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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Gestalt and the possible bonus feat receives my vote as well.

I am in my Fluff phase now.


Gestalt is something that I am a bit iffy on in this campaign, primarily because of the survival aspects of it. That said, if everyone agrees with those who have already asked for gestalt, I may very well allow gestalt.

Where there any more questions?

Silver Crusade

I think it would be cool if we could, at level three we want be to over powered, I think. And you do say, the pcs where the best, around, them gestalt would fit that.

with my PC I can go full gunslinger telepath, which is a Combo I have never tried before.

So come on guys and gals, let's ask the GM to give us a goss game

Qs
Hero points? Yes no

Mounts, can we start with one?

Is it ok if I have the green empire as a place where they have gone back to the old west way of doing things.


I am compiling a list of questions.


If I were to gestalt I would go ranger/rogue. That would among other things give me martial weapons proficiency which would mean I wouldn't have to burn a feat to get firearms proficiency. The extra hit points and BAB boost would also be nice.


Oddly, I would prefer not to go Gestalt. If this game is indeed about survival with brutal combat, it seems as though it would be better not to have it.

With that said, I don't feel strongly - especially if you can still make it dangerous even with gestalt - and I certainly have no problem throwing Gunslinger or Ranger or Swashbuckler onto my character.


Gestalt would be fine. I've done it before. Gestalt simply makes characters more capable of more things, it doesn't actually make them that much more survivable. One Gestalt game is the only time I've seen one character taken down...twice...by Goblins.

Equally, though, I'm pretty fine being standard characters. If nothing else it's easier to make.

GM, are you allowing the Variant Multicass System from Unchained, with the same restrictions as on the main classes? I thought it might be nice to pick up some Alchemy. Maybe.


I hate being a squeaky wheel, but I prefer no gestalt. I like the idea of a gritty, dark, mortal campaign in this setting. If I an chosen to join and it is gestalt, I would likely suck it up and throw barbarian or maybe hunter onto Klein.

I'm currently camping in northern Saskatchewan - thus it is difficult to keep up with discussion until Thursday.


Although I've never played gestalt before,and just reading jongarrett's previous comment - might be fun to try.


I only prefer Gestalt because it fits better into the world. There are no character classes in Fallout and a true Survivalist is a Jack of all Trades because he/she has to be. But as GM stated, everyone has to be happy.


Frederik Kleinhammer wrote:
Although I've never played gestalt before,and just reading jongarrett's previous comment - might be fun to try.

Well, think of it like this - sure, you can play a Barbarian Wizard. But that means you're a Barbarian without armour and a Wizard that flies into a rage and can't cast spells.

Some classes obviously mesh a lot better than that. Druid Monks are pretty scary when they wanna be, for example. But at the end of the day you're no tougher than a normal Monk with Barkskin cast on yourself. You just happen to be the one that cast it.

Typically, I find, the big difference is offensive power and over all capacity to do things. For example, if I played a Machinesmith Alchemist (which is loosely what I'm planning) I'd be a lot less hesitant to trade some stuff out and get Trap Finding than if I was a straight alchemist, creating a character that can wear decent armour, use a decent weapon, heal a bit, buff some, has ranged abilities and can pick traps and doors. I can actually do most of that with either Alchemist or Machinesmith, but combining them makes it easier.

All told, unless you go full gouda, it's pretty fun and isn't too broken. The GM just has to compensate by adding some CR.


Vanessa Ares - S1T1 wrote:
I only prefer Gestalt because it fits better into the world. There are no character classes in Fallout and a true Survivalist is a Jack of all Trades because he/she has to be. But as GM stated, everyone has to be happy.

Mmmm in my opinion, the "Jack of all Trades" thing could be handled by "Everyone gets an additional 2 skill points per level to put into profession / background / etc" and maybe a bonus feat, and still keep everyone from being overpowered.

I like Gestalt, don't get me wrong - but I also like the idea that in this type of world, you can't do it all yourself. People need to band together. Like I'm planning to go very heavy in knowledge / science / medical, and light in combat. I'd need to pair with other people for survival and they'd need me just as much.

But, again, I am flexible on it.


I don't feel particularly strongly one way or the other about the possibility of running gestalt characters: on the one hand, it's more bookkeeping to take care of, on the other hand, I'm thinking slayer would be fun to mix with my alchemist.

The preliminary rules details are below:

Spoiler:
Gabrielle Circe (C1R6)
Synth Alchemist (Clone Master, Internal Alchemist) 3
CG Medium Humanoid (Synth)
Init +2 Senses Perception +3

DEFENSE
AC X, touch X, flat-footed X (+X armor, +2 Dex)
hp 30 (3d8 + 6)
Fort +5, Ref +5, Will +2
Defensive Abilities: Fortified skeleton (light fortification vs. criticals)

OFFENSE
Speed 30 ft.
Melee
Ranged Bombs +4 (2d4+4, range increment 20’, 7/day)
Space 5 ft.; Reach 5 ft.

Typical Alchemist MAD SCIENCE Prepared (CL 3; concentration +7)

1st- cure light wounds, jump, shield, stone fist
(Dex mutagen)

Alchemist MAD SCIENCE Known:

1st- cure light wounds, endure elements, expeditious retreat, heightened awareness, jump, shield, stone fist, true strike

STATISTICS
Str 12, Dex 15, Con 14, Int 18, Wis 8, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats (Martial Weapon Proficiency: Advanced Pistols), Iron Will
Skills Acrobatics +9, Craft (alchemy) +12, Diplomacy +8, Disable Device +8, Electronics +6, Heal +5, Knowledge (science) +12, Knowledge (technology) +10, Knowledge (nature) +8, Stealth +4, Perception +3
Languages English, French, German, Ancient Greek, Latin
Traits
Reckless: +1 to Acrobatics (now a class skill)
Killer: Trait bonus to damage equal to weapon’s crit. modifier on successful critical hit
Background Doctor
[spoiler=Synth species qualities]
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. Chosen: Diplomacy, Knowledge (science)
Computer Sympathy: Because of their artificial intelligence synths gain a +4 bonus on any skill checks involving artificial intelligence.

Background to follow; as a preview, I'm thinking Gabrielle will have been designed as a particularly insidious bit of hardware by a secret Canadian military program. Programmed with medical skills and a bit more tact than the average synth, she was designed to accompany diplomats on dangerous assignments, where her persona as a sophisticated doctor trained in the history of medicine would provide cover for her other talents (to be used purely defensively, of course). Unfortunately, the world seems to have gone to hell before she was ever officially activated...


Instead of Gestalt, how about extra skill points and feats for every level? I would be ok with that as well.

Silver Crusade

Vanessa Ares - S1T1 wrote:
I only prefer Gestalt because it fits better into the world. There are no character classes in Fallout and a true Survivalist is a Jack of all Trades because he/she has to be. But as GM stated, everyone has to be happy.

I was trying to say the same thing but you did it much better.

Agree

A feat and kiss seems good to, most of all with the gun thing,
I like gestalt at this low level give you real fun to craft and play, that's my view,
But that's me


We could also go partial Gestalt, getting a Variant Multiclass sets of abilities for free instead of them costing a feat.


well unless build rules change she is done.


well.as for me I love gestalt it really let's you get big time creative with characters ^_^.

when I gm and use he gestalt or been a player I'm mean in my rl games

the game would still be difficult for us but that was because I / friend who is gming at the time would ether make us fight more monsters or play the monster smart you be surprised what happens when a GM make a enemy fight like a player, using flanks aoo effectively

I once had a in 3.5 when you could brake the game like this but a warlock that could do 1200 damage a round at level 12!! if all attacks hit and it was against touch ac lol but he just had Mr fight things with SR witch were a pain, OR have enemy's use gorilla tactics on us one fight in the night took 3 of our level 10 people down and the next day we had no spells for it since the attacks came at night we won in the end but it was hard...well sorry for the wall

so in conclusion...lol

I love everything gestalt games ^_^


Regarding Hero Points, there are 3 available that MAY ONLY BE USED TO CHEAT DEATH.

Regarding gestalt, I will let the final group vote on whether or not to add gestalt as part of character creation.

Have people decided on a Background yet? I am not revealing Perks just yet, because I am tweaking a few, but most are well-balanced (Except for Capstone Perks, because let's face it, if the campaign hits 20th level, people might be running around with RPGs, gatling guns, laser rifles, anti-tank rifles, and such, so 20th level Perks should be quite strong!) and flavorful. Many are Background Neutral and will doubtless remind Fallout fans of the series' Perks, but there are several that are Background-specific and will be slightly stronger than the generic ones. Still, grabbing a new ability every level should allow for VERY customized characters!


A law woman from the green empire, she's. Looking for some one but who? And why?
Plot hook PC.

Understood about gestalt GM

Is it ok if she has a large gecko mount.


Venturea Luminass wrote:

A law woman from the green empire, she's. Looking for some one but who? And why?

Plot hook PC.

Understood about gestalt GM

Is it ok if she has a large gecko mount.

If it tries to sell me insurance I'll waste it. :-)


Making my interest known. Will get a submission in shortly.

I for one, am an avid fan of non-gestalt. It's just too much option. There isn't any reason why at 3rd level one wouldn't be able to survive as long as they are smart about it.


Venturea Luminass, will you accept that as part of your 'starting equipment'?

Phoenix Hunter, understood.


GM Wasteland Wanderer wrote:
Venturea Luminass, will you accept that as part of your 'starting equipment'?

Yep it makes seance because she's so far from home.

She travels light and fast.

Dropping the dog for Gecko, which she calls "DOG"

Gecko-Riding

Also Taken this trait
Militia [Regional Trait - Green Empire.]
You have served in one of the militia bands and so have learned valuable skills.
Benefit: Select one of the following skills: Profession (soldier), Ride, or Survival.
You gain a +1 trait bonus on that skill, and it is always a class skill for you.


If not Gestalt, what about extra feats (perks) and skill points per level to make our characters more well rounded like a true survivalist? In every survival community that will be successful, each survivalist will have their primary job (which we will call class) and then they should be able to wear multiple hats to cover those who become sick or injured, or worse (which we will call extra skills and feats (perks for Fallout).

Hmm, can I have Rex that scales to my level or are we going strictly by what classes receive in their list of features? ... :-)

GM Wasteland Wanderer:

Also can we use this trait?

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.


What community does everyone want to start in? Perhaps, this will help develop our backgrounds.

...

How many years has it been since the Great War, 200?


gm here is the new background to my character i changed a bit to go for that nanotechnology we talked about. ill work on the soul-bolt crunch now should have it up soon. Again my vote is for gestalt, i would add marksmen {shroud} to me ^_^

---===Background===---:

Mortem was borne in a military black sight lab in Death Valley, California where he was subjected to many experiments in an attempt to awaken psychic abilities in humans.
He was torn apart and put back together countless times, his brain probed and altered many times. One day all the experiments finally worked, Mortem was practicing his words and he cut himself on accident. He jumped at the pain knocking over the table which caused a sequence of events that ended with he book shelf falling toward him. The nanites in his blood moved and collected, moving together and creating a shotgun. He blew the heavy book shelf away as the adrenalin subsided. The scientist ran a few more test and found that Mortem could control the nanites in his body to make weapons of various types. He also gained the ability to speak and was more intelligent than they thought he could become, this was a grand unforeseen success.
A few days after that Mortem was instructed to get a tube so they could test a new device, still trusting of the scientist he grew with of course he did as he was told. Once the doors closed white smoke came in to the small tube he was in and Mortem knew he would be going to sleep. I scared him since he did not know when he would be allowed to wake up…

Sometime after the apocalypse
Mortem was awoken just three years ago in that same hidden lab. He was found by a group of Simians that called themselves the Gathers. The leader of them was called Primus and he told Mortem how things have changed. To Mortems sadness he found his friend’s skeleton and all the other scientist bones scattered in the ruins of the lab. As this did hurt to wake up to this world he was told about the Simian settlement in Minnesota and that they would take him there to live a new life.
The journey has been hard and Mortem has learned a lot about his powers and the Simians in his travels with them. Then they were attacked and Mortem fell down into a river. He woke up washed up on the river bank how long it’s been since his fall he did not know. Getting up and gathering what he could he set out again determined to get to the Simian settlement he was told of…

edit

-=Character and weapon look=-


For Gestalt, either Aberrant Aegis or Psychic Warrior to bring the Synth or Cybernetic out of her.

I am in the process with her fluff.


1 person marked this as a favorite.

Something to set the tone ... here

It is the new Fallout 4 background download.


so im trying to decide what Backgrounds to take that makes the most seance to my story it's between Survivalist, Scavenger, Hunter,


Survivalist would be my pick, maybe scavenger.


ok ill be gong with the survivalist...but if e gave to many of them ill take the hunter one...get some variation ^_^


ok here is the crunch i still have a feat to choose but im holding off on it until i find out if i get in and if gestalt is ok ^_^ also gear but the GM said not to worry about it for now ^_^

---===Statistics===---:
-=SoulKnife=-{-=Soulblot=-}
-==-
-==-

N Medium Humanoid (Simian)
Init +8{+4dex,+4 improve Initiative}; Senses Perception +8
-------------------------------=DEFENSE=-------------------------------
AC: 10, Touch: 10, Flat-Footed: 10 (+0 armor, +4 dex, +0 shield,+0 NA,+0 Magic)
HP: 30 {+3d10,+0Con}
Fort: +1, {+1Base,+0Con}
Reflex: +7, {+3Base,+4Dex}
Will: +7,{+3Base,+4Wis}
CMD 10 {+ Base + Str + Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. Climb:20 ft
CMB: +0; {+ Base +Str + size + misc}
Base Atk: +3;
Melee:+5{+3Base,+2Str}
Ranged:+9{+3Base,+4Dex,+1WF,+1 Magic}

--Melee:+5

--Ranged:+9
---Long range custom Pistol 100ft: 1d6+1 {19-20x2}
---Medium range custom Pistol 60ft: 1d8+1 {19-20x2}
---Short range shotgun 20ft: 1d10+5 {19-20x2}
-------------------------------=STATISTICS=-------------------------------
Str: 14, Dex: 18, Con: 11, Int: 8, Wis: 18, Cha: 8

-------------------------=Traits=----------------------
-=Awaken from stasis=-
-=Never Stop Shooting=-

----------------=Drawbacks=-----------------
-==-

----------------=Race Traits=-------------------

Ability: +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.

--------------=Feats=-----------------
-==-
-=Extra Blade skill=-Focused Offense:As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier.
-==-
-==-

---------------=Skills=- (9 points; 12 class, -3 INT)---------------
Acrobatics***(Dex)____+10{+1rank,+4Dex,+2Race,+3ICS}
Autohypnosis** (Wis)-----+8{+1rank,+4Wis,+3ICS}
Appraise(Int)____+0{+0rank,-1Int}
Bluff(Cha)____+0{+0rank,-1Cha}
Climb***(Str)____+14{+1rank,+2Str,+8Race,+3ICS}
Craft** (Int)____+0{+0rank,-1Int,+3ICS}
Diplomacy(Cha)____+0{+0rank,-1Cha}
Disable Device____+0{+0rank,+4Dex}
Disguise (Cha)____+0{+0rank,-1Cha}
Escape Artist*(Dex)____+0{+0rank,+4Dex}
Fly*(Dex)____+0{+0rank,+4Dex}
Handle Animal (Wis)____+0{+0rank,+4Wis}
Heal(Wis)____+0{+0rank,+4Wis}
Intimidate(Cha)____+0{+0rank,+0Cha}
Knowledge (Technology)(Int)____+0{+0rank,-1Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,-1Int}
Knowledge (Engineering)(Int)____+0{+0rank,-1Int}
Knowledge (Geography)(Int)____+0{+0rank,-1Int}
Knowledge (History)(Int)____+0{+0rank,-1Int}
Knowledge (Local)(Int)____+0{+0rank,-1Int}
Knowledge (Nature)(Int)____+0{+0rank,-1Int}
Knowledge (Nobility)(Int)____+0{+0rank,-1Int}
Knowledge (Science) (Int)____+0{+0rank,-1Int}
Knowledge (psionics)**(Int)_____+4{+2rank,-1Int,+3ICS}
Knowledge (Religion) (Int)____+0{+0rank,-1Int}
Linguistics(Int)____+0{+0rank,-1Int}
Perception**(Wis)____+8{+1rank,+4Wis,+3ICS}
Perform(Cha)____+0{+0rank,-1Cha}
Profession**(Wis)____+0{+0rank,+4Wis,+3ICS}
Ride*(Dex)____+0{+0rank,+4Dex}
Sense Motive(Wis)____+0{+0rank,+4Wis}
Sleight of Hand*(Dex)____+0{+0rank,+4Dex}
Spellcraft(Int)____+0{+0rank,-1Int}
Stealth*** (Dex)____+8{+1rank,+4Dex,+3ICS}
Survival(Wis)____+6{+1rank,+4Wis}
Swim***(Str)____+6{+1rank,+2Str,+3ICS}
Electronics(Cha)____+0{+0rank,-1Int}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Race:+8Climb,+2 Acrobatics
-=Languages=- Common

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
------------------------=Soulknife=-----------------------
-=BF{Weapon Focus}Mindbolt=-
-=Form Mind Bolt (Su)=-
-=Shape Mind Bolt=-
-=Launch Mind Bolt=-
-=Wild Talent=-
-=Blade Skills=-{Close-Range Expert: When making ranged attacks with her mind bolt, a soulknife does not provoke attacks of opportunity as long as she maintains psionic focus.
-=Enhanced Mind Bolt=-
-=Psychic Strike=-
-==-
-==-
-==-
-==-

---===Powers===---:

-------------------------------=Powers=-------------------------------
-----------------------------=0th (at will)=--------------------------------

------------------------------=1st (0/day)=------------------------------

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
-==-
-==-
-==-
-==-

-==-
-==-
-==-

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Mortem was borne in a military black sight lab in Death Valley, California where he was subjected to many experiments in an attempt to awaken psychic abilities in humans.
He was torn apart and put back together countless times, his brain probed and altered many times. One day all the experiments finally worked, Mortem was practicing his words and he cut himself on accident. He jumped at the pain knocking over the table which caused a sequence of events that ended with he book shelf falling toward him. The nanites in his blood moved and collected, moving together and creating a shotgun. He blew the heavy book shelf away as the adrenalin subsided. The scientist ran a few more test and found that Mortem could control the nanites in his body to make weapons of various types. He also gained the ability to speak and was more intelligent than they thought he could become, this was a grand unforeseen success.
A few days after that Mortem was instructed to get a tube so they could test a new device, still trusting of the scientist he grew with of course he did as he was told. Once the doors closed white smoke came in to the small tube he was in and Mortem knew he would be going to sleep. I scared him since he did not know when he would be allowed to wake up…

Sometime after the apocalypse
Mortem was awoken just three years ago in that same hidden lab. He was found by a group of Simians that called themselves the Gathers. The leader of them was called Primus and he told Mortem how things have changed. To Mortems sadness he found his friend’s skeleton and all the other scientist bones scattered in the ruins of the lab. As this did hurt to wake up to this world he was told about the Simian settlement in Minnesota and that they would take him there to live a new life.
The journey has been hard and Mortem has learned a lot about his powers and the Simians in his travels with them. Then they were attacked and Mortem fell down into a river. He woke up washed up on the river bank how long it’s been since his fall he did not know. Getting up and gathering what he could he set out again determined to get to the Simian settlement he was told of…

---===Appearance and Personality===---:

-=Character and weapon look=-
Eyes:Red
Hair:white
Skin:
Height:5'2"
Weight:180 lbs
Mortem wants to find his place in this new world


Vanessa Ares, look at this:

I wrote:
Have people decided on a Background yet? I am not revealing Perks just yet, because I am tweaking a few, but most are well-balanced (Except for Capstone Perks, because let's face it, if the campaign hits 20th level, people might be running around with RPGs, gatling guns, laser rifles, anti-tank rifles, and such, so 20th level Perks should be quite strong!) and flavorful. Many are Background Neutral and will doubtless remind Fallout fans of the series' Perks, but there are several that are Background-specific and will be slightly stronger than the generic ones. Still, grabbing a new ability every level should allow for VERY customized characters!

As for your question about the Cyberdog, are you willing to put a few Perks into the progression?

That trait is a little OP, but I will accept it, as it revolves around crafting, which will be important.
The campaign takes place roughly 100 years after the Great War. This is enough time for the mutant animal species to propagate, as well as enough time for societies to gradually rebuild, but still a short enough time where radiation is still quite a threat in some areas, as well as it being a short enough time where those who were kids when the Great War began may have survived into their twilight years, at least in the Iron Shelter.


@GM
i have been looking at you starting points and for my character. it dose not seem right for him to be starting at any of those places... would it be to much to have my character begin in the wilds as at the end of my background i woke up and it trying to get to Minnesota and the simian settlement. If not im ok with starting at one of the settlements ill just have to see which once is the most compatible with my guy


I like your traits Riuk, I need to look at the d20pfsrd since it includes other than Paizo feats.

1. Are perks separate from feats?
2. In reference to Soulbolt's bolts and Psychokinetic Cannon, will they have a range of touch to so many feet?
3. Also what does DR/Magic translate into, DR/Projectiles (Ancient and Small Arms)?


I accidentally wrote way too much for my backstory, but whatever, it's done now. My submission should be ready. I am playing a Synthetic Investigator, with the Medic background, starting in The Iron Shelter.


Riuk, that is fine.

Vanessa Ares, here are answers to your questions,

1. Yes, because Perks are slightly stronger than Feats.

2. Yes.

3. No, it functions as normal but only applies to physical attacks that are not composed of energy and do not use antimaterial, armor-piercing, or other, similar bullet types.


That GM Guy! wrote:

Riuk, that is fine.

Vanessa Ares, here are answers to your questions,

1. Yes, because Perks are slightly stronger than Feats.

2. Yes.

3. No, it functions as normal but only applies to physical attacks that are not composed of energy and do not use antimaterial, armor-piercing, or other, similar bullet types.

awesome thanks ^_^

1. that makes seance

2. hold on so my soul bolt will be against touch ac?! cool

3. good to know


Vanessa Ares - S1T1 wrote:

I like your traits Riuk, I need to look at the d20pfsrd since it includes other than Paizo feats.

thanks it took me some time to find the ones that made the best seance for the story i wrote ^_^


That GM Guy! wrote:
3. No, it functions as normal but only applies to physical attacks that are not composed of energy and do not use antimaterial, armor-piercing, or other, similar bullet types.

Just to make sure, small arms with normal ammunition will still be affected, correct?


I'm not overly familiar with the setting, so I wanted to run this idea past the GM and see if it's viable.

My character would essentially be a pre-war scientist who was doing research into better suits of armour. During the fall they went into cryo-sleep, but the pod they were in was faulty and radiation slipped through. When it finally tripped the safeties and let them out it was as a mutant, changing them into a Freak with the Ability Decay Drawback Mutation and the Enlarged Form positive mutation (Plus the Mutation Feat to even up the score).


I realized that I had accidentally taken two traits from the same family for my character, so I would replace Killer with Bruising Intellect, probably. Apart from that, and maybe some skill points that I would redistribute, what I have in mind for my character is still largely this.

A longish bit of backstory is right

here:
Gabrielle hesitates for a moment if asked about her past. She has only been active for a few years, all things considered, but there is still so much to process, so much for which her programming never prepared her: storytelling, for one.

Her earliest memory is of waking to flickering half-light, a first indication that something was wrong. It would take a few minutes for her memory to catch up, but her basic functions had already reached the conclusion that wherever she was, the facility was compromised. As she swung herself out of her pod, she noticed that its identifying panel had been partially defaced, the research subject number C1R6 crossed out, with “Circe” added beneath in crude paint. A locker dragged over to the foot of her pod contained only some travelling clothes, a lab coat, and, incongruously enough, an old-fashioned black doctor’s bag. She began to remember…

It took her a while to make her way from the service tunnels to where she ought to have been, her home lab, which she found in utter disarray. Someone had torn through it in a hurry, and didn’t want to leave much behind. What little she was able to find of her dossier gave her vital statistics only, the record of her growth and the process of her programming, with the exception of the notation “Special Aide to the Ambassador” on the last remaining page, before what should have followed was torn away.

Moving cautiously through the maze of rooms, trying not to jump at the sound of rats or other things, she considered the propriety, and appreciated the nerve, of rebuilding a secret bunker under a monument to a cold war past, and the irony of something going wrong in a place that could not, of course, exist.

Gabrielle does not like to talk about what she found on her way through the main residential unit of the base, nor in the armoury where she picked up a sidearm for self-defence. All she has to say about it is, “They called it ‘The Fun Bunker’ when they were through with it. You can still see it written in the traces of blood on the walls.”

The reality of how the world had changed only really sank in, however, after she had driven herself, fortified by her inhuman metabolism, through the unnaturally desolate late spring woods and overgrown fields, and seen the charred and weathered ruins of Ottawa on the horizon.

She imagines she may well have wandered until even she gave in to starvation or to madness, had a band of freaks not discovered her and helped her get her bearings. There might not have been much to target further east, but the prevailing winds, after a hundred years of radioactive rain, had ensured that there was little left to interest any humans, or human lookalikes. Instead they pointed her southwest and wished her godspeed to find the River, if she wanted to look for anything approaching civilization.

Since then, Gabrielle has seen wonders that her programming could never have prepared her for, including the twinned feudal courts of Kingstown and Queenston, the latter guarding the greatest trove of lore for hundreds of kilometres - the ruins of a pre-war library, the unlikely Arcadia of Princelea, the decadent military dictatorship of Borden, and the icy abandoned depths of SNO+. She has made her way on the strength of her skills as a doctor and a scientist, her knowledge of classified military technology from her own time rocketing her still further beyond the average level of the people she has met, and, occasionally, as a sinisterly dexterous killer.

She can still remember the first sapient life she took, her programming overriding the Hippocratic Oath that she knows she swore, but in the years that followed it became clear that some error had been introduced into her programming. Properly speaking, she should have felt no remorse at shedding the guise of healer, and indeed, after further introspection, Gabrielle has reached the conclusion that a built-in Oath can have no force, but her respect for the principle, even if she feels she cannot live up to it, is a clear aberration. In addition, something else preys upon Gabrielle’s mind, because even beyond the expected effects of the loss of innocence and the confrontation with death, she has become obsessed with cheating oblivion, finding a way, if all else fails, to recreate herself.

And so, she meditates on the possibility of a pilgrimage in search of now legendary centres of science in the far west, rumoured to have survived the Great War, their names reduced to garbled markers of lost glories: Light, Triumph. If they have survived, what advances might have been made while she slept? Nonetheless, knowing that it is a fool’s errand to try to cross the prairies, infested with barbarians and slavers, Gabrielle bides her time among the Axe Tribe at the edge of what was once Ontario, making plans that she hope will maximize her chance for survival, while offering her healing skills to those in need. When the Council of the Ligfor Band approached her about a special mission to the Santloose Band, the possibility that she might also be able to work a trip to Scrap City from there with some adventurous souls crossed her mind. After all, who knows what treasures might still be found there, including a name that almost all have forgotten, and even Gabrielle can hardly name in a whisper – Fermilab.

I'm afraid I got a bit carried away because it was too much fun imagining where an adventurer might wander in a post-apocalyptic Canada in search of super-science. I'm thinking of the Doctor background for Gabrielle, and the Axe Tribe for her starting community, having wandered so far since her initial activation.

Appearance and personality:
To outward appearances, Gabrielle is an attractive human woman in her thirties, her slender frame and light colour suggesting a life largely spent indoors without either much exertion or indulgence. She normally dresses in the style of the Axe Tribe, but is most comfortable in a couple of prized uniforms rescued from improbable survival in Canadian military ruins, a tangible memory of the world she lost. She moves gracefully, frightfully so if she downs one of the pharmaceutical concoctions she keeps on hand for emergencies. She keeps her brown hair trimmed to shoulder length, and wears it loose, while green eyes peer inscrutably from her face.

Inscrutably, because after all Gabrielle is not human, and it shows in other ways. Though she can be gentle and kind, especially when actually treating a patient, and displays a variety of interests, she is puzzled by changes of subject and context that a human would meet with aplomb, and at such moments her personality may find it difficult to keep up in natural human ways. While capable of a stubborn focus, when under great stress she is susceptible to distraction as her enhanced senses are overloaded by stimuli. At such moments she is apt to be abrupt, her programming designed to help her to keep her charges moving in case of danger. Her programming also includes a knowledge of and interest in the history of medicine as part of her guise as the sort of doctor who might be attached to a diplomat’s retinue, giving her a historical perspective rare in the world after the last Great War.

Though she initially preferred to be addressed as Dr. Circe, she realized early on that the title was appreciated differently in the more primitive conditions of the societies that had emerged after the Great War, and so normally goes by Circe. She acquired her given name as a gift from a friend during a briefly happy time in her travels, and she uses it among those whom chance makes her travelling companions for longer periods of time, though she sometimes bridles at perceived excessive familiarity. Only a scant handful of people have the privilege of calling her Gabrielle and knowing her initial designation, C1R6, a sign of trust that she can share with them her experiences as a lone synth out of her time.

Finally, just some thoughts for possible hooks or campaign seeds for similar characters, whether or not Gabrielle gets chosen.

No peeking, prospective players! :) :
There really are quirks in Gabrielle’s programming, but they’re not all from the same source(s). Some may just be random, but the ones that even she is aware of are not. Her moral compunctions and a bit of her free spirit come from the contribution of a perhaps too enthusiastic collaborator to her personality subroutines, who made her too much of a doctor to be convenient for her intended primary function of bodyguard/disguised assassin. Her obsession with cheating death is more sinister. Though Gabrielle does not know it, she was surreptitiously coopted for the cloning experiments of one of the other scientists in the lab that built her, driven by the same fear of nothingness. The procedure did not quite take, and though Gabrielle is identical to her “mother” in physical appearance and similar in some personality traits, not as much has come through as her ruthless mother would have liked. (Her mother was a vivisectionist alchemist, complete down to Dr. Moreau habits, in Pathfinder terms.) However, her mother was greedy, too, and it is possible that some of the empty pods in “The Fun Bunker” might once have held clones that turned out better, or at least to their mother’s liking, and might still be roaming the world.


be interesting to see Gabrielle, Vanessa and Venturea,


Haven't said much lately because I'm waiting for more info to become available. Frank's background as a mercenary is obvious given his story. What I'm not sure of right now is whether I can stand with what I've got for him and join up with a small community in Minnesota shortly after his awakening (as part of the pre-adventure). Or if I have to back off his awakening by a few years and make him a part of a community at game start.

I personally like the just awakened initial fish out of water start. I think it's more interesting (it's also in keeping with a campaign I had been working on a long time ago when Fantasy Games Unlimited had come out with the "Aftermath" game). Now, obviously, if the GM wants me to have had him running around for several years already I can do that rewrite, but I'd like to know for sure one way or the other.


Almost done, just need to work out a few more things.


The wait:

She sat under a large rock, the day was hot and sun high, all around was brown dry plans. To one side her Gecko came back, it had the tail of something protruding out of its mouth. Snake other lizard, she did not know or care. her large hat was over her face and the only thing she could hear was the light wind and the odd fly. Having the ability to kill with a taught was very handy when dealing with fly's. The ones that came close fell to the ground dead after a few moments. She had been here 4 days, Sleeping in the day looking out at night. She had made her camp under the stone, where someone, but the looks of the rusted cans, Pre-great war must have set one and done the same. But the looks of it there must have been a lake here once. Fishing trip, Family burning if food. She had heard the story's, read many old books. Even seen a flicker once, it was about a man being chased by a man-bird, Plan, at a crossroads. It did not last long, but they had things back then. O they still had wheelers, But back then they where all knew and shiny. She did not cook, she did not need to eat, one of her gifts meant she could thing of her own body and replenish it. She smiled at the thought of the big word. When a child they picked up on her smarts after she ready every book in the town school house. She had read every book she had got her hands on after that. Even while being training as Law. She had the gift like a few and so became a Truth seeker. As the Law she had the right of metering out judicial punishment. This was what she was trying to do now, like most times it meant waiting, Hunting the criminal down. She was here because some 10 clicks away was a small scraper site, in it was a men she wanted to talk to, but she had to wait. A trading caravan was loading there this week but tomorrow it would head out and the man she wanted would be all but alone. Then she and he could have a little jawing.

She zapped another fly and feel back asleep.

A day later she had a location.

"Minnesota"


ill will be adding more to Mortem's appearance and personality soon but other than that I think im good

@GM if your could tell me if im missing anything or need me to change anything to my character


you know what's funny I have put maybe 90+ hours into Fallout NV but I have yet to complete the main story line lol

I just started the game back up and saw that ^_^ there is just so much to do!!!

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