Zeitgeist: The Gears of Revolution

Game Master Celeador

Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist."


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“Apparently, there’s a few serious adventurers in town right now. One’s a Yerasol Veteran and another is a Skyseer. They may be up for a little paid work.”

The Assistant Chief looked up. His face creased in distaste. The constable shrugged unhappily.

“I know they are some of the hardest people in Lanjyr,” she said slowly. It took some moments for her to turn her mind to the issue. “I don’t trust them, though. They court danger. And they’re quite unscrupulous graverobbers for the most part. Anything for gold and experience.”

Tapping his cane on the side of a nearby desk Assistant Chief Inspector Stover Delft frowned before spitting a wad of tobacco into a spittoon. “Adventures? They are a dying breed. The world has moved on. Civilization has marched forward. Hrm…” he trailed off, considering options. “Run a check on them. If they have potential they might make good candidates for the R.H.C. Let me know what you find.”

Nodding at the dismissal the female constable turned and exited the office.

Standing on the granite floor of the Royal Homeland Constabulary Office were six figures. They were immediately and absolutely recognizable as adventurers; rogues who had wandered the Malice Lands and the Elfaivar and Ber and probably the whole of Lanjyr. They were hardy and dangerous, some were foreigners, some Risuri, but each carried with them at least a shred of allegiance to the nation of Risur. Each of them had lived off their wits, stealing and killing, hiring themselves out to whomever and whatever came. They were inspired by dubious virtues. Some had performed useful services: research, cartography, and the like. Others were nothing but opportunistic tomb raiders. They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits.

Assistant Chief Stover eyed them without enthusiasm.

“This,” said Assistant Chief Stover, pointing to them each in turn with his cane, “is a job offer. Each and every one of you has been investigated and passed a background check. Though,” He eyed one adventurer with lanky hair and scruff on his face. “Some of you just barely passed.” Hobbling forward on his cane, the limp in his left leg clearly evident, Inspector Delft gestured to a map of Flint, blanketing the east side of his office. “As a member of the R.H.C. you may be called upon to accomplish dangerous and complex tasks, such as rescue missions, surveillance to catch smugglers and traitors, and even gathering information on behalf of our nation. It is dangerous, but no more so than what you have experienced. One of you fought on behalf of our country. Another was a graduate from an esteemed war academy and the list goes on and on.” Gesturing back to the map Stover smiled, sucking at the tobacco in his teeth, before spitting into a nearby tin pot. “This is a chance to stop living for yourself and instead helping in a real and concrete way. What do you say?”

 
 
 

                          Z E I T G E I S T 
        T H E   G E A R S   O F   R E V O L U T I O N
 
 
 
 

Introduction
 ““The unreal is more powerful than the real. Because nothing is as perfect as you can imagine it. Because it’s only intangibles, ideas, concepts, beliefs, fantasies that last. Stone crumbles. Wood rots. People, well, they die. But things as fragile as a thought, a dream, a legend, they can go on and on.”
–Chuck Palahniuk

Welcome friends to Zeitgeist: The Gears of Revolution. This is an AP designed by ENworld Publishing. In this adventure, your characters serve in the Royal Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within its borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.

Before we get into the details of the campaign, I would like to lay out my expectations. In Zeitgeist you have the chance to play an unusual sort of character. You will play as a group of burgeoning agents in service of Risur -- someone who will rise from being a novice and inexperienced agent into becoming one of the worlds greatest influences and possible saviors of this age.

Here is what I envision from my players: I am looking for a lawful neutral, lawful good, lawful evil, neutral or neutral good characters with an appreciation for order: This is not the campaign for chaotic evil players looking to betray the other players, loners or freespirited vagabonds. Those campaigns exist elsewhere and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about being part of an organization that works in the shadows for the greater good. Think of the James Bonds, Jack Ryans and MacGyvers. This is what I expect. That said, while you are morally neutral, what I am not looking for is a bunch of murderous-lawless types looking to indulge dark fantasies. I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs and philosophies, although they shouldn't derail the game. Knowledge of the Zeitgeist setting is assumed and should be worked into the character.

Mechanically, this will be point-buy with 20 points. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification. I also disfavor gimmicky characters. One bonus Theme Feat must be selected at character creation from the Zeitgest Adventure Path Players Guide and does not count against your total number of feats. Considerably more effort should be on the personality, and a character sheet is merely encouraged. Anything legal in Pathfinder Society is allowed, I will also allow the psychic classes (but not races) from Dreamscarred Press. All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed. I will also post an example of ”The Ten Minute Background”. You are not required to use it during submission, but I have found it is exceptionally useful in creating a character with depth and flavor and I would highly recommend it.

This will be my second campaign DM in a pbp and you can see an example of my current campaign here: Hearts of Darkness: Way of the Wicked. I have played D&D/Pathfinder for fourteen years. I am active on the boards with over 2,700 posts and I expect my players to be active as well. Players who make it into this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.

I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.

I also favor longer posts with detail and emphasis on the growth of the characters. (Example 1) (Example 2) I do not use map tools unless absolutely required. I also travel occasionally, but this rarely affects my posting. I will be taking applications until Sunday, 6/23/13. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you but I may ask for a writing sample.

Introduction to Zeitgeist:

Humans and the Great Nations.
Humans rule three of the five great nations of the region. Their ascendance in the past two thousand years toppled a mighty high elf empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur (pg 15), and every PC should have a strong loyalty to the nation, even if the character does not hail from there.

High Elves, Aasimar, and the Great Malice.
Five hundred years ago the death of the high elf goddess Srasama caused nearly every high elf woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in high elves should read the section on Elfaivar (pg 23). Mortals present at the death of the high elf goddess have continually reincarnated in the following centuries as aasimar, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in aasimar should read the section on Crisillyir (pg 20 of the Players Guide).

Tieflings, Technology, and Dead Magic.
When the high elf goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (pg 21 of the Players Guide). If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 12 of the Players Guide).

Dwarves, Doomsday, and Nihilism.
The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end. Those interested in dwarves should read the section on Drakr (pg 22 of the Players Guide).

Savages, Primitives, and Peace.
Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age. Those interested in playing as a orc, half-orc, goblin, hobgoblin, or other monstrous races should read the section on Ber (pg 19 of the Players Guide).

Piety and the Planes.
The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The high elf people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship.

The Astral Plane, Limbo, and Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and the few beings that are summoned through the veil are only visitors, returning as soon as the spell that called them ends. Those interested in the setting’s metaphysics should read the section on The World (pg 24 of the Players Guide).

Heroic Themes.
The Zeitgeist campaign setting presents themes that reinforce the heroic archetypes of the world, such as dockers, gunsmiths, and technologists. Each player should choose one Theme Feat unique to the world of Zeitgeist, this replaces normal Pathfinder Traits.

Example of The Ten Minute Background:

This is an example of a past submission I did for a skull and shackles campaign and I think it's an excellent example of a "Ten Minute Background". While it’s not required to be as long, I appreciate a lot of plot hooks and room for growth as a character.

Five background and concept elements important to John Rawkins.

1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle. Trait: Peg Leg
2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him. Trait: Paranoid
5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter and Trait: Lover of the Law

Two goals that are important to John.

1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard...

Two secrets about John, one that he knows, and one that he not yet aware of.

1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.

Four people that are tied to John, three are friends and one is an enemy.

1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.

Three memories, mannerisms or quirks John possess.

1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.

Character Creation:

Ability Scores: Ability Scores will be a 20 point buy. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification.

Races: All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed.

Classes: All classes from the PHB, APG, UC and UM are allowed, as well as all Archetypes and the Psionic Classes from Dreamscarred Press. However if you plan to play something extremely unusual such as a Ninja, Samurai or a Psionic character, an amazing backstory should be presented.

All classes are permitted except the Anti-Paladin. A few classes require some special consideration below.

  • The Paladin is well suited thematically for this campaign. However due to the dubious nature of divinity in Zeitgeist, rather than dedicating himself to a particular god, the paladin may instead choose to be follower of a particular philosophy or ideal.
  • Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral good or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful followers of nation.
  • Cavaliers are a fine choice for a PC. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Risur (The Order of the Lion) are more common then self-serving orders (for example the Order of the Cockatrice).
  • Few gods have large followings in Risur, but pockets of foreigners or native converts provide a likely source for divine classes Oracles tend to be more common than clerics, since there aren't established churches to train the pious. More rarely a person with strong philosophical ideals can wield divine power through the gestalt will of those who share his beliefs. inquisitors are extremely rare and are more commonly dedicated to an ideal or philosophy rather than a particular god.
  • Druids are well respected among followers of the old faith, and the ties between Druid traditions and the Unseen Court could lead to a deep character storyline.
  • Gunslingers are an excellent choice for this campaign, This adventure path assumes by default that firearms are common however advanced firearms are just now being developed.
  • Monks are permitted, but consider applying a western Archetype to them such as a Martial Artist.
  • Ninja and Samurai are permitted but you must explain how your ninja or samurai ended up in the western nation of Risur.
  • Rangers will find that Humanoid (Human), Outsider (Evil), Undead and Fey are solid choices for their favored enemy. The Urban Ranger Archetype is also excellent for this AP. Generally Rangers are well received within the old faith
  • Sorcerers suffer an equal distribution of bloodline, with aberrant and fiendish bloodlines being far rarer than fey or elemental.
  • Witches tend to follow fey patrons, since the nature of the planes makes it difficult to contact infernal or far realm patrons
  • Psionic classes are relatively new and rare, though many cultures have their own variations of people who seem to be able to see through the veil of reality and forsake the limits of their flesh. In particular, high elf monks are infamous for their unusual fighting techniques, while dwarven philosophers sometimes exhibit all but unknown psionic abilities.

    Skills: No change, however a good balance of skills is recommended and there will be frequent encounters where a good use of skills can affect combat or negate it completely. Also as members of the R.H.C. you will be expected to be able to search crime scenes, gather information, interview witnesses and track suspects. A party with well balanced skills is essential.

    Feats: Each character gains one bonus Theme Feat selected at character creation from the Zeitgest Adventure Path Players Guide. This feat does not count against your total number of feats.

    Equipment: Each character starts with average wealth per level. Unlike adventurers however, one of the perks of being an agent of the R.H.C. is that your character will receive frequent stipends and allowances for material and equipment upgrades. The downside however is that your character will be required to hand over seized evidence obtained during the course of an investigation. PCs who are part of the R.H.C. do not get to keep anything they recover on their missions. They get a salary, and anything they “looted” they can keep if they pay for it from their salary.

    As constables of Risur, your characters have a slightly different relationship with treasure than typical Pathfinder adventurers. At lower ranks (levels 1–8) you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted.

    You can turn in any functioning item to the R.H.C. for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with.

    Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time. There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in. An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal.

    Such pecuniary misdeeds are expected of common police, but the R.H.C. is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the R.H.C.’s favorable rates, and must use the normal values (50% of base value). Be careful, though, because prison is not kind to former law officers who turn to crime.

    HP: Max to start. At each level you roll for hit points, however you may use Hero Points and the retrain option will be allowed from Ultimate Campaign

    Hero Points: All PCs start with 1 Hero point and gain 1 Hero Point each time they level up. The maximum number of Hero Points a PC can have at a time is 3. Hero Point feats and spells are allowed.

    You can use 1 Hero Point to do any of the following actions. You can only use 1 Hero Point per turn for these actions.
    1. Gain an extra standard action during your turn.
    2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
    3. Ready an action at any time. (Must be done before a post is made; no retcons.)
    4. Regain a spell or use of a limited special ability.
    5. Reroll a d20.
    6. Reroll for HP at a new level.
    You can use 2 Hero Points to do the following, regardless of if you have used a Hero Point this turn.
    7. Survive a fatal attack at -10, unconscious, and stable.(2 points)

    Finishing Details: As normal except that chaotic evil, neutral evil, chaotic neutral and chaotic good alignments are not allowed. Every character must be lawful neutral, lawful evil, lawful good, neutral or neutral good. Of those five alignments, lawful neutral is definitely the preferred choice.

    Further, every character must choose a Theme Feat. This feat should be central to your characters development and it is one of the reasons why you were screened by the Royal Homeland Constabulary as possible candidates.


  • Its a little late on my end and I'm too tired to read through all of this, however come mourning I will read all of it as it sounds very interesting (and in my experience GMs with more to say are better at saying it).

    I took a quick look at character creation, and usualy when a GM allows Aasimar I'm often inclined to take it (due to their superb bonuses imo). However I'm left to wonder what their roll is and if I will have any character restrictions from choosing this race

    Similar wonderings about the tieflings.

    Grand Lodge

    ZANDAR KRULL (Varisian)
    L-N Human Male Inquisitor 1
    Init +1; Senses Perception +7
    ==DEFENSE==
    AC 17, touch 11, flat-footed 16 (+6 armor, +1 dex)
    hp 9 (1d8)
    SR 0
    Fort +2, Ref +1, Will +5
    Armor Steel Lamellar, Medium
    ==OFFENSE==
    Spd 20 ft/x4
    Melee Greatsword +4 (2d6+6) 19-20/x2
    ==STATISTICS==
    Str 19, Dex 12, Con 10, Int 12, Wis 16, Cha 8
    BAB +0, CMB +4, CMD +15
    Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Shield Proficiency (PFCR 133)
    Skills Bluff +3, Diplomacy +3, Knowledge (arcana) +5, Perception +7, Sense Motive +8, Spellcraft +5, Survival +7
    SU Judgment (PFAPG 38 - 39), Destructive Smite (PFCR 43), Destructive Smite (PFCR 43)
    MC Inquisitor Domain (Rage), Inquisitor Orisons (PFAPG 38)
    Languages Common, Varisian

    -------------

    Fluff:

    Zandar is a fierce protector of Risur, He started his career as a member of the militia, he skill as a tracer and his people skill have gained him notice of the RHC, who always have an eye out for talent, He is a well balanced individual, at ease outdoor and in a city. Even though a big scar wrecks his face he is still able to put at ease the people he interact with.
    His father was an RHC agent, and so it has seem natural to him to go into that path. Even more so when his father has disappeared about a year ago, fueling even more so his desire to follow in his footsteps and to avenge his death.

    ---------------
    about me: i play in 8 pbp and post a bit more then 5 times a day (having playing for a long long time)


    Dotting for interest. I'll take some time to peruse the Player's Guide before I decide on a character.


    This game sounds delightful! I am not going to submit anything yet, because I need to familiarize myself with the setting and look through the player's guide, but this sounds like some fodder for really good RP.

    I really have an idea for a character who is involved in research and development and has been trying really hard to snag a position with the RHC in order to get access to their labs for his research. He is more of a CSI/ Q branch type who investigates, processes evidence, and gets a little flustered in the field.

    I was looking at an alchemist, or if it is allowed an artificer from Adamant Entertainment.
    -http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/ar tificer

    Hope that sounds like something that could fit in this campaign.


    Joseph Reginald Coopsworth:
    LE Human Male Rogue(Spy)
    Str 10
    Dex 10
    Con 10
    Int 16
    Wis 10
    Cha 18

    Bab:+0 Fort +0 Ref +2 Will +0
    Ac=10 on all

    Feats: Hero's Fortune, Unfinished Business
    Racial: Heroic, Silver Tongued
    Class: +1/2 lvl to bluff to deceive, sneak attack 1d6
    Favored class bonus: +1 skill
    Skills: 1 rank Appraise +7, 1 rank Bluff +10 +11 to deceive, 1 rank Diplomacy +10, 1 rank Disable Device +4, 1 rank Disguise +8, 1 rank Escape Artist +4, 1 rank Intimidate +8, 1 rank Linguistics +7, 1 rank Perception +4, 1 rank Sense Motive +4, 1 rank Sleight of Hand +4, 1 rank Stealth +4
    Languages:Primal, Common, Danor Dialect of Common, Dwarven, Elven
    Equipment:Masterwork Thieves' Tools, Light Crossbow, 10 bolts, Dagger, Sap, Traveler's Outfit

    Backstory:
    Some people are born with wealth, Some to happy homes, and some are just fortunate enough to be born living, Joseph was born with none of these things. Joseph was birthed 17 years ago, during the Mirror Moon, to a dock side whore sick with Old Joe(syphilis for those who don't know). Purple as a grape and covered in sores he lay stillborn in the gutter near his mother's cooling corpse. A sad tale, and one that usually ends there, his blood poisoned and his life spent before it began Joseph was still lucky enough to be given a second chance. His mother's soul, blaming herself for the fate she had bestowed on her son, wailed down upon the small form. She cried forth her despair to the heavens and tried to breath life into the twisted form of her baby. Miraculously lungs stirred and coughed, heart began to pump again, blood coursed through veins but coldly. The small infant began to scream. Again luck would diverge from it's normal course and the squalling noise would draw the attention of a seamstress passing by on her way to the festival. She found the babe next to his mother's corpse, and not knowing what else to do she brought the young child to an orphanage.

    During his stay in the orphanage Joseph was largely left alone by the other children. He was that strange kid who had an easier time talking to the adults, who for their part found him to be creepy as he would play with his imaginary friends(actually the spirits of children who had become trapped) and listen to the words of his long dead mother(still whispering to him as he went through his life). Many times a family would come in looking to adopt, and they would often take the time to talk to the boy, but he was never adopted. Oh he was a clever enough child, and he was very sociable when he would talk to people, but there was always something just off about the way he would look past them and smile or tell them their dead son no longer felt pain.

    As Joseph matured he began to learn how to blend in with people. He started to make a few friends here and there, but they never seemed to last. As it came time for his 13th birthday, the age at which all orphans become bound(a nice way of saying sold off) to a tradesman as an apprentice, Joseph decided he wanted more from life. Joseph quietly packed his meager possessions one night and just left. He took to the streets and eventually found himself a member in good standing of the Bosum Strand Beggars Guild. He learned how to disguise himself and how to listen when others thought they were unheard.

    Recently Joseph joined the RHC in order to bring himself out of the life he has known. He believes he can advance up the ranks and then maybe turn his success(along with a healthy dose of blackmail) into political capital. He is ambitious and shrewd, carefully considering his words before speaking and always meaning exactly what he says(except when he must be disingenuous). He believes in enlightened self interest. Joseph is more than willing to do whatever it takes to see order upheld and his own machinations advanced.

    Lantern Lodge RPG Superstar 2014 Top 4

    Hey there, Celeador. I'll be throwing together a submission sometime late this week or early next. I've also alerted my good friend Ravenfall to this recruitment thread, and he'll likely be here with bells on shortly ;)


    I don't know about bells, but as Robert has predicted, I am here and very interested. I'll be throwing a submission together in the next few days, once I familiarise myself with the setting a bit more. Looking forward to it, definitely.

    Sovereign Court

    GM, given the aquatic origin of the primary religion on the other continent, how do you feel about the Watersinger archetype being connected in some fashion? Would you allow it for Aasimars to fit more with the setting?

    I'm thinking of having an agent created around the idea of twisting the faith to serve his superiors.


    Raeghan Arbalister
    Male Aasimar Oracle (Ancient Lorekeeper) 1
    LN Medium Outsider (native)
    Init +0; Senses Perception +4
    --------------------
    DEFENSE
    --------------------
    AC 14, touch 14, flat-footed 10 (+4 Dex)
    hp 10 (1d8+2)
    Fort +1, Ref +4, Will +4
    Resist negative energy 5; +2 to saves vs. death effects, necromancy, energy drain, negative energy
    Weakness oracle's curses (haunted)
    --------------------
    OFFENSE
    --------------------
    Speed 30 ft.
    Spell-Like Abilities Daylight (1/day), Speak with Dead (1/day)
    Oracle (Ancient Lorekeeper) Spells Known (CL 1):
    1 (4/day) Murderous Command (DC 16), Command (DC 16), Cure Light Wounds
    0 (at will) Create Water, Read Magic, Ghost Sound (DC 14), Detect Magic, Mage Hand, Light
    --------------------
    STATISTICS
    --------------------
    Str 10, Dex 10, Con 13, Int 14, Wis 14, Cha 18
    Base Atk +0; CMB +0; CMD 10
    Feats Spell Focus (Enchantment), Unfinished Business
    Skills Diplomacy +10, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +6, Perception +4, Sense Motive +6, Spellcraft +6; Racial Modifiers +2 Diplomacy, +2 Perception
    Languages Celestial, Common, Elven, Sylvan
    SQ elven lore +0, mysteries (lore), revelations (sidestep secret)
    Other Gear 150 GP
    --------------------
    HISTORY
    --------------------
    Most of the beings called ‘aasimar’ are the reincarnated survivors of the human army that marched against the high elves and witnessed the death of the elven goddess Srasama five centuries ago. Many forget, however, that there were two armies present at the fall of Srasama. Raeghan Arbalister stood that day on the field of battle as a cleric of Srasama, striking down human interlopers with the divine power of his goddess. He witnessed her death, a vision burned into his mind as her divine gifts fled from his body. A human soldier pierced the elf through the heart as he fell to the ground while the goddess burst into holy fire.

    Raeghan awoke three days later on the field of battle, amid the bodies and spirits of his fallen brethren and the many human holy warriors who died that day. He marched with the spirits, one of thousands shuffling amongst the bodies to the Bleak Gate. In those first moments, with much of his life forgotten, he reflected on the pointlessness of the war against humanity. The spirits of his people and theirs seemed indistinguishable in the shadowy realm of the afterlife. Before he passed through the Bleak Gate, however, Raeghan awoke fully to realize that he was still alive and had been fully reborn. While the vision of the dead faded mostly from his view, he continued to see spirits through the years as they passed through the Gate that he was denied.

    Raeghan discovered over the centuries that he was not alone in reincarnation, though all of his fellow ‘aasimar’ (an elven word, he noted with some irony) were of the humans present at the fall of Srasama. In the centuries that he wandered, he came to believe that he could help humanity develop into a race free of primitive fear, and that the elves were not as infallible as they had believed. He lived, died, and was reborn again and again. In each form, he recalled the moment of Srasama’s death, his passage to the threshold of death, and his decision to help strengthen and develop humanity.

    A year ago, Raeghan died and was reborn again. In each rebirth, he traveled further from Crisillyir and Elfaivar upon re-awakening. In this life, he was returned to life on the waves of the Avery Sea just outside the city of Flint. With the knowledge of his purpose and the belief in his guidance by the spirits, who give him power to control the minds of men, Raeghan set out to assist the nation of Risur – the best hope for humanity to come to its true purpose and power.

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

    DM Barcas here. I originally misunderstood the aasimar section and thought that they were all elven reincarnations. After discovering that they were all human, I thought to give it a twist. Raeghan is an oracle who uses enchantment spells to make others fight for him. He is also a medium and rather eerily intense about death and dying. (Additionally, if possible, I'd like to give him the elven oracle archetype, ancient lorekeeper. The purpose for this - mechanically - is to pull some more spells like 'charm person' and 'command' that would otherwise be inaccessible.)


    I see the mention under "psionic classes" that there are high elf monks with unusual fighting techniques. Would I be shooting myself in the foot if I were to go with a high elf Dread/Monk multi (looking at Broken Dreams Style feats), since it's under the double whammy of being Psionic and not being human (or aasimar/tiefling)?

    I could just as easily make it an aasimar (and the stats, in a way, would be better) but the setting seems to tie psionic monks and the high elves fairly well.

    Of course I could also just go in a completely different direction to make it easier on myself...

    Scarab Sages RPG Superstar 2013

    I'll PM my proposal. In a lot os ways, It's perfect for the setting, but it has a wrinkle.

    Grand Lodge

    DOtting for intrest here, Want to play a gunslinger with the technologist theme feat

    I will work on him tonight when I get home


    I'm seeing some thread movement here already. I'll be doing a set of follow up questions and initial notes tomorrow afternoon. What I want to stress is that character depth, backstory and plot-hooks are going to be the deciding factor for me. As I stated before:

    "I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, and flaws."

    That said, this site has a couple of links that have some good idea's concerning what makes a "spy trope"

    Also On the topic of tropes, I will be looking for is someone to be the strong personality who can step up to be the "leader" of this enterprise. It would have to be a strong writer with no problem taking charge. Also, when your writing your character, tell me a little bit about the "role" you envision for your hero. Are you the spy or infiltrator, slipping your way past the defenses? Or are you the confidence man? Quick with a smile and easily trusted? Perhaps you are the tech working in your lab, and building devices for your team? Or a Druid follower of the Old Ways that is trying to find a balance between technology and nature?

    What I am saying guys is have fun and take the chance to showcase your character. I look forward to reading all of your submissions.

    @Watcher: On the topic of Aasimar and Tieflings I would refer you to the following information.

    High Elves, Aasimar, and the Great Malice.
    Five hundred years ago the death of the high elf goddess Srasama caused nearly every high elf woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in high elves should read the section on Elfaivar (pg 23). Mortals present at the death of the high elf goddess have continually reincarnated in the following centuries as aasimar, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in aasimar should read the section on Crisillyir (pg 20 of the Players Guide).

    Tieflings, Technology, and Dead Magic.
    When the high elf goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (pg 21 of the Players Guide). If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 12 of the Players Guide).

    @Algar: Good Morning, Zandar's background is pretty sparse and I would prefer if you used my 10 min background format. Your theme feat is also missing. Right now I don't have a lot to go off of.

    @Ashern: Hi Ashern, Alchimests are allowed but the Artificer is not. I like the route you are describing and I think there is some potential there. Consider trying to mix and match technology with magic. It also sounds like the Technologist Theme Feat is a good match for you. I look forward to seeing a completed background. Let me know if you have any other questions.

    @Havocprince: First off I can tell that you have read the players guide and for that I say thank you. Thematically I appreciate how you tied your characters birth to the night of the Mirror Moon, it was a nice touch. A first read through makes me feel that you are going for the Spirit Medium theme? I like the structure of your character and the thought that you have put in, but I want to see more. Please use the Ten Minute Background format that I have provided. Lots of character hooks are provided, and as I said before. A good backstory is far more important than a well done character sheet.

    @Lucent and Ravenfall: Glad to see both of you here. Take some time and familiarize yourself with Zeitgeist. I know its not Ravenloft but I promise the flavor is still excellent and thought provoking.

    @Raeghan: DM Barcas, good to see you. I think that you put a very interesting twist on the an Aasimar, and I really like it. As the only elf who was invested with a sliver of immortality and a follower of Srasama, how would you feel about the other, human Aasimar's who were present at your goddesses death? Do you still see yourself as an Elf or something else? Do you believe in Seedisim, or has the last five hundred years pushed you towards a different belief system. As a "High Elf" how would you feel about the Vekeshi Mysticism movement?

    @Dark Netwerk: I don't think you would be shooting yourself in the foot. I think that it ties into the cannon of the setting, but you are making a hard road to travel for yourself, because I am holding the standard for psionics higher then most other classes. If you choose to go this route I would highly recommend that you use the ten min background and give me a lot of character hooks to work with.

    @Steven T. Helt: Hey Steven, I read your posts DM Barcas's campaign and I think that Nikolai is a great character. I look forward to reading your proposal.

    @Krumthi: Sound good, it looks like there is a lot of interest so bring your best ideas.

    @Stratos: I am unfamiliar with the religion you are speaking of. There are four major religions as well as several dominant philosophies mentioned in the Players Guide:

    Four religions dominate in the Zeitgeist campaign setting. Unlike in typical Pathfinder Role-Playing Game worlds, there is no planar travel, magic to summon extraplanar creatures is exceedingly rare and brief, and only once in recorded history has a god actually physically appeared in the world—and then she was killed. While it is undeniable that powers and forces exist beyond this world, their shapes cannot be proven, and must be taken on faith.

  • The Clergy. Organized religion based in Crisillyir. Every mortal can empower himself, even reach godhood, if he confronts the challenges of the world. Beyond this world exist many planes, each a more perfect manifestation of some aspect of our reality, and they are presided over by powerful gods, angels, and spirits that can be entreated for power.

  • Guerro. Folk religion of Ber. Every tribe has its own gods, conquered from the tribes who were not strong enough to stand alone. As the tribes battle, so do the gods. For now, it seems, the gods are at peace, and so we make peace, but all good things die in battle. A syncretic combination of Clergy and Guerro is popular in Drakr.

  • The Old Faith. Folk religion of Risur. Honor the spirits of the land, and draw power from nature. The stars above trace patterns that predict events on our world, but the only other worlds are the ones we can visit: the Dreaming and the Bleak Gate.

  • Seedism. Folk religion of Elfaivar. Our actions are seeds, and will shape the face of the world, though it may take ages. Wood elves and high elves have long memories. Before the rise of Man, the gods spoke to us, and we still remember their names and teachings. Srasama, the three-faced mother-warrior-queen, was slain by human treachery, but it is our duty to endure and outgrow this injury. The archfey of the Dreaming were once vassals of the gods, and so we revere and respect them.

    Dominant Philosophies.
    Certain groups promote secular ideologies independent from the metaphysics of religion.

  • Heid Eschatol. Developed in Drakr, popular in Risur. It is important to plan for good endings, whether that’s for a business venture, a story, a love affair, or your own life.

  • Panoply. Nascent philosophy from Ber, concerned with examining how and why cultures differ. Followers often feel dissatisfied with the traditions of their homeland, and defend the value of foreign ideas.

  • Pragati. Official position of the Jierre ruling party in Danor. Gods are the creation of men who were unable to comprehend the real structure of the world. Those who hold false beliefs, be they in gods, in disproven economic theories, or anything else, are a threat to progress.

  • Vekesh. Guiding principle that helped the high elves survive after the fall of Elfaivar. After a tragedy, the best revenge is to heal and grow stronger than you were before.


  • Hmm... I will give the Player's Guide a read and try to decide on whether there is a character somewhere in my mind that might fit or not. :-)

    Edit: Perhaps a NG human monk (martial artist). I have been wanting to try one out...

    Sovereign Court

    GM: I believe it was the Clergy, but I don't have the player's guide open ATM - the divinity discovered at sea. The idea would be my agent in his great ego would attempt to implicitly shroud himelf in "divine power" - really just his own arcane workings as a bard - to awe and cull opposition to his betters, seeking to advance his station in life. While loyal to those given his word most of the time, he would be somewhat of a chameleon, making overtures of lip service and garish posturing of water, the element upon which the faith was founded, to further his personal pormotion. After all, what better way to attain "godhood" than to make others believe you're well on your way? Serving the powers that be only helps his claim.


    I'm going to apply with this guy right now. He was drawn up for a different campaign that didn't go much of anywhere, but the way I wanted to play him falls very well into this campaign.

    I obviously have to edit the backstory and some stats since he was rolled at a 14 point buy, but this should give you a good idea of where I am going with it.

    Dotting to get this in early since I am very excited and interested in this. But I won't have time to fix up everything for a day or two.

    Liberty's Edge

    Sounds like the perfect opportunity to try out a gunslinger. Haven't given them a second look so far, but this seems a natural fit. I'll go peruse a few sources and see what inspiration strikes.


    Ten minute background my *grumble grumble*.

    Anyway, on a serious note, this is the character I'm going to be working on for this. I'm slowly working on the ten minute background thing and piecing it all together. I have to admit, it really does help when you're making a character from scratch.

    Mechanically, I was hoping to be a cavalier with a few archetypes to get the sword and gun sort of soldier that I'm imagining. I'm not really sure what role she'd fit into right now. Definitely taking some face type skills and her class will obviously make her a decent fighter if things get to that point.

    Edit: I probably skipped over it somewhere but are we using traits?

    Liberty's Edge

    nope, using a theme feat from zeitgeist player's guide. it's in the paizo store as a free PDF.


    10 minute background:
    Five background and concept elements
    1. Joseph was still born as a child and was only given a second chance because the spirit of his recently dead mother basically wiped herself from the cosmic scheme to give him the life he lacked.(Spirit Medium)
    2. Due to Joseph's experience with death and the dead he has no faith whatsoever and believes it really doesn't matter. He is willing to listen to all faiths but does not follow them.
    3. Joseph's years in the orphanage, and later years among the beggars guild, has made him an independent thinker and strong personality who is content to allow others the illusion of leading if it is his best interest. this being so, he is not afraid to take the mantle of leadership if it is either necessary or serves his purpose.
    4. Joseph has left others out to dry before, both to save his skin and to complete the mission(see enemies).
    5. Joseph's lack of parents, or parental figures in general, has left him with a soft spot for children who have lost their families and a need to prove himself to any he considers a superior.

    Two goals that are important
    1. Joseph wishes to use the RHC as a stepping stone to a political coupe of sorts. He believes that the system is flawed and it must be fixed for the betterment of Risur.
    2. My goal is to have fun with this character as he is both a face character and an infiltration character.(Spy archetype and build)

    Two secrets
    1. Joseph hides his plans to overthrow the government.
    2. Joseph does not know that he has an older sister.(Human preferably a caster with an even stronger connection to the dead)

    People
    1. Reginald Fisk. Joseph's best friend from the streets who currently holds a position of leadership in the beggars guild training street urchins.
    2. Cassandra Delacroix. Childhood sweetheart of Doran ex-patriot descent, broke his heart by choosing another. Her lover turned out abusive and she has since taken up the life of a seamstress(old time euphemism for prostitute), Joseph doesn't know about that yet as her dumping him is part of what motivated him to leave in the first place.
    3. "Bloody" Nick Kerns, Thug who owes Joseph an eye for using him as a distraction during a heist and leaving him as dead weight.(No literally, the man lost his right eye and part of his ear to a dog chewing on him. Joseph pushed him off the wall as they were running from said dogs.) Joseph does not know Nick is still alive as the heist happened mere months before he left and Nick has been recuperating.
    4. Garvin Jot. Petty fence and RHC informant. Runs a pawn shop were he fences stolen goods and then sells the notable ones to the local officers. Jot makes a decent living and the leos "retrieve" stolen goods. Joseph never let on that he had figured out the racket after pickpocketing the same watch off a noble three times.
    5. Paul Digby. Fellow orphan who grew up with Joseph. Apprenticed to a tradesman and later saw Joseph as he was leaving one night with trade secrets. (Could go either way and Joseph has no idea Paul even saw him, or that he was even there that night.)

    Quirky things
    1. Has recently become more orderly after he was forced to take a look at his life. Lost his love and his partner both due to what he considered his own youthful lack of discipline.
    2. Joseph carries with him a small sealed locket that contains a lock of Cassandra's Hair. When he is left with little sensory stimulation he will reach into the pocket he stores it in and fidget with the clasp.
    3. Joseph has the odd habit of looking passed people talking to him if he is not focused on the conversation.
    4. Joseph has trouble sleeping at night as he wakes up in cold sweats with half remembered nightmares of a demonic figure standing over him and trying to drain the air from his lungs. He also suffers from sleep paralysis upon waking from night terrors.
    5. Joseph Has been trying to hone the use of his spirit sight to see auras and has been studying about the mystical arts(I will be taking minor magic detect magic and major magic identify at some point as well as spellcraft and know arcana among other projects.)


    stats:

    lvl 1 tiefling alchemist, LN
    ac 16, hp 10, initiative 3+, fort 4+, reflex 5+ and will 0+
    str 10
    dex 16 (14+2)
    con 14
    int 16 (14+2)
    wis 10
    cha 12 (14-2)
    skillpoints per lvl 8. knowledge arcana 4+. knowledge nature 4+, spellcraft 4+, disable device 4+, use magic device 2+, perception 1+, craft(alchemy)4+ and intimidate 4+.
    Disposable Simulacrum (Theme Feat)
    alternate racial traits Beguiling Liar and Prehensile Tail
    traits Bully and God Scorn (Tiefling)
    feat Gunsmithing
    equipment 105 gp studded leather armor (25 gp) and a dagger (2 gp).
    prepared mutagen boosts dexerity

    story:

    1)Tazovar is perhaps one of the most feared mercenary's in the land, his infamous reputation for getting the job done no matter the cost is well known. His most (in)famous exploit was the destruction of a secret Clergy fort which had been established on an island near the Malice lands shore. The fort itself was too well made for a quick and easy cannon bombarbment from offshore. The Clergy knew this and were exceptionally smug, even raising a Clergy banner in defiance of the ships gathered around the island. Unfortunetely for the zealots they had not figured to defend the caverns under the cliff that their fort stood upon. It was a simple matter to sneak onto the island for Tazovar, once he was inside the caverns he set a series of firedust casks each just within the explosion radius of another. He got out of the caverns and simply tossed a lit match, the boom was like a dragons roar and the the entire cliff fell into the ocean. After that the name Tazovar spread throughout the ranks of the Danor military...and beyond.
    2)Tazovar since he blew up the Clergy fort has earned a terrifying reputation and he knows how to use ithence bully trait
    3)Tazovar has come to Flint for a simple reason, oppertunety. A mercenary of his skills and reputation could easilly get hired there and he has, by the HRC. He is not an official member of the group itself, however he is under contract with them. The contract itself stipulates his pay and a few certain rules he himself added. One any explosives, alchemical reagants and tools used while performing the duties stipulated in the contract are paid for by the HRC, in effect if he uses an explosive while on the job they must pay for it's replacement if it was Tazovar's to begin with, same with his equipment, tools etc... The 2nd rule of the contract is that by sending in Tazovar the HRC aknowledges that he has leave to use any means he judges required to complete the mission, Tazovar is not legally liable for any loss of life or property damage incurred during the course of the mission.
    4) Tazovar's method of dealing with a problem is to use the most efficent solution. If for instance a building is being used as a base for a gang of criminals and the HRC wants it dealt with then Tazovar will proceed to lay a few casks of firedust around the building and then set them on fire.
    5)Tazovar hates one sort of being absolutely, anyone who is a religious zealot. If the HRC for instant requires for whatever reason that a church of the Clergy be destroyed then Tazovar will skip the solution that is most efficent and instead choose the solution that will cause the most loss of life.hence godscorn

    Goals of Tazovar
    1)Found his own mercenary group, Tazovar intends to once he is done working with the HRC to found his own mercenary company. As the idea appeals to him simply because he can choose who to recruit and thus ensures he selects recruits that don't have any morality problems that would conflict with the job.
    2)Build an industrial base in Flint, Tazovar is a Donorian to the bone and that includes matters of industry. He knows that the rulers of the new era won't be kings, queens or religious fools. They will be the captains of industry and he intends to join their ranks.

    Associates and enemies
    Captain Trent of Donor. Trent was the captain of the ships that went to attack the Clergy fort and was Tazovar's employer at the time. He is the one who reccomended that Tazovar try Flint and gave him a contact there.
    Joril Stonepike, dwarven mercenary. Joril as it turned out was Trent's contact and the dwarf has since Tazovar's arrival at the port found the tiefling a steady source of mercenary jobs. Joril is ferocious, tactical and half the time drunk.
    Bishop Willard, the local Bishop of the Clergy in Flint. Tazovar took more then his fair share of jobs against Clergy interests in Flint and as such he and the Bishop are sworn enemies. Tazovar desires intensely to kill the Bishop and send him on to whatever Hell awaits him in the afterlife.
    Gale, the high elven lady. Gale is another religious zealot (Tazovar counts druid as religious) that has made problems for Tazovar. She herself has with the timing of a summer hurricane, ruined some of his most imporant jobs. If she can be killed Tazovar is more then willing to give it a try.

    Quirks and mannerisms
    1)Tazovar is always careful before sitting down on any chair, stool etc to check for traps and explosives.
    2)Tazovar when he uses firearms strongly favors phlogistite instead of firedust.
    3)Tazovar is always careful to read the terms of a contract and won't sign one without making a few additions (or subtractions) of his own.

    GM do you like?

    Grand Lodge

    ********Krumthi's Submission*******

    Drake Ghosthowl:

    Drake Ghosthowl
    Male Human Gunslinger (Mysterious Stranger) 1
    NG Medium Humanoid (human)
    Hero Points 1
    Init +6; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
    hp 10 (1d10)
    Fort +2, Ref +4, Will +0
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Ranged Double-barreled musket +3 (1d12/x4) and
    . . Double-barreled pistol +3 (1d8/x4)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 14, Con 10, Int 13, Wis 10, Cha 18
    Base Atk +1; CMB +2; CMD 14
    Feats Cosmopolitan (Stealth, Disable Device), Gunsmithing, Improved Initiative
    Traits Child of the Streets, Killer
    Skills Acrobatics +5, Climb +0, Craft (firearms) +5, Disable Device +5, Escape Artist +1, Fly +1, Knowledge (engineering) +5, Perception +4, Ride +1, Sleight of Hand +6, Stealth +5, Swim +0
    Languages Catfolk, Common, Dwarven, Gnome
    SQ deed: deadeye, deed: focused aim (+4), deed: gunslinger's dodge (+2 ac), grit, hero points
    Other Gear Hide shirt, Double-barreled musket, Double-barreled pistol, 150 GP
    --------------------
    TRACKED RESOURCES
    --------------------
    Grit (4/day) - 0/4
    --------------------
    Special Abilities
    --------------------
    Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
    Deed: Focused Aim (+4) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
    Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
    Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
    Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
    Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
    Killer Add weapon's critical modifier to its critical bonus damage.
    --------------------

    Five background and concept elements important to Drake Ghosthowl

    1.I had always grown up on the streets and was always hiding from the law and other vagabonds, I never really considered myself a thief just a lone stranger who was always alone ( Child of the Streets)

    2.I had to prove himself at a very young age. he was being terrorized by a couple of bullies. I ended joined up with little band of other children and we banded together and I ended up killing a local baker (Killer)

    3. Since I was alone on the streets I needed to learn the skills that would keep me alive ( Cosmopolitan Feat ( Stealth and Disable Device). So I took up some dishonorable skills that ended up helping me in the end.

    4. I have always been quicker then others on the draw. I have learned how to anticipate the foes movements and actions before they even knew what they were doing (Improved Imitative)

    5. I had finally come to my own when I stole a gun from a local shop and learned how to shoot. This was something that had changed my life. I started a life as a mercenary and then ended up my way on to the Royal Homeland Constabulary after many years of trying, ( Class Gunslinger). I still like to keep myself and only take small limited groups or solo missions alone. ( mysterious Stranger)

    Two goals that are important to Drake.
    1. I have has since become a tinker since he joined, I have never talked too much to anyone except my machines. I have designed one that fires a single barrel pistol when commanded. (Technologist)
    2. I know that one day that I will again meet that girl that I saw and that I will end up living a simple life.

    Two secrets about Drake, one that he knows, and one that he not yet aware of.

    1. (known) I have a bad habit of using Fey Pepper, I have been using it since I was a boy.
    2. (not known) I had a lover in the past and I believe that I am a father, I am not 100% sure because I haven't seen Katrina in such a long time, I have tried on occasion to see her, but I have not been able to find her. Last I knew she took a ship out to (Current Location) and I followed her. I want to find out if I am a father or not.

    Four people that are tied to Drake, three are friends and one is an enemy

    1. Katrina, Former Lover, she was the only person whom really I cared about at all. I told her things about me, and she is the reason why I started using Fey Pepper is to get a glimpse of her.

    2. Robo. Robo is my (Disposable Simulacrum. Theme Feat)He is the only thing that I care about at the moment, I talk to him like he is a human being and he is my only true friend

    3. Raskle (barkeep) During my Childhood, this old fellow let me hold up in the bar when the weather got really bad, he was like a father figure but only when his needs suited him. I was there for him when I could be but now, I travel and send him coin every once in a while and I go and check up on the old man.

    4.(enemy) I made one enemy in my entire life that I have not killed yet, and that is Kylar Stern. He is an evil assassin who I have been trying to kill for years, he is a sly fellow, and the reward on his head is high enough, that the one time that I did find him, I missed the shot. I vowed to kill him as he has vowed to kill me, Luckily in the past 3 months I haven't heard hide nor hair of him.

    Three memories, mannerisms or quirks Drake possess

    1. I am very obsessive about my guns, I have been known to as soon as a fight is over to get out my cleaning kit and make sure it is cleaned and oiled, and reloaded.

    2. My hands have to be doing something, I am always fiddling or cleaning or working on my little side projects, I have things kept all nice and neat.

    3. I will only speak when spoken directly too. I never offer my option on what matters to others unless asked, and I will only choose whatever suits my need not the correct need. I am subtle yet almost rude to other people

    *****************
    FEAT Discription
    ******************Disposable Simulacrum (Theme Feat)
    You pull out a pre-assembled gadget, tie it to your life force, and animate it so it can
    recreate one of your fighting techniques.
    Benefit: You gain a contraption. When deactivated it weighs 5 lbs. and can fit in
    a pouch or pocket, but as a standard action, you may activate the contraption
    and place it in an unoccupied adjacent space, at which point it becomes a Small
    creature. The contraption has the same AC and saves as you, hit points equal to
    one-quarter your total, and the construct subtype.
    You can deactivate the contraption as a swift action. If reduced to 0 hit points,
    the contraption is automatically deactivated and you must spend an hour making
    repairs before you can activate it again.
    Choose a single task that you can normally perform as a standard action, such
    attacking with a specific weapon, casting a specific spell, moving, or directing a
    mount. As long as the contraption is within 30 ft., you can spend a standard action to
    have the contraption perform the chosen task. Spells cast through the contraption
    count towards your daily spell limit as though you cast the spell. The contraption
    cannot move on its own, unless you choose a task that involves moving (such as
    carrying gear or charging), in which case the contraption moves as if it has a speed
    of 20 ft.
    Since it is a simulacrum, the contraption does the task as if you were performing
    the action in its space. It uses your stats, and if making a weapon attack it even
    functions as if it had your weapon. At the GM’s discretion, it can also take closely
    related minor tasks, like reloading a ranged weapon, but otherwise the contraption
    can take no other actions on its own.
    Special: You can acquire only one theme feat.

    I have my information in the spoiler there, I have a alias already made for a different character called Drake, but Since I haven't used it in a while and this one sounds like it might be interesting, I will be using that same name
    Please I hope that you will at least give me some feed back either way.

    If the weapons are something that is out of reach let me know and I can change them..
    Thank you


    Good Evening Constables,

    I am begining a list of applicants. In the future if I miss you please let me know so that I can keep this list as upto date as possible. Tomorrow morning I will begin another cycle of feedback for the character submissions that have started to roll in. For those of you that are considering applying I would recommend that you come out "guns blazing" with a top notch application. Use the "Ten Minute Background" and make sure that your character has strong ties and motivations. Like the saying goes, you only get one chance to make a good first impression.

    If you want to get an idea for the types of characters details I like, I would recommend you take a look at Raeghan Arbalister's application. It has a strong story with multiple "hooks", it ties in well to the setting and the character is strongly defined.

    LIST OF APPLICANTS

    I. MARTIAL CHARACTERS
    1. Drake Ghosthowl, NG Human Male Gunslinger (Mysterious Stranger) (Krumthi)
    2. Anya Landreth ?? Human Female Cavalier (EndofDivine)

    II. SKILL CHARACTERS
    1. Inspector Reginald Filby, LG Human Male Alchemist (Steven T. Helt)
    2. Joseph Reginald Coopsworth, LE Human Male Rogue (Spy) (Viscount K)
    3. Tazovar, LN Tiefling Male Alchemist (Viluki)
    4. Jaevin Darjudin, NG Half-Elf Male Bard (Detective) (Tie My Shöelace)
    5. Zandar Krull, LN Human Male Inquisitor (Algar Lysandris)

    III. FULL ARCANE CHARACTERS
    None

    IV. FULL DIVINE CHARACTERS
    1. Raeghan Arbalister, LN Aasimar Male Oracle (Ancient Lorekeeper) (DM Barcas)


    Just a small point of contention. Beside Joseph Reginald Coopsworth it should say Havocprince not Viscount K.


    I am at work, so I do not have the Player's Guide PDF. Would the Yerasol Veteran theme feat make sense for someone in his mid to late twenties? I am thinking of a NG human martial artist, as I mentioned earlier, but I am having a bit of trouble deciding on a theme feat that would fit him.

    Mechanically and as far as his role is concerned, he is basically more or less a guy I had put forth for consideration in DM Barcas' game of pirating and plundering. From that thread:

    "I suppose a mobile striker and even grappler, depending on circumstances, with a dexterous and, at some point at least, more defensive build (thanks to the Crane Style line of feats which eventually makes fighting defensively a very nice option indeed, though without the actual silly stance of standing on one leg). Also, outside of combat, he could probably make an able enough scout/infiltrator and getting-out-of-sticky-situations kind of guy between his Acrobatics, Climb, Escape Artist, Perception, Stealth and Swim skills and his enhanced speed. And his basically needing neither weapons nor armor to be effective makes him quite adaptable" and useful in an always-armed-and-ready sort of way, like a -I don't know- nicer and more amiable Jason Bourne sort of thing.


    Evening Castor,

    To briefly answer your question. Yes. The last of the Yerasol Wars ended seven years ago.

    Yerasol Veteran

    The islands of the Yerasol Archipelago were perhaps the most verdant, beautiful battleground in history. During two centuries of intermittent warfare, untold thousands of soldiers from Risur and Danor died among the windblown rainforests and flowered beaches of those isles, trying to protect their homelands’ exceedingly prosperous plantations. Those who survived – the ones who didn’t succumb to aberrant infections, crippling physical injuries, or unyielding mental trauma – often turned their war-time glory into profit or political clout.

    Poets of the two nations memorialized the greatest acts of heroism from the Four Yerasol Wars, the last of which ended seven years past. It’s an open secret that history is written by the survivors, and many so-called war heroes were merely lucky enough to witness something brave and amazing, and not die in the process so they could take the credit for themselves. A rare few, however, demonstrated genuine heroism and lived to have their tales told by others.

    Playing a Yerasol Veteran

    Everyone knows the names of a few veterans who distinguished themselves in battle – not quite famous, but certainly memorable. Every veteran of the isles has a story that made him a celebrity, though many do not enjoy recounting their tales. The fact that everyone likes a war hero doesn’t lessen the trauma of having seen friends die.

    After two centuries of trial and error, though, Risur and Danor have learned to exploit these heroes of the moment, giving them cushy jobs and helping them reacclimate to civilian life. It doesn’t do to have a ‘hero’ become a drunkard and embarrass his nation, after all. The aid and adulation from their nation helps a great many Yerasol veterans become pillars of their communities. Such aid quickly dries up, though, should a hero ever decide to publicly criticize his homeland.


    Hi this is Dark Netwerk. Here is the character I'm submitting. Crunch may be modified a bit (and some bits have yet to be completed).

    I went with the Dreamspeaker, Silent Hunter (and am considering Fleet Footed) racial traits rather than the mentioned Lightbringer trait for high elves due to his mystic training and contact with the Dreaming and Bleak Gate.

    As for the theme feat, the Skyseer, Spirit Medium, or the Vekeshi Mystic could fit. Since the second one (SM) seems popular, I'll drop it from consideration.

    Here follows the "10 minute questions" (although I'd like to know who made up that name for it). Let me know if something needs changing or clarification.

    10 Minute Questions:

    Five background and concept elements important to Zendross
    1) Zendross was born in a Vekesh enclave in Elfaivar. Showing promise at a young age, he began his training under the Vekesh mystics and skyseers.
    2) Zendross' mother was abducted by foreign mecenaries. The loss of any high elf woman can be devastating to the community, but for Zendross it was particularly hard as they had been very close.
    3) Consumed by his emotions of sorrow and loss, Zendross began to withdraw into the Dreaming. A small ember of anger burned within him though and his outrage grew and drew him to the Bleak Gate where he touched upon the darkness dwelling there. Somehow, he was able to pull himself away and return to the land but, having touched the other side of the veil, continued to have a connection, particularly to the nigtmares.
    4) Although the mystics go out in the world to find and punish the transgressors and spy on nearby lands, Zendross was deemed to be too ruthless in his actions. He was sent away from the conclave due to the incompatibility of his thirst for vengeance and the Vekesh philosophy.
    5) Zendross' search for any clue regarding his mother has been futile to date. He ended up in Risur, having lost his way and again falling into sorrow and loss. He lived like an automaton until he ran into a family being accosted by thugs. He barely registered the event until after the father was killed and the mother screamed. This reignited his rage and he came to their assistance, fending off the remaining thugs. He stayed with the mother and her teen son for several years, helping to keep the family business afloat until the son was able to take over. After this, he was able to put his life back in order, and decided to join the R.H.C. in hopes of learning different investigative skills and using their resources to attain further information.

    Two goals that are important to Zendross
    1) {player} Improve martial skills and fuse martial and nightmares into a more effective form. So dip into Monk (unsure on the archetype, but martial artist works; MoMS gets the style faster but I don't feel a need to rush it) for a few levels and grab the Broken Dreams Style line of feats.
    2) {Zendross} Learn different investigative skills and use R.H.C. resources to find/rescue mother (which is his ultimate goal).

    Two secrets about Zendross, one that he knows, and one that he not yet aware of
    1) Zendross puts on the facade of heroism and kindness in front of the Reynolds and his friends. He actually tracked down some of the thugs over the years and cruelly beat them down, using their nightmares to torture them into death. He began this to find more information but has forgone that just to attain the feeling of a poor substitute for vengeance that he has yet to experience related to his own mother.
    2) {unknown} After a hundred years, Zendross' mother has finally escaped her captors on her own but has no desire to return to the enclave. (Perhaps Hana "Gale" Soliogn if it doesn't interfere with the adventure?)
    3) {unknown+} Something or someone, with an unknown purpose, was involved in returning from the Bleak Gate.

    Four people that are tied to Zendross, three are friends and one is an enemy
    1) Alia Reynolds: Zendross saved Alia and her son ten years ago from thugs that had just killed her husband. Having helped keep the family together and solvent over the following years, they became very close and are occasional lovers.
    2) Wil Reynolds: The son of Alia, he now runs the family business. Zendross was able to keep it afloat in the intervening years, but Wil was able to make it thrive again. They are friends and Will has been developing contacts in other areas involved in mercenaries and the slave trade in order to help Zendross find out more information about his mother and her abduction.
    3) Bram Feilding: A recently retired detective on the R.H.C. He was the detective assigned to the case when the Reynolds incident occurred. He became friends with Zendross over time as they talked about the case. He even shared his findings with Zendross over the years. He knew there was someone behind it all but unfortunately, the case was never closed, as it seems the thugs (some of whom had moved on to live normal lives) had gone missing or turned up dead over the years. He approves of Zendross' joining the R.H.C. and put in a good word for him.
    4) {enemy} Tark "the Shark" Middleton: The man behind the attack on the Reynolds family. His intent was to have them all killed in what looked to be an attack by thugs and then buy out their business and lands in order to spread his own burgeoning criminal empire. Although he was able to work around the failure of his plan, he still remembers the person who thwarted his plans. Despite Zendross' history of tracking down those he hired, he hasn't done anything against him or the Reynolds since. He was able to keep his involvement a secret even from those involved. Still he remembers the slight and is playing the long game.

    Three memories, mannerisms or quirks Zendross possess
    1) Zendross wears a silk sash around his waist. This was his Mother's shawl, the only thing that remained behind upon her abduction.
    2) Zendross wears a gold ring, as a symbol of his pseudo-exile from the enclave and as a reminder of the lost history of the high elves.
    3) When Zendross is not focused on a goal (or when a singular goal has taken a very long time) he becomes listless and seems to pull away from reality, an automaton. Although it has been years since it has been that bad, he still has a tendency to "zone out" when not in the moment.


    @Joseph Reginald Coopsworth: I read your background and I think that your description of how you obtained the Spirit Medium theme is appropriate, as I said before I liked your tie in to the Mirror Moon as well. I will also update your character on the roster of applications. After reviewing your background I do have some questions however.

    1. I can see the easy jump from being an orphan and moving onto the Bosun Strand Beggars Guild, but I think the jump from a beggar into the R.H.C. is a tough sell. Do you have any ideas on what event would have led Joseph to be recruited by the R.H.C?

    2. You selected Lawful Evil as your alignment, but your intent is to overthrow the government. The way you describe it as wanting to work within the system makes sense, but I don’t see a motivation for why he would want to overthrow Risur. So what is his motivation?

    3. What role would you like to see your sister play as the campaign develops?

    4. With your connection to death and the rather finality of it, what is your philosophical take on the Heid Eschatol movement?

    @Jaevin Darjudin: We already responded via e-mails, but I am waiting to see your fleshed out background before I can give you notes.

    Anya Landreth: Your background is excellent. It is well thought out and offers several extremely solid hooks associated with it. Some of the things I appreciated most were Anya’s survivor’s guilt and the political implications from the multiple wars between Danor and Risur. Colin Berriman is an appropriate touch. Mechanically your character also works and the archetype combo of Musketeer/Luring Cavalier works *very* well for the setting. I think that your thematic choice of playing as a Yerasol Veteran was also well described. I felt that you captured a feel very similar to John Basilone, who after receiving his Medal of Honor went onto sell war bonds. It was a really really nice touch. Now some questions for you.

    1. Reviewing your profile I see that you are pretty new to to pbp’s on the Pazio forums. There’s nothing wrong with that, but those who have higher post counts have shown a history of consistency. Do you realistically believe that you will be able to maintain posting rate?

    2. I would like to see a writing sample from you. I have reviewed your other campaigns and the posts are pretty consistent with the pbp message boards, but in my campaigns I prefer longer posts. Feel free to look at my Way of the Wicked or the Reign of Winter campaign I play in for examples. That is what I expect of my players, and it is one of the reasons why I only ask for a post every two days. I want quality over quantity. Would you mind posting a vignette of Anya for me? It would need something from your characters perspective to give me a feel of your writing style.

    3. Your characters history makes sense for why the R.H.C. would want to recruit you. As a member of a team, what role do you see Anya playing?

    4. I also want to see an alignment from you. Based on your description I feel like it is probably a neutral good, but that was based on your background. You may have been going for something else.

    @Viluki: I have some concerns about Tazovar’s background as well as your overall application. I noticed that you included traits in your background, however traits are not being used for this campaign, in lieu of a thematic feat. Speaking of, I don't see any direct tie to a possible thematic feat, and the theme will take a large role in the overall campaign “arc’s”. Also you describe Tazovar as one of the most feared mercenary’s in the land, however he starts as a level 1 alchemist, so that doesn't make a lot of sense. As a Tiefling it would have made more sense to be tied somehow to The House of Jierre. Also within Danor, Magic inherently doesn’t work so that’s something else to consider. I think that Tieflings PC’s working with the R.H.C. present some strong opportunities for roleplay due to political tensions between Danor and Risur, and I wish you had played that up more.

    @Krumthi: Good Morning Krumthi, I reviewed your character and here are some basic notes. I think that Gunslingers are a reasonable choice considering the setting. I do worry however that you have skimmed over the application process. Specifically you have included traits in your character sheet, when we are not using them for this campaign. Your background does however make a reference to being a Technologist. You would need to remove your traits. I think that you a good start on your background but if you could refine it, I think that you could really elevate Drake. Here are some points to consider.

    1. What makes you mysterious? That’s an interesting Archetype and outside of its mechanics, I think of all of the Gunslinger archetypes it is the one that carries with it the most roleplaying connotations. Is there something from your past that you want to hide? Is Drake Ghosthowl a pseudonym? I think you could build on this.

    2. How would you react if your character learned that he had a child?

    3. Your background says that you killed a baker when you were a child. As a character who is Neutral Good, does your character still think about that event? Does he have remorse? Has he ever tried to make things right?

    4. What would have caused the R.H.C. to recruit you? I see your Technologist bent, but what else would have established you from the crowd? The jump from vagabond and thief into a gun for hire makes sense, but I would like to have seen you play that up a bit. Furthermore being recruited into the R.H.C. is no small event. What specifically would have drawn them to you? After all, they recruit YOU, not the other way around.

    5. Typically when writing a background I recommend that you write it in 3rd person.

    @Raeghan: See my previous comments.

    @Inspector Reginald Filby: I sent you an e-mail with my thoughts on your submission.

    @Zendross Zil’Doren: Your right, the “10 minute background” takes far longer than ten minutes. It does however give a good start to developing a solid character. So, I read your background and I think that you went for a pretty bold class / race / theme combo. As I said before there’s nothing wrong with that, but because it’s a Dread, I asked you to step it up. So here are some notes in no particular order.

    1. High Elf with the Dreamer racial trait, ok that’s cool and you don’t see it much. It also plays off well with the Dread concept of playing on someone’s nightmares and fears. Haunting someone in their dreams? That is flavor.

    2. Mixing and matching of the Skyseer and Vekeshi Mystic themes. I think that was a bit of a stumble. I would have chosen one and gone with it. Skyseers and Vekeshi Mystic could both be tied into High Elves but it would have been stronger to go with one and play it up. Personally I think that the Vekeshi Mystic route would have been the better route based on your character.

    3. You might want to play up the role of Bram Feilding more. Since the R.H.C. recruits each person, he could have been the reason for your selection.

    4. Something that seems to be missing however is what would tie you to seeing the betterment of Risur. While I understand that he wants to use the R.H.C. resources to find his mother, does he have any indications that she might have any link to Risur at all?

    5. “He was sent away from the conclave due to the incompatibility of his thirst for vengeance and the Vekesh philosophy.” I would have liked to see you play this up in your character background. What was so bad that your character would have been asked to leave one of his people’s enclaves? I see that your character is listed as Lawful Evil, but so far it appears that he has only attacked or hunted those who have committed crimes against his people or harmed innocents. I’m not sure that follows the bent of Lawful Evil.

    @Everyone: When developing your character consider ways that you can incorporate technology and magic together. Risur is currently undergoing an industrial revolution. If you make a summoner, you could describe your eidolon as a steam golem. If you're a unarmed fighter technologist perhaps you have been experimenting with a pneumatic power fist… If it’s an aesthetic change that does not affect base mechanics but ties into the setting then you should explore the idea. Basically remember the Rule of Cool If it looks “cool” or is cinematic and does not affect the overall rules I will consider it.


    ALASTAIR RAYNE CR 1/2
    Male Human (Risuri) Monk (Martial Artist) 1
    NG Medium Humanoid (Human)
    Init +3; Senses Perception +6
    --------------------
    DEFENSE
    --------------------
    AC 16, touch 16, flat-footed 12. . (+3 Dex, +1 dodge, +2 Wis)
    hp 12 (1d8+1+3)
    Fort +3, Ref +5, Will +4
    Defensive Abilities AC Bonus +2
    --------------------
    OFFENSE
    --------------------
    Spd 30 ft.
    Melee Flurry of blows +2/+2 (1d6+1/20/x2) or
    . . Unarmed strike +3 (1d6+1/20/x2) or
    . . Dagger +3 (1d4+1/19-20/x2)
    Ranged Flurry of blows +2/+2 (1d2+1/20/x2/10 ft.) or
    . . Shuriken +3 (1d2+1/20/x2/10 ft.) or
    . . Dagger +3 (1d4+1/19-20/x2/10 ft.)
    Special Attacks Flurry of Blows -1/-1, Stunning Fist (1/day, DC 13, stunned), Unarmed Strike 1d6
    --------------------
    STATISTICS
    --------------------
    Str 13, Dex 16, Con 13, Int 12, Wis 15, Cha 10
    Base Atk +0; CMB +1; CMD 17
    Feats Display of Heroism, Dodge, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Finesse
    Skills Acrobatics +7, Climb +5, Diplomacy +1, Escape Artist +7, Perception +6, Sense Motive +6, Stealth +7
    Languages Common, Primordial
    SQ Skilled
    Combat Gear Dagger, shuriken (10); Other Gear Backpack (20.5 lbs: bedroll, flint and steel, shaving kit, silk rope (50 ft.), torch (2), trail rations (4 days), waterskin), belt pouch (2 lbs: caltrops), belt pouch (empty)
    --------------------
    SPECIAL ABILITIES
    --------------------
    AC Bonus (Ex) Add WIS modifier to AC and CMD
    Flurry of Blows (Ex) Make flurry of blows with unarmed strike or monk weapons as a full action with a base attack bonus equal to monk level, as if using Two-Weapon Fighting
    Improved Unarmed Strike Unarmed strikes do not provoke attacks of opportunity, and can deal lethal damage
    Skilled +1 skill rank/level
    Stunning Fist (Ex) Cause an opponent to become stunned with an unarmed attack
    Unarmed Strike Deal more damage with unarmed strikes, treat unarmed strike as both a manufactured and a natural weapon for the purpose of spells and effects that improve such weapons
    --------------------
    HISTORY
    --------------------
    Alastair Rayne is not the man he used to be. And perhaps that is for the best.

    There was always an anger within him, even as a boy in his teens, and the lessons of close combat he invested himself in were a particularly fitting outlet for that anger. He could focus it and make something of it, so he trained and trained. There was more to that, however, than just an interest in learning how to fight. A Risuri born and bred, the young man was, for all intents and purposes, a patriot. And Risur had a great need for such people, for there was a war going on, the last of the Yerasol Wars as it would turn out. So, where the training gave him the means to focus his anger, his country gave him the opportunity to hone it further and a target to use it on. And so it came to be that Alastair Rayne, or simply Rain as his comrades-in-arms -his friends- came to call him, found himself a part of the Risuri army and on his way to the islands of the Yerasol Archipelago where war was being waged against Danor.

    The fighting lasted three more years after Alastair found himself in the thick of it and then it was over. But during those three long and hard years, the youth became a man and slowly but surely he changed. At the end, gone was the angry patriot who used to think his country could do no wrong. He had witnessed horrors and crimes perpetrated by both sides, and on more than one occasion he found himself defending not only his friends and comrades, but captured enemies as well, when he saw his fellow soldiers or even commanding officers going a little -or more than a little- too far. Where once was a boy full of ideas of serving his country and -why not?- attaining glory while doing so, now stood a man, jaded and bitter. But at least he still had his friends, most of them anyway, the other men and women in his unit, a close-knit team of people with similar skills used as advance scouts and infiltrators, when stealth and finesse were preferable to other tactics. But even that was to be taken from him eventually.

    It happened during the last days of the war. Alastair's unit was tasked with taking care of a high profile target, some officer or other. Success would mean bringing Risur a step closer to ending the war, or so they were told. Regardless, orders were orders. They prepared for one more mission, like so many times before. That is what they did and they had done it again and again. Certainly they had lost people before, but still they always got the job done. Why would this time would be different? Yet it was. Owing to bad intelligence or even betrayal, they were expected and the operation turned into a massacre. Once the proverbial dust had settled, only Alastair and another of his friends were alive, though not without wounds both physical and mental. Still, their stand -the last stand of their group- quickly became the talk of the camp and slowly but surely the story spread, especially once the war was over and heroes were much sought after, just like patriots were at its beginning. But Alastair had no taste for it, avoiding the spotlight and questions about what had happened and how. He had only one goal now and that was to heal.

    And he did, eventually. It took him years but he is now once again whole, once again himself. No, no, that is not entirely true. He is not the man he was. He is calm and amiable and seen smiling more often than not. He will readily share a drink or a joke, though he never speaks of his days in the war, especially of that one battle that people call him a hero for. He still loves his country, of course, but he now knows that a country is its people, and there is no such thing as an infallible person. And he is not angry anymore, a fact that is even reflected in the way he fights, as well as the reason he does so. More often than not, it is to defend people that cannot do so themselves. And although he does hire himself out now and then, for a man has to eat, he takes great care not to involve himself in anything illegal or immoral.


    The Clockwork Shadow Said wrote:

    @Joseph Reginald Coopsworth: I read your background and I think that your description of how you obtained the Spirit Medium theme is appropriate, as I said before I liked your tie in to the Mirror Moon as well. I will also update your character on the roster of applications. After reviewing your background I do have some questions however.

    1. I can see the easy jump from being an orphan and moving onto the Bosun Strand Beggars Guild, but I think the jump from a beggar into the R.H.C. is a tough sell. Do you have any ideas on what event would have led Joseph to be recruited by the R.H.C?

    2. You selected Lawful Evil as your alignment, but your intent is to overthrow the government. The way you describe it as wanting to work within the system makes sense, but I don’t see a motivation for why he would want to overthrow Risur. So what is his motivation?

    3. What role would you like to see your sister play as the campaign develops?

    4. With your connection to death and the rather finality of it, what is your philosophical take on the Heid Eschatol movement?

    1. After getting jilted by only living person he truly cared for (yeah he has some issues with forming emotional ties) and a disastrous heist (hard entry, hard exit, having to push my partner to the dogs) the last straw was being told he was not being paid (apparently the Crisilliyri who they had been dealing with felt they had dealing with Nick so they should pay Nick), Joseph became rather annoyed. Joseph was handed with two decisions, walk away or do something about it. As he is not the kind of man to solve things with violence if he sees another way Joseph made a fateful move, he informed the RHC. He lead the constables to the place the Crisilliyri were stay, informed them of their numbers and what guards they had, and even took part by personally stopping a merchant that was getting away(promptly taking his change purse). His ingenuity and levelheadedness impressed the local Commissioner and found his way into the academy.

    2. This one was more of an oversight on my part and my unfamiliarity with the 10 minute system. Joseph has developed a more or less socialist view on things. He believes that people should be ruled by merit not by nobility. He believes that a system where the Nobility of the land is chosen because they were descended from a previous king to be a poor way of doing things when the country he calls home is on the verge of a great change. He sees technology as a way of equalizing man, and believes magic should also be freely accessible to all. With this belief he wishes to overthrow his government not for reasons of anarchy but through an orderly, and yes peaceful if he can manage it, transfer of power. He does not wish to rule himself, merely to allow the people to decide on who should rule them. So in short a new philosophy somewhere in the socialist democratic view.

    3. I would love to see this play at least some role in the game. It would be great if she turned out to be one of the later villains or someone that needs our help and plays a large role in the game. Also please keep it a secret to yourself who she is as I would love to form my own opinions of her for good or ill and then later have the bomb dropped on me maybe at a key point.

    4. But death isn't the end. The dead walk beside me. I can talk to them. How then is death nothing more than a transition. The Heid Eschatol have an interesting view, and I do not discount it, but even if the end times are truly here I believe it is just another transition and something will be on the other side. So no, not orderly ends but orderly transitions from one state to the next. I love the way this setting puts so much emphasis on the philosophies and cultures.

    P.S. I know spirit medium does not give me the ability to just go talking to the dead and mechanically I will follow to the fullest the feat, just thematically as long as it does not effect the way the game itself runs I will be treating him as such. The feat is just him focusing on the exact person and getting to do question and answer time. He doesn't have enough control to just call up specific spirits willy-nilly.


    The Clockwork Shadow wrote:

    @Zendross Zil’Doren: Your right, the “10 minute background” takes far longer than ten minutes. It does however give a good start to developing a solid character. So, I read your background and I think that you went for a pretty bold class / race / theme combo. As I said before there’s nothing wrong with that, but because it’s a Dread, I asked you to step it up. So here are some notes in no particular order.

    1. High Elf with the Dreamer racial trait, ok that’s cool and you don’t see it much. It also plays off well with the Dread concept of playing on someone’s nightmares and fears. Haunting someone in their dreams? That is flavor.

    Yeah, that was what I was going for. The Silent Hunter is less connected, but vengeance by night needs a bit of speed (and thus also the fleet footed).

    Quote:
    2. Mixing and matching of the Skyseer and Vekeshi Mystic themes. I think that was a bit of a stumble. I would have chosen one and gone with it. Skyseers and Vekeshi Mystic could both be tied into High Elves but it would have been stronger to go with one and play it up. Personally I think that the Vekeshi Mystic route would have been the better route based on your character.

    Yeah, I was flexible on this. I wasn't sure where I wanted to go initially so I threw it all in so that I wouldn't forget what I was thinking about. I had the Skyseer in my mind due to its relation to the Dreaming and Bleak Gate, but the Vekeshi Mystic works better with his early training (and later being able to join on the hunt later on). I'll cut the Skyseer parts.

    Quote:
    3. You might want to play up the role of Bram Feilding more. Since the R.H.C. recruits each person, he could have been the reason for your selection.

    Yeah, perhaps since Zendross was often visiting and asking about the case and eventually brought in on the periphery of what was going on, he got to see how the R.H.C. works and thus increasing his interest. Zendross also could have made some of his own discoveries and shared them with Bram (pity the fellow was dead by the time the law showed up). Bram saw his potential and reccomended him as a recruit, prior to his retirement (or we could play it that he was still a detective there, but approaching retirement in an "I'm getting too old for this..." fashion).

    Quote:
    4. Something that seems to be missing however is what would tie you to seeing the betterment of Risur. While I understand that he wants to use the R.H.C. resources to find his mother, does he have any indications that she might have any link to Risur at all?

    Zendross has formed something of an attachment to the Reynolds'. They want to remain in Risur, so he wants to make it safe for them.

    Quote:
    5. “He was sent away from the conclave due to the incompatibility of his thirst for vengeance and the Vekesh philosophy.” I would have liked to see you play this up in your character background. What was so bad that your character would have been asked to leave one of his people’s enclaves? I see that your character is listed as Lawful Evil, but so far it appears that he has only attacked or hunted those who have committed crimes against his people or harmed innocents. I’m not sure that follows the bent of Lawful Evil.

    I was keeping things a little short I suppose with the "10 minute" thing making me think to only put in the salient points. Yes he's hunted down those who harmed innocents or committed crimes against his people, but the time between their crime and his vengeance hasn't always been short. For example, some of those he had killed more recently, although were involved in the attacks 10 years ago, have left their life of crime and were living productive normal lives. Although they were never punished for their crime (aside from their own conscience), they were no longer at risk of re-offending. Previously, with the Vekeshi, he was less concerned about "collateral damage" and went towards an "eye for an eye" theme (like, you took my mother, I'll kill yours).


    The Clockwork Shadow wrote:
    @Raeghan: DM Barcas, good to see you. I think that you put a very interesting twist on the an Aasimar, and I really like it. As the only elf who was invested with a sliver of immortality and a follower of Srasama, how would you feel about the other, human Aasimar's who were present at your goddesses death? Do you still see yourself as an Elf or something else? Do you believe in Seedisim, or has the last five hundred years pushed you towards a different belief system. As a "High Elf" how would you feel about the Vekeshi Mysticism movement?

    Raeghan is actually somewhat fond towards the other aasimars, seeing a spiritual kinship in them. His death and rebirth changed his essential outlook towards humanity and elves. In his first life as a high elf, he was convinced of their superiority and saw humanity as little more than primitive, superstitious cave dwellers. In his time that he spent between worlds, he saw that there was little difference between the spirits of men and the spirits of elves. He sees himself as no longer an elf, but rather a guide for all creatures - especially humanity. In fact, he is viewed as a traitor by many elves; one of his reincarnations was executed for heresy against elven ways by the Vekeshi, something that has not endeared him to their movement.

    In the centuries, he has died and been reborn several times. With each rebirth, he has come back somewhat more cynical and ruthless in his methods for guiding humanity. His strength over the spirits allows him access into the minds of others, granting him the ability to force his will upon others. While he does not see this as a viable way for long-term change, he does see it as a way to further his goals. He takes a fairly expansive view of humanity, thinking about his goals in a broad sense while generally ignoring the needs and desires of the individuals if they do not mesh with his idea of humanity's future.

    In a way, he still practices a form of seedism. Taking advantage of his long cycle of rebirths, Raeghan set up a number of plans and plots that would take decades or even centuries to come to fruition and further his goals. While he has little memory of them now, or what they entail, he has faith in his own ability to predict and guide humanity for years in advance. As the sole known elven aasimar, he has many allies and enemies that he has no current memory or knowledge of - something that causes him to be cagey and forward-plotting at all times.

    In a dark way, his idealism after his revelation about the nature of life and death has been ground down by his cycle of death and rebirth. After all, none of his deaths were natural. He sees nothing wrong with tearing into the mind of someone who does not fit his vision and utilizing them to his own ends. It is good, then, that he has only good intentions for the future of humanity.


    As I understand it Lawful Evil tends to be the type that believes in rules and is more then willing to do what it takes to keep order. The Punisher and Doctor Doom if you like comics, or the operative from Serenity or Darth Vader if you are more into films. Zendross seems to be going for the Punisher feel and I feel like I am going for more of the Cerberus from Mass Effect aproach. I wish to make my society better and I am willing to kill murder and maim anyone or anything that gets in the way. Overall my plan is take over RHC, build up resentment towards the current regime by way of glorious peoples revolution, and then institute the rule of merit and remove the last stodgy dams slowing the flow progress. Actually now that I look at it I am similar to the Pragati beliefs of Doran but with a populist bent and none of that magic is bad feel.


    GM I was actully thinking that alchemy in this world would exist in Donor simply because it's not conventional spellcasting. Sorry if I was mistaken, on the being a feared mercenary think this is an industrial revolution style setting. This means in effect your character's ability to use his wits can have a devastating effect. Sorry for including the traits misunderstood, as for why technologist was chosen it seemed to be the tpye of thing that would suggest this character would eventually make his own alchemically powered explosives.

    Would you like another submission, mind the idea is a rather uncoventional take on the sorcerer but it seems to fit with the skyseer theme.


    1. Reviewing your profile I see that you are pretty new to to pbp’s on the Pazio forums. There’s nothing wrong with that, but those who have higher post counts have shown a history of consistency. Do you realistically believe that you will be able to maintain posting rate?

    Once every 48 hours won't be a problem for me. I've pretty much made checking these forums part of my morning routine, right before I read Cracked. =P

    2. I would like to see a writing sample from you. I have reviewed your other campaigns and the posts are pretty consistent with the pbp message boards, but in my campaigns I prefer longer posts. Feel free to look at my Way of the Wicked or the Reign of Winter campaign I play in for examples. That is what I expect of my players, and it is one of the reasons why I only ask for a post every two days. I want quality over quantity. Would you mind posting a vignette of Anya for me? It would need something from your characters perspective to give me a feel of your writing style.

    Not 100% sure what you're looking for but the first idea that popped into my head was playing out her first contact with RHC. I'm assuming something from her perspective just means you'd like something similar to what I'd actually post in-game with reactions, feelings, and that sort of thing. If you're looking for more of a narrative type thing, I suppose I could pull that off too.

    I will admit I do tend to put a lot of self-imposed barriers on myself when I pbp. That'd probably be my biggest obstacle to overcome for your game. I just have a tendency to cut things short and not make any assumptions so I don't step on anyone's toes. And I try to match what everyone else does too. Posting a long, descriptive post feels wonky if you're the only one doing it. I think I'm getting the hang of playing pbps though, at least more than when I started like six months ago.

    3. Your characters history makes sense for why the R.H.C. would want to recruit you. As a member of a team, what role do you see Anya playing?

    That's still really hard for me to answer. She's not really specialized in any of the typical spy type stuff which makes it hard to give her a role in a campaign that revolves around that sort of thing. That's the problem with picking a martial class I suppose.

    I did make her fairly well-rounded so she should be able to fill a combat role or face role well enough. She also has decent knowledge about Risur, it's people, the military, and her king. Eventually, I might say she'd make a decent leader or at least a good battlefield commander type. Right now though, that sort of role isn't something she'd be comfortable accepting. And judging by what you posted about players as leaders, I'm not sure I'd be comfortable with the role either. I don't really like making decisions for other people and I doubt you'd want someone fairly new in that role since you have higher expectations for them. Don't know what you'd call someone who is a combination of a Fighter/Face/Military Scholar/Quasi-Leader but whatever it is...that'd be her role.

    4. I also want to see an alignment from you. Based on your description I feel like it is probably a neutral good, but that was based on your background. You may have been going for something else.

    I struggled with this too. I got an idea though when I poked around your ravenloft campaign and saw the stuff about Lawful Good and Good Lawful. I think the Lawful Good as you explained it there is probably the best fit for her. She follows orders, does what she's told, that sort of thing, even if it might not be the right thing. But if left to make her own decisions, she'll generally do what is right. So basically, her orders supersede anything else, but in their absence, she does the morally good thing.


    Good Evening Agents,

    Below is a list of current applications. If I miss you please let me know so that I can keep this list as up to date as possible. Tomorrow morning I will begin another cycle of feedback for the character submissions.

    LIST OF APPLICANTS

    I. MARTIAL CHARACTERS
    1. Drake Ghosthowl, NG Human Male Gunslinger (Mysterious Stranger) (Krumthi)
    2. Anya Landreth, LG Human Female Cavalier (EndofDivine)
    3. Alastair Rayne, NG Human Male Monk (Martial Artist)

    II. SKILL CHARACTERS
    1. Inspector Reginald Filby, LG Human Male Alchemist (Steven T. Helt)*
    2. Joseph Reginald Coopsworth, LE Human Male Rogue (Spy) (Havocprince)
    3. Tazovar, LN Tiefling Male Alchemist (Viluki)
    4. Jaevin Darjudin, NG Half-Elf Male Bard (Detective) (Tie My Shöelace)
    5. Zandar Krull, LN Human Male Inquisitor (Algar Lysandris)

    III. FULL ARCANE CHARACTERS
    None

    IV. FULL DIVINE CHARACTERS
    1. Raeghan Arbalister, LN Aasimar Male Oracle (Ancient Lorekeeper) (DM Barcas)

    V. PSIONIC CHARACTERS
    1. Zendross Zil'Doren, LE High Elf Male Dread (Dark Netwerk)

    *Denotes character was selected for the campaign.

    In addition, I would like to announce the first selection for Zeitgeist: The Gears of Revolution. Starting off our party will be Inspector Reginald Filby. Played by Steven T. Helt, the winner of RPG Superstar, Stevens application was sent in private due to several surprise hooks that will be revealed in game, but I can assure you it was a *very* strong application. Steven, go and join me in the discussion thread. Also for those new to applying to my campaigns. Each player selected will be sent an ingame private message asking for their thoughts on each application.

    To everyone else, there are still potentially five spots remaining so I recommend that you keep working on your characters and really put in the effort to make your application "pop".


    Hello!

    I would like to submit for your review one Devinn LeMont (Neutral Human Male Bard-Sandman), a Risuri native of Flint who might be one that could get wrapped up in the RHC's mission under the right circumstances.

    I have to clean up the look of the stat block as I don't have Hero Lab, but the main stats/skills/feats are mulled over and should be mostly set.

    The character concept elements are all in spoilers on the profile page, but I could re-post in straight text form if that's easier.

    Cheers!


    Adjusted and expanded backstory:
    Some people are born with wealth, Some to happy homes, and some are just fortunate enough to be born living, Joseph was born with none of these things. Joseph was birthed 17 years ago, during the Mirror Moon, to a dock side whore sick with Old Joe(syphilis for those who don't know). Purple as a grape and covered in sores he lay stillborn in the gutter near his mother's cooling corpse. A sad tale, and one that usually ends there, his blood poisoned and his life spent before it began Joseph was still lucky enough to be given a second chance. His mother's soul, blaming herself for the fate she had bestowed on her son, wailed down upon the small form. She cried forth her despair to the heavens and tried to breath life into the twisted form of her baby. Miraculously lungs stirred and coughed, heart began to pump again, blood coursed through veins but coldly. The small infant began to scream. Again luck would diverge from it's normal course and the squalling noise would draw the attention of a seamstress passing by on her way to the festival. She found the babe next to his mother's corpse, and not knowing what else to do she brought the young child to an orphanage.

    During his stay in the orphanage Joseph was largely left alone by the other children. He was that strange kid who had an easier time talking to the adults, who for their part found him to be creepy as he would play with his imaginary friends(actually the spirits of children who had become trapped) and listen to the words of his long dead mother(still whispering to him as he went through his life). Many times a family would come in looking to adopt, and they would often take the time to talk to the boy, but he was never adopted. Oh he was a clever enough child, and he was very sociable when he would talk to people, but there was always something just off about the way he would look past them and smile or tell them their dead son no longer felt pain.

    As Joseph matured he began to learn how to blend in with people. He started to make a few friends here and there, but they never seemed to last. As it came time for his 13th birthday, the age at which all orphans become bound(a nice way of saying sold off) to a tradesman as an apprentice, Joseph decided he wanted more from life. Joseph quietly packed his meager possessions one night and just left. He took to the streets and eventually found himself a member in good standing of the Bosum Strand Beggars Guild. He learned how to disguise himself and how to listen when others thought they were unheard.

    As a member in good standing Joseph made a name for himself as a you face(Confidence man) and skulk(hider in shadows and hearer of words spoken in hushed terms when people think they are not being listened to). Joseph soon made a strong friend in one Reginald Fisk, the two both coming from hard luck backgrounds and having quick enough minds to hold a decent conversation. The became known as the Nalds.

    At the age of 16 Joseph finally found someone he could open his heart to, a young scullery maid by the name of Cassandra. Although his good friend felt it was a bad idea and had implored Joseph to reconsider, Joseph began courting the you lady and for the better part of a year he thought his world had finally found some balance. That was until he caught her with another man.

    Joseph poured his life savings into a ring he had noticed Cassi staring longingly at during their trip together that fine market day. Oh how it seemed to shine in excitedly in the moonlight. The warmth he felt as he walked forward, thinking of the words he would say from bended knee trying this tactic then that one over and over in his head, yes the warmth was almost enough to push back the ever present dread that forever hung at the back of his mind. The coldness of the grave and his mothers whispers that all would be for naught continued to pry at his giddy excitement. But she was wrong, what would the old shade know of this. Her whispers were never very helpful anyway, and they seemed even more distant over the last couple years. But as he turned the corner he heard sounds of deep timbered speaker followed by the light laughter of his beloved Cassandra.

    He could not believe the sounds he heard. He peaked around the wall he had stopped short behind and beheld a sight that would haunt him for the rest of his nights. There was the son of the noble Cassandra worked for, laying next to her in the moonlight. They were happily kissing beneath the old oak in a pile of leaves that had been swept up by the groundsman just that day. Joseph's world shattered and the howling chill touch of death crept back up his spine. How could his beloved do this to him. Did she not care for him the whole time they went out. Every gift, every meal eaten together was cast into the shadow of this betrayal. Joseph nearly wept but again felt the chill pall and calm envelope the warmth he had felt for the last few months. He calmly snuck around the wall and into the house. There he crept into the servants quarters and found his way to Cassandra's bed. He quietly wrote a note consisting of three words and one punctuation "I saw everything.", this he placed on her pillow and atop that he placed the ring.

    The next night, besotted with cheap ale and languishing in a humor most foul, Joseph agreed to help another young rogue(Bloody Nick) with a heist he had planned. After a long sleep taken in the dirt outside the tavern's rear door, Joseph awoke to rough hands shaking him. In a hushed tone Nick informed him it was time and told him to follow. Joseph thought better of his promise now with a sober mind, Nick was known to be reliable muscle but not good for very much else, despite this it was still a promise and Joseph would keep it. As they neared the workshop Nick told him what they were after, the old gunsmith who lived here had designed a new long barrel that could be easily repaired in field with swappable parts. This could change the way the Risuri waged war, no longer being dependent on new guns when one broke down would lighten an armies logistical load tremendously. Even better he had a working prototype, though it was a long way from being mass-producible(it would take however long it takes in zeitgeists timeline if it is in there) it would go a long way towards another shift in gun technology.

    Again Joseph began to rethink his choice to help this man, but again a promise was a promise no matter how much he disliked the idea of betraying his homeland to a foreign power. In seconds they had climbed the wall, even though Joseph slipped off the top and crashed to the ground hard jamming his shoulder. Mere minutes to cross to the workshop and pick the lock, even though he managed to break a pick and jab the sharp edge into his palm. They opened the door and crept a crossed the room, stubbed toe on work bench, hit head against the adjoining table after nick pushed him down for cover at a half heard sound. Joseph had to keep reminding himself that this job would pay for him to move to a new town and start a new life. They eventually made their way to the desk where the plans and the prototype lay. Joseph grabbed them up and shoved them in his bag only to be smacked once again on the back. Nick roared angrily, shouting that it was his haul and that he would have none of Joseph holding the goods. Joseph stared dumbfounded at the oaf, how could he be so stupid. He began to run even before Nick processed what he had done, not moments later the baying of the gunsmiths two prized warhounds could be heard.

    The run out was less painful than the creep in and Joseph made the wall mere seconds before Nick. He scaled the rope they had left there and turned to see Nick almost to the top. He even started to reach down to help the man up and over, but something deep down inside creeped up again. That cold feeling that resided in his heart seemed to move to suffuse the whole of his being. He looked, smiled warmly down at Nick, and promptly kicked him square in the face. He watched as Nick fell the eight feet to the ground and simply kick the tie off point for the rope over as well. The screams of wounded man and gnashing of dogs slavering jaws was the music that accompanied his stroll back. Walk he thought to himself, running would draw attention.

    It took him the better part of the next day to track down Nick's patrons. Hardly worth the effort it would seem. They had dealt with Nick and did not know Joseph. They shook him down for the goods and then kicked him to the curb. Normally a man would have fumed and seethed or broken down in defeat. Joseph just calmly walked to the local constables precinct, informed them of the grave injustice going on in this fair city, and went with the group of rocks(seems like a perfect thieves' cant for officers of the RHC) to where the Crisillyiri were staying all the while detailing their numbers and armaments. There he watched and waited as the constables brought the full force of the law down upon them, and even saw his chance to get in a good lick of his own as he wacked the head of the merchant, who had earlier rebuffed him and ordered his haul be taken from him, as he was trying to escape.


    ok for this weird skyseer character I'll give you the story then and if it's up to snuff i'll then make the character stats. And for the record I'm withdrawing Tazovar.

    Story:

    1)Valarian Dantios is a strange sort of skyseer, for while most skyseer's find comfort in the stars and the night Valarian only see's doom. For he took up astronomy as a hobby, he had never intended to become a "skyseer". Perhaps his lack of training from the druids and other skyseers contributed to his inability to see when he had gone too far. It happened all the sudden while he was doing his usual routine of charting the passage of the stars as they wheeled through the heavens. One star, one purple star began glowing in the night sky Valarian was surprised at it's sudden arrival and he began to study it curiously. Then the vision seized him, he stood upon a world of purple, oozing flesh. The ground squished under his feet like quicksand and his mind fealt broken and disoriented. Then the ground beneath him opened up to reveal a terrifying, cavernous maw and he was flung into it. Valarian fealt like he was being disgested for a thousand years...or was it just one night. When the vision finally, mercifully stopped he back on the roof of an abandoned decayed tower where he had setup his astronomy equipment for the night's observation. Then he looked around and saw the city and cried out as he saw "things" writhing throughout the city, giant purple tenactles and maws, people with mouths of gibbering teeth in their hands and eyes that glowed purple like the star. He does not understand and he does not want to...yet he feels compelled to learn more.
    2)Valarian before the vision was a simple unassuming man curious with the nature of the stars. Now he has become a scholar of lore forbidden to most mortals and he craves despite the warning that his mind keeps giving him more information.
    3)Valarian winded up getting an HRC commision by virtue of his strange abilities and even stranger thinking. While many find him disturbing, his abilities both as a skyseer and as a sorcerer merit note.
    4)Valarian is irrevocably scarred by the vision and his dreams speak of doom and despair, the world cannot hope to endure the awakening of the True Ancients.
    5)Valarian has few if any contacts amoung the druids or other skyseers, his "training" has seen to it that he is isolated from his peers.

    Valarian's goals
    1)Learn all that their is to know about the the True Ancients and the abilities he has been granted (cursed?).
    2)Learn ancient knowledge and history of other races, cultures and religions so that he might spot "occurences" and events that entail the intervention of the True Ancients.

    associates and enemies
    1)Dracius, proprietor of the "shop". Dracius a strange and occult man with arcane leaning who runs the "shop". A fabled black market store that sells all sorts of strange and illegial books, with topics ranging from necromancery to grafting and shaping the flesh of others. Dracius has been immensely helpful (so long as Valarian feeds him information gleaned from his insane dreams) in locating books and other sources of information detailing the stars and the "True Ancients".
    2)Garus Maxis, HRC recruiter. Garus was quick to notice Valarian and his strange abilities, he was also quick to offer him a chance to join the organization and gain access to it's information and resources. The only thing in his contract that is different from a standard HRC agent is that Valarian can have any book he finds in his investigation copied for free and sent to him (or he can get the book after the HRC is done with it).
    3)Karrack, the "wandering" druid. This strange druid called Karrack has been shadowing Valarians movements for quite some time and whatever his reasons are Valarian's senses that it can't be good.

    Mannerisms and quirks
    1)Valarian occasionally "jerks" his head as while his vision is now normal for the most part he will still see an occasional "thing" like a purple tentactle sprouting from someone's arm etc...
    2)Valarian is always immeasurably careful when handling books of any sort, Valarian knows the value of knowledge and is hestiant to harm it in any way.
    3)Valarian favors thinking a problem through and can be counted on to if he does not know the knowledge required where one can find it.

    what class Valarian will be is a bit of a puzzle as I have three picks available depending on what you require gm. The sorcerer with an aberrant or starsoul bloodline, the witch with either the insanity,stars or portents patrons and the magus with the cabalist archtype from super genius games (you can find it at http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/super-genius- games---magus-archetypes/cabalist).

    Grand Lodge

    10 minute Background for Zandar

    Alignment: L-N. Law is what holds a society together and allow it to function as a whole. A man should act with honor in his dealings with others, but its to his code that he should live his life.

    Personality: Zandar is a stoic, serious man. He values loyalty and honor above all else, and will be extremely reluctant to break his promises. A mans word is the only contract which Zandar considers binding. Zandar has a soft spot for children and for those striving to make the best of situations beyond their control. Despite his otherwise serious demeanor Zandar loves being dramatic. He also recognize that some people must get the job done. And if it comes to getting it done by any means necessary and there are no other options then so be it.

    Ten Minute Background

    Part I - Core Concepts

    1) Zandar's father was in the Special Operations Task Force, of the RHC, for nearly 12 years. During this time he performed artifact retrieval, prisoner recovery, and a multitude of other hush-hush military missions.

    2) During the his father's last mission he was declared MIA, This has left Zandar with a soft wound in his heart. He has tried a few times to learn more about that last mission as he father him a rather alarmed and concerned not before leaving for it.

    3) His father's pride in working for the RHC is what drove Zandar to follow in his footsteps even though he was against it.

    4) Zandar is a polyvalent agent, having both skills set in city or wild operations. His prowess in combat or divine magic allows him to be a useful melee combatant or secondary medic.

    Part II - Goals

    1) Zandar long term goal is to find out more about that top secret mission that cost his father his life.

    2) getting married to Arstil Dawnbreaker

    Part III - Secrets

    1) (Aware) Zandar is aware that his refusal to go all the way for a mission and extract valuable information by any means necessary has cost an other agent's life. He is not very proud of this.

    2) (Unaware) His father may or may not be alive, be a POW or a traitor or just someone who got sick of the RHC's way of doing business, or just really dead after uncovering some dark secret.

    Part IV - People

    1) Arstil Dawnbreaker is the yang to Zandar yin. Arstil is 19, and is the most intense romantic interest of Zandar. She loves him back but she is currently out of his league. She comes from a very wealthy family and her father won't allow her to marry some average pay civil servant.

    2) Zandar has no other living relative, but has made a few friends in the service

    3) Cyril Strong is an RHC weapons officer. He loves weapons, big booms, and groan-worthy puns. He is a staunch ally of Zandar, and was mentored by him when he was brought into the RHC. Cyril's loud, boisterous nature can be overwhelming at first and the ease at which he transitions from leisure mode to his serious work mode can be a bit jarring.

    Part V - Memories and Mannerisms

    1) Zandar puts honor before reason.

    2) Zandar lost his right eye during a mission when he was twenty-two.

    ---------------
    ps finally was able to get a hold over the AP player's guide/ Choosing the SPirit Medium Theme Feat


    So here's my writing sample. I made it more of a narrative because it's more fun for me that way. I took your advice about aesthetic changes and made it so the Order of the Lion isn't some nebulous order somewhere that she also owes loyalty to. Instead I made the order somewhat of a special forces group, sort of like an army ranger or something. I had a few other ideas about re-flavoring some of the other aspects of the class but I'll worry about those later.

    I went for something a little different with the scene. Introduced a new NPC, made her background a little more solid, and I gave Risur sort of a manipulative edge. Hopefully it has enough of whatever you're looking for.

    Story:
    Anya found herself sitting in a cramped interrogation room, a single barred window on the stone wall to her left letting in the last rays of the sun's fading light. Manacles clung tightly to her wrists and ankles; the cold metal weighing heavily on her arms only serving to remind her how incredibly weak the mistreatment of the last few years had left her.

    Rallik Sevandir leaned in the corner, his eyes quietly studying her as he took a long draw on the cigar wedged between his lips. The two had been staring at each other like this for nearly five minutes now, each one waiting for the other to make the first move. She found it oddly fitting that they would send him. The corner of Anya's mouth curled in a smile as she inwardly laughed at the irony of it all.

    Back when Anya was still a fresh face at the academy in Pine Island, Rallik was the instructor given the unenviable task of turning her into a soldier worthy of Risur. It was his lessons that molded her into the woman she is today. And it was his recommendation that landed Anya in the academy's Lion division; a special forces unit created to defend key tactical positions and important persons. Anya wasn't sure whether she should thank the man or punch him in the nose considering the circumstances.

    Anya snapped out of reverie when Rallik threw his spent cigar onto the floor and stomped it out. His form moved heavily through the hazy room as he made his way toward Anya. His large frame leaned forward across the table, his weathered face becoming unobscured as he drew near. Rallik's cold gaze settled on Anya as he spoke in his trademark gruff tone, "You know what they do to traitors, right?"

    Anya glared back at him, meeting his stern gaze with one of her own. "Why don't you get to the point Rallik? Save the intimidation bull**** for some bayou rat."

    Rallik let out a "Hmph" as he nodded slowly before straightening back up. "Glad to see your time in Donar hasn't changed you." He reached into his coat and produced a small stack of papers, throwing them onto the table in front of Anya. "The testimonies of all the others. They all support your story. Either you're all one hell of a buncha liars or you're telling the truth. Risur would like to believe the latter."

    Her hands clumsily shuffled through the papers though the combination of darkness and smoke made reading them impossible. Anya raised her eyes back up to Rallik, confusion and annoyance evident in both her eyes and voice, "If you don't think I'm a traitor then why am I still here?!"

    Rallik's cold stare lightened as a slight smile crossed his lips. "Seems the higher ups took a shining to you and your story. Especially Aodhan. One of Risur's finest killing those Donaran bastards with their own guns and saving a dozen men. Don't think the old man could have imagined a better story himself! Does wonders for his vision of Risur's little revolution of technology."

    Anya found herself even more confused by Rallik's response. Her mouth hung open slightly and her eyebrows furrowed as she tried to make sense of it all. "I don't understand..."

    Rallik's mirthful expression slowly disappeared and was replaced with his usual stoic gaze. He made his way toward the room's iron door and knocked twice, the sound echoing in the dead quiet of the room. Rallik turns to Anya as a set of footsteps draws closer from outside the door. "They have plans for you, Anya. Big plans."

    The sound of awkward hands fumbling with keys makes its way into the room before the door is thrust open, a man stepping through with a bundle held under his arm. Anya shifts in her seat trying to get a good look at the man and the bundle as he hands it to Rallik but unfortunately cannot make out many details. As quickly as he had arrived, the mysterious man vanishes back through the door, the rustling of metal against metal bringing back the cold realization that she was still imprisoned.

    Rallik laid out the bundle onto the table in front of Anya; a Risur military uniform. It was unlike any standard issue uniform Anya had ever seen and she nearly gasped when she saw the ribbons wrapped around the right arm and the medals pinned to the chest. "The Ribbon of Exemplary Service...The Stalwart Ribbon...A Lionheart medal..." Anya paused at the last one, shocked to see the highest honor of her division displayed before her. Her face turns to Rallik, an inquisitive look on her face. "Who does this uniform belong to?"

    The sounds of Rallik's laughter caused Anya to jump slightly in her chair. Even after spending two years training under him at the academy, hearing Rallik laugh was a first for her. "It belongs to you. At least it will if you do the right thing." Rallik pauses and places his hands behind his back as he paces around the room. Anya can only watch on in stunned silence. "Risur needs heroes, Anya. Someone to raise morale. Someone for children to look up to. Someone to pull others into the service. Risur needs you." Rallik turns to Anya as he says the final word, driving home the emphasis.

    "You've got the wrong person." Her shackled hands point to the collection of medals on the uniform before her. "Combat Medic Medallion? A Cavalry Cross? I've never even been on a horse!"

    "Certain elements of your service have been..." Rallik pauses briefly, choosing his next word carefully, "enhanced. Like I said, Risur needs a
    hero, not an above average soldier that got lucky."

    Rallik's words bite deep and Anya's gaze drifts toward the floor, a hint of pain and sadness in her eyes. She lets out an uneven sigh and swallows the lump in her throat before looking Rallek in eyes again. "What would Risur have me do?"


    Good Afternoon Agents,

    Here is round two of my feedback and notes. If I missed you or have not provided an initial set of feedback, let me know so that I can follow up.

    @Joseph Reginald Coopsworth:

    I think your comparison to Cerberus was apt and gave me a better idea of what you were going for. Your backstory was much improved and I felt was much stronger. I get what you were trying to for with Joseph. I do not have any further questions for you.

    @Anya Landreth:

    Anya Landreth wrote:
    I just have a tendency to cut things short and not make any assumptions so I don't step on anyone's toes. And I try to match what everyone else does too. Posting a long, descriptive post feels wonky if you're the only one doing it.

    Anya, I agree with you 100%. Thats why I spend a lot of time turing recruitment laying out my expectations. If everyone is on the same page then it helps in maintaining a level of consistency. I also read your "prologue" and it is great. I think it captured the right feeling of Risur, post war. Ok, a few more questions for you.

    1. Anya is clearly devoted to Risur, but she must have other loyalties. What is the most important thing in Anya's life? What would she do anything to protect?

    2. How does she feel about acting as a "spokesperson" for the Risur military? Is there a line she would be unwilling to cross on behalf of Risur and if so what is it?

    3. Anya, there are similarities between you and Rayne. If you were both selected for the campaign how would you attempt to differentiate yourself from Rayne?

    @Alastair Rayne:

    Castor, I know from our posts in Way of the Wicked that you are one heck of a writer, so I have no concerns about your writing or consistency in posting. I also liked your background, however I feel like there are some similarities between Rayne and Anya. I know this is in part of haveing choose the same thematic feat. This begs the question. If you were both selected for the campaign how would you attempt to differentiate yourself from Anya? Oh, also I liked your take on a veteran coming back from war. Where most would be disillusioned, it seemed that the Yerasol War was a crucible for you and you came out better in the end from it. It was a good twist on a common trope.

    @Zendross Zil’Doren:

    Thank you for your clarification concerning Zendross. I think I have a much better understanding of his motivations now. I only have one question, and it concerns your mother.

    1. How far would Zendross to save his mother? Is there anything during his quest that he would consider morally reprehensible? Evil players can be tricky and I am trying to get a handle on how you would roleplay as a LE player. It is important to me that it would not be destructive to the overall progression of the group.

    @Devinn LeMont:

    Hey Vorduvai! I have love your writing as Verik, and it seems like you don't apply to a lot of games so I appreciate you taking the time to put forth an application. I have read your backstory and I think it does a good job of capturing a younger man who is trying to find himself in a world. I think that your choice of alignment natural fit with your character and it did a great job of conveying that Devinn is at a crossroads in his life. You also provided plenty of hooks and NPC's that can be incorporated into your history or future. I also think that Devinn's iconic item (the pocket watch) was a nice touch. A few questions.

    1. How do you see Devinn progressing as the campaign goes on? I know you don't have a lot of information about future events, but if you could choose a path for Devinn what would it look like?

    2. I loved the description of Devinn's quirks and mannerisms (a leaf of nicodemus smoker who secretly enjoys the philosophies of William Miller? Its great, very flavorful). What I am unsure of is what would have drawn the R.H.C. to recruit Devinn? Is there something in his past that would have drawn their attention? His magical talents combined with his education and his fascination with technology are all good, but is there a specific event that would have drawn the R.H.C.'s eye?

    @Zandar Krull:

    Hi Zandar, and thanks for stepping it up with your background. I have a few questions.

    1. What was the mission that Zandar's father was assigned to when he disappeared?

    2. Tell me more about how Zandar lost his eye? How has he adapted to it? Does he wear a patch or display it, regardless?

    3. How did Zandar first meet Arstil Dawnbreaker? How does she feel about him?

    @Makala Yvka:

    I would like you to post your background in the recruitment thread. During the application process I query each of the selected players on their thoughts on the next selected member of the group and I want everyone to be able to easily see your backstory. I do have some notes for you.

    1. I think it was a smart move to reskin Jaevin Darjudin as a woman. It was an astethic choice, but I can tell you as a DM, you don't want to fill your whole group with male PC's. It tends to make things rather static and the more ways to vary the group the better. So cudos.

    2. Your background is extremely extensive and that tells me that you are taking the application seriously. It also gives me a much better feel for your character. You followed the format of the 10 min background well, but I need secrets, quirks and NPC contacts for each of my players. That allows me as a DM to be able to adjust the story to include more character specific elements. I think using an adventure "pre-canned" is usually a poor idea. Anything that make the group feel more invested in the group and the story helps.

    3. What would have drawn the R.H.C. to recruit Makala? Is there a specific incident that would have drawn their attention?

    4. What do you think happened to Makala's father? What does she know? What does she suspect?


    I can sumbit the backgroudn here, I just wasn't exactly finished with it yet and was looking for some feedback. As you more or less pointed out the background was tied up quickly.

    I'll also get the other parts of the 10-min BG together for you as well.

    Do you want me to post what I sent you in the thread right now or wait until I finish it up?

    Grand Lodge

    Zandar Krull

    1) No idea of yet as it was a secret mission (most of them are) and therefore did not disclose anything to his son. He only left him a note saying: I love you son. Be careful

    (if you want i can make up that mission or leave you to do it.)

    2) He lost it, during a fight while on Cyril's first mission. To a nasty men fighting with en Elven curve blade, called Jade the Necromancer. A human fighter,Alchemist type who was a lot better at swordplay then Zandar. Jade had rigged a bombe type device to release some poison in a orphanage. Jade wanted to study the interaction of this poison of his and the creation of Alchemical undead (not tied to magic and Negative energy)

    He has adapted to it well (glass colored moving eyeball), All that is left is the big scar.

    3) Zandar meet Arstil during that mission as she is a sponsor of that orphanage. As said she does indeed love him truthfully, she sees in him the man who cares for the dreams of young children, even if he has to sacrifice his own dreams for their sake. She also secretly knows that zandar will respect and push her to achieve her own dream. To be able to be a free woman and to control her own life and not the choices made by her father.

    4) Hurting Children is the one thing completely unforgivable to Zandar. Adults have the tools (moral values, intelligence, education, cultures etc...) to understand that they are responsible for their actions, children aren't usually.


    @Makala: Go ahead and finish it up before you post it.

    Grand Lodge

    Other question DM?


    @Algar: None at this time, I will likely have another set of notes tomorrow morning and I will follow up then. Thank you for the punctual response.


    Dotting for interest - will be working on a character soon.


    @Crustypeanut Sounds good, Skill based and partial arcane characters are quite full right now but we have yet to see any full arcane classes apply. Yerasol Veteran and Spirit Medium are the two most popular theme choices at this time. We have yet to see an applicant with the Eschatologist, Martial Scientist or Skyseer themes. Also there has only been a few people who have applied using the Vekeshi Mystic, Technologist or Gunsmith themes. Regardless, I look forward to seeing your application.

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