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Everything posted by Jordan

  1. Hey guys, I've talked to Justin about joining the game, and he's agreed to let me after the current issue so I figured I'd give a heads up on what I am working on. My concept is an ex-cop who obtained powers when his erratic genius of an Uncle (think Doc. Emmet Brown from Back to the Future) "experimented" on his during his recovery from a crippling on the job accident. I'm calling him Dauntless, and he has enhanced physical traits, super senses (enhanced sight, olfactory & hearing, UV vision and X-Ray vision) and the ability to adapt to any environment or attack he is exposed to. He also has cybernetic implants that allow him to teleport the super science gadgets his Uncle creates to him (The Gadget power). That is the really rough concept I'm working on right now.
  2. NIce! These look pretty good Dave. Do you have any other Mass Effect documents for Alternity.. I`d love to see how you handled the unique tech and the tech powers. but really anything you might have would be cool
  3. These are cool Dave, although I really need to re-familiarize myself with Alternity to fully understand the powers. Just a note though, the documents linked above are actually what looks like home-brew biotech for an Aeon/Trinity game... I'd love to see the actual documents you meant to share
  4. Did a quick read through and so far I am interested. Something I'd just like to clarify for my own sake; the maneuvers under each power don't have to be purchased separately correct? meaning that you can attempt any maneuver for the powers you have? Oh, and I don't really get the skill chart. Can you give a little explanation please?
  5. am curious to know if this is still being considered or not. I like the idea and while I'm tentative about the Aberrant system (Even an heavily modified one) I am open-minded and curious. Thinking about "origins of powers", Both DC Universe Online and the inFAMOUS series of games have excellent ideas. In DCUO, Lex Luthor from the future comes to the past and unleashes a bunch of Braniac-created Nanites that give people powers. In inFAMOUS, it's a device called The Ray Sphere (and intimated in the 3rd game that the destruction of the big bad at the end of the 2nd game) created the Conduits. While neither of these examples should be used whole cloth, the idea that someone deliberately engineered the conditions/event that gave humanity acces to super powers is a pretty cool one. inFAMOUS is also a good (if simple) example of how player actions can influence puplic opinion of people with powers...
  6. Charlotte, I'm really sorry I haven't been around or responded. The bugs got really bad and my landlord is calling in a fumigator. Hopefully once this is dealt with I'll be of right enough mind to actually participate.
  7. So I've been reading the Star Wars: Force and Destiny book; the adventure specifically, and in it the narrative reinforces the idea that the Jedi are forgotten, and believed to be a myth or children's fairytale. Yet the Clone War and Order 66 only happened at most 25 years ago. Prior to that, all evidence in the available material suggest that Jedi were a well known phenomenon. So how is it that the Jedi, many of who were Generals in the clone war can be relegated to myth and legend in just a few short years? I am having trouble reconciling these two facts.
  8. Okay so I've voted. A bit of explanation on my part. I clicked on "Other" in both Super Heroes and Modern with Powers because I think something like a mutants/X-men game could easily fit in either category. That goes the same for Aberrant. Abbie, as originally envisioned was never really a "super hero" game but more a "people with powers" game. I also chose "Other" in Sci-Fi because you missed a rather big category ( a couple really) the first is Hard Sci-Fi like what is presented in the Traveller game or in Eclipse Phase or even Alternity. The second is cross time/cross-dinesional games for things like Stargate or Sliders. However overall I have to agree with a lot of what Carver said aboutthe inclusivity of a sandbox game. Going with a supers game I think the best way to look at it would be as more of a comic book company/franchise rather than a specific game. The big two comic companies were very good at creating comics to fit a variety of Genres & sub genres from "cosmic" adventures (Like the Guardians ofthe Galaxy and Legion of the Super Heroes) tostandard 4 color faire, (Avengers and Justice league), to the grim and gritty (certain Batman titles, Punisher etc.) and alternate universe varients that allowed them to explore more "realistic" takes on characters (Marvel's Ultimate universe and the current cinematic universes of both companies) Even horror and supernatural styles have been woven in to the continuities. In short, if you go in to the game world design that anything done in comics should be allowed then you will probably reach maximum saturation for interest. I have other ideas on how to make a sandbox Supers game work as I was discussing that very thing the other week with Matt and others in the chat, but that is fuel for another topic.
  9. If Darksol's character is ready, Why can't he join us for chapter 1 considering we haven't started yet?
  10. Carver, what kind of weaponry would be considered standard. Are we still dealing with bullet weapons? What about lasers/blasters/other sci fi weaponry? Would you allow exotic "Alien" weapons as devices?
  11. Skill-wise, the big things my character is focusing on are Knowledge History, Knowledge Arcana and Use Magic Device. My class is pretty much themed around knowing about history and and artifacts and stuff, but the investigator would be a cool addition to the party
  12. I know. I really don't like alignment systems and it's something I'm still considering (hence the "ish")
  13. To be honest, that would be BDs call. While I read the original adventure path aeons ago (when it was designed for D&D 3.5) I really don't recall much about it. if there aren't a lot of traps/magical traps in the game then I say screw it. If there are, but they appear later in the series, then one of us can always multiclass. Cadum has a very good excuse to go Rogue....that's what his dad was.
  14. Okay, here is my Character's background. It turned out to be longer than I expercted... CADUM DARAN Cadum had always been an odd child. With his extremely pale complexion and fine blue tattoo-like patterns all over his body, it was difficult for the boy not to stand out. As he gew older, is behavior began to match his appearance. He would climb to the top of buildings or tall trees and stay there for hours, letting the wind rush past and around him. By his 12 summer, the wind had begun to follow him wherever he was; a constant breeze the surrounded him and rustled his clothing and hair. Needless to say many people did their best to avoid the lad. Cadum’s father was no stranger to controversy himself. A known “Adventurer” and treasure hunter, Joram Darran managed to provide a decent life for his son. Of the boy’s mother there was nothing but rumor and speculation. When Cadum would ask about his mother, Joram would spin the tale of how, when he was younger, he had found a magical bottle in which lived a beautiful genie maiden. He went on to say that he’d fallen in love with the genie at first site but there was nothing but sadness and despair in the genie’s heart for she was a prisoner of the bottle. As the new owner of the bottle, the Genie was forced to provide Joram 3 wishes. Once the wishes were used it, and she, would vanish to some other location to await some other person to find her. Joram struggled to win her heart but it wasn’t until he used 2 of his wishes to save a town ravaged by a supernatural storm that her cold façade began to warm. Fearing she would leave but risking everything, Joram wished for the genie’s freedom from the bottle. Joram’s selfless use of his wishes and his roguish charm finally won her over and at last they were together. Joram would go on to say that tragically they could not stay together for she was not of this world and did not belong here. She stayed long enough to bear him a child before reluctantly heading back to the land of the genies. When he was old enough, Cadum joined his father on his adventures. While his father hunter for riches, Cadum hunted for knowledge. Cadum realized that he could sense the history of things and the resonant energy of those who had used or handled the objects. Furthermore he found he could use that energy himself to create magic of his own. Now that his father is retired, Cadum is on his own. He has worked for the Sczarni in the past as a consultant, appraiser and fence and considers them like family. And here are the Stats CADUM DARRAN Sylph Occultist (Neutral goodish?), Level 1 (0Exp) Strength: 12 (+1), Dexterity: 15 (+2), Constitution: 12 (+1), Intelligence: 18 (+4), Wisdom: 10 (0), Charisma: 14 (+2) Hit Points: 9, BAB: 0 (+1 Melee, +2 Ranged), AC: 14/15 w. Buckler [16/17 vs. Ranged] (12 Touch, 12/13 Flat Footed [14/15 vs. Ranged]), Fort Save: +4, Ref Save: +2, Will Save: +3, CMB: +1, CMD: +3 SKILLS Appraise: 1 (Rank) +4 (Int) +3 =8 Disable Device: 1 (Rank) +2 (Dex) +3 =6 Knowledge-Arcana: 1 (Rank) +4 (Int) +3 =8 Knowledge-History: 1 (Rank) +4 (Int) +3 =8 Knowledge-Local: 1 (Rank) +4 (Int) +1 (Talent) +3 =9 Perception: 1 (Rank) +0 (Wis), +3 =4 Sleight of Hand: 1 (Rank) +2 (Dex), +3 =6 Use Magic Device: 1 (Rank), +2 (Cha) +3 =6 RACIAL ABILITIES Native Outsider: Sylphs are outsiders with the native subtype. Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Sylphs have a base speed of 30 feet. Darkvision: Sylphs can see in the dark up to 60 feet. Spell-Like Ability: Feather fall 1/day (caster level equals the sylph’s total level). Energy Resistance: Sylphs have electricity resistance 5. Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. CLASS ABILITIES Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Conjuration Implements: Bowl, brazier, compass, figurine, lantern, mirror. Transmutation Implements: Belt, boots, sandals, vest, weapon. Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal. Mental Focus (Su): 5. an occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power. Spells: See Spell Section Below FEATS Airy Step The air responds to your innate elemental nature, protecting you from harm and cushioning your falls. Prerequisite: Sylph. Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage. TRAITS Air Touched: You share an affinity with elemental air. You gain DR 1/— against creatures and attacks with the air type. Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian. KNACKS Mage Hand School transmutation; Level bard 0, sorcerer/wizard 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one nonmagical, unattended object weighing up to 5 lbs. Duration concentration Saving Throw none; Spell Resistance no You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Stabilize School conjuration (healing); Level cleric 0, druid 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless) Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. SPELLS (1st: 2/day) 1st Level (Save DC: 15) Cure Light Wounds School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Gravity Bow School transmutation; Level ranger 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 minute/level (D) Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. FOCUS ABILITIES (Save DC: 14) Conjuring Casting Focus (Su) (Resonant): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. Servitor (Sp) (Base): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute. Transmutation Physical Enhancement (Su) (Resonant): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Legacy Weapon (Su) (Base): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute. Size Alteration (Sp): As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.
  15. Umm not to be a douche, but I am playing a Sylph/Half Djinn and have a moderately strong air theme going. I don't have a lot of air powers yet but i planned on picking them up whenever they became available... From the looks of it your going blaster/mage type (we need a strong mage type character) which means the only thing we are lacking is someone with trapfinding. I can probably fit that bill for the first couple of levels but without the actual trapfinding ability I can't find or disarm magical traps.
  16. This does sound interesting. Out of the 2 game systems mentioned I'd prefer M&M3, but I know that is not everyone else's cup o' tea EDIT: I take it the characters should be rooted in the fantasy/pulpy genre that is Eberron? Characters wield weapons of power and/or Magic would be fairly normal? What kinds of super hero tropes and powers would you prefer players shied away from?
  17. The suggestion in the Advanced Players Guide suggests 2 which is the assumption I went with. if that is wrong I'm sure BD will correct me. However you can only have one of the Campaign traits from the Rise of the Runelords players book thingy... So, what do you have in mind to play Ace (As in what class/race combo)? I just wanna know what we are all working with as a party. As an aside, I do have my character complete, I'm just writing everything out now...
  18. Also, you can't have more ranks in a skill than your level...
  19. Okay, so I am creating an Occultist. Occultists are (roughly) modeled after the Cleric template (fight like clerics, medium armor and martial weapons, and a bunch of supporty type abilities) and I am taking options that allow me some healing. I'm not as good at healing as a cleric but I'm not bad so don't anyone feel like they have to take healing powers (although the extra wouldn't hurt). I am still waffling on Race but it's either going to be human or something with an Intelligence bump. We shall see and I shall keep you updated... EDIT: I believe I've settled on Sylph for race. Male of course. I've also taken the race option that trades "Air Affinity" (which has no practical use for me) for "Breeze Kissed" This gives me a shield of swirling wind that grants +2 AC vs. Ranged attacks or I can channel that wind into a bull rush or trip attack at 30 ' range but loose the ac bonus for 24 hours...
  20. Oh no, don't let my comment derail your character concept... One of my concepts is a Vanara (Monkey-dude) so please, if you want to be a mermaid than go for it!
  21. Quick question. How are we generating starting attributes and are we starting at first level? Okay, that was 2 questions
  22. lol, I see this game is going to be the usual "Group of adventuring monsters that should terrify the average village but somehow doesn't..." EDIT: I am considering either Summoner or Slayer as class. Gunslinger, Arcanist, Bloodrager, Monk and Sorcer are also of interest but Slayer brings dps to the table and I can pick up trapfinding at level 2. Summoner on the otherhand gives me (admittedly limited) spellcasting ability and a rechargable meatshield. Race is still up in the air although there is a good chance I will probably just go Human (unless we can create our own...)
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