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The Precipice and The End of an Age

The world is full of things that normal people aren’t prepared to know about. Cutthroat assassins and black ops agents skulk the shadows doing the dirty work of the world’s most rich and powerful. The world’s brightest minds are devoted to little more than developing new methods of deciding the outcomes of petty grudge matches between these plutocratic giants. And on top of all of it, monsters roam the world. Not the metaphorical meaning the word: zombies, aliens, and honest-to-god demons. And when monsters step a little too close to the public eye, someone has to step in and drive them back to the shadows where they belong.

That’s where you come in. Admittedly, with a name like “The Riot Crew”, you weren’t expecting work as a rent-a-cop or bouncer. Your job is simple: when night falls and the freaks come out to play, you keep anyone not in the know from seeing them. It’s not all bad: the pay is good, if you live long enough to enjoy it, and working outside of the law leaves you with certain… liberties others aren’t allowed to enjoy. But it requires nerves of steel, a strong stomach, and copious amounts of alcohol. Because after seeing half of the stuff you’ll be expected to not just face, but gun down? You’ll need it.

Think you’re up to the task?

Basic Premise
Most of this campaign takes place in and around Portland, Oregon, in the current year. In this alternate universe, magic existed for most of human history up until the mid 1300s, when a series of calamities caused magic to not only disappear, but for any evidence of its existence to be destroyed. History as you and I know it continued more or less as history describes it until June 30, 1908, when magic came flooding back into the world after an explosive event in Russia. Despite this, magic’s return has been rather slow, enough that the governments of the world have kept its existence mostly under wraps.

You and your fellow PCs are members of a self employed group of mercenaries called The Riot Crew. You take jobs from secretive employers to deal with unsavory magic threats or to perform sabotage on magical rivals. Anything from killing a rampaging ooze before it wanders into a local town, to stealing a magic knife from a dead wizard’s grave, to planting a bomb in the warehouse of a cult’s rival, this is where you shine.

But things are soon to get more complicated. New muscle has come on to the scene and is starting to threaten your job security. The masquerade is now thinner than ever, and when it inevitably comes crashing down the secrecy you so greatly value will be no more. And a grave threat, now sleeping in the space between the planes, has begun to stir.

We sit on the precipice.

Build Rules
[list]

  • Ability Scores are generated through point buy (20 points).
  • Humans are the most populous race on the planet, and the only one available unrestricted to PCs. With GM permission, the aasimar, android, changeling, dhampir, fetchling, ganzi, half-elf, half-orc, ifrit, oread, skinwalker, suli, sylph, tiefling, and undine races may be allowed. Other than when they use the abilities granted to them by their race, all members of these races look indistinguishably human.
  • All characters gain 2 background skill ranks each time they gain a level in a PC class.
  • PCs receive two traits at level one, and may take a drawback to receive a third one.
  • PCs receive hero points as per their rules. PCs can never choose to forgo hero points for a bonus feat.
  • Content from both the Occult Handbook and Technology Guide are allowed, with GM permission. Additionally, the game follows the Occult Rules shown in the Occult Guide.
  • This game includes unique equipment for the modern day: This information can be found here.
  • The game follows the “Pathfinder E6” rules detailed here. In addition, these rules include a house rule: if you meet the prerequisites of a prestige class, you may spend your bonus feats on class features from that class as if you had levels in it.
  • Starting wealth is the average by class.
  • All characters must spend a portion of their income every month on maintaining their current lifestyle: it is presumed that PCs start the game at the average level, living in a good apartment and able to afford proper living expenses.
  • PCs may choose to use Subtle Spellcasting, detailed in Clinton J. Boomer’s minisetting “Eve of Dreams & the AWAKE”.
  • Third Party content is allowed, with GM permission.

    Modern Skills
    The rules for some skills have changed in the modern age.

    Appraise: The skill to determine the price of gear is far different with magical items than with mundane ones. Thus, Appraise has been split into two separate skills: Audit and Appraise. Audit applies to mundane gear, while Appraise applies to magic gear.

    Craft: See the Gunsmithing feat and the Technologist feat and the Technology Skills pages for more information. Note that due to the reduced cost of modern firearms, guns on the Modern Equipment page count as 100x their listed price for the purpose of the Gunsmithing feat (thus, the Semi-Auto Pistol counts as 4000 gp).

    Interaction Skills (Bluff, Diplomacy, Intimidate, Sense Motive): The internet provides a unique avenue for research and to gain information, but makes interaction significantly more difficult. Checks used to verify the truth or to gain information (like Diplomacy or Sense Motive) gain +10 bonus. Checks to influence someone’s behaviour receive -5 penalty, as it is much harder to influence someone without using body language or choice of words.

    Ride: The Ride skill is used whenever a vehicle is being operated. Rules for vehicles and their operation can be found here.

    Modern Feats
    Guns Akimbo (Combat)
    You can manage recoil well enough that one handed firing becomes a breeze.
    Benefit: You treat the Big Bore Revolver, Submachine Gun, and Sawed-Off Shotgun as one-handed weapons for the purpose of firing one-handed. In addition, you treat the penalty for shooting two-handed firearms one-handed as one less.
    Normal: The Sawed-Off Shotgun, Submachine Gun, and Big Bore Revolver are treated as two-handed weapons for the purposes of firing one-handed. Firing a two-handed weapon one handed takes a -4 penalty to the attack roll.

    Modern Drawbacks
    Broke Wizard
    Though your dedication to magic has given you power, it’s left your bank account… sparse.

    Your cost of living cannot go above poor. This penalty does not affect your character wealth.

    Recruitment
    I'm looking for 4-6 players to join this campaign. To apply, I wish to see the following:
    [list]

  • A character build (it need not be finished, but it should at least be blatantly obvious what your character is built to do)
  • A written backstory
  • Three "hooks", or special connections to the setting: this can be anything from a character's family members and friends, to unique goals, even weaknesses that the character has

    Players will be chosen based on unique character concepts and filling out the central party roles.
    For questions on other rules or questions on the setting, go here.

    Finally, note that these guides are not set in stone, and may be changed based on player input or campaign needs.