Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizards has risen to power in these hidden technological ruins.
Something stirs in the shadows of Numeria and unless someone figures it out the whole world could be in danger.
Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."
Moving forward, Sylvia quickly thrust her blade at the spirit, hoping to score a good hit.
Moved forward to attack the ghost. How long does the oil last? Also, does it just make the weapon act as a magic weapon or does it grant an actual +1 bonus?
The ghost is harmed by the volley of attacks it lets out a terrifying wail. Everyone must make a dc 18 will save or be frightened (you flee at top speed for 1d4 rounds).
The paladins aura of courage gives you +4 on the save.
"The deed is done. He will likely eventually reform but this should calm him down until something stirs him up again. We will abandon this outpost and make for Torch. It is not safe to linger here any longer. I thank you for your aid, I could not have succeeded without you. You can keep whatever items you did not use and takes these extra potions as a reward."
says the paladin captain handing each of you a cure moderate wounds potion.
Before he leaves he expends two of his lay on hands on Val.
Female Sylph Fighter (Lore Warden) 4 | HP [18/33] | AC 19(21 vs non-magical ranged), T 15, FF 14 | Fort +6, Ref +6, Will +4 | Darkvision 60', Perception +12 | Init +5 | Melee +5, CMB +11, Ranged +9, CMD +20 |
"Thank you for the gifts, Captain," Sylvia said as she stowed the potion into her bag. "I appreciate you allowing me to join you on your endeavors, but, if they're willing, I'd like to travel with our new companions. There's so much here I want to see and explore, and it'll be easier traveling with adventurers like them."
"The spirit was always peaceful unless provoked. We had hoped to help him move on but he claims he wont rest unless his beloved or former mentor forgive him and they are both long dead."
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
"There are magics of figments, are there not?
Do you know of one such practitioner? Have its creation tell to the ghost that he is wanted at.....wherever ghosts go if business is concluded."
Female Sylph Fighter (Lore Warden) 4 | HP [18/33] | AC 19(21 vs non-magical ranged), T 15, FF 14 | Fort +6, Ref +6, Will +4 | Darkvision 60', Perception +12 | Init +5 | Melee +5, CMB +11, Ranged +9, CMD +20 |
"I never thought about doing something like that," Sylvia said thoughtfully. Her hand rubbing her chin, she continued, "Would something like that work? After all, if he spent this long waiting for his love, a random spell to imitate her doesn't sound like it would fool him."
Female Sylph Fighter (Lore Warden) 4 | HP [18/33] | AC 19(21 vs non-magical ranged), T 15, FF 14 | Fort +6, Ref +6, Will +4 | Darkvision 60', Perception +12 | Init +5 | Melee +5, CMB +11, Ranged +9, CMD +20 |
Perception:1d20 + 12 ⇒ (9) + 12 = 21
"So what were you all doing here?" Sylvia asked as they all started looking for something to help the ghost pass on. "How much technology have you found here? That's what I'm really interested in. There's just so much here to discover!"
Yes let us move on helping the ghost rest is an option but not an urgent matter compare to stopping the town blowing up
You decide to travel to scrapwall together as there is great potential for profit and discovery there but since it is such a dangerous place there is safety in numbers.
Scrapwall is an intimidating sight. Towers of rusted iron and hills of rubble and ruin, long ago divested of anything of remote value by tech-hungry scavengers, loom from the dusty surrounding plains. Immense lengths of chain, coils of jagged wire, giant clockwork gears, and old corrugated metal cargo containers riddled with gashes, bullet holes, and the telltale pockmarks of laser fire are piled high, forming a jagged and intimidating hill-like wall surrounding the interior. Scrapwall is 3 miles across at its widest point, and the walls of junk enclosing its interior are an average of 30 feet high. These walls are not vertical and can be scaled, but the rubble shifts dangerously at times. A successful DC 15 Climb check is needed to ascend these walls, but each round spent climbing there’s a chance that the rubble shifts which could cause injury. The walls are open in only one place at the southernmost section, and this entrance is blocked by a gatehouse and guarded by men who carry rifles.
knowledge local scrapwall:
DC 10 Scrapwall is a vast sprawl of junk and refuse, long
picked clean of most useful bits of salvage and
now home to outcasts and exiles.
DC 15 Residents of Scrapwall can earn a place in one
of the region’s many gangs by proving their
bravery, ruthlessness, and audacity, qualities
known collectively by locals as one’s “scrapworth.”
The higher your scrap-worth, the more
respect you’re afforded, and the less likely you
are to be bullied by any of Scrapwall’s more
powerful denizens.
DC 20 The current gangs of note within Scrapwall, in
ascending order of power, are the Steel Hawks,
Redtooth’s Raiders, the Smilers, and the Lords
of Rust. Another group, the Thralls of Hellion,
seems to have recently been disbanded. Loners of
significant power are believed to dwell within
Scrapwall as well, including a mysterious
worshiper of Brigh, a powerful mutated
manticore, and an unknown number of undead
spirits that haunt the region’s easternmost
reaches, but most of those living in Scrapwall
are riffraff and lowlifes known collectively as
Scrappers—exiles and vagabonds who pay
tribute to one of the region’s gangs for protection
but have no affiliation of their own.
DC 25 The Lords of Rust now rule Scrapwall, and
they are in turn ruled by an unknown force called
Hellion that claims to be a god. The Lords of
Rust’s headquarters is located at the center of
the junkyard, at a large structure known as the
Scrapmaster’s Arena, but there are rumors that
the bulk of this gang’s hideout is underground
Upon seeing Scrapwall for the first time, Xaikon takes to flight, flying high in the air to see for threats and when closer to Scrapwall itself she looks inside to see what she can see.
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
Jayla looks at their surroundings as they walk in.
One can never be too careful.
Kn. Local, what have i learned:1d20 + 9 ⇒ (19) + 9 = 28
Jayla shares the information in the spoilers.
Listening in on merchants and travelers alike gets you some interesting info.