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| Wellby07-13-06, 07:48 PM | Title: Turitz: Struggle for the future Intro: Over 300 years ago Turitz was a world flush with life... Over 300 years ago Turitz had technology that would've been concidered as artifacts like Toril or Oearth.... Over 300 years ago life was good for the people of Turitz... Over 300 years ago it all ended in a exchange of fusion weaponry... Over 300 years ago a group of wise people forsaw the coming apocolypse and planned. They formed the Techhunters and Repairmen and cashe the things and technology people would need for the future... It has been over 300 years since the fall of Industralized society on Turitz. All over the wasteland scarred planet people have been slowly rebuilding civilization. There is a long way to go before the world returns to what it used to be. People are needed to find the cashes and other artifact technology. People are need to help rebuild society. Are you one those people? (think Valley of the Wind w/out the killer forests of fungi) (OOC: This is set in a post apolcolypitic world. Players are part of the organization known as the "Techhunters" looking for ancient technology or as a Indie looking to make her or his way in the world. The Major Rules 1. No evil characters. You're trying to be hero's of society 2. No God characters. 3. Players can be any level 4. No fantasy style characters Allowed classes Any of the Psionic classes Fighter Barbarian Rangers Inventor Druids/Clerics Rogues/bards Manawielders (Sorcerers) (treated as a type of Psionist, in other words they don't see themselves wielding magic but a form of psionics) Allowed Races (for now) Humans Gnomes Dwarves Half Giants Skills (most can be learned by any class, mostly taught by the Techhunters. But some Indies teach as well) Computer use (int) Repair (int) Repair Mecha (int) Craft (Mechanical) (int) Craft (Electronics) (int) Craft (Phamaceutical) (int) Knowledge (Robotics/Cybernetics) Knowledge (Physical Sciences) Knowledge (Mecha) Knowledge (Technology) Pilot (Mecha) (Dex) First Aid (Wis) Survival (Wastelands) (int) (all other skills in the players handbook ) Additional Feats Education (all Knowlege skills become class skills) Firearms weapon Prof. Energy Melee weapons prof. Enegry weapons Prof. Mecha operation The game will start people post characters and want to play. I want this to be fun for all. :) Title: a brief note on magic on Turitz Arcane magic (i.e Wizardly magic)is unknown on Turitz, except when used by monsters (i.e fiends) Manaweilding (Sorcery) is seen as a form of Psionics, whereas the psionic uses mental energy to power abilites the Manaweilder use thier mind to focus mana, cosmic energy,astral energy to power abilities. In other words they DON'T see it as magic. Divine Magic (used by clerics,druids, and rangers) on the other hand is widely known and accepted on Turitz. Most magic weapons/armor/items are made by Clerics/Druids and are uncommon. Some Manaweilders make weapons/armor/items as well but they are rare. Psionic armor/weapons/items are common. In short there's not a lot of magic items on Turitz, but some high tech items may resemble magic items but are not magic. |
| techhunter07-13-06, 10:59 PM | Big Time Thanks goes out to Wellby for recovering this. :) This very much apprieated. :) |
| techhunter07-13-06, 11:55 PM | The Techhunters A brief history Orginally the Techhunters were two seperate organizations, The Techgatherers (they gathered technology and related items (i.e. alloys, scrap,etc) and The Repairmen (who actually repaired any tech they got ahold of). Both groups competed to find the technological cashes, broken robots,weapons,etc scattered all over the planet. Sometimes this led to violent confrontation, sometimes they cooperated. This continued for a little over 50 years after the war till both groups were simultainously attacked by the Green Fist (an anti high-tech group composed mostly of extremist druids and barbarian tribes) using the giant Ohmu as weapons. Both groups were nearly destroyed, but due to the influence of Gram "The Tallyman" Tali and Deak Null Zero they regrouped and after some spectacular battles defeated the Green Fist for at least a while. Thier victory showed them that they were on the same side and after some lenghty debate merged and reorganized into the Techhunters. After thier reorganization the newly formed Techhunters took up a new credo. It wasn't enough just to find and repair the old technology. They had to find a way to rebuild society and thier tech base so that it balanced with nature. (The war with the Green Fist showed them that) So they sought out the advice/help of the Foresters ( a more moderate eco-group) which taught them nature friendly ways to rebuild society and technology. The Techhunters took the lessons to heart and used them rebuild the areas within thier spheres of influence. A 150 years later the Green Fist stuck again with twice the force they had the first time they attacked, but this time it would be different. The Techhunters were preparing for just this situation. With the liberal use of divine magic, psionics, and technology soundly defeated the Green Fist and forced them to scatter. Though the Green Fist did guerilla raids/attacks in the hundred years after the Techhunters stood firm in the face of such attacks and prospered. Today the Techhunters along with occasional help from the Foresters are rebuilding a new Turitz. Taken from the pages of the Techhunter manual Benfits All characters joining the Techhunters gain the following skills (and treated as class skills regardless the characters class) Knowledge (Technology) Knowledge (Robotics) Survival (Wastelands) First Aid |
| DmofAlterak08-06-06, 06:56 PM | As I have a few campaigns going at the moment I may not be able to post on a regular basis and I am not familiar with the Techhunters game but if that dosen't matter than I'd be glad to try the game out if you don't mind. Avalson Bornheart male techhunter level 1st fighter human. Lawful good. BAB +1 HP 11 AC 16 Str 12 Int 15 Wis 10 Con 12 Cha 17 Skills Climb+5 Jump+5 Engineering+6 Hands on grungy type mechanical knowledge+6 (hope those last two are okay :) ). Feats Skill focus Engineer bonus +2 on engineering skill Skill focus hands on tech +2 on that skill Toughness+3 hp Equipment Hydraulic armor +6 ac no ac penalty or max dexterity bonus Phase blaster has settings of stun and mega explosion Standard gear and techunter stuff: backpack,food, etc. Treasure Do techhunters use money? if so then he has a little of it but not much. Xp 0 Background & Personality Avalson grew up in a poor farming family under the protection of the techhunters and had a very poor oppinion of them because of his familys poverty....until one day when his house caught on fire when the techhunters came to the rescue and saved him and his family it took this dramatic time to finally change his skewed view of the techhunters and at long last he realized that they were doing everything that they could to help everyone and so a few years later he joined their group and now freely volounteers for dangerous assignments as a way of repaying his debt to them and the rest of society. Avalson is crude rude to the point and abrasive but under the crust of his outside (both personality wize and cleanliness wize.) he is a good man. While he sometimes is gruff and sarcastic he really has the common good in mind. Appearance wize Avalson looks like a tall grimy engineer who seldom takes baths and always seems to have a wrench or other repair tool in his hand. Whenever he isn't in a dangerous situation he seems to have his mechanics suit on and it is more often than not totally greasy or dirty. |
| DmofAlterak10-04-06, 02:55 PM | Sorry I won't be able to play in this game thread if that is what it is because I have my hands full with my own games and other things. |