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marcoasalazarm — CORELINE-Race-Gallifreyan (D20 Modern).

Published: 2014-09-08 08:19:36 +0000 UTC; Views: 3177; Favourites: 24; Downloads: 10
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Description

Gallifreyans: 


Born in Gallifrey (although the term is more of a misnomer since they are ‘woven’ by a genetic Loom), they have generations of genetic engineering on their blood. Lots of them have first appeared in Coreline during the 23 Hours as an effect of CLULESS wondering what the hell happened. Not all of them are very disposed to be adventurers, since their upbringing was much academic, but even then, they make great advisors.

Racial Traits: 

*Medium Humanoids (Gallifreyians).

*Ability Modifiers: +2 Wis, +2 Int.

*Base Speed: 30 Feet.

*Racial Skills: All Gallifreyans consider Knowledge (Temporal Sciences) to be a class skill.

*Gallifreyans come with a standard package of genetic enhancements which include:

Good Hearing (Ex): A Gallifreyan has a +2 bonus to Listen checks and may make Listen checks even on circumstances that would deny them (such as lots of ambient noise).

Fast Healing (Ex) 1: A Gallifreyan heals 1 point of damage each round so long as he has at least 1 hit point. 


Low–Light Vision (Ex): A Gallifreyan has low-light vision and can see objects twice as far away as a basic human. The effective radius of bright light or shadowy illumination is doubled.


Respiratory Bypass (Ex): A Gallifreyan can close down his respiratory system for a number of rounds equal to his Constitution x 3. This can be used to hold the effects of smoke and gas at bay.


Scent (Ex): This ability allows the Gallifreyan to detect approaching enemies, sniff out hidden foes and track by sense of smell.


Weakness to Gas Attacks: If a Gallifreyan fails to activate his Respiratory Bypass their enhanced sense of smell causes them to take a –4 penalty on Fortitude Saves to resist gas attacks. Corrosive gases inflict double damage.


In addition, Gallifreyans that become Time Lords receive:


Lindal Gland (Ex): A biological implant which triggers the process of regeneration when a Gallifreyan’s hit points fall below 0. This process can be activated a maximum of 12 times.


Telepathy (Su): Any Gallifreyan with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.


*Free Language: Gallifreyan, an odd combination between mathematical symbols and (apparent) Greek symbols, used in extremely long sequences per word.

*Level Adjustment: +3.


REGENERATION RULES: Regeneration is automatically triggered when a Time Lord’s hit points fall to -10 or lower, or when a Massive Damage Save is failed, or in any circumstance in which the Time Lord’s body dies. The body must exist for Regeneration to take place- if the body is disintegrated, for example, Regeneration is not possible. 


The process of Regeneration recreates the character’s physical body and usually generates a new personality. When a character undergoes Regeneration, generate a new set of scores for Strength, Dexterity, and Constitution. You may choose to determine a new personality for the character. The character looses all permanent Doubt points in the process of Regeneration. The character’s level, hit points, skills, feats and all other characteristics remain the same. 


The character wakes from Regeneration after 1D6 hours with their full hit point total, but Shaken. The Shaken condition lasts for 1D6 hours. Additionally, dying tends to be quite traumatic and the character must make a Will saving throw (DC 15 + number of previous Regenerations) or suffer the effects of a Disorder, determined randomly from the following table.


Regeneration Disorders

Disorder     Result on D20

Amnesia 1-8

Depression 9-12

Obsession 13-16

Paranoia 17-20


Duration of Regeneration Disorder 

Will Save failed by Duration

1-5 1d10 minutes

6-9 1d10 hours

10+ 1d10 days


(GM’S NOTE): On Issues of Balance: The ability to Renew Time Lords obviously apart from other characters. Regeneration is a significant asset for a character, but in practice it does not raise issues of balance. Regeneration effectively marks the end of one character and the beginning of another. The post-Regeneration Time Lord could even be played by a different person. In this way, the game effect of Regeneration is ultimately the same as a character dying and then being replaced by an entirely new character. 


NEW SKILL: Knowledge (Temporal Sciences) (INT) Trained Only

This category of Knowledge encompasses all the complex theories and knowledge related to manipulating, using, and traveling through time and space.


Read more: www.enworld.org/forum/showthre…


(())


T.A.R.D.I.S. (Time And Relative Dimensions In Space) Travel Capsule (PL 8+).


Designed and created by the scientists of the Gallifrey Time Council, it involves a high use of temporal science, bio-mechanics and dimensional displacement in a design that is guarded jealously and has –insofar- been found impossible to replicate to this degree by other races (rumors say that Washu probably had, but if it’s true, she’s sworn secrecy).


The TARDIS is a gargantuan structure with massive time-space generators that has been dimensionally compressed to fit inside a smaller structure, roughly the size of a telephone booth. At the very heart of the structure –in the ‘entry room’- there is a control console and the TARDIS’ ‘Time Rotor’, which controls its movement thru time and space. Once a TARDIS is fully built –and some pieces grown- it is then given to a Time Lord, who has had his genetic code altered to pilot it, and after that, there is no way to steal it or commandeer it (it CAN, however, be entered and set to go to pre-arranged coordinates). 

The only person the TARDIS will react to fully is its designated Time Lord and other Time Lords. As such, the chances of finding a TARDIS in the black market is extremely close to none.


On Coreline, there are three known classes of TARDIS- 


The Type-40 TARDIS (which is known to be ‘the Edsel of TARDISes’ and all but decommissioned, but with an increasing number of Time Lord trainees that are fans of the Doctor (and of ‘pimping their rides’), the Gallifrey Council has issued them again), 


The Type-50 TARDIS (which is a more contemporary version of the Type-40, but aside from a console with enormous amounts of digital systems, it seemingly is the same under the hood), and 


The Type-60 TARDIS (which is all but unknown outside of the Council, since it was designed by the time of the Time War, and is the only type of TARDIS in existence made for combat. 

It is equpped with an external weapon and sacrifices some of its internal space for barracks, weapon lockers and a small vehicle hangar. This is the only TARDIS model that is not the size of a phone booth (actually, it's more the size of a ticket booth), or that has only one door (it has four on its sides-one that leads to the Control Room, three that lead to the barracks thru airlocks- and an upper hatch for the integral plasma cannon). 

It would have been deployed... but in the very moment that finished them, the Doc did his thing).


NEW FEAT: TARDIS Operation: you are capable to operate a TARDIS Capsule and its internal systems.

PreRequisites: Int 15, Knowledge (Temporal Mechanics) 5 ranks, Knowledge (TARDIS Technology) 5 ranks. Must be an approved TARDIS operator (for example, by becoming a Time Lord).

Effect: You are capable to use a TARDIS’ internal systems as well as plot Time-Space jumps.

Normal: Without this feat, you cannot operate a TARDIS’ systems or plot Time-Space jumps.


NEW SKILL: Knowledge (TARDIS Technology) (INT): The how-to of all the systems that involve the TARDIS. Having 5 or more ranks in this Skill gives a synergy bonus to any other rolls involving using TARDIS systems (such as Repair).


Pilot Time Machine (INT) Trained Only

Use to steer a time machine (such as a TARDIS Capsule) through the complexities of time and space travel. 

Check: Unlike the Pilot and Drive skills, every Pilot Time Machine task requires a check. The complexity of time machines, and the myriad ways in which things can go wrong, means that even the simplest trips contain an element of uncertainty – there is no such thing as a ‘simple task’.


To travel through time and its difficulties, refer to the Jumps and Mis-Jumps table below. In most cases, the Game Master should keep the result of the check a secret. In the event of a failed check, the actual destination should be secretly determined by the Games Master.


Special: A character can Take 10 when making a Pilot Time Machine check, but cannot Take 20.


Time: A Pilot Time Machine check is at least a full-round action.


Judging TARDIS use:


Architectural Configuration System: 5 minutes to set up +1 minute per room moved. Deleting a room takes 5 minutes. This requires a Knowledge (TARDIS Technology) check, DC 20. 3 failures in a row means the system is jammed and needs a minor system repair check. Rooms cannot be moved in flight only deleted. If attempted, a random room is deleted.


Rest, Weight, Form, and Inertia: The height rest mass of a TARDIS (10,000kg) usually only applies to the TARDIS unit’s mass in open space. It will automatically adjust to a weight that will be supported by the surface under it, under normal circumstances. A Knowledge (TARDIS Technology) check with a DC of 25 is required to override this safety feature. A single failed roll has no effect, but three failed rolls causes the rest mass to change radically, causing the TARDIS to be blown away like a feather or sending it crashing through the floor or sinking into the ground. Though the nearly invulnerable TARDIS will be unharmed, this will shake up everyone inside and the controls will be jammed until a minor system repair check is made. A microjump may be necessary to get the TARDIS out of the hole as well!


Chameleon Circuit: The TARDIS chameleon circuit is a delicate thing. Operation always requires a successful Knowledge (TARDIS Technology) roll at DC 15 or greater. Two failures in a row will freeze the TARDIS in its current shape until a minor systems repair is accomplished. 

It can be assumed that a large number of common items (boulders, trees, etc) are recorded in memory banks of every TARDIS chameleon circuit. For more elaborate disguises, like a London Police Call Box, a recording must be made of an original item. This process takes 5 minutes and requires a successful TARDIS Technology skill check at DC 20. It should be kept in mind that a TARDIS will exactly resemble the item that is scanned, in every way from wear marks, discolorations and other identifying marks being reproduced. This may cause a careful observer to become suspicious. It is possible to create an original design, or one without scanning an object. A simple disguise requires half an hour (like a column or packing crate), two hours for a complex design (like a statue or a tree). This process requires a successful TARDIS Technology skill check at DC 20. Failure means the effort was wasted and must be started all over again.


Although Type-40 and Type-50 TARDISes are designed to resemble any kind of object, the Type-60 will automatically form into an object big enough for its four sides (that have hatches) and top (that has a weapon) to be unobstructed. Any modifications to its structure have 5 higher DC.


Temporal Invulnerability: Normal weapons, including all projectiles, lasers and similar weapons, and conventional explosives cannot harm a TARDIS or those inside, certain types of damage can affect the TARDIS by transmitting their damage interdimensionally. Atomic explosions, or other devices that produce hard radiation in large quantities, create local time/space disturbances that would transmit damage to a TARDIS. Certain less destructive weapons create interdimensional warping fields that can affect a TARDIS. 


The TARDIS Key: A key to a TARDIS cannot be duplicated by any technology short of Gallifreyan, nor can a TARDIS lock be picked with any tools of lesser technology. A duplicate can be made with the proper workshop and the original to copy and requires a successful Knowledge (TARDIS Technology) and Craft skill checks, both at DC 15. Changing the locks of a TARDIS requires the original key and requires a successful Knowledge (TARDIS Technology) and Craft checks at DC 25.


Making TARDIS Space-Time Jumps



Time/Space Coordinates

Setting the coordinates for a time/space trip in the TARDIS is not a simple task. Untrained individuals cannot hope to operate the complex controls, even on a hit-or-miss basis. At most, a person could learn the use of simple TARDIS controls, like the door lever, by observation alone. With about 5 minutes of instruction, however, a person could be shown how to press the buttons necessary to activate the TARDIS on a pre-set course. Actually programming any sort of TARDIS travel is beyond the capability of someone without some skill in Pilot Time Machine. 


Jumps and Mis-Jumps

Making a Time/Space Jump requires a Pilot Time Machine skill check. You may take 10 but not 20 on this check. Consult the table below for DC. If the roll fails, consult the mis-jump table.

Difficulty level starts at DC 10 and is modified as below:


Jump Type DC modifier

Movement through space +5

Movement through time +5

Interdimensional movement +10

Micro-jump only +5

Jump pre-recorded and computer-controlled -10


Destination 

Gallifrey (All TARDISes are designed to go there with ease). -10

Other well-known destination -5


For Operator 

Distracted, rushed, or nervous +5

Impaired, ill, or injured +10

Extra careful (Take 10) -10


Other factors 

TARDIS in need of minor repair +5

TARDIS in need of major repair +10-+25

TARDIS hampered by outside forces +5-+15


Dice Roll Macro Jump result Micro Jump result

2 Re roll twice; apply both results +/- 2D6 days

3 +/- 2D6 decades +/- 2D6 hours

4 +/- 2D6 years +/- 2D6 minutes

5 +/- 2D6 months Annoyance

6 +/- 2D6 days Annoyance

7 Annoyance No misjump

8 Same planet Annoyance

9 Another planet Annoyance


10 Other Space: Re-roll below 10x2D6 meters

1-4 Deep Space 

5-6 Near Object 


11 Catastrophic displacement; re-roll below 100x2D6 meters

1-2 Dangerous time 

3-4 Dangerous place 

5-6 Outside normal space/time 


12 Re-roll twice above; apply both results 2D6 Kilometers



Materialization

A TARDIS automatically avoids materializing in space occupied by another physical object unless programmed to do so.

Failure to Materialize 

Materialization can only fail when it is affected by strong temporal forces or certain energy fields.

The possible effects can vary from being unable to materialize to being attached to another object. If the latter occurs, such as a TARDIS were stuck in a wall, it will have to be jumped free with a high-power surge; the Pilot Time Machine check would be of at least DC 25 and has a high possibility of causing damage to the TARDIS. 


Spatial Overlaps 

The TARDIS may be programmed to overlap a physical object so it is in essence ‘swallowed’ by the TARDIS and appears inside when the vehicle materializes. This is a DC 25 Pilot Time Machine skill check. Failure will displace the TARDIS to one side just enough to miss the object. When successfully overlapped the operator can make it appear at any place within the TARDIS at any place within that is large enough to contain it.

After a successful overlap, the exterior of the TARDIS will appear in the space the object was, and if the Chameleon Circuit is operating, it can be set to imitate the object that was overlapped. To do so is a separate DC 15 Knowledge (TARDIS Technology) check. If successful, the overlap will be unnoticed by any observer.


Nested TARDIS units 

If one TARDIS materializes around another TARDIS, the two will become a long series of nested interiors, appearing as if they were inside each other. The outside is only reached by going inside each TARDIS in succession until the outside is found in the center! When this occurs, the first TARDIS on the spot cannot be dislodged from inside the second. If the second TARDIS moves, the first will move also. The only way the operators of the two TARDIS can end the connection, is by making a Pilot Time Machine check at DC 25.


Gallifreyan Absolute Time

All TARDIS cannot enter Gallifrey’s past time-line before its original departure, and no TARDIS may travel into Gallifrey’s future beyond the year 101,209 TL (the start of the Time War). This is a function of the TARDIS machine, to protect the Gallifreyan time line. It cannot be altered without severely damaging the TARDIS. 


Travel Time 

Travel time in most instances will not matter for the occupants. Microjumps will seem to take no time at all, with the exception of the time needed to set the controls. When travel time is important (say when the only known cure to a disease is more than a galaxy and several centuries away) the time spent in transit could mean life and death. Consult the following table for travel times. 


Jump Type Travel Time

Micro Jump 6 seconds

Space-only, same planet 6 seconds

Time-only 6 seconds + 1 year per year traveled


Time and Space jump 

Roll 2D6 consult table below: 

2 2D6 months

3-4 2D6 weeks

5-9 2D6 days

10-11 2D6 hours

12 2D6 minutes


TARDIS Systems Operation


Safety Devices

Force Fields

TARDIS force fields are proof against almost any conventional weapons known to 20th century science. The force fields protect the occupants against radiation, heat, cold, electrical discharge, sonic weapons, and magnetic fields. The force fields can be switched off by the main console, with a simple Knowledge (TARDIS Technology) skill check (DC 5). An indicator light shows the status of the force field.


Hostile Action Defense System (H.A.D.S.)

When active, this system will automatically program a microjump to avoid any hazard that may cause the TARDIS or its occupants harm. Normally this system is off, to prevent the TARDIS from relocating unexpectedly when the operator is away. HADS can be activated with a successful Knowledge (TARDIS Tech) DC 10 check. When active, it will move the TARDIS to the nearest safe location. If none can be found, the TARDIS will dematerialize for up to three hours, until the threat is gone.


Internal Weapons Deactivation System

This system suppresses the action of chemical explosives, thus making grenades, bombs, and conventional bullets useless. Also, beam weapons and blasters are non-functional when the system is active. The system has no effect on purely physical weapons such as knives, cross-bows, and other thrown objects. Some other attacks are not affected by the system. Electricity cannot arc more than a few centimeters, so a weapon designed to touch the victim (such as a stun-baton) would work. Magnetic fields of non-lethal strength would operate, thus a rail-gun (a magnetically propelled projectile) would operate.

The system can be turned on and off from the main controls, with a Knowledge (TARDIS Tech) check, DC 15.


Secondary Systems

Sensors

TARDIS sensors will routinely signal the occupants if exterior conditions are unsafe for the life-forms aboard. Detailed analysis of the exterior is possible from the main console. A thorough scan under normal conditions takes 5 minutes, and a Knowledge (TARDIS Tech) roll, DC 15. Unusual conditions may require 20 minutes and have a DC of 20-25. Truly abnormal situations could take up to an hour, and a DC of 35-40.


The TARDIS Computer

The TARDIS computer can be assumed to have information on numerous subjects. The TARDIS computer can assist in any Knowledge checks, on any subject.


Secondary TARDIS control.

The secondary controls are not an automatic override of the main console. They are meant as an emergency control. All skill checks difficulties are 1 level higher at the secondary controls. In situations where two operators are wresting for control, it requires an opposed test.


Viewscreen

The viewscreen depends on the sensors operating properly. 


Medical Facilities

Advanced Diagnostic Terminal

The ADT of all TARDIS models is programmed to diagnose disease, detect injury, and suggest treatment for all known races. The ADT has Treat Injury, Surgery, (all medical skills) at Rank 23.

Programming the ADT for an unknown race, requires an expert in the alien physiology, who is able to communicate. The task requires a successful Knowledge (TARDIS Tech) skill roll at DC 20, and will take 2D6 hours. The ADT cannot heal a creature on its own, only direct the treatment, therefore it is technically only providing an equipment bonus and an Assist Other bonus of +2.

In cases where fast healing is necessary, it is possible to microjump, but the risk of misjump is so great as to make this impractical (though not impossible). 


Cell Regeneration Vault 

Victims of radiation damage can use the Cell regeneration vault to heal damage that would normally be lethal. A Fortitude Save must be made for every 12 hours per patient using the room. Failure means the patient must be removed and wait 12 hours until attempting another use, after another successful Fortitude save, during which time the patient gets no worse, or better. If failed, the patient must wait another 6 hours, and make another Fortitude save upon which if successful may re-enter the vault for another 12 hours and make a Fortitude save, etc, until healed. 


The Zero Room 

The Zero room is used to heal all non-physical damage such as the damage caused by mental attack, drugs that affect the mind, or faulty regenerations. Due to the nature of the Zero room, no energies can enter from the outside, including metal energies, light, sound, etc (hence, knocking on the door will have no affect on a user). Likewise, an mental attacker could not affect the occupant, even in the inside, as the walls absorb all such energies. It is possible to disable the Zero room, by removing a wall or door, making the Zero room useless. A makeshift Zero room cabinet can only be opened from the inside. 


WEAPONS SYSTEMS:

Although Type-40 and Type-50 TARDIS es are unarmed, the Type-60 is equipped with a powerful plasma cannon on its top, inside a pop-out turret. This cannon has the same stats as a Tsunami 480 Plasma Cannon (D20 Future, Pg. 164). Operation of this weapon requires both TARDIS Operation and Vehicle Weapons Proficiency.


Read more: www.enworld.org/forum/showthre…


((()))


The Daleks.


'From out of the smoke, you notice a machine, that looks like a human-sized pepperpot, rolling towards you. The upper side has a single stalk ending in a lens, and two more stalks lower down, one with a suction cup and other ending in a gunbarrel.

It is this latter that it starts to fire at you, at the same time it hollers, in an eerie, screeching voice:

“Exterminate! EX-TER-MI-NATE!!!”'


*Small Aberration

*Hit Dice: 3d8-3 (11 hp)

*Massive Damage: 8

*Initiative: +0 (Dex 0); -6 in travel machine

*Speed: 5'

*Defence: 11 (+0 natural, +0 Dex, +1 Sz), touch 11, flat footed 11

*Base Attack Bonus/Grapple: +2 /-4 (+2 BAB, -2 Str, -4 Sz)

*Attack: Dalek Travel Machine Weapon (+2, see text) or Tentacle Whip (+0, melee, 1d3-2)

*Full Attack: Dalek Travel Machine Weapon (+2, see text) or Tentacle Whip (+0, melee, 1d3-2)

*Space/Reach: 5 ft. x 5 ft./5 ft.

*Special Qualities: N/A

*Saves: Fort +0 (+1 base, -1 Con), Ref +1 (+1 base, +0 Dex), Will +5 (+3 base, +2 Wis)

*Abilities: Str 7, Dex 10, Con 8, Int 14, Wis 14, Cha 14

*Skills: (32 points) Demolitions +6 (4 ranks), Drive +6 (6 ranks), Hide +6 (6 ranks), Intimidate +8 (6 ranks), Move Silently +6 (6 ranks), Search +6 (4 ranks)

*Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency.


The Daleks were once human-like creatures, but over countless generations they have degenerated into slimy tentacled creatures the size of a small dog. Because this form is -at times- useless, they have used their technology to develop devastating weaponry and means to compensate for this. 

On their home universes, they are one of the more ‘ultimate’ threats one can face, relentless, cold-blooded, outright aggressive. Their goal is to completely dominate the universe-and exterminate any and all resistance to this goal.


On Coreline, several of the Daleks have seen the Time War, or heard of it, heard of how they were nearly annihilated, along with the Gallifreyians. Although there’s a small number of them that had considered the lesson behind said event and have decided to live a more calm life (although, admittedly, it just seems impossible that they would be able to), the vast majority of them had decided to go and attempt to conquer Coreline. Their numbers -all things considered- are small, but they ARE determined. They WILL make an attempt.


And anything that stands in the way… it will be exterminated.


*Dalek Travel Machine: Crew 1, Pass 0, Cargo 0lb, Init -6, Man -4, Top

Spd 40', Def 10, Hard 20, hp 40, Sz M, Purch DC N/A, Rest N/A


The travel machine is a pepperpot-shaped case about 1.5 metres tall. The machine has a wheeled base. The top of the machine is a rotating turret with a single eyestalk. A manipulator arm and a weapon arm are mounted on the front of the machine. Within the machine is a power plant, a computer linked into the mutants' communication network, and life-support systems that will prolong the mutant's life even in deep space for weeks. Machines are also mounted with electronic voiceboxes that convert the thoughts of the mutant into spoken form.


The travel machine is slowed to half speed on mildly uneven ground, and cannot maneuver at all across severely uneven ground (such as a staircase). However, recently some travel machines have had hover engines installed that allow hover movement at full normal speed (Clumsy maneuvering). These hover engines can only sustain this movement for a maximum of 10 rounds before needing to be recharged, but usually this is enough to go up a flight of stairs to continue extermination.


The weapon arm is typically a Dalek Laser Cannon. The Dalek Laser Cannon can be used on either Stun or Lethal setting. Recently, some Dalek Machines have also been seen equipped with a 5.56mm belt-fed machine gun instead of the laser (the reason behind this switch is unknown-probably their laser was damaged).


*Dalek Laser Cannon, Stun Setting: Any target hit that fails a Fort Save DC12 is rendered Unconscious for 2d6 minutes; otherwise, that target is Stunned for 1d4 rounds. Type Energy, Range 40'; RoF Single, Mag N/A; Sz M


*Dalek Laser Cannon, Lethal Setting: Any target that fails a Fort Save DC12 is instantly disintegrated; otherwise, that target is Stunned for 2d4 rounds. Type Energy, Range 40'; RoF Single, Mag N/A; Sz M


*5.56mm Machine Gun: Dam 2d8, Crit 20, Type Ballistic, Range 80', RoF A, Mag Linked, Sz M.


COMBAT: Rank-and-file Dalek tactics are simple: see something that is non-Dalek, shriek 'EXTERMINATE!!!' and roll towards it, cannon blazing. If given a group of targets, their priority will be any Gallifreyian in the group, and if it's a Time Lord, they will hunt him down in earnest. The fact that they like to attack in groups is also a bad thing.

Some Daleks will be smarter than that, just stunning or wounding an enemy and making a trap for the rest, but bear in mind that this is an exception.


Read more: www.enworld.org/forum/showthre…


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Comments: 3

TIAGO-FERNANDES [2017-08-25 22:24:11 +0000 UTC]

 Cool !

👍: 0 ⏩: 0

321Engage [2014-10-18 14:00:54 +0000 UTC]

Looks grest man! Small tip. A wall of text can be a little intimidating for some folks, so they will avoid reading it. If you want more people to read the bio, try creating a short version for any concept work. Pique their interest with a well written summary.  Then leave a link to a journal or profile piece. It's a simple trick but I think it works very well. That's just my two cents.  Keep up the awesome work! 

👍: 0 ⏩: 0

321Engage [2014-09-08 16:06:28 +0000 UTC]

Awesome art! I don't have a moment to read the Bio but kudos for being very detail oriented!

👍: 0 ⏩: 0