Harsk

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Bossa Nova Mall
Rio Di Janeiro, Brazil
Sunday, July 12, 2031
13:20 Local Time

The Bossa Nova Mall, one of the last shopping malls left in the Southern Hemisphere dedicated to the ever-shrinking middle class, is bustling this Sunday afternoon, although few patrons are out shopping. Instead, the wealthy and the poor alike have gathered to watch the national team playing in a CONMEBOL futbol match. The poor come to the mall simply because they cannot afford televisions in the first place, let alone the subscription cost to licensced sports content. The wealthy were driven to these dire viewing straights thanks to a licensing dispute between FIFA, the Brazillian government, and a half-dozen media companies.

In the food court, it is standing room only near the banks of high-mounted screens set behind a protective metal grate. Almost all eyes are on the hotshot hero for the national team as he outmanuevers a defender on the pitch and lobs a shot on goal. The crowd collectively holds it’s breath, but the goalie from Chile deflects the ball eliciting a disappointed groans. The crowd’s sounds mixes with with the din of people having dozens of conversations at once, the sounds of the food court employee’s making orders, and the one TV set to a news broadcast about a jewel heist in Australia.

Those who aren’t watching the game closely, are still drawn to the match as they slurp on soft drinks and eat greasy, highly-processed fast food made with soy and meat “analogs” of dubious origins from worn plastic chairs and tables scarred by a hundred trays and just as many teenagers carving initials into them with small knives. Armed security officers pass through, also watching the match more than the customers. A genuine moment of national unity happening in a dying mall where people from all walks of life have gathered.

Everyone should feel free to drop an introductory post in when they’re ready. Note that the next time I post will be about 10 minutes after the goal attempt, so feel free to write as much as desired about your character before this post occurs, but don’t go too far past this moment.


Heart of Darkness

Welcome to the Dark Conspiracy adventure Heart of Darkness, an adventure intended to span the globe and filled with greedy corporations, powerless governments, creepy cults, and secret societies with unknown agendas!

Your characters begin in Rio De Jineiro, Brazil, at the Bossa Nova Mall and are attacked by persons unknown. Finding out who targeted them and why places them on the trail of a cursed opal known as the Heart of Darkness. But they are not the only ones following the trail!

From the favelas of Rio to the Australian Outback to the gleaming streets of Hong Kong, the team will need a range of skills and abilities to survive and thwart an ancient evil!

Note: I am planning this to be a fairly high-powered game (see Character Creation, below) with high-powered opposition and milestone leveling. Be aware that while the characters get lots of love to be significantly more powerful than the standard character, the opposition, monsters, and challenges may get even more love!

Character Creation:

  • "Superhero" stat array. Assign the following ability scores as desired: 18, 17, 16, 15. 14, 13.
  • Humans only.
  • Geatalt rules (take two classes each character level, receive the best bonuses and all class features from both classes). Gestalt can be confusing so please ask if you have any questions at all.
  • Begin at 2nd Level. When rolling hit points for level 2 (and beyond) roll once and take either the result or half the HD +1. For instance if you have a D8 HD for your class(es) a 5, 6, 7, or 8 on the roll stands, but less becomes a 5.
  • Any official D20 material is fair game, PL is typically 5 or 6. Note that all "FX" powers fall under the general umbrella of "Empathic Powers" in the Dark Conspiracy universe, but those powers can appear psychic or magical or something else entirely.
  • Gain a "Campaign Trait" as described below.
  • Choose only one starting occupation.
  • Feats and Houserules:

    Toss out the Advanced Firearms Proficiency feat. If you are proficient you're proficient. The standard -4 autofire penalty applies to weapons you're not already proficient with (and stacks with the non-proficient penalty).

    I'm open to nixing other tax-feat things on request. Let me know in Discussion and I'll think it over and let you know.

    Equipment:

    Because of the world-traveling nature of this story, vehicles are not a useful purchase at starting levels. Most sea-worthy vessels and aircraft are going to be out of reach for characters looking to purchase them, but if a player is deadset on playing a mariner or pilot, we can figure out something.

    Mostly, do not worry about running into travel and legal issues traveling with weapons and armor. I have an easy in-story excuse to allow characters to transport such legally dubious items at the conclusion of the first episode. Buy what you think you will want and need, but maybe not that fire engine red Ford-Revolon convertible.

    Languages:

    The following languages will be encountered most frequently: English, Portuguese, Arabic, German, Hausa, Yoruba, Cantonese, Aborignal English (Kriol).

    Campaign Traits:

    Each of the traits below are intended to explain why your character is in Rio at the start of the game. Every option has two sub-options with different mechanical effects, each character gains one of these benefits chosen at character creation. Watch out for the hidden costs for Missing Time...

    Brazilian Native: Your character is a native to the country and likely the city of Rio De Jineiro, either coming from extreme poverty or extreme wealth. As such, there could be any number of reasons why you are in the Bossa Nova mall at the start.

    If your character is part of the Rio Nomenclatura, they begin the game with a +3 Wealth bonus. If they are part of the destitute masses instead, they receive a +1 trait bonus to initiative.

    Missing Time: Your character cannot account for the last few weeks, months, or possibly even years! They have no idea how they came to Rio, or what occurred during that missing time. They only know for sure that they woke up with a nasty migraine in a noisy food court a few minutes ago.

    Your character either begins play with a cybernetic implant from the following list: night vision optics, subcutaneousbody armor (light), or telescopic optics. Or they gain one of the following mutations: Claws, darkvision, or leapers. They're aware of the modification and have control over it, but do not know when or how they received it, or why.

    On the Job: Your character is in Brazil as part of their work (or in the case of monster hunting professionals, because of their calling). Either way, you are operating with a low profile and have come to the Bossa Nova Mall to pick up a package at a dead drop near the food court.

    If working for a private empolyer, then your character begins play with a special contact who can provide limited services of a financial, bureaucratic, or informational variety on a successful Reputation check. Each time this check is attempted (whether successful or not) apply a cumulative -1 penalty to the character’s effective Reputation bonus for subsequent attempts at calling in favors from their contact(s).

    If the character is a full-time monster hunter, they have a contact in an emptahic underground group. This works as decribed above, except that the type of favors accessible are those of a criminal (smuggling, black market access) or esoteric variety (access to instructors for empathic/psychic/magical abilities and items).

    Stuck: Your character became stuck in Rio, either because they were hung out to dry by a corporate or government group or because they were on the run from someone or something. They have come to Bossa Nova to meet with a contact who can move them along somewhere or help get them home.

    If your character was hung out to dry by a former agency, they gain Portuguese as a known language and receive a +2 trait bonus to Bluff, and Bluff is a permanent class skill. If they are on the lam, they gain Portuguese as a known language, a +2 trait bonus to Sense Motive, and Sense Motive is a permanent class skill.


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    Hye everyone! I'm looking for two players to replace some who recently had to step away from a Dragon's Demand game I am running.

    The characters are still very early in the story, so it's a great time to get involved.

    Now this is a little confusing, but
    this thread contains the original build rules!

    I volunteered to take this game over until such te as the original GM returns (if that ever happens...) and that is why the recruit thread is for a different game page and GM.

    So if you're interested, post/dot here. Recruitment will be open for five days from the time of this post, or until a total of four characters meeting the original criteria are posted, whichever comes first.

    Who do they have right now? Well, just the quick glance: a human barbarian, a half-elf cleric of Erastil, and a Dwarf druid.

    Any other questions, just fire away!


    Hey everyone, I am looking for one or two players to join an in-progress Shattered Star game! We recently lost two players back-to-back thanks to real life distractions.

    Character Creation:
    Standard 1st level characters.
    25 point ability score buy.
    Any official Paizo material is fair game.
    No evil alignments.
    Characters receive one Shattered Star campaign trait for free. Characters may select two others, no two of the same type. No drawbacks.
    Take maximum starting wealth.
    To reinforce the Pathfinder Society angle, which I'd like to play up, each character gains two free ranks at first level in one of the following skills: Craft (any related to writing or drawing, or similar journalistic or academic skills), Linguistics, Knowledge (arcana, dungeoneering, history, or local), Perform (oratory).
    It is acceptable to leave a few skill points unspent, or some languages not yet chosen until selected, so that the final group can coordinate some.
    Include a very brief backstory, and a short "IC post" for flavor. Please don't give me a book to read, just enough to give me a solid idea who the character is! I can catch up on the details later if you're selected.
    Other important things to know:

    We will use Roll20 for maps.
    Milestone leveling as opposed to tracked exp.
    Use PFS HPs when gaining a new level.
    Retraining will be allowed.
    I will shoot for an average of 2-3 substantive posts per week. Sometimes that can be faster, especially outside of combat, and sometimes I might be slower on my end due to real life.

    The group is now level 2, but for submissions just give me the first level stuff!

    Don't hesitate to ask questions, thanks for reading!


    Here is a Discussion thread, yay!

    I've scratched PM Minotaur and create game thread off my list. This weekend will be: working on maps, PMing last player who has checked in, putting some basic stuff up in campaign info tab, and rereading everything (characters,existing threads).

    Hopefully the reread will tell me if Minotaur planned on using Milestone or exp based leveling. I'm operating under the hope Minotaur will return and feel comfortable taking the game back, so want to try not to disrupt their original plan!


    As continued from here!

    The Sheriff listens to the hired guard's tale with skepticism in his eyes. He nods and confers with his informant for several long minutes before returning. "Alright, you are not being detained at this time."

    He assembles his some of his deputees to escort Gibbs and his contraband to Cassomir. As they get ready he walks to Kuvan. "You asked about Hunclay? No one knows him too well. He's a selfish, mean-spirited hermit. Best advice I can give you is stay away from him. I can't pin anything on him directly, but I know he is trouble."

    The law moves the caravan and Gibbs out. One of the two deputies left behind, a young woman named Letha Mulle asks the would-be caravan guards if they had already been paid. Hearing they haven't she tells them, "Well, that's not great for you. All of his assets are now considered seized by the state under Taldan law. You lot might be stuck here for a few days or weeks until another caravan comes through. Even then, there is no guarantee they'll hire on new folks. Let me show you to The Wise Piper. I will let Talia know what is going on. I'm sure she will give you a discount on some rooms."

    The deputy walks everyone through the town of Belhaim. It seems quaint and rustic, with most homes and businesses built in an old Taldor architectural styles. Three buildings on the other side of Rogue Creek, toward the eastern most edge of town are notably different. One is the tiny castle of the Baroness Devy, the ruler of the town and surrounding lands. Another is a dark and foreboding squat manor with a curious room built on the roof. The last is a nearly toppled stone tower with jagged stones reaching up into the blue sky of the later afternoon.

    The Wise Piper Inn, Belhaim's sole inn, is a warm and inviting place. Deputy Mulle approaches a pretty woman in her early 30s and explains the situation. The young woman sighs, rolls her eyes and keeps a general look of empathy on her face as the situation is explained. She approaches everyone to say, "I will give you three nights, room and board, compliments of the house. The Sherrif means well, but he doesn't always think. Now, come and sit! I have some fresh bread and cheese we will bring out right away!"

    Talia works hard to make sure the first impression of Belhaim is of her and the inn and not the Sheriff. She brings a simple wine in a flagon and a pitcher of beer along with your meal.

    Outside the world darkens some as dusk arrives. The meal is simple, but tastes amazing. After all that time on the road, fresh food goes a long way. Just as most have eaten their fill, a deep and loud rumble like thunder shakes the walls and windows of the Inn. Other patrons look up in surprise and a few rush outside. Someone in the distance cries out, "It fell! The Witch Tower fell!"


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    Here is your Discussion thread. Take some time to tweak things and when you’re ready you can check in on Gameplay with an introduction of some sort. Feel free to RP things as you go, the game itself will be live for real when your patron first enters. Until then, just have fun getting to know characters.

    GP:
    https://paizo.com/campaigns/v5748p75ivmei/gameplay&page=last


    Low, dark clouds hover over the City of Monuments, threatening to bring a late-morning shower on a chilly spring morning. Despite the gray skies, the wealthy elite of Magnimar’s Alabaster District fill the streets with their servants on a variety of household business. Housekeepers and messengers rush through their jobs clutching their hats and cloaks when they look up to the sky waiting for the inevitable. A breeze from the north carries the tang of salt water and gull birds constantly remind citizens and visitors this is a port city, even this far away from the docks.

    A half-elf guard waits at a gatehouse leading to the manor grounds and directs those with important business to the Meeting House. ”You want to follow the path to your left, past the Thassilonian Houses. You can see it rising up over the topiary on the other side of the pond,” says the guard Ebrylis pointing in the direction to go. The other path leads the other way around the carp pond and to the Venture Captain and her partner and husband’s private estate. Three of the famed Thassilonian Houses lie along the path. Each is a cozy and warm affair with slate roofs and stained glass windows. Two of them have wisps of wood smoke coming from their chimneys.

    Wumbrout Brios, the Meeting House’s majordomo, welcomes Captain Heidmarch’s invited guests into the Entrance Hall. ”I’m ‘fraid the mistress’ previous meeting is running a touch late,” explains the peg-legged dwarf. ”Please wait here for a few minutes. Can I get you anything? Water? Tea?” He leaves guests to their own devices, disappearing into a tower adjacent to the foyer and emerging only when another visitor rings the bell or when the tea kettle whistles.

    A clockwork timepiece ticks and tocks on a mantle above a lit fireplace surrounded by comfortable leather chairs. The walls are adorned with ancient tapestries and framed pages from the journals of legendary Pathfinders. Each page contains a wide sample of media: sketches of a sarcophogus from an ancient Osirian prince, the transcribed lyrics of a salty shanty from the Shackles, an account of a mysterious monster from the heart of the Mwangi, and many more.


    Here is your Discussion thread. Take some time to tweak things and when you’re ready you can check in on Gameplay with an introduction of some sort. Feel free to RP things as you go, the game itself will be live for real when your patron first enters. Until then, just have fun getting to know characters.

    GP:
    https://paizo.com/campaigns/v5748p75ivmeh/gameplay&page=last


    Low, dark clouds hover over the City of Monuments, threatening to bring a late-morning shower on a chilly spring morning. Despite the gray skies, the wealthy elite of Magnimar’s Alabaster District fill the streets with their servants on a variety of household business. Housekeepers and messengers rush through their jobs clutching their hats and cloaks when they look up to the sky waiting for the inevitable. A breeze from the north carries the tang of salt water and gull birds constantly remind citizens and visitors this is a port city, even this far away from the docks.

    A half-elf guard waits at a gatehouse leading to the manor grounds and directs those with important business to the Meeting House. ”You want to follow the path to your left, past the Thassilonian Houses. You can see it rising up over the topiary on the other side of the pond,” says the guard Ebrylis pointing in the direction to go. The other path leads the other way around the carp pond and to the Venture Captain and her partner and husband’s private estate. Three of the famed Thassilonian Houses lie along the path. Each is a cozy and warm affair with slate roofs and stained glass windows. Two of them have wisps of wood smoke coming from their chimneys.

    Wumbrout Brios, the Meeting House’s majordomo, welcomes Captain Heidmarch’s invited guests into the Entrance Hall. ”I’m ‘fraid the mistress’ previous meeting is running a touch late,” explains the peg-legged dwarf. ”Please wait here for a few minutes. Can I get you anything? Water? Tea?” He leaves guests to their own devices, disappearing into a tower adjacent to the foyer and emerging only when another visitor rings the bell or when the tea kettle whistles.

    A clockwork timepiece ticks and tocks on a mantle above a lit fireplace surrounded by comfortable leather chairs. The walls are adorned with ancient tapestries and framed pages from the journals of legendary Pathfinders. Each page contains a wide sample of media: sketches of a sarcophogus from an ancient Osirian prince, the transcribed lyrics of a salty shanty from the Shackles, an account of a mysterious monster from the heart of the Mwangi, and many more.


    Greetings fellow seeker of adventure!

    I am Sheila Heidmarch, Venture Captain of the newest Pathfinder Society lodge-and the only such lodge in Varisia at this time. You have come to my attention as someone who possess a certain amount of skills and interests that make you an excellent addition to a highly specialized team I'm putting together for a matter of grave import, not only to the Society, but to Varisia as a whole. Please report an hour before noon to Heidmarch Manor. You will be compensated for your visit, but that reward will pale in light of the riches that await you should we come to an agreement on my proposition to you. I look forward to meeting you soon!

    -Sheila Hidemarch

    I am looking for 5 players who are ready to take control of their career with the Pathfinders by investigating strange happenings, finding ancient monuments, meeting isolated tribes of monsters, and delving dungeons all in search of ancient artifacts. If you would like to apply for this expedition, just submit a character using the criteria below!

  • Standard 1st level characters.
  • 25 point ability score buy.
  • Any official Paizo material is fair game.
  • No evil alignments.
  • Characters receive one Shattered Star campaign trait for free. Characters may select two others, no two of the same type. No drawbacks.
  • Take maximum starting wealth.
  • To reinforce the Pathfinder Society angle, which I'd like to play up, each character gains two free ranks at first level in one of the following skills: Craft (any related to writing or drawing, or similar journalistic or academic skills), Linguistics, Knowledge (arcana, dungeoneering, history, or local), Perform (oratory).
  • It is acceptable to leave a few skill points unspent, or some languages not yet chosen until selected, so that the final group can coordinate some. 
  • Include a very brief backstory, and a short "IC post" for flavor. Please don't give me a book to read, just enough to give me a solid idea who the character is! I can catch up on the details later if you're selected. 

    Other important things to know:

  • We will use Roll20 for maps.
  • Milestone leveling as opposed to tracked exp.
  • Use PFS HPs when gaining a new level.
  • Retraining will be allowed.
  • I will shoot for an average of 2-3 substantive posts per week. Sometimes that can be faster, especially outside of combat, and sometimes I might be slower on my end due to real life.
  • Recruitment will run until Monday, March 28th at midnight EST or I receive 12 full submissions, whichever comes first. Selections will be announced ASAP after close.


  • Camila Sagillus:

    Tandak Prefecture, Sagillus Estate
    10 Days Ago

    "Weird meeting the other day, huh? With Domincus?" A servant bearing a tea try says exiting the house and walking to your private spot on the lanai. A dark skinned woman with Qadiran features. She must be new, because you have never seen her before. She knows about Domincus Rell at your mother's dinner party. She knows you two discussed issues with corruption in the nobility, "He told me all about the things you witnessed during your education." She sets the silver tea service down onto an expensive black marble table. A gentle breeze wafts through the small paper cups holding tea cakes. There is a piece of paper beneath them, visible as they ripple.

    "He thinks you'd be great for his associates. I think you'd be better with my team. Don't worry, he gave me the go-ahead already. He won't mind if I poach his prospect and he won't hold it against you."

    Her attitude is one of pure confidence, and her bearing is noble. She continues, "I have seen your transcripts. And I heard about what happened in Ridenport. Nasty business. I know, I know, you had nothing to do with the Imperial Navy recovering that catapult, right?"

    The woman picks up a cake and eats it quickly. "Mmm. Moist. Come to Oppara for the Exaltation. Your nation needs you."

    The paper beneath the cakes: "If you're in, go to Thread Rare. Tell them you are there for the 'Exaltation Special'. They will fit you in a stylish new outfit perfect to match your cover. When we meet later I will have some finishing touches for you." The note ends with an address and a time. A late lunch in Oppara. The last words instruct, "Burn after reading." It is signed, 'Martella Lotheed'.

    Evelyn:

    Tandak Prefecture, The road to Hope's Hollow

    Seven Days Ago

    "Oi! What's this, now?" The prison cart lurches to a stop.

    They may have Evelyn bound, blindfolded, and gagged, but her senses of hearing pick up a strange woman's voice. "Effective immediately, I will be taking custody of the prisoner."

    "Forget it miss, we got our orders. He goes to Mother's Care Home."

    "Sergeant, do you recognize the seal on this scroll?" The woman asks in a firm, all-business tone. "The Royal Family’s?" Evelyn can literally hear the Sergeant gulp. "Open the back."

    A creaking sound cuts through the spring morning. "An invalid home? In irons? You didn't think that was a little odd?"

    "You know what they say about Mother's Home, miss, 'they love you to death'."

    "Shut up and unlock her." Evelyn feels the chains fall away and clank to the metal floor of the prison cart. After pulling off the blindfold and tearing out the gag she sees a human woman with dark skin and light brown eyes. She wears a black leather cloak and a six-barreled pistol on her hip. "Say nothing and follow me," She instructs the half-tengu with a whisper.

    Out of earshot from the prison cart she looks back at Evelyn and says, "You had to know you were walking into a trap. So I can only assume you had a plan, but I can't wait for you to deal with your squabble with a vile minor lord, I need you making the establishment quake in their boots on a national level. This is the big show, Evelyn. You're being called up." She hands Evelyn a note and says to her, "I have a lot to do. And so do you. See you soon." She throws her hood up and stalks off into the streets of Hope's Hollow. 

    The note says, "If you're in, go to Thread Rare. Tell them you are there for the 'Exaltation Special'. They will fit you in a stylish new outfit perfect to match your cover. When we meet later I will have some finishing touches for you." The note ends with an address and a time. A late lunch in Oppara. The last words instruct, "Burn after reading." It is signed, 'Martella Lotheed'.

    Midnight Angel:

    Oppara, The Narrows
    Five Days Ago

    Victforn ran down the alley toward the steeet, fleeing while his retinue of hired goons met their fates at the hands of the Midnight Angel. The sounds of combat and grunts of pain from his men echoed through the narrow alleyway, pursuing the fleeing man. He turns a corner and finds a low fence blocks his path. Victforn, the personal troubleshooter to the executive running the local office for Bayt Al Fadda, knew these streets like the back of his hand. Never had a fence existed here before. He panicked and cursed and turned around seeking another route for escape. His way was blocked by the Midnight Angel.

    A few minutes later and the Angel has what she needs to bring Vic's boss down for the murder of a local jeweler, as well as the killer himself.

    "You are quite welcome for the assist. You would have run him down, but I am pretty sure I saved you a few minutes." The voice comes from a woman on the other side of the barrier. A shadowy figure reaches down and grasps the fence, pulling on something. The entire assembly disengages from the wall and folds into itselfbto become a long rod. The stranger puts the rod under her black leather cloak and pulls back the hood to reveal an attractive woman with brown skin and curly hair. She wears black leather armor with black metal studs and keeps a rapier on one hip and a six-barreled pistol strapped to her other.

    "You know, you're starting to pick up quite a reputation. People are talking about the Midnight Angel, trying to figure out who she is. And if I can figure out who you are and what you're doing, how long will it be before other interested parties discover the same, Lady Bursio?"

    She holds up a hand, cutting off a reply with a raised eyebrow and a stern look. "I am not your enemy and that was not a threat. I am a friend, in principles at least, and that was a simple fact. I can help you. And you can certainly help me. I can improve your training, give you a budget, and provide access to those you have ongoing business with. Here," She hands Mal a slip paper and turns around. "See you soon, Midnight Angel."

    The paper reads, "If you're in, go to Thread Rare. Tell them you are there for the 'Exaltation Special'. They will fit you in a stylish new outfit perfect to match your cover. When we meet later I will have some finishing touches for you." The note ends with an address and a time. A late lunch in Oppara. The last words instruct, "Burn after reading." It is signed, 'Martella Lotheed'.


    Hey y'all, dot in here and let me see the characters when ready.


    Nakondis: Computer DC 5:

    Mist-Shrouded Forest Planet
    Diameter: ×3/4; Mass: ×9/16
    Gravity: ×1
    Location: The Vast
    Atmosphere: Normal
    Day: 22 hours; Year: 202 days

    Madelon’s Landing: Computer DC 10 or Diplomacy DC 15:
    A recently founded colony in the Vast. AbadarCorp sees profit potential in a unique variety of tin they are extracting from the mountains of Nakondis

    Cedona: Diplomacy DC 15:
    "Oh, her? Yeah, she used to get around the system. Friends all over the Station. Haven't seen her around in a few years."

    Cedona: Diplomacy DC 20:
    "She was real good at getting into trouble, but with her magical skills, real good at getting out of trouble, too."

    Cedona: Diplomacy DC 30:
    "She was involved in that thing that time, you know? Helped bring in those pirates a few years back. Yeah, she's undercover for someone. Or was, she's retired now, or something."

    When ready check in here with some moment of your character's life to introduce them. Must be sometime after getting the job but before arriving in Nakondis. Let's rock =)


    Welcome my Against the Aeon Throne game and to your discussion thread!

    First thing's first, you'll need to discuss your starship. I need it's stats (and a name would be nice) to start the game officially. It's okay to use a stock vessel if desired. You will have opportunities to upgrade it as you go, but design is ultimately up to the players. The starship begins as a tier 1 ship.

    The other thing you might want to figure out before we start formally is your most recent back story. Why and how did you end up with this crew? When? Any positive or negative relationships with other teammates? What roles are you best suited for on the ship?

    The game will start as soon as you reach Nakondis, but I am assuming characters may have tried to call a contact or two or done a quick search on the Infosphere to learn some details about Nakondis, Cedona, and/or the colony of Madelon’s Landing. There will be some spoilers included in the first GP post to cover those topics. This also gives everyone a chance to do an introductory post before the action starts and once the ship is good enough and everyone has checked in on the GP thread it will be time to dive straight in!

    Take some time to make minor tweaks as needed. Generally I mean skills, languages, MAYBE a feat, but since we have two pilots here, if one of you would like to change themes, it's okay with me. Or it could be fun to hear your interactions, whatever, lol.


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    The Job wrote:

    The fixer waited in a seedy shanty bar deep in the bowels of Absalom Station with no name but plenty of atmosphere. Loud music and dark lighting punctuated by neon create a sense of privacy among the throng of laborers, addicts, criminals, and the occasional rich kid slumming it with the worst of them.

    “Good to see you, old friends! I heard about that scrape you got into a few months back, but surely your ship is back in top shape now, right? Good, because I have a contract for you!” He sets his comm on the table and initiates a holo display. An android woman’s face manifests, slowly rotating before everyone.

    “This is Cedona, and she has requested some assistance securing something she found on a Pact World colony called Nakondis. She is waiting at the main settlement, Madelon’s Landing. Now, she was a little tight with the details, but she indicated she had no reason to believe she was in danger. Personally, I think she is just paranoid, but she is offering four thousand UPBs for a team to meet with her and get her and her whatever back to civilization. She has assured me the spools of UPB have been cleaned of tracking isotopes.

    “You won’t have any support once off the station, but I can get you out of here and to Nakondis without any legal entanglements. The colony needs a shipment of supplies delivered, and they’re ready to go right now. That job also pays, so bonus! Another four grand upon receipt by the colony administrator. Cover and a pay bump, am I a great agent, or what? So what slip is your ship berthed at? We can get those supplies ready as soon as we are done here.”

    I am recruiting five players for the Starfinder AP Against the Aeon Throne. The story features intrigue, action, sneaking, fighting, and overcoming language and cultural barriers. Characters will operate outside of the Pact Worlds for the duration of this adventure path, meaning they will encounter a host of strange new lifeforms and technologies. As the name suggests, the Azlanti Star Empire features heavily and they are, as expected, the major villains!

    Before considering your concepts and builds, please take a minute to read through this “Player's Brief”. I wrote it to serve as a Player's Guide for this AP, and it's a very short and to the point read that I promise will put you on the right path.

    About Me:
    I REALLY like the opportunities that Play-by-Post provides for role-playing, and I like how the pace gives me opportunities as a GM to adapt to interesting situations and tangents on the fly. That's why I'm back: I just miss it too danged much!

    If you've played at one of my tables in the past you know that I tend to be fairly flexible and interested in collaboration with my players. I sometimes give a little too many meta details away, but thats because I don't want characters to feel stuck down the road.

    I have had issues IRL, which is why I've been gone for a while. I am in a better place these days, but because of that my first project back to PbP is this fairly short AP (only three modules total). I am going to try and come up with a schedule for posting that I can stick to and I'm not going hog wild with projects as I had done before.

    Submission Guidelines:

    Open with a brief description of the character's role, abilities, and concept. No more than a few sentences.

    Next provide the crunch using the guidelines below:

  • Standard character creation.
  • Any Paizo material is open, except that Azlanti Humans and species under Azlanti dominion are out.
  • Alignments: open, but note that I am looking for less evil and more neutral with heroic tendencies.
  • Each character may save one bonus language known from those granted for Intelligence, or one skill point's worth of languages at character creation. This saved language may be turned in whenever a character gains a level. This should help characters adapt to being away from Pact World space.
  • You may convert any unspent credits into UPBs, which are a universal currency where you are going, at a one for one rate.

    You don't need to provide every crunchy detail for your submission and some tweaking of characters selected will be allowed before the start of the game.

    Finally, please provide a short in-character "post" responding to the prompt in the spoiler below.

  • Character Prompt:
    The alien, a spider-like being that looks to be made of translucent crystals, swiftly moves to block you from proceeding down the space station corridor. It's body flashes rhythmically in bright reds and dull oranges as it makes a series of popping and crackling sounds similar to fireworks while pointing at the grenade on your belt.

    Submissions will be open for ten days. The deadline is at midnight Eastern Time, November 15th. Selections will be announced within 48 hours of the closing deadline.


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    ”Come, my childe,” your sire tells you. ”We have been summoned by the Prince.”

    This is a recruitment thread for a Vampire the Masquerade chronicle set in what is known colloquially as the DMV, a term that describes everything within the Capitol Beltway, I495 during the 1990s. This is not the canon version of DC, but instead my own take on the city and important surrounding regions.

    What You Need To Know
    As stated above, this is NOT the version of Washington, D.C. presented in official sources and it is for sure NOT going to be remotely touching on real world politics. In fact, my version of this DC metro region has a major agreement preventing vampiric interference in human national politics. The Influence background can still apply to local governments, but seriously, real world politics has no place in the game!

    The DMV region is controlled by the Camarilla and has been ruled over for more than a century by a Malkavian Prince. Because of their proximity to world leaders, the Sabbat has made many attempts over the years to infiltrate the region, and a small handful of independent clans live there. The independents outwardly respect Camarilla society or the Prince specifically, but most generally avoid or are excluded from important gatherings.

    Characters will need to at least pay lip service to the Prince and the Camarilla, and certainly be willing to work for the Prince. The initial point of the coterie being pulled together revolves around the Prince assembling a team for the purpose of investigating and troubleshooting some unusual occurrences with hints of supernatural involvement. The team will need to be composed of neonates with a variety of useful skills and disciplines to be successful.

    The structure of the game will be partly sandbox/player-driven and partly following a planned chronicle arc. This is why it’s important to have some sort of achievable goal(s). I have outlined both the main chronicle and a few subplots as well as creating a series of “side quests” I intend to tailor towards characters.

    Sorry, no smartphones, but grab your pagers! This chronicle will be set during the 1990s.

    I don’t have a specific target for post rates, and real life often distracts people. If you end up away for an extended time, give us a heads-up when you’re able. I have issues on occasion getting onto a game and updating in a timely fashion, so I understand that things happen.

    Expect PG-13, borderline R levels of adult content. I know it's a horror game, and violence and gore will be necessary, but gratuitous stuff should stay away.

    On the technical side, I'm using the "Vampire the Masquerade Revised Edition". I believe that's the last version for oWoD, but I'm not certain. Roll20 will be used for maps. I will also have some useful files, such as a brief "by night" gazetteer, available in a shared folder on Google Drive.

    More information on my take of the setting can be found this link.

    Character Creation:

  • Characters will be selected from submissions based on how interesting the concept and build is, how well they would fit in with the overall story, and a sample post.
  • Standard starting character rules.
  • Merits and flaws are available. This includes specific clan/sect/whatever merits and flaws. Standard 7-point flaw limit.
  • Roll for starting blood pool.
  • Specific details on backgrounds do not need to be filled in during submission. If selected we will need to know more about retainers, contacts, influence, and so on.
  • Any clan is available, but remember the premise as described above. Caitiff will obviously not have a sire, but will have been kept in someone's custody for at least a few weeks prior to the start of the game.
  • Provide a brief sample post. Interactions with the character’s sire, a moment from a typical night, or stalking a herd member would all be a good glimpse into your posting style and character.
  • Finally, provide a brief response to any two of the questions from the “Questions and Answers” section towards the end of the character creation chapter (pages 108-109).
  • I am looking for a maximum of six players.
  • Initial recruitment will be open until Friday, December 4th at 10pm EST.

    A note on Malkavians: as someone who himself has occasional mental health issues (usually, but not always mild) please be respectful if you’re interested in playing a Malkavian. They exist, though there are not a lot in my version of the DMV region specifically because it can be a difficult subject.

  • Any questions, fire away. I'm looking at putting together a nice looking sheet format for aliases and I'd be happy to check out any suggestions on that front.


    Seattle, UCAS
    March 4, 2050


    Discussion thread is a go. I will open the Gameplay just for folks to play in as they will.


    "Tomorrow night is a go." Cimri's note reads.

    The tannery job. Cimri billed it as a huge score. More than most peasants would see in a lifetime. Big city money. The word on the street is that she's connected. Tight as a dwarven rivet with a wealthy out of towner.

    Tomorrow night. It's a small business, and one far from the prying eyes of Longacre's nosey, rumormongering citizens, so the risk is low. Still, it isn't a lot of time to prepare.


    Here is your discussion thread!

    I realized I forgot a few details about advancement. Part of that is because I'm not sure if I would rather do milestone or count every exp point. There is a certain merit, especially in the first book, to keeping count. But I'm open to discussing the topic...

    As for HD gained on leveling, we will do the half+1 standard. Retraining will be permitted.


    "It's pretty simple. We just need to rob the Louslik Tannery. The boss says they ain't been paying their taxes the way a good citizen should, don't know more than that, though I reckon there is more to it. Razelago has money. He's got connections. He says if we do this one right, he might have more work for us."

    This is the "I shouldn't be doing this, but I really want to because it could be sooooo good as a PbP" edition of the Hell's Vengeance AP as run by me.

    Cimri's looking for four talented individuals for a little job outside town. No one needs to die, but Louslik needs to pay his due. Do it well, and as she says above, her patron will throw you even more work, money, and opportunity.

    If you think you've got the chops then check the build rules in the spoiler below!

    Build Stuff:
  • Alignment HV is an evil AP, so we are looking for evil. That said, I don't need psychopaths running around derailing things! Neutral is acceptable, but it would be really hard to give me a compelling enough reason to accept a good aligned character.
  • Gestalt with two classes.
  • 25 point buy.
  • Any official Paizo Pathfinder First Edition thing is fair game. No 3pp.
  • Max starting HPs and gold.
  • Background skills are in play.
  • 1 Campaign trait plus 2 traits.
  • 1 drawback trait is permitted for an additional trait.
  • No two traits can come from the same category.
  • Final thing! Describe a meeting with the young local human woman Cimri as though it were a post. This should give me some info on both your writing style and your character's motivations.
  • Recruitment will remain open for five days following this post. Submissions must be in by noon on March 11 (EST). Game play will start on Friday the 13th to make sure we take advantage of the inauspicious date!


    The Jenni Lynne folds into space, her passengers and crew along with it. Moments later it reappears in a solar system outside of the Inner Sphere.

    Upon arrival at the cargo bay, Frau Hoffen is already there talking frantically into her portable comm unit. The compact woman paces in a figure-eight pattern around and between the legs of her own Valkyrie battlemech. She must have been in the bay when the ship made the FTL jump, a practice frowned upon for civilians as a safety risk.

    She wears a sleeveless long black dress and her white hair is pulled up into beehive. The hair around the temples and back of her head has been shaved clean. One side of her face and neck, and most of her right arm, are covered in old burn scars, long since healed. A silver necklace, from which hangs two gold rings, is the woman's only jewelry. In complete defiance of her gown, Frau Hoffen is wearing the heavy boots of a mechwarrior.

    ”Nein, nein. Wir hatten einen zustimmung, Herr Ling. Welche komplikation? Oh. Wann? Ich werde sofort jemanden schicken, hör auf, dir sorgen zu machen.”

    German:
    No, no. We had an agreement, Herr Ling. What complication? Oh. When? I will send someone right away, stop worrying."

    If anyone tries to interrupt her, she simply holds up a finger in the 'give me a minute' gesture and resumes her pacing.

    Also, since I'm fairly sure Kyle would have done a little homework first...

    Kyle Lambert:
    The bullet point brief on Frau Hoffen as you've learned from various sources:

  • Born Molly Marie Fitzhugh on Skye.
  • Graduate of the Nagelring.
  • Posted to the 10th Lyran Guards in 3024.
  • Saw action during the 4th Succession War in Operation GOTTERDAMMERUNG.
  • Officially given a medical discharge following a ground car accident.
  • Married Herr Erich Hoffen, 30 years her senior, in 3030. Hoffen was a minor baron whose family amassed a fortune building a shipping empire.
  • Reportedly helped train the rebuilt 10th Lyran and helped plan a logistical piece of the raid on Teniente.
  • WARNING: suspected to have ties to Loki. Unverified and unknown how deep those ties might run.

  • This is your discussion thread!

    I would like a little help with a few things since this might be a daunting project. I would like us to figure out a good character sheet format we can use as standard, figure out what info and how to format the class/level bar, talk about how much or little bookkeeping we want to do, and how we want to adapt the rules for smooth gameplay that still feels sufficiently Battletech.

    The first two are pretty easy...but I welcome pitches and suggestions.

    Also, feel free to make minor changes as you muster up here. I can see swapping some languages or skills as you figure things out. Also, I know at least one of you is looking for an answer to a question, I should have it before much longer.

    I will create the game thread shortly. Once it is open, just go ahead and bring your character in however you want to introduce them!


    "Your attention, please! Our ride has just relayed our count-down and we are five minutes from jump. So strap in and hold tight. Also, just a friendly reminder, Frau Hoffen has paid extra to come in at a pirate point and bandits have been known to these parts. So if you're religious, we here aboard the Jenni Lynne would ask you to send up a prayer to your god, gods, ancestors, whatever...four minutes."

    "Oh, right. Frau Hoffen also wants her specialists in the cargo bay after jump. Heading into final sequence. Say goodbye to the Inner Sphere folks."

    Frau Hoffen is looking to hire 6 specialists with a range of skills for a contract lasting 12-24 months. She needs mechjockeys and spies, pilots and tech specialists, warriors and thieves. And her mission? Recovering an ancient Star League era warship with an experimental K-F drive system. A find like that could be worth hundreds of millions of C-Bills for the vessel alone, and Frau Hellen is offering each member of her specialist team 2% of the proceeds of any find!

    In addition to a huge payday if LostTech is recovered, she has ComStar managing her crew and team salaries using an escrow account which is already fully funded, proving that the Steiner noblewoman may be a little crazy, but she's not stupid.

    Critical Information:

  • Using MechWarrior 2nd Edition (MW2e) and associated source material for RPG end.
  • BT rules may be modified slightly in mech scale tactical combat situations...it will be a bit of a learning experience for all of us and we will have to feel our way through at the start.
  • Set shortly after Tukayid in the Clan Invasion era. Exact date is TBD.

    Character Creation

  • Characters must be created as per the standard rules for MW2e.
  • If you happen to be playing a human without a mech or other vehicle you can select an additional +3 attributes or +4 skill points or +1 advantage points as your "Priority 1" choice.
  • Roll Unit assignment as normal, however, you can apply the results to any official unit assignment table that is appropriate for your character. Clanners in Clan vehicles need to justify their selections in some way that lets me write additional drama :D
  • Provide some snippet that gives me some depth on your character submission like a short bio, brief scene, etc.
  • If you've already linked/posted a submission in the interest thread, please repost here.
  • Recruitment will be up for a week.

    If you've PMed me about this at all, be aware I'm super slow with PMs but will eventually read them.


  • Total Longshot, but would anyone be interested in doing a FIRST EDITION MechWarrior game? I had an electronic copy of the book for years but only recently actually took a look at it. I kinda love it...easily the best version to integrate with actual Battletech.

    It would be an intrigue on Solaris VII type of setup where the characters are a gladiator stable up front and a spy shop in the back. Likely set just after the 4th Succession War. If folks wanted in I would be looking at three or four players with two characters each. One mech jockey (because it isn't a front of you don't have someone in the games) and one other character who is not.

    I could consider something more like a combined arms set around the Clan invasion era, but I feel like the added complexity would be too difficult to deal with. As it is I don't know how feasible combat would be...


    3 Gozran, 4710 (First Year)

    The mountains become hills. The trees thin. The South Rostland Road becomes little more than wagon ruts and a hoof-packed trail surrounded by two to three foot tall shoots of green grass which sways in the breeze like an ocean's waves flowing to a shore that never comes.

    By mid-morning Oleg's Trading Post can be seen at the edge of the horizon. A brown island in the sea of green. A tiny tendril of smoke touches the expansive, deep blue sky above. The smoke dissipates long before it can reach the mountainous fluffy white clouds that float lazily in the highest reaches of the sky.

    Late in the afternoon a path branches off from the main road heading to Oleg's. The ruts are a little less deep and the horse trails less tightly packed by a stream of riders. The site is more visible from the top of a hill where the path starts. It is composed of several buildings surrounded by a tall wooden stockade. The post is supposed to be fairly recent construction, but it looks to have already been well weathered. The gate stands closed.


    1 person marked this as a favorite.

    This is the discussion thread. Let's see builds when ready, figure out details, and whatever else!


    It is a cool spring day on the road to Shadowdale. The skies are clear with a few wispy clouds gracefully floating across the midday sun. The green rolling hills echo the sounds of distant hoofbeats.

    Just opening for dotting, lol.


    Welcome to the SOtD Discussion thread!

    Just to give some background on how I am looking to run things, I am using existing modules, true, however I will be altering plenty about them. I'm also taking encounters and situations from other modules and accessories. I want to keep my own tinkering to a minimum, because life is busy, lol.

    One way I will be setting this up is by using a sort of video-game style semi-sandbox. There will be a main quest line, but rumors and wandering into certain places will trigger side quests.

    I want you to have as much agency as possible. The only real buy-in is that the characters have decided to be involved in helping Daggerdale and/or fighting the Zhentarim for now. The starting post is going to make an assumption along those lines, and will begin with the characters already on the road in pursuit of a minor task. Blame the dragon for the in media res, just seemed the best way to make sure everyone was there from the start! This mission is being undertaken on behalf of a bard, and is supposed to be a courier run to Shadowdale.

    If you have any character storylines you want me to work in, make sure I'm aware! You can choose to know or not know anyone else before the start, hammer that out below.

    When you post in combat or other round-based scenes, be sure to add the following information to your post:

    DM Dickie wrote:

    Declare your action as a player using the out of combat tag. On the next line display your Weapon or casting speed. Below that roll your initiative modified normally, and any rolls you need to make for your action (attack, damage if attack hits, proficiency check, etc.).

    +/- Weapon/casting speed
    Initiative: 1d10 + 1 ⇒ (5) + 1 = 6
    Any other rolls.

    Recommended format for classes/levels line:

    AL Gender Race Class (Kit) 1 | HP X/Y | AC 10 | DA -1 MDA +1 | PPD 20 RSW 20 PP 20 BW 20 MS 20 | Reaction Adj +1 | Vision XX’ | [spoiler =Status]None.[/ spoiler]

    If anyone has a format for aliases that's clean to read they feel like sharing, feel free. I will be putting up links to things over the next few days as well as other useful information in the campaign page. Sorry for the wall of text!


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    The Year of the Shadows is now in the past and the Time of Troubles appears to be over, yet a dark shadow brings no end of troubles to the Dales. It is a land in desperate need of heroes...

    Character creation:

  • Stats: Roll 2d6+6 six times, arrange as desired. You may roll twice total and select your preferred set.
  • Players from the Maztica thread may import their rolls if they desire.
  • Any Forgotten Realms race, class, or kit from any official Forgotten Realms book is available, as are any options from general AD&D books (Complete series, etc.)
  • Kits from other sources may be allowed with DM approval.
  • Take maximum hit points for first level.
  • Any non-evil alignment is allowed. Good aligned characters are strongly encouraged.
  • Take maximum starting wealth for your class/kit.
  • Languages: any bonus languages as a result of Intelligence score will grant an additional language and a bonus NWP. If you have a 12 Int you have three bonus NWPs and can speak three languages in addition to your native language.
  • Combat styles, expertise, and various "feats" from Player's Option series are fair game. Approval is required, however.

    We will use the AD&D 2nd Edition rules. I am still debating whether I will use Roll20 or Google Drive for maps and handouts. I'm looking for four to six total players. Please post any questions!

    Useful Information

    I will be using material from several modules set in the Dales, especially Daggerdale, but I'm going to mash a few together in a way that allows the characters a chance to bounce around on their own rather than be placed on railroad tracks.

    I will leave it up to the players exactly why their characters came to the region and how they became affiliated with one another. We will presume they've decided to form an adventuring party looking to protect the Dales, fight the Zhents, explore ancient history (Dwarven ruins, elven ruins not far!), or whatever else. Natives to the region work well, they may be interested in helping the House Morn returned to power. Maybe they're affiliated with the Harper's and have been tasked with keeping an eye on the Zhents.

    Don't expect big cities to play a large role. Wilderness and dungeons will be common. The Zhentarim could be used as a favored enemy if desired, they will pop up a lot. Any other guidance or questions? Ask away!


  • To the rest of the Realms it is the “New World”. To the Maztican natives it is the “True World”. A wild land with lakes of blood and cities of gold. A place to find glory and wealth, or escape the past.

    I am going to be running a 2nd edition Advanced Dungeons & Dragons Forgotten Realms module set in Maztica. My goal is just to play the game as close to rules as written as possible for a play-by-post AD&D 2nd Edition game and complete the Fires of Zatal module. If things go well, I would consider taking it further than that module, but for now the focus will be the module itself.

    Character creation:

  • Stats: Roll 2d6+6 six times, arrange as desired. If the total for all six abilities is 70 or less, you can reroll.
  • Any Forgotten Realms race, class, or kit from any official Forgotten Realms book is available, as are any options from general AD&D books (Complete series, etc.)
  • Kits from other sources may be allowed with DM approval.
  • Take maximum hit points for first level.
  • Any non-evil alignment is allowed. LE may be allowed depending on the concept.
  • Roll for starting wealth as normal.
  • Combat styles, expertise, and various "feats" from Player's Option series are fair game. Approval is required, however.

    Some Additional Useful Info

    For the purpose of this module, urban focused characters would not be recommended. There are some cities that the characters may visit, but there will be a lot more time in the wilderness. Animal encounters are likely to be frequent, as are encounters with a variety of humanoids. Expect jungles, rivers, deserts, and a little travel by ship.

    I would expect three posts a week on average. Sometimes, especially in scenes that are mostly RP focused, I could end up posting far more frequently. Other times real life gets in the way and things may slow down. We should all try and update each other about absences as early as possible, if possible.

    I can use either Google Drive to share maps/images, or Roll20. I feel a little more comfortable with Roll20, but if folks do not have accounts or prefer Google, I will use that.

    DM Dickie: wrote:

    When you post in combat or other round-based scenes, be sure to add the following information to your post:

    Declare your action as a player using the out of combat tag. On the next line display your Weapon or casting speed. Below that roll your initiative modified normally, and any rolls you need to make for your action (attack, damage if attack hits, proficiency check, etc.).

    +/- Weapon/casting speed
    Initiative: 1d10 + 1 ⇒ (5) + 1 = 6

    I will resolve combat actions in an end of round post, feel free to flesh out those results in your next post. I will also do a brief round recap post to try and keep things organized.

    Special/House Rules in Effect:

  • Hovering at Death’s Door (-10 hp to die).
  • If your action in combat is pre-empted, you receive a +1 to either AC or a single roll taken in your next action.

    I'll copy the above list to the campaign page when I create it. That way we can add other things as required in a central spot.

    Questions? Just ask! Otherwise, roll up some stats and toss me a concept. All that is required for recruitment is class(and kit)/race/stats and a general concept. I will be looking for between 4 and 6 total players.


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    Star Law Headquarters
    4th Floor Briefing Room

    ”Welcome to the 'Jacks’. As in, jack of all trades. Your unit will be assigned to work keeping the peace along the Frontier, and your team's specific posting for the next few months is going to be doing security and logistical assistance for a Planetary Survey Administration colonial research team. Don't worry, we will rotate you back to civilization before you know it. In fact, probably too soon.”

    I am looking for 4-6 fresh UPF Star Law officers to begin their careers on the Frontier! Yes, I will in fact be using Star Frontiers Alpha Dawn/Kinght Hawks rules.

    If you don't have access to the rules but really want to do some old school sci-fi gaming, well, don't worry. They are super simple and I can share enough relevant stuff easily.

    Theme: The Jack's can do it, whatever it is.
    Mood: Upbeat pulp adventure!
    Tagline: Upstanding heroes take on a conspiracy threatening the peace along the Frontier.

    The campaign is an original story of my own. I typically expect about three posts/week on average. Sometimes real life allows faster rates, sometimes it doesn't. If anyone plans on being away, just drop a post in the discussion thread so we know! I will use a shared Google Drive folder to display maps and handouts and such. Any other questions? Just ask below!

    Character submissions need to be posted in this thread to be considered. I don't mind if you hold off on spending credits or need to make minor tweaks after the team is selected, or creating an alias until you're in the game for that matter, but for now please provide your character's stats and a brief description, plus any other fancy character info you want to provide about goals, enemies, aspirations, whatever. I'm trying to work up a template for the alias to make character sheets easy, so however you want to organize the info is up to you right now. The story takes place in various locations, so don't assume you'll always be on wild alien planets or futuristic cities, this team will need a range of skills!

    The guidelines below assume you're familiar with the game. If you are looking for a sci-fi game and you don't know the rules but still want in, I am happy to work with you, just ask!

    Creation Guidelines:
    • Roll 1d100 four times, assign pairs as desired (table in spoiler below).
    • If the total for all 8 ability are 360 or less, you may reroll.
    • Any official material is fine, other well sourced materials require my approval.
    • I may allow races from Zebulon with a good backstory/explanation, but prefer to keep it simple so generally trying to avoid that book!
    • I am looking for some pulpy, dashing heroic types!
    • Find a character token or portrait (with an easy way to denote facing) and have it handy. It will make maps easier to work with!

    Ability score chart:

    01-10 = 30
    11-20 = 35
    21-35 = 40
    36-55 = 45
    56-70 = 50
    71-80 = 55
    81-90 = 60
    91-95 = 65
    96-00 = 70

    I will leave recruitment up until November 30th, minimum.


    Opening the discussion thread for general use, OOC crosstalk, off-topic stuff, level-up information, etc.


    The air is hot and hazy and the sun is already beating down on Athas' parched landscape. The smell of mekilot droppings baking in the dawn sun fills the air outside of the gates of Urik, mixing with the smell of two dozen gathered humans and demihumans. A squad of four white-cloaked templars patrols the outside of the walls, eyeballing the crowd of misfits and mercenaries waiting to be contracted by House Stel as caravan guards and hands. A short and squat bald human with a well-weathered face and a gleaming steel sword on his hip exits the gates. He approaches the templars and converses with them.

    Successful Detect Noise or Reading Lips Check:
    "Be glad to see you get these degenerates away from the city. You know how he feels about chaos, and look at those...things over there, you know they are all anarchists and criminals," the lead templar tells the newcomer.
    "Aye. They're perfect for this run." The man rubs his chin.
    "How so?"
    "They're expendable."

    The templars laugh then move on as the bald man steps forward, throwing his arms up into the air to make himself the center of attention for a moment. "Alright you rabble, we are loading up the last of the cargo and will be ready to move out in an hour. This is your last chance to change your mind about working for House Stel. If you desert the company once we are on the road, you will be blacklisted by us and every other trading house on Athas. I am Kor of House Stel, the caravan master for this run. You will do exactly what I say. Got it?" Withouot waiting for an answer Kor turns and heads back inside the walls of Urik.


    1 person marked this as a favorite.

    Always wondered if you have what it takes to survive the post-apocalyptic Dark Sun campaign setting? Have a hankering for old-school 2nd edition AD&D? Maybe you know Athas well but simply yearn to hear the arena crowd roar once again as you spill your opponent's blood on the parched dust?

    Well, good news, because traders are hiring caravan guards for immediate employment, and they don't care if you're a slave on the run! Yes, it is dangerous work but it is also rewarding. The merchant houses take care of their own and know where to find water.

    If you're interested, submit your 2nd edition Advanced Dungeons & Dragons Dark Sun character below. If you need a refresher on the rules check out this site for the core rules.

    Character creation:

  • Characters start at 3rd level, as normal.
  • Stats: Roll 4+4d4 six times, assign as desired.
  • Any Dark Sun race, class, or kit from any official Dark Sun book is available.
  • Kits from other sources may be allowed with DM approval.
  • Take maximum hit points for first level only, roll as normal for 2nd and 3rd.
  • Any non-evil alignment is allowed. LE may be allowed depending on the concept.
  • Roll for starting wealth and wild talent as normal.
  • Combat styles, expertise, and various "feats" from Player's Option: Combat and Tactics is fair game, just note I will be using group initiative for PbP ease and we will not be using the other Player's Options books.

    You don't need to fill in every detail or create an alias right away. If anyone needs access to the campaign setting box see this folder. That folder will also eventually contain things like combat maps and handouts, but I will repost the link later.

    I will begin as soon as I have three or more ready to go and recruitment will be open to anyone as long as I have no more than six total in the party. I'm planning on using the old modules mostly, however I want the characters to feel free to explore the world. Characters will be assumed to be working for a merchant house at the start of things. I don't have a specific start year/date, but we will be somewhere between the death of Kalak and the reimprisonment of Rajaat.


  • I have been away from the world of Athas too long and am jonesin' for some. Would any folks be interested in doing either the original or second track of modules using the old rules? I can loan some of the materials and the rules can be found online for 2nd edition...


    Station Paxem - Starboard Living Quarters
    2200 Local Station Time

    Partitioned by a canvas screen lie four stacks of triple-tiered bunkbeds. The walls are bare metal, the floors are scuffed but clean slip-resistant tile, and the recessed overhead lighting hums persistently. There is a heavy smell of recently used antiseptics.

    "The uh, facilities are that way," points a young lashunta mercenary. "There is a common area over there. Someone will be here at 0745 to escort you in the morning. Ready or not, they will drag you out of here. Good luck. Oh, and uh, glad to have you in the company. I hope." The kid grins and walks off. He is barely two steps away before he shouts across the other partitioned sections of the barracks to tell his friends he's off duty officially now.


    Welcome to the discussion thread, squad. Check in when you get a chance. If you want to make some alterations to gear purchases or swap a skill point so folks are matched up, just give me a heads-up on the changes.

    Figure out who is going to take which of the traits available. If I can whip it up quickly enough I'll add a gameplay thread to allow you guys to dot in or even do some inconsequential style RP before we officially get going.


    "Welcome to Station Paxem, recruit! You are ordered to report for induction and orientation at 0800 local time."

    Station on the Borderworlds is a Starfinder/StarJammer play-by-post. It begins at first level and ends about 4th. I am looking for four players to play new recruits for the Blackvine Company, a mercenary organization dedicated to protecting the Cyrollia System safe from pirates, evil cults, and anything else that threatens the good souls of Cyrollia.

    If you hadn't guessed from the title, this module is based on the original AD&D Keep on the Borderlands, but in space!

    I'm looking for four players, as I said. I'm more or less taking the first four folks who want to play, though I'm holding one slot for a potential player for a day or two.

    That means if you're interested, commit now before the slots are filled!

    Character Creation:
    Characters will mostly be built using the standard Starfinder rules. Anything that is Paizo official rules is allowed.

    StarJammer character options are also freely allowed, and the adventure includes rules from that line of products.

    Other 3PP rules will be considered so long as the GM is able to access them, either through his own copies or online. Regardless of access, GM approval is required to ensure the concept will function in the scope of the adventure.

    In addition to using the standard Starfinder rules, each character must select one of the special Campaign Traits. Each trait may only be selected once; no two characters can have the same trait.

    Take note that characters will be about or just over 4th level going into the end. The module uses the "Advanced" experience track.

    Good luck recruits!


    Intro meta-fiction here!

    Prologue

    Seattle, Downtown
    447 Cherry Street, Floor 11
    10:30, February 8, 2073

    Ryna paced the empty floors of her new, not-yet-renovated, office. Shared space with other small businesses. Sketchy security. She’d warned her employer about the difficulties, but her boss had insisted on the location. It was too close to the ACHE. The view was less than stellar, unless you liked staring at abject poverty from high above.

    Ryna knew for a fact that her employer did indeed enjoy such pursuits.

    The red haired gnome had finally come to the correct conclusion: this choice of office space was meant to mock her. Like so many other things. She’d been told the floor was turn-key ready, but framework covered the empty floor and fluorescent lights were hung without any real fixtures to speak of. Standing in the middle of the floor, she felt a little like she was trapped in a cage of aluminium. Alone. Her feelings were off; she was not alone.

    Her burner buzzed. It was her employer. “Ryna Cer-” her cheerful greeting was interrupted by the voice on the other end. High above, clinging to a strand of wiring, a tiny bug’s microphone picked up volume levels exceeding its programmed threshold and began recording her side of the conversation.

    “Yeah, I’ve got the keys and security passes, but you haven’t sent me the funds to furnish the place yet. No..No. Of course I did! No. Okay, no, I didn’t yet, but come on! Okay. Okay. No! I don’t want that!”

    Her sky blue eyes tinged red and began to water.

    “Please, boss, I swear this group will work out. You don’t have to do that. I know the last two were not, no, no, no, c’mon! Ma-” The bug nearly picked up the shouting from the other participant in the conversation, but it would take several attempts of scrubbing with several very powerful nexi to pick up what would still be mostly unintelligible swearing.

    After a moment, “Tonight. The invitations are being sent today. Where? Yes, it is a simple question, its just that you had told me you were giving me full authority over this op and I don’t think you need to micro-manage...oh. Bean’s Beans. Yeah, no the manager is totally cool. We went out dancing after her shift last...oh. Yes, I remember. C’mon boss don’t make me. Fine,” she let out a heavy sigh, “I will remember not to provide you with any information that has no value to you at all. But you know that since you never listen anyway that you wouldn’t know it if I did have something of value!” There was a long pause. The bug nearly shut down its recording process.

    “How would I have known that?” Ryna’s voice trembled through the question. “So what if he has an apprentice. I mean, its probably a female. She’s probably tall, most likely a human, and drop-dead gorgeous. Everything I’m not.” Ryna was exactly one of those things, drop-dead gorgeous, but she’d never let herself know it. Years of abuse had led her to having very low self-esteem. “She’d be lithe, agile, and active. I mean, magically, not that she runs.” Ryna hesitated before continuing. “She probably runs.”

    “Hey! Maybe I should get an apprentice?” Ryna’s face went blank for a moment. “What’s a, ‘second fiddle?’” Click. “Hello?”

    Ryna sighed melodramatically and pushed those thoughts out of her mind. They weren’t worth worrying about. She logged off the burner and pulled out her main commlink. In twenty minutes, her special invitations would be sent, bounced through multiple routers and scrubbers and whatever other term the kids were using these days. With luck they’d all respond and be at least as good as their meager reputations claimed they were. Hopefully better, but Ryna would settle for them just being as good as advertised. Ryna began to place another call, but she’d left the bug’s range by them. It shut down the microphone and went into power save mode. For another few days the bug would remain in position, picking up any further one-sided calls or in-person conversations, then it would crawl off to its rendezvous spot for pick-up later.

    Ryna and her boss’ plans would already be in motion by then, but the information it had already recorded, and would soon add to its database, would still put those plans into jeopardy.

    Back to regular play!


    Alright, here is your discussion thread! Woohoo, overdue and over budget already!

    If you haven't already specified where your character's primary residence/lifestyle is located, please make sure to update that. You don't have to give me a street address (though you can, there are some neat Google Maps of Shadowrun's Seattle), just a general location.

    Characters may know one another before beginning, whether by reputation or from having worked a minor job or two in the past. Totally up to you guys.

    I think I pulled in a balanced group out of what was available.

    From time to time I might have a post that is very much meta knowledge. I had been using some fiction to provide the player's with some stuff to give them more depth on NPCs and foreshadow things when I first started this as a live game forever ago. I really like the idea still as a way of teasing and tantalizing players and anyone that might read the gameplay stuff. Just remember it is not something the characters would know.

    In fact, I am going to make the first post of the gameplay the prologue fiction...that will be coming soon.


    2 people marked this as a favorite.

    Seeking tomorrow's talented professionals...

    Alright, my craving for Shadowrun has taken control of me, so I am resurrecting a storyline I had developed years ago and adapting it for PbP format.

    I have pretty much everything for 4th edition, so that is going to be the ruleset I will go with. I know it has issues, but except for first edition (what? I liked staging...and program carriers…), it is my preferred rules. The year will be 2073, but more to align with 4th edition source material than any other reason. Characters will be based out of Seattle.

    Mapping will be done via Roll20.

    So, if you need a job, chummer, here is how you apply:

    Standard 750 karma point build. Anything from any fourth edition book is fair game, and custom lifestyles are preferred but not required. The common “free contacts” house rule will be used as well, so remember you receive CHAx2 free points for contacts.

    Give me the brief biography, though feel free to keep dark secrets hidden for now, we will work them out if you’re selected.

    Also, provide a detailed answer to one of the following questions in-character:

    Question Set 1:

    What are your short-term goals?

    What are your long-term goals?

    What is your greatest flaw?

    And one from this list:

    Question Set 2:

    If you could kill anyone in the world and get away with it, who would it be and why?

    How did you get your street name?

    Who would mourn you if you died on the job?

    And finally...because initiative and PbP format can be a tough mix, every player must include a “simple AFK script” just as a contingency in case real life unexpectedly distracts someone.

    That’s pretty much it. I will leave recruitment up for about a week, and set a specific cut-off for applications in a few days, so watch this space if you’re interested and ask questions as needed.


    You are goblins of the Licktoad Tribe. Or at least you will be someday. For now, though, you’re whelps—ravenous, amoral, grumpy goblin children who learned to stop eating rocks only a few months ago. But with every day that passes, your whelping cage seems smaller and smaller. The outside world increasingly beckons to your goblin curiosity (and appetite), but the hateful cage bars holds you at bay. A few other whelps flourish in the cage, even as the smaller and weaker ones are thinned out. Kettlehead stands literally head and shoulders above the competition, being a goblin of impeccable flatulence and having already fashioned himself an impressive hat from a teapot left lying too close to the cages. Even adult goblins—legendary Chief Rendwattle Gutwad among them—have taken note of Kettlehead and his advanced skills of poking the rest of you with sticks and delivering bruise-inducing noogies.

    But today is special. Today, instead of a bucket of fish heads, whelp-wrangler Loptop brought a key and unlocked the door to your cage, spilling you sorry lot into the world for the first time. Other Licktoads gather around, eyeballing you and chewing on the fish heads that should have been yours.

    “You all are too big for cages,” Loptop snorts. “But you’re not Licktoads yet. Licktoads gotta be useful. Licktoads gotta be tough! Licktoads gotta earn their places in the tribe. And that’s what you’re gonna do now! Show us where you belong, even if that ends being the boneyard!”

    Loptop opens the cage and smacks the whelps pouring out with a pole, pushing them into a rigid line against the cage. "Kettlehead, you go now, Chief said you already prove your worth, so you go straight to getting toads. GO!" Loptop snaps as he uses the stick to keep the rest of the whelps against the cage. "Now, who wants to prove they smart 'nuff to be Licktoads? Huh?"


    Guys, we'll use this thread for standard OOC discussion and also because I think scary-you-know-who-guy will be joining us and might need some helpful guidance in character building and using this site. I will create the gameplay thread after everyone has setup an alias.


    Spitter:
    The first meeting with the townsfolk of Belhaim did not go well for Spitter. A little human farm girl screamed in fear and her parents acted like parents would. Since then, the people seem to be a little on edge. He might have hoped to make up for the bad start by befriending the local druid, but he has yet to track him or her down and has only seen the occasional marking in the secret language of druids here and there. Spitter has also seen some signs of other kobolds in the general area, but up until five minutes ago had not seen them.

    Five minutes ago, he watched a pair of green scaled kobolds approach a large human dwelling. They knocked and an old human answered. After a brief exchange Spitter could not hear, the human slammed the door and the kobolds scurried off to the block, ruined castle tower everyone in town seems to avoid.

    Two minutes ago, the ground began to shake violently. A sinkhole opened beneath a portion of the tower, and the building collapsed in a deafening landslide. Spitter can clearly see a couple of crushed kobolds in the rubble. Three kobolds emerge from the rubble, running quickly for the door to the manor they had been to earlier. One grabs the door handle and is immediately immolated by a powerful magical trap. The other two flee after their compatriot's charred corpse hits the ground.

    Things become quiet for a moment, but the town is beginning to investigate. It won't be long before the townsfolk arrive wondering what happened.

    Everyone Else:

    It seemed like a simple caravan job. Pay would wait until a hire-on left the caravan, but the food was remarkably good despite being cooked on the road. Silas Gribb, the caravan master, even had imported coffee from Katapesh. The weather was pleasant and mild for late summer, and the most dangerous situation the caravan ran into before Belhaim was a harmless prank involving shoes filled with mud, likely perpetrated by some rambunctious fae.

    Things changed radically when the caravan came to Belhaim. Within seconds of arriving and looking forward to sleeping in a real bed at the local inn, The Wise Piper, a group of guardsmen led by Sheriff Benhovy arrested everyone.

    An hour later the sheriff is convinced that none of you were involved in Silas Gribb's smuggling operation and cuts you loose. Unfortunately, no one is getting paid since all of the caravan goods have been impounded and the sheriff and town's best deputies are taking them, Gribb, and Gribb's crew through the Verduran to Cassomir.

    "You poor dears, caught up like that because of a criminal!" Talia Orem, the proprietor of The Wise Piper, says to you, "You four just take a seat in the common room, we'll get you some stew while I have a maid prepare some rooms. You can stay here a day or two while you figure out what you need to do next."

    Before anyone can get comfortable there is a loud crashing sound from the east side of the town. A sort of continuous peal of thunder that reverberates and echoes for what seems like a full minute. A human woman runs into the Inn's common room and shouts in a tone that is both excited and anxious, "The Witch Tower! It is gone!" This causes a commotion and the town begins to pour out into the streets.


    1 person marked this as a favorite.

    Welcome to the game everyone! You can find the Roll20 link in the campaign description so check in when you get a moment, claim a slot in the character journal and upload a token/pic. The journal tab will also hold a short list of active quests (some of them are sort of like video game achievements rather than quests), so they can be helpful reminders.

    I try to check in daily, on occasion I might be unavailable for a day or maybe two, but anything longer than that would be announced ahead of time.

    Take a little time to figure out if you want to incorporate background skills or not, or any other minor tweaks you might want to make such as swapping languages or knowledge skills to feel more covered. I will open the game thread in a day or so with an intro. You'll pretty much find action demanding your attention right a way.


    So I was going to run Dragon's Demand for a random group on Roll20, but real life decided to mess with me and many of the group I had assembled. Their loss is a PbP group's gain! The module is already fully prepped on Roll20 and I'm totally familiar with it. If we finish the module and folks want to keep the group going, then I would be totally up for it, but I want to focus on completing DD!

    So what should you submit to this recruitment thread if you want to try and get it?

    • A brief (no more than two or three sentences) concept of the character.
    • 25 pt stat buy.
    • Any alignment is open (but see Things You Should Know).
    • No 3PP. This is a Paizo module, so Paizo only.
    • Anything Paizo is fair game.
    • Maximum starting hit points as normal, when leveling hps will be as PFS standard (retraining is allowed, but time may be a factor late in the module).
    • Use the average starting gold listed for your class to purchase gear.
    • Two traits and a drawback is allowed.
    • Note: Each trait must come from a separate category of trait, including any selected along with a drawback.

    I know there are things I am forgetting, there always is something, so feel free to ask questions as needed.

    Things You Should Know
    This is a very classic sort of high fantasy module. As a result, it assumes that the characters will take an interest in the town the module takes place within. The town itself is a major factor, and talking to resident's can bring in useful information, extra exp and gold, and even make the finale a little easier. Good alignments are more likely to fit in (but it is not a requirement).

    I'm going to leave this recruitment thread up for one week (submissions accepted until March 21, 11:59 PM Eastern). You will need to have, or be willing to create, a Roll20 account to access maps and things of that nature.


    Here is some open space for you to discuss the team, perform build-related rolls, ask rules questions/ask for clarification and general out-of-character talk once the game starts. My main focus is toward testing the rules first, but I have no problem keeping things going after the initial module if everyone is enjoying things.

    Are folks okay with using the New Orleans module/is anyone familiar with the plot to it?

    Is everyone okay using Roll20 for maps/handouts? I could use Google Drive, but would prefer Roll20.

    So for character building: Use the "self-determination method" of ending generation. I am planning on using an alternative initiative system as presented in the book, but at the time of this posting seeking some additional clarification on it from the current publishers. Characters will begin with 10 experience points. These are intended to be spent on some of the new rules I'm testing, but they're your points. I will soon be PMing everyone links to the folder in Google Docs where the review copies are. There is a section I'm planning on reworking some, but those edits should be handled very soon.

    There is another section I was thinking of adding in: Randomly Generated Home Community (based on the Traveller TNE homeworld generator). This wasn't part of my original plan for these rules, merely something a friend suggested adding after I sent my pitch. If you're interested in this idea at all, let me know and I'll buckle down on starting the roughest of drafts for that.


    "Monsters are real!" a bum shouts from the corner. Private police drag the monster-shouter off the streets and into an alley. You know he is right. That man may or may not be delusional, but he is right. Monsters are real. Fighting them is difficult. They have their tendrils in every aspect of human life. Politicians are owned by them, corporations do their bidding. Every two-bit celebrity has been brainwashed. Somewhere, aliens are developing new weapons for their evil masters to use on people. Monsters are real, but most die when you pump them full of lead.

    I have been working on a new product for the current edition of Dark Conspiracy and need to expand my pool of playtesters. Time constraints make live games more difficult, so I'm taking it to PbP. I am ultimately looking for five players to run through an older module I'm converting for the current edition. I am looking for players who can post a few times a week and are willing to provide solid feeback on the rules to be tested. Knowledge of the game system would be helpful, but is not required. If you're familiar with any of the old GDW games (Twilight 2000, Cadillacs and Dinosaurs, Traveller: TNE, 1st or 2nd Edition Dark Conspiracy, heck, even Space 1889) you should be able to pick up the rules easily.

    I will be using an older adventure module, as I said before, to make sure I'm able to focus on testing, rather than writing up original material, to save time. I am planning on using the adventure "New Orleans", but depending on the interest level and whether or not those interested have played it, can alter that to a different one, but will use one of the older published modules because I must save time to get additional testing in ahead of my deadline.

    I'm not accepting completed characters at this point, because a significant portion of these rules deals with character creation. What I am looking for in applications is character concepts and players willing to provide serious feedback on the rules to be tested. I will be using Roll20 for maps and handouts.

    This link has a couple of chapters provided by the game's publisher to assist in character creation. Those selected to join the game will be provided the links to the new rules before character creation.

    Applications must include:
    A name and basic concept of your character idea. Keep in mind this is a modern/near-future setting. Since evil has started showing up in our world in force, psychic powers are on the rise.
    Your posting frequency.
    That's about it...

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