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You all gather in the Pressgang Pub of Whaddamacallit to drink and swap tales while counting out the treasure of your latest haul and playing cards and dice. It's a lovely evening, what you can remember of it when you wake up at least. Speaking of, what exactly was in that last drink you had?

Welcome! I've got the itch to run something again and instead of overcommitting, I thought I'd aim much lower and run with a short, silly adventure that should scratch it and have a decent chance of seeing completion. As you might guess from the blurb up top, the premise is that you've been shang-hai'd into helping with dinner. This is also supposed to be a silly adventure, so this is a time to try out those weird and oddball builds that you'd never get to play otherwise.

I'm posting the Character Creation rules below, but this is more about personalities and characters than stats. We will be using DnD Beyond to create and keep track of characters, but I won't be giving out the campaign link until after recruitment, so for this, you'll just need your ability scores and an idea of what you'll be building. In addition to this concept, you'll need to give a brief overview of your character's personality and background, as well as answering a questionnaire towards the bottom of this post. If I did no make something clear or if you have any questions, please feel free to ask. I'm more than happy to answer any questions you might have.

Also, be sure to check out the requirements checklist at the bottom of the post. If this is not followed, I will not be considering your character.

So, the TL;DR for all of this is:
- What?: Silly adventure with wacky characters
- System: Dungeons and Dragons 5e
- Where?: Posts here on the Paizo boards with character tracking in DnD Beyond.
- Who?: Some dork in Alabama who thinks he's funny. :P
- When?: Recruitment is open until 00:00 CST on March 1, 2020.
- How Many?: I'll only be taking five.

Character Creation
- 5th level
- Any player options or equipment from the following is allowed
-- Player's Handbook
-- Dungeon Master's Guide
-- Eberron: Rising from the Last War
-- Guildmasters' Guide to Ravnica
-- Mordenkainen’s Tome of Foes
-- Sword Coast Adventurer's Guide
-- The Tortle Package
-- Volo's Guide to Monsters
-- Xanathar's Guide to Everything
- Roll HP
- Roll 4d6 drop lowest for stats. Rerolls will be considered in extreme cases.
- Evil characters must be capable of working with a team.
- Pick two uncommon magic items
- 500 gp for other gear.
- We are using feats, and all characters get a free feat at first level.

Questionnaire
- What does your character look like? What do they wear?
- What is your character's biggest fear?
- What is their favorite food?
- Can you or your character cook? How good are you/they?
- What do you expect from me as the DM?
- What kinds of humor do you like?

Requirements Checklist
- All requirements must be posted in a single post together and clearly labeled.
- Character concept and ability scores. You may post a full build if you wish, but it will need to be ported to DnD Beyond if you are selected.
- Brief description of your character's personality
- Brief description of your character's background
- Questionnaire

Example of a complete submission:

Stats Rolls:
Spoiler:

4d6 ⇒ (6, 3, 2, 6) = 17 => 15
4d6 ⇒ (1, 4, 1, 4) = 10 => 9
4d6 ⇒ (1, 2, 4, 2) = 9 => 8
4d6 ⇒ (1, 4, 1, 1) = 7 => 6
4d6 ⇒ (4, 6, 1, 4) = 15 => 14
4d6 ⇒ (5, 4, 6, 2) = 17 => 15

Character Concept
Schneez Grummoth, Gnomish Arcanist Extordinare!
STR: 8
DEX: 14
CON: 15
INT: 15
WIS: 6
CHA: 9

Personality
Schneez is a brilliant gnomish wizard that was wrongfully deprived of his proper place as an Archmage of the Ninth Circle in the city of Aranioxis, in his own mind. He is an arcanist of some skill, but has gone mad over the years, probably from the fumes of his own potions. He has a quick temper and is easily angered by mentions of his height being less than three feet. He is three feet tall, thank you! If your measurements have him pegged as two feet eight and 5/32 inches, then you must have calibrated them wrong!

He has a love of dauschunds and waffles. His manic tendencies are only exacerbated by his seconds long attention span. He's easily distracted by any and everything and has no sense of personal boundaries, often asking highly personal and inappropriate questions.

Background
Schneez was born to a couple of assistants to Doomfoodle the Boned. In time Schneez showed talent for the arcane and found himself Doomfoodle's apprentice. After Doomfoodle's defeat, Schneez left for Aranioxis where he was rejected time and again by the archmages there, claiming he was too unstable and foolhardy for them to teach. He persisted, brewing potions to make a living in the meantime. Finally, he was jailed and tried for harassment, only to be acquitted on a technicality. He's made his way from town to town since then, selling potions and plotting his revenge, which often involve childish pranks and hopelessly optimistic assumptions.

Questionnaire
- What does your character look like? What do they wear?
Schneez is a short, wiry gnome with pasty white skin and a shock of pink hair that stands out from his head and face like dandelion fuzz. His fingers are stained with a dozen different colors from his potion making and his middle makes him look like he ate a melon whole. He wears robes that have been stained and frayed by the years, preferring the one that is purple and blue with gold trim. His low-cut boots are too big for his feet and he often runs out of them when in a hurry. He wears a golden rope as a belt that he hangs his spellbook from, or tries to. More often than not, the book and rope wind up around his ankles.

- What is your character's biggest fear?
Schneez fears nothing more than cats. He believes they steal souls.

- What is their favorite food?
Cabbage and bean soup with a healthy dollop of sweetened and whipped cream.

- Can you or your character cook? How good are you/they?
I can cook. Schneez... well he's wanted for poisoning his last party a few counties over the last time he tried. I at least haven't made anyone die of food poisoning. :P

- What do you expect from me as the DM?
I hope I make this a fun and memorable adventure for all of you. Please put what you really want out of me here. I'll do my best to live up to those expectations.

- What kinds of humor do you like?
I like puns and wordplay and things that are slightly absurd. I have a tendency to rely on situational humor for my characters. i'm not a big fan of toilet humor or most of the jokes and gags I've found in Family Guy, the Simpsons, Southpark, etc. I like a lot of the humor in Calvin and Hobbes, Avatar: The Last Airbender, and The Dragon Prince.

I look forward to seeing what y'all come up with.


Ah yes! Welcome! Welcome! Come and have a seat by the fire. Are you here for the tales or just my company? I have many of the former and many have said I'm good for the latter.

So, my friend, what tales have you come seeking this evening?

As you may have seen, I'm checking to see who out there would be interested in playing in a game run by yours truly. I'm new to D&D 5e, but I do have a fair bit of experience with Pathfinder and a few other games. I am still learning the rules, but I feel confident enough to run at least a low-level game.

So, without further ado, here's what I am currently mulling over.

Game Ideas
- Urban adventures taking place in Waterdeep, Balder's Gate, or some other city. I'm tempted to try and make this one more collaborative since I think it'll help people be more involved if they have a hand in building the city, but using an established city would make it easier for players to dive in.

- Exploration a la Keep on the Borderlands. I like the exploration aspect of Kingmaker, but I'm not really wanting to run a kingdom building adventure (at least not yet.) I think I could have some fun with this one. IF there is any building by the PCs, it'll be building their keep as they explore.

- Something Zany, perhaps? Blame this one on watching the Slayers and rereading Mr. Welch's list. Expect cornball jokes and lots of ham. This one would be one for the none-too-serious with tropes and stereotypes being played for laughs. This one would definitely be a seat of the pants deal.

So there you have it. Let me know what grabs your interest and comment below.


Slight spoilers ahoy! You've been warned!

Hail and well met! I'm Talliree and those louts over there are the rest of the crew. I'll be honest, we're in need of work and you look like you're the right man? Woman? Er? Sorry Kinda hard to tell with all the shadow. Anyway! You look like the right person for the job! You see, we're doin' a heist, but our Dungeon Master seems to have slipped from this virtual coil, or fallen off the face of Faerun, not sure really. I tend to leave that kinda thinkin' to Ellena or Hob. Point is he's flown the coop and now we're stuck with no sense of direction, and that's just bad for business leaving a bunch of folk talented in the arts o' mayhem and chaos bored with nothin' ta do but drink ourselves stupid. So, are you up to the task?

Hey there. As you might have guessed we're a group that was just getting started (barely three encounters in) to the Waterdeep Dragon Heist when our DM was abducted by carnivorous bunnies and real life got in the way, we guess. We've gotten past the troll fight at the Yawning Portal and have managed to not start a fight at a much seedier joint and are now sitting on top of some Kenku prisoners after tracking the plot down to a warehouse owned by the Zhentarim. The party consists of:

• Kevin O'Rourke 440 -- Hob Teabadger -- Halfling Sage Diviner Wizard
• Sapiens -- Ellena Garvaneel -- Human Charlatan ArchFey Pact Warlock
• AdamWarnock -- Talliree Yndercook -- Half-elf Barbarian
• scranford -- Mitchell Cloudkeep -- Human Noble Paladin
• Dreaming Warforged -- Tania Teg -- Half-elf Criminal Rogue

All of who are itching to continue. You can find the game here. If you have any questions, feel free to ask and I'll do my best to answer them.


Hello and welcome to the Kobalt Kobold. Feel free to kick back and relax. Have one on the house and spin a yarn or two.

So, feel free to post out of character discussions, rants, and random bits of silliness here. Feel free to make plans out of character as well and to explain any reasoning you may have for your character's actions.

But mostly, feel free to goof off here. It's supposed to be fun after all. :)


In the darkness it stirs, plotting and planning. It ponders the black between even as it covets the knowledge kept secret by others. It will be soon now. Soon enough. It can wait. It can wait just a little longer.

Dot and delete your post in this thread to add this to your campaigns.


The Short Version
Genre: Super Heroes!
Setting: 2018-2019 Major Southern Metro area in Alabama or possibly Georgia or Florida.
Tone: Semi-silly. While I want to provide some room to explore more serious topics, I really want something that's just fun to run and play. Think more early 2000's Teen Titans, Guardians of the Galaxy (Vols. 1 & 2), Thor: Ragnarok and less current DC cinematic universe or 90's comics.
System: Savage Worlds, Fate Core, or something PbtA. I'd rather the first two options since the last one means I either have to buy something or build it myself. I'm open to ideas though especially if a bunch of people are really each for one particular system. D20 and GURPS are out though. The first isn't really want I want and the second takes way too much planning for me to run this in.

The Long Version
So, I'm thinking about running a supers game here that takes place in a fictional Chattahoochee City, located about where Columbus, GA and Phenix City, AL are. (Other options include cities based on Montgomery, AL; Mobile, AL; Atlanta, GA; and Pensacola, FL. Montgomery could be fun since I live just north of it in Prattville, AL) Meta-humans, also known as supers or capes after comic book super heroes, have been around since WWI, though it wasn't until the 50's and 60's that they began appearing in significant numbers. The game would take place in the modern day, but with some advances that were thought to have occurred by now back in the 50's and 40's, such as fusion reactors providing cheap power and some other sci-fi trappings, though I'm not sure what all I'll include. If anyone has a particular preference, let me know.

I'm mainly look for something fun and perhaps even a bit goofy, okay, really goofy. While I appreciate settings that go through and think about how having a bunch of super-powered beings running around would affect the world at large and what kinds of laws and institutions would have to be implemented and how all that affects daily life, I'm going to be doing enough to give a framework to work off of and give the players some suspenders for their disbelief. It's supposed to be the kind fo world where everything's awesome and villains are hammy. There's still room to explore and looking into deep themes, but mostly I want this to be fun and enjoyable. I'm looking for players who want to play a Spiderman expy that snarks his opponents while webbing them up in embarrassing ways or a Superman expy that's always the first one to throw himself in front of the monster of the week and suffers from stage-fright.

Finally, there's the systems. I have both Fate and Savage Worlds, and I'm not at all adverse to running a PbtA supers ruleset, though I'd have to find one or make my own. While I have GURPS and the companions that help with running a supers game, I'm not going to be using it. I like the system, but good grief does it take forever to set things up. Honestly, I'd prefer Savage Worlds, but I'm open to whatever system people want to play.

So, yeah, thanks for reading that rambling mess above if you've made it this far. I'd hand out cookies, but the Pastry Chef of Buckery Ridge animated them and is trying to get them to march in formation. I know things are vague, but mainly I want to run a Supers game in an area I know and live in. Everything else is negotiable and if there's no clear consensus, I'll just make a decision and move with it.


A cold wind howls over a savage land bathed in the wan light of a sun hanging low over the southern horizon. It's cry reaches out of the lands, a warning of the dangers here.

Deep below, in the twisting caves of the Dark Lands, a people twisted and warped hear the whispers of something calling them to act. To set something in motion. To reach out for the surface and cover the lands like a cloying shadow.

They answer the call, and rise.


Okay, so you if you're here, thanks for accepting the invitation! I've been having an itch to run something and, I'll be honest, my recent listening choices have influenced my choice to run Rise of the Drow. I'm changing the background of the town you start off in somewhat, but the effect on how this goes is pretty much nil. Below is some information to get you started.

The Village of Iron Bay
Many years have passed since the Klavekian Kingdoms claimed a final, bloody victory over the barbarian tribes of the Vikmordere. Now, what was once the center of the Klavekian beachhead is nothing more than a distant outpost of the kingdoms, their foothold in the bitterly cold northlands. The village's original name has been forgotten, and the Klavekians have chosen to name the place Iron Bay after the two features that continue to make it a relevant concern for the leaders back in the capital.

The iron mines nearby provide honest work for those that wish to start anew, away from the hustle and bustle of the cities. Their loss was the death knell of the Vikmorderean resistance to Klavekian rule and their ore provides the Klavekian Kingdoms with much needed iron for their legions.

The bay provides a safe harbor for the few ships plying the treacherous northern waters. It's main importance to the village is as a steady food source. Many of those who do not work the mines fish the bay to provide for their families.

To adventurers and treasure hunters, however, Iron Bay is the gateway to the northern wilds. Many of those that come seeking the ruins and tombs of long lost kingdoms and forgotten expeditions are never heard from again, but the lure of powerful magics and unplundered hoards continues to draw the brave, desperate, and foolish to the north, and those that stay slowly grow the small village.

The World Beyond
Other than the Klavekian Kingdoms, which is like the Roman Empire with more of a feudal spin to it and lie to the southeast of Iron Bay and the sea that makes sailing there more economical than trekking over the mountains that form the Northern border of the Klavekian Kingdoms, the map is pretty much blank. Even the Klavekian Kingdoms are just sketched in. Background in this game isn't going to be all that important for the PCs since you're not going to encounter anything while traipsing about the Dark Lands.

That said, if you want to detail your homeland, feel free to do so and I'll try to work it in somehow.

Character Build
Good news here is I'm going to leave this open for the most part. There are a few things that I am going to nail down now though.

- 20-point Attribute Buy
- Background Skills are in use.
- As are Artistry and Lore
- We are using Fractional Bonuses.
- Paizo Only, though this one's softer than the others.
- No Drow, At least not at first.

Things may be adjusted depending on how many players we have.

I think that's it for now. Be sure to dot the gameplay thread so this shows up in your campaign tabs.


A fire crackles in the hearth as many stare sullenly into their mugs. The keeper continues to wipe the same tankard out as a young woman makes a half-hearted attempt to lift the mood with a song. Which one of them will be next? Farmer Dalven over there in his customary hat and the scars over his blind, left from a near miss with a goblin? Kospin the cobbler hunched over the bar as he peers down into his still full mug of honeyed mead? Dalia the baker sat at a table in the corner, henpecking her husband?

A cold wind whistles over the chimney, a herald to the coming storm. Old Man Galen is complaining that it'll be a bad one, his hip tells him so. Something faint can be heard in the distance. A scream? No one moves to investigate. No one asks any questions. No one seems to care.

Welcome to the discussion thread. Rules discussions, extended commentary on the game, and just about everything else not related to playing the game goes here. I hope you guys have fun and I'm looking forward to seeing how this goes. :)


It is a cold and moonless night. The stars are covered by clouds, the vanguard of a coming storm. Autumn is fast turning to winter and soon the snows will make travel even more treacherous. A scream breaks the quiet before being cut frightfully short. Blood stains the dusty street as the first drops of rain begin to fall.


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A Killer Stalks the Night
Black Barrow, a small, dull town out near the wilds that border a failing kingdom, where people live and work under the shadow of a mound covered in black grass and choked by thorny briars. There are as many stories about the Black Barrow as there are patrons of the taverns, each more fantastic and unbelievable than the last. Avoid the town lord's notice, don't anger the oft-drunk sheriff, and all will be well.

Or so the townspeople had thought.

The priest was found dead on the altar, his heart ripped from his chest and his blood staining the stone floor of his church. A farmer was hung in front of the inn he was staying at while selling his crops like a scarecrow, his throat opened from ear to ear. The city lord's mistress was strangled using the pearls he'd given her the night before in her rooms at the finest inn in the area. The murders have people near panic and distrustful.

Was it the young acolyte who moved here a few months ago?

There's always been rumors about Old Hald and his unnatural pursuits.

Could it have been some demon in the night trying to sow discord?

Someone has to stop the murder and bring him to justice before the town falls into riots and rips itself apart, but who?

To whom it may concern...
This is (supposed to be) a short adventure where the PCs try to solve the mystery surrounding the murders that have been occuring in Black Barrow over the recent months. Black Barrow is set in Aletheria, which is a homebrew setting. More specifically, it's in Sal-Kavun, in woodlands near the road to the Kingdom of Trinia. You don't need to know much about the setting, but it's there if you want to peruse and ask questions about. I would like the party to mostly be from Black Barrow, however, so keep that in mind.

This is a murder mystery, so skills that can help you gather information, suss out what is true and what are lies from those that you interrogate, and spot clues will be helpful. To help out fighters and barbarians, they can pick two skills as class skills that aren't already. In addition, All classes get an extra 2 skill points.

Black Barrow is a provincial town that lies far from the sophisticated and decadent cities. The townsfolk are superstitious and view magic not from priests or other clergy with suspicion. Arcane casters that openly display their magic take a -2 penalty to all Cha-based skills when dealing with the townsfolk of Black Barrow and the townsfolk will start as unfriendly to you. The DCs to improve their attitudes are also 5 higher than normal. There are some casters that wizards and magi can learn from, but anyone who openly associates with such people are also subject to the above penalties.

Clerics, inquisitors, oracles, paladins, and warpriests worship the Three Goddesses, also called the Three maidens. They can, however, be granted spells and powers by the Guardians as well, though these casters are also worshippers of the Three. If you choose a class that has access to domains, choose any of the domains that you want and I'll work with you to make sure that it makes sense and that any spells that aren't right for a goodly god to grant are swapped out for ones that are. Below is the religion section from the document above for your convenience.

Religion in Aletheria:

The Three Goddesses
The Three Goddesses, or the Three Maidens as they are also known, are the creators of Aletheria. One is the Maiden of Day, celebrating Valor and Honor. Another is the Maiden of Night, the keeper of secrets and wonders. The third is the Maiden of Dawn and the Maiden of Dusk, the herald of life and the warden of death. They created the celestials as their servants and the Guardians to ward their creations from harm.

They were born of the first gods, Aleth and Aeria. Together, they gave birth to the Three Maidens, and it was the gift of creation that was their greatest gift to their daughters. Sadly, Jealousy grew in their hearts as they watched their daughters work on the heavens. They turned the Three Maidens’ servants against them and did battle against their daughters.

In time, both Aleth and Aeria were slain and their corrupted servants scattered across the abyss. The Three Maidens crafted a new world from their parents’ remains and named it Aletheria, in thanks for their birth and in a hope that the world would be their legacy.

The Guardians
The divine servitors of the Three Maidens, these beings are gods in their own right and often find themselves at odds with one another where their interests meet.

The first of these guardians is the First Dragon, and the one who can control all of the elements. She asked for and was granted the power to create servitors of her own to aid her. She first created Alwyn and Caderyn, dragons with dominion over light, water, and sky and earth, fire, and shadow respectively. They grew arrogant and soon began razing the works of the mortals on Aletheria. It was only when the First Dragon and an army of mages and knights subdued, then cursed them, that their rampage ceased.

Since that time, the First Dragon has created six other servitors to aid her. One for each of the elements. The Three Maidens have also made new Guardians, most of them mortals who had proven themselves capable of great deeds, even at great personal cost.

The Fiends
The Fiends were once the servants of the Three Maidens. When Aleth and Aeria turned on them in jealousy, they corrupted some of the servants the Three Maidens had created. These became the fiends, and the chief among them still seek to subjugate the Three Maidens and rule the Heavens and Aletheria as they see fit.

Another thing to keep in mind is that nobles in this world (or at least in this kingdom) can do whatever they wish with practical impunity. Commoners who do not treat nobles respectfully can be jailed, or even killed if the offense is severe enough. I'm not going to open the slavery can of worms, but there is definitely a difference between the classes that you'll be running into. I hope that this will not be an issue since I'm also hoping that we're all people of reasonable maturity. If you feel this is going to be a problem for you, then please do not apply. We'll be coming face to face with class differences and the town lord's family are typical Kavuni nobles, which is to say spoiled, vain, and decadent.

Character creation rules:
Materials Allowed
-Core, Advanced Player's Guide, Ultimate Combat, Ultimate Magic, Advanced Race Guide, Advanced Class Guide, and Pathfinder Unchained only.
- Use the unchained versions of the Monk, Rogue, and Summoner. I like the original Barbarian better, but I'll allow either version.
-3rd party is not allowed.
-Races: Core Races + Tiefling, Aasimar, Changling, Ifrit, Udine, Oread, and Slyph
-If you want, you can roll for Aasimar and Tiefling variant abilities. Use the chart here for Aasimar abilities, and the chart here for Tiefling abilities. They are labeled Variant Aasimar/Tiefling Abilities. Please roll in the recruitment thread. Roll thrice and pick one. If you roll, you have to take one of the three options.
-Classes: No Gunslinger, or any archetype that uses guns
-Alignment: No evil
Character Build
-Starting at 1st level
-20 point buy, no stat can be higher than 18 or lower than 8 before racial modifiers.
-Average gold for your class
-Max HP at first, Roll half-HD + average, so d6 would roll 1d3+3, d8 would roll 1d4+4, and so on.
-Two Traits.
-We are using Background Skills From unchained
-We are using Artistry and Lore
-We are using Fractional bonuses, which isn't really going to matter unless you multi-class.
-We'll also be using Hero Points, your character starts with 1.
House Rules:
-All classes get 2 extra skill points per level.
-Fighters and Barbarians can pick two skills that are not already class skills as class skills.
Character Flavor
-Background: Needs to be at least a few sentences.
-Personality
-Appearance: Can be sparse on details, but I would like to know how tall they are and what their build is (are they squat, slender, a curvaceous bombshell, a studly studmuffin, a studly lego, etc.) If you can find a picture, link to it.
-[Optional] Complete one or both lists of questions. This won't necessarily increase your chances, but if it helps paint an interesting picture of your character, it certainly won't hurt.

Twenty questions to help you create a backstory for your character.:

Found here
What is your character’s name?
How old is your character?
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character’s marital status?
Kids?
What is your character’s alignment?
What is your character’s moral code?
Does your character have goals?
Is your character religious?
What are your character’s personal beliefs?
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?

20 Questions for Deep Character Creation:

Found here

Concept
These are the fundamentals, the broadest strokes. Every character should have answers to these five, including NPCs. It’s the quickest way to give the sense of a full individual instead of a cardboard stereotype.

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of “angry” you might say “vengeful” or “raging,” or instead of happy you might say “cheerful” or “exalting.”
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people’s needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character’s starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.
4. What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character’s methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character’s initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family’s economic and social status? How were you educated? What were the three most important lessons you learned?
7. When did you grow up? Everyone begins taking responsability for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.
8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.
9. How does your character dress? Start generally with an overall statement of the quality of your character’s appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.
10. What are your character’s means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character’s resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

Details
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character’s personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.
12. What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
13. What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.
14. Who has had the biggest impact on your character’s life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character’s beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., “What would so-and-so do?”).
15. What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters.
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
18. What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
20. How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life.

Miscellaneous Stuff regarding your submission
-Your submission won't be complete until you've posted the following in a single post or posted in your character's profile with a link to it. (in other words, Put all of it in one place so I can find it using both hands.)
-You'll need your character's stats, background, personality, appearance, and answers to the questions below.
Questions from your GM
-Who are you and how are you doing?
-How often do you tend to post?
-What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)
-What do you expect out of your fellow players?
-What do you expect out of me (the GM)?
-What is your comfort zone? Where's the line for you in RP terms?
-How do you see your character progressing as a character?

So, if I haven't scared you off yet, you should have something like this when you're done:

sample submission wrote:


HI, this is my character Gazebo the Magnificent!
Stats:

Something like the official stat-blocks from Paizo here. You can see what I'm looking for with the example below with one of my characters:

Josephina Annabella Whitehall
Female human (Chelaxian) paladin 5
LG Medium humanoid (human)
Init +1; Senses Perception +1
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 44 (5d10+10)
Fort +8, Ref +5, Will +8
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +11 (1d8+5/19-20) or
. . dagger +9 (1d4+4/19-20) or
. . heavy shield bash +9 (1d4+4) or
. . unarmed strike +9 (1d3+4 nonlethal)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 14, 3d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +4)
. . 1st—cure light wounds (2)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 13, Int 10, Wis 13, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Extra Lay on Hands, Shield Focus, Weapon Focus (longsword), Weapon Versatility
Traits alabaster outcast, mediator, sacred touch
Skills Acrobatics -5 (-9 to jump), Appraise +1, Diplomacy +11, Handle Animal +6, Heal +7, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +3, Perform (sing) +7, Ride -1, Sense Motive +6
Languages Celestial, Common, Thassilonian, Varisian
SQ divine bond (mount), lay on hands 6/day (2d6), mercy (shaken), sheltered
Other Gear breastplate, heavy wooden shield, +1 longsword, dagger, light crossbow, ring of feather falling, bedroll, blanket[APG], cleric's vestments, explorer's outfit (2), masterwork backpack[APG], noble's outfit, signet ring, silver holy symbol of Iomedae, waterskin, 14 gp, 4 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sheltered You become shaken when you have less than half your maximum hit points.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

--------------------

Animal Companion
Wolf
CG Medium animal
Init +3; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+1 deflection, +3 Dex, +1 enhancement, +5 natural)
hp 45 (5d8+20)
Fort +8, Ref +8, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +5 (1d3+2 nonlethal) or
. . bite +6 (1d6+4)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
Feats Alertness, Improved Natural Armor, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt
Skills Acrobatics +9 (+17 to jump), Perception +7, Sense Motive +3, Stealth +7; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, hunt
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.


Background:

Put your backstory here. I don't mind reading a novel if you bang one out by accident.

Appearance and Personality:

Can be separate or together, just so long as they are both there, and you put in how tall your character is. This is also where you put links to any images you may have found that your character looks like.

Height: 5 feet 3 inches
Link to an image.


GM Questions:

Answers to the questions above. I find it helps to keep things straight if I do it something like this:

Question
Answer

Question
Answer

but that could just be me.


Feel free to ask questions. I'll do my best to answer them. I look forward to seeing what y'all come up with.


Don't worry. This isn't the actual game. This is more of a place for us to hash out the details of your characters and parts of the game world. The reason I say that isn't because I don't have some things thought out or that I can't do it, but because I want to do something more collaborative. The thing about GURPS is that there's more of a conversation between GM and players than there is in Pathfinder. I have a basic idea, but I want to cater this game to y'all.

That said, here's what I have in mind. I apologize if it's a bit messy, but that's just the nature of works in progress. :)

Your characters are what are called "operators." Operators are highly skilled individuals that come from a myriad of backgrounds, whether they be former military or police, ex-criminals, or even wealth and boredom. Whatever their background, operators are hired by corporations, individuals, and governments to handle sensitive tasks that require more finesse than muscle. There are mercenaries, and some skilled mercenaries do become operatives, but they are soldiers, while teams of operatives are more akin to a sawed off special operations, investigative, and intelligence agency, like the CIA or FBI.

In civilized areas of the galaxy, there isn't much call for operators beyond corporate espionage; guarding, or snatching, VIPs; and the odd bit of smuggling or courier work. In the places between, in the regions of space collectively known as the Void or the Space Between, however, the opportunities for work abound, and it's here that most operatives and mercenaries work. Life in the Void is violent, and there are many times where talented men and women are called in to pull some poor merchant spacers or diplomat out of harm's way, or to snatch some brutal warlord so that they can answer for their crimes.

Of course, what kinds of jobs you take is entirely in your hands, since, unless they are part of a guild that orders operators to take certain jobs, it's up to the operator. Some teams specialize for certain types of jobs while others are more generalists and accept a variety of jobs. This is one reason I wanted to work with everyone on this. I would rather focus on making something that's fun for all of us than just for me. For example, if everyone doesn't want to do anything like a special forces mission, then I know not to offer them to you, or waste time coming up with them.

Some of the kinds of jobs that operatives are offered include, but are not limited to:
- Smuggling/High-risk Courier (traveling through the rougher parts of the Void unarmed is asking to be robbed and killed)
- Espionage (of multiple flavors)
- Hostage rescue/hostile extraction
- Counterinsurgency (and other types of military special operations)
- and VIP security

So, that said, let's get on with what I'd like. When the game starts, I'm thinking that the PCs are a group of skilled individuals that are being put together as a potential team by the master of the Mercator Operative Guild. Mercator is a loosely regulated republic that lucked out and has hundreds of jump points and dozens of far jump points in the seven systems of its constellation. This has allowed it to flourish because of trade. This also gives the operators of the Mercator Guild unparalleled mobility and thus make them highly sought after for their quick response times and the talent that kind of connectivity attracts.

What I'd need from you is a rough idea for your character and what kinds of adventures you'd like me to come up with. I'd also like to know if you want aliens, cybernetics, bioengineered/genegineered beings, or anything else. Don't worry about stats. That will come later. Just focus on the fluff, because we can build a character using that.


This isn't an actual game, in case the thread title wasn't a give away. It's just a place to have mock combats and to get this in the campaign tabs of the people who want to play a GURPS Game that I'm GMing.


Welcome one and all! Pull up a chair, grab yourself a drink, and us a yarn!

Thanks to those of you who have stuck it out with me and a preemptive congratulations to those who will be joining us! I hope you are looking forward to this as much as I am. :D


Malicious chains and shackles clattered and clanked as behind the small ship full of black-clad figures and two silver-haired young girls the ancient temple burned a sullen crimson. It dyed the black clouds red with its light and embers shone briefly like yellow and orange stars amid the smoke. The leader of the raiders turned from the scene he'd wrought and smiled beneath the mask that hid his face.

"Well, we only managed to grab two of you," he said in a voice like rancid oil, smooth, but unpleasant. "but don't worry, we'll have your sister soon enough, and then," he reached up with both hands and squeezed the two sisters' face like some overbearing grandmother doting on them as his voice grew softer and more fervid with anticipation, "the real fun begins."

Please post your dots below. If you didn't know, deleting your dot post will not remove the dot and leave this game in your campaign tab. Please delete your dot post to keep this thread cleaned up.


1 person marked this as a favorite.

They stole in like thieves in the night. Taking those they wanted and slaughtering the rest. They burned the temple to the foundation, an angry red beacon in the night. Only one was left. She watched as they sailed off, taking her sisters and the object she was sworn to guard with them.

Hello ladies and gents. I took over a game that hadn't even taxied to the runway and I find myself in need of some new players.

The Sundered Lands:

The world was once whole.

[i]That day has long passed. With the Sundering, the land itself was torn to pieces and flung into the sky like grains of sand into the wind. Now all that’s left are the islands that float in the sky and the wide ocean below. Brave men and women of all races brave the dangers of the unknown to find resources, fame, and riches. Most never return, but those that do become legend.[i]

A thousand years ago, the lands were torn apart by what everyone calls the Sundering. None know why it occurred, only that it did and it has left its mark on the lands. There are a few islands left rising above the vast ocean that now covers much of the surface of the world, but most of the land that survived the Sundering now fly amongst the clouds. This makes maps meaningless and long trips arduous.

Strangely, some of the islands seem connect to one another. Despite the constant study this phenomenon receives, the scholars of the Sundered Lands are no closer to explaining the how and why than when they began. This is partly due to the nature of whatever is causing it and partly because so few people pursue scholastic study when survival is a more paramount concern.

Few cities survived the Sundering. The three most well known are Akiheton, the City of Crossroads; Talismiera, the Jewel of the Drow; and Khazad Dur, the ancient home of the dwarves. Both Talismiera and Khazad Dur are the only large underground cities to have survived. Talismiera most likely survived thanks to being so close to the surface. Khazad Dur is more of a mystery, though some suspect the magic of the dwarven runes was the only reason the city managed to survive going from a quarter-mile underground to half a mile in the air.

Akiheton is an ancient city with many gates leading to various cities and towns around the world and even other planes of existence. The Magister Lord rules the city and none, not even the powerful fiends and celestials that visit the city, dare cross him. Thanks to those gates, Akiheton has thrived and its people have prospered.

Talismiera has become a refuge to those whose races were once under the earth and stone that was ripped apart in the Sundering. Though not as affluent as Akiheton, it is still a thriving city that has become a hub of culture and scholarship thanks to the ancient records that survived. Those that own those records, however, guard them jealously, and often make those seeking the knowledge held in their scrolls and tomes perform tasks to further their own ends.

Khazad Dur has also done well. The island it inhabits is the largest of the Sundered Lands and is rich in ore and coal. Craftsmen have flocked to it, hoping to make names for themselves and reduce their costs by cutting out the merchants. A thousand years of mining have not depleted the rich veins, and new ones are constantly being discovered.

Magic is not unheard of, but it is a rare thing indeed to meet someone who studies it. Most practitioners of the arcane and even the divine have been blessed with innate gifts by their gods and goddesses rather having obtained their powers through study. Magically enchanted items, such as weapons and armor imbued with power, are almost unheard of. The only common enchanted items to be found are the sky crystals that are used to make the ships that ply the clouds float as the islands do. The secrets of how they are made are closely guarded by the Guild Arcanum based in Akiheton who are the only ones who know how to make them.

Scrolls, potions, and even wands are still common enough to be easily found in most towns and villages. Those that make them are often taught by the wise men and wise women as part of their apprenticeship to take over in their roles as lore keepers and healers. Scrolls and potions are easy enough to buy. Wands often require a favor or some connection to the person who made them.

Your journey begins in the town of Spindle, named for the shape of the island it is carved into. Spindle is a prosperous trade town that has a gate leading directly to the massive city of Akiheton. The town has roughly 2,000 people of all races and walks of life. Many ships dock at it's piers everyday bringing trade for Akiheton and looking for a safe harbor in the dangerous skies.

Character Build Rules
- Stats: Use a 30 point buy for stats. I would raise the cap, but to have a 20 in a stat before racial modifiers, you'd have to spend 26 points (The difference in cost between two stats is equal to the bonus the higher stat gives. So it's 17 points for an 18, a 19 gives a +4 so that's a total of 17+4 which is 21. A 20 gives a +5, so that's a total of 26 points to buy.)

- Races: Any below 15 RP according to the ARG.

- Classes: We'll be going with a 4th level Gestalt Any classes and archetypes on the PFSRD site or the Archives of Nethys site are allowed as are Spheres of Power classes and archetypes.
-- Sphere Casters: Sphere casters get the Cantrip feat for free.
-- Learned Casters: Any class that obtains their magic through study, such as wizards, witches, and magi, need to have a background that explains who taught them and what the price of their learning was.

- Traits: Two traits are allowed. You may select 1 drawback and take 1 more trait.

- Skills: We will be using background skills as well as the Artistry and Lore skills.

- Wealth: No magic items except scrolls and potions. Wands are allowed, but as with being a learned caster, you need to explain how you obtained it. Wands also have a number of charges a day instead of a set of charges. Your starting wealth will be 3000 gp.

- Health: Max at 1st and half + roll HD/2 for every level after. This means that d6 => d3+3, d8 => d4+4, d10 => d5+5, and d12 => d6+6.

- Alignment: No evil, at least not to begin with. If everyone's okay with it, and you think it'd be fun to play a character that went this way, then we'll talk about it and see, but at the beginning of the adventure, you are (theoretically) decent people.

Submission Guidelines
- Character stats following the rules above.
- Your character's background and how he came to the town of Spindle.
- Your character's appearance and general personality.
- All of the above in one post.

I am only looking for 2 players, so if there's a lot of interest, then competition is going to get stiff. Currently, the party consists of:
- Egryzon, a male Kobold Gestalt(Bloodrager/Hydrokineticist)4
- Zaknador E'Ilansani, a male Drow Gestalt(Cleric/Wizard)4
- Drausk, a male Half-orc Gestalt(Sorcerer/Oracle)4

As you can see, we've got magic covered, so if you want a better shot, then characters that focus on martial abilities and skill monkeys would be the best bet. Other than that, make an interesting character that has some room to grow, and you'll be fine.

Expectations
I haven't done this before, but I think this might be a good idea and help set the bar I am looking to beat. I'm listing out what my expectations are, not only for you, but for this game. This will, hopefully, make sure that all of us are on the same page and that we all know what we're in for. I also want you guys to let me know what your expectations for me as the GM are. This is to make sure that I don't drop the ball and not know it.

- I expect players to post at least once a weekday, especially in combat situations. Weekends are appreciated, but I know that not everyone has no social life like I do. :P

- I expect players to be engaged. I try to include everyone and make sure than no one character hogs the spotlight, but this can get hard if players aren't paying attention or aren't participating. If I have an NPC come talk to you, it's because I want to spend some time focusing on you or developing the NPC more, and a lot of times, it's both!

- This is a semi-sandbox. Yes there's an overarching plot, but you are free to go where you wish and do what you wish. I expect the PCs to drive the plot, though. I can have something happen if you guys are stuck, but I'd much rather have you pick a direction and figure out what happens from there. It's a lot more fun for me and we'll both get a more interesting story out of it.

- I expect you guys to act in character. Don't worry about making more work for me or trying to follow some rule of dungeon delving. There is danger, yes, but if I kill your character, it's going to be in a dramatically apropos battle with the Demon-lich of Narlzohtep, Azk'thulon the Depraved, not to a lucky hit from kobold guard #42. If you're playing someone who's a lone wolf, then it'd make sense to go off on your own from time to time. Just be wary of picking fights. Not everything you run across will be easily beaten with a sword.

- As far as tone for the campaign goes. It is serious, but that doesn't exclude having some comedy happen to relieve some of the stress. I'm a silly person by nature, so expect some zaniness when it's not inappropriate. That said, when things get dark and gritty, I can get really dark and gritty.

- I expect you to tell me when I'm in danger of crossing a line. I don't know what your limits are, so I need you to tell me what you're comfortable with. I can deal with just about anything that is allowed on the boards here, so don't worry about me. If it's too much, though, I'll let you know.

- And lastly, no PvP. I would have thought that this goes without saying, but recent events have taught me otherwise and I'll spare you the gory details. I'm fine with friction. I'm fine with slapstick. I'm fine with PCs being suspicious of each other at first, but please don't introduce yourself by slugging a PC and then drawing a sword on them. There's better ways to show that your character is distrustful and prone to violence. If your character's first response to an insult is to turn his skull into a codpiece as painfully as possible, then please either pick a different character or don't apply. I don't have a ton of posting time and I'd rather not spend some of it trying to deal with the mess that results from PvP.

I know that's a lot of information, but don't worry, I'm leaving this open until July 7th. I know that the other players and I want to get started, but we can wait a little longer.

If you have any questions, because I'm almost positive I forgot something, feel free to ask.


So, this isn't a formal recruitment or anything of that nature. I'm not even sure when I'd run that, but I do want to get an idea of what you guys would like to play. I've got a few ideas, some of which are kinda similar and some that aren't. TL is short for Tech Level. For reference, Modern day is mid to late TL8. The Expanse would be TL10ish and Star Wars/Star Trek would be TL12 with some stuff stuck at TL8 or lower. If you see a ^ next to the TL, that means superscience is involved. This includes artificial gravity and plasma weapons.

- Tramp Freighter Crew (TL10^): You are the crew of a tramp freighter that ferries cargo around, but most tramps make ends meet by taking side jobs. You might have to do a heist or escort someone from point A to point B. You could even act as part-time mercenaries. What kinds of jobs are available really depends on the party's skillsets. This wouldn't be a serious campaign, with more of the focus being on situational humor.

- Mercenary Unit (TL9-TL10): The party is a special forces unit in a near future PMC. Again, the campaign wouldn't be very serious. There are two variants. The first is that you are all members of an elite PMC that are typically the last on list for any jobs. The second is you are the elite unit of a PMC that is full of oddballs and other "bottom of the barrel" types as far as operations are concerned. Either way, expect wackiness and explosions followed by more wackiness and yelling.

- Infinite Worlds (TL8^-TL9^): This would be a campaign in the Infinite Worlds setting. The party is a squad of explorers that go in to gather data and make contact with the locals after the initial explorations. This one I'm a little more hesitant to run because I'm not as familiar with the rules regarding powers like Magic and Psionics as I am with the rules regarding tech stuff. I will run it if people want. The tone would be moderately serious. There'd still opportunities for humor, but that wouldn't be as big of a factor as in the other games where "what would be funny," would be a legitimate question for what happens next.

- Spy Games (TL7-TL9): You're secret agents with either the government or some third party. You'd be tasked with finding information, infiltrating crime/spy rings, and anything else you mind find in the plot of a Bond movie or some other spy movie. Tone would honestly depend on what you wanted. It could be Bond. It could also be Despicable Me.

-Something else? (TL?): This isn't everything that I'd run, just what I'm most interested in running. If you have another idea, post it and we may wind up going with that.

Also, note, this would be my first time GMing a GURPS game. So while being a mercenary tramp freighter crew with psychic powers and magic might be cool, I think it might be too much for me.


This is a recruitment for an existing game that's going through a soft-reboot. If you want to give it a read, go here: Gameplay thread. We'll be picking up a few months after the events currently being played out in the gameplay thread, so enough time that your characters could have heard about some things that have happened in the gameplay thread, namely the orcs from the Rise raiding the lowlands.

I'm looking to recruit two more players to replace people that have dropped. The existing players are also making new characters (hence why it's a soft reboot.) The bad news is that I can't tell you what we need yet. The good news is that everything's an option on the table, so long as it meets the rules below.

Character Creation
- Attributes: 25 Point-buy
- HP: Max at 1st level, Half max +1 after that. (d6 => 4, d8 => 5, d10 => 6, d12 => 7)
- Starting Level: 4th
- Starting Gold: 3000 gp.
- Races: Aasimars, Changelings, Dwarves, Elves, Half-Elves, Half-Orcs, Humans, Ifrit, Orcs, Oreads, Skinwalkers, Sylphs, Tieflings, and Undine.
- Allowed Material: All Paizo and Spheres of Power with the following exceptions:
-- Spheres of Power replaces Pathfinder's normal magic system. This means that all casters are now spherecasters and will need to use their spherecasting archetype. You are free to pick a casting tradition if you want, and even encouraged to make one of your own if you feel like getting creative.
-- No Occult
-- No Firearms, Gunslinger, Tech items, or related archetypes and classes
-- No Summoner, Ninja, or Samurai
-- No Evil
- Using the Background Skills system, including Artistry and Lore
- Using Automatic Bonus Progression

Submission Requirements
- Read the document here: Nordholm Setting Document
- Character Stats
- Character's Background. The more this fleshes out your character the better. I love it when Player's give me some hooks to hang adventures off of, so if you're looking to improve your chances, that's how.
- Character's Personality
- Character's Appearance, including how tall they are.

Things to note
-The setting document is written in broad strokes for a reason. Don't be afraid to add things into your background that aren't in the setting document.
- Elves reach adulthood at 25 years of age.
- Changelings reach adulthood as per their father's race.
- Aasimars, Ifrits, Oreads, Sylphs, Tieflings, and Undines reach adulthood as whatever race they would have been if they hadn't been plane-touched.
- Elves that are from Nordholm (Arctic Elves, Dusk Elves, and Savage Elves) can elect to use the following attribute modifiers: +2 CON, +2 DEX, -2 INT. If you are using Hero Lab, just go to the personal tab and add two ability score (starting) adjustments under permanent adjustments. Use one to increase CON by 4 and the other to decrease INT by 4.
- The common tongue for Nordholm is Nordic. Characters from one of the families that stayed behind after the last Imperial Expedition fifty years ago start with the Imperial common tongue as a bonus language.
- If you see something here you have a question about, please ask. I probably have forgotten something despite my best efforts, however, if I say no, then please don't pester me about it. All it will do is annoy me and hurt your chances.

I hope this covers everything, if not, then I guess I'll be answering some questions. Speaking of questions, if you have them, feel free to ask me and I'll do my best to answer.


Malicious chains and shackles clattered and clanked as behind the small ship full of black-clad figures and two silver-haired young girls the ancient temple burned a sullen crimson. It dyed the black clouds red with its light and embers shone briefly like yellow and orange stars amid the smoke. The leader of the raiders turned from the scene he'd wrought and smiled beneath the mask that hid his face.

"Well, we only managed to grab two of you," he said in a voice like rancid oil, smooth, but unpleasant. "but don't worry, we'll have your sister soon enough, and then," he reached up with both hands and squeezed the two sisters' face like some overbearing grandmother doting on them as his voice grew softer and more fervid with anticipation, "the real fun begins."

Please post your dots below. If you didn't know, deleting your dot post will not remove the dot and leave this game in your campaign tab. Please delete your dot post to keep this thread cleaned up.


Malicious chains and shackles clattered and clanked as behind the small ship full of black-clad figures and two silver-haired young girls the ancient temple burned a sullen crimson. It dyed the black clouds red with its light and embers shone briefly like yellow and orange stars amid the smoke. The leader of the raiders turned from the scene he'd wrought and smiled beneath the mask that hid his face.

"Well, we only managed to grab two of you," he said in a voice like rancid oil, smooth, but unpleasant. "but don't worry, we'll have your sister soon enough, and then," he reached up with both hands and squeezed the two sisters' face like some overbearing grandmother doting on them as his voice grew softer and more fervid with anticipation, "the real fun begins."

Please post your dots below. If you didn't know, deleting your dot post will not remove the dot and leave this game in your campaign tab. Please delete your dot post to keep this thread cleaned up.


To begin, thank you all for being willing to give this a shot. I hope that we'll be able to hammer out this idea into something that we'll all enjoy playing. To that end let's get started.

First, I'd like to cover something that has bugged me a bit, the character creation rules. I want to normalize things so that things are a little more even, and better fit with the character concepts we have. So, these are the build rules I was thinking for adopting if you wanted to use them.

Proposed Character Build Rules
- Stats: Use a 30 point buy for stats. I would raise the cap, but to have a 20 in a stat before racial modifiers, you'd have to spend 26 points (The difference in cost between two stats is equal to the bonus the higher stat gives. So it's 17 points for an 18, a 19 gives a +4 so that's a total of 17+4 which is 21. A 20 gives a +5, so that's a total of 26 points to buy.)

- Races: Any below 15 RP according to the ARG.

- Classes: We'll be going with a 4th level Gestalt Any classes and archetypes on the PFSRD site or the Archives of Nethys site are allowed as are Spheres of Power classes and archetypes.
-- Sphere Casters: Sphere casters get the Cantrip feat for free.

- Traits: Two traits are allowed. You may select 1 drawback and take 1 more trait.

- Skills: We will be using background skills as well as the Artistry and Lore skills.

- Wealth: For now, we'll leave this at 6000 GP for the moment. Depending on what setting we go with, this may change.

- Health: Max at 1st and half + roll HD/2 for every level after. This means that d6 => d3+3, d8 => d4+4, d10 => d5+5, and d12 => d6+6.

- Alignment: No evil, at least not to begin with. If everyone's okay with it, and you think it'd be fun to play a character that went this way, then we'll talk about it and see, but at the beginning of the adventure, you are (theoretically) decent people.

Proposed Setting: The Sundered Lands
The setting I am proposing isn't fleshed out like Golarion or Greyhawk, or any other published setting you care to name. As a matter of fact, there are big swaths of it that blank and labeled "Here There be Dragons." That said though. I don't mind players coming up with stuff that fits into those places and adding their own mark to the setting. That isn't to say that you have to do all the work either. I have enough fleshed out that I am confident that we can have a good bit of fun even if you only stick to what I came up with. As we play in this setting, I'll be adding to it and fleshing it out more, so it's not required to come up with anything new. I was just pointing it out as an option to all of you.

That said, let's get on with it.

The world was once whole.

That day has long passed. With the Sundering, the land itself was torn to pieces and flung into the sky like grains of sand into the wind. Now all that’s left are the islands that float in the sky and the wide ocean below. Brave men and women of all races brave the dangers of the unknown to find resources, fame, and riches. Most never return, but those that do become legend.

A thousand years ago, the lands were torn apart by what everyone calls the Sundering. None know why it occurred, only that it did and it has left its mark on the lands. There are a few islands left rising above the vast ocean that now covers much of the surface of the world, but most of the land that survived the Sundering now fly amongst the clouds. This makes maps meaningless and long trips arduous.

Strangely, some of the islands seem connect to one another. Despite the constant study this phenomenon receives, the scholars of the Sundered Lands are no closer to explaining the how and why than when they began. This is partly due to the nature of whatever is causing it and partly because so few people pursue scholastic study when survival is a more paramount concern.

Few cities survived the Sundering. The three most well known are Akiheton, the City of Crossroads; Talismiera, the Jewel of the Drow; and Khazad Dur, the ancient home of the dwarves. Both Talismiera and Khazad Dur are the only large underground cities to have survived. Talismiera most likely survived thanks to being so close to the surface. Khazad Dur is more of a mystery, though some suspect the magic of the dwarven runes was the only reason the city managed to survive going from a quarter-mile underground to half a mile in the air.

Akiheton is an ancient city with many gates leading to various cities and towns around the world and even other planes of existence. The Magister Lord rules the city and none, not even the powerful fiends and celestials that visit the city, dare cross him. Thanks to those gates, Akiheton has thrived and its people have prospered.

Talismiera has become a refuge to those whose races were once under the earth and stone that was ripped apart in the Sundering. Though not as affluent as Akiheton, it is still a thriving city that has become a hub of culture and scholarship thanks to the ancient records that survived. Those that own those records, however, guard them jealously, and often make those seeking the knowledge held in their scrolls and tomes perform tasks to further their own ends.

Khazad Dur has also done well. The island it inhabits is the largest of the Sundered Lands and is rich in ore and coal. Craftsmen have flocked to it, hoping to make names for themselves and reduce their costs by cutting out the merchants. A thousand years of mining have not depleted the rich veins, and new ones are constantly being discovered.

Magic is not unheard of, but it is a rare thing indeed to meet someone who studies it. Most practitioners of the arcane and even the divine have been blessed with innate gifts by their gods and goddesses rather having obtained their powers through study. Magically enchanted items, such as weapons and armor imbued with power, are almost unheard of. The only common enchanted items to be found are the sky crystals that are used to make the ships that ply the clouds float as the islands do. The secrets of how they are made are closely guarded by the Guild Arcanum based in Akiheton who are the only ones who know how to make them.

Scrolls, potions, and even wands are still common enough to be easily found in most towns and villages. Those that make them are often taught by the wise men and wise women as part of their apprenticeship to take over in their roles as lore keepers and healers. Scrolls and potions are easy enough to buy. Wands often require a favor or some connection to the person who made them.

Changes to the Character Build rules above if both they and the setting are accepted:
- Classes: Any class that obtains their magic through study, such as wizards, witches, and magi, need to have a background that explains who taught them and what the price of their learning was.
- Wealth: No magic items except scrolls and potions. Wands are allowed, but as with being a learned caster, you need to explain how you obtained it. Wands also have a number of charges a day instead of a set of charges. Your starting wealth will be 3000 gp.

The Campaign
Note: I'm writing this on the assumption that we'll be using the setting above, but if that's not the case, then it's fairly simple to adapt this to a different setting.

The campaign is basically the same, you will need to find the Guardians of the Grail and the Grail of the Phoenix itself. Both the Guardians and the Grail have been missing for almost nine months. You begin by arriving at the town of Spindle, a small town of about two thousand that is connected to Akiheton via a gate. The island that Spindle is built into is almost a half-mile tall and a quarter-mile wide at the middle. Most of the surface of the island is terraced to provide cropland. A couple of caverns under the town provide grazing nithog (nith-og). A cattle animal that was common underground and has been prized since the Sundering by ranchers since they do not take up valuable farmland for grazing and their hair is useful in making cloth. Most of the town, though, it carved out of a large cavern in the middle of the island. Tunnels lead out to the surface and to the piers built off the bottom of the island. The island itself floats about five hundred feet above the water.

I'll come up with reasons for each of you to be there that fits your characters. That isn't to say that I won't use anything you come up with, just that I'll have something if you don't. Like I said, I hope the beginning of this is going to be fun for all of you.

Expectations
I haven't done this before, but I think this might be a good idea and help set the bar I am looking to beat. I'm listing out what my expectations are, not only for you, but for this game. This will, hopefully, make sure that all of us are on the same page and that we all know what we're in for. I also want you guys to let me know what your expectations for me as the GM are. This is to make sure that I don't drop the ball and not know it.

- I expect players to post at least once a weekday, especially in combat situations. Weekends are appreciated, but I know that not everyone has no social life like I do. :P

- I expect players to be engaged. I try to include everyone and make sure than no one character hogs the spotlight, but this can get hard if players aren't paying attention or aren't participating. If I have an NPC come talk to you, it's because I want to spend some time focusing on you or developing the NPC more, and a lot of times, it's both!

- This is a semi-sandbox. Yes there's an overarching plot, but you are free to go where you wish and do what you wish. I expect the PCs to drive the plot, though. I can have something happen if you guys are stuck, but I'd much rather have you pick a direction and figure out what happens from there. It's a lot more fun for me and we'll both get a more interesting story out of it.

- I expect you guys to act in character. Don't worry about making more work for me or trying to follow some rule of dungeon delving. There is danger, yes, but if I kill your character, it's going to be in a dramatically apropos battle with the Demon-lich of Narlzohtep, Azk'thulon the Depraved, not to a lucky hit from kobold guard #42. If you're playing someone who's a lone wolf, then it'd make sense to go off on your own from time to time. Just be wary of picking fights. Not everything you run across will be easily beaten with a sword.

- As far as tone for the campaign goes. It is serious, but that doesn't exclude having some comedy happen to relieve some of the stress. I'm a silly person by nature, so expect some zaniness when it's not inappropriate. That said, when things get dark and gritty, I can get really dark and gritty.

- I expect you to tell me when I'm in danger of crossing a line. I don't know what your limits are, so I need you to tell me what you're comfortable with. I can deal with just about anything that is allowed on the boards here, so don't worry about me. If it's too much, though, I'll let you know.

I think that's everything for now. I know that's a lot of information, but hopefully I covered all of the bases. The most important things are the setting and character creation guidelines. This game is about collaborative storytelling, so let's get with teh collaborating. :)


Dot this way! (I'll post the actually intro into the game once we're good with how you guys wound up in Imperial custody.)


Hello and congrats! Go ahead and make yourself at home and have a drink. Don't mind the dwarf, he's mostly harmless. ;)

So, first order of business is doing a little refining on how exactly y'all got into this mess. This is mainly so I can get the opening narrations right and have something solid to refer to if/when we head back to where you were "detained."

Daerdryn
If I recall correctly, it was a jealous neighbor that somehow rigged things to get you accused of being a witch. would you mind elaborating on that?

Sigurd
I've only got one question on yours, did you have a fate in mind for Freydis?

Kieran
Would you be interested in tying your story in with either Sigurd's or the three changeling sisters (Elyana, Idana, and Olyena)?

Elyana, Idana, and Olyena
Well, since Rysky didn't apply, did the three of you have anything in mind for your brother's fate?

Sorry for the somewhat discombobulated post. It's getting late here and I wanted to try getting this up tonight.


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The wind howls over the impossibly tall mountain peaks of the Fangwall. Ice and snow whipped into a flurry by the bitter gale saps strength and warmth from anyone foolish enough to expose themselves to the winter storm. Lightning, as cold as the very wind howling through the mountains, flashes, revealing a single serpentine figure rearing up above the stone of a ledge jutting out over the deep, glacier-carved valley. For a moment, the world stands still, save for the lone figure silhouetted by lightning as it takes in a deep and mighty breath. All hangs in still silence before a bellowing, defiant roar cuts through the gale of the wind and the rolling thunder to echo through the valley.

A roar that heralded the dawn of a new age.

Hello! and welcome to a homebrewed, sandbox adventure inspired by Skyrim from The Elder Scrolls series. Before I get down to brass tacks, I want to say that while it is certainly inspired by Skyrim and the start will be similar, this is not The Elder Scrolls setting. There are no Khajit nor Argonians. It's also entirely possible, despite the name, that you never do anything dealing with dragons and it's all background to what your characters are doing. So, if you are looking for Skyrim: the RPG, this might satisfy that itch, but don't come in expecting it to.

That said, I've learned a few lessons from the last time I had a recruitment, so I hope things go a little more smoothly this time around.

Character Creation
- Attributes: 25 Point-buy
- HP: Max at 1st level, Half max +1 after that. (d6 => 4, d8 => 5, d10 => 6, d12 => 7)
- Starting Level: 3rd
- Starting Gold: 0 gp, you're starting off with no gear.
- Races: Aasimars, Changelings, Dwarves, Elves, Half-Elves, Half-Orcs, Humans, Ifrit, Orcs, Oreads, Skinwalkers, Sylphs, Tieflings, and Undine.
- Allowed Material: All Paizo and Spheres of Power with the following exceptions:
-- Spheres of Power replaces Pathfinder's normal magic system. This means that all casters are now spherecasters and will need to use their spherecasting archetype. You are free to pick a casting tradition if you want, and even encouraged to make one of your own if you feel like getting creative.
-- No Occult
-- No Firearms, Gunslinger, Tech items, or related archetypes and classes
-- No Summoner, Ninja, or Samurai
-- No Evil
- Using the Background Skills system, including Artistry and Lore
- Using Automatic Bonus Progression

Submission Requirements
- Read the document here: Nordholm Setting Document
- Character Stats
- Background explaining where you came from, and what you have done to wind up in a secret Imperial Garrison and slated for execution. Note that this doesn't have to be a criminal act. It could be refusing the advances of some officer or just being in the wrong place at the wrong time, like gathering firewood when a patrol happened to come by. If you have an animal companion or familiar, you'll need to explain what happened to them too.
- Character's Personality
- Character's Appearance, including how tall they are.

Things to note
-The setting document is written in broad strokes for a reason. Don't be afraid to add things into your background that aren't in the setting document.
- Elves reach adulthood at 25 years of age.
- Changelings reach adulthood as per their father's race.
- Aasimars, Ifrits, Oreads, Sylphs, Tieflings, and Undines reach adulthood as whatever race they would have been if they hadn't been plane-touched.
- Elves that are from Nordholm (Arctic Elves, Dusk Elves, and Savage Elves) can elect to use the following attribute modifiers: +2 CON, +2 DEX, -2 INT. If you are using Hero Lab, just go to the personal tab and add two ability score (starting) adjustments under permanent adjustments. Use one to increase CON by 4 and the other to decrease INT by 4.
- The common tongue for Nordholm is Nordic. Characters from one of the families that stayed behind after the last Imperial Expedition fifty years ago start with the Imperial common tongue as a bonus language.
- If you see something here you have a question about, please ask. I probably have forgotten something despite my best efforts, however, if I say no, then please don't pester me about it. All it will do is annoy me and hurt your chances.


Just testing the waters to see if people are interested. This is not a recruitment, so please don't submit any characters here.

The basic premise is that dragons (and possibly magic) have been gone for thousands of years, and even those that don't believe that dragons are a myth are certain they are all dead. The main arc would involve investigating mysterious incidents and strange happenings and eventually lead into discovering that something very big is happening.

There would also be opportunities to do your own thing, such as looking for long lost artefacts, overthrowing despotic lords/ladies, and joining secret societies. Whatever tickles your fancy. I'd be asking everyone what kinds of adventures they are interested in to make sure that everyone has a chance to do something they'd like.

I'd also like to see whether people are interested in starting off sans magic at first, and if they'd be interested in using Spheres of Power. I'm also open to any suggestions that any of you may have on what to allow, how to start, and what kinds of things you'd like to see.

I don't have a firm date for the start of recruitment, and it's possible that I may just pick those that are active in this thread and dive straight into making characters and getting the game going if only a few people are interested. I'm playing this by ear, so don't be asking me right off the bat when recruitment starts.


Dot the thread please. Don't for get that you can delete the dot post and still have this show up in your campaign tab.


1 person marked this as a favorite.

First, let me thank all of you for applying. You've all got really cool characters and I'm humbled that all of you want to play in this. I'm far from a perfect GM, and there may be times I do something stupid, but hopefully those will be few and far between.

That said, I have played with all of you except rdknight before, or in Lady Ladile's and Nate's case, I still am. Black Dow is the only one that's been in a game that I've GMed before, so I want you to know how I do combat, and if you have any concerns about it.

I don't do maps since they tend to be the point where I drag my heels. It takes time to make them and set them up, and honestly, I'm not that good at it. I'll do my best to paint a picture of what's happening and tell all of you where everyone and everything is. If it becomes necessary, I'll make a map, but I hope that we'll be able to get along fine without them. I also handle initiative a bit differently than most people. I do block initiative, but all of the PCs are in a block, and I do actions by the order you post in. This helps keep things moving in combat because you don't have to wait for me to post what the enemies are doing between say, Soliana and Vigny's actions and Jeruhk, Emi, and Reiko's actions. This does mean that if you guys lose initiative (I go by highest roll, so individual initiatives still matter, I think anyway) you'll be getting hammered by whatever group of enemies managed to get the drop on you. Still things have worked out well in my other games, so I don't think you'll have to worry.

So, now that is out of the way, let me go ahead and answer my questions, just so it's fair.

-Who are you and how are you doing?
I'm Adam and I'm doing pretty good!

-How often do you tend to post?
At least once on any given day. I live in Alabama, so that puts me at GMT-5 or GMT-6 depending on the time of year.

-What kind of tone are you looking for in this game?
I'd like for this game to be more on the upbeat side. I'm going to be shooting for a sense of wonder as you guys travel to and through the lands of Tian Xia and Minkai.

-What do you expect out of your fellow players?
I expect them to have fun, and to be respectful of each other, but mostly to have fun.

-What do you expect out of me (the GM)?
I expect myself to do m job, which is to make this fun for y'all. If I'm not doing that, I'm not doing my job.

-What is your comfort zone? Where's the line for you in RP terms?
About PG-13ish, though I've been known to get really dark in my Rise of the Runelords game. Dealing with the priestess of the goddess of monsters, madness, and nightmares gave me plenty of opportunity to do that. Fortunately, I don't see myself getting like that ever again. That was difficult to write and I screwed up a couple of times.

As for romantic encounters, I'm perfectly fine with the fade-to-black solution.

-How do you see your character progressing as a character?
Well, this is a little hard since I play all of the characters you don't. :P
I do look forward to seeing how all of your characters progress, though.

Speaking your characters, I'd like to take some time before we start the game to figure out who knows who and how well, and make some tweaks to Reiko's background. So that said, let's look at what traits all of you have.

Emiliana Vasilescu
- Best Friend: Ameiko
Reiko Mura
- Rescued: Shalelu
Vigny Olafursdottir
- Childhood Crush: Sandru
Soliana of the Rose
- Childhood Crush: Shalelu
Jerukh Hörnungr
- Foster Child: Koya

Jeruhk and Vigny would probably know each other given their backgrounds, though given Jeruhk's attitudes towards Ulfens, they are probably acquainted, but don't interact a lot. I think everyone else is going to depend on y'all, the players.

Before I have to skedaddle to work, I'd like to tackle some changes to Reiko's background. I've talked to stormraven and he's okay with changing things, so let's dive in.

I'm fine with most of it up to the point her master is killed. I think for Reiko to still be a relatively inexperienced fighter, she'd be just starting her training. Instead, her katana belonged to an older samurai who took Reiko and ran when her master was killed. he was the one that began teaching Reiko how to fight. The two of them traveled over the crown of the world with a caravan from Avistan heading back to the Lands of the Linnorm Kings. Reiko and the Samurai traveled further south into Varisia where they were ambushed outside of Sandpoint. Reiko was saved by Shalelu, but the samurai died of his wounds.

That's my idea, anyway. Do any of you have any thoughts on this? any suggestions?


4 people marked this as a favorite.

The winds of destiny are blowing. They sing though the trees, and over the mountains. They come from a far away land, over the very farthest reaches of the world. They sing of only a few, though. They sing of heroes from a small, sleepy town that has seen the birth of heroes before. They sing of Sandpoint, and humble beginnings.

Welcome to the recruitment thread for DM Salsa Presents: The Jade Regent.

Before we get into character creation rules, I would like to let you guys know what you are getting into. I am very much a fly-by-the-seat-of-your-pants GM. I improvise things and change things to, hopefully be more fun. I also am lousy at keeping track of loot on both sides of the screen. I try to be generous with it, though, and you'll probably be a little over the Wealth by Level guidelines. That's fine with me, that jsut means I can through tougher beasties at you. :D

I also do not like making maps. It's a chore and it's the number one reason that I've dragged my feet in the past. I don't mind questions, and if in doubt, go ahead and post your actions. I can be a rules stickler, but Rule of Cool will trump rules if the result would be sufficiently awesome. I'm also going to be generous when determining who has flanking and not, so if you want to play a rogue or ninja, sneak attack is easier to get.

Short version: I'm here to have fun. My job is to make sure that you have fun.

Character creation rules are as follows:
Materials Allowed
-Read the Player's Guide. it has plenty of tips and advice to get you started, and you'll need to pick a trait from the Campaign Traits section.
-All Paizo is allowed with exceptions listed below.
-Spheres of Power is allowed
-All other 3rd party is not allowed.
-Races: Core Races + Tiefling, Aasimar, Changling, Ifrit, Udine, Oread, Slyph, and Tengu
-Classes: No Gunslinger, or any archetype that uses guns
-Alignment: No evil
Character Build
-25 point buy, no stat can be higher than 18 or lower than 8 before racial modifiers.
-Max gold for your class
-Max HP at first, Roll half-HD + average, so d6 would roll 1d3+3, d8 would roll 1d4+4, and so on.
-Three Traits, one of which must be a campaign trait.
-We are using Background Skills From unchained
-We are using Artistry and Lore
-We are using Fractional bonuses, which isn't really going to matter unless you multi-class.
-We'll also be using Hero Points, your character starts with 1.
Character Flavor
-Background: Needs to be at least a few sentences.
-Personality
-Appearance: Can be sparse on details, but I would like to know how tall they are and what their build is (are they squat, slender, a curvaceous bombshell, a studly studmuffin, a studly lego, etc.) If you can find a picture, link to it.
-[Optional] Complete one or both lists of questions. This won't necessarily increase your chances, but if it helps paint an interesting picture of your character, it certainly won't hurt.

Twenty questions to help you create a backstory for your character.:

Found here
What is your character’s name?
How old is your character?
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character’s marital status?
Kids?
What is your character’s alignment?
What is your character’s moral code?
Does your character have goals?
Is your character religious?
What are your character’s personal beliefs?
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?

20 Questions for Deep Character Creation:

Found here

Concept
These are the fundamentals, the broadest strokes. Every character should have answers to these five, including NPCs. It’s the quickest way to give the sense of a full individual instead of a cardboard stereotype.

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of “angry” you might say “vengeful” or “raging,” or instead of happy you might say “cheerful” or “exalting.”
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people’s needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character’s starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.
4. What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character’s methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character’s initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family’s economic and social status? How were you educated? What were the three most important lessons you learned?
7. When did you grow up? Everyone begins taking responsability for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.
8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.
9. How does your character dress? Start generally with an overall statement of the quality of your character’s appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.
10. What are your character’s means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character’s resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

Details
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character’s personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.
12. What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
13. What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.
14. Who has had the biggest impact on your character’s life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character’s beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., “What would so-and-so do?”).
15. What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters.
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
18. What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
20. How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life.

Miscellaneous Stuff regarding your submission
-Your submission won't be complete until you've posted the following in a single post or posted in your character's profile with a link to it. (in other words, Put all of it in one place so I can find it using both hands.)
-You'll need your character's stats, background, personality, appearance, and answers to the questions below.
Questions from your GM
-Who are you and how are you doing?
-How often do you tend to post?
-What kind of tone are you looking for in this game?
-What do you expect out of your fellow players?
-What do you expect out of me (the GM)?
-What is your comfort zone? Where's the line for you in RP terms?
-How do you see your character progressing as a character?

So, if I haven't scared you off yet, you should have something like this when you're done:

sample submission wrote:


HI, this is my character Gazebo the Magnificent!
Stats:

Something like the official stat-blocks from Paizo here. You can see what I'm looking for with the example below with one of my characters:

Josephina Annabella Whitehall
Female human (Chelaxian) paladin 5
LG Medium humanoid (human)
Init +1; Senses Perception +1
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 44 (5d10+10)
Fort +8, Ref +5, Will +8
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +11 (1d8+5/19-20) or
. . dagger +9 (1d4+4/19-20) or
. . heavy shield bash +9 (1d4+4) or
. . unarmed strike +9 (1d3+4 nonlethal)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 14, 3d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +4)
. . 1st—cure light wounds (2)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 13, Int 10, Wis 13, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Extra Lay on Hands, Shield Focus, Weapon Focus (longsword), Weapon Versatility
Traits alabaster outcast, mediator, sacred touch
Skills Acrobatics -5 (-9 to jump), Appraise +1, Diplomacy +11, Handle Animal +6, Heal +7, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +3, Perform (sing) +7, Ride -1, Sense Motive +6
Languages Celestial, Common, Thassilonian, Varisian
SQ divine bond (mount), lay on hands 6/day (2d6), mercy (shaken), sheltered
Other Gear breastplate, heavy wooden shield, +1 longsword, dagger, light crossbow, ring of feather falling, bedroll, blanket[APG], cleric's vestments, explorer's outfit (2), masterwork backpack[APG], noble's outfit, signet ring, silver holy symbol of Iomedae, waterskin, 14 gp, 4 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sheltered You become shaken when you have less than half your maximum hit points.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

--------------------

Animal Companion
Wolf
CG Medium animal
Init +3; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+1 deflection, +3 Dex, +1 enhancement, +5 natural)
hp 45 (5d8+20)
Fort +8, Ref +8, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +5 (1d3+2 nonlethal) or
. . bite +6 (1d6+4)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
Feats Alertness, Improved Natural Armor, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt
Skills Acrobatics +9 (+17 to jump), Perception +7, Sense Motive +3, Stealth +7; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, hunt
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.


Background:

Put your backstory here. I don't mind reading a novel if you bang one out by accident.

Appearance and Personality:

Can be separate or together, just so long as they are both there, and you put in how tall your character is. This is also where you put links to any images you may have found that your character looks like.

Height: 5 feet 3 inches
Link to an image.


GM Questions:

Answers to the questions above. I find it helps to keep things straight if I do it something like this:

Question
Answer

Question
Answer

but that could just be me.


Beyond that, there are a few things that I expect.

-Be kind and courteous to others, though I hope that goes without saying
-Remember this is a game, and that what another PC or NPC feels about you is not what the player or the GM feels about you. Again I hope that goes without saying.
-Try to post daily, especially when we're in combat. I'll try to do the same.
-Play your character. People aren't perfect, and neither are good or great characters. Your PC may suffer for it, but it makes the story more fun to play out.
-Don't be afraid to ask questions and evilly plot with the GM to throw a monkey wrench into your character's plans. I do it, and I believe that my characters have come out stronger for it.
-Ask questions. I'll try to answer them. If I don't, ask again, I probably forgot to answer.
-Don't sweat the small stuff. I'm a laid back guy, and if you got something wrong on your sheet and you didn't catch it until later, or if you've figured your bonuses wrong, don't worry. I'll fix it if it's feasible, or let it stand if it isn't
-Have fun. If you aren't let me know and I'll see what I can do to fix it, because my job as GM is to make sure that you have fun. If you don't I didn't do my job.

Good luck, and I look forward to seeing what you come up with.
~DM Salsa

P.S. Because I know I've forgotten something, updated submission rules will be here:
Submission Rules


Dot here. We aren't starting just yet.


Don't forget to dot the gameplay thread.

I'm not starting right away, because I would like to find out where you would like to start. I was thinking of Redwall, the place would offer several opportunities for different kinds of adventures.

Also, do you guys want to use XP, or not? I'm fine either way. If we do use XP, do you mind if we use the slow track?

And finally, thanks for playing. Aletheria is my creation, but It's not real until you put some life into it. I hope you guys enjoy it.


2 people marked this as a favorite.

The town of Redwall lurks in the shadows of the mountains and trees that surround it. A foreboding presence lying like some predator in wait. There are rumors of treasure and relics hidden away in old keeps and towers nearby, though few have found them. Those do not hold much interest for you at the moment, however. Before you can raid those ruins, you need allies and supplies, and a place of safety to rest and recover in. Following the advice of the the local townsfolk, you arrive at the Black Mare Inn, ready to step through the doors and begin a new journey.

Hello and welcome to the recruitment thread for Tales of Aletheria. This isn't going to be like most campaigns with a strong plot running things, instead it's going to be more of a sandbox with the PCs hearing rumors and gathering information that can lead to different adventures. Even though things start in the town of Redwall, there's no reason for the party to stay if after meeting up the party decides to go somewhere else.

You can find out more about the setting here: Aletheria Campaign Setting Document

If you have something you'd like to add for your character, feel free to run it by me and I'd be more than happy to help tweak things to fight into the setting.

So that said, here are the character creation rules.

Character Creation Rules:
-Start at 3rd level.
-Max HP at first then roll half HD + half max HP
--d6 -> d3+3
--d8 -> d4+4
--d10 -> d5+5
--d12 -> d6+6
-25 point-buy
-3,000 gp for equipment
-2 traits If you want to use one of the traits that is specific to Golarion, get with me so we can work out how it fits into Aletheria. Note, this is basically all of the religion and regional traits.
-We are using the Background skills from Pathfinder Unchained
-No evil alignments
-Absolutely NO firearms or gunslingers. Don't even ask, my answer is no.
-No occult classe unless you can sell me on the concept.
-Samurai and Ninja allowedonly if they have a really good story about how they came to be in Sal-Kavun.
-All other Paizo classes, including Unchained versions, and the Spheres of Power classes are allowed
-No third party material except the Spheres of Power. I'll be using that myself for some NPCs
-Races that are allowed with no strings
--Humans
--Elves
--Drow (Commoner, not the Noble)
--Dwarves
--Orcs
--Feylings (Homebrew race for the campaign setting)
--Half-elves
--Half-orcs
--Aasimars (Alternate Heritages allowed)
--Tieflings (Alternate Heritages allowed)
--Changelings
-No Gnomes or Halflings. Other races are on a case by case basis.

What you'll need for a full submission:
-Basic stats for your character.
-Character's Appearance
-Character's Personality
-Character's Background
-A sample roleplaying post (Prompt below)
-What kinds of adventures are you interested in? Urban ones with lots of intrigue? Dungeon Crawls? Wiping out bandits or goblins? Saving the princess from a dragon? Saving a prince from a dragon? This is help me figure out what kinds of hooks to throw out there.

Links to detailed overviews of the races
Dwarven
Elven
Feyling
Orc

Roleplaying Sample Prompt:
The bartender is a gruff fellow with a surly disposition.
The bar is filled with the rowdy chatter and bad singing that is to be expected of such a disreputable tavern. The bar is the only place with any seats left and you make your way over.

"Take a seat," the burly barkeep says sourly, "be with you in a moment. I'm a little busy."

Looking around, you can't help but notice that even as full as the tavern is, the barkeep isn't serving any drinks.

===

A note on races
You may have noticed that each race has a number of subraces (or ethnicities if that works better.) This is meant to provide a little more variety in a race as well as trying to match flavor and mechanics. I'm working on getting my thoughts down, and I hope to have things done by Tuesday (3-22)

I've included what the ability modifiers for each race is in the campaign setting document. linked above. if you want to get started right away. They also list what standard pathfinder race to use if applicable. To make things easier, those races are listed below.

Stonekin -> Pathfinder Core Dwarf
Grey dwarf -> Pathfinder ARG Duergar
Day Elf -> Pathfinder Core Elf
Drow -> Pathfinder ARG Drow Commoner
Ash Orc -> Pathfinder ARG Orc

Half-elves, half-orcs, aasimars, tieflings, and humans are just using the standard statistics you'd use in a game that takes place on Golarion.

===

Recruitment will end on Wednesday, April 6th. I may extend that if needed, but I won't be closing any sooner than that.

If you have any questions, feel free to ask me. I'm also open to any suggestions that you might have. This may be my campaign setting, but I am always open for ideas to improve it and make it more enjoyable.

Thanks for your interest and I look forward to seeing what you come up with.


So, I have been having this stew in the back of my mind for a while, and I thought I'd see if anyone would be interested in playing a game in my own little world. Part of this would be deciding on a system to actually play the game with. I'm open to suggestions, but I'm not in a position to be spending much money on a new system. I'm listing what I currently own below.

-Pathfinder
-Fate
-GURPS
-13th Age (haven't really looked over this one, but I own it.)
-Dungeon World (Not sure if it would work well)

You can find out about the setting below.
Aletheria Setting Document

This is just an interest check, so I'm not expecting fully fleshed out characters. I just want to see what the response is and what everyone would be interested in playing.


Hi and congrats! I'm happy to have you and I hope you guys enjoy this game.

Now, before we can actually start playing, we need to decide a few things about this little world of ours. Since this is PBP, though, there's going to be a few changes.

First, we've pretty much set the game's setting and scale, the first two steps of game creation.

Setting: A Firefly-esque universe with a Roaring Twenties/Mississippi Delta vibe.
Scale: Local, though the characters travel from place to place.

Of course, we're not done just yet with this. Before we can start, we have to nail down some more concrete details. The next step is to figure out what the world's issues are. They can be things happening in the now, or they can be things that are coming up. They can be local or more global in scope as well.

While we're at it, we can also nail down some more details about the setting. Is there just one large government that rules all of humanity/the galaxy? Are there many such governments? Only a few? Are there aliens? Are humans more diverse than they are now? Do they live longer? What about AIs? Can they fit inside something that can be in the place of a human brain? (That one is me asking if I can use a certain idea I have for a scenario.) Are they human-like? Are they utterly alien and perfectly logical?

The questions above aren't meant to be the be all end all, just the start of the discussion. You could throw out something that's not even mentioned, like some humans or aliens having psychic abilities. Keep in mind that this is supposed to be fairly high level at this point, so don't get too worried about the nitty gritty.

Also, there is the matter of your ship. I'm giving you two options, since the ship is basically going to be a character of its own. The first is you can talk about what you want amongst yourselves and choose it's aspects and stunts (I'll cover those in greater detail later when we get to finishing up character creation.) The second is you let me do it and you can find out what its aspects and stunts are through gameplay.

Good luck, and I am here to answer any questions you might have.

Oh, and don't be afraid to overrule me on something. At this stage, I have as much say as you do.


▼▼▼ Put a dot right here ▼▼▼


Hello and welcome! I'm DM Salsa, and this is a recruitment for a game that I've been wanting to run, and suddenly got the itch to just dive and do so. Anyway, let's get to the important bits.

System: Fate Core. The SRD can be found here: http://fate-srd.com/
PDF can be downloaded from the publisher's site: http://www.evilhat.com/home/fate-core/

Setting/Genre: Space Opera/Science Fiction, It takes place in space naturally. It's also going to be taking place in an alternate universe so I don't have to worry about being 100% accurate with where and what type the stars around the Solar System's neighborhood are.

Scope: Problems will be local to the system, or even station, they occur in. There isn't some large overarching plot or some galaxy spanning doom. That doesn't mean that some troubles won't follow you, though.

Tone: Semi-humorous. There will be some legitimate drama and angst to be had, but on the whole, I want to try for a more light-hearted game. Expect some slap-stick in there, too.

Now, this is fairly vague because one of the major points of Fate is the game is cooperative. I may be the final arbiter of what happens, but you have a stake in this as well, and you can help shape the world beyond your character.and your actions in game. That is why I'm speaking in terms of tone, genre, and possibilities instead of terms of plot and setting. The people I pick will be helping with that. Before I get into submitting a character, I would like to cover some of the things that I, as a GM, want to set in stone.

The kind of setting I want to use is a mix between Firefly and the Roaring Twenties. The characters are the crew of a free trader/smuggler in the back end of a corrupt federal state. Governors and crime bosses are often in bed together, sometimes literally. Bureaucrats carve out their own little fiefdoms and squeeze for all they're worth. Imposing tariffs and other fees and duties that have left the state fractured into many little pieces.

This is where the smugglers come in. They smuggle cargo and people into and out of the different systems and sectors of the federation. Free traders are often used since many of the shipping houses would rather not risk the fines and liquidation that come with being caught and accused fo smuggling. Some of these smugglers turn pirate when the runs aren't there. The federation has a teeming underbelly, and your characters will be in the middle of it, dealing with mobsters, politicians, bureaucrats, and pirates. How things turn out is up to you. You could turn pirate, try to be an honest trader, or even take the reins as a crime boss yourself.

Ships obey the laws of physics and orbital mechanics. No swooping starfighters or battles broadside to broadside at distances that would have been close in the age of sail. But this is more of a storytelling thing than anything that will have a mechanical impact on the game. Instead of boring you with all of the various physics, I'll just point you to the [urlhttp://www.projectrho.com/public_html/rocket/index.php]Atomic Rockets website.[/url] Like I said though, this is more of a story thing than a mechanics thing.

Now, there are some breaks to that, like weak artificial gravity, faster than light travel and communication, and the fact that ships will be able to take an enormous beating compared to what would really happen, but that's all for the sake of narrative.

Also, I'd like to add in artificial intelligences, the ability to quickly grow human bodies, and implants, but that can be up for discussion after I've made my selection.

What I need in your submission
-Your character's core concept. This is what your character is all about. It can be simple, such as Ace Shuttle Pilot or a little more complex, like A humble farm-kid looking to be a hero, but it should be no more than a sentence with one or two clauses.

-Your character's big flaw. The thing that always gets them into trouble.

-Your character's background. It doesn't have to be complex, and you can come up with the names of places and people, even whole organizations. It should, however, end right before you join our merry crew. We'll cover how you joined while fleshing out the world. It should also give me a feel for your character's personality. You can also include how they look, but that could be something that gets collaborative as well.


Hey y'all. I've gotten an itch to run a space opera-ish game using the Fate system. As far as tone and setting are concerned, I wanted to shoot for a semi-humorous tone and something of a mashup between Firefly and the roaring twenties. The players are smugglers who crew a free trader. As they find work, they'll have to deal with corrupt bureaucrats, blood-thirsty mobsters and pirates, and debt collection agents.

Naturally, I wanted to make sure there is some interest for this kinda thing before putting a proper recruitment thread together. So if you're interested, post what you'd like to see and ask me any questions. Things are a bit nebulous at the moment, but the great thing is fleshing out the setting is cooperative, so we can hash out anything that I don't have strong feelings on after I pick a group.

So to make sense of all that (sorry, I tend to ramble,) here's a run down.

System: Fate Core with some extra bits (new skills and an increase in your starting skills.)
Genre: Space Opera, Firefly flavored, with a good dose of the Roaring Twenties.
Tone: Semi-humorous. It's not a comedy, a satire, or a parody, and there will be some moments of drama, but mostly, I want this to be lighthearted.
Scope: Local, but I'll be having the players move from place to place.
Plot: Nebulous, it's going to depend on how the setting develops after the recruitment.

Let me emphasize that this is not a recruitment thread. I'm not looking for submissions, just checking to see who's interested.

Oh, and if you have any advice for a complete newbie Fate GM, I'm all ears.


Heyo, I'm in a game where our GM just up and left about a month ago. I took over to keep things going, but I just don't have the bandwidth to continue. If you're interested, you can find the link to the gameplay thread below.

http://paizo.com/campaigns/AnotherRotRLByDMCrispy/gameplay&page=last

All of us really want to keep going, so anyone looking for a solid core of players shouldn't be disappointed.

WARNING! Spoilers for RotRL ahead! (Where we are precisely):

We are currently in Magnimar and have not yet begun exploring Aldern's connections to the Brotherhood of Seven and the Skinsaw men. The GM had one of the character's families killed by Faceless Stalkers and when I took over, I had two of the characters kidnapped, imprisoned, and then escaping thanks to a divinely empowered spell. Meanwhile, the rest of the group has either looked for clues in the house or gone to recruit another character's parents in helping to locate the two missing characters.

As of right now, we have the group at the house discussing what they found, which includes hints of where to search next (The sawmill and Aldern's townhouse,) the group going to enlist some help arguing outside of the door to the house/shop of the people they are looking for, and the two kidnapped, then escaped characters being hauled off to the Arvensoar for questioning.

If you read the last five or so pages, that should give you a firmer idea of what's going on.

I'll also be getting the others to describe their characters and situations here in so you can have a better idea of what you're getting into.


Well, I'm working on a guide to a campaign setting I want to run a game in, and I'd like some feedback on what I've done so far. I'm about halfway finished with it, but I figured it'd be better to get feedback now when I can make changes fairly easily and not scrap a lot of work instead of after I've gone and polished it.

Bits and pieces of this setting have been in my head in one form or another since I was in high school (7+ years ago,) and has been evolving ever since. I am happy with most of the setting, but I would not say no to any suggestions, though I would like to keep it close to the feel I'm going for. Where I am getting stuck is with the mythology. I have glossed over some of it, but not much. I find that to be where I fall short on and I'd like for the mythology to fit the world, instead of just tacking on something. Any help with that would be great.

Just a few things that I have not mentioned in the doc:
-I'm replacing the current magic system in Pathfinder with Spheres of Power.
-I'm going for a Fall of Rome feel with this. The great empire is dying and all sorts of nastiness is encroaching on civilization. Decadent civilization, but civilization none-the-less.
-I'm not going to be allowing alternate racial traits. I'm creating a mess of new races for the players and myself to use instead. (Still have nine race sections to do.)
-There's a heavy Gaelic/Scandinavian influence here. I'd like to keep with that.

Thanks in advanced, you can comment on the doc here: Aletheria Campaign Setting Guide

Click the comments button in the upper right to leave a comment on the document. Talking here's good too. Otherwise, why post in the forums? :)


...Brewers, distillers, moonshiners, and barkeeps.

A message to the Mods:
I wasn't sure of the correct forum to put this in, and I'm not a 100% on if this is allowed. Please, take any appropriate actions to rectify the situation. Thanks for all of your hard work and I hope that I haven't just added to it.

So I'm working on something that I think would be nice for GM's and world builders to have since, but I've come to the realization that don't know alot about a certain feature I have planned, namely dishes and mixed drinks that have the proper, well, for a lack of a better term, air or flavor, if you'll forgive the pun.

So without further ado, let's get down to what I am fishing for and how I can repay you for your time and effort.

The skinny on this particular entree...
I'm not going to go into too much detail, but this project has been in my head for a while now and I've finally gotten around to working on it. It's a series of books that GMs can pull a fully detailed inn or tavern from and plop into their game world as needed. This is where you come in.

Giving a helping hand...
What I am looking for a recipes for drinks (of the hard and soft varieties), sides, entrees, desserts, soups, salads, breads, pastries, you name it to include. Sure I could go online and pull them from there, but this way, I can be sure that i have or can get explicit permission to put these into a publication people will pay for.

That said, I'd like to ask that you only submit recipes that you have come up with, or that you provide a way to contact the person the recipe actually belongs to. Don't worry, though, I'll still be giving you my thanks.

And getting a gift in return.
As I said, I want to convey my thanks through more than a token gesture, so let me lay down how I'd like to show my thanks.


  • Simple Recipes and Referrals - You'll get your name listed in the book the recipe appears in as well as a free pdf copy of the book. Simple recipes are ones that involve few ingredients and little preparation time. Of course, the rule of common sense reigns here. If you just open up fifteen cans and dump them into a pot, that's pretty simple. If you just mix some Bisquick dough up and spend a half-hour braiding it, that's simple, if tedious.
  • Reasonably Complex recipes - Same as above, but you also get to create a NPC for a future book. I'll PM you for the details when the time comes. These are recipes that require some work and attention to do. This would be similar to what you'd find in a cookbook for everyday people.
  • Three Course Dinner - A full fledged meal with an appetizer, a main course with sides, and dessert will net you the same as above, along with being about to help come up with a tavern or inn for a different book. You'll also get a free pdf copy of that book as well.

Things I am not looking for.
I'm not looking for recipes that could get you into a culinary school on a full scholarship. I'm asking for these recipes because I wanted to add something different to this little project of mine. I'm also not looking for recipes that boil down to scoop out ice cream, top with whipped cream and cherry, unless you also include the recipe for making the ice cream.

Enough talking! I wanna cook!
So, before you submit, you'll need to be aware of a few things, namely what the guidelines are.


  • Obviously, you'll need to include the name of the dish/drink and the recipe for it.
  • Recipes should be clear and concise. Please list ingredients clearly and plainly. Steps should also clearly separated.
  • If this is not your recipe, please include an email where I can contact the owner, if you are unsure of the owner, please see if you can find out who it is before submitting.
  • If you think this fits with a certain race or class, please tell me what it is and why you think it fits. Think of it as flavor for flavor. ;)
  • Finally, post links to any pictures you have of the final product or of any tricky steps. These will help with the art for the recipes.

If you have any questions, post here or PM me. I'll be more than happy to answer them as best I can.

One more thing...:

If you are interested in helping me proofread and edit these books, PM me and we'll work something out.


So, I've been thinking about this for a bit, and would like to know if anyone would be interested in a little experiment. Think of it as playing pretend on a slightly more organized basis.

The basic premise is that instead of rolling for things, I'd be handling how things go based on what makes things more fun/tells a better story/is funnier. This means that there are no stats, so characterization becomes much, much more important.

For example, Your character, Joon'do, fires a burst from an assault rifle into the group of baddies that has just shown up to steal your shipment from your crew. I then state that Joon'do's burst of fire rips two of the goons to shreds, but the big guy in the back was wearing heavy body armor.

This isn't to say I'm going to say, "Wup! That guy has body armor, he's still kicking." I'll be doing my best to foreshadow this kind of stuff, and if I think your character would have caught something like that, I would have put it into a spoiler for you.

I'm not going to be posting any setting details for now, since I don't know how much of a bite I'm going to get, but for the sake of making things a little easier to decide if you're interested or not, I will say that the setting is going to be fairly hard science fiction that's a cross between Mobile Frame Zero's Setting and Schlock Mercenary's setting.

So, all that said, who's interested?


Mendev, a nation of holy crusaders fighting against the vicious forces of the Abyss.

Or, at least, that's the image it tries to portray. In truth, the crusades against the demons have taken their toll, growing more corrupt and slowly rotting away the soul of the nation. Though some still say the Fourth Crusade is strong and will be the one to push the demons back to the abyss, they are few and grow fewer everyday. The Fourth Crusade is dead. Morale is in shambles, and a seeping rot can be seen, though none seem to know neither the cause nor the remedy.

But all that is forgotten within the walls of Kenabres today. Armasse is here, with all of the games, contests, and festivity the holiday entails. Not all of the city celebrates, for even in this time, especially at this time, one must be ever watchful, though the gaily colored streamers and bright music that swim on the wind make it hard to remember that this is a city on the edge of disaster. Children scream and laugh as they chase each other through the streets. Couples kiss in shadowed alleys, or in the open in front of everybody. Bards, minstrels, dancers, and storytellers ply their trades. Most impressive of all are the stalls being set up for the joust that afternoon.

It's nearly noon, and many flock to Saint Clydwell's Cathedral to hear Lord Hulrun speak and officially open the festivities.

Okay, what are you guys doing as you head to the square in front of the cathedral.


First off, Congratulations! I'm excited to be running this and I hope that I can challenge you for at least the first half of the adventure. I'm going to try streamlining this a bit, especially in later parts to keep things going pretty quickly. After all, I'm more interested in the RP than seeing how quickly you guys can pick apart a balor. :D

Speaking of RP, sadly, the RP thread from before is not canon. It never happened, in other words.

So, a few things about me, in case you've never played with me as the GM before. I live in Alabama in the US. I'm 25 and I've been playing Pathfinder for almost four years.

I don't mind if you have read, played, or GM'd this AP before, but I do ask you to not metagame. I also don't mind if you peek at spoilers meant for others, although they are in spoilers for a reason. Again, please keep player and character knowledge separate. Combat is done in a down and dirty block initiative. Whichever group has the highest initiative goes first, and he who posts first acts first. It will probably make the Rocket Tag issue worse at higher levels, But Ronnie and Choon can tell you, that if it will make a better story, I'll cheat shamelessly and I tend to play a little loose with the rules. If you're not sure if you can do something, ask, I'll probably have you roll something to see if you succeed.

That said. Let me know if you want to work on something or get this party started. Once everyone's ready, I'll get the party started.

Oh, and don't forget to dot the gameplay thread. I'm sure you would like to know when something happens.


The tavern is dimly lit and smells of ale and sweat. Life is rough this close to the Worldwound, and it seems that the favorite drink is anything cheap. As you walk in, the surly bartender turns his good eye towards you and grunts.

"Take a seat and pick yer poison. I'll have it to ya in a bit."

Have fun, and feel free to discuss your characters or what you have in mind through the game.


For a century, Mendev has stood vigil over the Worldwound. Its proud defenders protecting all of Avistan from the demonic hordes. Kenabres stands in the line of the powerful Wardstones, Mendev's greatest defense. The long, weary years have worn on the morale of the crusaders, but there is still some cause for hope, and even celebration. Armasse is coming, and the citizens of Kenabres are looking forward to the distractions it offers from the horrors of being on the front-lines, despite those few who still insist that the turning point in this war will come soon enough.

Little do they know how right they are. All of Avistan and Golarion will soon be in dire need of heroes, mighty heroes! Heroes that will change the course of history!

Welcome!
And thank you for your interest. I've gotten the itch to run this and so here we are. I've been playing Pathfinder since 2009, and I've been on the boards almost as long. Enough about me, though, let me tell you what I'm looking for.

I'm looking for 5-7 players that can post around once a day. I'd like to be able to get through a round of combat in a day as well, but I'm not going to be too upset if that doesn't happen. I'll be taking interesting characters over interesting crunch. I tend to play a little loose with the rules and I like good role-playing. Beyond that, see the guidelines below.

Character Creation:
-Roll 5d6 six times, drop the lowest from each set. If you end up with less than a 25pt buy, reroll.
-Three traits, one must be a campaign trait.
-Max Gold
-No 3PP
-All Paizo Core is allowed with the exceptions below.
-No Evil, I'd really prefer Good
-No Races more than 15RP
-No Synthesis Summoners
-No Gunslinger
-No Firearms, period.
-No Advanced Tech

Requirements:
-Crunch
-Background
-What Mythic path you plan to take
-An RP sample

Yes, I realize that I could have a character with a 24 in a stat, but the chances of that are pretty slim, and this is supposed to be the kind of campaign that gives rise to the kind of legends that are known across continents. If I like the character, then I can live with the high stats.

Recruitment will be open until March 13. I may close it earlier if I wind up with a whole mess of great submissions.

Good luck and I look forward to seeing what you come up with.


Congrats to all of you. Now, because of some issues IRL, I'm not going to be posting as much as normal for a bit. I had planned on kicking this off this weekend, but I think I'll wait until Monday to give things on my end some time to settle and give all of you a chance to work out how well you know each other.

That said, I hope all of you will find the wait worth it.


Dot here for now.


This is a closed recruitment for people playing in one of my other games. I may open this up if I need to fill more slots.

Sandpoint, a sleepy little town on the Lost Coast that is known for three things: Glass, the Rusty Dragon, and the Heroes of Sandpoint that defeated Karzoug the Claimer. Other than a brief period a few years ago, it has always been a sleepy little town, or so it likes to think. Recently, the Licktoad Goblins have grown bold and fireworks light up the skies in Brinestump. With the town guard stretched thin, Sheriff Belor Hemlock has re-instituted the Goblin Bounty, and a few young citizens see this as their first step to becoming Sandpoints newest heroes.

Character Creation:
-Roll 4d6 six times, drop the lowest from each set. If you end up with less than a 20pt buy, reroll.
-Three traits, one must be a campaign trait.
-Average Gold
-No 3PP
-All Paizo Core is allowed with the exceptions below.
-No Evil
-No Races more than 15RP
-No Synthesis Summoner.
-No Mythic
-No Gunslinger
-No Firearms, period.

Requirements:
-Crunch
-Background
-What role your character would play in a caravan
-An RP sample.

Special Considerations:
I've already accepted two players, and I'll take up to four more. The two characters are:
-Lou Kasuri, a human Monk of Tien tradition.
-Liera Mvashti, a tiefling Witch.

I'm also curious to see Lou's younger sister, Noro in this as well. If you're interested, PM me and I'll send you everything you need to get into character. Noro is a Human Barbarian that likes to use her fists and face to break things.

Recruitment closes Tuesday, October 14, 2014. This date is subject to change at the GM's discretion.

Good luck and I look forward to seeing what you guys come up with.


"Welcome peasants! Welcome to your DOOM!" a nasally, whiny voice booms out in the tiny room. Beyond the gray stone walls, the slit window that gives the only light, and a stone floor that is as uncomfortable to lay on as it looks, which you know form recent experience, there are three things that stand out.

First, you have a pounding headache, likely from being knocked out.

Second, it is really chilly here.

And third, which doesn't make the second thing any easier to deal with, is that you have stripped of all your worldly possessions and gear save the bare minimum to maintain your modesty, and keep this in the game within shouting distance of a PG-13 rating.

"All of you ahve greatly angered me! You have expunged on my honor and for that you shall all rot here in my Tower of Doom!" The voice booms out again, followed by a thunderclap and a flash of lightning.

"There is no escape and I shall laugh at your pathetic attempts to beg for mercy. Laugh I say! Muahahahahaha!"

"MAURICE!" says a second voice, "What you doing down there?"

"MOM~! I'm busy teaching a bunch of rubes not to mess with me!" Maurice whines.

"You can do that later. It's time to mow the lawn."

"B-but MOM! I gotta squa--"

Then, thankfully, blessed, blessed, silence.

Okay, you are each in a room that is ten feet by ten feet by ten feet. The walls, floor, and ceiling are all made of stone. One wall has a tiny window that lets in barely enough light to see by and the wall opposite has a heavy wooden door with an iron pull. On top of this, you are cold and wearing naught but your underwear. I need a fort save and what each of you is going to do.


Thank you guys for applying. I know the party lacks any divine casters or healers, but I plan on rectifying that soon after the game starts.

As for the equipment situation. I told you guys not to worry about it because you won't have any right at the beginning. Those of you with Spell/formula books can go ahead and pick your spells, but you won't have access to them right away. If you have an animal companion/familiar, you still have them at the start. Bonded objects will be found about the same time as your spell books.

I'll try to have the game thread up in a few hours, but no guarantees there.

That said, I hope I'm as funny as I think I am, otherwise this is going to get real old real quick.


Before you read any further, please note that this is going to be silly. This isn't a self-deprecation, but the point of the entire adventure. If you are looking for a place to play that dark brooding assassin your GM forbade, seriously, then I'm afraid that this isn't for you. If you're looking to play him up to comedic levels of GrimDark, Blood-bathed, over-the-top shenanigans, however, this still might not be your campaign, but apply anyway, I'll be the judge. :D

Now, this is supposed to be a dungeon crawly type game with lots of Role-playing and other shenanigans. That means classes that do well in confined spaces are your best bet, although it could be fun to try and be the knight on a white horse, just don't expect to be able to ride much.

Character creation:
Level 1
Roll 4d6 drop lowest six times for stats.
-Reroll if you have less than a 20 point buy
-Reroll if more than one stat is below 8.
Don't worry about starting equipment.
Three traits and one drawback.
No Evil, period.
Any class is allowed (save no Anti-Paladin)
Any race that uses class levels for hit-dice is allowed.

Submission:
Full stats, save equipment
Your character's background
Your character's personality
Your character's appearance
A few things that sets them on edge.
A few things that makes them go all gooey.
A quirk or two that they have.

I'll keep submissions open until Saturday. Until then, I look forward to seeing what you guys come up with. Remember that this adventure does not take itself seriously, so the potential for humor is going to trump party balance and optimization.

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