A Tale of Waifs and Strays - a Steampunk Apocolypse (Inactive)

Game Master JonGarrett

A world powered by the very Fog choking it to death...with robots!


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Gather round, my favoured children, and know the tale of our woe.

No one knows where the Fog came from. I have heard drunk old men and philosophers argue over it with equal passion. But wise one or drunk, it’s all the same – we know nothing. The Fog simply seeped from the ground in the low places. Slowly, oh so slowly at first, it rose up, and spilled over into other areas.

The Dwarfs soon saw it too, spreading through the ancient tunnels they had carved beneath our world, spilling in and through. They sealed the affected tunnels tight, stopped it from flowing in, and kept their domains safe…until it find a crack.

As the Dwarfs fought below the ground, the other races started battling above ground. Valleys were swallowed, plains engulfed, as the pearly white fog rolled silently over the land. Magic could slow it, push it back, but couldn’t force it away forever. It climbed over walls, seeped under barriers we thought would stop it. And where it went, death followed. The Fog wasn’t instantly lethal, but those who are trapped inside it, breathing it in, become…different. Darker. Most who stay too long don’t come out and those that do are a regret to their kin and friends.

As the Fog rolled across the land people fled before it. Where magic couldn’t defeat the Fog creeping across the land, it was enough to hold it away from the towns and cities able to employ suitably potent spellcasters. But the cities, crammed full of those fleeing from the countryside, soon faced starvation and worse as islands in the Fog…

Those who fled up fared better, as they were able to hunt and gather food, but the Fog kept seeping through slowly reducing the places to go and cutting one peak off from the next.

As attempts to stop and then contain the Fog met with failure upon failure, a new tactic by one devoted band came up with a new idea – using it. The Fog contained a great deal of raw power, and they hit upon the idea of using it. The great engines were created, powerful machines used to fuel the fight against the Fog by using it’s own power. Some forced it away from the walls of the cities, others lifted the cities into the skies themselves! As more and more great engines came into effect the Fog first slowed, then stopped spreading. Perhaps it was a coincidence, or perhaps the drawing of the Fog created a balance. Perhaps a kindly God finally stepped in to see that mortal kind was spared.

And now we live on, using the Fog to survive the Fog. Poetic justice? Maybe. Maybe we’re just too stubborn to admit an end. So we carry on, living where we can, looting the old world remains beneath the Fog and trying to find new places to expand…

~~~

Welcome to a Tale of Waifs and Strays. The game is set in a world engulfed by a brutal Fog, with struggles for food, water and the land to get it from becoming serious issues. Wars are starting to be fought over patches of land the size of stadiums. After all, a good war reduces the population nicely as well…
You, my merry band of miscreants, are currently in the care of the Shadowvale Orphanage – a private institution promising to give the very best in the world to suitable youngsters in need of a good upbringing and, of course, lacking parents. Despite all the tales of woe surrounding orphanages, you have found it a surprisingly pleasant experience, and have been trained from your entry to be a highly skilled and useful member of society under the excellent instruction of the tutors there. Very nearly an adult, you have been raised to be ready for anything.

Of course…you aren’t.

This will be a roleplay heavy campaign, starting at the Orphanage and the soon-to-be-interesting events therein, and afterwards going where the winds of whimsy and imagination take us. Don’t worry – I have some idea of where we might be going, but if guys go a different way…good.

I’m looking for six or seven players, to cope with the virtually inevitable losses to ranks due to people dropping out, and will occasionally re-recruit as required to keep things going.

The Crunch

Starting Level: One
Stat Generation: 25 Points buy or the Focus and Foibles System from Fire Mountain Games (choose one stat to be 18, another to be 8, and roll 1d10+7 for the other four in order) if you are feeling brave. Once chosen, you are stuck with that choice, but I may allow re-rolls that are especially catastrophic.
Available Books: All non-Mythic Paizo material and Super Genius Games material is allowed. Other third party and 3.5 resources are allowed with permission (and in the case of things like LPJ’s Machinesmith or Interjection Game’s Tinker actively encouraged), however I need to be able to actually read the rules before I judge it. I will also consider fan created races, but offer no guarantees I’ll allow it.
Starting Funds: 100gp
Traits: You may take two, and use a Drawback to obtain a third. Feel free to re-flavour traits for the new setting.

What does Jon want to see?

I am looking for interesting characters especially suited for the setting. I’m a fairly permissive GM but if I miss a piece of gouda slipping past me I will ask for a re-build to balance things out.

For ease we’ll use the Gods and creatures found on Golarion, but again feel free to re-skin things for the setting a little. Maybe your Shoanti people exist by raiding deep into the Fog, using masks that…mostly…keep out the fog. Maybe your old home was a huge tower rising from the Fog. Maybe you lived your whole life aboard a Varisian carvan of airships, not touching ground until your families ship was wrecked by pirates.

Creativity goes a long way with me. I’ve given you guys a lot of slack. Wow me with it.

GM Quirks and Final Notes

I like third party. Do not be surprised to run into Dragonriders and Vanguards, to have your saves screwed with my a Malefactor, or to have the Kobold Tribe led by a Koldemar.

With luck, I will be using Google Docs to create basic battle maps.

If you’re in doubt, ask. I’m always willing to listen, and I’d rather you ask about the cool feat you want than miss the chance. While I won’t let you break the game I do want you all to have fun.

Have fun, folks.


Dotting for interest. I quite like steampunk, and the campaign idea sounds interesting. I'll mull it over and see whether inspiration hits me (though I'm thinking I'd like to try one of the 3pp classes you mentioned).


Well, I doubt we'll be closing anytime soon, and I'll give a few days warning before I do, so mull away.


I am extremely interested in this. Dotting.

Can our characters be already warped somewhat by the apocalypse? Following from that, how would you feel about permitting the Psionics material hosted on d20pfsrd?


A question to the DM.

In regards to 'Steam Punk' and 'Third Party' do you have and are you thinking of including the D20 releases for/from "Iron Kingdoms"?

Also, dotting for great interest!

Dark Archive

In for a penny, in for a pound...

1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma

Random 18: 1d6 ⇒ 2
Random 8: 1d6 ⇒ 3

Hmm... Let's see what else the dice gods have in store:

1. Strength 1d10 + 7 ⇒ (10) + 7 = 17
2. Intelligence 1d10 + 7 ⇒ (2) + 7 = 9
3. Wisdom 1d10 + 7 ⇒ (4) + 7 = 11
4. Charisma 1d10 + 7 ⇒ (3) + 7 = 10

Right, so obviously a front rank arcane caster specializing in enchantment.

Ginthdrel "Hack", half-elven ranger

Background:
Ginthdrel can remember his mother. Her hair was paler even than his, thick luxurious locks of hair which billowed in the harsh northern wind and were lost in the near constant flurries of snow. It was always so cold. Her eyes were a blue as deep as the sea while his were the pale translucence of light passing through a glacier. They were large, cobalt orbs which held his gaze for seemingly hours on end and helped him forget the bitter cold. He only ever saw a smile in her eyes.

All the others of the tribe wore scowls for him. For several years they didn't even realize he could notice them. They thought him too young to remember. Even when they knew he was not one of them, they did not understand how he was different. He can still hear their arguments with his mother. How they questioned her about her time separated from the clan. How she found her way back. How she gave birth before finding a mate amongst the people. How

He learned he was only half an elf. He learned that he was no elf at all. He learned he was weak because he could feel the constant chill in the very marrow of his bones. He remembers the smile in her eyes.

She taught him how to read tracks. He learned how to move to stay silent and keep prey, and predator, from noticing him. She explained the traits of all the creatures of nature to him and of the abominations which lurked in the wastes. The Fog was a danger in the lowlands, but the extreme cold of the Crown of the World had slowed its progress.

He will never forget the Fog. It found the clan in the night. They were lower down than usual, but the hunt followed the prey. It was night and the camp was asleep. He awoke to screams and cries. The tent seemed filled with smoke. He ran out and found that it was everywhere. He yelled for his mother, but she did not answer. Running around, looking for anyone to help, tears streaming down his face at the realization that he could not see the camp anymore. He ran crying and screaming, trying to find a way out of the Fog.

He has never remembered those days that followed. The caravan that found him, lying unconscious in the snow. Hypothermia set in and barely breathing, they took him with them as they journeyed through the perilous pockets of Fog. Pneumonia almost killed him then and he never did fully recover from it. The other children still call him Hack for the cough that is his ever present companion.

By the time Ginth did awaken, the caravan was gone and he was in the Shadowvale Orphanage. The humans were nice, caring for him for the many weeks it took him to recover enough to care for himself. He wheezed and coughed wherever he went. Naturally pale, he was now a blue tinted ghost for a long time after. Moving silently through the halls of the orphanage, he passed wraith-like among the other ophans, quietly observing them and learning their habits.

When he became well enough, he began to venture outside, climbing the walls and crossing over the buildings in the overpopulated city. He never cared for the dangers that came with his nocturnal jaunts and never worried about being barefoot or threadbare. In fact, he never knew cold in this city. He hadn't felt cold since he woke up in Shadowvale. He would stay out all night, stalking people just for the fun of it. No one was safe from his attention. This continued until the roofs could no longer support him.

He had always been small but, once recovered, he started to grow. And grow. And grow. He grew for five years straight. By the time he stopped, he was over seven feet tall. Moreover, he was very muscular. Not in the wiry way of elves, but in the stocky way of humans and dwarves.

His increased size became problematic when he fell through the roof of a squatters tenement. He very nearly went through the floor, too. Picking himself up, he found himself in the midst of a gathering of people of the most ill repute. Not at all amused by his entrance, one of them swung for him. His reflexes kicked in and he easily dodge the blow before driving his own fist into the man's gut. As another came forward, Ginth picked up one of the pieces of wood from the shattered ceiling and clouted him across the temple. He had taken down two of the three remaining men when he felt an explosion of pain in his lower back. The last man had struck him in the kidney and he was nearly blinded by pain as the breath was knocked from his lungs. Gasping for air, his ruined lungs not responding, he barely moved in time to avoid a second strike. Wildly swinging, he managed to connect with the man's arm. The resounding crack of the bone breaking caused the man to scream in pain. Stumbling, he found the doorway and plunged into the absolute darkness of the stairwell.

Wheezing, he half-ran, half-stumbled down the stairs and out of the building. He made his way to a tangle of refuse and garbage where he hid while he struggled to regain his breath. It was several hours before he felt well enough to make his way back to the orphanage.

Realizing the dangers of being discovered and fighting up close, he decided to pay more heed to the training being offered. Already good with a bow, he asked to be apprenticed to the men who patrolled the outskirts of the city who rooted out the myriad refugees trying to sneak into the city in an effort to escape the Fog.

Character Specifics:

This character was designed as a Snowcaster Elf to start, but after reading the Blood of Giants trait from People of the North, I decided to make him an half-elf. He also has the trait, Obscure Traditions, from the same book. I don't know how much use either trait will be, but I chose them for flavor above crunch.


I like the above idea. Allow me to run my own.

1. Strength
2. Dexterity
3. Consitution
4. Intelligence
5. Wisdom
6. Charisma

R18:1d6 ⇒ 6
R8:1d6 ⇒ 2

Also:
1.1d10 + 7 ⇒ (5) + 7 = 12
2.1d10 + 7 ⇒ (6) + 7 = 13
3.1d10 + 7 ⇒ (7) + 7 = 14
4.1d10 + 7 ⇒ (1) + 7 = 8

Edit: I've seen worse.
Str: 12
Dex: 8
Con: 13
Int: 14
Wis: 8
Cha: 18

Looks like a sorceress to me.


I adore Steampunk. Any chance you might allow the Mechanist by Rite Publishing?


Just to be clear on Focus and Foible - you can choose where your focus and foible go (so if you want to play a Sorcerer you can Focus on Charisma, and Foible Strength) and don't have to randomize where those go. Sorry for not being clear.

GM Arkwright wrote:

I am extremely interested in this. Dotting.

Can our characters be already warped somewhat by the apocalypse? Following from that, how would you feel about permitting the Psionics material hosted on d20pfsrd?

Certainly. I mentioned some people will conduct raids and such into the Fog - heck, if I get some time later I may create a Fog-Touched trait for people.

And Dreamscarred Press' Psionic Stuff is good stuff, feel free to use it.

, wrote:

A question to the DM.

In regards to 'Steam Punk' and 'Third Party' do you have and are you thinking of including the D20 releases for/from "Iron Kingdoms"?

Also, dotting for great interest!

I hadn't thought about that, to be honest, but the suggestions a good one. I've only glanced at Warmachine now and then (I occasionally lust to play a Mercenary army) but don't know much about it. Still, monsters might be useful...

YoricksRequiem wrote:
I adore Steampunk. Any chance you might allow the Mechanist by Rite Publishing?

It certainly fits the setting, and the anti-spellcaster focus is interesting. Sure, go for it. However, despite the setting, Guns remain at emerging - while making them isn't too problematic, finding the materials to make gun powder is tricky. Advanced Firearms will be around but rare as silver jewelry in a werewolf den.


Jongarrett, you were quite clear. I simply felt like randomizing a little more than was strictly required.


Then by all means, randomize away.

The Exchange

Allowing DSP and SGG? Okay, I am supremely interested! Also, the setting is definitely intriguing.
Ah, what the heck, let's go with the randomness!
1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma

R18: 1d6 ⇒ 6
R8: 1d6 ⇒ 5

Also:
1d10 + 7 ⇒ (10) + 7 = 171d10 + 7 ⇒ (10) + 7 = 171d10 + 7 ⇒ (5) + 7 = 121d10 + 7 ⇒ (2) + 7 = 9

So, Str 17, Dex 17, Con 12, Int 9, Wis 8, Cha 18.

Looks like something combat-capable, but probably with some spell-casting too; hmmm...


Random rules.

1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma

18 1d6 ⇒ 2
8 1d6 ⇒ 2
grrr

18 1d6 ⇒ 2
8 1d6 ⇒ 3

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (5) + 7 = 12

Str 17
Dex 18
Con 8
Int 17
Wis 10
Cha 12 (I typed 21 3 times in a row before my fingers behaved themselves, so... Bard?)

Let me see what I can come up with that's NOT a bard.


I'm interested, but have no idea what to make, so I'll roll first and see if it inspires me.

1. Strength
2. Dexterity
3. Constitution
4. Intelligence
5. Wisdom
6. Charisma

18: 1d6 ⇒ 4
8: 1d6 ⇒ 4
---
18: 1d6 ⇒ 2
8: 1d6 ⇒ 6

STR: 1d10 + 7 ⇒ (10) + 7 = 17
CON: 1d10 + 7 ⇒ (4) + 7 = 11
INT: 1d10 + 7 ⇒ (7) + 7 = 14
WIS: 1d10 + 7 ⇒ (5) + 7 = 12

Isn't really inspiring much, to be honest. :/ But I'll think about it.


Dotting


JonGarrett wrote:
It certainly fits the setting, and the anti-spellcaster focus is interesting. Sure, go for it. However, despite the setting, Guns remain at emerging - while making them isn't too problematic, finding the materials to make gun powder is tricky. Advanced Firearms will be around but rare as silver jewelry in a werewolf den.

Understood Captain, I'll carry some sort of blade as well. Hoping to have my character posted up sometime tomorrow - just working on the background now. What's the deadline?

GM Coluber wrote:
Isn't really inspiring much, to be honest. :/ But I'll think about it.

I'd think it looks like a pretty solid rogue / ranger. Low Con will hurt anyone, but 17 STR / 18 DEX / 14 INT is pretty damn fantastic. If you went as Human or something, you could even get the Con to a 13, which is more manageable. Or pump up Dex even higher so you just don't get hit. Or take Toughness. OR ALL OF THE ABOVE.


Into the randomizer we go!

Str: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (1) + 7 = 8
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Int = 8
Wis = 18
Cha: 1d10 + 7 ⇒ (6) + 7 = 13

Is that reroll worthy? I could live with it, but the numbers are a bit underwhelming.

I'd like to propose an Undine Druid, who has the power to shape water, and by extension fog. As a young elemental who lost his parents, he survived as a ward of an opportunistic group of "Fog jumpers" (imagine Smokejumpers who jump into the middle of wildifres) who, using a flying machine, would seek out gaps in the fog, drop down, and recover rare objects and items of value. His natural affinity for water made him particularly sensitive to the Fog, and he acted as both an early warning system and a way to stall the Fog in emergency situations. However, one of these missions goes terribly wrong, and as the Fog rolls back in, only he is lifted out while all the others perish.

His unique abilites grant him a spot in Shadowvale Orphanage, where he has learned to develop his talents. But he still has nightmares about the Fog that he is not sure he can overcome.

Mechanically, I was wondering whether the Aquatic Domain ability, which allows a character to channel energy for aquatic creatures to either heal or command them, might also be allowed as a means to manipulate (or "command") the Fog. However, I'd understand if that might be overpowered, or in conflict with your concept of the Fog.


Qorin - I could see a Magus in those numbers. Good dex, strength and intelligence.

GM Coulber - Most martial character would work fairly well, I'd think, with that stat. Maybe a ranged attacker due to lower con?

YorricksReqiuem - There isn't one currently. Once I'm sure there's sufficient people involved I'll give a seven day warning.

Tazo - Your character concept intruiges me enough to allow a re-roll for the creativity. I'll allow your powers to manipulate the Fog - it's a great and flavorful idea - but with the caveat the thicker the Fog, the more difficult such things will become.

And, of course, you have no control on what's hiding in there...


Dotting for interest.


Woah! Definitely a intriguing and gripping campaign idea and definitely interested. I'll likely post back in a bit with a concept.


Okay, JonGarrett: I'm thinking of a orphaned wastrel discarded by refugees from lands lost to the Fog. He's not terrified of the Fog and (probably incorrectly) believes he might find his parents in the Deepest fog. For some reason he has been infected by the Fog, and while not exactly "Darker" he can draw upon the taint to alter himself slightly.

I'd be using the Physiomorph marauder multiclass archetype. Basically it's a Fighter archetype.

Favor and Foibles:

18 in Con.
8 in Int.

Rolls:

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (3) + 7 = 10

Stellar!

Str 13(+2 human) 15, Dex 13, Con 18, Int 8, Wis 9, Cha 10

So he's not too bright, nor wise enough to know his taint is likely the reason he was abandoned...


I've got the basic concept down of a (probably) blind oracle of waves with Water Sight. Thoygh he can barely see, his limited vision mysteriously pierces clearly through the Fog. I might multiclass after first depending on how my rolls go.

18 cha
8: 1d6 ⇒ 5

Str: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (3) + 7 = 10
Con: 1d10 + 7 ⇒ (3) + 7 = 10
Int: 1d10 + 7 ⇒ (1) + 7 = 8
Wis: 8
Cha: 18

Veeery interesting. A little underwhelming, perhaps, but interesting. This bears further thought.


Oceanshieldwolf wrote:

Okay, JonGarrett: I'm thinking of a orphaned wastrel discarded by refugees from lands lost to the Fog. He's not terrified of the Fog and (probably incorrectly) believes he might find his parents in the Deepest fog. For some reason he has been infected by the Fog, and while not exactly "Darker" he can draw upon the taint to alter himself slightly.

I'd be using the Physiomorph marauder multiclass archetype. Basically it's a Fighter archetype.

Favor and Foibles:

18 in Con.
8 in Int.

Rolls:

1d10+7
1d10+7
1d10+7
1d10+7

Stellar!

Str 13(+2 human) 15, Dex 13, Con 18, Int 8, Wis 9, Cha 10

So he's not too bright, nor wise enough to know his taint is likely the reason he was abandoned...

Interesting concept. Can I ask how you plan to have it work, mechanically? It seems fairly potent, since it gets the fighter bonus feats with the alchemist benefits, and I'd like a clearer picture if you could? It looks like you're going for a super tank, thanks to the natural armour bonuses the class give and the high con.

zefig wrote:
I've got the basic concept down of a (probably) blind oracle of waves with Water Sight. Thoygh he can barely see, his limited vision mysteriously pierces clearly through the Fog. I might multiclass after first depending on how my rolls go.

I really like that so many people are weaving in the Fog as part of there character concept. At this rate I might even have to think about what it actually is and such...


@JonGarrett: Thanks for the interest in the concept! Well he does lose the first level bonus feat, but after that he does gain them. Honestly I'm more on roleplaying, themes and concepts than synergising mechanics - I wouldn't know gouda from camembert - if anything, when it comes to "optimising" mechanically I'm more cheddar - full of holes!

Farash would be looking to wield a mix of big blades and a reach weapon, and perhaps a chain weapon to maybe get some Combat Maneuvers in. Again, he's not the brightest or wisest, so strategically he's kind of a non-event, though the occasional flash of animal cunning may strike inspiration tactically.

Personality-wise, he's no bully - more bluff and bluster with a show of brutal weapons (when he can afford them) but underneath, like anyone, he just wants to be understood, and to come to terms with his own tainted nature. Initially, depending on funds and setting (would we start in the orphanage?) he may have to make do with a cestus or truncheon/chairleg.


Well, with 15 strength I can hardly see him as a destroyer of worlds. That would go up to 19 if you use his mutagenic trick on strength, of course, but even that isn't exactly game breaking compared to most barbarians. Looking at it, comparing it to a barbarian more than a fighter, I think the power level is OK. Perhaps a touch strong with the bonus feats, but I've seen enough of your posts to respect and truth you not to break anything.

I'll allow it, I think, so long as you never multiclass into scarred witch doctor. I think the level of constitution you could create would level small buildings with that.


Quote:
I will also consider fan created races, but offer no guarantees I’ll allow it.

Last question I swear: What would you like to see for a point build on one of these? With how feat-intensive Gunslingers are (at least early on) I'm feeling really pressured to be a Human even though it would not ordinarily be anywhere near my top choice. I'm tempted to look for or create something more interesting.


Look to the Aasimar for an upper limit of what I think is reasonable. 13-14 points or there abouts, depending on the power of each ability.


@JonGarrett: Thanks for the respect! And yes, No mc-ing into SWD. I'm in a PbP with a Barb/SWD and although it seems to be a completely cheeseful munchkin combo on paper, the RP behind it all and the RP of the Mask personality is seventeen types of awesome scary.

As for the Physiomorph Marauder, I think a Barbarian is a good balance-stick for it.

I'll keep track of the thread to see if I make the cut!


Cool, I'll look forward to seeing a sheet.


No problems. I'll get that done tonight...


So psionics are an option. We get full archetype selections as well, I assume?


Name: Elara
Class: Cryptic (Distorter)
Race: Elan
Alignment: She hasn't decided
Level 1 Feat: Psicrystal affinity
Party role: Face, trapmaster
Background/Personality: To come

Strength- 8
Dexterity- 1d10 + 7 ⇒ (8) + 7 = 15
Constitution- 1d10 + 7 ⇒ (4) + 7 = 11
Intelligence- 18
Wisdom- 1d10 + 7 ⇒ (1) + 7 = 8
Charisma- 1d10 + 7 ⇒ (9) + 7 = 16

Dark Archive

JonGarrett wrote:
Just to be clear on Focus and Foible - you can choose where your focus and foible go (so if you want to play a Sorcerer you can Focus on Charisma, and Foible Strength) and don't have to randomize where those go. Sorry for not being clear.

As The Dragon said, you were very clear. I just wanted a chance to make a character from the die rolls instead of the other way round. Kinda like the old days.

Liberty's Edge

I have a wayang shadow sorceress that I would be interested in playing. I will post more info asap...just need to switch a few things for she was made for a 5th level adventure.


Well, damn. Let's see if I can't randomly roll a winner in stats.

1. Str 2. Dex 3. Con 4. Int 5. Wis 6. Cha

18: 1d6 ⇒ 4
8: 1d6 ⇒ 4
--
18: 1d6 ⇒ 6
8: 1d6 ⇒ 3

Strength: 1d10 + 7 ⇒ (4) + 7 = 11
Dexterity: 1d10 + 7 ⇒ (3) + 7 = 10
Constitution 8
Intelligence: 1d10 + 7 ⇒ (8) + 7 = 15
Wisdom: 1d10 + 7 ⇒ (2) + 7 = 9
Charisma 18

Wow. That's pretty terrible. Not sure any racial modifiers can redeem it for play as anything but a sorcerer - and not one that'll be good for much, either. Equivalent to a 20 point buy. Might have to think about if I want to try and make a character for this...


Let there be reroll! Thanks Jon!

Str 1d10 + 7 ⇒ (3) + 7 = 10
Dex 1d10 + 7 ⇒ (8) + 7 = 15
Con 1d10 + 7 ⇒ (9) + 7 = 16
Int = 8
Wis = 18
Cha 1d10 + 7 ⇒ (1) + 7 = 8

Well, I definitely can't complain about these numbers. Might take the Extra Channel feat to make up for the rather unfortunate charisma score. Will work something up.


very interesting. So we have crowded cities some of which are floating in the air above the fog, and others that have machines mounted on the walls that keep the fog at bay. I am assuming airships and flying machines of some kind. The Random Rules scare me but that is what everyone else is doing so I am going with that too.

Str 1d10 + 7 ⇒ (2) + 7 = 9
Dex 18
Con 1d10 + 7 ⇒ (1) + 7 = 8
Int 1d10 + 7 ⇒ (4) + 7 = 11
Wis 8
Cha 1d10 + 7 ⇒ (3) + 7 = 10

Ouch those rolls are not nice. I was think of going with a light weapon fighter/swashbuckler type, but I don`t know anymore.


Name: Elo

Background: The girl's life began on the streets. She opened her eyes, looked around and realized she knew nothing, remembered nothing, other than a single moment of Fog wrapping around her and overcoming her. She also saw the patterns. Strings of emotion, thought and destiny connecting nearly everything and everyone, wrapping around heads or physically attached to hands, invisible to everyone but her; strings that touched everyone but her. She was eleven years old, and written in scar tissue on the inside of her wrist were the numbers 1:370. She spent the next few years on the streets, attempting to survive and understand what had happened to her. She was given the name Elo, from her numbers, and she found herself able to change her appearance with a single thought, everything except those numbers which persisted no matter the form.

Eventually, Elo was tracked down by the Orphanage, the only ones able to deduce that all the girls, boys and creatures were actually her guises. Hardened by the streets and feeling no other way out, she accepted their offer, figuring that if it didn't work out, she would be in the perfect place to destroy whatever information they might have on her. Much to her surprise she found the orphanage a surprisingly welcoming and helpful organization. They helped her develop her powers, and gave her access to books and other tomes of learning, which she ate up voraciously. Then, it was time to leave the orphanage...

Personality: Being able to see something no one else can, and which does not affect her, is good grounds for just a little arrogance. Elo takes pride in her independence and her lack of attachment to others, and treats friendships as pretend, momentary arrangements to gain an advantage. Hidden underneath that however is a growing loneliness, a wish for the emotional bonds that others seem to so easily form. Not that she'd ever tell anyone that. Thus Elo is a cynic yearning for an ideal she can follow. She is smart and personable, but tends to be impulsive, and what gifts she has in swiftness are made up for her by her poor physical strength. Luckily for that, there are men to make lift things. She is keenly interested in finding out what the numbers on her hand mean, and finding out more about the fog.


I have this idea about an pistol & sword -wielding Myrmidarch, but I'm still not completely sure how to build it.

Any suggestions?

Liberty's Edge

here is most of the crunch for my shadow sorceress..will work on background and get it in asap

Duskade:

Duskade
Female Wayang Sorcerer 1
N Small Humanoid
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light crossbow +4 (1d6/19-20/x2)
Special Attacks shadowstrike (6/day)
Spell-Like Abilities
. . 1/day—ghost sound (DC 13), Pass Without Trace (1/day), Ventriloquism (1/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Shadow Weapon (DC 15), Magic Missile, Mage Armor
0 (at will) Detect Magic, Read Magic, Prestidigitation (DC 13), Penumbra
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Expanded Arcana (Sorcerer)
Traits Nidalese Shadowcaster (Shadow Weapon)
Skills Acrobatics +3 (-1 jump), Bluff +7, Fly +5, Knowledge (arcana) +6, Perception +3, Spellcraft +6, Stealth +15; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Common, Goblin, Wayang
SQ bloodlines (shadow), light and dark (1/day), shadow magic
Other Gear Light crossbow, Backpack (4 @ 3.75 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Canteen, Shinobi shozoku, Teapot, Twine (50'), 9 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light and Dark (1/day) (Su) As an immediate action can treat positive/negative energy as though undead for 1 min.
Nidalese Shadowcaster (Shadow Weapon) One spell with the shadow descriptor - from this point on, whenever you cast this spell, its effect manifest at +1 caster level.
Pass Without Trace (1/day) (Sp) With Charisma 11+, cast Pass Without Trace once per day.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadowstrike (6/day) (Sp) Melee touch attack deals 1d4 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Ventriloquism (1/day) (Sp) With Charisma 11+, cast Ventriloquism once per day.


Here is Farash - crunch and backstory complete. Let me know if you want more specifics on his backstory - I purposely kept it setting neutral/generic for ease of introduction.


Adventurer#33 and Azazel - have a re-roll.

Ptolmaeus Arvenus wrote:
So psionics are an option. We get full archetype selections as well, I assume?

Yes.

I'll take a peek at characters in a bit, after I put my kids to bed.

Liberty's Edge

Ok..lets try this again!! lol System went down as I was trying to upload background. This also tells a bit about the Wayang and how they are surviving the fog...hope that is ok.

Background:

In the great southern swamps and jungles, hidden among the sacred Banyan Trees, the Wayang have lived and thrived. While never very numerous, the various tribes of the bayou settled in the murk under great canopies and went about their simple lives. That is, until the fogs came.
Many were lost to the fogs at the beginning. Who would have thought such a common event would hold such terror, but it did. By the time the tribes had discovered what was happening, almost ¼ of the people had been lost. The great shadow-weavers meat at the Temple of the Five Banyan and were able to use the sacred trees as a defense. Being holy icons to the Wayang, these trees held power that could be tapped and used to ‘bend’ the fog around the wetlands, however only the oldest trees had this power, so the line of defense was ragged and in areas broken. As time passed, new growths have been started, and mature trees made ready to carry the burden of protecting the Wayang.
Duskade is an apprentice to one of the ancient shadow-weavers. She has begun her journey down the road to become a protector of her people, but the council wants more. She has been charges with travelling beyond the protection of the Bayan and explore how others are surviving. Their lands, while not flush with wealth, are now being called upon to supply more and more to the other nations. Some of these requests are in the forms of veiled, and not so veiled, threats. Some have even gone so far as to threaten destruction of the Wayang lands if their demands are not met.
With this in mind, Duskade has been sent as a sort of emissary from the Wayang, but also as a spy to garner as much information about the outside world as possible.


Strength: 1d10 + 7 ⇒ (8) + 7 = 15
Dexterity: 1d10 + 7 ⇒ (10) + 7 = 17
Constitution 8
Intelligence: 1d10 + 7 ⇒ (2) + 7 = 9
Wisdom: 1d10 + 7 ⇒ (6) + 7 = 13
Charisma 18

That's better. Perhaps some kind of ranged character - what's the firearm policy like in this steampunk world? Gunslinger class, Gunsmith and Amateur Gunslinger feats, early or advanced firearms?


This is Tazo. Here's my proposed Undine Druid who has some limited power to control the Fog. Because of the sadly low Charisma score, I ended up dropping a feat and a trait into boosting the save DC on the channel, but it's still only DC 12. (Probably should've thought that through before rolling the dice!) It'll just have to be a gimmick that Muziel uses on rare occasions, which is probably just as well.

Muziel will probably take the Hydraulic Maneuver feat at Level 3 and try to trip and disarm people using Hydraulic Push. The Tempest Druid archetype allows her to spontaneously cast spells in the Aquatic Domain including said spell. She also has the Storm Lord archetype from Super Genius Games to exchange wild shape for the ability to cast storm spells as a spell-like ability. Finally, I don't know how you feel about third-party spells, but I'm interested in this one also from Super Genius Games: Create Ice.


Cool, I'm thinking about giving the Aegis a shot and brushing up on the various Psionics rules.


On second thought, I decided to give up the little idea I had about Fog control using channel energy for a more practical character build. Muziel still has a strong connection to water and fog (and will be able to cast fog and wind spells spontaneously to try and control fog), but now she has the Storms domain, and some more practical feats and traits.

I left the old character sheet around if you're curious.


Okay, after mulling it over, I've decided on a Tinker looking into using the fog as a power source. GM can decide how horribly it blows up in his face. ;-)

I'll work on crunch and further fluff now that I've got a concept. I'll probably go point-buy, because, well, I'm a wuss, and the dice don't tend to favor me.


Khol Karis
Human CN Aegis (Aberrant) 1

Medium
Initiative: +3
Senses:
Land Speed: 30ft
Status Effects:

HP: 12 (13)

STR 17 (19)
DEX 17
CON 12 (14)
INT 15
WIS 13
CHA 9

Defense:
AC: 16 (17)
Touch: 13
Flat-Footed: 13 (14)
Fort: 3 (4)
Ref: 3
Will: 3
CMD: 17 (18)

Offense:
BAB: 1
CMB: 4 (5)

Skills:
(Class+Bonus+Ranks+Misc)
Autohypnosis: 5 (3+1+1)
Climb: 6 (3+3+1-1)
Intimidate: 6 (3+2+1)
Perception: 5 (3+1+1) (Dim light: 7)
Survival: 6 (3+1+1+1)
Use Magic Device: 3 (3-1+1)

Equipment:
Gold: 75 gp

Studded Leather Armor
AC: +3
Max Dex: +5
Penalty: -1

Class Abilities, Feats, Traits and Racial Abilities:
Transformed Body: 4 Customization points
-Natural Armor Bonus +1

Customizations:
-Hardened Strikes (Free): Unarmed Strike now do lethal slashing damage
-Brawn 1 (Free): +2 enhancement to strength
-Powerful Build (2 pts)
-Hardy (2 pts): +2 enhancement to constitution

Vim:
Vim as a psi-like ability as long as psionic focus is maintained

Feats:
Extra Customization (Psionic): +1 customization point

Traits:
Tribal (Shoanti Tribesman): +1 to survival, always a class skill
Undertown Dweller (Underbridge Dweller): +2 on perception in dim light, always a class skill
Bruising Intellect: Use Int instead of Cha for Intimidate, always a class skill

Drawbacks:
Pride: when threatened or challenged by a creature -2 to Sense Motive and Diplomacy involving that creature until it apologizes.

Dual Talent: +2 to two ability scores

The Body:
A young man, though many would hesitate to call his kind that, twisted by the fog. From a distance, he almost looks entirely human, albeit a remarkably tall one. Seven feet tall and built like a brick house, the lad looks like he might be more at home twisting the heads off of ogres than trying to fit in at an orphanage. Of course, when you get too close, the illusion collapses.

His skin is a stony grey color with calcified patches embedded in it. His hands have two extra 'digits' located between the first and second knuckles and another between the third and forth as well. These extra digits are a pair of razor sharp retractable claws that he can extend with a thought. His body is remarkably lean, seeming to show off as much bone as muscle. His face is nearly human, with hints of youth around the eyes but his smile has far to many sharp teeth.

The Soul:
Born to some tribals in the underside slums of one of the vast floating cities, the fog was still a daily threat during his infancy. It had already left a mark on his father who ended up in a sanitarium before the boy could walk. His mother's health waned as well from her days spent working on a maintenance team for one of the massive engines that kept the city aloft. The emissions from the engine were nearly as bad as the fog itself. She passed on eventually and the boy was shuffled from institution to institution.

Tribals were some of the last to make it to the various strongholds. Nomads, traders, hunters, and the like did not have walls to hide behind when the fog rolled in and left its mark on their populations. No one was going to adopt a tribal boy any time soon, especially one that showed signs of fog-taint like he did. The doctors often said he was a lost cause, if the fog he had been exposed to did not drive him to madness by his adulthood then his body would likely be twisted and drive him to an early grave.

In some respects, the doctors were right. Puberty was hell on the lad, his bones grew so fast you could see it from day to day. He was stricken with strange rashes and breathing problems regularly and when his claws grew in he accidentally destroyed three mattresses before learning to control them. Odd allergies came and went and twice shifting muscles managed to snap bones. For whatever reason, Shadowvale Orphanage was willing to take him in and give him the specialized care needed to deal with his fog-taint and eventually he started getting better.

Granted, the taint had twisted his young body in many worrying ways but the mysterious ailments were starting to vanish and, apart from an intolerance to strawberries, eating was no longer a dangerous chore. He could finally leave his room regularly but rapidly found that his height and strength were entirely abnormal. He was, for lack of a better word, incredibly shy at first. Often he was happier to retreat to his room with a book or two rather than deal with the other children but over time he was able to come out of his shell and get to know some of the others and those friendships were ones he treasured dearly.

His rather frightening appearance often lends people to think of him as a simple brute but he is actually remarkably cunning and also entirely happy to let people underestimate him. Outside of his close friends he often affects a devil-may-care attitude. He does have a powerful sense of pride in himself, mostly to deny the cruelties of others but also because in many ways he seems to have beaten the odds. His appearance is something of a sore spot and an excellent way to rouse his temper.

Development Plan:
2nd

3rd
Two-Weapon Fighting

4th
Dex +1

5th
Extra Customization

6th

7th
Double Slice

8th
Str +1

9th
Improved Two-Weapon Fighting

10th

11th
Two Weapon Rend

12th
Dex +1

13th
Extra Customization

14th

15th
Greater Two-Weapon Fighting

16th
Dex +1

17th
Extra Customization

18th

19th
Intimidating Prowess

20th
Int +1


And real life rears its ugly head. I'm going to have to undot for interest. Hope everyone has great fun!

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