Wandering the Wasted North Gameplay Thread

Game Master That GM Guy!

EVERYONE READ THIS INFORMATION!

Ability Scores: Ability scores will be purchased using a 15 point buy, with the popular 1-1 purchase method, which is to say: all scores start at 10, before racial modifiers, and each point you put into an ability score raises it by a single point. You may, if you so desire, take up to 2 points from an ability score, gaining a similar number of points.

Knowledge: Arcana is replaced with Knowledge: Technology.

Knowledge: The Planes is replaced with Knowledge: Science

Use Magic Device is replaced with Electronics, which allows you to hack computers, disable bombs, and similar things that involve electronics.

All guns, save the most exotic ones, are considered martial weapons.


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Well, hello everyone and welcome to the recruitment for my Broken Earth campaign, a post-apocalyptic romp through the northern reaches of the USA, as well as the southern portions of Canada!

To give you an idea about what this campaign is, it is a free-range sandbox with amazing roleplay, fast and brutal combat, the struggle against the environment, numerous existential questions, cool loot, AND a bit of kingdom building (Community Building).

Does that sufficiently intrigue everyone? If so, check out the Campaign Information tab to get an idea of the setting and stuff. I'm sure that you will find it interesting!

Now, before I begin the whole character creation spiel, let me run a few of things by you regarding the story:

1. You begin in whichever community you choose. Yes, this will make it more work on my part in the early game, but it will give you all a feel for the setting and make things much more organic with the roleplaying aspects.

2. You will need to have some reason to go to/be in Minnesota, for that is where the party meets up and is where a lot of awesome stuff is. If you cannot think of a reason why your character would be in Minnesota, I can help you figure out a reason, if that is all that is stopping you from completing your character.

3. Like most post-apocalyptic RPGs, Broken Earth can be pretty grim... like favorite NPC cut up and eaten by cannibalistic tribals grim. I don't oversaturate these types of campaigns with the material, but neither do I exclude it if it comes up. So you must be ok with rare bouts of grimdark material.

As far as slotted players, only Sir Awesomesauce McSnazzlepants is slotted. He is playing a grim survivalist type who belongs to The Revealed and is a man of deep convictions with a deadly aim and a razor sharp mind, though not much in the way of social skills.

So, without further ado, here is character creation!

CHARACTER CREATION

Starting Level: 3

Race: Human, Freak, Simian, or Synth

Simian Racial Information:
Simians are mutated chimpanzees that have obtained humanlike intelligence. Those who study the times before the Great War theorize that they might be a product of genetic engineering conducted by the US military, they might have descended from test subjects given memory enhancing drugs, or they might just be products of random post-war mutation. Most simians are
found on the east and west coasts of the United States, though
a few have made their way to the central parts of the continent.
Physical Description: Simians greatly resemble the great
apes they descend from, though their hands and legs are more
human-like and they are fully bipedal. Their bodies are covered
with fine black hair, and they have brown eyes. They stand slightly
shorter than humans, averaging just over five feet tall.
Society: Simians are highly social and usually live in small
close-knit communities. These communities typically have
informal hierarchies where certain simians serve as leaders
and protectors, and in return take first pick of the spoils. These
hierarchies can be fluid, and a leader who makes bad decisions
soon finds that other members of the community no longer listen
to his orders. Simians are just as likely to live in ruined cities as forests.

Relations: Most simians prefer to live in their own
communities, and don’t socially mingle with humans, though
a number of communities recognize the value of having good
relations and trade with humans that live nearby. In areas where
resources are scarce, simians and humans frequently come into
conflict.

Adventurers: In their adolescence and early adulthood, many
simians venture out from their home communities to explore
more of the world around them. This might just mean visiting
nearby human communities, but other simians venture further,
scavenging from ruins and trading with human communities.

Names: Simians frequently give their children simple
one-word names that say something about their birth or early
childhood. These might include Night, Fang, Brick, River,
or Fire. As they grow they are often given new names by their
communities to honor significant achievements. It’s considered
taboo for simians to choose their own names, but adventuring
simians sometimes do.

Simian Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence: Simians are quick and
strong, but on average slightly less intelligent than humans.
Medium: Simians are Medium creatures and have no
bonuses or penalties due to their size.
Normal Speed: Simians have a base speed of 30 feet.
Low-Light Vision: Simians can see twice as far as humans in
conditions of dim light.
Climber: Simians have a climb speed of 20ft, and gain the +8
racial bonus on Climb checks that a climb speed grants.
Improved Initiative: Simians gain Improved Initiative as a
bonus feat.
Natural Athletes: Simians gain a +2 racial bonus on
Acrobatics checks, and Acrobatics and Climb are always
considered class skills.
Nimble Faller: Simians land on their feet even when they
take lethal damage from a fall. Furthermore, they gain a +1 bonus
to their CMD against trip attempts.
Languages: Simians begin by knowing one language based
on the area they came from (those beginning in the former USA
typically speak English). Those with high Intelligences score may
learn any other languages.


Freak Racial Information:
Freaks
Radiation and genetically engineered viruses released during the
Great War caused many mutations and monstrosities. Most of
them quickly died, but a few lived and bred true. Humans have
one such offshoot, the freaks. The term was initially given to
them by those who hated and feared them, but they have come to
embrace it as their own.

Physical Description: Freaks average the same height as
humans, but tend to be slightly stockier. Their skin comes in
various shades of gray, from snow-white to ebony-black. Parts
of their skin have a rough toad-like texture. Nearly always the
shoulders and top of the head have these bumpy formations, and
some freaks have them covering their whole body save their face
and palms. Their eye pigmentation is also inhuman, typically
including shades of red, orange, or yellow. Freaks are completely
devoid of hair.

Society: Freak society varies just as much as humans’. Some
freaks live among the more tolerant human settlements that
dot the wastes. In areas where humans are more hostile they
band together and live in their own communities. Because they
naturally resist radiation, freaks often live in areas where the
radiation levels are high enough to keep most humans at bay.
Relations: Freaks’ relations to humans vary greatly from
group to group. Many get along well with “normal” humans,
provided the humans get along with them. In areas where human
majorities hate or fear the freaks, they are often persecuted or
even hunted, and must live life on the run. A few communities of
freaks believe that they are the “next step in evolution.” The socalled “normal” humans will soon go the way of the Neanderthal,
and many of these freaks are happy to help them along the way.

Adventurers: Like so many in the wastes, freaks are often
forced into the adventuring life in order to survive. The need for
food and water sends many out to wander the wilderness. Others
adventure for a higher calling, like to discover remains of the
civilization that once prospered in this barren land. Others have
dark goals, seeking to become warlords and rule those weaker
than themselves.

Names: Most freaks follow human conventions for naming,
based on whatever culture their ancestors came from. A few who
embrace their freakish nature favor more outlandish names. These
might be descriptive, like Blood-Eyes or a string of terrifying
syllables like Graksash.

Freak Racial Traits
+2 to One Ability Score: Like their human ancestors, freak
characters get a +2 bonus to one ability score of their choice at
creation to represent their varied nature.
Medium: Freaks are Medium creatures and have no bonuses
or penalties due to their size.
Normal Speed: Freaks have a base speed of 30 feet.
Extreme Radiation Resistance: Freaks gain a +20 bonus on
Fortitude saves against radiation, and they don’t automatically fail
such saves on a result of 1. Freaks are immune to all but the most
powerful sources of radiation.
Healthy: Freaks gain a +4 bonus on Fortitude saves against
disease and poison (doesn’t stack with their bonus against
radiation).
Thick-Skinned: Freaks get a +1 natural armor bonus to AC.
Languages: Freaks begin play knowing one language based
on the area they came from (those beginning in the former USA
typically speak English). Those with high Intelligence scores may
learn any other languages.


Synth Racial Information:
Leading up to the Great War many militaries, including the United States’, experimented with synthetic, techno-organic beings, commonly called synths. Synths were designed to work as intelligence gathering agents and assassins. They could duplicate a subject down to the genetic level, but with brains that could be programed to carry out any mission. Though classified as top secret, a few well-connected scientists were able to procure synth technology and use it for their own purposes. After the War, hundreds of synths remained in stasis, awaiting orders that would never come. Over the years, synths occasionally awaken. Sometimes they are programed with artificial memories, but other times they are blank slates, seeming to have amnesia. About half of all synths know their artificial origin, but an equal number believe themselves to be human.

Physical Description: Synths appear in all ways to be
human, and in many ways they are. Synths begin as artificial
skeletal frames with robotic brains upon which human tissues are
grown. They have human muscles, organs, and skin.
Society: Synths have no society of their own. They are not
only rare, but they also blend in perfectly well with humans, and
are able to integrate themselves completely into human societies.
Relations: Since synths appear to be human, nearly
everybody treats them as such. However should their true nature
be revealed, many people react with fear, though given all the
other terrors on Broken Earth others are relatively unfazed.

Adventurers: In addition to the standard motives, synths
have additional reasons to explore. Those who awaken without
memories are often on a quest for their origin, while those who
were programmed to undertake a specific mission do what they can
to complete the mission.

Names: When synths were first created, they were given
specific identifications which are sequence of three to five letters
and numbers, such as K2X9. Synths rarely use these numbers in
public, but those who remember them often adopt names that
sound similar, so K2X9 might call himself Kato Exin. Other
synths simply adopt any human sounding name.

Synth Racial Traits
Humanoid: Despite having some mechanical parts, synths are
mostly biological, and are considered humanoids, not constructs.
+2 Constitution, +2 Intelligence, -2 Charisma: Synths’
robotic bones and brains make them tough and intelligent, but
their personalities are programed and may seem a little “off.”
Medium: Synths are Medium creatures and have no bonuses
or penalties due to their size.
Normal Speed: Synths have a base speed of 30 feet.
Accelerated Healing: Synths heal 2 hit points per character
level when they undergo natural healing, instead of the normal 1
per level.
Fortified Skeleton: Because of their artificial skeleton,
whenever a synth suffers a critical hit, there’s a 25% chance that
they take only regular damage from the attack. Additionally,
synths take damage from falls as though they fell 10ft less.
Original Programming: Choose two skills. Synths gain a
+2 racial bonus to each skill, and always treat these skills as class
skills.
Computer Sympathy: Because of their artificial intelligence
synths gain a +4 bonus on any skill checks involving artificial
intelligence.
Languages: Synths begin play knowing one language based
on the area they came from (those beginning in the former USA
typically speak English). Those with high Intelligence scores may
learn any other languages.

Classes: Barbarian (Lose or reflavor all SU Rage Powers), Bard (Lose spellcasting and the ability to make the Bardic Performance of suggestion, but gain full BAB and an extra number of Bardic Performance uses per day equal to your CHA modifier), Fighter, Monk (Replaces Abundant Step, and Diamond Soul with Bonus Feats. Timeless Body no longer halts the appearance of aging, but otherwise functions normally. Perfect Self just grants DR 7/-), Ranger (Use the Spell-less Ranger variant listed on the SRD), Rogue (Lose all access to SU Rogue Talents or Advanced Talents), Alchemist (All abilities become EX and are reflavored as science), Cavalier, Gunslinger, Inquisitor (Loses Spells and Domains, but gains full BAB), Ninja (See Rogue, but applies to Tricks and Master Tricks), Samurai, Brawler, Hunter (Loses Spells and Raise Companion, but gains full BAB), Investigator (See Alchemist for information on Formulae), Slayer (See Rogue for changes), and Swashbuckler.
3PP Classes that are legal include: Machinesmith (With all references of magic removed) and all Psionics classes. If you have any questions about me allowing or disallowing another 3PP class, feel free to post as much!

HP: Maximum for every HD.

Traits: 2, none of which deal with magic.

Backgrounds: Doctor, Engineer, Historian, Hunter, Mercenary, Scavenger, Survivalist, Tribal. You pick your background based on your STORY, not what looks like the juiciest Perks.

Starting Community: See Campaign Information Tab

Starting Wealth: Special (Don't worry about this, there will be a 'select your equipment' type event at the game's inception.).

EQUIPMENT: If someone can create a spreadsheet on a shareable document for your tired GM, I will set about putting together a massive list for you all of available weapons and armor. I will also list basic equipment later, like glowrods, hazmat suits, and such.


I'm working on a character now!

1. Are there any different skills that we need to be aware of because of the change in time/location? Like you mention that Synths get a bonus on checks involving Artificial Intelligence - are there skills based around that?

2. I think you left off how we should be generating our attribute scores!

3. Are traits from campaigns allowed if the fluff of the trait itself roughly makes sense?

Liberty's Edge

I might bite the bullet and throw my hat in the ring. I'm thinking about a synth with amnesia, probably a rogue or a ranger. As for starting community, not sure. Possibly Wright town. Possibly none as a freshly awakened synth with no bloody clue at all. Just happened to crawl out of stasis in Minnesota asking, WTF?


Minnesota? But I can't get spotted cow there!

Sczarni

Oooh, a chance to try psionics... never tried them before.

I could be considering a travelling Psion, a Freak, that would act as the moral compass/knowledge/skill bus of the party. Also a highly religious and philosophical figure, and a history buff to boot, obsessed with documenting the new events as much as remembering the old.

Probably hailing from Freaky Town, and, depending on how long the Great War was, one of the librarians of the City Library, or a descendant of one.

Will most likely be covering Social, Knowledge and the occasional Craft skill. Will attempt to leave combat as a last resort at all costs.


I'm thinking of going for a Machinesmith the Mobius Suit Greatwork from Cutting Edge Machinesmith. Essentially, it'll end up as power armour.

Do you allow the Cutting Edge Machinesmith and Weapons of Machinesmith Destruction pdfs? If you do, do you need access to them?


Ooh, Freak Vitalist here.

What about stats?


EVERYONE READ THIS INFORMATION!

Ability Scores: Ability scores will be purchased using a 15 point buy, with the popular 1-1 purchase method, which is to say: all scores start at 10, before racial modifiers, and each point you put into an ability score raises it by a single point. You may, if you so desire, take up to 2 points from an ability score, gaining a similar number of points.

Knowledge: Arcana is replaced with Knowledge: Technology.

Knowledge: The Planes is replaced with Knowledge: Science

Use Magic Device is replaced with Electronics, which allows you to hack computers, disable bombs, and similar things that involve electronics.

Jayson Essex, that refers to ANY checks regarding AIs, from social skills to Electronics checks to hack them.

The Lion Cleric, Freaks and Synths both do not age. Well, Freaks do, they just mutate more as they age.

JonGarret, you have no idea how much your name makes me think of the Garrett twins from Fallout: New Vegas! I will allow both of those PDFs, but I will need excerpts from Weapons of Machinesmith Destruction because I do not own it.


Dot for a Simian monk. I'm thinking something like a post-apocalyptic Monkey King, if he was more prone to picking pockets, and had a chip on his shoulder about the dominance of firearms in the wastes.

I'll work something up later tonight.


I'm happy to provide anything I'll be using.

Also, I'm probably missing the obvious, but I can't seem to find it - what level of guns are we using? I assume Commonplace Guns, since it'll be possible but difficult to find or make pre-war style guns, but...

EDIT: Yes, I kinda hope the Garretts are my alternative reality, morally ambiguous, kinda kinky descendants. On the other hand, Captain Rachel Garrett made good in Star Trek...

And we don't talk about John Garrett from S.H.I.E.L.D.


What are you looking at the crazed freak asks, hand on his pisol.

Frederik scours the wastes for food and water, he never considers matters of the heart. Take what is needed is his mantra. The thoughts of comfort or community not even entering his mind.


Freak gunlinger for your consideration -- This should tide me over until Fallout 4!! :) I should mention that I've never played this system, but I'm quite comfortable with Pathfinder, and very excited about post-apocalyptic genre.


Is there a max starting ability score?

Liberty's Edge

I assume that Electronics would be an Intelligence based skill instead of a Charisma based skill. Would it also be a class skill for rogues?


Still a work in progress but I think I've got enough here for a decent evaluation.

Unit F8T10, using the name "Frank Teton" when he was dealing with people who had neither the requisite security clearance nor the need to know that there was anything "special" about him, woke up to relative darkness and considerable confusion. The lighting in the area when he emerged from his stasis chamber was pretty much burned out and only provided a small amount of light to see by. But the much more disconcerting and confusing aspect was that it was obvious that his stasis chamber had been moved while he was in stasis. He had no idea where he was. Some sort of warehouse apparently. But he didn't know if he was in Florida, Washington state, or even anywhere in CONUS.

The other thing that seriously bothered Frank was that he had been part of a team of a dozen synth special warfare operators. But the other 11 members of his team and their stasis chambers were nowhere to be seen. Frank put on his BDUs, gathered up his gear, and queried the onboard computer that maintained his stasis unit. Surely there would be some sort of orders and briefing material to let him know what was going on.

The information that Frank did find only increased his confusion and by now borderline paranoia. The computer had released Frank from stasis because the power level that was available was insufficient to support Frank in that condition. If the computer hadn't released him, Frank would have died. No orders or briefing materials were available. No indication where the other members of his team might be, or what they would be expected to be doing, or even where Frank was.

So Frank started exploring and determined that the warehouse he was in was filled with a bunch of miscellaneous junk. This left Frank with the distinct impression that he was here because somebody had fouled up and shipped him to the wrong location. However, it was also some sort of relatively secure facility that was underground. After some time, Frank eventually found out how to get to the surface. He looked around. Frank still wasn't sure where he was but it was obvious that he was in a temperate region with a lot of conifers. After traveling for a bit Frank found a badly overgrown stretch of highway that had obviously not been used for a considerable period of time. Careful examination of a badly rusted sign showed that Frank was somewhere ... in Minnesota. What the f*^k was he doing in Minnesota? How long had he been in stasis? What had happened to the country?


P.S. I should have added that the time information available in the onboard computer of Frank's stasis chamber would have indicated that about a hundred years had passed. Frank would have initially blown that off as some sort of error.

Silver Crusade

Well this looks fun and have a Human Telepth that well be fun.
Fallout 4 trailer, Vaults, GM are there Humans from Vaults?.

As for Minnesota, thinking he/she is looking for a downed Space craft with Top Secret stuff on it.


JonGarret, yes, Commonplace Firearms is the established level.

Frederik Kleinhammer, not familiar with the system? You mean Pathfinder or PBP?
The maximum starting ability score cap is 18+-racial modifiers.
I love the Fallout 4 trailer, which sort of inspired me to make this campaign.

Cutlass, yes, it would be INT based and the Bard, Rogue, Alchemist, Gunslinger, Inquisitor, Ninja, Investigator, Slayer, and Swashbuckler all have it on their class skill lists.


This sounds like it could be immensely fun. How long is recruitment likely to be open? I have an idea for a synth alchemist, but it might take me a day or two to work out the details.


Qunnessaa, recruitment will be open for a week from the original post.


Frederik Kleinhammer, or Klein as he introduces himself to strangers, has wondered the wastes in the north-west of the continent since childhood. He prefers life in the hills in the shadow of the great mountains. This provides the most shelter.

Klein takes odd-jobs from whoever pays; sell-gun one month, a scout able to venture further into radiation zones than his human employers can't enter the next. When rumor said there is great reward to contractors like him in Minnesota, Klein didn't hesitate. Like a bear in the wild, he carry's all he owns and makes home wherever he rests his head.


GM Wasteland Wanderer wrote:
Qunnessaa, recruitment will be open for a week from the original post.

Thanks. I'm currently thinking of the clone master alchemist archetype, possibly with internal alchemist sprinkled on top: combinining chirurgeon and vivisectionist would also be fun, but too gonzo for this campaign, what with polymorph infusions and the like. I'll see what I can come up with that doesn't stray too far from my sense of the theme. Hmm...

Sczarni

Seeing as how we got 2 people wanting Psions already, I'll bow out of the role, and I'll probably go for an investigator.


Frederik Keinhammer, so you're the classic survivalist then?

Qunessaa, both of your options are viable. Clone Master/Internal Alchemist seems amazing for a Synth and Chirurgeon/Vivisectionist is not too gonzo because those are hours-long SURGERIES, not mystical Extracts, despite requiring them for the operation. Make sense?

The Lion Cleric, understood!


Is it possible to have a cyborg synth a human brain and soul transfer into a synth? This way the synth can use Psionics or is it technology that performs psionic-like powers?


Unamatrix Zero, yes, it is quite possible to have that scenario occur. Psionic power lies solely within the brain, not any other organ. Alternately, you could be a Synth that just has advanced technology that mimics it with strange internal devices, a recent creation by a hidden organization who seek to use psionics as a tool.


Ok, I'll be a Synth Marksman (Kaigun)


Note that Frank would have the mercenary background.


Do we all receive firearms for free?


survivalist, yes.
Licks hunting blade clean from whatever rodent he just cooked.


That's actually 2 separate issues as one needs both the proficiency and the weapons themselves. For standard Pathfinder campaigns having characters burn a feat to use firearms makes sense. Not so much for this campaign where firearms are common. Then there's the problem of standard Pathfinder class weapons proficiencies not being set up to include firearms. Given Frank's backstory I would argue that he should have firearms proficiency as one of his class features. But pure Pathfinder RAW for rogues does not support that. So there's a lot we need to pester the GM about to find out how he wants to handle things. :-)

P.S. I have an idea for what I would like Frank's weapon load out to be. As a rogue with sneak attack he would among other things have been the sentry removal/silent killing specialist. Therefore his primary weapon would actually be a pistol. H&K SOCOM in .45 ACP with silencer and at least 5 fully loaded 12 round magazines with more ammo in his backpack. His secondary weapon would actually be a "knife" something like the Cold Steel 1917 bowie (use stats for a gladius).


Here will be my Avatar, I am sure Fallout Mod users will recognize the names.


Here well be my Avatar, She is a 100% human, Telepath, I want her to have a Classic big bore Revolver, dumb dumb rounds and has a pet guard Dog.
Role/Job wise I would like her to be a Hunter/bounty Hunter./law Woman.

She is as fine working in the wast lands as she is in the scrap towns.

IMAGE HERE

Her gun

She is not a long range shooter, she likes getting close, use her mind powers to find her target and then blow very very big holes in it.


1 person marked this as a favorite.
Ventura Luminass wrote:

Here well be my Avatar, She is a 100% human, Telepath, I want her to have a Classic big bore Revolver and Dog.

Dogmeat!

Silver Crusade

Just try it, yiu may find your brains leaking out your ears.


Ventura Luminass wrote:

Here well be my Avatar, She is a 100% human, Telepath, I want her to have a Classic big bore Revolver, dumb dumb rounds and has a pet guard Dog.

Role/Job wise I would like her to be a Hunter/bounty Hunter./law Woman.

She is as fine working in the wast lands as she is in the scrap towns.

IMAGE HERE

Her gun

She is not a long range shooter, she likes getting close, use her mind powers to find her target and then blow very very big holes in it.

I'm not sure if that's the .44 magnum or .454 Casual variant. Either way it should be a darn good gun and do what you want it to. As for "short range", well with modern loads and practice 8 inch groups (or smaller) at 100 yards wouldn't be too unreasonable. With lots of practice and custom hand loads tailored for that specific gun you could do some pretty incredible stuff. Elmer Keith, the guy who developed the .44 magnum, is credited with 300 yard and upwards kills on deer using a .44 magnum with a 4 inch barrel.

Several disclaimers apply though. First he was a hand loader par excellance who had developed loads tailor made for that specific weapon. Secondly he was using a modified front sight that hand bands of obviously different colors on it. That made it easier for him to figure out just how much he had to cant the weapon upwards to try to get a specific range bracket. Third he was firing from a prone position. And last but most definitely not least, it took him a couple of "ranging" shots before he could actually get a hit. But nevertheless he got his deer.


It's the 4.4m nice simple gun, gets dirty you clean it, east to fix, rounds simple to make, it was that or an AK47, but semi and full auto burns thrught rounds, I wanted her to be a considered shot.

Err guys are we rolling or buying stats ?

10/15/21/25 point buy


Unamatrix Zero, it depends on what you select at the start of the game. True to the Fallout vibe, every character will have an 'intro scene' that each PC plays out, exploring a few elements of the game and their community to get a feel for things, then things 'fast forward' a bit to the point where everyone meets. Along the way, characters will acquire equipment and gain some EXP, which I know that everyone will appreciate. These scenes will be relatively short, but will all provide a way to tie together stories without feeling contrived and will allow characters to grow their personality apart from the others.

Frank Teton, I have answered said question. Look above under the campaign description. All firearms, save the most exotic ones, are considered martial weapons! Oh and firearms are much deadlier in this campaign. Wait until you see stats for things like sniper rifles and weapons with burst fire! Sweet heaven, burst fire weapons are ridiculous! Autofire is even better for mowing down a horde of enemies, because it targets an AREA! I love my Broken Earth book!

Vanessa Ares, nice! Have you played Fallout: DUST yet? That mod is awesome. It's a post-apocalypic murderhobo's wet dream!

Ventura Luminass, the point buy is under the campaign description. I forgot to add it, oddly enough. Also, Unamatrix Zero is referring to Dogmeat the Dog from Fallout.


Are forgot about dogmeat hehe,

My idea is more, wastelands. Dead lands,
I think it would be cool her coming from

Green Empire
A large (by post-apocalyptic standards)
power that controls several towns in the remains of Iowa. The
Empire is powered by slave labor and a surprisingly large supply
of diesel fuel.

Why in theses parts, she's hunting some one,
GM I'll pm who and way, I think it may make a nice plot hook.
At some points, I suppose she's more of a mercenary.


GM Wasteland Wanderer wrote:

...

Frank Teton, I have answered said question. Look above under the campaign description. All firearms, save the most exotic ones, are considered martial weapons!...

So, given that a standard Pathfinder rogue does not have martial weapons proficiency (with only a few exceptions), then I have to burn my first level feat to get Martial Weapon Proficiency - Firearms?


Frank Teton, essentially, yes. I have been tinkering with the notion of giving PCs a free Bonus Feat though.


GM Wasteland Wanderer wrote:
Frank Teton, essentially, yes. I have been tinkering with the notion of giving PCs a free Bonus Feat though.

I would appreciate that. :-) But for now I'll go back and modify his feats accordingly. 1st level - Martial Weapons Proficiency: Firearms. 3rd level - Point Blank Shot.

Silver Crusade

GM I just changed the class feats, if I have to take gun feats it will brake my PC idea
It's just, h cross bow seems nuts for a psion in a post war gun setting.


Ah, I'm withdrawing. I can't get a good story for the idea going.


ill dot I have an idea for a Simian soul knife and a question I see that in some of your other games you might be allowing gestalt would you consider that for this game?

edit

I only ask since I have always wanted to make a soul knife/ marksmen i have not had the chance yet I just cant get the idea of a character like in the YUYU haka show "ill shoot you with my finger gun" lol or doing the shot gun blast ^_^ for fluff it could be I ether wielding a gun of energy. or just shoot light spears from my fingers I like making a gun appear in my hand from thought more though

wanted to go for your aquatic game but I don't have any ideas coming to mind


Frank Teton wrote:
P.S. I have an idea for what I would like Frank's weapon load out to be. As a rogue with sneak attack he would among other things have been the sentry removal/silent killing specialist. Therefore his primary weapon would actually be a pistol. H&K SOCOM in .45 ACP with silencer and at least 5 fully loaded 12 round magazines with more ammo in his backpack. His secondary weapon would actually be a "knife" something like the Cold Steel 1917 bowie (use stats for a gladius).

Not that this has much to do with anything, but I couldn't resist commenting: I have no idea what any of this means. :) My usual area of expertise is useless in this sort of campaign, where knowing how to cast an "evil sleep" upon someone or what the Cyranides says about making a man impotent is hors-du-propos. I'll have to turn to making up pseudo-science as I go along. I'm not drinking a greater invisibility extract, I'm applying a tachyon field to bend light around me! (vel sim.)

Umm. I've settled on a synth Clone Master/Interior Alchemist. I'll try to post some details this evening.


How is this for a trait which was taken from a similar game that died?

Wasteland Tinkerer: Most people see the heaps of metal and rubble strewn across the Wastes as garbage, but to a mechanic like you, it's a veritable treasure trove! With the right materials, you can craft some very high-quality goods... even if they blow up every now and then.
--Master Tinker: +1 Disable Device and Knowledge (engineering) checks;
--Craftsman: +2 to all Craft and Profession checks to craft armor, weapons, and ammunition; automatically proficient with any weapon you craft.

One other thing, the S and the T in my model number and/or designation is to honor Smiley Tops for his creation of the Robot Race, and other races, in Fallout New Vegas, and I believe Fallout 3 as well.

Vanessa Ares is a Military Deep Infiltration Unit (get your heads out of the gutter <smile>) for either precise multiple target engagement or single target engagement once that program is either recovered or uploaded.


Qunnessaa wrote:
Frank Teton wrote:
P.S. I have an idea for what I would like Frank's weapon load out to be. As a rogue with sneak attack he would among other things have been the sentry removal/silent killing specialist. Therefore his primary weapon would actually be a pistol. H&K SOCOM in .45 ACP with silencer and at least 5 fully loaded 12 round magazines with more ammo in his backpack. His secondary weapon would actually be a "knife" something like the Cold Steel 1917 bowie (use stats for a gladius).

Not that this has much to do with anything, but I couldn't resist commenting: I have no idea what any of this means. :) My usual area of expertise is useless in this sort of campaign, where knowing how to cast an "evil sleep" upon someone or what the Cyranides says about making a man impotent is hors-du-propos. I'll have to turn to making up pseudo-science as I go along. I'm not drinking a greater invisibility extract, I'm applying a tachyon field to bend light around me! (vel sim.)

Umm. I've settled on a synth Clone Master/Interior Alchemist. I'll try to post some details this evening.

:-)

It's not difficult if you put your mind to it. Designing and manufacturing firearms and ammunition can take a fair amount of intellect. Learning the nomenclature and becoming proficient with them does not. The most confusing part of the nomenclature is simply that firearms have been in use for something like 500 to 600 years. During that time firearms technology has changed greatly and each time it did new nomenclature was developed to describe the new stuff, with all the old stuff still continuing in use. As a result the overall system is somewhat chaotic. But that is not an insurmountable problem.

If you have any real interest in all this I would recommend simply getting a subscription (or going to the book store/library to thumb through copies) of "Guns and Ammo" or other similar magazines. Though I recommend "Guns and Ammo" because they're good at running articles geared to novices. If you were to do a Google search on the National Rifle Association I am sure you could find one or more of their Web sites that would be the "mother load" of information you might want.

Last but possibly not least, send me a PM and I'll do the best I can to answer any questions you might have.


Yep, assault rifles are now on to generation 4 and most are gas piston. Everyone finally learned that controlling the gasses and making the weapon more reliable in dirty situations was the way to go. In addition, bullpup is starting to catch on. My current reasonable Civilian load out for the apocalypse would be;

Tavor SAR (MBR) and Springfield XD (Secondary), and maybe the Saiga-12 or Mossberg 930 Tactical.

I'll be really happy when they make the Tavor Sar into .308. For now, only Keltec has the only .308 stock bullpup weapon, the Keltec RFB. But to tell you the truth, I would be happy with a low end PTR-91.

As for DUST, I looked it at but playing I have been playing TTW with Panzer which places about the same difficulty as DUST. You die quickly! DUST and Panzer would be insane.


Discription and start of back story up.


allowing gestalt would be great gets my vote

Back story:

It was one of the writes trading posts, scrip drop off and hooch joint, the water ant tainted and the food eatable. She had been waiting a while. Very now an then the outpost owner would give her a side ways look. Two old Sims scavingers where talking in low voices, she just sat and looked at the water in front of her, looking like she was doing nothing, when in fact she was scanning just outside the door.

Then sounds from outside, a Claptrap car had just pulled up, Pig gas powered by the smell of it.

Three men walked in the door, one the short one scanning the room and eyes everyone, then took his time looking at here. She could feel his unease, but she was doing nothing but sitting. A tall freak walked to the keep and asked for something wet, he was given a hooch bottle and 3 odd mugs. The last man was human, well human past the scars and burned up look. He looked worred, The smaller one pulled him to a table. They said and all got a drink from the freak. Mr Worried just looked at his while the other two downed theirs in one gulp.

The Short one.

"Now Megman, we know you know where the stash is, a nice old hardware shop all shinny and untouched. We know you will tell us where so we can help you empty the place, right. get the best deals. "

The Freak nodded.

"very best"

was all he said.

The worried man, Megman looked over at her and then back at them,
"Yar know I an't know where no shop is, I just found a few things thats all, in a clanking down some dead woods."

The small man shuck his head,

"See now I has has to hurt..."

She stood up an walked to the bar making as much sound as she could.
She had her back to them then turned around. Under her duster she had her gun out.

IMAGE HERE

she looked at them,

"Boys I think this man has said all he is going to say to you, so why not move along with you hooch and be on your way."

They both looked at her with open hard looks.
The small one went back, there was a boom as her gun flow a hole in the table in front of him.

"Next one takes you head off, now place that pistol on the table barrel pointing at yourself."

he moved slow bring out the automatic pistol.
As he did blood started to come from the freak noise.

"try and do that to me again and I will melt your brain, so you sit this one out."

He's head fell on the table hard, she walked over and empty's the pistol before placing hand on MegMan and pulling him to his feet.

"Your coming with me, Smithy WV MegMan, You have the right to remain silent. Anything you say can and will be used against you by the law. You have a right to an truth seeker. If you cannot afford an truth seeker, one will be appointed for you. In this case me. Now get your ass outside the Wright's want a word about who's been taking from there stores."

The sort man swear realizing there was no hidden stash, no trove of stuff in a shop hidden. She looked at him.

"next time check who your dealing with, you came close to being on the wrong side of the Wrights, so take that as luck"
She put her gun away and walked the doomed MegMan out the door.
Her dog meet her outside, out from its hiding place, waging it tail it trotted after them.

She picked up the bounty to days later, it was small but she did not expect much. Outside the Green Empire it was all badlands, law was lose and crime was rife.

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