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A New Dawn. 'Post-Apocalyptic' Fantasy


Shadowsoul

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

 

I guess the tardis is out for vehicles. :)

 

Too bad healing is out, I wouldn't have minded being the medic.

 

We have three close in fighters and a flying psychic, right? I guess I can stand back and be the buffer/sniper blaster/support if that role isn't filled.

 

Now that the character is approved, I will work on a list of powers and builds to run by you. Also a background that fits everything.

CES

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

 

I hope the flying psychic has the healing at least semi-covered. He can do wounds, poison, disease, and even insanity, but none of it quickly - we're talking 20 minutes or so for the wounds and maybe an hour for the other stuff. He also has some combat ability, but it's nothing to write home about - the damage is light, but since in BOECV, that means a lot of things won't have defenses. Anything that does, well...I've got an atlatl!

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

 

I hope the flying psychic has the healing at least semi-covered. He can do wounds' date=' poison, disease, and even insanity, but none of it quickly - we're talking 20 minutes or so for the wounds and maybe an hour for the other stuff. He also has some combat ability, but it's nothing to write home about - the damage is light, but since in BOECV, that means a lot of things won't have defenses. Anything that does, well...I've got an atlatl![/quote']

 

To be honest, I had been thinking about a TK booster for myself but psychic powers are out. Maybe I could get you a stealth suit of some kind. That would make your flying psychic blasts a little more surprising. Definitely I could give the atlatl a booster with my skills.

 

Maybe add some kind of rocket on the end of the javelins. That should be worth armor piercing or something.

CES

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

 

I suppose you could some kind of weird device to 'supercharge' the target's mind, (Aid Ego and Int), thus powering up certain psychic abilities by default, but the side effects would be amusing.

 

...

 

Amusing for me anyway. :sneaky:

 

Let me know if you want to design something like this and I'll give you a more specific outline.

 

BTW. If you really want healing you then you could take it as a mutant power. It could be a specialised form of telekinesis which is only used to knit flesh, glue bones back together, force lost blood back into someone's system etc.

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

 

While a stealth suit would rock, you'd probably be better off boosting the fighter types. I plan to hand back and gather intel and coordinate actions whenever possible. And interrogate prisoners - all very gently and painlessly :D

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

 

I suppose you could some kind of weird device to 'supercharge' the target's mind, (Aid Ego and Int), thus powering up certain psychic abilities by default, but the side effects would be amusing.

 

...

 

Amusing for me anyway. :sneaky:

 

Let me know if you want to design something like this and I'll give you a more specific outline.

 

BTW. If you really want healing you then you could take it as a mutant power. It could be a specialised form of telekinesis which is only used to knit flesh, glue bones back together, force lost blood back into someone's system etc.

 

I was thinking about a booster for my own telekinesis that I could just hand over to others who also had telekinesis.

 

+ X to TK, wearer must already have TK OAF.

CES

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

 

While a stealth suit would rock' date=' you'd probably be better off boosting the fighter types. I plan to hand back and gather intel and coordinate actions whenever possible. And interrogate prisoners - all very gently and painlessly :D[/quote']

 

Sounds good to me.

CES

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

 

The TK Kip uses is way, WAY different form the TK you use. Yours is a physical manifestation, Kip's is purely mental. Not sure how your technomagery could boost his mind magic that way, but I'm open to ideas - as long as they don't involve implants!

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

 

It is true that there are some differences between your forms of telekinesis. The best way to power them both up would be to have an ability that simply pumps extra magical power into the target ability, a risky and exhausting business.

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

 

Might be something we can jointly work on...but I also want to work on spending future points on a martial art usable with my TK. The ability to do a Legsweep, Martial Throw, or Nerve Strike with the TK is intriguing.

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

 

It is true that there are some differences between your forms of telekinesis. The best way to power them both up would be to have an ability that simply pumps extra magical power into the target ability' date=' a risky and exhausting business.[/quote']

 

That's what I was thinking except for the risky and exhausting part. A 90 point tk slam would be a crushing blow to most anything.

CES

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

 

I have been thinking about twelve powers to use for the pool. I just wanted to run the ideas by the group to see if I can get a better fit.

 

1) Gravity gun: Pistol based on floating city technology that lifts a target up and drops him. (Flight on others, only one direction, cuts off at end of movement.)

 

2) A mobile forge for equipment repair: A device that allows broken armor and weapons to be fixed as good as new (Transform, only on inanimate objects, only to repair.)

 

3) Multi tool: Basically the same thing as the Doctor's sonic screwdriver. (dispel locks, cutting tool, welder)

 

4) Universal translator: Same as the talent from the book.

 

5) Gravity pack: Either something like a jet pack, or a plain disk to put on things to allow them to fly. (Flight)

 

6) Recorder/encyclopedia:

 

7) Dimensional Room: A pocket space that I can use for a workshop. (edm only to same place, only exit where entered.)

 

8) Scanner: Enhanced senses built into an eyepiece or hand unit.

 

9) A bow caster: Rka with variable effects/advantages

 

10) A knife for simple cutting.

 

11) Some kind of protective gear like armor or blink teleportation.

 

12) maybe an enhancer like we have been talking about.

CES

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

 

Maybe some kind of wound mender a la Superglue. Heals BODY only, 4D6 or similar?

 

A net gun for an entangle?

 

Strobe flasher for a Flash effect?

 

UV lamp for use on Vampires (if that works on vamps here...)?

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

 

I like the gravity gun. If you timed it just right you might be able to catapult an ally towards a flying opponent as well, although I'd recommend you warn them first. :eg:

 

The recorder/encyclopaedia is ok in so far as you can have something that records information. But since you built it yourself it can't possess any knowledge skills that you didn't have when you made it. Other characters that you meet can 'record' information in it for you however and so the recorder would be able to 'learn' knowledge skills as you went along. I'm sure one or two of New Dawn's sages will be able to drop some info into this recorder before you leave on your first mission for example.

 

I'm a little wary of allowing variable advantages on something in a VPP, I'd rather have you inventing or discovering new types of ammo as you went on. But I'll reserve judgement until I see a write-up. I suppose if you have limited amounts of each type of ammo like in Outlaw Star then it might be ok, (you will of course have to find special components to make more).

 

Similar thing with the multi-tool. It'll be fine so long as all its abilities taken together don't add up to more than 60 points. Although I can let tools of the trade like an actual screwdriver slide.

 

As for the knife, if it's going to be doing 60 CP worth of damage you might want to upgrade it to a sword or energy blade or something. But the actual composition is quite up to you.

 

Otherwise I think you have a nice mix of abilities to start off with. Perhaps an ability that disrupts the enemy, such as the Net Gun that Cargus suggested, would be helpful though.

 

Speaking of your suggestions Cargus.

 

Technomancers can not heal, it's too far beyond the steampunk technology that they're based on. That being said if Cysphrett has the points to spare he could incorporate a paramedics skill into his multitool, i.e. one of the tools binds wounds as you suggested. Although as a rule you are not supposed to have skills in a multipower, basically just check with me first and I'll decide whether or not it works with the game's background and balance.

 

In this setting shining a UV light at a Vampire would make them nauseous but not much more. Basically this means that once they'd ripped you to shreds they'd be more inclined to spit on your bloodied remains.

 

But that's why you two have abilities such as flight or levels with DCV, so the monsters can't catch you. :D

 

 

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

 

I like the gravity gun. If you timed it just right you might be able to catapult an ally towards a flying opponent as well, although I'd recommend you warn them first. :eg:

 

The recorder/encyclopaedia is ok in so far as you can have something that records information. But since you built it yourself it can't possess any knowledge skills that you didn't have when you made it. Other characters that you meet can 'record' information in it for you however and so the recorder would be able to 'learn' knowledge skills as you went along. I'm sure one or two of New Dawn's sages will be able to drop some info into this recorder before you leave on your first mission for example.

 

I'm a little wary of allowing variable advantages on something in a VPP, I'd rather have you inventing or discovering new types of ammo as you went on. But I'll reserve judgement until I see a write-up. I suppose if you have limited amounts of each type of ammo like in Outlaw Star then it might be ok, (you will of course have to find special components to make more).

 

Similar thing with the multi-tool. It'll be fine so long as all its abilities taken together don't add up to more than 60 points. Although I can let tools of the trade like an actual screwdriver slide.

 

As for the knife, if it's going to be doing 60 CP worth of damage you might want to upgrade it to a sword or energy blade or something. But the actual composition is quite up to you.

 

Otherwise I think you have a nice mix of abilities to start off with. Perhaps an ability that disrupts the enemy, such as the Net Gun that Cargus suggested, would be helpful though.

 

Speaking of your suggestions Cargus.

 

Technomancers can not heal, it's too far beyond the steampunk technology that they're based on. That being said if Cysphrett has the points to spare he could incorporate a paramedics skill into his multitool, i.e. one of the tools binds wounds as you suggested. Although as a rule you are not supposed to have skills in a multipower, basically just check with me first and I'll decide whether or not it works with the game's background and balance.

 

In this setting shining a UV light at a Vampire would make them nauseous but not much more. Basically this means that once they'd ripped you to shreds they'd be more inclined to spit on your bloodied remains.

 

But that's why you two have abilities such as flight or levels with DCV, so the monsters can't catch you. :D

 

 

 

I'll work on things. I admit I didn't think about entangling things instead of filling them full of holes. I'll get writeups for everything and then we can talk about what can be fixed to fit.

CES

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

 

Ok, although you should definitely have something that punches holes in things.

 

I've been contacted by someone who is thinking of playing a Demon-Tainted Priest so that character might be able to bulk out the party's artillery a bit. But I'm not sure what powers he wants to use and I haven't heard from him for a few days so I'm not sure if he's still interested.

 

For the moment we should assume that you are the party's blasting mage.

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

 

I just started reading everything about your campaign in the last week and it sounds really cool. ( I got through about 5 pages so far) Although I doubt I will be able to play I was inspired to make a background for a "diplomat" from a kingdom on the continent of Tuan. Kind off the cuff, but here goes:

 

The "captain" told me we should make landfall in a two more days, as long as there were no more storms or sea creatures. It is hard to tell if more storms are coming, as the sky has been gray since the second day of our journey. What happens when we reach land is anyone's guess. Most of the crew will scatter to the four winds and try to make a new life for themselves. Everyone on board is either a criminal or disgraced to our people. I am sure the captain will try to keep the ship, and I am inclined to let him. It will be of no use to me and I doubt I will need it in the future. Future? Ha, I have no future, just a journey without an end in sight. We have heard very little from Eretria since the Great Blight ravaged our lands, but recently there are rumors that some there are rebuilding. I am hoping the rumors are true and we are not the last vestiges of civilization. My father and the high council also hope the rumors are true, which is why I have been sent on this journey. That and because I am expendable. Normally, the son of a ruler would not be sent, but I am not normal. I once was, but all that changed in the last battle in the war with the great mountain demons. I knew long ago I would never be ruler of our small kingdom. My older brother Sato was destined for that. He always had the aura of a leader that I never did. And my younger brother, Pi-yang, was stronger and a much better fighter than I. Oh how I used to with I could fight as well as him, but now that I can I want no part of it. Whatever foul power touched my soul that day on Mount Hijin made me stronger and faster than any of our finest warriors. Now I am tainted and by all rights should be shunned, but my father was merciful. He allowed me to stay even though it weakened his power within the kingdom. If I stayed much longer, one of the other councilmen might have taken control and claimed leadership. My father was smart to send me on this "diplomatic mission". My people do need to know that others survived and are rebuilding. The people need hope. I wonder will they will accept that hope coming from me?

 

 

Shien She is from a very small "kingdom" on Tuan. The kingdom is no more than a handful of villages working together to fend off any demons. His father is very charismatic and through his sheer will has kept the small kingdom going and slowly growing for the last 20 years. Shien has some diplomatic skills but is really a warrior first (martial arts with some weapon elements). He has been tainted (I am thinking mutant and so most of his people shun him.) He does not deal well with other who have been altered from human to "other" and will recoil if any would try to touch him. His main purpose here is to make contact with the New Dawn and try to establish good relations with them. He is also trying to gather general information about the continent and what has befallen it in the time since the mage wars.

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

 

Well he sounds like an interesting character. And I'm glad that you liked the campaign even if you won't be able to play in it.

 

The party isn't quite full yet however and could do with a subtle/sneaky type so feel free to contact me if you change your mind and I'll tell you if we're still hiring, so to speak.

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

 

If he's shy about non (pure) humans' date=' out party will likely drive him into a coma LOL.[/quote']

 

Well, that would be part of the fun on playing him;). Really it is also the self loathing aspect and the slow realization that life can go on after something like this. And if you were never human he does not consider you "tainted". It is only those who started off human then changed somehow.

 

Thanks for the invite to play and I will probably write him up and post him. The problem is I am moving in a month and will be "in the process of moving" for about 3 weeks so I won't even be able to get on line again until late July/early August. And when I do get everything set up, I will be in Hawaii so the time difference will be pretty big.

 

Hopefully you will post how the campaign is going so I can at least read about it.

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

 

I'll probably still be posting the write ups for my last campaign by then. But I might eventually get around to copying the various posts for the campaign and sticking them on a thread. With the players' consent of course.

 

If we still have a space free at that point then it is ok for you to join late, although there are one or two other people who might want to take advantage of that. Basically the campaign is open to player submissions until we hit player max, (7). Late arrivals will be new recruits to New Dawn who have been assigned to this team after completing the necessary training. You would be behind everyone else in xp and loot but should still be able to have fun with the character.

 

I'll announce when/if we fill up that submissions are no longer being accepted.

 

 

BTW guys. You will be assigned some form of code by New Dawn e.g. Hunter Team 2. But you should come up with a catchier team name amongst yourselves. So suggest, vote etc. I see no need for me to arbitrate this process.

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

 

Hi again Cysphrett. I want to specify a couple of things about your VPP.

 

I intend to handle the Disadvantage "May Take Extra Time" like this. Arrange your 12 abilities in any order that seems reasonable to you, the further two powers are away from each other on the list the greater the chance of Extra Time. Basically it costs an extra phase per 6 slots separating the two powers. So changing from Power 1 to Power 7 will take a phase. New powers my be placed anywhere in the list and can even bump older abilities down the scale.

 

This basically represents the time it takes for your Technomantic Device to reconfigure itself to a very different mode e.g. from encyclopaedia to gravity gun.

 

Are you ok with that?

 

As for gaining abilities. You'll be able to invent new powers but will usually have to find the necessary components/fuel/plans. This is basically to stop you adding a new power every day. A Technomancer should be constantly hunting for new ideas, new things to experiment with and so on.

 

If you want to add an ability but fail the Inventing roll then you won't be able to try again until you find some new angle to pursue e.g. if you failed to invent a flamethrower you could have another go after having studied the remains of a firebreathing demon.

 

One quick and dirty way of gaining new abilities is to steal stuff from opposing Technomancers and take it apart to see what makes it tick.

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

 

Hi again Cysphrett. I want to specify a couple of things about your VPP.

 

I intend to handle the Disadvantage "May Take Extra Time" like this. Arrange your 12 abilities in any order that seems reasonable to you, the further two powers are away from each other on the list the greater the chance of Extra Time. Basically it costs an extra phase per 6 slots separating the two powers. So changing from Power 1 to Power 7 will take a phase. New powers my be placed anywhere in the list and can even bump older abilities down the scale.

 

This basically represents the time it takes for your Technomantic Device to reconfigure itself to a very different mode e.g. from encyclopaedia to gravity gun.

 

Are you ok with that?

 

As for gaining abilities. You'll be able to invent new powers but will usually have to find the necessary components/fuel/plans. This is basically to stop you adding a new power every day. A Technomancer should be constantly hunting for new ideas, new things to experiment with and so on.

 

If you want to add an ability but fail the Inventing roll then you won't be able to try again until you find some new angle to pursue e.g. if you failed to invent a flamethrower you could have another go after having studied the remains of a firebreathing demon.

 

One quick and dirty way of gaining new abilities is to steal stuff from opposing Technomancers and take it apart to see what makes it tick.

 

I'm good with this. I usually have combat stuff together and noncombat stuff together in groups. I still need to finish writeups for things.

CES

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

 

Powers written out finally:

 

Bowcaster: Ranged Killing Attack 2d6 30 pts, Variable advantage (+1), OAF (-1) 30 pts

 

Gravity Gun: Telekinesis 40 str, 60 pts, Only to lift target straight up (-1), affects whole target (-1/4), Does not work against flying targets (-1), OAF (-1) 14 pts

 

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

 

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

 

TK Enhancer: Aid to Telekinesis 3d6 30 pts, OAF (-1) 15 pts

 

Hold Out Knife: Hand Killing Attack 1d6 15 pts, armor piercing (+1/2), OAF (-1) 11 pts

 

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

 

Universal Translator: Universal translator 20 pts OAF (-1). 10 pts

 

Recorder/Encyclopedia: Eidetic memory 5 pts, KS: Everything 8- 3 pts OAF (-1) 4 pts

 

Scanner: Nightvision 5 pts, N ray vision 10 pts, Detect Structural Make up discriminatory, analyze, 20 pts (OAF -1) 18 pts

 

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

 

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

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