capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Aug 17, 2011 14:19:20 GMT -6
Baron, rleduc, smksensei, Go ahead and create three or four characters each, posting them here. We'll go with the honor system, may the ships maintenance drones have mercy on their souls.
As per my reading of the rules I'll assign the negative mutations, skills, and equipment after their posted.
coffee, badger2305, you're in but you didn't mention if you had the books, if so do the same as above, if not the pdf is around six bucks, but failing that let me know and I'll give you a hand, or I can make them for you.
I'm suggesting three or four because the game may be on the brutal side and it saves time if we just move to the next one after a PC death. This being a PBP game though it'll probably progress slow enough that it may not be a big deal.
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Baron
Level 4 Theurgist
Invincible Overlord
Posts: 115
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Post by Baron on Aug 18, 2011 0:51:02 GMT -6
Hokey-dokey, here are three characters I rolled up tonight. I'd prefer to play them in this order, ie start with Roger, then replace him with Slim, and finally, if it's been a bloodbath, with Tex.
“Roger†Mutated Creature -- Badger Radiation Resistance 6 Mental Resistance 12 + 4 = 16 Dexterity 11 Constitution 12 Strength 7 Hit Points 38 Physical Mutations 4: New Body Parts (can talk), Radiated Eyes, Heightened Smell, Heightened Strength Mental Mutations 3: Heightened Intelligence, Illusion Generation, Reflection Power
“Slim†Mutated Humanoid Radiation Resistance 10 Mental Resistance 13 Dexterity 11 Constitution 7 Strength 11 Hit Points 25 Physical Mutations 2 Heightened Hearing, Heightened Vision Mental Mutations 1 Mental Blast
“Tex†Human Radiation Resistance 9 Mental Resistance 12 Dexterity 13 Constitution 13 Strength 10 Leadership Potential 14 Hit Points 50
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Aug 18, 2011 12:51:14 GMT -6
BaronRoger starts play with the Physical Defect: Multi-Armed. He has two extra arms that seem to have a mind of their own. It will affect your ability to hit, and occasionally be a pain, but on the plus side when concentrating you can control any two of your arms, including the less than friendly pair. Slim will start play with the Mental Defect: Fear impulses for Birds. Birds terrify slim, He'll run at the sight of them, dive at the sound of birdsong, and generally avoid places where he feels they have the advantage (if anyone plays a bird like mutant this could get interesting). Tex will start with the normal equipment of any good adventurer, A spear, simple clothes, a cloak, boots, etc. I'm still deciding how I want to bundle together skills. I'll post those when I've thought of them.
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Post by Sean Michael Kelly on Aug 18, 2011 14:18:00 GMT -6
I'll try to get mine done tonight. I've been trying to finish up some projects.
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Post by badger2305 on Aug 19, 2011 0:01:15 GMT -6
I expect to have a set of characters done tomorrow morning sometime (tomorrow, i.e. Friday - haven't gone to sleep yet and should...).
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Aug 19, 2011 11:07:53 GMT -6
No worries, just so long as everyone planning on playing has their characters by early Sunday we can get started.
After this weekend, I'm planning on one big post Sunday and another Thursday, but we'll work that out as we go.
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rleduc
Level 3 Conjurer
Posts: 75
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Post by rleduc on Aug 19, 2011 19:46:41 GMT -6
Here we go:
Name: Meat (Humanoid Mutant - this isn't going to last long....)
Radiation Resistance: 12 Mental Resistance: 14 Dexterity: 6 Constitution: 5 Strength: 10
Hit points: 12
Physical Mutations (3): Regeneration, chameleon powers, heightened balance Mental Mutations (3): Magnetic control, mental transparency, heightened brain talent
Kevin (Pure Strain)
Radiation Resistance: 13 Mental Resistance: 9 Dexterity: 10 Constitution: 9 Strength: 9 Leadership Potential: 13 Hit Points: 27
Quark (Humanoid Mutant)
Radiation Resistance: 10 Mental Resistance: 11 Dexterity: 9 Constitution: 13 Strength: 13 Hit Points: 41
Physical Mutations (4): Regeneration, electrical generation, heightened hearing, shape change Mental Mutations (2): Precognition, will force.
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rleduc
Level 3 Conjurer
Posts: 75
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Post by rleduc on Aug 19, 2011 19:47:36 GMT -6
I'd also like to play these in order from top to bottom - thanks.
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Post by thorswulf on Aug 19, 2011 22:25:05 GMT -6
Sorry I'm late! Here's my characters!
"Poke" Mutant humanoid Radiation Resistance:14 Constitution: 13 Dexterity: 11 Strength: 11 Mental Resistance: 9 Hit Points: 48 Physical Mutations: Heightened Hearing, Quills Mental Mutations: Telepathy
"Bull" Human Radiation Resistance: 12 Constitution:12 Dexterity: 6 Strength: 14 Leadership Potential: 15 Mental Resistance: 7 Hit Points: 48
"Stretch" Human Radiation Resistance:13 Constitution: 13 Dexterity: 15 Strength: 8 Leadership Potential: 13 Mental Resistance: 7 Hit Points: 47
Well there you go! No preference as to which starts.
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Aug 20, 2011 12:22:11 GMT -6
When I get a chance I'll give you guys some negative mutations. They all look good though. Meat is going to need an interesting defect to counterbalance some of the mutations. Nothing crippling though.
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rleduc
Level 3 Conjurer
Posts: 75
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Post by rleduc on Aug 20, 2011 18:58:53 GMT -6
Given that Meat's got 12 hit points, I don't think you need to spend a lot of time thinking about it . but yes, he's got a lot of mutations.
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Aug 21, 2011 12:03:25 GMT -6
So I've made some decisions based on the best I can suss these things out from the rulebook. 1) Skills are mentioned but never heavily elaborated on, I'll assume they are either present or not, if you don't have a skill in something you have to role-play working it out, then you earn the skill and you don't have to re-roleplay it out again and again. 2) There is no method of character advancement, as such advancement comes through learning skills, gaining followers (for pure strain humans) and finding equipment/Artifacts. 3) 1 & 2 should make for a game where fiddling with stuff is encouraged, which could be fun, and running away like a sane person would isn't discouraged. Pure Strain humans start with a knife, a few spears or a bow with 24 arrows, their clothing, some basic traveling supplies, and basic boots. Mutant animals start with no equipment of any consequence (if you think he'd lug around a shiny rock be my guest), and mutant humans start out in whatever tattered clothes they can find. If your character is capable of speech then they all speak the common tongue of the level. rleducMeat will start with the Defect: Diminished Senses, he's color blind. We'll assume (for the purposes of regeneration) that meat is a bit meaty and is around 200 lbs. Quark will start with the defect: Attraction Odor. any likely encounter WILL happen when quark is around, and people are likely to find creatures foraging around camp when Quark is near. thorswulf Poke Will have the Mental Defect Epilepsy. there will be a consistent trigger, but Poke won't be aware of it until after he's encountered it. Tonight, assuming something major doesn't come up, I'll start the adventure with a new thread, starting with your first characters. Anybody who hasn't yet posted a character will just be shuffled in as we go.
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Post by Sean Michael Kelly on Aug 21, 2011 12:34:01 GMT -6
I should be getting you my 3 characters "Tar, Lotar, and Notar" very soon. Just getting back and clearing up from being out of town. I'll try to get them before tonight but I've got a crazy honey-do list!
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Post by thorswulf on Aug 21, 2011 17:20:49 GMT -6
Epilepsy eh? That could be frightening with flying quills.....
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Aug 21, 2011 21:30:14 GMT -6
thorswulf That was much of the idea I'll start writing the first big post in an hour or so (9ish West coast time) as I'll have a few. Anyone who hasn't submitted a Character will just be dropped in as we go if they cant be fit to that starting dialogue.
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Post by badger2305 on Aug 22, 2011 13:55:32 GMT -6
Here are my three characters. Let's see how this goes.
Octavia - pure strain human
Radiation Resistance:....8 Mental Resistance:......15 Dexterity:..............15 Constitution:...........12 Leadership Potential:...16 Strength:................9 Hit Points:.............42
Vox - mutated humanoid
Radiation Resistance:...17 Mental Resistance:......10 Dexterity:..............12 Constitution:...........16 Leadership Potential:....8 Strength:...............12 Hit Points:.............60
Physical Mutations (3): Regeneration, heightened touch, heightened balance Mental Mutations (1): Telekinesis
Rayn - mutated creature (Fox)
Radiation Resistance:...14 Mental Resistance:......14 Dexterity:..............14 Constitution:............9 Leadership Potential:...17 Strength:................9 Hit Points:.............30
Physical Mutations (1): Heightened hearing. Mental Mutations (4): Heightened intelligence, precognition, mental transparency, scientific genius
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Aug 22, 2011 18:53:27 GMT -6
badger2305 You can go ahead and start using Octavia in the other thread. I'll defect up yer mutants later.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 19, 2012 14:03:37 GMT -6
Room for another player?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 8, 2013 11:26:44 GMT -6
My characters: Max -- PSH, who I suspect will not be with us for long.
Radiation Resistance: 8 Mental resistance: 16 Dexterity: 13 Constitution: 5 Strength: 11 Leadership: 14 Hit points: 14
--decided to randomly determine mutations. worked well I think--
Spooky -- mutant human Radiation Res 7 Mental resistance 11 Dexterity 11 Constitution 10, hit points 33 Strength 11
Mutations Physical A. Out-sized body part. Thinking eyes or legs to give him the classic Grey or Slenderman alien look.
Mutations Mental A. Teleport B. Heightened Brain Talent C. Force Field Generation D. Heightened Intelligence (required)
Joey -- Mutant dog
Radiation Res 9 Mental resistance 11+4=16 Dexterity 15 Constitution 13, HP 48 Strength 8
Mutations Physical 3 A. Heightened Smell B.Chameleon Powers C. Heightened Strength
Mutations Mental 1 A. Heightened Intelligence (required)
Ye gods Joey is a super-predator!
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on Feb 12, 2013 12:36:33 GMT -6
@atomicray: Sure, just generate a few pc's (in case one dies) and I'll mesg you when I'm ready for you guys to jump in. @green Lama: great, and don't worry about the PSH, remember the warden wants you to live most of the time.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 13, 2013 10:12:59 GMT -6
@atomicray: Sure, just generate a few pc's (in case one dies) and I'll mesg you when I'm ready for you guys to jump in. @green Lama: great, and don't worry about the PSH, remember the warden wants you to live most of the time. All well and good but 14 hp is still 14 hp. The Warden has a tough row to hoe with Max And I realized I did spooky and joey's mutations wrong. Fixing now.
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