Mask of Stolen Identities

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I'm currently GMing a game of Masks by Magpie Games, which is based on the Apocolypse system. It's been a wild ride and I've gotten a handful of great players who want to add a fifth to the group after inevitable drop off. I'm going to make this clear for those applying:

This is a game for those who like to write and who are comfortable making narrative decisions when guidance isn't always there. There is no winning, only seeing where your character ends up.

I get busy with school and work as most of you do, but the players have grown comfortable in running the game in periods of my prolonged absence, so the game can move fast. But if you like teen heroes and want to give it a shot, feel free to apply.

For those interested:

Short summary of Masks: :

Masks is a tabletop roleplaying game in which you play young superheroes who are growing up in a city several generations into its superheroic age. Halcyon City has had more than its fair share of superheroes, superteams, supervillains, and everything in between. Over the course of three different generations of super-people, Halcyon City has seen it all.
You play members of the fourth generation, young adults trying to figure out who they are and what kind of heroes they want to be. The rest of the world is telling them what to do, but they’ll find their own path amidst the noise. And kick some butt along the way. After all, what’s the point of being a hero if you can’t fight for the things you believe in?
Masks is based on the award-winning Powered by the Apocalypse system developed by Vincent Baker and used in Apocalypse World, Monsterhearts,Urban Shadows, and more. It’s a rules-light system that fuels some of the best innovations in gaming in the last ten years, and Masks has been built from the ground up to incorporate everything I’ve learned about Powered by the Apocalypse games.

When you take an action that would trigger a move, you roll two six-sided dice, add them together with one of your Labels (a stat that describes your hero), and look to the move to see what the results are. On a 10+, you get what you want, and maybe a little extra. On a 7-9, you get what you want, but at some kind of cost or with a complication. On a 6 or less—a miss—the GM says what happens next, and chances are things get complicated for our young heroes.

Masks produces stories like those found in Young Justice, Teen Titans,Young Avengers, X-Men, and more, using the Powered by the Apocalypse rules to provide an easy but useful skeleton for awesome storytelling!


The current playbooks already claimed: The Beacon, The Protege, The Outsider, The Janus.

Please choose a playbook that is not currently in play. I would advise against the Joined and the Doomed.

Current Roster short bio:

Wingblade (Protoge): An experiment liberated, she trains under a master trying to learn the difference between being a weapon and living life normally.

Bran the Blessed (Janus): A mighty spear transforms a young high school female track star into a powerful male warrior.

Skuld (Outsider): sent from her home dimension of Asgard, Earth culture is still a mystery at times. yet in her lies a powerful force and the strength to stand and fight.

Apex(Beacon): Relatively new to the group and no powers to speak of, he's eager to bring justice to the streets.

Masks playbooks bios: :

The Bull – You’re tough, gruff, and powerful on the outside, and caring on the inside—oh, and you were made by an evil organization that’d love to get you back: can you learn to rely on the team enough to save you from yourself?

The Nova – You’re amazingly, egregiously, horrifyingly powerful, and keeping control is a struggle: can you come to terms with your power before it destroys you? Or someone you care about?

The Outsider – You’re not from here, and you don’t quite understand this place, but you find it fascinating: can you find a way to belong? Or will you always be different?

The Legacy – You’re carrying on a long tradition of heroism and nobility: how can you balance that legacy with your own identity?

The Protege – You’re tied to a mentor who trained you: do you want to be them? Or someone else entirely?

The Janus – You put on the mask, become someone different, escape your mundane life, but you know your responsibilities are always waiting for you: who are you really? The mask or the mundane?

The Delinquent – You’re a rabble-rouser, a rules-breaker, and an incorrigible prankster, someone who pushes people away while secretly wishing they would stay close: can you stop being a little s&#$ for long enough to let them know you actually care?

The Doomed – Your powers are killing you; they come with some awful, nightmarish fate. But until that end comes, you’re going to work to change the world: how much are you willing to give up for your cause before your doom comes?

The Transformed – You don’t look human anymore and the world won’t let you forget it: can you learn to accept yourself? Can you deal with their looks, stares, and fear without becoming the monster they see?

The Beacon – You’re here because this is awesome, and you may not quite fit in, but screw it, you’re going to do this anyway: can you prove that you actually deserve to be here? Or are you just a wannabe?

The Innocent - Time travel is great! Or so you thought, until you landed in a strange new world, with a dark, broken, damaged, dangerous, adult version of yourself. Not what you had wanted to become. Question is, what are you going to do about it?

The Joined - You'd be nothing without them - your partner, your sibling, your friend, your rival, your other half. You're tied to their powers and to them, through and through. The rest of the world only ever sees you two as halves of a whole - not as two separate people. And the two of you aren't sure if they're right.

The Newborn - You're a brand new being, created through scientific inquiry, feat of engineering, or random chance. This world is all new to you, full of wonder and adventure. It's not easy, though - everyone has an opinion about who you are and what you should do. It's time to find out for yourself who you really are.

The Reformed - Villainy used to be a way of life for you. Then you saw just what your selfishness and hate created. The supervillain life is a hard one to quit. But you know this best: sometimes the villain needs saving too.

The Star - Being a hero isn't just about doing right. It's about being seen doing right. Let them think you're shallow for loving the spotlight and the cameras, for making speeches, for smiling so much. You'll be a hero in all the ways that matter.

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


The actual playbooks are listed here.
The additional playbooks are listed over here.

If you're wondering about some of the more important mechanics before you decide to sign up or pass, I invite you to read the following two sections. Interaction is the basis of this game, and how you percieve your place in the world and influencing people into changing are core mechanics.

Rules for Labels: :

Characters in Masks each have five mechanical attributes called “Labels.” Labels represent how your character views their identity. Are you a Danger or a Savior? A Freak or Superior? Or are you just Mundane?
Each Label ranges from -2 to +3; the higher the rating is, the more the character sees their self by that light. If you have Danger +3, you see yourself as a threatening, violent figure. If you have Mundane -2, you see yourself as anything but a normal person.
The Labels include:

Freak, which is all about being strange, unusual, unknown, different, unique, powerful, weird, and special.
Danger, which is all about being strong, threatening, violent, destructive, badass, frightening, reckless, and mighty.
Savior, which is all about being defensive, protective, overbearing, moralistic, guarding, patronizing, and classically heroic.
Superior, which is all about being clever, faster, better, arrogant, dismissive, commanding, egotistical, and smart
Mundane, which is all about being normal, empathetic, understanding, kind, boring, simple, uninteresting, and human.

The Labels shift and change over the course of the game as your self-image changes, most often due to the influence of others. As these Labels shift, so does your position in the story: a hero who sees their self as a Danger is better at directly engaging villains and threats, but their low Mundane means they might struggle to connect with ordinary people after a fight.
Rules for influence:

Influence is a mechanic used to keep track of whose words matter to you. When you have Influence over someone else, it means they care about what you say. When someone else has Influence over you, it means that you’re affected by their words.
Much of Masks involves giving, taking, and losing Influence over others. After all, you can’t convince your teammate to stop being a Danger if you don’t have Influence over them. When you do have Influence over them, and you tell them how they endangered civilians, your words might lead their Labels to shift. They might be chagrined at your words, and shift their Danger up, and their Savior down—they see themselves as more of a Danger, because of what you said. Or, they might resist, argue with you, and wind up shifting their Savior up and their Danger down—they don’t care what you say because they define who they are, and they choose to be a Savior.
Influence allows for a quick and easy way to understand whose words can cause your Labels to shift. You care about what they say, so your self-image is tied up in how they view you, what they say about you, and what you accept about their perspective on the world.

Of course, you are just a young superhero, trying to find your way. And that means in Masks, all the adults have influence over you by default. But you can resist what they say to free yourselves of their words. You just have to stand up to them, and tell them that you make your own path…easy, right?


If I haven't scared you off quite yet, then feel free to reply! The group has just ended an arc in which one of the characters has returned to life. It's been a very intense few months of play, so we'll be moving into lighter plot for a while.

Recruitment Ends August 6th

To submit, please declare which playbook you're applying with, your appearance and powers, and please write a response to the following scene prompt. You're a hero, whatever kind you are, act like one. You have license to add details, characters, threats, etc.

-NON CANON PROMPT-
Downtown Halycon city, one of the most prominent buildings owned by Reaver Technologies has just collapsed. The resulting debris fire has made the onlooking crowd a pile of injuried and unconscious victims. At ground zero, you hear/something that indicates a larger threat. People trapped and inured, a potential threat looms, and help not coming for at least a few minutes.


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I'm currently GMing a game of Masks by Magpie Games, which is based on the Apocolypse system. Unfortunately, real life has weathered the player count down to an active three players currently. However, the three remaining are eager to continue and I've decided to once again open a re-recruitment.

For those interested:

Short summary of Masks:

Masks is a tabletop roleplaying game in which you play young superheroes who are growing up in a city several generations into its superheroic age. Halcyon City has had more than its fair share of superheroes, superteams, supervillains, and everything in between. Over the course of three different generations of super-people, Halcyon City has seen it all.
You play members of the fourth generation, young adults trying to figure out who they are and what kind of heroes they want to be. The rest of the world is telling them what to do, but they’ll find their own path amidst the noise. And kick some butt along the way. After all, what’s the point of being a hero if you can’t fight for the things you believe in?
Masks is based on the award-winning Powered by the Apocalypse system developed by Vincent Baker and used in Apocalypse World, Monsterhearts,Urban Shadows, and more. It’s a rules-light system that fuels some of the best innovations in gaming in the last ten years, and Masks has been built from the ground up to incorporate everything I’ve learned about Powered by the Apocalypse games.

When you take an action that would trigger a move, you roll two six-sided dice, add them together with one of your Labels (a stat that describes your hero), and look to the move to see what the results are. On a 10+, you get what you want, and maybe a little extra. On a 7-9, you get what you want, but at some kind of cost or with a complication. On a 6 or less—a miss—the GM says what happens next, and chances are things get complicated for our young heroes.

Masks produces stories like those found in Young Justice, Teen Titans,Young Avengers, X-Men, and more, using the Powered by the Apocalypse rules to provide an easy but useful skeleton for awesome storytelling!

The current playbooks already claimed: The Transformed, The Janus, The Outsider
The playbooks of the Protege and the Doomed are currently off-limits.

Available playbooks can be found here and here.

Please choose a playbook that is not currently in play.

Masks playbooks bios:

The Bull – You’re tough, gruff, and powerful on the outside, and caring on the inside—oh, and you were made by an evil organization that’d love to get you back: can you learn to rely on the team enough to save you from yourself?

The Nova – You’re amazingly, egregiously, horrifyingly powerful, and keeping control is a struggle: can you come to terms with your power before it destroys you? Or someone you care about?

The Outsider – You’re not from here, and you don’t quite understand this place, but you find it fascinating: can you find a way to belong? Or will you always be different?

The Legacy – You’re carrying on a long tradition of heroism and nobility: how can you balance that legacy with your own identity?

The Protege – You’re tied to a mentor who trained you: do you want to be them? Or someone else entirely?

The Janus – You put on the mask, become someone different, escape your mundane life, but you know your responsibilities are always waiting for you: who are you really? The mask or the mundane?

The Delinquent – You’re a rabble-rouser, a rules-breaker, and an incorrigible prankster, someone who pushes people away while secretly wishing they would stay close: can you stop being a little s&#$ for long enough to let them know you actually care?

The Doomed – Your powers are killing you; they come with some awful, nightmarish fate. But until that end comes, you’re going to work to change the world: how much are you willing to give up for your cause before your doom comes?

The Transformed – You don’t look human anymore and the world won’t let you forget it: can you learn to accept yourself? Can you deal with their looks, stares, and fear without becoming the monster they see?

The Beacon – You’re here because this is awesome, and you may not quite fit in, but screw it, you’re going to do this anyway: can you prove that you actually deserve to be here? Or are you just a wannabe?

The Innocent - Hopeful, troubled, out of place, noble. e Innocent is the kid version of a dangerous person, in whom anyone else can see the potential for great nobility...and the potential for great horror. Their story is all about simultaneously being an unformed font of possibility while having clear evidence for a particular life path in front of them.

The Joined - Unsure, supportive, jealous, defiant. The Joined is a mix of emotions and ideas, de ned more by the hero to whom they are connected than by anything else. The Joined is different from any other playbook in Masks, and making it work requires substantial buy-in from all the players involved. Don’t play the Joined unless both you and the other player are on-board.

The Newborn - Curious, strange, quixotic, dogmatic. The Newborn is a kid trying to figure out how the world works, and clinging to principles in an attempt to impose order on their understanding of it. They don’t quite know for sure what their ideals are or should be, but they’re testing them out with every action and idea.

The Reformed - Haunted, redemptive, dangerous, tarnished. The Reformed is still young, but even in their short time, they’ve done things—if not quite unforgivable, then pushing the limits. They filled the role of the villain, and they did it willingly and knowingly. And now they’re trying to do better, to be better, but redemption doesn’t come that easily.

The Star - Arrogant, ambitious, flamboyant, delightful. The Star is a young celebrity, aware of their status and interested in obtaining more of it. If they’re a showboat, but they’re also still a superhero, and those two poles pull them in drastically different directions.


The actual playbooks are listed here.

If you're wondering about some of the more important mechanics before you decide to sign up or pass, I invite you to read the following two sections. Interaction is the basis of this game, and how you percieve your place in the world and influencing people into changing are core mechanics.

Rules for Labels:

Characters in Masks each have five mechanical attributes called “Labels.” Labels represent how your character views their identity. Are you a Danger or a Savior? A Freak or Superior? Or are you just Mundane?
Each Label ranges from -2 to +3; the higher the rating is, the more the character sees their self by that light. If you have Danger +3, you see yourself as a threatening, violent figure. If you have Mundane -2, you see yourself as anything but a normal person.
The Labels include:

Freak, which is all about being strange, unusual, unknown, different, unique, powerful, weird, and special.
Danger, which is all about being strong, threatening, violent, destructive, badass, frightening, reckless, and mighty.
Savior, which is all about being defensive, protective, overbearing, moralistic, guarding, patronizing, and classically heroic.
Superior, which is all about being clever, faster, better, arrogant, dismissive, commanding, egotistical, and smart
Mundane, which is all about being normal, empathetic, understanding, kind, boring, simple, uninteresting, and human.

The Labels shift and change over the course of the game as your self-image changes, most often due to the influence of others. As these Labels shift, so does your position in the story: a hero who sees their self as a Danger is better at directly engaging villains and threats, but their low Mundane means they might struggle to connect with ordinary people after a fight.


Rules for influence:

Influence is a mechanic used to keep track of whose words matter to you. When you have Influence over someone else, it means they care about what you say. When someone else has Influence over you, it means that you’re affected by their words.
Much of Masks involves giving, taking, and losing Influence over others. After all, you can’t convince your teammate to stop being a Danger if you don’t have Influence over them. When you do have Influence over them, and you tell them how they endangered civilians, your words might lead their Labels to shift. They might be chagrined at your words, and shift their Danger up, and their Savior down—they see themselves as more of a Danger, because of what you said. Or, they might resist, argue with you, and wind up shifting their Savior up and their Danger down—they don’t care what you say because they define who they are, and they choose to be a Savior.
Influence allows for a quick and easy way to understand whose words can cause your Labels to shift. You care about what they say, so your self-image is tied up in how they view you, what they say about you, and what you accept about their perspective on the world.

Of course, you are just a young superhero, trying to find your way. And that means in Masks, all the adults have influence over you by default. But you can resist what they say to free yourselves of their words. You just have to stand up to them, and tell them that you make your own path…easy, right?


If I haven't scared you off quite yet, then feel free to reply!

I'm looking for two new heroes to join the team. Recruitment lasts for one week (or until I can pull myself out of the middle of finals) but I'll stop accepting applicants on May 9th, Wednesday.

Pertinent Info
The group is currently in the middle of a character arc. The selected character may enter during or after the events.
If you want to see what's currently going on, feel free to check out the current gameplay here in all its roughshod glory.
Backstory questions will be filled out with input by the other players so you can leave them blank for now.
Powers are very flexible and more of a means to an end to performing moves. They're defined vaguely to allow players to be uniquely specific with how they work.

Thanks for reading!


December 26th Update

Please dot in.


December 26th Update

Thank you all for coming. There's a few things we need to do before gameplay gets underway. As this is a character-focused campaign, the characters are the most important. I need things to build on so please make sure to choose a few complications at the very least.

Also, here are details I'd like you to expand on:
Family situation (emphasis on the relationship with parents/parental figures)
Short-term and long-term goals
Specifically, why do you want to be a certified hero
In this setting, as I put in the initial post, all characters must have been assisted by the government to either enhance rather weak powers or gain more control over erratic powers. This detail is what separates you from the other "normal" supers and is a secret that binds the group together.

Other details are welcome. The more you put down the more I have to work with, but please don't go too crazy.


Welcome, Incoming Freshman, to the prestigious Claremont Academy of Higher Learning, the institution to pursue your college career. In the hallowed halls of learning, mind the scorch marks you'll find state of the art training facilities, a vetted staff of experts and professionals, and the fastest reconstruction crew money can supply! The cafeteria food is average though.

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

This will be a very character-focused supers-in-training game in which much of the focus will be on how your super will make it to graduation, and be an accredited hero. I'm hoping with a focus on narrative and M&M's fun combat, we'll all have a fun time.

Some Setting Info you should know.
1. Claremont Academy is a boarding school, and you will be roomed with your team on the first day of classes.
2. I want this to be mostly a fun romp through the setting a growing hero (who can get into mischief) provides. There will be serious moments, but in no way should we aim for grimdark.
3. You still have to attend normal Gen-Eds in the morning, Hero focused courses in the afternoon, and occasional practical courses in the evenings.
4. Things like vacations, parents day, and the school dance will be a thing, even if the players choose to hate it

IMPORTANT CHARACTER INFORMATION

You will be starting at PL 6
WAIT DON'T LEAVE I CAN EXPLAIN!

Most of your peers will range from PL 6-8, with a heavy emphasis on PL 8. The reason for this is that I want the characters chosen to start out weaker than normal supers, such that no one would expect them to become a hero. However, a government program has been in the works to discover ways to increase a power's capability, control something that used to be uncontrollable, or in other words, fix and improve on someone's original powerset.

As a result, you all have been put into this program (varying degrees of parental permission) as a test run to see how far your abilities can take you. In exchange for starting out weaker, which should give the group plenty of in-character reason to have each other's backs, at the end of each "year" the characters will steadily get stronger, increasing by one PL for each year complete. Of course, I will hand out additional power points for good character moments on top of that, but by the end of senior year, the characters will be much more powerful than there peers.

Years should go by decently quickly as I've separated them into "events" such as fall semester, winter break, spring semester, spring break trip, finals, etc. If the pace seems to move too slow, I'll punch it up a bit.

Have I lost you yet? If not, then please read the following Character Creation Guidelines.

Guidelines
● All characters should be PL 6 and want to be a hero.
● Unless you got a really compelling backstory that has a good reason or eventual turn, you should want to graduate as an accredited hero.
● All resources from the corebook, srd, and Hero High book are allowed. If becomes a problem I reserve the right to have you change it.
● For folks without the books, you may follow this guide that will help you build one. It has all the rules from the corebook online.
● I am much more likely to accept a compelling character than just a cool suite of powers.
● Please do not ignore your defenses stats. I can tell from expereince the only way that works is if the DM pulls their punches. I do not plan on pulling any punches.

General PbP info
● I don't mandate posting every day, but I do hope you'll have enough fun to want to post actively.
● Combat will most likely be theatre of the mind until I figure out if I can do it effectively with Roll20.

Further character development will occur with the selected characters after recruitment ends on April 19, 2018. Feel free to ask questions and hope to see some interesting characters.


I've had plans and ideas for a character-focused school setting for a heroes-in-training game. However, one particular detail I'm stuck at is deciding if it will be based at a high school or college age.

Since I'm planning to run it here, I'm running an interest check to see if there are folks eager to play in such a game, and what their preference will be.

If you're interested in playing, please note your preference and what kind of character you're considering. For those new to the system, you can find most of the rules online at this link.


December 26th Update

This is really just a placeholder for now.


Pretty much as it sounds. I updated from this account to games I'm running and for some reason, the images have turned into smurfs. None of my past posts from this account have changed, and both new posts have a different image.

Running a virus scan now, but no idea if this something only I see or not.


December 26th Update

Please dot in.


December 26th Update

For all your discussing needs.


The Pitch (Mostly Taken from the Website)
You live in a city where anyone could be a legend in disguise. King Arthur, Alice in Wonderland, or Tlaloc the Aztec Rain God could be living within any regular John or Jane. And like everyone else, they have their problems, passions, and vices. The difference is they have powers.

It's all true, but nobody can remember. A strange force, the Mist, covers up all evidence that legends are everywhere in this city. It's only when a legend awakens in you that you begin to see what is really going on.

What will you do with your newfound legendary powers? What will your legend want in return? And most importantly, can you hold on to your ordinary life or will you let go and become its unstoppable avatar?

Overview
Your Mythos is the living legend inside you. Perhaps you find that for some reason you can cast spells taught from the fictional Hogwarts and can start speaking to snakes. Or maybe you find by kissing others you bestow on them shameful realizations like the tree of the knowledge of good and evil. Another example is having your Mythos being Cinderella, and summoning a jagged suit of dense glass armor as you search for your hated “step-mother”. (Didn’t expect that last one, eh?) How you interpret your mythos is up to you, but it should always reflect a large unknown about your character’s life.

Your Logos, on the other hand, is your character’s everyday life. It’s what grounds them in reality and the part of them that resists the pull of the Mythos. Your Logos is defined and reliable. It could be your day job such as a High School Teacher that gives you a basic understanding of most subjects. Maybe its your Extremely Blunt Personality that puts people off guard or lets them trust you. Or you could even have it be a the relationship between you and your spouse.

I have to be clear here. City of Mists is a words over numbers game. Do not try to make your character all powerful or infallible. The majority of the mechanics are focused on the struggle between a character’s mythos and logos sides. And even if we’re comparing gods incarnate to a guy who speaks to animals, both characters have the same amount of narrative power to change the story.

Character Creation
Some terminology for you:
Sleeper: Someone who does not manifest their inner legend and is unaware of what goes on in the Mist.
Avatar: Someone who has given in completely to their Mythos, almost unheard of.
Rift: Everyone who manifests their inner legend in the Mist (this includes all players).
- Touched: Someone who has 1 Mythos theme and three Logos themes. They are the closest to reverting to Sleepers.
- Borderliner: Someone who has 2 Mythos themes and two Logos themes. Balanced, but at risk of tipping to either side.
- Legendary: Someone who has 3 Mythos themes and one Logos theme. More powerful, but has only one lifeline to their humanity left before losing themselves and becoming an Avatar.

Each character has four theme cards in a mix of Mythos and Logos.

Types of Mythos Themes:

The ADAPTATION theme type represents powers that can change according to the situation or a powers with many different uses such as sorcery, shapeshifting, or gadgeteering.
The BASTION theme type represents powers that allow you to survive harsh conditions and protect yourself and others from harm, such as a body made of stone, invulnerability, or magical protection.
The DIVINATION theme type represents powers that allow you to know or learn things beyond normal perception, such as special senses, the power to read minds, or the power to communicate with the dead.
The EXPRESSION theme type represents powers that you can project or unleash to affect or influence the world, such as a warrior’s rage, blasts of ice, a healing touch, or mind control.
The MOBILITY theme type represents powers that allow you to move easily, fast, and unobstructed, such as the power to fly, to turn your body into water, or to miraculously escape confinement.
The RELIC theme type represents an object in your possession that channels the powers of your Mythos such as a magic ring, a flying broom, or a diabolic mask.
The SUBVERSION theme type represents powers that allow you to act discreetly and hide your intentions and deeds such as trickery and illusions, invisibility, and the power to beguile others.

Types of Logos Themes:

The DEFINING EVENT theme type represents a pivotal moment or period in your life that has changed you irrevocably, such as a near-fatal accident, an earth-shaking revelation, or time spent at an orphanage.
The DEFINING RELATIONSHIP theme type represents a relationship with a person, a group, or an organization that is at the center of your life, such as your mother, your mentor, your gang, or the cult you belong to.
The MISSION theme type represents a goal you have set for yourself and that you strive to achieve, such as finding a cure to a disease, avenging your brother, or bringing a killer to justice.
The PERSONALITY theme type rep- resents your character, temperament, or personal style, such as being charming, hard-boiled, flamboyant, or paranoid.
The POSSESSIONS theme type represents anything important you have in your possession, such as your fortune and assets, your old car, or an arsenal of firearms.
The ROUTINE theme type represents your main everyday activities such as a job, caretaking duties, going to school, doing research, or just bumming around.
The TRAINING theme type represents the expertise you have acquired in a given field, such as medical training, martial arts, or cooking.

While I want to provide enough information to make the game acessible to those who don’t have the source matieral, I also realize that just posting a ton of stuff from the book may be unwise. Therefore, when the player’s have been chosen, I will be messaging the players the questions needed to create power tags and weakness tags.

The Recruitment Proper
Whew! A lot of text to introduce a new game, but if you aren’t scared off yet, here’s what to do if you’re interested in playing.

As a majority of the character creation will be done after the recruitment is over, what I need from potential applicants is a strong concept. You should have a full name, a codename(optional), category of either Touched, Borderliner, or Legendary, and a decent length bio describing your character and how they relate to their Mythos, and if you’d like, possible ideas for mythos and logos themes.

An Example: DM:

Full Name: Damian Mercer
Codename: DM

Bio: Growing up in an abusive household wasn’t great for Damian’s mindset on life. He spent his early childhood with his face buried in fantasy books. Eventually, he transitions to tabletop gaming, falling in love with the creative storytelling of a group of friends rolling a dice. That is, he imagined playing games like that would be great if he had anyone to play with. With his meek personality and shame of his family situation, he stands on the sidelines hoping game would suddenly come to him.

And then it does.

It started with strange noises of beasts lurking behind the next corner. Then, he would notice completely different people would be looking at him when he glanced in a mirror. The final straw was picking up on the outcome of events before they happened, as if he was reading along some script before reality came to pass.

He had always wanted to be someone different, someone more exciting. He craved the danger of braving the unknown, but lacked the actual courage to do so.

Something was different. Something amazing was happening. He just didn’t know what.

Possible Mythos: SUBVERSION (NPC Gallery), ADAPTATION (Bestiary)

Possible Logos: DEFINING RELATIONSHIP (Abusive Parents), PERSONALITY (Loner)

By wanting more control over his life, more agency in things, Damian has awakened his inner Mythos which is the conceptual Dungeon Master.

So yeah, something roughly like this. Feel free to go further than I did, or less.

Recruitment will end on February 12. I do not mandate everyday posting ​but encourage frequent posting. For those who love to write narratives and characters, this should interest you.


Greetings all!

It’s that time of the month where I get this god-forsaken itch to learn a new rpg system to GM. That said, I’m looking for a group of players who might be interested in playing with me and have the patience and creativity to make a short one-shot fun.

Each person can cast up to three votes for something that catches their interest.

Here are the games I’m considering. Many of them I have intro adventures for, and pre-made characters available. Hope you find something you’re interested in.

Starfinder
I’m excited to give this a shot, but am not confident that I could run a game without a module of sorts to provide the structure, and currently I have not purchased The Incident of Absalom Station, the first of the Dead Suns Adventure Path. Still…I’ll throw it up as an option.

Open Legend
Successfully kick-started, Open Legend is a system that promises to bring your diverse and unique character ideas to life. Rules are available online, and aims to be flexible. There exits a setting of both magic and mad science, Amaera’s dawn, so any sort of character your heart desires can come to light.

City of Mists
A noir-fantasy, the residents of this city are all in some way attuned to certain themes, mythos, powers, etc. From blinking in and out of existence, to becoming a zombie, the key to surviving is balancing what makes you supernatural with what makes you natural. The game gives you a series of ‘tags’ of which you can apply bonuses based on them. Seems like a lot of fun, and universal enough to create all sorts of interesting characters.

Polaris
Dystopian society that exists beneath the waves of the ocean. The game uses a modified version of the familiar d20 resolution mechanic: roll a d20, add a number, and hope that you hit a target number. However, unlike other d20 based games, you want to roll low to succeed here. It’s a great world that I haven’t seen a lot of (underwater societies) and I’d be willing to put in the reading time to get a handle on the system.

Tales from the Loop
Live out your childhood again with a bit of help from themes that come from the Stranger Things, IT, and such. You play children archetypes in the late 80’s. The core mechanic is simple, to make a skill roll, you simply grab a number of dice for your attribute score, skill level and gear, and roll them all together. You need at least one six to succeed, and extra sixes can give bonus effects.

13th Age
A cross between 3rd edition D&D but plays faster. This game really puts flavor into being unique as a character and creates bonds between your character and the ‘powers that be’ already established in the universe. It’s a game where while you’re adventuring, your connections will come into play like the rest of your skills.

Legend of the Flame Princess
This is based on the OSR system, and can get really, really (I’m completely serious here) strange. Horrifically Strange. Perhaps even a little too mature for most. But the content is meant to be catered by the GM so the players aren’t horrified. That alone is my burden

Cypher System
The Cypher system is a bit odd when putting together characters (you have a class, descriptor, and specialty of sorts) but can create some very fun characters. A bit odd if you’re used to things like Pathfinder and D&D, but not bad. Alone, it can be many different settings and can be unique on its own, or emulate things such as Mass Effect or Skyrim.

-Predation
A Cypher System game that takes place in (stay with me here) a cyberpunk dystopia of rebellious time travelers who visit the prehistoric age of dinosaurs. They get cut off from their time and are unable to return while battle the corporations that have set up shop here, all the while the meteor that supposedly started the Ice Age is said to be coming around this time. Highlights of this setting is everyone gets a dinosaur/prehistoric mammal companion which is actually played by another player.

-Gods of the Fall
You wake up in a world of Gods, where those on highest of pedestals have fallen. Struggle to discover your divinity and ascend to take their place. With themes touching almost every aspect of religion, mythos, and life, how you go from mundane to epic divinity is up to you.

-Numenera
The Cypher System’s most popular setting. There have been 13 great civilizations in Earth’s history, and even a billion years later, the planet is fine though the sun should have consumed it by now. Explore a world where most folks struggle to earn a living, but the exceptional look to discover the wondrous and miraculous devices of unknown origin and use named, Numenera.

Apocalypse System
A system designed to show character growth rather than pure stats, this is a popular system that has exploded with different settings and genre in the past couple years.

-Monster Hearts 2
This game explores some pretty mature themes. Sexuality, Violence, your hot vampire boyfriend, your suicidal already dead ghoul girlfriend, and more. If we go with this one, I need to be absolutely sure this game will not implode and every player can separate character from themselves. There is no winning, only the end of the story.

-Uncharted Worlds
Space game with Apocolypse World mechanics. Not much to say here except the system is simple enough to emulate one of the many science fiction games we all love.

-The Fellowship
Lord of the Rings, or other journey games where the character develops and grow as they travel to make one goal successful. Also can emulate Avatar the last air bender, or just the vague in-between that these two shows give. You will be actively messed with by me playing as the overlord, but it's a decent setting.


If you've seen my other re-recruitments around, this should be my last one before the school year starts. Our initial party of 6 has been whittled away to 2 still on board, and one on excused leave. That said, I'm looking for 3-4 new members to round out this group to at least finish book 1. Currently, we aren't terribly far into the book so you have not missed much.

Iron Gods Player Guide here!

Character Guidelines:

We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play. I'm starting to default to the second one to be honest.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis. For the most part, races recommended by the Player's Guide will be approved. As for Tiefling and Aasimar characters, I have special homerule alterations to make them a bit more balanced.
• Classes: Any class created by Paizo with the correct errata.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat created by Paizo with correct errata.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one better have a good narrative reason why you have it. Also, you may take a third trait if you take a drawback as well, but please choose a drawback that you think will actually matter.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level characters will take the average each level.
• Starting Gold: Characters will start with Average starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material are not allowed as a general rule. Exceptions can be made, but they are rare.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.
• Banned from Use: leadership feat, summoner class (non-unchained)

Campaign Traits:

Against the Technic League: Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have
been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Robot Slayer: The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Skymetal Smith: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Stargazer: They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you’ve long hoped to learn more about what life on those other planets
may have been like. You’ve heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

Things you should know:

• While I don't mandate posting every day, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• My updates will be fairly consistent, but I have times where I might not update for a few days. I ask for your patience if I go quiet for a week as real life can get extremely busy. AFter a week, feel free to spam my messages.
• I will be using a mix of Roll20 and imagination for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign. This means some combat will be on maps, and others will be more theatre of the mind.
• Roleplaying will be focused on more than combat, but not exclusively.
• The number one deciding factor that will boost your chances of selection is if you have a very real character, one that oozes personality, backstory, and motivation. At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.
• An Alias does not need to be created to be considered for selection, but your character's stats and backstory must be complete.
• On principle, I do not go over submissions until the deadline to keep myself from favoring earlier submissions. Asking questions is fine to help fine tune, but I will not check your submission for mistakes prior to the deadline.
• Keep Min-maxing to a minimum-moderate level, please. I understand the joy of a powerful character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• If your character sheet is difficult to reach or read, that is a bad thing.
• Do not post more than one submission.
• I will give greater consideration to characters with great personality, backstory, and motivations. Please do not hand me a block of stats or a generic backstory.
• A paragraph might be too little, while a five-page short story might be too much when it comes to backstory. The best advice I've ever gotten was to just write down what your character knows, and let the GM decide the rest.

Recruitment will end when I have found enough players. I'll give at least a day or two arning before closing down recruitment.


Or is it just me?

Perhaps there's a more efficient way of doing it, but everytime an AP hits a 'dungeon crawl' section of a game, the pace of the game slows to a snail's pace. Some players don't even bother moving their tokens in Roll20 (possibly deters those who find it bothersome).

Anyone have any tips?


I'm looking for two recruits to help even out the current group of adventurers who are in the first of hopefully many different modules. The idea of the campaign is they will jump from module to module, until hopefully reaching level 20.

There will be breaks between the modules when characters tend to personal growth and home matters, but my remaining players have been having a blast so far.

That said, we'd like to pad out the part with 1-2 new members. The current members are in the last spoiler below, and will let you know that the party is in dire need of a healer and a front line combatant A rogue would not be amiss either.

I will also warn you that we are one of the wordier groups, and for examples of how long the posts are you can check out the gameplay thread here.

Character Creation:

• We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat from the Core Rulebook, APG, ACG, UM, UI, OA, or UC will be acceptable.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material are not currently allowed.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.

Things you should know:

• While I don't mandate posting every day, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• I will be using a mix of Roll20 and no maps for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign.
• Keep Min-maxing to a minimum, please. I understand the joy of a powerful character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• If your character sheet is difficult to reach or read, that is a bad thing.
• I'm going to push this thing as far as it will go, up to level 20 if possible. If you want a short succinct adventure that will only last one module, please do not apply.
• The number one deciding factor that will boost your chances of selection is if you have a very real character, one that oozes personality, backstory, and motivation. At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.

Things about the Current Party:

Owl, the no-nonsense investigator
Lia Neve, the academic sorceress with a follower cleaning up after he
Laetitia Corvus, the sultry psionic seductress
Kalisuel, the outcast tiefling fighter who can't get a break
• Everyone argues, all the time, and I think they're enjoying it. A buffer character would be great.
• The party really needs a frontliner and a healer more than anything else currently.

Recruitment will run until I find suitable replacements, but I'll give folks a day or two warning before I close.


Greetings all! Have you wanted to journey through the stars on an adventure similar to Mass Effect, Star Trek, Star Wars, etc?

While most of us are eagerly anticipating Starfinder, if some of you would like to play a bit more narrative focused space-faring adventure, I’d like to DM a game of Uncharted Worlds, Powered by the Apocalypse System.

This system is somewhat simple, the main drawback being that a lot of the customization at the start of the game does not have online access. But I can simply provide the options then give you the relevant moves and stats, resolving that issue.

If you’re interested and willing, the last issue the players will have to decide is what kind of space-faring journey do you want to experience? The system provides some elements to define the universe, but its flexible enough that we could play in any universe with sci-fi-fi space elements.

Anyone interested? If so, please state your interest in taking part as well as what universe you’d like to play in, and what kind of game you’d like to play (intrigue, action, horror, on the run, exploration, military, etc).


Looking for two player's to supplement a current group of three (with a fourth trying desperately to get internet).

If you applied to the previous recruitment thread, feel free to reapply with that character.

Character Guidelines:

• We are now at level 2, and be leveling usually through the moderate experience track and key moments during play. I'm starting to default to the second one to be honest.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat from the Core Rulebook, APG, ACG, UM, UI, OA, or UC will be acceptable.
EDIT: Clarifying this. Essetially, any feat published officially by Paizo is acceptable.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one better have a good narrative reason why you have it.
EDIT: You may take a drawback for a third trait.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Average starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material will be considered on a case-by-case basis. Be forewarned, don't go too crazy with this. Also, link the material you are asking if you can use.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.


Campaign Traits:

1. Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold”
tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.
2 Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other
rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town or most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.

3 Looking for Work: Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

4 Optimistic Gambler: You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to
making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your
spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

5 Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard
their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and
safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.

6 Scouting for Fiends: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what's wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

I'll keep recruitment open until the vacancies are filled. We are currently in the middle of the first book.


I'm currently GMing a game of Masks by Magpie Games, which is based on the Apocolypse system. It was my first time trying out the system, and we started out with seven. Eventually, folks dropped for various reasons, but the four left are very comfortable roleplaying with each other, and being creative with their powers.

For those interested:

Short summary of Masks:

Masks is a tabletop roleplaying game in which you play young superheroes who are growing up in a city several generations into its superheroic age. Halcyon City has had more than its fair share of superheroes, superteams, supervillains, and everything in between. Over the course of three different generations of super-people, Halcyon City has seen it all.
You play members of the fourth generation, young adults trying to figure out who they are and what kind of heroes they want to be. The rest of the world is telling them what to do, but they’ll find their own path amidst the noise. And kick some butt along the way. After all, what’s the point of being a hero if you can’t fight for the things you believe in?

Masks is based on the award-winning Powered by the Apocalypse system developed by Vincent Baker and used in Apocalypse World, Monsterhearts,Urban Shadows, and more. It’s a rules-light system that fuels some of the best innovations in gaming in the last ten years, and Masks has been built from the ground up to incorporate everything I’ve learned about Powered by the Apocalypse games.

When you take an action that would trigger a move, you roll two six-sided dice, add them together with one of your Labels (a stat that describes your hero), and look to the move to see what the results are. On a 10+, you get what you want, and maybe a little extra. On a 7-9, you get what you want, but at some kind of cost or with a complication. On a 6 or less—a miss—the GM says what happens next, and chances are things get complicated for our young heroes.

Masks produces stories like those found in Young Justice, Teen Titans,Young Avengers, X-Men, and more, using the Powered by the Apocalypse rules to provide an easy but useful skeleton for awesome storytelling!

The current playbooks already claimed: The Transformed, The Protege, The Doomed, The Delinquent.

Please choose a playbook that is not currently in play.

Masks playbooks bios:

The Bull – You’re tough, gruff, and powerful on the outside, and caring on the inside—oh, and you were made by an evil organization that’d love to get you back: can you learn to rely on the team enough to save you from yourself?
The Nova – You’re amazingly, egregiously, horrifyingly powerful, and keeping control is a struggle: can you come to terms with your power before it destroys you? Or someone you care about?

The Outsider – You’re not from here, and you don’t quite understand this place, but you find it fascinating: can you find a way to belong? Or will you always be different?

The Legacy – You’re carrying on a long tradition of heroism and nobility: how can you balance that legacy with your own identity?

The Protege – You’re tied to a mentor who trained you: do you want to be them? Or someone else entirely?

The Janus – You put on the mask, become someone different, escape your mundane life, but you know your responsibilities are always waiting for you: who are you really? The mask or the mundane?

The Delinquent – You’re a rabble-rouser, a rules-breaker, and an incorrigible prankster, someone who pushes people away while secretly wishing they would stay close: can you stop being a little s&#$ for long enough to let them know you actually care?

The Doomed – Your powers are killing you; they come with some awful, nightmarish fate. But until that end comes, you’re going to work to change the world: how much are you willing to give up for your cause before your doom comes?

The Transformed – You don’t look human anymore and the world won’t let you forget it: can you learn to accept yourself? Can you deal with their looks, stares, and fear without becoming the monster they see?

The Beacon – You’re here because this is awesome, and you may not quite fit in, but screw it, you’re going to do this anyway: can you prove that you actually deserve to be here? Or are you just a wannabe?

The actual playbooks are listed here.

If you're wondering about some of the more important mechanics before you decide to sign up or pass, I invite you to read the following two sections. Interaction is the basis of this game, and how you percieve your place in the world and influencing people into changing are core mechanics.

Rules for Labels:

Characters in Masks each have five mechanical attributes called “Labels.” Labels represent how your character views their identity. Are you a Danger or a Savior? A Freak or Superior? Or are you just Mundane?
Each Label ranges from -2 to +3; the higher the rating is, the more the character sees their self by that light. If you have Danger +3, you see yourself as a threatening, violent figure. If you have Mundane -2, you see yourself as anything but a normal person.

The Labels include:

Freak, which is all about being strange, unusual, unknown, different, unique, powerful, weird, and special.
Danger, which is all about being strong, threatening, violent, destructive, badass, frightening, reckless, and mighty.
Savior, which is all about being defensive, protective, overbearing, moralistic, guarding, patronizing, and classically heroic.
Superior, which is all about being clever, faster, better, arrogant, dismissive, commanding, egotistical, and smart
Mundane, which is all about being normal, empathetic, understanding, kind, boring, simple, uninteresting, and human.

The Labels shift and change over the course of the game as your self-image changes, most often due to the influence of others. As these Labels shift, so does your position in the story: a hero who sees their self as a Danger is better at directly engaging villains and threats, but their low Mundane means they might struggle to connect with ordinary people after a fight.

Rules for influence:

Influence is a mechanic used to keep track of whose words matter to you. When you have Influence over someone else, it means they care about what you say. When someone else has Influence over you, it means that you’re affected by their words.
Much of Masks involves giving, taking, and losing Influence over others. After all, you can’t convince your teammate to stop being a Danger if you don’t have Influence over them. When you do have Influence over them, and you tell them how they endangered civilians, your words might lead their Labels to shift. They might be chagrined at your words, and shift their Danger up, and their Savior down—they see themselves as more of a Danger, because of what you said. Or, they might resist, argue with you, and wind up shifting their Savior up and their Danger down—they don’t care what you say because they define who they are, and they choose to be a Savior.

Influence allows for a quick and easy way to understand whose words can cause your Labels to shift. You care about what they say, so your self-image is tied up in how they view you, what they say about you, and what you accept about their perspective on the world.

Of course, you are just a young superhero, trying to find your way. And that means in Masks, all the adults have influence over you by default. But you can resist what they say to free yourselves of their words. You just have to stand up to them, and tell them that you make your own path…easy, right?

If I haven't scared you off quite yet, then feel free to reply! The group is going into a year timeskip, so I'm looking to close recruitment and have someone selected by a week from today. Possibly sooner.


Couldn't find a previous thread like this, but the question is in the title.

Can players or npcs discern when others are trying to [Sense Motive] them?

In a current game, this situation has come up, and I decided to let the npc notice the attempt since: all the players were either aiding a sense motive check or rolling one themselves, they asked questions or otherwise gave a sense of mistrust with their actions.


December 26th Update

Who's ready for class?


December 26th Update

Discussion thread.


Welcome, all! You have been accepted to the college of your dreams, East Texas University!

Ready to join the Fighting Crows?

I've been wanting to take this system for a test run, especially seeing how it might perform in a play by post form. Since you will be committing time to join this game should you be interested, I'll list some things you should be aware of.

1. I can't post every day. Familial responsibility and 12-hour work shifts get in the way at times. I'll try to post at least once every two days, once every three if I'm being stretched, but that should be a rarity hopefully this summer.
2. I don't foresee that this will become a long-term game. It will consist of one or two adventures, after which I will end it, and I'll be offering character archetypes for you to choose from as a starting character. That said, if this turns out phenomenally, we can continue and I'll open the option of self-made characters.

That said, this is a storytelling system, and I'm hoping for folks that don't mind roleplaying and going off one another. As you'll be using pre-mades, I'm hoping you can add whatever details you want to make the character your own.

With the above items said, I'm looking forward to this system, and hopefully, the rest of you curious folks might have a bit of fun and discover a new system you enjoy.

With the introduction over, I hope to see you at the Welcoming Ceremony.

==================================
RECRUITMENT DETAILS
==================================
Those who specicially mentioned Savage Worlds or an interest in playing the system will get priority in selection. Recruitment is open until I get the number of players I need, which will most likely be 4-6. The cut-off will occur in 2-3 days, depending on response time.

==================================
Archetypes
==================================
As civilizations from the dawn of time, we will be using the tested code of "dibs." First called, first served.

Each Archetype is already statted out, and you must take the good with the bad.

As Savage Worlds doesn't have an online SRD and I'm not sure how they feel about folks posting all their content for free, I will be messaging you with the stats after recruitment is over so you can create your alias.

Your choices:

The Cheerleader:

Your mother groomed you for one thing: to be a star. Dancing, singing, and pageantry were thrust upon you at an early age and you walked away with many awards and titles.
You really came into your own during high school when you joined the cheerleading squad. You loved the athleticism and teamwork; your mom loved that her li le girl was getting the fame she deserved.
Your senior year you applied to lots of different colleges, but with East Texas University only a couple hours away you knew in your heart that it was the one for you. After careful consideration, you and your mom decided on a Meteorology major. That gives you the best chance of appearing on television, where you can really be discovered.
Best of all is that you nailed summer tryouts and earned a place on the ETU cheerleading team! You get to keep doing what you love in front of a whole new crowd.
Go Ravens!

The Rodea Queen:

You grew up on a real Texas ranch. From the time you can remember you were out exploring creeks or pastures. Your daddy taught you how to hunt and how to ride, but it came naturally. You always had a connection with nature. Daddy likes to tell the story about the time you soothed an out-of-control stallion with a simple gesture of your hand and calming whispers.
Helping your family breed and ride horses competitively turned you into a very strong individual, both mentally and physically. In high school the tomboy blossomed into an attractive rodeo queen, but the hard work waiting back home kept you grounded.
During your high school senior year you suffered an accident while out riding alone on the ranch. You’d always planned on ranching like your parents, but while recuperating in the hospital you had a change of heart. Now you want to go into the medical field and help others the way you were helped. Now you’re enrolled at East Texas University to wrangle up a pre-med degree.

The Activist:

You lived a pretty normal life, right up to high school. That’s when you became aware that a friend’s family faced serious economic hardship. You—just a teenager—organized a successful fundraiser. The gratitude on their faces affected you more deeply than you would have imagined. That was your awakening. You can make a difference, be it with problems down the street or around the world.
For the remainder of high school you became involved in various movements challenging injustice. Sadly, some protests turned unruly so you also learned a thing or two about first aid and self-defense even though you despise violence. You have a big heart–maybe too big–and you can’t just sit on the sidelines when people need help.
You realized that there is a need for people with the legal know-how to navigate the justice system on behalf of the “li le guy.” East Texas University’s student court o ers hands-on experience that will look great
on your law school applications.

The Geek:

Science fiction, fantasy, the weird and supernatural, you have always loved them. In fact, your whole family is like that. On vacations, you didn’t go to the beach or the mountains, you went to Area 51 looking for UFOs or to the geek Shangri-La, ComicCon.
It’s weird other people don’t see these things as easily as you do, but you’ve always had a sixth sense about you. Everyone said your family was crazy, so to prove them wrong you started studying psychology. Turned out you really liked it and it even helped unveil a hoax or two.
Once you had decided on your major, there was no other choice for college other than ETU. Cryptid Weekly lists it on the top ten hot spots worldwide every year, and there’s even a rumor the Big Thicket is home to Hogzilla. This is going to be the best four years of your life!

The Wild Child:

Being a foster child most of your adolescence, you felt different from everyone else—that you didn’t belong. Other kids might have tried to change themselves to fit in. You, on the other hand, did your best to stand out—especially when it came to fashion or mainstream culture.
The system wrote you o as a lost soul of misguided youth, but most saw you as a rough and tough chick who could knock anyone’s teeth down their throat. After you and your fashions were profiled in the anti-mainstream fashion magazine Teen Anarchy, suddenly your classmates—and even adults—treated you differently. For the first time you saw respect rather than fear, and it got you thinking about the possibility of a real future after high school.
East Texas University is just about the last place you expected to end up, but it’s the only one that offered a scholarship. You keep reminding yourself you always wanted to stand out like a fiery blaze of red against a stonewashed blue jean society. You figure you can push the envelope in creativity and fashion while you party it up...at least until the money runs out or your grades catch up with you. Whatever happens, you know
it’s gonna be a wild ride.

The Jock:

You’re the son of a fifth generation ca le rancher deep in the heart of Texas. You learned at a very young age that nothing is ever simple in life, and that you had to work hard for every inch you gained and even harder to keep it.
You exploded onto the sports scene during high school as a star athlete where football soon became your true sport of choice. Your physique and skills broadened exponentially as did your ego and attitude towards those you called “smart folk,” up until you needed a tutor to graduate high school.
Many collegiate scholarships were thrown your way but since your entire family graduated from East Texas University, it was preordained that you too spread your wings and become a Fighting Raven. With a full ride to ETU, you haven’t decided on a major yet but as far as you’re concerned, there’s plenty of time to figure that out...right after
football season.

The Local:

You were raised right here in Pinebox by your father. Money was often tight, seeing as how your dad’s antique store is too far o the beaten path for most big city shoppers. You worked in that store since you were old enough to make change and you spent countless hours researching old-fashioned and in some cases downright bizarre items that passed through.
Being a well-liked local with the patience to listen to every old recollection, legend, and tall tale, you’ve developed an extensive historical knowledge of the area. You also learned the knack for story-telling, including the importance of putting drama before truth. Be that as it may, with your passion for local history you hope to be the one who finally unlocks the mysteries of the mound builders at Indian Mounds State Park. You’ve enrolled into East Texas University with hopes of majoring in archeology.

The Stranger in the Strange Land:

You grew up in Hong Kong knowing only the crumbling white cement walls of orphanages throughout the cities suburbs. Having no family to speak of, you gravitated towards life on the streets, finding refuge only in one of the many local street gangs, the Cāng Gui or Blue Demons.
Wanting a better life, you stowed aboard a cargo ship headed for Houston, Texas where you were quickly scooped up by local immigration officials. Lucky for you, a caring couple took you in before deportation proceedings could take place. In this loving environment, you adopted your new parents’ religion and vowed to follow the loving tenets of a higher power.
While in high school you officially became a US citizen. You also discovered a talent for drawing unique representations of architectural designs and buildings. You enrolled into East Texas University where you hope to make your parents proud and leave your ruthless past behind.

The Gamer:

Your parents knew very early on in your adolescence that you were growing up to be one very special child. At the age of five, your cognitive and mental capacity scores on the Dunbar’s Child IQ test were almost o the charts.
In high school you fit the mold of the stereotypical nerd. You gravitated towards chemistry, mathematics, and computer programming, and you were socially awkward—especially around girls. A love of games is one of the few things you have in common with other teens, so you tend to talk about them a lot. Pu ing your computer programming knowledge to good use, you even designed and developed your very own first person shooter entitled “Banditos in Arms.”
Many first-rate universities tried to recruit you, but it was a letter from East Texas University’s Chemistry Department that made you decide to become an ETU Raven. Being the inventor of the next Nobel Prize-winning chemical compound would be very exciting, or at least that’s what your letter alluded to.

The Journalist:

ou called the Big Apple home. As a teen you became involved in urban exploration and eagerly explored the hidden areas of Manhattan’s concrete jungle. Your curiosity led you to many interesting and risky adventures but none more dangerous than the time you were fourteen and trapped in an allegedly haunted abandoned warehouse. Coming out relatively unscathed and with photographic evidence of a possible apparition, your thirst for the supernatural was ignited.
You applied to a number of colleges, but an intriguing article about the mysterious disappearance of a group of students from East Texas University put that college in your sights. You soon discovered more interesting leads online ( ghtingravens.com) and knew you had to have feet on the ground. East Texas is a totally different world than New York. With luck though, you can put your nose for a good story to use and uncover Pinebox’s secrets.

The Sorority Sister:

A native of Long Beach, California and an only child, in many ways you led an enviable childhood. Your father, a member of the state legislature, provided well for the family. Quite well.
You learned the basics of politics the way other kids learn about football or how to do laundry. Your campaign for high school class president was a landslide victory, not that it was ever in much doubt considering your popularity. Still, you liked the thrill of victory and the respect and attention from being important. It was that victory that sold you on following in your daddy’s footsteps.
Your ideal college required three things: a strong political science department, a chapter of your mother’s sorority, and a campus far from the constant media scrutiny on your family back in California. East Texas University fit these requirements nicely and the sisters of Alpha Omega have already welcomed you as a legacy and member.

The Fraternity Brother:
You didn’t grow up with money, far from it. Your family worked hard for everything they had and you worked equally hard hoping to get an academic or athletic scholarship to go to college to make a better life for yourself. Unfortunately, while you were good at both, you didn’t excel at either. The prospects for college looked bleak.
Then last Christmas your grandmother bought everyone in the family lottery tickets, and as they say on that old show, “Next thing you know, ol’ Jed’s a millionaire.” Of course, it didn’t seem like it was going to last as your dad thought he was some kind of investing genius and put nearly all the money into a couple of companies with “tech” or “ware” in the name. Then it turned out your dad actually was some kind of investing genius as those companies were soon bought out by a major search engine corporation, and suddenly you had to hire people to count your money.
You keep thinking the whole thing is going to fall apart at any moment, and so while the money is here you’re going to college like you wanted. ETU was the only school to even look at you seriously when you didn’t have money, so despite being able to go anywhere you wanted it was the only place for you.
You wanted to keep a low pro le and your money secret, but your new roommate blabbed it all over campus claiming you two were best friends. Still, it was kind of cool when the fraternity party invitations started arriving, though slightly less so when you realized they were addressed to both of you.


So I have access to a few game systems that I've been meaning to learn/ give a try. I figure some folks on the boards could use a cleanser of sorts before getting back into the love that is Pathfinder. Below are some systems I'm considering running, and their various merits and demerits.

FATE
● Simple to learn
●Cinematic combat/action
● Multi-genre able.
○ Lack of tactical complexity

Savage Worlds
● Multi-genre able. (Most likely will do East Texas University or Superpowers/Necessary Evil)
● "Bennies" system encourages roleplaying and character moments.
● Exploding dice system means you always have a chance to win big.
● Combat is fast and fun.
○ Some rules/skills/powers are a bit generic and open to interpretation, resulting in confusion.

13th Age
● "One Unique Thing" and "Icon relationships" make your character matter immediately.
● Escalation dice keep combat engaging and stalling choices that matter.
● Very similar to D&D (made by folks who contributed to 3.5)
○ Combat will be odd to those used to D&D and may trip you up.

Open Legend
● All rules available online.
● Designed to be flexible enough to create whatever character concept you like in whatever genre you'd like.
● Exploding dice again!
○ Flexibility can be confusing at times, and relatively new system. Official core book hasn't even been released.

Anima: Beyond Fantasy
●○ d100 based system akin to Rolemaster.
○● Immense amounts of character customization.
●○ Actually....this one might be too much for the boards given my inexperience.

Monsterhearts 2
● Powered by the Apocolypse System
● Social teenage angst for folks that enjoy that.
● LGBTA friendly.
○ Themes can get a little...personal, which is a problem if you can't respect boundaries or separate character from self.

I'll be honest, I wanted to include Numenara on here, but I don't actually have that one yet. Looks great, and still on the fence about ordering it.

But yeah, I kinda want to see how one of these performs on PbP for a short adventure. You can create your own character but just getting a premade works as well.

Any interest?


We're near the middle of the first book, and have had a couple players drop out. Currently, we have a human magus, human ranger (trapper), and catfolk sorceror.

I'm hoping to recruit two players to fill out the party. I'd like to have at least one character capable of healing. The other I can be a bit more flexible. Character's are currently at level 2.

Recruitment will continue until I find two suitable players.

Character Creation Guidelines:

• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Paizo published races are usually accepted if proposed
• Classes: All classes from Paizo published material will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from paizo published material will most likely be allowed
• Traits: Character's will start with two traits, one of which MUST be from the Legacy of Fire Player's Guide. Those traits can be found here. Those selecting the Finding Haleen trait much choose between the two options of either +1 hit point or +1 skill point every level in addition to any other Favored Class options.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• I would like some background please. Doesn't have to be too elaborate, but something to work with would be helpful.


Looking for two player's to supplement a current group of three.

Character Guidelines:

• We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play. I'm starting to default to the second one to be honest.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat from the Core Rulebook, APG, ACG, UM, UI, OA, or UC will be acceptable.
EDIT: Clarifying this. Essetially, any feat published officially by Paizo is acceptable.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one better have a good narrative reason why you have it.
EDIT: You may take a drawback for a third trait.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Average starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material will be considered on a case-by-case basis. Be forewarned, don't go too crazy with this. Also, link the material you are asking if you can use.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.

Campaign Traits:

1. Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold”
tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

2 Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other
rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town or most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.

3 Looking for Work: Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

4 Optimistic Gambler: You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to
making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your
spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

5 Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard
their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and
safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.

6 Scouting for Fiends: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what's wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

I'll keep recruitment open until the vacancies are filled. This takes place after the tournament incident, but not much after.


December 26th Update

Please dot in with an alias of your character. I'll be posting info that you should know before starting this adventure module.


December 26th Update

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I have a problem, that problem is trying out different rule systems when I get access to them. I've been reading over Eclipse Phase for a while now, the trans-humanity idea is really hooking me into the world.

Just wondered if there was anyone who'd be interested in playing? I know the quick start rules are online, possibly the entire book. It's a bit complicated but once you get through the rules barrier, things get simpler.


December 26th Update

Please dot in when you arrive. A few pre-game things to discuss.


December 26th Update

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So......yeah. Another one of these. Actually, looking forward to running this before Starfinder comes out and hope you guys are eager as well.

I'm hoping for thematic characters for this very unique region, though if you're a traveller I guess you could justify a lot.

Please no rp-ing in the thread as it discourages new submissions and hides concerns and questions.

For ideas and reading to better immerse yourself, I'd recommend the Iron Gods Player God and Pathfinder Technology Guide. You can google the second one, but I make no guarentees the online pdf file is safe for viewing.

Character Guidelines:

We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play. I'm starting to default to the second one to be honest.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis. For the most part, races recommended by the Player's Guide will be approved.
• Classes: Any class created by Paizo with the correct errata.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat created by Paizo with correct errata.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one better have a good narrative reason why you have it. Also, you may take a third trait if you take a drawback as well, but please choose a drawback that you think will actually matter.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level characters will take the average each level.
• Starting Gold: Characters will start with Average starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material will be considered on a case-by-case basis. Be forewarned, don't go too crazy with this. Also, link the material you are asking if you can use.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.

Campaign Traits:

Against the Technic League: Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have
been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Robot Slayer: The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Skymetal Smith: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Stargazer: They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you’ve long hoped to learn more about what life on those other planets
may have been like. You’ve heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.


Things you should know:

• While I don't mandate posting every day, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• My updates will be fairly consistent, but I have times where I might not update for a few days. I ask for your patientience if I go quiet for a week as real life can get extremely busy. AFter a week, feel free to spam my messages.
• I will be using a mix of Roll20 and imagination for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign. This means some combat will be on maps, and others will be more theatre of the mind.
• Roleplaying will be focused on more than combat, but not exclusively.
• The number one deciding factor that will boost your chances of selection is if you have a very real character, one that oozes personality, backstory, and motivation. At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.
• An Alias does not need to be created to be considered for selection, but your character's stats and backstory must be complete.
• On principle, I do not go over submissions until the deadline to keep myself from favoring earlier submissions. Asking questions is fine to help fine tune, but I will not check your submission for mistakes prior to the deadline.

Guide to getting selected:

• Keep Min-maxing to a minimum-moderate level, please. I understand the joy of a powerful character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• If your character sheet is difficult to reach or read, that is a bad thing.
• Do not post more than one submission.
• I will give greater consideration to characters with great personality, backstory, and motivations. Please do not hand me a block of stats or a generic backstory.
• A paragraph might be too little, while a five-page short story might be too much when it comes ot backstory. The best advice I've ever gotten was to just write down what your character knows, and let the GM decide the rest.
These are actual things that have come up during past recruitments I've run.

Iron Gods Specific F.A.Q:

Can I play a member of the technic league, or at least join them at some point?
No, at least not a current member or aspiring one. The most I'll let you get away with is you used to be a minor grunt and were ousted for some reason Whatever the case, the Technic Leauge is not your friend and your contact might have only been in name only with no real information on them.

Are crafting skills any use? Especially Craft(Mechanical)?
Yes! In fact, There are definite periods of time where you can choose how to invest your time, so taking some time to work on your craft is okay. Plus, there's going to be a lot of mechanical things in this AP.

So....how about that question from the interest thread about bonus systems?
I'm allowing Variant Multiclassing and background skills, but that's it.


Banned from submission and use:

• Non-Unchained Summoner
• Leadership Feat

Feel free to ask questions.
I'm planning on ending recruitment by January 29th.


It is my intent to run at least the first module of the Iron Gods AP, following modules contingent on pace and how the group is holding up at the end of the first.

Wanted to know if anyone was interested in playing. I like my games to be more roleplaying than mechanics, and with a strange setting that is Numeria, I feel like we can add weirdness to the mix.

So....any interest?


December 26th Update

Please dot in.


December 26th Update

If you need some help making a character or just wanna hit ideas down for feedback, feel free.


Greetings! Who wants to be part of a relaxed superhero RPG that's more about character development than optimization and "winning"?

....

Just me?

Uhhh well, if you're interested, I invite you to sign up for this game of Masks: A New Generation of Heroes!

Short Overview of Masks:

Masks is a tabletop roleplaying game in which you play young superheroes who are growing up in a city several generations into its superheroic age. Halcyon City has had more than its fair share of superheroes, superteams, supervillains, and everything in between. Over the course of three different generations of super-people, Halcyon City has seen it all.

You play members of the fourth generation, young adults trying to figure out who they are and what kind of heroes they want to be. The rest of the world is telling them what to do, but they’ll find their own path amidst the noise. And kick some butt along the way. After all, what’s the point of being a hero if you can’t fight for the things you believe in?

Masks is based on the award-winning Powered by the Apocalypse system developed by Vincent Baker and used in Apocalypse World, Monsterhearts,Urban Shadows, and more. It’s a rules-light system that fuels some of the best innovations in gaming in the last ten years, and Masks has been built from the ground up to incorporate everything I’ve learned about Powered by the Apocalypse games.

When you take an action that would trigger a move, you roll two six-sided dice, add them together with one of your Labels (a stat that describes your hero), and look to the move to see what the results are. On a 10+, you get what you want, and maybe a little extra. On a 7-9, you get what you want, but at some kind of cost or with a complication. On a 6 or less—a miss—the GM says what happens next, and chances are things get complicated for our young heroes.

Masks produces stories like those found in Young Justice, Teen Titans,Young Avengers, X-Men, and more, using the Powered by the Apocalypse rules to provide an easy but useful skeleton for awesome storytelling!

You'll be choosing a "playbook" to start building your hero off. Remember, your hero is still a teen-late teens at most, so it's fine if his powerset isn't the most complete. Plenty of room for development. The options are below.

Mask Playbooks Bios:

The Bull – You’re tough, gruff, and powerful on the outside, and caring on the inside—oh, and you were made by an evil organization that’d love to get you back: can you learn to rely on the team enough to save you from yourself?

The Nova – You’re amazingly, egregiously, horrifyingly powerful, and keeping control is a struggle: can you come to terms with your power before it destroys you? Or someone you care about?

The Outsider – You’re not from here, and you don’t quite understand this place, but you find it fascinating: can you find a way to belong? Or will you always be different?

The Legacy – You’re carrying on a long tradition of heroism and nobility: how can you balance that legacy with your own identity?

The Protege – You’re tied to a mentor who trained you: do you want to be them? Or someone else entirely?

The Janus – You put on the mask, become someone different, escape your mundane life, but you know your responsibilities are always waiting for you: who are you really? The mask or the mundane?

The Delinquent – You’re a rabble-rouser, a rules-breaker, and an incorrigible prankster, someone who pushes people away while secretly wishing they would stay close: can you stop being a little s!!! for long enough to let them know you actually care?

The Doomed – Your powers are killing you; they come with some awful, nightmarish fate. But until that end comes, you’re going to work to change the world: how much are you willing to give up for your cause before your doom comes?

The Transformed – You don’t look human anymore and the world won’t let you forget it: can you learn to accept yourself? Can you deal with their looks, stares, and fear without becoming the monster they see?

The Beacon – You’re here because this is awesome, and you may not quite fit in, but screw it, you’re going to do this anyway: can you prove that you actually deserve to be here? Or are you just a wannabe?

But the actual playbooks are located ---> Mask Playbooks

If you're wondering about some of the more important mechanics before you decide to sign up or pass, I invite you to read the following two sections. Interaction is the basis of this game, and how you percieve your place in the world and influencing people into changing are core mechanics.

Rules for Labels:

Characters in Masks each have five mechanical attributes called “Labels.” Labels represent how your character views their identity. Are you a Danger or a Savior? A Freak or Superior? Or are you just Mundane?

Each Label ranges from -2 to +3; the higher the rating is, the more the character sees their self by that light. If you have Danger +3, you see yourself as a threatening, violent figure. If you have Mundane -2, you see yourself as anything but a normal person.

The Labels include:

Freak, which is all about being strange, unusual, unknown, different, unique, powerful, weird, and special.
Danger, which is all about being strong, threatening, violent, destructive, badass, frightening, reckless, and mighty.
Savior, which is all about being defensive, protective, overbearing, moralistic, guarding, patronizing, and classically heroic.
Superior, which is all about being clever, faster, better, arrogant, dismissive, commanding, egotistical, and smart
Mundane, which is all about being normal, empathetic, understanding, kind, boring, simple, uninteresting, and human.

The Labels shift and change over the course of the game as your self-image changes, most often due to the influence of others. As these Labels shift, so does your position in the story: a hero who sees their self as a Danger is better at directly engaging villains and threats, but their low Mundane means they might struggle to connect with ordinary people after a fight.

Rules for Influence:

Influence is a mechanic used to keep track of whose words matter to you. When you have Influence over someone else, it means they care about what you say. When someone else has Influence over you, it means that you’re affected by their words.

Much of Masks involves giving, taking, and losing Influence over others. After all, you can’t convince your teammate to stop being a Danger if you don’t have Influence over them. When you do have Influence over them, and you tell them how they endangered civilians, your words might lead their Labels to shift. They might be chagrined at your words, and shift their Danger up, and their Savior down—they see themselves as more of a Danger, because of what you said. Or, they might resist, argue with you, and wind up shifting their Savior up and their Danger down—they don’t care what you say because they define who they are, and they choose to be a Savior.

Influence allows for a quick and easy way to understand whose words can cause your Labels to shift. You care about what they say, so your self-image is tied up in how they view you, what they say about you, and what you accept about their perspective on the world.

Of course, you are just a young superhero, trying to find your way. And that means in Masks, all the adults have influence over you by default. But you can resist what they say to free yourselves of their words. You just have to stand up to them, and tell them that you make your own path…easy, right?

So....if I haven't scared you off yet, and you're eager to play, Great! I hope to have a team of at least 4 but wasn't sure how many players would be interested.

Unfortunately, part of the character creation process involves the other chosen players, so creating a character won't really work for an application here.

That said, if you're a proactive roleplayer who doesn't mind learning a relatively simple system, I'd love for you to write "I officially want to be part of this game." in your comment somewhere along with the playbook you wish to use. Sadly, we can't have two people playing the same playbook, so any arguments over a certain one will end with neither player having access to that option.

Happy Gaming!


1 person marked this as a favorite.

Despite better judgment, I'm itching to try out the new Masks superhero rpg game. It is based off Apocolypse and seems relatively simple.

Each player would choose a playbook to base their hero off.
Playbooks

Some basic moves.
Basic Moves

I'm still learning the system, so I'd be willing to help newcomers to the system as well including some aspects of character creation. But this is definitely more of a game for storytelling rather than becoming super-uber powerful.

Looking to create a Young justice/ Teen Titans feel where character interaction, decision making, and developing relationships with everyone around are the main goals.

A relaxed, fun game.

So....anyone wanna play?


1 person marked this as a favorite.
December 26th Update

Although the Gold Goblin stands in a much-neglected neighborhood and the building itself has long stood dormant and empty, it makes a comeback as the big day comes. Crowds of participants and spectators mill about on the street or file together through the main doors to sign up for the tournament. Overseeing this gathering is a larger-than-life-size statue of a goblin,apparently cast in glittering gold, that stands atop the entry stairs with a smirking expression of satisfaction on its face, as if personally enjoying the crowds that shuffle past it into the doorway beneath the gambling hall’s gilded dome.

You all have your various reasons for coming to the Gold Goblin on the day of the tournament, but without fail you all arrive(not necessarily together.) . Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus. Beyond the main doorway is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, batwinged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains. On either side of it stands a barechested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband. High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small,bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.

You can all assume that you had the 1 GP entrance cost and are now somewhere within the Gold Goblin Gambling hall, you can also RP your arrive if you wish. As you entered to signed a mock contract to sell your soul to the devil.


1 person marked this as a favorite.
December 26th Update

Although the Gold Goblin stands in a much-neglected neighborhood and the building itself has long stood dormant and empty, it makes a comeback as the big day comes. Crowds of participants and spectators mill about on the street or file together through the main doors to sign up for the tournament. Overseeing this gathering is a larger-than-life-size statue of a goblin,apparently cast in glittering gold, that stands atop the entry stairs with a smirking expression of satisfaction on its face, as if personally enjoying the crowds that shuffle past it into the doorway beneath the gambling hall’s gilded dome.

You all have your various reasons for coming to the Gold Goblin on the day of the tournament, but without fail you all arrive(not necessarily together.) . Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus. Beyond the main doorway is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, batwinged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains. On either side of it stands a barechested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband. High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small,bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.

You can all assume that you had the 1 GP entrance cost and are now somewhere within the Gold Goblin Gambling hall, you can also RP your arrive if you wish. As you entered to signed a mock contract to sell your soul to the devil.


December 26th Update

Please post in when you get here. We got some housekeeping while I get stuff set up.


December 26th Update

Please Post in when you get here. We got a bit of housecleaning while i get everything set up.


3 people marked this as a favorite.

A strange light in the sky holds a danger unknown for ten thousand years! Deep beneath Golarion's surface, the greatest shame of the elves is stirring once more. Seething with hatred, the drow have come up with a plan to wipe out their ancient enemies and bring a second Age of Darkness. And this time, there's only the heroes to stop them...

Welcome to the Recruitment Thread for my Second Darkness Campaign. I'm hoping to find 4-6 players to run the streets of Riddleport and beyond. I've looked over the first two modules and they seem to be quite fun. Hopefully, we'll finish with those two and, party willing, we'll move onto the rest if they're interested.

Who wants to test their luck?

Character Creation:

• We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play. I'm starting to default to the second one to be honest.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat from the Core Rulebook, APG, ACG, UM, UI, OA, or UC will be acceptable.
EDIT: Clarifying this. Essetially, any feat published officially by Paizo is acceptable.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one better have a good narrative reason why you have it.
EDIT: You may take a drawback for a third trait.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Average starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material will be considered on a case-by-case basis. Be forewarned, don't go too crazy with this. Also, link the material you are asking if you can use.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.

Campaign Traits: Choose One:

1. Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold”
tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

2 Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other
rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town or most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.

3 Looking for Work: Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

4 Optimistic Gambler: You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to
making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your
spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

5 Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard
their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and
safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.

6 Scouting for Fiends: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what's wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

Things you should know:

• While I don't mandate posting every day, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• My posting usually drops off on weekends.
• I will be using a mix of Roll20 and imagination for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign. This means some combat will be on maps, and others will be more speaking aloud.
• Roleplaying will be focused on more than combat, but not exclusievly.
• The number one deciding factor that will boost your chances of selection is if you have a very real character, one that oozes personality, backstory, and motivation. At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.
• An Alias does not need to be created to be considered for selection, but your character's stats and backstory must be complete.
• On principle, I do not go over submissions until the deadline to keep myself from favoring earlier submissions. Asking questions is fine to help fine tune, but I will not check your submission for mistakes prior to the deadline.

Guide to Getting Selected:

• Keep Min-maxing to a minimum-moderate level, please. I understand the joy of a powerful character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• If your character sheet is difficult to reach or read, that is a bad thing.
• Do not post more than one submission.
• I will give greater consideration to characters with great personality, backstory, and motivations. Please do not hand me a block of stats or a generic backstory.
• At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.
These are actual things that have come up during past recruitments I've run.

Recruitment ends on November 8th.


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Just wanted to put out feelers to see if there's any interest for this AP. I have each book, but given the research and reading I've done, I may make some modifications to fix some of the more common complaints with this AP

I'm hoping to at least get through the first module, and if the players are willing, to continue on to the next and so forth.

Anyone interested? I'll post an official recruitment thread if I see enough interest.


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This will be my main thread for finding replacement characters for ongoing games.

I am currently seeking a replacement player for a Curse of Strahd game (D&D 5e).

Curse of Strahd

Character Creation

Standard Array of 27 point buy, your choice.
Everyone starts at 3rd level.
Max hit points first level. For each level after you roll for hitpoints, or take the average, whichever's higher.
You are allowed the options listed in the Curse of Strahd Player's Options
You are allowed to use the Sword Coasts Adventure's Guide, but no race or race variant with flight.
Please list your flaw, bond, background, etc though you are not confined to the strict text if you have and idea for a character.

The story begins with the characters as an established adventuring party. For the time being, you should create your personal backstories, and when a selection is made, we can work on your previous adventures together.

Things you should know
While I don't mandate posting everyday, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
I will be using a mix ofRoll20 and theatre of the mind for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign.
Keep Min-maxing to a minimum please. I understand the joy of an effective character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
This is a bit of an open-ended campaign, so I'd like some go-getters who can actively make decisions but not scorn the rest of the party. A hard balance indeed.

Current Playerss
Rascal "Razz" Storm : Human Bard
Sheva Callister : Human Warlock
Vasillos Teras : Half-Elf Draconic Sorcerer
Galador : Human Ranger

I am hoping for a submission who is more than just a standing pile of stats. If you look at the other characters alias's, and take a peek at the gameplay thread, you should get an idea of what I'm after.

Recruitment lasts until I find a suitable candidate.


December 26th Update

The road will happily take them wherever they wish to go.


December 26th Update

Please dot in when you arrive.


So to my wallet's detriment, I took advantage of the Golem clearance event to pick up a hefty stack of modules. In order to improve my DM skills and also get to experience the module format, I'd like to start a game in which a group of adventurers jump from module to module, essentially creating a story by taking part in so many different scenarios.

There'd be breaks in which the characters return "home" and a familiar cast of characters can grow and react to their success and failure. For levels at which I don't have a module ready, I'll adjust another one I do possess or use a third party one I pre-selected before hand.

I also understand that even finishing one module takes a long time and there are bound to be players who drop out. Still, I'd like to push this as far as it will go and hopefully replace dropouts with those who are in it for the long haul.

The first module will most likely be Murderer's Mark or an adventure from Tales of the Old Margreve. This decision will be finalized with the input of the selected characters.

Character Creation:

• We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat from the Core Rulebook, APG, ACG, UM, UI, OA, or UC will be acceptable.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material will be considered on a case-by-case basis.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.

Things you should consider:

• While I don't mandate posting every day, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• I will be using Roll20 for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign.
• Keep Min-maxing to a minimum, please. I understand the joy of a powerful character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• If your character sheet is difficult to reach or read, that is a bad thing.
• I'm going to push this thing as far as it will go, up to level 20 if possible. If you want a short succinct adventure that will only last one module, please do not apply.
• While I said I would consider third party and 3.5 material, I'm not entirely confident of them.
• The number one deciding factor that will boost your chances of selection is if you have a very real character, one that oozes personality, backstory, and motivation. At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.

Recruitment will last until the first of September.


So to my wallet's detriment, I took advantage of the Golem clearance event to pick up a hefty stack of modules. In order to improve my DM skills and also get to experience the module format, I'd like to start a game in which a group of adventurers jump from module to module, essentially creating a story by taking part in so many different scenarios.

There'd be breaks in which the characters return "home" and a familiar cast of characters can grow and react to their success and failure. For levels at which I don't have a module ready, I'll adjust another one I do possess or use a third party one I pre-selected before hand.

The first module would be Murderer's Mark. Anybody game?


So I tried to take advantage of the golem clearance event and dent-and-scratch sale in order to get a lot of different modules for play and study.

However, a week has passed and while I can understand it was Gencon and most everyone at Paizo was probably busy, now my order states it has an unknown time frame to completion.

As most of the items I've selected are either on clearance or damaged (given their lower price) is there a good chance that my order will hang in limbo for eternity or do I have to go in, pick the ones that aren't available anymore, and remove them.

I'd rather you not just ship it without all the items, if some are unfillable, I'd like to add adventure paths or other modules to fill out my order.

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