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What is Gamma World? In the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments. No one knows exactly what they were attempting to do, but a little after 3 P.M. on a Thursday afternoon came the Big Mistake. Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single entity. In some of these universes, little had changed; it didn't make a big difference which team won the 2011 World Series, for example. In other universes, there were more important divergences: The Gray Emissary, who was carrying gifts of advanced technology, wasn't shot down at Roswell in 1947, the Black Death didn't devastate the known world in the 14th century, the dinosaurs didn't die out, Nikolai Tesla did conquer the world with a robot army, and so on. The Cold War went nuclear in 83 percent of the possible universes, and in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin, because it had to be done. When reality stabilized again, an instant after the Big Mistake, the familiar Earth of the 21st century was replaced by one formed from many different realities. The year is now 2162 (or 151, or 32,173, or Six Monkey Slap-Slap, depending on your point of view). It's been a hundred and fifty years since the Big Mistake, and Earth is a very different place. The ruins of the Ancients litter a landscape of radioactive deserts, mutated jungles, and vast, unexplored wildernesses. Strange new creatures, such as beetles the size of cars and super-evolved badgers with Napoleonic complexes, roam the world. The survivors of humanity gather in primitive tribes or huddle in trade towns that rarely rise above the technology of the Dark Ages. Even the nature of humanity is now different, because generations of exposure to radiation, mutagens, and the debris of other realities have transformed humans into a race of mutants who have major physical alterations and potent mental abilities. Welcome to Gamma Terra. CAMPAIGN This campaign will be using the stock adventures from the Gamma World purchased products (Steading of the Iron King, Famine in Far-Go and Legion of Gold). Starting at level 1, the party should end at level 9 or 10. Even if you know the adventures, feel free to sign up, just remember to keep player knowledge and character knowledge separate. I am looking for players that will know that they can be active. If you are only able to post once a week, this game is probably not be for you. Dice rolls will be done on Orokos, or Discord. The game will be partially PbP, with Discord and Roll20 support for discussion and maps/encounters. CHARACTER CREATION Gamma Terra is an unpredictable world. As such, you cannot predict what you will be. Instead of people signing up and me rolling a character for you, you will be rolling the character yourself. Create an account on Orokos and roll the dice for your character. When rolling in Orokos list the Campaign as "Gamma Terra" for easier roll tracking. Origins Roll 1d12 for each origin. 1-5 means you select from the first column, 6-10 is from the second column, and 11/12 is from the third column. Roll a 1d20 or 1d8 to receive your origins. pre:1 Android AI Antimatter Blaster 2 Cockroach Alien Demon 3 Doppelganger Arachnoid Octopoid 4 Electrokinetic Cryokinetic Photonic 5 Empath Ectoplasmic Reanimator 6 Felinoid Entropic Regenerator 7 Giant Exploding Saurian 8 Gravity Controller Fungoid Vampiric 9 Hawkoid Gelatinous 10 Hypercognitive Magnetic 11 Mind Breaker Mythic 12 Mind Coercer Nightmare 13 Plant Plaguebearer 14 Pyrokinetic Plastic 15 Radioactive Prescient 16 Rat Swarm Reanimated 17 Seismic Shapeshifter 18 Speedster Simian 19 Telekinetic Temporal 20 Yeti Wheeled If you roll the same origin twice, your origin is "Engineered Human". Stat Allocation Each of your origins indicates its primary ability. You get a score of 18 in the primary ability of your first origin, and a score of 16 in the primary ability of your second origin. If the primary abilities are identical for both origins, then you get a 20 for that ability score. For the rest of the unassigned ability scores, roll 3d6 for each. Skills Each of your origins provides one or more bonuses to specific skills. You also receive a +4 bonus to one random skill. Roll 1d10 to determine your random skill. pre:Skill Key Ability 1) Acrobatics Dexterity 2) Athletics Strength 3) Conspiracy Intelligence 4) Insight Wisdom 5) Interaction Charisma 6) Mechanics Intelligence 7) Nature Wisdom 8) Perception Wisdom 9) Science Intelligence 10) Stealth Dexterity Hit Points at 1st Level - 12 + your Constitution score Bloodied Value - ½ your hit points, rounded down Hit Points per Level - 5 Fortitude Defense - 10 + your level + higher of your Strength or Constitution modifiers Reflex Defense - 10 + your level + higher of your Dexterity or Intelligence modifiers Will Defense - 10 + your level + higher of your Wisdom or Charisma modifiers Armor Class - 10 + your level + armor bonus + shield bonus + higher of your Dexterity or Intelligence modifiers (if wearing light or no armor) Speed - 6 +/- modifiers from your origin Initiative Modifier - your Dexterity modifier + your level + other modifiers Attack Bonus (Weapon) - your best modifier from the weapon's key ability score pair + your level + weapon accuracy modifier Attack Bonus (Power) - the power's key ability modifier + your level + power accuracy modifier (or weapon accuracy modifier if the power works with a weapon) Skill Bonus - the key ability score modifier + your level + other modifiers Gear Pick your armor as well as one melee and one ranged weapon. You also start with an explorers kit (backpack, bedroll, canteen (½ gallon of water), flint and steel, trail rations (10 days), rope (100 ft.)). Roll 1d4+1 and I will give you your miscellaneous starting gear. Weapons pre:Unarmed Attacks Ability Acc. [W] Quick attack Dex/Int +3 1d4 Powerful attack Str/Con +2 1d8 Light Melee Ability Acc. [W] 1-handed weapon Dex/Int +3 1d8 2-handed weapon Dex/Int +3 1d12 Heavy Melee Ability Acc. [W] 1-handed weapon Str/Con +2 1d10 2-handed weapon Str/Con +2 2d8 Light Ranged Ability Acc. [W] Range 1-handed weapon Dex/Int +3 1d8 5 1-handed gun* Dex/Int +4 1d8 10 2-handed weapon Dex/Int +3 1d12 10 T2-handed gun* Dex/Int +4 1d12 20 Heavy Ranged Ability Acc. [W] Range 1-handed weapon Str/Con +2 1d10 5 1-handed gun* Str/Con +2 2d6 10 2-handed weapon Str/Con +2 2d8 10 2-handed gun* Str/Con +2 2d10 20 *This weapon requires ammunition. Light: +3 AC Heavy: +7 AC, -1 speed Shield: +1 AC SETTING The village of Dlooth. It started a month ago. A robot rolled down from the foothills to the village edge. The Ancient device buzzed and blinked, then blew up. The same thing happened the next day, and the next, and almost every day since. However, on at least four occasions, a robot succeeded in reaching the village periphery, buzzed, blinked, and fired a rocket at the wall (without much effect). "Halp Wanted!" posters were posted around the village. "Meet with the mayor in village center on Tuesday at high noon! There may be rewards!" CONTACT If you have any questions, you can post in the thread or in the Discord Channel Gamma Terra. APPLICANTS pre:=============================================================================== | Player Character Origin 1 Origin 2 | =============================================================================== Tricky Ivan Tusukyablut Vampiric Entropic Hostile V ???? Hawkoid Demon Ripley ???? Pyrokinetic Speedster Piell ???? Entropic Antimatter Blaster TheNabster Guy Persons Android Prescient Mykkel ???? Cockroach Antimatter Blaster Dachshundofdoom Oblisq Tekeli-li Prescient Mythic goatface Brady Rat Swarm Telekinetic Tardzilla ???? Temporal AI malbogio ???? Octopoid Seismic Klungar Tortimer the Grey Gravity Control Mythic Ryuujin fucked around with this message at 03:08 on Jan 28, 2018 |
# ? Jan 19, 2018 07:38 |
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# ? Mar 29, 2024 02:24 |
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Ivan Tusukyablut, Entropic Vampire In a world gone mad, Ivan, his prized horse, and his slightly more prized truck wander the wastes in search of loot, adventure, and another cache of old-world fashion. He needs to keep his standards, of course, but that's hard to do when his very presence causes things to things to decay and degrade over time. Do you know how many cloaks he's worn through already? Like fifteen! If you ask him about it, he'll gladly regale you with all his problems until you either run away or start shooting him. When he caught word that there might be some old-world tech still active around Dlooth, he loaded up his horse and kicked the truck into high gear. Adventure, and ideally a functional clothing factory, awaited! Armor: A frayed cloak and a big floppy hat over patchwork, scavenged metal plates. He also uses one of his truck's hubcaps as a makeshift shield. Melee Weapon: A short length of rebar, with a makeshift hilt made from duct-tape. Ranged Weapon: Two over-sized magnums that he found in his truck's glovebox. --- Origins: 2#1d12 11 8 Origins (Row): 1d8 8 1d20 6 Looks like Entropic and Vampiric! Both are Charisma-based, so that's set to 20. Stats: 5#3d6 5 16 14 14 10 Skill Bonus: 1d10 10 (Stealth) Misc Gear: 1d4+1 3 Tricky fucked around with this message at 01:48 on Jan 20, 2018 |
# ? Jan 19, 2018 08:00 |
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Vampiric Mutant Type: Charisma (18 for primary); Psi; +2 to Psi Overcharge Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks. Too Pretty to Hurt (Level 1): Gain a +1 bonus to all defenses. Vampiric Novice Power Eyes of the Vampire At-Will, Psi, Psychic Standard Action Area Burst 1 within 10 Target: Each enemy in burst Attack: Charisma + your level vs Will Hit: 1d8 + Charisma modifier + your level psychic damage, and the target is slowed and takes a -1 penalty to Will until the end of your next turn. If you bloody a creature or reduce a creature to 0 hit points with this power, you gain temporary hit points equal to 2 + one-half your level. Entropic Mutant Type: Charisma (20 because doubled up); Skill Bonus (Level 1): Gain a +4 bonus to Science checks. Unordered Luck (Level 1): Gain a +1 bonus to AC and Reflex. Disordered (Level 1): Gain Resist 15 Necrotic. In addition, whenever you regain hit points, you take a -2 penalty to all defenses until the end of your next turn. Entropic Novice Power Disrupting Touch At-Will, Dark, Necrotic Standard Action Melee Touch Target: One creature. Attack: Charisma + your level vs Fortitude Hit: 2d8 + Charisma modifier + twice your level necrotic damage, and your attacks deal 5 extra necrotic damage to the target until the end of your next turn. Bonus starting gear: Lantern (8 hours of lamp oil) Draft horse (no wagon) Pickup truck Your stats Str 5 (-3), Dex 16 (+3), Wis 14 (+2), Con (+2), Int 10 (+0), Cha 20 (+5) Ryuujin fucked around with this message at 08:32 on Jan 19, 2018 |
# ? Jan 19, 2018 08:16 |
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http://orokos.com/roll/586229 1 http://orokos.com/roll/586230 9 HAWKOID http://orokos.com/roll/586231 12 http://orokos.com/roll/586232 2 DEMON ATTRIBUTES: 6, 9, 5, 7 http://orokos.com/roll/586233 http://orokos.com/roll/586234 SKILL BONUS: Athletics http://orokos.com/roll/586237 BONUS CRAP: 4
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# ? Jan 19, 2018 09:12 |
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I'll take a shot at a character, see how it turns out. Origins: 2#1d12 2 3 Origins table 1: 2#1d20 14 18 That's a pyrokinetic speedster apparently. Stats: 4#3d6 9 10 10 9 Random skill: 1d10 1 Random gear: 1d4+1 3
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# ? Jan 19, 2018 09:49 |
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Man oh man do I love Gamma World! I played as Phaegghugha (AKA Pete) and later the Nega-Molerats the last time these adventures were run on these forums so I'll just watch from the sidelines for now but if there's ever a re-recruit in the near the start of Legion of Gold, I'm there.
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# ? Jan 19, 2018 14:11 |
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Origin part 1: 2#1d12 9 11 First Origin: 1d20 6 Second Origin: 1d8 1 I am an entropic antimatter blaster stats: 4#3d6 8 7 11 8 Tertiary stats are all bad Random Skill: 1d10 10 Good at Science Gear: 1d4+1 3 3 pieces of random gear
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# ? Jan 19, 2018 14:21 |
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No I feel like I won't withdraw my App, and I still saved the sheet Guy Persons Once upon a time there was an Android and his name was Guy. This was technically false, the Android didn't have an actual name just a string of numbers and letters on the back of his neck that he couldn't read and that's the problem really. PCPU-6677, doesn't exactly roll off of the tongue, something like this requires a name of calibre and this is why our friend named himself Guy. Guy was a special boy you see, he had a supercomputer in his brain that gave him the ability to see the future of anything he could lay eyes on, it had supposedly been developed in a secluded underground vault in order to protect its occupants from outside aggressors (Although as luck would have it, it was finished just in time for said outside aggressors to storm the place and kill everyone). So with no actual orders given to him the moment he emerged from the chem bath, he wandered off into the Wasteland, carefully avoiding unpleasant events happening to him because he would always see them coming. And Guy was fine with this until he decided one day he would look at his own timeline for giggles, and got quite the shock when it went on for a little while and then stopped. No explanations, just a very definitive end point that now thanks to you looking along your time-stream you will now always be aware of at all times. And what do you do when you realize the extent of your mortality down to the exact time and date of your apparent death? Write a long bucket list, hit the trail and try and get as many things off that list before your expiry date of course! Armour: An old somewhat ragged jumpsuit, a well worn and serviceable pair of boots, and several hardened layers of fibre-steel that make up Guy's body. Androids are naturally resilient. Melee Weapon: A Stop Sign wrenched up from the ground on the way to the job. Light enough to be able to swing around fairly easily, with a sharpened edge for chopping people with. Ranged Weapon: A Nail Gun with some slight modifications. One of the engineers at the Old Vault fought to the bitter end, his legacy lives on in this illegally modded construction tool. TheNabster fucked around with this message at 18:54 on Jan 22, 2018 |
# ? Jan 19, 2018 14:23 |
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Something random here soon
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# ? Jan 19, 2018 14:26 |
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Zeetle Zxyrenz Life isn't easy in a nest, always taking orders, no cool duds, just working for the benefit of many until your legs give out. Zeetle wanted more out of life, so he left the nest. Life has been a little more difficult than he expected outside of the nest. But he's gotten the hang of it, even managed to get a couple of cool boats and a horse. And wonder of wonders, the horse could hold him in the saddle. And there was some town that had working Robots, Dlooth or something, fleshbags had such wierd names for their nests. Anyways, he just had to see the working robots, so here he was super awesome, not at all backwoods, wouldn't dream of hurting a cockroach Dlooth. Origins roll: 2d12 4 11 Origins (Row): 1d20+1d8 2 1 Armor: Light armor, strands of wire woven into a vest, with mostly clean black cloth over it. and a homemade shield made of pieces of metal hammered onto some boards. Melee Weapon: Looks like it started life as part of a street light, but now it's just a big metal pole he can poke people with.(Heavy 1-handed) Ranged Weapon: Who gave a cockroach an Elephant gun? Seriously, who does that?(heavy 2-handed) HP: 35 AC: 15 Fortitude: 17 Reflex: 13 Will: 14 Initiative: 1 Cockroach Mutant Type : Constitution (18 Primary); Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks. Scurry and Skitter (Level 1): Gain a +2 bonus to Reflex. Bug Legs (Level 1): You can climb your speed. You can even climb upside down across horizontal surfaces. You can’t attack while climbing. COCKROACH NOVICE POWER EAU DE ROACH You spit at your foe. The spit is a combination of excrement, scent gland fluid, regurgitated food, and stomach acid. Yep, it’s nasty, and it burns your foe and forces it away from you. At-Will Acid, Bio Standard Action Target: One creature Melee 1 Attack: Constitution + your level vs. Fortitude Hit: 2d8 + Constitution modifier + twice your level acid damage, and you push the target 1 square. Antimatter Blaster Mutant Type : Wisdom (16 secondary); Dark; +2 to Dark Overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Insight Checks. Annihilating Body (Level 1) Gain a +2 bonus to Fortitude. Antimatter Discharge (Level 1): Whenever a creature deals damage to you with an opportunity attack, it takes 5 physical damage. Antimatter Novice Power Antimatter Blast At-Will, Dark, Physical Standard Action Ranged 5 Target: one creature Attack: Wisdom + your level vs AC Hit: 2d6 + Wisdom modifier + twice your level physical damage, and the target takes a -2 penalty to all defenses until the end of your next turn. Skill bonus: 1d10 6 Mechanics explorers kit (backpack, bedroll, canteen (½ gallon of water), flint and steel, trail rations (10 days), rope (100 ft.)). Starting gear: 1d4+1 5 Bonus starting gear: Lantern (8 hours of lamp oil) Fuel, 5 gallons Riding horse Keelboat Canoe Binoculars Stats rolls: 4#3d6 11 10 11 13 Your stats Str 11 (+0), Dex 10 (+0), Wis 16 (+3), Con 18 (+4), Int 11 (+0), Cha 13 (+1) Skills Acrobatics (Dex) 1 Athletics (STR) 1 Conspiracy (INT) 1 Insight (WIS) 8 Intreraction (CHA) 2 Mechanics (INT) 9 Nature (WIS) 4 Perception (WIS) 4 Science (INT) 1 Stealth (Dex) 1 Mykkel fucked around with this message at 15:25 on Jan 24, 2018 |
# ? Jan 19, 2018 14:59 |
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Oblisq Tekeli-li The Yithians were an alien race of terrifying power. From their homeworld they reached out across time and space with impossible technology, swapping bodies with members of any species that drew their attention. These captives were forced to record their history and knowledge for the benefit of the Yithians. Meanwhile, the Yithian occupying their original body used it to seek out the occult secrets and technology of that place and time. Why? Partially a bottomless hunger for knowledge, but primarily the desire for immortality, to prepare certain species across time for great transmigrations of Yithian personalities. Entire species were ripped from their bodies, left to die confused and alone in alien forms when some unavoidable cataclysm claimed the Yithians' previous world. All of which was rendered rather less impressive by the fact that the Great Race of Yith did not exist. They were the imagining of a human author who died in the 1930s and whose works would not even attain a cult following until many years after his death. But when the Big Mistake blurred the lines between reality and unreality, violently slamming every timeline and universe into one space, Oblisq suddenly found herself to be real, which was a disturbing revelation for a creature used to the security of nonexistence. Worse, she's trapped on Gamma Terra, which swarms with humans and thousands of other sentient beings. For a creature used to treating other species as disposable resources and toys, this is like blinking your eyes and suddenly discovering yourself trapped in the cages at the zoo. But she's learned to cope. First and foremost, she knows the other Yithians are out there somewhere in time and space, and they're well aware of her predicament. They keep a constant watch on her, whispering words of encouragement and occasional advice into her mind. They promise that they'll send her all the help they can, but the Big Mistake unleashed chaos on their own world too, so they're a little busy at the moment. Between receiving advice from the future and her personal speciality, the manipulation and behavioral prediction of lesser species, she's practically precognitive. Likewise, she's become quite good at convincing the other denizens of Gamma Terra that she likes them and that they don't disgust her beyond all measure. Right now her only goal is to build a machine to return herself (or at least her mind) to her homeworld. Finding parts that fit the necessary specifications in the insane wastelands of Gamma Terra is like trying to find a needle in a needlestack, however. Most of all, she just wants to get out of here before she goes native, because the truth of the matter is that she's getting used to this, and that scares her inner xenophobe more than anything. And since scrapping robots is a good way to find high-tech parts, the news from Dlooth brought her running. Well, slithering on a mat of tentacles, anyway. Armor: Heavy scrap-metal plates, hammered into shape and attached to her torso and base with leather straps. Of particular importance to her is the armor's high gorget, which protects the vulnerable bases of her neck and sensory/vocal tentacle. Melee Weapon: Since claws are clumsy and the manipulator tendrils inside the claws aren't particularly strong, she simply attached leather straps to two curved, heavy pieces of scrap metal. She wears them as makeshift knuckledusters. Ranged Weapon: A pump-action shotgun, stripped down and modified with extra grasping points to make it as easy as possible for her to hold it with her claws and operate it with her tendrils. Character Origins: 9 7 Character Origins 2: 15 11 Stats: 4#3d6 14 10 12 10 Random Skill: 6, Mechanics Miscellaneous Starting Gear: 1d4+1 3 Dachshundofdoom fucked around with this message at 02:12 on Jan 23, 2018 |
# ? Jan 19, 2018 22:24 |
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origin 1 & 2 roll #1: 2#1d12 4 2 Column 1, Column 1 origin 1 & 2 roll #2: 2#1d20 16 19 Rat Swarm, Telekinetic stats*4: 4#3d6 8 12 10 5 random skill: 1d10 3 Conspiracy gear: 1d4+1 3 THREE Brady, rat king in exile. Appearance: A big ball of rats all squirming around all over each other, hovering in mid air and surrounded by a strange, bubbly haze. The number of rats never seems to decrease no matter how many are flung at distant foes to fall on them in a fury of scratching and biting. Though none have seen it, it is rumoured that at the heart of the swarm lies a fell portal to the elemental plane of rodent. Brady ruled. He ruled a shithole (quite literally, the sewers beneath the sewers beneath a city built on the ruins of a city), and most of his "subjects" were barely sentient piles of mice, cockroach collectives and slime moulds, but he was in control. They had food (of a sort), water (of a sort) and a city's worth of refuse to sift for other supplies. There were even a few cool people. Until they weren't cool any more, and kicked him out for getting above himself. All he'd done was realise that you have to spend money to make money. The people upstairs were mad keen on horse racing, and the people they respected most seemed to be the horse owners. One quick transaction with an honest trader and he returned to his people the owner of a fine racing horse and a vehicle to transport it to the races. Or, as the others saw it, a terrified nag standing in the back of a pickup truck at the cost of most of their collective savings. Then and there they told him to take his prize purchases (none of his other cool poo poo though) and get out. So he got. Maybe if he gets real rich one day he'll go back and laugh them. pre:Rat Swarm(Bio)/Telekinetic Speed: 6 | Init Mod: 5 Hit Points: 22/22 | Bloodied: 11 AC: 20* | Fort: 11 | Reflex: 17* | Will: 12 *-2 when unconscious Crawling Mass (Level 1): You can’t be knocked prone. Telekinetic Reach (Level 1): You can manipulate unattended objects up to 5 squares away from you as if you were using them yourself. For example, you can open a door as a minor action or swing a club as a standard action. You take a –2 penalty to attack rolls of attacks you make using this trait. pre:Stats: Str: 8 | Dex: 18 | Con: 10 | Int: 16 | Wis: 12 | Cha: 5 Skills: Acrobatics +5 | Athletics +0 Conspiracy +8 | Insight +2 Interaction -2 | Mechanics +8 Nature +2 | Perception +2 Science +4 | Stealth +9 Light armour (+3) Light 2hnd weapon (rats), +8, 1d12+4 damage Light 2hnd ranged (rat, flung), +8, 1d12+4 damage, 10 squares Unarmed +8, 1d4+4 damage Explorers kit (backpack, bedroll, canteen (½ gallon of water), flint and steel, trail rations (10 days), rope (100 ft.)) Heavy flashlight Riding horse Pickup truck RAT SWARM NOVICE POWER SWARM! RAT You swarm across your foe, biting it dozens of times as you tangle its limbs. Encounter Bio, Physical Standard Action Target: One creature Attack: +5 (Dexterity + level) vs. Reflex Melee 1 Hit: 1d8 + 6 (Dexterity modifier + 2*level) physical damage, and the target is immobilized until the end of your next turn. TELEKINETIC NOVICE POWER TELEKINETIC WAVE You overwhelm your foes with a surge of telekinetic energy. At-Will Force, Psi Standard Action Target: Each creature in blast Close blast 5 Attack: +4 (Intelligence + level) vs. Fortitude Hit: 1d6 + 4 (Intelligence modifier + level) force damage, and you push the target 3 squares. goatface fucked around with this message at 22:08 on Jan 25, 2018 |
# ? Jan 20, 2018 00:43 |
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Hostile V posted:http://orokos.com/roll/586229 1 http://orokos.com/roll/586230 9 HAWKOID Hawkoid Mutant Type: Wisdom (18 for primary); Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Perception checks. Flight (Level 1): You have a fl y speed equal to your speed (see “Speed” on page 104 for rules on flying). While flying, you take a –2 penalty to attack rolls. Hawkoid Novice TERRIFYING SHRIEK You make a piercing shriek that sends nearby creatures reeling in terror. Encounter Bio, Psychic Standard Action Target: Each creature in burst Attack: Wisdom + your level vs. Will Close burst 2 Hit: 1d6 + Wisdom modifier + your level psychic damage, and you slide the target 1 square. Demon Mutant Type: Dexterity (16 for Secondary); Skill Bonus (Level 1): Gain a +4 bonus to Acrobatics checks. You Have Seen Hell (Level 1): Gain a +2 bonus to Will. Darkvision (Level 1): You see normally in low light or complete darkness. You can't see through features that otherwise obscure vision, such as smoke, or through obscuring terrain. Demon Novice Power Blackfire 'Port At-Will, Dark, Fire, Teleportation Minor Action (1/round) Melee 2 Target: One creature. Attack: Dexterity + your level vs Fortitude Hit: The target takes 1d10 fire damage. Effect: You teleport 3 squares. Bonus starting gear: Draft horse (no wagon) Laptop computer Duct Tape Fuel, 5 gallons Your stats Str 6 (-2), Dex 16 (+3), Wis 18 (+4), Con 09 (-1), Int 05 (-3), Cha 07 (-2) Ripley posted:I'll take a shot at a character, see how it turns out. PYROKINETIC TRAITS Mutant Type: Wisdom (18 Primary); Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks. Fire Resistance (Level 1): Gain resist 10 fire. Fiery Aura (Level 1): Whenever a creature ends its turn adjacent to you, it takes 5 fire damage. PYROKINETIC NOVICE FIERY FLARE You fan the flames of your fiery aura. At-Will Fire, Psi Standard Action Target: One creature Attack: Wisdom + your level vs. Reflex Ranged 5 Hit: 2d8 + Wisdom modifier + twice your level fire damage. SPEEDSTER TRAITS Mutant Type: Dexterity (16 secondary); Skill Bonus (Level 1): Gain a +4 bonus to Acrobatics checks. Just a Blur (Level 1): Gain a +2 bonus to Reflex. Blinding Speed (Level 1): Gain a +2 bonus to speed while wearing light armor or no armor. SPEEDSTER NOVICE QUICK ATTACK You move and strike and move before your foe even knows it’s being attacked. Encounter Psi, Physical, Weapon Standard Action Target: One creature Melee or Ranged weapon Effect: You can shift 2 squares before the attack. Attack: Dexterity + your level + weapon accuracy vs. AC Hit: 1[W] + Dexterity modifier + your level physical damage, and you shift 2 squares. Bonus starting gear: Canoe Radio cell phone Heavy flashlight Your stats Str 9 (-1), Dex 16 (+3), Wis 18 (+4), Con 10 (+0), Int 10 (+0), Cha 09 (-1) Piell posted:Origin part 1: 2#1d12 9 11 First Origin: 1d20 6 Entropic Mutant Type: Charisma (18 primary); Dark; +2 to Dark Overcharge Skill Bonus (Level 1): Gain a +4 bonus to Science checks. Unordered Luck (Level 1): Gain a +1 bonus to AC and Reflex. Disordered (Level 1): Gain Resist 15 Necrotic. In addition, whenever you regain hit points, you take a -2 penalty to all defenses until the end of your next turn. Entropic Novice Power Disrupting Touch At-Will, Dark, Necrotic Standard Action Melee Touch Target: One creature. Attack: Charisma + your level vs Fortitude Hit: 2d8 + Charisma modifier + twice your level necrotic damage, and your attacks deal 5 extra necrotic damage to the target until the end of your next turn. Antimatter Blaster Mutant Type: Wisdom (16 secondary); Skill Bonus (Level 1): Gain a +4 bonus to Insight Checks. Annihilating Body (Level 1) Gain a +2 bonus to Fortitude. Antimatter Discharge (Level 1): Whenever a creature deals damage to you with an opportunity attack, it takes 5 physical damage. Antimatter Novice Power Antimatter Blast At-Will, Dark, Physical Standard Action Ranged 5 Target: one creature Attack: Wisdom + your level vs AC Hit: 2d6 + Wisdom modifier + twice your level physical damage, and the target takes a -2 penalty to all defenses until the end of your next turn. Bonus starting gear: Climber's Kit Draft Horse (no wagon) Radio Cell Phone Your stats Str 8 (-1), Dex 7 (-2), Wis 16 (+3), Con 11 (+0), Int 8 (-1), Cha 18 (+4) TheNabster posted:I shall roll up Guy Persons. WIP Android Mutant Type: Intelligence (primary 18); Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Science checks. Built to Last (Level 1): Gain a +2 bonus to Fortitude. Machine Powered (Level 1): You do not need to eat, drink, or breathe. ANDROID NOVICE POWER MACHINE GRIP When you get a hand on an enemy, your grip tightens like a steel-jawed vice. At-Will Dark, Physical Standard Action Target: One creature Attack: Intelligence + your level vs. Reflex Melee 1 Hit: 1d10 + Intelligence modifier + twice your level physical damage, and the target is immobilized until the start of your next turn. If you move to a square that isn’t adjacent to the target, the immobilization ends. PRESCIENT Mutant Type: Wisdom (16 Secondary); Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks. Not Surprised (Level 1): Gain a +1 bonus to AC and Will. Third Eye Awareness (Level 1): Gain a +2 bonus to opportunity attack rolls and a +4 bonus to initiative checks. PRESCIENT NOVICE POWER THWARTED DEFENSE You read your enemy’s future actions and close off its avenues for retreat. At-Will Physical, Psi, Weapon Standard Action Target: One creature Melee weapon Attack: Wisdom + your level + weapon accuracy vs. AC Hit: 1[W] + Wisdom modifier + your level physical damage, and the target can’t shift until the end of your next turn. Bonus starting gear: Keelboat Duct tape Riding horse Your stats Str 9 (-1), Dex 13 (+1), Wis 16 (+3), Con 15 (+2), Int 18 (+4), Cha 11 (+0) Mykkel posted:These are my rolls, I'll edit in art and armor/weapon choices once I know what my origins mean. Cockroach Mutant Type: Constitution (18 Primary); Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks. Scurry and Skitter (Level 1): Gain a +2 bonus to Reflex. Bug Legs (Level 1): You can climb your speed. You can even climb upside down across horizontal surfaces. You can’t attack while climbing. COCKROACH NOVICE POWER EAU DE ROACH You spit at your foe. The spit is a combination of excrement, scent gland fluid, regurgitated food, and stomach acid. Yep, it’s nasty, and it burns your foe and forces it away from you. At-Will Acid, Bio Standard Action Target: One creature Melee 1 Attack: Constitution + your level vs. Fortitude Hit: 2d8 + Constitution modifier + twice your level acid damage, and you push the target 1 square. Antimatter Blaster Mutant Type: Wisdom (16 secondary); Skill Bonus (Level 1): Gain a +4 bonus to Insight Checks. Annihilating Body (Level 1) Gain a +2 bonus to Fortitude. Antimatter Discharge (Level 1): Whenever a creature deals damage to you with an opportunity attack, it takes 5 physical damage. Antimatter Novice Power Antimatter Blast At-Will, Dark, Physical Standard Action Ranged 5 Target: one creature Attack: Wisdom + your level vs AC Hit: 2d6 + Wisdom modifier + twice your level physical damage, and the target takes a -2 penalty to all defenses until the end of your next turn. Bonus starting gear: Lantern (8 hours of lamp oil) Fuel, 5 gallons Riding horse Keelboat Canoe Binoculars Your stats Str 11 (+0), Dex 10 (+0), Wis 16 (+3), Con 18 (+4), Int 11 (+0), Cha 13 (+1) Dachshundofdoom posted:
PRESCIENT Mutant Type: Wisdom (18 Primary); Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks. Not Surprised (Level 1): Gain a +1 bonus to AC and Will. Third Eye Awareness (Level 1): Gain a +2 bonus to opportunity attack rolls and a +4 bonus to initiative checks. PRESCIENT NOVICE POWER THWARTED DEFENSE You read your enemy’s future actions and close off its avenues for retreat. At-Will Physical, Psi, Weapon Standard Action Target: One creature Melee weapon Attack: Wisdom + your level + weapon accuracy vs. AC Hit: 1[W] + Wisdom modifier + your level physical damage, and the target can’t shift until the end of your next turn. MYTHIC Mutant Type: Charisma (16 secondary); Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks. Divine Luck (Level 1): Gain a +1 bonus to Fortitude, Reflex, and Will. Enduring Belief (Level 1): When you are dying, you don’t fall unconscious until you have failed one death saving throw. MYTHIC NOVICE POWER MYTHIC STRIKE Your astonishing strike against a foe fills your allies with hope and zeal. At-Will Physical, Psi, Weapon Standard Action Target: One creature Melee or Ranged weapon Attack: Charisma + your level + weapon accuracy vs. AC Hit: 1[W] + Charisma modifier + your level physical damage, and one ally within 5 squares of you gains either a +2 bonus to saving throws until the start of your next turn or 5 temporary hit points. Bonus starting gear: Pickup truck Climber's kit Lantern (8 hours of lamp oil) Your stats Str 14 (+2), Dex 10 (+0), Wis 18 (+4), Con 12 (+1), Int 10 (+0), Cha 16 (+3) goatface posted:origin 1 & 2 roll #1: 2#1d12 4 2 Column 1, Column 1 Rat Swarm Mutant Type: Dexterity (primary 18); Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Stealth checks. Swarm Defense (Level 1): Gain resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close attacks. Crawling Mass (Level 1): You can’t be knocked prone. RAT SWARM NOVICE POWER SWARM! RAT You swarm across your foe, biting it dozens of times as you tangle its limbs. Encounter Bio, Physical Standard Action Target: One creature Attack: Dexterity + your level vs. Reflex Melee 1 Hit: 1d8 + Dexterity modifier + twice your level physical damage, and the target is immobilized until the end of your next turn. Telekinetic Mutant Type: Intelligence (16 secondary); Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks. Telekinetic Shield (Level 1): While you’re conscious, you gain a +2 bonus to AC and Reflex. Telekinetic Reach (Level 1): You can manipulate unattended objects up to 5 squares away from you as if you were using them yourself. For example, you can open a door as a minor action or swing a club as a standard action. You take a –2 penalty to attack rolls of attacks you make using this trait. TELEKINETIC NOVICE POWER TELEKINETIC WAVE You overwhelm your foes with a surge of telekinetic energy. At-Will Force, Psi Standard Action Target: Each creature in blast Close blast 5 Attack: Intelligence + your level vs. Fortitude Hit: 1d6 + Intelligence modifier + your level force damage, and you push the target 3 squares. Bonus starting gear: Heavy flashlight Riding horse Pickup truck Your stats Str 8 (-1), Dex 18 (+4), Wis 12 (+1), Con 10 (+0), Int 16 (+3), Cha 5 (-3) Ryuujin fucked around with this message at 03:54 on Jan 20, 2018 |
# ? Jan 20, 2018 03:08 |
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Origins: 1d12 10 Origins: 1d12 10 Origins (Row): 1d20 19 Origins (Row): 1d8 1 Unless I did this wrong, that makes me a Temporal AI! Stats: 5#3d6 9 10 14 15 10 Made a mistake and rolled 5 dice instead of 4. Will just drop the 10. Skills: 1d10 9 Looks like I'm good at Science. Misc Gear: 1d4+1 5
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# ? Jan 20, 2018 21:29 |
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If your origin rolls were both 10, why did you roll on two separate tables?
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# ? Jan 21, 2018 01:23 |
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Clyde the Ficus Appearance 4'1" 400lbs. A blockish, vaguely humanoid accumulation of grey stone. From within the hollows of its husk a multitude of slender vines emerge, the longest coiling in balls at the end of four limbs. Bio Clyde is a genetically engineered ficus which naturally accumulates a thick outer skin of graphite. Its ancestors were originally designed to draw carbon out of the atmosphere, but when grants dried up they were repurposed for a family-friendly immersive gaming simulation. In this duty they proved quite cost effective as they were both durable and required virtually no maintenance. This asset was also sufficient to take them through the apocalypse even as the surrounding park was ruined. This ficus was raised as a moisture farmer. It prefers to speak with multi-limbed interwoven pictographs as articulating anything resembling a voice box tickles. Clyde was sent into the wastes to make its own way due to the overpopulation of its home colony. It now seeks the resources to establish and fortify its own ficus colony. Most recently Clyde has determined this process will require it to interact with civilization, determine what they use as currency, and acquire as much of it as possible. Thus far its attempts have mostly amounted to petty theft, disturbing the peace, selling moonshine, and three accidental poisonings. Armor: A handful of tire scraps strung together with fishing wire. Light Melee 2H: A glow-in-the-dark hockey stick, its blade sharpened to a razor's edge. Light Gun 2H: A low-caliber sporting rifle with half a set of binoculars strapped atop it with blue tape. Origin: Octopoid/Seismic Str 16 (+3), Dex 14 (+2), Wis 7 (-2), Con 8 (-1), Int 18 (+4), Cha 8 (-1) OCTOPOID Mutant Type: Intelligence (primary 18); Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks. Tentacles Galore (Level 1): Gain a +1 bonus to AC and Will. Octopoid Arms (Level 1): Whenever a creature ends its turn adjacent to you, you can slide it 1 square as a free action. OCTOPOID NOVICE POWER LONG ARMS OF THE SEA At-Will Bio, Physical Standard Action Target: One creature or two creatures Melee 3 Attack: Intelligence + your level + vs. AC Hit: 1d6 + Intelligence modifier + your level physical damage, and the target is immobilized until the end of your next turn. Seismic Mutant Type: Strength (16 secondary); Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks. Armored Skin (Level 1): Gain resist 5 physical. Ponderous (Level 1): Take a –1 penalty to speed. SEISMIC NOVICE POWER SEISMIC STOMP You stomp on the ground, sending a shock wave of energy into foes around you. At-Will Dark, Sonic Standard Action Target: Each creature in burst Attack: Strength + your level vs. Fortitude Close burst 1 Hit: 1d6 + Strength modifier + your level sonic damage, and you knock the target prone. Bonus starting gear: Riding horse Water purifier (water not included) Fuel, 5 gallons Wagon Draft horse (no wagon) Origins: 2#1d12: 2 # 11 [1d12=11] 1 [1d12=1] https://orokos.com/roll/586676 First Origin - Column 3: 1d8: 3 [1d8=3] https://orokos.com/roll/586677 Second Origin - Column 1: 1d20: 17 [1d20=17] https://orokos.com/roll/586678 Octopoid - Seismic Stats: 4#3d6: 4 # 14 [3d6=3, 6, 5] 7 [3d6=2, 3, 2] 8 [3d6=3, 3, 2] 8 [3d6=4, 2, 2] https://orokos.com/roll/586680 Random Skill: 1d10: 3 [1d10=3]Conspiracy https://orokos.com/roll/586681 Random Gear: 1d4+1: 5 [1d4=4] https://orokos.com/roll/586682 malbogio fucked around with this message at 05:43 on Jan 29, 2018 |
# ? Jan 21, 2018 09:24 |
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Tardzilla posted:Origins: 1d12 10 It seems like both of your origins should be on the second chart, yet your second row roll is a d8 instead of a d20. So I cannot give you the origin information for the second origin until you roll a 1d20 in place of that 1d8. EDIT: Your reroll is also a 1, weird. TEMPORAL Mutant Type: Wisdom (primary 18); Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Conspiracy checks. Too Slow! (Level 1): Gain a +2 bonus to AC. Temporal Advantage (Level 1): Gain a +5 bonus to initiative checks. TEMPORAL NOVICE POWER TEMPORAL FUGUE Bending time, you fling an enemy back to a previous moment, disorienting it. At-Will Dark, Physical, Teleportation Standard Action Target: One creature Melee or Ranged weapon Attack: Wisdom + your level + weapon accuracy vs. Reflex Hit: 1[W] + Wisdom modifier + your level physical damage, you teleport the target 4 squares, and the target is dazed until the end of your next turn. AI Mutant Type: Intelligence (16 secondary); Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy, Mechanics, Nature, and Science checks. Encrypted Mind (Level 1): Gain a +2 bonus to Will. Active Subroutines (Level 1): You don’t grant combat advantage while dazed. You can take one standard action on your turn while stunned. AI NOVICE POWER BLUE SCREEN OF DEATH Your optical interface becomes a blue color flickering with nonsensical white text. At-Will Psi, Psychic Standard Action Target: Each creature in blast Attack: Intelligence + your level vs. Will Close blast 3 Hit: 1d10 + Intelligence modifier + your level psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. Bonus starting gear: Pickup truck Keelboat Wagon Laptop computer Electric razor Construction hazard light Your stats Str 9 (-1), Dex 10 (+0), Wis 18 (+4), Con 14 (+2), Int 16 (+3), Cha 15 (+2) malbogio posted:Origins: 2#1d12: 2 # 11 [1d12=11] 1 [1d12=1] https://orokos.com/roll/586676 OCTOPOID Mutant Type: Intelligence (primary 18); Bio; +2 to bio overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks. Tentacles Galore (Level 1): Gain a +1 bonus to AC and Will. Octopoid Arms (Level 1): Whenever a creature ends its turn adjacent to you, you can slide it 1 square as a free action. OCTOPOID NOVICE POWER LONG ARMS OF THE SEA At-Will Bio, Physical Standard Action Target: One creature or two creatures Melee 3 Attack: Intelligence + your level + vs. AC Hit: 1d6 + Intelligence modifier + your level physical damage, and the target is immobilized until the end of your next turn. Seismic Mutant Type: Strength (16 secondary); Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks. Armored Skin (Level 1): Gain resist 5 physical. Ponderous (Level 1): Take a –1 penalty to speed. SEISMIC NOVICE POWER SEISMIC STOMP You stomp on the ground, sending a shock wave of energy into foes around you. At-Will Dark, Sonic Standard Action Target: Each creature in burst Attack: Strength + your level vs. Fortitude Close burst 1 Hit: 1d6 + Strength modifier + your level sonic damage, and you knock the target prone. Bonus starting gear: Riding horse Water purifier (water not included) Fuel, 5 gallons Wagon Draft horse (no wagon) Your stats Str 16 (+3), Dex 14 (+2), Wis 7 (-2), Con 8 (-1), Int 18 (+4), Cha 8 (-1) Ryuujin fucked around with this message at 18:45 on Jan 21, 2018 |
# ? Jan 21, 2018 10:38 |
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Tortimer the Grey Highly venerated for his wisdom, knowledge, and experience, Tortimer the Grey's mystical connection with his terrapin brethren also imbues him with great power. He excels at moving very slowly and winning footraces with smug satisfaction. While everybody else freaks out all the time, rushing around from appointment to appointment like rats in an appointment maze, he's learned to relax, be patient, and let good things come to him. Unfortunately, the only thing coming to him recently is exploding robots, which put a bit of a damper on his silent meditation. Gravitational Pulse: Mythic Strike: By reflecting on the nature of the Tortoise, Tortimer can gain temporary enlightenment, and share his oneness-with-the-universe with his teammates. Bump from a Log: This elaborately-engraved petrified tree trunk is heavy, serious, and stoic -- perfect for beating the hell out of arrogant rabbits, and any others who might underestimate Tortimer. Turtle Tosser: Turns out the rabbit actually lost because another giant turtle fell out of the sky and landed on him. Hard to go more than half speed when 800 pounds of half shell is weighing you down. This catapult tosses turtles, but can only reload once they make their way back, slow and steady. Primary Origin #1: 1d12 5 Primary Origin #2: 1d20 8 Gravity Controller Secondary Origin #1: 1d12 8 Secondary Origin #2: 1d20 11 Mythic Stats: 4#3d6 13 10 17 4 STR: 13 DEX: 10 WIS: 17 CON: 18 INT: 4 CHA: 16 Random Skill: 1d10 5 Interaction MIsc. Gear: 1d4+1 2 Armor: Heavy Armor Melee Weapon: 2-Handed Weapon Ranged Weapon: 2-Handed Gun Klungar fucked around with this message at 16:25 on Jan 26, 2018 |
# ? Jan 22, 2018 17:00 |
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Is he Lonesome George?
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# ? Jan 22, 2018 21:32 |
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Klungar posted:
In case you need the Gravity Controller and Mythic stuff. GRAVITY CONTROLLER Mutant Type: Constitution (18 primary); Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Athletics checks. It Fell Sideways! (Level 1): Gain a +2 bonus to Reflex. Gravity by Choice (Level 1): You take no damage from falling. GRAVITY CONTROLLER NOVICE POWER GRAVITATIONAL PULSE You unleash a flood of gravitons that swarm your foe, dragging down its every step. At-Will Dark, Physical Standard Action Target: One creature Ranged 10 Attack: Constitution + your level vs. Fortitude Hit: 1d10 + Constitution modifi er + twice your level physical damage, and the target is slowed until the end of your next turn. Gear Fuel, 5 gallons Wagon Okay everyone it would be nice, but not necessary,. to fill out a sheet with your information. I would like at least some background, a description perhaps, definitely a name. A portrait I can use in Roll20 would be nice. Unless someone mentions that they want a roll soon I will probably close recruit in the next few days, say Saturday or so. I will then make picks, but only of those who have actually done the above.
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# ? Jan 23, 2018 01:34 |
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Okay time to take a look at the submissions and see what we actually got. Completed submissions: Ivan Tusukyablut the Vampiric Entropic created by Tricky. Guy Persons the Android Prescient created by TheNabster. Zeetle Zxyrenz the Cockroach Antimatter Blaster created by Mykkel. Oblisq Tekeli-li the Prescient Mythic created by Dachshundofdoom. Brady, rat king in exile. the Rat Swarm Telekinetic created by goatface. Tortimer the Grey the Gravity Controller Mythic created by Klungar. Hmm that is an awkward number, more than I had intended to take, but just enough that picking 5 would basically mean just picking one person not to pick. Eh I will try with all 6 and see how it goes. Game thread is here here. Ryuujin fucked around with this message at 04:03 on Jan 28, 2018 |
# ? Jan 28, 2018 03:43 |
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# ? Mar 29, 2024 02:24 |
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Second Wind: You can heal yourself once per encounter using your second wind. Doing so requires a minor action, and you regain hit points equal to your bloodied value (one-half your maximum hit points). You also gain a +2 bonus to all defenses until the start of your next turn. If you are unable to take actions, another character can use a standard action to trigger your second wind. Short Rest: A short rest requires about 5 minutes. During a short rest, you renew your encounter powers, refresh your Alpha Mutation(s), and regain all your hit points. You can take as many short rests per day as you want. Extended Rest: An extended rest requires at least 6 hours, and you must rest or sleep during this time. You can take one extended rest per day. At the end of an extended rest, you regain all your hit points, recharge your encounter powers, and refresh your Alpha Mutation(s). You also need to take an extended rest before you can advance to the next level (see "Gaining Levels," page 32). Resting and Death Saves: When you take a short rest or an extended rest, you reset your number of failed death saves to o. See "Death Saving Throws," above. quote:USING ALPHA MUTATION DECKS IN PLAY quote:OVERCHARGING ALPHA POWERS quote:USING OMEGA TECH DECKS IN PLAY quote:SALVAGING OMEGA TECH
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# ? Jan 29, 2018 05:08 |