Modoru Redgrave

Nimon's page

Organized Play Member. 2,721 posts (4,099 including aliases). 3 reviews. No lists. No wishlists. 3 Organized Play characters. 126 aliases.


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The year is 2498 AR in North West Garund (Known as Rahadoum in current timeline). The Oath Wars have broken out with the religion of Sarenrae pushing in on the territories once ruled by followers of Nethys and Norgorber. They do not take it laying down and the nation breaks into war and chaos.

The cult of Achaekek, largely ignored before this, begins to make great profits in taking contracts out on all sides. Though one rule frustrates their clients, the cult's refusal to accept contracts on rightful monarchs. Now some members of all three factions are seeing the cult as a threat better removed from the equation all together, but they soon find that the followers of He Who Walks In Blood are not going to go quietly in the night without slitting a few throats.

This is a recruitment for a one player PbP. This will be fast paced, at least one post a day but probably more. In this game you will get a contract and upon completion of the contract you go up a level. In many cases this will be one combat encounter. This will keep the pace quick even though its only a PbP. This will also be a Mythic Campaign allowing me to reward you at certain points in the campaign when appropriate. This will be theater of the mind, no maps ect. Old School RP. If this interests you please submit a character using the rules below.

Character Creation:
25 point buy, only the strong survive training into the Red Mantis. Books Allowed Any listed in the official PRD (not the D20SRD, the PRD to the left on this website) And the Inner Sea World Guide. Classes This is heavy stealth/assassinate/investigate so chose accordingly. If you think you can manage as a Sorcerer go ahead, but remember you are alone. Races Any from the official sources I posted. Though at this time certain races are even less common than in present day, so if you want to play something exotic you might want to invest in disguise. The locals might not be interested in trading with a Vishkanya for example. Traits 2 + the campaign trait I will list below. Background Skills Yes. Mythic Yes, ascension will be described below.Alignment LN, LE, NE only. Achaekek does not appreciate those that stray from the path. Starting Gold 200 gold and two Sawtooth Sabres. Potions and scrolls may be purchased, but no partial charged wands.

Campaign Trait:
Favored of the Vernai The Vernai have taken notice in your abilities and believe you are chosen by Achaekek to do great things. You start the game with Exotic Weapon Proficiency- Sawtooth Sabre and when fighting with two Sawtooth Sabres you have the Two Weapon Fighting feat. You must adhere to the code of Achaekek and never commit Regicide and you must kill only when compensated or in true self defense. When you do kill, you must paint your armor with the blood of the victim. If you fail to paint your armor, you must fast and pray until a night of a new moon and inflict 5 hp of damage on yourself with a sawtooth sabre spilling your own blood on an alter to Achaekek.

Ascension:
You are Granted your Mythic Powers by Achaekek. You are tier 1 at the start of the campaign. He communes with you and comes to you in dreams. When he appears his red mandibles are dripping with blood and he speaks face to face with you. You have shared these visions with the Vernai and they have confirmed that you are chosen and are treated as such, but only so long as you continue your piety to He Who Walks In Blood.


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I wanted to do an investigation AP for Pathfinder and did some research and this one came up in my findings and looks quite good.I want to see how much interest there is before I commit to the amount of reading that is going to be required to run this properly.

I will be running it theater of the mind, so no maps. I want emphasis on investigation and role play. There are many free supplements for this you can find here on Paizo just search Zeitgeist. Besides those supplements I will be allowing Pathfinder Core, The APG (No Summoners though), Some of the Advanced Class Guide (the Investigator for sure), Ultimate Intrigue, Some of the Occult Adventure stuff I might allow as long as it fits the theme. There are two races unique to the setting, and it looks like Tieflings are also in the setting so besides core races those will be the only ones allowed. Gnomes looke like they are rare if even in the setting so they might not be allowed or at least limited.

I think that is all for now if and when I get enough interest I will make a much more detailed and specific recruitment put up. If anyone is familar with this AP and has suggestions beyond what I have posted I am open to suggestions.

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48: NPC/Antagonist- An Android that wants to be human so she covers herself in the flesh of those she kills. A bounty hunter that hunts humans and humanoids exclusively for this purpose, and you are on her list.


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Male Elf Fixer (Face/Decker)

For any of you with a steam account, until the 27th there is a deal when you buy the Shadowrun Chronicles game deluxe edition for 14.99 you get a PDF of the core rules and the Boston campaign book.


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Male Elf Fixer (Face/Decker)

I will do a post soon. It will probably be late Tuesday, early Weds before next one family in from out of town.


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Our group's Rigger is MIA, so accepting one more to fill that role. If he should show up again will run with 2 that's fine. People drop off in PbP so better to have more than less in my experience.


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Male Elf Fixer (Face/Decker)

That is fine Harry. I am more lenient with this game as I understand the character creation can be extensive and it is easy to miss something vital. I for one am still constantly learning something new about this system.


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Male Elf Fixer (Face/Decker)

Thanks for addressing their questions. I will add also that your deck attributes are not constant and can be rearranged. Unless otherwise stated I will go with the standard array, but there will be times you may want to boost the firewall at the expense of other attributes. Pg 227 and 228 talk about deck configuration.


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Male Elf Fixer (Face/Decker)

"All needs can been seen too master Deacon I assure you. As to liquidating, that I would caution against. The items I offer are extremely rare and a sly gumshoe could trace them back to me." Shirow mentions his tone a bit more serious. He looks at secretary and nods "I look forward to hearing what you have found."

Basically you will receive a special item after this first mission from Shirow's special stash of smuggled EVO's base on Mars. Nearly unique you will want to hold on them for a bit as it is unlikely you will find an improvement anytime soon.
*Edit to answer Beta-Axe as he posted at the same time.

"Security on the ground level is intense. Expect a few wagemages and armed patrols. I do not know what you'll find in the underground."


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Male Elf Fixer (Face/Decker)

Game is up


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Sounds good. Have room for everyone that has responded so far so I'll cut it off here. Try to have submissions in by Monday ill have game up by then. I tend to post in pace with my players. The more enthusiastic you are the more I am.


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Beta-Axe wrote:

I'll probably need to make some adjustments (mostly in the background department) but I'd like to offer up Beta-Axe the Dwarven Decker for consideration.

Kip84

At first glance it looks good, I will need to wait until I am home to go over everything.

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Male Human Dungeon Master

I do not see anywhere that hatred does not stack with those abilities, so that should be fine. If you get close you should be doing well if you have those.

To be Clear, you can be a criminal in this game without being a "Heretic".

A Heretic is: A Human that either worships/uses the dark powers, or uses/worships Xenos technology. HereTEKs fall under this category also if they are using banned robotic technology or dark tech.

Examples of Criminals that are not Heretics
A greedy Politician

A Witch that does not follow chaos or xenos(potential to fall to one or the other is great and eventually this might happen, but not right away)

A hive gang not motivated by the previous mentioned criteria

Usually it is clear in the mission, or in my descriptions if you are facing heretics.

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@Brother Del - I just updated the discussion tab. I think 8,000 is a nice round number. I had given bonus exp to individuals so some might have a 100-500 more than you, but I think this is a good start. You will have a chance to get bonus exp in the future yourself.

@Brother Elyas- An opportunity will present itself very soon to acquire the sword. You will have it before any mission, but not until we reach Scintilla.

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Player Says: "Do you allow Drawbacks?"
Player Means:"I want another trait, but if you actually make this drawback work against me expect some pushback."

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Player Says: "I forgot my character sheet at home"
Player Means : "The single thing I am responsible for, yeah I didn't do that, oh hey is that pizza? Cool I haven't eaten today."

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Player Says : "I use an app to roll dice is that o.k?"
Player Means : " I will be texting, facebooking and playing games on my phone until combat happens."

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One thing to consider is what the rules of the location you are playing are. One thing I think is rude and disrespectful to stores is when players get up and look up things in books they do not own, that are one display to be sold. This might be ok in some stores, and some might be ok with someone thumbing through it to get a glimpse of what the game is about, but to use it as a reference is a bit rude.

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Player says: "Do you allow crafting?"
Player means: "Can I just build what I want, when I want, without all that time and effort it really takes? If not the world is going to have to wait to be saved, I need my slots filled with wondrous items."

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Player Says: "I thought you could do that"
Player Means: "I didn't know you knew about that rule"

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Ex-Assassins have to move to a major city to fight crime under an alias involving some sort of flying rodent.

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blackbloodtroll wrote:
See official PRD entry here.

That is an exotic weapon at the least, and I could see it not being allowed at many tables unless you are playing a Strix (An Uncommon Race)since it specifically Strix Equipment, but sure if your GM allows it he/she deserves the cheese that comes with it.

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"The more you tighten your grip Tarkin, the more Star Systems will slip through your fingers."

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RJGrady wrote:
The OP didn't say Golarion was "Evil and 100% racist," they said it was "problematic," and I think that's fair.

The Op wrote "Incredibly Racist", might want to read it again. And that is not fair. It shows an ignorance of African culture, while it pretends to defend it.

Just as western Culture has Myths of Dragons and Elves, African Culture has its own Myths which include talking Gorillas.

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Male Human Dungeon Master

Kill Moose and Squirrle!

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I had an odd experience similar to this. I was on a bus in California in the bay area and a vagrant was exposing himself to people on the bus. This was happening on the front of the bus, and I was in the back unaware of the situation until a man so upset by this stabbed the vagrant with a pen and beat him severely. Since then I have started carrying a knife with me on public transit, which I rarely use nowadays.

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I think you may get many different responses to your question on these forums. I feel your pain and I think that there are some GMs that have a sadistic need to kill characters, and others that are maybe too soft.

If I were in your situation I would probably seek out the Venture Lieutenant/Captain and discuss the situation. I assume you are not the only player having this issue in your area if it has occurred to you so frequently so maybe get insight from a few others and discuss it locally.

PFS can be a good place to learn the game and meet people, but it is also a different style of play. You may find other like minded players in your area willing to start an AP, a few of which are sanctioned now as I understand it for PFS.

Good luck.

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It sounds like you are more than fair. You don't show up, you don't play. He is lucky he got experience. Sometimes if this happens with one of my players I allow them to make up the session a bit with their character and do a little one on one time before or after a session to catch them up, but I do not think they should be irritated with you. It was them who didn't show up.

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Flavor is what the game is all about, this is an RPG game. As a GM I cringe when players only seek out abilities for their mechanical benefits. If you are trying to lift a rock, and you can not, you can not simply anger yourself to make this happen unless you believe this rock actually has the potential to kill you it does not pose the same threat level as combat.

On the other hand, if you are in a social situation, and you are angered to the point of rage and want to intimidate I would allow that.

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Type 3- 33 year old that tries to define other players and put them in categories. Probably a psych or anthropology major. Typically more neurotic than their subjects.

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I think my style must differ from yours. I prefer less fleshing out and more broad strokes. That being said, I really do enjoy the Inner Sea World Guide, another book with that type of layout for the Planes would be nice.

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GM_Solspiral wrote:


Notice the topic isn't "Lets argue about the fluff aspects of the rogue class and over analyize every word in eachother's posts."

You are attempting to make fluff a mechanical aspect regardless of what you title it. You want to give rogues more loot since they are supposed to be dishonest and motivated toward crime in your view.

Here is a list of possible rogue archetypes any of which would not fit your description

Acrobat
Chameleon
Driver
Investigator
Sanctified Rogue
Scout
Survivalist
Trapsmith

If you profess to "fix" the Rogue class you will have to include them.

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Your Definition of Rogue might fit in the Webster's dictionary, but as I mentioned before there are many archetypes to a rogue. Even still I am not "butthurt" my butt is fine thank you. You may be butthurt that no one agrees with your attempt to pigeonhole all stealth types as dishonest.

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GM_Solspiral wrote:

At the end of the day what is a rogue? Someone with the skill and motivation to make money dishonestly.

I was referring to this. That is an over simplification, there are investigators, spies, scouts ect. Even still they are not the only ones capable of having an increase in resources, having any craft will accomplish the same thing so now they are still left wanting as a class.

The Vivisectionist and the Bard Detective are only archetypes though they do take some of the best parts of being a rogue{sneak attack/disabling magical traps}, but they are not either one of them alone better than a rogue. The best ways to improve your rogue is to take your own archetypes, which there are many, to play the specific type of rogue you want to be.

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I am sorry this happened to you Nuku. I too have had similar things happen in my gaming experiences. People do not like to be wrong and sometimes they take things as attacks that might not have been. Hopefully you and him can mend the bond.

As far as how you handled it, I think hindsight is 20/20 and so is looking at things from the outside. Just chalk this little life experience up as a lesson and hopefully it will help you in the future.

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Male Human Dungeon Master

I will be at my local game store hosting a Dragon Age RPG session for most of the day for Table Top day so I may post later this evening.

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One way as a GM I would solve this is divide the wealth up as if all the players had a cohort. So if there are 5 players, I would divide the wealth to 10 shares. If you have a cohort, it gets one 10th the loot.

I would prevent this from happening in the first place though by letting any player know that planed on getting the leadership feat that they are the player's cohort and not the party's and as such is only given what the player gives them.

Let this be a lesson to GMs that having a planed progression for your player's characters can help you side step future disagreements.

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The Anti-Paladin is a succubus that seduces the Paladin and they have a Neutral child known as the One. He leads the people of Zion out of the Matrix.


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Female Human-Schola Progenium Adepta Sororitas

Upon landing Sister Vesta makes a quick check of all her gear, insures she has a loaded las pistol and disembarks the vehicle.

Attempting to blend in Sister Vesta will follow the Skull making a conscious effort to not appear to be marching, though she does keep watch for any suspicious activity or onlookers a little too curious about her and her companions.

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Ha, we are such a weak nation if we think this person is a Victim. People that die in terrorist attacks or are scared for life are Victims, this person is a slightly annoyed passive aggressive individual that needs confirmation from others that her so called "aggressor" is an evil mean GM.

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I usually let it be known that even though I allow other alignments in my games that the players are expected to work together to achieve a final goal and not compete against each other.

Without such a predetermined set of rules in your game, I would try to establish them and let it be known that you find it rude. Because honestly if they want to get THAT into character, you could start experimenting on the rogue when he sleeps, since I could defiantly see a Goblin Alchemist doing that, even if he did it with the purest intentions of providing him with an anti-horse pheromones to keep them pesky beasts away. Or "borrowing" his neat little thieves tools because you needed a replacement acid stirrer. The excuse that its "My Character" can go both ways.

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Geishas are obviously OP, they get to wear silk dresses and have an epic tea party.


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It is the night before the Swallowtail Festival in Sandpoint. Some of you have traveled a great distance, some of you may have lived close to the city, but all of you are uncharacteristically tired this evening. Maybe it was the Varisian wine, or the hardships of travel. The night is still and warm, you close your eyes with eager contentment

So this is one of the fated? Is this some cosmic joke? You think this pitiful creature can prevent my Ascension? The voice wakes you from your sleep, when you open your eyes you are in a dark void. You see the source of the voice, a tall humanoid with strange clothing and a glow about him. Hmm, they are awake. How about a little test then. VILLA GHK ZOJ

Spellcraft DC 18 +2 circumstance if speak Thallosian:
You think this is some kind of summon spell
The words seem to have a physical presence and you can sense them in every way, you see them, feel them and even taste them. It is raw power.

Roll Initiative. I will respond to each of your dreams through spoilers, that way if someone is behind we can still continue with the rest of the story after the combat

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Us humans are strange beings. I think one aspect of this is that some people have played this game since the 1st ed and have used one particular house rule for so long they forget its a house rule. Kind of like how in Monopoly the houserule to get all the money in the middle if you land on free parking is very popular, yet is not offical.

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I assume you are using Forgotten Realms Gods ect, do you have a conversion for their domains, inquisition and favored weapons?

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Bards suck why would you want credit for that. Say you made something cool like the Inquisitor or something.

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Welcome,time is of the essence so I will make this brief.What I am about to say does not leave this room.As some of you may know yesterday morning Lord Vyktor Von Zol from the diplomatic envoy of Nidal was assassinated in his tower. As you know such a tragedy will echo well beyond these walls of granite and steel that have for seventy years been the center of diplomacy in Golarion. The sheriff already has his best trackers on this, but you all have exceptional talents and I believe if we are going to solve this crime we need all the help we can get.I will provide one hundred gold pieces to each of you for what ever gear you may need for your search. Once you bring me the assassin or his corpse I will pay you each a lump sum five hundred thousand gold pieces. This is not a competition. I will pay each of you regardless of who brings this criminal in, so I suggest you work together. This gold also buys your silence, reveal to no one what you are doing, nor the details of this investigation. I will turn a blind eye to any petty criminal activity you have to commit to complete this mission, but if you are caught by one of my marshalls I will let you serve your sentence. Do you accept?
The Duchess Morra Reidford asks with the stoic expression her Dwarven family is known for.

Welcome. I have been away for a bit, but I am back looking to GM a campaign. This campaign takes place in Alkenstar and the Mana Wastes in the year 4770. More specifics will be added to the campaign tab soon.

Creating a Character for this campaign:
25 point buy(No starting stats above 20, or below 7 after all adjustments). 3 traits, 1 campaign, 2 others. Races allowed is any race of equal value to the core races including alternate racial traits.(The people of Alkenstar are exceptionally sensitive to monsterous races and will start out with a hostile demenor twords your character, but they are tolerated in circumstances of diplomacy or trade). Any alignment is allowed, but do attempt to work with the group. Creative banter is encouraged, bullying is not.Starting gold is max of your class +100g offered by the Duchess.Background does not need to be a novel, just include why you have certain traits.

Campaign Traits:
Deputy You have been deputized at one point during your time in the Mana Wastes to fend off one of the many dangers. +2 Knowledge Local/Intimidate (not class skills unless granted by another source). +1 Initative.
Diplomatic Immunity You are one of the many diplomats that travel to Alkenstar to seek out a "safe" venue for conducting business with other nations. +2 Diplomacy/Bluff one is always a class skill.
Guild Affiliation You are a member of one of the six main gun guilds that run Alkenstar and the Mana Wastes. Here are the mechanical bonuses/penalties assigned to each, for more information see spoiler below.
Greystone +1Cha(when displaying weapon) -10% cost of Greystone weapons, you may only buy Greystone Guns and Ammo. Other weapons maybe bought from any source.
Altkin +2 initative when dueling. May not buy weapons from Niven.
Niven +2 Knowledge engineering, is always a class skill.May not buy weapons from Altkin.
Reidford Mass Production- 1/2 crafting time for any Rifle.1/4 crafting time for any ammo. Gunsmithing required to recieve bonus.
Watts Speak Gnome. Access to Experimental Gunsmith regardless of race. Watts Experimental Gunsmiths can change innovations if given 24 hours to work.
Inglis +100 starting Gold.
Mutation You have been mutated by the Mana Waste. People Shun you, but you have unique abilities. -1 cha. Select one mutation
Acid Spit Your throat is oddly large, simular to a toad.Can spit acid as standard action. This attack is a range touch. 1d6+1 per 2 character levels.
Acid Resistance Your skin is oddly colored and textured. +5 acid resistance, this stacks with other sources.
Disease Immunity You are immune to Diseases, but you emit a strong body oder.
Dark Vision You have limited dark vision of 30', your eyes are oddly shaped and colored. Sunlight provides no penalty, but you avoid it when possible.
Raid Survivor You have survived a raid by one of the wasteland's many agitators. +1 Attack/Damage/Knowledge check vs one of the following- Giantkin,Mutants,Gnolls,Goblins,Charu-Ka, or Calikang.
Tech Savy The modern enviroment has rubbed off. +2 Knowledge Engineering/Disable Device. One is always a class skill.
Victim of Calikang Torture You are one of the misfortunate spellcasters to be caught by a Calikang and brought to the spellscar desert to "heal" the magic. Performing magic in this extreme condition has permanitly sickened you, but has had its benefits. -1 con. +4 concentration checks. You can sense the chaotic magical nature of the Mana Wastes. You can predict magic storms and feel magic voids within 100'. By predicting the ebb and flow of this chaos you can produce magic and spell like abilities of your level or ability with a successful concentration check. A failed check means your spell fizzles.Scrolls, items and potions still have no effect.In magic voids you are still unable to cast, but as stated above you can detect these voids and try to avoid them. When casting during a magic storm, there is a 25% chance for a random magical mishap to occur.
Wasteland Survivalist You have lived in out in the Mana Wastes on your own for a time. +2 Heal/Survival/Knowledge Nature. One is always a class skill.

Guilds of Alkenstar:
Guilds are an important aspect in this campaign.The guilds of Alkenstar make the finest guns in all of Golarion. Masterwork weapons from these guilds have non-magical properties because of their superior designs. These weapons cost the same as a +1 magical weapon. Other properties are avalible from specific guilds that can be bought for their magical equivilant. Greystone This Dwarven gunmaker guild is the oldest in exsistance. They are a very prestigious guild, and only those who can prove a either a strong Dwarven line or can create not only exceptional weapons, but also visually appealing weapons using the strictest regulations are excepted into this guild.
Masterwork guns of this Guild have the non-magical property of Reliabilty. Greystone weapons can also be made with the non-magical properties of Wounding and Greater Reliability.
Altkin Altkin and Niven used to be the Alkenstar guild run by Alkenstar himself and both guilds are run by humans of his family line. Recent legislation has required this guild to be seperated into two guilds. The Guild leaders could not aggree on how to conduct this seperation and were forced into an agreement by Duchess Reidford. The two guilds are at odds with each other and can rarly be civil in public. Altkin specializes in hand guns, and its members are some of the finest gunslingers in Golarion. Masterwork guns of this guild have the non-magical property of Nimble Shot. Other non-magical properties of this guild are Speed and Dueling.
Niven The Niven guild is the other Alkenstar human guild. They specialize in very large weapons such as cannons and have a contract for maintaining the defense of Alkenstar's walls and other prominent locations in the Mana Wastes.They do produce the very best blunderbuss as well. Masterwork guns of this guild have the non-magical property of Distance. Other properties of this guild include Thundering, Flaming and Flamburst.
Reidford Reidford is not as rich as Inglis or as prestigious as Greystone, but it is the largest guild. It owns the contract for Alkenstar's standing army and has the largest production facilities.Reidford specializes in Rifles and large scale production.
Masterwork guns of this guild have the non-magical property of Distance.
Other properties include Lucky*(this property can not be made, but can be bought from a Reidford veteran that served in one of the many conflicts in the wasteland) and Impervious.
Watts Watts is the only guild that is not run by Dwarves or Humans. It is called the "Gnome" guild because it was created by Gnomes, but it welcomes all races equally, even some that are rejected by other guilds like Gnolls, so long as the individual can create innovation. Watts trys to improve on all guns. Masterwork guns of this guild have the Cunning property. Other properties include Shock and Shocking burst.
Inglis Inglis is a Dwarven guild and is the richest guild, but it was not always so. Until the second conflict with the Gorilla King this guild was a minor guild that made only small revolvers. During the conflict it unvailed a new weapon that seems to be powered by sunlight. The guild leader claims to have created this technology, but others believe he found the secret after an expedition to a land called Numeria. Masterwork guns of Inglis have the non-magical property of Endless Ammunition*(only while in sunlight. Out of direct sunlight have a capacity of 10 shots. Secondary cartridges that can be charged in the sun can be bought for 1,000 gold. Reloading these takes a full round action.) Other non-magical properties include Planar and Ignite.

Magic in Wasteland:
Some of this was already stated in the Victim of Calikang torture trait. At this time the wasteland is very unstable. Magic storms are common and complete voids are still all around. Some of these voids wax and wane and are not complete. Only those with the above mentioned trait have the ability to discern this wax and wane, ebb and flow. Magical items of all kinds do not work in the wasteland. Alchemists of the wasteland can produce extracts, potions and mutagens from the various mutated creatures that are not magical, but have simular properties. Summoners run the constant risk of loosing their Eidolon in the Mana Wastes to magic storms and voids.

Alternate Rules Used in this Campaign:
Guns are everywhere. Take 10% off book price for all guns and ammo. Duels and performance combat, and hero points will be used.Feats effecting these are welcome. Gunslingers can replenish grit with the Daring Act alternate rule.

This game will be theatre of the mind.It will be about 50/50 combat and social interaction, though characters actions can effect this.I will add more to the campaign tab tommorow night. Recruitment will end on Wednesday the 20th. The game will start then. Do not apply unless you can post at least once a day every day, including weekends. Big holidays, like Easter/Christmas ect are excused. In this day in age with Iphones ect it is hard to believe one can not post a paragraph of text once a day. Have consideration for your fellow gamers. If fail to post decisions will be made for you. Repeated offenses and you will be replaced. I look forward to your applications, thanks.

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Mike Mistele wrote:
Nimon wrote:


Personally I have no problem with it, and if you were at my table I would allow it. The idea that we need to keep potential "teens" from this concept is beyond ludicrous. If your teens are playing this game, they already have a pretty good idea of the potential evils in the world. If they have access to the internet, well they have probably lost any innocence you believe them to have. If they live in America they probably have had some degree of drug training either in the D.A.R.E program or health class.

That may or may not be, but if you have a 12-year-old whom you don't otherwise know at your table at a con or game day, you have no idea what that kid actually has or hasn't been exposed to...and, more importantly, you have no idea what his or her parents are going to be comfortable with. IMO, it's irresponsible to make those assumptions about other people's kids.

If you're going to play with adult themes in your characters, you need to be able to tone down those aspects (or, potentially, even temporarily leave them out entirely) based on who's at your table. If you can't do that, then, IMO, it's probably not a good choice for a character concept in an organized play environment.

Adult themes? Like what killing monsters? So let me get this straight the parents in this hypothetical are A O.K with the concepts of murder mayhem, cult, theft, and lethal traps. But the idea of substances that get you high is just too much for them? I want to meet these nut jobs in person.

Dark Archive

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KestlerGunner wrote:
Maybe Pathfinder Society agents head to 'Area 51' all the time, it's just the Bards-In-Black show up at the end of the scenario and use their special silver Wands of Modify Memory to ensure you don't get the chronicle.

And the ones that make the save are slandered in public so no one believes them

Full Name

Aldinyr Callion Homn-Willin

Race

Human

Classes/Levels

Paladin 1

Gender

Male

Size

M

Age

23

Alignment

LG

Strength 14
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 10
Charisma 16