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AkiraKitsune's page
47 posts. Alias of EltonJ.
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Anyone interested in a Swords and Sorcery campaign inspired by Conan the Barbarian?
The game will take place in the World of Greyhawk. Aside from starting in the Central Flanaess or even on the Eastern Flanaess, we will play in the Western Flanaess. Complete with nasty cults, dangerous sorcerers, and high adventure!
The game will take place in the Bakulunish kingdom of Ket. You will play foreigners. Whether barbarian, paladin, fighter, bard, sorcerer, monk, cleric, rogue, ranger, or wizard -- you are all foreigners to the kingdom of Ket. Ket has a strange, insular culture. The place is dangerous to most foreigners, but ancient enough to hold secrets of its own. I am portraying Ket like Egypt during the New Kingdom combining the secrets of Stygia in a strange, cold desert.
What you need
1. A copy of the Pathfinder Roleplaying Game, 1st edition. Yes, we are using First Edition for this. I am not holding your hands for this game. I'm not going to make you feel better. I'm looking for people who game looking for a fun time. In the way Conan captured the imagination of thousands.
2. A copy of the Advanced Players Guide.
3. The World of Greyhawk Fantasy Game Setting OR the Living Greyhawk Gazetteer. You can have either or both. Just that the LGG is more compatible with the PFRPG. Fortunately, both cost less than three cups of coffee separately at Drivethru.
Optional Rules we are using
We are using the following optional rules for this game.
1. Hero Points. See pages 322 through 324 of the Advanced Player's Guide. We will be using Hero Points. It's up to you how you will use them.
2. New Classes. We will be using the following Base Classes from the APG: alchemist, Inquisitor, and Summoner. The rest are for NPCs only. All other base classes from other books are banned.
3. Archetypes. Yes, we are using Archetypes.
4. Traits. We will not be using traits. I'd rather you come up with a creative background for your character. Traits have been abused. Come up with a reason why you are traveling to Ket.
Creating Your Character
Abilities. We will use Point Buy for this game. You get 15 points to distribute among your abilities. I know, I usually give you 25, but for this game -- it's a little more gritty than usual. I contemplated having you roll, but to many people complained in the past.
Races. You can choose only from the following races: Human, Elf, Dwarf, Halfing, Gnome, Half-orc, Half-elf, Tiefling, and Aasimar. Players may use Alternate Racial Traits for each of these races. Also, you may use the following player companions: Blood of Fiends, Blood of Angels.
Classes. The Core Classes and the classes renumerated above are the only ones allowed for this game. You cannot select classes outside this list, since the rest of them are not in a Swords and Sorcery trope. I will allow classes from Pathfinder: Unchained.
Archetypes. Yes on Archetypes.
Subdomains. Yes on Subdomains.
Alternate Wizard Schools. Yes on alternate wizard schools.
Traits. We will not be using traits. Come up with a background yourself. As I said, I'm not here to do your background for you.
Skills. Yes, we will use Background skills.
Feats. No elephant-in-the-room/the room is square rules.
Equipment. Try to pick your equipment from the Core Rules. No guns!
Level. You may start at 5th level.
Alignment. Try to choose good and neutral alignments.
Okay, I think that's it. Any questions?
Just checking if anyone is up to playing in Strixhaven. I've downloaded the pdf and the layout of the PDF is atrocious. However, the main book is beautiful and I have the hard copy in my cart at Amazon (at a reduced price).
I don't like 5e, but I'm willing to try it with Pathfinder. I like players to customize their characters while we play. Also I think Wizards is misrepresenting 5e in certain aspects. I have 5e in a pdf somewhere.
Strixhaven is about magical education as it's theme. The "world" is a lot like Hogwarts, but in a University setting. People come to Strixhaven to get an education in the magical arts and sciences. It's also a Magic the Gathering setting. If you like Harry Potter, you'll enjoy Strixhaven. So, who would like to play?

Dark storm clouds gather over war-torn lands. Armies march wearily into battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, never to rise again, while others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are let loose one more time. Somewhere on a muddy battlefield, a common man becomes a hero—and a hero becomes a king.
Hi everyone!
I'm now formally recruiting for my Birthright game. You will be playtesting my conversion document, to see how it works in Pathfinder. You will need a couple of items to play the game. The game will be play by post on my discord server. Birthright is one campaign setting where you can't play on the Paizo forums.
What You Will Need
A. One copy of the Pathfinder Roleplaying Game, 1e. Generally you will have this already. We will be using it as well as the next item.
B. A copy of the Birthright Campaign Setting for 2e.
I don't want to force you to buy anything else in the Birthright line, so we are starting our campaign in Anuire for right now. Anuire is the English/French culture of Birthright. I'd like you to create regent characters. Try to pick domains in the Southern Coast. I also would like you to share a domain.
Character Creation Details
Abilities. Roll 2d6 and add 6. Arrange to taste.
Race. You are restricted to Elves, Half-Elves, Dwarves, Halflings, and Humans. Humans must come from one of the five cultures: Anuirean (English), Brect (German), Khinasi (African), Rjurik (Norse with Scottish influence), Vos (Russian).
Class. Sorry to be restrictive here, but choose a class from the Core Rules.
Archetype. Try not to select an archetype. Maybe in a future campaign, I'll let you.
Skills. We will be using Background skills. Remember your culture or race may affect your background.
Feats. We won't be using Elephant in the Room/Feat tax rules. Select all your feats from the Core Rules, please.
Bloodline. I have not written new rules up for bloodline derivation, so follow the Birthright Rulebook.
Blood Abilities. Wizards has put out another free download on Drivethru. It's the Book of Regency. I would like you to download it, and use it to figure your blood abilities.
Alignment. Try to stay away from the evil alignments, I'd like to play all the bad guys.
That should be it. Any questions?
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Hi everyone,
Checking who would be interested in an online Birthright game. Here are the specifics:
System: Pathfinder 1e until further notice.
Platform: discord or Roll20, I haven't decided yet. PBEM is possible if we are doing strictly domain turns.
Game Plug: Birthright is a game where you can play a king. Take up the mantle of a king over your own kingdom. Fighters lead great armies, Clerics (and Inquisitors) lead temples, Wizards can command powerful Realm Magic; and Rogues control the economic destinies of nations. This is your chance to play a great leader.
Aspects: There are five races you can play: Human, Dwarf, Elf, Half-Elf, and Halfling. If you want to play a human, humans come in five cultures: Anuirean (English and French), Brecht (German), Khinasi (African), Rjurik (Norse with a Scottish Accent), and Vos (Slavic).
I'm looking for at least 5 people who are interested, then I'll generate a recruitment thread.
Revisiting FR right now. Waterdeep in the Forgotten Realms can be used as a basis for a campaign. I recently got Waterdeep (3e) by Eric L. Boyd, and I was wondering who would be interested in a short campaign based in this city? You don't need a copy of one of the Waterdeep books to play (one for 1e/2e, one for 3e, and Volo's Guide). Although they could be helpful.
All you need is one of the FRCSes to play and Pathfinder 1e, but the FRCS (3e) is recommended.
This is not a recruitment thread, yet. If I get a lot of interest, I'll set up some character creation guidelines.
Somewhere in the heart of the steaming jungle lies the answer to the whispered tales -- rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders -- or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City?
Hi,
Just recruiting for a I7: Dwellers of the Forbidden City game. This will be set either in the World of Greyhawk or Forgotten Realms. I don't know which yet. This is the module that introduced a few interesting monsters, including the Yuan-ti, the Aboleth, and the Tasloi. The module can be set in either Greyhawk or the Forgotten Realms.
The adventure is intermediate in dangers. Characters will start at level 5 (the adventure is written for levels 4-7). I'm taking suggestions on where to set this. Greyhawk or the Forgotten Realms. The adventure is nominally written for Greyhawk, but can fit the Forgotten Realms easily enough.

After talking it over with a few people on Candlekeep, the focus of the campaign isn't in Hlondeth. It's in Najara, the kingdom of serpents.
From Serpent Kingdoms (page 104). "Najara, the Kingdom of Snakes, is an ancient realm of serpentfolk that encompasses the eastern reaches of the High Moor, the Serpent Hills, the Forest of Wyrms, the Marsh of Chelimber, and the river valleys that meander through the area."
You will create Yuan-ti heroes. You have been called by Set (or rather, someone you believe is Set) to revitalize and convert Najara from a decadent kingdom to one of Zion (which means, pure in heart). This is a short campaign, but you are laying the groundwork for whats to come. Much of Najara is in the Serpent Hills. The capital is Ss’khanaja. The nation is based on India, only Yuan-ti and reptile themed.
ASPECTS:
This is a test campaign, surely. I want to see if Yuan-ti can work as player characters. Purebloods can work certainly, with a little change. But the campaign is short, only beginning at level 3, and ending at level 9. This is certainly your chance to try roleplaying something very different.
Races allowed:
Yuan-ti only. If you always wanted to play a yuan-ti, this is your big chance. However, I'll be allowing all three: yuan-ti purebloods, yuan-ti half-breeds, and abominations. You can not play a yuan-ti anathema, I forbid it. Playing a really powerful yuan-ti is not part of this experiment.
What You Will Need:
1. The Pathfinder Roleplaying Game Core Rulebook.
2. The Advanced Race Guide.
3. A copy of the Serpent Kingdoms FR supplement for 3.5.
4. A copy of the FRCS (3rd Edition) might be helpful, but not mandatory.
5. Ultimate Psionics. Not needed, but it might be helpful if you want to add the psionic dimension to your character.
Creating a Character
1. Abilities. You have 20 points to create your character.
2. Race. Yuan-ti only. See above for reasons. If you really want to, I might allow an ophidian. But please note that they can't be nobles.
3. Class. Try to keep your class to core only. This is a test campaign. While it would be fun to create a Holy Guardian (see page 89 of Serpent Kingdoms) by combining the Slayer class with the Ranger, remember you are roleplaying a race out of the ordinary.
4. Archetype. Any archetype of your class is allowed, just be sure to have only one.
5. Traits. You may have two traits. Try to flavor them as serpent-themed.
6. Skills. Yes, we are using Background skills.
7. Feats. No, we won't be using Elephant-in-the-room/the-room-is-square feat rules.
8. Level. We are starting at level 3.
9. Hit Points. You start with maximum hit points at level 1, then Average the rest for your hit dice.
10. Alignment. I know Yuan-ti are evil. However, I'm asking you not to be.
11. Equipment. You start out with Level 3 wealth. You are also allowed some magic items (+1 in magical ability). Remember, Yuan-ti start out with the best tools, and usually have items that are at least Masterwork items.
12. Character Considerations. If you need to, you can create a skill that is serpent themed.
That should be it, any questions?
I'm wondering if anyone would like to play the Yuan-ti. The adventure happens in the Forgotten Realms, based in the Yuan-ti controlled city of Hlondeth. You will need a copy of Serpent Kingdoms for FR. It's going to be a short campaign. Probably from level 3 to 9.
You don't have to be necessarily evil. But I'm interested in how a campaign starring the Yuan-ti would work. This will be a test campaign, to see if the concept, player Yuan-ti, will work. We'll have to do race write ups for the pure-bloods, half-breeds, and abominations. You can't play a yuan-ti anathema, though. I have my reasons for doing such a short campaign other than what's already given.
So, is anyone up for this experiment?

Here we go again. Gauging interest in playing Dark Sun™ using Pathfinder 1e and Ultimate Psionics. We will be playing in the Tyr region. The aspect of the game deals with trade, only the city state your trading with is Balic.
Why DARK SUN™ again?
I'm buying all the trademarks and copyrights to this campaign setting from Wizards of the Coast in the near future. I can't say exactly when, but a DARK SUN™ Roleplaying game is in the future. Using 3rd Edition (3.0) as the base. I'll be doing the writing, and I have an editor and a future team of artists to illustrate the game.
So, I'll be posting a separate thread for recruitment. So if you have to ask questions about character creation, this is the place to do it. This game does not discriminate. Although it deals with slavery (one reason why Wizards finds DARK SUN™ to be so problematic for their new player initiative). The slavery aspect for this campaign is based on Gorean principles found in the John Norman Gor series. In case you want to play a slave, you have to come to some sort of agreement with another player character so you can adventure with the group.
Note, I do realize that slavery in an RPG is touchy. But it's part of the DARK SUN™ campaign setting. You don't have to play a slave if you don't want to. But it adds an interesting dimension to the game if you do.
Another problematic aspect to DARK SUN™ is the skimpy clothing one can wear. Although it's not realistic (desert sheiks and the Bedouin people have better clothes for the desert); this game is fantasy so feel free to go with a costume for your character that has DARK SUN™ in mind.
I'm sure there are other reasons why Wizards won't touch this setting. So sound off your interest. If I can get twenty people interested, I'll start a separate recruitment thread.

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Come all and hear the tale of the heroes of Zakhara! Adventure in the lands of Zakhara. In the lands of Zakhara, there is danger, excitement, and beauty beyond. Riddle with genies, deal with ancient magic, and face monsters beyond your imagination!
Set in Huziz, the City of Delights (and beyond), your characters are enlightened. You believe in Fate. Fate sets things in motion, there is destiny, and there is law. Beyond Huziz and the other cities of Zakhara lies lands unconquered for many reasons. And there is also the sea!
What you'll need:
I remind you that Al-Qadim has never been developed for 3e. So . . .
A. One copy of the Pathfinder Roleplaying Game Core Rulebook.
B. One copy of the Al-Qadim: Land of Fate book. This introduces you to the setting of Al-Qadim. It costs ten dollars to download, but you get a lot of information on the culture of Zakhara, which is based on the tales of the Arabian Nights.
C. Possibly! Yes, possibly, one copy of Pathfinder Campaign Setting Qadira: Jewel of the East. There are some similarities between Zakhara and Qadira. Not a lot (after all, in Zakhara, you can buy concubines, for instance); but enough to draw some parallels. However, the Land of Fate book is all you need.
Creating a character:
1. Abilities. Yes, you will do point buy. Too many people complained when I have you roll your stats (mostly it's about balance). So, 20 point buy for your abilities.
2. Race. Try to pick a Core Rulebook race. Although since there are genies -- and byblows are possible (after all, Sinbad had a genie for a wife) -- choosing an elemental race (like a sylph or an Oread) is not impossible.
3. Class. Try to choose a class that allows for greater customization (like a fighter) rather one that is focused (like a swashbuckler). However, all classes -- EXCEPT the Gunslinger, Ninja, and Samurai -- from the CRB, the APG, UM, UC, PathUnchained, ACG, UI, and UW.
3a. Archetypes. You may choose any archetype for your class. Try to choose just one, please.
4. Skill. Yes, we will be using Background skills from PathUnchained.
5. Feat. We won't be using Elephant in the Room/the Room is Square feat rules.
6. Equipment. Try to keep your equipment choices Arabian themed.
7. Level. Make 3rd level characters, please.
8. Alignment. Try to choose non-evil alignments. I'd like to play all the bad guys!
Okay, I think that will cover it. any questions?

I've been watching a video on Al-Qadim, and the land of Fate is one of those settings which TSR stopped and Wizards never redeveloped due to two problems:
1. A lot of people liked Quasi-Medieval fantasy. Faerûn settings simply outsold those for Al-Qadim.
2. Al-Qadim is a great setting that had some problems from the get go. Mostly because TSR was overextending itself during the '90s.
BUT . . . I'm thinking of running a game set in Zakhara: The Southern Realms. However, I wonder, how many people will be willing to play in a setting based off of the Arabian Nights and Sinbad? There were a lot of movies produced based off of Sinbad and the Arabian Nights tales. Even Disney got one off (Aladdin).
I could do an adventure with Qadira in Golarion, but Zakhara of the Forgotten Realms is very detailed and I have a lot of material to base a game there. Yes, if you read the Arabian Nights tales, and seen some of the Sinbad movies (and there are a lot of them) and enjoyed them, then a campaign set in Zakhara could be your ticket.
However, it would mean redeveloping Al-Qadim for 3e and Pathfinder. Wizards won't call foul on a game set there, though. The game that I'll run won't be a paid game in money. Which means its purely a hobby game (mostly because I don't want to get sued by Wizards).
This, hypothetical game, will have the hallmarks of a Fantasy game inspired by the Arabian Nights tales. If I get a lot of interest, I'll put the Waterdeep idea on the back burner and run this instead.
Male Human Psion 10/Atlanteologist 10
Here's the Gameplay thread.
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Just gauging interest in another FR campaign. Since one of my live campaigns is decaying, I'm wondering who will be up to another FR game. I haven't got a setting for it, yet. But I'm thinking Waterdeep.
Male Human Psion 10/Atlanteologist 10
Oy, this the discussion thread fellas!

Okay, since my Eberron: Shadows of Sharn idea was rejected but there is some interest still in it, I thought we'd start fresh. Unlike my other Eberron campaign that will end with the published campaign, this one is on going. We'll go until the PCs have built strongholds for themselves or become men of great Renown.
Setting: Aundair, specifically Arcanix.
Year: 998 YK.
What You'll Need
* One copy of the Pathfinder Roleplaying Game Core Rulebook. I know those applying would have this book, but I linked to the PDF in case we get some new people that don't have it.
* One copy of the Eberron Campaign Setting (3e). This is core to the campaign. I linked where you can buy it from Drivethru. To make things easy on clerics, we will be using the domain suggestions from this book. If you are a cleric and want to talk about using subdomains linked to some of the Churches (and to customize your cleric), we can talk about it.
* One copy of the Pathfinder Roleplaying Game: Advanced Player's Guide. Also linked to Paizo's website. Some base classes in the APG work well with some Dragonmarked Houses. Like an Alchemist can be a part of House Cannith.
Optional Books
* Ultimate Psionics. Yes, I like psionics! The world of Eberron was built with the XPH in mind, so we can use Ultimate Psionics by Dreamscarred Press. However, this is not a psionics centric campaign. It's a magic one, so playing a Kalashtar is possible from the main Eberron book. If you want to play a psionic character with a psionic class, please note that the following Classes are allowed from Ultimate Psionics: Psion, Psychic Warrior, Soulknife, and Wilder.
* Races of Eberron. This provides some helpful options for you if you choose to play an Eberron specific race (like a Warforged). Note, some Warforged feats work better as racial traits according to the ARG. We can talk about it if you want to play a Warforged.
* Faiths of Eberron. This optional book is mainly for clerics and other divine casters. It describes each of the churches of Eberron in detail. It also has a revised domain list, using domains listed in the Spell Compendium. This book is purely optional and we don't have to use it for making clerics, oracles, or other divine casters.
* Dragonmarked. This provides some options for Dragonmarked player characters. Like new spells and feats.
Character Creation
Abilities. Since Eberron is a campaign setting based off of Pulp sources (from the 1920s and 1930s) you have 25 points to make your character.
Races. The following races are allowed: Core Rules: Humans, gnomes, dwarves, elves, half-elves, half-orcs, and halflings. Eberron: Warforged, Shifters, Kalashtar, and Changelings.
Classes. Core Rulebook: All, APG: All, UC: None (there is no gunpowder in Eberron), UM: All, ACG: All (note the Investigator class replaces the Master Inquisitor PrC in the Eberron Campaign Setting), Path Unchained: All, UI: DM discretion; UW: DM descretion. In other words, you talk to me about it. Eberron: Artificer (note, the Artificer class is overpowered in the Eberron Campaign Setting as written).
Archetypes. you can only have 1 archetype.
Traits. You may choose two traits, try to make them fit your background.
Feats. We will not be using the Feat Tax rules.
Skills. Yes, we will be using Background skills.
Magic System. Vancian, as everyone seems to have trouble getting Advanced d20 Magic. And Paizo's rule against providing PDF downloads is one I follow.
Alignment. Please note that the evil alignments (except possibly Lawful Evil) can create problems with party cohesion. And yes, I want to play all the bad guys. So, try to choose good and neutral alignments.
Well, that should cover the basics. Any questions?
Male Human Psion 10/Atlanteologist 10
Here's the discussion thread.
Male Human Psion 10/Atlanteologist 10
Here's the Gameplay thread.

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Hi everyone,
Change of setting. The High School you're getting into is Zion High. You are all teenagers with strange mysterious powers. It's up to you how you get them. The task of the first season is getting into Zion High (it's a high school like Sky High and the High School in "My Hero Academia"). The premise is that you will have to face supervillains while in high school. And yes, I'm taking inspiration from both DC and Marvel Comics for them, as well as MHA. So you may face Supervillains like Doctor Doom, Electro, Magneto, the Calculator, the Joker, and others. Since someone wanted something like the Guyver, I'll probably also create villians based on the Guyver for you to take out. You may even face an alien invasion!
What You'll Need
* One copy of Mutants and Masterminds Deluxe Heroes' Handbook (3e). I linked the place where you can get the PDF. It's Drivethru, Paizo. Use just the the Core Rulebook to develop your Hero. If you have power ideas beyond the core rulebook, then we can talk about it.
Designing your Hero
Origins. from what I saw of the interest check, there is an outpouring of human imagination when it comes to heroes! Come up with a origin for your hero and how he got his "quirk." I'll leave it up to you. Your quirk can be one power, or a number of powers related on one theme.
Age. You are all High School first years (Sophomores). But first, you need to test into Zion High School, so you will face fake villains as your test.
Costume. In Zion High, your Physical Education teacher may have you change into your costume for outdoor activities. Be creative in designing your costume. I also need you to design a costume and link a picture of it, so everyone can see it. If you lack drawing skills, you can also describe it or buy one of Storn Cook's illustrations from Drivethru. Also, you may have to come up with a Superhero name for your character. And yes, you all know each other, so if you need a secret identity, we can talk about that as well. Although I don't care if your costume is the sky.
Complications Remember, you need a motivation for adventuring, and another complication.
Power Level. We are using Power Level 10 to start. You are free to use the Archetypes on pages 34 through 49 of the M&M 3rd Core Rulebook if you need to figure out where to start.
Powers or Quirks. I know M&M 3e had booklets upon booklets describing certain powers. However, to make sure we are on the same page, I'd like you to stick to the Core Rulebook. IF you can't, again we can talk about it. I may have to try and get my M&M pdf collection from one of my thumb drives.
Advantages. Advantages in M&M 3rd are like feats in Pathfinder or D&D 3e. Try to pick Advantages that fit your concept.
GM Approval. I need to approve your hero for play. So feel free to make up more than one if your first concept doesn't fly.
Okay, that's it. Any questions?
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread. Please dot here, and we will begin next week.
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Just wondering if anyone is interested in playing Superheroes in a High School setting. The world is a synthesis based on "My Hero Academia" and the San Angelo: City of Heroes setting. The system I'd like to use is Champions 4th edition (I acquired the whole edition except San Angelo last winter.) However, I can run M&M 3rd edition if people like that.
Setting: San Angelo, City of Heroes.
High School: San Angelo High
Your character will have a quirk at birth. The quirk is the source of your super powers. Whether that is strength, or energy conversion (become fire like the human torch for example), or something else. You can use "My Hero Academia" or comic books (Superhero comics, please) for inspiration. Your class will be the Hero class. You will have a Superhero as a teacher. In the class, you will learn how to hone your powers.
So, who is interested in playing?
Male Human Psion 10/Atlanteologist 10
Okay, report here with your character sign in. I'll create the gameplay thread tomorrow.
I know converting the L5R d20 to Pathfinder game will be somewhat of a hassle. But I feel inspired to do it, and to see who will be interested. I don't have a plot yet, but I'd like to see who will be interested in playing L5R d20.
I'm running a L5R native game on these boards already. Insnare and Malinor are doing superb roleplaying in my campaign. But I'm willing to see who wants to adventure in Rokugan using the d20/Pathfinder 1e ruleset. (and the Pathfinder 1e Samurai class sucks compared to the Samurai class in OA/Rokugan. Sorry Eric.)
I might play this campaign off of the L5R game I'm running with Insare and Malinor. Just wondering if everyone is up to playing Emerald and Jade Magistrates.

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The year is 1368 Dale Reckoning. The world is Toril (the world of the Forgotten Realms). It's been one thousand sixty eight years since the Dalesmen settled Cormanthyr. One of the troubles troubling the Dales is a secret society called the Zhentarim. Based in the Moonsea, the black network has been causing occasioned trouble for the Dales, especially during the Time of Troubles when the fallen god Bane (1.0) led the Zhents in an invasion of Shadowdale in order to gain access to the Celestial Stairway.
The Zhentarim has been trouble for the Dales ever since. Although both the kingdom of Cormyr, the merchant nation of Sembia, and the Moonsea want the Dales for their own, the Dales have been staunchly independent. However, adventurers are called upon to deal with the Moonsea. Will you heed the call to adventure?
Game Details
This is a game that will also play off of my Tuesday nights' game of FR (for D&D 3.5). While that one will end with the defeat of Manshoon (Prime), this one is more of an open sandbox. Adventures in my Roll20 Tuesday Night game will affect this campaign, and Vice Versa. We will use PFRPG (1e) for this one. Your tale begins in Archendale, while the other game's tale begins in Shadowdale. Archendale has the largest army of all the Dales, so it's possible that you are a former veteran or soldier.
What you'll need
* One copy of the Pathfinder Roleplaying Game Core Rulebook. This forms the basis of our game.
* One copy of the Forgotten Realms Campaign Setting (3e). However, the game is set in 1368 DR, before the "rebirth" of Bane. this FRCS for 3.0 is still needed.
* One digital copy of FRS1 the Dalelands (2e). Especially read up on the Archendale entry to help inspire you to flesh out your background.
* If you want to play a cleric, you might need one digital copy of Faiths and Pantheons. This book gives you an overview of the Faerûnian pantheon as well as other gods of Faerûn.
Helpful Books
The lands of the Forgotten Realms, especially the Continent of Faerûn, is a varied place. You might find the following books helpful in crafting your character.
* The Advanced Player's Guide (PFRPG)
* Ultimate Magic (PFRPG)
* Magic of Faerûn (3.xe).
* Complete Arcane (3.5e). Just in case you want to play a Warmage instead of a Magus.
* Pathfinder Campaign Setting: Inner Sea Magic.
* Pathfinder Player Companion: Familiar Folio
* Pathfinder Player Companion: Blood of Fiends.
* Pathfinder Player Companion: Blood of Angels.
Creating your Character
Abilities. To keep you on equal footing with the players in my Tuesday night campaign, I'll let you do 20 point buy (the other campaign uses 3.x, and they aren't using Point buy, but they are rolling for their stats).
Race. Try to choose Core (as in FR races) or Core-like races for your character. Tieflings and Aasimars are allowed. Vanara, Kitsune, and other Oriental Races aren't. We aren't playing in Kara-Tur or Zhakara. Use the FRCS as a guide. Remember, the elemental Genasi of the FRCS has PFRPG equivalents (recounted in the ARG).
Class. Since the campaign begins in the Dales, these are the Approved Classes for the game: PFRPG Core Rulebook: all available; APG: All available; UC: None; UM: all Available; ACG: all available. OA: None -- here's why: I don't want to use Occult Adventures for this campaign; UI: None; UW: None; Pathfinder Unchained: all available.
Archetypes. You may choose 1 Archetype for your character to diversify your class. You may choose any Archetype from any PFRPG rulebook.
Traits: You get two traits.
Skills: We will be using background skills.
Feats: Core Rules only for feats.
Rounding out your characters. If you want, you can create a background for your character. If you are feeling uninspired, I suggest getting Central Casting: Heroes of Legend by Jennelle Jaquays. It's old, and dated, but it will give you a well rounding for your character. Since everyone is from Archendale, I suggest you grew up together and know each other. So, try to tie your backgrounds together.
Equipment. I suggest using the Core Rulebook as well as Adventurer's Armory to get your equipment sorted.
The Faerûnian Religion. Try to choose a god to worship that is from the Faerûnian pantheon. The Inner Sea pantheon has some equivalents to the Faerûnian Pantheon. For example: Iomedae corresponds to Tyr. This is one of the reasons why I listed the FRCS (3.0) as a needed book.
Alignment. Try to keep to Good and Neutral alignments. Although it might be cool to play a CE Wizard with the goal of carving out an Empire in the Moonsea, I'd like to play all the bad guys.
Character Level. We all use Heroic Classes and start at level 1. Remember to use your Profession skill to reflect your backgrounds.
Wealth. Since we are starting at level one, I'd like everyone to start with a full accounting of your wealth. This is money you saved up to begin your adventuring career.
I think that's it, don't hesitate to ask me any questions.
Quick question and some advice. Where is the Primordial language discussed in Pathfinder Products? I have a lot of Pathfinder Companions and I need to find out if Primordial is a thing in Pathfinder or only a thing in D&D 4e.

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Calling all Dark Sun fans,
I'm checking to see who is interested in a longer lived Dark Sun campaign. The campaign will be simple, guarding a trade caravan from Tyr to Kurn. Along the way are several dangers including triffids (ambulatory plants), monsters, exotic places (or what can be exotic for a place the size of Utah or Arizona), cannibalistic halflings, dragonborn, and the Dragon. Meanwhile, my knowledge of Desert Ecology should help bring the place to life.
What You Will Need
1. The PATHFINDER 1e Core Rulebook.
2. The Dark Sun Campaign Setting, Expanded and Revised.
3. The Advanced Race Guide for Pathfinder 1e. In case you want to play a pterran, or an arrocrokra, or a mul. I will help you convert them on the spot.
4. Ultimate Psionics. Yes, this is a psionics included campaign. I do have the OFFICIAL PF book on mental spells. No, we won't be using it.
Character Creation Aspects
1. Abilities: Dark Sun campaigns are brutal. The technology is barely bronze age. 25 point buy, I don't want you to argue with me on rolling.
2. Race: Use the races from the Expanded and Revised Dark Sun campaign setting.
3. Classes: PF1e Core Rulebook and APG. The Inquisitor class replaces the Templar class from 2e. You know me, I don't like Inquisitors, but they fit in Dark Sun. As for Wizards and Sorcerers, they may choose to defile or to preserve the ecology around them. Defiling requires using your metamagic feats. Preserving is precluding your metamagic feats.
A note on Clerics. Almost all clerics represent one of the four elements in Dark Sun. Clerics may choose one of the four elemental domains (Earth, Fire, Air, or Water) for their first domain. These represent the four elemental spheres from DS 2e. The second domain must either be: Healing, Knowledge, Good, Evil, Chaos, Law, or Magic to represent the Sphere of the Cosmos. These are called Elemental Clerics.
Another note: the 2e book Earth, Air, Fire, and Water expands on clerics in a Dark Sun game. One of these topics in that book describe para-elemental clerics. If you want to play a para-elemental cleric instead, we can talk about which subdomains you can take to represent your para-elemental status. Note, it's not suggested though. The para-elemental clerics are splinter faiths from the dominate faiths of the Elements.
A note on Druids. Druids are often tied to a part of the ecology. Of course, Earth, Air, Fire, and Water talks about druids and their role in Dark Sun.
4. Skills. We will be using background skills.
5. Feats. we will not be using Elephant in the Room/Feat tax rules. Sorry, if you love them, but they don't represent Reality.
6. Traits. You get two traits. Please choose them wisely, and try not to metagame your traits, or I'll take away the privilege.
7. Backgrounds. You can come from any background in DS. You can be a noble, slave, freeman, or something else entirely. Like a hermit or mountain man (a good background for druids or rangers). Since the campaign starts in Tyr, I strongly suggest having a city-based background if you want to come from Tyr.
8. Finishing Touches. We can discuss goals you want your character to have for the game. I'd like a motivation as to why you choose to adventure out into the hot, hot, scorching desert.
9. Alignment. Please choose either Good or Neutral alignments. I want to play all the bad guys.
I think that's everything. Note, I know someone put out a Dark Sun conversion book for PF. I like the information in it, but the layout is not spectacular. If more than a few request that we use it, I may be persuaded.
Male Human Psion 10/Atlanteologist 10
The cavern is tear shaped, and a whole city was built. There were tunnels strewn along the sides. Some of them led to the surface, others to other parts of the Underdark. Time was kept by heating a particular spire, and as it cools it was measured.
It was "day" time, and you are rousing out of your beds.
GM: It's time to describe your morning routine. Take as long as you want. I'll give you a chance to roleplay your breakfast after everyone is done.
Male Human Psion 10/Atlanteologist 10
Here's the discussion page.
Hi everyone,
I'm looking for two or three players to replace two people that dropped in my Savage Rifts game. The original recruitment is here. That page will tell you all about the game and where its located. In the New West. (I don't like the Coalition States as a setting).
The game requires you to have a copy of Savage Worlds Adventure Edition (SWADE), and a copy of the Rifts Tomorrow Legion Guide. Both are available on Drivethru. If you liked RIFTS in the past, and want to game with a better system, then check us out. I have copies of all the Rifts material for Savage Rifts, so if you want to try something way out there, brush by me.
I'm looking for a magic user and a cyberknight. A third character isn't out of the question, either.
Male Human Psion 10/Atlanteologist 10
Here is the Discussion thread.
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread.
Okay, another FR game, yeah. But I'd like to see who would be interested in a Drow centered campaign set in Menzoberranzan?
Ideally, you are all drow. Dark elves. Worshipping one of the drow gods? I want to run a drow campaign, and this is a good place as any.
Male Human Psion 10/Atlanteologist 10
This is the discussion thread for the game.
Male Human Psion 10/Atlanteologist 10
Here's the gameplay thread, you may dot your characters here.

Checking to see who is interested in playing in Nyrond, circa 591 CY. Although the player's guide to Nyrond has events going to 598 CY, actual published canon starts Nyrond in 591 CY (see Greyhawk: the Adventure Begins by Roger E. Moore, page 30).
This campaign will take place concurrently with my home game, set in Nyrond about 591 CY. A friend of mine says the two campaigns can play off one another. Like Monte Cook's Ptolus games.
What You'll Need:
1. The Pathfinder Roleplaying Game, 1st Edition. The PDF is still sold here. Don't know if Paizo will let me link it.
2. Greyhawk: the Adventure Begins, and/or the Living Greyhawk Gazetteer available on Drivethru. Both of these books can give you an overview of the Flanaess. I would also recommend the World of Greyhawk Fantasy Setting by E. Gary Gygax for that old school feel, but we are playing in 591 CY. Also of use is the Greyhawk Player's Guide for 2e, but is not recommended.
3. I also recommend the "players guide to nyrond 598 cy", to get an overview on how Nyrond works, it's history, and how it treats adventurers. It also comes with a nice map of Nyrond during the 590s CY.
4. PATHFINDER PLAYER COMPANION books and PATHFINDER CAMPAIGN SETTING books. I have a lot of these in PDF, having recently got them during one of Paizo's sales for Charity (yes, I was lucky). Of course the Player Companions would be of more use than the Pathfinder Campaign Settings, but some of the Pathfinder Campaign Setting books are generic enough to apply to this game (like Pathfinder Campaign Setting: Inner Sea Magic). Just remember, Golarion is different from Oerth. A lot of things that apply to Golarion doesn't apply to Oerth. So, if you want to apply a option from the Pathfinder Player Companions, first ask me if I have the book, please.
5. The Dungeons and Dragons Player's Handbook (3.5e) and/or Deities and Demigods (3e). We are using the Pantheon from the D&D 3rd Edition for clerics, oracles, and other followers of the gods. Correllon Larethian, Garl Glittergold, Heironeous, Hextor, et. al. The D&D Player's Handbook gives you an overview of the gods of the D&D pantheon, while Deities and Demigods gives you a more in depth look at the D&D pantheon.
Creating a Character:
Abilities: To put you, the players, on equal footing we will be using Point Buy as recounted in the PFRPG. 25 points, please.
Character Race: This is the Flanaess, and not other parts of Oerik. Thus we will be using the core races. Please note that humans come in different "races" instead of just the one. But it's not reflected in game stats (although if we were using PF2, the evil word race is replaced by the nicer word ancestry. Which means I'll have you draw up a whole genealogy going back 10 generations for your character to prove your ancestry.)
Character Class: The core classes should be used. If you want to use a different class from the other books, please ask first. This is to keep you on equal footing with the Home Game.
Character Skill: Yes, we will be using background skills.
Character Feats: No, we won't be using Elephant in the Room/Feat Tax rules. They may look good on paper, but they don't reflect reality.
Character Archetypes: Yes we will be using Archetypes. ONE ARCHETYPE per character please. Also, include the reference of the Archetype you like to take so I can look it up. Include both book and page reference as well as the URL reference. Although I know AoN is a good site, but I do have all the PDFs of 1e's rulebooks.
Character Traits: Two traits. No drawbacks.
Level: You will be starting out at 1st level.
Hit Points: Full first level. Average subsequent levels.
Wealth: since you are starting at first level, roll your starting wealth.
Alignment: Try not to choose evil alignments. I want to play all the bad guys.
Well, I think that's it. You will either start out as visitors to Nyrond, or as Nyrondal natives. You come to a nation that's teetering on collapse. The Greyhawk Wars made Nyrond expend so much manpower that it hasn't fully recovered. To adventure in Nyrond, you'll need a license -- and the King of Nyrond is taxing about twenty percent of treasure gained.

Okay, I know BethSoft's the Elder Scrolls: Skyrim is a masterpiece of a game. Trying to copy that masterpiece, or trying to expect something like it from D&D 3.5 (and PFRPG1e) and you run into problems. So here's a Disclaimer.
NO ONE SHOULD EXPECT SOMETHING LIKE SKYRIM FROM THIS GAME, PERIOD!
While PFRPG 1 and 2 can't copy the Skyrim experience perfectly, it lets you do something that SKYRIM can't. That's actual roleplay, and while Daggerfall aims to be a roleplaying experience, it's still bound by the constraints of a computer game. D&D and PFRPG are NOT bound by the constraints of a computer game.
PFRPG relies on classes. And while Skyrim allows you to create the kind of character you want (you can do anything in Skyrim), a classed based game like PFRPG still pigeonholes you into a role. So there, that should allay any expectations.
The game is set in the 4th Era. We will be playing in Cyrodill, the Imperial Province. We will be using PFRPG 1e. So, who is interested in playing in the Elder Scrolls universe? Note, I have not played Elder Scrolls Online yet -- years of playing World of Warcraft and how that ate up my free time has prevented me from playing ESO.
Yes, I'm wondering if anyone remembers Spelljammer here. Not necessarily the novels, but the setting itself.

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Here is the recruitment thread for the Dragonlance adventure path, starting with Dragons of Despair. You may select a premade character for the campaign (like Raistlin or Caramon), or you can create your own.
What will you need
* One copy of the Pathfinder Roleplaying Game (1e, please). You can get your electronic copy here on the Paizo Website. It's pretty cheap as a PDF.
* One copy of the Dragonlance Campaign Setting for 3.5. I linked it to Drivethru.
* Possibly one copy of the War of the Lance DL Campaign setting book. I don't have this book yet, but I may get it at the end of the month. Hopefully. It's linked to drivethru.
* Possibly also Races of Ansalon.
Creating Your Character
Abilities: We'll use Point Buy. 25 points.
Races: You may choose to play: Elves (created by the Gods of Good), Humans (created by the Gods of Neutrality), and possibly Ogres which includes Minotaurs and Irda (created by the Gods of Evil). You may also select: Baaz draconians and Kapak draconians, Dwarves (except gully dwarves), Kender, goblins, and tinker gnomes (tinker class only). Goblins and Draconians are discouraged, since they serve the Dragon Armies. However, I ran this adventure path in the past, and one of my players insisted on playing a Sivak draconian.
Classes: Since this is the tale of the War of the Lance, the following classes are available. Prestige classes are listed in Italics. PFRPG: Barbarian, Bard, Cleric -- Holy Orders of the Stars, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard -- Wizards of High Sorcery; APG: Alchemist, Cavalier -- Knights of Solamnia, Inquisitor* -- Holy Orders of the Stars, Oracle -- Holy Orders of the Stars, Summoner -- Wizards of High Sorcery, Witch (Renegade Wizards only); ACG: Arcanist -- Wizards of High Sorcery, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Warpriest -- Holy Orders of the Stars or Knights of Solamnia (Knight of the Sword). No, you may not select classes from Ultimate Combat, Ultimate Magic, Ultimate Intrigue, Ultimate Wilderness, or Ultimate Magic.
* Archetypes: You may choose any Archetype from any Pathfinder book, try to choose only one.
Special Note: Inquisitors are a rare class in Ansalon. During the Age of Might, a lot of Inquisitors worked for the Gods of Good. During the Age of Despair, Inquisitors work for the Seekers. Remember, all divine spells fail to work until the Disks of Mishakel are recovered.
* Skills: We will use Background Skills.
* Traits: You may select two traits. Try to choose traits that are conducive to your background. You may not select traits from PF Adventure Paths.
* Feats: We will not use Elephant in the Room/Feat Tax/The Room is Square rules. They do not reflect reality.
* Gold: or rather STEEL pieces. Everyone starts with the wealth for 5th level.
* Hit Points: Full hit points at first level, average from then on.
Well, that should be everything. Tell me if I missed anything.
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread for the Saga of Chondath. I'd like everyone to dot here and we can get going once everyone does!
Male Human Psion 10/Atlanteologist 10
Here is the Saga of Chondath discussion board!
How about a change of pace?
The Blue Planet RPG from Biohazard Games is a hard science fiction roleplaying game where you play adventurers on the colony Planet of Poseidon. Poseidon is a frontier world, and is an ocean world. You can play a regular human, a genetically or cybernetically modified human, a dolphin, or an orca.
A note of Caution:
Blue Planet is a game where people start at wildly different power levels. But the adventure possibilities are limitless. There was a GURPS port for Blue Planet, but I'd rather play with the original 2nd edition game.
The system is easy to learn, and the PDFs are pretty cheap. You only need the Blue Planet v2 Player's Guide to get started.
Hey everyone!
I know my last Dragonlance game didn't do so well. But . . . I want to check to see who would like to play in another Dragonlance game, set during the War of the Lance. Yes, the game uses Pathfinder 1e.
I just want to see who will be interested in eventually taking down the Dark Queen.
Male Human Psion 10/Atlanteologist 10
This is the discussion thread.
Male Human Psion 10/Atlanteologist 10
Here is the gameplay thread, so all of you can dot here.

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Sorry, everyone, I wasn't feeling the Border Kingdoms. However . . . I am feeling Chondath. In it's heyday, Chondath had a magnificent empire. It spanned most of the northern temperate realms, which is why most people speak Chondathian. However, the land broke up into different city states as its empire declined and collapsed. (see the Vilhon Reach accessory for more information). Now their empire is in ruins and the Chondalwood had reclaimed most of their southern lands.
The Saga of Chondath
This campaign tells the story of the reunion of Chondath from a collection of city states back into a nation state. As player characters, you get to help tell the story of Chondath's reunification. Starting in Arrabar, you pave the way to Chondath's reunion. But there are dangers in Chondath. Various monsters -- like kobolds, goblins, orcs, and others, lurk in the Chondathian wilderness. Monsters that keep Chondath disconnected. Not to mention that wood and wild elves lurk in the Chondalwood.
Campaign Scope
This Campaign works like an adventure path for PF, well in theory. I'll be telling the story as we go along. I won't be using any published Adventure Paths to tell this story. But I will be using the Vilhon Reach as a reference.
What you'll need:
1. The Pathfinder Roleplaying Game, first edition by Paizo. Yep, I made sure this was needed.
2. The Forgotten Realms Campaign Setting for 3e by Wizards of the Coast.
3. Possibly Faiths and Pantheons for 3e depending if you want to play a cleric.
4. The Vilhon Reach for your character's backgrounds. Make sure you read the section on Arrabar carefully as you consider your backgrounds. That's the starting city.
Character Creation Guidelines:
* Ability Scores: We will use point buy. For a Forgotten Realms campaign, we will use 25 points.
* Race: the Forgotten Realms Campaign Setting has details on the race you can choose for your character. Some races correspond to certain other races in Golarion (like the Genasi). Although those races are described as having level adjustments, their corresponding PF races don't have these level adjustments. Use the PF aspect until further notice. Note those races with LAs in FR are meant to be rare.
* Character Class: You may choose any character class from the PF Core Rulebook. The FRCS has details on how they work. Naturally, you may choose a class or archetype from the following books: APG, UC, UM, ACG, UI, or UW. Just note that the FRCS does not have any details on how the new classes work.
* Character Feats: We are not using the Elephant in the Room feat tax rules. These rules, while look good on paper, do not reflect reality.
* Character Traits: You may select two traits. Certain feats in the FRCS actually work as traits (the regional feats, I believe).
* Character level: We will start at first level.
* Character Wealth: as said before, first level starting wealth. Roll for it.
* Character Hit Points: Full at first level. Average as you level.
Note: You may not play a Bhaal-spawn. That campaign is done and over with.
Alignment: There are many gods (or powers) in Faerȗn that are "cool" to follow. Some of these are evil gods (such as Bane or Loviatar). However, I'd like to ask you to restrict yourself to good and neutral alignments.

Hi everyone!
I'm recruiting again for my Shadowrun game. We are using Shadowrun Twentieth Anniversary edition. The game happens on Wednesday nights at 5:00 pm Mountain Standard Time (that's 7:00 pm Eastern). The virtual tabletop we use is Roll20. And I'm looking for a rigger and/or a mage. The group is composed of thus:
* Magpie, dwarf technomancer and leader of the group.
* Darby/Anise/Abyss. DJ's characters, he plays support characters. They are a leprechaun face, a sprite conjuror, and a elf weapons specialist.
* Icarus. A minotaur (troll) that's been cybered up to the nines. He's also a doctor and acts as the group's frontline specialist.
* Sinker. Another weapons specialist. He comes to join the group from time to time.
What the group needs:
Since we lost our rigger due to real life concerns until the end of May, I'd like to recruit a mage and/or another rigger. We play in real time using roll20.
You can use the following books to create your shadowrunner:
Shadowrun Twentieth Anniversary Edition.
Shadowrun: Unwired
Shadowrun: Street Magic
Shadowrun: Arsenal
Shadowrun: Augmentation
Shadowrun: Runner's Companion
Shadowrun: Attitude
The fifth edition book the Complete Trog can be used for background information for your character. Finally, you have 450 BP to make your character. Please note that Magpie might check your background before letting you in the group.
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Male Human Psion 10/Atlanteologist 10
Here's the gameplay thread!
Male Human Psion 10/Atlanteologist 10
Here is the Discussion thread. Remember, try to weave your backstories together in some way. :)

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Just wondering if anyone is interested in playing a Supers game. I recently bought Champions 4e from Bundle of Holding, and I have SWADE Supers and GURPS Supers. I can't access my M&M 3rd edition collection yet.
So . . . Here is what I suppose.
CHAMPIONS 4e has a setting in an alternate San Francisco called Bay City. It's made with FUZION which I didn't fully read. However, I can set a game there. Took me a while to know that they were talking about San Francisco. I've been to San Francisco once. However, Anyhow, I can use SWADE and Champions 4e to run the game. So which do you want to use?
Savage Supers? This requires you to get Savage Worlds Adventure Edition and the Super Powers Companion for SWADE.
Champions 4e? The system is incredible, I was reading it last night. Yes, I recently bought it. Got a ton of books for Champions (Hero) 4e. Bundle of Holding has it for a good price, and you will be contributing to Charity.
Sorry, M&M lovers, but I can't access my copy of the game yet. The flash drive I have it on is corrupted. But that shouldn't stop you from having a good game with a different system.

Just checking to see who will be interested in footing step into the Realms, again. This time, the game will not involve time travel. However, the game will be set around the Shaar and the Lake of Steam, I think (Border Kingdoms). This might be a good game to get into if you are not chosen for the Curse of the Crimson Throne.
The adventuring party will consist of 4 to 6 players. Note, the Forgotten Realms is different than Golarion, so if you come in expecting the world to be like Golarion, you are mistaken. Remember, Golarion was created in response to the perceived problems of the Forgotten Realms.
Now that's out of the way, lets talk about what you'll need to apply.
What you'll need:
1. The Pathfinder Roleplaying Game, first edition by Paizo. Yep, I made sure this was needed.
2. The Forgotten Realms Campaign Setting for 3e by Wizards of the Coast.
3. Possibly Faiths and Pantheons for 3e depending if you want to play a cleric. The last two are available on Drivethru.
Character Creation Guidelines:
* Ability Scores: We will use point buy. For a Forgotten Realms campaign, we will use 25 points.
* Race: the Forgotten Realms Campaign Setting has details on the race you can choose for your character.
* Character Class: You may choose any character class from the PFRPG. The FRCS has details on how they work. Naturally, you may choose a class or archetype from the following books: APG, UC, UM, ACG, UI, or UW. Just note that the FRCS does not have any details on how the new classes work.
* Character Feats: We are not using the Elephant in the Room feat tax rules.
* Character Traits: You may select two traits. Certain feats in the FRCS actually work as traits (the regional feats, I believe).
* Character level: We will start at first level.
* Character Wealth: as said before, first level starting wealth. Roll for it.
* Character Hit Points: Full at first level. Average as you level.
Note: You may not play a Bhaal-spawn. That campaign is done and over with.

On the Idaho-Utah border lies some new towns that sprang up after the world ended. These towns look like towns coming out of the Old West. People go around in dusters, long pants, full bodied underwear, stetson hats, long dresses, and other styles from the Old West.
This is the New West, a place out of time. Most of Utah and Idaho are reclaimed by nature in the wilderness. The Tomorrow Legion is hardly known out here. And most people live by the Code of the West. However, there are places of Note:
-- Cill Onchon (Tremonton) This place is settled by elves from the Palladium world. They've been reclaiming the land and planting trees. The elves have turned the small town from a small town into a small kingdom. The place has trees growing everywhere. And on the junction of old I-84 and old I-15 is a small town populated by humans. They are there to trade with outsiders. Most people who visit Cill Onchon hardly see an elf.
-- New Salt Lake (Salt Lake City) Most of Salt Lake City is in ruins. However, there are a few people who make the valley their home. Since they had forced most of their population into the Great Salt Lake Desert after the Radiation Rift opened, about a thousand people have rebuilt the city in the west of the valley. What was once West Valley City and Magna, is now New Salt Lake. Because of the great magical potential there, some refugees from Tolkeen have made their way here and settled. There is a fortress here belonging to the Tomorrow Legion.
-- Curragh (Orem) Curragh is an orc city state. Built on the ruins of Orem, Curragh trades with New Salt Lake and Sanpete County. Built by orcs from another world, the place represents orc architecture. Although some buildings are built out of the Old West. The orcs ride huge wolves called wargs.
-- Caledonia (Boise) the once proud city of Boise is in ruins. The town of Caledonia had been established. It looks like a town of the Old West, except there are many different D-Bees here along side the human population. The Shoshone tribe maintains a presence here as well.
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That should be enough world building. Adventurers start in New Salt Lake. I have the following books for Savage Worlds Rifts:
* The Tommorow Legion Player's Guide
* Savage Rifts Atlantis and the Demon Seas
* Savage Rifts Arcana and Mysticism
* Savage Rifts Blood and Banes
* Savage Rifts Empires of Humanity -- this one is the one I'm using the most, including Rifts World Book 14: New West.
* Savage Worlds Adventure Edition (SWADE)
* Savage Worlds Super Powers Companion
* Savage Pathfinder Bestiary
Those are the books (except Savage PF Bestiary) you may use to create a character. Please note that I haven't read the Supers book all the way through. But if you want to play a superhero in my Rifts game, that would make it possible.
What You'll Need
* Savage Worlds Adventure Edition.
* The Tomorrow Legion Player's Guide
* Savage Rifts Empires of Humanity
Optional: The rest are purely optional. Also, I have a lot of Original Rifts books, so if you want to create a character from the original books (say, like use a race that is remunerated in D-Bees of North America but not in the above books) we can try to convert it.
I usually run Pathfinder games here. I know which way the wind is blowing. But I have never ran a campaign in Savage Worlds before. I want to try something different, and I'd like to try Rifts. I know the Rifts world like the back of my hand, though. And I have run original Rifts games before. If you are interested in playing, please dot. I'll be looking for 6 ready made characters.
I am Elton Robb. I'm a storyteller. Lets begin . . .
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