Shadowsoul Posted May 25, 2008 Author Report Share Posted May 25, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy This is mostly fine. Give me a write-up of 3 types of ammo for your caster and I'll decide whether to bury my misgivings about having a variable advantage within a multipower. As I've noted before technomancy doesn't work with telekinesis very well. So you'll have to shunt raw energy into your target to power up their telekinesis. This will do 1d6 Stun for every 15 Active Points of Aid. Write that up as side effects which always occur. You might want to increase the power of your knife a little. Although since it's technically weightless you'll be getting the full Strength Damage Bonus. Otherwise I think we are done here. Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted May 25, 2008 Report Share Posted May 25, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Here's a copy of Michael (a.k.a. The Dead Knight). I gave him minor "Cure Light Wounds" on the assumption that we didn't have a healer. It does an average of 5 BODY, 4 times per day. Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted May 25, 2008 Author Report Share Posted May 25, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Ok, thanks for posting. We have a few issues to resolve. 1. Why do you have a healing ability? Were you a Templar in life? In which case you will only be able to heal while holding the appropriate Holy Symbol, (OAF). The only other alternative that seems to fit the character is a self healing ability which is an extension of Michael's fierce will to live. I will point out that Cargus10's character Kiporia has become the party healer so it is not absolutely necessary for you to be able to heal aswell, (although it is not a bad idea to have multiple healers). 2. I'm sorry but the Immunities included in the Revenant's Life Support abilities always seem to revert to 10 CP when they are transferred between computers. You'll note that these immunities are described as protecting against 'most terrestrial diseases and poisons'. This is because certain magical ailments may still be able to affect even the dead. Because of this limitation the immunities are reduced to 7 CP each. This means that your Life Support ability should only cost 35 points, please adjust it accordingly. 3. Apart from the 6 points that have been knocked off your Life Support you seem to have 10 CP still left unspent. Is that intentional? If you can't think of anything else to spend your points on I'd suggest making your Damage Reductions Resistant as they will be far more useful that way. CSL's, Combat Luck or KSs would be a good way to use up the other 6 points. Apart from these trifling issues you just need to plug the New Dawn Everyman Skills Package Deal into your character and send me an equipment 'wish list' and then you'll be done. I posted the Everyman Skills on this thread. As for equipment, don't expect too much, this is a PA setting after all. Quote Link to comment Share on other sites More sharing options...
csyphrett Posted May 26, 2008 Report Share Posted May 26, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy This is mostly fine. Give me a write-up of 3 types of ammo for your caster and I'll decide whether to bury my misgivings about having a variable advantage within a multipower. Writeups? okay, I guess. Pebbles: Ranged Killing Attack 2d6, Area of Effect (+ 1/2) OAF (-1) Arrow: Ranged Killing Attack 2d6, armor piercing (+ 1/2) OAF (-1) Tube of steel: ranged killing attack 2d6, As I've noted before technomancy doesn't work with telekinesis very well. So you'll have to shunt raw energy into your target to power up their telekinesis. This will do 1d6 Stun for every 15 Active Points of Aid. Write that up as side effects which always occur. Like this? TK Enhancer: Aid to Telekinesis 3d6 30 pts, side effect (2d6 stun, always occurs -1) OAF (-1) 10 pts You might want to increase the power of your knife a little. Although since it's technically weightless you'll be getting the full Strength Damage Bonus. It's just a chopping tool. I don't plan to get close enough to have to use it on a person or a monster. Otherwise I think we are done here. Cool. CES Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted May 26, 2008 Author Report Share Posted May 26, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Okay Cysphrett. We are done with powers. Did we thrash out an equipment list for you yet? You presumably won't be needing much apart from some tools, a weapon and some armour. Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted May 27, 2008 Report Share Posted May 27, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Hey Ss how soon til we start? Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted May 27, 2008 Report Share Posted May 27, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy 1. Healing ability is a Templar ability. Putting a Holy Symbol (OAF) is perfectly fine to me. It's supposed to be a laying on hands. 2. I'll have to work on correcting the LS. 3. Damage Reductions Resistant sounds good. I'll think about the other 6 points. It was somewhat intentional, in that I didn't want to go over and then decide what to take off. 4. Equipment would be mostly a sword, armor and a good large backpack. And his holy symbol. I figure if I need anything else, we'll just have to pick it up along the way. It's not like there's aren't going to be stuff to acquire. And we'll probably need extra space to carry other people's supplies. All that food and water, spare clothes and other creature comforts... Quote Link to comment Share on other sites More sharing options...
csyphrett Posted May 27, 2008 Report Share Posted May 27, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Okay Cysphrett. We are done with powers. Did we thrash out an equipment list for you yet? You presumably won't be needing much apart from some tools, a weapon and some armour. No, but you're right. My character just needs some mundane tools, some armor, paper, pencils, a back up anvil if my forge is rendered powerless, an ammo bag, any collected manuscripts I might have come across. A lot of this I can keep in my workshop as long as I don't lose the door. CES Quote Link to comment Share on other sites More sharing options...
csyphrett Posted May 27, 2008 Report Share Posted May 27, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Is it feasible to carry the food and things in the workshop? That will save us a lot of encumbrance. CES Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted May 27, 2008 Report Share Posted May 27, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Here's a second draft. Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted May 27, 2008 Author Report Share Posted May 27, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Is it feasible to carry the food and things in the workshop? That will save us a lot of encumbrance. CES If you're willing to have the food compete with your tools for workspace then you can probably fit about 30 days hard rations for everyone into your workshop without seriously affecting your ability to fix things. Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted May 27, 2008 Author Report Share Posted May 27, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Here's a second draft. Cool, we're pretty much done here. As for equipment. You can of course have a bastard sword and the Holy Symbol. The pack, cooking utensils and field rations are fine also. As for armour, you will probably still retain the armour you had in life, now much patched and repaired. It started out as chain reinforced with plate here and there, now it's pretty much a history of armour types from around the continent. Most locations will have 5 points of armour, 6 on locations 3-5 and 13, 3 on the extremities, (feet and hands). Alternatively if we tone down the armour slightly we can justify giving you a Gerthon, (riding lizard). But you don't have much in the way of special skills as a cavalryman so you are probably better off on foot. You can have a few of other weapons as well. Dagger, spear, hand axe, bow. Edited to note that you can have a knight's kite shield as well, (wood reinforced with a steel rim). +2 DCV. Strength Minimum 8. Striking with the flat of the shield is a +1d6 HA. Striking with the edge is -1 OCV +2d6 HA, (the OCV penalty may be ignored if you are in the right position e.g. standing over your foe). Body 4. Def 4. Do you have any preferences about the god you worship/ped? A dead god would suit the character concept quite nicely, suggesting that your healing ability is as much a matter of your own will as of Divine Power. Oh and any preferences about where you are from? Or shall I just assign you an area knowledge? Since you only have one language it had better be Pidgin, which most people can speak. Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted May 28, 2008 Author Report Share Posted May 28, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Anyone who doesn't have an equipment list or Area Knowledge yet please poke me and I'll sort it out. Otherwise all I need from you guys at the moment is a name for your party. If there are no suggestions then you will all fall foul of New Dawn's growing bureaucracy and languish forever under the name 'Hunter Team Three'. As for starting. In about two weeks time I will have finished most of the formal part of my course and will be able to concentrate on the game enough to start. I'll get preliminaries underway around that time. Quote Link to comment Share on other sites More sharing options...
csyphrett Posted May 28, 2008 Report Share Posted May 28, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy If you're willing to have the food compete with your tools for workspace then you can probably fit about 30 days hard rations for everyone into your workshop without seriously affecting your ability to fix things. Thanks Ss. CES Quote Link to comment Share on other sites More sharing options...
Cargus10 Posted May 29, 2008 Report Share Posted May 29, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy I admit to be horrid at naming things like this. Everything I come up with sounds kinda silly... Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted May 30, 2008 Report Share Posted May 30, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Well not maybe we should borrow our name from a poular vidogame and become the Darkstalkers? BTW found a pic for my chars war form. Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted May 30, 2008 Author Report Share Posted May 30, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy A suitably menacing pic. The name works pretty well too. And if there are no other suggestions then it will win by default anyway, which would be no bad thing. Quote Link to comment Share on other sites More sharing options...
Cargus10 Posted May 31, 2008 Report Share Posted May 31, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Sounds fine to me. Kip wil be amused to be associated with such a fearsome name! Quote Link to comment Share on other sites More sharing options...
csyphrett Posted June 1, 2008 Report Share Posted June 1, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy I don't have a problem with the name. CES Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted June 2, 2008 Author Report Share Posted June 2, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Three votes for Darkstalkers and two absented. We have a winner. The next thing you'll recieve from me is either a description of your native area, (if you don't already have one), and/or the information you are entitled to for your KSs. You may choose to share this information with the other players if you wish. But remember that you have paid points for this information and they haven't. The stuff I'll be sending you is not the extent of your knowledge, you can still make skill rolls for more obscure knowledge. This is just the basics that anyone with that KS will know. Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted June 19, 2008 Author Report Share Posted June 19, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Hey guys. I'm still writing up some of the info for KSs but we are close to being ready. In the meantime I've created the Campaign on Hero Central so you can all go and sign up to it when you are ready. I have one or two things to sort out with individual players but I'll PM them about that. Quote Link to comment Share on other sites More sharing options...
Cargus10 Posted June 19, 2008 Report Share Posted June 19, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy Can you post a link to the campaign on HC? Quote Link to comment Share on other sites More sharing options...
Shadowsoul Posted June 19, 2008 Author Report Share Posted June 19, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy It shouldn't be hard to find but it's no trouble to post a link. http://www.herocentral.net/campaignInformation.htm?newCampaignId=789903 BTW. Forgot to mention we have a new member who spotted the campaign on Hero Central. Huscarl is going to play a Mor assassin/healer with some supernatural abilities granted by his patron Amon-Cor. He specialises in hunting Demons and Ghosts. His enemies should fear his stealth abilities and elegant bladework while his allies should fear his habit of singing eerie Gothic songs around the campfire ... Quote Link to comment Share on other sites More sharing options...
Beast Posted June 20, 2008 Report Share Posted June 20, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy I saw 250 pts about how many active points do you want starting characters to be around for powers I was looking to write up a 250 pt version of a sidhe character I have 55 str brick with singing muse powers to aid friends Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted June 20, 2008 Report Share Posted June 20, 2008 Re: A New Dawn. 'Post-Apocalyptic' Fantasy I saw 250 pts about how many active points do you want starting characters to be around for powers I was looking to write up a 250 pt version of a sidhe character I have 55 str brick with singing muse powers to aid friends Well I am probably what would be considered the team brick...my war form for my were wolf has a 30 STR and that's pretty much where he limited me two. Quote Link to comment Share on other sites More sharing options...
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