Eye of the Storm (Inactive)

Game Master XanaverForgedawn

A steampunk campaign set in a giant hurricane.


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Hello. This is my first PbP GMing experience. I'm going to GM a custom campaign setting & I'm looking for some players. The setting is in a giant hurricane, caused by a great cataclysm years ago. You're a bunch of pirates. (Or if nobody wants to play pirates, people who go around fighting demons.)

Character Creation:

For character creation, I'm only allowing 6 races. Those races are human, orc, dwarf, & elf. The other two allowed are half-elf & half-orc.

For orcs, they believe in norse mythology, & all the other races are atheist.

Now for class restrictions.
No 3pp. Don't ask.
Only elves are allowed to play arcane spell-casters. They are the only race capable of magic.
Only orcs are allowed to play divine spell-casters, since they're the only ones with religion.
Don't even ask about occult.
No psionics.
Ask about any classes not in core & not mentioned above. You don't have to ask about magus or gunslinger though. I like those too very well.
Don't even ask about occult.

Stats:
Either do 4d6, drop the lowest, or 25 point buy. Your choice.
Starting at level 1.

Feel free to post any questions I didn't answer.


Easy question :D

Are the 'half' races allowed, since you have all the parent races it doesnt seem impossible that there might be half elves and half orcs?

Since it's steampunk can you elaborate on the tech level - are we talking Numeria with its ray guys and androids; Something more classic with clockwork familiars and airships or something else?

Quick stat roll as well just in case :)
Stat: 4d6 ⇒ (4, 1, 5, 3) = 13 12
Stat: 4d6 ⇒ (3, 2, 3, 1) = 9 8
Stat: 4d6 ⇒ (6, 5, 4, 4) = 19 15
Stat: 4d6 ⇒ (3, 6, 1, 6) = 16 15
Stat: 4d6 ⇒ (1, 4, 6, 6) = 17 16
Stat: 4d6 ⇒ (1, 6, 4, 2) = 13 12


Dot!


I'm allowing half-elf, though they can't play arcane classes.

Orcs can use magic too, they just find it dishonorable, since they are more civilized in this. The magi are actually descended from half-orcs.

I'll allow both the half-races. Only the "pure" versions will be able to use arcane/divine spellcasters. Updating the character creation section now.


Is Swashbuckler a valid class choice?


Perfectly valid. I would love swashbucklers.

I would also like to note that all classes that have martial weapon proficiency gain firearm proficiency.

Edit: Just realized I missed the tech level question. There is airships & clockwork golems, but nothing like ray guns. No androids, because clockwork creatures can't be sentient in this.

Edit 2: I'll be out for a bit. When I get back on, i'll look through the thread.


Standard orcs have a -2 to both Wisdom and Charisma, which makes divine casters a bit challenging. Any chance for a racial stat bonus change for orcs?


dot, some interest here.


2 things to note now.
The stat bonuses for orc are changed to +2 Str, +2 Cha, -2 Dex.

Also I'm now allowing the Machinesmith.


Dotting. How into or opposed to technology are Orcs?


Orcs invented technology. I made sure they don't lose Int on their racial bonuses for that reason. Orcs can literally have metal wings.

The way I have it set up, orcs were the first race.


Oh, neat. Is there wiggle room on Orc racials? I'm digging the idea of an Orc Gunpriest, but the penalty to Dex is going to really hurt.


Since i'm not allowing regular alternate racial traits, I'm going to have an alternate set of racials for each race.

Human:
Alternate human racial stats
+2 to Int & Dex
-2 to Con

Orc:
Alternate orc racial stats
+2 to Str & Dex
-2 to Con

Dwarf:
Alternate dwarf racial stats
+2 to Str & Con
-2 to Dex

Elf:
Alternate elf racial stats
+2 to Int & Wis
-2 to Str

Of course, you can just use the base racials. The only base racials you aren't allowed to use are the orc, & they have modified base racials above.


what kind of firearms will be available?

I ask because my concept originally used firearms at later levels however I ran into the problem of reloading and the like.


Advanced firearms are allowed, & some ones I home-brewed which i'll be showing off later.


DM Forgedawn wrote:
Since i'm not allowing regular alternate racial traits, I'm going to have an alternate set of racials for each race.

Aces, thanks so much!

Are Background skills in play? Do we start with Traits?


No traits, but yes to background skills.

Also, the ruling on races have changed. The caster restrictions still apply, but now other races are allowed, as long as your character originates from far away.

Dark Archive

Oh, the advanced firearms is going to be your downfall. So, are firearms considered martial weapons?


william Nightmoon wrote:
Oh, the advanced firearms is going to be your downfall. So, are firearms considered martial weapons?

Yes, firearms are considered martial weapons. Just remember that everything is balanced around this. The monsters are homebrew, so you won't find owlbears.


4d6 - 1 ⇒ (1, 6, 3, 6) - 1 = 15
4d6 - 2 ⇒ (3, 2, 3, 2) - 2 = 8
4d6 - 1 ⇒ (1, 3, 1, 3) - 1 = 7
4d6 - 2 ⇒ (3, 2, 6, 5) - 2 = 14
4d6 - 2 ⇒ (6, 6, 6, 2) - 2 = 18
4d6 - 1 ⇒ (1, 1, 6, 2) - 1 = 9

Talk about specialized :o that's a 22 point buy, though :(


Dang. You're right about specialized. Hope you can make something decent with that, but remember, 25 point buy is an option.

Grand Lodge

stats: 4d6 ⇒ (5, 6, 3, 1) = 15=14
stats: 4d6 ⇒ (3, 3, 1, 2) = 9=8
stats: 4d6 ⇒ (4, 4, 2, 4) = 14=12
stats: 4d6 ⇒ (4, 4, 2, 2) = 12=10
stats: 4d6 ⇒ (6, 1, 1, 3) = 11=10
stats: 4d6 ⇒ (3, 6, 6, 4) = 19=16
... I'll see what I can do with a 25 point build
"William" here, with the alias of that Vanara Brawler I told you about. I'm in the prosses of making her for this game.


I would like to mention that if you want to choose a race other than the listed 6, you still have to ask me.

Also, in this world, gods are weak. A level 5 character can 1v1 a god.

Grand Lodge

DM Forgedawn wrote:

I would like to mention that if you want to choose a race other than the listed 6, you still have to ask me.

Also, in this world, gods are weak. A level 5 character can 1v1 a god.

That isn't God then... that's just a random Imp. Seeing that most demons and angels are stronger than that, there must not be many gods.

Dark Archive

So, question, since I'm playing a Brawler, who isn't proficient with martial weapons, how should I deal with the enemies with guns? I understand I can always punish them by breaking their hands, but that takes time and feats.


Unchained classes allowed?


Hi GM! Chess here. Here's my submission: Shogunto is an Orc Paladin of Thor. I got the Mindsword archetype, but just to be able to throw my weapon (and have some utility while ranged too) - I don't care about any of the psychic babble and don't plan on using any of it (so, GM, please feel free to cut it out the archetype). I gave him "Profession Driver" imagining we might need a "pilot" of sorts for our piracy (instead of Profession Sailor, I guessed - let me know if I did wrong).

Grand Lodge

Oh, yes, the starting gold!

How much do we begin with? Make most players aren't going to be able to afford firearms first level, so this is a major question for me.


Elven machinesmith is coming together nicely in my mind...


DM Forgedawn wrote:
Orcs invented technology. I made sure they don't lose Int on their racial bonuses for that reason. Orcs can literally have metal wings.

Would this be something that is allowed for a character, and at what level?

Wings, guns and rolling for stats, who can resist?

4d6 - 2 ⇒ (2, 6, 3, 4) - 2 = 13
4d6 - 1 ⇒ (6, 6, 3, 1) - 1 = 15
4d6 - 1 ⇒ (5, 1, 4, 5) - 1 = 14
4d6 - 1 ⇒ (1, 4, 1, 4) - 1 = 9
4d6 - 1 ⇒ (1, 2, 3, 6) - 1 = 11
4d6 - 2 ⇒ (6, 2, 6, 5) - 2 = 17

hhhmmmm 28 point buy, can't complain about that.


Dotting and hyping. Looking at an orc or half orc machinesmith with those tasty machinesmith perks that give you a chainsaw as a weapon.

Would you mind reflavouring said thing from a circular saw blade to a chainsaw axe or sword?


Rols: Unchained is a no. Use the core versions.

Shogunto: Sounds good, as long as you do indeed cut the psychic stuff.

Mons Feylin:
1. Demons aren't created like in normal d&d. There is one evil entity called the "darkness" that makes pacts with humans & orcs to transform their thoughts & bodies. The reason the gods are so weak is because they have to prevent the darkness from destroying the races. One god was killed by the current leader of the orcs. People as powerful as traditional gods do exist though.
2. 10000 gp starting gold. All firearms are half their regular price.

Robert Henry: Wings cost 5000 gp for 30 ft. fly speed.

EmissaryOfTheNorth: You can reflavour it to a chainsax axe or sword if you like.


DM Forgedawn, how long are you keeping the application process open for?

Also could you give us a little more info about the setting. I realize you said:

DM Forgedawn wrote:
There is airships & clockwork golems, but nothing like ray guns. No androids, because clockwork creatures can't be sentient in this.

Is the combat ie. melee and guns, closer to 19th or 20th century weapons. So would a sabre and revolver waiving cavalier be more appropriate or a sniper (slayer) with a Barrette and a glock as a sidearm fit your world better.

Is it cowboys and Indians or munchins and cowardly lions or somewhere in between?

definitely interested, just looking to put a little more meat on the bones before I start building a character!


Robert Henry: The culture is unique. Cavaliers barely exist, & they wouldn't use sabres. They would use longswords, fullblades, lances. Standard medieval weapons, just add advanced firearms. Sorry if i'm not understanding the question right.

Grand Lodge

Level one with 10000 gold, nice. Adimatium brass knuckles here I come!

BTW: as a homebrew DM myself, I find the concept interesting, but a little tedious. Restricting spellcasters always has a tendency to cause problems.


I'll submit this guy made with 25 point buy.
Anymore information on the setting?


DM Forgedawn wrote:
Robert Henry: The culture is unique. Cavaliers barely exist, & they wouldn't use sabres. They would use longswords, fullblades, lances. Standard medieval weapons, just add advanced firearms. Sorry if i'm not understanding the question right.

the fault is mine, I didn't go look at the list of "Advanced Firearms" I started thinking "advanced" more similar to "D20Modern" So I went and Looked at the PFSRD.

I still think a gunslinger is probably what I'm most interested in, I just need to decide the race.

ummm Fullblade?


Wait did you mean to type 10,000 or 1,000 gold?


Rolls:
4d6 - 2 ⇒ (6, 6, 2, 2) - 2 = 14
4d6 - 2 ⇒ (2, 3, 6, 2) - 2 = 11
4d6 - 2 ⇒ (4, 5, 6, 2) - 2 = 15
4d6 - 1 ⇒ (1, 1, 1, 6) - 1 = 8
4d6 - 2 ⇒ (2, 5, 5, 2) - 2 = 12
4d6 - 2 ⇒ (6, 5, 3, 2) - 2 = 14

8, 11, 12, 14, 14, 15. 17pb. Will probably use the 25pb fallback?
Ya I am really curious if that is the appropriate amount of gold. If it is then I will probably try and build something tech focused :)


hey DM Forgedawn, are we pirates on a boat or pirates on an airship?

The mechanical wings, orcs only or other races also?

Do all the races use the inventions of the orcs equally or is it mostly orcs and does that include half orcs?

I'll repeat the question about 10,000 gp or 1,000 gp is it really 10,000 gp?

Are you allowing crafting before the game starts, I would upgrade my revolver from broken to masterwork.

Grand Lodge

Okay, I will state now that i know Forgedawn IRL, and yes, that was 10,000gp. I told him that's preposterous, but he insisted. So yes, 10,000 gold at lvl 1. As for everything else, I don't know.


What about stuff from Occu*whap!*

Seriously though. Does Alchemist count as Arcane when it comes to Race restrictions?


Well I guess we are really sucessful pirates then :P
Massive Edit: it seems that I got Advanced Firearms and the Technology guide mixed up :p
Looks like I wont be building a Half-Cyborc after all :,(

Back to the drawing board then. I think it will be something to do with Orcs and firearms, if you are going to hand out so much free firearm proficencies and gold then I imagine a fair few other people will gravitate to them as well.


I'm gonna answer a load of questions right now.

Questions:

Robert Henry:
1. Check out the Arms & Equipment guide for D&D 3e. For a short description, 18 inches longer than a greatsword, 2d8 damage, need exotic weapon proficiency.
2. Pirates on an airship.
3. All races use the orcs inventions. Humans & elves have some unique inventions, & he elves often align themselves with the orcs anyways.
4. Crafting isn't allowed before the game starts. Sorry.

Gold Questions: Yes. The 10000 is right. I want people to be able to buy the tech.

Samas: I'm not having alchemist count as arcane for the purpose of class restrictions. From what I've read, he doesn't seem to cast spells, but I may be wrong.


More questions to go with your questions.

1. Will we have ship roles ala Skulls & Shackles?
2. You didn't mention Alignment. Are we intended to be good pirates or evil pirates or a mixture?
3. Does the ability to kill a God at level 5 mean that leveling will be slow or that we won't progress past 5?
4. Can you tell me more about the god that the Orc killed? Since we're the religious race it seems potentially weird to me that we'd have chosen a ruler who literally killed a god.

Grand Lodge

I can vouch to say he Isn't familiar with the skull and shackles campaign, and our group does not own it.


The answers to your questions

Questions:

1. You can have ship roles if you please. You organize your ship. I'm not familiar with Skulls & Shackles, so this is what I assume you mean.
2. You can be what you want, though I recommend chaotic neutral.
3. The ability to kill a god at level 5 means gods are weak. There won't be xp, I'll just tell you when you level up.
4. There are 2 main tribes of orcs. The ones that follow Sho' Dan, the man who killed Odin & stole Gungnir, are a group of traitors. The other group worship Thor as the new god king. Sho' Dan isn't the only orc leader.


4d6: 4d6 ⇒ (1, 6, 3, 6) = 16 15
4d6: 4d6 ⇒ (5, 6, 1, 2) = 14 13
4d6: 4d6 ⇒ (2, 2, 2, 6) = 12 10
4d6: 4d6 ⇒ (2, 6, 2, 5) = 15 13
4d6: 4d6 ⇒ (5, 1, 2, 6) = 14 13
4d6: 4d6 ⇒ (3, 6, 2, 3) = 14 12

Heh. 25 point buy it is.


DM Forgedawn, you mentioned either Pirates or Demon Hunters. Is that something we will decide based on characters selected or will you let us know as we are getting closer to the end of recruitment?

Do you know how many characters you will be selecting or how long you will leave the recruitment open?

Also what languages would you recommend we know?

Character idea:

For your approval sir:

I'm working on a human pistolero (gunslinger) who will use the orcish metal wings as a crewmember on ship.

his backstory will vary depending on the type of ship, either way he would have been raised on an Orc airship as a cabin boy, sort of a ships mascot, learning the trade and eventually setting off on his own as a crewmember onboard.

If we are pirates he would have been an orphan who stowed away. Coming out of hiding to rescued someone from falling over. Thus becoming a good luck charm earning a spot on ship and learning the trade.

If we are demon hunters he would have been the child of someone who became a demon and the captain found him and took pity on him. Once the mission was over he would have refused to leave the captains side so he became the cabin boy, earning a spot on the ship and learning the trade.

Either backstory, the skill and basic personality will be the same, alignment probably chaotic good, just let me know which way to take it.

Thanks for answering all the questions! I just finished the first book in Jim Butchers "Cinder Spires" so I am stoked to see what you have come up with!


Orcs may have invented technology, but they stopped using airships around the time they invented the wings. I'm pretty sure we will do pirates though.

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