GM Poetics Presents: Dungeon Punk 1350

Game Master Azure Poetics


Character Creation Rules:
  • 25-point buy with 2 traits.
  • Any Paizo Publishing material. You can request 3PP content on a case-by-case basis, but most would conflict with the setting.
  • Any listed race from the “Races of Ralczan” document, which you can find here.
  • Characters start at level 2 and follow Fast EXP track.
  • No obviously cheesy feats like Leadership.
  • Feat Tax rules are in effect, which you can read here.
  • GM makes final determination on what is acceptable.

House Rules:
  • Anima Block: Ralczan is steeped in magic, and even non-spellcasters feel the adverse effects of being deprived of magical energy. If you enter or start your turn in an area that dampens, nullifies, or suppresses magical effects or spellcasting, such as an anti-magic zone, make a Fortitude saving throw. On a failed save, you are fatigued; if you fail twice, you are exhausted. If you succeed, you do not suffer any ill effects. The DC for the Fortitude save increases by 1 for each round you spend in the area of effect, up to a maximum increase of +10. TL;DR: standing in magic-free zones fatigues and eventually exhausts you unless you pass an increasingly-difficult Fortitude save every turn. If you fail, the effects last 10 minutes after you leave.
  • Knocked Out of Alignment: on the streets of the new Ralczan, black-and-white morality is a luxury no one can afford anymore. If a class lists an alignment restriction among its class features, it is possible to play a character whose alignment is outside the restrictions while retaining all class features. You can find a complete list of acceptable alignments for previously-restricted classes on this document. Restrictions based on deity or where a companion must be within a certain step of your character’s alignment remain the same. TL;DR: you can choose most alignments on alignment-restricted classes now, except for classes where your alignment has to stay close to someone else’s or their alignment has to stay close to yours.
  • Magic Wands for Everyone: the advent of magical utilities led to a massive market for magic items that could be used by even those with no spellcasting ability. When purchasing or crafting a consumable magic item such as a scroll or wand, you may choose to purchase or craft a “commercial” scroll or wand. Commercial wands can be crafted or purchased for 20% of the original wand’s cost, but only carry 20% of the original wand’s charges. Commercial scrolls function the same as their original versions, save that the user can only activate one scroll or one spell from a scroll containing multiple spells each day, preventing them from using multiple scrolls in rapid succession. However, for both commercial scrolls and commercial wands, the user does not need to make a Use Magic Device check or have the scroll or wand’s spell on their class’s spell list to use the scroll or wand; it can simply be activated as a standard action, regardless of whether the user is trained in the Use Magic Device skill or has the ability to cast spells. TL;DR: commercial scrolls and wands can be crafted or bought and used by any class without a Use Magic Device check. C-wands are 80% cheaper with 80% fewer charges, while C-scrolls can only be used once per day.
  • Maligned Mundane Munitions: while firearms can be quite effective against even heavily-warded spellcasters and other warriors, the associated skills and materials to manufacture mundane firearms and ammunition are in low demand compared to more publicly-available magical alternatives. The cost of materials to craft firearms and ammunition for firearms is reduced by 30% of the original cost. TL;DR: firearms and ammunition are 30% cheaper to craft.
  • Only a Flesh Wound: life on the streets of Ralczan is all new kinds of dangerous compared to how it used to be, so if you plan on making a living where risk and reward are your kinds of business, you have to be prepared to lose life and limb wherever you go and in whatever you do. This campaign will utilize the Wound Threshold optional rules from Pathfinder Unchained, with the following modification: rather than the Wound Threshold penalties scaling as -1, -2, and -3 at Grazed, Wounded, and Critical, the penalties will scale as -1, -2, and -4. These penalties do not stack. TL;DR: the Wound Threshold rules are in play, and the penalties are changed to -1 while Grazed, -2 while Wounded, and -4 while Critical.
  • The Nth Degree: magic may run everything these days, but there’s no accounting for mortal errors and chance happenings screwing you over. When you roll against a target number, such as a Saving Throw against a set DC or an Attack against a target’s AC, the results of your rolls will be divided into several Degrees of Success rather than a simple “pass/fail” check. Rolls just under or just over the target number may succeed in unexpected ways or introduce new complications based on the situation, rolls far above the target number may be treated as major successes, and rolls far below the target number may be treated as disastrous failures. These Degrees of Success will only be used if there are serious consequences for your actions (or lack thereof) that could impact the game and story. TL;DR: rolling really well, really poorly, or even slightly off the mark will create new problems or opportunities based on the consequences of your actions and circumstances.

Plus Ultra:
In a world that runs on magic, why would you ever settle for being normal? A major part of the appeal of RPGs is the chance to enjoy experiences you could never have in our world, so with that in mind, I’ve set up several tiers of rewards for characters who dig deep into the world I’ve created, accomplish incredible tasks, or become pillars of the community within the setting.

Some of the things you have to look forward to include the following rules.

  • Gestalt Character Progression: once your characters qualify for and accept this advancement, you will undergo a brief “catch-up” period where your character comes to terms with their new abilities, but after a while, your gestalt class level will equal your original class level. This allows you to enjoy the power of a gestalt character with more organic character development since they won’t be starting off gestalt.
  • Mythic Power, Mythic Spells, and bonus Mythic Feats: if you make it far enough in the game to acquire mythical levels of power, the aptly-named Mythic rules will come into play. These will be awarded purely as a bonus for accomplishing incredible feats in the story, and will be selected by the GM to complement your character’s abilities.