Catfolk

Kelsey Arwen MacAilbert's page

1,359 posts. Alias of Kelsey MacAilbert.


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Wait, you're still around, Shifty? I haven't seen you post in so long, I assumed you must have gotten eaten by a dingo or something.


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Somehow I don't think a corporate storefront and writer's forum is the best place to go around advocating piracy.


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Now Kelsey can eagerly anticipate Far Cry Primal, and Uncharted 4, and Kingdom Hearts 3, and Mafia 3, and some other things. Kelsey does have to wait a while for the new Tomb Raider to release on PS4, but this is an acceptable sacrifice, since she will get it in time and can shelve it next to the new Uncharted.

Kelsey got two free games with the PS4. She got Assassin's Creed Syndicate and Batman Arkham Knight. She also bought Dragon Age Inquisition Game of the Year. She owns Inquisition for the PC, but it runs a bit slow on the lowest graphics settings and she doesn't have any DLC. Buying the three DLC campaigns on PC is $45. Buying the PS4 edition complete with all DLC ever released is $40 plus tax. Kelsey thinks the PS4 version is the slightly better deal price wise, and her performance issues shall also be solved.


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Kelsey's working closing shift today and opening shift tomorrow. This means maybe four and a half hours of sleep and a grumpy Kelsey. Why does Kelsey put up with this? Kelsey's backpack is weighed down by her new PS4.


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mourge40k wrote:
mourge40k wrote:
captain yesterday wrote:
mourge40k wrote:
Foolishly Patriotic 'Murican wrote:

FPM is the only parody alias I have that never gets a Favorite.

Not even from Tacticslion!

Ugh. Can nobody appreciate parody?

Whattaya talkin' about? Looks like every post he has has a favorite!

Oh! Oh! Now do that with all my aliases.

Spoiler alert!

It might take a while, I have a couple, few.

It's okay, I work tonight, so take your time.

Who do you think I am, Tacticslion?

G$* d%+n it, Tacticslion! Why did you have to favorite that while I was at work? The struggle to not laugh hysterically is going to kill me!

EDIT: IF BEING NUDE AT A COLLEGE DOESN'T LAND ME WITH A SEXUAL HARRASSMENT SUIT FIRST.

Oh, are we calling simple nudity sexual harassment now? Well, I'll show you sexual harassment!


*Wakes thread up from overly long slumber*

The information in this post will supercede any information given earlier in the thread if there is a conflict. I started over with my work, and changed a lot of design decisions.

Okay, so I've been preoccupied for, like, forever, but I think I have the gist of the system down. Kind of. I have the alpha version of the first martial class up, but before you look at that, these notes on differences between Kelseyfinder and Pathfinder are important to read:

Google Docs

Now for the Spellslinger class:

Google Docs

I don't know if it'll let you access my hotlinks, so here are links to the spell list:

Google Docs

and boost list:

Google Docs

As can be clearly seen, the Spellslinger is a ranged-focused Barbarian type class with prepared spellcasting and a bit of Magus mixed in. It should appear to be more powerful than a Bloodrager or Barbarian is, as Kelseyfinder classes up the power compared to Pathfinder classes to compensate for the fact that most Wondrous Items and most armor and weapon enchantments aren't available in the Kelseyfinder system. You still get the necessary enhancement bonuses and ability score increases, thanks to Pathfinder Unchained's Automatic Bonus Progression, but not the various magical abilities.

Kelseyfinder will have twelve base classes at first. I am not ruling out adding more later on. The classes are:

Full BAB

Spellslinger
-Hexslinger
Beastheart - Shapeshifters Only
- Mutant (Beastheart archetype for non-shapeshifters)
Rune Warrior
-Sentinel
Commando
-Forester

Medium BAB

Rogue
-Investigator
Technomancer
-Bard
*Shaman
*Alchemist

Low BAB

*Witch
*Runemage (Uses the Arcanist class. Uses power of runic inscription to bind innate sorcery into a more controllable form.)
*Wizard
*Sorcerer

- denotes a planned archetype for the above class. * denotes that I want to maintain backward capability with Paizo archetypes for a given class if at all possible.

Beasthearts are shapeshifters (werewolves, werejaguars, hengeyokai, kitsune, and so on) who tap deep into their own magical potential to cast spells and unlock combat powers. Mutants are nonshapeshifters who can do similar stuff through imbibing mutagens. Martial alchemist, basically. Rune warriors are kinda like Paladins, but without the focus on Good (Kelseyfinder doesn't even have alignment). Technomancers use arcane magic and like technology.


Cort Odekirk wrote:
I'm on and I brought the bedazzled ban hammer.....

ಠ_ಠ

I don't know who you are.


Thankee, if rather belated.

Drinking Kona Longboard Island Lager right now. I do very much like it. Even at almost room temperature, it's pretty smooth and mellow, which works for something that purports itself to be all about Hawaiian flavor.

I'm kind of ambivalent on the Wychcraft, but it could very well have been poor serving temperature (I did room temperature). The Hobgoblin, also at room temperature, was absolutely amazing. One of the best things ever.

I bought some Sapporo Premium, and I think that it's a great beer by cheapish mass market standards. It would never be comparable in quality to a craft beer like my beloved Kona or Anchor, but I think it's great as a budget option if you don't drink the cheap American domestics (I cannot drink Budweiser, Coors, or Miller).


I'll go through my collaction later today to see what could use reviewing.


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I am historically not a review writer. What would be some advice as to how to write them?


Chris Lambertz wrote:
Removed a post and replies to it. Do not discuss circumventing the security placed on our digital products on our site.

Now, that was just crass.


I've tried iBooks, Acrobat, and Winzip's native reader. iBooks seems to be the fastest.


I just picked up the D20 Weird War 2 rulebooks, which, despite the WW2 setting, are meant to run off of the Dungeons and Dragons 3.0 ruleset (this is because Weird War 2 was first published the year before D20 Modern came out), and I can tell I am going to be using them extensively. It feels like a better set of firearm rules than D20 Modern, though I am still making adjustments to fit it to my liking and better conform with Pathfinder norms, such as toning down damage values. With damage scaled back, it looks like a combination of Pathfinder general combat and melee rules with Weird War 2 firearms rules should work well enough. The vehicular combat rules also feel superior, though adjustments do need to be made. The artillery rules it provides are solid enough, as are the air and naval rules. Though I have no plans for a fighter pilot or naval skipper campaign now, it is nice to have the option present itself. Plus lots of useable monsters with a good mix of the magical and the pulpy.


What I need help with is creating the 4th Ranger Division, so that I have a well fleshed out organization for the players. Rangers kill spellcasters, demons, dragons, fae, sea monsters, kaiju, the undead, and various other magical things when the pose a threat, and are split among several infantry units and air wings. 4th Division is distinguished from other Ranger infantry units by the fact that they specialize in aquatic, coastal, and island based operations. This means that their education on the monsters of the world focuses on threats that come from the water, all members are trained divers, and they have the training to do water insertions where that poses an advantage. They can also clear out ships that are infested with something nasty, navigate on the ocean or through an island jungle or mountain, operate in a coastal mountain range, and so on. They don't just know about the ocean, they also know about lake and river based threats. If they aren't busy killing something that came out of the water or handling missions where a water insertion is necessary (something 4th Division is quite good at), they take on "standard" missions, though they almost never operate very far from the coast or islands if they aren't dealing with a lake or river borne threat.

So, those are the basics on 4th Division, but is it enough? I need some details on squad organization (how many people to a squad, who is in the boss, who is that persons’ boss, and so on), a nickname (I originally had "Shark Hearts", but I don't like it), and more details about training. We’ve established that they know how to do aquatic things, but aside from being trained divers, what does that mean? What other tasks need they be proficient in? What other details would players need to know? Can you ask me questions to make me think about this stuff more? Give me ideas?


Small arms typically used in the Republic of Vendalia. A lot of rules are taken from the D20 version of Weird War 2, and I have yet to write formal combat rules, so some portions of the table won't make sense yet. I will explain penetration value. A vehicle's armor gives it damage reduction. Penetration value takes away from a vehicle's damage reduction or, if negative, adds to it. Some vehicles, such as civilian cars, don't have an armor value, in which case penetration value is irrelevant and any bullet that hits is assumed to penetrate (a car door will not stop 9mm rounds). If you take cover behind an object that cannot stop the bullets being fired at you, you only get half the defense bonus from cover (what you do get represents being partially concealed or bullet trajectories being warped).


First gen mini.


I load PDFs while offline, typically.


Okay, I just got every D20 Weird War 2 rulebook. Should have a ton of rules content I can use for this setting, including air, naval, and tank combat for more military focused games, plus more monsters.

Also had the idea that hunger demons take the form of corpses to intimidate and sicken humans. They look like zombies and eat people, but are stronger, faster, and more cunning than any zombie would be. In fact, hunger demons are a more likely enemy for the PCs, because zombie attacks can generally be contained and eliminated by local law enforcement and the Army. They aren't tough enough to require elite troops. Hunger demons, on the other hand, sometimes are.


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I was thinking maybe strip the page art. My iPad loads Paizo PDFs incredibly slow. Low/no art PDFs may be useful for some tablet users.


I still use Libris Mortis, but the addition of human sacrifice as a spell component for all undead raising spells a d class features and the heroic focus of my games means players don't typically use it. Aside from my Legends and Lairs books, the rest is mostly shelf dressing.


After more thought about the overall themes of my setting, I hit on a big one, and it’s rooted in the history of the world. The old gods who existed before the Celestial Bureaucracy were not only incredibly powerful, a lot of them were one mortals who ascended to mythic levels of power. These gods didn’t create the world itself, but they created a lot of the terrain of the world. A lot of volcanoes exist because gods were ripping boulders out of the Earth to use to build stuff or chuck at people they didn’t like, or were breaking mountains. Some valleys are the scars of divine battle. The flying islands of the world (yes, we have those, and people live on them) exist because an earth god was fighting an air goddess, and she halted the rocks he threw at her in midair, where they remain today. Most of this isn’t myth or legend, but rather historical fact. Most of the world’s terrain didn’t get to be its current form from natural processes. During this era, people relied on great heroes (in the vein of so much mythology), usually of some sort of divine or royal blood, to keep the threats of the world at bay.

The Celestial Bureaucracy changed this. The gods were driven away by their so called children who claimed to speak for them, and to this day the old gods remain unable to access the world as they once could, with no mortal able to approach their power and become a god as was one possible. Divine magic was attached to the churches of the demigods. At this point in time, people were kept under a very rigid government and relied on the Celestial Bureaucracy for protection.

So, what we have is two different systems where the masses don’t really have agency, and rely on the powerful few to protect them. This isn’t exactly unusual for fantasy. An extremely common trope is a great empire which falls and leads to a decline in society. My setting has the fallen great empires, but not the societal decline. I can’t speak for all the nations of the world, but our California/Polynesia-esque nation, the Republic of Vendalia, is a parliamentary democracy with universal adult suffrage. Agency is very much in the hands of the masses, at least from the point of view of the law. Elected officials aren’t exactly immune to the influence of the powerful, after all. People have freedom of speech, the right to fair trial, the right to petition the government, freedom from racial, ethnic, gender, sexuality, religious, or other unfair discrimination (well, the government bans such discrimination, but that doesn’t exactly prevent it), and other such rights. Physically and mentally fit adults from any background are allowed to serve in military or law enforcement, barring criminal records (some stuff can get waived, but it depends heavily on what you did and whether there is an impression that you wouldn’t do it again) or other security concerns and subject to the personnel needs of those services. The security forces that do all the demon killing, monster hunting, and dangerous mage control are typically military or law enforcement veterans (usually military) , so the elite warriors like the PCs are drawn from the masses and chosen chiefly based on past security experience and physical and mental fitness, not on their pedigree. Plus, we are fully industrialized, with the attendant massive rise in healthcare standards, plentiful food, disposable incomes, and the like. You can’t exactly call that societal decline. The masses are now responsible for handling threats themselves, and with the industry they invented they probably can, even without the epic magic their forebears had.

Basically, a big theme of the setting is that, despite all our flaws, humans can protect and provide for each other without needing some divine being to come and do it for them in exchange for servitude.


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I blame Cosmo for the website crashing when I wanted to buy stuff. Now I have to wait until after work.


I have to right an essay on a Trans civil rights issue, and it cannot be bathrooms or name changes. Any ideas?


Kobold Cleaver wrote:
It's almost as bad as the Californians.

Wanna take this s*@$ outside the candy store, punk?


I'm too much of a haggard college student to put faith in an ability to meet deadlines. Or organize anything around publishing, really.

Should have more info on the setting in a few days as long as my professors don't pull any surprises.


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At the moment, I feel like it is a good time to talk about what I want my world to feel like in terms of visual and storytelling themes, rather than describing specific nations, territories, history, or what have you. In essence, I want to talk about the overall purpose of the setting. This is a roleplaying game setting, which I designed with a modified version of the Pathfinder system in mind, but which could be ported over to Dungeons and Dragons 3.5. As such, this setting is designed for long term use over multiple stories with many protagonists, and the rules of the game do influence my worldbuilding choices.

I suppose I should start with the overarching theme of the world. Since this is a roleplaying setting, the most important thing is what the player characters are doing. The role of the player characters can be summed up in a quote I am quite fond of, whose author is unknown:

"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."

As I build my world, I am noticing that I have a definite tendency to create a setting that is optimistic, and in many ways a place I would enjoy living. This is quite at odds with the need to provide a plethora of problems for adventurers to address, and the solution I came upon is to not have adventurers. I do lean towards high technology levels and centralized governments, and the police aren’t necessarily fond of vigilantism. I also imagine that a centralized government which exists in a world where spellcasters, demons, dragons, fae, sea monsters, kaiju, the undead, and various other magical things exist openly would have people trained to deal with them when they pose a threat. Otherwise, the world wouldn’t be a particularly pleasant place to live. This is a perfect role for the player characters, as it provides instant and unlimited motivation for conflict. They go out and fight monsters because they are the government agents tasked with doing this. The world seems so pleasant because brave men and women stand ever vigilant, constantly fighting, bleeding, and all too often dying to keep the dark side of the world contained.

As to the cultural flavor of the world, I am used to most of my fantasy being Western European or perhaps East Asian, but I wanted to move beyond those roots while still embracing them. I do this by taking a lot of inspiration from my native California. I based the terrain of my most focused-on country on the US West Coast, along with a lot of cultural elements of the setting. I really like a California/Cascadia focus as opposed to the standard Western Europe or East Asia focus, because California easily accepts Western European and East Asian themes at the same time, whilst leaving room for more. Mixing British, Mediterranean, East Asian, Southeast Asian, South Asian, American Indian, Latin American, Polynesian, Middle Eastern, Germanic, and African themes together in something highly reminiscent of California feels completely right to me. The idea of California based fantasy does suggest a high degree of multiculturalism and a mostly immigrant or immigrant-descended populace, and the variety that provides is wonderful. I do include a much greater East Asian, especially Chinese, influence than real life California had, to the level that people speak a creole language based primarily on English, Chinese, and Spanish with influence from several other languages, notably Italian, Japanese, and Greek. There isn’t a majority racial group at all, with Western Europeans and East Asians being neck and neck as to who is a plurality of the population, and a significant portion of the population is neither.

When it comes to technology, I bundle it together with art. I do this because I tend to decide my technology based on what looks cool, making it in effect a matter of artistic desires. As such, the prominent visual artistic elements and the prominent technology are somewhat interrelated to my mind. Though I prefer a very high technology setting, based largely within 20th Century technology as opposed to Medieval technology, I have about as much an eye towards avoiding anachronisms and accurately depicting the time period my setting is based off of as Dungeons and Dragons has. A lot of technology is heavily used because I thought it looked pretty and no other reason. For example, I like trains. The dominant style of train is based on the early EMD F series, such as the F3. This is because the F3 is downright gorgeous:

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When I think of transportation in my setting, that is one of the first things I think of. As an urban planning student focusing on transportation, I think about the subject a lot. I really like public transit, so, while my setting most certainly does have automobiles and airlines, trains, streetcars, subway, and busses are all big. And the old PCC streetcars aren’t exactly bad looking:

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My setting most certainly has these. Even a 1950s Greyhound is a looker:

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Yet another thing for my setting to borrow. A pattern is forming with my choices of vehicles, of course, and it continues with cars:

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A clear image is coming along, in which is is very much a 40s-60s setting in terms of technology. Might as well match that with popular culture. That means early rock & roll and surf rock. Elvis and the Beach Boys are obvious inspirations, though I imagine some East Asian elements have crept in. Also major Mexican inspiration. This boils over to food, too. Modified versions of Chinese and Mexican cuisine are not just ubiquitous, these modifications form a recognizable national culinary tradition. This is still very much in development, however. I’m trying to put a lot of thought into what an Anglo-Sino-Latin creole should look and feel like, and most of the research isn’t done yet. Pop culture needs to be much more than just Elvis and surfing (That isn’t even any sort of innovation, really.), and actually have some unique aspects to it that real life California lacks, and it will when I’m done. I have decided that redheads do face serious discrimination and that ginger is a serious slur. There something a tendency to assume anyone with red hair must be a Tiefling, and Tieflings are not treated well.

Airplanes, and here is where I started doing weirder stuff. All aircraft use propellers or rotors, because I think propellor driven airplanes are sexy in a way jets just aren’t. Especially the Corsair.

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I love it so much, I wrote dragons in such a way that the most effective way to fight them is a spellcaster piloting a fighter. Dragons versus wizard fighter pilots in Corsairs. Yes.

I also really like hueys. So we have helicopters kinda like that. Also flying boats:

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I love Catalinas. Great if you have a bunch of widely spread out islands that aren't heavily developed. Which can be worked into the whole California concept. No reason we can't have a huge offshore island chain that is so rugged that the population is very dispersed. Can base off of Hawaii, but way bigger.

Weapons-wise, assault rifles, shotguns, and such are pretty ubiquitous. Tanks are about mid-50s level.

On the subject of magic, I wrote it in such a way that enchantments have to constantly be recast, because they don’t last. This makes maintaining magic items extremely difficult. For government agents who themselves have some knowledge of magic (even a Fighter knows something about ki, which is inherently magical) and the resources of the government, this is not an insurmountable problem, but in industrial capacities magic is used to do things in the moment, not to create items that are themselves magic. Enchanted items are the playthings of the rich, who can afford to maintain them. In fact, wizardry itself is the province of the rich and powerful, because they can afford the necessary instruction. Sorcery is inborn spellcasting ability, and do to the law of numbers, is associated with the lower income masses. It is also dangerous, with the modern day being the first time Sorcerers were more likely to survive to adulthood than blow themselves up during puberty. Needless to say, people find them scary. Sorcery is as old as civilization, but wizardry is fairly new. Potions last far longer than enchantments, which gives them a far bigger role in society. Alchemists are more common than actual spellcasters are, and it is common to see a nonmagical object powered via magical alchemy. There are also divine spellcasters, who practice a magic passed down from the long disappeared old gods to their priesthoods. Those who practice this magic outside the priesthoods are witches, and while they aren’t executed anymore, historically they were, as practicing such magic without proper sanction was a grave offense indeed. Raise Dead, Resurrection, and Reincarnate are all outright banned, except for the Reincarnate Druid's class feature (Reincarnate Druids don't die when they reincarnate, though. Their soul is too slippery for Death to grasp, so they go back into the world. Seriously considering a Rogue version of this, because flavor. "I'm so quick, sneaky, and agile, not even Death can catch me!".). The basic idea is that once Death takes a soul, this is literally nothing anyone can do to ever get it back. It is far beyond the power of mortals. However, it takes a few minutes after the heart stops before the soul departs. If you can get the character's HP above the death threshold in that timeframe, their heart will start up again and they will survive. This has to be done with one spell, not multiple spells. Since every minute is 10 rounds, which is a lot in this sort of emergency, a fallen PC is much more likely to be revived than lost permanently.

Religion in this setting is complicated. At one point there were gods, yes, but people don’t know where they went. They were replaced by the Celestial Bureaucracy, who took control of the priesthoods as the so-called children of the gods. This organization was headed by these demigod figures and their angelic armies, and kept humanity (elves, dwarves, magni, orcs, and others are all subspecies of human) safe from demons, dragons, fae, and other threats in exchange for service and obedience. The especially loyal were taught the secrets of divine magic. Though it kept humanity safe as best as it could manage, the Celestial Bureaucracy was a totalitarian organization that saw people as pawns to be used to acquire power, had massive factionalism and infighting issues, did not seem overly concerned with getting thousands of humans killed in wars between demigods, was hard into racial determinism and not into giving people freedom to choose their own destiny, gave the churches of individual demigods a massive amount of control over people's daily lives, and was absolutely brutal in suppressing any form of dissent. Eventually these shenanigans went too far, and the Celestial Bureaucracy was broken, most of the demigods were killed, the angels were stripped of their powers and forced to live as humans, and humans were left ruling over themselves. For the first century and a half, the demons and fae lacked the power to be too much of a threat do to how long the Celestial Bureaucracy had spend grinding them down, but they've had time to regain their strength with the organization destroyed. Which is exactly why the player characters are needed.

With the fall of the Celestial Bureaucracy, the priesthoods maintain faith in the old gods (it is known for a fact that at some point they were real, after all), and many people do continue to worship, but agnosticism and lack of faith that the old gods will ever return are common, as well as questions about whether their return would actually be desirable.

As it stands, Elves and Gearforged are the races I have put the most work into by a wide margin. With Elves, I really wanted to touch on the whole forest living aspect, but I also love the idea of bohemian city Elves hanging around coffeeshops being hip but more reasonable than their effete reputation gives them credit for, so I took on both images. Since my friends and I are mostly LGBT, we do tend to bring those themes into our games, which is why I put so much thought into Elven sexual mores. I wanted them to not be totally accepting, because bigotry means story fuel, but I wanted them to be bigoted for different reasons.

Elves are the children of the Sun, open and energetic. They are sociable and full of ideas, and their art is characterized by bold, broad strokes, brand new ideas, and bright colors. If you look at their treetop cities, they show little planning or subtlety. Elves throw up what looks cool and what is nice to live in, and have a thing for bold architecture. Elven social interactions are pretty direct, and elves can be considered somewhat flighty. As a race with magic in their veins, they are more likely have the blood of a sorcerer than any other race except the drow, and sorcerers make up the majority of Elven arcane spellcasters. With the advent of industrialization, urbanization, explosive population growth, and technology such as trains, running water, and cars, Elven cities have proven quite inadequate to housing a modern population. The rich can keep their cities as they traditionally have been, at the cost of shutting the poor out to slums that aren't even able to provide the poor quality of life one could find in slums in non-forest dwelling races. This has led to a big rift between those who get to live in the beautiful tree cities and those who don't, and massive numbers of Elves are leaving the slums for the cities of the Magni, Dwarves, and Drow. Hence there is a split between Aboreal Elves and City Elves. Elven society preaches environmentalism, though City Elves would say that Aboreal Elves don't know the first damn thing about environmentally friendly city design and that forest cities just aren't sustainable and can't be the basis of Elven society anymore, whereas Aboreal Elves would concede past mistakes and talk about the need for smaller populations and a less technologically reliant lifestyle while deriding the places City Elves live as wasteful, concrete Hells with no connection to nature. Elves value education, but not formal schooling. They like their learning in pieces the size of their attention spans.

They are commonly considered promiscuous by other races, which doesn't fully reflect Elven sexual mores. Elves do attach a degree of importance to sex, but they don't restrict themselves to one partner, even though they practice monogamous marriage. Elves feel that love naturally comes in a spectrum, and your spouse should be that person you love above all others. Having sex with someone other than that spouse is both acceptable and perfectly normal (in fact, it'd be seen as unjustly controlling and a sign of an abusive relationship for an Elf to demand their spouse not have sex with other people), but giving another partner more love and attention than your spouse is adultery, which is an extremely serious offense that will ruin not only a marriage, but one's friendships and other romantic relationships. Divorce has a huge social stigma attached to it. Gay sex has no almost no stigma in Elven culture, as Elves don't see any problem with a man having a male lover or a woman having a female lover, but being exclusively homosexual leads to a lot of anger and ridicule from other Elves, and gay marriage is considered downright ridiculous. Many Elves do not accept the fact that some people do love others of the same gender as much as one loves a spouse. Other Elves don't understand why a gay man wouldn't just become a woman. If a child is born to the union of an unmarried partner and a married partner, the married partner gets full custody and their spouse is considered the opposite sex parent of the child. Elven society teaches that spouse should raise the child as their own without stigma, though society's rules aren't necessarily always followed. The unmarried partner has no parental rights and is not considered related to the child in any way. If both lovers are married, one must get full custody and the other will not be considered related to the child at all. Traditionally the family with fewer children will get the child, with the mother's family getting the child if both have the same number of children. If that arrangement is somehow unworkable, the two sides either come to an agreement as to who's child it is (joint custody would be considered unacceptable) or it turns into a court fight. If both lovers are unmarried, they either get married or the child is taken away and given to a suitable family. A gay couple would never be allowed to raise a child.

Male to female or female to male gender transition has little stigma, but Elven culture does not understand the fact that somebody can be born with the body of one gender and the mind of another. To an Elf, a person who transitions is changing their gender (which most Elves don't see as bad, just weird), not bringing their body over the gender of the mind. Elves do have poorly defined gender roles, as feminine acting men and masculine acting women aren't stigmatized, but they have a feeling that everybody needs to identify with one or the other, even if they can't explain exactly what feminine or masculine is.

Elves are a bit shorter than Magni (think Earth people), and only have body hair on their scalp. Their ears are noticeably pointed, and actually droop or perk up slightly based on emotion. They are light skinned, with red, pink, brown, blonde, orange, green, blue, black, or purple hair and blue, green, brown, orange, or purple eyes. Lighter hair and eyes are more common than darker hair and eyes. Faint colored stripes or spots are not uncommon, though not in the majority either, and can come in any color.

In contrast to their elven cousins, Drow are more methodical about things. They have the same artistic bent as Elves, but spend more time on small details. Their artwork uses fewer strokes and colors, focusing more on high levels of detail, relationships between all the elements, and deeper meanings. As a race that is largely urban, they are known for helping produce a lot of fine, meticulously planned architecture, but don't work with big and bold unless they are decorating something the Dwarves built. Drow and Dwarves as groups tend to get along relatively well, with a long history of cooperation. This can be said of Magni to a somewhat lesser degree, whereas relations with the Elves tend to be rather neutral at the group level, despite the obvious connection between the two races. They like things moderate and functional, but elegantly attractive. They aren't so direct in conversation as Elves, but aren't horribly secretive, either. They have the same slant towards sorcerous blood as Elves, but their more meticulous brains tend to lend them to the path of the Arcanist. They are of Elven height and have the same lack of hair besides that on their scalp. They have black or very dark grey, blue, or purple skin, white, silver, or pale blue, purple, or grey hair, blue, grey, silver, or purple eyes, and the same large, sharp, and expressive ears as Elves.

In my world, to animate a construct with actual human emotions, one needs to consume somebody's body and use the energy to wipe the soul clean. This creates a soul that lacks any memory of its previous life and personality, but because the body is consumed it needs an artificial one. The soul needs to be instructed as to how to act, much like a child, but grows far, far faster, reaching adulthood within a year or two. Whether a Gearforged retains traces of its past personality or not is a matter of much debate. It is known that if a murderer becomes a Gearforged, the Gearforged will probably not become a murderer, but some believe little traces of past personality remain. Good luck proving it, though.

The nation of Vendalia, along with a couple other nations, create almost all the Gearforged in the world. They do so out of a heavy distaste for the death penalty. These governments have come to the belief that it is more humane to use a murder or rapist to create a new life with potential for good than it is to just hang the condemned. The Gearforged are schooled in the basics of moral life for a year or two, then released out into society as free individuals, hopefully to contribute more than their forebears.

Gearforged start out with a very basic skeleton for a body, and add parts as they "grow up" and decide what they want to be like. Gearforged usually have a gender (in that they tend to gravitate towards either a masculine shaped or feminine shaped body, and think of themselves as male or female), but they aren't created with one. Why they tend to have a gender is up to debate, especially since the gender of a Gearforged is not connected to the gender of the condemned that created them, and there are Gearforged who do not fit within the gender binary. A Gearforged cannot be used to create another Gearforged. After about 80 to 100 years, the soul will die.

I do think the existence of the Gearforged brings up some very interesting moral questions. The existence of Gearforged basically stems from the idea that it is better to use a condemned criminal to create a new person with potential to fit into society than it is to just execute said criminal. If this idea is accepted, how far does it go? How bad does a person have to be before it becomes better to create a new person than to try and reform the existing person? There is some pretty big potential for egregious abuse there. What about people who think that maybe the mentally ill or disabled should be used to create new people with more potential? I would call such thinking completely reprehensible, but if someone in power likes the idea, some really bad things could happen. On the face of it, the idea of creating new life instead of just hanging someone may sound more humane to those uncomfortable with the death penalty, but it can be horribly misused. There is also the argument that the process is still an execution, just fluffed up to look like it isn't, since the condemned ceases to exist. All of this is excellent story materiel, of course.

There are also some societal issues. You raise a Gearforged to adulthood and let them into the world, but now what? They have no family. They can't have children. Their community is their fellow Gearforged, so they have to support each other. Since they come from criminal stock, many distrust them (though others look at them with hope that a better way to deal with violent crime now exists). What do they do with their life? I imagine a lot join the military, because it's a way to find purpose in life, have a steady income and a place to live, and feel appreciated by society (soldiers are relatively well respected in Vendalia), and because the military actively targets them in recruitment efforts (Reduced sleep needs, durable frames, immunity to disease and poison, don't get fatigued easily, and don't need to feed them? Army's definitely interested. The fact that a lot of them are lost and searching for purpose, and therefore easy for a charismatic recruiter to talk into enlisting, is icing on the cake.). When a Gearforged fresh into society hears everything the military is targeting directly at them, it has a tendency to look rather attractive.

On the subject of Dwarves, I am thinking of them as a race known for their hospitality and general approachableness, and hold their arguments and grudges behind a veneer of politeness (Not to say that all Dwarves are vindictive, secretly malicious, or unable to let things go, because that's an outright falsehood, but those that do have beefs conspire in private rather than bringing them out in public. Dwarven politics can get extremely nasty without the quarreling parties ever seeming anything but friendly towards each other to an outside observer.). On the one hand, Dwarves are always welcoming to a guest, and the key component of measuring one's level of wealth and success is how much one can afford to spend on gifts and feasts. They are a race known for building big things, but outside of grand sorts of projects they don't have a reputation as scholars. When it comes to arcane magic outside of Alchemists (the most common magic user setting-wide, because potions last in a way enchantments don’t), Dwarves lean towards Wizardry (fits their grand works style of creating things, as Wizards have more sheer power than Rune Mages or Divine casters), and aren't any less likely to produce arcane casters than anyone else. Dwarves do mine plenty, but don't actually hail it as the, or even primary, way of life, and the majority of Dwarves aren't miners.

The Magni are most common race in the world. Make up the majority of the population in Vendalia by a large margin. They are of a wide range of heights, and skin color generally depends on ethnicity. They are noted primarily for not having their own culture, but rather being split into countless different cultures. This is extremely rare, as races such as the Elves, Drow, and dwarves have just one or two cultures, even across multiple ethnicities and languages. This makes it almost impossible to generalize about Magni, other than that they are a bafflingly diverse people who can’t seem to live a few hundred miles apart without forming an entirely different culture for no reason the Elves or anyone else can figure out. The one generalization that can be made is that they do tend to have a lot of endurance and very good senses of direction, traits that allow them to expand wherever ambition takes them. This in turn has led to some Magni feeling their race is obviously superior to others, using their global spread as evidence. Some governments use this idea to form policy, which does not lead to good things.

Seraphim are the descendants of angels forced to live as humans. They are about 5’10” on average for males and 5’6” on average for females, and tend to be sturdily built. They have well tanned skin, metallic or jewel colored eyes, brown or black hair, and magnificent feathered wings, usually white or brown (other colors are not unheard of). Each wing is about as big as the Seraphim is tall. Seraphim used to be able to fly, but the demigods stripped that ability from them during the fall of the Celestial Bureaucracy, while leaving the wings to remind them of what they lost. Now, their wings are heavy and don’t curve enough for proper lift generation. Many have turned to magical and technological solutions to this problem, but have only found solutions that work for rare and very skilled individuals, not something that can be applied to the race as a whole. As a people, they tend to do their best to integrate into society, though their appearance makes them stand out. They usually live in cities, and there is a high cultural emphasis on work. Do to their wings, they tend not to do factory work that requires fitting into small spaces. They are commonly scholars, engineers, lawyers, alchemists, or wizards. A lot of them find the idea of becoming a pilot extremely attractive, to the point that a lot of people on airfields or aircraft carriers quip that you can’t swing a stick around without hitting a Seraphim in a flight suit.

There is also the phenomena of people so interbred that they have no discernable race, which is becoming increasingly common. These people have a character “race” they can select that makes them the most versatile of all races (even the Magni have fixed stat modifiers at +2 Con, +2 Wis [no race has a negative stat modifier]). There are Orcs (not an evil race) and some other races I haven’t got to yet. There shall be Catfolk.

A demon is an emotion with a physical form. Just one emotion. A succubus feels only constant lust, and nothing else. A rage demon only ever feels anger. It's why demons can't really be called evil, despite being a constant threat. They literally cannot comprehend how to be anything but what they are. They can fake emotion, and do spawn with humans, but they don’t actually feel or even much think. They do as they are programmed to do without being able to consider why. In fact, humans don’t know why they do what they do unless a human spellcaster or other magical being dominates a demon. Don’t even know why they want half-human babies. A fae has more emotional depth than a demon, but is still narrow in what it is capable of feeling. They do tend to be rule driven, but their rules can seem rather chaotic and perplexing, and some fae seem to follow rules that encourage chaos. Some are relatively benign or even helpful, but dangerous if crossed, while others are just bad. There are some that steal children. Like demons, fae are usually made, not born (with several exceptions), and therefore have a much more fixed personality than a human (a gnome will act as a gnome acts, because gnomes are made and lack any sort of genetic variation). Incidentally, the argument has been made that the Celestial Bureaucracy's problem was in trying to treat humans as if they were fae, which, if true, would be problematic in that humans differ from each other and fae do not. It would explain why the Celestial Bureaucracy believed in racial determinism so much, as such an attitude could work if you were dealing with fae instead of people. People don’t know what dragons are, just that they have been around longer than anything else except possibly the gods, have a deep wealth of knowledge, possess powerful magic in true Dungeons and Dragons style, and they are easily provoked. Most of them aren’t immediately hostile, just aloof and largely isolationist, but there are a lot of dragons in the mountains, and enough of them try to exert dominance over humans to make dragonslayers a necessity.

So, there is some of the basic theme and flavor. Do ask questions. Questions are great. They provide ideas by making me think about stuff. Need ideas for what to write next, and whether there are some broad themes I haven’t hit yet or if I should start getting into specifics.


I have heard that Nordic countries understand licorice, but I have yet to try theirs. I usually get mine from Australia. I get the black stuff, not the fruit stuff. Licorice needs to be black to be licorice.


Twizzlers taste like plastic, Red Vines taste like sweetened plastic. Don't touch that stuff. It's gotta be a black licorice imported from Australia, or maybe the Netherlands. See's is okay, but expensive. Most people I know hate black licorice, but it's one of my favorites.


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Tels wrote:

Dah... fuh... gah... Grrr!

Dragon78 wrote:
I really interested in this book's versions of the monk, rouge, and summoner.

Rogue = sneak attacking skill class in d20 RPGs

Rouge = make up to make your face pinker i.e. blush

Dishonor!
Dishonor on you!
Dishonor on your cow!
Dishonor on your family!

Now I want to play a Moulin Rogue.


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Few magicians are actually able to cast spells. In everybody lies some sort of primal magical energy that isn't really understood. Some people can consciously manipulate this energy, focusing it into a power called ki, others use it to keep magical energy under control (allowing them to become spellcasters), and Barbarians can let this power loose, but most use it unconsciously. By training extremely hard, by being extremely motivated, or by being scary smart, one can become so good at something that they tap into this power, allowing them to transcend human capabilities. This sort of person is still a magician, just not a spellcaster. Any player character who doesn't use spells or ki falls into this category. The main result of this system is that Fighters, Rogues, and the like work off of anime/wuxia rules of physics. Which is why a properly trained swordsman can cut bullets in half and pose a legit threat to someone with an assault rifle - they are literally using magic to achieve that.


I liked the filler. At level 16, I just began the whole Empress Celene assassination plot (I'm Dalish, so I shall of course let her die), haven't even started the Grey Warden plotline, haven't been to crestwood, the Western Approach, or Emprise de Lion, haven't dealt with the darkspawn in the Storm Coast, and have only done one personal quest. To be honest, I'm only handling the Celene plot now because I ran out of war table missions, and need to open up more so I can have them going on in the background while I do more filler.


What might be the proper serving temperature for English beers, specifically Wychwood's Wychcraft and Hobgoblin?


The Andorran Paladin who grew up in a nation that values ideals like democracy and free speech. This has led her to see public criticism of rulers as a virtue and a necessity for a well functioning society, and she is very suspicious of the idea of hereditary rule. She does not get along well with nobility because of this. Experience has taught her to couch her criticism in faint praise and euphamisms rather than bluntly spitting everything out, but she remains very willing to share her objections. She just prefers to do so via diplomatic insults and sarcasm, and has a generally sardonic attitude. At the same time, she's seen Andorran stray from its ideals of protecting the poor in favor of serving the rich, leading her to become somewhat jaded. Her priority is to serve the poor and downtrodden that the rulers seem to want to ignore, and she does love exposing corruption. She's all for law and order, but the law needs to be applied fairly and for the benefit of all. Nobody can be allowed to be above it.


I think this is incredibly subjective if you aren't using a published setting that explains these issues. I personally think raising undead should be a very bad thing because flavor, so I added in a logical reason for it to be bad since I don't use alignment and don't have a bunch of gods dictating morality. It is bad because I decided the flesh, blood, or organs of a human sacrificial victim is a necessary spell component for raising undead in my setting. It is a flavorful and logical explanation for why it would be a very bad thing to do. I also reclassified healing magic as Necromancy, because Necromancy is simply the magic of life and death. Raising undead is very bad, yes, but there are more benign forms of Necromancy, and healing is one of those.

In Golarion, it's bad because good and evil are tangible forces with actual definitions, rather than subjective social constructs. No real reason aside from it being evil is really necessary when evil itself has actual power in the world.


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I think my sides left orbit.


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You know what kind of sucks? Oversensitivity to strong flavors. A lot of Autistic people have this, but I have it worse than most. I have to be extremely careful about tasting anything I didn't grow up with, and I grew up with processed frozen food and fast food, so I only eat very mild things, and if an ethnic cuisine hasn't been Americanized it might well make me sick. I can eat Americanized Chinese food amd stuff like that, at least.

It's part of why I love the Japanese. Most of their cooking is so mild that it tastes just right to me.


DM Barcas wrote:
thejeff wrote:
DM Barcas wrote:
Paladin of Baha-who? wrote:
True, but it's gay marriage that's brought this to a head. Abortion and contraception has had a slow but steady movement in favor of the right wingers. Gay marriage has had the opposite, especially in the last few years.
The recent push of the last few years has been because of a few corner cases that were well-publicized as the government being willing to destroy one's livelihood for unpopular opinion. One would think that twenty years of RFRA laws being enacted with minimal issues would have provided guidance for how to write and pass such a law, and how to respond to it.

Are you actually suggesting there is no wide scale opposition to same-sex marriage (or in fact civil unions or pretty much any gay rights in general)? Or that such movements aren't supporting these new laws?

That this entire thing is about worries over a few cases of government overreach?
I think these specific laws (Indiana, Mississippi, the other current proposals) were largely in response to that particular situation. I'm not sure you understand the level of anxiety the thought police induce. The absurd degree of disproportionate response to someone not wanting to bake a cake or photograph a wedding - an attempt at destroying their lives - is the particular impetus for this particular set of laws.

I don't see how this law would protect them. What wrecked them was the massive public backlash against them, not the lgovernment stepping and telling them to provide the services. This law isn't going to do anything about public outrage. Whether the outrage was disproportionate or not, the consequences aren't being addressed.


Holy shiznit. My grandmother told me to my face that she is bigoted towards Indian people, and certainly wouldn't let an Indian-American doctor treat her.


Aranna wrote:

This is why I think you are overreacting to the Law. It is just a push back against all the protections being given to everything BUT religion. A LOT of people just want assurances religion isn't going to become the big legal target for anyone with an issue and this helps protect them. Religion is at least as deserving of protection as skin color is. All you out there waving flags saying a new wave of runaway discrimination is sweeping the land are ignoring many many facts to reach that conclusion. Look at the lists of states and communities where this is already law, is there any more discrimination than before? Nope. So since this REALLY isn't about stopping a new surge of discrimination what is this about? Maybe this is really about wanting religion torn down.

Religion is and long has been a protected category alongside race and gender. Every single jurisdiction, including those that forbid LGBT discrimination, also forbids discrimination on the basis of religion. So, just what protections does religion not have compared to everybody else?


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This is all the argument I need against allowing businesses to discriminate. I'm perfectly happy letting people's ability to know they can shop as they desire regardless of race, sexual orientation, gender identity, religion, or nationality override the freedom of businesses to decide not to sell to certain groups.


Drejk wrote:
Kelsey Arwen MacAilbert wrote:
I feel like a little kid from reading this exchange.

I might be playing RPGs almost as long as you live (but I might forgot how much time has actually passed since you mentioned being 21 in one post - was that a year ago or two? That might have been a post about future plans and not actual age to complicate it further).

I have certainly played with people who weren't born before I started playing rpgs.

Might have posted that a couple years ago. I turn 24 in less than a month, and I was 20 when I started posting at Paizo.


Freehold DM wrote:

Which beer is this?

I like Japanese beer. will need one after today.

Sapporo Premium. It isn't bad for a cheap mass market beer.


You know you live in a globalized society when your cheap Japanese beer was brewed in Canada.


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I feel like a little kid from reading this exchange.


Come to California. We allow pretty much anyone to apply for a liquor license (And do they. It feels like every place that sells packaged food has a liquor section.), and we don't restrict licenses by type. If you have a liquor license, you can sell anything that's legal in the state, and almost everything 160 proof or under is legal here. Can sell from 6 AM to 2 AM every day of the year. The tax is a 5 cent bottle and can deposit plus the normal sales tax.

When it comes to drinking, Cali has it good. I can walk to the grocery store and get a fifth of Captain Morgan for 15 or so. That's living.


I was at Bevmo, and they had something from England I've been wanting but can't find and can't ship in. Yes, they had Wychwood. I only had money for two, so I got Wychcraft and Hobgoblin. They do carry Scarecrow, so someday I will have to return to try more.


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I'm on a bus. I like this bus. I can totally zone out and not pay attention to the road because I'm busy texting, and who cares? I can also get drunk and Still get places safely. I got disposable income, too, because I don't buy gas or insurance. So I can give Paizo more money. Public transportation for life (No, seriously, that's why I study urban planning).


.38 Special - Trooper With an Attitude. Amazing for Neo-Westerns.


My setting has the Gearforged, which are a Pathfinder compatible third party version of Eberron's Warforged. I did write my own backstory for them, as they were not created to be soldiers. So, I have altered the fluff of a fluff altered version of a nonstandard but commonly used race :P

In my world, to animate a construct with actual human emotions, one needs to consume somebody's body and use the energy to wipe the soul clean. This creates a soul that lacks any memory of its previous life and personality, but because the body is consumed it needs an artificial one. The soul needs to be instructed as to how to act, much like a child, but grows far, far faster, reaching adulthood within a year or two. Whether a Gearforged retains traces of its past personality or not is a matter of much debate. It is known that if a murderer becomes a Gearforged, the Gearforged will probably not become a murderer, but some believe little traces of past personality remain. Good luck proving it, though.

The nation of Vendalia, along with a couple other nations, create almost all the Gearforged in the world. They do so out of a heavy distaste for the death penalty. These governments have come to the belief that it is more humane to use a murder or rapist to create a new life with potential for good than it is to just hang the condemned. The Gearforged are schooled in the basics of moral life for a year or two, then released out into society as free individuals, hopefully to contribute more than their forebears.

Gearforged start out with a very basic skeleton for a body, and add parts as they "grow up" and decide what they want to be like. Gearforged usually have a gender (in that they tend to gravitate towards either a masculine shaped or feminine shaped body, and think of themselves as male or female), but they aren't created with one. Why they tend to have a gender is up to debate, especially since the gender of a Gearforged is not connected to the gender of the condemned that created them, and there are Gearforged who do not fit within the gender binary. A Gearforged cannot be used to create another Gearforged. After about 80 to 100 years, the soul will die.

I do think the existence of the Gearforged brings up some very interesting moral questions. The existence of Gearforged basically stems from the idea that it is better to use a condemned criminal to create a new person with potential to fit into society than it is to just execute said criminal. If this idea is accepted, how far does it go? How bad does a person have to be before it becomes better to create a new person than to try and reform the existing person? There is some pretty big potential for egregious abuse there. What about people who think that maybe the mentally ill or disabled should be used to create new people with more potential? I would call such thinking completely reprehensible, but if someone in power likes the idea, some really bad things could happen. On the face of it, the idea of creating new life instead of just hanging someone may sound more humane to those uncomfortable with the death penalty, but it can be horribly misused. There is also the argument that the process is still an execution, just fluffed up to look like it isn't, since the condemned ceases to exist. All of this is excellent story materiel, of course.

There are also some societal issues. You raise an Gearforged to adulthood and let them into the world, but now what? They have no family. They can't have children. Their community is their fellow Gearforged, so they have to support each other. Since they come from criminal stock, many distrust them (though others look at them with hope that a better way to deal with violent crime now exists). What do they do with their life? I imagine a lot join the military, because it's a way to find purpose in life, have a steady income and a place to live, and feel appreciated by society (soldiers are relatively well respected in Vendalia), and because the military actively targets them in recruitment efforts (Reduced sleep needs, durable frames, immunity to disease and poison, don't get fatigued easily, and don't need to feed them? Army's definitely interested. The fact that a lot of them are lost and searching for purpose, and therefore easy for a charismatic recruiter to talk into enlisting, is icing on the cake.). When an Gearforged fresh into society hears everything the military is targeting directly at them, it has a tendency to look rather attractive.


mechaPoet wrote:
Krensky wrote:
mechaPoet wrote:

Anyway.

Have any of y'all been watching Steven Universe? The season finale was AMAZING. I've been listening to Garnet's song on repeat all day.

I haven't watched anything on CN in maybe five years. The only two western animated shows I've watched recently are Star Wars: Rebels and Star vs. the Forces of Evil.

Seeing the show creator's prior work, is it as generally dumb as Adventure Time?

Them's fightin' words.

Hey. Adventure Time is awesome because it's generally dumb.

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