Kyesa, Land of Psionics and Abberant Things

Game Master jimibones83

Map


Creation:

- 25 point buy
- Max HP at first level, half +1 beyond
- 2 traits, 3 with a drawback. No religion traits
- No evil, no chaotic-neutral
- Max starting gold
- Paizo material and Ultimate Psionics only, with exception to archetypes, which may also be drawn from Advanced Psionics
- Core races plus Blues, Half-Giants, and Xephs

Character Sheet:

Please format your sheet as closely to this as possible.

Lawful Alignment:

Lawful will be clearly defined as follows:

Telling the truth and following through with agreements made. This includes all verbal agreements, but also the law of any group to which you accept membership.

Allegiances with conflicting rules:

L-N must establish an order of importance between allegiances and always follow the higher ranking allegiance between those in conflict.

L-G or L-E must adhere, on a case by case basis, to whichever path fits the right side of their alignment axis. If neither or both allegiance do so, an order of importance must be followed.

Initiative:

We will use initiative groupings. Initiative rolls will determine your group placement. You may act in a first come first serve fashion on your groups initiative count.

Each group will have an 8 hour window to complete their actions, at which point the next group can start posting their actions. However, the GM may never be passed up in this fashion.

Gameplay Format:

Player Speak
Narrative
Inner Dialog
"Character Speak"
"Telepathy"

Setting:

The setting is being fleshed out as we go, but here's what I have so far.

The civilized world consists of numerous mountaintop settlements that formed when the low lands became uninhabitable. Secluded from one another for centuries, travel and trade between colonies has been made possible through the recent advent of airships. The land below holds many ruins, but is extremely hostile and unusable for transport.

Only a generation ago, a race of aliens known as illithids found a way to the planet through some sort of gate effect, which sparked the birth of psionics. The event is now known as The Awakening. What they seek is unknown, but they don't hesitate to kill any in their way, in the most brutal of fashions. They were tracked here by a race called the githyanki, who use an unparalleled technology to aid them in their en devours.

Elixirs:

Healing elixirs can be crafted by the following rules. An elixir looses it's potency 1d4+3 days after it's production.

Ingredients can be found with a successful DC 20 survival check. Each attempt requires 1 hours and yields enough ingredients to produce 1 elixir.

Elixirs can be crafted with a successful craft alchemy check. Each attempt requires 2 hours and yields 1 elixir. Cross-reference the results of your roll below to determine the potency of your elixir.

DC 15 Minor Elixir heals 1d8+1 damage
DC 20 Moderate Elixir heals 2d8+3 damage
DC 25 Strong Elixir heals 3d8+5 damage
DC 30 Potent Elixir heals 4d8+7 damage