Kolyarut

Unit 5570-01's page

3 posts. Alias of Nimon.


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The construct comes back into the room. It seems obviously damaged. Remain seated, resistances is futile.. Sparks fly out of the constructs mouth as it bends over and collapses.

Through the door that opens by itself you get a glimpse that the other room has escaped prisoners that are currently engaged with the strange constructs. The door closes again and you feel the ship taking a dive and can feel your insides climbing with the inertia. There is a loud alarm and red flashing lights in your compartment.

Roll Fort Saves


After you give your identifying information to the construct calling himself the Commander of the Vessel, Unit 5570-01 and other constructs secure you in a metal chair inside the vehicle. Those who have Psionics have the addition of a bowl shaped helmet that blocks your mental abilities, those who cast magic are gagged.

Once everyone enters the vessel the hatch closes and inside the hulking metal is pitch black. With a vibration and loud hum artificial lights fill the inside of the ship as it lifts into the air. Unit 5570-01 begins to speak again in that odd voice.

Prepare for terrestrial travel. Attempting to escape if futile. Upon reaching the destination you will be given an ingestible organic fuel replenishment with a proportional amount of hydrogen dioxide and 1800 seconds to finish the replenishment. After the announcement Unit 5570-01 walks out of this compartment and into another as the door he exits opens and closes on its own. You look over at your fellow prisoners many of who you have never seen before.

You can take this time for some in character introductions


Line up single file. Do not attempt to flee or you will be converted into carbon and hydrogen components. Enter the vessel one at a time. State your biological affiliation and numeric designation to the commander of the vessel. The large metallic construct speaks in a monotone manner as it gestures to you to join the others gathered outside the strange vessel that travels in the air without wings that is shrouded in light.

Just as you are getting use to the light of day again a strange humanoid in front of you screams something in a language you have never heard and runs out of the line. You reach out to stop him, and your hand is almost caught in the red light and heat that the construct fires from a hollow tube attached to its wrists. The odd humanoid crumbles into a pile of ash in front of you.

The emotionless automaton repeats Do not attempt to flee or you will be converted into carbon and hydrogen components.

Welcome to my Numeria Campaign. I will choose six players for this campaign on the 25th. My Play by Post style is Theater of mind meaning there are no maps. I do not expect large backgrounds, just explain why you have your traits and why you are imprisoned(which might be one in the same depending on campaign trait).

Character Creation:
25 point buy. Races allowed- Core Races, Androids from Inner Sea Bestiary,Featured Races with associated traits from the Advanced Race guide, Psionic Races from Dreamscarred, And Neo-Exodus races. Classes allowed-Any from Pazio, Dreamsccarred Psionics including the ones found in the Advanced Psionics and the MachineSmith from Neo-Exodus.Three Traits- One Campaign, Two others. No traits that award extra money or items(you are starting with nothing). Starting Wealth Nothing, you are wearing rags.

Campaign Traits/Choose One:

Tech Seeker – After the barriers when up around Numeria, there was a bounty put out by many of the nations for any Numerian technology. Like many others, you sought to make your fortune in finding these items and spent a good deal of time studying as much as possible about Numeria +2 Circumstance to any knowledge checks involving Numeria. You can make any such check untrained to a max of DC 15. Appraise, Knowledge Engineering and Use Magical Device are class skills for you and you can apply the circumstance bonus (+2) to checks made to use or appraise Numerian devices.
Otherworldly
- Can only choose if a race from Dreamsccared Psionics or an Android You are a strange race previously unknown to Golarion. Choose two skills from the following list, they are always class skills for you: Autohypnosis (Dreamsccared), Knowledge Engineering, Knowledge Psionics (Dreamsccared), Intimidate. If trained, you gain a +2 circumstance bonus in any of these skills from the list, and to drive checks for tech propelled vehicles and reduces the required intellect to drive a tech vehical by 2 (so from 10 to 8).
Slave - You have been a slave for so long you hardly remember the surface. You have been forced to work with many different races and have learned to communicate with them. Knowledge Dungeoneering, Linguistics, and Profession: Miner are all class skills for you. You start the game with one free rank in each. You gain low light vision 30’ in addition to any other vision standard to your race.
Technic League Acolyte
- You are or were an acolyte of the Technic League. You studied the ruins of Numeria using magical methods and occasionally made unique discoveries. Knowledge Arcana is a class skill for you. You can replace a Knowledge Arcana check for any Knowledge Engineering check for a Numerian device. You gain Artificer’s Touch as the ability from the Artifice Domain. You can use your cha, wis or int bonus (choose one, once chosen can not change) to determine times of day you can use the damaging version.
Victim of Experimentation You have something about you that the True Rulers of Numeria found interesting or they just needed a test subject. Either way your stay in Numeria has been unpleasant and you have gained some odd features. You gain +1 to Fort Saves, in addition gain ONE of the following :
Psionic Training You have been given some psionic training, gain Detect Psionics at will . +1 power point
Psionic Resistance You gain +4 moral bonus to saves against Psionics.
Robotic Augmentation You gain a Robotic augmentation to your body, trade 1 cha for 2 to another statistic (can only do this once). You gain electrical vulnerability (150% damage from electricity).
Spell caster Anomaly The true rulers are interested in this thing called magic that you possess, they forced you to display your talents often and under distress. +2 to concentration checks, also choose one level one spell, you gain the Quicken Spell to that spell.

Prisoner of War - You attempted to breach the Numerian defenses on the orders of your liege lord. You gain Profession Solder as a class skill with one rank in it. Your experience in fighting the constructs of Numeria has given you insight into how they fight. +1 attack/damage/Knowledge checks against Androids and other Numerian constructs.

Historic Timeline for Campaign:

Age of Legend (approx. -5500) – Kellid tribals witness a strange “Metal Mountain” fall from the sky leaving the Silver Mount and other strange metallic debris across the land.
4709 - A monstrous metal scorpion takes prisoners in the Felldales region of Numeria.
4711 - End of “Official Timeline”
4712 - The Technic League rediscovers a secret to enhance the Automatons of Silver Mount, at that moment a bright beam of light shoots into the sky. It remains there for 20 years.
4720 - The Technic League creates a coup against the Black Sovereign, who is killed in the revolution. The Technic League begins a campaign to unify Numeria, their main targets are Castle Urion , Iadenveigh, Hajoth Hakados, and the followers of Erastil that reject technology.
4732 -On the 20th anniversary of the Bright Beam of Starfall being lit, a large “metal skyship” is seen landing on Silver Mount. Not long after its arrival the Bright Beam expands and forms a strange force field around central Numeria in a 50 mile radius, with Silver Mount at its center.
4735 - A large contingent of Crusaders from Mendev and other nations travel to Starfall on a diplomatic mission presumably to request aid in yet another crusade. They are never seen again.
4740 -Metal Skyships are a common site in Numeria. Odd rumors of otherworldly beings with mental powers unlike those of any Wizard are said to come from these ships. Androids become a more common site in Numeria. It is believed that these otherworldly beings are the True Rulers of Numeria.
4746 - The now large cities of Aaramor, Dravod Knock, Urion, Iadenveigh, Hajoth Hakados, Sable Barrow, Lackthroat, Gorum Pots and Sunder Horn all have force fields around them that expand 50 miles, in some cases crossing into other nations, much to the chagrin of those nation’s ruling classes. Any attempt to breach these force fields fail ending with a large loss of men for those nations seeking retribution.
4747-Now.

Alternate Rules:
Hero Points Each player will begin with one. Rules for these are found in the APG. Feats and spells associated with hero points are allowed. Psionics from the Dreamscarred Materialincluding Autohyponosis and Knowledge Psionics Driving and Vehicle rules These are found in UC. In this game the Vehicles will have Tech Propulsion, and require an Int of 10 to drive.