A Broken World

Game Master Haiku


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Greetings,

I'm forced to confess myself a relatively inexperienced DM, but my players have enjoyed our past sessions, so I'm encouraged enough to hope others can do the same. After a campaign that took a twist away from my intentions due to the party's spur of the moment decision to incite mutiny on a ship and become a pirate crew, I've decided to try and administer a PbP game. I intend for this to be short, to begin with, due to my zero experience with the PbP system. At a reasonable point I'll declare an end to the first chapter of this story, and hope to continue if things have gone well and there is continued interest.

Don't come looking for a very fast pace - I myself will check the thread once around 7AM EST before work, and at least once around 6:30 EST after supper(Perhaps dinner for you, but certainly supper for me).

My game will be limited to Paizo published products, but within that everything should be fair game except the Leadership feat. Players may choose any race except Dwarf, and may not be a Cleric, Paladin, or Inquisitor for reasons that will become apparent during the game.

A Note on Combat:

I'll put this first, since it may turn some people off - my home games have always featured theater of the mind combat supplemented by crude maps drawn on scratch paper. This means positions may be loosely interpreted sans map for smaller combats, though for anything that could get complicated I'll link to an image for your viewing pleasure and tactical appraisal

Character Creation:

Players begin with one level in the Adventurer homebrew class, and may choose to take up another bases class after sinking three levels into adventurer. The adventurer is not a spellcaster, but there are benefits for becoming a spellcaster later. Clerics and Inquisitors are off limits due to the setting. Ability scores are 25 point buy, or you may use the array of
16
14
14
14
14
12


The Adventurer:

The adventurer is essentially a gifted individual who has had limited training thus far in life, but rapidly grows in power once in a struggle for survival in a dangerous environment. At each level, an adventurer gains +1 BAB, +1 to each save, and a d10 hit die - max at first level, your choice of a roll or average hp thereafter. The adventurer gains one additional feat for which he meets the qualifications at each level, plus additional feats from the Training class feature. Training grants 3 points to be spent per level, on the following feats:

1pt-
Armor Proficiency, Light
Armor Proficiency, Medium
Shield Proficiency
Endurance
Arcane Armor Training
Martial Weapon Proficiency
2pts-
Armor Proficiency, Heavy
Improved Unarmed Strike
Blind Fight
Fleet
Quick Draw
Exotic Weapon Proficiency
3pts-
Toughness
Iron Will
Great Fortitude
Lightning Reflexes
Any Metamagic feat
Combat Casting
Spell Focus
Spell Penetration

Levels in adventurer will count toward a character's caster level and spells per day. Wizards will not know any spells until they find a spellbook. Sorcerers will know one spell of each available level at first, but will have the spells known of a 5th level sorcerer once they are an Adventurer 3/Sorcerer 2. This won't be a consideration at first, but if this goes long term spellcasters shouldn't be gimped.


The Setting:

The player character have lived their entire lives in what they know as their world, but which those with more knowledge would know as a demiplane. It is essentially a Dyson sphere on a small scale, surrounding a tiny artificial sun and with a population that once reach nearly 20,000, but is presently only a tenth of that. The land is bountiful, and most of the population work as farmers - the landmass is sufficiently small that nothing has been left unexplored. The only unusual features are a dozen obelisks spaced evenly around the land. In the past, eleven of these have begun to glow without warning, always just before a catastrophe befalls the land. Most recently, 28 years ago, a terrible fungal infection destroyed almost all the crops and rotted much of the stored granary supplies, and even a large part of the cured meats. Famine reigned for a decade, and only now has the population begun to truly recover. None living remember what the previous obelisks forewarned, but history tells of flood, fire, and plague over the course of centuries. As the story begins the PCs are called in by what serves as the law in this community to investigate a of disappearances, and are made privy to the what must surely be linked to them - the twelfth obelisk, of pure marble, has begun to show glowing runes, woe is sure to follow.

More on the setting, which will reveal an early plot point:

Catastrophe will force our cast of characters to abandon their home and journey through a planar gate to a ruined world. Yes, folks, it's a far future Golarion after a mysterious apocalyptic event that is now ancient history. Should this go long term, the PCs may eventually learn the nature of what befell Golarion, and perhaps even answer the more important question - can anyone save the wasteland that is left?

-And a couple of things that I hope will make your character more unique - both in a fluff and crunch sort of way. I've developed some house rules for mutations that I hope will prove fun, and while the setting may lend itself to low magic, this will largely translate as finding fewer items of greater power that may well come to help define a character and his or her combat style. The relics that remain from civilizations past are powerful indeed.

So here's a bit to chew on, at least. For the time being I'd like to keep this small, so I'm looking for only 4 players. My home games have only been 2-3 players assisted by their NPC buddy as needed, and I'd like a more controlled setting while I get used to running things PbP. If there's enough interest, I'll hope to get slots picked next week, and get things rolling the week of the 28th.


Haiku wrote:
Players may choose any race except Dwarf, and may not be a Cleric, Paladin, or Inquisitor for reasons that will become apparent during the game.

Is that "any core race except Dwarf" or are races from the ARG allowable? So oracles, druids, and rangers are the only available divine casters, right? Would you allow paladins who take the spell-less Warrior of the Holy Light archetype?

Haiku wrote:
Players begin with one level in the Adventurer homebrew class, and may choose to take up another bases class after sinking three levels into adventurer.

That's three levels where the only healing options are mundane healing, potions, and UMD.

Am I correct in assuming that the Adventurer is proficient with all simple weapons and gets at least 2 + int mod skill ranks per level? Does the Adventurer have any class skills?

Are guns allowed?


Bearded Ben wrote:
Is that "any core race except Dwarf" or are races from the ARG allowable? So oracles, druids, and rangers are the only available divine casters, right? Would you allow paladins who take the spell-less Warrior of the Holy Light archetype?

Correct on all points, though uncommon races will be very uncommon in this small population - perhaps the last of a family that has slowly died out. A non-casting Paladin is acceptable, and perhaps even ideal. The demiplane where we begin has the dead magic trait, so it will be a short bit into the adventure before powers latent in the blood may begin to manifest.

Bearded Ben wrote:
That's three levels where the only healing options are mundane healing, potions, and UMD.

Right on the money, but I've no intention of making things impossible to survive.

Bearded Ben wrote:


Am I correct in assuming that the Adventurer is proficient with all simple weapons and gets at least 2 + int mod skill ranks per level? Does the Adventurer have any class skills?

Thank you, I neglected to specify: simple weapon proficiency is part of the class and skill ranks are 4+Int. Class skills you will be able to pick and choose, selecting 9 class skills in addition to Craft and Profession being class skills. Try not to powergame this, if you can.

Bearded Ben wrote:
Are guns allowed?

There won't be guns initially, but someone wishing to be a gunslinger will be able to find a gun by the time they are ready to take a level in the class.

I do appreciate the request for clarification - I knew I'd end up leaving something off but that's a bit more than I anticipated. And only after reading this to I see how wary I'd be of starting off as some homebrew class, and with limited options to follow. My goal is to have the number of bonus feats available early on allow a greater degree of customization while making up for the delay in class feature progression once levels are taken in a core class.

Also, traits are on the table even if the fluff doesn't make sense. Just provide some reasoning for why you have the crunch it provides.

A Note on Religion:

Being in a dead magic demiplane, this population has had to get by without divine aid. While there are some records of the many churches that existed in the past, only a few believe that tales of magical healing and raising of the dead are anything but myth. Despite this, there are enough worshipers that PCs can be of any faith from Golarion lore.

A Note on Equipment:

Starting equipment will be limited in terms of anything metallic, due to the lack of metal in this world, all of which comes from the first inhabitants who brought it with them, rather than from in the ground. A steel longsword in good condition would be a treasured family heirloom - though the odds of owning such an item have increased since the recent drop in population. Begin play with 100gp in equipment, but triple the cost for any item containing metal components.


Could the character be from a community that descended from Eastern influences? A line of Samurai? Any taboo on Summoners?

Would you believe that's regarding the same character?

LOL.


Can the points from Training be saved between levels, or must they all be spent immediately? For example, if I want a 2pt feat, can I save the remaining 1pt so that I can take two 2pt feats next level?

I'm not sure I understood your answer to Haiku, will ARG races be allowed?

Also, how many players are you looking for, and how much backstory do you want for the characters?

Thanks!


Philanthropist wrote:
I'm not sure I understood your answer to Haiku, will ARG races be allowed?

I might be wrong, but I understood Haiku's comment as meaning that ARG races were allowed with the caveat that if you aren't playing a core race, "one of the last of a dying race" is automatically in your backstory.


This sounds very interesting, especially with the option to use that class to create a very unique character. I'll see if I come up with a concept.


Pilanthropist said wrote:
Can the points from Training be saved between levels, or must they all be spent immediately?

They may indeed be saved.

Philanthropist said wrote:
Also, how many players are you looking for, and how much backstory do you want for the characters?

I'm aiming to keep this small with just four players, and perhaps start something larger if there if a)enough people are sufficiently interested to try this and b)those people enjoy it and I feel continuing will be worthwhile. A paragraph of backstory is sufficient, though I've made it difficult to say much due to the limited setting. Within this small agrarian community you may still have had unique pursuits. Someone opting to take several knowledge skills for their class skills, for example, may have been responsible for maintaining or transcribing the few ancient texts passed down over the generations this population has been encapsulated in its demiplane.

Black Thom said wrote:


Could the character be from a community that descended from Eastern influences? A line of Samurai? Any taboo on Summoners?

An eastern influence is definitely possible. I think part of the effect of being in this isolated community would likely be an inclination to cling to culture and focus on passing traditions to one's children. Branching into summoner once you get core class levels will be acceptable, though I hope the goal isn't to powergame.

Bearded Ben said wrote:
I might be wrong, but I understood Haiku's comment as meaning that ARG races were allowed with the caveat that if you aren't playing a core race, "one of the last of a dying race" is automatically in your backstory.

This is correct. If anyone is looking at racial archetypes and concerned about this, I think the majority of them could be re-fluffed and allowable for other races.

Loup Blanc said wrote:


This sounds very interesting, especially with the option to use that class to create a very unique character. I'll see if I come up with a concept.

I appreciate the interest. The more I think about it the more I wish I'd spent some more time on the initial writeup for the homebrew class component, but perhaps it can work well enough as is.


This sounds really interesting and I've got a concept for a sorcerer with a draconic bloodline. I'll write that down tomorrow.


I create powerful characters and play any character powerfully, no point creating/playing wusses. But this powergaming thing, I don't even know what it means.

The concept is a Ronin/Summoner, where the Eidolon is a female ancestral spirit and the summoned creatures are Kami. The Eidolon would lend guidance, mentor and do what the samurai should not.

Not sure if you'd like the concept.

Dark Archive

Hello, I find this interesting as well. Seems a little OP on the feats, but I think that kinda balances with the lack of regular classes at first.8D I have a concept for a hunter/ outcast from the small society, eventually becoming a ranger or rogue. You said cured meats so i assume there are some kinda of animals in the sphere. Hopefully wild ones as well. Bolt is his name and he has a temper, thus he hunts alone outside the community.


Flagging for interest.
Will have to chew on a concept, maybe lore keeper or something.


A) Sounds awesome, Gamma World in Golarion? Hells yeah.

B) You realize the array you offered is a 30 pt buy right?

C) I'd like to make an unarmed combat adventurer, who also has the ability to use improvised weapons through the catch off guard feat. For background and stuff, I'd like to know more about the world. So there are about 2,000 people (the size of high school I went to), do they all live in one big town? You stated that they are mostly farmers, so they presumably stay in one place. Just how big is the 'world'? What's the climate like? Is the culture basically Anglo/Germanic (ethnically, linguistically), or is it something else? Is the population generally at peace (when was the last war)? Does alchemy function? If there is very limited metal, is the culture still neolithic? What kind of governance is going on here?

Okay, that's a lot of questions. I'll wait for some answers.


So I've got a good concept, which I'll be posting in a bit, but I have a quick question: are traits being used?


Okay, so here's the alias for the concept I cooked up. There's a bit of a backstory deal in the profile, not much, but enough, I think, to give you an idea of this fellow.

The alias itself is an older one, that had a few posts before in a game; just ignore those, if you will. Trying to cut down on the number of aliases I have.

However...

Where I'm thinking of taking this guy:

So, once the group gets to the devastated Golarion, or whatnot, and gets the chance to pick up new classes, I have a very odd and interesting plan for Kearan. He will be touched by something lingering on Golarion, and become an Oracle of Battle devoted to Groetus, the God of the End Time. I sort of envision him as seeing the Harbinger's work not quite finished, and he strives to find out why as he battles to lead the world closer to its final destiny.


Are you planning on this being combat heavy, or more roleplaying?


Chakka wrote:


Hello, I find this interesting as well. Seems a little OP on the feats, but I think that kinda balances with the lack of regular classes at first.8D I have a concept for a hunter/ outcast from the small society, eventually becoming a ranger or rogue. You said cured meats so i assume there are some kinda of animals in the sphere. Hopefully wild ones as well. Bolt is his name and he has a temper, thus he hunts alone outside the community.

There are definitely wild animals. In fact, following the relatively recent famine, some of the settled area of this world was abandoned and has become more wild that the remaining population would like. If the largest settlement were one pole of this hollow sphere, then the other pole (which once was the site of a much larger settlement) is now abandoned. I like the character concept, and a survivalist type would definitely be a boon in this setting.

Dm Jelani wrote:
You realize the array you offered is a 30 pt buy right?

Yes, I was aiming to offer a sweet deal to tempt players away from min maxing to get 18 in their key stat. Now that I think about, I may have made the deal a little too sweet, and probably ought to drop one of those 14s to another 12.

Dm Jelani wrote:
-several questions about the setting-

There are two "large" towns for this world, one with a LG feel that is focused on keeping an eye on the scattered farmholds, with a permanent population of around 350, swelling significantly on market and festival days when family units make a brief journey and socialize. This town employs a roving force of peacekeepers who patrol the farmlands and keep a watch on lands that have grown wild.

The second largest settlement tends toward a NE alignment and has a permanent population of around 200. This group managed to capitalize on the famine by obtaining an unfair share of the quality weapons and armor, and now make their living through an implicit threat of hostile takeover should they not be well supplied.
Beyond these two, there are small single family groups who farm, fish(there is a significant river and one large lake) or engage in another craft. There are also a few extended family groups centered around a very large home and guided by a matriarch or patriarch. These clans are often around 50 strong.
While these people have agricultural techniques on the same level as you would expect in Golarion, they are getting by with inferior tools for the most part - so there is definitely a Neolithic element. Alchemy functions, though the alchemist class would be unable to produce extracts or truly magical potions.

Loup Blank wrote:
are traits being used?

Yes, everyone can grab two traits. And I'm definitely liking the character you've put together.

Adeptus Technicanus wrote:
Are you planning on this being combat heavy, or more roleplaying?

I strive for a reasonable balance. This is intended to be me telling the broad strokes of a story, while the players fill in the details and make choices that may nudge me in a somewhat different direction. But when there is violence in this story, I am for a combat that is as brief as possible, embellished with some cinematic descriptions.

~
I think I've addressed most people, and will aim to fill in the cracks in a couple of hours. I'll provide a brief write up with some more setting information tomorrow, but I hope there's enough thus far to give an idea what backgrounds will work.


Great to hear that you're liking him! And now that we've got a little more info on setting, I can tell that this guy will work well. Kearan lives on the outskirts, near the LG town but still a fair distance out. Being that there's a fair amount of evilness in the world, he's probably learned to defend his homestead from bandits and general rabble-rousers--though, to be sure, he doesn't lay in to any young ones that just want to cause a little mischief.


I'm thinking a scholar-rogue style, and if/when he finds a spell book, he'll multi-class into wizardry, or maybe a archivist Bard.


Alright, I wanna be a backwoods moonshiner. From one of the clan-holds. While not evil per say, I'd like the family to be where this world gets its illicit substances. Flayleaf, moonshine, and pesh or its equivalent. My character would be the oldest son of the Matriarch, who is also his aunt. (Incest wasn't common before the drop in population, but now there's not much choice).

The clan name can be Podunk. They live far away from both large settlements, and tend to do more business in the NE one. They're not violent unless protecting their monopoly. If a new dealer shows up, they try to buy him/her out and marry them into the clan. Is that don't work, they start breaking body parts until the person finds a new career path.

Crunch-wise as I said, he'll be focusing on unarmed combat for his adventurer levels. Then I'll probably dip maneuver master monk and go rogue for the remainder.

Sound like something that could work here?


DM Jelani wrote:

Alright, I wanna be a backwoods moonshiner. From one of the clan-holds. While not evil per say, I'd like the family to be where this world gets its illicit substances. Flayleaf, moonshine, and pesh or its equivalent. My character would be the oldest son of the Matriarch, who is also his aunt. (Incest wasn't common before the drop in population, but now there's not much choice).

The clan name can be Podunk. They live far away from both large settlements, and tend to do more business in the NE one. They're not violent unless protecting their monopoly. If a new dealer shows up, they try to buy him/her out and marry them into the clan. Is that don't work, they start breaking body parts until the person finds a new career path.

Crunch-wise as I said, he'll be focusing on unarmed combat for his adventurer levels. Then I'll probably dip maneuver master monk and go rogue for the remainder.

Sound like something that could work here?

Sounds like a good fit to me. Given the limited scope of the starting area, I'm all for allowing the players to weave their backstory in as part of the initial setting.


Okay, I'll work up an alias. Do we have names for the LG town and NE town?

Edit:Changed the name to Rutter. Podunk was too cliche. Here's my initial work. More to come later. What's the deal with starting equipment?


I believe Haiku said that it's 100 gp to start, with anything that has metal components costing triple normal. So, a short sword would cost 30 gp rather than 10, I think.

My guy's scythe was by far his costliest purchase.


Think I'm going to have to put in for this game; the premise sounds very interesting. I have a few ideas, but I also have a few questions to figure out with the training points.

First, when we get our full class at level 4, will we get all of the regular feats that go along with that class, such as weapon and armour training?

Second, for feats such as Martial Weapon Proficiency, does that refer to proficiency with 1 weapon, or proficiency with all martial weapons, such as you would usually get when taking a martial oriented class?

Thanks.


I've come up with a character concept and background. This will need to be expanded. You can find the alias here


Black Thom wrote:
The concept is a Ronin/Summoner, where the Eidolon is a female ancestral spirit and the summoned creatures are Kami. The Eidolon would lend guidance, mentor and do what the samurai should not.

I think the concept is valid - stat up an alias if you want to get in the running.

DM Jelani said wrote:

Okay, I'll work up an alias. Do we have names for the LG town and NE town?

Edit:Changed the name to Rutter. Podunk was too cliche. Here's my initial work. More to come later. What's the deal with starting equipment?

Looking good to me. Does this alias have a brother named Daryl?

The LG town is called Piravel, and the NE one Oakenhaven, though its namesake oaks have been over-harvested of late. Loup Blanc's reply about equipment is correct -100gp to start, with triple price for goods that require significant metal components

LastNameOnEarth said wrote:


Think I'm going to have to put in for this game; the premise sounds very interesting. I have a few ideas, but I also have a few questions to figure out with the training points.

First, when we get our full class at level 4, will we get all of the regular feats that go along with that class, such as weapon and armour training?

Second, for feats such as Martial Weapon Proficiency, does that refer to proficiency with 1 weapon, or proficiency with all martial weapons, such as you would usually get when taking a martial oriented class?

Thanks for pointing out a gap in my explanation - gaining a level in a core class will not grant the normal armor proficiencies, but will expand weapon proficiencies. Any other class features will apply as normal. The martial weapon proficiency from the training feature is indeed for only a single weapon.

Llaelian said wrote:


I've come up with a character concept and background. This will need to be expanded. You can find the alias here

Looks like you're almost there on this character - I can see it working very well.

~
A few more tidbits-

World size: Departing from Piravel on foot, maintaining a steady pace and stopping only sparsely and to rest overnight, a traveler could arrive at the empty city of Dunstone in about 12 days. Dunstone was once home to a thousand souls, though now it is overgrown and only occasionally visited by scouts.

Prominent families:
Dashiell Armistead, a human 47 years of age, is uncontested in his command of Oakenhaven. He has been tempered somewhat since leading a band of opportunistic cutthroats to power during the famine, but is unwilling to let slip what he has built. Few doubt that he would like anything more than to earn the loyalty of enough farmsteads to declare himself a king. Few fear that this will happen, since his past crimes are not forgotten.

Maynard Llewellyn is sheriff in Piravel, and has big plans. A 31 year old human with elf blood in his veins, Maynard grew into adulthood but never let the suffering and wrongdoing around him dampen his idealism. In the few months since his appointment as sheriff, he has sent scouts to report on the condition of the portion of the world left uninhabited. He hopes to see families settled in Dunstone again before the year is through.


He does in fact have a brother named Daryl! ;)

Are drugs illegal? I'm assuming not, since in the real world that's a 20th century American aberration which they've managed to force on the rest of the world. Still, thought I should ask before I write the background. If they are illegal, who is enforcing the law besides Llewellyn?


I'd like to apply as one of Maynard Llewellyn's scouts. Do arrowheads/bolts count as metallic items? If so, would I be able to use obsidian or stone to craft them?


DM Jelani wrote:

He does in fact have a brother named Daryl! ;)

Are drugs illegal? I'm assuming not, since in the real world that's a 20th century American aberration which they've managed to force on the rest of the world. Still, thought I should ask before I write the background. If they are illegal, who is enforcing the law besides Llewellyn?

While interpretations may vary, I think there are a few historical challenges to that opinion.

Are you familiar with the Opium Wars? Drugs were first outlawed by the Chinese, and the west (UK) went to war to force China allow western merchants to sell opium to the general Chinese population.

Islam outlawed the use of hashish for non-medicinal purposes, as well as alcohol at some point around the 7th century. A war against the Sufi's in the 10-11 century was motivated by their continued use of hashish, and they burned huge fields of cannabis.

Various kinds of prohibitions against drugs have been around for over a millennia, and are not particularly new. The only thing that could perhaps be viewed as new is the style of legal legislation and perhaps enforcement.


I'm interested - I'll see if I can think up a character today.

Edit: Tentative Mokrim Edgerunner up for approval among my aliases.


Mokrim here.

I'm not sure I understand the feats. Are you saying that a human might start with 4 feats? (1 adventurer class, 2 bought with 3 pts, a human bonus feat)


dotting


Rotolutundro, I built my character with that exact setup, and as far as I know, that's exactly how it's supposed to work. In fact, you could potentially have 5--1 from adventurer, 1 from human, and 3 from buying with points.

The GM said my character was fine, so I'm rolling with it.


Chakka here. this is my submission for approval. sounds like an interesting world and i would like to join.8D, havent played a lot on PbP but am a long time DM and player in the PnP version. moved to an area devoid of gamers so am trying my hand here. luck to all interested.


Thanks Loup Blanc! What about favored class? Does anyone know how that will work? Do you have to wait to choose your favored class until after 3 adventurer levels?

I'm sweating, because you can never have enough skill points... :D

Also, I'd like to know what languages exist in the area?


I'm not certain of favored class--I didn't apply any bonuses, because I'm planning to grab the favored class for what I take after adventurer. As for languages, that'll have to be the GM's call, but I'd guess there's a common tongue plus racials.


Lastname here. This is my submission:

Rotann's family died while he was young. They were victims of the famine, like so many others. Left alone, Rotann had only a few choices to survive, and none of them were good. He could be a beggar in the towns, of which there were already far too many, or he could learn to support himself. He took to the woods, and learned how to hunt. First it was small animals, caught with primitive traps, or by thrown stones, but gradually he became more and more skilled, hunting and stalking larger and larger prey. Eventually he was able to take more than he needed, and began to trade meat, an expensive commodity, for supplies with outliers from the communities. While he still prefers the solitary environment of the wilds, he has gotten more and more used the advantages of having civilization to trade with.

He'll most likely be heading for the Druid class once we get to that level, or perhaps Ranger, depending on what is most appropriate at the time.


LastNameonEarth - Well, okay. You're right of course, I was generalizing. The thing all those instances have in common is a large population under a central authority (be it religious or secular). I'd like to see an instance from history where a population of 2000 outlawed all intoxicating substances except ethanol/tobacco/coffee without a government/religious/military forcing it on them.

My point wasn't really to start a historical debate though. Just to see what the situation is, and if it's too harsh. *If* this world does have an American style "war on drugs" or whatever, then I'd rather make it a less important aspect of the character. I don't want to play cops and robbers, and I don't want my character to turn the focus of the game constantly towards that. It's just a way to make money (or it's equivalent) for the character and his family.


Submitting character for review Thnx


To everyone: Submissions due by 8:00pm EST on the 25th
I will make a post tomorrow night welcoming the initial four players.

To DM Jelani:
Drugs aren't illegal, though there are elements that would like them to be. Sheriff Llewellyn frowns upon those who make production and distrubution their livelihood, and thinks no good can come from drug use. He lacks the power to do much about it, however, and it's not high on his list of priorities to begin with. Merle's background won't be a problem.

To imjohnnyrah:
Stone arrowheads are fine, and would function as ordinary arrows.

To Rotolutundro:
-Yes, a human could potentially start off with quite a few feats. -Players may take an additional hit point or skill point for each level in adventurer, treating it as a favored class.
-Pretty much any language from a Paizo book is acceptable, though most would likely be an academic knowledge. Those who make the effort to learn something beyond common may do so to maintain their racial heritage, or just to broaden their knowledge. Armistead and his higher ranking underlings use a combination of speaking draconic and using code words even within that language to safeguard much of their communcations.

To derosiere:
I'll keep an eye out for a character submission.

To Chakka/Bolt
Dwarvish ruins in the backstory are a no go, but finding a stash of weapons with some of dwarven make fits and is interesting. I appreciate you (and others) weaving in the setting material I've given you so readily.

To Lastname/Rotann:
Submission looks good. We may end up with a couple of lone wolf wilderness dwellers forming the adventuring party, which might be interesting to see.

~
To be honest I wasn't sure there would be interest in this, so I'm glad we've got more applicants than slots. That said, I know most PbP games run well over the 4 i've stated, and I don't like having to turn a couple of potential players away. I think the best approach here will be to stick with my initial player cap, with the addendum that I will most likely be looking for 2 additional players to join up in a month or so if things are going well and they would like to join. When I determine the initial four, a degree of preference will be given to those who expressed interest earlier - but please don't let this discourage late submissions.

While traditional alignments will be used for the necessary in game effect, I find them less useful for understanding a character because individual opinion can vary on what is acceptable for certain alignments. Selected characters will be required to list their position on a sliding scale between the following opposites. There are five positions for each. On the first pairing, for example, a character may fall Strongly on the side of Order, Somewhat on the side of Order, Neutral with respect to order and Chaos, or Somewhat or Strongly on the side of chaos. Submitted character don't have to add this, but will get a bonus when selection time comes if they choose to do so.
Order-Chaos
Altruism-Avarice
Peace-Violence
Mercy-Vengeance
Courage-Cowardice
Planner-Impulsive
Prudish-Raunchy
Introversion-Extroversion


Okay adjusted backstory to remove dwarvish label on ruins.;)
and added new alignment ratings. hopefully fits better now.


alignment details posted


Posting back in to let you know that I've updated the alias with a little background work to make it more specific, and I've added the new personality information. I've also posted it below.

New Personality Traits:

Somewhat Chaos-Aligned: Kearan is a good man, and an active member of the community. He forges close bonds with those he loves, and is loyal and true to them. However, he also strongly believes in personal freedom, the ability to do as you choose; he also has that mischievous streak. He can't help but feel that Llewellyn is trying too hard to enforce too many laws, and that the people of Piravel are generally good-hearted--they'll be fine if they're more or less ungoverned.
Strongly Altruistic: Kearan is a very kindhearted individual, and is far more likely to work for nothing than to not work at all. He's been known to do just that when it comes to helping with buildings, and he even trades his crops at market for stories, a favor, or just a nice cold drink on a hot day.
Neutrally Peaceable/Violent: Kearan is by no means a violent man, and he only participates in boxing matches as friendly competitions with other men who want to go a round. However, he recognizes the imperfection of people, and is not hesitant to protect those he cares about. More than a few ruffians have received a thrashing from the man, and he's driven off more persistent thugs with weapons.
Somewhat Merciful: Kearan is more likely to forgive and forget than he is to hold a grudge. Occasionally tempers flare in town, and Kearan understands this; he's taken more than one cheap shot from an angry or just frustrated man. Maybe it's his stature and the lack of pain he feels from these, or maybe it's his easygoing nature, but Kearan prefers to end the conflict and share a drink to soothe things over rather than beat back. Still, if he feels something is truly threatened, Kearan doesn't hesitate to do whatever it takes to protect his own.
Strongly Courageous: Kearan isn't a fool, but nor is he a coward. He isn't quick to back down from a challenge, no matter how daunting. Even if he feels fear, he does his best not to let it show and to do what he must to meet his goals and protect what he loves. For example: driving off knife-wielding brigands.
Somewhat Impulsive: Kearan knows the value of planning, but it doesn't appeal to him. Life on the frontier is always changing, even on a farm, and he faces new challenges every day, be it injured livestock, a felled tree from a storm, or a neighbor who needs extra help. Kearan tends to follow his instincts and his heart rather than rote logic, and is quick to do what he feels necessary at a given time.
Somewhat Raunchy: Kearan is a man who enjoys some of the simple things in life--family, friends, a refreshing drink after a hard days' work, a fistfight to relieve tension and aggression. He also has a streak of mischief and pranking in him, which can help LEAD to the tension and aggression on occasion. All in all, Kearan doesn't generally pass judgment on the pastimes of others, since he himself engages on all sorts of behaviors that "stiffs" might look down on.
Strongly Extroverted: A family man and townsperson to the last, Kearan loves the company of others. Whether it's working alongside a neighbor in the fields, singing songs and otherwise enjoying life in a tavern with his buddies, or just sitting with his wife and son before the fire at night, Kearan genuinely likes interacting with people. One of his least favorite things about his farm is that he's often out alone, and this only drives him to seek out human interaction that much more when he's not working.

...Of course, this is all going to change when he's touched by Groetus, which should be very interesting. I'm going to have fun with this character if I'm accepted, I can already tell. Mufufufu... Side note, that should be his laugh after the change, haha.


I have a pitch for a rather unusual character that I would like you to consider. The new Inner Sea Bestiary has a new playable race with origins tied to the downed alien spaceship region of Numeria. It is the Android. While similar in concept, they are definitely not Warforged. They appear human, other than glowing glyphs/circuitry that can be seen along different parts of their body. They have all the same requirements of organics (breathing, food, water), and are considered both humanoid and construct.

My pitch is thus: The android comes online next to a glowing, rune inscribed monolith. He has no memory of how he got there or what his purpose might be in being there. He has preprogrammed skills that appear to be designed to keep him alive in an emergency, but no other knowledge of this pocket dimension or its inhabitants. After his appearance, he ventured out into the small world, and at the time of the adventure, has been there perhaps a couple of weeks. He sold a few non-functional technical doodads he was wearing to get some basic equipment, and is now trying to figure out what is going on, who he is, and where he came from. One assumes the glowing rune stone has something to do with it, but what is unknown. No one else has seen anyone like him, so one assumes that he came from outside. Did the stone bring him here? Was he always here and just now activated? What does the stone signify? Is he in some way responsible for the way it is destabilizing? Only the GM knows, and only time will tell.

Intro:

System Online
Scanning...
.
.
.
Bootup malfunction: Code 404 - Mission not found.

Connecting to network...
Network not found.
Connection disabled.

Scanning primary directives...
Code 404 - Directives not found.
Perform system analysis.
.
.
.
Software scan complete.
Software malfunction; files corrupted.
Database: Offline
Primary Skillsoft: Offline - Error: Code 404 - Files not found.
Environmental Manipulation: Offline
Reality Alterations: Offline
Physical Law Exceptions: Offline
Survival Skillsoft Teir 1: Online
Survival Skillsoft Teir 2: Locked
Survival Skillsoft Teir 3: Locked
.
.
.
Hardware scan complete.
Hardware: Online
Operational functions: 100%
Power scan complete.
Power: Primary power at 0%
Reserve Power at 13%
Chemical powerplant: Online
Chemical fuel present: 0%
Recommendation: Locate chemical fuel source.

"Hmm. I'm hungry.

Androids are supposed to be somewhat emotionless, so he'd play out something like a combination of Data and Mr. Spock. He's brilliant, and after his adventuring levels were past, he'd be aiming towards Wizard. I'll get an alias together for him asap.

Edit: I've created an alias for the character. The crunch for him will follow quickly.


I'll be finishing up Merle today. It's already 2:15 on the afternoon of the 25th for me, but I think it's still 20 hours away from 8:00 EST right?


Okay, Merle should be finished.


Here is Llaelian. Nial Farnell is finished.


Mokrim finished here.


Piecing everything together now. I've decided to go with an elven archer with hopes of progressing into an Arcane Archer (something I've wanted to try since 3.5). After my stint as an adventurer, I'd likely multiclass to magus and then into AA after 6 levels or so. Long term plans seldom find fruition but what the H, why not give it a try?

You can check my progress *here* if you feel so inclined.

Couple Questions:
Is there a/an (in)formal name for the catastrophic events that happen in this world? Just curious as to what the smallfolk and local legends would have to say about them and the obelisks.

Is there a specific number of years between the obelisk events or do they just occur "naturally" in the world?

**Note: Love the alignment setup. Much more insightful and inspires us to find our characters a lot easier than the traditional system. Kudos, sir/madam.**


All done.

*Here's a link* to Legolas errr Caelreth Dho’Eldren.

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