I've been watching the thread and considering ideas idly for a while... of which I have man. Narrowing my options has been the main challenge. I think I'll likely just go with a Capadocian since it's the only time when you can reasonably play one. Would you be willing to consider a path of enlightenment from one of the older books, they're easy enough to port in. Nothing too exotic but I found Path of the Vizier worked really well for a Capadocian character I got to play for a brief period before. https://whitewolf.fandom.com/wiki/Path_of_the_Vizier
Male Human Level 3 Investigator
Atlas2112 wrote:
Sorry you didn't but since the lockdown is easing here I've had to get back to moving the last of my stuff from the old place. I'll sort out an alias now.
Male Human Level 3 Investigator
Lets go with Valkyrie, its pretty popular in the Federated Suns. I suspected the Firebee might be troublesome. The firebee is kind of a curveball as it's introduced in the 3075 book when they found it's schematics in a memory core... There's a few other nice mechs like the Gladiator, Toro (very cool but super rare at this point unless we want to steal one that is a national treasure from the taurian concordant) and Hammerhands... and the Crossbow Battlemech because heaven forbid the Clans made new things that weren't just tweaks of the existing tech while outside the Inner Sphere! ...except battle armour, thats a lot more than a tweak.
Male Human Level 3 Investigator
Sure, I've never played any savage worlds so its a little awkward to get my head around the whole thing. On the mech choices... my favourite light mech that existed in the period (but hadn't been in production for some time) is the Firebee 2E- the factory was blown up in the first succession war. But the Stinger 3R is a nice mech too and far more available. The Valkyrie QA is a bit more Davion and more likely for me not to have to punch out as often than the Stinger however.
Male Human Level 3 Investigator
I watched some videos... have I messed this up? I think I'll come back to sort out the edges and hindrances over the weekend. Agility d8
Piloting d8
Derived
Feat Mechjock
Male Human Level 3 Investigator
@Decimus we're going to New Avalon Institute of Science (NAIS) where we are cadets. It's a big deal in world. I can go over some of the different areas of the Federated Suns in PMs, Filtvelt and some of the worlds near it are in what's called the Outback. Under developed, poor worlds near the Periphery for the most part. The planet of Sherlock is better off than most of it's neighbours... for now.
Male Human Level 3 Investigator
I've never played Savage Worlds so I'll need some hand holding. I do know Battletech pretty well. Seeing as it's a Federated Suns and my Inner Sphere faction from later on is the Filtvelt Coalition I think I'll make a someone from that neck of the woods. I'm not sure if they ever gave an exact date for when the Filtvelt Academy was built bar "towards the end of the end of the third succession war" but it might be possible he's a noble who's been sent to the NAIS in hopes that after a tour of duty he might be a good instructor for the new academy when it's finished. Sherwood has some pretty strong cultural ties with New Avalon if I recall so I might look it up again.
Male Human Level 3 Investigator
Don't force it, these things take time... I'll have to make a cowl for these robes! I am not looking forward to shots to the head. Details:
Male Human Level 3 Investigator
Divination: 1d100 ⇒ 29
Four fate points but he's going to get a lot of bonus corruption points...
Male Human Level 3 Investigator
@GM Decimus I'm still working on the character but going with a canon quarantine world from the Askellon Sector called Kul. Kul:
Kul - The world of Kul lies beyond Port Aquila and is counted amongst those worlds having fallen afoul to heresy and madness brought on by the proximity of the Pandaemonium. For much of its history, Kul was a Frontier World, undeveloped and of little interest to the great houses of Askellon. Its people were regarded as tainted and regressed, and few outsiders had any reason to visit the world. When Kul was engulfed by the Warp in the mid-38th Millennium, most thought it lost for all time, and none shed a tear for its populace. A standard century later, however, the Warp apparently spat the system out once more, and an Imperial Navy squadron was despatched from Port Lokhart to ascertain what, if anything, remained of its people. What the mission discovered was a cause for concern amongst savants of the Pandaemonium. The surface of the world was blasted beyond all recognition and its settlements reduced to ruins. Blanched bones littered the land, but were not of the natives -- they were from an Imperial Guard regiment thought lost in transit many centuries ago, judging from their tattered uniforms. Their vehicles also dotted the now-hellish rock. Subsequent investigations failed to turn up any clues as to the population's fate, but most did meet with unexpected calamity and disaster. Currently the world is under quarantine, though this has not stopped agents of the black market Faceless Trade from plucking especially interesting items from its surface to sell across the sector. My idea is he's from one of the ships the patrols the area around Kul and has to go down to the surface to deal the the "Faceless Trade". I am going to have pilot aeronautica and FL Smugglers and Cartels to help show this and possibly Warp. Current Draft: WS 30, BS 40, S 25, T 30, Agi 30, Int 40, WP 30, Per 30, Fel 30, Influence 30 Fate Threshold 3 (Emperor’s Blessing 9+)
Aptitude: Fieldcraft, Ballistic Skill, Intelligence, Knowledge, Perception, Tech, Willpower
Hand cannon, Optical mechadendrite, Imperial robes, 2 vials of sacred unguents
XP:
Private Naltos Sholl was a proud member of the 13th Brontian Longknives, hailing from the Hive World of Bront. The regiment was assigned to Tranch, yet more forces to put down the mutants on Tranch. The troop transport Vervilix though a series of unfortunate accidents had a critical navigational error. Fifty thousand guardsmen were deployed. At the drop site loyal soldiers of the Emperor turned upon each other, overcome by something Naltos killed his comrades. When he lies to himself it was self defence, but when clarity comes he knows it was something else. Dying once is not always enough on frozen world of Mara. Half the soldiers who set foot on Mara died during the drop site massacre, there was no enemy but themselves to fight. As the ships withdrew Nalto was cowering near death. When the interrogator came to question him Nalto's body had already begun to mutate. He would react to his name but his memories had become twisted along with his physical form, an outward expression of the corruption of his soul. Most of the survivors were executed but a few were permitted to continue existing in service to the Holy Ordos. Nalto gladly agreed begging the Interrogator to "Make the buzzing stop!" Since then Nalto's been sent against, mutants, heretics and xenos... such comparably mundane horrors compared to those he has endured on Mara hold little fear for him. Appearance: When fully clothed Naltos now appears as a very large human, perhaps from stock partway into transitioning into an ogryn strain of abhuman. His eyes no longer have pupils, the black of the iris extends out to fill the void. His skin however is the most irrefutable sign of mutation, it is thick in seemingly random parts contorted and twisted. It frequently molts off in chunks and sometimes the new skin underneath has unnatural pigmentation before settling down into more natural hues. Hive World Mutant Guardsman (Background: Mara Landing Massacre-Alternate 1st Rank-Penal Legionaire):
WS 43*, BS 38*, S 52*, T 47, Agi 21, Int 29, Per 26, WP 40, Fel 22
I have no idea why I put down three mutations rather than two. Ditched Nightsider... I'm keeping the aesthetic of the eyes if thats alright
WS: 2d10 + 20 ⇒ (8, 10) + 20 = 38
Rerolling Perception: 2d10 + 20 ⇒ (2, 2) + 20 = 24 wow, worse than a 26. WS 38, BS 33, S 37, T 27, Agi 31, Int 29, Per 24, WP 32, Fel 32 The stats could work for an assasin or cleric at a glance.
I have a few notions. Would you be using any of the rules outside the core rulebook from V20 like rites of blood (admittedly mainly significant for Tremere characters... with actual rules for learning rituals), lore of the clans or the v20 companion? To varying degrees I have character ideas for ventrue, tremere, caitiff and nosferatu.
A rough draft on a Scout in case I don't get around to exploring other ideas. I had some notions towards a 'Guardsman' from the Necromundan 8th. Ascension Keyword would likely be scum... still at least one actual space marine in the party seems wise. Rough Notes: Race: Space Marine, Archetype: Scout Build Point Cost: 50+20
Attribute: Strength 3, Agility 3, Toughness 3
Imperial Fists-Legion: VII
Stats: 4d6 ⇒ (1, 5, 4, 4) = 14
13, 13, 10, 9, 10,15 ...four odd numbers. Human is tempting! Steve Gedes-Human Cleric (Life Domain)
Hob Teabadger-Stout Halfling Sage Diviner Hob was a wizard's apprentice who is unusually lucky though that doesn't always apply to those around him. While out fetching some spell components for his master he returned to find the wizard's tower a flaming inferno... he's since bumbled through a few ways of making the money to survive. He's mastered a few cantrips and even spells in the time since. He has worked as a librarian, special affects artist for some plays but has recently fallen in with a group of adventurers... Hob Teabadger -The Failed Apprentice?:
Stout Halfling Sage Wizard Str 10, Dex 16, Con 16, Int 17, Wis 13, Cha 14 HP: 9 Proficient Saving Throws: Intelligence, Wisdom Skill Proficiency: Arcana, History, Insight, Investigation Athletics +0, Acrobatics +3, Sleight of Hand +3, Stealth +3, Arcana +5, History +5, Investigation +5, Nature +3, Religion +3, Animal Handling +1, Insight +3, Medicine +1, Perception +1, Surival +1, Deception +2, Intimidation +2, Performance +2, Persuasion +2 Weapon Proficiencies: Dagger, Dart, Slings, Quarterstaffs, Light Crossbow Spell DCs 13. Spell Attack Modifier +5
Equipment: A bottle of black ink, quill, small knife, letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, pouch containing 4gp, 8ep, 7sp, 8cp. Dagger, Component Pouch, Explorer’s Pack ( Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), Spellbook, Dice Set, Playing Card Set, Chalk x10 Pieces, Ink Pen, Signet Ring (Badger Rampant), Sealing Wax, Immovable Rod Lucky, Brave, Arcane Recovery, Halfling Nimbleness, Researcher
This is indeed what I am making... ...it seems suitable for a heist!
On favoured basic and heavy weapons. For basic I am thinking a longlas would be useful as the're default load out is very close ranged but they need to be flexible as scavengers and it's easy to recharge the packs compared to getting ammo. Doubling down on close up would make meltaguns or flamers and option. But Rorek likes the look of a longlas so I'd push for that. For heavy weapons missile launchers always allow a bit of flexibility. Autocannon are a good midway point for anti armour and anti infantry (though they struggle with heavy armour).
Dice Rolls and Rough Work:
WS: 20 + 2d10 ⇒ 20 + (3, 3) = 26 BS: 17 + 2d10 ⇒ 17 + (4, 6) = 27 Str: 20 + 2d10 ⇒ 20 + (1, 10) = 31 T: 20 + 2d10 ⇒ 20 + (5, 6) = 31 Agi: 23 + 2d10 ⇒ 23 + (5, 1) = 29 Int: 20 + 2d10 ⇒ 20 + (1, 10) = 31 Per: 20 + 2d10 ⇒ 20 + (10, 7) = 37 WP: 20 + 2d10 ⇒ 20 + (4, 6) = 30 Fel: 20 + 2d10 ⇒ 20 + (5, 6) = 31 I'm going to use my one reroll to play the odds and go with WS WS: 20 + 2d10 ⇒ 20 + (2, 9) = 31 Nice! WS 31, BS 27, Str 31, T31, Agi 29, Int 31, Per 37, WP30, Fel 30 Fate Points: 1d10 ⇒ 3 Unsurprisingly 1 Fate Point.
With +5 Int from Medic
Skills: Awareness, Command, Survival, Linguistics (low gothic), Medicae, Scholastic Lore (Chymistry)
XP
Edit Update to stats from the homeworld fromt he GM. +3 Per, +3 WS Rough Rider Medic
Checking in... Commissar=Sadist with a nice cap... Do you have the mechanics of the regiment worked out or are they still being done? It can impact a lot on your choice of class. I'm more inclined towards the basic guardsman classes. Medics, Operator, Weapon Specialist and Sergeant more so than Heavy Gunner...
Male Human Level 3 Investigator
Thanks for the invite I am looking forward to this. As we are exploring and building the Kingdom I'll try making a hex map using my hex kit app. I'm using it in a Kingmaker game I am running and another I am playing in. Here's a link to the one I am running. The purple border is the PC Kingdom. Spoilers for the regular Kingmaker Adventure Path obviously. That's just an image but I've got notes what terrain upgrades are in each hex. As they set up farms on plains hexes I am putting down new base tiles with square fields, as well as roads where they are building them.
Alignment: NG
Azorius is the latest undead hunter in the line of House Var which with it’s lands lost to the undead some time ago. Members of the family have spread throughout Avistan following up on leads against nests of undead abominations. In his latest adventure Azorius teamed up with a group in the River Kingdoms who were hunting down a group of Draugr raiders in league with a necromancer. On his way back through Daggermark checking his correspondences Azorious barely survived an attempted poisoning, it seems someone or more likely something was looking to prune the family tree of House Var… his correspondeces included a few members having being assassinated by various means. - One experience you would like your character to have: Accounting for Marcus Var no doubt a powerful Lich or Vampire or some more obscured undead creature. Early Draft of the Character Sheet: Cleric of Pharasma NG Healing and Death (Pharasmin Variant) Domains Str 14, Dex 12, Con 12, Int 13, Wis 14+2, Cha 13 HP: 24 AC: 22=10+1/Dex+9/Full Plate+2 Heavy Shield. FF21, Touch 11 Feats: Heavy Armour Proficiency, Fast Learner, Additional Traits Skill Points: 2+1+1+1, +2 Background Traits
Diplomacy 6=2+1+3, Heal 8=2+3+3, Knowledge (Arcana) 5=1+1+3, Knowledge Planes 6=2+1+3, Knowledge Religion 8=4+1+3, Perception 8=1+3+3+1 Sense Motive 8=1+3+3+1, Spellcraft 5=1+1+3, Survival 7=1+3+3 Appraise 5=1+1+3, Craft, Knowledge History 5=1+1+3, Knowledge Nobility 5=1+1+3, Linguistics 5=1+1+3, Profession: Priest 7=1+3+3, Profession Cartographer 7=1+3+3 Languages: Common, Racial, Necril, Celestial Bleeding Touch 6/6 Day
Cantrips x4
1st 2+1+[Domain]
2nd Level Spells 1+1+[Domain]
Gear:
I like rolling but it can be dicey. Points buy has grown on me. Background skills are something I just put into all my games now. The feat tax house rules are a bit much in some ways for me but I can live with them pretty happily. Some of the alternate crafting rules in unchained make mundane crafting actually useful which in a game with a lot of downtime like a kingdom building one that is very useful.
Stat Roll 1: 4d6 ⇒ (6, 5, 5, 4) = 20
16, 15, 16, 11, 7, 9... overall good but where to put the seven will depend on the class.
Male Human Level 3 Investigator
Ok the spellcaster is still up but Ferocia has three claws with his name on it so I think I'd be wasting your time to keep going. It takes the combined might of the two dwarves to take down the cult leader but between the groups martial and magical abilities the cult is laid low. Welcome to level 7 As you remove the macabre mask from the cult leader you see it is an elf. Knowledge Local DC 15, Miron automatically knows who this is...:
This elf is Justice Ironbriar! He is a member of Magnimar's justice council[/ooc] [spoiler=The Unholy Symbols DC20]
Loot from the General Cult
Loot on the Cult Leader
Male Human Level 3 Investigator
The men on guard duty look a little confused. "You arrived in a big metal flying box. The Tileans said you should have arrived before them or some such. But we're not seeking you, you came here." He quietly consults with one of the others "So uhm as guards I guess what we want of you is to know why you're here. I mean the Tileans said a lot but they clearly messed up the report in other ways." "I mean m'lords are ye after trade, or wine for example?"
Male Human Level 3 Investigator
Amongst the goods taken by the bandits Svetlana's ring is nowhere to be found. One of the bandits remembers a ring like that but claims it went missing, every now and again a small item like that would disappear but he doubted any of the men so brazenly took it, they were all afraid of the Staglord.
Male Human Level 3 Investigator
Ferocia glares at the spell casting cultist. She steps up onto the stairwell railing, leaps over to the landing railing and hoists herself up onto the landing beside the spellcaster slashing her claws at him. Seems reasonable with the distance to claw him. A slight breeze begins to circle up the stairwell as Anneka focuses on a spell. Standing behind Ferocia in the stairwell, Marten's eyebrows lift in surprise when the spell casting cultist appears. Not because of his appearance, per se, but more because Marten was not expecting to see three cultists perfectly in range of a spell that manifests as a 15 foot cone. With a quick gesture, he shouts, and a sonic scream envelops the three cultists. Two of them avoid the wave of sonic energy but one is badly injured by it.
Azalia is tempted to fire at the new guy, but decides to try to finish off the wine-colored one first. That seems to have hurt him badly, and she's faster now, so she decides to shoot at the new guy after all. ”That hurt! Fookin’...” Drazh went to work, reducing everything in arm’s reach to a bloody paste. As he shattered bones and broke bodies he yelled out ”Bloody finger-waggler is tryin’ to get in me mind. Kill him!” Drazh kills the man to his right and then steps over the gurgling pile of a man Azalia shot and strikes down another cultist. Miron takes a step back, launching arrow after arrow at the cultists in front of him killing him but even as he does so another cultist comes into view and the one closer to him steps up to slash at him.
Surrounded by surprisingly swift dwarves the cult leader unleashes waves of rippling dark energy.
Ferocia
Male Human Level 3 Investigator
Go with whatever you find more interesting. You don't need any class. If there's any skills you want to get as class skills consider the feat skill synergy. You pick two skills, if the skill is not a class skill it becomes one. If it is a class skill you get a +2 bonus to it. I find it great for customizing a character. I have a Mystic character that got engineering and computers with it. A word of warning on the medicine skill, it's not great at getting back hit points at lower levels. The DC is based off your gear, so the advanced medkit (a level 7 item) is DC20 as opposed to the one ye can get now that is DC25... Mainly you healing by spending resolving and a ten minute rest to get back stamina. Stamina is lost first. Mystics can't actually heal stamina, they can only heal hit points which are quite difficult to get back. A word of warning to all, get in cover when you're in a firefight!
Male Human Level 3 Investigator
Our fourth player Erkan has accepted, I think he's asleep since I gave him the link but I expect he'll post here tonight. He hasn't got to try Starfinder before so if I haven't responded to a question you know the answer to then please do your best to give him a hand. I'll start with one or two of the Starfinder Society Scenarios. Since it's releasing late in August I think if progress goes well we might launch into a second mission.
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