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A New Dawn. 'Post-Apocalyptic' Fantasy


Shadowsoul

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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.

 

I worry that the Transforms are almost too effective here - given a bit of time, I can cure pretty much anything. Maybe I should put in a higher level of Extra Time, or maybe an Activation Roll?

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

 

I worry that the Transforms are almost too effective here - given a bit of time' date=' I can cure pretty much anything. Maybe I should put in a higher level of Extra Time, or maybe an Activation Roll?[/quote']

 

I wouldn't worry too much, your transform will only end a disease or purge a poison, it won't repair the damage that theses effects have caused.

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

 

I wouldn't worry too much' date=' your transform will only end a disease or purge a poison, it won't repair the damage that theses effects have caused.[/quote']

 

Good point. I'll add in the Everyman skills and such and upload the (maybe, hopefully) final character sheet later today.

 

Oh - for my AK, what is the name of the valley or area we are currently in? I assume AK of my former city is kind of pointless, since it got wiped out and crashed to the earth!

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

 

Good point. I'll add in the Everyman skills and such and upload the (maybe, hopefully) final character sheet later today.

 

Oh - for my AK, what is the name of the valley or area we are currently in? I assume AK of my former city is kind of pointless, since it got wiped out and crashed to the earth!

 

The Lithid Vale. This AK includes a basic understanding of the surrounding area, an area of steppe with a few incongruous patches of meadow and field. This area has been somewhat optimistically renamed The Dawnlands by your leaders. Many locals still call it Batania after the old Khymrian Province that once existed here.

 

I'll send you details later.

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

 

Ok Shadowsoul here is completed Zarathos Human & War Form

 

Zarathos DeGuerre

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 [1]

15 DEX 15 12- OCV: 5/DCV: 5

10 CON 0 11-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-/14-

15 EGO 10 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

2 PD 0 Total: 2 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

3 SPD 5 Phases: 4, 8, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 38

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

The Wolf Within Me

55 1) War Form: Multiform (275 Character Points in the most expensive form)

5 2) Nightvision

4 3) +1 PER with Smell/Taste Group and Hearing Group

1 4) Pure Breed: LS (Longevity: 200 Years)

 

Talents

8 Combat Archery

4 Rapid Archery

12 Knows How To Maneuver: Combat Luck (6 PD/6 ED)

 

Skills

3 +3 with Bows

3 Conversation 11-

3 Gambling 13-

3 Jack of All Trades

1 1) PS: Blacksmith (2 Active Points) 11-

6 2) PS: Bowyer/Fletcher (7 Active Points) 16-

0 3) PS: Carpenter (Everyman) 11-

0 4) PS: Cooking (Everyman) 13-

1 5) PS: Poacher (2 Active Points) 11-

3 Language: Pidgin (completely fluent)

3 Language: The Whisper (completely fluent)

7 Teamwork 14-

13 Trading 16-

3 Language: Vordir (completely fluent)

New Dawn Everyman Skills

0 1) AK: Moorhaven (Native Area) 11-

0 2) Acting 8-

0 3) Climbing 8-

0 4) Concealment 8-

0 5) Language: Kymrian (idiomatic) (4 Active Points)

0 6) Paramedics 8-

0 7) Persuasion 8-

0 8) Stealth 8-

0 9) Survival 8-

3 Oratory 11-

3 Scholar

7 1) Knowledge of the Ancestors: KS: Werebeast Lore (8 Active Points) 18-

4 2) Knowledge of the Blood: KS: Vampire Lore (5 Active Points) 15-

4 3) Knowledge of the Damned: KS: Demonic Lore (5 Active Points) 15-

4 4) Knowledge of the Divine: KS: Divine Lore (5 Active Points) 15-

4 5) Knowledge of the Restless: KS: Walking Dead Lore (5 Active Points) 15-

4 6) Knowledge of the Spirit: KS: Underworld Lore (5 Active Points) 15-

0 7) KS: Heraldry (Everyman) 8-

0 8) KS: Herbalism And Healing-Lore (Everyman) 11-

7 9) KS: Hunting (8 Active Points) 18-

8 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Urban) 13-

15 Tracking 19-

2 WF: Blades, Bows

9 Weaponsmith (Arrows, Bolts, And Darts, Bows) 16-

 

Total Powers & Skill Cost: 212

Total Cost: 250

 

150+ Disadvantages

15 Accidental Change: A Packmate Goes Down 14- (Uncommon)

Notes: Zarathos will view his teammates/allies as pack members...if he is not already in War From when one is severly injured he will transform and try to defend his fallen packmate.

20 Normal Characteristic Maxima

15 Accidental Change: Child In Danger 14- (Uncommon)

15 Psychological Limitation: Protective of Those Who Cannot Defend Themselves (Common, Strong)

5 Distinctive Features: Albino (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Distinctive Features: Distinctive Smell (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Normal Animals)

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

 

Total Disadvantage Points: 100

 

Background/History: Magic destroyed much of the world, as the very gods themselves seemed to collide. The ruins of the world that was, I wander them constantly trying to control the rage of what I am for I am adecendant of the Beastmasters of old...I am a werewolf. I was born different from my own kind..pale skin, white hair, blood red eyes and a little on the skinny side and my parents thought that maybe I would not be able to transform. I remeber assuming my war form for the first time...I was 13. I had wandered into some ruins when I noticed several mutated creatures...I am not even sure what they were, chasing a small girl. I was flushed with terror for the girl and then anger that I was to weak to do anything....then I felt my heart begin to race and suddenly my senses begin to flood with information. I could smell the sweat of the girl as she ran and the stink of the filthy mutants chasing her. I could here her labored breathing and the cackling laughter of the mutates. My muscles suddenly flared and bulged..at first it was painful but then my adrenalin kicked in and the transformation was almost intoxicating. My howl pierced the night as I bounded through the ruins. My powerful legs made it simple to catch them and quickly put myself between the girl and them, my long teeth diping with saliva as I growled at them. They stopped and at first seemed wary, but then they made what would be a fatal mistake for them..they charged. I lept towards them, the claws on my one hand tearing into one and my fangs into another. Their black blood sprayed everywhere and the scent of it made my blood boil even hotter. I tossed aside the corpses and turned towards the girl, the rage that was in me wanted me to go a kill her to, I howled and then began to slowly stalk towards her....but then my senses kicked in again.I heard her whimpers of terror, I smelt her fear...something in my head clicked. I stopped and slumped gently to the ground, not wanting to spill this little ones blood. I felt the rage in me subside and the child apparently seemed to sense it to for she walked over to me and gently touched my arm and thanked me. I stood an gently picked the child up and looked at her. My canine mouth struggled to speak but finally I told her, "I will take you home." She climbed onto my back and she directed me to her home. When we arrived it was obvious the village had heard my howls and had feared for their safety, but they were even more suprised to see the little girl on my back. I set her down on the ground and her parents rushed over..."Mommy...Daddy" she said.."The white wolf saved me." I slumped to the ground exhausted and could feel myself turning 'human' again. The father came over and offered me a cloak to cover my now shivering body. That night I dined with her parents and earned the gratitude of the village. Since that night I have traveled the world trying to help those I could. I am Zarathos DeGuerre the White Wolf.

 

Powers/Tactics: Zarathos in addition to his war form...has learned he can about the various creatures in the world and learned many basic skills to support himself as he wandres the lands. If he needs to fight without assuming his war form he has learned some basic weapon skill. focusing mainly on archery as he is not physically strong in his human form.

 

Appearance: Zarathos stands a mere 5'11 and dresses in loose fiting close...that will rip easily when he transforms. His hair is long pure white and his eyes are blood red.

 

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)

25 Enraged: Packmate goes down (Common), go 14-, recover 11-

Notes: Zarathos views his teammates/allies as his packmates if one goes down he will attack the creature that injured him and defend his fallen comerade.

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

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

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

20 Vulnerability: 2 x STUN Silver (Common)

 

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

 

Seems fine.

 

Reminds me however that I should say a quick word on Disadvantages.

 

Subject to orders from New Dawn is a 15 point Disadvantage that you should all take.

 

Watched by New Dawn can not be higher than a 15 point Disadvantage as New Dawn doesn't have that much time to keep an eye on you.

 

Normal Characteristic Maxima is a 20 point disadvantage in this campaign. Non-Accursed must take it. Vampires, Revenants, Dooms, Demonkin and Werebeast alternate forms can not take it. Mutants may choose to take it or not as they wish.

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

 

Hopefully the last iteration of Kiporia. Gear and such isn't included' date=' I figure you'll tell us what we have that we need to know about :)[/quote']

 

I can't see any problems here.

 

As for equipment like I said before send me a wish list and I'll tell you what you can have. Alternatively I could just come up with an equipment list for you if you prefer.

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

 

Ummmm....a phased plasma rifle in the 40 watt range?

 

Eh, beyond basic gear...I don't see him wearing armor, he doesn't need any external materia magika....a goodly supply of l'hassa so he can suck it back every day - maybe the stuff to make it (I assume that he knows how by this point in his life). Maybe some books that he's accumulated for his library. Beyond that, nope, not much he really needs. I don't see him as being very materialistic - at least, not anymore.

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

 

Ummmm....a phased plasma rifle in the 40 watt range?

 

Eh, beyond basic gear...I don't see him wearing armor, he doesn't need any external materia magika....a goodly supply of l'hassa so he can suck it back every day - maybe the stuff to make it (I assume that he knows how by this point in his life). Maybe some books that he's accumulated for his library. Beyond that, nope, not much he really needs. I don't see him as being very materialistic - at least, not anymore.

 

Basic starting gear for your character.

 

Atlatl and 20 darts/throwing spears.

Curved short sword.

Eating dagger.

5 bottles of l'hassa and appropriate ingredients.

6 books.

7 scrolls.

New Dawn Medallion.

Travelling clothes.

Change of clothes.

Pen, ink and parchment.

Some kind of keepsake from Ashali.

2 week's rations.

 

Sound about right?

 

Oh and I have a task for you, bold adventurer. See if you can find out or work out the Hero stats for an Atlatl.

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

 

Works for me. Does New Dawn mint their own coins' date=' or is everything using whatever is leftover, or is it all a barter economy at this point?[/quote']

 

Barter is the usual form of trade, New Dawn tends to work like an army i.e. you get given what they think you need and what can be spared.

 

Did you see my comment about the Atlatl?

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

 

I'm...working on the Atlatl. AS in, "probably making it up". Hey, it was in HD, and I figured the hand/wing configuration of the Strell would make bows impractical.

 

Give me a few to uhhh...locate the correct reference material. Yeah, that.

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

 

Well, my research indicates that the atlatl pretty well died out when the bow (of any kind) became available. Probably this was due to the better range and accuracy of the latter.

 

FH pp164-166 gives stats for weapons. So, looking at the nearest equivalents we have"

 

Bow, Light: 1d6K, STR Min 8, Range 95"

Spear, Short: 1d6+1K, STR Min 8, range as per throwing rules for STR

There's a Bow, Very Light, but I'd argue that may just be a fantasy construction for really tiny races, so...

 

The Range is likely based on STR, but the atlatl provides a multiplier for the range. Kip has STR 10, which is 35 points more than needed to pick up a javelin, ro dart, or call it what you will (FREd pp34-35). So his standing throw with it would normally be 14", or 28" with a running throw. I'd say that a good stat for the weapon in Kip's hands would be:

 

1d6+1K, Range 28". Probably should take a 1/2 action to load IF he has a dart ready, a full action if not, and a 1/2 action to throw it. Sound OK?

 

Anyhow, Gods help him if he's down to using the atlatl as his primary means of combat. He probably only knows how to use it because it's traditional more than anything else.

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

 

Revenant questions

 

Is being a revenant a 5 or 10 point distinctive feature? I'm thinking it's concealable with effort (must cover face and try to act normal) and Noticed and Recognized, but not necessarily run in terror and scream if you saw him. But you'd definitely remember the glowing eyes and the weird, almost haunting tone of his voice.

 

The other one is is there any physical limitation to being a revenant in terms of undead? I mean, at the very least, he should have to leave holy ground if a priest asks him to.

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

 

Concealable - noticed and recognisable.

 

Revenant's don't look that unusual, they just have an unnatural pallor and a slightly mechanical gait.

 

Although they are referred to as Accursed like the Vampires and Werebeasts Revenants were never cursed by the Gods and they are not animated by evil magic therefore they do not technically count as 'unholy' creatures. A priest who knows the correct rituals can drive them out but that is built as a specific priestly ability rather than a weakness of Revenants themselves.

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

 

Hmm...+5 STR for throwing distance only. Yikes, that's pretty lame - not that it bothers me, but I think that shortchanges it pretty badly. Using an atlatl only adds 2" of range?

 

But good catch, I hadn't seen that sidebar. Repped.

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