If Thou Stare Long into an Abyss... Victorian Strange Aeons

Game Master Aest

The Asylum Map


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The huge oaken double doors shut surprisingly softly for such massive pieces of wood, blocking your view of the well-dressed man who brought you here. Turning, you take in the room he left you in; marble floor, white-tiled walls, and a spiralling staircase. You only have a moment to look before your arm is gripped, gently but firmly, by a large, dark-haired man in a white tunic and pants. ”This way, please. We haven’t gotten you admitted quite yet.” He leads you through a door into an oak-paneled room with a wide desk and a comfortable armchair. Behind the desk sits a man in a white coat, while nearby stands a woman in a blue dress with white apron holding writing tablet and pen. The man speaks.

”Name: Unknown, see documentation. Profession: Unknown. Place of Residence: Polperro, Cornwall. (Not far from here.) Malady: Amnesia, possibly trauma-induced? Make a note to check up on that, Miss Savoy.” The woman in the blue dress scribbles furiously. ”Person of Responsibility:...None Listed. Who were you, and why are you here now?” The doctor looks at you again, then smiles winningly. ”Doctor Lossandro. I’m sure we’ll be good friends. York?” The big man who led you into the office nods. ”Please take our newest guest and the others to the D Wing to finish up their admission process. And while you’re there, could you bring Zandalus down? I have an idea on how to get him to talk again.”

= = = = = = = = = = = = = = = = = = = = =

Welcome to my third recruitment for a Victorian Strange Aeons: In Search of Sanity. Both previous recruitments ended with deaths in the family, which has led me to believe this is cursed. However, I really want to run it, so we’re going to try again. If you were part of a previous recruitment (or two), you’ll need to apply yet again, since I didn’t ever get to the point of really reviewing characters.

Character Creation:

Patient Number: Please don’t name your character. Instead, give him or her a 5-digit patient number, beginning with either M or F. For example, a female character could be F-74291. If you choose to have your character remember their name or nickname, you can add that to your character’s profile as follows: F-74291 “Mary” or M-14597 “Squints”.
Character Concepts: I’m looking for 4 or 5 characters between 25ish and 35ish years old. These characters can know 1d3+1 of the ten things on the following list, but the rest of their backgrounds are a mystery. 1. His or her first name or a nickname. 2. Where he or she was born. 3. What he or she wanted to be when he or she grew up. 4. A crime he or she committed, whether he or she was caught or not, but not the consequences of his or her crime. 5. How many siblings he or she had. 6. What faith his or her family followed, if any. 7. How much schooling he or she had, and where, up until age 16. 8. The first name of his or her first love, but not what he or she looked like. 9. Two injuries, and a hunch at how he/she got them. 10. His or her favorite childhood book. None of these memories cover adult life (16 and older). Other than three of those ten things, your character only knows he or she was recently committed to Briarstone Asylum near Polperro on the Cornwall Coast of England, his or her patient number, and that the year is 1841. Do not write a background. Instead, put together a list of these things.
Alignment: Since your characters have no recollection of their pasts, I anticipate a lot of partially-neutral alignments. However, any alignment will work, as long as your character is capable of working with others, isn’t insanely grimdark, and isn’t a loner by nature.
Races: Human. I’ll allow a trade-out of any one racial ability or trait from another core race in exchange for either the bonus feat or extra skill point.
Classes: In my mind, the classes that would work the best are Occult and Mundane classes (non-spellcasters). Therefore, the only classes I’ll allow are classes and archetypes without arcane casting, with the exception of bard. Additionally, I’ll only be taking one divine caster at most. See Setting Considerations for more details.
Guns: For all classes, replace hand/light crossbow proficiency with 1-handed firearms. Replace heavy crossbow proficiency with 2-handed firearms. Guns are considered commonplace, with the changes to price and availability that entails, though advanced/modern firearms are a rarity at this time.
Armor: In order to not break Victorian fantasy and avoid having characters clomping around in full plate, I’ll be using the following system. One-half-BAB classes (psychic, etc) do not gain bonus armor as they level. Three-Fourths-BAB classes (rogue, mesmerist, etc.) gain 1 bonus armor every 3 levels. Full-BAB classes (fighter, barbarian, etc.) gain 1 bonus armor every 2 levels and start with 2 bonus armor. Additionally, only light armor is available. This might have an impact on balance, but I think it’ll be okay.
Point Buy: 15, no greater than 17 in any ability after racials, and no more than one ability below 7. You’re not superheroes, you’re amnesiacs trying to find out about your pasts.
Hit Points: Maximum at level 1, half+1 for each thereafter.
Equipment and Gold: As your class average, but only equipment.
Traits: One. Do not pick a Strange Aeons campaign trait. You’ll be assigned one shortly after the AP starts.
3PP: Please, no 3rd party products. I’m not familiar with them, and the amount of options in Pathfinder alone is overwhelming
Background Skills: We will NOT be using background skills, because your characters have no backgrounds.

Setting Considerations:

Gender: In spite of Queen Victoria’s reign, this period was not by any means a golden age for women. As a game setting, I’m going to remain true to this reality, while also acknowledging that it’s a fantasy role-playing game. As such, female PC applicants are not only not discouraged, but welcomed, but be aware that the setting will impose unique challenges upon said PCs, and may not react well when those PCs choose not to follow societal norms.
Magic: Arcane magic, with its flash and showiness, doesn’t feel right for the setting. Divine is more relegated to the Church and to a handful of ‘hedge witches’ that possess a connection to the Divine through whatever means.

As such, most of the magic in this setting falls into the Occult. Whether the result of a pact with an unholy power, the shattering of a mind through trauma, or simply an accident of birth, the Occult has been a force in European society for centuries, and is at the core of many a witch-hunt or inexplicable event. For most people, the Occult doesn’t have any impact on their lives except to enthrall children with stories of Baba Yaga and Morgan le Fey. However, there are those who see it as a path to power. The legendary predictions of Nostradamus, the skills of the Yogi of India, and the trepanned skulls of the Tartars...all speak of the power to be attained if one is willing to sacrifice. Whether that sacrifice is sanity, wealth, or parts of one’s body, great things are possible.
Technology: The Victorian Era is defined by technology. Trains and steam power offer unprecedented access to the world, while the rise of factories is making those smart enough to invest into the newest of the super-wealthy. The setting is going to have technology in it, but it’s not going to be futuristic, nor will it be too steampunk. Be aware of that when thinking about the game.
Faith: Religions will be Earth-based, but with all faiths having some access to the divine. When you’re picking domains/inquisitions, try to justify why your faith would give access to that domain/inquisition. Additionally, try to keep your faith as a player separated from that of your character.


This sounds wonderful.
Dotting with extreme interest.
How do you feel about an Investigator with the Scavenger archetype?


Good to see you back, Aest!

I will apply for a third time, but I have to come up with something that I really like, I wasn't really 'feeling it' with my previous patients. Watch this spot!

Liberty's Edge

Yes yes yes, I LOVE Strange Aeons, but all my games have died very soon. Dot!
Would a Pyrokineticist be too flashy?


Also throwing in a dot here, with great interest. Life pulled me out of table tops altogether for the horror stuff, and, as a long-time Lovecraft fan, would love a chance to see it in action!


What is your outlook on Alchemy for this campaign?

Specifically, I'm interested in playing a Host alchemist, with the symbiote being implanted in him, presumably, during his amnesiac period.

Edit : I know it's not paizo content, but I also feel like it's a single Archetype, with some good flavor, and good potential for character interaction and development.

Silver Crusade

The following seems incredibly thematically appropriate to me.

A Herb Witch. I'll guarantee to not take any flashy spells. Heck, you even list hedge witch in your list above :-)


Hi Aest. Good to see you back. Here's my resubmission. Psychic Detective Peyton.

I rolled 3 memories last time. Is it okay if I keep that or should I roll again?

Crunch F-54831 'Peyton':

N medium humanoid (possibly trending NG)
Init +2 (2 dex)
Perception +1+1+3+2=+5 (1 rank, 1 wis, 3 class)
STR: 10 DEX: 14 CON: 12 INT: 17 (Racial +2 Bonus) WIS: 13 CHA: 8
Languages: English (free), Int bonus French, Latin, German, Lingustic one of Celestial, Abyssal, or Infernal, as appropriate for the game. If my choice than Celestial.

DEFENSE:
AC 14 (10 + 2 armor +2 dex )
T 12 (14 - 2 armor)
FF 12 (14 - 2 dex )
hp 10 ( 8 + 1x1 (con) + 1x1 (class bonus))
Fort 1 (0 base + 1 con)
Ref 4 (2 base +2 dex)
Will 5 (2 base + 1 wis + 2 feat) Special: +2 trait against emotion and fear
CMD 10 (10 + 0 Str + 0 BAB)

OFFENSE:

Speed 30 ft
Melee Dagger 1d20+0 (0 str + 0 BAB) (1d4/19-20/x2) 1d4
Range Shortbow 1d20+2 (0 str + 2 DEX) (1d6/x2) 1d6
Space 5 Reach 5
BAB 0
CMB 2 (2 DEX +0 BAB)

TRAITS:

Campaign:
???

Combat:
Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.

FEATS:

First: Iron Will
Race: Point Blank Shot

SKILLS:

6 per level + 3 Int bonus + 1 race 2 background
Class Skills are

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Note: Acrobatics, Climb, and Perform removed due to Archetype.

Adventuring Skills

Acrobatics +2=+2 (1 dex)
Bluff -1 (-1 cha)
Climb +0=+0 (0 str)
Diplomacy -1 (-1 cha)
Disable Device +1+2+3=+6 (1 rank, 2 dex, 3 class)
Disguise -1 (-1 cha)
Escape Artist +2 = +2 (2 dex)
Fly +2 = +2 (2 dex)
Heal +1=+1 (1 wis)
Intimidate -1 (-1 cha)
Knowledge (arcana) +1+3+3=+7 (1 rank, 3 int, 3 class)
Knowledge (dungeoneering) +1+3+3=+7 (1 rank, 3 int, 3 class)
Knowledge (local)
Knowledge (nature)
Knowledge (planes) +1+3+3+1=+7 (1 rank, 3 int, 3 class)
Knowledge (religion) +1+3+3=+7 (1 rank, 3 int, 3 class)
Perception +1+1+3=+5 (1 rank, 1 wis, 3 class)
Ride +2=+2 (2 dex)
Sense Motive +1+1+3=+5 (1 rank, 1 wis, 3 class)
Spellcraft +1+3+3=+7 (1 rank, 3 int, 3 class)
Stealth +1+1+3=+5(1 rank, 1 dex, 3 class)
Survival
Swim
Use Magic Device +1+3=+4 (1 rank, 3 class)

Background Skills

Appraise +1+3+3=+7 (1 rank, 3 int, 3 class)
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics +1+3+3=+7 (1 rank, 3 int, 3 class)
Lore
Perform
Profession
Sleight of Hand

GEAR:

Ranger's Kit 9 gpb
Mapmaker's kit 10 gpb
Compass 10gpb
Thieve's tools 30 gpb
Caltrops 1 gpb
Worn:
Leather Armor 10 gpb
Adventurer's outfit (free)

Wielded:
Shortbow 30 gpb
Dagger 2 gpb

20 arrows 1 gbp
20 arrows blunt 2 gbp

0 GP leftover

Special Abilities:
Race:

Extra Feat
Extra Skill Point

Class:

Inspiration (Ex): 4 inspiration points. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20.

The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spell Casting:

A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list.

She can cast any spell she knows without preparing it ahead of time.

To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level.

The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

Spells:

Spells Known:
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —

Spell Slots per Day
1st: 1+1= 2 (1 level, 1 int bonus)

Knacks (DC 13) 10 + 0 + 3 int
Telekenetic Projectile
Grave Words
Mage Hand
Detect psychic significance

Level 1 (DC 14) 10 + 1 + 3 int
Psychic Detective Spells:
Detect chaos, detect evil, detect good, detect law, find traps.

Color Spray
Mind Thrust

Background F-54831 'Peyton':

3 memories
1.Nickname: Peyton
2.Place of Birth: Ipswich
3.Level of Education: Well educated. Indicates well off status.

Recently committed to Briarstone Asylum near Polperro on the Cornwall Coast of England, patient number F-54831, the year is 1841.

Silver Crusade

I know that we don't know who we are at the beginning, but would anybody like to make a dual submission as the classic
Master/Mistress Servant pair?

I'd be quite willing to take on either role

Edit: Speaking of that, in Victorian society class is usually VERY important. And with class goes wealth.

Do we just get to decide what class we are? Or do we have to spend some resource or other? Also, what about "background" wealth? (ie, stuff NOT spent on killing stuff in combat :-)).


Sounds a lot of fun! I'm thinking about playing a psychic with the dream discipline, since a lot of Lovecraftian games like to play with dreams.


@Kayri_Khaos: At first glance, the scavenger seems okay.

@Kittenmancer: Thanks, and I hope you find something that clicks!

@Sapiens: I'm open to the idea. Depends on how you intend to implement it, though. If you'd like to chat about pyrokineticist via PM, be my guest.

@Joseph: Alchemy is fine, but I'm going to say no to the 3PP stuff. There's too much just in Paizo for me to keep track of.

@Azih/'Peyton': Thanks for being patient. 3 memories is fine with me.

@pauljathome: I'll check it out and get back to you when I can. Class is very important. However, without any real background save your memories, there's no way to determine where you got your stuff/skills. Don't worry about it, as that's part of being an amnesiac. Additionally, there's no "background wealth" that your character would be aware of. I'd like to say more, but, hey! Amnesia, right?


Aest wrote:

@Kayri_Khaos: At first glance, the scavenger seems okay.

@Kittenmancer: Thanks, and I hope you find something that clicks!

@Sapiens: I'm open to the idea. Depends on how you intend to implement it, though. If you'd like to chat about pyrokineticist via PM, be my guest.

@Joseph: Alchemy is fine, but I'm going to say no to the 3PP stuff. There's too much just in Paizo for me to keep track of.

@Azih/'Peyton': Thanks for being patient. 3 memories is fine with me.

@pauljathome: I'll check it out and get back to you when I can.

Alright, that's fine. I figured as much, but figured I'd ask, anyway. Still thinking alchemist, just have to narrow down what kind!


Here's my bloodbender.

F-61388:
F-61388
Human (Traveller/Romani) hydrokineticist (blood kineticist) 1 (Pathfinder RPG Occult Adventures 10, 88)
N Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (1d8+4)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—bleeding infusion, gut-wrenching infusion, vampiric infusion, wrack
. . Blasts—water blast (1d6+4)
. . Utility—basic hydrokinesis
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 17, Int 10, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats Ability Focus (wrack), Weapon Finesse
Traits indomitable faith
Skills Acrobatics +7, Intimidate +3, Perception +5, Stealth +7, Use Magic Device +3
Languages Common, Varisian
SQ burn (1 point/round, max 6), gather power, wrack
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Water Blast (Sp) Level 0; Burn 0
Wrack (DC 15) (Su) Target takes half damage, but dam is untyped and ignores DR.

Memories: 1d3 + 1 ⇒ (1) + 1 = 2

5. Number of siblings: 6
6. Faith: paganism (including ritual sacrifice)


Dotting

Liberty's Edge

So, I've turned towards an Amnesiac Psychic, as it just seems perfect for the role. Let's roll for fluff...

Number: 1d1000 + 1d1000 ⇒ (550) + (866) = 1416 M-550866
Memories: 1d3 + 1 ⇒ (1) + 1 = 2
1 - Nickname: "Nightshade"
8 - First love: Charlotte

Crunch will come in a day or two.


Welcome back! I was quite sorry to hear of what happened. It's wonderful to have you back on the boards. My previous submission is still around, so I will re-submit Gideon, a Psychic.


Dotting. I applied for your last recruitment, but I'll probably remake my character.

Memories: 1d3 + 1 ⇒ (3) + 1 = 4 How many memories.

Memories 2: Electric Boogaloo: 4d10 ⇒ (2, 10, 4, 9) = 25 This one is to determine what he remembers, ignore the total.

Crunch to come. How long will recruitment be open?


Dotting for sure!

I think I tried to get in on this one with you previously. I'll double check.

I'll go over the Occult classes and see what I can find otherwise I'll maybe go Swashbuckler, Rogue or Slayer.

Silver Crusade

Sorry, a couple more questions.

If one takes a class and takes an archetype that loses spellcasting does it still count as an arcane/divine class?

I'm particularly thinking of a Christian Paladin right now but another example may come to mind (there are LOTS of archetypes out there) :-).

Oh, and what are the favoured weapons for a follower of The Church Of England? Kinda vaguely thinking longsword or bastard sword (St George being the Patron Saint of England, after all).

Is a Paladin viable? Or will there be too many moral compromises to be made?

It it acceptable for ones equipment to provide significant clues to our identity? Eg, a Vicars collar, a signet ring, uniform for a particular cavalry regiment, etc? Obviously, nothing like dog tags or a wallet with introduction cards (although the latter very definitely DID exist :-().


Gonna go with a Rogue Makeshift Scrapper Archetype. I've been wanting to try this archetype out and this seems like the perfect setting for it. Will work on the crunch and fluff tomorrow.


I guess I should roll for memories.

Memories: 1d3 + 1 ⇒ (1) + 1 = 2

Selection: 2d10 ⇒ (6, 9) = 15

6. What faith his or her family followed, if any.
9. Two injuries, and a hunch at how he/she got them.

Ok then.


Dotting to submit later.


I am very excited by this.

Memories: 1d3 + 1 ⇒ (2) + 1 = 3

1-Name: "Bill"
3-Wanted to be when he grew up: An Animal Doctor.
8-Name of First love: "Emma"

And here he is. I'll make an alias if he gets chosen. Let me know if anything needs changing.

For trait I took Savannah Child so that Handle Animal would be a class skill to show his affinity for animals. Hope that's alright. Let me know if you need anything else.

Oh and took leather armor and the +1 for rogues only kicks in at level 3 correct?

M-50081 'Bill':
M-50081 "Bill"
Male human unchained rogue 1 Makeshift Scrapper(Pathfinder Player Companion: Melee Tactics Toolbox 15, Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +0, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 10, Int 13, Wis 12, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Blind-fight, Catch Off-guard, Opening Volley[UC], Throw Anything, Weapon Finesse
Traits savannah child
Skills Acrobatics +3 (-1 to jump), Bluff +5, Climb +3, Disable Device +1, Handle Animal +6, Perception +5, Profession (driver) +5, Sleight of Hand +3, Stealth +3, Swim +3
Languages Common
SQ improvised weapons
Combat Gear caltrops; Other Gear leather armor, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 60 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Improvised Weapons (Ex) Gain Catch Off-Guard and Throw Anything as bonus feats.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Added Proficiency: One Handed and Two Handed Firearms

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@TerminalArtiste: Recruitment will last about 2 weeks, so Monday the 20th? I think?

@Pauljathome: Archetypes that lose their spellcasting are fine. I'd probably go with a longsword, but you could make cases for other weapons, depending on the denominations. Paladin would be fine with me, provided you can justify it with basically no background. And, finally, I'd prefer to keep those kinds of items separated, since the characters really don't have any indication who they were for the first bit of the game.

@That Sean fellow: Yeah, that's right on the armor.

Thanks to those of you who've finished up! I'll check them out.


@Aest - I have a question regarding weapons.

Along the same veins as removing arcane magic and heavy armors for period validity, what're you doing with the vast majority of martial weapons?

Bows, xbows, guns, daggers, and some small/disguised swords (like the sword cane or rapier) are probably appropriate, but a good number of the staple set of fantasy weapons weren't even really used in real life at all, let alone by the time of Victorian England.

If I were trying for Fighter, say; sure, it's probably a less-useful class in this type of scenario, but it'd still make a nice meat sack tank, but I also can't see him carrying around an Earth Breaker, or a Greatsword, especially in a sanitarium.


@Aeroden: This one's going to take a bit to explain. The short version is that there are some characters that don't work in traditional fantasy (gunslinger, alchemist in some games, anything tech-based), and some that won't work in a Victorian setting (barbarian/fighter with greataxe/greatsword).

Arcane casting was removed for flavor reasons, while armor was rebalanced because not doing so either messed with period immersion or, if I banned medium/heavy armor, crippled martial classes. It's true that weapons are going to do the same thing, but using more Victorian-esque weapons doesn't completely cripple martial classes - just some builds of them.

Would you guys like to discuss weapons and how to balance around not having greatsword/greataxe/bulky medieval-esque weapons? I'm open to suggestions, but also okay with just not using them.


GM Aest wrote:
Would you guys like to discuss weapons and how to balance around not having greatsword/greataxe/bulky medieval-esque weapons? I'm open to suggestions, but also okay with just not using them.

Personally I was probably going to roll up a Brawler anyway, but I tend to change my character 3-4 times during the process of creation, and that idea got stuck.

On that note I'm okay with not using the big weapons, but I also had an idea to rectify it:

Give Fighters/Barbs/big martial bullies some version of Catch Off-Guard for free, sans the flat-footed attribute of the feat. They might not be wielding a hammer and shield, but a hefty table leg and a metal lunch tray could have the same effect. Then they aren't limited by what'd actually "be around" but still be able to use the primary features of their class without relegating themselves to what's effectively (considering the common Str/Con builds) a sub-par weapon (not even sub-optimal, because at this point taking the THW's from the big folks probably thirds, if not halves, their DPR).


Æroden wrote:
GM Aest wrote:
Would you guys like to discuss weapons and how to balance around not having greatsword/greataxe/bulky medieval-esque weapons? I'm open to suggestions, but also okay with just not using them.

Personally I was probably going to roll up a Brawler anyway, but I tend to change my character 3-4 times during the process of creation, and that idea got stuck.

On that note I'm okay with not using the big weapons, but I also had an idea to rectify it:

Give Fighters/Barbs/big martial bullies some version of Catch Off-Guard for free, sans the flat-footed attribute of the feat. They might not be wielding a hammer and shield, but a hefty table leg and a metal lunch tray could have the same effect. Then they aren't limited by what'd actually "be around" but still be able to use the primary features of their class without relegating themselves to what's effectively (considering the common Str/Con builds) a sub-par weapon (not even sub-optimal, because at this point taking the THW's from the big folks probably thirds, if not halves, their DPR).

My problem with that is that it would literally take everything that makes my character special away. Which is the Rogue Makeshift Scrapper. So it's not a problem if the GM wants to do that but then I would like to change my character. Hope that makes sense. Which is fine, I have a couple of ideas I can use for this game. But will see what GM Aest thinks and what other suggestions come up.

FYI I almost always make my characaters dip one level into Brawler, it's one of my favourite classes along with the vigilante.


That Sean fellow wrote:

My problem with that is that it would literally take everything that makes my character special away. Which is the Rogue Makeshift Scrapper. So it's not a problem if the GM wants to do that but then I would like to change my character. Hope that makes sense. Which is fine, I have a couple of ideas I can use for this game. But will see what GM Aest thinks and what other suggestions come up.

FYI I almost always make my characaters dip one level into Brawler, it's one of my favourite classes along with the vigilante.

Oh right on; as I mentioned, I'm not personally vested in the idea, it was just more of a randomly-occurring thought than something I'd actually want clarified pre-creation.

Silver Crusade

The weapon thing is going to affect this character. If you let the Fencing grace feat work with sword canes (or sword canes + rapiers) I'm probably ok but somewhat suffering mechanically. If people can carry rapiers, sabres or (pushing it) longswords without being TOO strange I'm also good with it.

The basics of my character are below. Weapon decisions may make some minor differences, assuming that I can wield SOME weapon :-)

Are guns still as expensive as they are in Pathfinder? I can (just) afford a single shot muzzle loader. Admittedly, we're JUST at the point where revolvers existed so maybe that is quite deliberate :-)

Memories: 1d3 + 1 ⇒ (2) + 1 = 3

Memories

His family followed the Church Or England
He had always wanted to be a Vicar
He got the scar on his arm fighting something big hidden in the dark, he got his broken (and reset) nose in a battle at sea.

Note - I'm assuming that although he can't remember his oaths and the fact that is is a paladin he more or less will instinctively fulfill them. They're a huge part of who he is.

Summary - Virtuoso Bravo Paladin of the Church of England

Appearance - A lithe man of a little below average height, he bears a few obvious scars. Despite his fairly average appearance he has a commanding presence about him.

Stats:

Human paladin (oath against corruption, Virtuoso Bravo) 1
LG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+2)
Fort +3, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4-1/19-20) or
. . sword cane +4 (1d6+3)
Ranged pistol +4 (1d8/×4)
Special Attacks smite evil 1/day (+3 attack, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +0; CMD 13
Feats Fencing Grace, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +0 (-4 to jump), Diplomacy +7, Knowledge (religion) +4, Ride +4, Sense Motive +4
Languages Emglish
Other Gear studded leather, dagger, pistol[UC], sword cane[APG], wooden Cross, 2 gp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fencing Grace dex to damage with rapier
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.


Æroden wrote:
That Sean fellow wrote:

My problem with that is that it would literally take everything that makes my character special away. Which is the Rogue Makeshift Scrapper. So it's not a problem if the GM wants to do that but then I would like to change my character. Hope that makes sense. Which is fine, I have a couple of ideas I can use for this game. But will see what GM Aest thinks and what other suggestions come up.

FYI I almost always make my characaters dip one level into Brawler, it's one of my favourite classes along with the vigilante.

Oh right on; as I mentioned, I'm not personally vested in the idea, it was just more of a randomly-occurring thought than something I'd actually want clarified pre-creation.

No worries. Like I say it's no hassle at all. If I need to make another character I can offhand think of at least three to throw in here instead.

Looking forward to seeing what you come up with and hopefully busting up some lovecraftian horrors together.


pauljathome wrote:
Are guns still as expensive as they are in Pathfinder?

GM mentioned guns were Commonplace.

UC wrote:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

@That Sean fellow - Likewise! Although, as mentioned, I change my mind a lot, which brings me to...

@Aest - What of the Occultist? It's pretty much a weak Wizard, with some of the flash and flare remaining in their spell list, but is (obviously) Occult. I'd really like to take myself out of my comfort zone for this submission, and that's one whacked-out sounding class.

But, I feel as though it fits the theme. That era was the heyday of the Ceremonial Magicians, and while my consideration of a Panoply Savant with the Mage's Paraphernalia panoply screams "arcane caster," it's also, in my eyes, the perfect fit for the likes of an Aleister Crowley or an S.L. MacGregor Mathers.

Silver Crusade

Æroden wrote:
pauljathome wrote:
Are guns still as expensive as they are in Pathfinder?

GM mentioned guns were Commonplace.

UC wrote:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

First, thanks.

Second - Wow :-).

I realize that a slavish devotion to reality has never been a part of Pathfinder but Wow.

Looks like combat is going to be up close and personal. Guns are way too expensive to buy and bows aren't thematic for Victorian England :-(


Patient Number: M-20736

Character Concepts: 1d3 + 1 ⇒ (1) + 1 = 2

Concept #: 1d10 ⇒ 7: How much schooling he or she had, and where, up until age 16.

With 6 (4+Int+fcb) skill ranks per level, my plan is to put them in Diplomacy, Perception, Sense Motive, Spellcraft, Knowledge (Arcana) and Knowledge (Religion). So he would be moderately well schooled, possibly through the church? I'm not sure enough about the setting to say where.

Concept #: 1d10 ⇒ 9: Two injuries, and a hunch at how he/she got them.

His left arm is noticeably smaller than his right, and is constantly sore, it may have been broken or dislocated. Given the scars on his shoulder and forearm, he feels as if he was mauled by some beast.

Alignment: Lawful Neutral/Good (if VMC is allowed, will take paladin vmc and be LG, otherwise will be LN)

Race: Human, Reptilian Ancestry (replaces bonus feat), Draconic Heritage (replaces skilled)

Class: Medium (Fiend Keeper). My idea revolves a bit around some slightly modified Christian mythology. The original serpent that tempted Eve in Eden was cursed to crawl through the dust. My idea is that crawling through the dust did not mean that it lost it's legs or something physical, but was instead cursed to be bound to humans (who were created from dust). So throughout the millennia since, it has been stuck impotently possessing various people until they die, and then gets sucked into the next person. Sometimes it successfully corrupts them and manages to take control, but no matter what it does, when its host dies, it moves on to another person. I figured this would be pretty thematic considering the setting.

Stats: Str 10 Dex 14 Con 12 Int 12 Wis 11 Cha 14+2

Trait: Heirloom Weapon (rapier)

Sczarni

I have to say, I've been looking at Strange Aeons for quite some time, yet never had the time to apply for one. Granted, it's mostly the amnesia that has made it so attractive for me, since I've had great experiences with GMs working with amnesia so far.

F-77314:

--------------------------
I remember my home, when I was small... The smell of fresh bread and coffee, flowers and the Seine. The polished boots and pressed coats, the colour of the sea ... Champs-Elysees and the gold and plush...
--------------------------
The books Grand-maman had... the fairies and the adventures they'd have... The tales of places both near, and far, yet none of them I could reach, no matter how hard I tried...
--------------------------
It's funny... I can remember walking with a book on my head, and how to speak in polite company... Someone was worried I wouldn't learn it, but not for my sake, but for theirs... I can also remember someone teaching me how to load a musket and use a sabre, too... I felt protected... and they felt worried that they won't be there to protect me in the future...

LN Medium humanoid (human)
Init +3; Perception +6
Favored Class Bonus N/A
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+2 armor, +3 Dex, +2 bonus)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +5 (1d6-1/18-20)
Ranged Pistol +4 (1d8/x4)
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 12, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse, Weapon Focus(Rapier),
Skills: 6/level 4 from Gunslinger, 1 from Int, 1 from FCB
Acrobatics +7
Bluff +6
Knowledge(Nobility) +5
Sense Motive +6
Perception +6
Heal +6
Languages French, English
--------------------
Special Abilities
Grit (2/day)
Silver-Tongued (Alternate Racial Ability)
--------------------
Traits
Black Powder Fortune
--------------------
Gear
Rapier
(Broken) Flintlock Pistol
(Studded) Leather Armour Studded Leather isn't terribly realistic in the first place - I've put in the stats for the standard one in the sheet.
Gunsmithing Kit
50 alchemical cartridges
Healer's Kit
[--TBC--]


Rolls/OoC:

Memories: 1d3 + 1 ⇒ (2) + 1 = 3
I went for:
Place (Paris)
Book (Assembled Stories of Charles Perrault)
Teaching Location (One of the groups for young women. Also, the woods)


M-59013

Stats:

M-59013
Human spiritualist (fractured mind) 1 (Pathfinder RPG Occult Adventures 72, 109)
N Medium humanoid (human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +3, Ref +1, Will +2; +4 bonus vs. mind-affecting
--------------------
Offense
--------------------
Speed 30 ft.
Spiritualist (Fractured Mind) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, mage armor, shield
. . 0 (at will)—detect magic, mage hand, resistance, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 11, Dex 10, Con 12, Int 14, Wis 10, Cha 17
Base Atk +0; CMB +0; CMD 10
Feats Expanded Arcana[APG], Improved Initiative, Skill Focus (Intimidate), Skill Focus (Survival)
Traits deft dodger
Skills Intimidate +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (planes) +6, Perception +1, Sense Motive +4, Survival +3
Languages Aklo, Common, Irish
SQ emotional spellcasting, etheric tether, phantom (Phantom, anger), shared consciousness
Combat Gear ectoplasmic residue[OA], magnetized paper[OA]; Other Gear backpack, bedroll, belt pouch, censer[OA], flint and steel, incense (oa)[OA] (10), pot, torch (10), trail rations (5), waterskin, 20 gp
--------------------
Special Abilities
--------------------
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.

Concepts:

Number of Concepts: 1d3 + 1 ⇒ (3) + 1 = 4

Concept: 1d10 ⇒ 5
He has three brothers and two sisters, although what has happened to them he cannot remember. He was particularly fond of his older brother, with whom he spent many happy afternoons with.
Concept: 1d10 ⇒ 2
59013 remembers that he was born on a farm in county Cork in Ireland, among rolling green hills by a babbling brook that he would play in with his brothers.
Concept: 1d10 ⇒ 10
He loved to read Gulliver's Travels, the wild and fantastical tales enthralled him, beckoning him to a fate out in the wide world that he has forgotten.
Concept: 1d10 ⇒ 5
As this is a repeat, I felt a random memory would be good. 59013 remembers that at some point recently, someone told him something of incredible importance that he must remember. What that is, he cannot remember. His phantom is a manifestation of the anger he feels that he cannot remember it, cannot know what was of vital importance.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.

Silver Crusade

I find this to be an interesting concept. Consider this a dot.


@Weapon Debate: I'm still thinking on weapons. I'll talk with a few friends and see what they think. I like firearm prices though. This is before minie balls (1855ish), revolvers were very new (1836 for anything not hand-rotated), and the standard "rifle" for the British army was still muzzle-loaded.

@Aeroden: I have no problem with the Occultist. It doesn't seem the other choices would be too much of a problem, either.

@Submissions: Looks good on first glance. I'll go over them more in-depth as we get closer to closing time.


GM Aest wrote:

@Weapon Debate: I'm still thinking on weapons. I'll talk with a few friends and see what they think. I like firearm prices though. This is before minie balls (1855ish), revolvers were very new (1836 for anything not hand-rotated), and the standard "rifle" for the British army was still muzzle-loaded.

@Aeroden: I have no problem with the Occultist. It doesn't seem the other choices would be too much of a problem, either.

@Submissions: Looks good on first glance. I'll go over them more in-depth as we get closer to closing time.

Should I have a backup character in case? Like I say if you go with the improvised weapon route then it'll sort of take away my character's "thing/gimmick"?

It'll be the same character, I'll just change his class and his abilities, but the name and memories etc will still be the same. Thoughts?


@That Sean fellow: If you have one in mind, that'd be enough, just in case. I'll give everyone a week to adjust to whatever I decide, so there should be plenty of time.


Considering the era and setting, what languages would be appropriate? European ones such as English, Italian and German seem fine, but will more magic or planar languages such as Infernal and Draconic be of any use?


pauljathome wrote:

I know that we don't know who we are at the beginning, but would anybody like to make a dual submission as the classic

Master/Mistress Servant pair?

I'd be quite willing to take on either role

You still interested in this pauljathome? I'd be happy to do it with you if you're still game.


GM Aest wrote:
@That Sean fellow: If you have one in mind, that'd be enough, just in case. I'll give everyone a week to adjust to whatever I decide, so there should be plenty of time.

Okay cool Thanks for that. I'll have a tweaked one just in case. Always good to have one in the back pocket. Really excited and fingers crossed I get picked. Thanks again.

Silver Crusade

Nikolaus de'Shade wrote:
pauljathome wrote:

I know that we don't know who we are at the beginning, but would anybody like to make a dual submission as the classic

Master/Mistress Servant pair?

I'd be quite willing to take on either role

You still interested in this pauljathome? I'd be happy to do it with you if you're still game.

Definitely still interested.

My current submission is definitely (in my mind, at least) in the Master role. But I'd be quite happy to change that to the servant role if you prefer.

Silver Crusade

One addendum - Given that we know next to nothing about our characters histories we should NOT cooperate very much at all.

Same gender, different social class (social class would be very clear, in general, just from accent in Victorian times). And not entirely incompatible alignments/memories/origins


Would you allow for a Vault Breaker alchemist? I think it'd be an interesting take on a Victorian thief, a cracksman, specifically, though flimping and ramping would not be out of his purview. Obviously, crime will be one of his.... 1d3 + 1 ⇒ (3) + 1 = 4 pieces of information.


Memories: 1d3 + 1 ⇒ (2) + 1 = 3

Random Memories: 3d10 ⇒ (2, 1, 5) = 8


Thinking I'll work up an Occultist. Especially interested in the Psychodermist. Aiming to play him as a monster hunter, if that would work.


Joseph Soltz wrote:
Would you allow for a Vault Breaker alchemist? I think it'd be an interesting take on a Victorian thief, a cracksman, specifically, though flimping and ramping would not be out of his purview. Obviously, crime will be one of his.... 1d3+1 pieces of information.

Fixed the Url.

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