| GM Wasteland Wanderer |
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
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.
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.
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.