Hello. I'm interested. I haven't played much mid-high level stuff before, but I've been a presence on the boards for a while. I'm coming out of a real-life-related slump, so my posting is getting back to normal.
Could you tell us anything about the party as it stands now? Who do you have, what are their personalities, etc?
@Kayri_Khaos: At first glance, the scavenger seems okay.
@Kittenmancer: Thanks, and I hope you find something that clicks!
@Sapiens: I'm open to the idea. Depends on how you intend to implement it, though. If you'd like to chat about pyrokineticist via PM, be my guest.
@Joseph: Alchemy is fine, but I'm going to say no to the 3PP stuff. There's too much just in Paizo for me to keep track of.
@Azih/'Peyton': Thanks for being patient. 3 memories is fine with me.
@pauljathome: I'll check it out and get back to you when I can. Class is very important. However, without any real background save your memories, there's no way to determine where you got your stuff/skills. Don't worry about it, as that's part of being an amnesiac. Additionally, there's no "background wealth" that your character would be aware of. I'd like to say more, but, hey! Amnesia, right?
The huge oaken double doors shut surprisingly softly for such massive pieces of wood, blocking your view of the well-dressed man who brought you here. Turning, you take in the room he left you in; marble floor, white-tiled walls, and a spiralling staircase. You only have a moment to look before your arm is gripped, gently but firmly, by a large, dark-haired man in a white tunic and pants. ”This way, please. We haven’t gotten you admitted quite yet.” He leads you through a door into an oak-paneled room with a wide desk and a comfortable armchair. Behind the desk sits a man in a white coat, while nearby stands a woman in a blue dress with white apron holding writing tablet and pen. The man speaks.
”Name: Unknown, see documentation. Profession: Unknown. Place of Residence: Polperro, Cornwall. (Not far from here.) Malady: Amnesia, possibly trauma-induced? Make a note to check up on that, Miss Savoy.” The woman in the blue dress scribbles furiously. ”Person of Responsibility:...None Listed. Who were you, and why are you here now?” The doctor looks at you again, then smiles winningly. ”Doctor Lossandro. I’m sure we’ll be good friends. York?” The big man who led you into the office nods. ”Please take our newest guest and the others to the D Wing to finish up their admission process. And while you’re there, could you bring Zandalus down? I have an idea on how to get him to talk again.”
= = = = = = = = = = = = = = = = = = = = =
Welcome to my third recruitment for a Victorian Strange Aeons: In Search of Sanity. Both previous recruitments ended with deaths in the family, which has led me to believe this is cursed. However, I really want to run it, so we’re going to try again. If you were part of a previous recruitment (or two), you’ll need to apply yet again, since I didn’t ever get to the point of really reviewing characters.
Patient Number: Please don’t name your character. Instead, give him or her a 5-digit patient number, beginning with either M or F. For example, a female character could be F-74291. If you choose to have your character remember their name or nickname, you can add that to your character’s profile as follows: F-74291 “Mary” or M-14597 “Squints”.
Character Concepts: I’m looking for 4 or 5 characters between 25ish and 35ish years old. These characters can know 1d3+1 of the ten things on the following list, but the rest of their backgrounds are a mystery. 1. His or her first name or a nickname. 2. Where he or she was born. 3. What he or she wanted to be when he or she grew up. 4. A crime he or she committed, whether he or she was caught or not, but not the consequences of his or her crime. 5. How many siblings he or she had. 6. What faith his or her family followed, if any. 7. How much schooling he or she had, and where, up until age 16. 8. The first name of his or her first love, but not what he or she looked like. 9. Two injuries, and a hunch at how he/she got them. 10. His or her favorite childhood book. None of these memories cover adult life (16 and older). Other than three of those ten things, your character only knows he or she was recently committed to Briarstone Asylum near Polperro on the Cornwall Coast of England, his or her patient number, and that the year is 1841. Do not write a background. Instead, put together a list of these things.
Alignment: Since your characters have no recollection of their pasts, I anticipate a lot of partially-neutral alignments. However, any alignment will work, as long as your character is capable of working with others, isn’t insanely grimdark, and isn’t a loner by nature.
Races: Human. I’ll allow a trade-out of any one racial ability or trait from another core race in exchange for either the bonus feat or extra skill point.
Classes: In my mind, the classes that would work the best are Occult and Mundane classes (non-spellcasters). Therefore, the only classes I’ll allow are classes and archetypes without arcane casting, with the exception of bard. Additionally, I’ll only be taking one divine caster at most. See Setting Considerations for more details.
Guns: For all classes, replace hand/light crossbow proficiency with 1-handed firearms. Replace heavy crossbow proficiency with 2-handed firearms. Guns are considered commonplace, with the changes to price and availability that entails, though advanced/modern firearms are a rarity at this time.
Armor: In order to not break Victorian fantasy and avoid having characters clomping around in full plate, I’ll be using the following system. One-half-BAB classes (psychic, etc) do not gain bonus armor as they level. Three-Fourths-BAB classes (rogue, mesmerist, etc.) gain 1 bonus armor every 3 levels. Full-BAB classes (fighter, barbarian, etc.) gain 1 bonus armor every 2 levels and start with 2 bonus armor. Additionally, only light armor is available. This might have an impact on balance, but I think it’ll be okay.
Point Buy: 15, no greater than 17 in any ability after racials, and no more than one ability below 7. You’re not superheroes, you’re amnesiacs trying to find out about your pasts.
Hit Points: Maximum at level 1, half+1 for each thereafter.
Equipment and Gold: As your class average, but only equipment.
Traits: One. Do not pick a Strange Aeons campaign trait. You’ll be assigned one shortly after the AP starts.
3PP: Please, no 3rd party products. I’m not familiar with them, and the amount of options in Pathfinder alone is overwhelming
Background Skills: We will NOT be using background skills, because your characters have no backgrounds.
Gender: In spite of Queen Victoria’s reign, this period was not by any means a golden age for women. As a game setting, I’m going to remain true to this reality, while also acknowledging that it’s a fantasy role-playing game. As such, female PC applicants are not only not discouraged, but welcomed, but be aware that the setting will impose unique challenges upon said PCs, and may not react well when those PCs choose not to follow societal norms.
Magic: Arcane magic, with its flash and showiness, doesn’t feel right for the setting. Divine is more relegated to the Church and to a handful of ‘hedge witches’ that possess a connection to the Divine through whatever means.
As such, most of the magic in this setting falls into the Occult. Whether the result of a pact with an unholy power, the shattering of a mind through trauma, or simply an accident of birth, the Occult has been a force in European society for centuries, and is at the core of many a witch-hunt or inexplicable event. For most people, the Occult doesn’t have any impact on their lives except to enthrall children with stories of Baba Yaga and Morgan le Fey. However, there are those who see it as a path to power. The legendary predictions of Nostradamus, the skills of the Yogi of India, and the trepanned skulls of the Tartars...all speak of the power to be attained if one is willing to sacrifice. Whether that sacrifice is sanity, wealth, or parts of one’s body, great things are possible.
Orator Kent wrote:
My mouse (still working on a name, that's always the hardest part) could definitely have been a veteran of Ferndale. As for his personality, he'd probably see it as punishment to be stuck with a bunch of kids without any experience. Not so much because they'd be worthless in combat as because he'd be worried they'd only talk about unimportant, trivial stuff.
Kitsune, Drider, Illumian, Serpentfolk, and Shae.
The mottled dance of gold and green light filtering through the trees. The sound of a brook burbling down its course. The brightly-colored flags flying over a coastal city. Generations ago, these might have been truths, but today, they’re myths.
Drelven is a land of twilight. The days come in a pale, sickly half-light, pushing through low-hanging clouds and moss-covered tree branches, while the nights are heralded by waves of fog rolling in around the ruins of those coastal cities. Treacherous paths cross the huge swamps that once were rivers and valleys, and mountaintops are lost among the grey skies above. The world has changed, and so have those who live there.
The Illumians were human, once. Their cities were places of trade, learning, peace...and secrets. Beneath their halls and towers, they built massive vaults, and filled them with the knowledge of bygone ages. There, these secrets rotted until the clouds blotted out the sun and the seas rose around their city walls. Since then, those humans fortunate enough to be within the walls have found themselves...changed. As their leaders put ancient magicks to use in an attempt to keep out the twilight, the people found themselves dependent on that magic for everything from their daily meals to light, and gradually, a sort of relationship between the magic and their bodies and minds emerged.
Those outside of the walls faced a far different fate. Their fields flooded, their villages ruined, and the cities sealed, these humans fled the swamps for the only refuge left to them; the mountains. At first, they simply climbed, but when the highest peaks were summitted and still clouds filled the air above, they dug. Their caves and tunnels became cities in their own right, their food whatever fish and fungi they could grow in the true darkness, and bit by bit, they found themselves changing. When they came out of the mountain caves, their bodies were insubstantial, wispy, and dark, and their eyes had grown huge and pale. The Shae, as they called themselves, were no longer human.
The Kitsune had long followed the patterns of the stars across the forests of Drelven, and without their light, many of the roving clans lost their way and perished in the new swamps. Others, faced with the prospect of a world without guidance, created their own, and today, the Kitsune way of life centers around a clan’s starbearer; the white-furred first daughter of the clan’s alpha. No one is sure why the first daughter always has white fur, or why they can guide the clan’s lanterns down safe paths no one can see, but it’s rare to see one fail. The Kitsune clans travel between the coastal citadels of the Illumians and the mountain dwellings of the Shae, bringing trade and news between the otherwise isolated races.
The Serpentfolk, for the most part, have found the world’s changes much to their liking, and today they dominate most of the inland regions. They find themselves relatively unhindered by the swamps, often using the most mired places to make their stilted towns, and until recently, were considered a threat by the other races of Drelven. However, their territory’s expansion has stopped short of the Illumian citadels, and they seem uninterested in the Shaes’ mountain holds, so an uneasy and unofficial peace has settled between the three.
The other major denizens of the forest have also adjusted well to the world’s changes. Or, rather, the Drider haven’t adjusted at all, and it’s suited them just fine. Always tree-dwellers, the six-legged, spiderlike Drider simply continued fishing, hunting, and living in their treetop, web-and-wood villages. For the most part, Drider communities tend to seem reclusive, though trusted outsiders are welcomed up into the trees.
Between working on transitioning my PbP Kingmaker game to Book Two, work, and building a real setting, this has sort of been on the backburner. Here it is, though.
Yeah. I'm working on something swampy. Kitsune as nomadic swamp-crossers. Driders living in the trees above. Dropping the Derhii because I have an alternate for races I can't deal with. Serpentfolk empire in the swamps. Shae and Illumian as alternate branches of Human that adapted to perpetual twilight in different ways.
I'm about a page in, so it'll be a while before I'm happy with it, but it's probably the most cohesive draw I've gotten so far.