Halfling Slinger

Mi'Dre's page

678 posts. Alias of Peanuts.




Welcome to the recruitment/interest check thread for a new game using the FATE Core rules. As per those rules the game creation will be done communally. I will be providing some pre-established setting facts to guide the setting into something I'd like to run, but the players will have input into those facts as well, and we may end up with something different if I like the ideas enough :)

The basic premise of this setting is a distant future (several millenia at the least) 'soft' Science Fiction setting. I say soft because I have only a high-school level science background, so there will be technobabble and a lot of handwaving about why certain things work the way they do. I do like a certain level of realism however, so I try to anchor things in reality as much as I can. The focus of the setting is upon a single, large (on the order of a couple miles long) living ship. One of the first orders of business will be to come up with a name for said ship, and define some characteristics of it (though the ship design is one of the pre-established facts mentioned I'm open to alterations). The ship is home to a number of races (currently 5), and it's own relatively complex ecosystem complete with flora and fauna and weather. It is from these races, which have been isolated within the ship for a few millenia that the PCs will be drawn.

The campaign will open with their idylic little society being intruded upon by the outside world, which will introduce them to the larger issues of the campaign setting and pit them against an empire spanning multiple worlds in multiple star systems.

There are spots in the campaign for approximately 6 players, though most of those slots will likely go to the members of another campaign I was running which may be ending. At the least they will be given preferential treatment.

Applicants should be familiar with the FATE Core rules (that is, the 2013 revision/reprint)—which can be obtained for any amount you wish to pay (including free) from the FATE/Evil Hat website (direct product link here), or DriveThruRPG—and the assumptions it makes there in regards to player attitude. That is to say players should be willing to invest in the setting, provide opinions and ideas about the setting, other players and their own characters, be willing to take constructive criticism and advice, work cooperatively with the other players and GM to make a fun, and enjoyable game for everyone. As the book says, characters should be Proactive, are (generally—that's what the Trouble aspect can be about after all) Competent, and lead Dramatic lives.

Players should also be able to post regularly, checking the game once a day, and posting as frequently as they are able to and it makes sense to do so. Any notification of absences should be given in advance (where possible) in the discussion thread, or as soon as possible into the period of absence. If players go two days without posting or notification they will be considered AWOL and GMPC'd until their return, and after a week will likely lose their place. Posting over the weekend is slightly more relaxed, as the GM works weekends and is unable to post as regularly himself :) (I understand things happen sometimes, the important thing is to keep me informed. If I know something is happening to you in RL then I'm not going to be upset. The unexpected happens to all of us, just drop us a post or PM and let us know)

Recruitment will be open for roughly a week, or until I get a full roster of six I'm happy with. If you don't make it into the six then don't forget about the game completely, feel free to follow along. All too often someone is unable to continue and another slot may open up :) Once recruitment closes then we will move onto the world creation and character creation which as the Core book suggests we will do cooperatively. Feel free to include some thoughts on what type of character you'd like to play and let me know in your submission. I can provide some of the pre-established info for the setting in a future post if people wish, but remember that these things may be subject to change. I am more interested in getting a gauge of interested parties, and their abilities for cooperative storytelling (which is how I see this campaign). Previous experience with FATE is not required, but extremely helpful, and players will be expected to have read the player-relevant chapters of the book before the game officially starts (which will be after game and character creation).

Look forward to chatting with you all and getting this game off the ground!


The 12th of December, 1879 is proving to be a rather unpleasant day. A slushy rain patters against the train car window, while an unremarkable stretch of the Nevada Basin and Range province passes by beneath a cloudy sky. The Denver-Pacific rail car on the other hand is well lit and warmed against the chill outside, with morning drinks warm in everyone’s hands lending a cheery atmosphere to the experience. The car is about half filled with a variety of different passengers, all heading South East to the last major stop on the line at Cedar City—less than a day’s travel if the conductors are to be believes. Thanks to Grimm’s edict of ’77 the rails don’t go much farther than that, and travel to California, and the Maze beyond is left to the traditional methods of feet, hoof, and wheel.
As you’d expect on any train in the west the car is mixed company; young and old, men and women, rich and (relatively) poor, but a couple stick out more than usual...
Thank you all for your patience. If you’d all please take the opportunity to describe your character’s appearance and behaviour. Smith and Robards permits passengers to carry personal arms, so include those in the description if you have ‘em.

Abram:
Abram boarded the train after receiving a letter and ticket from his friend Doctor Solomon Schmidt. Doctor Schmidt has kept in contact as much as Abram’s ‘business’ travels allow, and this most recent letter contained news of an associate who may have some news on a potential ‘cure’. Martin Hollaender lives at 214, 8th Avenue, Lost Angels, and will be expecting Abram some time in the next week. As always Doctor Schmidt does his best to caution Abram about the nature of such reports, but wishes him luck, and best wishes for his efforts.

Dr. Dione:
Dr. Robert T. Edes has tasked Dr Dione with looking into a new drug that has been becoming more popular in the east known as Vertigo. It has strong halucinogenic properties, and has resulted in a number of accidental deaths over the past few months. After discretely obtaining some samples of the drug Doctor Edes was able to determine that it’s primary compound is made of a plant extract, said to grow only in areas with large deposits of Ghost Rock. To this end Doctor Edes has sent Dr. Dione west to look into these claims, discover if the rumors surrounding the plant are true, and locate the source of the drugs. It has been a long journey for Dr. Dione, but it is finally nearing it’s end, another week or two and he’ll be in the Maze, and able to start his investigation proper.

Jean-Luc:
Jean-Luc’s simple voyage across the Pacific has been anything but. Storms forced the ship south, finally landing weeks late in Mexico. Jean-Luc was able to join a small caravan of smugglers which wound it’s way north accross the border, finally dumping him in Texas. Still struggling to learn English he got some ‘helpful advice’ which sent him zig-zagging up through New Mexico, into the disputed territories via the Santa Fe trail, and finally from Dodge City to Denver, where he was able to secure himself passag on a Denver Pacific train.
A few track changes later he finds himself here, road weary but finally approaching his destination. Miraculously he has managed to keep hold of the funds he was given or managed to beg before leaving his ‘homeland’, and his sister should be only a few more weeks away--assuming he can find a coach or some other group heading West to Shan Fan where his sister told him he could find her.

Michael:
Michael finds himself aboard a relatively comfortable train car, in hot pursuit of an Agent known to him as De Meeuw. Through meticulous legwork, and many bribes, he has ascertained that De Meeuw was the one who delivered Jonah Ana’s Brooch those years ago. If anyone knows about what was done to her to obtain said brooch, he would be the one.

Raveneau:
After spending some time in the disputed territories, as is often the way Raveneau outstayed his welcome. He was able to ‘secure’ passage onto a Denver-Pacific train after a tumble with a garcon, who smoothed passage in Denver onto the current train. As to where he goes from there, well that’s up to Raveneau and the whims of fate.

T.J.:
Doing his best to put the past behind him and push on towards the future T.J. heads west. Yet the nagging sense of something uncomplete plagues him, only further fueled when a courier arrives with a mysterious package. The package contained his father’s ring, something he had believed lost along with his father’s body, whereever it may have disappeared. The package contained nothing else, and there was no indication--either on the envelope or from questioning the courier—where the package had come from. With a growing sense of disquiet surrounding his father’s disappearance T.J. has struck out West. Having learned that his Uncle Has joined an organization known as the Great Maze Rock Miner’s Association, he has decided to try and track this group and his uncle down to reunite with him, and see if he is able to shed any light on his brother’s disappearance.


Please keep discussion of campaign events to a minimum (rather you have discussions in character than out is what I mean), but otherwise feel free to chat here :) Please also post here if you're going to be absent or otherwise unable to post for longer than a day.


Greetings fellow forum goers! After watching a couple Clint Eastwood classics (The Good, the Bad and the Ugly ftw!), and a desire for more Savage Worlds goodness in my life I'm looking at starting a Deadlands Reloaded game here on the forums.

That's where you guys come in, I have The Flood plot point campaign, but have a few other ideas as well, and am open to suggestions, so if you're interested in playing some Deadlands, then post and let me know what you want to try :) The ideas I've had are for things such as:

  • The Flood plot point campaign
  • Military(Union or Confederacy)
  • Monster Hunters(Agents or Texas Rangers)
  • Native American Braves
  • This town ain't big enough for the both of us

Warning: I'm Australian, so most of my knowledge of this time period in America comes from watching movies, I'm bound to get details wrong, horribly bungle 'accents' and have characters that are horrible, offensive stereotypes. I mean no disrespect to anyone. You have been warned ;)


Due to inevitable RL issues and player attrition I am looking to find one or two replacement characters for a Necessary Evil campaign in the Savage Worlds Deluxe system. All the character generation and some basic setting info can be found in the original recruitment thread. Any questions feel free to ask, recruitment will stay open until the slot(s) are filled :)


Due to player attrition I find myself in need of additional players to continue a current play by post campaign. The campaign is to be based around the Four Pharaohs of Ascension, starting with the module J1: Entombed with the Pharaohs. As with most play by posts the pace is fairly slow and there's a strong focus on roleplaying.

We are in needed of a Healer capable caster, and a trap capable character. Recruit will be open until suitable replacements are found.

From the original Recruitment thread:

Venture-Captain Norden Balentii wrote:

Welcome to the halls of the Sothis Lodge Pathfinders! I am Venture-Captain Norden Balentii, and you have been chosen to lead an expedition to the long-lost Pyramid of the Four Pharaohs of Ascension, believed to have been recently uncovered by the, elemental-driven khamsin storms. If you are brave enough to dare to seek out this legendary tomb, and plunder it's secrets then read on...

Characters (4 slots, plus one already filled, an Archivist Bard):
Stat gen: 20 point buy
Races: Core and Featured Races (Chapters 1 & 2 from the advanced race guide) allowed, ask about Uncommon Races (Chapter 3) first.
Classes: Most Pathfinder classes available, no 3PP. Most archetypes available as well, but the more controversial ones like Synthesist are out.
Alignment: Non-Evil please.
Level: 6
Traits: 2
HP: Max at first level, then average (round up, d10->6, d8->5, etc)
Starting Gear: Standard wealth by level (16,000gp), plus a free basic Wayfinder.
Paizo stuff allowed, 3PP with permission, any questions just ask!

Your characters are all members of the Pathfinder Society, and have been active primarily in Northern Garund. The Campaign will be taking place almost entirely in Osirion, so knowledge of, and at least a passing interest in Osirion and Ancient Osirion culture is highly recommended. You will be raiding tombs, so expect traps, puzzles, undead, constructs, and all that other fun stuff :)

I do expect character backgrounds, at least a couple of paragraphs, and more is better (within reason, more than a two page word document equivalent is getting a bit much). For posting guidelines please see the guide here by Doomed Hero. I expect everyone to check the thread at least once a day, any extended absences please advise in advance; we all know how life can be, but if we don't hear from you for a week or more you may be replaced.


Sometime in the last two days, the aliens slapped you in irons. Nullifiers, to be precise. You were wreaking havoc in Star City when the aliens performed one of their random sweeps. Some of you were ratted out by someone who has a very bad day coming sometime in the near future.

You were transferred from one holding facility to another, and finally put on this Mbuna, a weird alien transport ship that's currently zipping down Central Avenue. Most likely, they're heading for one of those big Man O'Wars to take you off world. Rumor has it they like to dissect folks with super-powers to see what makes 'em tick.

At least you won't suffer alone. There are a few other 'capes' in here as well. Some you recognize. Some you don't. You're all in the same boat now though.

Welcome to Necessary Evil :) Please describe your character's appearance, and feel free to tell the party anything about your character they might have heard. The ride is smooth, and you've probably got a couple of minutes alone in the back of this smooth walled, featureless box.


Welcome Villains, please keep all non-game chatter out of gameplay posts, and put it here instead. Feel free to discuss with your fellow players subjects of importance to the campaign here as well :)


“Welcome villains, to Star City, a once wondrous city held in the grip of the V’Sori and their underlings, the vicious K’tharen. The Heroes who have plagued us so in the past are gone, eliminated through the alien’s treachery, or else captured and taken aboard their ships for whatever unpleasant purposes they may have devised. Well you may have reveled in the destruction of Champion of Alpha Force—the world’s greatest superhero and super team respectively—when the alien’s blasted him from orbit on live television in the opening salvo, but now almost three years later they are still here, and show no sign of leaving. They hunt us like dogs, crushing any opposition; they are everywhere, in every country, every government, looming behind every person of power—if they have not simply done away with them as they did the world’s leaders, putting in their own toadies, or taking such power for themselves.

We will not stand idle any longer, the earth is our’s, not some alien scum from the back corners of the galaxy! You know me, I am Doctor Destruction, Champion’s nemesis, but even I cannot defeat the V’Sori alone; we must put aside our squabbles, our rivalries, and our hatreds and work together. Join me, join Omega, and together we will wipe the aliens from the earth, and send them back into the depths where they came from!”

So ends the most recent of the Doctor’s broadcasts, his powerful voice accompanied by the latest scenes of the alien’s atrocities, broadcast on every channel, every television across northern America. It’s almost funny—watching the aliens squirm helplessly as they try to track down the iron-clad face of Destruction, only to raid some empty warehouse, or break down the door to some alien sympathizer’s mansion and drag him off for questioning. The interruption of the first superbowl since the V’Sori’s invasion was a particularly brilliant stroke, though it did rather spoil the match when an enraged fin blasted the stadium screens, sending them tumbling onto the field.

Almost funny… Destruction’s words have grown tired, you’re not interested in sticking your neck out for the Fins to chop it off, you’re a villain! What do you care for the rest of the world? Of course, it doesn’t really matter now, the cuffs are on, your powers are useless, and pretty soon you’re going to disappear, just like all those shmucks in Dr. D’s videos.

Maybe you should have paid more attention…

-=-=-=-=-=-

This thread is for the recruitment of Super Villains to play in a Necessary Evil campaign, using the Savage Worlds Deluxe rules system. The above is a rough summary of the campaign world, and a hint about how the game will start. One thing not mentioned is that Atlantis existed (up until recently) as a magical society of telepathic ocean dwellers, and though generally separated from humans by the depth of the ocean, there were peaceful relations between it and the surface world (including interbreeding between the two). It was largely destroyed by the Ktharen (or Fins as they are commonly known) in one of their initial attacks, when they bombed it from orbit.

Players should be familiar with the Savage Worlds system (previous versions of the rules are fine, Deluxe hasn’t changed too much), and if possible have access to the Necessary Evil setting book, and Super Power Companion for Savage Worlds (at least one of them, I'm not going to spoon feed everything to you guys, if it isn't in this post then you'll have to look it up somehow. They both contain lists of powers for use with this setting, if there is a conflict between the two I will most likely be favouring the Super Power Companion, as it is the more up to date).

Character Creation::
As per normal character creation with a few setting related differences:
Race – Choice between Human, Atlantean, and Hybrid. There will also opportunities to play other weird races once you reach the super powers section, but pick a base race here.
Traits - 5 Attribute Points to be split amongst Agility, Smarts, Spirit, Strength, and Vigor as usual.
Traits - 15 Skill points to be split amongst the normal skill list. Necessary Evil adds no new skills, but some of the weirder ones like Knowledge (Xenobiology), and Spellcasting may actually see some use. For those not familiar with Savage Worlds Deluxe, the Guts skill has been removed, so no need to spend skill ranks on that. Anything that calls for a Guts skill roll now simply uses Spirit instead.
Hindrances – Generally work like normal Savage Worlds, up to two Minor hindrances (1 point each) and one Major hindrance (2 points). Savage worlds also allows characters to take a second Major hindrance, in order to gain an additional 5 power points (see Powers below) at character creations (which combined with the Power Points edge, allows characters to start with 20 power points).

Necessary Evil introduces the following new hindrances: Alien Form (Major), Allergy (Major or Minor), Dependant (Major), Disability (Minor or Major), Distinctive Appearance (Minor), Gimmick (Major), Gloater (Major), Heartless (Minor), Power Negation (Major), Servitor (Major), Terminally Ill (Major), Weakness (Major or Minor)
Edges – All villains gain Arcane Background (Super Powers) as a free edge, which works significantly differently from more traditional Arcan Backgrounds. As per normal Savage Worlds rules characters may have only one Arcane Background. Other edges may be bought as normal using points gained from Hindrances.

Necessary Evil introduces the following new edges: Combat Sense (Combat), Jack-of-all-Trades (Professional), Mechanical Genius (Professional), Take the Hit (Combat)

Gear – Purchased like normal, $1000 to spend, though Necessary Evil has it’s own gear list (a brief comparison leads me to believe the gear list in the Super Powers Companion is very similar if not the same barring flavour). You’ll have to refer to the book, though I may be convinced to copy the tables of items listing costs from it if it seems necessary. Any purchases after character creation will be facing a heavy multiplier, as most of the stuff you’re going to be interested in will be heavily restricted and you’ll have to find someone willing to traffic on the black market, which is a dangerous proposition these days. Anything you buy with starting cash is to reflect purchases and spoils of war from before or during the invasion.

Setting Rules:
As previously mentioned, all characters get Arcane Backgrounds (Super Powers) as a free edge, if you wish you may swap this out for another free edge of your choice, but I really don’t recommend it.
The Unarmed Defenders rule is inappropriate to the setting and is ignored.
Recurring Roles – Necessary Evil is based on comic book style super heroes and villains, which are virtually immortal. In effect any normal rule which would result in the death of a character (such as from bleeding out) is ignored, and the character instead falls into a coma, is temporarily dispersed, or some other side effect as appropriate to their ‘demise’. They will generally regain consciousness in under a week, though in some cases special treatment or rituals may need to be performed as appropriate to the character and the injury in order to recover. This also works both ways, the aliens (at least the important ones) get similar benefits.

This is not to say that your characters are truly immortal however. If a character goes out of their way to put an end to someone (and assuming they know how to do so), then that character will die. The speedster may go down to a hail of gunfire and be up and about the next day, but if the enemy Fin commander wraps his hands around the speedster’s throat and squeezes until his head pops off… that’s probably going to be it.

Special Knockback rules are in effect, if you get hit by a character with a d12 or greater Strength, then you’re going to go flying (generally 1d4”, plus 1d4” per raise)

House Rules:
I’m stealing some rules from other systems here, and experimenting with one of my own as well.
Beliefs and Instincts – Taken from the Burning Wheel system, I think this will work fairly well with Savage Worlds. You character can choose to have two Beliefs and two Instincts.

Beliefs are descriptions of your characters current goal or motivation, for instance “I’ll find the bastard who snitched on me, and make sure he pays.” or “The V’Sori watchpost in the Docks is getting in the way, I’ll find a way to take it out.” Or even “(Insert fellow teammate) crossed me, I’ll teach him a lesson by (plan)”. These beliefs should be posted openly, as great as it is to have a big dark secret about your character, it’s actually more interesting if your party knows about it, without allowing it to affect their perceptions too strongly; it’s rare you’ll ever get that ‘Ahah!’ moment when the players figure it out, it’s just how RPGs go.

Instincts are a mechanical cheat. If you’ve ever had the argument with your GM about whether or not you had your sword and/or blaster pistol drawn, Instincts are the answer to that. Instincts allow you to define something about your character to give a slight mechanical advantage. “When I sense danger, draw my (weapon)”, “Always know where the exits are.” or “Always carry a knife”, and “Never trust a pimp” are all examples of potential instincts.
Bonus Knowledge Skills – Knowledge skills always seem to fall by the wayside in my experience of savage worlds, and with good reason, there are never enough skill points. The system helps somewhat with Common Knowledge, but I don’t think it’s quite enough; so for that reason I am granting every character a number of free skill points equal to half their Smarts die (maximum 6, sorry all you super brainy people, those pluses over d12 wont help you here). These skill points can only be spent on knowledge skills; all knowledge skills must be reflected by the character’s background. A stoner or a drug dealer won’t know too much about the V’Sori or their technology, but a smuggler who specializes in stolen V’Sori tech might have a d4 or d6 in Knowledge (V’Sori Technology).

I should also remind everyone that Knowledge skills cover languages (as found on page 26 of the Deluxe Rulebook (Explorer’s Edition)) :)

Super Powers:
There are faaaaaarrrr too many powers to list them all here with what they do, so please refer to the Necessary Evil or Super Power Companion to find the full descriptions. Players start with 10 power points, which can be bought up to a maximum of 20 power points at character creation by purchasing the Power Points edge, and taking the optional second Major Hindrance (5 points from each). The list* of Powers is found below:

Absorption, Ageless, Altered Form, Animal Control, Animation, Animated Object, Aquatic, Armor, Melee Attack, Ranged Attack, Awareness, Broadcast, Burrowing, Chameleon, Construct, Copycat, Damage Field, Darkvision, Decay, Deflection, Duplication, Earthquake, Energy Control, Ensnare, Explode, Extra Actions, Extra Limbs, Fear, Fearless, Flight, Force Control, Gifted, Growth, Headquarters, Healing, Heightened Senses, Illusion, Immunity, Infection, Intangibility, Interface, Invent, Invisibility, Jinx, Lair (See Headquarters in SPC, not NE), Leaping, Malfunction, Matter Control, Mind Control, Mind Reading, Minions, Negation, Paralysis, Parry, Regeneration, Shrink, Speak Language, Speed, Storm, Stun, Super Attribute, Super Edge, Super Skill, Super Sorcery, Swinging, Telekinesis, Telepathy, Teleport, Toughness, Undead, Vehicle, Wall Walker, and Whirlwind.
*Note: I left my Super Power Companion at home so there may be some slight tweaks to this list

Characters will be chosen primarily on concept and backstory, yes that means you have to write a backstory, the more interesting it is and the more things you give me to play with, the more likely you are to be chosen.

On a related note, here is some very helpful other helpful advice if you want to get chosen to play in this setting. I’m going to copy and paste it from the book word for word for you guys :)

Quote:

Evil, Not Psychotic

Necessary Evil is all about playing the villains of four-color comics, with their grand schemes of world domination and destruction. While these villains may be murderous and megalomaniacal, they don’t tend to be mindless killers without purpose.
The super-villain you make up should at least have the potential for working with other super-villains. While playing a completely anti-social psychotic does have its charms, it does not usually make for good team game-play.
Take some time to consider why your villain would cooperate with other villains, especially under the circumstances.Your villain could certainly murder his fellow compatriots at a later date to serve his own goals, but for the time being, he ought to realize he’s more powerful with others by his side.

Interparty conflict is welcome, and perhaps even encouraged, pvp is less so. I’m not saying don’t fight, I’m not even saying don’t attack each other, or kill if it’s appropriate, but it should be appropriate; don’t attack a fellow party/cell member because he ate your turkey on rye from the base fridge. If you character has Bloodthirsty and Vengeful as Major hindrances (or some similar combination), then you should consider the concept carefully, I certainly will be.

Some other things to consider for your concept as suggested in the Necessary Evil book:
What is the origin of your character’s powers?
What turned you to villainy?
What were you doing during the invasion?
What were you doing when you were caught? and how, or why were you caught?

Standard sort of rules for the pbp will apply. Try to post (or at the very least check) the threads once a day. If you are going to be absent for more than a day then please notify me ahead of time. If you have unexplained absenses or delays in posting I may post for your character in order to keep things moving.

Submissions will close in approximately a week, give or take a day or two depending on my availability, my selections will be up a short time after that. I look forward to playing with you guys, I know I had a lot of fun playing this campaign, and I hope I do it justice for those who are selected.


4 people marked this as a favorite.

So, just a thought I've been having after looking at more recruitment threads for play-by-posts; I have several aliases that I've created for characters where the game either petered out when players/gm disappeared, or just weren't accepted in the first place, yet they still appear in the drop down list when I make a post. Would it be possible to have a way to retire aliases so that they still show up on the account profile, but under a different category (Retired) and no longer show up in the drop down list? It just bugs me having them cluttering up the list.

If this has been suggested before then I apologize, or if--even better--it is already possible somehow it'd be awesome if someone could point it out to me :)

Thanks guys! Keep being awesome Paizo!


The History of the Plains of the Ancestors

The characters for this campaign live in or around the Plains of the Ancestors, a broad, flat region surrounded by inhospitable terrain on all sides. To the North-East the terrain rises into a series of chilly plateaus, which since ancient memory has been home to the great evils of the world, Witches, and evil men, Giants, and the Giant-kin; the Trolls and Orcs. It is also however, the source of the Mammoths, their once great herds roaming the icy tundra, now driven south before the might of the Witches forces. To the West of the Witches home the terrain grows ever more rocky, rising up into the crags and peaks of the Garusian Mountains (mostly extinct volcanoes), which split and spread southwards, hemming the Plains in to the West, until they meet the trees of the Savage Jungle. Warmed by hundred of springs the Jungle thrives, yet no sane warrior enters beneath it’s dripping branches; for there live nature’s fiercest, the scaled bodies of the dinosaurs, and the citadels of the Mad Elves.

Completing the border of the Plains of the Ancestor is the wind-tossed waters of the Arcadian Ocean, upon whose shores live the Ulfen, a rough, hearty people prone to boisterous celebrations and a fits of violence and passion (often combining the two during their raids upon the more ‘civilized’ southern nations). Unlike the inhabitants of the Plain of the Ancestors, the Kellids who were forced from the formerly settled Plains centuries ago by the arrival of the Mammoths, the Ulfen live in houses, villages, and kingdoms, complete with ‘noble’ Jarls, and mighty warrior Kings. Whether those homesteads rest on the ocean’s rocky shore, or out amongst the islands of the Arcadian Ocean itself, the Ulfen remain a force to be reckoned with on land and sea.

The Kellids meanwhile, with the arrival of the Mammoths underwent a fairly radical change. Climbing onto the Plateaus of the north and hunting the wild mammoths had always been a right of passage, and some of the greatest heroes of the people left their legacy with the enormous tusks of the mighty beasts they had hunted and slain. After their descent from the plateau, the mammoths were upon the very doorsteps of the Kellid’s people, and they had to change. It took several generations before they managed to properly tame and domesticate the beasts that had wrought so much havoc upon their settlements, and it had split the people. The hunters, the peoples who had been half nomadic to begin with remained upon the plains, walking alongside their new creatures, while those who had felt the lost of their homes most dearly sought to rebuilt to the west, in the tunnels and caves that had long ago belonged to the Dwarves.

The split was never total however, and soon the settled people of the caves re-embraced their nomadic brethren and their mighty mounts, sending their children to learn the ways of the hunt, still held by the nomads, while the nomads traded the meat and bones of the mammoths to the cave people for tools, worked ivory, and lumber taken from the wooded slopes of the mountain, and to the Ulfen for their own spoils.

The relationship would have been quite peaceful and prosperous for both peoples, had it not been for the threat of the Witches, whose presence became ever more apparent with every winter. Allying together the Kellid Tribes, and the Ulfen’s Warriors have kept the Witches at bay for over a century, yet their numbers seem endless, and fewer warriors muster to fight the Giants, Trolls and Orcs back up onto their plateaus. A council was called, the Elders of the most powerful tribes, and the mightiest Jarls gathering together to discuss what must be done.

-=-=-=-=-=-

The Kellid Tribes:

The Bull (Mammoth) Tribe – Embodies the aggression and strength of the mammoths of old. The Bull Tribe are purely nomadic, the hunters, herders and caretakers of the Mammoths that roam upon the Plains of the Ancestors.

Tribe of the Mother (Mammoth) (Tupilek’s tribe) – Embodies the life-giving relationship between the Kellids and the Mammoth, they aid in the birthing and nurturing of the Mammoth young, and are largely responsible for processing the bounty of food, hides, and bones the mammoths provide by their death. They have the closest relationship with the Bull Tribe, who provide the raw materials that the Tribe of the Mother use, in exchange for a portion of the finished goods and the ‘wealth’ (metal tools, weapons, armor, and other equipment) that they obtain through trade with the Ulfen.

The Mole Tribe – A tribe of craftsmen, miners, and engineers. The most educated amongst the Kellids, specifically regarding the nature of the tunnels and caves of the Garusian mountains, but also in several other areas as well (the tribe who sends the fewest of their children to the nomads to hunt, and the only tribe that bothers teaching their children mathematics and who as a whole can competently read and write).

The mole is both the most insular tribe, as they do not have direct contact with most non-kellids, but also for the same reason, the most accepting of differences. The other tribes view the Moles as odd, but if there’s ever a cave-in or if a cave needs to be expanded, or extended, or a new tunnel needs to be dug, the Mole Tribe are the ones who the other settled Kellids turn to.

The Tribe of the Elk – Like the Bull Tribe, the Tribe of the Elk are hunters, but not of the Mammoth themselves. Instead they live in the woods around the base of the Southern Garusian Mountains, hunting for smaller prey, and are the closest to farmers the Kellids have, being a true hunter-gatherer tribe. Even with the woodsmen that they are they do not stray too far south into the Savage Jungle, though a few old trophies bear witness to the might and bravery of their warriors who dared to venture into the dense foliage and returned.

The Guardians – While not a true tribe, the Guardians are made up of members from the other four, primarily the Bull, with contributions in descending order from the Elk, The Mother, and Mole. The guardians are those who watch over the Steppes of the Mammoth—a series of small plateaus that descend from the chilly lands of the Witches to the Plains of the Ancestors on the edge of the Garusian Mountains, and the most common point for the Witches’ forces to descend. A second group of guardians stand side to side with the Ulfen warriors at Blood Castle, constructed before another similar, though more difficult descent.

-=-=-=-=-=-

The Ulfen Settlements

Kalsgard – Capital of the Ulfen lands, and the largest settlement upon the Plains with a population of approximate 35,000. It is situated at the mouth of the Rimeflow River which flows into the Bay of Orbus, and eventually the Arcadian Ocean itself. It is the seat of the High King, a position which can only be held by one who has defeated one of the mighty Linnorms that lay scattered about the isles of the Arcadian Ocean, and the deep, hidden places of the North. Few have the fortitude and competence to slay the mighty beasts, and any who can bring the head of one of the creatures through the gates of Kalsgard is assured a place of power and respect, and the title of King.

Blood Castle – A castle made of a dark, red-speckled stone, Blood Castle was constructed almost a century ago at the order of a previous High King, to provide a bulwark against the forces of the witches. The place has been manned ever since by stout warriors, and to be known as a Veteran of Blood Castle is a mark of honor, and a symbol of a mighty warrior for both peoples.

The Craggs – Situated high in the mountains on the borders of the Witches lands The Craggs was established as a mining town to take advantage of the abundant resources of the small range. After being raided and overrun by the forces of the witches several times it became harder and harder to find people willing to work the profitable mines. Desperate for workers the company that owned the mine put out the call for workers, regardless of origin or reputation; anyone who was physically capable of the toil necessary could find work there. Needless to say there are always people who wish to make some coin, no questions asked, and the place was desperate enough to pay well, as long as the work got done. As such the settlement, though exceptionally prosperous has taken on a rather unpleasant reputation, orcs are not an uncommon sight and anyone looking to collect a criminal bounty would be well served to pay the place a visit, as long as they can hide their identity anyway. The amount of people who’ve gone missing during a visit to The Craggs is troubling to say the least.

Deep Harbor – So named for the large, natural harbor of the small bay Deep Harbor is conveniently situated on the fringes of a plentiful supply of hardwoods, suitable for shipbuilding. Originally founded as a perfect location for the main Ulfen shipyards, the town has also come to serve a secondary purpose, with the construction of Blood Castle to the west the town provides supplies for the castle, and the castle provides a battle-hardened garrison for the valuable city. Since Blood Castle’s creation the city has grown from a town of approx 6,000, to take the place of the second largest upon the Plains, with approximately 22,000 citizens living and working behind it’s stout walls.

Halgrim - Situated upon the Ironbound Archipelago, Halgrim is led by a female king (the term is used for both genders) named White Estrid, a pale warrior with almost white hair and striking blue eyes. Estrid does not possess the traditional linnorm head hanging over her throne, but instead has a live linnorm coiled up behind it. The linnorm, Boiltongue, does not speak, save to confirm that yes, it was defeated fairly by Estrid, and has traded its service for its life.

Overlook – Though now an Ulfen town Overlook is actually one of the only Kellid settlements to survive the initial arrival of the witches and the herds of Mammoths driven before them. The town perches atop a large rise overlooking the Lake of Tears, and it’s people are largely a mix of the two human races who reside in the surrounding area. New arrivals to the town will hear many tales as to how the lake got it’s original name, but whatever the source may be, it is most like lost to history.

Ocean’s Bounty – Built upon the storm lashed shores of the coast, amongst the branches of the river as they drain into the sea, Ocean’s Bounty was discovered by a lucky warrior tossed overboard from his ship during a storm and washed to shore, where he discovered a wealth of pearl-bearing oysters, abundant fish and sea life, and enough driftwood to build himself a shack--which eventually grew into the hearty fishing town it is now.


This is the official discussion thread for my Burning Wheel campaign, called The Chill Lands. Any purely out of character posts should occur here, and anyone following along with the campaign or otherwise curious can post here to discuss with myself and the other players. Keep OOC comments in the gameplay thread to a minimum please.

Thanks,
GM-Peanuts


Greetings all!

This thread is not quite a formal recruitment thread (though it may turn into one), but more to dip my toe into the waters and see whether this idea is viable.

So, the history is that I've been listening to a Burning Wheel podcast for a while now, put out by the Strand Gamers, and it's gotten me interested in running or playing in a Burning Wheel game. So basically I figured I'd test the waters, and see how many people on these forums have heard of the system, and who might be interested in giving it a go via play-by-post. I've got a few ideas rattling around in my head for some different campaigns, and apart from some differences in flavour (magic being potentially lethal for instance), I think we should be able to slot the system into Golarion easily enough.

What do you guys think? Have you played Burning Wheel before? Played it by PbP? or just interested in giving it a go?


It only seems to be giving me a 15% discount on these despite me being a subscriber. It's meant to be 20% for singles for subscribers isn't it?

Also, no huge singles?


The desert wastes of Osirion have always been home to competing clans of nomadic elementals of air and sand, best known for ushering in the blinding khamsin on a seasonal basis. Something changed this year, though, and the elementals went berserk, scouring the desert with tireless fury. Thousands of tons of desert sand shifted, with entire towns buried and valuable oases lost. As a result, the caravan roads have become deadly.

But one man’s disaster is another man’s opportunity, for in the valleys and canyons left behind by the ancient storms, ancient wonders from fantastic myths have resurfaced. A dozen previously unknown pyramids now miraculously rise from the sand.

Word has spread, and renowned treasure hunters from across the globe congregate on Sothis, Osirion’s bustling capital, to prepare for some of the most anticipate dungeon delves in centuries. Within this community of rogues, bandits, mercenaries, and tomb robbers, a rumor has spread like wildfire; one of these resurfaced structures towering out of the desert floor is none other than the legendary pyramid complex of the Four Pharaohs of Ascension.

-=-=-=-=-=-

You all find yourselves, on the evening of Oathday the 12th of Erestus, invited to attend Venture-Captain Norden Balentii’s chambers. The Sothis Lodge has been abuzz with excited whispers ever since scattered reports of new pyramids uncovered by a particularly violent Khamsin season began to filter in. Several minor expeditions have already been launched to verify the rumors, and a steady trickle of information and early finds have been making their way to the lodge ever since.

The real excitement however has surrounded rumors that one of the pyramids may be the legendary pyramid, where the Four Pharaohs of Ascension were entombed.

-=-=-=-=-=-

For those new to Play-by-Posts or unfamiliar with the style, spoilers are typically used to control what information is shared; since the forums have no way (besides Private Messages) of only allowing certain people to see a post or the like, spoiler tags are used instead. It is also used to speed up the notoriously slow process of PbPs so that valuable time isn’t wasted waiting for players to roll and GMs to divulge the appropriate information.

Players should only look at a spoiler tag if it has no label, their name, or in the case of the below, if they roll high enough on the appropriate check (in this case if you roll a knowledge (history) check, and get a 13, you can look at the first two spoilers, 16, the first three, etc. Please only look at what you’re allowed to look at, thanks :)

Oh, and a reminder, you can make DC 10 Knowledge checks untrained, so everybody have a try at the first couple below to see what your character knows :)

DC 5 Knowledge (history):
During the third age of the black sphinx, Ancient Osirion was, for a time, ruled by a union of four feuding pharaohs known as the Four Pharaohs of Ascension.

DC 10 Knowledge (history):
The Four Pharaohs of Ascension were Anok Fero, the Cerulean Pharaoh; Hetshepsu, the Fiend Pharaoh; Ankana, the Radiant Pharaoh; and the Pharaoh of Numbers, whose true name is lost to time. Although each brought different strengths to the union, all were equal.

DC 15 Knowledge (history):
Legends say the Four Pharaohs of Ascension were bound by a magical pact that intertwined their fates: they lived together, ruled together, and were fated to die together.

DC 20 Knowledge (history):
The Four Pharaohs of Ascension are a popular subject of study by Osiriontologists from the devil-influenced nation of Cheliax. The tyrant of the Four Pharaohs is something of an inspiration to Chelish loyaltists.

DC 25 Knowledge (history):
The Pharaoh of Numbers was both an astronomer and an architect. His passion was his study of the distant planet Aucturn, and some legends claim Aucturn inspired the magic that fueled the pharaohs’ binding pact and it’s influence infused the design of the pyramid that now entombs the bodies of the four pharaohs.

-=-=-=-=-=-

Algharud N’Butu:
Your most recent mission with the Pathfinders took you east through the Sahure Wastes past Eto (the town you first stumbled upon after that terrible battle years ago), to the feet of the Pillars of the Sun. After you aided the group in liberating another of their members taken captive by bandits who had managed to trap themselves inside the tomb you sought, and watching as the group plundered the tomb; you finally returned home. A mere day after your safe return a missive arrived requesting your presence in the Sothis lodge on the evening of the 12th of Erastus (that evening), to meet with the Venture-Captain Norden Balentii. You know the man by reputation, and some of the instructions for your work for the Pathfinders have been signed by his name, but you have never been required to meet him before. When you do arrive, and as a number of others are shown into the Venture-Captain’s chambers you do recognize one Halistar Goldentongue, a member of the pathfinders, and one of the ones who you had travelled with so recently.

Halistar Goldentongue:
You had returned but a day ago when you received your invitation to meet with Venture-Captain Norden Balentii, still footsore and weary from a long journey to the east to rescue a failed expedition to the Hall of Seven Scepters, final resting final resting place of Alkhet Utmari and his six wives. The expedition was mounted after contact was lost with a previous group, led by Pathfinder Jilarni. Jilarni’s group had apparently been beset by bandits whilst exploring the tomb, and whilst she survived, her companions Jojack and Gilleon died, leaving her unconscious and trapped inside the tomb with her assailant, a water bandit named Alarka. After some tense negotiations after you arrived at the tomb and discovered Jilarni’s predicament, the two disparate groups allied, however briefly, to decipher the puzzles and traps of the tomb, before Alarka and her two remaining bandits inevitably betrayed their true intentions and died in the ensuing fight.

Having been absent from the lodge for some time you have not had much chance to catch up on the local gossip, even so you are still aware of the envy of your peers from the suspected reason behind the invitation this evening… When you do arrive, alongside several other familiar faces you recognize your guide from the Hall of Seven Spears, a dark-skinned local man named Algharud N’Butu.

Omari:
Hmm, having looked at everyone’s knowledge skills, I would suggest changing the 6 ranks in knowledge (geography) for ranks in religion instead. You don’t have a lot of skill points and someone else already has as good a score in geography as you :p Your decision though

Those whose divine callings coincide with the interests of the Pathfinders are always welcomed by the organization, and your story was no different. Having been recommended by one of the senior clergy of the Dawnflower you were quickly accepted to the Pathfinder’s ranks, and have spent the years since keeping foolhardy explorers from a wonderful variety of horrible deaths, and cleansing the many undead of Osirion with Sarenrae’s holy flame. You have met with the Venture-Captain on occasion for briefings and debriefings, but have never received an invitation like this before. With the rumors floating around the lodge you can only hope that you may be given an opportunity to explore such a significant part of Osirion’s history. There have been many Pharaoh in it’s long history, but few stand as tall as the Four Pharaohs of Ascension.

Please see the bottom spoiler for more information about your arrival at the Venture-Captain’s chambers.

Meriui bin Mercia:
Having grown up on the fringes of the Pathfinders it was inevitable that you would join their ranks. The method in which you pursued your interest however, always caused some concern for your bookish father, while your mother was always a reassuring influence. The combination of bookish studiousness, and dangerous fieldwork is not the most common even within the society, but you use it well, able to come at problems from all angles. You have progressed admirably within the organization, and with this personal invitation from the Venture-Captain--an unusual occurrence to say the least—at such an exciting time you seem set to rocket even higher, whether or not you desire such fame and with it, responsibility.

Please see the bottom spoiler for more information about your arrival at the Venture-Captain’s chambers.

Senebhenaf:
Senebhenaf’s name has continued to rise over the last few years, even coming to the attention of the Decemvirate in Absalom for one particularly unusual mission (see below). The blend of knowledge, magic, and physical might he displays earns him the admiration of others within the lodge, and with this latest invitation at such a fortuitous time it seems he has once again risen to the top.

Please see the below spoiler for more information about your arrival at the Venture-Captain’s chambers.

Omari, Meriui, & Senebhenaf:
When you are shown into Venture Captain Norden Balentii’s chambers you are able to put names to faces to most of the people there, people in the same field of interest as yourself, but most particularly to two of them whom you participated with in a mission in Absalom about 8 months ago. The three of you (Omari, Meriui, & Senebhenaf) were amongst the first agents chosen to explore the Hao Jin tapestry, a strange item which contained a demiplane full of secrets and treasures from history. The item in question for your group was a Pyramid known as The Dog Pharaoh’s Tomb, an Ancient Osirion treasure-crypt originally housed within a desert environment inside the demi-plane which had over the centuries since it’s creation been transformed into a dank marsh. After encountering a tribe of Lizardfolk looting the tomb, you managed to trace their efforts back to the hated Aspis Consortium, whose agents had somehow managed to infiltrate the demiplane and coerce the tribe into doing their bidding. Though some items were spirited from the demiplane prior to your arrival, you managed to defeat the Aspis and reclaim the lions share of the treasure, for which your superiors were very grateful.

Everyone starts play with 6 Prestige Points with the Pathfinder Society Faction. I may adjust this slightly after I’ve had a chance to reread how PP work. For anyone not familiar with the concept I believe it is explained in the Shattered Star Player’s Guide.

Phew *wipes his forehead* well hope there’s not too many errors in there, I did my best, apologies to Seneb and Meriui, I kind of ran out of steam towards the end so yours are a bit shorter and blander I think. For now just feel free to introduce (or reintroduce as the case may be) yourselves to each other, chat in character a little bit, and then I’ll get things moving with the arrival of the Venture-Captain himself tomorrow.


Congratulations on being selected! Could our five players please post in this thread so I know everyone is still active and interested. If I don't hear from you in the next day you may be replaced, so please do so asap!

It is at this stage that you will all need to finalize your characters. I may allow some changes later on after some play time, as I know how different it can be seeing a character on paper to actually using them, but everyone should make sure they are ready to play. Play will begin when everyone has posted in here, and I post again to say it's open.

Once again I would like to remind everyone this is my first attempt at PbP GMing, so it will likely be a bit bumpy for a little while until I work out the kinks. Bear with me, and any suggestions feel free to offer em as long as we all stay civil :)


Welcome to the halls of the Sothis Lodge Pathfinders! I am Venture-Captain Norden Balentii, and you have been chosen to lead an expedition to the long-lost Pyramid of the Four Pharaohs of Ascension, believed to have been recently uncovered by the, elemental-driven khamsin storms. If you are brave enough to dare to seek out this legendary tomb, and plunder it's secrets then read on...

This game will be my first time running a play-by-post, so you will have to bear with me as I stumble my way through the process. We will be beginning the campaign with the module J1: Entombed with the Pharaohs, and if we manage to get through that, J4: The Pact Stone Pyramid. If somehow by the end of all that this thing hasn't fallen apart, then I have a few ideas that I'm willing to try and cobble together into an extended campaign :)

Characters (4 slots, plus one already filled, an Archivist Bard):
Stat gen: 20 point buy
Races: Core and Featured Races (Chapters 1 & 2 from the advanced race guide) allowed, ask about Uncommon Races (Chapter 3) first.
Classes: Most Pathfinder classes available, no 3PP. Most archetypes available as well, but the more controversial ones like Synthesist are out.
Alignment: Non-Evil please.
Level: 6
Traits: 2
HP: Max at first level, then average (round up, d10->6, d8->5, etc)
Starting Gear: Standard wealth by level (16,000gp), plus a free basic Wayfinder.
Paizo stuff allowed, 3PP with permission, any questions just ask!

Your characters are all members of the Pathfinder Society, and have been active primarily in Northern Garund. The Campaign will be taking place almost entirely in Osirion, so knowledge of, and at least a passing interest in Osirion and Ancient Osirion culture is highly recommended. You will be raiding tombs, so expect traps, puzzles, undead, constructs, and all that other fun stuff :)

I do expect character backgrounds, at least a couple of paragraphs, and more is better (within reason, more than a two page word document equivalent is getting a bit much). For posting guidelines please see the guide here by Doomed Hero. I expect everyone to check the thread at least once a day, any extended absences please advise in advance; we all know how life can be, but if we don't hear from you for a week or more you may be replaced.

I may have more information and additional rules to add later on, but this is all I can think of for now, so let the recruitment begin! Recruitment will close Sunday morning (1/9/12), approximately 8am, but may close a day or so early if all the slots are filled before then.


So... did any of this awesome cover make it out of Gencon? Or did they all get snapped up?