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Woot in it's most heartfelt interpretation. Will snag reloaded on the way home tonight and see what I can see. There have been MAJOR rule changes with the move to reloaded. Deadlands used to be one of the more complicated popular rule sets. On par with GURPS or maybe a bit above it on the complexity scale. Savage worlds grew out of "The Great Rail Wars" which were the stripped down miniatures rules for Deadlands. Setting wise I think the game has moved on from the "Pale Rider"/"High Plains Drifter" feel/timeframe to a later Maverik/Call of Jaurez/Wild Wild West (tv series) feel. Esp in Flood which takes place after the rail wars I think. Oh and Hi Musad!
Hello Peanuts. Chiming in and voting for more savage goodness! I know it may be crossing the streams a bit but I hope you don's mind one of your NE players tossing their hat in the ring? As far as campaign goes I am open. I would need to read up on the tribes if we If forced to vote I would go with Flood as Cutter is one of the better writers in the RPG biz right now. As far as character I am torn between a preacher bring the good word and and occasional buckshot to the people of the west, a simple cowboy down on his luck, and a Coyote Confederation brave. These concepts would work in any of the campaigns mentions with minimal tweaking. In a military campaign the preacher becomes a chaplain and the brave a scout, while in the native campaign the preacher is a mission-raised tribe member recently returned. I am somewhat familiar with Deadlands but mainly in it's pre-savageworlds incarnation. I have been looking for a reason to buy reloaded however so if I get in then my FLGS gets a sale. So pick me and help boost the economy. :7)
The image links and a solid, atmospheric description will work wonderfully. The player getting the reading will be entranced and the others will be eager to be next. This kind of individual attention works great in a PBP setting. The slower pace means, surprisingly, that players are much less susceptible to the boredom that would plague a live game.
Please fail to restrain yourself.... I am currently playing in an OD&D campaign and I can attest that the rule sets like Swords and Wizardry or even Lamentations of the Flame Princess would run I6 with nary a speed bump. The fact that both of those rule sets are free is also a factor. That said a pathfinderized Ravenloft campaign would rock on toast. If you do decide to go that route I will be the player posting the Wolf shaman druid. I can hear the character in my head now "This is a land for wolves, not men. You travel at your peril."
Masque wrote:
hmmmm strip a point out now or wait til seasoned for a true lair. It will be a pain but I am leaning toward waiting. I could be convinced though... ....Masque wrote:
I'd say starting characters are quite a bit tougher than that. Three times as durable (wild card, bennies) and highly competent (odds on getting a success with d4-2 + d6 wild die are not that bad plus bennies). Add in edges and AB's and I would put a raw novice SW character at about 3rd level pathfinder.
Belledonna wrote:
Yup the NE style superpowers edge pretty much does away with all those power edges. GM
Still working on gear, sorry for the delay btw all...Thoughts on Nemesis as a name? Rashly. Hmmmm some overlap with Nemesis/Devil's Advocate. Though you are more anarchistic .....
re: Beating and taking. Normal loot, the stuff made without using powers and the device limitation, is free for the taking. Assuming you either have the cash or the strength to take it. With the alien invasion the definition of 'Normal loot' has expanded to include things like blaster weapons and spaceships but these are rather harder to get than the uzi the street thug is waving in your face. Re HQ. There is a power called "lair" cost 1 +1 for secure access, +1 escape pod, +1 per research lab/medical bay, +1 for well hidden. We might want to toss a point each or so into this at some point. The power explicitly states multiple characters can contribute to the same lair. The lair can also have powers attached to it like staff (minions), or automated guns (ranged attack). In the meantime I can pull a bolt-hole out of my hat given about half an hour.
GM-Peanuts wrote:
Cool beans. Technically there is no touch requirement for interface but this ruling makes sense. Hmmmm now how to give interface range..... Something like a +2/+3 modifier? GM-Peanuts wrote:
Well if it were simple it wouldn't be worth doing.
GM-Peanuts wrote: I'd say Broadcast could allow you to do things such as alter feeds, jam signals (this would be more of a focused jam, requiring him to locate the source or something similar before he could block it. Iif you want an area jam you'd have to buy something like that as a modifier), send false signals, stuff like that. You'd probably never need to worry about not having a cell signal or a wireless connection (as long as you're somewhere urban anyway) too. Sending false signals to the satellite is all I would need to de-orbit it on a predetermined path. But doing that is not in genre so I will leave the orbiting bombs alone. Devil's Advocate crunch done save for gear:
[spoiler=Devil's Advocate starting crunch] Hindrances. 6 Major.
Minor.
Instincts.
Edges.
Attributes 5
Smarts d8(2) +super attribute d10
Spirit: d6 (1)
Strength: d4 +super attribute d6
Vigor: d6 (1) Powers 20pp Super skills: repair d10 (1) notice d8 (1) {2}
Wrist computer
Mirage field generator. Deflection (3) requires activation (-1), device (-1) {1} Overload beam. Malfunction (3), uses smarts (1), device (-1) {3} Gear $3k Figured stats.
Notes.
Ummmm Device is -1 per 5 points after modifiers. Broadcast is 1, manipulation is 5. Total 6pts which is a -2 for device. Slow activation applies after the device mod. At least the text "Subtract one additional point...." seems to say that. {NE/ex p38} Not sure what you mean about using something other than spirit for manipulation. Do you mean for malfunction? Ah so no wedding broadcast (2x extra range), to interface (codebreaker) and commandeering V'sori warships in low earth orbit. Or de-orbiting communication satellites as improvised kinetic-kill weapons. Sigh, martials never get the best toys.... :7) Still being able to intercept and alter communication signals is a rather impressive power considering how many things use radio spectra. It was recently proven possible to remotely hack pacemakers that use radio to recharge for example. But I understand this is not shadowrun and will focus accordingly.
Devil's Advocate. Crunch in progress. Advice welcome.:
Hindrances. 6 Major.
Minor.
Beliefs.
Instincts.
Edges.
Attributes 5
Smarts d8(2) +super attribute d10
Spirit: d6 (1) +super attribute d8
Strength: d4
Vigor: d6 (1) Powers 20
Device, Wrist computer
Invent 3 (6)
Gear $3k To do
Choose edge. Spend cash.
Speaking of which... GM-Peanuts How are you running hacking devices? Can one hack a blaster rifle for example. A tank or giant robot? Can it be done at range using Broadcast (manipulation) I am trying to find the line where Interface (codebreaker) shades into Malfunction. Though I suppose I should just get them both.
Belledonna wrote:
Not even close to a problem Devil crunch in progress wrote:
Mind you he generally does not bother to kill in person. Technology is so prevalent and interconnected that he mainly kills by remote. A change on a medical record. A stuck electronic lock and exhaust rerouted through the hvac system. The invasion really cramped his style. At least until he manages to hack the V'sori's network.
GM-Peanuts wrote:
Yes the name needs work. Really an off the cuff play on Anonymous. Will give it more thought... .. Or I will listen to my teammates... 'Devil's Advocate' is a nice name. Devil is focused on exposing, breaking and ultimately killing those targets who earn his ire so it fits. 'Instant Karma' is another idea but that sounds a)like a Japanese new wave retro band and b) more reactive where it is the place of evil to be active. I don't normally go with tech/gear characters but we have a heavy magic theme so hopefully I can help balance it out. Might even play up the occult image as cover... Belladonna. Thanks for the name drop. It might just work. I see you and Devil working closely together perhaps even having pulled off some jobs in the past. You have the soft interpersonal touch the Advocate lacks. Perhaps Devil was involved in getting you past security for your banking adventure?
More data on my prospective entrant. Name: John Doe. No records exist. Alpha force was able to get a couple of pictures but the names attached were always fakes. Villain name: Scavenger. AKA Junk-man, AKA The Villain What is the origin of your character’s powers?
Rough history: Child of a wealthy Midwestern agribusiness family. Family business was gutted in a hostile takeover. Family could not accept the change, tragedies occurred. John focused more and more of his life on-line. Moving quickly from white hat to black hat to anarchist activism. John created the "Villain" persona to provide a focus identity for his work. The "Junk-Man" persona came later when he needed to take a more active hand. The power armor he used was primitive but it served. For example it allowed him to hold off XXXXXX of alpha force long enough to destroy several LNG pipeline junctures causing the re-insurance company backing the pipeline company to go bankrupt preventing them from backing a coal friendly senator for re-election thee states away.
What turned you to villainy? People with power take what they want. John does not agree that they should do so with impunity. What were you doing during the invasion? Siphoning off the Ugandan national treasury. At least until the network started to collapse. What were you doing when you were caught? and how, or why were you caught? Socorp sting operation targeting trade in illegal weaponry caught John up in a sweep. he still does not know how they knew or who betrayed him . More, and the crunch to follow.
Dotting for EXTREME interest. Concept "The Villian" Techno terrorist. Hacker, saboteur, multiple murderer by remote. Think anonymous but Power ideas. Interface w/ codebreaker. Broadcast with manipulation and range. Invent. Malfunction. Connection to crime families and smugglers. Motivation: Sees the invasion as a challenge. No one is allowed to have better toys than him and he is quite angry about the disruption to his supply/smuggling networks. More to comwe
Still open? If so I would like to put together a ghoul. A former vault dweller whose vault specialized in training its inhabitants to physical perfection. Years ago the vault fell to slow, possibly purposeful radiation poisoning. (This could easily been a vault-tech experiment in how the human body reacts to extreme conditions.) Since the vault collapsed in a wave of ferals and raiders our ghoul has been wandering the wastes living as a hunter, a scavenger, and occasionally raiding raider camps. Class is monk. Considering the Wanderer archetype if is available to ghouls. Prefer mix of combat and roleplay. Quite happy with you altering cannon, after all an rpg is different than a computer came and what works in one may not work as well in the other. I am rather familiar with the Fallout cannon having played every everything from Wasteland to the New Vegas DLC's Chicago sounds like a lovely place. I do have some questions about Ghouls however.:
Please do not take the following as criticism. You have done a bang up job of adapting Fallout to Pathfinder. I just see ghouls a tad differently and have some questions and suggestions. By cannon they are almost immune to radiation. The only effect it has on them is to change them to Glowing Ones if they get a truly insane dose. +2 to saves does not seem to reflect this especially when a 3rd level human wasteland resister gets a larger bonus. I propose a flat immunity. Ghouls are also unaffected by most if not all meds. Even Jet does nothing for them. There is even a side-quest where a ghoul drug lab is working on making super-jet that can effect ghouls. This is good and bad. No poisons but no stim-packs ect. However they do heal from even severe wounds. Perhaps 1hp/day regen? Are you reflecting the fact that ghouls do not age at all? Several in the games have memories of before the war. Perhaps giving ghouls the Breadth of Experience feat from the APG to account for this? The -2 con seems an odd choice. By cannon ghouls are never called out as frail. They are however called out as ugly, smelly, ect all the time. Even by other ghouls. That sounds like a -2 Cha to me. I can see the argument for darkvision as they spend most of their time underground/indoors but why low-light as well? Did you consider giving them light sensitivity? It fits the theme and would also help explain why they are feared if Ghouls are more active at night.
So I was looking at the Tattooed Sorcerer and was really liking the archetype when I noticed something odd. Their 7th level ability. Now the ability to make a spell tattoo as a standard action is nothing to sneeze at. It is a balanced ability as there are some hefty restrictions on spell choice but then I noticed that the ability did not mention the creation cost. Looking at spell tattoos I see that they cost four times the cost of a normal scroll. This means that to use a class ability to create a limited and temporary spell tattoo of the highest level spell the sorcerer has access to at the time they gain this ability they have to burn 3200gp? Pretty impressive for a single standard action. Or am I missing something?
Mumbata of Bonuwat wrote:
This still open? Thinking a tactician fighter/skill monkey might fit.
Sir_Wulf wrote: If the absentminded player wants you to consider him to have already cast mage armor, have him explain exactly when he casts it. This need not be complicated: "I always cast before we enter ruins, go underground, or enter a bad part of town". You both can then ignore it, but he gives up the right to gripe if you declare "You've been in the crypts four hours: Your mage armor runs out." Oooo this is good. You could even ask them to give you a written list of these standing orders. This is an issue that will only get worse as levels go up and durations get longer.
Do not let it slide. But don't spring it on him either. Talk to the spell-caster before the game and let him know you would like a more formal statement about when they are casting because it might become important in the near future. This approach might get them to agree easier because it makes it seen that there is the possibility that the change is temporary and the 'near future' bit will make them paranoid, which is fun to watch.
Sunderstone wrote:
No problems. Glad you came through this OKish.
hmmm looks interesting, if this is still open that is. Rolls:
1. 4d6 ⇒ (1, 5, 5, 3) = 14. For 13 2. 4d6 ⇒ (5, 1, 6, 5) = 17. For 16 3. 4d6 ⇒ (4, 6, 2, 1) = 13. For 12 4. 4d6 ⇒ (3, 2, 6, 3) = 14. For 12 again 5. 4d6 ⇒ (2, 4, 4, 2) = 12. For 10 6. 4d6 ⇒ (1, 5, 1, 2) = 9. For 8 bare-bones back-story:
Comes from a farming family with a mercenary background. Grandfather fought for Cheliax back in the day and was paid in land. (There may be a family link to hellknights. Grandfather could even have been bought off/put to pasture for knowing too much?)
Grew up fascinated by the family history and the trappings of war. Trained in the local militia and was considered as a possible Arminger by the hellknights. Came to the attention of Sir Nicolo Cosma. Pushed out by politics. Worked a couple of courier/messenger jobs for Sir Cosma between stints as city watch and suchlike. motives:
Desires to make his mark on the world. Has read too many romances with knights and dragons to be really healthy. Quietly dislikes what he has seen of the Cheliaxian government. Feels they are not living up to the standards of a just government. He is however not currently considering rebellion. [/ooc]
[spoiler=Vague idea for a build]
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