So pretty much you are looking for everything outside of a rogue. Let's see! dice:
5d6 ⇒ (2, 5, 2, 6, 4) = 19 = 5+6+4 = 15 5d6 ⇒ (2, 5, 3, 5, 1) = 16 = 5+5+6 = 16 5d6 ⇒ (1, 5, 3, 6, 3) = 18 = 5+6+4 = 15 5d6 ⇒ (5, 5, 6, 2, 1) = 19 = 5+5+6 = 16 5d6 ⇒ (5, 6, 5, 5, 5) = 26 = 5+6+5 = 16 5d6 ⇒ (5, 5, 2, 1, 1) = 14 = 5+5+5 = 15 5d6 ⇒ (1, 4, 6, 5, 5) = 21 = 6+5+6 = 17 rr #2: 1d6 ⇒ 6
17, 16, 16, 16, 15, 15 - yup, that is workable....
My apologies, I have been trying to work through building a "wounded friar" that fits the quirks and flaws, but I am admittedly too unfamiliar with 5th edition (was really hoping to get some more exposure out of this) and have wrapped myself up in character-creation-paralysis, and have missed the cut off. Best of luck with the game. If you decide to launch a pathfinder 1e gestalt game, I have infinitely more knowledge of that system.
My apologies, I have been trying to work through building a "wounded friar" that fits the quirks and flaws, but I am admittedly too unfamiliar with 5th edition (was really hoping to get some more exposure out of this) and have wrapped myself up in character-creation-paralysis, and have missed the cut off. Best of luck with the game. If you decide to launch a pathfinder 1e gestalt game, I have infinitely more knowledge of that system.
wanderer82 wrote:
Critzible I am just looking to find out the outcome of my obsessive/compulsive disorder with the rolls above. My apologies, I am also a little confused. Could you explain how we gain or lose honor from a Background? And is the Honor score we get as our 7th ability score the same as or different from the honor gained and lost by background?
Okay, here it goes...: My initial concept was for kind of a classic arbite, who was raised on a feudal world before being shipped off to a schola progenium. I was debating what role to pursue, as I could see many that could make a good officer. Feudal - Arbites
I was leaving towards either the warrior, built as a tough-as-nails enforcer, or the assassin, spun as a special situation's operator. But then it seemed like a lot of applicants were going for the combat heavy direction, so I thought maybe I should be considering more of a support role. At which point I started looking at the Chirurgeon. I still am planning feudal world as the starting point, with each different background taking the character in a very different direction.
I think either the Ministorum or Mutant concepts are the most interesting, but Ministorum is rubbish as far as both Skills and Aptitudes are concerned (for the concept), and Mutant I am not sure how radical you want the party to be. Then I considered if I really need to switch role, or could I still consider Warrior or Assassin, and pick up most of what I would need to be a healing type through good aptitude selection. So there it is. Thoughts?
Okay, here are the rolls for each category. 3 minor Physical 6b [d100 for each]
1 minor Physical 6c [d100]
1 minor mental [d100]
Are we able to trade a pair of minor quirks for a major quirk?
I am intrigued by the prospect of an old-school gritty feel, and definitely want to see how both the honor system and quirks/flaws play. a handful of those little cubes: 3d6 ⇒ (2, 4, 1) = 7 3d6 ⇒ (1, 5, 2) = 8 3d6 ⇒ (4, 6, 6) = 16 3d6 ⇒ (5, 3, 6) = 14 3d6 ⇒ (5, 4, 1) = 10 3d6 ⇒ (4, 5, 5) = 14 quirk/flaw: 1d6 ⇒ 5 1d100 ⇒ 17
Using 2 rerolls on Strength (anything is better than snake eyes), 1 on Influence. 2d10 ⇒ (8, 10) = 18
Homeworld: Feudal
Need to figure out the final direction of the character, but maybe the morning will bring some clarity.
I would love to play Dark Heresy, a good inquisitorial warband could always use a dutiful lawman - the brutal adeptus arbite! WS: 3d10 + 25 - 3 ⇒ (3, 10, 10) + 25 - 3 = 45
Wow, that's a roll! And definitely hits the strong points for an investigator. Now to build it out.
Thank you all for your feedback. It seems like the interest level is as follows: 1st - Opening Pandora's Box
To that end, I will be creating a recruitment thread for Opening Pandora's Box shortly. For those interested in an FR game, I will likely start one in a couple months, once the 1st is up and running.
Tara, great question. Option 1 is meant to be a fun, exciting, action-pulp adventure - the players are heroes, and should feel heroic - it is definitely not intended to play up the bigotry, racism, and sexism of almost a century ago. In rare cases where bigotry is encountered, it will be portrayed as a negative aspect of an 'evil' character. I encourage players to create a character that fits the theme of the setting, not to be concerned about being targeted with negative or hostile roleplaying. In addition, any players that submit a character that might have any concerns will be discussed prior to gameplay to ensure we are on the same page and any personal limits are well known. I hope that answers your question. Hey Dorian and Parrot, great to see you still active on here. Had a blast rocking Rappan Athuk back in the day, glad you are still gaming together. I hope you will both apply to whichever game I settle on - right now its seeming like Option #1 is the leader.
he boards. Just as I was getting ready to launch, I received an unexpected transfer at work which led to me moving very suddenly, spending two months traveling back home every 'weekend' to see my wife and kids, eventually moving the family 700 miles, and running a new facility with a management team down 33% in personnel during our busiest stretch of the year. So, now that is all settled, I would still like to run a game. Back over the summer I had one idea I wanted to pursue, but now I have several, and thought I would get some feedback before moving forward with over the other. Option 1: Opening Pandora's Box - 1930's Pulp Sci-Fi/Fantasy Adventure (Alternate Reality):
Synopsis a Pulp Adventure set in the 1930s with a substantial sci-fi/fantasy influence. Think historical sci-fi fiction, somewhere between the feel of Indiana Jones (the earlier ones), The Mummy (with Brendan Fraser), and Hellboy (with Ron Pearlman). Players would be humans in "our world", but with knowledge of at least one of these several truths: magic does exist, there are things that go bump in the night, myths and legends can be real, and there are horrors far beyond the cruelty of Man. The characters will be "heroic" in nature from the start, with the possibility of supernatural powers (a master gunslinger who can shoot bullets of the air, a priest who can heal the dying, a warlock who has learned from forgotten texts). Though the game will have some cosmic/gothic horror elements, it will lean more heavily into the pulp adventure feel. Game System Pathfinder 1e (human only, with flexible options) Special Rules EitR, Background Skills, Feat/lvl, Skill Unlocks, Automatic Bonus Progression Option 2: Shadows in the Dark - Modern Urban Fantasy/Horror (Alternate Reality):
Synopsis Dig deep enough in the dark corners on the modern era and you will find traces of that which came before. Most are unaware, indeed, most could not mentally handle the reality of the things that live in the shadows. Yet some have no choice but to be confronted by these horrors - how they react, and how the cope - could determine whether they become the raving and insane, or rise up to join those who stand on the edge, who wander in darkness, so that other may stand in the light. Think a mix of X-Files, the Underworld movies, Constantine, and similar options. Game System Pathfinder 1e (human only, limited classes; no full casters) Special Rules EitR, Background Skills, Feat/lvl, Skill Unlocks, Automatic Bonus Progression Option 3: Inquisitorial Files |:|REDACTED|:| - Grimdark Sci-Fi (Warhammer 40k):
Synopsis You are band of talented misfits, brought together under the wise direction of one the the God-Emperor's finest - an Inquisitor of the Holy Ordos. Tasked with seeking on the mutant, the xenos, and the heretic, your band of acolytes serves as the final arm of judgment, the righteous flame cleansing the filth that would lead humanity into damnation and destruction. In the grim dark future, there is only war... Game System Dark Heresy 2e OR Imperium Maledictum Special Rules tbd (depending on system) Option 4: Battle for the Dalelands - Medieval Fantasy (Forgotten Realms):
Synopsis The Dalelands are the picture of pastoral and woodland tranquility, if only every evil force in the Realms weren't trying to constantly conquer them! Another threat stands ready to bring peril to the Dales, and somehow none of the heroes that call it home are available to defend it - so new heroes must be found! The next batch of the Dales' greats emerge to test their mettle. Game System Pathfinder 1e Special Rules EitR, Background Skills, Feat/lvl, Skill Unlocks I would love to hear what people are interested in playing. And before the question is asked, I am only looking to run one game at this time (though who knows what the future may hold). Thank you all.
4d6 ⇒ (6, 1, 6, 5) = 18
rerolls:
#1: 1d6 ⇒ 2 #2: 1d6 ⇒ 5 #3: 1d6 ⇒ 1 #4: 1d6 ⇒ 2 #5: 1d6 ⇒ 5 #6: 1d6 ⇒ 1 #3a: 1d6 ⇒ 6
#6b: 1d6 ⇒ 3
Final set: 17, 16, 18, 16, 12, 9
At first glance I thought the party needed a roguish type, but you also said the inactive player was your priest, so perhaps a healer would be better? Time to see what I can put together.
An undead heavy Kingmaker - Are you still accepting applicants? Hoping so, so here are the rolls: 5d6 ⇒ (6, 3, 4, 6, 6) = 25 = 18
18, 17, 16, 15, 12, 11 Thinking maybe a mageknight built as a paladin/magus, and could also be a solid face character.
Well, let's see if the dice can help tell a story... set 1:
3d6 ⇒ (3, 2, 5) = 10 = 14 3d6 ⇒ (5, 2, 3) = 10 = 14 3d6 ⇒ (2, 6, 4) = 12 = 16 3d6 ⇒ (4, 3, 5) = 12 = 15 3d6 ⇒ (3, 6, 6) = 15 = 18 3d6 ⇒ (3, 4, 2) = 9 = 13 Avg = 15.0 Wow, that is definitely workable. Going to bounce through the actives so I don't crowd an active role. Okay, I am thinking a support character, maybe a bard or cleric going to sleep on it for now.
Hmm, Let's give the dice a toss... Spoiler:
4d6 ⇒ (2, 5, 2, 6) = 15 - 13 4d6 ⇒ (6, 6, 6, 3) = 21 - 18 4d6 ⇒ (1, 5, 5, 3) = 14 - 13 4d6 ⇒ (5, 1, 5, 5) = 16 - 15 (+1) = 16 4d6 ⇒ (3, 6, 1, 5) = 15 - 14 4d6 ⇒ (4, 3, 4, 1) = 12 - 11 (-1) = 10 18, 16, 14, 13, 13, 10
Solid roll, I am thinking maybe the new handiman/groundskeeper, who did a stint in the army as a mechanic stationed in Okinawa (war 1 / exp 1). Grew up in the White Mountains of NH (north appalachians), joined the army to get out of his tiny town. When he was to be discharged, he dreaded the idea of going back home, so approached a veteran's agency for help with job placement and ended up at the school. Profession Wis (Mechanic)
To those interested in this game, yes, I am still working on putting together this recruitment, but it will be delayed by a couple weeks. I am away at a work conference this week, and last week got a call from my boss asking me to relocate 700 miles for a new position. When I get home tomorrow my focus will be on packing up my house and getting it ready to sell. I would expect the recruitment to be up sometime in mid/late September.
Spoiler:
Set #1 18
Set #2 18
Set #3 18
Set #4 18
Set #5 18
Set #1 - reroll
Set #2 - reroll
Set #3 - reroll
Set #4 - reroll
Set #5 - reroll
Those are some impressive roles, definitely fit the "high power" motif. I will be working with Set #3.
Definitely a dynamic looking core party. I have an idea for a "mad seer" who lives out in the untamed land. I am thinking a half-elf Witch VMC alchemist or wizard (I am not very experienced with VMC system so not sure which will work best. In truth he would not be mad, but rather the offspring of a changeling and an elf, so the mixed Elvin and hag ancestry both have pulled him to the fey influence of the area... and perhaps he is a bit quirky/eccentric. Primary roles: buffer/battlefield control
I like the impact the Heal skill has on magical healing. Quick question, is there any adjustment to what the Heal skill can do by itself? Also, is the concept acceptable to develop into a submission?
I greatly appreciate everyone's feedback. There is a big part of me that is excited to run this using Pathfinder 2E. But taking my earlier post as my own advice, I said I would want to use system I was most familiar with, that is definitely Pathfinder 1E. As such, I'll be posting the recruitment thread in the next 48 hours for this game using the first edition of Pathfinder. I do hope those who expressed interest in 2e will still consider applying.
Hahahaha, Robert Henry, that is a very good point. And many of those are questions I will surely answer in the future. To your more appropriate question, yes, I think there is sufficient interest given the 10 replies in a single day. That said, the topic of rules set remains to be answered, as right now it is an evenly divided house.... PF - 1e
PF - 2e
Either
I am excited to see the interest so far. And I want to thank everyone for the recommendations. That said, I feel it is important for me to have a good working knowledge of the rules to best run a PbP, and though I have some back experience with both WOD and old-school Cthulhu, it would definitely be more cumbersome. In addition, I feel the pulp/action/heroics actually play better of Pathfinder than the gritty average person feel of Cthulhu. I actually ran two intertwined campaigns across 5 years using d20 modern, and a bit more using a reskin on pathfinder 1e, very successfully. If I go with PF 1e, Robert Henry pretty much hit it square on the head. And similarly, there are rules for firearms now in PF 2e. When I mentioned that magic would be more subtle, that was in reference to how it's perceived, rather than any change to the game mechanics. Just to be clear. Please all, continue to ask questions.
I've been toying around with a game concept for a while now, and feel it deserves a chance to go from being an idea to an actual story. It's little out of the norm for these boards, so I'm posting this as an interest check. I'm looking to run a Pulp Adventure set in the 1930s with a substantial sci-fi/fantasy influence. Think historical sci-fi fiction, somewhere between the feel of The Mummy (with Brendan Fraser) and Hellboy (with Ron Pearlman). Players would be humans in "our world", but with knowledge of at least one of these several truths: magic does exist, there are things that go bump in the night, myths and legends can be real, and there are horrors far beyond the cruelty of Man. Though the game will have some cosmic/gothic horror elements, it will lean more heavily into the pulp adventure feel. As for game system, that is up for debate. I have been really enjoying exploring Pathfinder 2e (love the action economy), and originally planned to use it with a few of the alternate rules. But it does seem like these boards favor Pathfinder 1e, which I have considerably more experience with, so I would be happy to run that too. I will allow players to include casting (though magic will have a more subtle feel RP wise), but each will need a backstory that explains their magic. So, to the point:
PF 2e Optional Rules:
- Free Archetype - Gradual Ability Boosts - Ancestry Paragon - Automatic Bonus Progression PF 1e Optional Rules: - Elephant in the Room feat tax rules - Feat every level - Background skills - Skill Unlocks - Automatic Bonus Progression *** No 3rd Party material
Well, this strikes me as a really cool concept for a game. I played a "Halfling" paladin in a long-running wrath of the righteous game, that made it into the 4th book, but sadly never further. He had been nearly sacrificed as a child by a demon cult, and in his rescue ended up with the shard of an angel bound to his soul. So he actually was statted as a small aasimar, to give a few quirks. I have wondered a few times what a gestalt build might look like. I don't have any real experience withe spheres of power and mighr that a lot of people are looking at, so will likely build him using paizo published material. I hope to pop back in soon!
This looks to be everyone's current status: APPLICANTS
Withdrawn
I keep playing around with too many ideas, and it's slowing me down. They all build essentially the same mechanical character, it's just which backstory and role-playing vibe am I going for. * Doctor turned PDF because of alien/chaos invasion
I will try to get it finalized this evening.
I am still fleshing out my "frontier doctor - turned PDF medic", but figured I would update the applicant list. Please let me know if I missed anyone. APPLICANTS
Dark Heresy 2e has your Fate Points recharge each gaming session. As PbP is a slower continuous game play, defining "game session" can be more gray. As BoggBear mentioned, some GMs set storyline checkpoints. Another other option is setting a number of encounters to act as a game session (3 to 4 might be a good choice).
Solid projectile and las are both "tier 1" weapons, and pretty comparable. Las has generally bigger magazines and better reliability (+ variable power), solid projectile has more diversity of ammo. I was honestly just thinking about it moreso from a thematic basis. There was a good deal of extended weaponry introduced in 1e, that was compiled in a fan work, the Macharian Handbook (they also balanced a few that were broken). Adds a lot of flavor and dynamic without breaking power. Could add a little flavor for us. Given that we don't have "meets", have you had any thoughts about how often our Fate will recharge? Black Dow The heirophant builds a strong social/face character, and with the right background can be really impressive. Redemptionists are thematically awesome (definitely right up the alley of a conservative inquisitor, there is even a perfect role - "fanatic"), but can make things difficult for other players not on the straight and narrow (players, mutants, criminals, etc). Just a thought.
Okay, the applicants are increasing, so I thought I would make a list so everyone can keep track. APPLICANTS
GM at the Hive I am leaning toward "imperial guard" but actually having been part of my homeworld's planetary defense force. Given that PDFs usually have older gear than IG, would swapping solid projectile in for las be acceptable?
I am excited to put together a character for this game. I am thinking a Frontier World, possibly either Ministorum or Arbites background. Let's see what the dice suggest... Spoiler:
weapon skill: 2d10 + 20 ⇒ (8, 6) + 20 = 34 ballistic skill+: 3d10 + 20 - 5 ⇒ (9, 5, 7) + 20 - 5 = 36 strength: 2d10 + 20 ⇒ (5, 5) + 20 = 30 toughness: 2d10 + 20 ⇒ (9, 9) + 20 = 38 agility: 2d10 + 20 ⇒ (7, 7) + 20 = 34 intelligence: 2d10 + 20 ⇒ (10, 7) + 20 = 37 perception+: 3d10 + 20 - 2 ⇒ (9, 2, 6) + 20 - 2 = 35 willpower: 2d10 + 20 ⇒ (7, 8) + 20 = 35 fellowship-: 3d10 + 20 - 6 ⇒ (9, 6, 10) + 20 - 6 = 39 influence: 2d10 + 20 ⇒ (6, 2) + 20 = 28 Well, I can definitely work with that. Seems like we already have a few people leaning toward combat (assassin, soldier) and tech, so maybe a bit of a face character, or a medic.
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