Porphyra RPG (i.e., Pathfinder 3.8 / 3.85): Undersea High-Tech and Dinosaurs / Lost World Setting


Recruitment


I'm interesting in taking this for a spin Porphyra Roleplaying Game, maybe just as a one-off, but maybe more depending on how it goes.

The setting I'm basically interested in using is Cerulean Seas: the Viridian Veil.

This would be a sub-setting in a highly customized Dark-Sun-esque setting I've developed over the last couple of years in a campaign on these forums: Link.

Here's the setting pitch -- the Viridian Veil setting exists in a vast, continent-sized cavern, where a sea of heavy water is trapped beneath an ocean of liquid carbon. This undersea of heavy water is inhabited by domed arcologies of ocean-adapted standard DnD races that are remnants of the Cleansing Wars wherein the Champions of Rajaat destroyed many of these species thousands of years ago. Some survivors used time travel to flee, and ended up in this strange setting.

The various domed arcologies would be high tech settings with substantial use of the PF 1e Technology Guide.

Simultaneously, this strange oceans is inhabited by dinosaurs and other megafauna, as well as savage races like sahuagin and ixitxachitl.

So, basically nuclear submarines facing off against vampiric megaladons and other insanity of that sort.

I'll use most of the character creation rules in the other campaign I linked, excepting the changes to things like spellcasting in the Porphyra iteration of the 3.0 chassis (i.e., gestalt, start 6th, etc.).

I'll put up a summary if there's sufficient interest. I'm mostly interested in a character concept for now -- I can fill in on more fluff if needed.


Dotting for this.


Hmm... interesting. Have to read up on Porphyra RPG and give it some thought.


It's mostly backwards compatible with PF1e, and I'd let you use any 3pp. stuff you wanted to.

The main things are probably combining all the spell lists (so Clerics now have 9 levels of spells as well, and can cast Wizard magic), and scaling feats.

Here's a more detailed explication.

Major Changes

Several tweaks in many of the classes to allow for greater flexibility or to account for other changes (rules cascade).
There is one spell list with spells organized by rarity/difficulty (simple, complex, exotic) and by descriptor
No hard division between divine magic and arcane magic. It is just called magic
Spells with long casting times or really expensive spell costs are moving to rituals which will likely come out later (in development)
Clerics have obligations to their faith and can earn disapproval
There are no alignments
Skill list is paired down in many cases with a couple new skills added. Minimum 2 skill points per level for all classes and monsters.
Feats have a scaling built in. This collapses feat trees. Teamwork feats are easier to use but offer no scaling.
Vision definitions adjusted and simplified.
New trap system by Keith J. Davies
Streamlined rules for minor NPCs
Disease and poison rules from Pathfinder Unchained
Caster checks harmonized for attack rolls for spells, concentration checks, and spell penetration
CMD used to resist Intimidation and other skill or feat based combat actions instead of unique mechanics for each.

Minor Changes

Races tend to have more universal bonuses to conditional bonuses.
Traits included in the primary rules
XP is simplified to require less math
Craft points for item creation
Poisons repriced
Vital statistics and carrying capacity streamlined
Additional combat maneuvers from the APG added
Magic schools include traditional schools and six elemental schools
Spellblights included
Magic item creation rules made less restrictive


I'm interested in this. I'll need to read up on the setting but I'm thinking a Sorcerer Dragon Disciple/Fighter who can't stand those that enslave others through magic and makes them his main enemies.


Just to give some examples of the domed arcologies and what I'm imagining (you'll be able to make your own as well)

Shunnanananum is an elven settlement founded by the so-called blight elves when they fled the predations of Adrophinus, the Dictator of Balic. The city is surrounded by an aura of torment that causes intense pain in anyone who approaches against the wishes of its twisted inhabitants. The natives of Shunnanananum recently engaged in a protracted and devastating war against a T'liz kraken and its squamous servitors (i.e., basically vampiric mindflayers that steal thoughts instead of brains). The central dome of Shunnanananum was cracked during the final assault in which both the queen of the blight elves and the kraken perished. Now, the compromised city has received overtures for an alliance from the nearby ixitxachitl.

Areshat-Sharif is a dwarven arcology ruled by a caste of half-genasi geomancers. The technology of the settlement heavily employs crystal, glass, and stone. In the past, they warred with the elves of Faeranduiluthaisarpeirosscalanis. Counted among the protectors of the city are a company of awakened half-elemental, dire basilosauruses with rain guns.


Any more interest....? I think this could be fun.

Liberty's Edge

I could be interested. I'd have to read through some of those, but it shouldn't take too long.


I’m willing to try. Do you use roll20.net?


Is that the site for maps? I don't use that. I got a free account and played around with it for a little but couldn't get it to everything I wanted.

Honestly this thread isn't getting enough interest to run this. I have another thread going in the same world if you'd like to check that out.


I am interested in exploring Pathfinder: Purple Duck edition. Will underwater segments be mostly Cerulean Seas style, or submarine crewing style?

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