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A New Dawn. 'Post-Apocalyptic' Fantasy


Shadowsoul

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Just had a look at the HDC file for the Predator that I threw at the party in my previous campaign. It comes to about 250 points. That means it would be quite reasonable to send 6-7 of them after you guys.

 

Oh but I've spoiled the surprise now. Maybe I'll write up some Xenomorphs instead. :sneaky:

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Vampires at the last iteration.

 

I hand waved drinking blood. Basically a Vampire gains 1 point of End per point of Body the human victim receives. This includes negative body. So draining a normal human completely will yield 20 points of End. Drinking blood does not do damage in itself, the target needs to be bleeding already. Brutal Vampires can tear opponents open with their fangs and so feed in combat. Usually they simply kill their victim and then feed. Particularly ghoulish or sadistic Vampires can simply feast on a person who is bleeding to death.

 

Animals, unless they are particularly dangerous or powerful, only yield half as much End as humans. Supernatural beings such as other Vampires or Werebeasts yield twice as much End.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Wow. Create campaign setting Shadowsoul. Are there any more places left?

 

If so I was thinking about playing a HK Action films chi using marital artist type, or a Light weilding/ generating mutate or a two fisted hand-crossbow using hero type.

 

Lemme know

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Hi Roth.

 

Praise is always welcome. Thanks. :)

 

Unfortunately the campaign is already more than booked up and there are actually 2 people waiting to snatch up a place if any of the current players drop out.

 

I can offer you third place on the waiting list but I doubt it would be worth it.

 

Sorry about that.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

This is my initial take on the character. Look it over and let me know what changes I need to make. Thanks

 

Diana

 

Player: Roth

 

Val Char Cost

15 STR 5

15 DEX 15

20 CON 20

12 BODY 4

18 INT 8

14 EGO 8

15 PRE 5

16 COM 3

 

5/10 PD 2

5/10 ED 1

3 SPD 5

7 REC 0

40 END 0

30 STUN 0

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 76

 

Cost Power

Permanent Changes

10 Regeneration: Healing 1 BODY (Can Heal Limbs), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Always On (-1/2) [Notes: No Healing Max (see FREd p. 120).]

21 Re inforced Structure: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Inherent (+1/4) (21 Active Points)

9 Re inforced Structure: Damage Resistance (3 PD/3 ED/3 Mental Def./3 Power Def.), Hardened (+1/4), Inherent (+1/4) (9 Active Points)

12 Reinforced Structure: +7 Mental Defense (10 points total), Hardened (+1/4), Inherent (+1/4) (12 Active Points)

7 Reinforced Structure: Power Defense (5 points), Hardened (+1/4), Inherent (+1/4) (7 Active Points)

 

Sunburst [Notes: All Sunburst powers can be taken by anybody who has the original Medallion in close proximity and knows this. Information maybe found in old mystic texts and the like.

Use of powers starts to change personality. Will eventually gain "Hates Vampires" as a psych lim]

2 1) Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

1 2) Damage Resistance (5 Flash Def.), Hardened (+1/4) (2 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

8 Sunburst Attacks: Multipower, 30-point reserve, all slots: (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

1u 1) Photon Blast: Energy Blast 6d6 (vs. ED) (30 Active Points)

1u 2) Burst!: Flash 6d6 (Sight Group) (30 Active Points)

1u 3) Hard Light Blade: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (30 Active Points)

1u 4) Laser: Killing Attack - Ranged 1d6 +1 (vs. ED), Armor Piercing x1 (+1/2) (30 Active Points)

1u 5) Sunlight: Sight Group Images, Increases Size (256" radius; +2) (30 Active Points); Only To Create Light (-1)

3 Sunburst: Elemental Control, 20-point powers, all slots: (10 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

6 1) Flight 15" (30 Active Points)

3 2) Force Field (5 PD/5 ED/5 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (22 Active Points)

Powers Cost: 87

 

Cost Martial Arts Maneuver

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike

3 Weapon Element: Blades, Empty Hand, Hard Light Blade, Staffs

Martial Arts Cost: 15

 

Cost Skill

5 +1 with Ranged Combat

5 +1 with HTH Combat

3 Breakfall 12-

1 Bureaucratics 8-

3 Climbing 12-

3 Lockpicking 12-

2 Navigation (Land) 13-

3 Paramedics 13-

3 Security Systems 13-

3 Stealth 12-

3 Streetwise 12-

4 Survival (Mountain, Temperate/Subtropical) 13-

3 Trading 12-

3 WF: Common Melee Weapons, Staffs

New Dawn Everyman

0 1) Acting 8-

0 2) Climbing 8-

0 3) Concealment 8-

0 4) Persuasion 8-

0 5) PS: Scholar (INT-based) (Everyman) 13-

0 6) PS: Explorer (Everyman) 11-

3 Linguist

2 1) Language: Pidgin (completely fluent) (3 Active Points)

4 2) Language: Eld (idiomatic; literate) (5 Active Points)

4 3) Language: Kymrian (idiomatic; literate) (5 Active Points)

3 Scholar

2 1) KS: Werebeast lore (INT-based) (3 Active Points) 13-

2 2) KS: Vampire Lore (INT-based) (3 Active Points) 13-

2 3) KS: Lost Places/Objects (INT-based) (3 Active Points) 13-

2 4) KS: Demon Lore (INT-based) (3 Active Points) 13-

2 5) KS: Divine Lore (INT-based) (3 Active Points) 13-

2 6) KS: Eld Lore (INT-based) (3 Active Points) 13-

0 7) AK (Native Area) 11-

0 8) KS: Famous Bandits/ Ne'erdowells (Everyman) 11-

0 9) KS: Cooking 8-

Skills Cost: 72

 

 

 

Total Character Cost: 250

 

Pts. Disadvantage

0 Physical Limitation: Sunburst powers maybe taken away. See Sunburst notes (Infrequently; Slightly Impairing; Custom Adder)

0 Psychological Limitation: Hates Vampires (Not A real lim at the moment, will grow with use of powers)

10 Distinctive Features: Mystic Warrior (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20 Psychological Limitation: Protective of Innocents (Common; Total)

20 Hunted: Those in the know, wanting the medallion 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

15 Hunted: former apprentice 11- (As Pow; Harshly Punish)

10 Hunted: the New Dawn Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

15 Social Limitation: Subject to Orders (Frequently; Major)

10 Dependent NPC: Stray of the Week 8- (Normal)

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

I like the range of skills and knowledges but there are of course a couple of things.

 

You will never need Bureaucratics or Security Systems. If you wish you can rebrand Security Systems as 'PS: Glyph Mage' a skill which will allow you to circumvent wards and protective Glyphs. Since large settlements are rare and the party will be constantly moving into new territory Streetwise will also be of limited use.

 

I'd prefer to keep Regeneration as the province of Werebeasts although I can see that it fits the character, would you be prepared to convert this power into a healing spell (Self Only)?

 

Nothing else needs to change but I would suggest that your offensive capabilities are somewhat underpowered for this game. If you can find the points from somewhere I'd recommend anything up to 60 Active points for some of those sunburst attacks such as Laser and Photon Blast.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Actually, since posting my comments I've realised that I have already allowed a Wyldling character to have regeneration so I can not refuse to let you have it on the grounds that your character is not a Werebeast. Technically your character is an artificially created Wyldling after all.

 

In order to avoid having an advantage over the others however I would ask you to pick a substance or damage type which Diana can not regenerate. E.g. cursed/Nightblessed weapons or fire.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

She has Bureaucratics because she was an academic in her former life. Though I'll remove it if you think she will never deal with any sort of system like it denotes. I took security systems because she has had experience with getting around traps and the like from a life of being out in the field. I just took that as the Fantasy version... what should it be?

 

I can put it as PS Glyph Mage, but there are never any mechanical versions of traps?

 

And 60 point attacks?*blinks* Holy Mother Goddess. I had scaled her down form the original character. I hadn't found any point cap limits anywhere, so I went with typical fantasy caps.

 

I might have to retool her completely.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Here she is slightly retooled. I've removed some of the skills she had as an older field professor. The way I'm looking at it the medallion will wipe out whatever isn't needed as a warrior for the light. Her knowledges and basic Professional skills are still there because they could come in handy for fighting the forces of darkness.

 

She has gone from being a woman in her 60s to a young woman in her late teens/ early 20s. She also knows that she's missing stuff from her brain and it bothers her at times.

 

Diana

 

Player: Roth

 

Val Char Cost

15 STR 5

15 DEX 15

20 CON 20

10 BODY 0

13 INT 3

11 EGO 2

13 PRE 3

16 COM 3

 

5/12 PD 2

5/12 ED 1

3 SPD 5

7 REC 0

40 END 0

28 STUN 0

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 59

 

Cost Power

Permanent Changes

6 1) Nightvision, Inherent (+1/4) (6 Active Points)

10 2) Regeneration: Healing 1 BODY (Can Heal Limbs), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Always On (-1/2), Does Not Work On Some Damage Not vs Darkness based powers (-1/4) [Notes: No Healing Max (see FREd p. 120).]

21 3) Re inforced Structure: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Inherent (+1/4) (21 Active Points)

9 4) Re inforced Structure: Damage Resistance (3 PD/3 ED/3 Mental Def./3 Power Def.), Hardened (+1/4), Inherent (+1/4) (9 Active Points)

13 5) Reinforced Structure: +8 Mental Defense (10 points total), Hardened (+1/4), Inherent (+1/4) (13 Active Points)

7 6) Reinforced Structure: Power Defense (5 points), Hardened (+1/4), Inherent (+1/4) (7 Active Points)

 

Sunburst [Notes: All Sunburst powers can be taken by anybody who has the original Medallion in close proximity and knows this. Information maybe found in old mystic texts and the like. Use of powers starts to change personality. Will eventually gain "Hates Vampires" as a psych lim]

2 1) Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

1 2) Damage Resistance (5 Flash Def.), Hardened (+1/4) (2 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

 

16 Sunburst Attacks: Multipower, 45-point reserve, all slots: Reduced Endurance 1/2 END (+1/4) (56 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

1u 1) Photon Blast: Energy Blast 9d6 (vs. ED) (45 Active Points)

1u 2) Burst!: Flash 9d6 (Sight Group) (45 Active Points)

1u 3) Hard Light Blade: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (45 Active Points)

1u 4) Laser: Killing Attack - Ranged 2d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points)

1u 5) Sunlight: Sight Group Images, Increases Size (16384" radius; +3 1/2) (45 Active Points); Only To Create Light (-1)

 

8 Sunburst: Elemental Control, 58-point powers, all slots: (29 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2)

6 1) Fast As Light: Teleportation 2", No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+1/4), Megascale (1" = 100,000 km; +1 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (57 Active Points); Limited Power Only through things that let light pass (-1)

8 2) Flight 21", x4 Noncombat, Reduced Endurance 1/2 END (+1/4) (59 Active Points)

8 3) Force Field (7 PD/7 ED/9 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (49 Active Points)

Powers Cost: 120

 

Cost Martial Arts Maneuver

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike

3 Weapon Element: Blades, Empty Hand, Hard Light Blade, Staffs

Martial Arts Cost: 15

 

Cost Skill

5 +1 with Ranged Combat

5 +1 with HTH Combat

3 Breakfall 12-

2 Navigation (Land) 12-

3 Paramedics 12-

3 Stealth 12-

4 Survival (Mountain, Temperate/Subtropical) 12-

3 WF: Common Melee Weapons, Staffs

New Dawn Everyman

0 1) Acting 8-

0 2) Climbing 8-

0 3) Concealment 8-

0 4) Persuasion 8-

0 5) PS: Scholar (INT-based) (Everyman) 12-

0 6) PS: Explorer (Everyman) 11-

3 Language: Pidgin (completely fluent)

5 Language: Eld (idiomatic; literate)

5 Language: Kymrian (idiomatic; literate)

3 Scholar

2 1) KS: Werebeast lore (INT-based) (3 Active Points) 12-

2 2) KS: Vampire Lore (INT-based) (3 Active Points) 12-

2 3) KS: Lost Places/Objects (INT-based) (3 Active Points) 12-

2 4) KS: Demon Lore (INT-based) (3 Active Points) 12-

2 5) KS: Divine Lore (INT-based) (3 Active Points) 12-

2 6) KS: Eld Lore (INT-based) (3 Active Points) 12-

0 7) AK (Native Area) 11-

0 8) KS: Famous Bandits/ Ne'erdowells (Everyman) 11-

0 9) KS: Cooking 8-

Skills Cost: 56

 

 

 

Total Character Cost: 250

 

Pts. Disadvantage

0 Psychological Limitation: "Hates Vampires" (Character will gain lim in higher strength as time goes on)

0 Physical Limitation: Sunburst powers maybe taken away. See Sunburst notes (Infrequently; Slightly Impairing; Custom Adder)

10 Distinctive Features: Mystic Warrior (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20 Psychological Limitation: Protective of Innocents (Common; Total)

20 Hunted: Those in the know, wanting the medallion 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

15 Hunted: former apprentice 11- (As Pow; Harshly Punish)

10 Hunted: the New Dawn Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

15 Social Limitation: Subject to Orders (Frequently; Major)

10 Dependent NPC: Stray of the Week 8- (Normal)

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Sorry it took so long for me to reply. I must have missed your second post somehow.

 

The only potential problem I can see is that your Force Field is rather highly powered when combined with your Damage Resistance. Could you tone it down by a couple of points?

 

Otherwise we are ready to go. I'll warn you when we are getting close to the end of this chapter. It all depends on what the party decides to do next.

 

Alternatively if they do drag things out then we can just have you sent in as back up.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Hi there Roth.

 

Don't know if you got my PM but we have finally finished that story arc, (which took vastly longer than I expected I'll admit). But we are now ready for you to drop into the game the moment you give me the go ahead. Please put something here or PM me here on Central to let me know if you are still interested, (or if you are not interested any more).

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

We talked about redesigining weapons for Deeson on the campaign threads.

 

I like the gravity flight pack. It's pretty simple, and easy to use.

Gravity Flight Pack: Flight 15" 30 pts, OAF (-1) 15 pts

 

I wouldn't mind adding Flight, usable by others, OAF like a green lantern bubble. Deeson negates gravity and carries the others when he has to.

 

I have been using all three of these together already so I would like to combine them into a single unit, maybe like a face plate.

 

Lucy: Universal Translator: Universal translator 20 pts OAF (-1). 10 pts and Recorder/Encyclopedia: Eidetic memory 5 pts, KS: Everything 8- 3 pts OAF (-1) 4 pts and Scanner: Nightvision 5 pts, N ray vision 10 pts, Detect Structural Make up discriminatory, analyze, 20 pts Can only use one vision power at a time (-1/2) (OAF -1) 11 pts 24 points

 

We have been talking about communications and lending Symm the scanner kind of worked okay, so I would like to add some kind of mobile scanner to hand out to the team. My thoughts have been either clairsentience, or mind link, only to team members, OAF, no mental awareness, only to communicate.

 

I haven't had to use the hold out knife or the multi tool yet but I thought about combining them also.

 

Hold Out Knife: Hand Killing Attack 1d6 15 pts, armor piercing (+1/2), OAF (-1) 11 pts and Multitool: Dispel Locks 2d6 6pts, Dispel Technology any one power at a time (+1/4) 2d6 8 pts, Transform broken technology into working technology 2d6, 30 pts, No range (-1/2), gestures (-1/4) OAF (-1) 16 pts 27 points

 

The forge has been used out of combat to fix broken armor. The only thing I can think of to make it more useful is to give it some kind of hands and legs to let it work on its own when I am not around.

 

Mobile Forge: Transform broken, or partial, equipment into working equipment 5d6 60 points, Requires burning fuel (-½), Extra time (-½), gestures (-1/4), concentration (-½), OAF (-1) 16 pts

 

The gate for the workshop has also worked smoothly but I would like to start expanding the workshop. Maybe I should spend points to make it a trandimensional base like a tardis.

 

Workshop: Extradimensional Movement to workshop 20 pts. OAF (-1) 10 pts

 

The TK Enhancer isn't really great in my opinion. I would be better off turning this into some kind of transfer from enemies either to my charteristics or to my TK.

From:

TK Enhancer: Aid to Telekinesis 3d6 30 pts, side effect (2d6 stun, always occurs -1) OAF (-1) 10 pts

 

To:

TK Enhancer: Transfer 2d6 target's end to character's TK 30 points OAF (-1) 15 pts.

 

or

Bio Enhancer: Transfer 2d6 target's end to character's body. 30 pts OAF (-1)

 

I'm dropping this version of the gravity shield.

Gravity Shield: Missile deflection 20 pts OAF (-1) 10 pts

 

I'm better off with just a 30 pt force wall.

Gravity Shield: (12 pd) 30 pts OAF (-1), Self only (-1/2), restricted shape (half dome (-1/4) 10 pts

 

I would also like to use the shield to protect others so the above without self only should be okay.

 

The gravity gun costs way too much for the limited effect I use it for and switching it out for the bowcaster in the middle of combat didn't seem strategically advisable.

 

So I need to rebuild the gravity gun to do the original thing which is throw people in the air, then as an offensive weapon that does damage and then as the tunnel gun so I can use it without that much of a problem in combat.

 

Gravity Gun 1: teleport x2 mass 1" 7pts megascale (+1/4), must cross intervening space (-1/4), not through solid objects (-1), only one direction (-1/2), OAF (-1) Lockout other gun functions (-1/2) 1 pts

 

Gravity Gun 2: 2d6 ranged killing attack 30 pts OAF (-1) Lock out other gun functions (-1/2) 13 pts

 

Gravity Gun 3: Tunneling 6"/6 def OAF (-1) lock out other gun functions (-1/2) 13 pts

 

Once I get through this revised weapons list, I would like to get started on the boat design.

CES

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Ok. You can make one roll on your Technomancy Skill per day of downtime, (14 in this case). You can modify one power per succesful roll.

 

So it would take 3 succesful rolls to combine 3 powers into 1.

 

However, since these are only mods failing a roll will have no consequences. (You already understand the basics of what you are trying to do).

 

Building an interdimensional base will take longer although it will still only require one succesful roll as well as the necessary points.

 

Good luck.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

This is the first six rolls from HC die roller. I'll do the rest on the 8th. I thought about base and boat stuff. I need to spend one point on each just to have a sae 8 hex area adn then I need to spend two points on the workshop for transdimensional since that is ten points built in and the cost for character is point cost divided by five. I guess I could get disadvantages to help pay but I don't know if I want to go that route. Opinions are welcome. I will also post the new slot powers mentioned above with rolls from die roller.

CES

[Technomancy, 14-]: (12, succeeded by 2)

 

[Technomancy, 14-]: (10, succeeded by 4)

 

[Technomancy, 14-]: (7, succeeded by 7)

 

[Technomancy, 14-]: (10, succeeded by 4)

 

[Technomancy, 14-]: (8, succeeded by 6)

 

[Technomancy, 14-]: (10, succeeded by 4)

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Here are the last eight rolls from the die roller. Still thinking about new power designs.

CES

[Technomancy, 14-]: (7, succeeded by 7)

 

[Technomancy, 14-]: (9, succeeded by 5)

 

[Technomancy, 14-]: (16, failed by 2)

 

[Technomancy, 14-]: (13, succeeded by 1)

 

[Technomancy, 14-]: (10, succeeded by 4)

 

[Technomancy, 14-]: (8, succeeded by 6)

 

[Technomancy, 14-]: (6, succeeded by 8)

 

[Technomancy, 14-]: (7, succeeded by 7)

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Hello players of A New Dawn.

 

From the PM I received, it looks like I've got a chance to join your vaunted group, but I don't have any ideas on a character at this point. After reading through, I was thinking of a lizardman geomancer type... Could shift that to elementalist, maybe?

 

I've always had this idea for a character that was a lizardman druid/ranger (but not limited to that). He could cast enhancement spells mostly, but needed foci (fetid water, moss, etc). It is a really vague concept and I'm curious about suggestions.

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Re: A New Dawn. 'Post-Apocalyptic' Fantasy

 

Hi there Savinien

 

I'm Beastttt and I'm playing Piety Layla Tudor

here is how I see what characters are being portrayed IMHO

 

Symm)Priest/Warrior/Ranger very good at what he does,is having something with Piety(he calls her by her middle name Layla)he plays music and paints gothy(dark,not the hand stapled to forehead angsty)

 

Gymmer)Warrior/Knight Leader/face/spokesman for the group(probably the most stable person

 

Deeson)Techno-mage/hi cover/ranged attacks/inventor always tinkering with stuff

 

Michael)Undead-Warrior ,driven,suffers midly from Post tramatic syndrome(PTS) possible replacement cook(taking the Were-wolf's place)

 

Piety Layla)Bard/short ranged area attacks/healer/muse

has no memories prior to being freed from a statue

has great str goddess level beauty, fae features

is having something with Symm(they flirt sleep together,but nobody can say for sure that they are a couple)

 

if you have HDv3 you can download the characters and look at what is covered(in the characters section of the A New Dawn area

if you need help PM me and I can try I'm sure any of the other players will help

 

Hello players of A New Dawn.

 

From the PM I received, it looks like I've got a chance to join your vaunted group, but I don't have any ideas on a character at this point. After reading through, I was thinking of a lizardman geomancer type... Could shift that to elementalist, maybe?

 

I've always had this idea for a character that was a lizardman druid/ranger (but not limited to that). He could cast enhancement spells mostly, but needed foci (fetid water, moss, etc). It is a really vague concept and I'm curious about suggestions.

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