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![]() GM TOP wrote:
One of the best recruitment requirements ever. Only ones better might be what is your favorite dwarven curses or curse words. Or what is the name of your favorite dwarven ale. My Favorite Dwarven Curse:
By me bearded balls! I’ll at least try to come up with a good joke. ![]()
![]() Atlas brings up a good point when you recruit you will need to make clear what you are looking for. Someone said their are two types of Lancer players and you should make sure you are on the same page. The two types are: 1. Those who are Mech focused and view the RPG element as padding to the mech battles.
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![]() @DeJoker I would like to use my original rolls from the initial recruitment. If I had known this was an option I would have done it from the beginning. My rolls there were so much better and I can’t un-remember them. Nkormally I don’t have a problem with suboptimal pc’s but since this might be my only chance to play MSH I thought I’d ask. Thanks for your consideration. ![]()
![]() DeJoker wrote:
Here are my thoughts; 1. I think I will go with Elongation over healing (I think there is a little more synergy plus I think the healing power has problems being linked to karma loss on failure).2. Guns doesn’t make any sense to me either. Honestly none of the weapon talents seem to fit. I’m open to suggestions. ![]()
![]() Sub table rolls Matter control powers: 1d10 ⇒ 1 earth control
Matter Control Powers:
1.....Earth Control 2.....Air Control 3.....Fire Control 4.....Water Control 5.....Weather Control 6.....Animate Objects 7.....Density Manipulation Others 8.....Body Transformation Others 9.....Animal Transformation Others 10...Force Generation Body control powers: 1d10 ⇒ 5 elasticity Body Control Powers:
1.....Growth or Shrinking 2.....Density Manipulation Self 3.....Phasing 4.....Invisibility 5.....Elasticity 6.....Elongation 7.....Shape-Shifting 8.....Body Transformation Self* 9.....Animal Transformation Self 10...Power Absorption Body Alteration Defensive powers: 1d8 ⇒ 7 healing Body Alteration Defensive Powers:
1.....Body Armor 2.....Absorption 3.....Regeneration 4.....Recovery (Gain a Resistance as a Bonus Power) 5.....Life Support 6.....Damage Transfer 7.....Healing 8.....Immortality* Weapon skills: 1d8 ⇒ 1 guns Weapon Skills:
1.....Guns 2.....Thrown Weapons\Objects 3.....Bows 4.....Blunt Weapons 5.....Sharp Weapons 6.....Marksman* 7.....Weapons Master* 8.....Weapons Specialist* Profession Contacts: 1d12 ⇒ 12 artist
Professional Contacts:
1.....Medicine 2.....Law 3.....Law-Enforcement 4.....Military 5.....Business World 6.....Crime 7.....Journalism 8.....Entertainment 9.....Psychiatry 10...Detective/Espionage 11...Hero Group 12...Artist Scientific Contacts: 1d8 ⇒ 3 geology Scientific Contacts: 1.....Chemistry 2.....Biology 3.....Geology 4.....Genetics 5.....Archeology 6.....Physics 7.....Engineering 8.....Zoology ![]()
![]() DeJoker, thanks for taking this over and thank you for making the build rules clear too. Now to the rolls (perhaps the worst I’ve ever rolled but I think I can figure something out) Abilities
Agility: 1d100 ⇒ 11 Typical Strength: 1d100 ⇒ 6 Poor Endurance: 1d100 ⇒ 95 Amazing [Incredible+1] Reason: 1d100 ⇒ 84 Remarkable Intuition: 1d100 ⇒ 48 Excellent Psyche: 1d100 ⇒ 24 Good
Primary Abilities table:
Rank............Rank........Dice Name........Number.....Roll Feeble...............1...........01-02 Poor..................3...........03-06 Typical...............5..........07-16 Good.................8...........17-36 Excellent.........16...........37-66 Remarkable....26...........67-86 Incredible........36..........87-96 Amazing..........46...........97-00 Secondary Abilities Health = 59(Fighting Rank 5+ Agility Rank 5+ Strength Rank 3+ Endurance Rank 46) Karma = 50 Reason Rank + Intuition Rank + Psyche Rank Resources = Poor (Typical + Ability Modifier Table Result: 1d100 ⇒ 30 - 1 Rank) Popularity = 0 Ability Modifier Table:
Dice.......Modification 01-15......Reduce by 1 Rank 15-50......No Change 51-70......Increase by 1 Rank 71-85......Increase by 2 Ranks 86-95......Increase by 3 Ranks 96-00......Increase by 4 Ranks Mutants:
Mutants are members of the race of Homo Superior, a new race of man born from the race of Homo Sapiens. Mutant powers often (though not always) first manifest themselves in the teen-age years. Mutants are generally feared and disliked by the populace at large. When craeting a mutant character: • Mutants gain one additional Power, up to the total number of Power available to the hero (maximum of 5) • Resources are reduced by one Rank • Starting Popularity is always 0 • Mutants gain and lose Popularity at a slower rate than other character types • Endurance is raised by one Rank • The majority of a mutant's Powers are inborn as opposed to equipment-based. • They may be affected by mutant detection and mutant nullification devices. Powers initial/max: 1d100 ⇒ 9 (2/4+1) =3/4 Talents initial/max: 1d100 ⇒ 9 1/6 Contacts initial/max: 1d100 ⇒ 80 2/4 Powers, Contacts, and Talents (Initial/Max):
Powers, Contacts, and Talents (Initial/Max) (Roll once for each) Dice......Powers......Talents......Contacts 01-20........2/4..............1/6................0/4 21-60........3/4..............2/5................1/4 61-90........4/4..............3/4................2/4 91-00........5/5..............4/4................3/4 Power Categories 1: 1d100 ⇒ 24 Matter Control Power Rank: 1d100 ⇒ 21 Good Power Categories 2: 1d100 ⇒ 48 body control
Power Categories 3: 1d100 ⇒ 99 body alterations defensive
Talent Categories: 1d100 ⇒ 2 weapon skills Contact Categories: 1d100 ⇒ 18 professional
Power Categories (roll once for each Power)
Powers/Talents/Contacts: Dice.......Power Category 01-05......Resistances 06-10......Senses 11-15......Movement 16-25......Matter Control 26-40......Energy Control 41-55......Body Control 56-70......Distance Attacks 71-75......Mental Powers 76-90......Body Alterations Offensive 91-00......Body Alterations Defensive Power Ranks (roll once for each Power) Rank............Rank........Dice Name........Number.....Roll Feeble...............1..............01 Poor..................3...........02-06 Typical...............5..........07-14 Good.................8...........15-24 Excellent.........16...........25-49 Remarkable....26...........50-69 Incredible........36..........70-84 Amazing..........46...........85-89 Monstrous......63.............00 Talent Categories (roll once for each Talent) Dice.......Talent Category 01-20......Weapon Skills 21-45......Fighting Skills 46-65......Professional Skills 66-85......Scientific Skills 86-90......Mystic and Mental Skills 91-00......Other Skills Contact Categories (roll once for each Contact) Dice.......Contact Category 01-30......Professional 31-60......Scientific 61-85......Political 86-00......Mystic ![]()
![]() @DM Ray, Thanks for the kind words. I’m excited to rp in your world.
Stats: Sorry about the stat confusion. The mistake was mine. At one time I was playing around with a dex build and the belt should have been changed to strength. Strength 20 = 15+2 race +1 level +2 belt(7 points) Dexterity 14 (5 points) Constitution 14 (5 points) Intelligence 20 = 15+2 race +1 level +2 belt (7 points) Wisdom 12 (2 points) Charisma 8 (0 points) 7+7+5+5+2= 26 ![]()
![]() DM Ray wrote:
Yeah, as I started writing things changed with his background. I don’t foresee any problems if there are differences but if it will make it easier for you I can change it. Just let me know. ![]()
![]() My investigator is definitely a pathfinder. If I make the cut, perhaps the Venture Captain gives me authority to assemble the team. I can work my background to have worked with all of the other members at one point. I can think of a couple of reasons to do this:
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![]() Since the creation rules were never posted in one spot I have some questions:
Thanks,
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![]() #of powers: 1d100 ⇒ 98 5 powers
Power Level 1: 1d100 ⇒ 95
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![]() Looks like fun, I have a lot of fond memories of playing this with my brother. I’ll have to review the character creation rules to see what my rolls mean and to see what else I need to roll. Anyway, I should have the mechanical side done today and fluff to follow shortly. All mutants right? Fighting: 1d100 ⇒ 46
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![]() I’ll be submitting a tiefling investigator, a long time pathfinder. As I work on my background I have a couple of questions. In the original Rise of the Rune Lords Casp Avertin, the local sheriff and last victim of chopper, was married and had a daughter. In the Anniversary edition he was single and dating Kendra, the mayor, at the time of his death. I don’t know why the change was made or which is cannon. Anyway, I was thinking, it would be cool to have my tiefling investigator be his son, who was conceived shortly before his father’s (Casp’s) death. Otherwise I could just have his father be an unnamed victim of Chopper but I thought it was a cool tie in. Thoughts? Anyway, I’m still working on background stuff but I’m solid on the tiefling investigator mechanical side of the build. ![]()
![]() I think the shaman will fill the same roll and you might even be happier. :) This archetype gets heroism (as spell which is 70 minute duration), plus hexes to buff AC, and Battle Spirit (which is similar to inspire courage). I think this build adds a little more versatility than the evangelist. Plus after I wrote the background she wasn’t a cleric anymore. battle spirit: A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive. ![]()
![]() Greetings GM Mort (as well as Ann, Garrosh, Piotr, & Rose/Violet), I have an idea for an evangelist cleric and I think they would fill in some of the gaps that have been mentioned. However, I see that one of the things that is considered for selection is posting history. Unfortunately, I am relatively new to pbp and I don’t have much history. So before I jump into a build let me know if my limited experience is a deal breaker. Best,
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![]() Looks like like you could use a trapfinder/ rogue too. I’m thinking an elf (or half elf) from Kyonin who has come north to use his experience in fighting Treerazer against the demons of the world wound. He would probably be a slayer/wizard (maybe witch or arcanist) with the Exposed to Awfulness trait. It looks like your players have the face skills covered so I could focus on knowledge and rogue like skills. How long are you keeping recruitment open? Best,
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![]() I’ve played book 1, many years ago, but not book 2. 5d6: 5d6 ⇒ (5, 3, 2, 6, 2) = 18 = 14
17/16/14/14/14/14 Ironically, I’m considering a build very similar to Throrgar but human and I might go straight Investigator. I’ll keep you updated. ![]()
![]() I’ve been on the fence about applying as I really want to play this AP from the beginning. However, who knows if/when that opportunity will come. Also, I’ve come up with a PC that I’d like to play and fits the needs of your party. I’m thinking evangelist cleric (deity to be determined but leaning toward Erastil). Evangelist buffs like a bard but still retains channel energy (at a slower progression 2d6 at this level) and 9 levels of Divine spell progression. Plus, proficiency with the long bow will add diversity to a melee heavy party. Finally, I may take the Animal (feather) domain with an animal companion. I’m thinking a bodyguard/aid build to soak up damage for the frontliners and aid with attacks. The weakest part of the build is face skills but it appears that the party has those covered. A human with background skills should be able to shore up your sense motive and perception (wisdom based class with bonus from feather subdomain) as well as knowledge religion and perhaps nature. I do have a couple of questions:
Thanks in advance,
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![]() GM Polyfrequencies wrote:
Sounds good. I will try to have my PC done tonight for auditing.
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