You could have, yeah. We'll resolve that by just letting you not have to make the save this time. In character, the sides of the pit are sloped so that you would have noticed, I just didn't add that bit of description.
My sympathies for those who are spending much of this fight unconscious. Ghorzam, Aygavan, and Zaborjca can confirm that I tend to throw medium to hard combats at my PCs.
"Ghorzam, Aygavan, and Zaborjca can confirm that I tend to throw medium to hard combats at my PCs."
Can confirm, there's a reason I suggested to disengage to try and avoid getting KO'd in a bad spot, this would not be the first time I've seen an unconscious PC in a caster4life combat, and for that matter, it wouldn't be the second either. :)
Just so everyone is aware, I'm being way less botty/skippy during the holidays and allowing more time than usual for people to post. This was probably obvious. XD
Male Nagaji Ascetic Oracle of Apsu/Sorcerer (Brass Dragon bloodline); Init +4; HP 21/33; AC 18 (22), T 12, FF 16 (20); Saves 3/3/3 (+2 vs Divination, Mind Affecting and Poison); CMB +6, CMD 18; Oracle Spell Slots 4/6; Sorc Spell Slots 6/6
Hello, I will be on vacation from now through Jan 8th. I will have access to the internet, but I am not sure how much I will be able to post. Bot me as needed. Happy New Years!
LOL, I'm also learning just now that alchemist bomb splash damage has a 1/2 reflex save, that should have been obvious in retrospect, clearly you already gathered this but the DC is 14, GM.
This must be my week for missing basic rule details. :P
Maeve: "Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction." That's in Damage Reduction. Now it should be written better because they had to FAQ that spells which deal bludgeoning, slashing, or piercing ARE affected by DR, which makes good sense.
Ghorza let me know that she is very busy/stressed IRL right now and will be taking a break from PBP for a while. I'll bot her whenever it's just her left to go.
We've got some engagement issues with various PCs, due to Christmas break, etc. At the end of this brief chapter, the plan is to switch to Tocash GMing for a brief chapter. Let's re-evaluate then who's committed to the game and who isn't up for it.
At the moment I don't see more summons coming and the summoner isn't DPSing or making more summons, so I'm focusing on the things that might KO or kill party members. That's my mechanical motivation for focusing on damaging/killing elementals. It's about 50/50 on if this guy is out of spell slots or if he's packing a wand or something, so he's a dubious threat and the elementals are immediate.
Storywise, we need to get the word out to the townsfolk that something is suspicious here and ideally detain this invisible guy. I've alerted the healer type person that came in in hopes that they have a solution of sorts. But it seems to me like our secondary goal (beyond the immediate one of not getting beaten to death by rock guys) is to subdue and capture the summoner for questioning.
The challenge with this plan is that these elementals are really, really tanky, and the summoner has slipped away from us twice now. Killing these guys may take some time IRL, lol. If we go that route then we should try and focus fire on the target me and Tocash are flanking with power attacks if possible and get this crowd thinned out.
Aygavan, I'm guessing you can't really hurt the elementals with your whip? If so then having you switch to elemental cleanup isn't workable. So if the plan is to clean up the elementals then deal with the summoner, then you would obviously keep doing what you're doing.
The other two options I can see us moving together on are:
1. Subduing the summoner, in which case we should accept some AOOs and all move to assist with a grapple.
2. Coordinating the nearby townsfolk into bumrushing the summoner while we clean up the elementals, in which case we should keep tying up the elementals while all the villagers beat up the summoner, except for one person who can gather up everyone and coordinate them.
Male Nagaji Ascetic Oracle of Apsu/Sorcerer (Brass Dragon bloodline); Init +4; HP 21/33; AC 18 (22), T 12, FF 16 (20); Saves 3/3/3 (+2 vs Divination, Mind Affecting and Poison); CMB +6, CMD 18; Oracle Spell Slots 4/6; Sorc Spell Slots 6/6
I vote for 1.
I will be traveling from 1/26 through 1/29. I should have good access to the internet and be able to post in the evenings. But feel free to bot as needed.
I'm going to just say, after considering this scene for a few moments, that I don't generally play as a chaos gremlin or anything and GM can attest to this. I just genuinely, IRL, as a human person did not think about the fact that we would have to put this fire out afterwards. haha.
oops. >.>
In my defense we really, really needed a way to know which square this guy is in. :)
So as unconvincing as it as after literally setting the scene on fire in an attempt to solve a problem, I promise I'm not a murderhobo. hahaha.
Quick question: I think the summoner cast a spell during that combat. Did we see any manifestations when he did, or was the view blocked by the smoke? They would be visible even if he were invisible, provided there wasn't another visibility issue.*
*That's RAW as I understand it, obviously GM fiat overrides that.
I think there's actually a great deal of rule ambiguity on whether or not the manifestations are visible while the caster is invisible. There was a huge discussion on that in my "Pf 1.5" working server. But yes, he cast acid splash which broke his invisibility. He also cast create pit but I'm pretty sure that was before invis. And then he summoned while invisible but that was SLA of course.
Edit now that I see gameplay and understand the thrust of your question: Yes his eyes turned purple when visible and casting acid splash. That manifestation is unique to him.
JoyDriver, you are taking the first turn to party scribe, right? Please add 1,500 xp for mission completion and 1,600 xp for defeating the CR 5 summoner. Loot will come later.
Ghorza, Dwarven Swashbuckler HP (15/23) AC (18/12/16) Saves (3/5/3, +2 Mind Affecting) CMD (17, +4 Stability) Initiative (+2) Perception (+9) Resolve (0/1) Panache (1/1) Dex Damage (1) Condition (Poisoned)
Lvl 3 Vigilante/Kineticist:
Do we roll for HP?:1d8 ⇒ 5
Assuming not: 1d8 HP (5) + 18 Con (4) +1 (toughness) = +10 (32 total)
Saves: None
BaB: +1
Skills: +6
Feats: Steel Soul
Vigilante
* Social Talent: Double Time (Double Time (Ex): The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.)
- Ghorza only needs 4 hours a day on her crafting skills
* Unshakable (Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.)
Very underwhelming stuff, I know. But eh.
Kineticist
* Elemental Overflow with FCB: At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
* Add 1/3 point of damage to earth element blasts that deal damage that apply the kineticist’s elemental overflow bonus.
* Kinetic Blade: You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.
I think there's actually a great deal of rule ambiguity on whether or not the manifestations are visible while the caster is invisible. There was a huge discussion on that in my "Pf 1.5" working server.
Ah, yeah, I forgot that this is only unambiguous in Spheres. Core is still unclear on the matter. Happy to go with GM ruling on this one. :)
On the western coast of the Isle of Kortos, where once stood a mighty siege town, rests the flooded port city of Diobel. The city's inner harbor is protected by a giant maze of shipwrecked war-barges, crumbling walls, and haphazard jetties of iron and wood. These defenses prevent larger trading vessels and warships from entering the harbor itself, and the deeper waters of the bay are often crowded with ships at anchor. Inside the maze lies a wide bay called the Shallows, which provides calm waters and safe passage to the smaller rowboats and flat-bottomed cargo vessels. The Shallows flow into a series of wooden and stone walkways, which stretch below the city, possessing various docks and bunkers called the Underdocks. Most of the town stands suspended on pylons above the Underdocks, or hangs precariously on the rocky shore of the bay.
Diobel has become a bustling trade town controlled by the merchant lords of the Kortos Consortium, who oversee much of Absalom's mining, farming, trapping, and fishing industry. While on the surface the Kortos Consortium is an open merchant's collective, accepting anyone willing to pay dues, it is in fact a semi-covert crime syndicate specializing in running contraband in and out of Absalom. Smugglers and food merchants have preferred to ship goods to Absalom through Diobel for centuries in order to avoid Absalom's stiff harbor taxes, its law enforcement, and its criminal element. This popularity has made Diobel one of the largest markets for contraband in the Inner Sea region.
Ships anchor in the harbor and transport their goods to shore over the Shallows in large barges. Traders meet with caravan captains at the Harpy's Gate to arrange overland transport. The caravans between Diobel and Absalom, which trade furs, timber, and food from independent farms along the dangerous route, are a major source of Absalom's food supply.
Lately, a massive, wealthy shipping alliance from Cheliax, the Golden Cartel, is trying to take part of the Kortos Consortium’s hegemony in Diobel and the surrounding areas. The Cartel is backed by the Thrune royal family and, while maintaining a hyper-professional public image, word on the street is that they frequently play hardball.
This week, aquatic monsters have been appearing in the Underdocks and attacking random citizens. Obviously, this is bad for business. Both the Kortos Consortium and the Golden Cartel have publicly sworn they will help with these matters. The eyes of the people are watching closely to see which of the great companies will deliver on their promise, fastest and best.
(A mixture of quotes from the wiki and my own materials)
This will be a rotating-GM, gestalt adventure. Everyone who applies to this game is signing up to be a GM. I will GM a short quest first and then swap my character in while the second active GM swaps their character out. I will provide more guidelines for GMs before game start.
Build details:
Start at level 2
Max HP at each level
30 point-buy
Gestalt
Background skills in place
Elephant in the Room Feat Taxes rules in place (blogpost version)
Variant multiclassing allowed
All Paizo races except those listed as higher than 20 racial points (Standard races don’t have a value listed and are obv. fine). If you are playing a race that is more flavorful than powerful (esp for your concept), you may request some flexibility in moving around your ability score bonus/penalties, swapping out an ability for one of the same value in race points, etc.
All Paizo classes allowed
Emerging guns
Two traits. Ask if you want to take a campaign trait as some of those are crazy strong.
Start with standard WBL of 1000 gp. You may craft your equipment ahead of time but you may not employ any hacks that can lead to indefinitely massive wealth (e.g., hedge magician trait is fine but you can’t say that you crafted at 45% thanks to hedge magician, sold the item for 50%, and rinsed and repeated to get indefinite wealth. This is probably obvious but I’m being a little paranoid.) You may craft equipment for other party members IF you have a shared backstory of working with them. It is recommended (but not required), that you tip the crafter some percentage of the value of the item for spending their feat(s) to craft for you.
There are certain, notoriously broken or problematic options in Pathfinder 1st edition, like Sacred Geometry, Blood Money, etc. I’m not making an exhaustive ban list right now. Feel free to choose strong options, just be thoughtful, feel free to ask, and know that a really exploitative build choice might decrease your chances of selection and/or be ruled against by GMs after the fact. In general, I look more favorably on OP teamwork, like haste, rather than OP stuff that steps on the toes of other party members.
Retraining is generally allowed for zero GP, time, and trainer requirements IF it is for a non power-gamey reason, e.g., an in-character event motivates it or you realized one of your choices was a trap. Retraining for power-gamey reasons, e.g., a feat was useful for a few levels but isn’t anymore, is allowed but for the normal requirements of GP, time, and trainer requirements.
Hero points are in use but they are only gained when the active GM awards them for good roleplay, a heroic achievement, some really nice OOC work to help the party organize their notes, etc.
Backstory:
Backstories should be about two paragraphs, minimum. I prefer backstories to be written in narrative format as it’s more fun to read and gives me a sense for how you write/RP. Here are some questions of which I should be able to answer most, if not all, about your character after reading their backstory.
1. How did your character acquire their skills and values?
2. What does your character think is important in life?
3. What does your character look like?
4. What are some of your characters quirks?
5. Who does your character care about the most? (Hint: “no one” is usually a
bad, Edgelordy answer to this question).
6. What is your character’s biggest flaw? What about their biggest strength of
character?
7. What is your character’s history with the Kortos Consortium? Why are they
loyal to the consortium and exactly how deep does that loyalty run?
8. What is your character’s history in Diobel? Why are they loyal to Diobel
and exactly how deep does that loyalty run?
9. What are some ways you see your character developing as they try to help
Diobel and the Kortos Consortium while dealing with all sorts of threats
related to the rivalry with the Golden Cartel?
Game format details:
I will GM the first round and ask for a volunteer to be party scribe (to put XP and loot drops into the spreadsheet and write a summary of the quest in the party chronicle). Then we will determine who will be active GM and who will scribe for the second round and proceed with that quest.
The Kortos Consortium will award 50% of the GP (and GM will automatically require 50% of the XP) associated with moving from current level to current level+1 (I will provide these numbers). The rest of the GP and the XP will depend on what extra the party earns. The active GM is encouraged to include some pieces of loot and XP that the party will almost definitely get and some that are bonuses for doing an extra good/creative job. E.g., the GM can award XP for good roleplay, have a small, hidden cache of extra loot that requires a knowledge check to realize it is there, etc.
The active GM makes their own rulings on specific issues that affect what is happening right in the moment, e.g., “can I use Profession (beggar) to tell how rich the man is?” When questions are somewhat broader, such as whether a build combination works, it will be put to a vote. A dice roll will decide tiebreakers. Decided which purvey covers a given issue will generally be left to the active GM; as the organizing GM, I will insist something be put to a vote if necessary but I would very much prefer not to exercise this responsibility.
Active GMs and players are expected to maintain a very collegial attitude. GMs can provide stiff challenges but should not otherwise be an adversarial GM, trying to fudge things to keep the players from having “too much fun” or succeeding at doing their thing. Players should respect the active GM’s authority and ask questions about interpretations and what is allowed, not fire objections/complaints at the GM.
Active GMs have a free hand in the plot of their quests. They should just try to build on the plot that has come before and try to avoid completely undoing key plot elements that other GMs have developed.
Maps: Google slides that will be editable by everyone.
XP and loot drops: Google sheets.
Party chronicle: Google doc.
Everyone should post at least once per weekday and once per weekend. The active GM should post a bit more often than this. Player-GMs that ghost or are consistently too slow will be replaced (after warnings, communication, etc.)
If anyone has a problem with anyone, communicate first, either with them or with me, before you get too upset.
Sensitive content parameters:
Sexual content: I’m not very interested in having this in my TTRPGs. If you want to have a romantic relationship with an NPC or another PC, that may be ok. But most physical affection besides a hug, peck on the cheek, whatever, can happen off-camera. As for sexual violence and sexual harassment, I’m not interested in having those in my game.
Violence: Violence is an integral part of Pathfinder. But I’m not a big fan of any graphic descriptions of harm to children or graphic descriptions of torture.
Frequently, things beyond these parameters will come up. Let’s try to communicate early and often if we’re unsure if everyone will be comfortable.
Deities:
The standard Golarion pantheon is in play. However, I don’t require clerics to worship one of those deities. If you want to worship a lesser-known deity that you’ve homebrewed or a concept, you can. This means you can combine alignment and domains/subdomains as you like. However, you won’t get to pick any weapon you want as your deity’s favored weapon and you won’t have a deific obedience option associated with your deity/concept except maybe something basic chosen by me.
How to make a complete application:
1. In a Paizo alias, a well-formatted character sheet.
2. In a Paizo alias, a nice backstory.
3. In the application post, a brief description of what kind of quest you
would run when it’s your turn.
4. In your application post, a brief description of your GMing philosophy.
5. In your application post, a brief description of your philosophy for GMing
PBP, specifically.
6. (Optional) In your application post, link to a campaign in which you were a
good PBP player or (even better) GM.
Soon, I will make my own character sheet, backstory, etc., and present it as if I were applying to the game. This example should clarify more what I am looking for.
As questions make me realize further things I should include, I’ll put this information, an FAQ, and the most up-to-date list of application statuses in the Campaign Info tab here. In addition to myself, I will select 3-6 others (but probably not as high as 6).
Recruitment will close in at 5 pm (EST) on November 14th. Gameplay will begin as soon as the group is selected.
Heck yeah! Glad to see you went with my suggestion of Diobel!
As I was reading the OP write up, I was considering my PC being a member of the Golden Cartel, but it would appear we're all to be members of the Consortium instead. Sad times, lol
Heck yeah! Glad to see you went with my suggestion of Diobel!
Yes as I read the wiki's I realized it was really rich source material! Great idea.
Monkeygod wrote:
As I was reading the OP write up, I was considering my PC being a member of the Golden Cartel, but it would appear we're all to be members of the Consortium instead. Sad times, lol
Haha. That's an interesting idea. I don't know how that would work with a single party working together, tho. Feel free to spin ideas, here or in PM. I'm skeptical but willing to be convinced.
Far from complete, but just as an FYI, I'm making a Fighter/Bard gestault. Muscle who's more of a con-man than minstrel. Basically a face, but not the brightest torch in the bunch.
I haven’t really started working on anything yet but I’m thinking about maybe doing something like an Ulfen swashbuckler/wyrm singer skald. Sort of a nimble, charming melee/support character with a little bit of Viking flare.
I'm thinking a noble from Cheliax who specializes in the Flash!
Probably going with Inspired Blade Swashbuckler / Magical Child Vigilante, because everyone needs a mascot!
Cool to hear the ideas flowing in. Remember that we'll have a cast of 4-7 characters and any given one will be absent (bc the player will be GMing) at any given time. So don't worry too too much about precise party synergy, just in general terms.
A question I'm pondering is how to handle wealth gain by the character of the active GM. I think it will just be equal to that of the rest of the party. This could get a little silly if the active GM awards a TON of loot so that they're character will get a lot of wealth as well for the next mission. But I think this is unlikely to be too huge of a problem and we'll talk about it if it becomes one. I'm fine with exceeding WBL a bit in a high-power game, just as long as it's not WAY over.
It's probably best to just assume that both the active GMs, and any PCs who are active in the overall game but not currently on an adventure, are otherwise getting XP/WBL.
I don't think this should be too much of a problem, but it saves a lot of potential headaches, aggravation, and hurt feelings the longer this game goes on.
Important question: This sort of game *seems* like it could make good use of the downtime rules. Would they be in use here possibly? Especially later on as we level?
Yes in thinking active GM and the party get the same loot quantity over the course of the mission (in just gp for the active GM). I was just deciding whether that should be set to WBL or just supposed to be somewhere close to WBL. I'm leaning toward the flexible option since it can be fun to have options for getting extra loot for doing extra well.
I plan to let each active GM decide how much downtime there is between the previous quest and theirs as well as downtime within a quest. One quest might follow hot on the heels of the previous one, for story reasons, or there might be a gap of a few weeks, again for story reasons.
My crunch is tentatively finished but could use a little more formatting to make it readable. Obviously, my "application" is far from complete.
I've chosen the gillmen race, since they have a small community in Diobel, but moved around the ability bonuses. I feel this still makes the race not very strong compared to others but helps make this flavorful choice viable. This is an example of what I mean about moving things around to make a flavorful race work. If anyone feels I'm giving myself too much liberty, say so! We can discuss or even put to a private vote. I don't want to abuse my power as "organizing GM".
Unfortunately, it's hard to pick a good avatar for gillmen! So I'm just settling for a human who captures the right appearance.
Got an investigator/slayer I’m building, aiming to go for the Aspis Agent prestige class eventually. The role I’m envisioning is melee support and tons of skills.
My crunch is tentatively finished but could use a little more formatting to make it readable. Obviously, my "application" is far from complete.
I've chosen the gillmen race, since they have a small community in Diobel, but moved around the ability bonuses. I feel this still makes the race not very strong compared to others but helps make this flavorful choice viable. This is an example of what I mean about moving things around to make a flavorful race work. If anyone feels I'm giving myself too much liberty, say so! We can discuss or even put to a private vote. I don't want to abuse my power as "organizing GM".
Unfortunately, it's hard to pick a good avatar for gillmen! So I'm just settling for a human who captures the right appearance.
Just curious: How do you intend to deal with the "Water Dependency" issue? Not arguing against Gillman, by the way. Honestly interested.
Edit: Maybe a half-gillman? (Using a half-elf template to build from?) Just an idea.
As an idea, depending on the number of players we end up with, the GM could always just roll their character around as an NPC. That way if we only end up with one divine healer or one trapfinder then the group still has access to some of those abilities.
This is Malinor's character submission. A Nagaji Monk (Scaled Fist)/Sorcerer (Brass Dragon Bloodline).
Background:
A young Nagaji named Tocash was found by a shepherd outside of Diobel. His adoptive father, Devon, was surprised by the strange lizard humanoid but decided to aid him. Devon kept him carefully hidden from the city for several years as he taught him to be a shepherd. Devon had traveled in his youth and learned to defend himself and so he started to train Tocash in defending himself to protect the flock and to prepare for any bullying by the city. He decided that Tocash should focus on unarmed combat as that would be treated differently than armed combat if he got into a fight with a local. As Tocash came into adulthood, it was discovered that he had innate magical powers.
Devon was at a loss. He was not sure if the magical powers would prove a problem or even a danger to Tocash and those around him. So he sent Tocash into town to see what he could find. At first, Tocash was concerned that he would be hated on sight, and there were some who treated him poorly, but overall the people seemed willing to accept him. Tocash was able to find a few people who were able to identify him as a sorcerer and seemed to think that he would not be a threat. Tocash was happy to find out he was not a real threat to those around him and decided that urban life was much nicer than living off on a farm. He decided to stay in Diobel to try and make a living for himself instead of leaving the island because the city had been mostly accepting and it left him close to his father as well.
Quest Idea:
I will be running a series of quests based around a series of barrows and graves outside of town. Has something woken an ancient evil that rested beneath the earth, or is someone just trying to scare the people of Diobel away from the area?
GM Philosophy:
I believe that GMing is meant to let people have fun. As much as possible within the rules I think people should have their fun toys and be able to use them. I also believe that you should aim for the average player and not try and challenge the craziest thing in the group.
PBP GMing:
In a PBP I think the GM needs to keep things as organized and moving as possible. I think the GM should do things like track damage, roll Init, and move the game along when someone is out for a while by either asking other players for an action or doing a pre-agree default action.
I'm OK with a little DMPC action if it turns out to be necessary. But it would have to stick to doing a specific task when asked by the players to avoid undermining party agency.
Tocash, props for getting the first complete submission in! The first thing I notice is that it's not totally clear how Tocash came to work for the Kortos Consortium or why he is loyal to it. The party starts as already a fix it crew for the KC. Sorry if I wasn't clear on that.
Been considering making my Aspis agent lawful evil. Do folks have any issues with that? He'd be decidedly in the camp of the mustache-twirling arrogant bastard who does whatever it takes to win side of lawful evil, rather than the scheming trickster who's out to swindle the party out of their gold. (That, however, doesn't mean that he wouldn't be interesting in swindling others. Gotta do what the Aspis does best, after all.)
I'm still unclear on how someone working for an opposed organization is going to fit into a party where all of the other PCs are working for the competition. Isn't that going to automatically lead to a lot of distrust and other unhealthy party dynamics (whether you're evil or not)?
The Aspis Consortium‘s on good terms with the Kortos Consortium. The way I’m flavoring it, the Aspis is threatened by the Golden Cartel and is in cahoots with the Kortos Consortium to take them down. I’m not intending to be antagonistic to the party or their employers in any way.
Also, on a completely different subject- my swasbuckler/skald was interesting mechanically, but he wasn't really coming alive no matter how much I've tweaked... I think I might switch concepts but I'm not sure to what yet.
Here’s my character folks! Aygavan Salmain is an agent of the Aspis Consortium, and a cutthroat bastard through and through!
Quest Idea:
A harpy has come from the mountains bearing a mysterious letter addressed to the Kortos Consortium that reads, ”The Matriarch wishes to propose an offer. Seek us, and She shall be waiting.”
GMing Philosophy:
Most of my GMing has been through PbP, so that’s the main place it’s expressed. At the end of the day, I want to give players an experience where any of their plans have a chance at working. The best thing about PbP in my eyes is the ability to totally improvise with what players want, so I’m always happy to shift how things will end up in a quest, even if the final result is not at all what I expected. RP-heavy is my general method, along with skill challenges and similar non-combat tests of character abilities.
Campaign Link:
An Old and Broken World is the game that I consider my best GMing work so far. It’s a world of post-apocalyptic cowboys toting laser guns to fight off mutants wielding blasphemous magic.
Tocash sought employment in the city so that he could stay and experience this new life. With his skills in combat and his innate magical abilities he quickly found work with the Kortos Consortium. For years Tocash had heard that many would reject him due to his inhuman appearance, but the consortium welcomed him into their numbers and he greatly appreciated that. Finding solid employment in a place that welcomed him gave Tocash a great sense of loyalty to his new employer.
I think I'm going to bow out. I'm still having a little trouble coming up with an idea that really clicks with the campaign set up but, more significantly, I'm going out of town for a week tomorrow and just found out I won't be able to bring a laptop. Good look to everyone else.
Caster here with my complete "submission", to give folks an idea of what I'm looking for. And because I needed to make my character anyway!
Quest hook:
Aquatic monsters have been appearing in the Underdocks and attacking random citizens. Obviously, this is bad for business. Both the Kortos Consortium and the Golden Cartel have publicly sworn they will help with these matters. The eyes of the people are watching closely to see which of the great companies will deliver on their promise, fastest and best.
GMing philosophy:
TTRPGs are amazing, collaborative roleplaying experiences where we use the rules to validate each others' imaginations and tell a story together.
A. So I tend to stick to the rules most of the time but do allow the "rule of cool" and other flexible elements here and there.
B. I like a clear, interesting story that involves dynamic characters. One of the easiest ways to mess this up is by the GM making the story too complicated.
C. In addition to storytelling, it's also a game in which everyone can win! I have the most fun when the GM throws a serious challenge at the PCs that allows them each to shine, have their fun, and win (most of the time), with a small but meaningful chance of failure.
PBP GMing philosophy:
Pace, pace, pace! When I GM play-by-post, I have to be absolutely consistent about posting frequently and pushing the action forward with almost every post. Otherwise, PBP slows to a crawl, people lose interest, and the game dies or worse, becomes drudgery.
A play-by-post sample:
I have longer games, including one that is still going on. But I'm giving this example because the game ran its intended course and came to a satisfying conclusion. Also, this shows that I know how to GM for gestalt characters and that I appreciate that even a "oneshot" quest takes about five months in PBP.
Ah. I will pull my application. I have a new project at work that will take a considerable amount of my time in the next few months, and I would likely slow the pace down. Have fun!
Maeve the Harrower
3. I intend to run a recurring threat that the party could become familiar with, as well as Big Bosses, and when I mean Big, I mean actually physically large and with fun Boss Mechanics related to their size.
4. My philosophy is to challenge my players, but never in a way that would be unfun (for example, if my players have bad AOE, i'm not going to send swarms at them because it would simply be unfun to deal with.)
5. In PBP I'd like to make sure that each player is participating to the extent they wish, as well as making sure that the content is something that each player would actually like to engage with.
6. In this ongoing campaign, I'm playing as Lawrence Skarney: Bite Back! (A VTM 20th Anarch Chronicle) I believe I'm being a pretty good player.
I'll probably have a character set up by Saturday, but don't let that hold anyone back! They can be a back up for later funsies!
Inspired Blade / Magical Child, former noble from Cheliax and former member of a certain faction of a little known adventuring guild based from Absalom. Did a mission in Diobel, and enjoyed it more than the bustling streets of Absalom.
Looks like I might be the pseudo-healer! Hello, wands!
There are several more who have expressed interest and ideas.
I have access to the Cure Wounds spells and was intending to, at least starting 3rd level, dedicate roughly half my spell slots to healing and the other half to debuffs/direct damage(you're gonna get harrow cards thrown at you that heal you.)
But there should probably be a secondary healer as well. Since at least some times one of us won't be a player.
Also if anyone, such as Giant Halfling, needs a time extension, you can ask. The answer will depend somewhat on how many other people are ready.
Thanks! Please don’t wait on me if you have enough good applicants, but if you’re still looking for people when I get back from vacation I’ll put something together.
I have an idea for a "street urchin/priest" type character. Playing with the build in my head a bit (it's varying between rogue/alchemist/inquisitor on one side, and cleric/druid/oracle on the other). Still trying to nail down a deity as well, though "healing" domain only really comes with overly-good gods, so I am considering the 'minor deity' option you posted (of the avatar ends up down the cleric route). Was also considering focusing on the heal skill through unc-rogue skill unlock, though it would still be several levels off.
Thank you for the PM about this. I have a few ideas for short adventures in mind. Haven’t done any GMing for many years, but I’m willing to give it a shot when it is my turn.
As for a character…I’ll get a backstory and build up by tomorrow, if that’s alright.