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Ryuujin
Sep 26, 2007
Dragon God


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".
Post your rolls in the thread and I will give you the information for your Origins.

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
Character Statistics
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.
Armor
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

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Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



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

Ryuujin
Sep 26, 2007
Dragon God
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); 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.

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

Hostile V
May 31, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.

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

Ripley
Jan 21, 2007
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

Hardcordion
Feb 5, 2008

BARK BARK BARK
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.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
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

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
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

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Something random here soon

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.


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

Dachshundofdoom
Feb 14, 2013

Pillbug

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

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
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
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.
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
Gear:
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

Ryuujin
Sep 26, 2007
Dragon God

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); Dark; +2 to Dark Overcharge
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.
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

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); Psi; +2 to psi overcharge.
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
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

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); 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.

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
Origins - 2d12 5, 10 Primary choice from column one, and the secondary choice from column two
Origin Columns - 2d20 1, 15 This gives me an Android Prescient.
Stats - 4#3d6 9, 13, 15, 11 Them some good stats.
Skill - 1d10 3 One free specialization in Conspiracy
Gear - 1d4+1 33 lots of free stuff

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); 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.

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.
Origins roll: 2d12 4 11 Origins (Row): 1d20+1d8 2 1
Looks like Cockroach and Antimatter Blaster edit: I misread my orokos result, sorry.
I assumed those origins have different key stats, so I rolled 4 stats, if I'm wrong, I'll roll the 5th stat.
Stats rolls: 4#3d6 11 10 11 13
Skill bonus: 1d10 6 Mechanics
Starting gear: 1d4+1 5

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.

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:


Oblisq Tekeli-li (real name unpronounceable by human tongues)

Character Origins: 9 7 Character Origins 2: 15 11

That's Prescient and Mythic. So, uh, pretty much either Baldr or the Great Race of Yith. And I ain't playing no prettyboy god whose sole accomplishment was getting killed like a chump, so Lovecraft it is.

Stats: 4#3d6 14 10 12 10

Random Skill: 6, Mechanics

Miscellaneous Starting Gear: 1d4+1 3

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); Psi; +2 to psi overcharge.
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
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
I'm picturing a rat king, hovering in mid air and surrounded by Kirby dots.
Called Brady.

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); Psi; +2 to psi overcharge.
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

Tardzilla
Aug 31, 2006

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

Ryuujin
Sep 26, 2007
Dragon God
If your origin rolls were both 10, why did you roll on two separate tables?

malbogio
Jan 19, 2015



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

Ryuujin
Sep 26, 2007
Dragon God

Tardzilla posted:

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

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); Psi; +2 to psi overcharge.
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
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] https://orokos.com/roll/586681
Random Gear: 1d4+1: 5 [1d4=4]https://orokos.com/roll/586682

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)

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

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'


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

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Is he Lonesome George?

Ryuujin
Sep 26, 2007
Dragon God

Klungar posted:



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

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.

Ryuujin
Sep 26, 2007
Dragon God
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

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Ryuujin
Sep 26, 2007
Dragon God
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
When you're ready to begin a game session (or resume adventuring after an extended rest). you shuffle your Alpha Mutation deck, and the Game Master shuffles his or her deck.
1.
Draw Your Alpha Mutation Cards: You draw one Alpha Mutation card from your deck. If you are 4th level or higher, you draw two cards from your deck. If you're 8th level or higher, you draw three cards from your deck. If you don't have your own deck, then all your draws are from the Game Master's deck.
2.
Readied Alpha Mutation Cards: The cards you draw are your readied Alpha powers. Keep your readied cards face up near your character guide.
3.
Using Readied Cards: You gain any benefit described on each of your Alpha Mutation cards until that card is discarded. Many Alpha Mutation cards also have powers. You can use each card's power once during an encounter while that card is readied . When you do so, tap the card (turn it sideways) or otherwise indicate that you have used the power.
4.
Refreshing Readied Powers: At the end of an encounter, discard your readied Alpha Mutation card and draw a new card to replace it. You can draw a new card from your own deck, if you have one, or from the Game Master's deck. That card is your new readied Alpha power. If you have more than one Alpha Mutation card (because you are higher level, for example), then discard and replace each Alpha Mutation card .
Alpha Flux Whenever you roll a natural 1 during an encounter on any d20 die roll, you expe· rience an Alpha flux. After your current action is resolved, discard one of your readied Alpha Mutation cards. This discarded card can be one whose powers you have used, or one whose powers you have not yet used. Then draw a new card from the Game Master's deck. You can use that new Alpha power even if you already used Ihe power on the discarded card during the encounter.
6. Rebuild Your Alpha Mutation Deck: When you stop for an extended rest or end a game session, return each Alpha Mutation card to its deck (yours or the Game Master's). Then you can rebuild (switch cards into and out of) your deck, if you like. Shuffle the decks and draw your new readied cards as described in Step 1.

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OVERCHARGING ALPHA POWERS
When an Alpha power has an overcharge entry, you can try to boost its effectiveness at the risk of the power going awry. The overcharge entry indicates when you can overcharge; unless otherwise stated on the card, overcharging an Alpha power is a free action you can declare at the indicated time. You can overcharge a power only once. To overcharge, roll a d20. The Alpha Mutation card indicates the effect that occurs as a result of the d20 roll. Usually, a result of 10 or higher is a successful overcharge (and an increased effect). and a result of 9 or lower incurs a penalty or a condition that is applied to you. If you attempt to overcharge an attack power and fail, the power still works normally, and then you suffer the negative effect. Your primary origin might give you a bonus to overcharging certain Alpha powers.

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USING OMEGA TECH DECKS IN PLAY
When you're ready to begin a game session (or resume adventuring after an extended rest), you shuffle your Omega Tech deck, and the Game Master shuffles his or her deck.
1.
Omega Check: When your Game Master tells you that you've found an Omega Tech cache, roll a d20. If your result is 10 or higher, you can draw from your deck or the Game Master's deck. If your result is 9 or lower, you must draw from the Game Master's deck. The card you draw becomes readied. If you don't have your own deck, then all your draws are from the Game Master's deck.
2.
Keep Ready Until Used: There is no limit to the number of Omega Tech cards you can ready at one time. Keep your readied cards face up near your character sheet.
3.
Each Omega Card Works Once Per Encounter: You can use each readied Omega Tech card once per encounter. When you use a card, tap it (turn it sideways). Even after a card is tapped, you still retain any benefit you gain from the card until the end of the encounter.
4.
Check the Omega Charge: After you use an Omega Tech item, you might deplete its charge. At the end of the encounter, roll a d20 to make an Omega Charge check. A result of 10 or higher is a success, and the item retains its charge; untap it (turn it back upright) and it stays readied. A result of 9 or lower is a failure, and you must discard the card. Your origin or the environment you're in could give you a bonus to your Omega Charge check.
5.
Rebuild Your Omega Tech Deck: When you stop for an extended rest or end a game session, return each discarded Omega Tech card to its deck (yours or the Game Master's). Your readied cards remain readied . Then you can rebuild (switch cards into and out of) your deck if you like. Shuffle the decks before you begin play again.

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SALVAGING OMEGA TECH
A discharged Omega Tech item that has a salvage entry is still capable of functioning at a reduced level, as described on the card. Each item's salvage entry is associated with a character level. A character whose level is equal to or higher than an item's salvage level can salvage the item into a permanent item, as indicated on the card. Salvaged items are typically weapons and armor that are more effective than basic gear, and sometimes have greater capabilities. A salvaged Omega Tech item doesn't require an Omega Charge check to see if it's discharged after each use.

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