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The air is calm, the darkness soothing; a floor of starlight is lifting past your feet. A relaxing warmth scurries past your legs now surrounding your waist and soon gripping your shoulders. Your head is pulled under. Your cold now. Drowning in that which just brought you comfort. And suddenly, you break the surface. A dim light escapes from beneath a coupling of doors to the front of you, illuminating a landing giving an escape from the cold, black waters. As you pull yourself ashore, 6 others find the same ground safe stone indeed, breathing heavily with shivers. As you seven acclimate to the warm air, the double-doors are thrown open. An elven woman wearing a black Evening-Gown steps forward. Her hair is crimson, complexion tan, and besetting her green eyes are silver rimmed spectacles. She passes a few glances around at every person to have climbed up from the black waters. Speaking quietly she says,"Hmm, quite a few more than usual... Hasn't happened in a while. But whatever, we have the rooms." She then enunciates herself, speaking a little louder this time. "You may all find yourself in a place estrange from your usual locality. If not now, then hopefully quite soon. I know that you all are still in quite shaken conditions, so I will not bring everything there is to know at once, rather in just smaller tidbits to absorb. The first thing is my name, Anna. At least that is what you can call me. The second thing is that many of your usual belongings are missing." As she says the words, you see this to be true. Nothing from your usual backpacked assortment seems to be bundled with you right now. "The only thing you will find in place of it will be a small item. It could be something you've known or never have. Regardless, these items we call Greypieces around these parts for their darker contrasts betray the brightness they once had. Keep these close. They will prove most useful but, lets not bog all that on you now. For now though, familiarize yourself with those at hand. They will come in handy when you least expect or even betray you in those same circumstances. Regardless make 'friends' now rather than 'enemies' later. Once you feel comfortable to proceed, come with me. I will be waiting just outside." She begins to leave without a second glance, though when putting her first foot through the door she calls back to everyone, "Have no worries about your misplaced equipment. It shall all be returned in due time." With that, Anna leaves the dark, watery structure. Go ahead and take a bit to get acquainted. Feel free to give out as much or as small amounts of info about yourself that you want. When any of you feel like continuing, exit out the door.
Running; cowering; fighting; however you have fallen, a being of most vile shadows has consumed you while you were helpless in it's bindings. A multitude of feelings and emotions breached your consiousness and seeped into your skin, cutting their way into every fiber with freezing, burning sensations. And your very life seemed to be tortured from your flesh, you suddenly breached the entanglement your soul was under only moments ago; breathing deep of fresh air in a dimly illuminated room, afloat in a pool of blackness beneath you. Shuddering, you crawl away to more solid landings and the overwhelming agony you've suffered ends swiftly. Laying upon the rock and wood, a woman calmly kneels beside you. Looking into your tired eyes through dusty spectacles, she says, "Welcome to Tower Bell-Light. Hopefully you bunch of 'Players' will endure a little more than those summoned before you. I really hope so; For all our sakes at the very least." With that, She Gestures to the others; The others who've fallen under quite the same circumstances. "Oh, but shh shh shush. Rest a bit, you will need plenty of it if you wish to last long here." You begin lapsing into unconsciousness. "My name is Ann. Its a pleasure to meet you all." ... ... ... ... ... And it is now that I say welcome, To Finite Floors! -------------- Character Creation Rules:
Ability Scores: We will be using the 15 point, 1-1 point buy system with the option to go down to 8 for an equal amount of points and a max of 18 before racial modifiers. EX: Having 17 in an ability score uses only 7 points. Races: All paizo races. I will take 3rdPartyRaces on a character to character basis but only with minimal chances. Meaning, Make a big impression or go take another race. Classes: All paizo classes. I am also accepting any class with ties to psionics, those being here. 3rd party is the same as it is with races, psionics excluded. Traits: Pick {2 traits} with the option of a {3 + drawback}. Alignment: Any. I do not care What.So.Ever. Having said this, YES, PVP CAN AND MAY BE A THING. This all really depends on the players. Though, you may want to read VVVThings to Know down belowVVV Level: Beginner level is 1. Things to Know:
Leveling: You will level once per dungeon run, favorably to 20 someday. Item-Vault / Safe-Room: Each Player will have their own protected room with a special reinforced door requiring high skill, great magic, or insurmountable strength to break though. Within each and every players safe-room is an Item-Vault. No player may enter an item vault and only its owner may retrieve items placed here. Everyone will choose a room upon SELECTION for Finite Floors. PVP / Death: PVP is allowed. I'd hope players wouldn't kill each other out of the first Dungeon but if your thinking about it, there are a few things you'll need to know. When a player dies, the one who slayed them inherits their Item-Vault's Contents, but not their Safe-Room. Cool Right? Though, with this perk comes the disadvantages. Any PVP within the nexus, Tower Bell-Light, will cause any immediate servants of the structure to become hostile to the one who started it. Any GreyPiece (see below) belonging to the deceased vanishes. As well, If a player was killed, That player will be able to mail me one message enclosing details of their dying wishes (or Death Wish if you will) and I will try to follow it to their exact desires. This can detail anything, even how they want a player to die, but that is not to say that the killer can surmount the Death-Wish. Depending on the gravity of the wish, the exact or lessened effects of it will bear fruit (Like "Total TPK" would result in a tougher encounter, not instant death effects). Buying stuff?: Servants about the House will sell items and give all players the stuff they need at anytime for the amount of money it normally requires. Any other questions?: Pm me or post down below for any other concerns. This has taken a bit and will have errors so feel free and have fun! Your Grey Piece and You!: Because of the nature of the place you have been brought to, all characters for recruitment will make a Grey Piece item.
GreyPiece:
1) Choose your Grey Piece's Shape; It should be no bigger than something that can fit in your hand or be slipped into a shirt pocket. 2) Choose your Grey Piece's Material. I don't care what it's made of as it doesn't matter. Any special benefits confered from that material are lost and hp and hardness are all the same. More on this later 3) Choose a single Cantrip/Orison. This will be endowed as a part of your piece and usable. More on this later 4) Choose a non-benefical aspect. Anything from "it glows green" to "it encircles it's bearers hand when held". This Aspect may BECOME beneficial depending on the situation... so choose wisely... but none of that "it sings when people lie" crap. 5) Take a little time to write your pieces backstory. It should be distinguishably seperate but can be included within your characters backstory. Have fun with it. I'm looking for something between 2 sentences to a paragraph... more if you feel like it. 6) Name it. (Optional) 7) Choose it to be a Wondrous Item or a Slotted Item. This has the following effects:
And Finally, To those from the interest check:
You may or may not be wondering why it took so long to get just THIS posted and get things going. Well, I was buying a bit of time to get together the home map and a few beginning escapade maps to run just so that I'd have them and not be buying for time mid-game. I am sorry if you are now looking unfavorably on me buuuutttt, I really did need the time because I am making everything from scratch... quite literally, everything (aside from a few basic icons) in a mapmaker program called AUTORealm. I have found it quite awesome and am lenient to use other programs to make SUPER LARGE SCALE MAPS, like the home ones. So I do apologize, though its here... isn't it? Any discrepancies or questions? Feel free to post! (Some stuff "may" be answered Here)
The darkness that gripped me became thrown from my eyes. A greeting from an antique of a ceiling welcomes me. Where am I? What is this place? I recognize none of it; all of it feels abnormal... I hear footsteps? I raise to my knees to find a woman walking through the hallway towards me. "Another stranger means to visit us it seems. Pray tell, What is your name passerby?" She leans down, trying to look at my face. How full of concern it must be. I'm sure I seemed unsettled, disturbed, questioning, even to this a question to which I should readily know the answer. I searched for the words but none met my lips. "Hmm, don't worry about the name. Sometimes I forget myself; no one arrives here with a full mind. But you'll remember it in due time, every player does. Well now, Up Up! Come with me, we have much to discuss about your stay here... however long that will be, that is..." This is a thought I've been throwing around forever now and I thought I'd present it to the community to see how much of a response it gets before throwing it into full throttle as an actual campaign. (And yes, this is a modified, borrowed idea from another source. Good luck finding it.) The setting is of a structure overhanging a nigh endless cosmos of nothingness. This building inhabits a place between time and space that lies within the cleanly hands of its multiple servants that provide "players" with the services they require, enabling them a chance at escaping the boundaries they now do so find themselves entrapped in.
As the pc's would progress through the game, all the Dungeons will increase in difficulty as well as options that were previously unavailable becoming available. There will (most likely) be random events and hazards that befall each dungeon as well as quests that some of the servants issue for special rewards at the end. The campaign itself will be Combat Heavy but that's not to say that story purposes would be neglected. I hope to create unique backstories for every Servant of the house as well as one for the mysterious owner of it who will be continually though slowly revealed as to whom this person is and why they aren't out and about the house like the other servants. Feel free to ask questions. I hope that people find this interesting and please DOT if you are. About Allison Hazel, the Undying MagiAllison Hazel - PL 6 Strength 0, Stamina 2, Agility 2, Dexterity 0, Fighting 0, Intellect 7, Awareness 4, Presence 2 Advantages
Skills
Powers
Offense
Complications
Less obviously, she actually has a duty to be responsible with her power - it's part of the agreement she made to gain her magical powers in the first place.
The protections to Allison's life (including her Mystic Life, Mystic Recovery, and Reincarnate) are not tied to her grimoire. Languages
Defense
Power Points
----------------------- Miss Hazel. Your scholastic scores are among the best we've seen here at the Claremont Academy of Higher Learning. However, while your endurance and physical coordination are respectable, your overall physical abilities are barely average. What makes you think you are a suitable candidate for our superhuman development program? ... Miss Hazel? Please, Professor, let's not pretend that this is about what I can offer to the program. The question that matters is what the program can offer me. That's quite a bold claim, Miss Hazel, since you're the one seeking admission. Heroes should be a bit bold, don't you think? Or were you hoping to raise a generation that's too hesitant to dive into danger? Hm. But only we can develop your... talents... to their fullest extent. Tell me, how did you acquire them? It's surprisingly easy... if you know how to look. Now, I know you weren't expecting a real answer here, but I like to keep people on their toes. The truth is that I made a deal for them. A... deal, you say. With who? Or... what, as the case may be? That I can't tell you - it was part of the deal. All you need to know is that when my powers finish developing, I'll be able to do quite a lot for the world. That said, I think it would be best to consider this a challenge. Genetics aren't so hard, but how good do you think you'll be at developing something you don't - and possibly can't - understand? Let's try another question. Why heroics instead of an intellectual field? If you went into a field like medical research, I'm sure you could demonstrate excellent results. And they are, to be a bit blunt about it, considerably safer. We have students who will be able to toss you around like you're a ragdoll, and your apparent lack of protective capabilities is quite concerning. Oh, that. It'll be fine. I'm immortal. Immortal? Yes. That's part of my deal. For reasons I'm sure you can understand, I'd rather not go into the details of that, but I'm quite confident in my ability to survive this course. I see. You haven't really answered the question, though. Why heroics? Power isn't free, Professor. And while I have no doubt that I would be successful in my scholarly pursuits, I intend to have a bigger impact on the world. Being a hero is the best way to do that. What about your extracurricular activities? Our notes say you have an eidetic memory, and studying clearly isn't hard for you, but we believe in trying to develop well-rounded students. They are, frankly, less likely to turn to megalomania and villainy. I enjoy cooking. It's frightfully domestic, I'm afraid, but I've always felt that homemade meals are more interesting. I sometimes conjure ingredients and cook for the homeless. And why not just conjure housing for them instead? I tried, once. A home builder sued me. ......Sued you. Yup. Something about unfair business practices, lack of permits, and connecting to public utilities without permission. I don't use magic for things like that anymore. Hmph. Well, this interview has been... informative. You'll receive our response in the mail. ---------------------------------------- Deep Background: Allison is a member of the Overseers of the Forgotten, an association of magicians who discreetly act to protect the world from mystic threats that mundane forces would have a difficult time challenging. The Overseers derive their power from the Source, an intelligent gathering of magical power siphoned from arcane beings the order has captured and defeated. (The Overseers are keenly aware of the way corrupting powers tend to function, and their prison facility uses a variety of techniques to ensure that the power making up the Source is safe. The most dangerous powers are never drawn from at all.) A connection to the Source offers a wide variety of benefits, including a constant refreshing of the user's condition. This is why most of its blessings can't be nullified - or rather, they can be, but they're immediately restored. From the outside, there's no discernible difference. In Allison's case, her status as the future head of the Overseers means the organization quite literally won't allow her to die and deprive the group of her ability and expertise. She's by far the most intelligent recruit they've found in centuries, and the Source protects her from problems up to and including illness, aging, and the need to breathe. (She can do so normally, of course, but her power kicks in anytime there's a threat.) That said, while she understands the extent of their power and basically agrees with the goals of the Overseers, Allison is still a young woman. She enjoys chatting with friends, studying, cooking, the occasional prank, and hearing stories of the heroes whose efforts the Overseers support. It helps that the Source understands morality and refuses to provide power for anything it determines to be 'wrong'. While the protections for her life are constant, Allison can only draw on the seemingly-endless magic of the Source through the Pnakotic Manuscript, a grimoire of spells that she can create at will. This is her only 'active' ability, and her various other powers - ranging from getting more mystic lore to teleporting and attacking the minds of foes - all come from the spells and knowledge in her book. Her goals for attending the Claremont Academy of Higher Learning are varied. First, Allison wants a good general education, because magic isn't the solution for everything. Second, she wants to become something of a known quantity to figures in power, so they won't be as worried if she asks them for help later. Third, she wants to test them and see how accepting they are of powers they don't really understand. Finally, she wants to use the government's resources to strengthen her connection to the Source, which is currently operating well below its theoretical potential. |