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26 posts. Alias of That GM Guy!.


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Ok everyone, selections will be later today after I wake back up in around 7 hours! Sound good?


Riuk, watch the short video I linked two posts back. That video was made solely for a pen and paper game! It may get you looking at the grimmer side of the apocalypse, but hey, nobody said the world ending was fun and games!

Thoughts on the second table, those who are interested? I also have a book that details post-apocalyptic California, with a focus on San Francisco.


Like I said, it's just panic attacks and I have some medication for them now. The first two days were rough, but I'm fine now. Sorry to hear about the GMs bailing on you, by the way. I'm not a bailer, though most weeks I will miss a random day when my girlfriend just decides she wants to do something.

Unless it is extraordinary circumstances, such as the whole ER thing, I will inform everyone of my absences. Since the ER did not allow cell phones to be on and I slept a lot on that Lorazepam when I first got it, I didn't post.


Ok everyone, sorry about that wait! I had to make a trip to the ER a few days ago due to feeling very odd and such. I initially thought it was something very serious, but apparently, due to my sleep schedule, the doctors have said that I have developed panic attacks. Mine was severe enough where it shot my blood pressure up to 178/105 and my heart rate up to 107. After being put through a few tests, they told me that it was panic attacks. I am fine now though and have some medication for it, Lorazepam I believe is the name.

I will make selections in a day or so, while everyone finishes up their characters.

To answer everyone's questions:

Getting the Fallout 4 Pipboy Edition, as it is just plain awesome and would make for some great cosplay! And yes, men cosplay too. :P

Gestalt and a modified E6 are the rules we are using!

For the second table, I have a few ideas about what to do with it. One is that the PCs start in a Judge Dredd-esque Mega City, probably in California, that has been isolated from the Wastes for centuries, only to have disaster strike. Another idea is one based on Mutant: Zero Year's setting and have a campaign that is at once grim, gritty, and gonzo all at once, set in ruined New York City where radioactive rain still falls to sear unprotected flesh, mutations are rampant, and the few bastions of civilizations left, repurposed buildings called Arks by the citizens, are plagued by infighting. Another is a post-apocalyptic campaign set in New Orleans, which would lean on the gonzo side with Ghoul Bokors, mutated crocodile-men savages living in the swamps, and possibly Greys who have come to collect some samples. Another is a classic wastelands game set in Nevada, but with several twists and a Fallout: New Vegas feel, with some Wild Wasteland moments. These are just a few of the ideas for the second table.

The Perk list is going to be available in 1-2 days. Does everyone have access to Google Drive? If not, I can e-mail you both the document on Perks and the spreadsheet on new weapons and armor. Just PM me and let me know if you are going with the latter option.

Vanessa, that will work with the dog! "BEHOLD, MY PSYCHIC BRAIN DOG... OF DOOM!"

Mortem, that is fine on the arm cannon.

TheRiverOcean, I am perfectly fine with the Moonshiner. The Broken Earth Player's Guide has a Alchemist archetype that, if I recall, deals with narcotics and superdrugs.

Phoenix Hunter, no worries! I've had to deal with the whole ER scare the past few days, so I know how it is. Are you wanting the Android or the Synth?

Jade, the RGG Investigator is approved for PC use, as are the rest of the Anachronistic Adventurer lines from from RGG.

Here's something else to get everyone in the mood for a post-apocalypse game!


Ok, sounds good! We will wait a few more days and then selections will be made. It looks like everyone will have a slot thus far!


I will be closing recruitment on Sunday, but I WILL be doing two tables of PCs!

The second table will be set in the 'classic wasteland' area that stretches from California to Utah. I will be opening a second, semi-closed recruitment for this so that you can get a better idea of the area-specific lore and such, plus so you can get the rub on the extra races available.

If everyone could post preferences about which table you would want to be in or just post that you have no preference, please let me know.

JonGarret, feel free to add the Ballistic property to the cannon! I don't know why a cannon wouldn't be treated as such.
As for Craft (Wondrous Items), you can select that to be able to craft scientific versions of many magic items, although they are generally a bit more pricey in equivalent monetary conversions. If you want to replace it, however, Scrapper is certainly allowed.
ALL Craft feats produce high tech items. For example, Craft (Arms and Armor) can be used to create a Singularity Blade (At ridiculously high level and cash, of course!) or a suit of Nanocloaking Armor.


Vanessa Ares, no, it would be the altered rules above. It would allow PCs to still be deadly and would keep their option expansion going each level, but they would be squishier than a normal fantasy character. That's the main part that appeals to me about E6 is that it keeps PCs from surviving 10 headshots in a row. It helps make the game more dangerous, but without making the campaign a game of rocket tag. Or, to use a Fallout analogy, it doesn't create a 'The Courier with the Esther Mini Nuke Launcher from the Gun Runners Arsenal versus the Deathclaw Mother from the Quarry after you killed her babies with your sniper rifle'-type situation. That's an ugly situation, for those without reference!

Jonny...Panic, I mean more mainstream civilian firearms. Military-grade and above is available as such: regular military grade weaponry is open to those who have proficiency with martial weapons and things above that, such as experimental weapons, will require their own proficiencies unless otherwise noted.

JonGarret, I see you have the Broken Earth PHP, if not the actual setting itself! If you have the latter, stay away from the GM section, as I will be mining it for ideas occasionally.
Yes, that idea is allowed! You said that you were planning on basically getting power armor, right?

I think people are going to like the Perks! I am breaking down some of my old Darwin's World classes and making their abilities into Perks as well. I believe that people will be pleased with these, for they range from solid passive bonuses, to flavorful option-openers, to crafting Perks that yield unique and powerful weapon crafting options, to nice activated abilities. With things like, as a 12th level Perk available only to those with the Doctor Background, being able to take the 'Hand of God' Perk and have a chance to perform one of those 'almost a miracle it was so improbable'-type resuscitations on a fallen character has been dead less than thirty minutes and is still mostly intact.


Guadelupe Angel Vega de Moreno, yes, that would make sense regarding basic gun proficiency being replaced by 'exotic gun proficiency'.


Hmmm... good question. Background Skill Variant might be a decent rule to add, in retrospect.


IMPORTANT STUFF: READ HERE BEFORE READING THE REST OF THE POST!
I am considering allowing every character to be proficient with regular firearms, regular meaning something other than military grade sniper rifles, lasers, gatling guns and such. Would everyone like this?

I am considering, if people are interested, making this an e6/gestalt campaign, assuming that EVERYONE is on board with the notion! Basically, after 6th level, characters would still gain levels and pertinent class abilities, but would only gain a few points from their HD, probably around 1/4 of their normal max HP that could be gained for a new HD. This would increase options, but would not increase survivability. There would be no such thing as 1,000 EXP levels though. Thoughts? This is just a random idea, not a concrete game rule as of yet.

Where would everyone like the second table to take place? USA, not the USA, ect.? I can provide more info on the other nations if people want an atypical post-apocalyptic setting.

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I think my favorite DLC for Fallout 3 was Point Lookout. Let's face it, mutant rednecks with double-barreled shotguns, a ghoul with a chip on his shoulder, an actual creepy Lovecraft-esque sidequest, a much different terrain than is usual for post-apocalyptic scenarios, a talking psionic brain, old mansions, a hallucinogen-induced dream quest and more just made it so awesome!

As for Fallout New Vegas, despite Joshua Graham being my favorite character on FO:NV, I think that Dead Money and Old World Blues were my favorites, Dead Money for being extremely difficult on the harder difficulties with hardcore mode turned on and Old World Blues for the gonzo factor and the power of SCIENCE!!!

Regarding Fallout 4, I hope that androids are a player option, since the game is apparently taking place in Boston, which is where the Commonwealth is.

I will list a few perks tomorrow to give people a very good idea of the general power level they have.

Riuk, it's funny you should ask about Simian limbs. While they are normally almost-human in appearance and function, you can take a Perk at 1st level to retain their dextrous simian nature.
As for posts, I hope that I can squeeze 2+ posts per day out of people. I'm not going to get angry if I can't, because life happens, but I too love for these sorts of campaigns to have a more brisk pace.

Frank Teton, every playable race can swim, though whether each INDIVIDUAL can is a matter for debate.

Vanessa Ares, not sure what you mean. It's not quite as mature as The Hills Have Eyes 1 and 2, but it is most definitely Fallout-level mature.
Regarding the Great War, no one in the setting knows who shot first, because it all happened so fast and the average person was more of less a Doubting Tom on a war of that magnitude even occurring. As for OOC knowledge, the USA and Russia were to blame, for they were the key players in the conflict, with the US having annexed several nearby countries and Russia did the same with the entirity of China and most of the Middle East. I will not spoil how things went down, only that Russia fired at the USA, the USA fired back, and all the allied countries just fired at the other side's countries. Australia was one of the few places not heavily bombed, though it still was damaged pretty badly when a nuke hit just outside of Sidney.

As for Rexxy's stats, wait on the Man's Best Friend Perk tomorrow, as it is one of the sample ones that I will be previewing!

Venturea Luminass, thanks for the links! I believe that I will be converting some of those abilities from the classes into Perks!


Riuk, do you have all the DLC? I LOVE Fallout 3 and Fallout New Vegas' DLC! If you have any, which is your favorite?

Guadelupe Angel Vega de Moreno, yes, you may craft/sell drugs. This IS a Fallout-style campaign and I intend to include every unsavory aspect of it, from cannibalistic tribals, to drug peddlers, to a lot more in between.

Frederick Kleinhammer, Wright Town serves any and all. It's a true capitalist community where even the most hideous or gruff person is tolerated, so long as they abide by town rules and have some coin of course!
Regarding Ranger stuff, here are my answers. For Favored Enemies, there are only 5 main types and those are fairly broad. There is Humanoids (Humans, Freaks, Synths, and Simians), Robots (Synths, Cyborgs, Hunter-Killers, ect.), Mutants (Freaks, mutated monsters, and such), Animals (Simians, animals, and such), and Insect (Mutated insects, obviously!). And for Favored Terrain, I would say that Forest, Mountain, and Plains are the most common natural terrain, followed by Swamp, Cold, Underground, and Water. Urban is not as common as the other terrain types, but deadly foes lurk there as well.
EDIT: That said, the PCs will more than likely visit several towns in the course of the campaign, so Urban is a solid option. Not as much as Forest, Mountain, Plains, or Cold, at least as far as the wide areas that it applies, but it could be VERY useful in the various communities. Since the campaign is a sandbox, it's all up to the PCs where to go and what to do. That's why I will be having a hex map so PCs can chart their own path in the campaign and stumble onto things as they go!

Newbienice, that sounds about like Scrap City. To give you an idea, it's kind of like competing gangs that manage to stay, most of the time at least, out of direct conflict, having a 'gentleman's agreement' to stay out of other gangs' turf. There are exceptions, however, and these groups are often the worst of the bunch.

Vanessa Ares- S1T1, DR/Magic is described in a previous post regarding changes. Basically it stops most physical damage, save for energy, antimaterial, explosive, ect. Think what Kevlar vests can stop and you get a good idea on what DR/Magic covers.
I aim for PCs to gain a Perk every level. The list of Perks will become available upon selection.
1 Perk gains him as a 'weak animal companion', while another makes him a full one, and the last buffs him immensely. So you can use one, if you so wish, but it just makes him the equal of an animal companion 2 levels lower. You can take the second one at CC as well to make him a full animal companion. The third one, you can only take at 10+ and adds a pretty beefy mod to the animal in question.

The PCs here are so good that I might honestly open another table and simply change the location to avoid overlapping campaigns! And, for those worried about this, rest assured that I once GM'd 9 games simultaneously and that the only reason they were dropped is because one campaign had a problem character who killed another PC character in their sleep for their gold and then had the audacity to report the campaign that he was in for 'banned content'. The campaign in question was Paizo's Porphyry House Horror, their sealed adventure within an old Dungeon Magazine that utilized material from the Book of Vile Darkness of 3.X, which led to me getting banned from that particular website and my campaigns disbanded.


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.


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

Phoenix Hunter, understood.


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!


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?


Frank Teton, essentially, yes. I have been tinkering with the notion of giving PCs a free Bonus Feat though.


Unamatrix Zero, it depends on what you select at the start of the game. True to the Fallout vibe, every character will have an 'intro scene' that each PC plays out, exploring a few elements of the game and their community to get a feel for things, then things 'fast forward' a bit to the point where everyone meets. Along the way, characters will acquire equipment and gain some EXP, which I know that everyone will appreciate. These scenes will be relatively short, but will all provide a way to tie together stories without feeling contrived and will allow characters to grow their personality apart from the others.

Frank Teton, I have answered said question. Look above under the campaign description. All firearms, save the most exotic ones, are considered martial weapons! Oh and firearms are much deadlier in this campaign. Wait until you see stats for things like sniper rifles and weapons with burst fire! Sweet heaven, burst fire weapons are ridiculous! Autofire is even better for mowing down a horde of enemies, because it targets an AREA! I love my Broken Earth book!

Vanessa Ares, nice! Have you played Fallout: DUST yet? That mod is awesome. It's a post-apocalypic murderhobo's wet dream!

Ventura Luminass, the point buy is under the campaign description. I forgot to add it, oddly enough. Also, Unamatrix Zero is referring to Dogmeat the Dog from Fallout.


Unamatrix Zero, yes, it is quite possible to have that scenario occur. Psionic power lies solely within the brain, not any other organ. Alternately, you could be a Synth that just has advanced technology that mimics it with strange internal devices, a recent creation by a hidden organization who seek to use psionics as a tool.


Frederik Keinhammer, so you're the classic survivalist then?

Qunessaa, both of your options are viable. Clone Master/Internal Alchemist seems amazing for a Synth and Chirurgeon/Vivisectionist is not too gonzo because those are hours-long SURGERIES, not mystical Extracts, despite requiring them for the operation. Make sense?

The Lion Cleric, understood!


Qunnessaa, recruitment will be open for a week from the original post.


JonGarret, yes, Commonplace Firearms is the established level.

Frederik Kleinhammer, not familiar with the system? You mean Pathfinder or PBP?
The maximum starting ability score cap is 18+-racial modifiers.
I love the Fallout 4 trailer, which sort of inspired me to make this campaign.

Cutlass, yes, it would be INT based and the Bard, Rogue, Alchemist, Gunslinger, Inquisitor, Ninja, Investigator, Slayer, and Swashbuckler all have it on their class skill lists.


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.

Jayson Essex, that refers to ANY checks regarding AIs, from social skills to Electronics checks to hack them.

The Lion Cleric, Freaks and Synths both do not age. Well, Freaks do, they just mutate more as they age.

JonGarret, you have no idea how much your name makes me think of the Garrett twins from Fallout: New Vegas! I will allow both of those PDFs, but I will need excerpts from Weapons of Machinesmith Destruction because I do not own it.


RECRUITMENT IS UP!


Well, hello everyone and welcome to the recruitment for my Broken Earth campaign, a post-apocalyptic romp through the northern reaches of the USA, as well as the southern portions of Canada!

To give you an idea about what this campaign is, it is a free-range sandbox with amazing roleplay, fast and brutal combat, the struggle against the environment, numerous existential questions, cool loot, AND a bit of kingdom building (Community Building).

Does that sufficiently intrigue everyone? If so, check out the Campaign Information tab to get an idea of the setting and stuff. I'm sure that you will find it interesting!

Now, before I begin the whole character creation spiel, let me run a few of things by you regarding the story:

1. You begin in whichever community you choose. Yes, this will make it more work on my part in the early game, but it will give you all a feel for the setting and make things much more organic with the roleplaying aspects.

2. You will need to have some reason to go to/be in Minnesota, for that is where the party meets up and is where a lot of awesome stuff is. If you cannot think of a reason why your character would be in Minnesota, I can help you figure out a reason, if that is all that is stopping you from completing your character.

3. Like most post-apocalyptic RPGs, Broken Earth can be pretty grim... like favorite NPC cut up and eaten by cannibalistic tribals grim. I don't oversaturate these types of campaigns with the material, but neither do I exclude it if it comes up. So you must be ok with rare bouts of grimdark material.

As far as slotted players, only Sir Awesomesauce McSnazzlepants is slotted. He is playing a grim survivalist type who belongs to The Revealed and is a man of deep convictions with a deadly aim and a razor sharp mind, though not much in the way of social skills.

So, without further ado, here is character creation!

CHARACTER CREATION

Starting Level: 3

Race: Human, Freak, Simian, or Synth

Simian Racial Information:
Simians are mutated chimpanzees that have obtained humanlike intelligence. Those who study the times before the Great War theorize that they might be a product of genetic engineering conducted by the US military, they might have descended from test subjects given memory enhancing drugs, or they might just be products of random post-war mutation. Most simians are
found on the east and west coasts of the United States, though
a few have made their way to the central parts of the continent.
Physical Description: Simians greatly resemble the great
apes they descend from, though their hands and legs are more
human-like and they are fully bipedal. Their bodies are covered
with fine black hair, and they have brown eyes. They stand slightly
shorter than humans, averaging just over five feet tall.
Society: Simians are highly social and usually live in small
close-knit communities. These communities typically have
informal hierarchies where certain simians serve as leaders
and protectors, and in return take first pick of the spoils. These
hierarchies can be fluid, and a leader who makes bad decisions
soon finds that other members of the community no longer listen
to his orders. Simians are just as likely to live in ruined cities as forests.

Relations: Most simians prefer to live in their own
communities, and don’t socially mingle with humans, though
a number of communities recognize the value of having good
relations and trade with humans that live nearby. In areas where
resources are scarce, simians and humans frequently come into
conflict.

Adventurers: In their adolescence and early adulthood, many
simians venture out from their home communities to explore
more of the world around them. This might just mean visiting
nearby human communities, but other simians venture further,
scavenging from ruins and trading with human communities.

Names: Simians frequently give their children simple
one-word names that say something about their birth or early
childhood. These might include Night, Fang, Brick, River,
or Fire. As they grow they are often given new names by their
communities to honor significant achievements. It’s considered
taboo for simians to choose their own names, but adventuring
simians sometimes do.

Simian Racial Traits
+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.


Freak Racial Information:
Freaks
Radiation and genetically engineered viruses released during the
Great War caused many mutations and monstrosities. Most of
them quickly died, but a few lived and bred true. Humans have
one such offshoot, the freaks. The term was initially given to
them by those who hated and feared them, but they have come to
embrace it as their own.

Physical Description: Freaks average the same height as
humans, but tend to be slightly stockier. Their skin comes in
various shades of gray, from snow-white to ebony-black. Parts
of their skin have a rough toad-like texture. Nearly always the
shoulders and top of the head have these bumpy formations, and
some freaks have them covering their whole body save their face
and palms. Their eye pigmentation is also inhuman, typically
including shades of red, orange, or yellow. Freaks are completely
devoid of hair.

Society: Freak society varies just as much as humans’. Some
freaks live among the more tolerant human settlements that
dot the wastes. In areas where humans are more hostile they
band together and live in their own communities. Because they
naturally resist radiation, freaks often live in areas where the
radiation levels are high enough to keep most humans at bay.
Relations: Freaks’ relations to humans vary greatly from
group to group. Many get along well with “normal” humans,
provided the humans get along with them. In areas where human
majorities hate or fear the freaks, they are often persecuted or
even hunted, and must live life on the run. A few communities of
freaks believe that they are the “next step in evolution.” The socalled “normal” humans will soon go the way of the Neanderthal,
and many of these freaks are happy to help them along the way.

Adventurers: Like so many in the wastes, freaks are often
forced into the adventuring life in order to survive. The need for
food and water sends many out to wander the wilderness. Others
adventure for a higher calling, like to discover remains of the
civilization that once prospered in this barren land. Others have
dark goals, seeking to become warlords and rule those weaker
than themselves.

Names: Most freaks follow human conventions for naming,
based on whatever culture their ancestors came from. A few who
embrace their freakish nature favor more outlandish names. These
might be descriptive, like Blood-Eyes or a string of terrifying
syllables like Graksash.

Freak Racial Traits
+2 to One Ability Score: Like their human ancestors, freak
characters get a +2 bonus to one ability score of their choice at
creation to represent their varied nature.
Medium: Freaks are Medium creatures and have no bonuses
or penalties due to their size.
Normal Speed: Freaks have a base speed of 30 feet.
Extreme Radiation Resistance: Freaks gain a +20 bonus on
Fortitude saves against radiation, and they don’t automatically fail
such saves on a result of 1. Freaks are immune to all but the most
powerful sources of radiation.
Healthy: Freaks gain a +4 bonus on Fortitude saves against
disease and poison (doesn’t stack with their bonus against
radiation).
Thick-Skinned: Freaks get a +1 natural armor bonus to AC.
Languages: Freaks begin play knowing one language based
on the area they came from (those beginning in the former USA
typically speak English). Those with high Intelligence scores may
learn any other languages.


Synth Racial Information:
Leading up to the Great War many militaries, including the United States’, experimented with synthetic, techno-organic beings, commonly called synths. Synths were designed to work as intelligence gathering agents and assassins. They could duplicate a subject down to the genetic level, but with brains that could be programed to carry out any mission. Though classified as top secret, a few well-connected scientists were able to procure synth technology and use it for their own purposes. After the War, hundreds of synths remained in stasis, awaiting orders that would never come. Over the years, synths occasionally awaken. Sometimes they are programed with artificial memories, but other times they are blank slates, seeming to have amnesia. About half of all synths know their artificial origin, but an equal number believe themselves to be human.

Physical Description: Synths appear in all ways to be
human, and in many ways they are. Synths begin as artificial
skeletal frames with robotic brains upon which human tissues are
grown. They have human muscles, organs, and skin.
Society: Synths have no society of their own. They are not
only rare, but they also blend in perfectly well with humans, and
are able to integrate themselves completely into human societies.
Relations: Since synths appear to be human, nearly
everybody treats them as such. However should their true nature
be revealed, many people react with fear, though given all the
other terrors on Broken Earth others are relatively unfazed.

Adventurers: In addition to the standard motives, synths
have additional reasons to explore. Those who awaken without
memories are often on a quest for their origin, while those who
were programmed to undertake a specific mission do what they can
to complete the mission.

Names: When synths were first created, they were given
specific identifications which are sequence of three to five letters
and numbers, such as K2X9. Synths rarely use these numbers in
public, but those who remember them often adopt names that
sound similar, so K2X9 might call himself Kato Exin. Other
synths simply adopt any human sounding name.

Synth Racial Traits
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.
Computer Sympathy: Because of their artificial intelligence
synths gain a +4 bonus on any skill checks involving artificial
intelligence.
Languages: Synths begin play knowing one language based
on the area they came from (those beginning in the former USA
typically speak English). Those with high Intelligence scores may
learn any other languages.

Classes: Barbarian (Lose or reflavor all SU Rage Powers), Bard (Lose spellcasting and the ability to make the Bardic Performance of suggestion, but gain full BAB and an extra number of Bardic Performance uses per day equal to your CHA modifier), Fighter, Monk (Replaces Abundant Step, and Diamond Soul with Bonus Feats. Timeless Body no longer halts the appearance of aging, but otherwise functions normally. Perfect Self just grants DR 7/-), Ranger (Use the Spell-less Ranger variant listed on the SRD), Rogue (Lose all access to SU Rogue Talents or Advanced Talents), Alchemist (All abilities become EX and are reflavored as science), Cavalier, Gunslinger, Inquisitor (Loses Spells and Domains, but gains full BAB), Ninja (See Rogue, but applies to Tricks and Master Tricks), Samurai, Brawler, Hunter (Loses Spells and Raise Companion, but gains full BAB), Investigator (See Alchemist for information on Formulae), Slayer (See Rogue for changes), and Swashbuckler.
3PP Classes that are legal include: Machinesmith (With all references of magic removed) and all Psionics classes. If you have any questions about me allowing or disallowing another 3PP class, feel free to post as much!

HP: Maximum for every HD.

Traits: 2, none of which deal with magic.

Backgrounds: Doctor, Engineer, Historian, Hunter, Mercenary, Scavenger, Survivalist, Tribal. You pick your background based on your STORY, not what looks like the juiciest Perks.

Starting Community: See Campaign Information Tab

Starting Wealth: Special (Don't worry about this, there will be a 'select your equipment' type event at the game's inception.).

EQUIPMENT: If someone can create a spreadsheet on a shareable document for your tired GM, I will set about putting together a massive list for you all of available weapons and armor. I will also list basic equipment later, like glowrods, hazmat suits, and such.


Discuss things here!


DOT!