Seaweed Leshy

GM Lucid Nonsense's page

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Jonny panic and me are one in the same GM, This is my new Player alt as
I messed up changing my password and that account uses a now dead email address so I had to make a new one. :(
little dragon, Cornelius is my only offering.


As Dreaming Warforged has offered a cleric and I think its a better idea than mine, I am hoping to go a whole new way with my PC offering,
Name Change, race change and class change I hope. I really like this new idea more.

GM I sent a PM with my new core idea. :)

If it ok'ed I will rewrite the PC's background and crunch.


Me in dot and so on


no problemo GM


"Tech guide items allowed and Weapons are one Category simpler (Exotic to Martial, Martial to Simple)
Modern firearms 10% price (Martial weapons) "

Can we flavour this other wise we are going to be running around a space ship with 1989 Maxim M1910 Machine guns, WW1 Nagant M1895 Revolvers, WW2 Madsen Light machine guns, and lasers on our ship. It will just come over as daft.

Here is some ideas:

Traveller D20/ T20 weapons

Weapons

Weapons are described with the following statistics:

TL: The lowest Technology Level at which the weapon is available.

Range: The range modifiers used for that weapon.

Damage: The damage the weapon inflicts.

Auto: The Auto rating of the weapon if it is capable of automatic fire.

Recoil: The Recoil rating of the weapon.

Mass: The amount, in kilograms, that the weapon weighs on a world with Earth-like gravity.

Magazine: The number of shots the weapon can take before needing to be reloaded or connected to a new power pack. Unless specified otherwise in the weapon’s description it takes only a single minor action to reload or two to switch to a new power pack.

Cost: The weapon’s cost in credits.

Ammo Cost/Power Pack: The cost in credits to buy a spare magazine for a gun or a spare power pack for an energy weapon.

Melee Weapons

Blade: A hybrid knife weapon, somewhere between a dagger and a cutlass, with a large basket hilt.

Broadsword: A heavy two-handed sword.

Cutlass: The standard shipboard blade weapon, often kept near airlocks to repel boarders.

Rapier: A character using a rapier increases their effective Melee (large blade) skill by one level when parrying.

Club: Whether a handy length of metal piping or an extending riot baton made of advanced polymers, the club remains a popular and practical weapon wherever intelligent species gather.

Dagger: Daggers are especially suited to close-quarters combat – while grappling someone armed with a dagger can do Effect + 4 damage if they choose to hurt their opponent.

Improvised Weapon: When there’s no real weapon available and your bare hands just aren’t enough, any snatched-up object can be used as an impromptu club.

Shield: A character using a shield increases their effective Melee (unarmed) skill by one level when parrying. A character with no Melee counts as having Melee 0 when using a shield to parry.

Staff: A length of wood or metal that can be used in a variety of combat styles, to aid walking, or to poke potentially dangerous things from a distance.

Stunstick: This melee weapon deals 2d6 stun damage in addition to its normal damage. A character struck by a stun stick must make an Endurance check with a negative DM equal to the stun damage (after armour is subtracted). If this Endurance check is failed, the character is knocked unconscious.

Slug Throwers

Accelerator Rifle: Also known as gyrojet weapons, accelerator rifles are designed for zero-gravity combat. They fire tiny missiles that leave the rifle with minimal velocity and thus minimal recoil, then accelerate to high speed.

Advanced Combat Rifle (ACR): The ultimate evolution of the conventional firearm, advanced combat rifles are the weapon of choice for many military units. Standard equipment includes an electronic battlefield sight, incorporating both light amplification and IR abilities, visual magnification up to 5x zoom, and a laser rangefinder which may also be used as a target painting device (reveals exact distance to target). The weapon is also gyroscopically stabilised during firing.

Antique Pistol: Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique pistols require three minor actions and a successful Gun Combat (slug pistol) check to reload. Failure means you have to start again.

Antique Rifle: Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique rifles require three minor actions and a successful Gun Combat (slug rifle) check to reload. Failure means you have to start again.

Assault Rifle: Assault rifles fire lighter projectiles than rifles, but are capable of a higher rate of fire and are more suitable to short-range encounters.

Autopistol: Variants of this semi-automatic pistol are the standard sidearm for law enforcement officers and criminals.

Autorifle: Automatic rifles have a higher muzzle velocity and are capable of automatic fire. Also termed battle rifles.

Body Pistol: Body pistols are manufactured from plastics and cultured bone, making them very difficult to detect using conventional weapons scanners. Body pistols increase the difficulty of Sensors checks to detect them to Very Difficult (–4).

Gauss Rifle: Gauss rifles replace conventional rifles at TL 13. Like the smaller gauss pistol, rifles fire high-velocity projectiles using electromagnetic rails.

Gauss Pistol: Gauss pistols use electromagnetic coils to accelerate metallic darts to hypersonic speeds. Gauss weapons are lightweight, efficient and deadly.

Revolver: A conventional six-shooter handgun. Revolvers take two minor actions to reload.

Rifle: Reloading a rifle requires two minor actions.

Shotgun: A shotgun using pellet ammunition ignores Dodge dice modifiers, but Armour gives double protection against pellet attacks. A shotgun can also fire solid slugs, which follow all the normal rules for shooting.

Snub Pistol: These lightweight, low-recoil weapons were designed for use aboard spacecraft and in zero gravity.

Energy Weapons

A laser that hits with Effect 6+ will permanently blind its target unless they are wearing some sort of eye protection.

Laser Carbine: Laser carbines are shorter and lighter than laser rifles, and have a correspondingly shorter range.

Laser Pistol: The TL 9 pistol is bulky, but effective, with no recoil and a large magazine. At TL 11, advances in battery technology and miniaturisation mean that the pistol is no larger than a conventional firearm, but must still be connected to a battery pack for sustained use.

Laser Rifle: Laser rifles are highly accurate at long range. They are powered by heavy backpacks, although they have an internal battery that can store enough energy for six shots for mobile sniping.

Plasma Rifle: TL 16 technology allows the bulky reactor and plasma chamber of the PGMP to be made small enough to fit into a rifle frame. The plasma rifle is a high-power sniper weapon designed to crack Battle Dress. Because of its internal reactor it never runs out of ammunition.

Stunners: Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is knocked unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.

Grenades

Aerosol: Aerosol grenades create a fine mist six metres in radius that diffusess lasers but does not block normal vision. Any laser attack made through the mist has its damage reduced by 10. Laser communications through the mist are completely blocked. The mist dissipates in 1d6 x 3 rounds, although high winds and other extreme weather can sharply reduce this time.

Frag: The damage from fragmentation grenades decreases with distance from the blast:

Distance Damage
3 metres 5d6
6 metres 3d6
9 metres 1d6
Smoke: Smoke grenades create a thick cloud of smoke six metres in radius, centred on the location of the grenade. This smoke imposes a –2 DM on all attacks within or through the cloud (doubled for laser weapons). Smoke dissipates in 1d6 x 3 rounds, although high winds and other extreme weather can sharply reduce this time.

Stun: Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is knocked unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.

Heavy Weapons

Grenade Launcher: Grenade launchers are used to fire grenades over long distances.

RAM Grenade Launcher: Rocket Assisted Multi-purpose grenade launchers have a longer range and are capable of firing up to three grenades with a single attack. This uses the rules for firing on full auto; unlike other weapons with an Auto score, a RAM grenade launcher cannot fire in burst mode. It takes two minor actions to reload a RAM grenade launcher.

Rocket Launcher: To counteract the recoil of the weapon, a rocket launcher channels exhaust backwards in an explosive backblast. Anyone up to 1.5 metres behind a rocket launcher when it fires takes 3d6 damage from the burning gasses. Vehicle-mounted rocket launchers lose this side-effect as a vehicle is a more stable firing platform than a person. It takes three minor actions to reload a rocket launcher.

The rockets presented are high-explosive models. Do not add the Effect of the attack roll to their damage but apply that damage to everything within six metres of the impact point. A rocket that misses has a 50% chance (4+ on 1d6) of detonating upon impact with the ground (6 – Effect metres away in a random direction). Otherwise it will miss completely and leave the battlefield without striking anything or detonating.

PGMP: It is so heavy and bulky that it can only be used easily by a trooper with a Strength of 12 or more – usually attained by wearing battle dress. Every point by which a user’s Strength falls short is a –1 DM on any attack rolls made with it.

FGMP: It includes a gravity suspension system to reduce its inertia, making it easier to use than the PGMP (minimum Strength 9) and fires what amounts to a directed nuclear explosion. Those without radiation protection who are nearby when a FGMP is fired will suffer a lethal dose of radiation – each firing of an FGMP emits 2d6 x 20 rads, which will affect everyone within the immediate vicinity.

Explosives

The Explosives skill is used with explosives – the Effect of the Explosives skill check multiplies the damage, with a minimum of x1 damage for an Effect of 0 or 1.

Plastic: This generic, multi-purpose plastic explosive is a favourite of military units, terrorists, demolition teams and adventurers across known space.

TDX: An advanced gravity-polarised explosive, TDX explodes only along the horizontal axis.

Pocket Nuke: Hideously illegal on many worlds, the pocket nuke is actually the size of a briefcase and so is too large to fit into a grenade launcher.

Explosives
Weapon TL Damage Radius Cost (Cr.)
Plastic 6 3d6 2d6 metres 200
TDX 12 4d6 4d6 metres 1,000
Pocket Nuke 12 2d6 x 20 15d6 metres 20,000
Options

Grenade Launcher (TL 8): An underslung RAM grenade launcher can be added to any rifle at the cost of 1,000 Cr. This grenade launcher has a magazine of one grenade, cannot fire on automatic and takes four minor actions to reload.

Laser Sight (TL 8): Integrated optics and laser sights give an extra +1 DM bonus to any attack that has been aimed. Cr 100. At TL 10, x-ray lasers and improved display technology removes the tell-tale ‘red dot’ of a vislight laser. Cr 200.

Silencer (TL 8): A silencer can be added to any slug thrower with Auto 4 or less, masking the sound produced by firing. (–4 DM to detect.) Cr. 250.

Gyrostabiliser (TL 9): Stabilisers can be added to any weapon with recoil, reducing the recoil by one point at the cost of 300 credits.

Secure Weapon (TL 10): A secure weapon requires authentication in some fashion (scanning the user’s DNA or iris patterns, entering a password, transmission of an unlocking code from a comm) before it can be fired. Cr. 100.

Intelligent Weapon (TL 11): This adds Computer/0 to any weapon. Cr 1,000. The TL 13 upgrade adds Computer/1 to any weapon. Cr 5,000.


O yes me in
Going to make an

Aelorans- Elves but Elven magic is replaced with Naturally Psionic: (Aelorans begin play with 2 extra power points) and Penetrative mind: (Aelorans gain a +2 to penetrate Power resistance)

Captain- Leader of the Ship- Gains Leadership as a bonus feat (Cohort is first mate, all followers are experts (Hands on the ship)

Lots of Int command training and Telepathic stuff, know what the crew thinks keep the crew happy, thinking some Diplomatic training as well.

Do you have lower nobles? By take that as a background trait, or Barn Leader.

Some Qs
1: Psicystals as AI's?
2: Hero Points?
3: In other words Ship specks and role?.
4: Have we known each other for long, or is this a new crew/ship?

Thanks


Shame I would have liked to have seen the build, it sounded a lot of fun Cam James, :)


with Lorenna The Winter Rose, player here.
I'm reworking a few small things, Item wise and fixing few number and link problems I spotted, GM also added more back round and linked to Hama and her Campaign trait, so she should all be fine if selected. Also locked off her God now she have some nice flavour form that.

Been reading some of the other back grounds, some very cool stuff there.


Cool thanks GM, ill make the Alts and link them


DM Jelani, will you be NPCing all Familiars, Intelligent items and such, or will players get to play both or more as Added PC Alts?

I am thinking about making another Alt Sheet for my Intelligent item and/or Familiar, as they have states, skills, scenes and movements etc.

What I am asking is Will it be ok for us to play all out PC like stuff, or will you make it an NPC and play its actions rolls ego/character etc.?


I am sorry if I came over harsh, there Ravingdork, Just some small worrys about small stuff Evil/Good, magic's stuff etc. All seems to have been covered. With this game my hope is for a fun game group and a fun game that has legs. All I ever really want, Seen so many games brake because one player has a PC so much more powerful than others. One game I was in had a Clockwork crafting Wizard and he just did not need the party, action events and finding stuff out was just all him.
Super smart with Clock work tech protecting him. When you started talking of others being Porns to protect Hama I kind of got flash backs :)

I trust the GM here to go over PCs and set the right levels,
DM Jelani is extremely experienced and diligent, and has great ideas for play. So who ever gets in will be in safe hands.


This looks fun, thinking a nice Tiny fey Browne or such, be cool to have him linked to another PCs as a sudo-Familiar


yep thats how I read it as well, so Fast healing 2 would be 13RP


fast healing is 6RP for fast healing 1 I think Fast healing 2 may be a wee bit higher than 7RP there Iron Killer


Fey template

Long Step (Su)
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.


DM Jelani wrote:
The average CR 16 monster should have approximately a AC 31 and 240 HP (according to this chart). Meaning Ilo is on the stronger end of melee, while Lorenna is on the weak end. But she's also a spell caster, if you've built her around healing and casting spells it's no surprise she's poor at doing damage. Make what you would want to play, and let me worry about the power levels.

Cool GM Jelani, thanks for the clear feed back


There is me worrying about power levels and then

The Iko Ilue comes along and drops this YIKES!!

Melee Flurry of blows +31/+31/+26/+26/+21/+21/+16 (2d8+15)
. . . . Divine Favor +4 hit & damage (luck)
. . . . Destruction blessing +8 damage (morale)
. . . . Air blessing (at end of charge) +16 damage (electricity)
. . . . Divine Power +6 hit & damage (luck), 16 THP, +1 attack
. . . . Righteous Might (3d8 base dam, +4 str, con, -2 dex, +2 nat armor, DR 10/evil)
. . . . Blessed fist: Good aligned
Ranged Flurry of shurikens +27/+27/+22/+22/+17/+17/+12 (1d2+8)
Space 5 ft., Reach 5 ft.

Wow thats 7 fist attacks doing like 140DMG if they all hit Av

So GM do we Mini Max to keep up??

Because my PCs +16 TH and DMG 1d6+4 DMG is looking a little weak.


Fay template has a dimension door spell-like ability


dot


nope did not forget just had not posted it, but she dos not know anything much about magic, so she dos not know what he is going to do, now he has she will need to know what it was he did.

also This is my new profile GM I dropped the old one to not see PMs from a few I did want to talk to about my spelling


“It's hard to talk about the importance of an imaginary hero. But heroes ARE important: Heroes tell us something about ourselves. History tells us who we used to be, documentaries tell us who we are now; but heroes tell us who we WANT to be. And a lot of our heroes depress me. But when they made this particular hero, they didn't give him a gun--they gave him a screwdriver to fix things. They didn't give him a tank or a warship or an x-wing fighter--they gave him a box from which you can call for help. And they didn't give him a superpower or pointy ears or a heat-ray--they gave him an extra HEART. They gave him two hearts! And that's an extraordinary thing. There will never come a time when we don't need a hero like the Doctor.”

― Steven Moffat


I think the Draconic Exemplar just takes away to from Dragon, I know you may dis agree but it seems to be made to fit with a 3PP race that gos with it. That background and that race is not what I am looking for, I liked the idea of a kind of smart but weak trouble dogged dragon.
Im going to go rethink the idea, and see of I can use some of both to get where I want to be at a level I think will fit.


Hotaru of the Society wrote:

To be honest, I'd been entertaining the idea of being a Taninim for this, and being Crypto the Super Dragon... so to speak. Go Copper dragon for that Deadpoolish annoying inability to just shut up...

But I realized that was me just taking several of my current characters and tossing them in a blender. I already -have- a taninim, and while the personality would be quite different, it would be virtually the same personality I play for -at least- one other character.

Plus, I've got a dozen-too-many PbPs... or too few, depending on whether I wait longer than a few hours to check them :P Leaving the PbP open for the people who definitely -do- want a spot in it just seems... the better call!

Here's the draconic exemplar I was talking about for Lucid Nonsense. It's basically 'build your own dragon.' The hitdice are basically racial hitdice with a bit of growth and adjustment built in. Even better is the built-in will save to stick to your dragon's 'temperament'. :)

I see what your saying and thinks for the link. I am reading not, very interesting and I may use it. could save a lot of work for me, thanks


@Lord Foul II - I think I must have been on before your time Lord Foul II, it’s been a long while, just under 3 years I think, man how time zips, I forgot what it was all about to be honest, something about clockwork things, I was kind of out of the loop by then, work life etc. I like ‘rule of cool’ as well. :)

@OmniChaos I could have this all wrong, but it kind of feel like you were attacking my character idea you know. Being kind of accused of seeking to mini-maxing and then told "Well if you do it a load of Plays will now show up wanting to be Dragons but Mini-maxing this time" kind of felt you wanted me out of the running. To be frank I really don't see what the problem is here, I feel I did the right thing, I asked the GM if I could play a dragon and posted the setup I wanted to play, I said I would limit and keep the levels right v other players and I think I have, if not I am more than willing to talk to the GM to get them right. But 'IF' other players show up, and they want to be Dragon PCs they can do what I did, ask then GM, post a working set-up of their PC like me and show willing to place it with in the power levels. But they will be copying my idea so I have a feeling non wile, as one Super-Hero Dragon per super team kind of fill the need you know, :)

All good fun


Sorry to see you go Hotaru, why not think of an idea, back sorry, I found if I stopped thinking of a superhero as the starting point and just think of my own PC, it worked a lot better.

Like the idea of a runt young dragon who's smart but weak, [had this for a wile] finding he was into all kinds of trouble, because he's not very wise, he acts 1st with out thinking then has to deal with his problem. once I had that the rest just fell into place.


OMG is that "THE' OmniChaos, wow your reputation proceeds you, Long time ago I used to play on here in a game called 'The Avalon Chronicles' and they did nothing but talk about you ALL the time. [not in a good way I may add] Things about super maxing PCs and telling GMs how to run their games and stuff like that. I'm just telling ya what they posted not me, I think you left a wile before I started playing there. A player called Monkeygod, he really don't like your playing style.

Well the good news it I'm not a mini-max player, I'm a 'roll' player. I make fun PCs who play well with others and GM and to be frank to hell with the maxing-winning stuff. I' like interplay and background, I like fluff, I like not standing in front of the other players and saying "look at me, look at the power of my PC " dull dull dull. The PC dragon I have made will just as likely thing about running away, or trying to talk his way out of things, because he's aways getting into truble, if k his 1st action was to fight he would have Long a go been killed, but it's not, it's to try and think his way out. I think this PC will be loads of fun, and I have built him with limits to tone him down, not gone the umber power root. Hes hard to hit yes but his saves or not mad, and he is not a hard hitter, bite at 1d8+3 is not by any means hard hitting looking at some of the PCs posted here, Also he breath weapon is 8d4 yep high but at 1d4 rounds. [I would change that to 1d4+1] but I went with the book.

As for magic items he has few, Im playing is that he can't find ones that fit or use, Boots gloves, clothing all out. If its not on the form of hard metal jewellery its going to be cut to bit.s

I have tryed to make him, a youngest of the cluch playful dragon whos just into every thing and always getting into trouble, and out again, read how he become Mythic, that is kind of how I will be playing him.

:)

Ps In fact just thought if a great God for him, Carl thingy who got drunk and wake a god.


Cool just building him now, I think he will be a lot of fun, not by any means max'ed powered but fun.


If I may flip my hat into the ring, I have had an Idea for a PC for ages and this may be the one place I can finally make him come to life.

GM would it be all right to play a Psionic Crystal Dragon.
Its CR7 and the stats and build would not I think be over powered.

This would be the Dragon of the build,

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.

A dragon has the following features.

d12 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).

Good Fortitude, Reflex, and Will Saves.

Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Traits: A dragon possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.

Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.

Proficient with no armor.

Dragons breathe, eat, and sleep.

Crystal Dragon, Juvenile CR 7
CG Medium dragon (earth)
Senses dragon senses, + tremorsense 30 ft.

DEFENSE
+11 natural Armor
Immune +sonic

OFFENSE
Speed 60 ft., burrow 30 ft., climb 30 ft., fly 150 ft. (average)
BAB +7
Saves 5/5/5
Melee bite (1d8+STR), 2 claws (1d6+STR), 2 wings (1d4+STR)
Special Attacks breath weapon (30-ft. cone, 8d4 sonic, DC 18)

Spell-Like Abilities (CL 7th)
At will--color spray (DC 16), glitterdust (DC 17)

STATISTICS
Race Advanced [Young] +2Str +2Dex +2Con +4Int -2Wis
Then 40 points

Languages Common, Draconic, Undercommon

SPECIAL ABILITIES
Razor Sharp (Sp)
All of a crystal dragon's natural attacks deal slashing damage.


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