Step into a strange world of savagery, super-science, and sorcery. Be the heroes that burst their bonds to fight against all the hated workers of the Dark Arts! Rar!
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
"Good. I heard groups here were looking for more muscle and finders with an eye for the good stuff," Chotka waved at the scrawny looking halfling, "and we heard the Steel Hawks are the best. We need to talk to Birdfood."
It's weird writing a response, then going back to edit it down to Chotka's intelligence level...
"Good. I heard groups here were looking for more muscle and finders with an eye for the good stuff," Chotka waved at the scrawny looking halfling, "and we heard the Steel Hawks are the best. We need to talk to Birdfood."
It's weird writing a response, then going back to edit it down to Chotka's intelligence level...
A man with a grotesquely mutilated face, much like those you slew at the fort, stepped out from within the building.
"I'm Birdfood. You want to talk? Hand over your weapons and magic first."
Spidre is surprised by the boldness of Chotka's answer, but realizes it makes sense given what they'd been told of the town. And, of course, what the orcs in her company were naturally like.
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
Sorry, been a busy week(end) and just got back from my birthday dinner. My first inclination is to help Birdfood become bird food, but if someone has a better idea I'm open to hear it. I feel like we're often one misstep from a TPK most of the time in this game. It's probably best to just move on, since I'm pretty sure I gave Groomahk advice to that effect not long ago.
Chotka stared at Birdfood in confusion for a moment before replying. "Fine. Keep your words," the orc shrugged and led the way down the path on the left.
Spidre shrugs and stays within the shadows of the bigger ones.
"Just so I know, do we have a plan here?"
Plans? This group? :)
The Sworn Band retreated from the Hawks' lair, with Birdfood sneering at them the whole way. They passed through a large expanse of twisted metal debris, which rose up about them in looming walls. Betimes it seemed a stiff breeze might dislodge something heavy or sharp and send it falling upon them. But even where the metal pressed close on two sides, Scrapwall did not fall. They came out to a relatively open area again, to find a group of men and half-orcs wielding noisy metal rods that spat smoke at four creatures that looked like rats but were the size of halflings and stood upright who had hunkered down behind a small debris pile and returning fire with crossbows. Four more lay dead in the open space between the debris and the attackers. Neither side seemed to have noticed the band.
You're some distance off from the fight yet, just close enough to see the basics.
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
"We must learn more of these 'Lords of Rust' and this Hellion. There also appear to be many criminal groups in Scrapwall - and based on this fight, they don't all like each other. We need to determine if there are ordinary citizens who are not part of the gangs, and see if they can give us information."
Rikal watches the fight from a distance. The rat-men appeared to be getting the worst of the fight, but those noisy metal rods were quite potent. Was there a benefit to intervening, or should they let the two sides fight each other? That was the question.
"This might sound crazy, but I bet those rats know more about what's going on in this city than most. And I bet they'd talk, if we helped them." Spidre shrugs. "But you guys are the ones who would be getting shot."
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
Rikal looks at Chotka. "Warleader, I could conjure forth a cloud of billowing fog to mask the sight of those with the rods and allow the ratfolk to flee. If we don't like that idea, I could conjure something that proves quite distracting to them - and also dangerous."
"If we're going to help the rats, we need to make it obvious we're helping them so that they will help us in return. Unless we're just doing a good deed, but I'm not sure either side of this is on the side of 'good'."
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
"Good? I care about finding the thieves that stole Torch's fire, and those guys seem an awful lot like the guys from the ruins. Why don't you slip in close little one and tell the rats they can scurry away safely once our distraction is in place. Rikal, if you can make a cloud, I can fill it with swirling lights to confuse them."
Dropping simultaneous hypnotic pattern with a fog cloud right on top should fix the problem of obvious hostile enemies breaking the fascinate, and block our movements. Worst case, the rats decide to go in and fight and we can just move on.
"Oh, sure! I'll just run out in between all the arrows and flying metal balls. Because I'm small, and that's my job. Glad to do it!" Spidre says with much consternation and sarcasm. Nevertheless, she draws up her hood and attempts to sneak towards the rat-things to tell them of the plan.
"Oh, sure! I'll just run out in between all the arrows and flying metal balls. Because I'm small, and that's my job. Glad to do it!" Spidre says with much consternation and sarcasm. Nevertheless, she draws up her hood and attempts to sneak towards the rat-things to tell them of the plan.
So can I tell them of the plan? Do I need to make a diplomacy roll?
"Pssst! It's not looking good for you guys, but if you sit tight my friends over there-" Spidre says, pointing "-are going to help us out. When they do, follow me and I'll make sure you're safe." Diplomacy if needed:1d20 + 3 ⇒ (12) + 3 = 15
So can I tell them of the plan? Do I need to make a diplomacy roll?
"Pssst! It's not looking good for you guys, but if you sit tight my friends over there-" Spidre says, pointing "-are going to help us out. When they do, follow me and I'll make sure you're safe."
[dice=Diplomacy if needed]1d20+3
The ratfolk nearest Spidre started and wheeled on her, crossbow rising before seeing she didn't pose a threat. After a moment's pause, he nudged the others and passed the message on.
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
The signal given, Rikal nods and says, "On three, Warleader? One...two...three!" He casts his spell, conjuring up a cloud of fog to engulf those with the noisy sticks and obscure their sight.
The signal given, Rikal nods and says, "On three, Warleader? One...two...three!" He casts his spell, conjuring up a cloud of fog to engulf those with the noisy sticks and obscure their sight.
Shouts of confusion and dismay immediately erupted from the gunmen, while the ratfolk wasted no time leaving their cover and rushing were Spidre led.
Spidre nods and goes with everyone, quickly going from leader to follower.
The ratfolk led the sworn band away from the Smilers and through several stands of rubble on a twisting path. They came at some length to the mouths of several tunnels leading into a huge wall of rock, metal, and dirt. Half a dozen ratfolk melted out of the shadows as the group approached. After a few quick words among their guides, one darted off into the gloom and returned in short order with a lightly armed ratfolk woman with a sword and gun at her hips.
"My people tell me you helped them with some Smilers. We don't get much of that anymore."
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
Rikal says, "We suspected that you and your people might be able to provide us with help if we provided you with help. We have come here on a quest. A representative of the Lords of Rust attempted to steal the fires of Torch. We stopped them, but we must know more of them, and ensure they do not try again. The power of the fires was sent to this Scrapwall. There is much we do not understand of this maze of steel and death. We would ask that you tell us of the factions that live here, and how to deal with each."
Chotka nodded his agreement. "We met Smiler before. Outside of town. I don't think they smile much now," Chotka added with a wicked grin.
"Good to know."
"The Lords of Rust are our problem here too. Them and Hellion. Some of my own people have gone over to them. Give it another few months and they'll run Scrapwall. Then you'll have plenty of problems on the outside; don't doubt it. They're mostly orcs, androids, and my traitors. They operate out of the Scrapmaster's Arena, where you go if you want to join up. Fight something, kill it, and you're in. But they cheat. Lose and you're lunch. Must be a few hundred of them now. Sacrifice to Hellion, they call it sometimes."
"Not that anyone's seen Hellion, if there is such a person. I think that purple-haired android cooked him up, myself. Puts him up on the screens and screams somehow. Probably magic. Or it's a ghost or demon or something. Doesn't matter with all the muscle she's got. You want to put the hurt on them, you'll have to deal with that. There's Draigs; that's a giant, two heats and spiked chains. Helskarg's a troll, runs the fights. Nalakai's Kulgara's Meyanda's -the android's second. She's..." Redtooth gave Chotka an appraising look. "She looks like one of yours, honestly. Orc. Tough. Fights with a chainsaw. Her and Nalakai, who's some kind of priest."
Chotka knew the names; Kulgara and Nalakai were of his tribe!
"You can go charge in if you want. Might get you a quick death, might not. Only other way to get close is to get invited, unless you're better sneaks than my people. Unless you got whiskers and a tail hidden up in there, I have my doubts." Redtooth looked at Spidre. "Except about you."
"Not a lot to say about the rest of us anymore. I lead the Raiders, what's left. Used to be we kept the peace, more or less. We're probably done for inside a few weeks."
"The others? There's the Steel Hawks, who used to be on top. The Lords killed most of their leaders and put a Smiler, Birdfood, over them. They think that's funny. Hawks don't, but Sevroth Slaid isn't going to do much about it as long as she likes living."
"The Smilers are filth. Cannibals. They live in some kind of ship module. It's all lit up with heatless fire and gods know what they do inside. Freaks. We've been at war with them for more than a year. Doesn't make much sense since they don't eat us -they like humans and orcs- but they took my brother, Whiskifiss. Without him, our pets are getting restless. A hobgoblin named Marrow runs them. She knows the Dark Arts. The Smilers aren't the Lords, but they're close enough."
"Then there's the Thralls of Hellion, who are up by the big dish. They were talking about him, or it, or whatever, like it was a god before the Lords got involved. They're doing something up there, but keep more to themselves. Chokers, the lot of 'em. Might be that's got something to do with your fires. It was glowing every night for a while, then stopped."
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
Rikal listened to the rundown of the gangs, then considered a moment. He asked, "Would the Steel Hawks be willing to go against the Lords of Rust - or at the very least, not provide them aid - if this Birdfood were removed from power and Sevroth Slaid replaced him?"
Rikal listened to the rundown of the gangs, then considered a moment. He asked, "Would the Steel Hawks be willing to go against the Lords of Rust - or at the very least, not provide them aid - if this Birdfood were removed from power and Sevroth Slaid replaced him?"
"There's a good chance. They'd at least stop questioning everyone that came into Scrapwall and passing word on to the Lords."
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
Rikal considers Chotka's words, then replies.
Orc:
"We shall do so, Warleader. I think that first we must remove some of the other enemies from play - The Steel Hawks and Smilers at the very least, and possibly these Thralls of Hellion. If the leader of this group speaks truth, we will need to be invited in order to get close enough to speak with them. Eliminating the Smilers and returning leadership of the Steel Hawks to themselves may be what we need to attract their attention."
hp 71/71 | AC 14, T 8, FF 13, DR 1| CMB +11, CMD 21| F +10, R +3, W +8| Init +3 | Perc + 8| Darkvision 60'
Druid Spells:
2: 2/day 1: 4/day 0:3 at will
special abilities:
Rage: 13 rounds/day; +1/2 level to damage 4/day
Hey guys. I'm heading to DC for a conference on Tuesday. I fly back the following Sunday. I'll have internet, but i expect to be pretty busy thursday through Saturday. Bot me if needed.
So hi. Group consensus seems to be that another warm body is welcome, particularly one that's been following the game for a while and gets what we're going for. Rather than keep up with a couple of separate chains of PMs, figured it was best to relocate here for any concept talk and so forth.
This is where we are at present:
Chotka, orc bloodrager (spelleater) / oracle (spirit guide)
Groomahk, orc barbarian (invulnerable rager)/ druid (goliath)
Karek, human alchemist (beastmorph)/ brawler
Rikal, human skald/slayer
???, ??? ???/???
Hello fellows. I've been bugging Samnell about this game recently and apparently it's working, as here I am.
You may not recall, but I barely missed the submission deadline on this when it was first recruiting. I still love the concept, so if you'll have me, I'd love to join.
As for what I'd like to play, my original concept was a human hermit wildman with a greatclub and a nigh-religious need to "cleanse" the unnatural. Aberrations and robots, but not orcs apparently (#racist). But it seems like you have a lot of characters that do that schtick, so I could also go with a halfling nature guide archer concept, focusing on stealth, disguise, arrows, and animal companions. See below for more.
Grith the Howler:
Known for his animalistic howling that can be heard for miles in the night, Grith is a self-appointed guardian against all that is unnatural--be it fleshy beast from the depths, or iron monster from the skies--and he resents those who don't respect his important work (hence, hermit).
Like a spirit in the shadows, Spidre stalks the underbrush of her native forests with cunning and focus. She can hide anywhere, hit any target, and call nature itself to her aid in times of trouble.
hp 71/71 | AC 14, T 8, FF 13, DR 1| CMB +11, CMD 21| F +10, R +3, W +8| Init +3 | Perc + 8| Darkvision 60'
Druid Spells:
2: 2/day 1: 4/day 0:3 at will
special abilities:
Rage: 13 rounds/day; +1/2 level to damage 4/day
i like the summoning angle. Battlefield control and/or buffitery could be quite handy. Groo's getting larger, so he'll have reach, and, eventually, combat reflexes. Some expendable flank-bots would make that even MORE handy.
I'm fine with either concept. I think the naturalist archetype is fully compatible with the unchained summoner, but if it's not we can adjust so it is.
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
Rikal is almost updated. Just have to choose a rage power to impart with my raging song. He's a little better shot, though, and maybe we can do something about some of Groomahk's poor saving throws now with my new spell.
EDIT: Never mind, not taking Point Blank Shot this level. Taking Extra Rage Power so I can grab both Smasher and Gearbreaker. Also, I speak Orc now.
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
And I forgot about this until very very late last night, so it'll have to wait until either tonight or tomorrow. Short version is I'm picking up power attack, get a new spell, and can start channeling a spirit each day, but the type doesn't matter much since all I get is a hex. Long term will be Life pretty much every day.
Does anyone want to IC me into the party?
And did we actually get a reward for returning this guy?
A reward? The satisfaction of a job well done is reward en-
Ok, ok! No more broken bones, please!
For rescuing Khonnir and returning him safely to Torch, the Sworn Band receives 4,000gp (total) and 1 scroll of resurrection.
There's another 4,000gp in it for them if they reignite the torch.
I think the others basically consider Spidre introduced, but you can always chat them up some more. Joram, Sanvil, and Khonnir aren't really in the mood to ask questions right now. Too many happy reunions. :)
Male Human Brawler/Alchemist (Beastmorph) 4. HP 44. AC 16, T12, F13, Fort +6, Ref +6, Will +1 . Init +6. Perception + 7.
Spidre wrote:
How're we doing, folks?
Does anyone want to IC me into the party?
And did we actually get a reward for returning this guy?
Best if you speak up and suggest joining us. The party is totally socially challenged. Karek is the nearest thing they have to a diplomat I believe. :)
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
Technically, Chotka has a +7 diplomacy, but he's also an orc. He can broker alliances and mediate disputes, but he's not about to win Most Popular Barbarian. Maybe Most Popular Orc though.
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
Sell existing composite longbow (+0 Str) for 50 gp, purchase:
masterwork composite longbow (+2 Str) for 600
20 blunt arrows for 2
20 normal arrows for 1
masterwork chain shirt for 250 gp
masterwork battleaxe for 310 gp
763 gp left
Should we maybe grab a second wand of cure light wounds, just in case we run out of our existing one? We're going through charges pretty quick.
Male Human Skald 4/Shaman (battle) 4/Gestalt 4 | AC 18 (17), touch 13, flat-footed 15 (14) | Fort +6, Ref +3, Will +8 | HP 32/32 | Init +3 | Perception +11 | Raging Song 12/12 | Wandering Spirit: Slums
True, but given the necessary material component required to make it, I never assume one is available. Some GMs may not be down for using that spell in their campaigns, depending on theme.
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
I've never been a fan of infernal healing just because it's so slow. Spending many minutes waiting to heal is often asking to get attacked, and with impatient barbarians, we're likely to just run off before the healing finishes anyways.
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
It's more a time savings problem for this character, not a problem with demon blood.
Chotka is CG mostly because he is more open-minded and inclusive in gaining allies to fight the robots than most orcs would be. In the end he still worships Gorum and is willing to use whatever tools are necessary to defend his tribe from what he views as strange magical invaders.
True, but given the necessary material component required to make it, I never assume one is available. Some GMs may not be down for using that spell in their campaigns, depending on theme.
I don't mind personally, but drops of devil blood and unholy water aren't the kind of thing Khonnir or the temple of Brigh keep in stock. Someone may have one if you beat the bushes or put in a special order, though.
I hoped that this would turn out to be a "yeah, whatever and wahoo" sort of game and we seem to be proceeding well on that front. :) Most of my other parties are relatively cautious, which is also fine and I love them for it, but reckless disregard for one's own safety is also a great way to game and I like the variety.
Space Goo is part of the fun of that, with its random craziness. There's a chance that someone could get a neat power, temporarily or for good, but also a lot of risk you don't say! and the effects of addiction which I forgot to police this last game day but haven't gone away. The chances of something permanent and substantive (like the bonus level) are small enough that I don't worry about one PC getting a hair or two ahead.
It's in fitting with the spirit of how things have developed that some of you might take an interest in transhumanism via space goo. The corruption/augmentation of the flesh angle fits well with the AP's themes and flavor. I'm inclined to think up a system or two which may facilitate some fun there.
But if I make it a system then it's less luck of the draw and more X PC gets extra toys, which isn't really fair. Using the mutant template (which doesn't quite have all the fun that the table itself does) may bring some costs along with the gains, we've all been around the block often enough to know that it's pretty easy to game the deficits to things your PC doesn't need and the benefits to core functions. On the other hand, it would be counterproductive and probably unfun for everyone if a PC had to take a hit to what they're supposed to be good at in order to get otherwise good at it. Also hard to accomplish. Which means that the most sensible way to do things would be a straight power-up and that gets us back to balancing.
If everyone wants to get cracked-out on space goo, then that's not a problem anymore. I suspect not all of your characters are such goo fiends, but maybe I'm wrong. Either way, I want to be fair.
So here's a vague sketch of what I'm thinking.
1) There are already rules in place that let you get a decent chance to guess what a particular drink will do to you. It's a Craft (Alchemy) DC 25 for 75% accuracy. So there's an option to pre-load if you like. That call is only good for an hour before the fluid changes and you'd have to check again, so you can't really use them as potion equivalents.
2) It's reasonable to me that fluid from the same source may have similar effects, which is also a rule already written. I'd go with the variant where the first dose from a given source sets the baseline and then subsequents have 2d20 rolled, one added and one subtracted from that. So you'd be in the ballpark on the table but might not get precisely as previous.
3) Permanent gains. Where the balance problem is. I'm inclined to simulate this with the mutant template. let's say that if a player is interested I can make that happen and will further let the template "grow" with you every 4 HD rather than remain static, but taking the template is worth a level. Next time the party levels up, the PC would not. I was going to make it only a level in one class, but it's a pretty chunky template and having the levels uneven may do weird things to the gestalt logic. In the event everyone wants to mutate, this doesn't apply and you just all get it as a freebie.
4) The Non-Mutant option. Say you just want a specific effect to become permanent, like Groo's new armor plates. I think what I would do there is either count it against your ABP (so if you get nat armor from goo, then it doesn't stack with the nat armor from ABP) or (for other stuff) price it as an item and count it against your wealth by level. We can work out an IC explanation when we get there.
5) I was asked separately about doing multiple doses of goo in one sitting. I could go either way on that, but I think this is fair: You don't get the Wis bonus but your risk for addiction (if you're not already addicted) goes up by +2. The next dose is +4, then it goes to +8, +16, etc. If you are already addicted, your addiction increases in severity one step every time you fail a save with extra goo in you. Each extra shot gets a separate roll on the side effects table, but if you roll the same side effect as already present they don't stack. You get a reroll instead or, if you get something that applies to a particular ability score or the like, it applies to a different randomly-assigned one.
I think all of this is fair and not game-breaking...but I just came up with it off the top of my head. I want to hear if you have any concerns, think this is a terrible idea, that it's good but I've overlooked something, etc.
Orcl/Bld 4 | 52/52, | Fort +7, Ref +3, Will +4 | AC 17, T 11, FF 16, (+1 AC vs. Robots), CMD 19 | Perc. +3 | Init +1 Orc
Status:
Nothing right now
I've been having lots of fun with this game and the sometimes off the wall zaniness that is natural when you pack a party full of barbarians.
I can't speak for everyone, but I don't really mind a little bit of inequity (like Groo becoming a mutant) as long as it doesn't get out of hand. My experience in the "out of hand" realm is really more along the lines of one person is clearly the favorite and everything the do works and everyone else fails largely due to GM fiat, which is obviously not an issue here.
One of the things that works well for the games I GM is I like to get creative at spreading cool unique things out, but this does put more work on the GM, so obviously it's not something I'd ever expect.
Example time, with mild Wrath of the Righteous Spoilers:
When our paladin got the cool paladin focused sword, I wanted to do something fun for the other two players.
For our zen archer/sorcerer who is based on Hanzo, of Overwatch fame, I gave him a crystalline bow shaped like twin dragons, that conjures arrows automatically and has a ruby scale. It has 2 uses of legendary power per day, that can only be used to create a 60 ft. line of fire as per dragon's breath. As the game progresses, he'll find additional precious gem scales that will upgrade the item and expand the abilities.
For our Desnan cleric/cavalier who has a corgi mount, her corgi underwent a transformation and gained 2 extra legs. Eventually,
it will gain antennae to communicate with her telepathically,
some stat boosts, and eventually form a cocoon and come out with butterfly wings, gaining the full fledged Vahana template.
Obviously, these things are for a high powered game that I'm fully expecting to have to tweak the difficulty on, but it's fun to do and I like how it makes the player's feel they're getting unique stuff.
hp 71/71 | AC 14, T 8, FF 13, DR 1| CMB +11, CMD 21| F +10, R +3, W +8| Init +3 | Perc + 8| Darkvision 60'
Druid Spells:
2: 2/day 1: 4/day 0:3 at will
special abilities:
Rage: 13 rounds/day; +1/2 level to damage 4/day
Samnell wrote:
So stuff. It goes ping when there's stuff.
I hoped that this would turn out to be a "yeah, whatever and wahoo" sort of game and we seem to be proceeding well on that front. :) Most of my other parties are relatively cautious, which is also fine and I love them for it, but reckless disregard for one's own safety is also a great way to game and I like the variety.
Space Goo is part of the fun of that, with its random craziness. There's a chance that someone could get a neat power, temporarily or for good, but also a lot of risk you don't say! and the effects of addiction which I forgot to police this last game day but haven't gone away. The chances of something permanent and substantive (like the bonus level) are small enough that I don't worry about one PC getting a hair or two ahead.
It's in fitting with the spirit of how things have developed that some of you might take an interest in transhumanism via space goo. The corruption/augmentation of the flesh angle fits well with the AP's themes and flavor. I'm inclined to think up a system or two which may facilitate some fun there.
But if I make it a system then it's less luck of the draw and more X PC gets extra toys, which isn't really fair. Using the mutant template (which doesn't quite have all the fun that the table itself does) may bring some costs along with the gains, we've all been around the block often enough to know that it's pretty easy to game the deficits to things your PC doesn't need and the benefits to core functions. On the other hand, it would be counterproductive and probably unfun for everyone if a PC had to take a hit to what they're supposed to be good at in order to get otherwise good at it. Also hard to accomplish. Which means that the most sensible way to do things would be a straight power-up and that gets us back to balancing.
If everyone wants to get cracked-out on space goo, then that's not a problem anymore. I suspect not all of your characters are such goo fiends, but maybe I'm wrong. Either way, I want...