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98 posts. Alias of YoricksRequiem.




Storyweaver 10

Part 1

"That is not dead which can eternal lie, And with strange aeons even death may die."
- HP Lovecraft

It's September 26th, 1923.

The last few weeks have been unseasonably chilly, yet the weather on this particular morning is fine and warm; balmy, one might say. Perhaps the weather is changing for the better? Despite the reprieve it may bring, you are all busily at work.

What are you each doing? What does your normal, average day look like?


Storyweaver 10

Discuss characters and stuff!


After a successful Interest Check, I’ll be running a Call of Cthulhu 7th edition adventure. This will be a largely roleplay-driven and investigative adventure - do not expect much along the lines of combat - which is not to say that there will not still be action scenes, or that there will be no combat at all, or that you will be safe.

This will be Play by Post. You do not need to create Aliases ahead of time. Please note that previous experience with Call of Cthulhu is not required, and you can probably get by with just the Quickstart Rules, located here.

Build Details

Roll for Stats!

Strength: 3d6*5
Constitution: 3d6*5
Dexterity: 3d6*5
Appearance: 3d6*5
Power: 3d6*5

Size: (2d6+6)*5
Intelligence: (2d6+6)*5
Education: (2d6+6)*5

Luck: 3d6*5

If these end up being pretty far from what you had in mind for your character, you can swap once per roll category.

So you could swap one Size/Intelligence/Education with another of those, and a Strength/Constituton/Dexterity/Appearance/Power with one of each other. You can also swap any of the stats with Luck.

If this still puts you too far off from what you have in mind for your character, or you roll really piss-poorly, let me know and we can work something else out.

Backstory

You should all have some connection to an Anthony Carmichael, a handsome New York dilettante with a history as a pretty successful producer / playwright. He is talented and quite decadent. Whatever your history with him, you haven’t seen him in many months.

You may be an actor, musician, writer/librarian, investor, producer, critic, or whatever else you can think of that existed at that time and has a connection to the arts. You also can just have a connection to him personally - if you’re a doctor, perhaps you’re his doctor, etc. Maybe you just shared a cab and got to talking once and left an impression on each other. If none of those really mesh with what you’re looking for in your character, that’s okay, too - instead have a connection to another player character who has a connection to Carmichael.

World Notes

We’re going to be playing in New York in the early 1920s (Like, 1921-1923).

As I mentioned in the recruitment thread, I am far from knowledgeable about 1920s New York, but this is some stuff i’ve picked up from a few Call of Cthulhu books. Don’t feel obligated to adhere to any of this - when dealing with eldritch gods, I think wiggle room in historical accuracy is permitted.

I’m including this simply to gve us all a baseline, make it easier to connect to the time period, and because there may be some things here that spark inspiration for your character.

General:

  • The US emerges from the first World War as the healthiest and strongest nation in the world, essentially untouched.
  • The Spanish Flu has passed, after sweeping the world, most notably China, India, the US, and England, as one of the most deadly pandemics in history, infecting about 33% the world’s population, and killing perhaps 3-7% of the total population.
  • The free-standing dial rotary telephone that you’ve seen in noir movies was introduced in 1919.
  • A solar eclipse in 1919 brought attention to Albert Einstein, as it was used to prove his theory of relativity.
  • Prohibition was pretty recently enacted. Al Capone hasn’t yet become a crime boss, but has arrived in Chicago as a gang lieutenant.
  • President Harding is - unknown to many - embezzling.
  • Andrew Carnegie recently died, after spending 20 years giving away approximately $350 million, believing that the wealthy had a responsibility for their community. That’s something like $300 billion in today’s dollars.
  • The inkblot test has been devised by Rorschach.
  • The never-solved Wall Street Bombing occurs in September of 1920, killing almost 40 people.
  • The KKK is beginning to grow, after a small resurgence in 1915, with the idea of selling memberships as a pyramid scheme. By 1924, their numbers will hit 4 and a half million members.

    Culture:

  • Women have been given the right to vote, as of 1920. The symbol of the times, though, is the “flapper” - a young woman who seems more interested in her personal freedom than political activism. She wears shorter skirts, likes to party, and shows complete disdain for “acceptable” behaviour.
  • Freud is writing books, Ford is making cars, Gandhi is fighting against British Imperialism. Hitler is a member of the German Workers’ Party, the precursor to the National Socialist German Workers’ Party. In 1923, he’ll be imprisoned where he’ll write the first volume of Mein Kampf.
  • In 1921, Babe Ruth stuns baseball when he hits 59 home runs.
  • Louis Armstrong’s fame is on the rise. Irving Berlin is also incredibly famous.
  • The first Miss America contest is held in Atlantic City, New Jersey.
  • William Randolph Hearst is opening newspapers across the globe, from the Los Angeles Examiner to the Boston American to the Chicago Examiner, the Detroit Times, the Washington Times, The Washington Herald, and the San Fransisco Examiner. He also bought (and grew) magazines such as Cosmopolitan and Good Housekeeping.
  • In the teens, there was a Tango craze, which has passed, but not yet been replaced. In 1923 the Charleston is invented. In 1928, we’ll get the Shimmy.
  • The Cotton Club is created in 1923.
  • Some maybe familiar companies / products that existed: Campbell’s condensed soup had nationwide distribution. Dole canned pineapples, coca-cola came in bottles. Betty Crocker and Heinz existed. Hershey, Kellogg’s Corn Flakes. Oscar Mayer. Black & Decker, Band Aids, Aspirin. Sears, Roebuck, & Co. Macy’s, Sun Maid raisins. The Wall Street Journal, Reader’s Digest, and Time Magazine.

    Fashion:

  • The modern business suit is a pretty standard attire for the working professional. Dark suit, white shirt, tie, dark shoes, socks. Pants are held up by suspenders, the points of collars held down by pins. Walking sticks aren’t yet uncommon, and a true gentleman always was a hat and gloves.
  • Evening wear can range from a tuxedo and unstarched shirt and cummerbund, up to a three piece suit with a starched shirt and coat tails. Wristwatches are more common than pocket-watches. Shirt collars and cuffs are removable and need to be replaced periodically.
  • Women’s fashion has changed dramatically. Bras have replaced corsets, and the “natural” silhouette has become fashionable. Long-waisted dresses with short skirts - and short hair - are in dramatic contrast to prior decades when women stood stiffly erect with rigid collars and cinched waists. The cloche style hat becomes quite popular. A purse becomes more common for carrying cosmetics and cigarettes. Pumps largely replace boots.
  • While daytime wear is still dark and muted, evening wear pops. Hemlines leap to the knee, necklines plunge, and arms are left bare. Colours feature an array of pinks, reds, yellows, orange, and purples. Velvet and lace become popular, as well as the long pearl necklace.

    I’ll plan to leave two weeks open for the recruitment intending to close it on the 26th, take the weekend to choose characters, and start the game on Monday the 29th.

    If you have any questions, please do reach out! I’m looking forward to seeing what everyone comes up with.


  • Thinking about running a short adventure with Call of Cthulhu 7th edition, one which would be more based in investigation / roleplay / atmosphere than combat, set in the 1920s New York. I'd be looking for 3-4 people to unknowingly embark on a journey that likely leads to madness.


    Alright I will be posting questions soon for y'all so we can start to do some world building stuff. Some will be clarifying, some will be questioning what you've already established and some will be much larger. The bottom line is that as before, don't feel like we have to take anything from Pathfinder lore at face value - this is our world to create as we see fit.

    You can also start polishing crunch and pitch anything for third party or houserules that you haven't already!


    Storyweaver 10

    Feel free to dot for now, friends.


    Hi!

    I’m back on these forms after a couple of years of life craziness and I want to dip my toes back into running a game. In the past I’ve had a tendency to bite off more than I could chew, so I’m going to start this one as something relatively simple...

    So, let’s dive in here.

    Character Creation Rules
    Basics
    - Races: Anything Paizo (within reason, don’t roll up here with a Drider)
    - Classes: Anything Paizo except the Occult classes / archetypes. Nothing psychic whatsoever. Summoner would have to work hard to sell me (it's not impossible, I made a Summoner once that I still adore.)
    - 20 Point Buy
    - Starting Level 3
    - 3000gp to start

    Getting a bit deeper into it
    - Yes to: Variant Multiclassing, Partial BAB/Saves for Multiclassing, Background Skills, and Elephant in the Room Feat Taxes.
    - No to: Leadership, Mounts, Crafting feats.
    - Third-Party is a case-by-case basis. If you want something, ask! I’ll say off the bat that Path of War and Spheres of Power/Might are approved. None of the Dreamscarred Press psionic stuff is since it would violate my earlier No Psychics rule.
    - If you want to use the race builder to come up with a custom race, I’m open to that, but obviously I may not approve it depending on what wacky thing you do, but it’s an option.
    - Also, I don’t really care about Alignment as a thing. Ignore Alignment requirements. If you want to multiclass Barbarian and Paladin, go for it, just be prepared to explain how that works. (There really is something to be said for a “Chaotic Good” Paladin). Obviously I'll still call you out for acting out of your character's personality, but there's room for interesting RP there as opposed to just "nope".
    - The above ruling on alignment is not permission to go ahead and min-max something. I’m here for the RP, make someone interesting.

    What kind of game is it?
    I don't know. And also, here's the kick... I’m only taking two players. And that’s not to say that I already have others. This will be a game with only two of you.

    Anyone who is submitting a character needs to do so with another player. I will not be accepting solo applications. You can use this thread to pair up, or if you have someone in mind already you can reach out to them. This is largely because I want to see the strengths of your writing skills not only individually, but also your collaboration together: Your characters must already have some kind of relationship together. You could be siblings, a knight errand to their bard, lovers, a student and teacher, a scholar and their muscle, Indiana-Jones type explorers, Bonnie & Clyde thieves, a construct and their creator, or whatever else, it’s up to you.

    On that note, don’t worry about covering all the standard party roles. If neither of you roll a Rogue, I’m not going to write a trap that kills you. If no one takes a healer, you’ll find a Cure Wounds wand. Because this adventure will be constructed off of what you make for your characters, don’t be concerned about trying to be everything - it’ll play to your weaknesses as well as your strengths, but in a way that’s interesting and fair, not simply “you’re doom for being unprepared”.

    In short: Build the characters that you want to see, and we will construct the world and adventure around them.

    This could end up being a lot of RP if you go with more of a social Bard, a more combat focused game if you’re a “kick down the door” Barbarian. There could be investigation, dungeon crawling, pirates, urban intrigue, wildlands, horror, or any number of other things. Hell, if you want a western, make characters and we’ll throw them into a western. Tiefling gunslinger? Yes please.

    Because we’re making this all up, in part as we go, if you want to re-fluff a race, go for it. Want Elves to be less woodsy and be pirates? I’m in. Want Dwarves to be less like Gimli in the mountain and more like rampaging Vikings? Let’s do it. Want Tengu to be less like thieves and more like wandering Romani? I’ve always been into that idea.

    I should preface all of this by saying, please don’t write too much. There’s a lot more world building we’ll do after I’ve chosen the players, and I don’t want to read a novel yet, don’t want it to seem like whoever writes the most is the least likely to be chosen, and also don’t want you to spend a long time writing something when I’m picking so few players. Give me something interesting, but don’t feel like it all needs to be ironed out.

    For instance, I don’t need your entire character’s backstory and life. At this point, I don’t care who their parents are unless that’s relevant to now. I want to know your character is as a person and what they care about. Really, the 10 minute background format should be adequate, just feel free to throw in some more hints as to other things. If you have a new land, race, or god, give me some details about them (maybe a paragraph or two), but don’t feel like you need to write a whole entry about any of those things. Just something to build off of.

    Remember earlier when I said not to roll up here with a drider? Here’s your loophole. It won’t be the 34-point version, but if you write up a race that sounds interesting, even if you don't play with the race builder ahead of time, we can use that race builder to come up with something that fits, within reason. Obviously if your characters are siblings, you should be of the same race, but you could still do a thing with Sects or Class to vary them up (like the Githyanki/Githzerai or the types of Veryx from the new City of 7 Seraphs book that I’ve been devouring). Again, within reason.

    What should my submission be?
    I don’t care about the crunch yet. If it helps you to make it now and work out the details, feel free, but I largely won’t look at it at this point. If you have classes in mind, it would help to let me know what they are. Likewise party roles will give a degree of "focus".

    What I really want is:
    - Who the two characters are
    - What their relationship is
    - What their background is
    - What you’re looking for as a player.

    For the two people submitting together, do this as separate posts that reference each other. Bonus points if you work different perspectives into your shared relationship or backgrounds. Remember that whatever your relationship is, it shouldn’t be free of challenges.

    One Final Note
    I play in-person games multiple times a week. The times I turn to the forums are when I want something slower and deeper. I’m not saying this won’t have multiple posts per day, but what I mean is that I really want you to get into the character and make the roleplaying interesting, bring things to life.

    .

    .

    If you have any questions, please let me know! Recruitment will be open for... I don't know, a few weeks? Let's say April 15th. Maybe longer if there are a lot of people still working on things, or sooner if I get a bunch of interest fast and then it tapers off.


    I'm considering running a game that I've wanted to for a long time - one that would feature the player character's having died, only to come back to life as undead. It would be a homebrew world that we'd build together, there would be a few templates / undead race options available. I'd probably only take 2-3 players. Any interest?


    Storyweaver 10

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    Storyweaver 10

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    Crawl

    Hello! As the interest check thread went well, let's get this started. I'll be looking for four to five players to play through a couple of modules in the Star Wars: Edge of the Empire game published by Fantasy Flight. It will be taking place here on the forums, using a conversion chart for die rolls. We'll be starting with Under a Black Sun as our intro adventure and going on to The Jewel of Yavin afterwards.

    Character Creation
    We'll be starting from scratch so go ahead and plan for new characters, with XP determined by your Species. Then throw in another 20XP for having been around a bit. There will be a pretty decent XP boost between the two modules, so don't worry if you can't get everything you want right away.

    Allowed Species - Anything published is fair game. If you want to tweak established culture to fit your idea of the character, I'm probably fine with that. I'd definitely prefer that over "I picked a species I don't want because it has the best perks". If you want something not published officially (either in the Species Menagerie that's floating around, or otherwise), let me know and we'll see what we can do.

    Allowed Books - All of the Edge of the Empire sourcebooks are available. If there's something you want from an Age of Rebellion book, let me know and we'll see if there's an EOTE equivalent, or if it otherwise can be adapted or would just slot in flawlessly. For Force and Destiny, please see the note on force users below.

    Roles - Since you'll all be working together as a crew, and Careers are pretty broad, it might be a good idea to have a role in mind for what you actually do on the ship. You can generalise between a few things, or specialise hard in something. The selected players will be able to make tweaks before the game begins, so don't worry if there's slight overlap. It's also worth noting that each of these roles will definitely have their chance to shine.

    • Pilot (both Ground and Space)
    • Mechanic
    • Face (May or may not be Captain)
    • Computers Expert
    • Weapons Expert
    • Medic

    Remember, you are all part of the same crew! Teamwork will be essential to not only your mission success, but also your very survival.

    A Note on Force Users
    I will at the absolute most be accepting one character who has a degree of Force Sensitivity. This can be either the Exile specialisation tree in the EOTE book or one of the Jedi careers in Force and Destiny.

    As just an Exile who has things like Advanced Reflexes, and otherwise goes into other Careers, I'll want to know about an ancestor who was a Jedi/Sith, and how aware you are of your abilities.

    As a full Force-User, I'll want to know about your own training, and why you're essentially a criminal now (instead of doing something like helping the Rebellion).

    In both cases I'll want to know what you plan on taking for Force Powers, and how you plan to use them while remaining undetected.

    I am asking more from the potential force-users than from others because you will have a harder time being a character. The Jedi are all but extinct and flaunting powers is bound to get you Empire attention, resulting in, you know, death. You will essentially not be able to use a lightsaber and will have to be cautious about when and how you use your abilities at all.

    The further you plan to go into being a Force user, the higher the stakes and risks. Which makes sense: A smuggler who has some intuitions can be seen as "lucky", but someone who, you know, lifts a ship out of the swamp with their mind is on a different level, and people notice that kind of thing.

    It is also not guaranteed that there will be a Force-user at all - there won’t be bias or preferential treatment for them if other characters are more interesting / better suited. So, get writing, Jedi!

    What I'm looking for in a complete submission
    - An image of your character, as near as you can get with the power of google-fu. (Just the species will do if you can't find anything that's exact to your vision).
    - A few paragraphs about your character, with a particular focus on personality.
    - At least a rough build. The absolutely minimum should be Species, Career, Specialisation, Obligation, and proposed party role.

    Any questions, of course please ask.

    Because of holidays, I'll plan for leaving this open for just over 2 weeks, and shoot for closing it on January 6th.


    I'm thinking about dipping my toes back into the Edge of the Empire waters, and have been wondering if anyone would be interested in playing through the Jewel of Yavin adventure. I'll likely be taking some heavy liberties with adapting it, but the basic premise is that players are smugglers / thieves / vagabonds who are going to attempt a jewel heist.

    It's just an interest check for now, so please don't throw up STat Blocks or anything yet, but if you want to spitball some character ideas, it's never too early for those!


    Storyweaver 10

    Questions for world building coming soon. Feel free to get acquainted, pose some ideas if you want.


    Storyweaver 10

    It begins.


    I tried to come up with a cool name that combined these things but I couldn't. Dungeon Gods? Iron World? Dungiron Wo- no, that sounds awful, stop.

    Right, then. Hello!

    Since I'm pleased with how my two games of Rise of the Runelords in the Dungeon World rules are going, I've decided to start up recruitment for another game! With another Adventure Path!

    What Ruleset is this?

    Dungeon World!

    Super short premise: Dungeon World is a narrative-driven game with very simple mechanics. You have the 6 standard attributes (STR, DEX, CON, INT, WIS, CHA) and the modifiers range from -1 to +3. When you roll, it’s 2d6+the relevant modifier. A total of 6- is a miss, 7-9 is a partial success, and 10+ is a full success. There are basic moves that everyone can do, as well as class (and for our purposes, race) specific moves.

    If you’d like to see some games in action, I have two ongoing games here on the forums.

    Do I need to be familiar with Pathfinder / Golarion / the Iron Gods Adventure Path?

    Absolutely not!

    Dungeon World is centered around the idea of us building the world together. This is something that works great when the players are already selected, but is more difficult for recruitment such as this. An Adventure Path gives us a simple place to start from. I do not expect that we will follow it faithfully, or even necessarily at all. If the group decides to veer off dramatically, we'll do that. The Adventure Path is more used here as a rough framework to give us a base to launch from.

    Okay, what's the premise?

    You will all be in a town in the land of Numeria known as Torch. The land itself is savage and dangerous, with ancient ruins, superstitious barbarian tribes, dark magic, and nigh unfathomable technological marvels. There are automatons, and at least one crashed metal mountain from the sky that people harness the metal from. Torch gets its name from an ever-burning and otherworldly fire, that sometimes erupts with flares and otherwise works as a perfect forge.

    The region is ruled by the Black Soverign in name, but the real power is held by the Technic League. Even here in the town of Torch, they take a significant cut of the town's income as tithes. They openly accept slavery, and have reputations as being cruel sadists, and hoarding technological wonders.

    The rest of the world is subject to what you write. Where are you from? What are your people like? Why are you here?

    If you would like to read the established lore, you can download the Player’s Guide here on Paizo. For our purposes, it’s not necessarily canon, but it may give you some interesting ideas.

    How do I apply?

    For this game, you'll be using some custom Dungeon World classes that I've put together. You'll select a Race playbook and a Class playbook. This is slightly different from how Dungeon World normally operates. But for your Starting Moves you'll have the option of choosing some from the Race and some from the Class. Any you don't select can be taken as Advanced Moves when you level up.

    I've left the Races intentionally vague, so when you choose one, think about what kind of stuff you want to be! Obviously be prepared to deal with problems if you're going with something absurd.

    You don't need to make an alias or go too far into character creation. Let me know what Race/Class combination you'd like to go with, and tell me about the Race itself, and what your character is like. You can do some world building if it helps get your idea across, but I'm more interested in your character's personality. There's a fair amount of world building that we'll do together, and at this stage, I’m more curious who you see existing.

    Here is the link for the Races and Classes. I’m also using these for my in person Rise of the Runelords inspired game - which is why the formatting is the way that it is, they’re intended to be printed as little booklets. Also since it’s my personal project, I shameless pilfered from other sources without credit - sorry.

    Recruitment will be open for probably a week? Let’s say maybe next Friday? But if interest dies off / everyone has dotted submits before then, I may close it early (giving 24 hours notice, of course). And, of course, any questions, please do let me know!


    Storyweaver 10

    The sun begins to rise in a blood-red sky over the town of Hobbs, situated rather in the heart of the New Mexico Territory. Formed some 15 years before, the town has grown significantly since, largely due to settlers traveling through to California, or gangs passing down towards Mexico for trouble and profit. To the north lie the Territories of Utah and Colorado, still largely inhabited by various Indian Tribes.

    Back East, there's a War on. Being that there are 34 states, it weren't much concern when South Carolina decided to leave on its own. It weren't much either when Mississippi or Florida joined. But as time wore on, it began to be more and more of the Southern states.

    Now we find ourselves stuck in the middle. California to our West supports the Union, while our neighbor Texas supports the Confederacy. More and more troops pass through our territory, trying to convince us to join their respective side, while they march off to their deaths.

    Some good men have signed up and gone off to fight for what they believed, leaving their wives to do their best, and their sons to pick up the slack. Can't say whether it's helping or not, but I can tell you about the type of men it leaves behind...

    Early on in its existence, Hobbs gained the nickname "The Rock" for a 60' stone obelisk that stands in the middle of town. The Territory's been passed around between the Spanish and Mexicans before, so it may have come from there, but no one can say. No one can say, either, what the symbols engraved on it are likely to mean.

    But those who live there accept it as though its part of the natural formation of the land. Sometimes there are rivers, sometimes mountains, sometimes giant obelisks. The nickname has taken on another meaning in the last few months, representing a sort of stability. Even as the skies turn ashen, as rivers run red with blood, as brother kills brother, Hobbs remains unmoved.

    Whatever reasons you have for being here, they're your own. Your business is your own. Your past lies where you left it, ready to rear its head when its most inconvenient. You may think of Hobbs as being a boomtown, a place that will thrive even more as the conflicts grow - but it's just as likely to be a powder keg waiting to blow up in your face.

    One by one, Elle, Connell, Monique, and Adrian open their eyes to face the sobering light of day, and realities of their lives, for better or worse.


    1 person marked this as a favorite.

    dot dot dot.


    Storyweaver 10

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    Storyweaver 10

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    1 person marked this as a favorite.

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    Per talking to Ryuko in his thread about doing a Pathfinder Adventure Path using the Dungeon World rules, I've decided to run a game for Rise of the Runelords. Whether you are or aren't familiar with it is fine - I expect that it will vary a good deal from the Adventure Path as written - after all, we'll be making more things up as we go. At most it'll be a loose framework.

    As for available classes, naturally anything on the SRD is fair game. I have most things on this fairly comprehensive list, so I'm happy to look at any of them and vet whether they'd be allowed (they are likely to be).


    World of Desperados
    Basic premise real quick before we get into the fun stuff. Some of you are familiar with Dungeon World, upon which this is very loosely based. For those who aren't, don't worry, you are still welcome!

    Mechanics
    For Mechanics, basically you'll have 4 Attributes which are ranked at -1, +0, +1, and +2. When you make a roll, it's 2d6 and the applicable stat. If your total result is a 6 or lower, you generally fail and the GM does something exciting. If it's a 7-9, you succeed, but with some kind of unforeseen complication. On a 10+, great success!

    Unlike Dungeon World, this game does not have established moves. Each Attribute has a few broad suggestions of what it is good for, but is meant to be pretty free form. The Attributes themselves are named after card suits, so you'll have Hearts for presence/influence, Spades for dexterity/coordination, Diamonds for knowledge/observation, and Clovers for strength/endurance.

    Each has different applications depending on what you are trying to do. For instance, if you're gambling, you'd probably use Hearts for bluffing. But you may choose to cheat, which would be Spades for the sleight of hand aspect. Things like that.

    The game itself is very free-form - there is no initiative, there are not really any turns. If you want to attempt something, attempt it. It'll always be a back and forth, but combat won't become some separate kind of "mini game" within the game or break the flow.

    The World
    We'll be in the American West, but a 100% bastardized version of it. Even if I hadn't been awful at history, school was a very long time ago, and honestly, I care way less about historical accuracy than I do having a good story. If it helps, consider it an alternative history.

    The time period will be roughly during the Civil War. Here's a map of the US at that time for reference. We'll be around the Texas / New Mexico territories, leaving lots of opportunities for battles between the North and South, with Natives, Mexicans, and lots of other things.

    There won't be much government authority out this way - between the civil war and rapid expansion, small towns don't have much for support. You can imagine the kind of people who are left around - mostly those who are desperate and just scraping by.

    This game also does not have "magic", at least that you'd understand or be able to cast. Remember that there was a lot of superstition. Mental health problems were seen as demon possession. Weird things are seen as hauntings or evil forces. There is the notion of Hell and Sin as a tangible thing. On account of all this, it's likely that you'll see things that your characters will not / cannot understand. And I'll likely do my best to make that even worse.

    To give you a bit more of a starting point, the town we'll be in is called Hobbs. It's got roughly ~500 residents. Assume ~250 are families of more than one person, and maybe ~100 are slaves. It's grown largely because of its location - there's desert for miles around but Hobbs is in an opportune place for both trade and travel. There's lots of types of shops, and the town even has its own newspaper.

    Couple of Established Characters

    Elle Lockwood - Owner of The Lockwood Stop, the local tavern / inn. (See the bottom of the post for more about her)

    Henry Beauregard - The Sheriff of Hobbs. He's a bit of a workaholic, but since the death of his wife, he's been having some trouble with alcohol. An intelligent, clever, and brave man.

    Lilly Von Schtupp - A Madam, and friend of Elle Lockwood, who operates out of the Lockwood Stop tavern, letting the patrons and her prostitutes frolic together, for the right price.

    Richard Commstock - The grizzled, old veteran reporter of the Hobbs Informer. Folks respect him but generally don't like how pushy he can get when he thinks he needs to know something. He makes them feel guilty and accused at times.

    Character Creation
    The rules and character creation guidelines themselves are literally 3 pages long. I've uploaded the PDF here for you to check out. I'll also put all of this information into the Campaign Settings tab once the game is set up.

    How to Apply
    I have only given you the rules and some incredibly vague broad brushstrokes, and I'm looking for players who can take that and run with it. This will be a collaborative game, and rather than me thrusting you into a world of my creation, we will be forming things together. I want to see what you can come up with based on the little that I have said. Essentially: Civil War, Texas/NewMexico area, ready set go.

    Now with that said, it does NOT have to be a novel. Honestly, a paragraph or two is totally fine. As long as there's enough there that I start getting a feel for your character and can ask you some additional questions. For those who do want to write a little more, great! Feel free to create NPCs and locations to tie in as needed.

    You shouldn't have to make an Alias for applying, but I'd like to see the crunch (simple as it may be). I already have one player, and I am looking for two more. Three at the absolute most. You should be able to post at least once per day.

    Also, because this is homebrew, there may be some things that change as we play in the interest of it being fun, so please do be accepting of that caveat.

    I guess that's probably it. Feel free to ask questions!

    EDIT: In case it is a thing that is useful / helpful, here is the existing player's crunch, backstory, and the questions that I asked.

    Elle:

    Crunch
    Elle wrote:

    Elizabeth 'Elle' Lockwood

    Entertainer/Musician

    Grit: 10/10
    HP: 2d6 + 4 ⇒ (5, 1) + 4 = 10

    Age: 21

    Gender: Female
    Ethnicity: German/Mexican
    Clothes: Handmade
    Hair: Styled
    Body: Gorgeous
    Eyes: Bright

    Hearts: +2
    Spades: 0
    Diamonds: +1
    Clubs: -1

    Abilities:
    Allure
    Perform

    Skills:
    Influence
    Deception

    Devils:
    Proud

    Weapon: Colt Pocket Navy Revolver (.36, Single Action, 5 shot, Close to Medium Range, D6 DMG)
    Equipment: Frailing Banjo, Dice, US issued Smoothside Canteen, Lone Crow [Alcohol] (10)
    Money: $4

    Backstory

    Elle wrote:
    <ken burns documentary voice>Elizabeth 'Elle' Lockwood was the product of a restless German banker in New York City, a Mexican reformist on the run from the French occupation of Mexico City, and a joint endeavor towards a life that promised adventure and a future free from two separate countries hell bent on their own self destruction through the wages of civil war. And run on sentences. They met in northern Missouri for a moment brief enough to decide that this wasn't where the dream was, but long enough to raise a child to the age of 12. The journey to their new southern life was hard, and cost Elle her father when a group of marauders set out to take the dreams of others attacked in the night. Her mother would later sadly say that some roads home are paved in tombstones. They finally arrived at this home a month later and opened a tavern where anyone could stay, even if it was just for a moment long enough to realize they weren't where they needed to be. It was called the The Lockwood Stop. "When in Rome you do as the Romans, when in here you do shots at the bar." Her mother died (at the ripe old age of 56) when she was 14, leaving Elle as the sole owner. You'll still find her there, playing banjo, sitting behind the piano, or making sure the next patron's arrangements for the night are to his or her liking. She might even say to you "Nothing in here is powered by steam that shouldn't be, Michael. This isn't steam punk. No one likes steam punk."</ken burns documentary voice>

    First Questions

    Elle wrote:
    Yorick wrote:
    After your mother passed, leaving you as the sole owner of the The Lockwood Shop, I imagine there were some wealthy or powerful men who tried to take it from you, whether by trying to marry you, buy it from you, or take it by force. How did you stop / deal with them?

    In any town large enough there are those who wish to control it by one means or another. At one point the Whiskey makers were the most powerful men in town. They controlled the alcohol, therefore most men. They threatened to cut off the supply which nearly drove The Lockwood Stop into the ground. Elle had to learn to make whiskey. She called it the Lone Crow and sold it out the back of the Stop for as cheap as she could. That came to and end shortly after when the whiskey makers threatened the Stop and her with violence. Elle will still serve you a shot if you ask nicely enough.

    Owning the Lockwood Stop has its perks though. You tend to know a lot of people and know what they like. The sheriff happens to like his ladies to wear cat ears and a furry tail while purring. He would like this to remain a secret. While what happens in the Stop tends to be casually forgotten, he likes to make sure Elle is happy just in case.
    If the town is big enough there is the potential for a rival bar that causes trouble for Elle on occasion if you want to go that route.

    Yorick wrote:
    Are the whores there under your employ, or do you just allow it to happen? Are there boy whores, too? Do you care for them if a client steps out of line? Being young and attractive, is she ever mistaken for one, and how does that go if so? Oh, and is there gambling?

    Yes, boys and girls. Yes, to gambling. Mostly cards, and its not really the main draw as it is in some places. They are not direct reports in the reporting hierarchy. There is a madam who gives Elle a cut for allowing them to operate there. Its a very "we're all in this together" kind of vibe though.

    The usuals tend to take care of their own and treat the folks that work there with respect. There is a story that gets passed around the bar and between the locals about a man who once stole from one of the workers in the night. The patrons stormed out into the cold and dark and found the man hiding under a barn. They tied him up and brought him back to The Lockwood Stop and let Elle cut off his fingers and toes before sending him out into the night. It was said that he was found flopping around the next morning, banging his nubs into the soil, making quite a scene. It may or may not have happened, but that's less important when you hear that story wafting around.

    If we are going for a huge city, then maybe she is occasionally mistaken for one. Another common bar story that gets passed around: She shot a man's dick off with her pocket pistol who let it get too friendly without asking first.
    If it is a small city then the men flirt but know their place. Strangers who don't know the deal can hear the dick shooting story floating around.

    Yorick wrote:
    You mention Elle's parent's dreams, and the dreams of the marauders who killed her father. Does Elle have dreams of her own, or is she content running the small tavern?
    The marauders were out to take dreams. I'm sure their dreams revolve around that act. Bill Cosby-ing and pillaging and the like. As for Elle's dreams, she ultimately wants an adventure of her own. She takes after her parents and has the desire to find her own slice of freedom. While owning the Stop is great, and giving the community a safe haven of their own is its own reward, it can feel like a burden for Elle at times to try to keep others happy.

    Second Questions

    Elle wrote:


    Yorick wrote:
    How many rooms / beds are in your place?

    There is a gambling room and bar room. It has 2 dedicated card tables and 5 smaller tables that are set aside for relaxing or a small meal. They are designed in such a way that they could be pushed togther to have an additional table dedicated to gambling to only 3 tables for relaxing and eating. There is a piano. This is on the bottom floor with an entrance to the front (main) and a back entrance that goes past a few office, lounge rooms set up for special folk. The back door is always locked. There are stairs that lead from the bar/gambling room to the upstairs room. There are 7 room set aside for night activities and 5 rooms set aside for nights that lack any sort of funny business. There is roof access on the western side of the 2nd floor for the occasional party. There is a washroom on both floors. No washroom on the roof.

    Yorick wrote:
    With your parents dying while you were young, and being somewhat idealistic, I don't imagine they were the ones to teach you to shoot - who did?

    Elle's mother was a rebel from the Mexican civil War and the French Occupation. She figured it out. She was running from something and that was slaying the s!!~ out of those who didn't belong where they currently existed. There is also a lot of time between existing in Missouri and Texas, and then plenty of time while you are in a place that doesn't have decent Star Wars film access. Lilly von Schtupp was pretty instrumental in the honing of this skill later....see below..

    Yorick wrote:
    Do you have any prejudices? What's your take on the slavey thing? Or the war?

    Elle however doesn't like basic b~&##es. Elle doesn't make pumpkin spice whiskey. Why is that a demand during certain types of the year? While Elle's parents had an idealistic vision that everyone would exist together, Elle has grown spiteful towards slavers, denying them access to the Stop.

    Yorick wrote:
    With life being short and shitty and you wanting her own adventure, do you have a "right hand" at the tavern who's a friend or protege? A bartender or whore or stock-boy or something entirely different? Also, and possibly related, any romantic interests of your own?
    The madam, Lilly Von Schtupp, has been a great friend through thick and thin. Thin and thick. Long and short. To the left and the right. More annoying innuendo that Lilly would probably use. Their friendship is what makes their business relationship so great. No one has come up to standards to romance in this town, but that certainly doesn't mean there has been a lack of interest. Maybe part of the boredom. shrug


    Storyweaver 10

    The sun begins to rise in a blood-red sky over the town of Hobbs, situated rather in the heart of the New Mexico Territory. Formed some 15 years before, the town has grown significantly since, largely due to settlers traveling through to California, or gangs passing down towards Mexico for trouble and profit. To the north lie the Territories of Utah and Colorado, still largely inhabited by various Indian Tribes.

    Back East, there's a War on. In a matter of weeks, the country itself has split. Being that there are 34 states, it weren't much concern when South Carolina decided to leave on its own. It weren't much either when Mississippi or Florida joined. But as time wore on, it began to be more and more of the Southern states.

    Now we find ourselves stuck in the middle. California to our West supports the Union, while our neighbor Texas supports the Confederacy. More and more troops pass through our territory, trying to convince us to join their side, while they march off to their deaths.

    Some good men have signed up and gone off to fight for what they believed, leaving their wives to do their best, and their sons to pick up the slack. Can't say whether it's helping or not, but I can tell you about the type of men it leaves behind...

    Early on in its existence, Hobbs gained the nickname "The Rock" for a 60' stone obelisk that stands in the middle of town. The Territory's been passed around between the Spanish and Mexicans before, so it may have come from there, but no one can say. No one can say, either, what the symbols engraved on it are likely to mean.

    But those who live there accept it as though its part of the natural formation of the land. Sometimes there are rivers, sometimes mountains, sometimes giant obelisks. The nickname has taken on another meaning in the last few months, representing a sort of stability. Even as the skies turn ashen, as rivers run red with blood, as brother kills brother, Hobbs remains unmoved.

    Whatever reasons you have for being here, they're your own. Your business is your own. Your past lies where you left it, ready to rear its head when its most inconvenient. You may think of Hobbs as being a boomtown, a place that will thrive even more as the conflicts grow - but it's just as likely to be a powder keg waiting to blow up in your face.

    One by one, Benji, Elle, and Talulah open their eyes to face the sobering light of day, and realities of their lives, for better or worse.

    Ready set go


    Storyweaver 10

    Discussion.


    Ignore this. Sorry. I still love you.


    Over the last ~8 months or so I've really fallen in love with the Dungeon World / Powered by the Apocalypse System. I've been writing a hack for the last 2 months or so, and I think it's at a stage where I can finally do some playtesting.

    The basic premise is that instead of a fantasy world, it's a "realistic" superhero world, in the style of Watchmen or certain Batman stories. The world is something that we'll at least sort of make up together, but it'll be somewhat Steampunk in nature, set in an alternate 1900 or so.

    I have 6 classes for this, but I'm probably only looking for 3-4 players since I question my ability to GM for a larger group. I'd like a mixture between people who know Dungeon World and people who don't. It's a very easy system to pick up.

    System Premise

    Essentially it works like this: Instead of Skills or Abilities, there are what are called Moves. When you use a move you roll 2d6 and add the relevant stat. a 6 or lower is a failure, a 7-9 is partial success, and a 10+ is success. Sometimes a 12+ can be critical success. Your stats range from -1 to a maximum of +3.

    There's a pool of moves that everyone has the ability to do - like a "Hack and Slash" move. And then there are also moves that are unique to each class. Each starts with 3-4 Class moves, and as you level up, you choose additional moves.

    Basically you say what you want to do. If it requires a roll, you roll it. Then I give you complications. The game itself is very focused on the players working with the GM to create the world, so if you don't like world building or making things up, this probably won't be a good fit. I'm not sure exactly how long this game would go on - ideally we'll go from level 1 to at least level 4.

    If you'd like to see how it plays on the boards, I recommend reading DM Frogfoot's "Stitch in Time" game.

    Classes

    The Siren - A master of disguise, manipulation, and alchemy. Example characters: Poison Ivy, The Chameleon, John Constantine.

    The Hood - A ranger/thief with an aerial companion. Example characters: Garrett from Thief, Mordecai from Borderlands, Green Arrow, Hawkeye

    The Mentor - While some see them as a doddering old fool whose time passed years ago, they are more than they appear, focusing equally on Body, Mind, and Spirit. Example characters: Uncle Iroh from The Last Airbender, Stick from DareDevil.

    The Shadow - I am the night. Martial arts, gadgets, and shadows. I suspect you know who this is based on.

    The Spider - The Spider is an acrobat and sneak, who has access to a gang or troupe. Example characters: DareDevil, Robin, Spider-Man.

    The Judge - An authority figure who steps outside of the law to uphold what they believe it should be, using their beliefs and reputation as a sword and shield. Example characters: The Punisher, Judge Dredd.

    Submission

    If there's actual interest in this, I'll make the PDF of the classes available. Obviously I haven't given you a ton to work with here, and that's intentional. I want to see what you come up with riffing off of what little there is. I want to hear about what character class you'd be interested in playing, and what the character would be like, and what you imagine their background to be - even if it is broad strokes. Then I'll choose a few people and we'll start building a world together to romp around in.


    Work is finally letting up a bit and both my Throne of Night games are slowing down some, so I'm thinking about starting up another game. And I'm thinking - wait, let's get something out of the way first: Do not submit characters yet. Feel free to speculate about ideas and concepts, but I absolutely do not want to see crunch at all.

    Okay, so I'm thinking of running some things in the world of Kaidan. Rite Publishing has a three-part Adventure Path and two standalone adventures set in this world. It's supposed to be heavily influenced by Japanese culture, as well as having some good horror elements.

    I only started considering this idea today, so there is a lot that I have up in the air. For instance, I'm not entirely sure how much I'll use from the books, what order I'd do them in, or what level players would start at.

    The idea for running something eastern came to me last week as I was rewriting the entire Tengu culture for a game I submitted an application for. I managed to make a Tengu Inquisitor into something of a Ronin. It sparked the idea to do something Eastern, because I quite like the idea of running something that encourages those classes and archetypes and character concepts that don't necessarily get a lot of use. The Samurai, the Kensai Magus, a Bard Geisha, the Ninja.

    However, the setting also lends itself to the players at least starting as outsiders. Likely, this would mean that I might have you start off with a level or two of an NPC class - or even encourage a degree of multiclassing (eg: Take 2 levels of something Western and then have more things open later). It would of course be entirely story-driven. If you decided to dip into Ninja, you'd have to find someone to train you. If you wanted to be a Samurai, you'd have to learn the ways. I mean, all within reason of course. But if we're going to be having your characters change over time, they should change, ya dig?

    On the subject of classes, I'd certainly allow anything from the new ACG book, any other Paizo material - likely except for the Summoner. It's also entirely likely that I'd allow one player to play as a Psion. I also would prefer a fairly low-magic party for this one, I think. Horror isn't horror if you have enough spells to fell a dragon.

    Obviously there's still a lot for me to work out, but before I dove into that process, I wanted to at least see if there would be interest in this kind of game. I was hoping that their Campaign Setting Book would be out before I started this, but it isn't looking good on that front. But who knows, I'm probably a month or two away from being ready all the same.

    Anyway, yes. Thoughts?


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    Storyweaver 10

    Chapter 1

    For many within the town of Skelt, it was a day like any other. People there had their own fears and concerns and worries - would they be prepared for the winter? Would this be the day that Molthune tried once again to annex them by force?

    These fears existed even for Imperia Wardroxan-Grayblade, though she might deny it if asked. Her concerns dealt more with the now, and now, as the sun rose, she sat hunched over her workbench, tinkering with her latest project.

    In other parts of the town, different fears thrived. The fear of unrequited love in a young human girl, the fear of inadequacy in an Elven man. And in two separate ends of the city, a fear spoke about the end of the Dwarven people.

    Kurth Silvermug had arrived in town late the night before, and had spent the morning searching for a temple to pray in - only to find that there were none dedicated to Torag. While Skelt only boasted a population of just over 5,000 people, its proximity to an entrance of the Underdark meant that many Dwarven families had felt there. More than 1,500 of its citizens were Dwarf-born, and yet they seemed hardly to mind that their culture was being stripped away, forgotten to the sands of time.

    Potentially of larger concern was that of the Dwarven people's population numbers, which were also in steady decline. Old Boreyn Steelhymn read and reread his book, ingraining the names in his mind, and hoping to find some Dwarves descended from those adventurers, who might have the courage to make one last run at reclaiming Dammerhall. It had been quite some time before Boreyn had added any names to the book, and yet there were so many hundreds of entries that had come before. It was as though they had simply stopped trying.

    Meanwhile, several hours outside of the city, Baird Ironhame and Talas Arduinn were taking down their camp and preparing for another day of travel. The town of Skelt loomed in the distance, and there was both excitement and worry in the air. This was the day when Baird's plan would cease being merely a dream.

    RP as much as you like. Feel free to throw NPCs at me / make up whatever. Go nuts. :)


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    Storyweaver 10

    Here are some basics to get you guys started. I also added some background information to the Campaign Info tab. Obviously feel free to ask any questions - I'm pretty accepting of most things.

    And I've likely forgotten at least one thing.

    Character Creation:
    Character Creation
    Basics

    • Starting level: 1st
    • Gold: Average for class.
    • 20 Point Buy. Nothing above an 18 after Racial Modifiers. You can have negatives for days, but note that there will be consequences for doing so.
    • One Campaign Trait, one other trait. No drawbacks. The single exception to "No Drawbacks" is if you want to use This variant for Aging, which I'm a big fan of.
    • HP: Max for first level, and ½+1 for subsequent levels.
    • Alignment: Any. Be careful of CN or anything Evil. Your actions will have consequences.

    House Rules


    • All light weapons use Dex to hit. Weapon Finesse and Dervish Dance are instead merged into one feat, (Still called Weapon Finesse), that lets you use Dex to hit with any single non-light finesseable weapon (such as a rapier) and also use Dex on damage with it.
    • Monks can use enchanted handwraps to allow them to get bonuses to attacks and damage without having to use an actual weapon. Note that you only get the bonus when actually attacking with your hands, as opposed to doing something like kicking / elbowing while you’re carrying something or have your hands tied.
    • Monk’s gain the “Zen Warrior” ability at first level, allowing them to use their Wisdom modifier instead of their Strength modifier on Melee attacks with unarmed strikes or monk weapons. Strength is still used for damage.
    • Every class has Perception as a Class Skill. It's by far the most used skill in the game, I have no idea why some classes don't have it.
    • Fractional BAB and Saves are used for Multiclassing.

    Allowed Races
    Core Races (Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-Orcs, Humans), as well as Drow, Oread, Duergar, and Svirfneblin.
    Note: Also see below for Homebrew Changes to the Races.

    Allowed Classes
    Anything, though third party or bizarre archetypes would be subject to approval.

    Racial Alternatives:
    Changes to Races

    Duergar (Deep Dwarves)


    • -2 Cha instead of -4
    • +2 Racial bonus to Survival checks.
    • Alternate: option of having +2 Int instead of +2 Wis.

    Oread


    • Gain the "Granite Skin" alternative Racial Trait for free (+1 Natural Armor)
    • Gain the “Mountain Born” alternative Racial Trait for free. (+2 Acrobatics on ledges, +2 saves for altitude fatigue / sickness)

    Svirfneblin (Deep Gnomes)


    • -2 Str, +2 Dex, +2 Wis. Fast and observant, but relatively weak.
    • Size: Small
    • Speed: 20
    • Senses: Darkvision 60 ft.
    • Languages: Gnome and Undercommon. Those with high intelligence can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.
    • Defensive Training: Gain the Dodge feat for free.
    • Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks and a +2 racial bonus on a Craft or Profession skill of their choice.
    • Stonecutting: Svirfneblin gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They recieve a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    • Svirfneblin Magic - Svirfneblin add +1 to the DC of any Illusion spells they cast. Those with at least an 11 Charisma also gain the following spell-like abilities: 1/day - hairline fractures, know direction, soften earth and stone; The caster level for these effects is equal to the Svirfneblin level. The DC is 10 + the Spell’s Level + the Svirfneblin’s Charisma modifier.

    Dwarf Variants
    Because of the AP being strongly directed to Dwarves, there are a few variations on their racial stats to make them more appealing to different classes.

    Clever Hands: +2 Dex, +2 Int, -2 Cha.
    You were born artisan, cunning and quick with your hands. Whether you have chosen to use these gifts for noble pursuits or becoming a thief does not matter, you are mistrusted regardless by your fellow dwarves.

    Respected Speaker: +2 Cha, +2 Wis, -2 Str.
    You are a rare dwarf who is both eloquent and a born leader. Your words are given extra consideration amongst your people. However, by dwarven standards you are physically inept.

    Scholar of the Ancient Ways:+2 Int, +2 Wis, -2 Con.
    You are a learned dwarf, well steeped in the ancient lore of your people. However, all this focus upon book learning has kept you away from more physical pursuits. You are small and sickly by dwarven standards.

    Trickster and Singer: +2 Cha, +2 Dex, -2 Wis.
    Dwarves have a reputation as being a stolid, humourless people. But there are a few dwarves, usually fine singers and storytellers, who are given leeway for being charismatic and quick of hand and wit. Of course, these brash tricksters are still often in trouble.

    Warrior of Legend: +2 Con, +2 Str, -2 Wis.
    You were born for war. No one matches your prowess in battle, but alas, also no one matches your recklessness.

    Traits / Background:
    Campaign Traits / Background
    Presuming that at least one player is a dwarf, they will be the one most likely to have organised the party and be leading it. This does not mean that they will become the King. They need not have that ambition, or even be suited for it. They should be driven more by wanting to reclaim the dwarven lands than to rule, simply for how dangerous and difficult this task will be.
    For the sake of this campaign - being a Dwarf means you come from a Human-controlled surface city. Being a duergar means that you are a dwarf who is a member of one of the last remaining city-states in the underworld. This same distinction applies to the Gnomes and svirfneblin as well, though those civilizations are thriving much better than the dwarves, and have a good relationship between them. It is worth noting that despite being ‘the same’, dwarves and duergar do not generally get along.

    Escaped Slave (Duergar or Svirfneblin)
    At one point in your life, Drow soldiers ambushed your caravan or outpost, and your life changed instantly. Never one to waste manpower, they took you in. It’s difficult totell how many years you were a slave to them, but the years were hard. While you’ve since escaped, you may never forget those years spent in the deep dark, and the Drow treatment of you has made you more resistant to hardship.
    Choose one category of saving throw (Fortitude, Reflex, or Will) - you gain a +1 bonus on all saving throws of that type.

    Lore Seeker
    There is no telling what mystical secrets Dammerhall may contain. As someone who has studied magic intensively, you long to increase your knowledge by discovering what may lie long forgotten in the ancient Dwarven city.
    You gain a +1 bonus on Knowledge Arcana and it becomes a class skill. If you cast Arcane Spells, choose three on your spell list. You get a +1 CL and +1 to their save DC (if any).

    Mercenary
    “What’s it pay?” is usually the first question out of your lips. The job itself doesn’t matter, it’s not likely to surprise you anymore. This one seems a bit strange, though - going to help search for a forgotten Dwarven city? Still, the money’s good.
    You start with an extra 200gp. You also gain a +1 trait bonus on either Bluff, Diplomacy or Intimidate.

    Missionary
    The church has always supported you, and you’ve been serving your faith with conviction and dedication for years. You’re finally in an opportunity to repay their support - whether you’re looking to spread their message, or mystic visions have lead you here, it’s clear that you have a lot of work to do.
    Choose one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (Religion), or Sense Motive. You gain a +2 bonus on that skill and it becomes a class skill.

    Savior of the Dwarves
    The Dwarven plight has always had a special place in your heart. As the years have ticked by, the Dwarves have become fewer and fewer, their culture being lost more and more as they become further ingrained with the humans. You’ve decided that it’s long since time Dammerhall was restored to them, so their people could flourish once more.
    You gain a +1 trait bonus to Knowledge (Geography) and +1 Survival. One of those becomes a class skill.

    Traitorous Exile (Drow)
    Many Drow who are too important or valuable to kill are sent to distant outposts, such as Vothys, to live out their days in exile, furthering the Drow cause without being able to do any harm to it. For whatever reason, you were sent to one such place, but have since abandoned your post, fleeing the Drow civilization. Such acts are not quickly forgotten, and the Drow have not given up pursuing you, making you paranoid and quick to react.
    You gain a +2 trait bonus to Initiative


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    Storyweaver 10

    Map

      Chapter 1

    Although small, the town of Skelt was doing its best to throw a celebration. For now, after months of discussions, and weeks of travel, there was to be a trade caravan arriving from the duergar settlement of Kraggodan. This would be the first time that this settlement of duergar set foot outside of the underdark in more than thirty years. Some of the traders who were coming had never set foot outside of their kingdom before.

    Every one of the townspeople had worked hard in preparation - as did many of the visitors. There was a feeling that swept through everyone, that something special was about to happen. They were on the precipice of change. The new dawn was to bring endless possibilities, and a new friendship with a people almost forgotten.

    Visitors, mostly humans and dwarves, had come from far and wide, all with their own reasons. Some had come hoping to acquire old relics. Others simply wanted to see if the stories of the dwarves were true. And there were still more with other agendas entirely. Dietrich had arrived days ago, spending his days quietly observing to make sure things would go smoothly, while spending many of his nights over an open fire, telling tales of dwarven strength and heroics. The only other elf who had made the journey was Ariael, who had arrived that morning. He had hopes that the duergar travelers would be able to give him information pertaining to the movements of the subterranean drow.

    Many of the dwarves who came had lost their heritages, and were indistinguishable from the humans in every way except for their sizes. Those that were trying to keep their culture alive banded together nearly instantly, and spent days working to sculpt a large statue of Rogar Tarnhammer, one of the most beloved dwarven kings. Ancian had been drawn to them almost immediately, longing to learn more about his people, and agreed to help them, for while he had no knowledge of stone, he knew more than many of them about steel. Thanks to him, the statue that they would unveil had a massive metal hammer that stood out from the stone statue.

    Finally, at last, the day had come, and many had rose early in the morning to wait, crowding around the bridge that lead towards the Mindspin Mountains, each wanting to be the first to see the arrival. As the hours dragged on, the town itself seemed to hold its breath. Banners swayed in the wind, and the world was silent. The town elders watched the horizon with anxiety, knowing that without this trade agreement, it was likely that they could not hold out against both Cheliax and Molthune.

    The fear of their preparations, their hope, having been for nothing only served to make the excitement that much more palpable when the caravan arrived. The group had not had an easy trip, having lost 3 duergar of their original party of 12 in the weeks of travel. If any of the duergar had been asked, as they stepped into the sun (some of whom had never seen it before), and saw the excitement just for them, whether it had been worth it, they would be hard pressed to say no. Many on both sides wept openly, overwhelmed by the bittersweet emotions of mutual loss and now, hopefully, salvation.

    While the duergar were intending to spend some time in town trading before venturing back to their dark citadel, there were two among them that had different destinations in mind. Gumar had fulfilled his obligation to help the caravan get to its destination, and was now free to go on his way. During the trip he had been shown the road that lead to Fasturvalt. Though he had never been there, its was the largest settlement of his people for quite some distance, and it was the closest thing he might have to a home. Skygge on the other hand was determined to finally leave his home. His ambitions of reaching Dammerhall and discovering what had happened to it were largely ignored by his peers, but he had hopes that on the surface he might have more luck finding individuals interested in adventure.


    Storyweaver 10

    Coming soon.


    Storyweaver 10

    Part 1: "The Calm Before the Storm"

    Moxxie:
    Moxxie had been running for days.

    She wasn’t sure if the clerics were still following her and she wasn’t going to stop and find out. There was no going back to Canorate. Not now, perhaps not ever. With the city behind her, with her life behind her, she had kept running, trying to stay one step ahead of her fears. Her eyes filled with tears and rage when she thought of Icobar. She knew that she had failed him. But she also hoped that, in time, she could make up for it.

    The first few days were not so bad. She had stolen some supplies on the way out. But now, with the sun going down on the fourth day, she wondered what she had done, and how long she could hope to survive. Despite it being summer, the nights were cold, and she was so very far from home.

    Tonight was the first night in weeks that she did not dream of Icobar. What she dreamed was worse. She saw the entire Elsir Vale under siege. A dark and horrifying battle, filled with the sounds of screams, death, and the roar of flames. The entire vale was burning. The last thing she saw before she jolted awake was a banner, yellow, with a clawed, red hand on it.

    Evril:
    Ever since he had made the decision to return to the Elsir Vale, Evril had felt like he was on the right path. He felt that he was exactly where Sarenrae wanted him to be. And yet for more than a month he made no progress. He simply traveled between the cities of Korvosa, Canorate, and even Brindol. If anyone had knowledge about his parents, they weren’t talking.

    The most he’d even been able to find out about Restenford Keep was that it had long since been swallowed up by the Southern Fangwood, and that it was dangerous and he should steer clear. After weeks without being able to find anything out, Evril had a breakthrough. In the town of Canorate he found a trader who possessed a map of how to get to the Restenford Keep. The man claimed to have bought it from a Tengu who lived in the Southern Fangwood and spoke of treasure, but the man himself had lost the desire to risk his life for what was most likely a wild goose chase.

    Remembering the rumours from his youth about how dangerous the Fangwood was, Evril decided to call in a favour. He immediately sent a letter to Arbiter Deimos, asking for him to come with haste, and meet him in the town of Skelt.

    While waiting, he stayed in the temples of Canorate, praying to Sarenrae for the answers to his history. She had not answered him directly, though Evril had faith that the Keep was provide him with some closure.

    Knowing that Deimos is on the way, Evril has decided to head to Skelt to meet him, as there is not a moment to lose.

    Deimos:
    Arbiter Deimos reread the letter for what felt like the thousandth time. It was short and concise, exactly what he would have expected from Evril, but there was something else to it that set him on edge. Although they had fought side by side on multiple occassions, Deimos had not seen him in years, and did not know what was on his mind. Was he frightened? Lovesick? Under duress?

    The letter suggested that they meet in Skelt. Deimos had not been back there in years. He had not wanted to be. He would have liked to see Canorate and the temple, but he suspected that everyone he had known was long gone. Besides, Evril said it was urgent. There would be time afterwards to see the temple.

    Deimos had already left Korvosa behind him, and was traveling along the Dwarfroad, only a few hours outside of Skelt. Whatever Evril needed, Deimos would soon find out.

    Krazzix:
    If there was one thing that Krazzix hated, it was staying in a city without trees. The city of Skelt that he was used to was built so close to the forest that you barely had to go out of the way to find trees. Krazzix could swing from them all day and not get bored.

    But in Brindol, there was only farmland and sparse trees here and there. The city was miles away from the forest he knew and loved. Still, Krazzix could not complain much. He would be starting the journey home today, and he had succeeded in his task.

    While the act of being a courier for a letter from the Town Speaker in Skelt to a cleric in Brindol was not at all glamorous, he had done it well, and could hope for more important tasks in the future. In the meantime, Krazzix was anxious to get back home. Not only did Brindol not have trees, but he had been specifically forbidden to steal anything from the people there, even temporarily. The Speaker specifically mentioned the battle against the Lizardfolk that Krazzix had been involved in, trying to explain that to the people of Skelt he was a hero, but to the people of Brindol he was just another dangerous and scaled creature.

    No one had treated him poorly or anything, but their glances certainly left him with a feeling of discomfort. Krazzix resolved not to stay for a minute longer than he had to.

    Maldrek:
    There was a storm over the mountains, which was when Maldrek liked them best. He could feel the power flowing through the sky, and through himself. Throughout his time in exile, he had rarely spoken to anyone at all, in part because of the damage that his words could do. He had been alone for decades, removed from civlization, but the storm made him feel as though he was a part of something larger than himself.

    He stood on a ledge, with his arms spread wide, enjoying the rain and flashes of lightning. He sometimes fired his own in response to the storm’s, as though trying to communicate with it. Something to the west caught his eye, and he moved closer to investigate.

    Over the hills he heard a different sound than thunder, something that he had not heard in many years. It was the sound of war drums. As Maldrek watched, he saw in the distance a group of goblins were making their way across the mountains. The tribes had steered clear of him for years, tending to refer to him as Drut’n T’su (“Thunder Demon”). What brought them so close now, he had no idea.

    But from up above in the mountains, he could see the path they were forging through, and he had no doubt that the raiding party was on its way to Skelt. Maldrek scoffed. He had not set foot in that city for decades, surely a small band of goblins would not change that.

    And yet.

    Something about this felt different. There was a change in the air, in the wind. These goblins were marching with purpose and they were bringing someone along with them. Death.

    Since I need to get you all into the same city, I've started you on different paths heading towards it, and at different distances along those paths. The general intention is that you will reach the city of Skelt within a few posts, and roughly at the same time.

    If you want to retcon yourself to having done something, or talked to someone, or anything like that, before you left the city you were in prior, that’s absolutely fine. You can either break it up with OOC tags, or treat it as a flashback. If it’s a matter of purchasing things, please note that you will also have an opportunity to do that when you arrive in Skelt.


    Storyweaver 10

    Allow me to welcome those of you who have been admitted. While it’s no secret that I think everyone posted brilliant characters, yours are among my favourites (with some others being admitted in Group 1).

    I shall keep this short so that we can get underway. I am not looking to bombard you with rules about how to play your characters, how to post here, or so on. I expect that most of you will behave as adults. No team killing, no fighting between players. If characters are going to argue, awesome. But don’t make it personal.

    Everyone should please try to post at least once a day. though there's definitely something to be said for quality over quantity. Also, if you will be away for more than a day, let me know so that I can make appropriate plans to control your character. If you go away without letting me know, I will DM you anyway, but I will not be happy about you slowing down the game. I do not want to leave anyone behind, but I have seen many games fall because of single players. I'm gonna try my best not to let that happen.

    The most important thing is to communicate with me. I am pretty understanding and, let’s face it, I am here to put on a great game, not to berate you for not giving me all of your free time. I want to make adjustments based on what you guys are or are not enjoying and what your speed and styles are. Please feel free to contact me about absolutely anything.

    Oh, and your characters will level up whenever I feel like it, because I hate keeping track of XP. I am going to try to make this a relatively cinematic experience rather than getting all caught up in the rules. I believe in the GM approach of saying “Yes, but” to players. If you have an awesome plan, I don’t care how much it bends the rules, I’m going to do what I can to make it happen.

    Alright, now that we have that out of the way, let’s do a roll call and kill some b%#&$es.

    Arbiter Deimos
    Evril
    Krazzix
    Maldrek Voren
    Moxxie


    Storyweaver 10

    Part 1: "The Calm Before the Storm"

    Since you are all starting apart from each other, allow me to address you separately.

    Sznek:
    For Sznek, a new life was beginning.

    The Mountain Goat Clan had always use a few scouts to investigate potential targets before their raiding parties would attack. Sznek was not as strong as some of the other goblins, but his speed and precision made him one of the frontline marauders.

    During one particular raid, the scouting party was made, and the humans were prepared for the attack, far more prepared than they should have been. Sznek saw many of his brothers cut down, and though he fought bravely, he was greatly outnumbered. Many of the goblins were captured and sold to slavery, and Sznek himself ended up someone else’s property in Kaer Maga.

    This particular human liked two things: gambling, and the sight of blood. The goblins that he purchased were soon to die in the Pits, tournaments in which contestants would battle to the death. Miraculously, Sznek managed not only to stay alive, but to build a following. Stories spread of the little goblin who could take down ogres and ankhegs far larger and stronger than he was. Some said he had even defeated a charda, but it may have only been a story.

    Sznek eventually came to such fame that the gambler had no choice but to set him free. And now, the little goblin decided that he wanted to learn what became of his people. When he returned to the Mindspin Mountains, to the areas where the Mountain Goat Clan once claimed dominion, he found nothing but abandoned villages. It looked as though his people had been gone for years.

    With a feeling of defeat, Sznek decided to continue his journey to the town of Skelt, hoping that someone would be able to tell him what became of his tribe.

    Kibrenest:
    Although he had been in Skelt for some time, Kibrenest still had not grown accustomed to it. It was a far smaller, and considerably safer, town than Korvosa had been. Unfortunately for Kibrenest, since it wasn’t a port town, it also didn’t have as much of a rat problem as Korvosa had.

    Today, like many days, he found hims them. He knew how to hunt rabbits. And he knew how to protect himself from bandits. Evenelf glad that he had learned other ways to survive. He knew what plants to pick, and how to create various concoctions from when it meant fighting in a way that honourable men would consider dirty. Kibrenest hated having to do that, but it kept him alive.

    While many plants were available in the areas around Skelt, or in the Fangwood, the kobold also liked to have things on hand that were more exotic, and he often took trips along the Dwarfroad in the southern Mindspin Mountains. That’s where he is today. He has gone further West than he usually does, though, because he’s hoping to catch a glimpse of the city that was once his home. Korvosa is far away, barely even visible in the distance, but close enough to know that it exists. Going back there would not be like it was, but he still misses his clan, and wishes that things were different.

    Standing on a dirt road with mountains towering over him, away from everything else, Kibrenest begins to hear war drums. He remembers tales of how, years ago, Skelt was frequently raided by goblins. He knows what the drums mean, and where they’re heading. And he knows what will happen if they find him first.

    Edgar Ripley:
    Edgar expected the day to be quiet, like all of his others. He preferred them like that. Too much excitement had occurred in his youth, and though he was still not an old man, he had settled into a studious life as something of a librarian in his temple. While he still had the option to go on Missions, it was something that he had not done for quite some time, and was not looking to do so any time soon.

    What woke Edgar up on this particular morning, however, was a servant bursting into his room, telling him that Derth Trinn, one of the High Priests, needed to see him immediately. Edgar rushed to Trinn’s room as quickly as he could, despite the pain in his leg, to find that the Priest had himself not even gotten up from bed. The older man was sitting up, but was pale and shaking. Edgar doubted that the priest could even have gotten out of bed.

    Trinn’s eyes did not narrow and did not dialate as he spoke to Edgar, almost as if he did not see him there at all. The priest spoke of a dream that - no, not a dream - a vision, that had plagued him the night before. He saw the entire Elsir Vale under siege. A dark and horrifying battle, filled with the sounds of screams, death, and the roar of flames. The last thing he saw was a banner, yellow, and with a clawed, red hand on it.

    With his face full of fear, he implored Edgar, that there was no time to waste, that he must leave Canorate at once. Edgar, he insisted, must go to Skelt and warn them of what was coming. Otherwise the entire Vale would fall, and everyone would be killed. He saw it all, everything they worked for, being eaten by flames. While Edgar had never been sure if he believed in visions like that, he also hadn’t known the priest to lie or be mistaken about such things before. Trinn was not a man to overreact.

    Edgar knew what was being asked of him

    Rellen Marn:
    Rellen Marn awoke the same way that he fell asleep most nights, with the bitter taste of disappointment in his mouth.

    In the three months since his father was hung, he had not managed to uncover a single bit of evidence that proved his innocence. Rellen had resigned from the Sable Company, had given up everything he had, and left his home in shame, and for what? He hadn’t found Laria Treeve, who his father supposedly had an affair with. He was miles and miles from home, in Kaer Maga, the most lawless, wretched, disgusting city he had ever seen. It was no place for a man of honour.

    And yet even here, information is coming up empty. Everyone wants to be paid before they talk, and most of them don’t have anything worth hearing. It was time to move on, he had wasted too much time and money already.

    Rellen looked at his hippogriff, Arrow, and then at the letter that he had been tasked with. It had been given to him by a Dwarven gunsmith, with instructions that it be delivered to a “Shishka” in Skelt.

    Skelt. That was as good a place as any to start again.

    Shishka:
    The past month had not been good to Shishka, but she was about to return home, and that filled her heart with joy. Her trip to Brindol to sell some of her exotic wares had been profitable, though not as much as she had hoped it would be. Back home, “Shishka’s Gadgets Galore Emporium” was struggling to stay afloat.

    It attracted collectors and inventors and adventurers and travellers, but fewer and fewer of them seemed to be coming by these days. If it wasn’t for the stipend that she and her brother Dingle were paid for keeping the town’s elevator in repair, her shop most likely would already have gone under. But Skelt relied on that bridge for trade with Vellumis, and could not risk losing the gnome siblings.

    Shishka knew that if the shop did close, that the town would still make arrangements for the two of them to have a place to live, but that wasn’t what she wanted. The shop gave her a place to meet like-minded people, a place to tinker with gadgets, and a place to play elaborate pranks on her brother. How could she do any of those things while living in a small boarding house, or a permanent room at the inn? She couldn’t.

    Among her trades of the day, Shishka had acquired a map that lead to an old keep in the Fangwood. With how large the woods were, and how many dangerous things lurked within them, she had no doubt that it had not already been looted. She allowed herself to dream, wondering what kinds of treasures might lie in wait. With determination, she looked towards the north, to her home in Skelt, and decided that she would do whatever it took to not lose her shop.

    Because of the need to get you all into the same city, I have started you on different paths, and at different distances along them. The general intention is that you will reach the city of Skelt within a couple of posts, and roughly at the same time. If you want to retcon yourself to having done something, or talked to someone, or anything like that, before you left the city you were in, that’s absolutely fine. You can either break it up with OOC tags, or treat it as a flashback. If it’s a matter of purchasing things, please note that you will also have an opportunity to do that when you arrive in Skelt.

    Kibrenest and Shishka are both already living in Skelt when this begins. It is up to you two whether you know each other, and what your relationship is. I won’t presume anything. Likewise, Rellen had spent some time in Kaer Maga, it’s entirely possible that he has heard tales of Sznek, though the two may not have had reason to meet.


    Storyweaver 10

    Allow me to welcome those of you who have been admitted. While it’s no secret that I think everyone posted brilliant characters, yours are among my favourites (with some others being admitted in Group 2).

    I shall keep this short so that we can get underway. I am not looking to bombard you with rules about how to play your characters, how to post here, or so on. I expect that most of you will behave as adults. No team killing, no fighting between players. If characters are going to argue, awesome. But don’t make it personal.

    Everyone should please try to post at least once a day. though there's definitely something to be said for quality over quantity. Also, if you will be away for more than a day, let me know so that I can make appropriate plans to control your character. If you go away without letting me know, I will DM you anyway, but I will not be happy about you slowing down the game. I do not want to leave anyone behind, but I have seen many games fall because of single players. I'm gonna try my best not to let that happen.

    The most important thing is to communicate with me. I am pretty understanding and, let’s face it, I am here to put on a great game, not to berate you for not giving me all of your free time. I want to make adjustments based on what you guys are or are not enjoying and what your speed and styles are. Please feel free to contact me about absolutely anything.

    Oh, and your characters will level up whenever I feel like it, because I hate keeping track of XP. I am going to try to make this a relatively cinematic experience rather than getting all caught up in the rules. I believe in the GM approach of saying “Yes, but” to players. If you have an awesome plan, I don’t care how much it bends the rules, I’m going to do what I can to make it happen.

    Alright, now that we have that out of the way, let’s do a roll call and kill some b@!#!es.

    Shishka
    Rellen Mar
    Sznek
    Edgar Ripley
    Kibrenest


    Hello friends.

    As some of you already know, I am preparing to start a PBP campaign of "The Red Hand of Doom" very shortly.

    For those who don't know, "The Red Hand of Doom" is one of the most highly acclaimed adventures for D&D 3.5. I've done (read: stolen and then largely tweaked) a conversion to Pathfinder, and then thrown it somewhat haphazardly into Golarion. In the History and Locations section, you'll be able to find a map that I've altered, as well as information relevant to the specific areas. Note that I've left it vague in many cases, not because I have no ideas, but because I want to see what you guys do with your characters first.

    You can feel free to skip the Adventure Premise if you want, but I figured that some people might be interested in knowing what the adventure is about before making their characters.

    Adventure Premise:
    In The Red Hand of Doom, your characters will discover that a massive army is marching on the Elsir Vale. Because the cities within are all very independent, they are unfortunately also terribly unprepared for such a thing. The players will have to find allies, come up with inventive ways to slow down the approaching horde, and possibly even die for their country in an enormous battle. It’s going to be a lot of fun.

    Character Creation:

    - 15 Point Buy.
    - Starting at 5th level. (Don’t forget the +1 Ability Score modifier at 4th level!)
    - No Evil Alignment, and do not abuse Chaotic Neutral.
    - Two Traits, neither need be campaign specific.
    - Starting gold is 10,500gp.
    - HP is full + con for the first level, half + con for each additional level.
    - All Paizo Classes / Archetypes are accepted. Though please note, it will be difficult for a Summoner or Cavalier to get in. No third party, no psionics.
    - Less common races are not only allowed but encouraged. I generally find Dwarves and Elves to be rather boring since they haven’t changed much since Tolkien standardized them back in the 40’s. Tengus, Gripplis, Ratfolk, Aasimar, Tieflings, etc are all welcome. Note that this doesn't mean if you have an Elf or a Dwarf character that you won't be selected. Having a good background trumps everything. But I like having more options and I'm sure you guys do, too. Hell, even playing as a goblin/hobgoblin could work.

    Character Background Information:

    The setting is Golarion, specifically the regions around Barisia, Lastwall, Nirmathas, Nidal, and Molthune. There are definitely a few changes, so please consult the map and locations that I've written about. Mostly I've left it pretty vague to leave more room for your backgrounds to define you. We're not stepping outside of those regions, so you feel free to change what's going on in Brevoy or Andoran or Geb or whereever if it makes your character more interesting.
    Don't worry much over making it canon, just so long as it makes sense and is interesting. You could tell me that there's an eternal war going on with the Northern Giants and the Panserbjørn and I'd say "Okay, awesome, what does it mean for your character?"

    While this can be a pretty combat-heavy adventure, there are plenty of opportunities for out-think the opponents, as well as roleplay the hell out of situations and interactions. Character growth and storytelling is one of my favourite parts, so please make your characters interesting. Also, bear in mind that in the Red Hand of Doom, you will be defending the region, so you need a reason for that.

    Brief History of the Region, and Locations:

    Map! Please forgive the shoddy Photoshop work.

    Once upon a time, this region was a unified kingdom known as Rhestilor that was barely surviving due to civil strife, monstrous incursions, and magical blights. As much as the nobles tried to hold it together, there were too many different threats to try and combat, and the kingdom was weakening.

    During a large war close to 200 years ago, a savage horde of goblins out of the Wyrmsmoke Mountains burned the capital Tamran. Although the Rhestilor Army managed to kill many of the goblins, Tamram itself had to be abandoned. The city that had been built on piers and canals fell into disrepair and begun sinking into the marshes.

    While Rhestilor won the battle against the goblins, the strain was too much on the kingdom and it broke apart. Since the divide, many of the local towns have taken to looking after themselves. They are generally on relatively friendly terms with each other and have established trade routes, but they are independent and very segregated.

    Locations
    Brindol: Brindol is one of the larger settlements in the region. Being located between Skelt, Tamran, and Canorate turned Brindol from being a small farming community into a thriving city. Farm lands still surround the town for miles in all directions. Despite its importance to the area, it only has a small keep, militia, and city walls to protect it. Population: 8,400.

    Canorate: A trade city located on the shores of a river leading to Lake Encarthan, Canorate is the largest community in the region. It’s the first bit of civilization that one approaches when arriving from either the south or east. Canorate is ruled by a Temple Council, and rumours say that it even has a supremely powerful Arcane Spellcaster who is paid a fortune to safeguard the city from magical attacks. The city itself is built with a circular layout that combines architectural beauty with sensible defense. The very center of town features a “Sweet Orchard” section where only the wealthiest of citizens live. Commoners need work or travel permits to even gain access. Population: 11,600.

    Skelt: The town of Skelt is famous for three things. There is a road to the west known as the Dwarfroad that was forged through the mountains, leading directly to the port town of Korsova. North of Skelt is the Elsir River. The river itself is at the bottom of a wide chasm that splits the region. The town of Skelt has an elevator that goes down to the river, where it uses a ferry system for transportation of people and supplies over to Vellumis. Slightly north of Skelt is Skull Gorge Bridge, which goes over the river, leading north to the town of Urgir. Population: 5,400.

    Vellumis: A small town built on Lake Encarthan. It’s known for woodcutting the northen Fangwood, and also for papermarking. Vellumis is one of the oldest cities in the area, and while it was once a beautiful city of marble and domed buildings, it has recently come under rule by the Trask clan, who are generally seen as brigands by the other rulers. Population: 6,200.

    Kraggodan: Not much is known about Kraggodan, the Dwarven city located near the southern end of the Mindspin Mountains. The Dwarves were twice hired by the Kingdom in the old days, both to build the bridge north of Skelt and to make the Dwarfroad passage through the mountains. While they now have a good trade relationship with Brindol, they generally keep to themselves.

    Blackfens: Lake Encarthan's southwestern shore gives way to vast wetlands known as the Blackfens. It’s more of a marsh than a swamp, which has been growing wild since Tamran was abandoned. The population of monstrous denizens in the area has been on the rise, but their growth has been somewhat slowed by a small and secretive group of Tengu known as the Tiri Kitor.

    Korsova is a huge port city, governed by a charter that divides responsibility between several magistrates, arbiters, and a monarchy of kings and queens.

    The Tornwastes is the name given to the desert west of the Mindspin Mountains. It’s largely seen as uninhabitable with little reason to ever go there. There are some ancient ruins that attract explorers and archaeologists, but it’s seen as one of the more dangerous places to lead expeditions.

    Kaer Maga is the only city in the Thornwastes and is perched on the southern edge of the desert, on a high rise that overlooks the lands to the south. The city itself is built on the ruins of an immense and mysterious fortress. It’s an incredibly cutthroat and dangerous city, with no established government whatsoever. Residents often murder travelers or even raid the city of Jangerhoff.

    Fangwood: The Fangwoods are sprawling forests that separate Skelt and the ruins of Tamran. Given their massive size, not much is known of what goes on in them. There are rumours of strange beasts, and even thriving tribes. It is said that the Tiri Kitor reside in a part of the woods.

    Nimon Gap / Terrelton / Talar: These are all very small villages that are built along the rivers between Skelt and Brindol. Many of them are so tiny that they don’t even have established governments or things as simple as Inns. Individuals will sometimes let travelers stay with them for a small fee, and most of the residents make their livings by farming, raising livestock, or hunting in the Fangwood.

    If you have any questions, please feel free to reply or contact me directly. I'm very much looking to seeing what you all come up with!


    Please please please do not submit characters for this. At least not yet. Right now it's just an idea that's probably a couple of months away, at best.

    I am still pretty new around here, and to playing online in general, but I've been having an absolute blast with it, and I am thinking that sometime in the coming months, I would like to try my hand at GMing an online game. I've done it quite a bit around a table, but I think this kind of environment would be even better for me.

    Now obviously it's likely that my first attempt will be some kind of module to get myself "in the zone", as it were. I'm not planning for that yet. It's likely that I'll ask you guys what a good one to run is. But that's certainly not my end goal, so I am setting my sights a little further down the line.

    Right now I want to ask whether there would be interest in me running a conversion of one of my favourite adventures of all time: "The Red Hand of Doom".

    Obviously there would be a number of changes going into it, both to make it work more appropriately for Pathfinder (taking into account different classes, and how much PF characters tend to be stronger), as well as my own little homebrew changes to make it, you know, "my own".

    For those of you who haven't played or heard of it, "The Red Hand of Doom" is a D&D 3.5 adventure for roughly levels 5-12. The essential story is that an absurdly massive hobgoblin army is preparing to destroy, well, everything. Unlike a lot of adventures which have the players being able to take out threats much larger than themselves, RHOD presents an enemy that you cannot possibly hope to survive head-on. Instead you are travelling around the surrounding areas, fighting skirmishes, finding allies, evacuating civilians, and finding inventive ways to slow down the impending doom. It's a lot of fun.

    But I didn't want to begin the work of doing a conversion and preparing for a fairly large campaign if no one was going to be up for it, so I figured that I would ask first and get that bit out of the way, that way I don't waste my time. So, yes! Let me know what you think, if you'd like to play it, and so on. Additionally if you have played it, and have thoughts one way or the other (what you liked, what you didn't like), I'd enjoy hearing those too, but please spoiler-tag any, you know, spoilers, for anyone who hasn't played it.

    About Star Trek GM 2

    QUIN-TESS-ENCE is a being of pour energy and thought. Often referred to as a She. She has many names. The Esance, The thought, Tess who watches, Lady QUIN healer of minds. Whatever they call QUIN-TESS-ENCE, AS the head of the "Faith of the mind" a secular faith of self-improvement. A faith-based hivemind of linked beings. The faith that preaches reincarnation, self-improvement, and mutual aid. The mind is a thing that can be honed and crafted, so one can see the intricate patterns that makeup reality and oneself in it. To walk this way of the Mind, one walks gently, be kind, and understands that all things need balance.

    APIRANCE
    QUIN-TESS-ENCE often materializes as a large hovering flower. A Complex, scintillating, shifting, and beautiful pattern. But she can take any form she pleases.

    Back Story,
    Originally from a Megatech-Psion plane, QUIN-TESS-ENCE came into being when link minds started to link

    Advanced Elan PSION [Telepath] L20 / UNCARNATE L10 / CRYPTIC L30 / Mythic [Meta-Mind] L1
    Move:50' TP50' move action
    Telepathy 900 ft
    Hero Points [7/7]

    CRUNCH:

    LN Medium Type (Subtype)
    Init +10;
    Senses Sight +DarkVision 60' (light sensitivity); Perception +40
    Telepathy Seance 30' [concentration]

    --------------------
    Movement modes
    --------------------
    Teleport Step (Su) 170' Move action
    Fly perfect 120' foot

    --------------------
    DEFENSE
    --------------------

    AC [71], touch [55], flat-footed
    (10 +17Armor +10Dex, +1Feat +3dodge +10Force +3Class +3Luck +10Deflection +5Circumstance
    *Inertial-armor +17 AC [60 Hours] 27pp [Exsatneded 60 Hours] [+4+13 to AC]
    **Force Shield +10 AC [600mins]

    26

    Fort +33 [+9Base+10con+5Item+4race+3Luck+2Feat]
    Ref +41 [+19Base+10Dex+5Item+4race+3Luck]
    Will +42 [+19base+11Will+5Item+4race+3Luck]

    Resistance Race
    Immune: All Diseases of all kinds and Poisons Sleep affects starvation, aging, and Thrust.

    Resistance Class
    Race: Resistance Incaporeal

    Resistance Other

    Resistance Powers
    +4 bonus on its saving throws against any power or spell used to read its mind (such as read thoughts or mind probe).
    +4 against mind-affecting effects, paralysis, poison, and stun effects.
    +4 resistance bonus on saving throws against blindness or visual effects.
    +4 resistance bonus on all saving throws against sonic effects.
    +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
    +5 bonus to CMD against trip attempts
    +10 bonus on saves against mind-affecting effects.

    HP 10+(12x8)+(12x4con)+3mythic=[145HP]

    --------------------
    OFFENSE
    --------------------
    BAB +9+4 MBAB+STR +13/8 RBAB+DEX +17/+12

    Disrupt Pattern, TH+45 / ranged touch, DMG 20d6+INT+20+16Class, crit x2, 30ft [4pp Max power DMG 160 per hit]

    Range
    Disrupt Pattern, TH+45 / ranged touch, DMG 20d6+INT+20+16Class, crit x2, 30ft [4pp Max power DMG 160 per hit]

    Space 5 ft, Reach 5 ft

    --------------------
    STATISTICS
    --------------------
    ALL STATES 18
    Str [31][+11][18+2Race+6item+5inherent]
    Dex [31][+11][18+2Race+6item+5inherent]
    Con [31][+11][18+2Race+6item+5inherent]
    Int [50][+20][18+8Race+8item++5inherent+7Level+2Class]
    Wis [33][+10][18+2Race+8item+5inherent]
    Cha [31][+10][18+0race+8item+5inherent]

    Feats and Traits::

    Level per level:

    01: Technologist
    02: Additional Traits
    03: Great Fortitude
    04: Heros Fortune
    05: Blood of Heroes
    06: Luck of Heroes
    07: Improved Disruption[psionic]
    08: Leadership (Score 16) {Skafin And Followers]
    09: Concussive Power[Metapsionic]
    10: Empower Power[Metapsionic]
    11: Enlarge Power[Metapsionic]
    12: [Twin Power[metapsionic]
    13: Extra Disruption Type Psionic
    14: Selective Power[Metapsionic]
    15: Chain Power[metapsionic]
    16: endowed-mind[metapsionic]
    17: power-penetration
    18: greater-power-penetration
    19: Widen Power[metapsionic]
    20: Improved Metapsionics [-2 when using a metapsionic feat]
    21: Expanded Knowledge [Psionic]
    22: Expanded Knowledge [Psionic]
    23: Expanded Knowledge [Psionic]
    24: Expanded Knowledge [Psionic]
    25: Expanded Knowledge [Psionic]
    25: -
    26: -
    27: -
    28: -
    29: -
    30: -

    20:EPIC Epic Fast Healing 3
    21:EPIC Epic Metapsionics powers cost 2pp less
    22:EPIC Epic Metapsionics powers cost 4pp less
    23:EPIC Epic Metapsionics powers cost 6pp less
    24:EPIC Epic Metapsionics powers cost 8pp less
    25:EPIC Epic Metapsionics powers cost 10pp less
    26:EPIC Epic Metapsionics powers cost 12pp less
    27:EPIC Epic Metapsionics powers cost 14pp less
    28:EPIC -
    29:EPIC -
    30:EPIC -

    Enhance POWER [Metamagic][Epic]
    Prerequisite
    Maximize POWER
    Benefit
    The damage cap for your POWERS increases by 10 dice (for POWERS that deal a number of dice of damage equal to caster level) or by 5 dice (for POWERS that deal a number of dice of damage equal to half caster level). An enhanced POWER uses up 4PP MORE and the cost can not exceed your max power uses. This feat has no effect on power that doesn’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.

    Mythic Feat
    1: Mythic power
    Mythic Disintegration 46d6+15+30+20 DMG 360DMG
    The damage dealt increases to 3d6 points of damage per manifester level (maximum 60d6) plus 1d4 points of Constitution damage. A creature that succeeds at its saving throw takes 5d8 points of damage plus 1 point of Constitution damage. A creature whose Constitution score is reduced to 0 by this power is entirely disintegrated.

    Cryptic
    -:Improved Evasion
    -:Scribe Tattoo

    Psion Class Bonus Feats
    1: Psicrystal Affinity[Psionic]
    2: Deep Focus[Psionic]
    3: Psicrystal containment[Psionic]
    4: Improved Metamorphosis [Psionic]
    5: Extra insight psionic[Psionic]

    Traits
    1: Quick Learner
    Benefit: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.
    2:Bruising Intellect
    Your sharp intellect and rapier-like wit bruised egos.
    Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
    3: Fate's Favored
    The fates watch over you.
    Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

    Drawbacks
    Mute: Unable to speak, QUIN-TESS-ENCE is Mute, telepathic communication is her only means of communication.

    Powers Running:

    Incarnated Powers
    Ubiquitous vision [7,500 GP]
    battlesense +5AC
    Powers paid for
    Empathy 0pp always on
    Internal Armour +4AC 36 Hours 5pp
    Animal Affinity Int+4 36 mins 11pp

    SPECIAL ABILITIES:

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

    Micro Psychoport (Su) [170'] [move action] [25'+5'HD]
    Magic Artefact intergeneration.
    Able to link to magic Artefacts and tech get powers ability's from them.
    Acrobatic Dodge 11/day

    RACE ADVANCED ELAN:

    RB30 points

    ELAN RB14 points
    Racial Traits
    Ability Score Modifiers:
    Advanced (+4 RP)
    Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
    Aberrant Blood:
    Elans are of the humanoid (aberrant) subtype.
    Size:
    Elan are Medium creatures and have no bonuses or penalties due to their size.
    Speed:
    Elans have a base speed of 30 feet.
    Aberrant Nature:
    Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
    Naturally Psionic:
    Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
    Resistance (Su):
    Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
    Resilience (Su):
    When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
    Repletion (Su):
    An elan can sustain his body without the need for food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
    Psionic Aptitude:
    When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
    Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Advanced Intelligence+4 (4+5 RP)
    Prerequisites: None.
    Benefit: Members of this race receive a +2+2 racial bonus to Intelligence.
    Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

    Darkvision 120 Feet (3 RP)
    Prerequisites: None.
    Benefit: Members of this race can see in the dark up to 120 feet.

    SKILLS:

    Skill Points [6+20]x30=[780]
    +3 Luck to ALL ability checks, and skill checks.
    +60 Acrobatics(+10dex+30rank+3class+4feat+3Luck+10item)<
    +33 Appraise(+20int, 10rank +3Luck)
    +47 Autohypnosis* (+11Wis +30Rank +3class+3Luck)<
    +21 Bluff (+10Cha +30Rank +3Class +2Luck)<
    +18 Climb(+10str, 1rank +3Class +3Luck)<
    +56 Craft [Psionic items] (+20int, 30rank+3Luck)< +3 Craft skills
    +66 Craft (traps)(+20int, +10rank +3Class +30Class +3Luck)<
    +56 Disable Device (+20int, 30rank+3class+3Luck)<
    +50 Diplomacy (+10Cha 30Rank +3class+3Luck+4power)<
    +56 Disguise(+10cha, 20rank +3Class+3Luck+20Class)<
    +57 Fly (+10Dex+30rank+11class+4feat+3Luck)<
    +26 Escape Artist(+10dex, 10rank +3class+3Luck)<
    +26 Heal (+11wis 10rank +2Item+3Luck)<
    +46 Intimidate (+10Cha 30Rank+3Class+3Luck)<
    +46 Perception(+10wis, 30rank +3Class+3Luck)<
    +23 Ride (+10Str+10ranks+3Luck)
    +23 Perform (Acting)(+10Cha 10Rank+3Luck)
    +46 Sense Motive(+10wis+30rank+3class-4race+3Luck+4Power)<
    +26 Sleight of Hand(+10dex+10rank+3class+3Luck)<
    +55 Spell/Psionic craft(+20int+30rank+3Class+3Luck)<
    +32/+42 Stealth(+8dex+13rank+3Class+2Luck)< +10 Power +6Class
    +26 Survival(+7Wis13rank+2Item+2Luck)
    +84 Stealth (+10Dex+30rank+11class+3Luck+10Item+20class][Can use while being observed, full speed]
    +21 Swim (+10Str 5rank+3class+3Luck)<
    +43 Use Magic/Psionic Device(+10cha,+30rank+3Luck)<

    +55 Knowledge (Dungeoneering/Military tactics) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Engineering/sciences) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Geography) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (History and political theory) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Local/Sociology) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Nature/Geology and chemistry) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Planes/Quantum mechanics) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Arcana/Psionics) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Religion/Theology) (+20int+30rank+3Class+2Luck)<
    +55 Knowledge (Nobility/psychology) (+20int+30rank+3Class+2Luck)<

    +55 Linguistics(+20int+30rank+3Class+2Luck)<

    Concentration +57 (30ML+20INT+3Item+2trait+2Luck)
    Psionic Focus and taking 15

    Autohypnosis*

    Cryptic L30:

    BAB
    +30/+25/+20/+15/+10/+5
    SAVeS +9/+19/+19

    Class Skills: Skill Ranks per Level: 4 + Int modifier.
    The cryptic's class skills are Acrobatics (Dex), Appraise (Int), Autohypnosis* (Wis), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all) (Int), Knowledge (psionics)* (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

    *New skill or expanded use of existing skill.

    Pattern Designs (Su)
    cryptic

    Altered Defense (Su) 24/r day
    A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

    1:The cryptic gains DR 3/-.
    2:Deflect: The cryptic gains a +3 dodge bonus to his AC.
    3:Retaliate: The cryptic gains a +3 bonus on his attack rolls against any opponent that successfully hit him since his last turn.[/i]

    Disrupt Pattern (Su) 1d6+14/16 [+1D6+20]
    Disrupt Pattern (Su)
    All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.
    Lesser Insights
    Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.
    1:Know-direction-and-location
    2:Psionic Repair
    Scribe Tattoo
    At 1st level, cryptics receive Scribe Tattoo as a bonus feat.
    Trapfinding
    A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
    Trapmaker
    A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.
    Hidden Pattern (Ex)
    A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.

    Enhanced Disruption 5d6
    At 3rd level and every two levels thereafter, the cryptic's disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic's active creature type.

    Evasion (Ex)
    At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.

    Rapid Defense (Su)
    Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.

    Swift Trapper (Ex)
    At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.

    Enduring Defense
    A cryptic of 14th level can choose any option from the altered defense ability and always be under that effect. The cryptic can still change the effect as a swift action, but she is no longer limited to how many rounds per day she can have Altered Defense active.

    Unchanging Pattern
    At 18th level, the cryptic gains power resistance equal to 12 + her class level.

    Home >Alternative Rule Systems >Psionics >Psionic Classes >Cryptic >
    Cryptic Insights
    Contents [show]

    Insights [x9]
    Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.
    1: Discerning Pattern (Su)
    When fighting a creature that is not of one of her active enemy types, she may attempt to identify that creature with a Knowledge check appropriate to the creature’s type as a swift action; if successful, she may treat the creature as if it was one of her active enemy types until the target is dead or unconscious or until combat ends. Whether or not discerning pattern is successful, the creature cannot be the target of this ability for 24 hours.
    2: Eternal Tattoo (Ex)
    If a cryptic taps a tattoo that she extends, the effects of that tattoo become permanent until she chooses to make another tattoo effect permanent. A cryptic must be at least 16th level and must possess the extend tattoo insight before selecting this insight.
    3:Explosive Pattern (Su)
    A cryptic with this insight can cause her disrupt pattern ability to explode upon impact. If the cryptic’s disrupt pattern attack successfully hits, it causes splash damage to nearby creatures. The splash damage is equal to the minimum damage of the disrupt pattern. A cryptic must be at least 6th level to select this insight.
    4:Extend Tattoo (Ex) 20/day
    A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps that does not have an instantaneous duration to function at twice its normal duration.
    5:Reforming Pattern (Su)
    A cryptic with this insight has learned to modify her own pattern so it will reform if she is killed. The cryptic must make an anchor pattern to activate this ability, a process which takes 24 hours of uninterrupted concentration. When the cryptic is slain, she can reform as if affected by astral seed, although she suffers two permanent negative levels once her physical body is reformed and the storage crystal is formed at the site of the anchor pattern. The cryptic may only have one such anchor pattern at any given time and it lasts a number of days equal to her Intelligence modifier.
    6:Throw Pattern (Su)
    The cryptic learns how to throw a link to her own pattern, giving her the ability to teleport up to 50 ft at will as a standard action.
    A cryptic must be at least 12th level before selecting this insight.
    7:Enhanced Disruption
    At 3rd level and every two levels thereafter, the cryptic’s disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic’s active creature type.
    8: Improved Evasion[EX]
    This works like evasion, except that while the cryptic still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless cryptic does not gain the benefit of improved evasion. A cryptic must be at least 10th level before selecting this insight
    9: Fast Stealth (Ex)
    This ability allows a cryptic to move at full speed using the Stealth skill without penalty.
    10:Throw Pattern (Su)
    The cryptic learns how to throw a link to her own pattern, giving her the ability to teleport up to 50 ft at will as a standard action. A cryptic must be at least 12th level before selecting this insight.
    FEAT:Steal Pattern (Su)
    The cryptic can attempt to steal a pattern from a creature by making a touch attack. If the attack is successful, the cryptic can choose one psionic tattoo or one spell-like, psi-like, or supernatural ability the target has and makes a manifester level check against the target (DC 11 + the target’s manifester level or hit die, whichever is higher). If the cryptic succeeds on the manifester level check, the target loses the tattoo permanently or the ability for 1 minute and a daily use of the ability and the cryptic gains the tattoo or one use of the ability stolen. Powerful abilities like a creature with a spell-like ability of wish cannot be stolen in this fashion.
    Evasion (Ex)
    At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.
    Enduring Defense
    A cryptic of 14th level can choose any option from the altered defense ability and always be under that effect. The cryptic can still change the effect as a swift action, but she is no longer limited to how many rounds per day she can have Altered Defense active.
    Unchanging Pattern
    At 18th level, the cryptic gains power resistance equal to 12 + her class level.
    Supreme Insights x6
    At 20th level, the cryptic makes astounding leaps of insight. She immediately learns two normal insights, but also learns a third insight chosen from the list below, representing a truly astounding breakthrough in understanding how patterns work. For many cryptics, the possibility of this sort of discoveries is the driving force for their studying of patterns.
    1 and 2:Awakened Insight
    The cryptic’s constant efforts to understand the patterns of the world around her expanded her mind. Her Intelligence score permanently increases by 2 points.
    3:Discerning Vision
    The cryptic sees all things as they truly are and is always treated as if under the effect of pierce the veils. In addition, the cryptic automatically succeeds on any saving throw against spells or powers of 8th level or lower that deal with modifying vision or some sort of visual pattern, such as symbol of pain.
    4:Eternal Pattern
    The cryptic has discovered how to fix her physical pattern into its prime state, and from this point forward she takes no penalty to her physical ability scores from advanced age. If the cryptic is already taking such penalties, they are removed at this time. A cryptic with this insight does not die from old age.
    5:Personal Design
    The cryptic increases the maximum number of psionic tattoos she can have on her body to thirty. In addition, the cryptic automatically identifies any visible psionic tattoos on other creatures. Finally, as an immediate action that does not provoke attacks of opportunity, the cryptic can activate any psionic tattoo on her body.

    Greater Disruption 16d6++15Class+20Int
    The cryptic’s ability to disrupt patterns has become exceptionally advanced. When using the disrupt pattern ability, the cryptic adds 1 additional point per die of damage rolled. In addition, the cryptic has learned how to channel her psionic power into the disruption, allowing her to spend 4 power points and expend her psionic focus when using her disrupt pattern ability to maximize the damage of that attack.

    128pp/Day +160Int = 288PP/day
    11/power know
    6st/max power level
    Max PP spend per use 12pp

    POWERS

    1st Level DC31 1pp
    1: Hidden Pocket 1day 7pp
    2: Inevitable Strike
    3: Metamorphosis Minor
    4: Fortify
    5: Chameleon

    2st Level DC32 1pp
    1: Animal Affinity 12/36mins
    2: Body Adjustment

    3st Level DC33 1pp
    1: Dispel Psionics
    2: Escape Detection

    4st Level DC34 1pp
    1: Energy Adaptation DR30
    2: Hidden Body 12/36 hours

    5st Level DC35 1pp
    1: Adapt Body
    2: Etrieve 460'

    6st Level DC36 1pp
    1: Aura Alteration
    2: Barred Mind Personal
    3: Cosmic Awareness
    4: Ethereal Passage
    5: Hypercognition
    6: True Metamorphosis

    Psion - Telepath L20:

    BAB +10/+5
    SAVES +6/+6/+12
    Weapon and Armor Proficiency:
    Psions are proficient with the club, dagger, heavy crossbow, light crossbow, Advance side arms, quarterstaff, and shortspear ForceSpear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

    Skills
    The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

    Telepathy Discipline
    A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

    Discipline Talents (Ps)
    Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
    As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

    Mental Intrusion (Ex)
    At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

    Telepathy (Su) 700'
    At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter. Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.

    Last Respite (Su)
    At 14th level, once per day, if you are about to suffer damage that would result in your death, as an immediate action, you can shunt your mind into the body of a creature within 30 ft., effectively granting you the benefits of mind switch (Will save negates DC 10 + half psion level + Intelligence modifier) and your original body is left stable, but its hit point total is left one point of damage away from death. This ability lasts a number of rounds equal to your psion level. You must secure a permanent body for your mind, either by healing your original body, through the use of a power such as true mind switch, or some other means to permanently inhabit a body, by the end of the effect’s duration or die. This is considered a mind-affecting effect. You can take this action even if you are unconscious. This ability cannot be used against effects that outright kill or that deal ability damage, only against effects that deal hit point damage.

    Guarded Thoughts (Su)
    At 20th level, you gain increased protection from mind-affecting effects, granting you a +10 bonus on saves against mind-affecting effects.

    343pp/Day +150Int +30FC = 523PP/day
    36/power know
    9st/max power level
    Max PP spend per use 17pp

    The Difficulty Class: 10+PL+30/+16 [Power running]
    for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

    TALENTS [All at will wile focused]
    Class
    Detect psionics/Magic At Will

    Discipline Talents
    1: Conceal Thoughts
    2: Mind thrust 1d6 170' DC30

    0 Level 1 DC24/26
    1: know direction and location
    2: Energy Splash 1d3 125'

    1st Level DC33/39 1pp
    1: Recall 1pp = +4 Skill +re-roll
    2: Inertial Armor 1pp 13Hours
    3: Energy Ray 1pp = 1d6DMG 90' 30d6
    4: Empathy
    5: Force Screen
    6: Mind Thrust 13d10 DC33
    7: Precognition Defensive
    8: Telempathic Projection

    2st Level DC34/40 1pp
    1: Read Thoughts
    2: Brain Lock
    3: Sense Minds
    4: swarm-of-crystals

    3st Level DC35/41 1pp
    1: time-hop 12 rounds
    2: Concussive Onslaught [15d6]
    3: Metamorphosis
    4: Mindhunter

    4st Level DC36/42 1pp
    1: Mind Control
    2: MindWipe
    3: Aura Sight
    4: Schism

    5st Level DC37/43 1pp
    1: Mind Probe
    2: Incarnate
    3: Adapt Body
    4: Pierce the Veils
    Feat: Psychoport

    6st Level DC38/44 3pp
    1: Mind Switch 1day
    2: Disintegration 60d6 DC26
    3: Temporal Acceleration 1r
    4: Aura Alteration

    7st Level DC39/45 5pp
    1: Divert Teleport
    2: Cosmic Awareness
    3: Energy Conversion
    4: Shadow Body

    8st Level DC40/46 7pp
    1: Mind Seed
    2: Psychoport Greater
    3: True Metabolism
    4: Barred Mind

    9st Level DC41/47 7pp
    1: Microcosm
    2: Timeless Body
    3: Reality Revision
    4: Assimilate
    5: Affinity Field
    6: Psychic Chirurgery
    Feat: psychokinetic-sphere
    Feat: Interplanetary Psychoport

    Discipline Talents (Ps)
    Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

    Mental Intrusion (Ex)
    At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

    Telepathy (Su) 700'
    At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter. Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.

    Uncarnate L10:

    All the following are class features of the psion uncarnate prestige class.
    Weapon and Armor Proficiency
    Psion uncarnates gain no proficiency with any weapon or armor.

    Powers Known
    At every level indicated, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.

    Shed Body (Su)
    Starting at 1st level, a psion uncarnate can become incorporeal (or “uncarnate”) as a move action. Each day the character can remain uncarnate for up to 10 rounds and for each level after the first, he can remain uncarnate for 1 additional round. However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While uncarnate, the character gains a fly speed equal to his land speed (perfect maneuverability). Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate. A psion uncarnate can become corporeal again as a move action and he is free to divide his available rounds per day in any way he chooses.

    Matter-bound (Ex)
    When becoming uncarnate, the psion uncarnate can choose to either subsume his equipment into his incorporeal form, in which case they become inert (but see Assume Equipment below), or he can choose to have them remain functional but material. While the equipment is material, he can use it normally, deriving benefits from items that enhance his capabilities. Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn’t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment or subsumes it as a swift action, he can pass through solid objects at will again.

    Incorporeal Touch (Su)[15][10d6]
    Beginning at 2nd level, a psion uncarnate can make a melee touch attack that deals 1d6 points of damage if it hits. The character’s Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character’s hand and arm seem to become slightly translucent when he makes these attacks. While material, the psion uncarnate can use this ability up to three times per day, and while uncarnate, a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability. For every 2 levels, he gains an additional use of this ability while material. For every three levels higher than 2nd the psion uncarnate attains, the damage on these attacks increases by 1d6 points.

    Uncarnate Armor (Su)
    At 2nd level, a psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal, along with any special abilities the armor may convey, such as fortification and the benefits against critical hits. This ability works even if the armor being worn becomes incorporeal and subsumed, as per Shed Body.

    Assume Equipment (Su)[30]
    Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including weapons, but excluding armor which is always active anyway, as per the Uncarnate Armor ability) equal to his class level to retain their function when he uses his shed body ability. This has no effect on the equipment’s function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires as a free action.

    Assume Likeness (Su)
    At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character’s abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. When he does this, he does not seem ghostlike, but rather quite material. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the psion uncarnate’s new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item. When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent’s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.

    Parting the Veil (Su)
    At 5th level, the psion uncarnate can expend a use of his incorporeal Touch ability to give a weapon or armor he touches the ghost touch property for 5 minutes.

    Hide Mind (Su)
    As the psion uncarnate continues to evolve towards a higher state of being, he gains the ability to hide his true nature from others. From 6th level, nothing can identify the psion uncarnate as being psionic, regardless of whether it is spells or powers.

    Psionic Talent
    A psion uncarnate of 7th level gains the Psionic Talent feat as a bonus feat.

    Telekinetic Force (Su) ML59
    Beginning at 7th level, while incorporeal, a psion uncarnate can use telekinetic force as a standard action that does not provoke attacks of opportunity. The save DC is equal to 10 + class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect. Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).

    Rend the Veil (Su)
    At 8th level, a psion uncarnate is almost at the peak of his ascension and can rend the veil that separates the material from the incorporeal. While incorporeal, the psion uncarnate can expend his psionic focus while making a melee touch attack against another incorporeal creature. If the attack hits, the target becomes material for up to 1 minute. While corporeal, the psion uncarnate can expend a use of his Incorporeal Touch ability to make a similar melee touch attack, that if it hits, makes the target incorporeal for up to 1 minute. Both uses affect both the creature and any equipment it is using. The psion uncarnate can end either use of this effect as a swift action.

    Uncarnate Bridge (Su)
    At 9th level, the psion uncarnate can use the minds of others as a springboard for transportation. While incorporeal, he can enter the body of a living creature and instantly teleport to any other living creature within line of sight as a move action. This is often unsettling for those subjected to this and if he so chooses, the psion uncarnate can make his entry and exit even more disturbing by partially melding with the mind of those affected. If he so chooses, both the entry and exit creature must make a Fortitude save with a save DC equal to 10 + ½ class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). If the target fails, it becomes nauseated for 1 round.

    Uncarnate (Ex)
    At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. The character becomes permanently uncarnate, gains an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the purpose of bonus power points, gains a deflection bonus to his AC equal to his Charisma modifier (minimum +1) and can instead use his Shed Body class ability to become material.

    Adapted Psionic based Mythic Path -> Arch-Mind L1:

    Mythic
    Hard to Kill (Ex)
    Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

    Mythic Power (Su) 5/day
    Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

    Surge (Su) 1d6
    You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

    Mythic Archmind L1

    Mythic Feat: Extend Power Mythic

    Bonus Hit Points:
    Whenever you gain an archmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.

    ArchMind Psionics
    Select one of the following abilities. Once chosen, it can't be changed.

    Crafting Mastery (Ex)
    You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

    Companion Psicrystal Drone Cohort L29:

    Psicrystal Skafin Lartrum De Har NPC sheet here
    Personalitis 1 -> Single-minded = (+3 bonus on Concentration checks)

    Church of the way:

    A Demini plane.

    IMAGE HERE

    MYTHIC ARTIFACT - The Ascendant HiveMind - ]
    The Ascendant HiveMind is an artifact crafted from the minds of its members, 1000s of her followers hole a fraction of it. And when they join her faith, they gain it as part of being close to her. She can visit the faithful and give the sucker in their times of need.

    Ascendant HiveMind
    The ascendant hivemind gains her the ability to transform into pure thought. While in this form, she exists in the minds of the creatures in her Ascendant HiveMind, while her physical form is suspended in time in a pocket dimension. While in this form, she can see and hear through the eyes and ears of those in her Ascendant HiveMind, but cannot act beyond attempting ability or skills checks that do not require her to act physically, or by using her powers. When she uses her powers while in the Ascendant HiveMind, she chooses someone to be ‘her’ acting as target or point of origin of the power. She may use her powers on herself while in the Ascendant HiveMind. Entering or exiting this form is a full-round action that provokes attacks of opportunity, and she may appear next to any member of her Ascendant HiveMind when she exits. If no creatures make up her Ascendant HiveMind, she can not enter this form, and losing the last creature in her Ascendant HiveMind causes her body to materialize in an empty square adjacent to it. If at least one creature is part of her Ascendant HiveMind, when the mind is rendered unconscious or even killed, her bonds remain and she automatically ascends without needing to take an action, provided the form of death allows for some form of resurrection. If the ascendant mind is killed by an ability that prevents resurrection, she can not ascend. While ascended, she is conscious and alive and can not be affected by any condition that is not a mind-affecting condition. If she materializes, she gains whatever conditions her body has, and dies if her body is dead. She regains one hit point per minute, even if she is dead. If she died due to hit point damage, she comes back to life upon reaching 1 hit point. If she rests for 8 hours while ascended, she is completely healed as if using the Greater Resurrection Life talent. Being brought back from the dead leaves the ascendant mind with one permanent negative level.

    Epic Leadership [Epic]

    Leadership Score - 50.

    Prerequisites
    Cha 25, Leadership, Leadership score 25.
    Benefit
    You attract a cohort and followers as shown on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat.
    Normal
    The Leadership feat provides no benefit for leadership scores beyond 25.
    Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.

    Church of the Way members
    True members [In hive mind]
    Monks - 1st Level 1500, Psions/Monks 2ed level 150, Psions/Monks 3ed 75, Psions/Monks 4th 32, Psions/Monks 5th 10, Psions/Monks 6th 6, Psions/Monks 7th 3, Psions/Monks 9th 1.
    Lay members 10,000 +

    Equipment:

    Starting coin.
    5.5M GP

    Weapons:
    -

    Clothing:

    Shimmering-Vest

    Armor:
    -

    Body:Psychoactive-Skins Chameleon/nimbleness 32kgp

    Head: Psicrystal Crown

    Head Band: Tattoo Of Epic Superiority [+8]

    Neck:-

    Belt: -

    Feet+legs: -

    Eyes:-

    Ears:-

    Hands Pattern Breaker’s Gloves

    Ring L:-

    Ring R:-

    Wrist: Greater Bracers of Disruption 60k

    Shoulders: -

    SLOTLES TATTOOS

    [url=https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/stone-of-good-luck-luckstone/]Tattoo of Good Luck[/ooc]
    This Tattoo grants its possessor a +2[+2with trait] luck bonus on saving throws, ability checks, and skill checks.

    Torc of Power Preservation 25k
    This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).

    3ed eye 190k
    Aware: This kind of third eye continually grants the wearer a +10 competence bonus on Perception checks. Aura Moderate clairsentience; ML 7th; Craft Wondrous Item; Special creator must have 10 ranks in Perception.
    Conceal: While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the barred mind power. Aura Strong telepathy; ML 15th; Craft Wondrous Item, barred mind.
    Penetrate: While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature’s power resistance. Aura Strong clairsentience; ML 15th; Craft Wondrous Item; Powers bend reality.
    Expose: The wearer of this kind of third eye always knows when someone lies directly to him. Aura Strong telepathy; ML 15th; Craft Wondrous Item; Powers bend reality.

    other:

    FEAT = Mental Aura [DbH]

    Mental Aura [DbH]
    Your very presence can be enough to exert your inhuman will on others.