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A New Dawn. 'Post-Apocalyptic' Fantasy


Shadowsoul

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

 

Heres his war form with the ec I would like to use Shadowsoul..let me know what you think.

 

 

Zarathos - War Form

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

20 DEX 30 13- OCV: 7/DCV: 7

20 CON 20 13-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-/15-

15 EGO 10 12- ECV: 5

30 PRE 10 15- PRE Attack: 6d6

6 COM -2 10-

 

9 PD 0 Total: 9 PD (3 rPD)

7 ED 0 Total: 7 ED (3 rED)

3 SPD 0 Phases: 4, 8, 12

10 REC 0

40 END 0

47 STUN 2 Total Characteristic Cost: 113

 

Movement: Running: 14"/56"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

15 Abilities of the Wolf: Elemental Control, 30-point powers

25 1) Bite: HKA vs PD 2 1/2d6 (4 1/2d6 w/STR) (40 Active Points) 4

15 2) Claws: HKA vs PD 1 1/2d6 (3d6+1 w/STR) (25 Active Points) 2

13 3) Gifts of the Beastmasters: Healing 2 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage Damage Done By Silver Or Holy Damage (-1/2)

16 4) Legs of the Wolf: Running +8" (14" total), x4 Noncombat, Reduced Endurance (0 END; +1/2) (31 Active Points)

 

Senses of the Wolf

5 1) Eyes of the Wolf: Nightvision

10 2) Nose of the Wolf: Tracking with Smell/Taste Group

12 3) Heightened Senses: +3 PER with Smell/Taste Group and Hearing Group

 

4 Howl of the Werewolf: +10 PRE (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only For Presence Attacks; -1), Incantations (-1/4)

 

1 Pure Breed: LS (Longevity: 200 Years)

 

9 Dense Hide: Armor (3 PD/3 ED)

 

Skills

10 Been Lots of Different Places: Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Mountain, Urban) 12-

9 Master of Battle: +3 with any Natural Attacks

3 Climbing 13-

3 Stalking His Prey: Shadowing 12-

3 The Way Of The Pack: Teamwork 13-

3 Master Of The Hunt: Stealth 13-

6 KS: Hunting 15-

 

Total Powers & Skill Cost: 162

Total Cost: 275

 

175+ Disadvantages

15 Distinctive Features: Werewolf War Form (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: New Dawn Council 14- (Mo Pow, Watching)

20 Vulnerability: 2 x STUN Silver (Common)

10 Physical Limitation: Limited Manipulation (Frequently, Slightly Impairing)

15 Psychological Limitation: Addicted to the Hunt (Common, Strong)

25 Enraged: When He Draws Blood (Common), go 14-, recover 11-

 

Total Disadvantage Points: 100

 

Quote: "HOOOOOOOOOWWWWWLLLLL"

 

Appearance: In his war form Zarathos stands 6 1/2 feet tall and weighs close to 400 pounds. Like his human form his hair is pure white and eyes are blood red.

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

 

Updated with your suggestions added in. Let me know if you need further modifications. :)

 

What are your rules about buying powers later in the game? Like right now, he doesn't have Longevity, but I could see that coming up later as he learns of his divine heritage...

 

Longevity is an odd power to suddenly develop but if a power fits the character concept then yes you can buy it with xp.

 

I've adjusted a word or two here and there to make him fit the setting. You're still 4 points over the limit however, I can't accept a character that starts with more xp than everyone else.

 

BTW I need to rephrase my statement about tech level. This setting started at European Medieval but things kind of went downhill from there, decent equipment is hard to come by.

 

Your equipment is reasonable for a knight in a normal fantasy setting. In this campaign however owning a purebreed heavy warhorse is the equivalent of driving a sports car through the wastes of a normal post apocalyptic setting, it's not impossible but it will turn heads and it will be difficult to keep it in fuel. The plate and chain armour is more likely but still a luxury item that many a traveler would murder you for, although a steel comb and mirror also fall into this category. You don't have armour-smith either which would have helped to justify this expenditure.

 

The upshot is, you can start out with a warhorse or you can start out with plate and chain armour. Unless you want to pay points for the warhorse as a follower, (works out at 16 character points), if you do lose the horse after having paid for it you will get the points back to spend on another steed or companion who will turn up amazingly quickly. If you do take the horse bear in mind that oats can be hard to find these days.

 

You can have about three-four points of leather or light chain and a Gerthon steed if you'd prefer. They have the added advantage that they can survive in a magical landscape which may no longer support oats, wheat, barley or even grass in some areas. Of course you won't be hitting with the force of a heavy warhorse.

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

 

I can understand where you coming from Shadow so here is a War form without the EC.

 

Zarathos - War Form

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

20 DEX 30 13- OCV: 7/DCV: 7

20 CON 20 13-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-/15-

15 EGO 10 12- ECV: 5

30 PRE 10 15- PRE Attack: 6d6

6 COM -2 10-

 

9 PD 0 Total: 9 PD (3 rPD)

7 ED 0 Total: 7 ED (3 rED)

3 SPD 0 Phases: 4, 8, 12

10 REC 0

46 END 3

50 STUN 5 Total Characteristic Cost: 119

 

Movement: Running: 14"/28"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

30 Bite: HKA vs PD 2d6 (4d6 w/STR) 3

15 Claws: HKA vs PD 1d6 (2d6 w/STR) 1

 

17 Gifts of the Beastmasters: Healing 2 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage Damage Done By Silver Or Holy Damage (-1/2)

 

16 Legs of the Wolf: Running +8" (14" total) 2

 

Senses of the Wolf

5 1) Eyes of the Wolf: Nightvision

10 2) Nose of the Wolf: Tracking with Smell/Taste Group

12 3) Heightened Senses: +3 PER with Smell/Taste Group and Hearing Group

 

4 Howl of the Werewolf: +10 PRE (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only For Presence Attacks; -1), Incantations (-1/4)

 

1 Pure Breed: LS (Longevity: 200 Years)

 

9 Dense Hide: Armor (3 PD/3 ED)

 

Skills

10 Been Lots of Different Places: Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Mountain, Urban) 12-

9 Master of Battle: +3 with any Natural Attacks

3 Climbing 13-

3 Stalking His Prey: Shadowing 12-

3 The Way Of The Pack: Teamwork 13-

3 Master Of The Hunt: Stealth 13-

6 KS: Hunting 15-

 

Total Powers & Skill Cost: 156

Total Cost: 275

 

175+ Disadvantages

15 Distinctive Features: Werewolf War Form (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: New Dawn Council 14- (Mo Pow, Watching)

20 Vulnerability: 2 x STUN Silver (Common)

10 Physical Limitation: Limited Manipulation (Frequently, Slightly Impairing)

15 Psychological Limitation: Addicted to the Hunt (Common, Strong)

25 Enraged: When He Draws Blood (Common), go 14-, recover 11-

 

Total Disadvantage Points: 100

 

Quote: "HOOOOOOOOOWWWWWLLLLL"

 

Appearance: In his war form Zarathos stands 6 1/2 feet tall and weighs close to 400 pounds. Like his human form his hair is pue white and eyes are blood red.

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

 

In theory a werebeast should have his combat capability dumped into his warform allowing him to concentrate on other abilities for his human form.

 

I'd advise going for lots of useful skills such as crafting, tracking, social skills. The party will have to live off the land quite often, this includes carving new equipment out of any materials you can find. You're also going to be expected to deal with paranoid villagers and convince them to accept New Dawn's protection.

 

On the other hand if you end up in a situation where you don't want to advertise your true nature a combat level or two wouldn't hurt. And I expect the other characters would appreciate it if you were able to hunt down dinner without chewing holes in it or drooling on it.

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

 

In theory a werebeast should have his combat capability dumped into his warform allowing him to concentrate on other abilities for his human form.

 

I'd advise going for lots of useful skills such as crafting, tracking, social skills. The party will have to live off the land quite often, this includes carving new equipment out of any materials you can find. You're also going to be expected to deal with paranoid villagers and convince them to accept New Dawn's protection.

 

On the other hand if you end up in a situation where you don't want to advertise your true nature a combat level or two wouldn't hurt. And I expect the other characters would appreciate it if you were able to hunt down dinner without chewing holes in it or drooling on it.

 

 

Yeah that's what I figured...I was figuring on taking wf: with blades and bows and 1 or two levels then the rest in other skills and of course my multiform points

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

 

BTW. It looks at this rate as though we could peak at 5 players, although there is one other person who might be interested.

 

With this in mind would anyone like to take a healing spell? Zarathos and Grymmer can look after themselves but the rest of the party could do with a healer keeping an eye on them.

 

Technomancy doesn't really stretch to healing, nor does shapeshifting unsurprisingly although in theory Zarathos could learn some Werebeast Magic (Lunamancy). Kip or Grymmer could learn healing spells, it is not inconcievable that Bluejogger's Revenant knight might in theory have learnt a little healing magic, (he got tired of people dying on him).

 

But we can hold out for more recruits for a while yet.

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

 

I assume IF I took this it would be only while in human form correct?

 

Well it is kind of hard to chant spells through a snout full of fangs.

 

Lunamancy is an ancient ritualistic art that requires purity of spirit and focus of mind.

 

Mandatory Disadvantages - Extra Time, (at least one Turn). Skill Roll, Lunamancy. Concentration, Half DCV. Incantations. Gestures.

 

Potential spells, (not an exhaustive list). Healing. Spirit Walking. Clairvoyance. Grant Luck. Banish Curse. Aid. Summon Moon Spirit, (Only to provide information). Stepping Across The Moonlight, (Teleportation).

 

You'd have to have Werebeast Lore as well.

 

I'd advise that you only take this if you have points left over after buying plenty of useful skills.

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

 

Which reminds me. Here is a list of specialist Knowledge Skills for the setting.

 

Werebeast Lore. The history of Werebeasts including the genesis and ultimate fates of all the Beastmasters but also the histories of various types of Were. Knowledge of the powers, weaknesses and preferred tactics of these creatures.

 

Underworld Lore. Knowledge of Ghosts and other spirits but also the geography and history of the Underworld itself. Includes knowledge about the Mor.

 

Vampire Lore. The extensive history of the various clans and the civilisations they created or enslaved. There are many Vampire ruins in this world and so this Lore could come in handy. Also offers the chance of knowing which bloodlines are active today.

 

Strell Lore. The creation of the Sky Cities and the magic that keeps them afloat. The legends, culture and abilities of this race.

 

Kerak Lore. A rare thing. The different Kerak clans and their beliefs. Kerak capabilities and magic, such as it is. Politics and military situation of the clans.

 

Walking Dead Lore. The nature of creatures such as Zombies and Revenants. But also familiarity with the Army of the Dead, the damage it did, how it was destroyed and which necromancers remain at large. A character who possesses this skill coupled with Underworld Lore might know the full story of Varakus Bane.

 

Divine Lore. Who's who in the world of deities. Also who's still answering their worshippers and who's sleeping in the Underworld. Includes information about new deities such as the Breathless Prophet and the Mistress of Change.

 

Demonic Lore. What they are, where they are, what they're doing and how to make them stop.

 

Eld Lore. The history of magic. Also knowledge of magical beings such as Unicorns and Eldren.

 

Golgira Lore. Same kind of information as Demonic Lore.

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

 

Well the problem with that is it's a brave new world out there, literally. Exploration will be a part of the game play. None of the old maps are worth anything anymore and word of mouth is unreliable. Not many people know much about different areas except for those that they themselves have traversed and even these places may have been altered by wild magic in the meantime.

 

Still, New Dawn has collected some rumours that amount to little more than strange names and fragmented legends.

 

Here are a few.

 

The Ash Cliffs. Not too far from New Dawn's holdings.

 

Ilnak the Fallen Fortress.

 

Sorrowyn Vale. A place of shadows and secrets.

 

The Salt-Lands. Lifeless and barren.

 

The Great Veldt.

 

Galt. The Forest of Whispers.

 

Marekland.

 

Lord Yumah's Demesne.

 

Best thing to do is to describe the kind of area you would like to be from and I'll tell you what your native area is.

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

 

Well I figure Zarathos would be from a village..mostly of his own kind somewhere near a forest so they could hunt game. Also can anyone take the various lore's and languages outside there own race...ie can I take vampire lore, walking dead lore, demon lore and like vampire language if I want?

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

 

I can rework Kip to handle Healing, sure. But....hmmm...that's gonna add a multipower. I think, though, I can dump the Neural stuff and replace it with "Empathy" and retain some EGO attacks - probably dump the entangle. Let me play with it and I'll send you a proposal later tonight.

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

 

Well I figure Zarathos would be from a village..mostly of his own kind somewhere near a forest so they could hunt game. Also can anyone take the various lore's and languages outside there own race...ie can I take vampire lore' date=' walking dead lore, demon lore and like vampire language if I want?[/quote']

 

Ok. You come from the village of Moorhaven which stands on the border of the Molten Plains and the Duskwood. I'll give you the details when I have the time. (It's just past 3 AM here).

 

And yes by all means you can have knowledges of other races and groups.

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

 

I can rework Kip to handle Healing' date=' sure. But....hmmm...that's gonna add a multipower. I think, though, I can dump the Neural stuff and replace it with "Empathy" and retain some EGO attacks - probably dump the entangle. Let me play with it and I'll send you a proposal later tonight.[/quote']

 

Ok, you can always switch back to the previous build if we end up with another healer. (Not that two healers is the worse idea in the world). I wouldn't say that healing is beyond the scope of the neural multipower however. I would see it as a power that supercharges the body's healing response and forces it to regenerate at insane speed. Painful but effective.

 

Just had a thought for a minor psychic power. Perhaps something you could learn later in the campaign. 'Pain Stealing', you effectively take someone else's pain into yourself and use your powerful mind to sublimate it. Game effect is Healing - Stun only with the automatic side effect 'takes 1d3 stun for every 5 stun healed in this way'. Perhaps 1d3 for every 10 stun healed would be more practical.

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

 

To be honest, I had thought of something similar to your Pain Stealing, but yeah, that's for later. I think my current healing construct will work - it sort of does the supercharge thing, so I'm requiring it to take extra time (no "in combat" healing here), concentration, and gestures (laying on of hands). Right now I'm trying to figure a way to shoehorn in some of those lovely KS areas you have posted...he's just gonna have to take Scholar, I think :)

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

 

A couple pf Healing questions:

 

- Do you plan to use the "heal per wound" rules, or the "heal up to x points per day" method?

 

- How would you define a method of healing disease/poison? A Drain or Suppress on the affliction? Or would a Transform be better? (I'm inclined to think it's a transform, but I thought I should ask!)

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

 

OK, here's the revision assuming that you are going to treat the healing of disease, poison, and insanity as a Transform. And I took Healing as Standard Effect, but depending on how you want to handle repeated castings, I might change that - your call of course! Also note that I ditched the Combat Luck to make room for more KS. I will have to rely on my FF and Missile Deflection, and my friends :D to keep me safe.

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

 

There's more than one way to kill a microbe. Your transform will halt the spread of a disease, stopping any symptoms like paralysis or whatever. Any Drain's will still be in effect but their return time will be reduced.

 

A specialised Aid or extended healing will sort out Drains of course but will not kill the disease or poison itself, (diseases are horrible things after all).

 

For healing. I hadn't actually thought about it yet. In my current campaign magical healing tends to come with nasty side effects but that wouldn't be suitable for this setting. Perhaps one use of one healing spell on one person per day? Although that build would privilege Werebeast regeneration but punish Grymmer for his self only healing spell. I'll think about it and get back to you.

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