Rigor Rictus wrote:
It's a simple story about a worm and a robot.....Anyone else getting an Earthworm Jim vibe? Just me? Ok then.
random Character made for fun: 1d33 ⇒ 11 Techno-Wizard
Heroes Journey:
Hero: Education: 1d20 ⇒ 17Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills. Hero: Training: 1d20 ⇒ 2 After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination. Hmmm this would work well in either. And just to see how odd this is and because I never play non-humans...
Heroes Journey: Experience and Wisdom: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck. Demon Seas: 1d20 ⇒ 2Your hero has an “in” with a Tattoo Master. Choose a single 1-Strain Magic Tattoo. If your character can't have Magic Tattoos, re-roll this result. [ooc]No tattoos for worms. Re-rolling Re-roll: 1d20 ⇒ 13It’s a complicated story, but somehow you ended up with an Atlantean Symbiote— choose any from page 66 in this book. However, the experience left a lasting impact; roll once on the Bio-Borg Insanity table!: 1d12 ⇒ 8 Phobia (major): Bio-Wizardry and Bio-Borgs.
Slave branch: Psi operator I:
Race: Human
F&G, Hero's Journey: Fortune and Glory I: 1d20 ⇒ 7 Spiritual and Determined: Add one die to Spirit and begin with Strong Willed Fortune and Glory II: 1d20 ⇒ 1 Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon. {I'd prefer the edge to gear as we likely start with little but The Psi-operator does not start with a melee weapon. Reroll? Otherwise I'll take a TW converted Wilk's Laser Torch ;7)} Hero I, Training: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck. Hero II, Experience and Wisdom: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck. Hero III, Education : 1d20 ⇒ 19 Choice: He’s traveled far and wide, and he knows a lot about the world that could come
Rigor Rictus wrote: I had been thinking of Nega as an idea as well, but purely for the utility, I hadn't come up with a character concept for it yet. I was just thinking a captured Coalition soldier/Psi-Bat recruit dog-boy. Nothing fancy. Rigor Rictus wrote:
Do the baddies in Atlantis/Demon Seas use slug throwers? I think the New Navy does at least so you wont be unarmed too long. If nothing else there are the spear-guns you can empower.
Concept Merc: Vagabond:part 2. Final bits awaiting campaign decisions:
Race Human. Framework MARS Vagabond
Fortune and glory I: 1d20 ⇒ 10 Wealthy and Connected: Begins with the Rich and Connections Edges. Fortune and glory II: 1d20 ⇒ 12 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
Rich I, Enchanted Items & Mystic Gadgets: 1d20 ⇒ 8 Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86. Rich II, Body Armor: 1d20 ⇒ 19 Choice: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4 if it already provides this bonus. Hero's Journey, Vagabond extra Experience & Wisdom roll: 1d20 ⇒ 12 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. {Maybe apply this to Atlantis and the the Demon seas?} Hero's Journey I Education: 1d20 ⇒ 3 Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d4.
Ok.
Edge related:
Other
Gear
NG-S2 Survival Pack](20 lb, 3000 credits)
Survival Knife
MARS advances. 4 tbd.
Concept Slave:
.Iconic ideas, Stone Master/Crazy/Ex coalition Dog-boy Nega-Psychic Sheesh making SW Rifts characters is FAR harder than SWADE/SPC3 Supers. I too am a little concerned about the "Glitter-boy problem". I think SW Rifts partly solves this by starting MARS folks with 4 advances & the Heroes journey. But Iconics still have more raw power. I think this will work so long as we don't have 3 Dragon Hatchlings and 1 MARS type. Strict enforcement of Ammo/repair costs and the other Iconic limitations can also go a long way towards balancing things. So far it looks like we have
Hmmm looks like 3 Psi-users so that is leading me towards magic(Stone Master), cybernetics(Doc or Operator) or the Nega for balance.
Right, on it.
Concept Merc: Vagabond:
Begin with +4 skill points. Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2). Begin with Elan, Luck, Hard to Kill, and one more Edge of choice. Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table. Begin with standard Starting Gear. Fortune and glory I: 1d20 ⇒ 10 Wealthy and Connected: Begins with the Rich and Connections Edges. Fortune and glory II: 1d20 ⇒ 12 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
Rich I, Enchanted Items & Mystic Gadgets: 1d20 ⇒ 8 Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86. Rich I, Body Armor: 1d20 ⇒ 19 Choice: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4
Hero's Journey, Vagabond extra Experience & Wisdom roll: 1d20 ⇒ 12 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. {Maybe apply this to Atlantis and the the Demon seas?} 3 Hero's journey rolls. Will make later. Concept: Slave. Ex New Navy BodyFixer or CyberDoc. Details TBD
EltonJ wrote:
Of those two I would prefer the escapee idea. I understand there is a Plot-Point campaign in the Atlantis book are you thinking or running that or more homebrew? Are you thinking something like a campaign or more a one-shot?
I would like to throw my hat in as well.
I am thinking A Body Fixer or Cyber Doc depending on the flesh to metal ratio in the party. Maybe New Navy but I know nothing about them.
Poor Wandering GM wrote:
A bit more info. You didn't notice it immediately when you picked up the gun as you has just stepped in someone unpleasant, but both the gun and the grenades brushed your mind telepathically. This is not an attack they did not read your mind or commandeer your limbs this was not even telepathic contact. This was a feather brush. Less than that even. But not because it was subtle and slipping past your defenses the contact was just too weak to do anything more. Whatever this was a normal human would brush this off without even noticing.
Imagine wrote: Alright another Christmas that can't be beat in the can! Merry Christmas Every One! And to you. I don't celebrate but bully for those who do I say! Also we had a lovely wind storm this morning. Nature was celebrating Winter.Imagine wrote:
Goose-Gander. I would not have it any other way. Please call me on this, I might do this unconsciously. Imagine wrote:
Well the Roof 'landing' is a bit of a puzzle. There are plenty of ways down that don't rely on a Power Stunts. But then I did load you up with extra bennies......
Sweet!
If you are worried about the bennie cost. It tends not to be a big problem in play. You could also look at the luck/great luck edges to increase your bennie count. I recommend this for everybody but it goes double for bennie conscious sorcerers and inventors, spend some time thinking about your Hindrances.
Needless to say I do not recommend that you take unlucky.
=-Status update-= Dave Finsterman. Approved for play
Ah-Rekhmire. in progress
Omega White. Application withdrawn/moved to alternate status. And the dominoes are falling. I am preparing to open the game play page and get this show in the air. I sent PM's to the folks who've gone radio silent. I do hope at least 1 or 2 are still interested. Please feel free to ask me any setting/rule questions if something is bugging you. I can see this weekend/early next week as a likely start.
CucumberTree wrote:
Yes, with caveats. Born a Hero means you can ignore the "Seasoned" and "Legendary" requirements on those edges. All the other requirements still stand. So to take "Mighty Blow" you will need to be a Wild card, no problem with that all players are, and you will need the Fighting skill at d8 or better. And to take "Professional" you will need a d12 in the Trait you are taking this Edge for. Note, Super Skill or Super Attribute have no effect on this. This edge refers to the base skill BEFORE adding any super enhancements. For example: Driving d8 +2 levels of super skill for a d12 total does NOT qualify for this edge. The base Driving Trait is not a d12. Driving d12 +2levels of super skill for a total of d12+2 Does qualify for this edge and will raise the total skill to d12+3 (d12+1 with 2 levels of super skill added) Apologies if I am telling you stuff you already know. It took me a bit to understand this so I am trying to be ultra clear.
ZenFox42 wrote:
Hey ZenFox welcome to the lounge. It all looks Legit if pretty combat heavy but hey I can't criticize folks for being combat heavy when Dave is in the room. You do you.
Looks good. Can't wait for the full version.
Good afternoon all. The player of Jacob Mulle here. I am very happy to join in and should have my Oracle rebuilt once we hammer out what build rules you happy few used back in the dim mists of lost time. Is skeleton form I am bringing in a Human Nature Oracle with the Haunted curse.
In fact the Spirit guide might be TOO good and straying into cheese territory. Any opinions? And again thanks for letting me join. ~PWO
mishima wrote: How much is player knowledge of Golarion required to enjoy this? Love 5e, but Golarion never really drew me in (besides Kaer Maga). There is also the free Kingmaker players guide that should answer a good number of questions. Just be aware that some of the Game info is very Pathfinder related and will likely need to change or disappear when converted to 5e. Mind you converting the near feat background traits might be a good project while the GM sets things up.
I am interested in trying a 5e kingmaker. Interesting to see how much the system change impacts play. Re the archpaladin. I don't see that much of a lore issue. There is no reason Golrian powers that be can't make Warlocks. After all it's not like the fighters/wizards/clerics et.al are the same between the two systems. Races should not be too much of an issue. 5E has a good mix and it is pretty easy to adapt a pathfinder race to 5e. The big issues with moving Kingmaker off Golarian are the nations. KM is pretty political and is strongly based on the River Kingdoms/Stolen Lands. Trying to move this is just asking for needless headaches. I suspect keeping the game on Golarian and just swapping rules would be easiest. Or maybe I am missing something. What issues do you all see in changing KM to 5E?
Tiny Litsy wrote:
Check. Witches come stock with several content advisory stickers attached ex Cook Person but I will be avoiding most of them as I too find them un-fun That said Pollux is at core an expression of extreme existential angst. Think of someone who is aware of the ultimate heat death of the universe and allows this knowledge of absolute futility to consume them.
Cosmic horror, transgression, and occasional body horror are his raison d'etre. On a practical level 90% of the horror will be off screen. Stuff like castor wearing a lead made from many different lengths of different red threads tied together. It could be that the threads are bloodstained or they could just be red. The idea is to make the implications of Pollux horrifying but keeping there from being anything you can put you finger on to exactly say why. In tone I am going more for a Lovecraft-crossed Addams Family or the early Dexter books rather than a splatterfest. I find gore dull. Abuse tropes/punching down I find abhorrent.
If I ever stray too close to the line please, anyone, let me know and I will back off without taking offense or seeking an explanation. I live by the X card rule.
I smiled at skyrealms. Haven’t seen Jorune get a shout long long time. As for votes I cast mine for Venture City. Fate can work as a pbp pretty well. Dungeon World would be my vote if you want fantasy but it really comes down to anything but Kult. Both DW and Fate have that low key vibe you mentioned.
Very glad to hear from you again. I’m sorry the game has officially joined the choir invisible but health is far more important than wax golems and demon apes. I would love to get a plot rundown. Who set us up to win the contest and why? What is in the ziggurat? And most importantly, how did Picklebeard fit into it all? Feel as good as you can and thanks for one of the best games I’ve played. Well done sir, well done. ~PWO
Ansha wrote: Out of curiosity, PWO, did you end up completing your Master in Library Science? Quite unexpectedly, I ended up a library director about a month ago. Congratulations Ansha! Yes I am a fully fledged librarian. Not doing anything with the degree which is a shame and the cause of some lamentations in the wee hours. But life goes on. At the moment life is heading for a trail in southern Oregon. I’m preparing for a 3 to 4 week walk on the woods starting at the end of this month.
Ravingdork wrote: QuidEst, do you know of any examples in media or literature of hackers aiding one another against the same device, simultaneously, in a somewhat sensible/realistic fashion? Perhaps not that realistic and not really aiding exactly but the Chaos/Hardisson duel over control of a target building's security systems might be applicable. This was mainly in "The two live crew job". Either that or "The ho ho ho job" it has been a while.
Rigor Rictus wrote:
Cool I stand corrected. Must have been thinking of something else.
Submission is coming together This is the crunch, and the template: About Jack of Clubs [spoiler=Real name:]
[spoiler=History: ]
[spoiler=~Generally known information]
[spoiler=~Generally Unknown information]
[spoiler=Personality profile] ***********************************************************************
Traits: (cost) [Spoiler=Agility d8 (2)]
[spoiler=Smarts d6 (1)]
[spoiler=Spirit d6 (0)]
[Spoiler=Strength d10 (3)] Load limit ?? max ???
Vigor d8 () Total trait costs: 9 (5 base attribute points, 1 from both minor hindrances, 3 levels of super attribute) with 17 skill points (15 base, 2 super skill). ************************************************************************ [spoiler=Hindrances]
[spoiler=Edges ]
[/spoiler@] [spoiler=Powers (net cost)]
Jinx, improved. (2+2=4)
Super attribute 3 (6) one die type to Strength, Spirit and Vigor. Already figured into stats. Super edge Elan (2) Super edge Level headed (2) Super skill 2 (2)
Uncanny reflexes (4)
Devices Total power cost. 20 [/spoiler@] [spoiler=Gear ] Dura weave {+1 heavy, arms legs torso, -4 to note} (5wp $500) Cash Gear stored at lair: [/spoiler@] Current gear / wp [spoiler=Advances]
[spoiler=Notes and crimes] Crimes: ! Near current base. Notes:
Gilfalas wrote:
I had a gnome hook-hammer specialist a while ago who fit your fun and effective criteria. The basic skeleton would work fine as a staff fighter. Lvl 1: Vivisectionist/Internal alchemist. Reasoning: The sneak attack will help support the meh staff damage. You also get a small spell list and some nifty tricks for when hitting-them-with-a-stick does not seem the best choice. Lvl 2 and onward: Ranger. Reasoning: Two weapon fighting feats, full bab, built in flank partner even if none of the other players are willing/able to dance. Worked surprisingly well. Not overly specialized so not the best power-build but it was fun to play and added a good bit to the party.
Nope it is just that bad. Then again it does work on things Knock does not. Ropes for example are called out in the Knock description as immune to knock. The Chime does not have that language so it will open a chest or portal that is tied shut. Not that that is all as they say that but it is something.
A bully wants attention. Don't give it to them. Do not respond. They might get more demonstrative as Dave Justus mentioned but just let it go by. Do not respond, let them get bored. They are obviously not enjoying the game as they need to pick on you for entertainment. Once you stop being entertaining then there is no reason for them to be there. They may well drop the game. However, they are also likely to simply switch targets so you may need to be ready to support the next player they choose to annoy. Once multiple players have 'enjoyed' the bullies attention the calculus of loosing one player vs. losing 2 or 3 becomes clear.
Mind you this could matter to someone with the nature Oracle capstone. The capstone allows the oracle to explicitly change their type to among other choices, animal. Say they did this, for whatever reason. If they then get hit by a baleful and miss the saves. Unlikely but '1's happen. Their druid buddy then goes to the trouble of casting Awaken. What happens? Mint you to call this an edge case is a bit of an understatement.
If they found you you were not sufficiently paranoid. My view? Run. Mind you that depends on your goal. Do you want to live, do you want to provide a level appropriate challenge for the party or do you want to cackle with glee as the other players cry over the record sheets of their now dead characters? Different answers depending on the question but the basic idea is not to play the game your pursuers are playing. If nothing else they expect you to abide by established rules and tropes. Don't.
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