Casual Malice: Post-Apocalyptic Fantasy Campaign

Game Master Vanessa Hoskins

Magic returned the world, flowing through the blood of those whose ancient families had once been given the gift. With magic came sudden horror for those lacking control over it, watching as their loved ones died gruesome deaths. The Soulstorm caused catastrophic eruptions in the earth, sky and sea. In the biggest wounds left by The Soulstorm, rips in the very fabric of the world tore open, leaving gateways to other worlds. Out of these rifts came monsters.



Character Creation:
20 point buy
Any class (3PP and variant rules encouraged, but needs approval)
Limited Races:
The intro to the game will involve the violent re-infusion of magic into the plane. For races, if you want to be around before this happens select:
Elf
Dwarf
Halfling
Half-Elf
Human
Gnome (tinkerer type)
Kobold

If you want to emerge after magic:
Gnoll (previously wild canines (wolves/hyenas) that awakened)
Goblin (They don't even know where they came from; more brutal than Golarion goblins)
Harpy (magically mutated/awakened birds; always female)
Hobgoblin (humans twisted by magic)
Plant-like-race (for now, we use Ghoran; awakened plants)
Wyrwood (servitor race used as slave labor; created by gnomes but proliferated by dwarves; gains sentience with the emergence of magic)

If you want to try something new:
Mystarion (needs new name) (-2 Con, +2 Int, +2 Cha)
- Think "extra-planar half-elves;" descended from elf and human wizard conclave that was studying the outer planes when it was cut off from the material. They created a demi-plan in the astral to survive for generations. They're now something new and different.


M Mystar Lore Oracle (Spirit Guide) / 1

I'm not really sure how all this works to Sign Up for the adventure!

Thusly, here is my Placeholder Character!

Grand Lodge

150gp to start, or roll/average what the class lists? Either is fine with me.


150gp to start. All traits/feats/classes probably legal, just ask me if you're concerned. More concerned with interesting story than powerful characters.

Also, considering playing with some of the Pathfinder Unchained rules, including some of the skill changes and possibly the rule to get rid of boring (big 5) magic items. That way we can have interesting magic items and not worry as much about the "power gaming" items.

Any you folks would like to try?

Grand Lodge

Don't remember what any of that does or what the big five items are, but Im game for any of it.


We'll probably do Background Skills. This reclassifies some of the existing skills that are less useful for most adventurers into background skills. All characters gain 2 bonus background skills per level. Essentially, this gives you additional skill ranks to put into fun skills you may not take otherwise because you really need Climb and Swim for your fighter.

The other gets rid of belts and headbands that give stats, cloaks of resistance, and enhancement bonuses on magic weapons and armor. Instead, you just get these sorts of bonuses automatically for being higher level and a bad-ass. This means that magic items can be far more interesting and not just a bunch of stat-boosters.


Unchained Rules In Use:
All Unchained Classes
Background Skills
Skill Unlocks (rogue edge or Signature Skill feat required)
Wild Magic (in certain areas, due to the story)
Esoteric Components: Optional Components (generally not purchasable)
Automatic Bonus Progression

Optional Unchained Rules (if you want to use them, let me know):
Expanded Craft and Profession Skills
Variant Multiclassing
Stamina and Combat Tricks (Fighter for free, Combat Stamina feat required otherwise)
Active Spellcasting: Overclocked Spells
Dynamic Magic Item Creation (for very important or plot-specific magic items)

Unchained Rules Under Consideration:
Diseases and Poisons


Fighter (Mutation Master) 1 | AC 17 T 12 FF 15 | HP 13/13 | F +4 R +2 W +1 | Init +3 | Perc +2

Expanded Craft/Profession: No opinion, really.
Variant multiclassing: Fine with me, though I doubt I'll take advantage of it.
Stamina and Combat Tricks: Yes, please. Looks cool.
Overclocked Spells: Sounds good to me.
Dynamic Magic Item Creation: I don't plan to do any magic item creation, so no opinion.
Diseases and Poisons: I wont complain if you decide to use it. Looks interesting.


Rogue (Unchained) 1 | AC 15 T 13 FF 13 | HP 9/9 | F +1 R +4 W +3 | Init +4 | Perc +9

Optional Unchained Rules (if you want to use them, let me know):
Expanded Craft and Profession Skills: does it fit in the world
Variant Multiclassing: could work well with my concept
Stamina and Combat Tricks (Fighter for free, Combat Stamina feat required otherwise) Haven't read them
Active Spellcasting: Overclocked Spells Haven't read them
Dynamic Magic Item Creation (for very important or plot-specific magic items) Need to look them over

Unchained Rules Under Consideration:
Diseases and Poisons same here.


Expanded Craft and Profession Skills is basically "I want to sim being an inn keeper." (or whatever) It's not likely to take up a large amount of time, but sometimes having a "real job" is important to people's characters. If they want to go in-depth about it, then the expanded rules exist.

Stamina and Combat Tricks gives per-fight extra abilities for different feats. Makes being a straight martial character more interesting and have more choices.

Dynamic Magic Item Creation is pretty perfect, and I will be giving loot that either helps make certain kind of magic items or gives other buffs. So treant sap might act as a potion of barkskin, or be used to help craft an amulet of natural armor. We'll use the full-blown rules... well... I have plans for them.


Ok, we have a fighter who drinks weird things and a gnome who teaches at the local university (unless you wanted to be from out of town when all this hits).

Quinn was going to make a mystar lore oracle (to be a healer); ready?

Rob was going to make a mystar... something; ready?

Sharon was going to make...?

Isaac was going to make...?


Rogue (Unchained) 1 | AC 15 T 13 FF 13 | HP 9/9 | F +1 R +4 W +3 | Init +4 | Perc +9

No I will be in Town, My character is a Follower of Brigh I am looking to go a few levels of Psychic(Mind Tech) to tie into that.


Fighter (Mutation Master) 1 | AC 17 T 12 FF 15 | HP 13/13 | F +4 R +2 W +1 | Init +3 | Perc +2

Are we using the Combat Stamina pool thing? Id be willing to spend the feat to access it.

And I think Ive got the thing formatted correctly per the instructions. The bold and OOC text is something Ive done before in PbP games, so that shouldn't be a problem.


Yeah, using the rule that fighters (like yourself) get to use Combat Stamina for free. Other classes can take it, but it requires a feat.


Fighter (Mutation Master) 1 | AC 17 T 12 FF 15 | HP 13/13 | F +4 R +2 W +1 | Init +3 | Perc +2

Added the Stamina related stuff to my stat block for reference.

Sczarni

The Professor is all Set

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