
Beads |

Dotting
Will try to modify and make profile according to what GM asked, tonight

Vera Lyngriff |

I'll kick it off with some background, I guess. Vera worked for Oderick of Oderick's Custom Quickdraws as a "problem solver". Usually, that meant courier work on dangerous deliveries or stealing weapon designs from competitors, but sometimes it was breaking strikes. Basically, whatever Oderick needed done. She's quit that line of work following a job gone wrong. It's possible she could have met any of you, given that her work took her across reasonably large chunks of the Territories and introduced her to a lot of different people. If you want to have known me, we can work something out. As far as party role goes, she's definitely a skills character, the level in gunslinger is mostly because it's a western campaign and it seemed needed.

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Howdey. Relik works with the Silverstars and has caught a few bandits, though he has had some help. If anyone wants to know me they can be any one the people he worked with, which when taking on bandits wouldn't be that suprising.

Cogs Gundarson |

As the resident smartypants, I get to pick several languages. What are my options?
Cogs has of lately been in town working on his inventions. He's probably recognized by most people as an eccentric but affable dwarf. He would be quick to volunteer his skills if there was some kind of mystery or monster.

GM Warhawk |

Sure Cogs. You can use that feat. Don't forget to update your 'Classes/Levels' portion of your profile to match the format I requested at the end of the Recruitment.
Class Lvl | HP #/# | AC#, FF #, Touch # | F #, R #, W # | Init +# | Per +#
If you guys see something from Thunderscape or Pure Steam, or other 3rd party product--such as a feat, spell, or item--just post the source and I'll review it. Most stuff from Thunderscape and Pure Steam is acceptable for play. Sanguine robes are authorized, and might make a good armor for Society members. Ammo from Thunderscape is also authorized, except the price of 'Standard Ammunition' which would be 2gp instead of 2sp.
Apparently there are Spellbullets in Thunderscape. Nifty. Unfortunately, I can't find the Declaration of Open Content on the file, so I'm not sure I can post it. Pretty nifty system for 'caster bullets' and whatnot.
Also, Cogs, there is a utility belt in Thunderscape that pretty much states no self-respecting steamwright would go without one.
As for languages, the website has a list under Linguistics on the Skills & Feats page.
Here is the Website again.
That's fine Vera. Might be after Thanksgiving before I get the time to get this game running. I am looking forward to it though. ... Are we missing someone?

Brandon Dellmen |

Sorry so may updates on the forums I alomost missed the good news :p
Now my Char took some liberties there was a recent war, and he just finished his tearm of service I hope that won't be a problem.
Also for our Daily spells and abilites do you want us to do a /spoiler tab for it or just keep track of it off books.

Grace the aspiring Templar |

You are a member of the Occult Society, you have been taught the secrets of the occult at the Acadamaes and can speak the Gothic tongue. You are free to wield your power in the territories by the laws of the Pact, still however many fear the Occult Society and by extent you.
You gain the ability to speak the Gothic language and a +1 bonus to intimidate and bluff checks against those who are not members of the Society.
Gm I selected the "Profession (Templar)" skill as a "catch all" for Occult Society and Templar information, traditions and so forth. I am basically envisioning it as a replacement for several different knowledge skills (but only as those skills would pertain to the Society and Templars). Is that how you envision it?

Vera Lyngriff |

@Cogs: the list of languages is as follows.
Abyssal (associated with the Destroyer)
Celestial (Holy language of the Divinity Church)
Elgato (elgatos)
Elven (plains elves)
Gothic (Occultist Society members only)
Gutterspeak (replaces goblin)
High Elven (mist elves)
That's what's listed on the site, anyways.

GM Warhawk |

Those languages are the changes to the specified language, plus new ones. Other languages are unchanged. As there are no gnomes, obviously gnome is not available. Also, Draconian is not available either.
I think I might change the order of ranks/titles for the Silver Star. New list would be Deputy, Marshal, Sheriff, Field Marshal, High Marshal. Sheriffs were more of a county jurisdiction, while marshals were more city jurisdiction. Field marshal would be the analogy for U.S. Marshal, which was in charge of a state/territory.

GM Warhawk |

Brandon, Relik, can you please change your alias's character sheet to match this please? I despise spoilers for every section. Spoilers are fine for long class features, like how Vera did it, just not every section.

Grace the aspiring Templar |

You are a member of the Occult Society, you have been taught the secrets of the occult at the Acadamaes and can speak the Gothic tongue. You are free to wield your power in the territories by the laws of the Pact, still however many fear the Occult Society and by extent you.
You gain either bluff, intimidate or a knowledge skill of your choice as a class skill with a +1 bonus to the class skill.
Do you like GM?

GM Warhawk |

Let the games begin!
Also, Grace, the Inquisitor had left you on your own to complete your mission back at Blackmine Junction's train station.
Bleakwood Falls is a two day's trek from there. Most of you either got to Bleakwood by horseback (for those that have one), stagecoach, or simply walking there.

Grace the aspiring Templar |

Time for more lore...
The Occult Society's mastery of the Occult is no where near as evident as Astropathy. Specially trained (almost always Physics, but some Occultists delve into this art) members of the society can learn to "project" in the Astral Plane.
All (except for non-sentient undead) beings have a psychic presence within the Astral Plane, some have a stronger (or can make themselves stronger in the case of Occultists, typically with artifacts) presence within the Astral then others.
These individuals can then be trained in Astropathy, the art of using the Astral plane to communicate over vast distances. Astropathy not only allows the communication over vast distances but can also aid the user in other ways...
Now for a homebrewed feat...
Prerequisite(s): Physic level 1 or Occultist level 5
Benefit(s): You may communicate over vast distances by expending either one spell slot or prepared spell you can communicate with one creature. The distance by which you can do this is equal to the level of the spell slot or prepared spell you sacrificed x 100 miles.
You can remain in communication with a creature for a number of minutes equal to the level of the spell slot or prepared spell sacrificed x your level.
If you like it GM I will expand the feat line... Consider it a useful way to keep Grace and Inquisitor Igorovich in contact.

Vera Lyngriff |

I think we'd maybe decide what I said for a plan, but I'm not sure. Cogs and I go to the gambling hall and try to learn something while the party prepares this spot for an ambush. One of the party members shows up and tips us off, and we try to lure some of the James Gang to the dueling place. That's what I understand the plan as, but I could be wrong.