Thunderscape: The Lost Lexicon, Part 1: Heart of the Machine (Inactive)

Game Master Darkfire142

Times are tough for adventurers in Aden, and the high-paying bounties offered by the Cogswheel Irregulars in Mekanus are a great place to save up a few crests for traveling. As representatives of the Urbanan government, however, the player characters soon find themselves in the crosshairs of a group eager to retrieve forgotten secrets from the most dangerous parts of the city, and they're only the first ones to paint a target on the characters' backs!


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Shadow Lodge

Anyhow lets list roles and what characters fit them

Skulldugger / Mechanic: Korbinian (Goreaux Steamwright)

Striker / Damage Dealer: Urah the Currupted (Ifrit Fallen)

Front Line Tank / Defender: Ungollan (Ferran Golemoid)

Roles still needed:

Healer Type (For divine casting and HP recovery). A Cleric, Oracle, Druid or Entomancer can fill this role.

Arcane Type (For Arcane spells, knowing magical stuff and being a brains for knowledge skills): Wizard, Mechamage or Witch can fill this role. To a lesser extent a Sorcerer or Summoner can fill this role but as Intelligence is not a primary stat for them they aren't expecially good at the Knowledge side of the Arcane type.

Beyond this there is one miscellaneous role left for the group. This can easily be filled by most classes.


I'll build up a mechamage and get it up within a few days then.

Grand Lodge

Are variant tiefling heritages allowed? Like devil-spawn, oni-spawn, demon-spawn, etc?


Oh I wasnt thinking using craft to install them just to remove them to sell

Shadow Lodge

Craft can be used to remove them. To install them though you'll need heal. As for variant heritages they are allowed but we already got a Fallen in the party. That's enough evil races for one group.


Makes sense. I figure I'll have to pay someone else to install them, unless we have a mechamage in the final party.

I'm ready to begin when everyone else is.

Grand Lodge

Guess I'll change my backstory and go Jurak then...


Kenji Elindir wrote:
Guess I'll change my backstory and go Jurak then...

yeah, i wanted to go Jurak but their stats just werent good for Steamwrights... so i picked the next best thing!


Howdy. I see you mentioned above there was still some roles to fill. Does this mean you have some slots available? I am very interested in trying out this setting. I am happy to volunteer for the Healer or Misc. role, if recruiting is still ongoing.

Shadow Lodge

Yes, still recruiting pinvender


Sounds interesting at least I'll take a look over the book tonight and try to throw in something if it isn't full by the time I get home from work.


Black Shadow I haven't been able to read the book yet but will later tonight.

But how does a Chirurgeon Vivisectionist alchemist sound? I was thinking about him doing time in jail for various crimes against humanity due to his experimentations. Now that he is out he has decided he wants to make amends and turn his life around and so he decides to join the irregulars to get a fresh start on life away from people who remember his misdeeds and to see what good he can do for a community.


I was thinking of either an Echo Thaumaturge, an Echo Oracle (Mystery Time), or an Elvish Oracle (Mystery Flame). How do any of those grab you?

Shadow Lodge

The time oracle would fit best with the Echo race.


I was thinking the same thing actually. The Echo thaumaturge seemed pretty thematically appropriate as well, but I know you are looking to cement the healer role, so I will be introducing Qelin, the Echo Time Oracle later today! :D

Grand Lodge

Alright, this is Aiko, a Jurak Seer from Vanora.

Stat Block:

Aiko
Female Jurak Seer 1
NG Medium humanoid (orc)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex)
hp 10 (1d8) (+2 from trait)
Fort +2, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee nodachi +4 (1d10+6/18-20/x2) and
. . quarterstaff +4 (1d6+6/x2)
Ranged pistol +1 (1d8+1/19-20/x2)
Spells-like abilities (CL 1st; concentration +4):
1st - 3/day - shield
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 10, Int 14, Wis 16, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Improved Folk Magic
Traits folk magic (shield), ruffian
Skills Craft (Painting) +6, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +8, Perception +9, Sense Motive +9;
Languages Vanoran, Jurakti, Western Common, Eastern Common
SQ orc blood, throwback
Other Gear nodachi, pistol, quarterstaff, standard pistol shot (40), four-mirror armor, backpack, bedroll, belt pouch, blanket, flint and steel, grappling hook, lamp, oil (2), painter's tools, silk rope, soap, trail rations (4 days), waterskin, 25 gp, 2 sp, 9 cp
--------------------
Special Abilities
--------------------
Aura Reading (Ex) You gain a +2 bonus to all Perception and Sense Motive skill checks.
Low-light Vision You can see twice as far as a human in conditions of dim light.
Second Sight (5/day) You may grant a +1 insight bonus to any skill roll, attack roll, or saving throw that she witnesses, applied as an immediate action.
Throwback A jurak throwback possesses the raw bestial strength of his primitive ancestors. Juraks with this trait gain a +2 bonus to Strength. Juraks with this ability score bonus may not also apply their +2 ability score bonus toward Strength. This trait replaces blood frenzy and hardy.
Urban Jurak with this trait have embraced civilized life. They
gain a +2 bonus to Knowledge (local) checks. This trait replaces
survivalist.
Wastelander Jurak are adept at surviving for long periods
without food or water. They can go for six days plus a number
of hours equal to double their Constitution score without water
before requiring a Constitution check, and must only make a
check every two hours. They can go up to six days without food
before requiring a Constitution check, and must only make a
check every three days afterward. The discomfort they feel from
hunger and thirst is a great deal less than it is for other races,
granting them a +2 racial bonus to all saving throws which induce
hunger or thirst artificially.
Weapon Familiarity Jurak are proficient with all axes and
treat any weapon with the word “jurak” or “orc” in its name
as a martial weapon.

Backstory:

Fire and blood and darkness. Hideous beasts. The same recurring nightmare. The night her mother, sisters, and brothers died. The power of the seers ran strong in Aiko's bloodline, as strong as the blood of old. On the night of the Darkfall her family was one of those targeted by the Nocturnals for extermination. Her parents had seen it coming, but were powerless to stop it from their remote location in rural Vanora. On that night, only Aiko and her father, Hitoshi, escaped from their tiny village. Her mother, Hibiko, and her 5 siblings, Ayame, Kenshin, Ichiro, Yoshi, and Hitomi, all died.

Hitoshi and Aiko made their way to Yalek. Hitoshi continued to work his craft, stonemasonry, and Aiko kept having the same nightmare. The Darkfall left an indellible mar on her life, and nothing changed that. So Aiko did the only thing she could. She learned to fight with the nodachi, as her ancestors had, and, quite unlike them, with the pistol. Aiko learned the way of the seers from her father when her gift manifested. She studied every tome on the nocturnals she could find, and every bit of secret lore passed between the seers she and her father infrequently met.

Eventually it came time to test the hard won skills she'd spent the last decade building. She left her homeland and booked a ship to Mekanus in far away Urbana. There she joined the Cogwheel Irregulars, hoping to gain enough experience to truly do something about the black tide that had englufed the world and destroyed her life.

Appearance:

Aiko is a huge, powerfully built Jurak woman, standing 6'3" and weighing 195 lbs. She has a number of small training scars on her grey skin, and her long, straight, black hair is always tied back so as not to impede her in combat. Her green eyes always shift this way and that seeming to notice every detail around her. She wears a type of Vanoran-made armor called four mirror armor over plain, though well made, cloth and leather garments, and a brown cloak made of much mended leather. She bears a huge Vanoran style greatsword known as a Nodachi, and a pistol is sheathed at her waist. She also carries a plain, sturdy quarterstaff, mostly using it as a walking staff.

Personality:

Aiko is intense, she locks onto a goal and will not let go. However, she is also withdrawn, and slow to trust. Her single-mindedness is simultaneously her greatest strength and weakness. Aiko grapples with depression, trying to wrestle it into submission by defeating nocturnals. Despite the depression, she's a prideful person, and the combination of these traits can make her hard to deal with sometimes. She prefers actions to words, as an action cannot lie. Only one person in her life truly has her trust, her father, and with it comes fierce loyalty.

Shadow Lodge

A seer would be most interesting to have. They have some nifty abilities and the Auras can be rather useful. They also get spells can use wands of healing at higher levels. I'ed welcome one into the game.


This is Keolin's new alias. Here is my mechamage. Work has been very busy, and I don't really know the Thunderscape classes very well yet, so I would like to use the crunch of the iconic mechamage posted on the Thunderscape site instead of trying to build this character from scratch. I have entered that into the alias. Until I've had a chance to really try out the new mechanics I don't think I will have much opinion on customizing it anyway, and I'd rather focus on the fluff anyway, especially in a pbp.

Kirn Vuthurix is a goreaux that was born and raised in Urbana. He feels very much at home in the polluted city and has always been fascinated by mechamagical technology. He is most comfortable in large crowds and always feel ill at ease when alone or out in the countryside. Kirn has joined the Cogswheel Irregulars not for money, but for the excitement that comes from solving mysteries and unraveling plots. He becomes bored of routine very easily and is only truly happy when he is investigating some riddle or uncovering some secret. When he isn't investigating for his organization he spends his time trying to push the limits of mechamagical technology and is thoroughly convinced that he will create some marvelous invention that will alter the course of history, eventually. It's only a matter of time, really (at least in his mind).

Shadow Lodge

Looks good Kirn, we've got a duo of a Steamwright and a Mechamage, a mean combo to be sure. Only thing we need is a divine caster and we'll be ready to go!


I guess I can be back in this, after all black shadow is nice and still has not gotten around to running this. And I did say I wanted to be in this.
I'll be our cleric, if anyone wants to create me a character I'm okay with it, it probably won't be min-maxed and I don't mean 8 and 18 min-maxed, but built optimally to my combat style min-maxed, but it will be roleplayed. As far as backstory and personality, I can always write one based off of traits, feats, stats, race, racial traits etc. If I have the reactionary trait for example then part of my backstory is that I was bullied.


DoubleGold I think this might be a fun idea to get you started, be the Priest of the Machine! Your holy text is the Repair Manual and your faith is generated by your complete reverence in everything mechanical... Who needs gods? You have the Machine!


There is only one problem with that, I cannot get the thunderscape players guide, as I do not have a credit card to put money on paizo and my hardcopy would come in very slow.
I would have to stick to core races and classes as that is the only thing I have access to in this game, and then just learn what the other skills are and how they are used, as the GM said to me that there weren't many differences between Thunderscape and pathfinder, just a few skills switched around, added, deleted.

Shadow Lodge

Indeed such priests would be quite common among the people of Mekanus. While there is no Gods in Aden there are faiths in various ideals through worship of Spirits, Concepts, Domains, Ideals, Forces of Nature, Ancestors or some other abstract power. I might restrict certain spells though such as "Commune" as there is no Gods you can commune with. At best the Commune spell might be able to contact a wise Outsider for information but that's the GM prerogative.

Dark Archive

Here is my Cleric, not much of a backstory, but he is ready to get the show on the road.

Dark Archive

okay, now he is fixed, I had him incorrectly labeled as human race even though I had Dwarf racial traits written.


sooo.... here we are....

Shadow Lodge

The first post is up in the game room you can start posting.


anyone not reported to the gameplay?

Grand Lodge

Putting together an alias.


Hey! I know I put in for this and vanished. Some unavoidable things surfaced and stole me away. As they have been addressed, and I am now able to spread my time, are you still in need of any players? If not, I will lurk and enjoy the gameplay. :)

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