Grau Soldado

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264 posts. Alias of Johnnycat93.




Spooky Skeleton Scarecrow

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Spooky Skeleton Scarecrow

Summer in Yharnam is hot, almost oppressively so. Both the days and nights stretch on, bleeding into each other in an endless stretch of time. This time of year the sky is virtually always clear - even on occasions that it rains. In the evenings the moon climbs above the horizon and pours light across this strange place.

Farmers work in the fields, preparing tending to their various crops. In the city go about their lives happily. The markets this year flourish with the fresh catch from the surrounding fishing villages, drawing in traders and travellers from the outside world. Ground has been broken in the Cathedral Ward just outside of Yharnam, marking a new era of prosperity for the Healing Church.

Beneath this veneer of health and prosperity strange things lurk. The beast plague lingers among the populace despite the best efforts of the church doctors. Those infected are transformed into bloodthirsty monsters bent on nothing more than killing their former kin. Fortunately Yharnam has her Hunters to protect her and stave off the victims of the plague.

Immigration has always been common in Yharnam. Many come in search of blood ministration, a strange healing rite practiced in only a few places across the world. Others come to simply claim their share of the wealth and prosperity of the growing city. This has changed in the last few months. Now the majority of those settling in Yharnam are refugees fleeing Loran and the surrounding areas. News of the cities destruction comes along with these strangers and rumors spread like wildfire.

The Hunters, fearing that there may be some truth to the story of beasts running rampant in the foreign lands, have decided to dispatch hunters to investigate new arrivals in secret and flush out any quickly dispatch anyone they suspect to be a carrier of the plague.

Tonight another large group, three dozen or so, are said to be arriving in Yharnam via the south eastern viaduct just outside of the city. The sun is setting as the Hunters emerge from the depths of the city to intercept the group...


Spooky Skeleton Scarecrow

Summer in Yharnam is hot, almost oppressively so. Both the days and nights stretch on, bleeding into each other in an endless stretch of time. This time of year the sky is virtually always clear - even on occasions that it rains. In the evenings the moon climbs above the horizon and pours light across this strange place.

Farmers work in the fields, preparing tending to their various crops. In the city go about their lives happily. The markets this year flourish with the fresh catch from the surrounding fishing villages, drawing in traders and travellers from the outside world. Ground has been broken in the Cathedral Ward just outside of Yharnam, marking a new era of prosperity for the Healing Church.

Beneath this veneer of health and prosperity strange things lurk. The beast plague lingers among the populace despite the best efforts of the church doctors. Those infected are transformed into bloodthirsty monsters bent on nothing more than killing their former kin. Fortunately Yharnam has her Hunters to protect her and stave off the victims of the plague.

Immigration has always been common in Yharnam. Many come in search of blood ministration, a strange healing rite practiced in only a few places across the world. Others come to simply claim their share of the wealth and prosperity of the growing city. This has changed in the last few months. Now the majority of those settling in Yharnam are refugees fleeing Loran and the surrounding areas. News of the cities destruction comes along with these strangers and rumors spread like wildfire.

The Hunters, fearing that there may be some truth to the story of beasts running rampant in the foreign lands, have decided to dispatch hunters to investigate new arrivals in secret and flush out any quickly dispatch anyone they suspect to be a carrier of the plague.

Tonight another large group, three dozen or so, are said to be arriving in Yharnam via the south eastern viaduct just outside of the city. The sun is setting as the Hunters emerge from the depths of the city to intercept the group...


Spooky Skeleton Scarecrow

This is a good opportunity prior to beginning the game to determine if your characters have some manner of connections with one another.


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The Wanderer…
My days in Loran seem so long ago. I sought refuge from my memories in the company of other outcasts. I fought sleep for days at a time...for when I dreamt, the visions would return. Visions of a rising red moon and the evil that came with it. Visions, memories...I couldn’t tell the difference anymore. And the evil from my visions followed me on my heels! How had he found me there? How could this broken shell of a man, barely able to carry the weight of his own wretched frame, be the burning terror which drove me to hide here?

He seemed to have beasts of his own that he was struggling to contain. He was losing.

As I watched Loran descend into chaos beneath the blood moon, I became convinced that I was truly mad. The terror, the destruction, the that I witnessed - how else could I explain them? Were these beasts from my visions, or wear they born...within the Wanderer?

Why did I follow him? I don’t know. Why do things happen as they do in dreams? But when he beckoned, I had to follow him. And from that moment, we traveled together. East...always into the East! To Yharnam!

==================================

Welcome one and all. This is a recruitment for a Pathfinder campaign based on the themes and material presented in Bloodborne. Bloodborne is an action role-playing game from the Japanese developer FromSoftware, the developers behind the popular Dark Souls series. Development began in 2012 under the working title Project Beast and although it is not developed as a sequel to the Souls games, it bears a number of similarities from the previous games. Inspired by H.P. Lovecraft and the Dracula novels, the decision to create a new intellectual property (IP) was due to director Hidetaka Miyazaki's desire to create something different and Sony's desire for an exclusive IP on the PlayStation 4.

This campaign specifically will be set in Old Yharnam before the events of the game. The Hunters and their Workshop are the largest that they've ever been. Thanks to the Healing Church and their blood ministration, Yharnam has prospered. Yet, something stirs. "Ashen Blood" continues to spread and, to the west, rumors that Loran has been lost to the sands.

I'm not looking for any specific number of players, though selections will be made in groups of 3-4. You don't need to know anything about Bloodborne to participate. The biggest stipulation with this game is that all characters are meant to be Hunters (not the PF class). Thematically, Hunters are individuals who have sacrificed some of their humanity to fight beasts. They wield complicated firearms and trick weapons and some practice something akin to "magic". The best characters are going to be the ones that fit into this image.

I have provided a player's handbook to help explain the setting and the Hunter's themselves a little more. Additionally, along with the character creation rules I have provided some additional resources for anyone who may interested in learning more about the setting.

Character Creation and Additional Resources:

  • Player's Handbook
  • The Paleblood Hunt (Lore)
  • Bloodborne Wiki
  • Bloodborne Map

  • Characters begin play at 4th level with standard WBL. We will be using the Fast experience track in this campaign. Characters generate ability scores using a 25 pt buy.
  • All common races are allowed. However, all characters are "Human" regardless of their race. This means that they look human and are from human societies, regardless of the mechanical effects of their race. There are still ethnic and regional differences between humans, so if you wish to create an "outsider" then that is perfectly fine.
  • HP is max first level, average +1 for every level thereafter.
  • Characters receive 2 traits and may take a drawback for a third.
  • Background skills are in effect.
  • This setting uses the Guns Everywhere rules. Most notably, the prices for firearms and ammunition are 10% of their listed price (including those in the handbook).
  • All paizo content is available for use, with the exception of rule changes and systems introduced in Ultimate Intrigue (though classes, new spells, feats, etc. are still available from that book). Additional third party material may be allowed on a case-by-case basis. Please note that I have provided a custom made Hunter class in the player's handbook, along with feats, traits, and equipment, specifically for use in this campaign.
  • Provide a backstory for your character. Whether they are native to Yharnam or come from abroad, its important we know something about who they are. This is also going to be the most important element of establishing your character as a "Hunter". You may be a fighter, rogue, or slayer, but what's important is how those abilities translate to the setting. Refluff things as necessary, feel free to make up information like organizations, cities, historic events as you see fit. The end result is what is important here. I will say now that some things are going to more difficult to justify then others. Full casters versus a martial character, for example.
  • Questions, comments, and feedback are welcome and appreciated. Recruitment will be open for two weeks or there abouts.


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    It's October, which means it's time for spooky stuff.

    The following is material I have prepared for an upcoming Bloodborne Pathfinder campaign.

    It includes a class, archetypes, feats, traits, drawbacks, and equipment as well as a bestiary including all of the common enemies from the game as well as two bosses and some example hunters.

    At any rate, feel free to view/save at your leisure. I will do my best to respond to comments or feedback as it appears.

    The Bloodborne Hunter
    The Bloodborne Bestiary


    Spooky Skeleton Scarecrow

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    Spooky Skeleton Scarecrow

    Alright everybody, welcome one and all.

    Right now we're gonna get everyone's characters set up so that we can get started. I will audit sheets just to make sure everything is in order, so please make sure you are either hosting your sheet and providing the link or sending information over to me so that I can host it.

    I will also take some time over the next couple of days and send everyone a PM with some information about your characters and how they fit in with the world and their clans. That also means that now is a good time to work out with each other if anyone wants to pair up, or if you've got any setting/plot related questions at the start.


    Welcome.

    This is the recruitment for Fate/Kings, a campaign utilizing Anima: Beyond Fantasy RPG in conjunction with a setting based of Fate and K Project. Anyone is welcome to join, even if you've never played Anima or know nothing about Fate. In fact, I would like those curious to check out the Handbook and decide if you want to take a shot at something new!

    I'm here to help and encourage you guys, so come on in! Even if you want to just take some time to talk about some historical figure or folklore you're especially fond of. I want to see that passion! Let's have fun!

    Fate/Kings takes place in a near-future approximation of our world as it could be in the year 2024 A.D. In this world, magic and the supernatural clash with the oblique facade of modern society. Monster sightings, unregistered summoning, and appearances of the mutagenic strain continue to rise year after year. A secret cabal of magi quietly suppress these incidents for the sake of humanity as a whole. Among them are the Kings: six individuals who have been imbued with incredible power by the Dresden Slate via their Swords of Damocles.

    Behold the revival of mankinds greatest legends!

    The Details:

  • Characters begin play at level 2 with 200gc of wealth.
  • Characteristics are generated using Method 5 (point-but). Servants start with 60 points, Clansmen receive 55. As always, no score may end up below 4 and going from 9 to 10 costs 2 points.
  • Servants may spend up to 10% of their DP on abilities as a Being Between Worlds.
  • Clansmen may add a +10 bonus to five different secondary abilities of their choosing each level. This bonus cannot exceed +100 to any skill.
  • Humans are the only available race in this campaign.
  • Anima content from the Core book, GM Booklet, Dominus Exxet, Prometheum Exxet, and Arcana Exxet are all allowed. If you're interested in a homebrew or 3pp of some kind, PM me. Parts of Core Exxet are being used, but because it is not officially released in English it should be considered off-limits.
  • The best part: Background. Servants need to be based off of some kind of historical or folklore figure (in the case of a historical figure, they cannot have passed away later than 1960). Embelish things! They haven't been brought back to life, they've been super-powered by humanities collective unconscious! Clansmen, on the other hand, are otherwise normal people who have been infused with incredible power so feel free to adjust accordingly. Either way, please observe the strict limit of three paragraphs for backgrounds. Be sure to include which Clan you may wish to belong too.
  • Finally, please review the Player's Handbook as you create your character.
  • Resources:

  • Fate/Kings Player's Handbook
  • Anima Online Resource (Incomplete)
  • Another Character Creation Guide with Psychic Powers.
  • Recommend Character Sheet because of my limited excel ability, this sheet is missing content from books outside of Core.

    If you don't have access to any Anima books but still want to play then contact me and I will work with you to get a character made.

  • I want to hear your comments and questions! Post them here or feel free to message me! Recruitment will be open until 8/12.


    What happens when you mix 40k, Mekton, and Arthur Rex? No idea, but I kinda want to find out.

    I'm looking for others with the same curiosity. Right now I'm prepping a rule set based off of [Chivalry Intensifies], which itself is a ruleset for the Only War 40k RPG that lets players take control of Knight Titans. I want to give people the opportunity to design and field their own warmachines in a very, very 40k-like (read: 40k) setting.

    For those who aren't familiar with them: Knight Titans are 30ft tall, one-man death machines piloted by the equivalent of feudal lords who have taken to the stars on grand crusades in the name of their God-Emperor. I think it's cool as hell, but I also want to include certain elements of creativity that are usually found in mecha campaigns. To that end I'm working ad hoc-ing creation rules from Mekton Z. I have about 2-3 months of material for a homebrew campaign prepped as well.

    What I want to know is if people want to play something like this. Is there interest? What do you want to see from the rules? Do you like the original knights and hate that I want to change them? Do you love the original knights and love that I want to change them? Hate space? Hate knights? Speak and be heard! I want to hear any and all questions and comments or shouts for me to get on with the game already.


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    Recently I've begun working on an adventure in which all characters will be playing black blade users. Given that there are only two official black blade classes that I'm aware of (Bladebound Magus and Blade Adept Arcanist). A quick googling didn't yield any additional 3pp or homebrew black blade users beyond that, at least that I can find. Therefore in an attempt to provide potential players with variety I've started working on some black blade archetypes of my own. Below are the two I have finished so far:

    Witchblade - an archetype for the Fighter.

    Heir Apparent - an archetype for the Cavalier/Samurai

    When I'm done being sick I will also begin work on an Occultist archetype since I've got a good outline of it. I also have plans for Oracle, Paladin, Ranger, Summoner, and Bloodrager archetypes along with archetypes for the Soulknife and Mystic from Dreamscarred Press. I have a very weak concept for an Inquisitor, but I'm still unsure if I will move forward with it.

    What I am looking for is feedback/commentary/criticism on the two homebrew archetypes that I have linked to above. This can be anything from general comments, to balance concerns, or even accusations of badwrongfun. I want to hear it all. Additionally, I'd be open to people weighing-in on if they would enjoy playing an adventure like this or what they may wish to see from one. I've done some preliminary preparation for the handbook and character creation rules and if there's interest.

    Thanks in advance.


    Spooky Skeleton Scarecrow

    There was no ceremony to the end of the world, no dramatic destruction or final battle that preempted the event. Rather it collapsed beneath itself. Fortunately, something existed beyond reality. The Deep, the Abyss, the Darkness. A miasmic depth whose very nature stands as a cruel mockery of human perception.

    To descend into it is akin to drowning while breathing. The darkness fills you, permeates your very being, threatens to consume all that you were and will be.

    Somehow you managed to find your feet and beneath it stable ground. Unwilling to give yourself up you manage to grope the churning darkness and find your way through. Things in the dark sought to grab you, to draw you back to their domain, but somehow you carried on.

    One way or another you each find yourself standing before a mighty oak. It stands majestically, at least 40 ft tall and with branches that reach into the sunless sky. It bears no fruit; rather dozens of lanterns hang from its canopy shedding a strange soft light across its perimeter. As you approach you feel suddenly rejuvenated, as if the tree holds the darkness at bay solely on your behalf. Others are gathering at its base with equal parts bewilderment and relief painted across each of their faces. Eventually you feel something in your being shift, though you can't say exactly what. The only thing you know with absolute certainty is that this place is safe.

    There are five of you gathering at the base of the tree at roughly the same time. There is a sixth person who appears to have arrived before any of you. He sits on a boulder beneath the tree, his jagged ragged and torn and his face weary beyond belief. Beneath that his torso is crisscrossed with bandages, each covered in grime and dirt to different degrees. Finally you note a long, curved sword rests against the rock with him.


    Spooky Skeleton Scarecrow

    Welcome

    If you have not done so already please set up your alias in such a way that it contains your characters statistics and abilities in an easily accessed and understood way. I post from mobile from time to time and needing to access google docs, myth weavers, or a pdf makes doing so take that much longer


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    Welcome one and all. I'd like to present a recruitment for a new campaign based on themes and materials presented by FromSoftware (such as the Dark Souls series or Bloodborne) along with certain world aspects from a game called Kingdom Death. Rules will be based on the Pathfinder RPG, though with a handful of modifications (more on that later).

    Characters will find themselves among the few to survive the end of the world, now transposed into a nightmarish landscape known as the Deep. There is hope, however, as they each have been bequeathed the Twilight Mark, granting them incredible potential. What they choose to do and who they will become as a result, is all up to you. This campaign will feature strong concepts of isolation as well as a good deal of combat and some exploration. Along the way you'll conquer strange landscapes, gain souls, and strive to keep the constant threat of going hollow at a bay for just a little while longer. Roleplaying through interaction with NPCs will certainly be present but is not a major focus of this particular game. I like to play things fast and loose when it comes to economy, diplomacy, and bartering to help keep things moving.

    That should be everything you need to know to get started. Ideally I'm interested in finding 4-6 players who are willing to stick to a 1/day posting minimum. Recruitment is expected to be open for two weeks, but I may or may not it close it earlier or later depending on volume of submissions.

    I would love to hear any and all comments that you may have! Post 'em below, or feel free to PM if you'd rather.

    ========================================

    Remember those rules I posted earlier? Here's the details:
  • Characters will be beginning play at 6th level with standard WBL.
    Characters generate ability scores using a predetermined array. This is described in further detail in the Player's Handbook.
  • Humans are the only available race for player characters. This is described in further in the Player's handbook.
  • All paizo content is available for use, with the exception of rule changes and systems introduced in Ultimate Intrigue (though classes, new spells, feats, etc. are still available from that book). Additionally, content from Path of War, Psionics Unleashed, and Spheres of Power is automatically allowed. Please be aware that all casting classes are required to use Spheres of Power and that this game will be using a modified version of the spheres. Additional 3pp will be considered but is not guaranteed.
  • Characters receive a free secondary class, called a Demi-Gestalt. This is described in more detail in the Player's Handbook.
  • HP is max for your first HD, AVG +1 for each subsequent HD.
  • Round out your characters and give them some depth, but please be aware that there is a strict limit of three paragraphs on character backstories. This includes any descriptions, sample roleplaying, or worldbuilding you wish to include with your submission. Brevity is the soul of wit and a major component of the Soul games, and that's something I plan on continuing.
  • Finally, there are a few changes, both big and small, that need to be observed in either character creation or the gameplay beyond. I strongly recommend everyone give at least a tertiary glance to the Player's Handbook before beginning work on a character.

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    I am currently running a dark souls themed game but given the recent release of DaS3 I'm considering opening a second table.

    However, recruitment was a little rocky the first time around. Is there still people who want to play a Souls RPG?


    Spooky Skeleton Scarecrow

    Day breaks the horizon and casts looming shadows across the landscape. No sun rises, for the nature of the unnamed lands is wholly hostile to all ideas of mortal normalcy. Rather, light erupts evenly all around you, constantly encroaching on some unknown meeting point in the sky. As unsettling as this may be it serves better as a reminder: there is no way back from where you came.

    Before you stands a mighty gate, the only passage you see in the wall that stretches into the distance on either side. Ancient inscriptions across its surface are worn away, especially on the lower portions were a normal man may lay his hand in attempt to move the otherwise implacable architecture. Replacing them is a healthy layering of vegetative moss across almost the entirety of the gates hewn stone.

    The gate is already slightly ajar; a small mercy at least. Passing through finds you on a massive causeway that stretches off - how far is difficult to tell as the path becomes swallowed up in a hazy fog after some distance, obscuring your vision of the otherwise flat terrain around you. The pathway is huge, large enough that ten men may walk across shoulder to shoulder without fear of crowding. To either side of the bridge are sconces that once held precious fire. Looking over the sides you guess that you are at least 50 ft above the plains below and you can hear the howls of the autumn winds as they tear through the arched support columns of the causeway. Behind you, or rather directly past the gate, you see a corpse. Time has long since weathered the body, leaving it emaciated and dry. Without further inspection it will be difficult to judge anything beyond that it has been dead for a very, very long time.


    Spooky Skeleton Scarecrow

    Welcome

    If you have not done so already please set up your alias in such a way that it contains your characters statistics and abilities in an easily accessed and understood way. I post from mobile from time to time and needing to access google docs, myth weavers, or a pdf makes doing so take that much longer.


    Spooky Skeleton Scarecrow

    +++ACT I: THE ASHES OF TREACHERY+++

    With the firestorm guttering to embers and the shock of the murderous betrayal still sinking in for the disbelieving loyalist survivors, the traitors, forced to commit to the attack by the actions of the bloody-tempered Angron and his World Eaters, launched a rapid assault on the surviving loyalists hoping to wipe them out in short order.


    Spooky Skeleton Scarecrow

    Welcome all.

    Alright everybody, first order of business. Ya'll need to designate a squad leader and take an oath.

    There'll be chances to change this selection down the road during periods of relative downtime. We'll be looking forward to five "acts" that represent different portions of the Isstvan III campaign with each culminating in a legendary battle.


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    When the last man dies, and those drifted ones born just beyond the closing threshold, changed, gather at his obsequies, mutant sons and daughters with new souls, new eyes, and strange tongues, what songs will they sing in elegy? Will it be music in scales we might ken, or shall they have transcended melody to some new communion, these aftermen? Shall the changelings even mark our passing? Did we mourn the last Ancient, or were we heedless in our proud surpassing as we erased our soul's progenitor? When new eyes wake, heirs to a holocaust, can the fresh, raw world know what has been lost?

    Welcome to returning posters and to those new ones as well. This is a recruitment for a campaign based of themes and concepts presented in titles by FromSoftware (primarily the Souls series and Bloodborne) along with Shadow of the Colossus.

    Characters will be taking the roll of Inheritors, powerful heroes, warriors, scholars, and magi who have, for one reason or another, come to the forbidden lands on behalf of a dying world. This campaign will feature strong concepts of isolation as well as a good deal of combat and some exploration. On that note, Roleplaying through interaction with NPCs will certainly be present but is not a major focus of this particular game. I like to play things fast and loose when it comes to economy, diplomacy, and bartering to help keep things moving.

    Now, let's get to the nitty gritty:

  • Characters will be beginning play at 4th level with standard WBL.
  • Characters generate ability scores using a predetermined array. This is described in further detail in the Player's Handbook.
  • Humans are the only available race for player characters. This is described in further in the Player's handbook.
  • All paizo content is available for use, as well as content from Path of War and Spheres of Power. Please be aware that all casting classes are required to use Spheres of Power and that this game will be using a modified version of the spheres. In that light I do not recommend players commit to playing a full high-caster for their entire careers. The custom spheres we are using are significantly less versatile, less balanced, and fewer in number then the full Spheres of Power and aren't enough on their own to support a lot of strong and varied characters. Dark souls is not a game that focuses heavily on magic, and I have chosen to reflect that here. Additional 3pp will be considered but is not guaranteed.
  • Characters receive a free secondary class, called a Demi-Gestalt. This is described in more detail in the Player's Handbook.
  • HP is max for your first HD, AVG +1 for each subsequent HD.
  • Round out your characters and give them some depth, but please be aware that there is a strict limit of three paragraphs on character backstories. This includes any descriptions, sample roleplaying, or worldbuilding you wish to include with your submission. Brevity is the soul of wit, and the Soul games, and that's something I plan on continuing.
  • Finally, there are a good deal of changes, both big and small, that need to be observed in either character creation or gameplay beyond. I strongly recommend everyone give at least a tertiary glance to the Player's Handbook before beginning work on a character.

    That's everything I think. I'm looking for 4 players total and I'm not committing to any strong timeline for recruitment at the moment. Please let me know if you have any questions, comments, or concerns.


  • With Dark Souls III coming out in a little over a month and my 40k recruitment floundering, I was wondering if folks would be interested in doing a Dark-Souls-Shadow-of-the-Colossus type game using Pathfinder and probably demi-Gestalt for kicks. 3pp will also be making an appearance.

    Thoughts?


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    "This Act of Heresy shatters all ties of kinship. Those I was proud to call Brother I now fight to bloody death. No quarter will be asked and none sought. These are the vilest foes we must fight. There shall be no peace, no rest, no succour until the face of Horus stares down from Traitor's Gibbet and all his Heretic followers are vanquished."

    An ancient Terran proverb once said that all wars, no matter how bloody or great, begin with but a single shot fired. For the great cataclysm known as the Horus Heresy that was to engulf the Imperium of Man and bring death and calamity to unnumbered billions, that proverbial shot was fired on the world of Istvaan III when brother turned against brother.

    For the assault on the sprawling proto-hive city of Khry Vanak, Istvaan III's political and cultural capital (called the "Choral City" in translation into Low Gothic), four primary target zones had been identified which housed the seat of government, and presumably where the Traitor Vardus Praal might be located. This would be the focus of the Emperor's Children's attack. It was in the plazas which adjoined the palace and formed the principal arterial intersection of the city's transport network that resistance was likely to manifest quickly, and this was the target of the World Eaters to first seize and then spread beyond. The western fortification wall with its Imperial-built bastions and the bunker network they protected were to be the target of the Death Guard's assault, with the goal of either eradicating or boxing in the rebel garrison forces they contained.

    The final, and perhaps most difficult, target was located in the east of the city; a vast and ancient complex of tomb-spires, shrines and temples known by the indigenous peoples as the Siren Hold. Given the assumed religious forces animating the rebellion and the psyker-witches known as the Warsingers also encountered on Istvaan Extremis, the Siren Hold too was afforded the status of primary target and the Sons of Horus were assigned to the attack with orders to destroy everything and everyone they found within. A score of secondary targets to be hit in the first wave were also identified, including the Choral City starport and several prominent infrastructural complexes that numerous smaller Imperial splinter forces were assigned to take or destroy.

    Shortly after the battle for the Choral City had turned in the Space Marines' favour, all communications with the orbiting Imperial fleet had ceased and the Titans of the Legio Mortis began a silent and implacable withdrawal beyond the city walls into the empty plains beyond. With inexorable slowness the great Battleships and Battle Barges of the combined fleet -- Vengeful Spirit, Firebird, Andronius, Killing Star, Indomitable Will, Gauntlet of Spite, Warchild, and Conqueror -- descended into low orbit and began saturation bombardment of the planet. Orbital bomb racks bloomed and tiered decks of Macro-Cannon batteries unleashed torrent after torrent of shells downward into Istvaan III's lower atmosphere. The deadly cargo carried by these munitions was the Life-eater Virus, one of the most terrible Exterminatus-class weapons in the Imperial arsenal, and a weapon whose use only the Warmaster and the Emperor could have commanded. Dispersed by concussive charge from a thousand exploding munitions, the Life-Eater Virus began its work in moments, infecting and destroying, a rapidly-spewing necrophage which turned every living thing it came into contact with into sickening, liquid rot. Human flesh sloughed from bones and screams were cut off as victims drowned in the decaying fluids of their own lungs. Plant life withered and melted into brown-black sludge as if time had turned it to the aged blight of years in mere minutes. Black gales of rot and corpse vapour moaned through the concrete and steel canyons of the cities, sounding the death knell of eight billion souls. Beyond the graveyard cityscapes, the wide plains and jungles collapsed into cankerous decay, while the oceans turned to greenish sludge so that to the warships of Horus' fleet high above it appeared that cancerous stains rapidly spread across the surface of the planet until it hung like rotten fruit against the blackness of the void.

    Those Astartes who had survived the initial viral attack by finding air-tight shelter found themselves consumed in flames as they desperately sought to find cover once more. But against this firestorm there could be no cover for those who had dared to brave the elements. By the time the echoes of the recoil had faded on the Warmaster’s flagship, billions had died and Istvaan III had become a dead planet. Horus had at last declared his hand and openly defied the Emperor, and so consigned the galaxy to civil war. He had also planned that the virus bombardment would destroy a host of Space Marines he could not trust to fight for him in the coming struggle with the Emperor, but as was soon to become apparent, his plan had failed...

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

    Welcome to the recruitment for a 40k game centered around the last stand of those noble loyalists that perished on Istvaan III (fair warning right off the bat, I'm probably going to spell it Isstvan ALOT). We will be using the Deathwatch rules produced by Fantasy Flight Games, though with a good amount of modifications (see below). Instead of a squad of Xenos killing specialists brought together based on talent, you will be survivors forced to work together or fall. The traditional mission structure is being put aside. Ammo will be scarce, supplies and support will dwindle, and chances to rest and recover are practically nonexistent. Players (especially squad leaders) must know when to fight and when to flee. For your legionaries trapped on the surface the message is clear - adapt or die.

    Character Creation:

  • Generate characteristics using a point-buy method rather then rolling. You get 130 points to allocate to each of your nine stats, with no more than 20 going into any one. Legionaries begin with max wounds and max fate points.
  • There are four legions available for character creation: Sons of Horus/Luna Wolves, Emperor's Children, Death Guard/Dusk Raiders, and World Eaters/War Hounds. Many loyalists trapped on Istvaan III defaced their armor, removing the heraldry of the traitor legions and instead inscribing their pre-heresy legion names. Statistics for each are presented below.
  • Legionaries may use any specialty from the Core Rulebook or Rites of Battle except Librarian, Epistolary, and Keeper. The rest may be used although certain aesthetic changes are inherent such as removing "Deathwatch" from the name and generally reflavoring it for the setting of the Great Crusade (replace uses of "Astartes" with "Legion"). If you have questions about a specific change let me know.
  • Legionaries begin play at Rank 3 with an additional 8,000 XP to be spent at character creation. They have 40 Renown. Many of those who died on Isstvan III were terran veterans who still remembered the days their legion walked alongside the Emperor of Mankind.
  • Legionaries may not select any advances from the Deathwatch Advances table. Instead, characters may select a specialty (except scum and psyker) from the Dark Heresy RPG core rulebook and spend 1,500xp on advances (except characteristic advances) from that specialty. This represents the unique experiences and skills that Legionaries had during the great crusade and is not included when calculating your marines current rank. In the case that two talents/skills with the same name exist in both Deathwatch and Dark Heresy, use the rules from the Deathwatch RPG version.
  • Material from the Core Rulebook and Rites of Battle is automatically allowed, though modified according to the errata. Other sources are possible but please ask first.
  • Legionaries do not receive Deathwatch Hypno-Training or Deathwatch Training.
  • Legionaries may select any demeanor they wish.
  • Each Legionary begins with 150 req worth of gear. There are a few caveats, however. Firstly, the character may not begin with any relics, deathwatch specific gear, or equipment that did not otherwise exist during the crusade. Secondly, Legionaries receive three clips of ammunition for their starting weapons for free, no more. Any additional ammunition, as well as specialty ammunition, will need to be purchased as normal. Finally, any weapon that has the "storm" quality instead has the "twin-linked" quality.
  • Legionaries begin play with a suit of either MK V or MK VI Power Armor. Alternatively, you may choose to purchase a suit of MK IV for 40 req or MK III for 60. MK V and MK VI were fairly new at the time; they do not receive any Power Armor Histories. If you begin with a suit of MK IV or MK III you may choose one history. Armors found in the wild will have randomly rolled histories as normal.
  • Finally, develop your Legionary a little. Who are they? What does the crusade mean to them? How has the betrayal of their brothers effected them? What's their personality? Please, no more then three paragraphs.
  • Luna Wolves:

    "I thought the Luna Wolves were supposed to be the most aggressive of us all. That's how you like the other Legions to think of you, isn't it? The most feared of Mankind's warrior classes?"
    "Our reputation speaks for itself, sir."

    Starting Abilities: +5 Intelligence, +5 Fellowship, Air of Authority
    Legion Advances:
    Command (Skill; 100xp)
    -Command +10 (Skill; 100xp. Requires Command)
    --Command +20 (Skill; 100xp. Requires Command +10)
    -Iron Discipline (Talent; 500xp. Requires WP 30 and Command)
    --Into the Jaws of Hell (Talent; 500xp. Requires Iron Discipline)
    Tactics (Any) (Skill; 200xp)
    -Tactics (Any) +10 (Skill; 200xp. Requires Tactics (Any))
    --Tactics (Any) +20 (Skill; 200xp. Requires Tactics (Any) +10)
    Bolter Drill (Talent; 500xp. Requires Legion Weapon Training)
    Duty Unto Death (Talent; 500xp. Requires WP 35)
    Master Orator (Talent; 500xp. Requires Fel 30)
    Thunder Charge (Talent; 500xp)
    Unbowed and Unbroken (Talent; 500xp. Requires Fel 40)
    Solo Mode: Emperor's Favor
    Required Rank: 1
    Effects:
    The Luna Wolves considered themselves a pure expression of the will of the Emperor and among the truest expressions of his ideals. This pride and unshakable personal belief often manifests itself in their leadership abilities and the example they set to other members of the squad. While in Solo Mode, a Legionary of the Luna Wolves may re-roll any fellowship test when dealing with either other Legions or members of the Imperial Army. In addition, their strength of leadership means that the Legionary adds +1 to the squads Cohesion if he is squad leader. This bonus to Cohesion remains active even when the Legionary is not in Solo Mode.
    Improvement:
    At Rank 3 and above once per combat the Legionary may automatically pass one Command Skill Test.
    At Rank 5 and above the Dispositions of all
    Loyalist forces and agents are improved favourably by one step when dealing with the Legionnaire.
    At Rank 7 and above the Traitor Marine adds +2 to his Kill-team’s Cohesion rather than +1.
    Squad Attack Pattern: Emperor's Fervor
    Action: Free Action
    Cost: 2
    Sustained: Yes
    Effects: Of all the Legions, the Luna Wolves pride themselves as among the most loyal and bravest of all the Emporer's chosen, a fact that they like to impress upon their fellow Legionaries. While this power is in effect, all Space Marines within Support Range of the Legionnaire (including the Legionnaire himself ) gain a bonus on all tests equal to the Legionnaires Fellowship Bonus. In addition, each Round the Traitor Marine may single out one member of his squad and grant that character a re-roll on any one test (this re-roll includes the bonus provided by his Fellowship).
    Improvement: If the Legionnaire is Rank 4 or more, the bonus to tests increases to twice his Fellowship Bonus.
    Squad Defense Pattern: Emperor's Rally
    Action: Free Action
    Cost: 0
    Sustained: No
    Effects:
    The Luna Wolves are natural leaders and the embodiment of the Imperial Truth. In battle their devotion and natural authority is a power force, able to rally their fellow Legionaries and reinforce their will to fight. When a Legionary uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the Luna Wolves hold for the Emperor and the strength of will required to make a Rally Cry is such that a Legionary may only use this ability once per game session.

    Dusk Raiders:

    "Say what you like about the Fourteenth Legion. They are mean, ugly bastards but tenacious. There's no one else I'd rather have by my side in a war of attrition, and almost anyone else I'd rather have against me."
    Starting Abilities: +5 Toughness, +5 Weapon Skill or Ballistic Skill, Autosanguine
    Legion Advances:
    Chem-Use (Skill; 200xp)
    -Chem-Use +10 (Skill; 300xp. Requires Chem-Use)
    --Chem-USe +20 (Skill; 400xp. Requires Chem-Use +10)
    Medicae (Skill; 200xp)
    -Medicae +10 (Skill; 300xp. Requires Medicae)
    --Medicae +20 (Skill; 400xp. Requires Medicae +10)
    Scholastic Lore (Chemistry) (Skill; 200xp)
    -Scholatsic Lore (Chemistry) +10 (Skill; 300xp. Requires Scholastic Lore (Chemistry))
    --Scholastic Lore (Chemistry) +20 (Skill; 400xp. Requires Scholastic Lore (Chemistry) +10)
    Sound Constitution (x5) (Talent; 400xp)
    Prosanguine (Talent; 500xp. Requires Autosanguine)
    Armour Plating (Trait; 1500xp)
    Solo Mode: Legendary Resilience
    Required Rank: 1
    Effects
    Dusk Raiders are stubborn in attack and intractable in defense, holding their ground against even the most furious of assaults. Once per combat a Legionary of the Dusk Raider Legion may enact their Legendary Resilience. The Space Marine gains 6 Temporary Wounds and his maximum Movement Rate is reduced to 1/2 his Agility Bonus, rounding up (most with this ability hold their chosen position and do not advance or retreat!). Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Legionaries normal Wounds. These bonus Wounds will also be lost if the Legionary leaves his chosen location either by his own choice or involuntarily.
    Improvements:
    At Rank 3 and above the temporary Wounds increase to 12.
    At Rank 5 and above the Legionnaire may move a number of meters equal to his Agility Bonus each round without losing the effects of the ability.
    At Rank 7 and above the temporary Wounds increase to 18.
    Squad Attack Pattern Relentless Advance
    Action Free
    Cost 2
    Sustained Yes
    Effects
    Dusk Raiders are masters of holding their ground and have a keen understanding of the tactics of overlapping fields of fire and kill zones. While this ability is in effect, the Legionary and those in Support Range of him may take actions normally while maintaining Overwatch, such as moving and making attacks.
    Improvements:
    If the Legionary is Rank 4 or more, the test to avoid Pinning when caught in a kill zone created by him or those supporting him increases from Hard (–20) to Very Hard (–30).
    Squad Defensive Pattern: Unyielding Defense
    Action: Full Action
    Cost: 2
    Sustained: Yes
    Effect:
    Stubbornness is a valued trait among the Dusk Raiders, especially in battle where they seldom give ground to their foes even in the face of overwhelming odds. While this ability is in effect, the Legionary and those in Support Range of him gain a +10 to all Ballistic Skill Tests, a +10 to all Dodge Tests, and an additional +4 Armour Points to all locations as long as they remain stationary.
    Improvement:
    If the Legionary is Rank 4 or more, the bonus to Ballistic Skill Tests and Dodge Tests is increased to +20.

    Emperor's Children:

    "Pride Go'eth Before Abandon, Vanity Go'eth Before Weakness, Vainglory Go'Eth Before the Fall."
    Starting Abilities: +5 Ballistic Skill, +5 Perception, Heightened Senses (Smell, Taste, Touch)
    Legion Advances:
    Awareness +10 (Skill; 200xp. Requires Awareness)
    -Awareness +20 (Skill; 300xp. Requires Awareness +10)
    Intimidate (Skill; 200xp)
    -Intimidate +10 (Skill; 300xp. Requires Intimidate)
    --Intimidate +20 (Skill; 400xp. Requires Intimidate +10)
    Deadeye Shot (Talent; 500xp. Requires BS 30)
    Hip Shooting (Talent; 500xp. Requires BS 40 and AG 40)
    Marksman (Talent; 500xp. Requires BS 35)
    Mighty Shot (Talent; 500xp. Requires BS 40)
    Rapid Reload (Talent; 500xp)
    Sharpshooter (Talent; 500xp)
    Solo Mode: Perfected Senses
    Required Rank: 1
    Effects:
    As part of the the genetic enhancements of their Primarch, Emperor's Children have almost preternatural senses that exceed even those of other Legionaries. Whenever a Legionnaire of the Emperor's Children Legion is in Solo Mode he may re-roll any failed Perception-based Tests and counts as possessing the Dark Sight Trait. However, it is important to note that none of these bonuses apply if the Legionnaire is wearing a helmet for a sealed set of armour (e.g., Power Armour, Artificer Armour, or Terminator Armour).
    Improvements:
    At Rank 3 and above the Legionary adds +10 to all Perception-based Tests.
    At Rank 5 and above, he gains the Unnatural Perception (x2) Trait while using this ability.
    At Rank 7 and above the Legionaries senses are such that once per game session he can automatically pass any test based on Perception (for purposes of Opposed Tests the Legionnaire is considered to have rolled 01).
    Squad Attack Pattern: Harmonious Fussilade
    Action: Half Action
    Cost: 2
    Sustained: Yes
    Effect:
    In pairs or as a squad, Emperor's Children can become even more proficient marksmen than normal, hitting targets at long ranges again and again with unrivaled accuracy. A favored tactic of Emperor's Children fire teams is to lay down precision sniping on a target while their brothers move in to flank and destroy a position, the deadly shots so accurate that the targets dare not lift their heads from the dirt. The Legionnaire and members of his squad within Support Range can re-roll Ballistic Skill Tests when firing single shots (i.e. not semi or full auto fire) with ranged weapons at Long and Extreme ranges. Additionally, a member of the squad may act as a ‘spotter’ for another member, helping him to find targets and judge distances. Any member of the squad may “spot” for another as a Full Action, negating any penalties to his Ballistic Skill Test against a single target provided he only takes a single shot (i.e. does not use semi or full auto fire).
    Improvement:
    At Rank 4 the Legionnaire gains the benefits of re-rolls at Long and Extreme ranges with semi auto fire.
    At Rank 6 the Legionnaire gains the benefits of re-rolls at Long and Extreme ranges with full auto fire. In both cases, the Legionnaire may still only make single shots when benefiting from a spotter.
    Squad Defensive Pattern: Preternatural Flexiblity
    Action: Free Action
    Cost: 1
    Sustained: Yes
    Effects: The other half of the Emperor's Children's strategy is the ability to withdraw quickly and completely if the battle goes against them, only to strike again later. The Legionnaire and all allies within Support Range do not suffer Attacks of Opportunity when leaving melee with an opponent while this Squad Mode is sustained.
    Improvement: If the Legionnaire is Rank 4 or higher, the Legionary and all allies within Support Range gain a +20 to Agility while this Squad Mode is sustained in addition to the aforementioned bonus. This improves their Movement Speed, as well as any Agility-based Tests.

    War Hounds:

    "I do not doubt my Emperor's wisdom in creating a necessary evil such as these fearful warriors, nor do I doubt their effectiveness in battle. It remains my fervent hope however, that though I spend my life making war for the liberation of Mankind that I never again see such inhuman butchery as I have witnessed in the halls of Cerberus."
    Starting Abilities: +5 Weapon Skill, +5 Strength, Brutal Charge
    Legion Advances:
    Acrobatics (Skill; 200xp)
    -Acrobatics +10 (Skill; 200xp. Requires Acrobatics)
    --Acrobatics +20 (Skill; 200xp. Requires Acrobatics +10)
    Tactics (Assault Doctrine) (Skill; 200xp)
    -Tactics (Assault Doctrine) +10 (Skill; 200xp. Requires Tactics (Assault Doctrine))
    --Tactics (Assault Doctrine) +20 (Skill; 200xp. Requires Tactics (Assault Doctrine) +10)
    Frenzy (Talent; 500xp)
    -Battle Rage (Talent; 500xp)
    Berserk Charge (Talent; 500xp)
    Flesh Render (Talent; 500xp)
    Furious Assault (Talent; 500xp)
    Resistance (Psychic Powers) (Talent; 500xp)
    Solo Mode Ability: Glorious Frenzy
    Required Rank: 1
    Effects:
    War Hounds possess a savagery in combat that has its roots deep in the history of their Legion. It is, however, a trait that can serve them well in close quarters combat where strength and speed are vital. Once per combat, a Legionary of the War Hounds may summon up a Blood Frenzy. While under the effects of this ability, the Legionary may re-roll Damage dice with melee weapons. In the case of melee weapons that inflict multiple dice of Damage, all dice or none must be re-rolled. In addition, such is the brutality of his attacks that he scores Righteous Fury on a dice result of 9 or 10 rather than just 10. This ability lasts a number of rounds equal to the Legionaries Rank, divided by 2 (round up).
    Improvements:
    At Rank 3 and above the Penetration of any melee weapon attacks by the Legionnaire are increased by +2.
    At Rank 5 and above this additional melee weapon Penetration rises to +4.
    At Rank 7 and above the chance of scoring Righteous Fury increases to a dice result of 8, 9, or 10.
    Squad Attack Pattern: Infernal Fury
    Action: Free Action
    Cost: 3
    Sustained: No
    Effects:
    The War Hounds possess a fury on the battlefield that can turn them into wild beasts intent only on rending their foes limb from limb. A Legionnaire of the World Eaters may call out to the
    Emperor to strengthen his arm and fill him with rage against his foes. Until the start of his next Turn, the Legionnaire and those in Support Range of him add +10 to their Weapon Skill, Strength, and Toughness, including any corresponding increases in Strength Bonus and Toughness Bonus.
    Improvements:
    If the Legionnaire is Rank 4 or more the bonuses to Weapon Skill, Strength, and Toughness are increased to +20.
    Chapter Defensive Pattern: Furious Resilience
    Action: Free Action
    Cost: 3
    Sustained: No
    Effects:
    War Hounds often fight on regardless of the damage dealt to them. Until the start of his next Turn, the Legionnaire and those in Support Range of him use their training and the fiery will of the War Hound to ignore their wounds and focus on the attack, halving all Damage (round up) after reduction for Armour Points and Toughness Bonus. While using this ability, however, such is the Legionnaires rage that they may not use their Reactions to Parry or Dodge and must use an Action with the Attack subtype.
    Improvement:
    If the Legionnaire is Rank 5 or more, the restrictions on using Reactions to Parry or Dodge can be ignored.

    I'm looking for 4-6 people, depending on how much interest there is, and I'd like to get the recruitment done within two weeks. If there are any questions then please, ask away!


    Given the recent release of Fallout 4 along with the revival of a 4 year old related thread I wanted to see if folks were interested in coming together and making a game for the Fallout universe.

    There's a couple of systems that I'm aware of that could be used. Exodus, GURPS, and I think a supplement to d20 that may be floating around somewhere.

    The only one I think I can link to without getting in trouble is the Fallout PnP

    I don't really have any plans on running a game, though I'd love to play.

    What do we think?


    DISCLAIMER

    This page serves only for discussing mechanics and testing concepts. This is by no means a campaign.


    DISCLAIMER

    This page exists for the sole purpose of testing builds. This is not a campaign in any sense.


    Spooky Skeleton Scarecrow

    Night has fallen on Tracker's Valley, yielding a cool breeze that stands in stark contrast to the days earlier heat. Deep within the remote wilderness is Camp Arawak, a place for children to enjoy the serene beauty of nature in relative comfort.

    Or at least, that was the idea.

    But now the Smalls have all nestled themselves in for the night, dozing away quietly. Are they dreaming of wondrous things, or of terrors? While the inky blackness grows ever deeper, various Toys within the cabin begin to come to life. Animated solely by the love of their Small they rise, as they do every night, to fend off the horrors of the subconscious.

    But the evening has only just barely begun and their mortal foes have yet to collect themselves. The Toys have a precious chance to gather and prepare for the coming night.

    Within the Cabin are a dozen Smalls, included among them the young one named 'Eddy' dressed, unsurprisingly, in his favorite pair of "Cylce-Droid" pajamas. Rufus, meanwhile, murmurs away on the other side of the cabin, near the door. It's mostly nonsensical, and it doesn't seem to bother the other Smalls, so it's harmless enough.


    Spooky Skeleton Scarecrow

    For OOC and the like.


    2 people marked this as a favorite.

    Deep in the darkness lurk the infamous Bogeyman
    and the incarnations of all Primal Fears. Equally as
    bad as these creatures are the many Horrors and Enigmas
    that follow in the tracks of the Primals and emulate
    their sinister actions. The sole desire of these evils
    is to do permanent harm to the young mind of a child,
    eat children whole, or worse. The only line of defense
    against these supernatural creatures of the shadow are
    the child’s beloved protectors, the Toys.

    Through these avatars the child’s imagination comes
    alive to fuel a power that allows the Toys to protect
    their young charge, occasionally going so far as to
    breach the realms of nightmare and do battle with the
    Primals in their dark dens. The Small’s imagination
    empowers the Toys as they adventure through dusty
    vents, dark forests, flooded basements, and infinite
    wonderlands to track down the Monstrosities that go
    bump in the night.

    You, dear Player, will take up the role of one of these
    valiant, miniature defenders in a quest to destroy or
    expel the Nightmares and safeguard your child.

    Looking forward to playing another pathfinder game? Well sorry, because this is the Nightlight RPG!

    Brought to you buy the obscure folks down at Viral Games Publishing, Nightlight is a game that centers around a group of toys standing against all sorts of icky nastinest in defense of their childrend (called 'Smalls'). It made a name for itself at Texicon with its charming theme and simple, straight-forward gameplay.

    But you don't really care about that do you? You want to play!

    Well good, 'cause I'm looking for 4 players who are willing to step outside of their comfort zones and try out something new (at least for a little while). If you're worried about a learning curve then let me assure you: there is none. I've never played this before either and book is only 46 pages long anyways. So really all you need is a healthy sense of adventure and the willingness to commit to a short, 1-2 month long game.

    By now you may be wondering how you actually go about playing this game. Well, you're in luck. Just before the author's withdrew to devot themselves to the project, they provided a certain community with a pre-release version of their game - and I have a copy. Check it out, even if you don't plan on applying. Don't worry - this isn't an illegal copy of the game itself. This is just a "lite" version of the game that they provided out of gratitude to their fans.

    With all that out of the way I think it's high-time I actually tell you what I'm looking for in a Toy:

    Toy Creation:

    Welcome to Camp Camp Arawak, a place where generations of kids came every Summer to rough it out and learn lessons that they will carry with them for the rest of their lives. Out in the middle of the wilderness, by beautiful Green Lake, nestled in Tracker’s Valley. Towering over the campgrounds is Chief Standing Tree, keeping a watchful eye on the children as he has for decades before. Friendships are forged, adventures are had, and each night before lights out the children gather to tell each other stories around the campfire.

    Asleep in their bunks, drifting off to the land of slumber, this serene retreat in the woods becomes a home for the things that go bump in the night. Sleep become restless as tentacled things drag themselves out of the lake, phantasms ride the chilled winds of the night seeking prey, and dark figures stalk the hiking paths. Fears of the day manifest, as feelings of home sickness, isolation, and anxiety rise to the surface. For all that they learn during the day, they are still vulnerable to their own fears.

    Good thing they packed some Toys for the trip. Pulling themselves from the grip of their smalls, they patrol the campgrounds, protecting the children from the terrors that hunt in the woods. Far from home, without the household of support they are used to having, they have to make due with what they can find in the middle of nowhere, facing things they never encountered before.

    See the Toymaker's Workshop for details on how to go about creating your Toy. This game allows a lot of freedom with characters so I'm hoping to see a cast that is both innovative and memorable. That being said: try and limit any backstory/histories you write to two paragraphs at most. I'd like to keep this game relatively short and sweet, so really long backstories aren't necessary.

    I'm hoping that recruitment won't take any longer than a week. If you've got any questions/feedback/comments/whatever then feel free to ask away!


    Spooky Skeleton Scarecrow

    You currently stand in the main hall of the Graymaw family, the undisputed rulers of Sermosa City their home matches their position. High ceilings are lit by open torches that run along the walls around you, framing massive stained glass windows that depict the various achievements of the Graymaws long lineage. Before you is Bremont Graymaw the current head of the Greymaw family. He is a noble looking man who appears to be in his mid 40s wearing flowing cloak emblazoned with his family crest dyed the colors of Sermosa. He has long, dark black hair pulled into a tight pony tail. His hair runs down his face creating a neatly trimmed beard and mustache combo. Two dull silver eyes stare out from his face, seeming to endlessly scrutinize all those in his sight.

    You stand amongst seven others like yourself. Clothing has been removed to reveal your torsos as you wait attentively. Deciding that the time is right, Bremont speaks "You have all been asked here because you have proven yourself worthy to stand amongst the ranks of the worlds greatest heroes. Monsters strive to consume all that we know, but you have chosen to stand your ground against them. You have all chosen to fight what is the most difficult of battles, the one for survival." He steps down towards you, stopping at a fire that had been started specifically for the ceremony. Eight rods sit exposed to the fire, their tips glowing white with a wicked heat. "But there is something more. The creatures you will face are tenfold stronger than any man, and they outnumber us a hundred to one. To fight them is madness, to wish for death. You realize this, and still you fight. You are all young men and women of strong body and sound mind, why would you through your lives away?" He grabs a single rod from the fire and holds it up, letting you all bear witness to the waves of heat radiating of the tip. "You risk everything for survival. To protect innocent blood from being spilled. Family and friends, young and old, all of them would be swept away in the face of the hordes. So you stand, and you fight. You choose to die so that others may live. When I call your name, step forth! Feel the pain as I brand you with the mark of the hunter! Know that this is the pain you bare so that others may survive!"


    Spooky Skeleton Scarecrow

    This is the place for OOC questions, comments, concerns, or just shooting the breeze. Please have your character report in here before moving to the gameplay thread.


    Spooky Skeleton Scarecrow

    It is the age of the Seventh Reclamation War. One week ago marked the apex of the Blood Moon, and with it the receding of the tides that separated the cursed continent from your own. Hellish nightmares previously unseen poured forth into the Hunters waiting defenses. Monster and Hunter crashed violently.

    It was a bloodbath.

    The Hunters forward defenses were quickly overrun and new horrors were unleashed into your lands. Even after suffering great losses the Hunters fought on and in the end they were able to stem the tide of destruction before it was too late, holding the line until the sea once again spared them from the seemingly endless stream of abomonations. This marks the first time since the beginning of the War over one hundred years ago that not a single hunter was able to set foot on the cursed lands. A grim omen, possibly carrying with it the final epitaph for all of humanity.

    You, brave young hunters whom are just coming into their very first rank, are in Sermosa City. Located on the southern most peninsula of the continent, the city is the third largest in the region. Boasting a population of roughly 75,000 inhabitants the city is both a bustling trade hub and vital recruiting ground for the Hunters. Seated at the head of the city is the prestigious Bremont Graymaw. The Graymaws have a long history of being a family of elite hunters (a matter which is of great personal pride for them) and make claim to having lead Sermosa since its very inception, Bremont is just the latest in a long line.

    You have all been called to Sermosa because the Hunters Guild has seen fit to give you your very first rank (a ceremony that is overseen by Lord Bremont himself). Having missed the opportunity to participate in the most recent ceremony, you must now wait one week before you can finally be officially recognized as the hunter you are.


    Good Afternoon,

    I am currently looking for a PBP game in which I can employ my unusual character concept. His name is variable, although I usually call him "Tiny", and he is a construct. This makes him a real potential powerhouse, but also saddles him with some glaring weaknesses. Unfortunately, he requires one 3rd party conversion from 3.5 (which can be found here) to be built properly. Other than that the character is completely canon too my knowledge. My build plan is Ranger (Skirmisher) 10/ Stalwart Defender 10, although I am aware that some games don’t allow prestige classes. Below is an example of a 7th level build for Tiny, along with a basic personality (I would include a backstory but it is too dependent on the actual game).

    Personality:

    Tiny does not remember who he was before he became a construct so he focuses on who he is now. He does his best to be a good person but is usually forced to handle most moral dilemmas on gut instinct alone. Most of what he knows about normal life has come from silently observing those around him and emulating how they act. Fortunately he has been mostly influenced by witnessing kindness and compassion and as such has developed those same traits. For Tiny it is difficult to be around other people. On the one hand being around others allowed him to feel more human, but at the same time they served as a constant reminder of his own inhuman form. Still, he tries his best to put those thoughts aside and continue forward in the hopes that one day he will come to accept his new life.

    Character:

    Name:Tiny
    Race:Clockwork Soldier
    Size: Medium; 6 ft 500 lbs
    Alignment:Neutral Good[/b]
    Class Levels: Ranger (Skirmisher) 7
    Stats 7 point buy (15 divided by 2 rounded down):
    STR: 28
    DEX: 16
    CON: 10
    INT: 12
    WIS: 14
    CHA: 10
    HP: 79
    AC: 21; Touch 14; Flat-footed 17
    Saves: Fort 5; Ref 10; Will 4
    BAB +7
    Special Abilities/Class Abilities
    Favored Enemy: Magical Beast (+4)
    Favored Enemy: Outsider (+2)
    Track
    Wild Empathy
    Favored Terrain: Desert (+2)
    Hunter’s Bond (Animal Companion)
    Woodland Stride
    Hunter’s Tricks
    Vengeance Strike
    Rattling Strike
    Spirit Within
    Open Minded
    Efficient Winding
    Latch
    Stand By
    Armor Expert
    Scholar of the Great Beyond
    Immune: Construct Traits
    Low-light vision
    Darkvision (60 ft)
    Immune to normal healing and resurrection
    Feats
    Improved Initiative
    Lightning Reflexes
    Rapid Shot
    Manyshot
    Endurance
    Boon Companion
    Dodge
    Toughness
    Quick Draw
    Equipment
    Adamantine Breastplate
    Mithral Buckler
    Adaptive Composite Longbow (Darkwood; Masterwork)
    Falchion (Mithral; Masterwork)
    Gear
    Fighter Kit
    Gear Maintenance Kit
    Efficient Quiver
    Arrows, Common (40)
    Alchemical Silver Arrows, Durable (10)
    Cold Iron Arrows, Durable (10)

    Companion:

    Name:Faria
    Race:Roc
    Sex: Female
    Size: Large
    Class Levels: Bodyguard 7
    Stats
    STR: 22
    DEX: 19
    CON: 14
    INT: 2
    WIS: 13
    CHA: 11
    HP: 52
    AC: 22; Touch 15; Flat-footed 17
    Saves: Fort 7; Ref 9; Will 3
    BAB +4
    Special Abilities/Class Abilities
    Link
    Shared Vigilance
    Tenacious Guardian
    Devotion
    Fetch trick
    Guard trick
    Exclusive trick
    Low-light vision
    Fly: 80 ft
    Feats
    Bodyguard
    Combat Reflexes
    Dodge
    Attacks
    2 Talons (1d6 plus grab)
    Bite (1d8)

    Hopefully I’ll get the chance to play him somewhere. On a side note I think it would be pretty cool if others could post their unusual character concepts that still need to find a home.