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#1 |
Join Date: Jul 2015
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Welcome to the OOC thread for my After The End campaign.
At this time, all of the player slots are full, but I encourage lurking. If someone has to drop from the game before it is done, I'd prefer to recruit someone who has been reading the threads and keeping up with the game. My next few posts will contain campaign details and rules that I will be making use of. Also, if you aren't one of the committed players and have questions about the game, please feel free to PM me. And now, here is the current cast of characters: Lee the Eel - Mutated Scavenger - played by GnomesofZurich Dr. James Cole - Hardy Doc - played by RogerBW Silas Longnecker - Hardy Hunter - played by Ransom Corbin Drake - Hardy Trooper - played by Skullcrusher Linford Cauldenhoff - Blessed Tech - played by ericthered Hank Cafferty - Blessed Trader - played by Bogie1494 Please post the final build of your character in this thread, and I'll hyperlink your post in this one so I have easy reference to your characters. Last edited by EskrimadorNC; 05-23-2016 at 10:48 AM. |
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#2 |
Join Date: Jul 2015
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CAMPAIGN SETTING DETAILS:
PRIMARY CAUSE: MEGA-VIRUS SECONDARY AFFECTS: • Bombs Away • Things Fall Apart • Walkers and Shufflers Appropriate Hazards: Radiation, Chemicals and Munitions, Gangs, Paramilitaries, Zombies, Disease, Mutants Max TL Reached: TL8 (~ Year 2020) How long ago? 2 – 3 Generations (~70 years ago) Location/Setting: Campaign will begin near the former US Appalachians, but will likely include travel well outside of that area. Campaign begins in early December, with cool/chilly weather as the norm (~mid to low 30s [Fahrenheit]), with light snowfall in the area. Campaign Style: -Heroic Realism with a dash of Gritty. Morality: -Heroes Wanted with a dash of Shades of Gray • The PCs need to be heroic and self-sacrificing, but most of the rest of the world is somewhere between good and evil...mostly just selfish. General Background: There was a great conventional war that wrought much destruction across the land. Small arms, bombs, missiles, and even precise tactical nukes devastated the land. But it was the plague that bought humanity to its knees. It is believed that some faction released a virus that soon affected most of the world’s population. Starting Location: Raintown (previously Raintown, West Virginia, USA) Population: 17 (+the PCs) • The Grey family o Gaffer Grey (70’s) lame right leg, great story teller o Lucius and Tristine Grey (40s) maintain chickens, pigs, and game/trapping o Virge and Samus Grey (17 and 15) help with the animals and trapping o Ben (11 or 12) unrelated – Virge and Samus ran into Ben a week ago while out trapping. Ben and his father were on their way to Summersville from Lexington when they were attacked by a black bear. Ben’s father was killed, but Ben managed to escape, though without any supplies. Lucius agreed to let Ben stay with them until the next caravan to Summersville comes through. • Bethesda Lott (70s), assistant to Dr. Cole, gathers herbs and curatives • Mitchum and Legit Gant (20s), young couple from Lexington o Mitchum is a carpenter and woodsman who helps maintain the barn o Legit helps Mitchum, does fine woodwork, and helps with other chores • The Kase family o Landon and Ilsa Kase (30s) maintain a garden and grow fruits and vegetables o Eugenie Banks (Ilsa’s mother, 50s), lost her left arm. Primary cook and helps with gardening o Tabithina, Elizabetha, Marakis (11, 8, 5), Children who help with the garden • Navanni (late 20s, no last name): seamstress and shoemaker o Cherish, (10): helps mom with sewing and shoemaking • Caleb Miller (late 20s): latecomer to camp. Young/Strong man, helps wherever it is needed, but no particular skillsets. Also helps guard/keep watch. Is courting Navanni Last edited by EskrimadorNC; 05-19-2016 at 04:30 PM. |
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#3 |
Join Date: Jul 2015
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RULES AND TOOLS
Campaign Dice roller: http://www.coyotecode.net/roll/ Melee Weapon Skills have been simplified to the following list: NOTE: All templates should replace existing Melee Weapon skills with the skills below One-Handed Balanced (DX/A) o Defaults: DX-4, Two-Handed Balanced -2, One/Two-Handed Unbalanced -3 o Includes Swords, Sticks, and all other Balanced 1-handed weapons larger than a Knife o Also includes any balanced one-handed improvised weapons One-Handed Unbalanced (DX/A) o Defaults: DX-4, Two-Handed Unbalanced -2, One/Two-Handed Balanced -3 o Includes Axes, Maces, weighted clubs, etc. o Also includes any unbalanced one-handed improvised weapons Two-Handed Balanced (DX/A) o Defaults: DX-4, One-Handed Balanced -2, One/Two-Handed Unbalanced -3 o Includes two-handed Swords, Staves, Spears, and Balanced Polearms o Also includes any balanced two-handed improvised weapons Two-Handed Unbalanced (DX/A) o Defaults: DX-4, One-Handed Unbalanced -2, One/Two-Handed Balanced -3 o Includes Great Axes, Warhammers, Mauls, and Un-balanced Polearms o Also includes any unbalanced two-handed improvised weapons Chain/Flexible Weapons (DX/H) o Defaults: DX-5 o Includes Kusaris, One and Two-handed Flails, Whips, and other Flexible weapons o Also includes any improvised chain/flexible weapons Knife (DX/E) o As Knife skill on B208, but including weapons formerly covered by Main-Gauche and Sai/Jitte. Revised Ranged Combat Modifiers: See Douglas Cole's Quick and Dirty Guns Combat Blunt Trauma and Edged Weapons -Cutting damage that exceeds Armor DR but do not exceed 2x DR deal CRUSHING damage. -Cutting attacks that exceeds 2x DR deal normal cutting damage (1.5x mod). No School Grognard Blog -After The End skill cheat sheet -Easier Armor Design |
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#4 |
GURPS Contributor
Join Date: Sep 2008
Location: near London, UK
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Dr James Cole, Hardy Doc
250 points Cole is from a medical family - they say the original Richard Cole was a doctor before the End, and laid up a store of teaching materials as things were falling apart. James is no blood relation, but he passed the tests and ordeals of the Medical School and gained the Name of Cole, before setting out to help others. He's not a fighter, though he can look after himself with a pistol or throw grenades; but most people don't want to kill a doc who's going to help patch up their wounded after the fight even if he was fighting on the other side. Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 14 [40]. Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 14 [0]; Basic Speed 5.75 [-10]; Basic Move 5 [0]. Advantages: Combat Reflexes () [15]; Doc (After the End; Effective Skill 12) [0]; Doc - Experienced (After The End; Effective Skill 12) [0]; Hardy (After the End) [0]; Healer 4 [40]; High Manual Dexterity 1 [5]; Higher Purpose (Heal others) [5]; Immunity to Disease [10]; Luck [15]; Resistant to Poison (+3 to resist) [5]; Very Fit [15]; Very Rapid Healing [15]. Disadvantages: Code of Honor (Professional) [-5]; Easy to Read [-10]; Pacifism (Reluctant Killer) [-5]; Post-Combat Shakes [-5*]; Sense of Duty (Friends & Companions; Small Group) [-5]; Shyness (Mild) [-5]; Xenophilia [-10*]. Quirks: Horrible Hangovers [-1]; Nosy [-1]; Uncongenial [-1]. Skills: Area Knowledge (local) (E) IQ+1 [2]-14; Climbing (A) DX-1 [1]-10; Diagnosis/TL (Human) (H) IQ+4 [4]-17; Diplomacy (H) IQ-2 [2]-11; Driving/TL (Automobile) (A) DX-1 [1]-10; Electronics Operation/TL (Medical) (A) IQ-1 [1]-12; Expert Skill (Mutants) (H) IQ-2 [1]-11; Guns/TL (Pistol) (E) DX+2 [4]-13; Hazardous Materials/TL (Biological) (A) IQ+1 [4]-14; Hazardous Materials/TL (Chemical) (A) IQ-1 [1]-12; Hazardous Materials/TL (Radioactive) (A) IQ [2]-13; Knife (E) DX+1 [2]-12; Naturalist (Earth) (H) IQ-2 [1]-11; Observation (A) Per-1 [1]-12; Pharmacy/TL (Herbal) (H) IQ+2 [1]-15; Pharmacy/TL (Synthetic) (H) IQ+4 [4]-17; Physician/TL (Human) (H) IQ+5 [8]-18; Poisons/TL (H) IQ-1 [1]-12; Scrounging (E) Per+1 [2]-14; Stealth (A) DX+1 [4]-12; Surgery/TL (Human) (VH) IQ+4 [8]-17; Survival (Mountain) (A) Per [2]-13; Throwing (A) DX+1 [4]-12; Veterinary/TL (H) IQ+2 [1]-15; Weather Sense (A) IQ-1 [1]-12. * Multiplied for self-control number; see p. B120. Includes +4 from Healer.
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 Last edited by RogerBW; 05-18-2016 at 09:06 AM. |
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#5 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Linford Cauldenhoff
Mechanic and fixer-upper Code:
ST 10 HP 10 DX 11 [20] Will 12 [-10] IQ 14 [80] Per 15 [5] HT 12 [20] FP 12 Speed 6 [5] move 6 Advantages [120] Artificer 1 [10] Veristile [5] Single Minded [5] High Manual DX 1 [5] Intuitive Math [5] Eidetic Memory [5] Gadgeteer [25] Luck 1 [15] Serendipidy 2 [30] 2 Gizmos [10] Doodad (perk level gizmo) 1 [1] Resistant to disease +3 [3] Disadvantages [-40] Compulsive Gadgeteering (CR 12) [-5] Intolerance (Luddites) [-5] Chummy [-5] Truthfulness (CR 12) [-5] Skinny [-5] Sense of Duty (Freinds) [-5] Stubborness [-5] Quirks (To be anounced, developed, and so forth) [-5] Skills [49] Scrounging Per E 16 [2] Electrician IQ A 14 [1] Machinist IQ A 14 [1] Armory (Melee) IQ A 16 [4] Armory (Small Arms) IQ A 16 [4] Mechanic (Automobiles) IQ A 16 [4] Electronics Repair (medical) IQ A 16 [4] Armory (Body Armor) IQ A 16 [4] Engineer (Materials) IQ H 13 [1] Engineer (Small Arms) IQ H 13 [1] Engineer (Electronics) IQ H 13 [1] Chemistry IQ H 12 [1] Pharmacy (Synthetic) IQ H 12 [1] Engineer (Automobiles) IQ H 13 [1] Melee (Balanced two hand) DX A 12 [4] Brawling DX E 13 [4] Survival (Forest) Per A 15 [2] Merchant IQ A 14 [2] Anthropology IQ H 13 [2] Architechture IQ A 14 [2] Navigation (Land) IQ A 13 [1] Hiking HT A 11 [1] Lockpicking IQ A 13 [1] Fast Talk IQ A 13 [1] Traps IQ A 13 [1]
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#6 |
Join Date: Dec 2010
Location: Kansas, USA
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Henry Hank Cafferty: Trader+Experienced+Blessed
Basic premise: Hank is a traveling merchant in his mid-thirties dealing in common items used in settlements. He is also a self-appointed arbitrator, trying to bring some sense of order to settlements in the region. He prefers traveling in groups for several reasons. 1) He hates fighting, preferring to settle things with words whenever possible. Groups tend to offer a measure of determent against those looking for a fight. 2) He hates being alone. He was lost in a cave for two days as a child, and the lack of human contact severely scarred him. Hanks last job nearly killed him when the negotiations turned bloody and the settlement was nearly burned to the ground. He had to dig his way out of a burning building as it collapsed. He lost nearly everything at the settlement, and is trying to replace his lost wares and now tarnished reputation. Code:
Attributes: [130] ST 10 [0] HP 10 [0] RP 10 [0] DX 12 [40] Will 13 [-5] LFP ____ IQ 14 [80] Per 14 [0] HT 11 [10] FP 11 [0] Basic Speed: 6 [5]; Basic Move 6 [0] Damage 1d-2/1d; BL 20 lbs; Advantages: [110] Absolute Direction [5]; Charisma (1) [5]; Eidetic Memory [5]; Extraordinary Luck [30]; No Hangovers [1]; Reputation (+3) [5]; Resistant to Disease (+3) [3]; Serendipity (2) [30]; Smooth Operator (1) [15]; Temperature Tolerance (+1) [1]; Voice [10] Disadvantages: [-45] Chummy [-5]; Curious (12) [-5]; Pacifism: Cannot Harm Innocents [-10]; Post-Combat Shakes (9) [-10]; Sense of Duty (Friends) [-5]; Xenophilia (12) [-10] Quirks: [-5] Code of Honor: Treat animals as you would a friend. Delusion: A GMOs pollen caused the Pandemic, not a virus. Dislike: Locked rooms. Distinctive Feature: Heterochromia Responsive Skills: [60] Base Adv Total Acting (A) IQ+0 (+1) [2]-15 Animal Handling (Equine) (A) IQ+0 [2]-14 Boating (Canoe) (A) DX-1 [1]-11 Boating (Sail) (A) DX-1 [1]-11 Body Language (A) Per+0 [2]-14 Bolas (A) DX+1 [4]-13 Camouflage (E) IQ+0 [1]-13 Climbing (A) DX-1 [1]-11 Crossbow (E) DX+2 [4]-14 Current Affairs (Appalachia) (E) IQ+1 [2]-15 Detect Lies (H) Per-1(+1) [2]-14 Diplomacy (H) IQ-1 (+3) [2]-16 Disguise (A) IQ+0 [2]-14 Fast-Talk (A) IQ+0 (+3) [2]-17 Gambling (A) IQ+0 [2]-14 Hiking (A) HT+1 [4]-12 Knife (E) DX+1 [2]-13 Knot-Tying (E) DX+0 [1]-12 Leadership (A) IQ-0 (+2) [2]-16 Merchant (A) IQ+2 [8]-16 Mimicry (Speech) (H) IQ-1 (+2) [2]-15 Public Speaking (A) IQ+1 (+4) [4]-19 Sleight of Hand (H) DX-2 [1]-10 Streetwise (A) IQ+0 (+1) [2]-15 Survival (Forest) (A) Per+0 [2]-14 Swimming (E) HT+1 [2]-12 Other (unlearned) Skill Bonus:
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-- "What monstrosities would walk these streets were some people's faces as unfinished as their minds." Eric Hoffer Last edited by Bogie1494; 05-19-2016 at 05:40 PM. Reason: Added advantage skill modification |
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#7 |
Join Date: Jul 2015
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Not sure if you have it written down some other place, but don't forget the skill bonuses you get from Voice, Smooth Operator, and Charisma. I think it puts your Public Speaking, somewhere around 19, and gives quite a few points to other skills.
Just don't forget to add that stuff into your effective skill when making a skill roll. |
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#8 | |
Join Date: Dec 2010
Location: Kansas, USA
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Also, how do the advantages affect a skill I get a bonus to, but do not have? For instance with Smooth Operator and Voice I have a +3 to Politics. I don't have that skill though.
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-- "What monstrosities would walk these streets were some people's faces as unfinished as their minds." Eric Hoffer |
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#9 | |
GURPS Contributor
Join Date: Sep 2008
Location: near London, UK
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Your default is 3 points higher than it would otherwise be.
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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#10 |
Join Date: Dec 2010
Location: Kansas, USA
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Got it. That makes sense, thanks. It appears they are always added on so I will make adjustments to my sheets.
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-- "What monstrosities would walk these streets were some people's faces as unfinished as their minds." Eric Hoffer |
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