Making a living in the big city


Recruitment

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"The bards tell tales of heroics, grand love affairs and adventure on every street corner. The T.V. and movie theaters blast such tales right into your eyes. Books and magazines fill in the cracks with fiction.
And none of it matters in real life.

This is Simtore, the largest, oldest city in the world.
Including the crumbling necropolis on the west bank of the river, the equally decrept Old Town where the aristocracy and nobility gather, the bustling residential, industrial and entertainment districts, the schools and universities, the parks, the zoo and the harbour, Simtore is a testament to thousands of years of tradition and innovation.
Surrounded by the Great Forest on three sides and bordered by the Millennial Ocean to the east, Simtore is a hub for science, industry and trade. Magic mhas fallen out of fashion and the rule of the crown has been forced to make place before the political parties of Advancement, Acquisition and Tradition, but Simtore still holds mystery and treasure galore in its hidden corners.
The Gelnet may claim that it was their ancestors who founded Simtore, but the great city combines building styles from all the races, which have changed and blended over the centuries. Simtore is a glorious patchwork of architectural styles and colours.
And none of it matters in real life.

This is real life.
No matter whether you are an AI, a Baecken, a Gelnet, a Mite, a Ru or even a Zlapav, you need money to pay for the necessities of life! Food, shelter, taxes, entertainment! (Of course, some Baecken, Mites and even AIs prefer to just wander into the Great Forest, but every society has its losers.)
You need to find work. You need to save up money. You need to pay the bills.
These are good times to find work. The elections have just passed, and the Traditional party has won a sweeping victory. Any day now, the Advancement party will hand over the baton, and the festivities will produce a lot of job openings.
In Old Town, the royal jubilee is coming up, when the Gelnet king will demand his subjects to attend a royal celebration in honour of his glorious reign (the aristocracy still refuses to acknowledge they are no longer in absolute control of the city), and that is going to create work as well.
Every day, ships enter and leave the harbour, creating work.
Caravans move into and out of the Great Forest, creating work.
And the City Guild presents all those work opportunities for eager hands and minds to seize. All you need to do is enlist with the Guild, be there on time in the morning, and claim to any job for which you qualify. Then you need to work so you can collect your pay. What could be simpler?

This is real life, and you shouldn't worry about muttered rumours and random speculation.
So there are people who are nervous about the handover of political power from Advancement to Traditional. There are always fights and panic-mongering around election times, but it never gets any worse than that.
So people are grumbling in the bars that the old Gelnet aristocracy should be exterminated instead of venerated. People have been grumbling about the nobles for centuries, and who cares enough about them now to actually do anything to the arrogant relics?
So the papers and newscasts report that there have been random outbreaks of magic in the city. Let the conspiracy theorists babble on about how the Occulted Academy, the mythical school of magic, is making a play to take back the power arcane and occult spellcasters lost to science.
So the Tridiviate Temple has published prophecies which claim all five gods are going to choose new mortal champions. The temples are forever making predictions of this or that, and most of it never comes true.
So the Crown University tried to publish an article that their new computer has warned of 'inexplicable infractions of the laws of space/time'. The eggheads are forever spouting nonsense, and the world keeps turning just fine, right?
There are giant rats and roaches to kill, delivery jobs to run, tables to be waited, there is money to be made!

So if you know what's good for you, you'll keep your head down, your nose clean, and get to work."
-- Government broadcast

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This is the city of Simtore, on the world of Glem.
You are living in the big city for one reason or another, and yes, you need to make money to pay the bills.
Whether you're a homeless bum, struggling to save enough cash so you can start living in a motel room instead of a tent in the park; whether you're a student at either the Crown University or the New University trying to pick up some extra pocket money; whether you're a member of the Gelnet nobility desperate to earn enough money so you can keep up appearances when your family's coffers are nearly depleted; whether you're a pet Baecken trying to scrape up some cash to make your owner happy; whether you are an AI toiling because toil is all you have to give meaning to your life; whoever and whatever you are, you need the dough. And the Guild can give you work to earn it.
Of course, things are about to happen. Political upheaval, arcane eruptions, mayhem and mystery all await in the grand old city of Simtore. As you try to go about your daily life and complete missions for the Guild, you may just find yourself right in the middle of events about to unfold... Events which will rock the city and the world beyond.

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You
I am looking for no more than seven brave souls to plunge into a wholly custom-made world, with custom-made creatures and deities. Your mission: to make some money! ... And maybe save a city and a whole world. Who knows? It all depends on where your focus lies.
I will be using Pathfinder 1E. You start at level 1, with maximum hit points. On ensuing levels, you get half of maximum + Constitution modifier + 1 hit points. You start with medium wealth for your class. You get 2 traits at character creation; I may put up some new traits if this campaign pitch garners sufficient interest.

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Species
Instead of the standard species of Pathfinder 1E, you will be presented with a selection of six all-new player races from which to choose.

AI
Created by the dour goddess Vaal, the AI look like humanoids cast in metal and plastic. Which, to be fair, is mostly what they are. 'Blessed' by their goddess with the ability to make more of their own kind, the AI have persevered as a race since ancient times. Throughout history, AI have been enslaved and treated as objects made for the use of their 'betters' (i.e., the Gelnet), but in recent times they have received freedom (in no small part due to the overthrow of the Gelnet aristocracy).
Today, AI toil at jobs because ... well, because they have no other way to bring purpose to their existence. Uncertain whether their dour creator actually gave them souls or not and separated from their fellow intelligent species by their stark differences in biology, AI have no idea whether their existence serves a true purpose, or that it is simply a prolonged, cruel joke by their nihilistic goddess.

AI
- Half-construct (+2 to saves vs. disease, mind-affecting effects, poison, effects that cause exhaustion or fatigue; cannot be raised or resurrected; do not eat, breathe or sleep)
- Size: Medium
- Speed: Slow (20 ft.; this speed can not be reduced by encumbrance)
- Abilities: +2 Str., +2 Int., -2 Cha.
- Languages: Standard. AI start speaking the AI language of Ennor and Ishi. Baecken with high intelligence can choose bonus languages from among Babbel, Dula, Infernal, Morval, Sylvan, Terran and Ululo.
- Defense traits: Illusion resistance; Lifebound
- Feat & Skill traits: AI gain a racial +2 bonus to any one Craft, Perform or Profession skill

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Baecken
The creations of fickle Ulla, Baecken are humanoids which display animalistic traits such as the ears, tails, eyes, partial fur - and sharp teeth of beasts. Once the terror of the wild lands, Baecken were driven back by and finally forced to encroaching civilization, their formerly numberless tribes pared down to three. While the Mog- and Mut-tribes are now largely adapted to living in cities, with many even today serving as pets to Gelnet and Zlapav with the room and means to keep them, the Ursk are still proudly independent and only come to the city for what they want and need. Which, to be painfully honest, mostly means they raid the city dump and upend trash cans for food.
While Baecken are not exactly known for their intelligence, they have sharp senses, strong jaws, and are ferocious when faced with their traditional enemies, the AI and the Ru (which is more because they think these creatures unnatural than because the AI or the Ru ever did anything to them).

Baecken
- Monstrous humanoid
- Size: Medium
- Speed: Normal (30 ft.)
- Abilities:
Mog (feline) Baecken: +2 Dex., +2 Con., -2 Int.
Mut (canine) Baecken: +2 Str., +2 Dex., -2 Int.
Ursk (ursine) Baecken: +2 Str., +2 Con., -2 Int.
- Language: Xenophobic. Baecken start out speaking their own language, Ululo. Baecken with sufficiently high Intelligence scores can select bonus languages from among Aquan, Babbel, Dula and Ishi.
- Defense traits:
Mog Baecken: Mist child
Mut Baecken: Fearless
Ursk Baecken: Stability
- Offense traits: Bite; Hatred (AI, Ru)
- Sense traits: Carrion sense, Darkvision 60 ft., Low-light vision

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Gelnet
The one and only product of cooperation between the three origin goddesses, Chui, Ulla and Vaal, the Gelnet consider themselves to be the crown of creation.
Elegant, beautiful and blessed with forceful personalities, with radiant gemstones growing from their brow, the Gelnet once considered all other species their slaves and ruled as their feodal overlords - but the age of their supremacy has now passed. Wise Gelnet today try to get along with other species, if only to ensure their own wellbeing. And a Gelnet's own wellbeing is often foremost in their mind; vain, with a natural penchant for greed and obsessive behaviour towards their own interest, Gelnet are raised from the cradle to consider their own interests first, and to focus on what is concrete and real; what can be touched, claimed, seized and kept. Which is not to say there are no altruistic and generally benevolent Gelnet, but they may have some difficulty convincing members of other species of their character.

Gelnet
- Humanoid
- Size: Medium
- Speed: Normal (30 ft.)
- Abilities: +4 Cha., -2 Str., -2 Wis.
- Language: Standard. A Gelnet begins play speaking Dulan and Ishi (coincidentally both languages created by ancestral Gelnet). Gelnet with sufficiently high Intelligence scores can learn bonus languages from among Aquan, Auran, Celestial, Demonic, Draconic, Infernal and Terran.
- Defense traits: Lucky. Blessed by three goddesses, Gelnet gain a +1 racial bonus to all saving throws.
- Feat & skill traits:
Greedy
Obsessive: Gelnet often pursue a single career or interest with manic zeal. They gain a +2 racial bonus to any one Craft, Knowledge, Perform or Profession skill.
Wealthy: Gelnet naturally produce gemstones, which grow upon their brow. At every level-up, starting with level 1, the gem 'ripens' and falls off, making room for a new gem to grow. The gem's value equals the Gelnet's current level x 100 gp, and they are freely bought and sold in the city. There are procedures to induce accelerated gem growth, many of which are highly hazardous to the Gelnet's health...
- Magic traits: A Gelnet can use Endure elements as a spell-like ability once a day.

---

Mites
Faerie creatures born of a collaboration between Chui and Vaal, the Mites are diminutive guardians of the wild and agents of love and friendship between the races - or at least, that was Chui's hope for them. Far from being the world's diplomats and matchmakers, Mites nowadays exist in a tenuous balance with the rest of the world, for although they are gregarious of nature, they are also very small of stature...
Mites would love to integrate fully into the city, but often face problems when faced with life in a medium-sized society, such as having to pay for rooms that could fit dozens of them but are only allowed to house three, restrictions on gliding through airspace that could be occupied by flying vehicles, and above all the lamentable tendency of 'traditionally-minded' Gelnet to capture them and put them on display as though they were pet insects. The less said about the tendency of feral Baecken and animals to consider them food, the better.

Mite
- Fey
- Size: Tiny (+2 size bonus to AC; +2 size bonus to attack rolls; -2 size penalty to CMB and CMD; +8 size bonus to Stealth checks)
- Speed: Normal (30 ft.)
- Abilities: +2 Dex., +2 Ws., +2 Cha., -4 Str.
- Languages: Standard. Mites begin play speaking Sylvan and Ishi. Mites with sufficiently high Intelligence scores can select bonus languages from among Alakar, Babbel, Celestial, Draconic, Dula, Ennor and Ululo.
- Feat and skill traits: Diplomacy and Sense motive are always class skills for Mites.
- Movement traits: Gliding wings
- Sense traits: Low-light vision

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Ru
The product of a collaboration between Ulla and Vaal, the Ru know what the AI only suspect; their existence is a cruel joke. The difference, they are meant to be a joke on all other living beings. A perversion of the common understanding of life, Ru thrive on negative energy and shy away from positive, glorify in darkness and gloom and shrink from the light. As fond of the taste of blood as any vampire, though they do not require it to sustain themselves, Ru today prefer to dwell in the necropolis west of the river, where they are free to revel in the morbid atmosphere and pursue a nocturnal lifestyle. Here, they are seldom disturbed by the other races, and they are not tempted to sink their fangs into unsuspecting flesh.
Such Ru as enter the rest of the city tend to pursue careers as night watchmen or undertakers, as well as any other work that requires them to prowl around at night.

Ru
- Half-undead (+2 to saving throws vs. disease and mind-affecting effects; no penalties from level-draining effects, though they will die if they gain more negative levels than they have HD; any negative levels will disappear after 24 hours, with no save needed; Ru are harmed by positive energy and healed by negative energy)
- Size: Medium
- Speed: Normal (30 ft.)
- Abilities: +2 Str., +2 Cha., -2 Con.
- Languages: Linguist. Ru begin play speaking their native language of Morval and Ishi. A Ru with a high Intelligence score can select any language as a bonus language, except for secret languages like Druidic.
- Defense traits: Shadow resistance, Shadow blending
- Feat & skill traits: Bluff and Stealth are always class skills for a Ru.
- Movement traits: Ru have a Climb speed of 20 ft. and a racial +8 bonus to Climb checks.
- Offense traits: Bite
- Sense traits: Darkvision 60 ft.
- Weaknesses: Light blindness

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Zlapav
Considered by many to be the clowns of the sapient species, Zlapav are the sole creations of Chui. They are small, pasty-pale, hairless humanoids with lumpen features and chubby bodies. Zlapav look so alike that even they themselves often have trouble telling each other apart. Gender traits don't even come into it, as Zlapav are hermaphrodites. As a result, Zlapav have an extensive tradition of tattooing themselves and each other in order to set individuals apart. A Zlapav tattoo is typically placed on the back or the belly, and incorporates symbols that identify a Zlapav's family as well the individual.
Generally amiable and curious, Zlapav have a tendency to pursue an interest or career only until it ceases to be interesting, at which time they move on to something else. Romantic and familial relationships are the exception. Once a Zlapav is passionate about a person, they will move heaven and earth to make the object of their affection theirs and to keep them in a style they consider to be befitting of that person. Family is a primal thing for Zlapav; a toddling little 'doughboy' (as they are often called) who would not raise their voice to defend themselves, will turn into a fury to protect a relative.
Although they usually look inoffensive and more humorous than anything, Zlapav's adaptability and innate magics often give them a leg up, even in the big city of Simtore.

Zlapav
- Humanoid
- Size: Small. (+1 size bonus to AC, +1 size bonus to attack, -1 size penalty to CMB and CMD, +4 size bonus to Stealth checks)
- Speed: Slow (20 ft.)
- Abilities: +2 Con., +2 Cha., -4 Dex.
- Language: Linguist. Zlapav begin play speaking their native language of Babbel and Ishi. A Zlapav with a sufficiently high Intelligence score can select any language as a bonus language, except for secret languages like Druidic.
- Feat and skill traits: Skilled. A Zlapav gains one bonus skill rank at every level.
- Magic traits: Three-faced. Once a day, a Zlapav can assume the static guise of a Medium-sized female humanoid; the same Zlapav can also assume the static guise of a male humanoid once a day. This functions as Alter self, with the Zlapav's caster level being equal to their character level.

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Sourcebooks: The allowed sourcebooks are: Core rulebook, Advanced player guide, Ultimate combat, Ultimate magic, Ultimate intrigue, Advanced class guide, Occult adventures, Inner sea magic, Technology guide.

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Classes: The following classes and archetypes are allowed. If it's not on the list, don't ask. Please keep in mind that in Simtore, arcane and occult magic has very much faded into obscurity. It still exists, but practitioners don't advertise their abilities unless they are in special enclaves such as the Occulted Academy. Divine magic is still very much in swing, but is mostly practised in temples (in theory; in the post-feodal age, divine spellcasters need to be more circumspect in how they use their magic).

Alchemist - Beastmorph, Chirurgeon, Internal alchemist, Promethean disciple, Psychonaut, Vivisectonist
Barbarian - Savage barbarian, Scarred rager, True primitive, Urban barbarian
Bard - Celebrity, Court bard, Geisha, Magician, Street performer
Brawler - Steel-breaker, Wild child
Cleric - Cloistered cleric, Evangelist, Theologian
Druid - Animal shaman (Bear, Lion or Wolf), Nature fang, Urban druid
Fighter - Archer, Gladiator, Tactician, Two-handed fighter
Gunslinger - Bolt ace, Musket master, Mysterious stranger, Pistolero
Inquisitor - Exorcist, Heretic, Preacher, Relic hunter, Sanctified slayer, Spellbreaker, Witch hunter
Investigator - Empiricist, Psychic detective, Sleuth
Magus - Bladebound, Kensai, Mindblade, Staff magus
Medium - Kami medium, Relic channeler, Spirit dancer, Storyteller
Mesmerist - Cult master, Spirit walker, Toxitician
Monk - Kata master, Master of many styles, Monk of the Lotus, Qinggong monk, Sensei
Ninja
Occultist - Necroccultist, Sha'ir, Tome eater
Psychic - Amnesiac, Formless adept
Ranger - Beast master, Falconer, Hooded champion, Urban ranger, Warden
Rogue - Acrobat, Burglar, Chameleon, Charlatan, Cutpurse, Escapologist, False medium, Roof runner
Slayer - Bounty hunter, Cleaner, Grave warden, Sniper
Sorcerer - Crossblooded, Mongrel mage
Spiritualist - Fractured mind, Hauntedm Onmyoji
Summoner - Broodmaster, Master summoner, Naturalist, Synthesist
Swashbuckler - Inspired blade, Mouser
Vigilante - Brute, Cabalist, Magical child, Warlock
Witch - Gravewalker, Hedge witch, Mountain witch
Wizard - Primalist, Shadowcaster, Spell sage

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Patrons: Simtore, and the world of Glem in general, has a pantheon of five gods. First are the three goddesses of origin, who are said to have created the world and all the living creatures upon it. There are also two younger deities, who ascended from among the races placed on Glem by the goddesses of origin.

-- The three goddesses of origin are:

- Chui
Sylvan Chui is the most benevolent of the three goddesses of origin. She is the Queen of Origins, the Queen of Light. She champions love and joy, light and goodness, and encourages mortals to be their best selves and bring each other joy. She is the sole creator of the Zlapav, and the co-creator of the Gelnet, the Mites and the Ru. For generations, Chui was the only shield mortals had against the selfishness of her sister Ulla, and the growing despair and nihilism of her sister Vaal.
One thousand years ago, Chui actively sponsored the mortal Zlapav Ohiro during its adventures, and supported both its ascension to the pantheon and its sealing of her sisters by means of seduction and trickery. She was surprised - though not displeased - when her pupil added her to its list of conquests at the time, but has grown increasingly worried in the following centuries. Ohiro was the only tool she had to stop her sisters, given that her ethos did not allow her to fight them directly, but Ohiro is himself a chaotic and erratic being, and its existence gave rise to the younger goddess Laaken. Not to mention, her sisters know Ohiro was once her tool, and she fears that they will either destroy her or force her to inflict violence on them once they return. After all, Ohiro's wards and enforced promises cannot hold forever...

Chui
LG
Portfolio: Family, goodness, joy, light, love
Clerics: LG, LN, NG
Domains: Charm, Good, Law, Protection, Sun
Subdomains: Day, Defense, Friendship, Light, Love, Loyalty, Lust, Purity
Weapon: Longspear

- Ulla
Fickle Ulla is the Queen of the Senses, the Sea Queen and the Queen of Greed. Enthroned in the world's oceans, she is the sole creator of the Baecken, and the co-creator of the Gelnet and the Ru. She is a selfish hedonist who thrives on physical sensation and relishes the gathering of riches and power, no matter who she has to hurt to acquire them. While Vaal may want to destroy the world, Ulla is eager to despoil and corrupt it, to turn it into her private pleasure-palace where no other deity can hold power.
One thousand years ago, Ulla was all set to make her move and steal the world from her sisters, but she was thwarted by a coalition of Chui and the upstart godling called Ohiro, who first seduced and then sealed her. Currently, Ulla's powers and authority are strictly defined and her physical form is sealed at the very bottom of the deepest ocean trench of Glem. She seethes with rage at having been thwarted, and constantly thinks up plans to break free and resume her conquest.
Many Gelnet worship Ulla, seeing her selfish hedonism as an example to follow. Her Baecken children are more inclined to fear than venerate her, and the Ru dread attracting her attention. Many of her temples also serve as brothels, gambling halls and money changers.

Ulla
CE
Portfolio: Greed, lust, materialism, selfishness, water
Clerics: CE, CN, NE
Domains: Chaos, Charm, Evil, Luck, Water
Subdomains: Corruption, Curse, Imagination, Lust, Oceans, Revelry, Riot, Whimsy
Weapon: Greatclub

- Vaal
Vaal is known as the Queen of Tongues, the Queen of Secrets - and the Queen of Destruction. She is the sole creator of the AI, and the co-creator of the Gelnet, the Mites and the Ru. Enthroned in the darkness of night and the airless void of space, Vaal is said to hear every secret, every sin, and she has grown jaded and bored with the world she and her two sisters made. If she were given leave, she would tear it all down so she could create something new.
A thousand years ago, or so legend has it, Vaal did reach out her hand to snuff out the world -- only for the upstart godling Ohiro to seduce her and her sisters, and to extract a promise from her that she would leave the world of Glem in peace. Jaded as she is, Vaal has an eye for the novel and the unique. Many of those who worship her try to keep her entertained long enough that they might benefit from her power and favours; only complete nihilists support her desire to destroy creation and start over.
The AI rarely worship Vaal, given their doubt as to her reasons for creating them and their fear that she did not imbue them with souls. Vaal knows their fears - and has done nothing to assuage them, even though she did in fact give them souls; their fear and loathing grant her faint amusement. Ru are more inclined to worship their mother-goddess, often performing quite shocking ceremonies in hopes of entertaining her.

Vaal
NE
Portfolio: Darkness, destruction, ennui, the moon, night, secrets
Clerics: CE, LN, N, NE
Domains: Darkness, Destruction, Earth, Knowledge, Void
Subdomains: Catastrophe, Isolation, Loss, Memory, Metal, Moon, Night, Thought
Weapon: Scythe

-- The two younger deities are:

- Laaken
Laaken was once a mortal Gelnet woman. A cunning Ninja assassin and a skillful Rogue, she was known to steal lives and riches that no one one else could touch. A thousand years ago, when the dark goddesses Ulla and Vaal rose up to either taint or smite the world, much was lost - including the fortunes of Laaken's ninja clan. Furious at the loss of riches gathered by whole generations of theft and murder, not to mention the authority and favours those riches had bought, Laaken desired to find a wealth that could not be taken from her.
Having learned of the ascension of Ohiro, with whom she had been acquainted, Laaken made a desperate gamble. She petitioned the Zlapav deity and seduced it to a tryst -- and during the tryst, she stole the secret of ascension from her divine lover. Rather than being angry, Ohiro was amused by his old acquaintance's temerity, and sponsored her ascension.
Today, Laaken is the Grey, the Queen of Comforts and the Queen of Keeping. She is the patron of Ninjas, Rogues and Slayers, and every murder and theft committed for gain is a sacred act to her as they enrich those ambitious enough take what they want. On the other hand, she is also the sponsor of merchants and rulers, promoting farming, trade and civil order, which bring prosperity to large groups of people. To her, there is no contradiction, only a shifting balance.

Laaken
N
Portfolio: Civil order, contract killing, farming, money, ninjas, rulers, theft, trade
Clerics: CN, LN, N, NE, NG
Domains: Animal, Death, Plant, Travel, Trickery
Subdomains: Deception, Exploration, Feather, Fur, Growth, Murder, Thievery, Trade
Weapon: Katana

- Ohiro
The first of the two ascended deities, Ohiro was once a mortal Zlapav who caught the attention of Chui, his people's mother-goddess. After living a hero's legend, creating numerous industries, developing new forms of magic, and acquiring a harem which has not been matched in all the centuries since, Ohiro was taught the secret of ascension and sponsored by Chui. In short order, the hero-deity seduced and defeated Ulla and Vaal, then turned around and sponsored the rise of Laaken. Even unto today, Ohiro is the King of Inspiration and the King of Arts, a sponsor of magic and science.
All arcane spellcasters on the world of Glem, regardless their alignment or species, respect Ohiro, who laid the foundations for the many different forms of magic practised today. Most Zlapav hold it in high esteem, and many Baecken, Mites and Ru do as well. AI are largely indifferent to Ohiro's boundless energy and creativity. Gelnet are not adverse to worshipping Ohiro, given that it also created so many of the industries that have enriched the world of Glem, but many of them prefer to deny Ohiro was ever a Zlapav, and instead picture it as a male or female Gelnet.

Ohiro
CG
Portfolio: Adventure, creativity, magic, romance, science
Domains: Air, Artifice, Charm, Magic, Strength
Subdomains: Arcane, Fist, Industry, Love, Lust, Resolve, Rites, Wind
Weapon: Longbow

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Languages
The elemental languages, Celestial, Demonic, Infernal, Protean, Sylvan and Draconic all exist and can be selected. But Gelm also has other languages unique to it:

Alakar - technically a dead language, Alakar was the tongue of an ancient empire ruled by a coalition of Gelnet and Ru. After its fall, the empire was denounced as a dark tyranny by the Gelnet, who blamed all the excesses of their old empire on the Ru - but its language survives as an object of scholarly interest and the 'parent' of both Dula and Morval.

Babbel - the racial language of the Zlapav, Babbel is often denounced as 'not being a real language' by Gelnet. It is a patois of elements of all other modern languages, and thus forms a fine springboard to learning other languages.

Dula - One of the Gelnet languages, Dula is languid and musical to the ear, but has a straightforward, even rigid grammar. It was once the language of the Gelnet royal court and then trickled down to the merchant class that became the current ruling faction of wealthy oligarchs and politicians. It is the language of high society, of religious ceremonies and contracts.

Ennor - Ennor is the native tongue of the AI. It is rigid in grammar and vocabulary. A sentence in Ennor can have only one meaning, no more. There is no room for interpretation or mistake, and it is fiendishly difficult to lie in. To compensate for its rigidity, Ennor's vocabulary is as expansive as it is rigid, with a word for every single thing.

Ishi - Ishi is the second Gelnet language, and it is the language of both the working classes and the criminal underworld. It is basically the Common of the world of Gelm. Possessing an expansive and flexible vocabulary and grammar, Ishi readily absorbs new concepts and can be adapted to most subjects.

Morval - Related to the dead language Alakar, Morval shares the old tongue's grammar, but has a vocabulary all its own. Full of clicks, glottal stops and hisses, Morval is considered an 'ugly' language by most, even by the Ru themselves, but this may be a deliberate attempt by the ancestral Ru to stop others from learning their secrets.

Ululo - the native language of the Baecken, Ululo is a language of howls, barks and hisses. It is considered to be very difficult to learn by non-Baecken, as it is also a language of body postures, gestures and to a limited extent, scent. Ululo is admittedly primitive, having almost no past tense.


This is very cool. Consider this my dot.

I am thinking about Ru Mesmerist or a Gelnet Sorcerer, but the combination might change.


dot


Dot! How common are firearms?


YoricksRequiem wrote:
Dot! How common are firearms?

Firearms are a well-known and available technology. Guns are everywhere.

Keep in mind that Simtore isn't a medieval city, so people who want to carry weapons (including firearms) need to be members of a government-sponsored or private security force, have a citizen's permit ... or be very good at hiding the fact that they are carrying weapons.
If you have a permit, you can buy firearms in stores that specialize in selling weapons. If you don't, you're best advised to make friends in the criminal underworld.


Are Arcane and Occult casting illegal, or just out of favor?


Vrog Skyreaver wrote:
Are Arcane and Occult casting illegal, or just out of favor?

There is no real law against them, but there is a tendency for people who are caught at arcane or occult magic to be "invited" by wealthy oligarchs, government officials or eager scientists... and then to never be seen again.

The reason the Occulted Academy and the other enclaves are hidden, is not because casters wanted to hide their secrets, but because they didn't want to be disappeared and then enslaved or possibly dissected.
Most ordinary people would be surprised to see magic outside of temples, though not necessarily dismayed (depending on the nature of the magic).


This is a really interesting premise. If I get time, I hope to make a character (I generally find Pathfinder character creation much more intensive than playing once completed).

A few questions:

1. How difficult is it to practice arcane and occult magic in this setting and remain undetected? On a scale of "just don't lob fireballs outside and you'll be fine" to "the secret anti-magic police will hunt for any hint of arcane magic at all times".

2. What do you think of rules such as these?

Background Skills

Automatic Bonus Progression

Elephant in the Room Feat Tax house rules

3. What is the demographic breakdown like? Who are the more common or rare species?


Interested.

Are the base classes allowed or only the listed archetypes?


Also, is it 4d6 drop the lowest or a point buy amount or something else?


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I'd probably make an AI Empiricist for this setting. He seeks knowledge not because he hopes it will give answers that are satisfying or that things will fit together to make the world make sense, but because it's another sort of toil. Surely someone needs to understand how things work, and even if they don't he doesn't have a greater purpose to work for, so he might as well do this.

Having said that, how common is alchemy? Are alchemical items commonplace or are they more along the line of the arcane? I assume that potions, mutagens and extracts would be as rare as arcane magic, but items like smokesticks and defoliant might be less unusual?


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Right now I'm leaning towards a Gelnet Mesmerist, who makes money as a performer.


Decimus Observet wrote:

This is a really interesting premise. If I get time, I hope to make a character (I generally find Pathfinder character creation much more intensive than playing once completed).

A few questions:

1. How difficult is it to practice arcane and occult magic in this setting and remain undetected? On a scale of "just don't lob fireballs outside and you'll be fine" to "the secret anti-magic police will hunt for any hint of arcane magic at all times".

2. What do you think of rules such as these?

Background Skills

Automatic Bonus Progression

Elephant in the Room Feat Tax house rules

3. What is the demographic breakdown like? Who are the more common or rare species?

1. You should be fine as long as you're not too obvious. I can recommend investing in Bluff, Silent spell and Still spell. Bards have a good friend in the Spellsong feat.

2. That's a big nope to all three. Sorry.

3. Gelnet and Zlapav are the majority races. Mog and Mut Baecken are as common as cats and dogs, but Ursk Baecken are a rarity. Mites and AI are less common than Mog and Mut Baecken, but far more common than Ursk Baecken. Ru are less commonly seen outside the Necropolis than Mites and AI, but are the majority on their home ground, glooming it up among the graves.


The Crusader wrote:

Interested.

Are the base classes allowed or only the listed archetypes?

The base classes are allowed.


YoricksRequiem wrote:
Also, is it 4d6 drop the lowest or a point buy amount or something else?

Whoops! Forgot about that.

It's 20-point buy.


Zorblag wrote:
... how common is alchemy? Are alchemical items commonplace or are they more along the line of the arcane? I assume that potions, mutagens and extracts would be as rare as arcane magic, but items like smokesticks and defoliant might be less unusual?

Alchemy is actually still fairly common. Alchemy formed the transitional stage from the old times when magic was commonplace to the age of science; alchemy is magic made quantifiable, capable of analysis. While everyday items are in everyday use, the more exceptional alchemy is considered a valuable asset for medical and psychological procedures, and is a hot topic for scientific study into the nature of the universe and the development of new machinery.

Of course, lobbing bombs around willy-nilly is going to land you in jail if not shot in the street.


Hi there!

Your concept sounds very intriguing and you piqued my interest.
I have a few other questions.
1. Will this adventure be held in Posts or any other form? I have never used the Forum to play a campaign before.
2. Also do you want to talk to players personally before accepting/considering them for your campaign?
3. Do you talk out character concepts before the campaign to get a general feel for the player/PC that you are having in your game?

I personally would consider an AI Mindblade Or Bladebound magus. Kind of hard to decide between the two.

I'm looking forward to your Answer!


KingFlameALit wrote:

Hi there!

Your concept sounds very intriguing and you piqued my interest.
I have a few other questions.
1. Will this adventure be held in Posts or any other form? I have never used the Forum to play a campaign before.
2. Also do you want to talk to players personally before accepting/considering them for your campaign?
3. Do you talk out character concepts before the campaign to get a general feel for the player/PC that you are having in your game?

I personally would consider an AI Mindblade Or Bladebound magus. Kind of hard to decide between the two.

I'm looking forward to your Answer!

1. Yes, this will be a Play-by-Post game on the forums.

2. Nah, I prefer to get to know you all through your gameplay.
3. I don't mind doing so if you like.


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My first thought was a Mut vanilla druid with either a wolf or dog companion (based on what would be acceptable in the city).

But, I've never had opportunity to play a tiny race before... so I'm intrigued by the possibility of playing a Mite.

Couple more questions:

Is bardic magic treated the same as other arcane?

Are other weapons verboten like guns? Meaning something concealable (or at least not obvious) would be better for day-to-day on the street, whereas a greatsword strapped to your back would invite ridicule/suspicion?


The Crusader wrote:

My first thought was a Mut vanilla druid with either a wolf or dog companion (based on what would be acceptable in the city).

But, I've never had opportunity to play a tiny race before... so I'm intrigued by the possibility of playing a Mite.

Couple more questions:

Is bardic magic treated the same as other arcane?

Are other weapons verboten like guns? Meaning something concealable (or at least not obvious) would be better for day-to-day on the street, whereas a greatsword strapped to your back would invite ridicule/suspicion?

Yup, Bards need to hide - or disguise - their magic as well. I recommend and approve of the Spellsong feat. ;)

Any kind of weapon, carried openly, will cause people to eye you askance. Unless you have a license (official ones available at city hall, work-related temporary ones at Guild offices), you're better off hiding them.
Of course a club or quarterstaff could be excused if you pretend it's a cane. (Learn to limp convincingly.) A dagger is easily concealed and could be explained away as a work knife, depending on your job.
Armour will also get you some funny looks, but is not against the law.

Horizon Hunters

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Hey there, This is amazing, you surely put a lot of detail n.n

I kinda like the idea but to be honest I need to re-read it all slowly since english isn't my first language x.x

So far I would like to make a psychic caster or a bard OR a Mite Synthesist Summoner, it would be something like "oh? You want to make fun of the small guy? *gets his summoned suit on* WHO IS TINY NOW!?" xD


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Take your time. I'm not closing recruitment until virtual PaizoCon is over, at the very least. ^_^

Horizon Hunters

Okay... A few questions:
1-What is the Baecken's opinion about being pets? Is it like slavery? Or are they beloved pets and like it?

2-Can any of the races have childrens with each others like humans with Elves and Orcs in generic fantasy? If not what about interspecies relationships? You mentioned that Ohiro (a Zlapav, so hermaphrodite) had the biggest harem ever seem and was also seduced by Laaken (a female Gelnet) so I'm guessing that most sorts of relationships are allowed but since both Ohiro and Laaken are Gods they may be above most taboos....

3-How does every race look? I mean... Zlapav get a good description on their entry but Ru, Gelnet, Ai and Mites are a little open ended, yeah, Gelnets has gemstones on their brows, Mites are fairy-like and Ais are android-like but what hair/skin colors they posses? How are shaped the Mites' wings? are Ru human looking vampires? beside having fangs I'm clueless about their appearance, sorry if I'm making too many questions here but I can't picture/imagine them, some images would be helpful if possible n.n

4-How dangerous is the police? Do they have CSI level techniques and can find us if we commit a crime no matter what or they shrug at minor stuffs like a fight without magic?


Some additional information that may be useful in character creation: various organizations.

Crown university (Gelnet and Zlapav only)
The C.U. is the oldest educational institution in Simtore. Founded by the old aristocracy to educate their children in all the arts necessary to allow them to excel, it has managed to adapt better to the changing times than the people who founded it. Although its charter firmly states that only noble Gelnet children, preferably boys, are allowed to become students, C.U.'s board of directors has managed to use loopholes to admit Gelnet children from other classes, as well as Zlapav children from particularly affluent families.
Not content to rely solely on centuries of tradition, C.U. is also devoted to embracing the future. The ancient college's laboratories are state of the art, and teachers and students spend as much time in groundbreaking research and experimentation as they do in classical education.
Although the new St. Finnegan's University is hailed for its inclusiveness, it is C.U. that has the greatest concrete impact on society, given its inroads into businesses that thrive on new scientific developments.

Social trait: The unbroken line (Gelnet and Zlapav only)
You are a student, or even a graduate of the Crown University. You are trained in your school's fine tradition, but also initiated in the cutting edge of research. You gain a +1 trait bonus to Craft (mechanical) and Knowledge (history), and one of these is always a class skill for you.

Guild (All)
Once, the Guild was known as the Adventurers' Guild, but surely the romantic days of adventure are gone. Nowadays, the Guild is just the Guild - but it still serves a purpose. The Guild is a meeting-place for those people who live hand to mouth and paycheck to paycheck; a place to find information and check the job boards. Mercenaries and day labourers, thieves and back alley saints, all are welcomed to enter the Guildhalls, share a story, find room and board, and most importantly find work.
Nowadays, society finds it odd for people to consider themselves to be lifelong Guildmembers; the Guild is a place people pass through on their way to their next job, after all, and those who find steady employment do not strictly need to return. It is less odd for those who keep coming back. Even if the Guild no longer calls itself an Adventurers' Guild, the spirit of adventure and the rough cameraderie of likeminded spirits is still alive and well.

Social trait: Spirit of Adventure
There are qualities shared by all those who live hand to mouth, adventurers in all but name. Secrets and tricks are taught by the experienced to youngsters, knowledge is shared about employers - and in the current climate, it needs to be done with a certain measure of discretion. You gain a +1 trait bonus to Linguistics, and Linguistics is always a class skill for you. In addition, you can add Guild Sign to your list of bonus languages. Guild sign is, as the name implies, a sign language taught to those who feel most strongly connected to the Guild and see it as their main source of employment and purpose. It has numerous signs that allow Guild-members to recognize one another, wherever they go.

Lost (Gelnet, Mite only)
Time flows from past to future, and its arrow points only in one direction. But what the mind can conceive, the hand can create ... in time. At some far distant point, the secret to reversing time's flow will be realized, and keen investigators will travel back in time to see the glorious past firsthand - or in hopes of preventing one of the great disasters that will rock the whole world.
Many such travelers have become stranded in the current age. There is something, some influence or chasm, that causes the machines that carried them back to 'crash' here - to crash and cease functioning altogether. Secretive, fearful of upsetting the flow of time but also eager to find out what has stranded them here so they might one day return to their proper age, the Lost feign being part of the current age while they amass technology and keep an eye on current developments in hopes that they might find a way home. Many are teachers or students at Simtore's great universities, pursue careers at the most cutting-edge laboratories - or retreat from society altogether in hopes of preventing contamination and puzzling out the best way to return home through pure theory.
While most Lost are not adverse to working together, their cause is rarely one hundred percent stable. After all, the future is unwritten in the present, and many Lost find that they come from very different timelines, indeed... The utopia and dystopia factions recount very different histories, and they are themselves divided in preservers and ameliorators, those who wish to preserve their timelines and those who feel the future needs to be changed. Alliances shift with the winds.

Social trait: Time's orphan (Gelnet, Mite only)
You are one of the Lost, trapped in what is to you the distant past. Whether you hail from a utopia or a dystopia, the present is where you are - and where you do not wish to stay. You know some part of what the future may be even now, but are eager to expand your knowledge of science and reality in hopes that you might return home. You gain a +1 trait bonus to Knowledge (history) and Knowledge (nature), and one of these is always a class skill for you.

New elite
Nowadays, power in Simtore flows from politics and money - and the difference between is not so great. After the fall of the old aristocracy (see below), the new elite gradually emerged. Composed of oligarchs, politicians and the craftier crime guilds and ninja clans, the new elite moves both in plain sight and the shadows. Back room deals determine prices, votes are bought and sold, and public figures often have very shady dealings no one outside the new elite is privy to.

Social trait: Secret elite (AI, Gelnet, Ru, Zlapav only)
You are part of the new elite. Maybe you're from a family of politicians; maybe you're in charge of one of the mega-corporations peddling in life and death; maybe you're the son or daughter of the legion of enforcers quietly doing jobs. Regardless, you are aware of the secret cabal influencing money and power in the city - and it is aware of you. You gain a +1 trait bonus to Bluff and Knowledge (local), and one of these is always a class skill for you.

Occulted academy (All)
As the influence of science grew and more and more casters who flaunted their abilities in public started to "disappear", the wiser spellcasters decided that discretion was the better part of valour. Rather than try to fight the rising tide, the arcane and occult casters voluntarily faded into the shadows - but this does not mean they ceased to exist.
The Occulted Academy is a secret enclave, hidden by magic and cunning alike. Supported on the quiet by the church of Ohiro, the Academy is easily as old as Simtore itself, but its location remains hidden from all except those who receive an invitation from its current masters. It provides an education to all casters occult and arcane, and even divine to Clerics and Inquisitors of Ohiro. Traditionally, its teachers are seen as strict but fair, demanding discipline and giving valuable lore in return. Students of the Occulted Academy are taught not according to age, but attend classes they choose and can pay for; it is common for a student to alternately spend time on education and out in the wider world, practising what they have learned.
Whole families nurture the secret of magic and keep an eye out for promising youngsters who are not of their bloodline, but who they judge can keep the secret. Of course, they also make sure that those who can not or are unwilling to preserve the secret ... cease to be a problem. On Academy grounds and during Academy business, differences in alignment and species are ignored as all join hands to increase and preserve the scope of arcane and occult knowledge, and to impart it to the next generation.

Magic trait: Unseen eye
You are either a graduate of the Occulted Academy, or a member of one of the families that preserve its secret. You are both blessed to have partaken of the Academy's font of knowledge, and disciplined in the arts of secrecy and deceit. You gain a +1 trait to Bluff and Knowledge (arcana), and one of these is always a class skill for you.

Old aristocracy (Gelnet only)
Once, the Gelnet ruled Simtore and much of the world. In their empire, all the other races were slaves, animals or tools, and their lives had no value beyond what the Gelnet assigned to them. The old aristocracy stood among the Gelnet as the Gelnet stood among their slaves; in a position of unquestioned and unassailable superiority. Or so they believed.
Even though the slaves and the oppressed Gelnet classes finally joined hands and rose up to overthrow their masters and establish the current political climate, some of the old aristocrats managed to survive - mainly by opening their coffers, turning on especially loathsome kinsmen and altogether pretending they had seen the error of their ways.
In Simtore, Old Town is the stronghold of the old aristocracy, where the more crusty aristocrats pretend they have not merely survived the uprising, but that they have retained all the power and glory that their ancestors once held. Old Town is like a living period piece, celebrating the days of yore, but it is also a hotbed for intrigue and infighting, as the noble families jostle for position in the king's court or even try to influence or replace the king, who is himself involved in schemes and plots to keep his nobles under his thumb and tries to win greater influence in the world beond his castle walls.

Social trait: Royal brat (Gelnet only)
You are a child of the old aristocracy, trained from birth in courtly graces - and the dark side of nobility. You gain a +1 trait bonus to Craft (poison) and Knowledge (nobility), and one of these is always a class skill for you.

Saint Finnegan's University (All)
St. Finnegan's University, better known as St.Fu, is the younger of Simtore's two universities. Unlike its longstanding rival, the Crown University, St.Fu encompasses education from high school up to college level, and its charter explicitly states that it welcomes members of all races and backgrounds, just so long as they can keep up with the rigors of the education.
Also unlike the Crown University, St.Fu is focused mainly on education. The budget does not support the kind of laboratories boasted by the Crown University, nor the studies performed at the older institution. In spite of this, attendance at St.Fu is booming, as people who would not dare try to apply to Crown University but still wish to educate their offspring are happy to know St.Fu provides an excellent education with all the guidance the young need to graduate - so long as they put in the effort.

Social trait: Saint Finnegan's girl/boy (All)
The students of St.Fu are easily recognizable by their signature uniform and the ease with which they mingle with the other races. Growing up surrounded by members of the other species, studying side by side with them day in, day out, leaves its mark on the minds of the young. You gain a +1 trait bonus to Diplomacy, and Diplomacy is always a class skill for you.

Tridiviate (All)
The Tridiviate is the most influential religious organization in the city. It manages the largest and oldest temple in the city, maybe the world; the temple dedicated to the three goddesses of origin: Chui, Ulla and Vaal. The Tridiviate is famous for training Clerics and Inquisitors to exacting standards and holding the holiest of ceremonies to honour the goddesses of origin. Its doors are always open to those in desperate need for spiritual guidance, and it collects and preserves religious lore and prophecies that are unavailable anywhere else on Gelm.
Unfortunately, the Tridiviate is also known for rabid opposition to the worship of the two younger deities, Laaken and Ohiro. Denouncing them as upstarts, unworthy of the divine mantle, the Tridiviate was once known for burning temples and sending assassins. Nowadays, the organization tries to amass power and leverage influence to reduce the rival faiths' freedom and power.

Religion trait: Fist of Three (All)
Trained by the oldest religious organization in the world, you are ready to destroy its opponents and all who support them. You gain a +1 to attack and damage rolls on combat maneuvers against any creature or object you are certain is connected to Laaken and/or Ohiro, such as a faithful follower or a relic.


Ms. Bloodrive wrote:

Okay... A few questions:

1-What is the Baecken's opinion about being pets? Is it like slavery? Or are they beloved pets and like it?

It depends on the Baecken. Ursk are firmly opposed to being pets. The more primal and independent Mog and Mut Baecken scoff at the notion and hold a lot of hatred towards their kinsmen who embrace it. Baecken who do live as pets tend to enjoy or hate it in equal measure to the way their owner treats them. Treatment of Baecken pets also differs widely; some owners treat pet Baecken as animals; others treat them as members of their family in all but name, providing them with an education and an allowance.

Ms. Bloodrive wrote:
2-Can any of the races have childrens with each others like humans with Elves and Orcs in generic fantasy? If not what about interspecies relationships? You mentioned that Ohiro (a Zlapav, so hermaphrodite) had the biggest harem ever seem and was also seduced by Laaken (a female Gelnet) so I'm guessing that most sorts of relationships are allowed but since both Ohiro and Laaken are Gods they may be above most taboos....

Baecken, Gelnet, Ru and Zlapav can freely interbreed with each other. AI are physically incapable of reproducing with other species, although they can mimic the act if they so wish. Mites are biologically capable of fertilizing Baecken, Gelnet, Ru and Zlapav, but only through surgical procedures of implanting Mite sperm in a willing female. The nature of the offspring is determined by the mother; if a male Ru and a female Baecken reproduce, the child will be a Baecken; if a Zlapav in male form reproduces with a female Gelnet, the child will be Gelnet, and so on and so forth.

The more traditionally-minded members of the various races prefer there be no interbreeding and/or intermarriage across species borders, but in current society there is no law against it - and remarkably, there is also no religious objection to it.
There is no societal bias against having multiple spouses, other than this: the one who claims dominance must have a sufficient income to keep all their spouses in a style befitting of them. To be unable to provide for your spouse is considered far more deplorable than marrying outside of your species. There is also no strong bias against homo- or bisexuality; so long as you provide heirs for your family and keep your mates in a fitting style, you will normally receive little in the ways of censure.

Ms. Bloodrive wrote:
3-How does every race look? I mean... Zlapav get a good description on their entry but Ru, Gelnet, Ai and Mites are a little open ended, yeah, Gelnets has gemstones on their brows, Mites are fairy-like and Ais are android-like but what hair/skin colors they posses? How are shaped the Mites' wings? are Ru human looking vampires? beside having fangs I'm clueless about their appearance, sorry if I'm making too many questions here but I can't picture/imagine them, some images would be helpful if possible n.n

AI have very varied figures. Some are stocky; some are tall; some have a rough and metallic 'skin', whereas others are covered in smooth plastic. AI who are unhappy with their appearance can save up their money and go to a bodyshop to have alterations made. Their eyes tend to be clear lenses, colourless on their own, but easily gathering and reflecting surrounding colour. AI colour depends on whether they prefer to paint their chassis or not; a standard frame is typically a dull shade of silver, red or cream.

Baecken tend to darker skin tones; they are a species that traditionally spends a lot of time outdoors, after all. Pampered pets kept indoors may end up pale and smooth over time, but active Baecken with access to fresh air usually find their skin becoming rough and weathered as they age. Baecken hair is always shades of blonde, brown and red, which turns to grey and silver as they grow older. Their build is more muscular and they are built shorter than Gelnet.

Gelnet tend to slender, elegant figures, with slender, long-fingered hands and skins that range from cream to oak. Males and females are both capable of growing long hair, which can be just about any colour under the rainbow, and which they often paint in order to enhance its lustre. Gelnet eyes and forehead gems are typically the same colour, and equally radiant and lustrous; they are shades of brown, gold, green, blue, red or purple.

Mites are often tanned from exposure to the elements, their hair colour ranging from golden blonde to mahogany. Their wings are like those of butterflies - or moths; either a riot of colours or dull shades of brown and grey, either one displaying classic eye-patterns. Small as they are, Mites tend to have nigh-perfect proportions and a kind of radiant beauty envied by Gelnet.

Ru actually strongly resemble the Gelnet in build and features. They are much paler, though, and have little interest in tanning. Their hair is usually shades of pale blond, but much curlier than most Gelnet's. Their eyes are dark, ranging from purple to blue to red. While they have fangs, these are not like a wolf or a vampire's canines, but much less obtrusive; a sharp point is all that is needed to draw blood, after all.

Ms. Bloodrive wrote:

4-How dangerous is the police? Do they have CSI level techniques and can find us if we commit a crime no matter what or they shrug at minor stuffs like a fight without magic?

The police does have units dedicated to crime scene investigation, but it does not have the authority to go everywhere it wants. Powerful people have their own enforcers in Simtore, and can claim authority over their area of influence. While the Advancement party has been trying to change this, there are areas of the city where the police is not even allowed to go, let alone that they would be allowed to investigate crimes there.

Private enforcer groups typically lack the training and equipment provided to the police, but are not bound by the laws that say the police are not allowed to brutalize prisoners to force out confessions. It is easier to avoid getting caught by them, but it is far safer to get caught by police.


What sort of names do AI typically have? I've got some crunch figured out, but now I'm trying to sort out some backstory to go with it and a name would be handy.

Also, in terms of equipment, can we use crafting skills to create starting gear? I'm looking at alchemical equipment in particular. Is there a rule set you like to use for crafting other than the standard one?


AI names are traditionally very impersonal: a letter indicating the 'tribe' or 'product series'; a number to specify a 'family' within the tribe, four numbers for the production year (we are currently in the early 2200-2300 period) and a final letter for the individual.
For example, one AI might be named F92201B, and their first offspring would be named F92225A, their second F92230B, and so on and so forth.

Of course, AI are free to adopt nicknames that are either more like the names of the other species, and many in fact do so in order to better fit in.


Baecken do not have a naming tradition of their own; they do not even have a word for 'I', although they do have one for 'we', as it should always be obvious who is talking. Baecken have received names from other species; pets get them from owners, free Baecken from acquaintances and friends to facilitate communication. Once named, a Baecken who is pleased with the name tends to be territorial about it, disallowing changes. Displeased Baecken will ignore a name if they can.

Gelnet names follow the pattern: family name first, given name last. The names of the noble families resemble French, whereas the middle and lower class names more resemble Japanese.

Mites start out life with a 'child-name', which is given to them by their parents and tends to be short and cutesy. A Mite develops an adult's name through accumulating life experience and meditation, and must present the name they have distilled in this manner before a circle of elders. These names frequently reference some experience that has made a profound impression, such as a sunrise over the towers of Simtore, or watching the great storm that tore down three oaks in the Great Forest.

The names Ru use in public are often hilariously overblown. Names like 'Sinistra Darkheart' or 'Storm Gloomwarden' are common. Many people suspect these names are actually a big joke on the Ru's part, as they alter and discard these names with the same ease anyone else changes clothes, and this is true; Ru public names are unimportant to them. The names they use in private, among family and their most trusted friends, are deadly serious. Following a naming scheme similar to the Gelnet, Ru names place the given name of a family founder first, then the family name, then their own given name. In the strictest sense, the name of the individual Ru's divine patron should precede that of the family founder, but this is now considered oldfashioned. Ru parents spend a lot of time on choosing their child's given name, and Ru names as a whole tend to be surprisingly melodious for words spoken in the Morval tongue.

Zlapav names are considered to be comical by most other races. They start with a birth number, followed by a word that references the profession of the mother at the time of birth, followed by the family name. While a Gelnet might get a hearty chuckle out of being introduced to Three Sugar Lumpkin, Zlapav have a different perspective; in this name they see that a couple married under the banner of the Lumpkin clan has managed to have three children, and that the sugar industry provided the money the mother needed to see her through her pregnancy. Zlapav names are, at the end of the day, all about showing respect to those who have allowed you to be born and survive.


DM Quoth wrote:

AI names are traditionally very impersonal: a letter indicating the 'tribe' or 'product series'; a number to specify a 'family' within the tribe, four numbers for the production year (we are currently in the early 2200-2300 period) and a final letter for the individual.

For example, one AI might be named F92201B, and their first offspring would be named F92225A, their second F92230B, and so on and so forth.

Of course, AI are free to adopt nicknames that are either more like the names of the other species, and many in fact do so in order to better fit in.

I have a few further Questions concerning the AI.

Do they understand the concept of emotions and do they experience them aswell?
How are the AI Born?
Could they transfer themselves into other bodies?
Are they strictly machines or more like Androids with biological parts?

I ask these since they would be relevant for character creation and my backstory as well.


KingFlameALit wrote:
DM Quoth wrote:

AI names are traditionally very impersonal: a letter indicating the 'tribe' or 'product series'; a number to specify a 'family' within the tribe, four numbers for the production year (we are currently in the early 2200-2300 period) and a final letter for the individual.

For example, one AI might be named F92201B, and their first offspring would be named F92225A, their second F92230B, and so on and so forth.

Of course, AI are free to adopt nicknames that are either more like the names of the other species, and many in fact do so in order to better fit in.

I have a few further Questions concerning the AI.

Do they understand the concept of emotions and do they experience them aswell?

AI definitely do understand emotion. Their perspective on matters is different from that of the other species, however, given their species-wide existential dread that they might actually be objects given a limited lifespan as a goddess's cruel joke.

KingFlameALit wrote:
How are the AI Born?

The physical body of an AI is assembled in a body shop, which doubles as a workshop and a shrine to the AI. The vital spark is created by two or more AI performing a procedure called 'spark-sharing', which involves them linking up their bodies with each other and the newly-created husk for a limited time, blending their awareness into a seamless whole. Once the procedure is completed, a new spark of awareness has been birthed from the collective energy of the parental units, and animates the new body.

(Unknown to the AI themselves, what they think is a strictly scientific procedure is also a ritual that calls upon the gods to grant a soul to inhabit a new life. If the AI ever realized that the sensation of bliss they feel while 'spark-sharing' is caused because one or several of the gods are responding and blessing their union, they would probably be able to cast off generations of low-key existential despair. But so far, they have not.)

KingFlameALit wrote:
Could they transfer themselves into other bodies?

It is not impossible, but would require either a magical or scientific procedure that mimics an advanced version of Magic jar. It would be prohibitively expensive in most cases, not to mention there's a high chance of either failure or corruption of the individual being transferred.

KingFlameALit wrote:
Are they strictly machines or more like Androids with biological parts?

A typical AI's body is mechanical, incorporating metal and plastics. Incorporating biological components is not impossible, but would require the reverse of implanting mechanisms in organic flesh.

AI actually transcend being strictly machines because they have souls of their own and the ability to reproduce, even though they remain unaware of this - and on the occasions that it has been suggested to them, they were grateful for the thought but remained unconvinced.


Ninja Clans: Are they race specific? Is it family only or can one join? Could a PC begin as a member or is it more aspirational?

Sorry to keep peppering you with questions. You're the only source!


The Crusader wrote:

Ninja Clans: Are they race specific? Is it family only or can one join? Could a PC begin as a member or is it more aspirational?

Sorry to keep peppering you with questions. You're the only source!

Ha, no worries.

Traditionally, the Ninja clans were Gelnet-only, but they started becoming more inclusive well before the fall of the old aristocracy.
The oldest and crustiest clans still only accept Gelnet apprentices and are in fact composed of whole family lines of them, but many of the younger clans accept any creature capable of the discipline and giving proper performance.

A PC can definitely begin as a member of a Ninja clan.


Here's my submission, M32214A, aka Misana, the AI empiricist. She doesn't actually quite match her backstory until second level when another set of skill points and the transition of four (and a half with diplomacy) more skills over to int based get added in, but that's soon enough that I can live with it if everyone else can.

Character backstory:
M32214A was created not too long ago in the city of Simtore by several members of the M3 family. Those who participated in the spark-sharing ceremony which gave her sentience were also created in Simtore and had spent their lives working to create a variety of alchemical and mechanical tools, so this is what Misana was trained to do as well. She accepts this as what she is fated to do and has become skilled at alchemical creation in particular, though it brings little joy, as is the case for most of the AI in Simtore and elsewhere.

What sets Misana apart from many other AI is that she has been additionally tasked with gathering knowledge in general. From a very young age her family made modifications to her cranial unit in order to amplify her retention at the cost of other mental faculties. She was trained in many of the languages of the city and deciphering other languages that she has not yet encountered. Tutors, both AI and other, specialized in various skills and areas of knowledge spent many hours establishing a broad base of topics from which to draw inspiration for reasoning. She was trained in reasoning techniques ancient and modern to draw conclusions and present them in a logic manner where others might turn to more emotion.

To members of another people, this extensive knowledge might be a source of pride or satisfaction. For M32214A it’s part of her duties as a member of the M3 family, another task that fills her time with toil. She does what she can to employ her knowledge for the betterment of her people because that’s her lot in life. She doesn’t regret it per say, but sees nothing special about her being the one to fill this role.

Given the time she has spent interacting with non AI, M32214A has found it convenient to take the moniker of Misana. It is a name that others seem to find easier to remember despite its lack of a precise meaning. She’s using it now as she sets out to find work at the guild, with the dual goals of earning money and gaining knowledge. She’s come equipped for a variety of situations that she might be asked to employ her skills at, dressed in a simple worker’s jumpsuit, and ready to claim a job for the day.

Build:

Name: M32214A “Misana”
Race: AI
Class: Investigator (Empiricist) 1
Sex: Female
Alignment: Lawful Neutral
Initiative +2
Perception +3

=Defense=

AC 10 + 1 Dex = 11
TAC 11
FF 10
HP 8 + 2 Con = 9
Fort +1 Ref +3 Will +2
Special Defenses: +2 to saves vs. disease, mind-affecting effects, poison, effects that cause exhaustion or fatigue, illusion spells or effects, death effects, negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

=Offense=

Melee
Dagger +2 (1d4 +2 P or S/19-20 x2)
Space 5 ft.; Reach 5 ft.

Ranged
Dagger +1 (1d4 +2 P or S/19-20 x2)
Acid Flask +1 (1d6 Acid, splash)

=Statistics=

STR 14 +2 R = 16 (+3)
DEX 13 (+1)
CON 12 (+1)
INT 16 +2 R = 18 (+4)
WIS 10 (+0)
CHA 10 -2 R = 8 (-1)
BAB +0 CMB +3 CMD 14
Move 20 feet

=Formulae=

Level 1: Ant Haul, Crafter’s Fortune, Cure Light Wounds, Expeditious Retreat, Heightened Awareness, Long Arm

=Powers=

Inspiration: 4 points per day. As a free action expend a point to add 1d6 to a skill check. Expend 2 points to add 1d6 to attack rolls or saving throws (saving throws are an immediate action.)
Ovoid Compression: -1 Penalty to Charisma and Wisdom Checks, +2 Bonus on Intelligence Checks

=Feats=

Elongated Cranium (Ovoid Compression): Your head takes on a larger, more bulbous appearance than normal. You take a —1 penalty on Charisma and Wisdom checks and on Wisdom– and Charisma-based skill checks, but gain a +2 bonus on Intelligence checks and Intelligence-based skill checks.

In addition, once per day you can cast one psychic magic spell you know with a +1 bonus to its caster level.

=Traits=

Precise Treatment (Magic): You treat others with a clear and calculating intellect.
Benefit: You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Student of Philosophy (Social): You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

=Skills=

11 ranks
*Acrobatics +1 = +1
*Appraise +4 Int +2 Feat +3 Class +1 Rank = +10
*Bluff -1 Cha -1 Feat +3 Class +1 Rank = +2 (+10 to convince others a lie is true)
*Climb +2 Str = +2
*Craft (Alchemy) +4 Int +2 Feat +2 Race +3 Class +1 Rank = +12 (+13 to craft Alchemical Items)
*Craft +4 Int +2 Feat = +6
*Diplomacy -1 Cha -1 Feat +3 Class +1 Rank = +2 (+10 to persuade Others)
*Disable Device +1 Dex +1 Trapfinding +3 Class +1 Rank = +6
*Disguise -1 Cha -1 Feat = -2
*Escape Artist +1 Dex = +1
Fly +1 Dex = +1
Handle Animal -1 Cha = -1
*Heal +4 Int +2 Feat +1 Trait +3 Class +1 Rank = +11
*Intimidate -1 Cha -1 Feat = -2
*Knowledge (Arcana) +4 Int +2 Feat = NA
*Knowledge (Dungeoneering) +4 Int +2 Feat = NA
*Knowledge (Engineering) +4 Int +2 Feat = NA
*Knowledge (Geography) +4 Int +2 Feat = NA
*Knowledge (History) +4 Int +2 Feat = NA
*Knowledge (Local) +4 Int +2 Feat = NA
*Knowledge (Nature) +4 Int +2 Feat = NA
*Knowledge (Nobility) +4 Int +2 Feat = NA
*Knowledge (Planes) +4 Int +2 Feat = NA
*Knowledge (Religion) +4 Int +2 Feat = NA
*Linguistics +4 Int +2 Feat +3 Class +1 Rank = +10 + 1d6
*Perception +0 Wis -1 Feat +3 Class +1 Rank = +3 (+4 to locate traps)
*Perform -1 Cha -1 Feat = -2
*Profession +0 Wis -1 Feat = NA
Ride +1 Dex = +1
*Sense Motive +0 Wis -1 Feat = -1
*Sleight of Hand +1 Dex +3 Class +1 Rank = +5
*Spellcraft +4 Int +2 Feat +3 Class +1 Rank = +10 + 1d6
*Stealth +1 Dex = +1
Survival +0 Wis -1 Feat = +0
Swim +2 Str = +2
*Use Magic Device -1 Cha -1 Feat +3 Class +1 Rank = +2

=Languages=

Alakar, Babbel, Dula, Ennor, Ishi, Morval, Ululo

=Racial Traits=

Half Construct: +2 to saves vs. disease, mind-affecting effects, poison, effects that cause exhaustion or fatigue; cannot be raised or resurrected; do not eat, breathe or sleep.
Illusion resistance: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
Lifebound: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Feat and Skill Traits: Craft (Alchemy): AI gain a racial +2 bonus to any one Craft, Perform or Profession skill.

=Empiricist Features=

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Favored Class Bonus: Skill x1

=Equipment=

Encumberance (76/153/230): 48 lbs

Armor: None/Artisans (Worker’s) Outfit

Weapons: Acid Flask x6 (20 gp, 6 lbs. crafted) in bandolier
Dagger (2 gp, 1 lbs.) concealed in clothing

Other Gear: Backpack (2 gp, 2 lbs.)
Bandoleier x2 (1 gp)
Bag, waterproof x2 (1 gp, 1 lbs.) in backpack
Buoyant Ballon x2 (10 gp, 3 lbs. crafted) in bandolier
Canteen with water (2 gp, 1 lbs.) in backpack
Chalk x2 (2 cp) in bandolier
Charcoal (5 sp) in bandolier
Crowbar (2 gp, 5 lbs.) in backpack
Earplugs (3 cp) in bandolier
Flint and Steel/Lighter (1 gp) in bandolier
Hook, grappling (1 gp, 4 lbs.) in backpack
Inkpen (1 sp) in bandolier
Paper x10 (4 gp) in scroll case
Pole, folding (2 sp, 10 lbs.) tied outside of backpack
Pouch, waist (5 sp, 0.5 lbs.)
Rope, hemp 50 ft (1 gp, 10 lbs.) tied outside of backpack
Scroll case (1 gp, 0.5 lbs) in waterproof bag
Sunrod x2 (4 gp, 2 lbs.) in backpack
Thieve’s Tools (30 gp, 1 lbs.) in waist pouch
Twine, 50 ft. (5 cp, 0.5 lbs.) in waist pouch
Whistle, Signal (8 sp) in bandolier

Treasure: 21 gp, 8 sp

Please let me know if there's anything in there that looks out of place, doesn't fit the world as you imagine it, or needs changing in general!

Horizon Hunters

I see... Wow! There's a lot of new info now it gives me a few ideas and flavor to add n.n


Here's Misana with a profile. I found and fixed some errors and made a few tweaks. Again, if anything looks off do let me know!


So, here's an odd question: what are the family names of the most powerful noble familes in the Monarchy?


Vrog Skyreaver wrote:
So, here's an odd question: what are the family names of the most powerful noble familes in the Monarchy?

Let's see here...

The three top families:

Bleu-Montagne - Currently the royal family, the Bleu-Montagne is the most prominent and wealthy noble families in Old Town. The King is a Bleu-Montagne, Alphonse Bleu-Montagne, and he is determined that the crown shall never again pass to one of the other two families that have held it in the past.
The Bleu-Montagnes are best known for keeping the pageantry and ceremonies of the past alive, keeping the society of Old Town preserved... rather like an insect trapped in amber. The family boasts being blessed above all others by the three goddesses of origin, and many of their legendary members were Clerics or Inquisitors. In the past, they boasted considerable military power thanks to the magic granted them by the goddesses, and even today the Bleu-Montagnes have the largest private guard of all the noble houses - a strog contributing factor in their having managed to keep the crown all these years.

Bourdonnant-Froid - Acknowledged as the oldest of all the noble houses, Bourdonnant-Froid is also acknowledged as the crustiest and most withdrawn. More concerned with preserving and reliving the past than dealing with the present, the Bourdonnant-Froid lost power to the manipulations of the Bleu-Montagnes and proved unable to reclaim it even from the Vert-Manches, who are traditionally more concerned with art than intrigue. Although they are still among the most wealthy of the noble families, the Bourdonnant-Froid are drawing purely on the amassed wealth of the past and the interest it yields, rather than even trying to make money in modern society. They are best known for having the most complete and extensive records of the past, and are often sought out by historians for access (strictly regulated, of course) to their archives and libraries. For all their flaws, the Bourdonnant-Froid are also known for having highly impartial records, preserving the past as it was, without flattering anyone.

Vert-Manche - Best known for their artistic tendencies, the Vert-Manche family members have been variously respected for delighting the royal court, and mocked for disgracing themselves by abandoning their noble duties to become traveling performers, chasing the burning dream of Art far and wide, and holding their performances before commoners for payment. When they still held the throne, the Vert-Manches founded the Crown University, and even today they still send their children to be educated there, rather than schooling them at home.
Even today, the Vert-Manche are well-connected to the contemporary art world. At least one of their prominent daughters has become an idol singer in recent history, and they own art galleries, a record label, and at least one movie studio in Simtore.

The more prominent lesser families are:

Étoile-Clamant - The most militaristic of the noble houses, the Étoile-Clamant have traditionally trained their scions in the arts of war and treachery. Whenever a noble house needed capable lieutenants to conduct battle, discipline uppity commoners, or do any other kind of violent work, the Étoile-Clamant would offer their services... and then try to worm their way close to the center of power of any campaign they were a part of, hoping to promote themselves by murdering whoever was set above them.
Frequently seen as deranged and chronic backstabbers, the Étoile-Clamant hold the second-largest private guard in Old Town, and educate most of their children at home in order to prevent modern society from infecting them with morals and ethics that might stop them from doing whatever it takes to finally seize the throne. When members of the family do enter modern society, they frequently find work in either the army or else in the criminal underworld, where they tend to do very well for themselves.

Grenouille-Noir - Feared among their fellow nobles, the Grenouille-Noir have been lingering on the very edge of royalty for generations, without making any serious efforts to take the final step. All noble families have some education in the crafting and application of poison in order to facilitate their intrigue, but the Grenouille-Noir have made poison both an art form and their specialty.
Generations ago, the family heads decided it was far better to be equal parts feared and admired by all the other families than to assume actual authority over them. Today, the Grenouille-Noir provide advisors and poison to any and every other noble willing to pay them, and they are among the most wealthy.
In modern society, the Grenouille-Noir have business interests in the alchemical and medical industries, with their generations' worth of knowledge of both poisons and antidotes having actually saved many lives.

Hyène-Noble - An odd duck among the noble houses, Hyène-Noble is very much dedicated to the spirit of noblesse oblige. In the feodal days, they were actually beloved for taking seriously their noble duty to administer their lands and protect their subjects, rather than just demanding slavish obedience and punishing failure. When the great uprising overthrow the old aristocracy, it is whispered that Hyène-Noble fought not on the side of the aristocracy, but betrayed the king to fight by the side of the people.
Like Étoile-Clamant, Hyène-Noble is very much a military house, with many of its scions having entered the army and bringing back modern military practises to enhance the family's training. The family is also well-known for having sponsored and participated in the great explorations of the past, and the Hyène-Noble museum and gardens are one of the great world wonders even today.

Meehaku-na-Oni - The youngest of the noble houses, Meehaku-na-Oni is basically a Ninja clan that managed to earn nobility through service to the king - any king. Grenouille-Noir may be feared for its poison and intrigue, Étoile-Clamant may be infamous for its military strength and treachery, but Meehaku-na-Oni is held in complete dread because it is, at the end of the day, the assassins' guild of Old Town - and its position is so strong among the noble families that it does not even need to hide its nature.
Too many nobles have used the services of this house, it has gathered too many obligations, favours and secrets for even the king to be able to eject Meehaku-na-Oni from the position the family has carved out for itself.
Meehaku-na-Oni has a strong involvement in modern society. It maintains connections with the other Ninja clans, playing its part in the Shadow War, the ever-shifting tapestry of alliances and betrayals that keep the clans both united and divided. It also invests in a wide range of businesses, focusing not on any one area of business, research or entertainment, but keeping a wide base of income in order to protect its income.

Oeil-Rouge - Best known as a family of scholars and advisors, the Oeil-Rouge's fortunes have fallen most of all the noble houses due to a long-standing conflict with house Bleu-Montagne, and their once strong connection to the Bourdonnant-Froid, whose own fortunes have been steadily sliding downward.
Today, the Oeil-Rouge are second only to the Meehaku-na-Oni when it comes to having strong connections with modern society. The family's business interests lie mostly in research and development, rather than being spread widely, and the family is known for having co-founded the Crown University in collaboration with the Vert-Manches, as well as involvement in founding of St. Finnegan's University.
Unknown to all but the family itself, it is also one of the bloodlines that hold magic alive in the modern age, with many of its most famous ancestors having been arcane or occult spellcasters. Even today, many of the family's scions are sent to the Occulted Academy to learn and hone their magical potential.
A secret kept even from the Occulted Academy, is that Oeil-Rouge was founded long ago by a previous generation of the Lost; time-travelers whose equipment broke down for unknown reasons or due to assault from powerful forces. House Oeil-Rouge is aware of the current factions of the Lost, but has made great efforts not to expose itself to them, just as they hide their other secrets from the rest of the world.
Those members of House Oeil-Rouge not involved with magic, science or noble intrigue frequently take an interest in the monastic life, and there are several monasteries surrounding Simtore that were either founded by the family or else had famous Monks who were born from it.


Silly Q of the day. "You need to find work. You need to save up money. You need to pay the bills." - Are you using the business/downtime rules from Ultimate Campaign? I'm guessing not, because it's not on your list of sources. So how are you dealing with entrepreneurship?

Also, just how much technology is running around - I notice the words "broadcast" and "computer" in your intro. Is the full technology guide available to the public?


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Okay, so here's my character's backstory. Like 99.99% of all backstories, it's a bit sad.

Rohain Bourdonnant-Froid:

Rohain was the first born son of the Bourdonnant-Froid noble house. As was expected of him, he learned poetry, history, mathematics, swordsmanship, diplomacy, deceit, and a thousand other lessons of leadership so that when he came of age and finished his education, he would be prepared to inherit his father's title and serve the king.

Rohain was not interested in any of that.

Rohain was born a musical genius, and it was all that filled his mind. While he was gifted in several instruments, the Piano was his instrument of choice. Not only was he a gifted musician, but he was also a skilled composer, writing new music on a daily basis.

When it was time for him to go to university, his father was dead set on him going to Crown, but he wanted to go to Saint Finnegan's, as they had the better music department. After months of begging and pleading, his father relented.

College was liberating for Rohain. He had his first real interaction with members of the other races (the only members of other races he interacted with before coming to school were servants of his family, who he was ordered to ignore). Here, though, such beings walked as equals with him. It was amazing.

Rohain had always been attractive to members of the opposite sex, but both his parents absolutely forbade any such liasons, as he was betrothed to one of the daughters from house Bleu-Montagne, and his mother explained in no uncertain terms that she would murder any woman he lay with. This kept Rohain wary of even speaking to females.

To his credit, Rohain did not party or try to hook up with women, as so many of his contemporaries did; instead, he focused on his studies and quickly became the darling of the music department.

While he had many female friends, he made it pointedly clear to all of them that he was not interested in a relationship with them as he had an arranged marriage.

All of that changed the day he saw Camille. She was standing with a group of her friends and they were laughing at something one of them said. She was a Mog Baecken with tanned fur and the cutest ears he had ever seen.

Then everything went to darkness, as he collapsed to the ground.

He awoke several hours later in his apartment, his mother's physician standing over him. After some tests, there was nothing that could be pinpointed as being wrong with him, aside from low blood sugar. Rohain, however, knew that it was love.

It took him the better part of two weeks to find her, and then another week to gather up enough courage to go up and speak to her. He was incredibly clumsy, but fortunately for Rohain, she found him that to be endearing. They started dating soon after.

The next two years were the happiest of Rohain's life; he was in love and doing what he loved.

All of that was shattered the day he came home and found his father sitting on the couch. What happened next was one of the most epic shouting matches that had ever occurred in the history of teens rebelling against their parents. Neither side gave ground, and neither was willing to back down.

Eventually, in a fit of rage, Rohain's father disowned him and told him to get out. Grabbing his school bag, he did just that. Rohain and Camille were soon living together, and planned to get married. As he was disowned, none in his family could speak to him, and Rohain was never happier.

Eventually both graduated and started the process of looking for work while planning a wedding. Rohain got a job tutoring kids in piano, and Camille worked odd jobs in IT while looking for something permanent.

Rohain finally saved enough money to buy their rings, and was out late picking them out (Camille was on a crunch for a contract project that she was working on, so sent him alone).

That was the last time he ever saw her.

Rohain returned that night with a bag full of groceries and a pair of small ring boxes in his pocket to a darkened house.

His uncle sat in a chair at the kitchen table, and Camille was nowhere to be seen.

"Sit boy, I bring good tidings. Your father has forgiven you, and relieved your burden which has kept you away from your family." His uncle smiled as he slide a small box towards Rohain and said "A momento of different times." Rohain took the box, and it felt warmer than it should have. Confused, he opened the box, and his brain could not understand what it was seeing.

It was an ear. A feline ear.

Rohain died that moment, though his body still lives to this day. What happened next surprised even Rohain. His voice stilled, and he felt calm drop over him like falling into deep water. Soon, he could not see the surface.

"Uncle. Take out your pistol and shoot yourself in the head." said Rohain has he stared directly into his uncle's eyes, boring into his soul.

"Yes, my liege." escaped his uncle's lips before he did just that.

Searching their apartment, he found her in the bathtub. She had tried to fight, but his uncle had been a trained killer and Camille was a nerd at heart. Rohain's eyes poured out tears, but his mind could not grieve.

Gingerly, he picked up his love and carried her from the bathtub. She did not, after all, deserve to be left there. He then noticed that she had been violated, likely by his uncle. Still, he could not weep; it was like a dam held back his sorrow. Still crying silent tears, he called the police.

The next few weeks were a whirlwind, and Rohain honestly didn't remember much of it; he was questioned and told a story of how the man who had been his uncle had broken in while he was out and killed his fiancée, then taken his own life after he was confronted by Rohain. There was some initial suspicions that Rohain might have committed the crime, but one look at the man dispelled those easily enough.

Months after Camille's death, a letter arrived in the study of Duke Bourdonnant-Froid, one bearing his son's signet mark. Opening it, it simply sai:

He died first; you shall instead die last, after I've cut the heart out of everything you love. -R

The same day he wrote the letter, he joined the Guild. He would learn how to kill, to master this new ability, and he would use it to destroy his birth family.


I was going to roll up a Ru Mesmerist but I love Vrog's character so much that I don't want to compete with him for a Mesmerist slot. Instead, I'm going to go with a Ru Magus (with a dip into Ninja), as a sneaky thief type.


pad300 wrote:
Silly Q of the day. "You need to find work. You need to save up money. You need to pay the bills." - Are you using the business/downtime rules from Ultimate Campaign? I'm guessing not, because it's not on your list of sources. So how are you dealing with entrepreneurship?

Hmmm... I'm going to have to give that some thought. It shouldn't be an immediate concern, though.

pad300 wrote:
Also, just how much technology is running around - I notice the words "broadcast" and "computer" in your intro. Is the full technology guide available to the public?

The technology generally available is roughly on par with our own Earth's 21st century. However, the faction known as the Lost has access to the full technology guide's tech -- in theory. They can only create what they can afford to make, and just a laboratory is already pretty expensive.


M32214A - Misana wrote:
Here's Misana with a profile. I found and fixed some errors and made a few tweaks. Again, if anything looks off do let me know!

Misana looks pretty solid to me. ^_^

Just one thing; you've been mining traits from books not on the list. I am not wholly opposed to these, but I'd like to ask you keep an eye on the thread; I'll be providing more traits as we go along, just as I did in the post on factions. Maybe one or two of them will tickle your fancy.


Vrog Skyreaver wrote:

Okay, so here's my character's backstory. Like 99.99% of all backstories, it's a bit sad.

** spoiler omitted **...

Wow. Dark and potent. I'm eager to see how Rohain plays out! ... and you're giving me ideas. Remember that saying about bewaring smiling DMs...?


DM Quoth wrote:
M32214A - Misana wrote:
Here's Misana with a profile. I found and fixed some errors and made a few tweaks. Again, if anything looks off do let me know!

Misana looks pretty solid to me. ^_^

Just one thing; you've been mining traits from books not on the list. I am not wholly opposed to these, but I'd like to ask you keep an eye on the thread; I'll be providing more traits as we go along, just as I did in the post on factions. Maybe one or two of them will tickle your fancy.

Sounds good. I'll certainly watch the thread and if any traits strike me as fitting the character well I'll be happy to use them!


DM Quoth wrote:


The technology generally available is roughly on par with our own Earth's 21st century. However, the faction known as the Lost has access to the full technology guide's tech -- in theory. They can only create what they can afford to make, and just a laboratory is already pretty expensive.

So, we are in Guns Everywhere territory for the firearms rules ("Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.")

Not to mention things like tazers...

I think you need to have a long think about weapons and laws. And another long think about the interactions of Magic and Technology/Science - does Mending (the cantrip) work on electronics? There's a very viable business in refurbishing broken cellphones and re-selling them (not to mention data restoration and so forth...). At higher levels, it get's worse - can you use Fabricate to synthesize specific chemicals/drugs at the atomic/molecular level; eg. carbon (soot) > diamond?.


pad300 wrote:
I think you need to have a long think about weapons and laws.

The law is fairly straightforward; you need to have a permit to carry and use them. Security forces such as the army, police and private guards can get a permit fairly easily; everyone else needs to acquire one through various means. Working at the Guild can get you a work permit to carry and wield firearms, within the limits of an assignment.

pad300 wrote:
And another long think about the interactions of Magic and Technology/Science - does Mending (the cantrip) work on electronics? There's a very viable business in refurbishing broken cellphones and re-selling them (not to mention data restoration and so forth...). At higher levels, it get's worse - can you use Fabricate to synthesize specific chemicals/drugs at the atomic/molecular level; eg. carbon (soot) > diamond?.

You might, if not for the fact that the arcane and occult spellcasters are pretty much in hiding for fear of being abducted off the streets and ... who knows what being done to them.


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DM Quoth wrote:
Wow. Dark and potent. I'm eager to see how Rohain plays out! ... and you're giving me ideas. Remember that saying about bewaring smiling DMs...?

I love giving the GM ideas that lead to terrible life events for my characters. Were they alive, I'm sure they would wish to murder me.


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Okay, got my build finalized, and I'm reposting my backstory, so it's all in the same space:

Rohain:

AL Gelnet Mesmerist 1

str 8
dex 11
con 12
int 10
wis 8
cha 22

HP 9
AC: 14; T: 10; FF: 14 (10 base +4 armor)
BAB 0
Init +1

Fort: +2; Ref: +3; Will: +2

Speed 30'

Skills:
Diplomacy r1 +11
Bluff r1 +11
Knowledge (History) r1 +4
Knowledge (Nobility) r1 +4
Linguistics r1 +4
Perform (Keyboard) r1 +15
Perform (String) r1 +10

Languages:
Dulan
Ishi
Ululo

Racial Traits:
*Blessed by the Three Goddesses (+1 racial bonus to saving throws)
*Greedy (+2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones)
*Obsessive (+2 racial bonus to Perform: Keyboard)
Wealthy (gain a gem every level that can be sold for level x100 gp)

Class Features:
*Consummate Liar (+1 to bluff checks)
*Hypnotic Stare (swift action; 30' range; tgt has a -2 penalty to Will Saves)
*Painful Stare (free action; trigger when hypnotic stare tar. takes damage; deal 1 extra damage, an additional 1d6 if I triggered painful stare)

*Mesmerist Tricks:
- Psychosomatic Surge (trigger to give tar. 1d8 +.5 level temp hp. if damage would have dropped target, gain an additional 1d8 temps. lasts 1 hour or until temps are gone)

Traits:
*Arcane Temper (+1 trait bonus to initiative and concentration checks)

*St. Finnegan's Boy (+1 trait bonus to diplomacy and diplomacy as a class skill)

Feats:
Skill Focus (Perform: Keyboard)

Spells:
Spell DC: 16 +Spell Level
Spells/day: -/3

*Cantrips:
- Daze
- Detect Magic
- Light
- Prestidigitation

*First: 2
- Mental Block
- Murderous Command

Equipment:
Lethar Lamellar (+4 armor, +3 max dex, -2 acp, 25 lbs.) -60 gp

Club (1d6b damage; 20/x2 crit) -0 gp

45 gp

Rohain Bourdonnant-Froid:

Rohain was the first born son of the Bourdonnant-Froid noble house. As was expected of him, he learned poetry, history, mathematics, swordsmanship, diplomacy, deceit, and a thousand other lessons of leadership so that when he came of age and finished his education, he would be prepared to inherit his father's title and serve the king.

Rohain was not interested in any of that.

Rohain was born a musical genius, and it was all that filled his mind. While he was gifted in several instruments, the Piano was his instrument of choice. Not only was he a gifted musician, but he was also a skilled composer, writing new music on a daily basis.

When it was time for him to go to university, his father was dead set on him going to Crown, but he wanted to go to Saint Finnegan's, as they had the better music department. After months of begging and pleading, his father relented.

College was liberating for Rohain. He had his first real interaction with members of the other races (the only members of other races he interacted with before coming to school were servants of his family, who he was ordered to ignore). Here, though, such beings walked as equals with him. It was amazing.

Rohain had always been attractive to members of the opposite sex, but both his parents absolutely forbade any such liasons, as he was betrothed to one of the daughters from house Bleu-Montagne, and his mother explained in no uncertain terms that she would murder any woman he lay with. This kept Rohain wary of even speaking to females.

To his credit, Rohain did not party or try to hook up with women, as so many of his contemporaries did; instead, he focused on his studies and quickly became the darling of the music department.

While he had many female friends, he made it pointedly clear to all of them that he was not interested in a relationship with them as he had an arranged marriage.
All of that changed the day he saw Camille. She was standing with a group of her friends and they were laughing at something one of them said. She was a Mog Baecken with tanned fur and the cutest ears he had ever seen.

Then everything went to darkness, as he collapsed to the ground.

He awoke several hours later in his apartment, his mother's physician standing over him. After some tests, there was nothing that could be pinpointed as being wrong with him, aside from low blood sugar. Rohain, however, knew that it was love.

It took him the better part of two weeks to find her, and then another week to gather up enough courage to go up and speak to her. He was incredibly clumsy, but fortunately for Rohain, she found him that to be endearing. They started dating soon after.

The next two years were the happiest of Rohain's life; he was in love and doing what he loved.

All of that was shattered the day he came home and found his father sitting on the couch. What happened next was one of the most epic shouting matches that had ever occurred in the history of teens rebelling against their parents. Neither side gave ground, and neither was willing to back down.

Eventually, in a fit of rage, Rohain's father disowned him and told him to get out. Grabbing his school bag, he did just that. Rohain and Camille were soon living together, and planned to get married. As he was disowned, none in his family could speak to him, and Rohain was never happier.

Eventually both graduated and started the process of looking for work while planning a wedding. Rohain got a job tutoring kids in piano, and Camille worked odd jobs in IT while looking for something permanent.

Rohain finally saved enough money to buy their rings, and was out late picking them out (Camille was on a crunch for a contract project that she was working on, so sent him alone).

That was the last time he ever saw her.

Rohain returned that night with a bag full of groceries and a pair of small ring boxes in his pocket to a darkened house.

His uncle sat in a chair at the kitchen table, and Camille was nowhere to be seen.

"Sit boy, I bring good tidings. Your father has forgiven you, and relieved your burden which has kept you away from your family." His uncle smiled as he slide a small box towards Rohain and said "A momento of different times." Rohain took the box, and it felt warmer than it should have. Confused, he opened the box, and his brain could not understand what it was seeing.

It was an ear. A feline ear.

Rohain died that moment, though his body still lives to this day. What happened next surprised even Rohain. His voice stilled, and he felt calm drop over him like falling into deep water. Soon, he could not see the surface.

"Uncle. Take out your pistol and shoot yourself in the head." said Rohain has he stared directly into his uncle's eyes, boring into his soul.

"Yes, my liege." escaped his uncle's lips before he did just that.

Searching their apartment, he found her in the bathtub. She had tried to fight, but his uncle had been a trained killer and Camille was a nerd at heart. Rohain's eyes poured out tears, but his mind could not grieve.

Gingerly, he picked up his love and carried her from the bathtub. She did not, after all, deserve to be left there. He then noticed that she had been violated, likely by his uncle. Still, he could not weep; it was like a dam held back his sorrow. Still crying silent tears, he called the police.

The next few weeks were a whirlwind, and Rohain honestly didn't remember much of it; he was questioned and told a story of how the man who had been his uncle had broken in while he was out and killed his fiancée, then taken his own life after he was confronted by Rohain. There was some initial suspicions that Rohain might have committed the crime, but one look at the man dispelled those easily enough.

Months after Camille's death, letter arrived in the study of Duke Bourdonnant-Froid, one bearing his son's signet mark. Opening it, it simply said:

He died first; you shall instead die last, after I've cut the heart out of everything you love. -R

The same day he wrote the letter, he joined the Guild. He would learn how to kill, to master this new ability, and he would use it to destroy his birth family.


How much longer will recruitment be open? I need to do my background still, but have the rest of my build done.


Well, as I only have three firm applications right now, I'd say there's still time.

(Feel free to pass the word!)

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