Yeah. I can understand wanting an antagonist, but I'd hate it for the antagonist to still have a character in the "party", if you will.
As for using the OOC thread for OOC: it's not like I can make anyone use it. If inline-OOC works, that's all that matters. Just seemed like a good idea over on the UQM forums.
I see players having mutations and bionics--even artifacts--but the FBA isn't working and the best mutation so far seems to be some level of Night Vision. (Guessing High at least? standard NV can be taken at chargen, so I imagine it wouldn't mess up one's eyes.) Man with the Hands would be overpowered for the group, but he didn't have a problem with NPCs so I'm not sure he'd make a good antagonist.
Will post his stats once I look them up. Haven't played that file in a while.
Here he is:
Ka'lol, The Man With The Hands
02FebBugfix Cata DDA
Story: Goo canister managed to corrode its way open, linked up with some Marloss berries he was storing nearby, and got into the abbatoir next door. Jabberwock resulted*. He managed to kill the thing--good workout, too--but the Lab is breached and isn't suitable for further habitation. Since he'd about accomplished all he could at that location, he decided to pack up the gear and look for a few good survivors.
*02Feb was back in the days when cooking rotten food turned it fresh, but for story purposes he knows how to age meat properly.
Ka'lol is 6"2" (not quite 2 meters, IIRC) tall. Eyes are blue, feline pupils, and definitely *gleam*
. Skin is somewhat reddish-brown but looks vaguely insectoid, with dull black strips here and there (chiefly in place of sunscreen or eye-black.) He wears an army helmet (woodland) over a large skull and pair of horns, which protrude out from the forehead much like those on a bull. They look like they've been around for a while. The safety glasses and bandana are actually fairly commonplace post-apocalypse: Ka'lol's is olive green.
Most of his body is obscured by a thoroughly patched, blooded, repatched, and reblooded trenchcoat. He wears it unbuttoned, apparently for access to the belt rig visible inside. He's got camouflage pants (woodland) and sneakers visible underneath. For some reason, his hands always seem to be behind his back, in his pockets, or linked inside his sleeves when you're looking.
He moves quickly and quietly, even under a new moon.
Technical description begins:
ST 13 (Mutant/Very)
DX 17 (Mutant/Insanely)
IN 19 (Mutant/Insanely)
PE 12 (Bionic/Diamond Cornea; base 10)
MA Training: Taekwondo
Full NV (conceptualized as reflective/feline eyes, but wev)
Large Talons (with Integrated Tools throughout: looks wicked)
Horns (looks like he sharpens them?)
Stubby Tail (given the chitin, non-hairy)
Insanely IN (noticeably bulging skull)
Skills, all rounded down to base level:
Unarmed10 (Styles: Taekwondo, Zui Quan, Ninjutsu, Centipede, Judo)
Cutting 11 (applies to MA via Large Talons)
Bionics: (yeah, he's found a LOT of labs and a few Bunkers too...)
Air Filtration System
Internal Climate Control (02Feb has its moments...)
Water Extraction Unit
Gear: (Some of this will go: the file is at Winter day 12 ATM)
Silver Necklace (just likes it)
Reinforced Army Pants
Reinforced Knit Hat
Other Fanny Pack
Reinforced Belt Rig
Reinforced Utility Vest
Scratched Safety Glasses
Chitin Arm Guards
Has 4 Cars & two Bicycles, in good shape, back at the [wrecked, for story
purposes] Lab; probably driving a Car for the trunk capacity so 3 Cars can be
scrounged if you like
Significant personal possessions:
dog whistle, for luck
Combat knife, mostly for luck nowadays
artifacts; see separate listing
IDs: he's got plenty
spare gasoline in plastic bottles
The Lavender Flower, favorite romance novel
Frypan & Pot
Trade/Gift goods: (Man's got more than he'll ever need, and at this point in his career is looking to form a crew and take back the region)
Mutagen: cooks his own, has three full glass bottles & two plastic bottles
Purifier: about 20 flasks of the stuff
--He can make more of each, given ingredients, but hasn't discovered the "flavor"
Tailoring: He can do fur & leatherwork fairly well, and given that Survival skill can resupply from critters
Augs: Any power source, utility, or construction aug; some combat stuff too. Little light on batteries for them though.
Firearms: Has a supply of energy guns and about 900 rounds for same; assorted conventional rifles & handguns, with ammo. Never really used them though. 40mm & railgun, with ammo for same, are available.
Books: spare copy of Mechanical Mastery, Chem Textbook, Advanced Economics
Sword/CyclopeanShade: (He likes this one: mapping is Good)
carried: none known
ST+1 wielded (bit slow; use to promote lumber harvesting/mapping)
Cube/HideousGraves: (Will probably Chasm this one)
carried: none known
wielded: insanity, teleportitis
invoke: stun, entrance
recharge: 10-min daylight
Robe/CyclopeanHorrors: (If you want a little excitement...?)
carried: none known
2x Triffid Heart killed, one in melee
1x Fungal Bloom killed, in melee
1x Thing killed, without sustaining damage
Farmed Amigara Fault
Tunneled to Hellmouth, but couldn't get in: Hell was afraid of him? (or perhaps Hellmouth > isn't coded yet, TBH)
Defeated Five-seveN-armed NPC, taekwondo v. handgun, to retain the Lab--she never even got a shot off