Interest check: Underground Survival Campaign, with a hint of Conspiracy


Recruitment

51 to 100 of 110 << first < prev | 1 | 2 | 3 | next > last >>

Tie My Shöelace wrote:
Frepply wrote:

I still have been wanting to play an underground grippli.

I think he fits. Check him out in his profile.

I haven't put out any character creation rules yet, You'll probably have to modify him to fit the world a bit. But he is not outside the realm of possibility.

I expect modifications, I have to ask about crafting rules, because it sounds like I may have to craft the Bow, nets, etc to have gear.


Frepply wrote:
Tie My Shöelace wrote:
Frepply wrote:

I still have been wanting to play an underground grippli.

I think he fits. Check him out in his profile.

I haven't put out any character creation rules yet, You'll probably have to modify him to fit the world a bit. But he is not outside the realm of possibility.
I expect modifications, I have to ask about crafting rules, because it sounds like I may have to craft the Bow, nets, etc to have gear.

Crafting will probably play a large role in the party, but I won't punish you for not having it, or in other words, you won't HAVE to take it.


1 person marked this as a favorite.

Due to the last few days being a bit hectic for me the player's guide thing I have been working on won't be finished tomorrow like I planned.

I am hoping to have it finished Friday night with a full post Saturday!

The Exchange

That's fine, don't worry about it. Real life always comes before games.


Hey the good news is you are going to do it!


Just dotting to let you know I'm still here. Really excited to see what you have in store.


Dotting to let you know that me and my Breaker Barbarian are still interested!
This is gobo by the way.

Grand Lodge

hey gobo.

good to know you are almost done with you players guide DM


Life still hasn't eased up yet. I know I said I would have it out now, but it is not quite finished yet. I'll post what I have though since it is mostly complete, just not very fleshed out. I thought I would share it now just to let you guys know I am still working on it.
I wont be able to finish it this weekend since I have an in person game tomorrow and busy tonight.

Player's Guide (WIP)

Here is is for those of you that can't access it, though it is not forum formatted.

Player's Guide (WIP):

GENERAL INFO
This campaign is firstly a survival campaign emphasizing the lack of resources on the party. There is also the limiting factor of magic. There are magical deadzones and places called twisters which warp magic in unpredictable ways.
Players are thrown into The Prison for committing a crime against the Empire, very little is known as fact to the common person about The Prison though there are several rumors about the place but cannot really be confirmed.
There will likely be a lot of downtime for the party as they travel about trying to initially survive, and gather resources to survive the upcoming Flood.
Eventually they can settle in a town and start building their own kingdom, or they can try to find a way to escape back to the surface for some ulterior motive.

The Surface Empire
The Human Empire first came to power 600 years ago and has since expanded to cover most of the main continent, slowly assimilating all in their way. They were harsh and strict showing high favoritism to the higher races, and treating the lower races as slaves. Many races are now extinct from genocide on the main continent because of Human greed for power. However the last two Sovreaigns, Chaundler and Eigen has shifted away from that bloodlust. They realize in order to expand their territory further off the main land into the world beyond they will need the help of the other races.
About 150 years ago, Chaundler made the move towards a fauxdemocracy where races are “equal” and those who committed crimes were given a trial by their peers. These trials were often rigged with threats and bribes, clearly innocent people being executed and murderers getting off free with many questions asked.
About 80 years ago at the end of Chaundlers life, the Empire discovered a magic portal leading to a HUGE underground cavern. The first initial explorers where not heard from and they assumed it to be a one way portal, so they sent in a top military group consisting of several very experienced magic users and fighters. Though they were able to communicate with this group some, the magic was very distorted and eventually after a few years of not figuring a way out the portal was “converted” into a prison.
This allowed an easy way to deal with criminals and members of society who were useless and unproductive. Since the cost of keeping them was the transport to the portal. About 50 years ago there was a revolt with how many people were being convicted and basically given a death sentence even though they were “guilty”
of minor “crimes.” In response to this Sovereign Eigen implemented different types of sentencing with varying levels of equipment people would be given to survive.

Sentences
Reformatory
People that have committed minor misdemeanors such as a bar fights, public drunkenness, involuntary property damage are sent to a local Reformatory. Here they are put into a bare cell and fed awful food for a certain amount of time relating to their crime. Once they have served time they are then released back into society. (Basically like a normal penitentiary)

Level 1 Conviction
Repeat Reformatory Visitors
Given a survival kit and allowed to take in whatever they own up to 200g

Level 2 Conviction
Property damage, Stealing, Empire Slander
Given a survival kit; choice of leather, studded leather, Lamellar cuirass, hide, scale mail, Four-mirror armor; choice of any simple or martial weapon under 40g, Choice of Limited spell component pouch or Light wooden shield

Level 3 Conviction
Property destruciton, manslaughter, conspiring against the Empire
Given Survival kit; choice of leather, FRAGILE studded leather, Lamellar cuirass, hide, FRAGILE scale mail, FRAGILE Four-mirror armor; choice of any simple or martial weapon under 20g or choice of any simple or martial FRAGILE weapon under 40g, Choice of Limited spell component pouch or Light wooden shield

Level 4 Conviction
Murder, Expansion Espionage,
Given Lesser Survival Kit; Choice of Leather, FRAGILE studded leather, or hide armor; Choice of simple or martial weapon under 15g or choice of simple or martial EXTRA FRAGILE weapon under 30g, Choice of Limited spell component pouch or Light wooden shield

Level 5 Conviction
Treason, Mass Murder, Murder of an Empire agent
Given a water skin and 2 days’ worth of rations

Survival Kit (*included in Lesser)
• Backpack*
• Bedroll*
• Bell
• Building tools (Hammer, Saw, Nails, ect.)
• Candle X3
• Chalk*
• Charcoal*
• Earplugs*
• Fishhook*
• Flint and Steel*
• Oil 1lb
• Rations x5*
• Rope 30ft*
• Rope 20ft
• Shovel*
• Signal Whistle
• Sling*
• Tindertwig x3
• Tindertwig x2*
• Torch x3*
• Torch x2
• Twine 50ft
• Utility Knife*
• Wandermeal (10 meals)*
• Waterskin*
• Waterskin

The Realm Below
The rumors: The flood occurs every few years bringing horrible menaces, there is no way to escape, magic functions strangely or doesn’t work at all, it was created by the Sovereign.

The facts: Magic to the surface is heavily distorted, there is native fauna and plant life, there is a supply of water, there are light sources

Resources: some resources don’t even exist down below some are rare and some are even more bountiful than the surface. This also includes spell components and other expendable resources for classes

Magic: Arcane magic uses magical currents that flows around the world, the cavern below the surface is sometimes outside the normal flow of magic causing deadzones, othertimes magic gets twisted up into a highly concentrated area, and magical effects can get very distorted. For divine magic the connection to the gods is much weaker down below for some reason and sometimes the gods don’t respond to their followers.

RACES

Humans
Humans only came into power in the last 600 years on CONTINENT. Extremely power hungry and hostile Humans have taken land from the other civilized races to create large cities and fertile farms. Only recently however have then be a lot more tolerant and even accepting of other races. Under Sovereign Eigen Human rule has expanded faster than her previous five Sovereigns, mostly due to her policies dealing with nonHumans.
Humans are the most populous civilized race in the region. In The Prison there are relatively less of them compared to monstrous races, though they still are the most populous.

Elves
Elves used to rule the land before the Humans started taking everything over. They have an innate dislike of Humans but have relented to the fact that Humans aren’t leaving anytime soon. Since Sovereign Eigen’s new policies have come into effect more and more elves are moving into the city to take advantage of the comfortable living arrangements and to avoid undue prosecution of being a drain on society.
Elves are also not as long lived as in standard fantasy, living only slightly longer than Humans, with an average lifespan of 100 years. Their children mature at the same rate as Humans as well.

Gnomes and Halflings
Prior to the Human era of history these races were nomadic and excelled at trading. Even before Sovereign Eigen came to power they had already integrated into Human society as politicians and traders. These two races have integrated so seamlessly that interracial marriages are not uncommon.

Dwarves
Dwarves and Humans have a cordial relationship. Prior to Sovereign Eigen’s rule were hired to help build cities or undertake other massive construction projects in Human cities, and then were returned to their homes and not welcomed to live in what they built. Recently Sovereign Eigen has actually been encouraging Dwarves to settle in the cities to help make better weapons and stronger buildings.

Half-Orcs and Half-Elves
With Humans expanding their territory at such a fast rate interracial breeding was a non-question. At first they were considered dirty and given all the bad jobs around the city. Now it is not uncommon to find forth and sometimes even fifth generation half breeds in the city, even in prominent positions.

Aasimars and Tieflings
Tieflings are mostly found in the noble houses whereas Aasimars are usually found in middle class families, though a few can be found in prominent positions in the hierarchy. Seeing Tieflings populating so many noble houses has spurned unspoken rumors among the other races that the reason Humans have come into power so quickly is due to pacts with powerful fiends long ago.
Tieflings are more common than Aasimars on the surface, though nearly equal in number in The Prison, due to Aasimars having an obscenely high conviction rate compared to any other race.

Catfolk, Ratfolk and Other Civilized Races
The less common civilized races have been assimilated in Human society as they expanded. Though they are not unwelcome, the other races have not mixed in with society and often keep to the selves working and staying out of trouble. Each having their own little distinct district in the major cities.

Orcs, Goblins and Other ‘Noncivilized’ Races
Originally conquered as slaves and used as such for nearly 500 years, they have been freed under Sovereign Eigen. Though most still work for coppers a week, several of the smarter ones have successfully started their own businesses. They still face an uphill battle for identity and are usually grouped all grouped as Laborers by most Humans regardless of their actual race.

Shifters
There are a very few shifters in the world, they are not natural and are experiments of the Empire within the last 50 years. Generally keeping their secrets to themselves after the Empire has abandoned them, there are few cases known to the public. Those that are known have already been killed, mistaken for lycanthropes.
STATS:
 Humanoid Type (Shapechanger Subtype)
 Medium Size
 Base Speed: 30'
 Attribute Modifications: +2 Dex, +2 Wis, -2 to Cha
 +2 racial bonus to Acrobatics and Climb.
 Low-Light Vision
 Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power.
At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Natural attacks while shifting qualifies as a natural attack for prerequisites, as does special powers or movement rates, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.
 Beasthide: +2 racial bonus to Constitution and +2 natural armor bonus to AC.
 Cliffwalk: +2 racial bonus to Dexterity and gains a Climb speed of 20'.
 Dreamsight: +2 racial bonus to Wisdom and affected by the Speak with Animals spell. Shifters with this trait also gains +2 racial bonus to Handle Animal and Wild Empathy checks even when not shifting.
 Gorebrute: +2 racial bonus to Strength and gains a natural attack (gore) for 1d6 (bludgeoning).
 Longstride: +2 racial bonus to Dexterity, are always considered to have a running start when jump while shifted, and a +10' racial bonus to your land speed.
 Longtooth: +2 racial bonus to Strength and gains a natural attack (bite) for 1d6 (piercing).
 Razorclaw: +2 racial bonus to Strength and gains two natural attacks (claws) for 1d4 (slashing). These claw attacks always involve the hands and thus cannot be used anytime the hands cannot be used.
 Swiftwing: +2 racial bonus to Dexterity and gains a fly speed of 30' (clumsy). This fly speed is provided by the arms and hands transforming into wings, which means anything that is held or wielded is automatically dropped. Likewise, the shifter cannot take actions that involve her hands, including attacks.
 Truedive: +2 racial bonus to Constitution and a swim speed of 30'. Shifters with this trait also can hold breath for 4x Constitution score even when not shifting.
 Wildhunt: +2 racial bonus to Constitution and the scent ability. Shifters with this trait also gain +2 racial bonus to Survival even when not shifting.
 Winterhide: +2 racial bonus to Constitution, a +1 natural armor bonus to AC and cold resistance 5. Shifters with this trait also gain a +2 racial bonus to Fortitude saves to resist environmental effects of extreme cold.

Natural attacks while shifting qualifies as a natural attack for prerequisites, as does special powers or movement rates, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.

Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to 2+the shifter's Con modifier (After Shifting). It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies.

Shifter Feats (Many monster feats listed can be taken by shifters and count as a Shifter Feat)
For each Shifter Feat taken by a shifter, add 1 round to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
For every two Shifter Feats taken, add 1 to the number of times you can shift per day.
Shifters must still qualify for these feats normally.

Automatic Languages: Common. Bonus Languages: Elven, Giant, Gnome, Goblin, Halfling, Orc and Sylvan
Favored Class Options:
 Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
 Druid: Add +1/4 to the druid's total number of Wild Shape per day.
 Fighter: Add +1 to the fighter's CMD when resisting reposition or trip.
 Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
 Rogue: Add +1/5 of a new rogue talent.
 Witch: Add +1/6 of a new witch hex.
Age:
Adulthood: 20 years
Intuitive: +1d6/Self-Taught: +1d8/Trained: +2d8
Middle Age: 40/Old: 60/Venerable: 80
Base Height & Weight:
Height: 4' 7" (male) or 4' 5" (female)
Weight: 100 lbs (male) or 85 (female)
Modifier: 2d8 / Weight Modifier: x7


Classes
Alchemists
Above: Alchemists are commonly employed by the Empire to create cheap potions to heal as well as to increase production on various tasks. Many own their own shops/labs to try and find new and better ways to create potions.
Below: Alchemists are much harder to find underground since there is a lack of supplies to create their potions. Many Alchemists take up a new profession once underground. Several join with the druidic sects underground because they tend to have a small supply of common ingredients. There are a lucky few who have adapted their practice to use what materials they can scrounge from the underground.
Recommendations: Due to the lack of resources early in the campaign this class will be extremely challenging to play, but may be a boon to a party later on once established.

Barbarians
Above: Barbarians are extremely rare on the surface, mostly because they are quickly throw into The Prison for some outburst or another.
Below: As a conjugate to the above, Barbarians are fairly common below due to being thrown down there so very often and join one of the established barbarian tribes. Most tribes do some amount of raiding on other settlements, though there are a few that tend to keep to themselves.

Bards
Above: Theater is the most common form of entertainment in the Empire and many of the tropes travel from city to city. The bigger cities usually have at least one stationary troupe. Bards tend to stay away from anything mentioning the Empire or ancient civilizations as those topics tend to get their fellows a case of disappearing.
Below: Bards are welcomed in most areas and settlements. They are one of the few classes that do well economically since entertainment is scarce and in high demand.

Cavaliers
Above: Almost all Cavaliers have a military background, though a few are athletes that participate in the Garganmoth games every few years to show off their skills.
Below: Not many trained military officers make their way down into The Prison, mostly due to being smart enough not to mention anything about the dictatorship being run by the Sovereign. Those that do end up do end up down below sometimes get recognized if they are prominent. Most end up adapting their skills towards domesticated Giant Spiders and Giant Lizards.
Recommendations: Mounts likely won’t be accessible early on in the campaign, so several class features will be collecting dust until such a time that mounts are accessible. But perhaps riding a giant spider is worth the wait. So make sure you are able to survive the early game well enough to get to that point.

Clerics
Above: The Empire has allowed religion to exist under strict circumstances, which more or less forces many clerics to become healers. Those that wish to be more involved with their god and carry out their will must do so secretly for fear of repercussions.
Below: Clerics are also a well-respected class that can fit in anywhere due to their innate healing. However they are much farther from their gods so sometimes they won’t respond (they are still affected by the magical deadzones that populate The Prison). Unlike the surface people are much more openly pious and several settlements revolve around certain faiths.

Druids
mostly against the empire, have set up an underground network for people.
Thrive below but keep to themselves, prefer to be imprisoned away from oppressive empire, help out certain settlements who return the favor

Fighters
Above: People fight everywhere, in the military, in the bars, in competitions. The world belongs to fighters (metaphorically).
Below: See Above.

Gunslingers
Above: The Empire has put a lot of research into creating a triggered explosive powder but has not revealed its secret to the world yet. Most people that a gun shoots out a small round metal ball at high speeds, but they do not know why or how it does so. Guns are strictly military issue and used to keep the “peace.”
Below: Guns are scare down below, but not unheard of. The rare wielder of such a weapon is generally respected for fear of the damages it can cause. Explosive powder is extremely hard to come by and is hoarded by settlements lucky enough to have some.
Recommendation: Since supplies aer hard to find, a secondary weapon is likely necessary. A smart gunslinger will be able to make use of her environment though.

Inquisitors
Above: Inquisitors are find themselves commonly out of a job due to the Empire’s tyrannical ways of enforcement. Some work in the bounds of the law, while others secretly move behind the scenes.
Below: Inquisitors are slightly more common below ground, but the link to the gods is weak and as such they have a harder time upholding their faith because sometimes their faith isn’t there for them.

Maguses
Above: Masguses are elite military trained combatants. It is rare for one to seen in the major cities due to usually being out on special operations for the Sovereign. Not much is known about what they do and those that do talk to them don’t get much information out of the encounter.
Below: Even more rare that seeing them in the city is seeing them in The Prison, and those that are found are instantly assumed to have committed treason against the Empire.

Monks
Above: Monks have slowly assimilated into the current culture of the Empire. They used to be in remote locations away from prying eyes and civilization but Human expansion has changed all of that. Those that didn’t put up a fight were welcomed. Those that did not are no longer around.
Below: Fighting against the Empire is a surefire way to get thrown into the Prison, and that is how most monks ended up down there. Usually the entire clan was thrown in there and they tend to stick together.

Ninjas
Above: Another of the Empires elite forces. They are similar to Maguses except without the innate magical talent.
Below: See Magus

Oracles
Above: Oracles are one of the more free classes on the surface since they tend to not be affiliated with any politics like other divine casters. That being said they still populate the churches as well as the government and everywhere in between.
Below: Though Oracles don’t need a divine connection like other casters, they still need to touch into the arcane magic to be able to cast at will and are subject to both divine and arcane magical effects from the world, but to a lesser extent than others.

Paladins
Very rare above since the empire has such a strong lock on interpreting the law. And even then they are highly hypocritical.
Usually fighters that have converted to a faith down below

Rangers
Similar to the druid but more open in protest of the empire also more along the lines of diplomats for the druids in the settlements
Favored enemies: Human, Humanoid (general), aberration, animal

Rouges

Sorcerers

Summoners

Witches

Wizards

Psionics
Psionics are okay, but I may have to change something here and there in the future so just keep that in mind.

You are more than welcome to start making characters, but this isn't the official recruitment thread so I will have to ask you to make sure you post on the actual thread when it pops up.

You have been sentenced to The Prison and have just arrived at the portal about to be tossed in with your items.

Usually I am a mean GM and have my players start at:
-17pt buy
-half skill points
-one trait
which then they can bonuses up to:
-25ish point buy
-full+2 skill points
-2 traits
-bonus feat
if they give me a good backstory. My players hate it but it definitely attaches them to the character.

I would recommend using the

Ten-Minute (but not really) Background:

The Ten-Minute Background (I didn’t name it, I think it takes longer than 10 minutes all together)

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile, a prized possession…whatever you need to get an image in your mind. 5 is just a minimum…more elements are encouraged!

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him or her but that he or she is not actually aware of yet. This will help me in creating plots that center around your character.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don’t have to be elaborate, but they should provide some context and flavor.

And fleshing out as many NPCs and cities as you want and Organizations you want.

I'll just let you guys decide on how you want to build your characters up to the max stats. You can decide on your own bonuses or you can build the bare minimum and let me choose your bonuses. Though if you try to use the max of everything without a good story your chances of getting picked drop a bit, I recommend building on the side of caution. I try to pick feats and skills that you have woven into you're story.

Any race, any class (including psionics). You may choose to start off you character as a Prisonborn, however I will likely only pick 1 MAYBE 2 if I do a large party. And they gain other benefits as well as a few downsides (notably they tend to be weaker physically and mentally, I haven't decided yet how I will implement this, likely -1 to all stats or something). So build you character and story as a Prisonborn then we will work from there.


Couple of questions, to be a pain:

- I really like the idea that your conviction level affects what you start with for gear, but it doesn't seem like you get anything for the tradeoff? I mean, if I choose to have Conviction Level 5 and someone else takes Level 1, I'm at a pretty immediate equipment disadvantage. Is there any reason aside from Fluff to have a higher conviction level?

- The additional racial modifiers that the Shifter gets (Beasthide, Winterhide, Wildhunt, etc), am I right in assuming that those are only "active" during the use of the Shifting special ability?

I really love this idea, I hope I can come up with a half-decent character.


YoricksRequiem wrote:

Couple of questions, to be a pain:

- I really like the idea that your conviction level affects what you start with for gear, but it doesn't seem like you get anything for the tradeoff? I mean, if I choose to have Conviction Level 5 and someone else takes Level 1, I'm at a pretty immediate equipment disadvantage. Is there any reason aside from Fluff to have a higher conviction level?

- The additional racial modifiers that the Shifter gets (Beasthide, Winterhide, Wildhunt, etc), am I right in assuming that those are only "active" during the use of the Shifting special ability?

I really love this idea, I hope I can come up with a half-decent character.

That more or less sets up for the crunch building bonuses. Sure you can create a level 1 conviction character, but you likely won't get all the stat bonuses and other things, unless of course you have somehow created a super awesome story about a drunk. The more power to you.

Also it allows you to create connections to NPCs that may have been in The Prison already, or for later stories if you figure out how to escape.

The shifter bonuses for the trait are only during shifting.
I also forgot to put in the shifter feats. >.<


Ah okay, brilliant, cheers!

Dark Archive

I am quite interested in this game, and I was wondering how large a role crafting and community building will play in this game, as I am looking for a game that favours those elements right now.


DM .....my thoughts are something like this...

Spoiler:
Frepply was smuggled into the prison via traitors to the empire, as an egg or ttadpole hidden within the waterskin of a level 5 convict, suspecting if any way out of the prison existed it was hidden through flooded caves in a lightless word. The convict taught the young one and located the water source as a home. The convict he knows as "father", and he knows no other place than this.......

Let me know if I am on the right track!


Alright Mr Shöelace.

Since Crunch is so dependent on Background with this set up, I'm not even going to bother to figure out the numbers until after I know how many points I'm going to have. (or even if I stand a chance of getting in!)

As such, here is the Background (and nothing else) for my proposed character. The general idea is that he underwent some of the same experiments that created the Shifters, but rather than having anything manifest in the way their powers did, he instead gained psychic powers (Which I feel is a decent explanation for their existence, at least in my case).

So, yes. Human Vitalist, focused on Healing. Here's the background, from his point of view, written as kind of a Diary Entry / Deathbed Confession sort of thing. Apologies, it is a bit long / wordy. I'm guessing it's about a Level 4 Conviction, but I'm not positive. Either way, I'd love to hear feedback on it.

The Vitalist:
I have no more delusions; I know that I am to die here. I am an unfathomable distance from my home, from my people, from all that I fought for, and my crime has been long forgotten, yet I feel the need to tell the story. Consider it the last request of a condemned man, a deathbed confession.

It all began a lifetime ago.

The Empire never kept it a secret that they were experimenting on people - they never really had to. Everyone who wasn't serving them was crushed underfoot. People were taken and used, and thrown away when things didn't go as expected. Those that made a fuss were simply killed. Even those who survived were often outcast.

Most of those who survived had small degrees of success with the programs. Some found that when they concentrated very hard, they could communicate with animals. Others found that they could jump considerably higher than they'd been able to previously. Others grew wings or retractable claws. Useful things, but things that made you different, in a world where being different got you killed.

I became something else entirely.

They took me when I was 12, believing that something in the human system changes once we hit puberty. The tests were invasive, frequent, given by cold doctors who only cared about results. I learned quickly to hide my talents from them. Being worthless enough to be thrown away was better than becoming one of their slaves.

They dumped me and a dozen others in a pit outside the city to die. The smell of rotting flesh was all around me. I remember, there was a woman who had been pregnant. Another experiment gone wrong. They thought the child would yield better results and the woman, well, she ceased being useful after that. Her entire abdomen was covered in blood, and she was delirious.

It was the first time in my life that I remember willingly touching another person. Instinct took over, and I put my hands on her face, and took away her pain, forcing it onto myself. It's funny, she never said thank you. But she didn't have to, her eyes told me all that I needed to know.

From that moment I became a traveling healer, going from town to town, always giving different names, trying to keep a low profile. I wanted to help people, but the Empire thought I was dead, and I didn't need to give them a reason to suspect otherwise.

They found me anyway, though. Just not in the way that I expected.

Despite trying to stay under the radar, word about me was growing, and people began to seek me out. They had all heard that I could cure not just pain, but disease. I did what I could for them, but there were always more who needed me. Things under the Empire seemed worse than ever.

Some officials found me a few months later, claiming that they had someone important that could use my help. I knew what refusal meant, so I smiled nervously and agreed to go with them.

When I saw that they wanted me to treat the doctor who had experimented on me, I smiled. The years had taken their toll on him, as they had on me. He had gone up in ranking, having to take a more supervisory role when he lost the use of his eyes. Now the muscular disease was eating away at the rest of him, and he could barely stand. I fought the urges to laugh, and smother him with his pillow, but I knew if I did that, I would never leave the room alive.

I spent weeks, pretending to try to treat him. I'd take away a little of the pain, just enough to make it seem like something might be working. All the while building up trust, and formulating a plan of how to get out of there.

One morning, they had left me alone with him by this time, his pain was particularly bad, and he said that he found it ironic, how he'd spent his whole life trying to help people, only to be unable to help himself. My stomach turned at his notion of helping people.

I grabbed his arm roughly, causing him to let out a bit of a yell, which I ignored. I didn't say anything clever, I didn't argue the points, I didn't reveal who I was, I simply put my hand on his chest, and took away his life, what remained of it.

The guards were on me long before I made it out of the building. They couldn't prove that I'd killed him, of course, and assumed that I had simply panicked. Still, they weren't exactly forgiving, and they'd made up some kind of negligence charge to lock me away.

I didn't try to fight it. I knew that what I had done was wrong. I was a healer, someone who could take away pain, who could make people better, and I had murdered a patient. I was not sure that I could come back from that. I did not regret it. When I meet my maker, I will tell her what I have told you. The life that I've lived, the lives that I've seen others live, they are lives that no one should be given, and yet they are. I did all any of us could have hoped for - the best that I could.


YoricksRequiem wrote:

Couple of questions, to be a pain:

- I really like the idea that your conviction level affects what you start with for gear, but it doesn't seem like you get anything for the tradeoff? I mean, if I choose to have Conviction Level 5 and someone else takes Level 1, I'm at a pretty immediate equipment disadvantage. Is there any reason aside from Fluff to have a higher conviction level?

- The additional racial modifiers that the Shifter gets (Beasthide, Winterhide, Wildhunt, etc), am I right in assuming that those are only "active" during the use of the Shifting special ability?

I really love this idea, I hope I can come up with a half-decent character.

Because of course my guy is going to resist and of course my guy is going to be a royal pain in the arse to any guards that he can, I wouldnt be surprised if my guy gets chucked down there butt naked if he puts up enough of a ruckus ^-^ (I doubt that it would go that far but I could quite easily be empty handed going down) so even though I might only have a lower Conviction Level I imagine that I would still start out with very little gear if I can be enough of a pain :D

As for the "getting better stats the more attached you are" I tend to be quite attached to the creations I create and like them quite a lot (hence why I play them) but suffer from the "cant create a background syndrome" but I also find it fun to play underpowered characters and attempting to make up for its perceived weaknesses.

Lastly, dont worry about it taking a while to get everything created up for the players guide. I would rather wait a bit at the start and have everything ironed out and awesome then rush into it and have issues down the road and a less interesting, full of holes storyline :)


I'm with Yorick on the crunch bit. I know the race, class, and general starting setup that I'm aiming for, but until I know for sure what I'm going to have to build his stats, I'm going to avoid that part. Also, my background is going to be pretty long. It's approaching two pages in length right now, and I'm probably going to spend another page or so fleshing out things that I hadn't thought to do but are recommended in the 10-minute background.

One more thing I'm interested in - how hard would it be to grow surface plants underground? For instance, would it be possible to grow an oak tree if it was in a large enough chamber and a group of druids maintained a daylight spell within 60 feet of it for at least 8 hours a day? It would make oak wood available but rare given that daylight is a relatively short-timed spell that can't be made permanent. You'd need a minimum of 9 5th level druids to pull it off. A setup like this would also allow other surface plants to exist, provided that seeds had been brought down, but would require constant vigilance. They'd also likely to be prime targets for raiders who are looking for a big score because of their value.


Unruly wrote:
One more thing I'm interested in - how hard would it be to grow surface plants underground? For instance, would it be possible to grow an oak tree if it was in a large enough chamber and a group of druids maintained a daylight spell within 60 feet of it for at least 8 hours a day? It would make oak wood available but rare given that daylight is a relatively short-timed spell that can't be made permanent. You'd need a minimum of 9 5th level druids to pull it off. A setup like this would also allow other surface plants to exist, provided that seeds had been brought down, but would require constant vigilance. They'd also likely to be prime targets for raiders who are looking for a big score because of their value.

I don't know how the GM feels, but I absolutely adore the idea of the druids having this constant vigilance to try and preserve their way of life in a completely desolate setting.

Lantern Lodge

Alright, well I'm going to hold off on the crunch side as well but I have some character ideas set out into the format suggested (more or less)

Phrr:

Phrr, son of Phrrush, Is a lean and sleek black catfolk of a middling height for his race (5'5") He was the true pride and joy of his parents, a paragon of what their race should be with a quick mind and finely tuned senses (he will probably have a medium int and decent wis, for a catfolk, and the Catfolk Exemplar feat to get both low-light vision and scent) who spent his youthful days in the relative luxury afforded the son of an elite military scout, training in the martial profession to follow in his fathers footsteps and hunting the majestic forests of the empire.
He is quite young(16), having been just coming to the end of his basic instruction and preparing to take up the mantle of adulthood and join up with his father in military service before, the events.
The Events: Phrrush, father or Phrr, was an elite military scout. Proud, noble, immensely skilled and deeply devoted to the empire's cause of "Unification" he was raising higher in the ranks then probably any other of his kind in the history of the empire, whispers were even circulating that he was soon to0 be raised to the peerage and become among the first Catfolk or even the first of so unhuman a race to raise up to a noble station. But it was not to be, at some point in the procession up he discovered something, perhaps the fallacy of the "Democratic" process or perhaps something far more sinister, and could not abide it, he began to spread descent and try to rally support to overthrow the corrupt system. So of course they came for him, and of course he fought, well enough that they could not take him alive, even if they had truly wanted to. Then his wife and son were taken and separated, questioned, grilled tortured even to see if they knew things that they should not, Phrr's mother may have died or may have be sent into the prison before him. He himself was convicted of conspiracy against the empire, a level 4 offense and sent down with bare and simple equipment to find his fate.
This has all left the young cat immensely dissalusioned with authority, angry, instilled with a deep thirst for revenge, his greatest Desire being to see the corrupt empire that destroyed his father, a man who had loved it so for so long, brought to account for what it has done, and will subvert them at any opportunity given, he wants to escape this prison, this CavE of Outcasts, and return to the surface to start the revolution.
As a player I would like to see the character develop and lose his rage, or at least set it further back in his priorities as he travels about the caves, learns the people, perhaps even falls in love. coming around to wanting to help these people build a new world rather than tear down the old one.
Secrets;
Phrr has a stack of old letters that his father wrote to him that he managed to smuggle into the prison(his secret) One of them or the combination of them, may hold some hidden secret, perhaps what his father learned that turned him against the empire.
NPCs;
Phrr's mother Alisaya may be somewhere in the prison.
Before coming to the prison Phrr was held and questioned for quite some time, the cell minder from up above took quite a liking to him, he was a ratfolk who sympathized with the plight of Phrr's family, and even helped him to smuggle through his letters. Of course the fondness did not go both ways, the boy was less then kind to the rat, hating him as a vermin lapdog of the empire, and never bothering to learn his name.
The opposing NPC would probably be the interrogator, Sylphias, a tall and pale human with a deep delight in causing torment and deeply resentful for never getting a proper confession out of the catboy. (alchemist ->Vivisectionist)
Quirks;
Phrr has something of a pronounced list and tendancy to overly roll his Rs, a feature that his parents nurtured as an aspect of their heritage, as it represents the accentations of their long lost racial language.
He has fond memories of hunting with his father, the major activity they were able to do together when his father wasn't on campaign, as such he put a lot of focus in his young life on how best to take down prey animals (favored enemy animals)
Phrr has had something of a religious crisis since the events, his traditional worship of the gods of nature somewhat thrown through a loop and the annects of certain more destructive gods starting to appeal, as such his religious commentary may be rather disjointed.


The Ten-Minute Background (I didn’t name it, I think it takes longer than 10 minutes all together)

Rough draft.....

Spoiler:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile, a prized possession…whatever you need to get an image in your mind. 5 is just a minimum…more elements are encouraged!

Smuggled into the prison in a waterskins as a tadpole, by a man he calls father, (detailed later) due to the annual flooding the resistance belives a grippli raised withi the prison might be able to discover an escape route. The resistance has not bothered to inform Frepply of their use for him. He is growing in strength and may one day discover a route to and from the prison.

On the shore of the underground lake he met an old man who spent long hours staring into the depths of the still waters, one day Frepply looked back. The man was surprised but they became fast friends. The old man Cogline was a druid and began instructing Frepply on the ways of druids.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Frepply wants to find a way between the prison and the surface,

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him or her but that he or she is not actually aware of yet. This will help me in creating plots that center around your character.

Frepply imagines weather to the point it is his domain, even though he has never seen it, at some point in the future he will call upon the storm and be surprisedby his ability to stormburst....

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Father and the druid are friendly, some in the resistance are hostile to the idea (because it was not their idea)

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don’t have to be elaborate, but they should provide some context and flavor


So I may be a bit confused as to the nature of the floods. Are they real floods, as in water, or is "the floods" just a nickname for a surge of monsters coming up from the depths of the caves? Or is it a mix of both? And are they sudden, or is there some sort of warning beforehand? They way that "Floods" was capitalized in the first post and the mention of monsters coming with them rather than water has me thinking that it's just a massive wave of monsters from the depths surging upward.

Depending on the answers, I may have to do a decent amount of revision for my character background.


Good *Insert time of day here*,

So I will provide some general feedback, and it will probably stay that way until official recruitment when I will give more detailed feedback. Especially since not everything is set in stone.

Slayer Dragonwing wrote:
I am quite interested in this game, and I was wondering how large a role crafting and community building will play in this game, as I am looking for a game that favours those elements right now.

For crafting I would say low to high. I said before I wont punish the group for not crafting but it could help you out and speed things along sometimes in the right situations.

For Community building probably medium to high. At the bare minimum the party will need to build ties to at least one settlement and its community. At the highest you could play Kingmaker in The Prison.

YoricksRequiem wrote:

So, yes. Human Vitalist, focused on Healing. Here's the background, from his point of view, written as kind of a Diary Entry / Deathbed Confession sort of thing. Apologies, it is a bit long / wordy. I'm guessing it's about a Level 4 Conviction, but I'm not positive. Either way, I'd love to hear feedback on it.

** spoiler omitted **...

Good start on everything. For proving the murder; they don't have to, they'll convict you anyway because they can.

Also I have been thinking on the same lines with psionics being experiments as well. If I do decide to go with that you might have to change the background a bit since they will know you were previously experimented on, or you might have some clever way of hiding it.

Frepply wrote:

The Ten-Minute Background (I didn’t name it, I think it takes longer than 10 minutes all together)

Rough draft.....
** spoiler omitted **...

That is an interesting way to start as a prisonborn. But just to let you know you will probably be facing fierce competition for that spot. Unless everyone else acquiesces to you. I'll let you expand on your idea a bit before giving you feedback. Though one thing I see already is the conflict between his goal and the fact that the conspirators haven't informed him of their plan... How does he know there is a way to escape? How does he know that he belongs on the surface?

Hordshyrd wrote:

Alright, well I'm going to hold off on the crunch side as well but I have some character ideas set out into the format suggested (more or less)

** spoiler omitted **...

I like it so far. We'll have to develop what is in those letters and what secret your father found out. I have an idea right now, but I'm going to sleep on it, just to make sure that it isn't over the top.

Unruly wrote:
Depending on the answers, I may have to do a decent amount of revision for my character background.

I skimmed over what you sent me and you won't have to change much if at all. Very excellent so far. I'll get back to you more in depth tomorrow on a few things.

Grand Lodge

Here is my submission for

Female Fletchling Summoner (Synthesist Shadow Caller)
choosing a 17 point + bonus (will do crunch if selected)

Fluff

An ambitious(if somewhat naïve) young Fetching from the empire, she fled her home as
a girl after her adopted family discovered her magical abilities and nearly killed her for it. You see while still young she appeared to be a normal human baby. But as she grew up her skin remained paled white
Forever scarred by the experience of losing her family to misunderstanding and hate, she became self-conscious about her magical powers and was driven to find ways of concealing them from others.
The young woman wondered for years, manipulating others with her magic in order to survive before eventually finding herself singing over to The Recongregationism - The Recongregators believe that the Empire, after long centuries of stagnation, has become decadent and corrupt. To remedy this, Recongregators believe that only through change can the Empire hope to prosper, believing that the greatest threat that humanity faces is its lack of progress and terminal stagnation. Working quietly behind the scenes, the Recongregators seek to influence or engineer events that will lead to change and progress.

She joined not out of any real love or loyalty for the creed of the Recongrators, but for the wealth and power she knew it could bring her. Not only did she find that her magic and natural skills of deception served her well, but that her powers could be accepted and even desired by them. Soon after her initiation, She realise that a good part of the leadership were more concerned with acquireming influence for themselves than anything else Despite this revelation,
she continued on as a Recongregator (more an act of wanting to belong to something than being alone), living life as she had never lived it before. She continued to develop his abilities, both magical and mundane, and slowly grew into a master conman herself.

Over time, she discovered more and more of the underpinnings of those in power in the empire. Though she possessed no
qualms against taking advantage of others for self-serving reasons, she became witness to kidnappings, murder,
torture, and worse things within the shadows. Becoming incensed with the more sinister practices of the wealthy and powerful, but despite the wealth and power it brought her, she had found out that some of the Recongregator had be turned by Imperial secret service. And although she had tried to bargain with them she was still sentenced to a level 4 crime. Some of the Higher ups had pinned their murderers and other dark crimes on her.

Though she hates both the loss of her former life style
and the intolerance his people show towards those with unusual magical ability, she found the atmosphere down in the prison to be more accepting.(although she is a newly arrival)

Ever the con artist at heart, however, Nives continues to deceive
and manipulate, striving to regain some of the wealth and power she once held. She is secretly also wanting to find a way out and bring swift revenge on the ones that sold her out.

Dark Archive

So far I am thinking of playing a dwarf wizard with a specialization in either Transmutation (and possibly the Enhancement sub school) or the earth elemental arcane school.

My very rough idea for his backstory is as follows, I will provide names and the like later:

Backstory:

Step 1:
He was a member of one of the Dwarven mining and smithing guilds, massive trade organizations that provide raw materials and finished items to the Sovereign's nation.
He worked as a miner mage, a wizard who ventured into the mines alongside his fellow dwarves to help search for new veins, increase the speed and efficiency of mining, and protect the miners from cave-ins, dangerous creatures, and other hazards. He also worked in the manufactury, smithing and assembling items for shipment.
Although he was loyal to his guild he was also a member of a small group within it who knew of the Sovereign's tyrannical ways and provided supplies and weapons to groups who fought against her reign.
When the authorities discovered their involvement they quickly moved to capture every rebel in the guild's large holdings. My character stayed behind in order to buy time for others to escape. Though he did not fight the soldiers he distracted them, helping the group's leaders flee.
Since he did not fight the soldiers, merely delayed them, he was not charged with the most serious of crimes (I'm assuming level 3 or 4 for supplying weapons to enemies of the state), but he also earned the court's wrath by refusing to give up his fellow conspirators.
Although at first he hoped that his organization would rescue him before his exile, he has since reserved himself to a life underground without hard feelings towards his former guildmates. Having no attachments besides the guild, he has decided to forge the best new life he can underground rather than dwell on what could have been. He feels sure he can use his skills of mining and magic well in a world he sees as simply deeper and darker mines.
His prized possession is a ring he inherited from his father, a thick gold ring with a single emerald and rings of runes running around it. He values it so much he has made it his bonded item.

Step 2:
My character hopes to still find a way to oppose the Sovereign, and hopes one day to see her overthrown.
My character's other goal is to improve his skills at mining, crafting, and magic by learning all that he can from his new environment. He is eager to examine new materials, new crafting methods, and new forms of magic. If any exist, he will quickly become fascinated by hints of older cultures or races, and will be eager to seek them out.
Now that he is in this place my character plans on creating a new life, as a clan oriented dwarf he feels the need to install himself as part of a community. He may even one day consider starting a family.

Step 3:
One of my character's uncles is a devout follower and supporter of the Sovereign, and this uncle confessed to him that he was responsible for informing the Sovereign's soldiers about the rebel sympathizers. My character is greatly angered and shamed by this, and would hate for this information to become known.
Although my character is not aware of it, the runes on his father's ring pertain to something within the prison. What do they reveal about the place? How did his father come upon the ring? Did his father know its significance of the runes, or did he just think it was a normal ring? Did he really die in a cave-in like my character was told, or did something else happen to him? The simple ring raises many questions.

Step 4:
One of the dwarves who was sent through at the same time also belonged to his organization, and so he is a firm ally.
The leader oh the organization heard about my character's sacrifice and sees it as the organization's duty to help him. Although there is very little he can do while my character is in prison, he may attempt to smuggle items or information through using another person being exiled, or similar small attempts at aid.
Since several members of his organization were being sent through at once the Sovereign paid another criminal who was being exiled to watch the dwarves and sabotage any attempts they made to escape, contact the outside, or organize the settlements in the prison. Obviously my character and the other dwarves are unaware of this.

Step 5:
My character finds the monotony and physical strain of swinging a pick or hammer as calming, and mines or smiths as a way to relax when he is troubled.
My character is never entirely satisfied with anything he builds, constantly tinkering with it and attempting to find ways to improve it. Once he decides that an item is good enough he tends to move onto a different one, planning to revisit the old one once he has learned more. In this way he tends to accumulate projects that others would believe are finished, but he still insists are works in progress.
My character shares the stereotypical dwarf love of gold, gems, and other treasures of the earth, but he is even more intrigued by new materials or techniques. He would gladly exchange a diamond for a chunk of new ore or explanation of a new smithing method, just for the opportunity to experiment with it.

How limited will wizards be in this campaign? You mentioned that there would be issues regarding magic but will these be so commonplace as to make a spellcaster a liability, fairly rare, or somewhere in between?

Once I hear what you think about my backstory and get an answer to my magic question I will begin working on the crunch.


Alright, time to write out a backstory! :) The following is for Iozif Alamancar, the Verdant Sorceror.

Backstory:
Iozif was born a poor peasant, on a poor farm, in a poor town. His entire family of 8 toiled ceaselessly as turnip farmers, and from the age of 4 onward he toiled as well. The Alamancars fought the soil throughout the year to barely scrape enough to live on, and before young Iozif reached his tenth birthday one of his sisters died of pneumonia and his eldest brother was conscripted by the Sovreign to work as a soldier. Coming from bleak and unforgiving conditions such as these, Iozif did not expect much of life. He understood that, even if he were to grow old, the only thing he would be good for in life would be sowing fields.

Then one day, his life made a drastic turn with an event which would steer his future. When toiling in the fields one breezy afternoon, a fourteen year old Iozif heard a great noise beyond the fence, and quickly ran to see what had occurred. Upon investigation, he discovered a cart overturned along the side of the road, with an aged man laying nearby the driver's seat, grabbing at his throat. Iozif ran down to the aslant vehicle to assist, and the barely conscious man was feebly attempting to open a bottle containing some viscous blue fluid. Iozif helped the man to open the bottle and drink its contents, and wrapped the man's wounds in scraps of Iozif's own shirt.

After the man drank the potion, he became much more vigorous and aware. He identified himself as Aldert Gillis, an alchemist and herbalist by trade. He thanked Iozif many times for his help, and while grimly surveying the wreckage of his cart confessed that he was too old to continue driving his car. He had an illness which caused him to occasionally lapse into sleep during the day, and he'd always feared something like his situation would occur, but he did not have another person to drive his cart for him. Seeing an opportunity, Iozif brought the man to his parents, who decided after some discussing with the man to allow Iozif to go with him, to study as Aldert's apprentice and help the man with his business.

For 3 years Iozif studied to be an herbalist under the tutelage of Aldert, and also ran errands and drove the herbalist's cart to and from market. He learned much about the remedial properties of local flora and fauna, as well as gaining some knowledge of medical diagnoses and treatment. His life under Aldert's wing was a much better life, with full meals, easier work, and a promise of a brighter future when he would run the herbalist's apothecary on his own.

However, Iozif's life once again took a dramatic turn at the age of 17. During an ordinary delivery of poultices into the big city, Iozif became suddenly very sick, and he collapsed just inside the city gates. When he was retrieved by the city guards and taken to the healers, magical diagnostics revealed that he had a previously unseen magical disease infecting his respiratory system.

The Soevreign were informed immediately of the threat to public health, and they came to a quick and brutal decision. They had to choose between trying to cure the young boy of the unknown disease, and risking infecting more people, or removing him through death or throwing him in the Prison. The decision they came to was to remove Iozif immediately to the Prison, despite him being free of any crime.

With this backstory, Iozif would wake up inside the Prison with no idea of where he is, how he got there, or why.


And because this seems like it would help flesh out the character more, I'll do the 10-minute backstory too:

10-minute backstory:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile, a prized possession…whatever you need to get an image in your mind. 5 is just a minimum… more elements are encouraged!

  • Meek, physically average but easily pushed around by others, good natured
  • Talks like a country boy, with a drawl
  • Very poor originally, moved up marginally in life before being taken away
  • Always keeps on his person a small piece of the shirt he was wearing when he helped Aldert, as a good luck charm and reminder of his humble beginnings
  • Will be talking with the infecting plant later on, when it gains more control

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

  • Iozif's goal: to become a master herbalist and healer, and to help his family out of their miserable conditions.
  • My goal: To see where Iozif goes in higher levels. Does he become an agent of corruption and disease? A force of nature opposed to the rapid expansionism of humans? Or something entirely different?

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him or her but that he or she is not actually aware of yet. This will help me in creating plots that center around your character.

  • Iozif knows that the current Sovereign's daughter receives regular shipments of moon tea leaves, which are brewed into a contraceptive tea, despite the daughter not seeing any men publicly.
  • Iozif does not know that a magical symbiotic fungus has infected him, or that the one who created it is a mad wizard trying to give every person the ability to use magic. (if you don't like this idea, just let me know)

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

  • Aldert Gillis, an elderly alchemist who taught Iozif the herbalist's profession. He has narcolepsy.
  • Amanya Gillis, Aldert's thirty-something year old daughter who works at the local tavern and lives in Aldert's house. Iozif has a longstanding crush on her, but has never worked up the guts to take anything farther than easy conversation. After all, there is a significant age difference, and he is quite shy.
  • I can't come up with anyone hostile to him of any consequence from his backstory, as he's quite the unassuming and quiet type. However, perhaps someone in the Prison takes an instant dislike to his cowardly and passive style?

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don’t have to be elaborate, but they should provide some context and flavor.

  • Iozif gives a soft laugh at the start of almost every train of thought. It's entirely unconscious, and he does it even when he's trying to be serious.
  • The think Iozif remember's most about Amanya is her soft, reddish brown hair, colored like cherry wood and always smelling like fresh pine.
  • Iozif's drawl becomes more pronounced when he's flustered or nervous, enlongating his vowels to sometimes ridiculous proportions.


I don't know that you ever said the starting level?

I have a back story and character set but I'll wait to reveal it until actual recruitment.

Also, how do you feel about accepting a pair of players? I'm trying to play in a quest with a buddy of mine.


I am said buddy. Vengeance is my name, and flurrying is my game. Will procure more details upon instruction.


I am still going for it.

Grand Lodge

Here is my submission for

Female Fletchling Summoner (Synthesist Shadow Caller)
choosing a 17 point + bonus (will do crunch if selected)

Fluff

An ambitious(if somewhat naïve) young Fetching from the empire, she fled her home as
a girl after her adopted family discovered her magical abilities and nearly killed her for it. You see while still young she appeared to be a normal human baby. But as she grew up her skin remained paled white
Forever scarred by the experience of losing her family to misunderstanding and hate, she became self-conscious about her magical powers and was driven to find ways of concealing them from others.
The young woman wondered for years, manipulating others with her magic in order to survive before eventually finding herself singing over to The Recongregationism - The Recongregators believe that the Empire, after long centuries of stagnation, has become decadent and corrupt. To remedy this, Recongregators believe that only through change can the Empire hope to prosper, believing that the greatest threat that humanity faces is its lack of progress and terminal stagnation. Working quietly behind the scenes, the Recongregators seek to influence or engineer events that will lead to change and progress.

She joined not out of any real love or loyalty for the creed of the Recongrators, but for the wealth and power she knew it could bring her. Not only did she find that her magic and natural skills of deception served her well, but that her powers could be accepted and even desired by them. Soon after her initiation, She realise that a good part of the leadership were more concerned with acquireming influence for themselves than anything else Despite this revelation,
she continued on as a Recongregator (more an act of wanting to belong to something than being alone), living life as she had never lived it before. She continued to develop his abilities, both magical and mundane, and slowly grew into a master conman herself.

Over time, she discovered more and more of the underpinnings of those in power in the empire. Though she possessed no
qualms against taking advantage of others for self-serving reasons, she became witness to kidnappings, murder,
torture, and worse things within the shadows. Becoming incensed with the more sinister practices of the wealthy and powerful, but despite the wealth and power it brought her, she had found out that some of the Recongregator had be turned by Imperial secret service. And although she had tried to bargain with them she was still sentenced to a level 4 crime. Some of the Higher ups had pinned their murderers and other dark crimes on her.

Though she hates both the loss of her former life style
and the intolerance his people show towards those with unusual magical ability, she found the atmosphere down in the prison to be more accepting.(although she is a newly arrival)

Ever the con artist at heart, however, Nives continues to deceive
and manipulate, striving to regain some of the wealth and power she once held. She is secretly also wanting to find a way out and bring swift revenge on the ones that sold her out

Here is my 10 min background to add to my character 's fluff:

Alignment: A woman should be relying on her own strengths if she doesn't want to be more than a pretty house wife.

Personality: nives has a soft spot for children and for those striving to make the best of situations beyond their control. Despite her otherwise serious demeanor Nives loves being dramatic. Se also recognize that some people must get the job done. And if it comes to getting it done by any means necessary and there are no other options then so be it.

Ten Minute Background

Part I - Core Concepts

1) Nives is a Fletching striving to get higher up in a society that rejects all non human. Since her race looks very human like (except from skin and eye colors) she managed to live in that society. Gaining acceptance is her core desire

2) Wealth and personal power are the tool she figures on how to obtain what she wants. She is a very passionate woman. Able to think calmly ahead but not so much in the heat of action where her emotions steers her actions

3) Her magical energy is was fuel her passion at the same time she hates them as it made her stand out in the up world, therefore making her rejected

4) Nives is a polyvalent individual, having both skills set in city or wild operations. Her prowess in combat or arcane magic allows to be vary versatile

Part II - Goals

1) Nives long term goal is to obtain a position of power and wealth. Her secret goal is to be truly admired and accepted

2) Short term are surviving in the prison, expanding her magical energies. Finding a way out and getting revenge

Part III - Secrets

1) (Aware) Nives has allowed her feeling toward a certain member of the Recongregator to drop her gaurd down and give him secret information she only only privy to

2) (Unaware) He sold her out to the secret service to ensure his own survival and secure his position, wealth.

Part IV - People

1) Nives has no other living relative, but has made a few contacts in her hired help's work.

Part V - Memories and Mannerisms

1) Nives first fully manifested her shadow form (fused eidolon) during an event long ago while living as a teenager in an orphanage
She manifested, during a fight while on sneaking out with Cyril's (a friend). To a nasty men fighting with en Elven curve blade, called Jade the Necromancer. A human barbarian Alchemist type who was a lot better at swordplay then Nives fused form. Jade had rigged a bombe type device to release some poison in a orphanage. Jade wanted to study the interaction of this poison of his and the creation of Alchemical undead (not tied to magic and Negative energy)

3) Nives meet Arstil during that night as she is a sponsor of that orphanage.

4) Hurting Children is the one thing completely unforgivable to Nives. Adults have the tools (moral values, intelligence, education, cultures etc...) to understand that they are responsible for their actions, children aren't usually.

Lantern Lodge

Tie My Shöelace said wrote:


I like it so far. We'll have to develop what is in those letters and what secret your father found out. I have an idea right now, but I'm going to sleep on it, just to make sure that it isn't over the top.

Well what the secret is, is the kind of thing I'll let the GM decide but I'm happy to help you work it out if you want. I did have the idea though that the information is hidden on the backs of some of the letters, the writing covered by magic which will be revealed by passing through zones of antimagic and magical turbulence during travel.

Really liking a few of the other ideas going around. Can't wait to see how this turns out.


I have continued to improve my background.

I wondered if any other potential PC's wanted to collaborate on some ideas.

I have been trying to make a character (ie pawn) who has no idea what is really going on, but with strong motivation to do the task at hand. I hope the DM likes it!


Hordshyrd wrote:
Well what the secret is, is the kind of thing I'll let the GM decide but I'm happy to help you work it out if you want. I did have the idea though that the information is hidden on the backs of some of the letters, the writing covered by magic which will be revealed by passing through zones of antimagic and magical turbulence during travel.

We'll talk more about that in the recruitment stage, good idea for sure.

Shadowtail24 wrote:

I don't know that you ever said the starting level?

I have a back story and character set but I'll wait to reveal it until actual recruitment.

Also, how do you feel about accepting a pair of players? I'm trying to play in a quest with a buddy of mine.

Probably starting level 2, which should help give your background substance, but I haven't finalized that decision yet.

I'm fine accepting a pair, would it be under the terms of you both get it or neither? Also when creating characters people sentenced for the same crimes are separated and delivered to The Prison separately to make transporting easier. So if you wanted to be coconspirators keep that in mind.

Shane Gifford wrote:

Alright, time to write out a backstory! :) The following is for Iozif Alamancar, the Verdant Sorceror.

** spoiler omitted **...

I like the take on a being thrown into the prison because of a disease. Would probably make you a Level 1 Convict in terms of starting equipment.

Slayer Dragonwing wrote:

So far I am thinking of playing a dwarf wizard with a specialization in either Transmutation (and possibly the Enhancement sub school) or the earth elemental arcane school.

My very rough idea for his backstory is as follows, I will provide names and the like later:
** spoiler omitted **...

Magic users won't be full liabilities. They will be at some parts and boons during others.

However, I recommend away from a classic wizard. You aren't likely to be starting with a spellbook. There are several ways around it but you'll have to work that into your back story somehow.

Algar Lysandris wrote:

Here is my submission for

Female Fletchling Summoner (Synthesist Shadow Caller)
choosing a 17 point + bonus (will do crunch if selected)

Good start so far. Though I beg the question of what society does Nives think is unaccepting of Nonhumans? I can see a small village not directly under the Empires eye might, but the Empire as a whole has moved towards tolerance, with Humans being the clear number one.


Yes, both or neither. Thanks for asking that, last gm didn't understand that. And we'll enter the prison for different crimes. The backstory relies on one character entering the prison at least a day (a few days is better) before the other, is that going to be a problem?

And thank goodness for at least level 2. Level one doesn't work with the backstory too well.

Grand Lodge

Well my take on the empire is that even if the the policy changed in the last 80 years or so there are style a whole score of people, administrator that would be human supremacist... Etc

That is what i understood is also that even if the common people are good hearted and tolerance it wouldn t be so for the upper class in power

Lantern Lodge

Algar are you mixing two different archetypes for your character? I didn't think that was generally allowed.


Hordshyrd wrote:
Algar are you mixing two different archetypes for your character? I didn't think that was generally allowed.

I think it's fine as long as they don't touch the same special abilities.

You know, as a Rogue, you can't have two that both affect, you know, Sneak Attack, but if you have one that affects Sneak Attack and another that affects Trap Finding, I think it's supposed to be okay.

Lantern Lodge

YoricksRequiem wrote:
Hordshyrd wrote:
Algar are you mixing two different archetypes for your character? I didn't think that was generally allowed.

I think it's fine as long as they don't touch the same special abilities.

You know, as a Rogue, you can't have two that both affect, you know, Sneak Attack, but if you have one that affects Sneak Attack and another that affects Trap Finding, I think it's supposed to be okay.

But they do both effect the same class feature, one claims to replace the eidolon class feature while the other modifies it.

Grand Lodge

Using Archetypes

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace the same class feature from the base class as another alternate class feature


Hordshyrd is right, at least in part. While you can have two or more archetypes, as long as they do not replace or alter the same class feature, Synthesist and Shadow Caller cannot both be used.

Synthesist:

Fused Eidolon wrote:
This ability replaces the class’s eidolon ability, bond senses, and life bond.

Shadow Caller:

Shadow Eidolon wrote:
This ability alters the summoner's eidolon ability.


Hordshyrd wrote:
But they do both effect the same class feature, one claims to replace the eidolon class feature while the other modifies it.

Oh yeah I see now, I hadn't actually looked at his crunch. Yeah, those definitely can't both be used.


Happy you like my backstory ideas. I wasn't going to start as an innocent thrown into the Prison, but that's how it developed, and I think it'll work nicely.

Whatever level we start is a little irrelevant for my character. As his magic powers come mostly from the infectious fungus, it's adjustable to whatever starting level. Just don't expect much from Iozif first combat, because that's probably when he's going to learn he has magic powers.


Ya, my guy is going to be sweet 16, rebellious little twerp, and very combative against law and athourity. It will give me a chance to be the rebellious teenager I never was X)
I don't really have time to work on it tonight but I will try and get at it tomorrow :)
Level 2 works fine, 3 will be a golden level for him as that is when he gets battle scavenger. 2 works finea he will still be plenty good but he will have to wield a weapon, probably a great club he scavenges or builds.


I'm very intrigued,but have no idea what to suggest as yet. I probably won't do anything with it, but the idea that keeps coming to mind is the next door neighbor from 1984, who was proud of his kids for turning him in on suspicion of treason, or the Operative from Serenity, who believed in the cause more than himself.

I can see a character that believes in the Sovereign to the degree that he acted as a vigilante against conspirators, until he got caught. He accepts his fate, being sent to the Prison, and would do it all again, now seeing his role as something related to keeping the rabble where they belong. His conviction level would be between three and five, because of the severity of his crime and the fact that he is being punished as a show that the Sovereign does not play favorites.

I'm not feeling any great love for the idea at the moment, and in fact I don't think I've ever actually submitted the character I mention in an interest post, so there is that.


Level 2 would work well for my idea, since the Cave Druid gets the tunnelrunner ability then. It would really help emphasize the fact that my character has grown up in the caves and knows them like the back of his hand because he'll be able to move at full speed regardless of the terrain. Doesn't sound like much, but when you've got a bunch of newcomers getting lost and tripping over their own feet in unfamiliar terrain, then one guy comes along who just breezes through everything it can make a statement.

Honestly can't wait for this to get the real recruitment thread up. I've got my fluff pretty much done, though I'm making a few changes here and there still. I don't know if I should link it here or not though. It's gotten pretty long. Too long to be included in a post, that's for sure.

EDIT: Screw it, I'm proud of my fluff. Here it is in its current form - Trusk Warchild fluff


Continuing to update my character..

I am thinking that technically I am not going for the "prison-born" slot, but that is the DM's call.

DM question

Spoiler:

I think I answered the reason why the resistance would search for the escape route by starting from the prison rather than starting from the surface. Simple logistics I guess.

I am going for storm druid rather than cave-runner which I think makes me not fit the prison-born theme.

I would appreciate feed-back if you get a chance.

Thank you!

The Exchange

Sorry for the lack of posting, my (x new) dropped.

I'll get started working on a backstory now, and while Level 2 is more lenient as far as mechanically speaking, I don't think it'll affect my backstory too much. We'll see, though. :P

Dark Archive

As far as spellbooks go is it an issue with them being made of a flimsy material or them being confiscated by the Empire? I can think of fluff ways around either one, but it is up to you. My character concept is pretty strongly for a standard wizard, both because of the backstory and because I really want to avoid multiclassing if possible.

If this is a serious problem let me know and I will start considering other options.


Slayer Dragonwing wrote:

As far as spellbooks go is it an issue with them being made of a flimsy material or them being confiscated by the Empire? I can think of fluff ways around either one, but it is up to you. My character concept is pretty strongly for a standard wizard, both because of the backstory and because I really want to avoid multiclassing if possible.

If this is a serious problem let me know and I will start considering other options.

<tattoos the spellbook on your skin ala Memento>


I've realised, because Iozif was unconscious for his incarceration, he would probably only have the items on him (which is just clothes and maybe some money), a survival kit, and maybe some armor. Good thing sorcerers get Eschew Materials free, otherwise Iozif might be in for some trouble!

I'm eager to build the character out, though I'll wait off until official recruitment to get the specifics to do so.

Just a little something to get creative juices flowing and to provide some things for the party to hit, here's a link to the PFSRD with a bunch of subterranean baddies. Vegepygmies caught my eye personally. :)

51 to 100 of 110 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Interest check: Underground Survival Campaign, with a hint of Conspiracy All Messageboards

Want to post a reply? Sign in.