 5 dot devices. Only high ranking officials with a Status of 3 or more can have these devices. A Qin's Diplomat biosuit protects the Qin from injury [2/3,0] armor. Since the Qin only resides in the torso the biosuit also takes damage which does not directly affect the Qin inside. A Warrior biosuit is identical, except that it has an innate armor of [2/4,0]. Unless the attacker increases the difficulty of their attack by +1 and aims for the body then each time damage for an attack is rolled, the attacker must roll another die for hit location. On a success (7-10) the blow hit the torso and did normal damage to the Qin (minus the affects of armor). On a failure (1-6) the blow lands on an extremity and only damages the suit. Unfortunately, due to the Qin's close neural connections to the suit every die of Lethal damage done to the suit does a level of Bashing damage to the Qin from pain and shock. Bashing damage done only to the suit does not affect the Qin. Like a human, the suit also has 7 health levels. It is protected by its own armor. The suit does not suffer penalties for damage (those are based on the Qin's health) but if it takes 7 levels of damage it is destroyed. Also, each -1 penalty represents one piece of bioware in the suit that temporarily ceases to function. The Storyteller can choose the piece of bioware based on the type and location of the attack. The life support and medical self-repair functions of the suit have a very high degree of redundancy and so cannot malfunction like this. However, any of the other systems can be so affected. Formatted Biosuit Devices Qin can have up to (Tolerance) separate bioapps or devices formatted and implanted in their bodies or biosuits. With the exception of Boosted Attributes, Camouflage Coating, Life Support, and the Internal Medkit all devices which are implanted in the biosuit can be removed and exchanged for other devices. The Tolerance cost listed before a / is the Tolerance of the item when implanted in a Qin or Qin biosuit. All Biosuits are equipped with a BioVAS space suit (see below), an Implant Radio (Trinity Technology Manual, page 89) and a Biocomp (see below). A single suit can also only contain a number of additional Formatted devices with 0 Tolerance equal to the Devices cost (in dots) of the suit (4 or 5) for free. All Devices with a non-zero Tolerance count as separate Devices with a Background cost equal to their Tolerance rating. Tolerance Device 1 to 2 Attribute Booster: The Biosuit can be made to boost the Qin's Strength, Stamina, or Appearance. Each of these Attribute can be boosted by up to 2 points. However, the final total cannot exceed 5 and each boosted attribute counts as a separate bioapp. In addition, each point added to the attribute costs on point of Tolerance. Since this bioapp can only be used in a formatted biosuit, there is no reduction in formatting costs. Most "Warrior" suits contain these bioapps. 0/(1) BioVAS space suit with [2/3,0] armor. Life support limits: -150 C [Lunar night, Jupiter cloud tops] to 150 C [Lunar noon], 0-10 atm [up to 100 m underwater]. 0/(1) Biocomp equivalent to an Alchemy BiC- 20 (Failsafe 5) 0/(1) Vision Recorder: Records all sensory information with a 1,000 hour memory. Use Meditation to access. Images may be downloaded to a formatted Biocomp. This bioapp is otherwise identical to the Vision Recorder described on page 122 of Luna Rising. 2/(3) Telepathy Enhancer: +2 dots to all modes & + 1 Psi for determining the effects of powers (one dot for each mode affected). 0/(1) Internal Medkit. Use the Iatrosis Mode Mending (on works on the occupant) + boost Lethal Damage healing up by three time categories on the healing chart (the biosuit heals one Health Level of damage to itself per Day). 0/(1) Camouflage Coating. Stealth The color patterns can also be set by user into a wide variety of patterns. + 3 dice to Stealth when standing still, + 2 dice to Stealth when moving. Weapon Acc Dmg Range ROF Clip Recharge 1/(2) Laser Gauntlet +3 6d10 L 270 2 35 1 shot/5 min 0/(1) Sprayer/Poison Glove +2/0 7d10* 10/0 1 20** 4 shots/hour ** The weapon carries: Histamine Trigger, Neurotransmitter Blocker, Paralysis Drug, & Porphyrin Blocker (usually 5 doses of each) See Trinity Technology Manual, pp. 43-44 & America Offline, page 117 for details. Weapon Acc Dmg Range ROF 1/(2) Shutdown/Shock Ring +2/0 6d10 B 10/0 1 20 4 shots/hour See Trinity Technology Manual, page 89 for details. Unformatted Gear in Biosuit (the suit can contain any of these as desired): Resources Cost Item 2 Vidspecs (+2 dice to all appropriate perception rolls) 4 Advanced Implant Radio/Vocoder 2 Grippers on wrists and feet + a Rappel Kit attached to the Gripper on the left right wrist (50 m of line) 4 Membrane bioapp splicer kit in right hand (grip optic cables between fingers to activate, (from Trinity Tech Manual, page 83). 4 Shroud biotech peripheral (+3 dice to avoid detection but +1 turn to all hacking), can be turned off if desired. (from Trinity Tech Manual page 83) Non-biosuit Gear: Tolerance Device 1 Remote Drone: 10 cm long, much like a large dragonfly, can carry 20 grams. This creature has two prehensile tails. (formatting cost assessed only when in use). Except for the fact that this bioapp requires special food instead of recharging and only needs to eat twice a day, it is otherwise identical to the Remote Drone in the Trinity Technology Manual (page 91). Cost 4 1 Guardian Beast: 10 kg, Str 1, Dex 3, Sta 2, Per 4, Int 1, Wits 3 Firearms 2, Stealth 2, Awareness 2. Initiative 7, Willpower 3, Movement 7m,(walk only). Armor [1/1,0], 5 Health Levels (0, -1, -3, -4, Inc.)(8 die attack) Laser 6D10 L & (7 die attack) Screamer 6D10 B. (formatting cost assessed only when in use). Cost 3 1 Thorn bioapp in room. In addition to protection it also provides fruit and can tidy up the room with its tendrils. (5 die attack) 4D10 B or L (on command). (formatting cost assessed only when in this bioapp's vicinity). This bioapp is otherwise identical to the Thorn bioapp on page 104 of the Trinity Technology Manual. Cost 2 Qin Hybrid Wilderness Shuttle This vehicle is shaped like a tailless stingray. It is 10 meters wide, 8 long, and 3 thick. The craft is flexible and is fully capable of swimming. This craft is a fully living organism which has limited intelligence (2) and is considered to be formatted to all equipment in the craft (giving it a die pool of 6 for piloting and firing weapons). This vehicle uses standard Qin magnetic propulsion. It has a maximum velocity of 500 km/sec (the velocity of the solar wind) and is capable of the following accelerations: Acceleration Location 3 Gs From Earth's+ surface to 10,000 km orbit 1G 10,000 km orbit to 100,000 km orbit 1 G Sun to Mercury orbit 0.5 Gs Mercury to Venus orbit 0.2 Gs Venus to Mars orbit 0.1 Gs Mars to Jupiter orbit 0.05 Gs Jupiter to Uranus orbit + or any terrestrial planet with a magnetic field This vehicle has space for a pilot as well as a passenger/cargo compartment of 30 cubic meters. This is a variable configuration space, but is normally a six seat passenger compartment and 10 cubic meter cargo compartment. If it is carrying no cargo it can carry up to 12 humans in cramped seats. The interior of the craft is much like a slightly warm, smooth, dry pouch, and is very organic in appearance. Only Qin can format this craft. Formatting gives +2 to the craft's handling and to weapon Accuracy ratings. Unlike human-made fusion drive craft, this vehicle produces no exhaust and uses no fuel. It's drive pushes against the solar wind as well as interacting with stellar and planetary magnetic fields. This craft can run for up to six months before needing maintenance or restocking. It can sustain up to 13 human or Qin (including the pilot) for short-term occupation (50 hours maximum) or five (including the pilot) for long-term occupancy (up to 6 months). VT: Hybrid (magnetic) Tech: PSI CS: Mach 1.9 TS: Mach 2.1 VS: 5 (special) Handling +3 Mass: 30 Tolerance: 3 (Qin only) Cost: 6 Armor 4 [5] Weapons: Dual heavy laser cannon (Accuracy: +3, Damage 8d10 L) Society: Qin society is broken up into a variety of Houses. Each is effectively a landless state which is self-governing and which relates to other houses as an autonomous political entity. Qin society is also divided into three castes with numerous sub-castes. All these castes are purely elective, when a Qin becomes an adult it voluntarily chooses a caste. Castes are based upon interests and profession. The three castes roughly correspond to Physical (pilot, warrior, peace officer, bodyguard) Mental (scientist, engineer, criminal investigator, spy), & Social (diplomat, entertainer, leader, teacher, mediator/judge). Caste has little legal affect on an individual but determines many factors about their social interactions. In many way caste is treated much the same way humans treat gender and ethnicity. Caste and House are the two primary divisions of Qin life, Qin have no separate races or subspecies, and all Qin are sequential hermaphrodites who can switch back and forth between genders at will. Qin are also exceedingly long lived, the oldest are over 400 years old. Link to comment Share on other sites More sharing options...
ProfPotts Posted December 3, 2003 Share Posted December 3, 2003 Cool stuff! ::thumbsup Although, at first glance through, it does appear to make the Qin rather über-powered compared to regular characters. One question though...... Put no dots in in Appearance, and more than 1 in Strength...Is that correct? I thought that Qin were naturally very weak - putting 'more than one dot in Strength' as a requirement at chargen makes them, on average, stronger than a human! Should it be 'no more than 1 in Strength', & does that mean a total of 1, or a maximum of the starting 1 dot, plus one allocated dot, for a total of 2? Link to comment Share on other sites More sharing options...
Ayre el KaBeer Posted December 3, 2003 Author Share Posted December 3, 2003 I assumed it was a typo, and meant put no dots higher than 1, I suppose it could mean up to 2 strength. And since they get +2(diplomat) and +3(warrior) bonuses to strength in their biosuits, it's not like they need to be really strong. I also assumed that the +3 suit was infact the Bodyguard suit's stats and not the Warrior suit. I'm basing this solely off the apearance of the Warrior suit in AE:Deception, it seems much bulkier and has what looks to be an impressive weapon loadout (but what can we humans tell? for all we know thoese "weapons" could be drink dispensors). Link to comment Share on other sites More sharing options...
Blue Thunder Posted January 26, 2007 Share Posted January 26, 2007 Too bad the Chromatics were never touched upon...oh well. This is still awesome, and I'm adopting this stuff as canon for my campaigns.(thread necromancy!) Link to comment Share on other sites More sharing options...
Alistaire Posted January 26, 2007 Share Posted January 26, 2007 Ditto on the Chromies. They're such cute little critters. And perfect at parties!But thanks for raising this one from the dead. I didn't even know it existed! Maybe stuff like this could go into some unofficial rules place on the main site, or at least a sticky thread? What else is lurking in the depths of these forums that we may want to know about? Other unofficial rules? Developer chats?? ::drool Link to comment Share on other sites More sharing options...
Blue Thunder Posted January 27, 2007 Share Posted January 27, 2007 One of these days I just may do that: go scanning for good stuff to bring up. Not all of us were around when these were posted, so some of them would be new to me as well. Link to comment Share on other sites More sharing options...
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