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A New Dawn. 'Post-Apocalyptic' Fantasy


Shadowsoul

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

 

True it seems a little underpowered. The description I found said that an atlatl could send a well made dart further than 100 metres.

 

If we allow your original estimate that should be closer to the historical weapon.

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

 

Sure you can't think of anything yourself?

 

Well here's what you will definitely have.

 

Tools of the trade for carpenter, bowyer, blacksmith and cook.

Eg.

Smith's hammer and metal casts and a small portable forge if you want.

Saw and other carpentering paraphernalia.

Knife for trimming and carving wood.

6 spare strings, 20 spare arrow heads and some beeswax.

Cook pot, various spices and salt.

 

And then.

 

Longbow.

20 arrows.

10 specialised arrows. (Pick something from a weapon list somewhere, if you don't have access to the right books I'll pick something out for you).

Trollbone dirk. (Treat as a steel dirk).

Wolf hide cloak. 2 points of resistant PD and ED on locations 9-14. Includes a hood that covers location 5. For a Werewolf the best kind of armour is that which can be easily thrown off before a transformation.

New Dawn Medallion. Active. (This artefact is actually being used to keep a keep a vague watch over you, don't remove it, ever, they'll send the Templars after you).

A loose and much patched outfit consisting of tunic and hose.

2 weeks rations.

 

You can also have a pack mule or a gerthon to carry all your crafting gear.

 

Anything else you want?

 

BTW. Went over your character again and noticed something. Not a problem it's just that you have a lot of skills which have been increased with 2 point skill levels, you can invest in some 3 point or five point skill levels instead if you'd like. But the character is perfectly functional as he is so if you're not bothered about freeing up some more points to play with then don't worry about it. We have, after all, spent quite a long time on Zarathos as it is.

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

 

Sure you can't think of anything yourself?

 

Well here's what you will definitely have.

 

Tools of the trade for carpenter, bowyer, blacksmith and cook.

Eg.

Smith's hammer and metal casts and a small portable forge if you want.

Saw and other carpentering paraphernalia.

Knife for trimming and carving wood.

6 spare strings, 20 spare arrow heads and some beeswax.

Cook pot, various spices and salt.

 

And then.

 

Longbow.

20 arrows.

10 specialised arrows. (Pick something from a weapon list somewhere, if you don't have access to the right books I'll pick something out for you).

Trollbone dirk. (Treat as a steel dirk).

Wolf hide cloak. 2 points of resistant PD and ED on locations 9-14. Includes a hood that covers location 5. For a Werewolf the best kind of armour is that which can be easily thrown off before a transformation.

New Dawn Medallion. Active. (This artefact is actually being used to keep a keep a vague watch over you, don't remove it, ever, they'll send the Templars after you).

A loose and much patched outfit consisting of tunic and hose.

2 weeks rations.

 

You can also have a pack mule or a gerthon to carry all your crafting gear.

 

Anything else you want?

 

BTW. Went over your character again and noticed something. Not a problem it's just that you have a lot of skills which have been increased with 2 point skill levels, you can invest in some 3 point or five point skill levels instead if you'd like. But the character is perfectly functional as he is so if you're not bothered about freeing up some more points to play with then don't worry about it. We have, after all, spent quite a long time on Zarathos as it is.

 

Actually Shadow this is my first ever hero character in any other genre besides Champions. As far as books I only own 5E revised. I'm not even sure if theres any list ofequipment in there. Also I dont even know how to open up an equipment list in Herodesigner :idjit: But I will take everything on the list....also whats a gerthon? And I amy or may not adjust some skill points and if I do can I take the 8 point skill levels (the one to all non combat skills) if I want.

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

 

Equipment lists should appear automatically when using the Heroic template. If you are using Superheroic then go to 'current character' and scroll down to 'change current template' then pick 'Heroic'. You should get the equipment tab automatically.

 

As for gerthon, take a little trip to page 4 of this thread and you should find everything you need on them.

 

A light longbow is 1d6+1 RKA with Concentration - Half DCV and at your Strength level it will be a full phase action to draw and shoot. Def 3 and Body 3. Range 140". Stringing a bow takes a full phase as well. Str min = 10.

 

A dirk is 1d6-1 HKA. Can be thrown, (mass 0.8). Body 3 and Def 5. Str min 6.

 

Arrow types.

 

I've knocked together a rough list from gaming common sense, campaigns I've been in and UMA. Note that damage refers to actual points of damage, not DCs.

 

The Dragon's Tongue is finely crafted with a slightly rounded head that slips through armour easily. +1 Damage.

 

The standard Bodkin is long, pointy and aerodynamic. Adds +20 to range at the price of -1 Damage.

 

The hardened Bodkin is long, pointy, aerodynamic and punches through armour. Adds +20 range and armour piercing at the price of -1 Damage, it is harder to replace than the standard form.

 

The Gutter has four blades in a cross shape. Adds +2 to damage at the expense of reduced penetration.

 

You can only have ten special arrows altogether as I mentioned earlier but you can have any combination of different types within that limit.

 

It requires a Weaponsmith roll to make quality arrow heads like this. You will also need the right materials e.g. steel for hardened Bodkins.

 

Is that all you need to know?

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

 

Equipment lists should appear automatically when using the Heroic template. If you are using Superheroic then go to 'current character' and scroll down to 'change current template' then pick 'Heroic'. You should get the equipment tab automatically.

 

As for gerthon, take a little trip to page 4 of this thread and you should find everything you need on them.

 

A light longbow is 1d6+1 RKA with Concentration - Half DCV and at your Strength level it will be a full phase action to draw and shoot. Def 3 and Body 3. Range 140". Stringing a bow takes a full phase as well. Str min = 10.

 

A dirk is 1d6-1 HKA. Can be thrown, (mass 0.8). Body 3 and Def 5. Str min 6.

 

Arrow types.

 

I've knocked together a rough list from common sense, campaigns I've been in and UMA. Note that damage refers to actual points of damage, not DCs.

 

The Dragon's Tongue is finely crafted with a slightly rounded head that slips through armour easily. +1 Damage.

 

The standard Bodkin is long, pointy and aerodynamic. Adds +20 to range at the price of -1 Damage.

 

The hardened Bodkin is long, pointy, aerodynamic and punches through armour. Adds +20 range and armour piercing at the price of -1 Damage, it is harder to replace than the standard form.

 

The Gutter has four blades in a cross shape. Adds +2 to damage at the expense of reduced penetration.

 

You can only have ten special arrows altogether as I mentioned earlier but you can have any combination of different types within that limit.

 

It requires a Weaponsmith roll to make quality arrow heads like this. You will also need the right materials e.g. steel for hardened Bodkins.

 

Is that all you need to know?

 

I will decide on the speciallty arrows soon the only other thing I need to know is about taking the skill levels...is it ok that I take 8 point skill levels (+1 to all non combat skills per level)?

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

 

Ok moved the points around buying some skill levels and raising some stats (Hes been wandering for a while I figured he's built up his human form some.)

 

Here is the FINAL human form of Zarathos.

 

 

 

Zarathos DeGuerre

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

17 DEX 21 12- OCV: 6/DCV: 6

15 CON 10 12-

15 BODY 10 12-

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-

 

3 PD 0 Total: 3 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

3 SPD 3 Phases: 4, 8, 12

6 REC 0

32 END 1

31 STUN 0 Total Characteristic Cost: 68

 

Movement: Running: 6"/12"

Leaping: 3"/6"

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

24 +3 with all non-combat Skills

3 Conversation 11-

3 Gambling 13-

3 Jack of All Trades

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

1 2) PS: Bowyer/Fletcher (2 Active Points) 11-

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)

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

5 1) Knowledge of the Ancestors: KS: Werebeast Lore (6 Active Points) 16-

2 2) Knowledge of the Blood: KS: Vampire Lore (3 Active Points) 13-

2 3) Knowledge of the Damned: KS: Demonic Lore (3 Active Points) 13-

2 4) Knowledge of the Divine: KS: Divine Lore (3 Active Points) 13-

2 5) Knowledge of the Restless: KS: Walking Dead Lore (3 Active Points) 13-

2 6) Knowledge of the Spirit: KS: Underworld Lore (3 Active Points) 13-

0 7) KS: Heraldry (Everyman) 8-

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

2 9) KS: Hunting (3 Active Points) 13-

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

3 Teamwork 12-

3 Tracking 13-

3 Trading 11-

2 WF: Blades, Bows

3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13-

 

Total Powers & Skill Cost: 182

Total Cost: 250

 

150+ Disadvantages

20 Normal Characteristic Maxima No Age Restriction

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.

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)

20 Experience Points

 

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.

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

 

Seems fine.

 

However, do 8 point skill levels increase KSs aswell? Because if so then you have a 19- in Werebeast Lore and will be the foremost expert on Werelings in New Dawn and possibly on this continent. That isn't a problem, I just need to know so that your character can be treated accordingly by the High Command.

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

 

Seems fine.

 

However, do 8 point skill levels increase KSs aswell? Because if so then you have a 19- in Werebeast Lore and will be the foremost expert on Werelings in New Dawn and possibly on this continent. That isn't a problem, I just need to know so that your character can be treated accordingly by the High Command.

 

 

AS far as I know yes they apply to all non combat skills and so apply to Knowledge Skills as well. My idea was that Zarathos has learned as much about the various creatures of the world. Especially as much of his ancestry as possible and that's why it is so much higher than his other KSs.

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

 

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' date=' I can't accept a character that starts with more xp than everyone else.[/quote']

 

What are the point totals again? I thought it was 150+100 disads?

 

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.

 

Picked up Armorsmith and dropped the warhorse. He's a footman now. :)

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

 

What are the point totals again? I thought it was 150+100 disads?

 

Picked up Armorsmith and dropped the warhorse. He's a footman now. :)

 

Yes those are the points totals. But your character is appearing at 254 points in my copy of Hero Designer.

 

102 on characteristics.

79 on skills.

3 on perks.

6 on talents.

32 on martial arts.

32 on powers.

 

Have you plugged in the campaign's everyman skill list btw? You wouldn't want to miss out on the extra free PS after all.

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

 

Aha. I think I've found the problem. For some reason the Everyman skills you've put in have been given a 1 point cost by my version of Hero Designer. In which case you are not over the limit although we still have a two point difference to account for, I'll look into it.

 

I don't build Everyman Skills the way you do, I just buy the normal skill and then take the Familiarity Only option and then Everyman option. So I didn't notice this problem at first. My mistake though.

 

I'll rewrite it on my copy so it looks right. In actual fact with the Everyman skills set for this setting you'll have a few spare points left over because you'll get PS soldier at 13- for free. You can keep these unused points as 'unspent experience' if you wish.

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

 

Incidentally Bunneh your Area Knowledge will be the Khymrian Highlands unless you have any objection. Knowledge of Old Kmer will be of little use and the Highlands are the best place in Kmer to hide a small monastery, there is relatively little wild magic in this area and none of the hordes of the fall made any particular effort to conquer this inhospitable land.

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

 

Well. 'Monster Lore' will give you a working knowledge of creatures such as Trolls. This includes the more common strains of mutant nasties such as Demiurges and Sauraks. It won't reveal information about a lot of the more specific creatures in this world however. Vampires, Werebeasts or Undead for example. You could invest in a few more knowledge skills if you want. Corven Ren has this pretty well covered mind you.

 

A level with your preferred weapon type wouldn't go amiss.

 

Crafting skills are always good. Weaponsmith would be particularly useful.

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

 

BTW Corven Ren. Since you now have 15 Strength would you like a heavy longbow instead of your light one? It does 2d6 RKA.

 

If you keep your light bow however you will now be strong enough to draw and fire it as a half phase action.

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

 

BTW Corven Ren. Since you now have 15 Strength would you like a heavy longbow instead of your light one? It does 2d6 RKA.

 

If you keep your light bow however you will now be strong enough to draw and fire it as a half phase action.

 

 

I'll keep the light one for now thanks.

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

 

moved four of the DCVs to a tk shield bought a tk slam and climbing and breakfall. I kept the powers separate because I didn't know if I could put them in a multipower or not.

CES

Real Name: Deson Peere

Hair/Eye Color: brown, brown

Place of Birth: Kmer

Date of Birth: 25 years ago

Height/Mass: 5'8", 125 pounds

 

Cost Characteristic Value

5 STR 15

30 DEX 20

10 CON 15

10 BODY 15

15 INT 25

10 EGO 15

2 PRE 12

1 COM 12

PD 3

ED 3

10 SPD 4

REC 6

END 30

STUN 29

 

OCV: 6 DCV: 6 OECV: 5 DECV: 5

Phases: 3,6,9,12

 

Cost Powers and Talents (END)

Telekinesis: 20 str, Physical manifestation (robotic floating hands, -1/2) 20 pts

Telekinetic Shield: + 4 DCVs 20 points, physical manifestation (shield like hands, -1/2) 13 pts

Telekinetic Palm: 3d6 Energy blast physical manifestation (striking telekinetic hand -1/2) 10 pts

 

Detect Machinery, 5 pts

 

Bag of tricks 60 + 30 pts VPP (90 pts) VPP Powers Can Be Changed Only In Given Circumstance (Requires a Technomancy Roll, may require extra time; -1/2), Limited Class Of Powers Available Limited (Only Mystical Technology. Only from the associated list.; -1/2), Conditional Power Requires 6 hours work and an Inventor Roll to create a new power (-1/4); all slots OAF (-1) 22 pts

 

Cost Skills

3 Analyze Machinery 14-

2 Animal Handler 11-

3 Technomancy 14-

3 Paramedic 14-

2 Survival 14-

2 Navigation 14-

3 Systems operations 14-

3 Mechanics 14-

3 AK: The world 14-

3 PS: The Sciences 14-

3 PS: Magic 14-

3 Inventor 14-

3 KS: The Magic World 14-

3 KS: The Monster World 14-

2 Weaponsmith 14-

6 WF: Common Melee weapons, small arms, missile weapons

10 TF: animals, wheeled vehicles, balloons/zeppelins, rafts, small and large rowed boats, small wind powered boats, hang gliding.

3 Combat driving 12-

3 Combat piloting 12-

0 Language: Kmer (native) 14-

3 Language: Pidgen 14-

3 Climbing 13-

3 Breakfall 13-

 

15 + 3 DCV

 

100 Points Disadvantages

20 pts Subject to orders from New Dawn

15 pts Rivalry with other Technomages

15 pts Psych Lim: Likes to fiddle with unknown technology

10 pts Watched by New Dawn 8-

20 pts Hunted by New Dawn's enemies 8-

10 pts DF: Mystic Aura

10 pts Hunted by Scavengers 8-

 

CHA Cost = 93

Total Powers Cost = 70

Total Skills Cost = 87

Total Cost = _____250_____________

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

 

Physical Manifestation isn't quite the term I used but the effect is the same so semantics are pretty much irrelevant.

 

Just remember that your mutant powers are magical in nature and so someone who can stop magic will be able to stop them.

 

You were right to leave your mutant powers out of a multipower. These are intended to be stand alone abilities. Only a character who was completely based around being a mutant would get the option of a multipower and then only if they had a suitable theme.

 

Post that list of abilities whenever you are ready.

 

A couple of pointers, if steamtech/magitech can't do it then Technomancy probably can't either. Healing is out as are most of the psychic abilities unless they have a physical basis e.g. a sonic ego attack or hallucinogenic gas.

 

Also, Technomancy animates machinery and can even reconfigure it, (which is why it is possible for you to change powers in combat), but it can not increase or decrease the amount of machinery itself. Therefore a device that is usually used as a gun of some kind can not turn into a vehicle that's bigger than say a hover-board. If you want a technomantic vehicle it's best to buy it separately. The only way I can see your multipower being able to summon a vehicle is if it pulls together a load of metal or whatever from the surrounding area and creates something out of that, such a construct would be flimsy and unreliable however.

 

I wouldn't worry about it too much at this point. The party will be provided with a wagon to carry gear, loot and the all important field rations.

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