The Turning Wheel - a Zeitgeist PbP

Game Master karlprosek

PCs are members of the Royal Homeland Constabulary in Flint, protecting king and country from threats foreign and domestic during a time of rampant technological upheaval.

Map of Current Scene: No current tactical map.
The City of Flint

Campaign site
Seized Evidence Tracker

Zeitgeist Player's Guide


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Thanks for joining up. Here are the basics.

Character Creation:
25 point buy, don't dump stats, no stat above 18 before racial modifiers. I'm open to pretty much any class, but I'll be honest and tell you that I'm not very familiar with the ACG classes or psionics.

I prefer core races. Tieflings and aasimars have special places in the setting, so those will also be acceptable. I'm willing to talk about other races if you really want to play something different.

Full HP at level 1, then 3/4 of max HP at level 2, half at level 3, 3/4 at level 4, and start the cycle over again at level 5.

Max starting gold.

No traits. PCs all get 2 Feats, one as normal and one Theme Feat from the Zeitgeist Player's Guide. Humans get their normal bonus feat.

The big wrinkle is that I want to use Backgrounds from 13th Age instead of Skills. It's easy to grasp- instead of discrete skills, use a descriptive phrase related to your PC's background and give it a point value. Skills related to the character's background will use this value, the related attribute, and the character's level as a modifier to skill checks.

For example, a Background could be Blacksmith +3. You could apply it to Appraise, Craft: Metalwork, Profession: Merchant, or even Strength checks. It wouldn't apply to Knowledge: Nature, Stealth, or Survival checks. However, "Blacksmith" isn't a great Background. "Apprentice blacksmith until his master kicked him out for spending too much time at the pub with his friends" is a better Background. That Background would apply to the first three skills, but could also apply to Diplomacy or Bluff or Knowledge: Local checks.

If you can make a good argument why a Background should apply to a check, it will probably apply. You would probably never get either of those Blacksmith Backgrounds above to apply to Knowledge: Planes or Spellcraft, but you might be able to make an argument for applying it to Knowledge: Religion (the master was a religious zealot of the god of battles) or Disable Device (he regularly made and played blacksmith puzzles in his free time) checks.

There's a good discussion of the Background system here.

PCs get 8 points to distribute to Backgrounds, with no Background over +5. Skill-boosting feats (Magical Aptitude, Skill Focus, etc.) are disallowed. Any race with a skill boost as a racial ability should replace it with an alternate racial trait.


Woot! This will be so awesome.

Also, dot.


Dot dot dot.

(What the hell does that mean, anyway?)


i.jason wrote:
(What the hell does that mean, anyway?)

A dot is created next to the thread name for threads you've commented in, so you can differentiate them from ones you've simply viewed.

Also: Dot.


Okay, I've decided against using El Mano Sangre, Guiterrez the half-orc bloodrager from Ber. Man, that was hard. *cries* But I think Aziel, the tiefling gunslinger/fighter from Danor, will be more fun in the end.

I'll try to get a profile up shortly.


Jos is running a straight-up wizard, I think. So arcane caster and gunslinger/ranged are taken.


tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

Here she is. Let me know if I didn't do the background traits thing right.


I am torn in two very different directions.

A) Human Investigator (Empiricist). With the Technologist story feat. Younger girl, probably 19-21 or so, scholar, scientist, skill monkey. Very curious, but also very naive. Better with machines and books than with people, but curious enough to get to the bottom of anything.

B) Dwarf Warpriest (Sacred Fist). Eschatologist story feat. An old man, combination of a Monk and a Healer. May not necessarily believe in the impending end of the world - but he would seek a kind of spiritual balance in nature - try to ensure that birth always follows death, and that those who are good people only die when they are meant to, and how they want to. Although, maybe he will believe in the coming end, as I'm actually kind of imagining him as Iroh from Avatar the Last Airbender, and the hedonism thing sort of works in that sense. I'm not sure. It's up in the air.

Thoughts on either?


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused

First, thanks for the invite! With such an august group of players, how could I possibly pass this by?

karlprosek wrote:
... I'll be honest and tell you that I'm not very familiar with... psionics.

If you're willing to trust I won't abuse that, I'd love to get this grouch... erm... I mean... "resourceful, team-beneficial Vitalist" back into play. He'll need some tweaking to align with your build rules, but his profile as it stands should give you the general idea.

Vitalists aren't as effective as clerics in the low levels, but can be built to hurt the bad guys at the same time they're healing the good guys (since their gig is basically shuffling injury/disease/poison/etc. around from one entity to another). They can buff somewhat effectively, plus bring some unique benefits to the party (like telepathic group comms and, essentially, virtual battle HUDs)

I'd be happy to work with you on the psionics. I'm no great shakes, but I've run a Generalist and a Vitalist (Ralf's older clone brother, currently at L7) locally. And really, the basics are pretty straightforward. But if you'd rather not go there let me know, and I'll ponder some concepts.

YR, don't hesitate to run your Monk/Healer combo if Ralf gets in. Two "half healers" adding up to one healer's worth of first aid plus an array of other unique abilities and benefits ought to work really well.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Jaelynn is a non-specialist Wizard. Still working out the crunch with the new system.

Also need to discuss the background with Karl, as it was a little deep in her previous incarnation.

But long story short, she's a High Elf who looks like a Wood Elf. She doesn't seem to care if people know the difference, and doesn't go out of her way to correct them.

She's a collector of information and power - as if she's looking for an answer about something.

Yorick, I like the Warpriest. But your Investigator might also be cool. Kind of a parallel to Jae, but on the technological side, while Jae comes from the magic angle. Might make for some interesting philosophical discussions. :-)


tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

I think an investigator would be really, really useful.

Sadly, the only bit of Avatar I've seen was the movie, which didn't stick that well, so I'm not sure who Iroh is. That said, I'm not against the eschatologist or anything. Aziel just might have to roll her eyes a lot in his presence. ;)


I could go either way with those choices, Yorick. On the one hand, an Investigator will be very useful in this AP. And I played a smart-guy Technologist before that sounds a lot like your idea, so I have fond feelings for the concept.

On the other hand, the party looks like it could use a little bit of martial talent right now and anybody whose personality is based on Uncle Iroh is alright with me. If you went with him I'd probably even throw in a bunch of NPCs to drink tea and play not-chess with. I also really like the dwarven eschatology.

So, it's no help but I like both concepts.

I'm fine with the Vitalist but you've got fair warning that I may screw up the rules from time to time. To be perfectly honest I loved psionics in 3E; I just haven't had the opportunity to look over Dreamscarred Press's take on things.

Also, for those who haven't played with me as DM before- Krisam and Jos both know this- I'm the kind of DM who's willing to fudge the rules in favor of a good story. Rule of Cool usually overrides RAW in my games. That's one of the reasons I like the Backgrounds system over discrete Skills.


Hrm, okay.

Both of them have perks and a valid slot within the party. The Vitalist and Wizard are both very light on Skills, so the Investigator would be a great skill monkey. At the same time, there's no one that's really martial, so the Warpriest would fit there, too.

Do we have any more players joining or is it the 4 of us? If there are more coming I might let someone else's desires make the decision for me.


Kwin said he has a recommendation- somebody who's in a game with you and Krisam, I think? Doesn't know if they'll be interested, though.

Oh, and I invited wicked_raygun. I could've sworn he posted in here but I guess I got mixed up.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Oooohhh!!!!

In looking over the new blended classes for another game, I think I might just make Jae an Arcanist, rather than a Wizard. The whole "seek to discover the mysterious laws of magic and through will and expertise bend those forces to their whims" thing is kinda up her alley.

The double-flexibility of "prepare the spells you might need, cast them as you actually need them" concept is neat, too.

Though I'd miss the arcane bond, and the ability to use her longsword as a ranged attack... *sigh*

Decisions, decisions. Anyone else have any input on the new Arcanist vs. a Universalist Wizard?


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Also, if you haven't clicked on the link in the Player's Guide, this is a cool thing to watch.


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused
Aziel Charbonneau wrote:
Sadly, the only bit of Avatar I've seen was the movie, which didn't stick that well, so I'm not sure who Iroh is.

In my opinion, the movie didn't really portray him in the "classic" sense. If you want a capsule summary, this is "Essence of Iroh". :o)

(Compare and contrast with how the not-quite-as-Zen Ruby Rose handles a similar situation. :o)

karlprosek wrote:
I'm fine with the Vitalist but you've got fair warning that I may screw up the rules from time to time.

As long as we work together it'll be golden. I'll do a rebuild so you can see what you think of the PC.

Do we all necessarily know each other out of the gate, or can some of us be relatively "new hires" to the Constabulary? Not a major deal, but it'd fit nicely with his backstory if Ralf were a recent arrival to Flint.

karlprosek wrote:
Kwin said he has a recommendation- somebody who's in a game with you and Krisam, I think? Doesn't know if they'll be interested, though.

Sorry to say steampunk isn't really his thing, so he declined. But he reminded me that our local group's other GM is into the genre. He's been playing/running Pathfinder games for a good while plus PFSing at the FLGS, and has recently started indulging in PbP. I'll ping him to see if he's interested. PM coming your way, also.

karlprosek wrote:
I'm the kind of DM who's willing to fudge the rules in favor of a good story. Rule of Cool usually overrides RAW in my games.

Right up my alley. I love an environment where it's more about the tale than the tally.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11
Ralf wrote:
Do we all necessarily know each other out of the gate, or can some of us be relatively "new hires" to the Constabulary? Not a major deal, but it'd fit nicely with his backstory if Ralf were a recent arrival to Flint.

In the previous incarnation, we were pretty-much all new.

Not sure if Karl wants to use this officially, but here are some good questions to have in mind for character creation in this camp (The ones with Asterisks are especially important to know):

*How and why did you come to work with/for the RHC?

*To be accepted into the RHC you must have some sense of allegiance towards Risur. What inspires your loyalty?

*How long have you been an agent of the RHC? Are you a recent recruit, or have you been working behind the scenes for a while and have just now been transferred into an active position?

As a constable in the RHC, you are granted great leeway in the manner in which you perform your duties. What boundaries do impose on yourself? Does the end always justify the means, or are your actions tempered by some greater sense of morality?

*What is your primary motivation?

What's the one thing you're really good at that has nothing to do with your career?

Do you have any odd mannerisms or habits?

*What do you do for recreation?

What are you most ashamed of?

What is the scariest situation you've ever been in?

What secret do you keep that no other player character knows?

With which of the major faiths/philosophies do you most strongly identify?

What are your attitudes toward technology?

What are your attitudes toward magic?

*What did you do during the last Yerasol War?


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Karl, under your rules, the Elf "Keen Senses" racial ability needs to be replaced. Problem is, all of the alternate abilities are other skill bonuses. The only exception is "Fleet Footed," but that one also replaces weapon familiarity, which I don't want.

Fleet Footed adds a Feat (Run), and an Init bonus of +2, which replaces a feat (Weapon Proficiencies) and a Skill bonus.

Possible to just say "Keen Senses" gives the +2 to Init, instead of the Perception skill bonus?


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused

YR, since Ralf was originally built as a nomadic Varisian, I'm thinking hard about this iteration hailing from either the Malice Lands between Drakr and Danor or Drakr proper close to the border. Plus having most of his (young) adult life spent in that wild magic region as his clan moved along the foothills of the Piscines. He's... seen things. Horrible things that can change a man. And he's run afoul of enough "bad elements" from Danor to believe that nation must never come to power... so it's vital that Risur's position be bolstered.

I haven't decided if he's going Eschatologist but, having spent his formative years among Dwarves, he would have compatible world views (and interestingly, the Romani ("gypsy") accent is in the same ballpark as Russian-sounding Drakran tones). So if you decide to go with your Warpriest, he and Ralf ought to be nicely simpatico. (Though expect more "got your back" than "buddy-buddy"; Ralfael is very much a loner. Saddled with abilities that require being around people. Oh, the irony.)

EDIT (just to save a post slot): Karl, please advise if you'd consider Ralf's 8 CHA "dumping." He's antisocial and ill-tempered because of his original backstory, but I consciously tried not to dump charisma on his first build, just dropping him a bit below average. If you need me to nudge it up to 9 or 10, let me know. Thanks!


I just read up on the changes to the skill system, and found that it basically annihilates the Investigator as a viable character, so I'll go with Uncle Iroh after all!


Ralf Tergsvor wrote:
In my opinion, the movie didn't really portray him in the "classic" sense. If you want a capsule summary, [url=https://www.youtube.com/watch?v=j8HaQDRZDDk]this is "Essence of Iroh".

After hearing how bad it was I never saw the movie, but cartoon Iroh would make just about the best beat cop ever. Of course, RHC is more FBI than beat cop, but he'd still be great at defusing potentially explosive situations.

With the overall stats you ended up with I'm fine with an 8 in one score. Although, and this is related to the personality you're going for- why would he join the RHC? I get that he wants to stick it to Danor and make sure Risur 'wins' the global power game, but as it is he doesn't sound like somebody who would sign up for membership in any kind of group, much less a monolithic police organization.

Ralf Tergsvor wrote:
As long as we work together it'll be golden. I'll do a rebuild so you can see what you think of the PC.

Fair enough. We need to collapse the skills into Backgrounds, in any case.

Ralf Tergsvor wrote:
Do we all necessarily know each other out of the gate, or can some of us be relatively "new hires" to the Constabulary? Not a major deal, but it'd fit nicely with his backstory if Ralf were a recent arrival to Flint.

As long as at least one PC has been on the force for more than a few weeks it will be fine. I can't see them throwing a whole group of newbies together, but throwing a bunch of newbies and one more experienced constable together makes some sense.

'Recent' will have to be relative, though. I can't see the brass sending out anybody who hasn't been trained, so say at least a couple of months in Flint unless they came in as a RHC transfer from some other city.


Jaelynn Vance-Saerpheni wrote:
Possible to just say "Keen Senses" gives the +2 to Init, instead of the Perception skill bonus?

This is fine with me.

Anybody else, if you run into problems like this and have a suggestion for a fix, just let me know. I'll probably say okay.


YoricksRequiem wrote:
I just read up on the changes to the skill system, and found that it basically annihilates the Investigator as a viable character, so I'll go with Uncle Iroh after all!

Sorry about that. We can try to fix the problems if you'd really prefer the investigator.

On the other hand, Uncle Iroh is awesome!


Yeah, you're better off not seeing the movie. The cartoon is awesome, though. Talking about it in this game has made me want to rewatch it, so I think I'm doing that this weekend.

karlprosek wrote:
Sorry about that. We can try to fix the problems if you'd really prefer the investigator.

Oh no it's totally fine - I'm interested to see how it works! It sounds pretty neat.

I do have a question as to like, how does qualifying for Feats work? A lot of them use ranks in a skill as requirements. Are we just saying you have to be that level in order to take it? Eg: "Requires 5 Ranks in Acrobatics" now requires you to be level 5 and some mention of Acrobatics in your background?


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

That's pretty much how I read it, YR.


YoricksRequiem wrote:
Yeah, you're better off not seeing the movie. The cartoon is awesome, though. Talking about it in this game has made me want to rewatch it, so I think I'm doing that this weekend.

Now that I think about it, Legend of Korra addresses some of the same themes as Zeitgeist. I've only watched the first season but the tension between technology and magic and the social and religious stress of rapid progress is present in both.

It's not as good as the original show, but seeing a 1920s-ish city with magi-tech is pretty cool.

YoricksRequiem wrote:
I do have a question as to like, how does qualifying for Feats work? A lot of them use ranks in a skill as requirements. Are we just saying you have to be that level in order to take it? Eg: "Requires 5 Ranks in Acrobatics" now requires you to be level 5 and some mention of Acrobatics in your background?

Yes, this is how I see it.


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused
YoricksRequiem wrote:
... I'll go with Uncle Iroh after all!

Hmm. Any interest in Ralfael and "Iroh" going back a ways? I can see him trying to keep Ralf on track as a kid. And after the incident that awakened his latent powers, as the only healing-capable person he knows Ralf could easily have sought out "Iroh" in an effort to understand.

karlprosek wrote:
With the overall stats you ended up with I'm fine with an 8 in one score.

I'm working on Ralf locally in Hero Lab; I haven't touched the alias profile yet, so what you're seeing there is his prior incarnation. The 25 point stats array looks like it'll be 10/14/15/12/19/8. Still happy?

Quote:
Although, and this is related to the personality you're going for- why would he join the RHC... he doesn't sound like somebody who would sign up for membership in any kind of group, much less a monolithic police organization.

If the universe were fair, he wouldn't. But his whole life, circumstances have pushed Ralf in directions he didn't want to go. As a youngster he had to leave with the tribe as they ventured into the Malice Lands, even though he wanted to stay in Drakr. Hasty awakenings in the middle of the night to pull up stakes and run in the face of some impending threat. Whacking his head on a rock and coming to with burgeoning mental/metaphysical powers that force him to be around other people. And on and on.

He doesn't love Risur. He hasn't been dreaming of joining the RHC his entire life. But in his view, this is clearly the optimal path. By helping to secure Risur and keep it growing, Danor will more easily be kept down. If he has to be around people, at least it'll be people with similar goals. And within the constraints of the hierarchy, he'll finally feel like he has some semblance of control over his life.

Ever done something you didn't particularly enjoy doing, but you did it willingly because you knew it was the right thing to do, and got satisfaction and/or fulfillment from that angle? Think of it that way. We don't always get to choose in life; sometimes we do what we have to do. This, Rafael has to do.

All that said, the original incarnation's outlook was based on a brutal backstory (his father was set up, marched before a kangaroo court, and summarily executed to cover up the actions of a corrupt government). He doesn't have to be so antisocial in this rebuild; I was just mapping what-was onto the new scenario. But if you don't think it fits, I can dial that down and/or strengthen his ties to Risur.

Quote:
We need to collapse the skills into Backgrounds, in any case.

Yep, haven't gotten that far yet.

Quote:
... throwing a bunch of newbies and one more experienced constable together makes some sense... I can't see the brass sending out anybody who hasn't been trained, so say at least a couple of months in Flint unless they came in as a RHC transfer from some other city.

That's fine, I wasn't thinking about coming in straight from the recruiting office. Just wondering if we all needed to be buddy-buds right out of the gate. PCs having to get to know each other can be rich RP fodder.


Fighter (Armor Master) 2
Quick Stats:
AC:22; Touch: 13; Flat 20 | Hp 28/28 | Fort +6, Ref +2, Will +0 | Scrapper

Hi there! I'm some random guy that poked your DM in a PM after googling Zeitgeist games. Apparently he found me and the character I want to use more interesting then not cause he asked me to come over to the thread.

I haven't played with any of you yet, but that's pretty much what I'm used to. I definitely look forward to playing with you guys, having read what you already have! If any of you have any questions for me, about me or my character, please let me know!

For everyone, the character, as the DM picked up, is a touch inspired by Dresden. There's differences of course (he actually can't use any magic at all, for instance, and while his personality is a touch similar he's not anti-authority as Dresden tends to be.) Mechanically he'll be focused on a solid defense and a good offense. I plan on him using a shield, not for bashing, and power attacking! Any questions there I'm also happy to answer.

I do have a couple questions myself, for the DM, and I might as well post them here. Humans get the whole 'skilled' ability, which is an extra skill point a level. What would you like me to do with that? Would that give me an extra background points every couple levels (like 1/4th a level) or an extra hit point per level? I checked out all the alternates and the only one that doesn't give skill bonuses' also replaces the bonus feat, which I'd rather not do! XD

Second, are traits that don't interact with skills allowed by taking the additional trait feat? (I'm going to be taking levels of fighter if Anthony survives long enough, so I'm looking at Defender of the Society as one and one of the fortitude traits as another. Heck, with the skill revamp I might actually change him to fighter right now XD).

Lastly, are there any changes I should make with my character? Mechanically or background wise? I checked out the change in the skill system to backgrounds earlier and will be working on that, but other then that is there anything that should be adjusted?


Anthony Dawson Zeitlin wrote:
I do have a couple questions myself, for the DM, and I might as well post them here. Humans get the whole 'skilled' ability, which is an extra skill point a level. What would you like me to do with that? Would that give me an extra background points every couple levels (like 1/4th a level) or an extra hit point per level? I checked out all the alternates and the only one that doesn't give skill bonuses' also replaces the bonus feat, which I'd rather not do! XD

I'd say just go with the extra HP every level.

Anthony Dawson Zeitlin wrote:
Second, are traits that don't interact with skills allowed by taking the additional trait feat? (I'm going to be taking levels of fighter if Anthony survives long enough, so I'm looking at Defender of the Society as one and one of the fortitude traits as another. Heck, with the skill revamp I might actually change him to fighter right now XD).

If you want to use a feat to buy Additional Traits, go for it. Campaign specific traits are out, though, and I'm not a fan of the Adopted trait. But other non-skill affecting traits? Be my guest.

Anthony Dawson Zeitlin wrote:
Lastly, are there any changes I should make with my character? Mechanically or background wise? I checked out the change in the skill system to backgrounds earlier and will be working on that, but other then that is there anything that should be adjusted?

I didn't do the math, but you probably have more gold to spend, since it's max gold instead of average. Other than that and the skills, everything else looks fine.


Fighter (Armor Master) 2
Quick Stats:
AC:22; Touch: 13; Flat 20 | Hp 28/28 | Fort +6, Ref +2, Will +0 | Scrapper

I do! Was working on average gold originally. Already started to change it over.

Also! Skills are changed over, I think. Tell me what you think, if I got it right, etc. I'm not sure if technological investigator could cover Tech Smith Shopkeepers thing too, but I didn't want to over-extend and seem greedy. XD The first is supposed to cover his knowledge of technology and the local area, as well as his perceptive skills (perception and sense motive) when he's playing detective (as Susan would probably call it). The second is supposed to be the actual crafting, making weapons and armor, as well as selling things to customers, diplomacy and maybe bluff (though he's usually an honest guy.)

And thanks again for letting me join! (I don't think I can say that enough. XD)


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

um... We're all starting with no Traits, right?


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Also, Shouldn't Anthony's Flat-Footed AC be 18, not 17? He'd lose the Dex and Dodge, but those are each only +1. Or am I missing something?


Fighter (Armor Master) 2
Quick Stats:
AC:22; Touch: 13; Flat 20 | Hp 28/28 | Fort +6, Ref +2, Will +0 | Scrapper

You are right! I missed that.


I've been thinking about the game a little bit and thought I should share some important concepts that will affect the game.

This is a collaborative game:
This doesn't just mean I want you to play well with others, though I do. Since I put it out there, I'll let you know that I will almost always side against the person who is being disruptive, IC or OOC. It's a group game, not solo, and we're all here to have fun, so don't be that guy.

That's not what I meant when I started this out, though. I mean that this is a collaboration between you guys and me. This is, theoretically, a living world. Flint is a crowded, busy city. There's a lot of stuff going on that I might not describe in a post. That means you can and should feel free to write in little details that make the scene more interesting.

Anything's fair game as long as it doesn't contradict me or another player's post. Like improv, the default is "Yes, and..." You want to describe the redheaded waitress who's forced to wear a dress so short she can hardly bend over to deliver the drinks? Go ahead. Do you imagine a bunch of little urchins running through the crowd, either playing tag or pickpocketing unsuspecting citizens? Sounds good. Want to describe the guy your PC habitually has tea and plays not-chess with every Tuesday and the tea house where they always meet? Awesome.

This doesn't extend to big things or things with an effect on the course of the game- being best buddies with the lord mayor or having saved the daughter of the magic shop owner so you get a discount or conveniently having a map of the lost part of the sewer system where the bad guys have their lair- but details that make the game a richer and more immersive place to play.

Be aware, though, that whatever you post is something I or other players can play with. If you smack that waitress on the butt it might turn out she's the bouncer's sister and you get banned from the bar. Or those urchins might work for the people you're trying to hide from and let them know where you are. Or maybe your tea buddy's daughter gets kidnapped and needs your help.

If you have a particular backstory or idea of where you want something you made up to go, let me know so we can work together on it. If a particular NPC or place has a strong connection to your PC or you just don't want a couple of particular things to be true about them, let us all know.

Anyway, the gist of it is that you can feel free to describe things and make up things as long as you don't contradict someone else.

On the usage of Backgrounds:
There are a couple of important concepts here. First, Backgrounds are very flexible. Don't just think "Okay, Noble Background = Diplomacy, Knowledge: Nobility, and Ride". Think about how your character's background can encompass whatever skill challenge is at hand. Maybe your character is a pampered noble. But maybe that means she had to sneak out of her room every night to meet the stableboy, so she's an old hand at keeping her balance on a thin ledge, climbing down an ivy trellis, and sneaking from shadow to shadow.

For another example, "Guild Thief" to Stealth is pretty straightforward. But what if you're an illusionist who regularly performs a magic act bending light and manipulating shadows? You might not have Invisibility yet, but "Gnome Illusionist" could apply to that check if you have an interesting enough explanation for it.

Someone asked me if they could use Int to modify Perception checks instead of Wis. I told them that if they could come up with a justification that makes sense then that's what we would use for their PC. This is another part of the flexibility of the Backgrounds system. Not everybody needs to use the same road to get to the same place.

The story is what's important, not the underlying mechanics. The dice are there to help us determine the flow of the story, not prevent us from telling it.

Second- and this is more for me than for you, but you should be familiar with the concept- I want to embrace the idea of Failing Forward. We can assume that all the PCs are exceptional and good at their jobs. Joe knows how to pick a lock. There's no reason rolling a 2 instead of a 12 should mean that he can't do something he's done a thousand times before.

What that 2 means instead of just not being able to pick the lock is that some sort of complication turns up. Sure, Joe can pick the lock, but maybe a guard's coming out that door at exactly the same time. Or Joe the Guild Thief botches his Stealth check; that doesn't mean Joe suddenly forgot how to walk quietly, it means that the princess needed a drink of water and opens her bedroom door without warning and sees Joe.

Failed checks shouldn't derail the progress of the game, they should add complications.

So, those are some things that you should keep in mind. I want everybody to have fun, myself included, and hope that these core concepts will help.


Jaelynn Vance-Saerpheni wrote:
um... We're all starting with no Traits, right?

Yes, no Traits. But if people want to spend Feats on Traits, that's fine with me.


Okay, cool. This all sounds great. And I'm totally dig the idea of complications over failures.

Use of backgrounds is going to prove interesting, though it feels difficult to get started with.

Quote:
Someone asked me if they could use Int to modify Perception checks instead of Wis. I told them that if they could come up with a justification that makes sense then that's what we would use for their PC. This is another part of the flexibility of the Backgrounds system. Not everybody needs to use the same road to get to the same place.

This example actually confused me a bit more.

Operating under the assumption that Class Skills don't exist, is the general rule of thumb that we would roll 1d20 + the relevant Attribute, and then the background comes into play in addition that, when relevant?

As an example - someone trying to do a linguistics check to understand another language is 1d20 + Int. But if their background relates to them being an academic scholar / having worked as a translator, then it would be 1d20 + Int + Their Background Score?

Oh, also, for anyone who minds - d20pfsrd has put up the new Advanced classes, but they aren't listed in the sidebar. If you go to The general "Classes" page you can see them listed under Hybrid classes.


YoricksRequiem wrote:

Operating under the assumption that Class Skills don't exist, is the general rule of thumb that we would roll 1d20 + the relevant Attribute, and then the background comes into play in addition that, when relevant?

As an example - someone trying to do a linguistics check to understand another language is 1d20 + Int. But if their background relates to them being an academic scholar / having worked as a translator, then it would be 1d20 + Int + Their Background Score?

It looks like you've got it. The basic calculation is 1d20 + applicable stat mod + applicable Background vs DC. So for your example, the smart guy PC may have never studied languages (his Background has no possible application to deciphering languages). But he's really, really smart so maybe he could eventually puzzle it out, like a brute force cryptography cracker- 1d20 + Int mod. On the other hand, maybe your dumb guy PC isn't very smart but he grew up in a neighborhood where people of that ethnicity lived. He doesn't speak the language but can sort of remember snippets of the language- 1d20 + Int mod (maybe a penalty in this case) + Background.

Or... maybe your charismatic PC has never studied languages and never even heard of the language before, but knows a guy who knows a guy who speaks languages. That could be a 1d20 + Cha mod + "knows a guy who knows a guy" Background to decipher the text. That might take longer and could lead to complications on a failed check, though, because maybe the translator works for the Family or the Clergy and now they know your business. Or maybe he translates a word wrong and sends you west instead of east (could happen on failed checks above, too).

For my earlier example- Int to Perception instead of Wis- it's basically Sherlock Holmes. He's super smart. So smart that he knows a little bit about the minutiae of everything and can detect deviations very easily, so it's easy for him to notice things that are out of place.

Basically, you can get to the same place through different paths.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11
karlprosek wrote:
YoricksRequiem wrote:

Operating under the assumption that Class Skills don't exist, is the general rule of thumb that we would roll 1d20 + the relevant Attribute, and then the background comes into play in addition that, when relevant?

As an example - someone trying to do a linguistics check to understand another language is 1d20 + Int. But if their background relates to them being an academic scholar / having worked as a translator, then it would be 1d20 + Int + Their Background Score?

It looks like you've got it. The basic calculation is 1d20 + applicable stat mod + applicable Background vs DC. So for your example, the smart guy PC may have never studied languages (his Background has no possible application to deciphering languages). But he's really, really smart so maybe he could eventually puzzle it out, like a brute force cryptography cracker- 1d20 + Int mod. On the other hand, maybe your dumb guy PC isn't very smart but he grew up in a neighborhood where people of that ethnicity lived. He doesn't speak the language but can sort of remember snippets of the language- 1d20 + Int mod (maybe a penalty in this case) + Background.

Or... maybe your charismatic PC has never studied languages and never even heard of the language before, but knows a guy who knows a guy who speaks languages. That could be a 1d20 + Cha mod + "knows a guy who knows a guy" Background to decipher the text. That might take longer and could lead to complications on a failed check, though, because maybe the translator works for the Family or the Clergy and now they know your business. Or maybe he translates a word wrong and sends you west instead of east (could happen on failed checks above, too).

For my earlier example- Int to Perception instead of Wis- it's basically Sherlock Holmes. He's super smart. So smart that he knows a little bit about the minutiae of everything and can detect deviations very easily, so it's easy for him to notice things that are out of place.

Basically, you can get to the same place...

Pretty sure you also add Character level, too. Right?


Fighter (Armor Master) 2
Quick Stats:
AC:22; Touch: 13; Flat 20 | Hp 28/28 | Fort +6, Ref +2, Will +0 | Scrapper

Interesting! And rather ironic considering the text you linked us to described how, with the original skill checks, the different paths could become broken. In this regard though I like it, and I also love the complications angle and the improv angle. (I just finished watching Robin Williams inside the actors studio for a second time, so good timing there with that word!)

I was worried about seeming greedy mechanically, but if I focus just on the story context that shouldn't be a problem!


Jaelynn Vance-Saerpheni wrote:
Pretty sure you also add Character level, too. Right?

Ha! Yeah. 1d20 + stat mod + Background + character level vs. DC. Duh.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Quick question about languages, since we're bringing that up. By the old rules, ranks in Linguistics got you additional languages. Old version of Jae had 8 languages (only one from Linguistics). But how do we learn languages beyond the initial ones from race and/or Int bonus? Backgrounds again?

Edit: Quick reminder, all PCs get Primordial as a bonus language, since that's the base language of Risur. (PG, pg. 16, "Languages and Accents" box)

Edit 2: The languages and Accents box is a little confusing. It says "Ber mixes Draconic, Giant and Common." Does that mean those three languages are spoken in Ber, or that Ber has its own language, mixing bits of those three? I suspect it's the former, since all the other entries seem to be listings of what languages get spoken in that country.

I'm probably only extra confused because the last GM wanted to change all the languages (old Jae has "Elfiavarian" as a language, for example, despite the PG saying "Elfiavar speaks Elvish, plus the Common of their conquerors.").


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

OK, Jae is mostly done, aside from her spell preparation for the day, which is waiting on the day. I can throw up some "standard load-outs," if you want, Karl.

Take a look, let me know if anything needs changing. Basically, she's useless in direct combat, Melee or Ranged, and a soft target (low AC and HP). But she should be killer with skills and some useful magic. Also, she'll look damn good while being useless.

Once we have more cash flow, she'll be a decent batman. For now, she's a female Sherlock Holmes, without the hand-to-hand ability. :-)


I should have my profile up tomorrow - I'm still reading up on the AP info to work some more of it into the background. Free ponies to anyone who can help me come up with a name that isn't "Iroh".


Fighter (Armor Master) 2
Quick Stats:
AC:22; Touch: 13; Flat 20 | Hp 28/28 | Fort +6, Ref +2, Will +0 | Scrapper

I changed Anthony up to a Fighter (Armor Master). Mechanically the only change is he's a little stronger, honestly, and a bit more solid. He won't have as many special abilities, but I originally went Urban Ranger to play a more skilled character and the new background system allows for that anyway, and in a cool way too.

Yoricks, these are possible/probably spelled wrong but...

Akahito was a pretty famous poet...

Hao means Leaf king... I think...

I'd honestly suggest just looking up names with meanings you like if you're going for a character like Iroh. Or maybe make puns in another language based off of food or something!


Fighter (Armor Master) 2
Quick Stats:
AC:22; Touch: 13; Flat 20 | Hp 28/28 | Fort +6, Ref +2, Will +0 | Scrapper

Oh! I do have one question of my own as well! Will the Steamsuit Pilot prestige class be allowed? I have no idea if it was obvious that I was going for it there are hints in his background), but the very first thought I had when I set out to make Anthony was 'what sort of character would get into a Steamsuit'. XD Actually, a broader question if anyone else was looking at them, are the prestige classes from the Zeitgeist book in general going to be allowed?


tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

Yoricks, Behindthename.com is a nice source of name inspiration; you can search by name meanings, too. If that doesn't work, I have the Everchanging Book of Names (which includes various types of dwarf names), and I'm willing to generate a couple of lists for you.


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused
Anthony Dawson Zeitlin wrote:
Hi there! I'm some random guy that poked your DM in a PM after googling Zeitgeist games... I haven't played with any of you yet, but that's pretty much what I'm used to.

My first post since you popped in, so welcome aboard Mr. Random DM-Poking Guy! Don't sweat not knowing anyone; I've had the good fortune to game with all these folks, and take it from me: They're an august group indeed -- not only stellar role players but good people as well. I expect you'll have a great time and make some new friends in the process.

Karl, Ralfael is pretty much buttoned up and transferred to the alias profile. Let me know if you see something amiss or take issue with anything. Thanks!


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Well,

Since, in this game, Dwarves/Drakr are Russian influenced (rather than the traditional Scottish), and since I happen to have a little Russian language training in my misspent youth (As well as some Google-fu)...

Names and Meanings

Afanasi - Immortal
Alek/Alik/Aleksi - Defender
Geni - Well Born
Georgi/Georgy - Earth Worker (Possibly a clan name?)
Grigori - Watcher
Iosif - He Will Enlarge
Maksim/Maxim - The Greatest
Mikhail/Misha - Who Resembles/is Like God
Moisey - Lawgiver (Also: Drawn from the Water)
Nikita - Unconqurable (this one is unisex)
Nikolai - People's Victory
Pavel - Small/Humble
Prokhor - Leader of the Dancers
Sacha - Protector of Man

To play with the food idea...

Kasha - Porridge
Kalduni - Stuffed Dumplings
Kholodets (Or Studen) - Meat Jelly
Kvass (A non-alcoholic drink made from fermented rye bread)
Okroshka - A kind of soup (usually served cold)
Tvarog/Mirosh - A soft, white, unsalted cheese (possibly ironic?)
Sbiten - Traditional Russian honey-based drink, served hot.
Vatrushka - Pastry
Svyokla - beet
Vinograd - grape
Redka/Red'ka - Radish
Kartofel - Potato(es)

Random Russian Words with possibly appropriate meanings:

Druzhina - Elite Bodyguards
Izba - log house
Kulak/Kyulak - wealthy farmer
Silovik - The Elite
Toska - Aching Soul, Melancholy, (possibly ennui)
Poshlist/Poshlost - "This one word encompasses triviality, vulgarity, sexual promiscuity, and a lack of spirituality,"

Buiti/Byiti/Byity - "Being", "to be," in the metaphysical sense.
Bespredel - without limits/lawlessness
Patemoshka/Pochemuchka - Derives from "why?" - refers to a person (usually a child) who asks lots of questions. An endearment.

Sooshnyak - "the cat pooped in my throat" - refers to the dry feeling you get in your throat the morning after drinking too much.

Nedoperapyl - Under-Overdrunk "Drank more than he should, but not as much as he could/would like to have."

There ya go. Not all of these words translate perfectly, and they're not all 100% Russian in meaning/origin, but they work. Use them, or ignore them. At the very least, we can use the food words to describe Drakran food. :-)


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused

Excellent concept, the Russian name thing, Jaelynn!

(I've had beet kvass. It was... interesting.)

YR, I say go with Kholodets Kalduni. Having a dwarven friend named "Meat Jelly Stuffed Dumplings" is just too too. :op

Ralfael's prior incarnation was a Varisian equivalent (homebrew world), so he used Romani ("gypsy") speech patterns (a tradition that will continue). He was a new import to the scenario's location (where, interestingly enough Karl, he joined the town's militia to beat down a common threat). As such he wasn't particularly fluent in Common and would often insert a Romani word without realizing.

While Romani/Romanian isn't Russian, there's a strong commonality, and Ralf's backstory implies it's in use near the west-central Drakr border, so here are a few Romani terms possibly appropriate to a burly fighting-monk dwarf:

Strazhno - Danger
Meska - Bear
Ursari - Bear Trainer
Kertsheema - Tavern (also an inn)
Baksheesh - Good Fortune or Blessing

I'd strongly suggest you double-check any of those you might consider using, though! :op

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