Pathfinder By GasLight

Game Master Johnny_Panic

IMAGE OF LONDON IN 1887

1884 Map of London and its Areas

London Underground railway map

London in 1887 is getting ready to celebrate The Queen's 50th year on the throne. Her Majesty's government is on high alert and the "Snooks" Named after Inspector Snook, and his squad of supernatural investigators will be tasked to keep an eye on anything not normal in the events within the City. A City at the center of the Greatest Empire the world has ever seen. Yet there are Dark clouds on the horizon and whispers in the Dark that 'magic' is about once more.



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SETTING:
London 1887 and in it's Queen Victoria's Golden Jubilee
England has an Empire where the sun never sets.
But there are bad owens, whispers on the wind.

Some history,
By the end of 1727 and the 7 year war most magic users in the old world
died, and nearly all magic stopped working. The settlers American Revolutionary War did the same in the new world. Magic there too seem to just vanished. The other planes became uncontactable. Faith magic also faded, some say it was the age of enlightenment that did it, others that mass moden war made the high powers close the roots to magic.

CORE RACES,
The world is made up of core faces,
London population,
Human: 40%
Half: Bloods* 22%
Elf: 12%
Dwarf: 12%
Gnome: 8%
Giblin: 2%
Other: 4%

*A mix of the other core races.

Starting level 1
No 3ed party stuff PAizo only.
House rules:
None magic using Classes or Archetypes only
Elephant in the room
1 Feat per level
2 traits +3ed with a drawback.

Instead of Stat +bonus being 1/2 of No over 10 Its 1 for 1
So if you have Str of 14 Your Str Bonus is +4

Roll 3d6 x 7 and drop the lowest rool
OR
21 Point Buy.

Pick a starting package
Pick on of the Below

Magic starting package
500 Gold
2 Cantrips Any Spell hone 3ed party list
+ 1 1st level spell from any spell list {no 3ed party lists}.
Wand of CLW 10/50 Charges 1d8+1
Read Magic constant.
Detect magic 3/Day

Combat starting package
300 Gold
A MW Sword {comes with proficacy} or Gun {comes with proficacy}
MW Armor {comes with proficacy}
Shield {comes with proficacy}
+1 combat feat at level 1

Meixed starting package
200 Gold
2 Cantrips Any Spell hone 3ed party list
A MW Sword {comes with proficacy} or Gun {comes with proficacy}

Pick one your spell Stat,
then that becomes fixed.
Cha/Wis/Int.

PLAYERS AND TIME FRAME

I am looking for 6 players.

End date for picking is June 12

Liberty's Edge

Does alchemy count as magic? I've seen it ruled both ways in similar games.

Do you have a rough outline of what the PCs will be doing? Trying to figure out what happened to all the magic or...?


your HRH detectives
i will allow alchemy but only to L2 spells/alchemy


Meixed starting package
Read Magic Cantrap added to the 2 you pick
Is 1000 gold sorry.
You also get 2 Level 1 Scrolls

Grand Lodge

Could I reflavor a Huntmaster Cavalier as a Hafling Rat Catcher?


Critzible wrote:
Could I reflavor a Huntmaster Cavalier as a Hafling Rat Catcher?

Yes thats fine


1) I assume shifters and kineticist both count as magic...
2) What level of firearms are available? (Early, Advanced, Modern)


Can you use archetypes like the Virtuous Bravo for Paladin, which give up spellcasting?

3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (5, 1, 3) = 9
3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (6, 1, 4) = 11
3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (3, 2, 1) = 6

Uhhh…21 point but it is, I think. Unless you can Reroll 1s and I missed it?

Silver Crusade

Dot.


Ouachitonian wrote:
Can you use archetypes like the Virtuous Bravo for Paladin, which give up spellcasting?

Yes thats fine

Sadly No rerolling 1s


pad300 wrote:

1) I assume shifters and kineticist both count as magic...

2) What level of firearms are available? (Early, Advanced, Modern)

1:Yes they do,

2:early Modern, if you can find a ref from 1887 or before I will say it's available to you as long as it can be found in London


GM_Panic wrote:
pad300 wrote:

1) I assume shifters and kineticist both count as magic...

2) What level of firearms are available? (Early, Advanced, Modern)

1:Yes they do,

2:early Modern, if you can find a ref from 1887 or before I will say it's available to you as long as it can be found in London

Ok, so lever action rifles (Henry Rifle, 1860) and revolvers (Colt Single Action Army, 1873), but no semi-automatics... (and Gatling Guns, 1861 - but those aren't man portable).


So... alchemist (limited extracts), antipaladin (with archetype), barbarian, brawler, cavalier, fighter, gunslinger, investigator (limited extracts), monk, ninja, paladin (with archetype), ranger (with archetype), rogue, samurai, slayer, swashbuckler, and vigilante.

What about variant multiclassing? Could the character take sorcerer, say, to get the bloodline powers without getting any spellcasting?

Do we get background skills?


And I really shouldn't, but I like rolling dice...

Stat A: 3d6 ⇒ (1, 1, 6) = 8

Stat B: 3d6 ⇒ (5, 4, 3) = 12

Stat C: 3d6 ⇒ (6, 6, 4) = 16

Stat D: 3d6 ⇒ (6, 1, 3) = 10

Stat E: 3d6 ⇒ (4, 4, 5) = 13

Stat F: 3d6 ⇒ (6, 3, 5) = 14

Stat G: 3d6 ⇒ (6, 1, 5) = 12

Grand Lodge

Stat: 3d6 ⇒ (3, 1, 5) = 9
Stat: 3d6 ⇒ (2, 4, 6) = 12
Stat: 3d6 ⇒ (1, 5, 5) = 11
Stat: 3d6 ⇒ (1, 5, 2) = 8
Stat: 3d6 ⇒ (4, 2, 6) = 12
Stat: 3d6 ⇒ (1, 5, 4) = 10
Stat: 3d6 ⇒ (6, 3, 5) = 14

21 point by it is


3d6 ⇒ (4, 3, 6) = 13
3d6 ⇒ (3, 6, 5) = 14
3d6 ⇒ (1, 4, 3) = 8
3d6 ⇒ (2, 2, 3) = 7
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (3, 6, 1) = 10

Yep, 21-point-buy it is.

@GM: I assume you want no spellcasting in the game; is this what it is? What about supernatural and sla's? Even for the martial classes, they do have some of those, as well as some of the races above.

Also - if it's no magic, then why is there a magic starting package? Sorry, just trying to clarify some things. :) considering a slayer, but these answers influence what abilities, archetypes, rogue powers, etc. can be set :o


All right, I guess I should roll.

3d6 ⇒ (3, 6, 6) = 15
3d6 ⇒ (2, 6, 6) = 14
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (4, 1, 5) = 10
3d6 ⇒ (4, 6, 4) = 14
3d6 ⇒ (6, 1, 6) = 13

Technically a 22 point buy, but I'd rather be able to put the points where I want.


eriktd wrote:

So... alchemist (limited extracts), antipaladin (with archetype), barbarian, brawler, cavalier, fighter, gunslinger, investigator (limited extracts), monk, ninja, paladin (with archetype), ranger (with archetype), rogue, samurai, slayer, swashbuckler, and vigilante.

What about variant multiclassing? Could the character take sorcerer, say, to get the bloodline powers without getting any spellcasting?

Do we get background skills?

Going to have to say no to sorcerer

The way this is going to work is I’ll give you magic on top of a class you pick in the package you pick

When it comes to alchemy there are some house rules coming in game about the raw materials you need to make your concoctions

Remember magic has all but faded from the world

This game is based on books such as

The rivers of London
The Dresden files
The incubus gate
Londum October nights


Thanks GM! But back into my questions - what about martial classes that use supernatural/sla's, or races which do so? For example, what about the ankou's shadow archetype for slayers, or the gnome's sla's?


Lapyd wrote:


@GM: I assume you want no spellcasting in the game; is this what it is? What about supernatural and sla's? Even for the martial classes, they do have some of those, as well as some of the races above.

Also - if it's no magic, then why is there a magic starting package? Sorry, just trying to clarify some things. :) considering a slayer, but these answers influence what abilities, archetypes, rogue powers, etc. can be set :o

“Gifts” that’s how the world sees them,

A fighter is gifted when they do a sla,
The effect looks real not magical
So say fast movement in a strike is just that
They look really fast for a moment

A paladins lay on hands just speed up healing there is no magical effect shining light and such it looks like a gifted marital phanomina

An elf who has the cold dm of 5 is just able to with stand cold

It will be a case by case thing in some instances but mostly

“Magic” is missing / very raw / hidden / openly disbived but mostly of the public, and the government very much wants to keep it that way.

The blood baths of the 7 year war and war of independence show magic in mass combat is horrific. Also Now science has come along and in to the minds in the halls of power. Is more reliable and more importantly controllable.

So bear that in mind if you could be so kind in your back story

We will be using 10min background as a template for your pc”s back story and how they came to be working for her Majesties government


Lapyd wrote:
Thanks GM! But back into my questions - what about martial classes that use supernatural/sla's, or races which do so? For example, what about the ankou's shadow archetype for slayers, or the gnome's sla's?

As said case by case I think, race abilities like that may be toned down or even limited

Say a race can cast dancing lights, that would change to light and there skin would glow with bio luminescence making it look like a real world effect.

We would look at each sla and see how they work as a gift
Note I may even just ask you to take an alt race ability in place of the sla

can you give an exsample


All right, with all that in mind, I'm planning out a half-elf investigator (Spiritualist archetype). I'm guessing the character's commune with the spirits abilities would simply be described as investigative instincts and dedicated observation rather than magic.

No background skill points, right?

Dark Archive

1 person marked this as a favorite.

Thank you for offering this game!

Very interesting concept and I think it’s cool that it is in the modern world!

3d6 ⇒ (3, 2, 3) = 8
3d6 ⇒ (3, 4, 5) = 12
3d6 ⇒ (4, 5, 6) = 15
3d6 ⇒ (3, 2, 6) = 11
3d6 ⇒ (5, 1, 5) = 11
3d6 ⇒ (1, 5, 4) = 10
3d6 ⇒ (4, 1, 6) = 11

Point buy it is! ;-)

One question would which replacement feature a swashbuckler receives as Elephant in the Room makes weapon finesse free and that’s a class feature to have weapon finesse with certain weapons as a Swashbuckler?

I also would like to understand the setting a little bit better in terms of our objectives and opponents, because it would be interesting to know if this will be more skill focused, or combat focused, or both? Will our adversaries be evil or more just people with their own agenda and thus them just being on the other side of the table, so our opponents could also be good or neutral aligned people?

Thanks


eriktd wrote:

All right, with all that in mind, I'm planning out a half-elf investigator (Spiritualist archetype). I'm guessing the character's commune with the spirits abilities would simply be described as investigative instincts and dedicated observation rather than magic.

No background skill points, right?

That has a nice flavor too it,

No Background skills but as a one off Boon at 1st level every player gets
4 skill points on top of Class skill point allocation + Int Bonus skill points.

But theses points 4 level 1 points have to put into these skills.
Craft { } /Clime/Drive {cart}/Ride {horse}/Sail [Small boat}/Heal/Swim/Acrobatics/Perform { } /profession{ }/Any Kn skill that you name in your background.

<HOUSE RULE SPELL CASTING LIMIT BRAKER RULE>

Unlike in other games where you cast a set number of spells a day.
In this in Pathfinder by Gaslight you can brake that limit but at a cost.

The cost is Temp Con loss, that is low to recover. The formula for how much Temp con loss is simple Temp cost loss for casting a spell past your daily limit is

{Level of Spell as a Dice} X 2

Level of spell
0 = D0x2 = 0 Temp con loss
1 = D1x2 = 2 Temp con loss
2 = D2x2 = 2-4 Temp con loss
3 = D3x2 = 2-6 Temp con loss
4 = D4x2 = 2-8 Temp con loss
5 = D5x2 = 2-10 Temp con loss
6 = D5x2 = 2-12 Temp con loss
Etc.

So you could cast a level 6 spell you know again but you run the risk of losing 2 to 12 temp con. This reflects the idea that in this setting you can push beyond you limit of spells per day BUT it costs you body. But if you just have to cast heal when your out of spells to save a party member you can,

FIREARMS
There is a core list of what firearms you can get in game info :)

ARMOR
Note: There is no magic weapons Master work only. In public no one walks around in Armor, unless they are a Guardsman outside the palace or other state buildings for show etc.

PATHFINDER BY GASLIGHT: RARE MAGIC SETTING / GUNS EVERYWHERE

A note on the Napoleonic Wars, after the 7 year war magic in the world just seemed to fade, the loss of so many magic users seem to have started this trend. By the Napoleonic Wars magic had almost gone form the waring armies. There where stories, tails that this and that battle was aided. But its hard to sling spells on a battlefield when the othersiders explosive Artillery shells start falling close to you. And sniper rifle men get a bounty on every suspected magic user they skilled. The British decided after napoleon was defeated to not allow its now vastly reduced magic users stock time to leave england. It is a capital office to try. But the age of the great mages is over, now what is left is heage mages, state employed "Dabble Hands" as they are known, and the oddball here and there. Yes there is that 'Tonic' shop down the read that sells pick me ups, Snake Oil Sales men who do in fact make a concoction that fixes the odd slight alment. The fortune tellers who seems to be more right than wrong in their productions. The doctor blessed in the ways of healing.

Then the 'Gifted' those who were born just able ot do things others can not. The elf who seems ageless, the orc whos skin is as hard as armor.
All explainable by Science and evolution.


@Cora Neel

Your welcome, its more for me this, keep trying to run a game here and failing, but this time I am keeping it all low level so I don't get too lost in complex fights.

>>One question would which replacement feature a swashbuckler receives as Elephant in the Room makes weapon finesse free and that’s a class feature to have weapon finesse with certain weapons as a Swashbuckler?

yes take another Feat in its place of WF as EITR gives it to you

>>I also would like to understand the setting a little bit better in terms of our objectives and opponents, because it would be interesting to know if this will be more skill focused, or combat focused, or both? Will our adversaries be evil or more just people with their own agenda and thus them just being on the other side of the table, so our opponents could also be good or neutral aligned people?

Your adversaries will most likely be Cad's and Villains of the lowest morality and locking in all common decency, who are seen by the state as a clear danger to it, her majesty and her subjects. Who are you, your work for the metropolitan police as "irregular investigators" also known as 'Snook's" named after your Boss who made and heads the Irregular Investigation Unit or IIU.

Irregular Investigation Unit or IIU.

The Crown: "Queen Victoria, by the Grace of God, of the United Kingdom of Great Britain and Ireland Queen, Defender of the Faith, Empress of India" {and don't you forget it}
Prime minister: Robert Gascoyne-Cecil, 3rd Marquess of Salisbury
Home Security: The right Honorable Henry Matthews
Chief inspector: Anthony Benjamin Snook
You!

That is the command structure

Dark Archive

Thanks! I’ll come up with a build asap. :-)


IMAGE OF CHEF INSPECTOR SNOOK

Your boss in his office.

In 1887, the population of Greater London was estimated to be approximately 5.2 to 5.4 million people, there where by this time some 12,000 police officers of all kinds across the City of London and Greater London. That inc River Police, Railway and underground police and other groups from Scotland yard like Banking Police and Royal Police.

Poland Street office Soho.
Your office is not in Scotland yard but above a Chinese Cleaners on Poland street in Soho, your local pubs are the coach and Horses, and the ship.

Why are you in soho, well that was down the fact that In 1887, London's Soho was a densely packed, bohemian enclave. Sweeping urban developments—including the newly opened Charing Cross Road and Shaftesbury Avenue—had just sliced through the neighborhood, clearing out some of the most notorious slums but fundamentally reshaping its streets.

The New Caffeination Scene: The renowned Algerian Coffee Stores opened its doors in 1887 at 52 Old Compton Street. Originally opened by an Algerian man known as M. Siari, and soon became a thriving Soho institution for the odd balls that live in and around Soho.

Soho is also A Hub for Immigrants & Entertainers: While the aristocracy left decades prior, the area is a melting pot of immigrant communities (particularly French and Italian), political exiles, and a growing number of music halls and working-class theaters have come into being, this also helps hid your... Oddity.

The good news is that there has not been a cholera outbreaks in years, by 1887, the good old Victorian engineers were actively installing new sanitation and infrastructure to combat the chronic overcrowding of the tenements.

NOTE: You may believe your in Soho because the regular police see you with some sistain and other than calling your "Snooks" Your often called the "Mad Hatter Squad" and tend to give you a wide berth.


The British Empire, indentured service and Slavery.

In this reality Slavery in Europe was band when in 313 CE The Roman Empire converted to the Christian Faith. All slaves were freed under Pax Romanus With the latin law framework that. And was formerly placed in the Bible at the Catholic Church First Council of Nicaea in 325CE

"All those with Souls shall not and never will be slaves, for a god given soul can not be bought or sold"

The meaning of was both complex and simple, Judgment aopn death was intrinsically linked to the soul of the individual who had lived a life to be judged. Be it hell of heaven where you ended up.

This did not do away with slavery in the rest of the world but is started a movement, is still ongoing.

But sadly what took its place was feudal system and indentured service. yes one was not a slave but one could be as close to it as possible. You could not be sold but your contract of work could, without being Chattel many become owned. Many a populations were used cheap labor. With punishments as bad as slavery. The American Civil war had just been fight to end such indentured servitude. And in the British empire. The Act on the Abolition of indentured servitude became law in 1833 that officially ended the practice of indentured servitude Etc {slavery in all but name} across all British-held colonies in the world. indentured servitude itself was declared illegal in Great Britain on a technicality in 1772, and the trade of indentured service peoples was banned in 1807.

As the papers wrot at the time.

"When an English man said he was free he meant it, under god, under law and under coincidence."

what does this mean, it means that Races respect each other, that none can use others for all have souls under god. So the England of this setting is far more tolerant that our own.

Where there abuses yes, forcibly dispossessed peoples where used a cheap labor and forced to work under horanduss condition.

Is there racism, yes sadly in all its forms both between core races, half bloods and within races themselves. One need only see the Drow and Elf conflicts in history to know that. The Dwarven clans in the Alps who are deeply Xenophobic, The sea born who have waged war on and off with land dwellers for years. This setting is no more perfect than our own. But England sees itself as a place of tolerance/Even if hidden there is not. But The Queen is loved even if some of the Nobility and captains of industry are not. Its complex like our world, nothing is ever that simple.


Pathfinder Lost Omens Subscriber

This looks like fun but I've given up playing PF1. I'm running a similar game using Daggerheart and the players are loving the atmosphere and mix of fantasy, steampunk, and real history!!!

Dark Archive

GM, sorry for the question, but which races are exactly allowed? Only Core Races or also others? Explicitly asking because of a Kitsune or plane touched races?


How much does ammunition cost? According to the rules, it's 15 gp per metal cartridge. I would think that based on the setting we are playing by Guns Everywhere rules, which reduces the price of each cartridge to 1.5 gp. Is this correct?


scranford wrote:
This looks like fun but I've given up playing PF1. I'm running a similar game using Daggerheart and the players are loving the atmosphere and mix of fantasy, steampunk, and real history!!!

I have plaid Dagger heart but not for this one, I wanted to see how I could get PF1 playing with a Rivers of London feel.

Note this game has no steam punk in it as well.
Its an alt world not a steam punk one :)


Cora Neel wrote:
GM, sorry for the question, but which races are exactly allowed? Only Core Races or also others? Explicitly asking because of a Kitsune or plane touched races?

Only core as stated in the OP at the start of the thread

Human/Dwarf/Elf/Gnome/Halfling
You can also be a half Blood, of and core race And Half Orc
No other sorry.

Grand Lodge

Is the Faerie Mount cool for my Dog, since its a corgi?


eriktd wrote:
How much does ammunition cost? According to the rules, it's 15 gp per metal cartridge. I would think that based on the setting we are playing by Guns Everywhere rules, which reduces the price of each cartridge to 1.5 gp. Is this correct?

With guns everywhere you divide all Gold costs by 10

Note: on money
In 1887 London, the British monetary system used the £sd (pound, shilling, pence) system: 12 pence made a shilling, and 20 shillings made a pound.

A gold coin would be the same as a Gold Sovereign,
Gold Sovereign, sovereigns were struck in 22-carat gold and had a legal face value of £1 (or 20 shillings)


Critzible wrote:
Is the Faerie Mount cool for my Dog, since its a corgi?

If it looks like magic, Barks like Magic and wages its tail like magic then no sorry, see notes on Rare Magic setting.

Dark Archive

GM_Panic wrote:
Cora Neel wrote:
GM, sorry for the question, but which races are exactly allowed? Only Core Races or also others? Explicitly asking because of a Kitsune or plane touched races?

Only core as stated in the OP at the start of the thread

Human/Dwarf/Elf/Gnome/Halfling
You can also be a half Blood, of and core race And Half Orc
No other sorry.

Thanks, that is completely fine!

I’ve settled on a Halfling and as you indicated earlier that you would be okay with a Virtous Bravo Paladin who gives up spell casting, I’ll go that route.

Just a question about faith, as you mentioned that in one of your posts … are the Pathfinder deities like Sarenrae etc relevant in this campaign?


No, sorry there are no Pathfinder deities here.
You would be Catholic, COE, or come from overseas and have another Earth faith.

A note on Alignment
All but Evil please.
No Evil PCs thanks

Grand Lodge

GM_Panic wrote:
Critzible wrote:
Is the Faerie Mount cool for my Dog, since its a corgi?
If it looks like magic, Barks like Magic and wages its tail like magic then no sorry, see notes on Rare Magic setting.

It is an animal and plays off the Old Welsh folk tale of the Corgi being Faerie mounts do to the saddle like patttern its pattrern often has.

Its just a Faerie Mount in name only


Then thats fine Critzible


GM_Panic, I need to know if this build is allowed.

This time period of the campaign is the real heyday for the Modern Spiritualism movement, a pre-new age.
Could I play a human Medium with the Spirit Channeller archetype?

3d6: 3d6 ⇒ (5, 2, 3) = 10
3d6: 3d6 ⇒ (5, 6, 3) = 14
3d6: 3d6 ⇒ (2, 5, 3) = 10
3d6: 3d6 ⇒ (1, 1, 1) = 3
3d6: 3d6 ⇒ (1, 4, 4) = 9
3d6: 3d6 ⇒ (1, 2, 4) = 7
3d6: 3d6 ⇒ (4, 4, 6) = 14

21-pt. buy it is.


Could we take a planetouched race (Ifrit, Oread, Sylph, Undine, Aasimar, Tiefling, Fetchling, Ganzi, Aphorite...I'm sure I'm mising one) if we take the alternate quality that allows us to pass for human? No one IC will be able to tell the difference, but it opens up some racial feat, archetype, etc options, things like that. I was thinking about the Gloomblade fighter archetype, which isn't actually limited to Fetchlings, but thematically they go well together. I make shadow weapons because I'm a shadow person.


TheWaskally wrote:

GM_Panic, I need to know if this build is allowed.

This time period of the campaign is the real heyday for the Modern Spiritualism movement, a pre-new age.
Could I play a human Medium with the Spirit Channeller archetype?

Thing is its a spell caster is it not, and they arebanded.

So this is what I am goung to do, you can make this
But no spell casting other than what I give you V starting packages
and Spells you get V me in game

NOTE: Magic objects.
You don't have any and they are really really rare,
as in state controlled objects inless they are so simple or low powered they do near nothing.


Ouachitonian wrote:
Could we take a planetouched race (Ifrit, Oread, Sylph, Undine, Aasimar, Tiefling, Fetchling, Ganzi, Aphorite...I'm sure I'm mising one) if we take the alternate quality that allows us to pass for human? No one IC will be able to tell the difference, but it opens up some racial feat, archetype, etc options, things like that. I was thinking about the Gloomblade fighter archetype, which isn't actually limited to Fetchlings, but thematically they go well together. I make shadow weapons because I'm a shadow person.

No sorry core races only please.

I have been very clear on this.

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