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I think I might make a generalist psion


Kinda interested. Need more info though, like chargen info, a link to the other campaign


A generalist house could instead be a citizens council. Since everyone is psionic, normal people could just have a few power poiints and level 0 psionic knacks. That makes you a civilian. Then if you train or show aptitude, i.e. level 1 in a psionic class, you become a full citizen. Most psions are generalists, while a minority specialize. Houses are houses because they tend to breed psions of a certain type or hire them. The citizens council elects a leader


City state or Roman empire size both sound good to me. Really like what Vrog wrote about psionics being "civilized" and encroaching barbarian hordes that use magic. Though I'd change it to divine magic being something both sides use.


Point buy or rolls?


I'd love to get in on a psionics campaign, preferably something mid level.


Actually nvm, I'll have to back out on this. sorry


Physical adept changeling troll, stuck in the body of a teenager and convinced he's slowly turning into a cheetah

Augmented human gun bunny, a flashy combat biker armed with smg's

Gearhead mechanic and driver, with a fast car and a deadly cyberarm


I'm up for 4e if there will be that one more slot


You're limiting Cohort level to 5, but for the purpose of a mount could it be at 8? I have a rough cavalier build at the moment that would reach that and would like to have a Griffin mount.


Alright, I'll have a character up in a bit then.


Would you allow the Blacksnake archetype from Super Genius Games? The whip abilities would fit well with thieving.


Also circle, which skill package are we taking?


Stat Roll:

2d6 ⇒ (3, 5) = 8
2d6 ⇒ (4, 3) = 7
2d6 ⇒ (3, 1) = 4
2d6 ⇒ (2, 5) = 7
2d6 ⇒ (6, 6) = 12
2d6 ⇒ (2, 2) = 4

STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4

Looks like a good redshirt, so I'll aim for Marines.

Comes from a High Population world, has Streetwise 0 and Carouse 0.

At 18, young Malcom Fouster has never had a real chance to advance from his poor upbringing, so he decides to try to join the Marines.

STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4

Streetwise 0 Carouse 0

First Term:

Qualifying (End 6+): 2d6 ⇒ (6, 1) = 7

Success. Malcom has become a Star Marine. He gains the following.

Athletics(Sprinting) 0 Battle Dress 0 Tactics(Military) 0 Heavy Weapons(Launchers) 0 Gun Combat(Slug Rifle) 0 Stealth 0

Specialist: 1d6 ⇒ 3
Malcom spends most of his first term paired up with Zeek, a veteran. He shows him the finer points of working a ships gun.

Gained Gunnery(Turrets) 1

Survival End 6+: 2d6 ⇒ (3, 2) = 5
Uh oh
Mishap: 1d6 ⇒ 5
Unfortunately, Malcom appears to be a waste of space in Zeek's mind, and manages to get him ejected from the service.

Malcom Fouster age 22

STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4

Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Stealth 0, Streetwise 0, Tactics(Military) 0

Second Term:

Newly ejected by the Marines, Malcom looks elswhere

Qualifying Int 6+: 2d6 - 1 ⇒ (2, 5) - 1 = 6

He's approached by some men in black suits, who find him suitable. He now works as an Intelligence Agent for his government.

As part of his basic training he learns Investigate 0.

Specialist: 1d6 ⇒ 6

Furthermore he learns Deception 1

Survival Int 7+: 2d6 ⇒ (6, 6) = 12
Events: 2d6 ⇒ (2, 2) = 4

His first mission in infiltrating a spy cell is a success and his superiors are pleased with him. +1DM to one benefits roll.

Advancement Int 5+: 2d6 ⇒ (6, 3) = 9
In fact they're so pleased he's promoted to full Agent.
Specialist: 1d6 ⇒ 3
As part of his promotion he receives further training. Comms 1


Malcom Fouster age 26

STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4

Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Stealth 0, Streetwise 0, Tactics(Military) 0

Third Term:

Service Skills: 1d6 ⇒ 5
As part of his continuing training he's given time out in the field. Recon 1.

Survival Int 7+: 2d6 ⇒ (5, 4) = 9
Event: 2d6 ⇒ (6, 2) = 8
Malcom is sent undercover.
Deception 8+: 2d6 + 1 ⇒ (2, 2) + 1 = 5
Unfortunately he's found out.
Citizen Mishap: 1d6 ⇒ 6
One of the members of the group he infiltrates grows suspicious. He's unable to prove anything but the pressure forces Malcom's superiors to recall him. The suspicious member is kicked out of the group over not being able to prove it and vows revenge. Gained a rival.


Malcom Fouster age 30

STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4

Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Recon 1, Stealth 0, Streetwise 0, Tactics(Military) 0

Fourth Term:

Specialist: 1d6 ⇒ 5

Malcom takes advance courses in the art of social interaction after his last missions fiasco. Persuade 1
Survival Int 7+: 2d6 ⇒ (4, 2) = 6
Mishap: 1d6 ⇒ 6
Injury: 2d6 - 4 ⇒ (3, 5) - 4 = 4
Malcom gets shot during a mission but makes a full recovery. He decides to get out while the gettings good.

Mustering Out (Other Benefit): 1d6 ⇒ 5 Combat Implant (Subdermal Armor 1)
Mustering Out (Other Benefit): 1d6 ⇒ 4 Weapon (Advanced Combat Rifle)
Mustering Out (Cash): 1d6 ⇒ 2 2k
Mustering Out (Cash): 1d6 ⇒ 6 +1 for 50k

Aging: 2d6 - 4 ⇒ (3, 2) - 4 = 1 Success on the Aging roll

Malcom Fouster age 34

STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4

Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Persuade 1, Recon 1, Stealth 0, Streetwise 0, Tactics(Military) 0

I'll post up more tomorrow


What would you want us to do for rolls?


Would you allow a third party archetype? I've been wanting to make a Blacksnake character for awhile now