Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


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Somatic could be refluffed as placing your fingers against your temple as you 'focus' your mental powers.

Verbal is a bit more problematic, either you have a catchphrase you utter as you invoke your power (e.g. "MENTAL SCAN!") or you could take the Deaf Oracles curse to get Still Spells on all spells.

Mostly, I suspect it will be ignored unless someone is silenced somehow.

Alternatively, play a class from the Occult Adventures. They don't have to worry about Somatic/Verbal, etc.


> it would still be loud and/visible in some way etc

That was kind of the part I'd been hoping to avoid. Oh well.

Telepath: *Casts charm person at the security guard*

<loud noise and light alerts all guards in the immediate area, and they come running to investigate>

Telepath: "What?"

I dunno. If you have to make noise and light then it doesn't really feel like psychic powers to me. I guess I could avoid using spellcasting? Most of the actual pcs seem to avoid it, probably for similar reasons.

Eh. I'm having a hard time putting together something that can be defined as one superpower in a way that I'm happy about. Might sit this one out.


It will totally be ignored. Unless relevant for some reason i.e. if you were sneaking in somewhere and going room to room taking out goons like a badass

Even then, I'm probably not going to lose sleep over it.


Ierox wrote:


I dunno. If you have to make noise and light then it doesn't really feel like psychic powers to me. I guess I could avoid using spellcasting? Most of the actual pcs seem to avoid it, probably for similar reasons.

Psychic Magic


GM-JZ wrote:
Ierox wrote:


I dunno. If you have to make noise and light then it doesn't really feel like psychic powers to me. I guess I could avoid using spellcasting? Most of the actual pcs seem to avoid it, probably for similar reasons.
Psychic Magic

Thank you so much, this was precisely what I needed.


Okay, up to two ideas

-One is a young mutant made of metal. Would you be okay with the following "12RP" race?

Half-construct(7RP)
Weakness Ability Scores(-1RP): +2Str, -4Dex, +2Con - His increased mass and lack of tactile sense makes his movements a lot more ponderous.
20ft. Med. Speed(-1RP) - Since he can't actually feel his surroundings, he has to move a lot more carefully than normal people.
Medium Size(0RP)
Standard Languages(0RP)
Elemental Vulnerability(-2rp): Electricity
Immune to healing(-3RP) - Homemade Vulnerability: He is "immune" to all forms of hp healing aside from his natural fast healing.
Damage Reduction 5/Adamantite(3rp)
Fast Healing 1(6RP) - Fluff restriction: he needs to regularly absorb metal to keep his healing up. A fist-sized lump is usually enough if he's been in combat.
Natural Armor +1(2rp)
Improved Natural Armor I(1rp)

The inheritent conflicts would be coming of age, being visibly different from the rest of society, with a touch of balancing the need for authoritarian oversight of supers against the possibility of institutional corruption.
While he's not neccesarily stupid, he is a little brash, and his semi-invulnerability lets him get in over his head without it being as much of a problem for him as it should, leading to him favoring head-on attempts.

-The other is a mutant human psychic bloodline sorcerer//something(mindblade magus? Gunslinger? IDK).

The inherent conflict would be how ethical it is for them to use what is essentially mind-control powers for the greater good.


.


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Alright, I got an idea pt together. Below is the info (also in on this alias' page), but I'll have an alias up quickly for both the character and his alternate identity up quickly if I get chosen.

I present Marvin Booker, a young college student with the secret identity of Rune Blade. His main focus will be close-combat and metal working.

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Background and History:
It all started on a dark Sunday night during Marvin's first year of college. Without a group of his own, Marvin had been searching for a cliche to join. He soon found a group that would let him join, and he took the opportunity. The Occult Club was a group of students who practiced the black arts, alchemy, and hexes. Marvin's parents would have frowned had they known, but Marvin just wanted a group that would accept him.

The low-lit candle room had sent excited chills up Marvin's back. The was filled with black cloaked individuals, though the room was small so it honestly wasn't that many. In the middle of the room was a cleared space, upon which they were inscribed.

Marvin had immediately recognized the symbols. Special runes, used to derive the mythical. Marvin had been practicing the incantations for hours on end since he had wanted to join. He already knew each step to take.

Led to the edge of the cleared space, he was given the initate oath then instructed to sit in the middle of the runes to let the ceremony begin. As he did, a low mist entered the room, the temperature dropped. Marvin remembers thinking that all the effects were cool at the time.

He was about to start the chant when a gust blew through, instantly snuffing all the candles. The moment of darkness was abruptly ended as the runes began to glow a bright white. Lifting off the ground, they began to circle around him, slowly gaining speed. Marvin was blown away at all the effort put into this show and having second-thoughts about joining such a obssesive group.

A whirling sound caught his attention during this, and Marvin looked up to see something shoot down from the ceiling and thud into his chest. He didn't remember passing out, but when he came to he was lying on his back, a steel rod in his chest pinning him to the ground.

Marvin pulled the rod out, only to find no blood or wound. Instead, a round scar marked the spot, as well as a large scar surrounding it in the shape of the runes. Two more rods were in each of his legs with the same designs. Once Marvin got up, he found everyone's cloak on the ground, as though each one had slipped out of them and left. He hasn't seen any of them since.
At first Marvin tried to put the whole eerie and strange incident behind him, but he found that he no longer could walk as fast as before and the mark never disappeared from his chest and legs. After a few days, he began to discover metal reacting strangely to his touch. Placing his palm firmly on a plate of metal one day, the runes from before suddenly appeared on it, and a thread of metal flowed out as he drew his hand away. Solidifying into the first thing he thought of, a candle, Marvin started to realize that what happened that night had been no massive prank.

He had superpowers.

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Superpower and Identity:
Marvin's superpower is the ability to control and shape metal with but a touch. Even with no metal around, he is able to draw traces of it out of other materials, such as the ground or walls, and pull out constructs of his choosing. He is discovering other uses might be possible, but he'll have to focus on learning the properties of metal better first.

Once he learned that he had superpowers, Marvin acted as any college student who suddenly learned that and created a custome and alternate identity. Rolling with his occultist origins, Marvin's custome is a royal blue cloak with silver lining and matching garments underneath. Institched on the middle of his cloak and shirt are a silver set of runes.

Going under the guise of Runic Blade, Marvin has tried to be a superhero in his area, but has yet to actual much of evil to twart outside of the occasional bully. He keeps his base in the secret area of the attic above his dorms. Unused since it was created, he has filled it with his array of electronic gadgets and stories on the other superheros to figure out how to be one.

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Personality and Motives:
Marvin is a computer geek, loving to work, develop, and study computers. His major is mathematics, and he has a knack for mental calculation. Though a good conversationalist, Marvin's earlier years of constantly changing schools has left him with little connections in his new college, and he is not one to start up a conversation with strangers.

Marvin is a regular college student in that he is still immature and trying to find his place in the world. He loves socializing and partying, but has yet to actual get invited to one of the large block parties yet. At the moment, he is still just desiring to fit in and be accepted by his peers, though he feels more awkward around them now more than ever with his secret powers.

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Appearance and Mannerisms:
Outside of his superhero guise, Marvin appears to be a common New York college student. He has short brown hair, wears the campus uniform, and generally is carrying his laptop for study. He has a short stride ever since the incident, and has developed a reputation since.

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Stat Block:
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Marvin Booker
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Male Human (Caucasian) Gestalt (Oracle/Vigilante) Level 2; Age 20
NG/CG* Medium humanoid (human)
Init +2; Senses Perception +4
*CG in vigilante identity

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Defense
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AC 14, touch 12, flat-footed 12, ballistic 16 (+2/4 Ballistic Armor, +2 Dex)
HP 19
Fort +1, Ref +5, Will +2

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Offense
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Speed 20 ft.
Melee
Ranged

Special Option

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Statistics
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Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 8 (-1), Cha 18 (+4)
Base Atk +1; CMB +4; CMD 16

Alternate Racial Options
Focused Study - Replaces Bonus Feat for Skill Focus at 1st, 8th, and 16th levels

Feats
Power Attack - -1 attack for +2 damage (additional 50% increase on damage if two-handed)
Skill Focus (Spellcraft) - +3 to skill
Skill Focus (Tech-Craft) - +3 to skill
Toughness - +3 hp, +1 for levels 4 and above

Boons
Quick to Master (Tech-Craft) - Skill Focus and class skill, +1 skill point
Trust Fund - +4 RP and Black Market Connections

Skills (20 Ranks - 12 Class, 4 Background, 2 Skilled, 2 Quick to Master)
Acrobatics +4 (1 rank, 3 class, 2 Dex, -2 Armor)
Climb +5 (1 rank, 3 class, 3 Str, -2 Armor)
Craft (Electronics) +5 (2 rank, 3 class)
Diplomacy +9 (2 rank, 3 class, 4 Cha)
Disguise +8 (1 rank, 3 class, 4 Cha)
Escape Artist +4 (1 rank, 3 class, 2 Dex, -2 Armor)
Knowledge (Arcane) +4 (1 rank, 3 class)
Knowledge (Engineering) +5 (2 rank, 3 class)
Knowledge (Local) +4 (1 rank, 3 class)
Knowledge (Tech-Craft) +8 (2 rank, 3 class, 3 Skill Focus)
Lore (The Occult) +5 (2 rank, 3 class)
Perception +4 (2 rank, 3 class, -1 Wis)
Spellcraft +7 (1 rank, 3 class, 3 Skill Focus)
Use Magic Device +8 (1 rank, 3 clas, 4 Cha)

Favored Class Bonuses
Oracle - +1 hp (x2)

Languages
English

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Magic
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Spellcaster Level 2nd
Concentration +6; DC10 + Spell Lv + Relevant Mod

SPD
1 - 5

Spells Known
0 - Create Water, Detect Magic, Light, Mending, Read Magic
1 - Cure Light Wounds, Lead Blades, Stone Shield, Sun Metal

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Possessions
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Inventory
modular vest

Emcumberance
Current Load -
Loads - 76 Light, 153 Medium, and 230 Heavy

Wealth

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Vigilante Abilities
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Dual Identity (Ex) -

A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex)

A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talents
Safe House (Ex) - The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn't have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can't be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage's private sanctum.

Vigilante Talents - Avenger
Combat Skill (Ex) - The vigilante gains any one combat feat as a bonus feat. He must meet the prerequisites for this feat, but he is treated as though he had a number of fighter levels equal to half his vigilante level for the purpose of qualifying for this feat.

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Mystery and Curse
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Mystery Metal

Revelations
Iron Weapon (Su) - You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Curse Lame

Effects
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. Your speed is never reduced due to encumbrance.

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GM-JZ wrote:
Don't worry about starting equipment too much, we can discuss that if/when selected but basically you are looking at 150gp worth of starting gear and 2 resource points at this stage (which equates to about 900gp worth)

Awesome. Thanks for answering my question! That means I have just enough to cover the basics I was looking at so Sir Gabriel should be done.

Question! As a fellow creator, I'm super interested in what you're making as much as the game itself. Are you open/looking for suggestions?


Is Knowledge Meta a class skill in general? If not, is it for a Magus/Witch?


Slyness wrote:
Is Knowledge Meta a class skill in general? If not, is it for a Magus/Witch?

Yes it's basically a class skill for everyone.

Knowledge Meta DC 18:

This is the Devil of Hell’s Kitchen – Daredevil!

He is an extremely skilled martial artist and grappler with almost supernatural reflexes and perception.

He is routinely underestimated as ‘street-level’ but he is one of the most skilled hand-to-hand fighters of any of the New York resident heroes and possessed of extra-sensory perception that rivals any of the known cosmic beings. What he lacks in flashy super powers, he more than makes up for in grit and determination.

In addition he has proven himself to have a keen intellect and powers of deduction.

(Brawler/Investigator)

In other circumstances it would tell you specific details about abilities, weaknesses and so on.


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Howdy, I'd like to submit Trystt for consideration. She is a magus/witch mechanically, though more witch than magus(debuffer/healer over melee fighter. I am flavoring her abilities as electrical manipulation. For example, most hexes are disruptions of the electrical current in the brain.

I used an unusual familiar from the Familiar Folio that I thought would suit her well if reflavored.

Please feel free to offer comments, suggestions, or advice, especially if there is something that you would like me to change. And, of course, thanks for running a game and any consideration that you give my submission.

-----Description:-----
Trystt is a small, slight young woman. Her skin is incredibly fair and her hair is a shocking blue. Her eyes have no discernible pupils or irises. She dresses simply, favoring a sleeveless robe, though she does have a blue cloth wrapped in a crisscross pattern around her right arm. Her long robe often seems to flutter in a breeze, even indoors. She is followed closely by her familiar, Rocky, a vaguely human-shaped cloud of granite dust.

Her demeanor and posture suggests defiance and ferocity. Her mood can change quickly, like the wind. Her intelligence and wit are just as likely to get her in trouble as they are to get her out.

Her power derives from her ability to manipulate electrical currents. She can use this ability to do remarkable things like quick healing, or even effects that resemble telekinesis or telepathy.

| Pic | 5’2" | 102 lbs. |
Familiar: Ioun Wyrd - +1 natural armor | Valet | Stone: Dull Grey
-------------------------------------------------------------------

Background:

Childhood: Trystt was abandoned when she was born. She assumes it was because of her unnatural appearance. She grew up in the system, bouncing around foster homes where she was mostly ignored by both her foster parents and the other kids out of fear. She found a lot of solace in books because they never judged her.

Religion: Trystt doesn’t care for organized religions, but every time she looks at Rocky, she is reminded that there is something out there.

Strangers: Trystt is initially distrustful of people she doesn’t know. But if people can ever find a way past that, they would a fiercely loyal friend.

Fear: Trystt does not like confined spaces. She loves the outdoors and open spaces. Also, dolls… because they’re creepy as hell.

Talent: Trystt is really good at most card games, and especially poker.

Celebrity Crush: Captain America!!! Trystt was in one of the buildings that Cap evacuated during the Chitauri invasion. She credits him with saving her life and thinks he can do no wrong.


Sorry if this is somewhere (think I missed it); how many Resource Points do I start with?


ElegantlyWasted wrote:
Sorry if this is somewhere (think I missed it); how many Resource Points do I start with?

2 at this point. But we can sort that out later, it's one of the more confusing elements I think


If I'm not getting around to answering any questions, I apologise and will get to them when I can :)


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This is a plant-based alien I've been messing around with. Some details subject to change in the next day or so, I believe.


Howdy, Trystt here. I forgot to address the posting requirements. I check my games and can post several times a day.

And my revision is done, too.


Another question; are we using Traits at all?


Or Background Skills?


Traits no, bg skills yes. New skills like knowledge meta and Techcraft are not background skills but profession driver, pilot, sailor are


Final question at current; I'm going a bit of a different direction; Unchained Monk/Feral Shifter Druid (gonna be a shapeshifting berserker, yo!).

Do you have any qualms with me taking the stats of a monk weapon (say, the Sansetsukon) and re-skinning it to fit an Asgardian warrior?


With the starting characters, is it okay to assume a direct link to SHIELD to begin with, as my submitted character has a background as a SHIELD researcher?


Hello, status update here. Here is most of the crunch for Josephs character :)
Background still coming but basically he is a Lex Luthor inspired metamind using Bard (Ringleader)/Mesmerist.

Quick question. We start off with 2 resourses and I took Trust Fund, do I get 4 or 6?


The Spore, I believe, has been completed.


ElegantlyWasted wrote:

Final question at current; I'm going a bit of a different direction; Unchained Monk/Feral Shifter Druid (gonna be a shapeshifting berserker, yo!).

Do you have any qualms with me taking the stats of a monk weapon (say, the Sansetsukon) and re-skinning it to fit an Asgardian warrior?

No problem with that at all. Recently the team found a DC15-s Disruptor Pistol (Wand of Acid Arrow) so the idea of refluffing items and abilities is not only fine but encouraged.


Dr. Nathan Owens AKA Owl wrote:
With the starting characters, is it okay to assume a direct link to SHIELD to begin with, as my submitted character has a background as a SHIELD researcher?

That's fine too, SHIELD are finding their feet again after the events of Captain America: Civil War and are acting as a kind of screening and consultancy for superheroes.

But equally they have a huge R&D division. As do Stark Industries, Rand International (Iron Fists's company) and the Baxter Building (Fantastic 4's base) if you wanted a slightly different background.


Midiotoziggeroto wrote:

Hello, status update here. Here is most of the crunch for Josephs character :)

Background still coming but basically he is a Lex Luthor inspired metamind using Bard (Ringleader)/Mesmerist.

Quick question. We start off with 2 resourses and I took Trust Fund, do I get 4 or 6?

Well you would start play with 4. So it would depend if you have used those Resource Points. If you have, for starting equipment or Fame-related boosts, then you'd have the remaining RP + 2. Otherwise if you've stuck with basic starting equipment then yes you'd have 6.

Hope that makes sense :/


I haven't yet bought any equipment except an Ioun Torch, I plan on getting a handgun of some sort as a backup weapon. If I do then I would get 4rp - the cost of the firearm.
Otherwise I could nix the weapon and start with 6rp :/
Decisions decisions!


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Okay. I have Ragnar of Asgard ready to do. I included the racial build in the "special abilities" section. I don't think I listed it but the character has 5 RP remaining...that's about it! If you have any questions or want more clarification on anything (background, crunch, whatevs) just let me know!

Build wise, I took a Druid archetype that does away with the animal companion stuff so you don't have to worry about that. The character will be going heavy striker/tank if he's selected.

Tried to give him some background with ties to Midgard itself and give him motivation for being on Earth and hanging about with heroes.

I also have several games running on these boards and can post at least once a day (usually more).


ElegantlyWasted wrote:

Okay. I have Ragnar of Asgard ready to do. I included the racial build in the "special abilities" section. I don't think I listed it but the character has 5 RP remaining...that's about it! If you have any questions or want more clarification on anything (background, crunch, whatevs) just let me know!

Build wise, I took a Druid archetype that does away with the animal companion stuff so you don't have to worry about that. The character will be going heavy striker/tank if he's selected.

Tried to give him some background with ties to Midgard itself and give him motivation for being on Earth and hanging about with heroes.

I also have several games running on these boards and can post at least once a day (usually more).

Thanks EW, I will be going through submissions this weekend so will follow up with questions if I have any :)


It's not a very strict deadline but I'll be closing this basically when I get up Saturday morning :/

So please if there are any last submissions get them in overnight on the 24th.

Thanks for all your interest guys!


Last few hours for submissions


*crosses fingers*


Note: I've added a few things to fluff, etc. for Marvin/Rune Blade, though not much. The updated version is within this alias' profile page.

Good luck to all!


Hey guys, submissions are now closed. I'm going to spend a good few hours going through them tonight and hope to announce the successful candidates tomorrow.

I may PM some of you some questions or suggestions and if I do I will wait (a reasonable time) for a response before deciding :)

Thanks again for your efforts, interest and patience

Grand Lodge

Thank you for giving us the opportunity. It looks like fun


Thank you all for your patience.

Everyone came up with great concepts that really embraced the theme so thank you for that and I wish that I could accept more than the three I have, which is more than I intended anyway.

Trystt
Shift
The Spore

Please check into discussion when you are able.

Thank you all again and I hope I get the chance to play with you in future.


Thank you.

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