Torn Tapestry (Inactive)

Game Master Jamesui

World Map - WIP
Going forward, this will mark current or last known position.


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I have a campaign world I put a lot of work into for a real life game. About a dozen sessions in, new time commitments for almost every party make it impossible to keep it going on any sort of regular basis. As it's my baby, and I'm still dreaming up new ideas for it constantly, I thought I'd see if I could get any interest for running it as a PBP.

The full interest check write-up is here. I'd not click and read through unless the elevator pitch below interests you.

Fluff

Every child born on either side of the East-West Divide grows up hearing stories of ancient magic, long forgotten. All grow up to a harsher reality - the rival kingdom on the other side is gearing up for a war of conquest to claim dominion over the continent of Rimme. While the average citizen buries himself deep in his own affairs to avoid confronting this truth, the rapid rate of innovation in arms technology has made the threat and scale of any war so immense that the respective rulers will pay godly sums for independent agents to achieve the crown's objectives in clandestine, deniable operations. Yet these operators, when exploring the dark recesses of the earth or standing on the bleeding edge of covert military operations, may soon realize that finding a solution to this simmering conflict may require unearthing and understanding the old fairy tales, even as they morph into the stuff of nightmares.

TL;DR: This will be a little James Bond meets Indiana Jones.

Crunch
This is an E8 gestalt emerging magic campaign, starting at level 1. E8 to keep player and GM build ceilings manageable, so the odd 3/4 BAB character gets +6 BAB and everyone gets 2 ability boosts. Gestalt is included with the hopes that players use it to round out their character - the little things can matter in the at least initial absence of magic. Emerging magic because I like discovery, and I'd kinda like for things like giant animals and unexplained lights to be awe inspiring instead of ho-hum.

I'd like 4-6 players, though I can make 3 and maybe even 7 work.

Cart before the horse there, James.

Mapping will be on gdocs, though there'll be a learning curve while I properly figure that out. Players roll everything but initiative.

I expect to leave registration open for a while so I can gather my old map files and campaign notes to adapt to PBP. I'll share the campaign codices (i.e. explanations of the various factions and races in the context of this canon) once I've got some interest with the understanding that everything is still not set in stone. I'll also leave registration open in case anyone drops and we want or need a substitution.


I'm quite intrigued and this seems very interesting. First question right off the bat, however: would you be willing to allow the Vigilante playtest materials into the game? A campaign about intrigue, exploration, espionage, and so forth seems perfect for the class, and I'd really like to try one out in a game.

Either way, I'll probably come up with something for this, as I'm interested.


I'd forgotten about the vigilante. I guess the same general rule applies. If you can have a plan two or three levels out that doesn't involve magic, you're good for now.

Also, I think we're going to start at 2 instead. The injury/strain hp variant doesn't give you anything if the first hit knocks you down, so I'd prefer you guys have a buffer.


Sounds awesome. I'll start working up some mechanics, but the sooner we could get those codices on races and such, the better, as I'd love to tie my character into your setting--it seems very neat. First thoughts include an Ostian noble, or son thereof, who's got an adventurous side and has signed on to help the cause.


Perhaps a figher/slayer would be good here.


Let's see if this share link works. CODICES!

Codices are currently rather incomplete and largely focused on where in the campaign the political intrigue required the codices in the form of mission briefing supplemental information. Thus, Dwarvendom and their homeland of Bazrun are really well defined. Other small codices deal with language because I took a lot of it in high school or other bits where I decided to inject some color into the proceedings, i.e. the significance of using a particular vintage of elven wine to toast a new venture.

The 40,000 foot view of the conflicting parties is as follows:

The Ostian Federation in the West is an exaggerated example of crony capitalism and power centralized with wealth. There is a monarchy, but it's about as substantial as that of Britain. Lots of PR power, little actual power. There is also a vestigial aristocracy, but it is similarly mostly for show unless the family is also fabulously wealthy. Granted, the coincidence of one with the other is common as hereditary wealth tends to accumulate more of the same. The Federation is ruled largely at the city-state level by councils of the city's wealthiest plutocrats, with wider control attained through economic pressure, i.e. price manipulation of vital resources of favorable trade agreements. Very much a 1% vibe.

The Vesteni Union is a similarly exaggerated view of Soviet Russia - WITH ELVES! You live your life for the state from infant to corpse. They categorize children by their projected capabilities at a young age, sort them into one-track education systems, get them to work, and hope that the resultant adults are functional enough to reproduce before dying of exhaustion or alcoholism or being sent to a re-education camp for speaking out or otherwise breaking with the vision the ruling council of elders have for the nation. There is additionally a sort of enforced hero-worship for the ruling elders not dissimilar to the cult of Kim in North Korea today. The exception to this is the monthly eclipse, a period marked by an almost inborn association with fertility among those of elven blood and shared by other inhabitants of elven population centers as a quasi folie-a-plusieurs.

Sczarni

So will later levels have magic? For example if I made some sort of Arcane trickster. Started with 3 levels of rogue, then went to wizard at 4. Would the wizard be able to cast spells?


Later levels will have magic, but it's not an on-off switch. It'd be a tiered system, so I'd not plan on having access to a specific class by a specific level. Wizard specifically would be pretty far off. Know instead that I'd be allowing rebuilds whenever a tier opens up, so long as the new one still suits your character (i.e. no race changes, and if the role stays similar, you're probably good).


Alright, I'm still interested in this. Having gone over the information you have up so far, it looks very interesting and like quite an in-depth setting.

To make sure I'm doing it right before getting too far into character creation, we're using the actual array you have listed, not rolling 2d6+6, right? Other than that I think I know what I'm doing.

As for my actual character, I'm looking at a human (Ostian) avenger (stalker specialty)/swashbuckler (flying blade), with the idea being that he's trained for a while to be a charismatic and skilled diplomat, but also quite capable of espionage and clandestine work when necessary. Since only a single dagger can be worn in Dwarven cities (at least in Bazrun), he's trained to be the best he can with that dagger.

EDIT: Any info on what kind of names might be appropriate? I'll probably be remodeling an old alias for the character, seeing as I have so many, and I'd like to get an idea of which ones might be good to use.


Aye, we're using the actual array. I choose it as a pretty dang archetypal 2d6+6 spread. Worked well for the live group as far as they'd gotten into the story.

Also... oh, man that's some skillful story-build integration right out of the gate.

Here's hoping he or she'd be more subtle than the last group was.


GMsui wrote:
Here's hoping he or she'd be more subtle than the last group was.

Subtlety seems to be the name of the game, here, and that's definitely something I'm hoping to work with for this character.


Loup Blanc wrote:
Subtlety seems to be the name of the game, here [...]

I can't express in UTF-8 how much I'm giggling right now.

Maybe it was just my group.


Well, I'm interested.

Thinking of going as an Alchemist(Combat Engineer) and Investigator(Steel Hound Sleuth).

I need more info on Combat Engineer, specifically the Experimental Armorer and how many you learn at level 1 (And it sounds like you can prepare as many mods you have learned, limited by your equipment and slots for each).

Yes, probably a strange combo but I'm wanting to get it to work for a Gestalt.

Got a general idea, just need more info on Combat Engineer's Experimental Armorer and how many Mods he learns at level 1.

Now to get on to making a backstory and personality for this curious detective.

Edit: On Languages, do the Int Bonus for languages in this new system transfer as a rank to buy a regional dialect or new usage for Linguistics or in some other fashion?


This guy should work for the most part as he is a mercenary anyway and already gestalt. Just need to adjust some things mechanically. Background should still work too as it is vague enough to fit into most cities and the half-elf part just makes it all the better. Problem is the stats. Gonna be hard to give up high int and dex. I can nix the spells though.

Did I read starting level 2?


On Combat Engineer, I see its just one at level 1 then another choice every 2 levels after that.

Still working on that Back story for the character.


I've changed my mind, I think I will be going with a gunslinger(bolt ace)/Slayer.

He will be the son of a mercenary crossbowman who follows in his father's footsteps (father died while he was young, and the crossbow was passed along to his descendent). Growing up in a frontier town to a single mother, he develops a talent for hiding since bastardy wasn't a popular position to be in. He's going to be a sniper type.


Owl wrote:


This guy should work for the most part as he is a mercenary anyway and already gestalt. Just need to adjust some things mechanically. Background should still work too as it is vague enough to fit into most cities and the half-elf part just makes it all the better. Problem is the stats. Gonna be hard to give up high int and dex. I can nix the spells though.

Did I read starting level 2?

Bard isn't kosher yet. It's not that you can't use magical abilities of magical classes until later, it's that if your class/archetype combo has any spells, spell-like abilities, or supernatural abilities, it's not available at the start and won't be until it would be plot-thematically appropriate.

And yeah, I bumped up to L2 and 1000 starting gold (not that that's easy to spend sans magic items - note: Magic items are also going to be phased in as the plot progresses. I am VERY mindful of this in calibrating encounter difficulty.) I wanted to buffer the possibility of fluky single damage rolls dropping you before you can benefit from the injury/strain variant rules.

WOLead wrote:
Edit: On Languages, do the Int Bonus for languages in this new system transfer as a rank to buy a regional dialect or new usage for Linguistics or in some other fashion?

Yeah, I realize now that I may have confused terminology there. Everyone has one or two native dialects and can buy non-native dialects, pan-regional fluency in a language they competently speak and write, or proficiency in a subfocus of linguistics. Linguistics got the huge overhaul because the drastically reduced number of languages meant there'd be not a lot of choices for any given rank. So I added some. I don't expect to be dipping into this part of the homebrew on the regular, but I think it's an interesting option if you can leverage it to carry out or uncover some sort of intrigue.

Well, I say this, but I know a lot of what I "commit" to "paper" is really going to be guidelines for loosier-goosier play in the interests of ease for all parties.

Anyway, let's cook up a detailed example.

Hyumi the Human Rogue is an amateur linguist. He's taken Skill Focus (Linguistics) and has a rank in the same skill. He has an int bonus of +2 for a total linguistics modifier of +9. He grew up in an Human-dominated settlement in the north, so his racial languages are Common and Human (Northern). Before allocating those ranks, the only special uses allowed to him are using linguistics to determine if someone who does speak human natively is putting on a Northern accent or if someone who is a native human-speaker (I need an actual name for this, I swear) is not a native speaker of the human language at all. This would be either by careful observation or by maneuvering the other speaker into attempting to say a shibboleth. Either way, it's an opposed linguistics check, and if Hyumi succeeds, he knows the other guy is affecting an accent or is speaking a second language. He can employ this specific use without any further expenditure of ranks. If Hyumi were to spend one of his languages on human, he could now affect any accent and attempt to determine if someone is faking any human accent rather than his own native one.

But Hyumi'd prefer to branch out, and so he spends his language gained from the skill rank on General Linguistic Trends. Without spending any further points, this would let him learn a constructed language with the creator's help (No check required, one week required), to construct a temporary pidgin (similar to common, i.e. bearing interaction skill penalties for use but getting crude meaning across, DC and time needed undefined as of now.), or to try to understand the general meaning of a spoken or written conlang as per the Sense Motive use of understanding messages passed with bluff.

But Hyumi has two more languages/dialects/areas of study to buy! And so he spends one point to create his own conlang. Anyone listening to him speak it can get the gist with a DC 19 Linguistics check after a minute of observation if they are trained in GLT, or he can teach the language in full to anyone so trained with a week's work by all parties.

Finally, Hyumi decides to study Cryptography with this final point of nebulous linguistics something-or-other. Now he can try to crack and create ciphers meant to encode written information (and his name is suddenly Alice). He spends one day creating a cipher to encode his traveling journal (dice=Linguistics)d20+9[/dice]) and now anyone trying to read it must be trained in cryptography and make or beat that figure with a linguistics check after a day of work. Until they succeed, it's all gibberish.

drbuzzard wrote:

I've changed my mind, I think I will be going with a gunslinger(bolt ace)/Slayer.

He will be the son of a mercenary crossbowman who follows in his father's footsteps (father died while he was young, and the crossbow was passed along to his descendent). Growing up in a frontier town to a single mother, he develops a talent for hiding since bastardy wasn't a popular position to be in. He's going to be a sniper type.

I look forward to reading it. Slayer's a stronger choice than one might think when you realize that Studied Target applies to some social skills, as well. Also knowledge.


Okay, I think I see how Linguistics work. It would probably be easier to explain if there was a word for the sub-section of Linguistics made with these home rules. Maybe call them "Principles" and mention instead of bonus languages of Int Bonus at level 1, that you get Principle points equal to that Int bonus to be used on Linguistic Principles. Also that each rank in Linguistics gives you another Principle point.

Huh, no clue how to reword the "native human-speaker".

Questions:
Is Spontaneous Healing(Ex) discovery allowed on the Combat Engineer as a Discovery, or must it wait till around level 4? I'm setting up this character as a healer/doctor ... well more like a medical examiner/detective that can patch someone up out of knowledge and a bit of alchemy help.

Further, can Dark Vision be taken as an Elven Racial trait? (You mentioned the changes to the sunrods taking away from the spooky, so I'm asking on this one as well. Still debating if I want to take it or not.)

Can my character craft his Masterwork firearm in the attempt to save some gold to buy alchemical goods? Gunsmithing takes it only needs a 1x day per 1000 gold to craft a gun.
(I assume Masterwork is available with Darkwood being an option and the Experimental Armorer needing the starting or Masterwork firearm to apply too.)

Is Use Magic Device and Knowledge(Arcana) frowned upon in this setting at this time, due to the fact its doubtful there is any experience or knowledge about magic?

Finally:

Hasphim Houlsen - Alpha incomplete write up:

Physical Description:
Hasphim can be described like a willow tree. Tall, thin and bendy that is predominantly the colors green and brown and being rather solemn. Its also a description that he hates. He can't do much about his build, which is tall, agile and not anemic if the describer even knows what it means. Hasphim has grown out his brown hair, and thrown it into a pony tail in the attempt to get away from how his former short hair helped the illusion of a willow tree. Even his clothing tends to be predominantly in greys, greens, and browns, but he has gone out of his way to include a splash of blue in the form of a stripe along his left arm's sleeve to try to distract from that. His hands have minor scars from burns and small cut from his craft.

Personality:
Hasphim's biggest flaw in his opinion is that he is too curious. He can't help but try to look into how something works, try to solve a mystery, or even just figure out what something is. His friend though always says his biggest flaw is the fact he is not very personable. Hasphim tends to be rather blunt when he speaks, or seemingly ignoring what the speaker is saying as he looks around at various details catching his eye. Still, his dwarven friend did help him ... suffer a decent joke and deliver a bit of dry sarcasm, not to mention enjoying a good drink.

Background:
Hasphim's rather eclectic set of skills is all at fault of his adoptive parents. His elven father, Fonor, is a healer who uses alchemy to help improve his talents. His human mother, Alizee, is a full-time agent taking bounties as they come with an eye for detail and sabotage. Even his dwarven friend Jameson helped his knowledge in engineering as they were younger, while he in turn showed him better methods of alchemy. School tended to be rather ... boring in comparison to the bloody techniques and sometimes explosive formulas from his father, the intrigue and clues his mother's stays at home would offer him, and the complexities and blueprints his friend would bring up trying to get to work.
Lets just say fire, explosions, and panic were good friends with Hasphim in his younger days ... and probably still to this day. The steady hand required for many of these tasks has left him unlikely to burst out laughing, or reeling in shock after multiple accidents in experimentation, and the influence of his mother to remain calm to study the details. It makes him seem cold and aloof, which is honestly a requirement to survive in the trades he follows.

That isn't quite finished, as I'm still fleshing out portions for things I've got notes for this character (Secrets, rival/enemy, etc.). Also I'm in the process of making a write up of the first mission as well just for fun, and trying to get a feel on how his personality will turn out.

Skill wise? Its a scattershot of things. Knowledge(Nature, Dungeoneering, Engineering, Local East, Local South), Heal(Precise Treatment trait is my first choice of Traits), Perception, Craft(Alchemy), Disable Device, Linguistics, Sense Motive, Climb, Stealth, and Acrobatics (A number of these with just 1 rank). Further is the ability to improve these with the Inspiration 1d6 from the Investigator class.
(No UMD or Knowledge(Arcana) because there is no reason for Hasphim to know it, never being exposed to it in this low setting).
I am planning for him to carry a Healer's Kit and Surgeon's tools (And Precise Treatment trait) for a Heal bonus of +12 on treat deadly wounds. +1d6 with Inspiration. And another +5 with a dose of Bloodblock in emergencies.

Role-wise? Part (non-magical)Healer, and a versatile combatant. Not the most damaging, but able to switch up his style of attacks to fit the need of combat. Out of combat? Rogue-like skills and knowledge.


Dotting


That is fine. I want archeologist bard for the personal bonus to attack since he's a loner and bardic knowledge. I can't find an archetype that doesn't have spells but imagine he will jump at the chance to use magic later. I will fully update tomorrow and read further into your changes.


Still around. Thinking I'll be writing up a backstory soon, partly to get the character really going in my head, and partly because I'm gonna need a couple extra traits to help get him fully equipped...


"Owl" wrote:
That is fine. I want archeologist bard for the personal bonus to attack since he's a loner and bardic knowledge. I can't find an archetype that doesn't have spells but imagine he will jump at the chance to use magic later. I will fully update tomorrow and read further into your changes.

Huh, that is a good idea if allowed. "Discovering" the talents at a later time in a class...

I may have to drop the Sleuth archetype from the Investigator side, and let the Alchemy(Su) be suppressed until a relevant plot point later. Further, it would fit with his progress in research into healing and alchemy(mundane) as the campaign progresses more into the arcane.


To clarify, when I said that if a class/archetype combo has any Su or Sp abilities or spellcasting that it's not available, I meant that the class/archetype combo is not available. It's not that any old Archaeologist Bard gets his casting when exposed to magical mojo, it's that you, specifically, get exposed to magical mumbo-jumbo and can thus take levels in Archaeologist Bard

I'd like to reiterate that if and when a new class becomes available, I'd be generous in allowing a theme-preserving re-spec for anyone wanting to take that class. Suppressing class abilities is more paperwork than I want to deal with and doesn't really jive with the canon, I think.

You may never reach any given horizon, but you gotta put one foot in front of the other at every stage in between now and then. Focus on the now. I'm allowing the respecs for a reason.


Alright, so keeping Sleuth to keep the Investigator completely lacking Su or Sp abilities.

So in addition to questions in my earlier post, there is another.

Are there any Feat Buffs to Point-blank Shot and Precise Shot similar to other feat buffs mentioned in the Doc linked in the OP?

Sorry for all the questions. The come up as I try to plan the character.


Wolead, I like the concept. As for your questions...

WOLead wrote:

Is Spontaneous Healing(Ex) discovery allowed on the Combat Engineer as a Discovery, or must it wait till around level 4? I'm setting up this character as a healer/doctor ... well more like a medical examiner/detective that can patch someone up out of knowledge and a bit of alchemy help.

Further, can Dark Vision be taken as an Elven Racial trait? (You mentioned the changes to the sunrods taking away from the spooky, so I'm asking on this one as well. Still debating if I want to take it or not.)

Can my character craft his Masterwork firearm in the attempt to save some gold to buy alchemical goods? Gunsmithing takes it only needs a 1x day per 1000 gold to craft a gun.
(I assume Masterwork is available with Darkwood being an option and the Experimental Armorer needing the starting or Masterwork firearm to apply too.)

Is Use Magic Device and Knowledge(Arcana) frowned upon in this setting at this time, due to the fact its doubtful there is any experience or knowledge about magic?

Spontaneous Healing - I'm leaning yes. It's not /that/ weird and you can consider it an mundane alchemical thing, almost. Strictly speaking, the ability is Ex.

Dark Vision - is that a Drow thing? I've no plans to include them in the canon so far, but if you can reflavor the alternate racial trait so that the fluff makes sense, have at. Not like Darkvision is balance-breaking if I'm allowing dwarves and half-orcs anyway.

Masterwork crafting - You've gunsmithing per the gunslinger feature if you're going combat engineer. That means gunsmithing as if you were a gunslinger, so you pay either 300 to upgrade the starting firearm or pay half the price of a new masterwork firearm after the commonplace guns price adjustment. For example, crafting a masterwork musket with the gunsmithing feat would cost ((1500/4)+300)/2=337.5 GP

Skills related to magic - it's deeper than Knowledge Arcana and UMD. Planes isn't really ever going to happen. If we ever encounter undead, I don't know that they'd be linked to religion. Spellcraft isn't really going to happen until you find some font of info on magical theory itself instead of just inherent casting ability. There's no cause to take UMD yet, but I can guess it'll be more important than ever when you realize magic is a thing you can exert some control over.

Also it's kinda hard to make a knowledge check to identify a critter or phenomenon when no one alive or dead in the last who knows how long has seen it. We're gonna be kinda loosey-goosey with what knowledge goes with what. So identifying a critter might involve recalling folklore and legends, and thus be a matter of Knowledge (History). Identifying another might be a matter of realizing what critter it mutated from (so Nature) and then guessing abilities based on visible differences. If you give a compelling explanation for why a skill should apply, I'd be inclined to agree. In the interests of maintaining smooth play, I think I'd need to invoke "yes, and" on a lot of this.

Pseudo-Edit: No additional feat buffs. The ones included are really just there for versatility or removing feat taxes. I don't think PBS is a feat tax. It's worthwhile on its own


Alright, thanks. I completely missed the potential for Knowledge(History) here and I'll have to think on that one.

I'll try to post something much more complete tomorrow for the character. Still hammering away a few details, but I think I have the build and background set soon.


Investigator?


Investigator
You'll need to take the Sleuth archetype to be completely free of Su and Sp abilities. It can probably semi-fit to the Archeologist Bard you were thinking of.


I can work with that. I didn't see that we could change classes when magic became a thing. I might not change back though.


Finally updated as investigator/slayer.


No offense meant, but I often skim over PbPs where the GM has a small amount of posts on the forum, but... I've been reading your full interest check document and it's sounding pretty dang amazing. Whether I come up with a character idea or not kudos for the awesome campaign idea and hook.

I am currently liking the idea of a Skirmisher/Guide Ranger who eventually gains spellcasting through the storyline. I am a little confused on if the hunter's tricks would not be allowed without a tier up though.


That actually warms my heart a bit.

I'm new in terms of volume to the fora and new to PbP, yes. Doesn't mean I'm new to playing or GMing. If you look at the timestamps on all the codices and writeups included, you'll see this has been in the works on and off for a while. Not that I've been creating the campaign world constantly the entire time, mind you, but definitely on and off for about six months last year.

As to your concern, maybe I'm failing my spot check, but all of the hunter's tricks look Ex to me.

Moreover, by L4 (or 5? Can't remember) The most basic of casting classes, i.e. the ranger, won't really be out of whack. Paladin would be in the same boat if its entire class weren't about alignment.


Hasphim Houlsen

I didn't get around to writing more of the first mission yet (Babysat my niece), but I filled out the character sheet, equipment, and such for Hasphim so far.

The background/personality/description is still being polished, but the basics are there. Mostly to see if I can get a few extra Traits to meld into Hasphim.

Potential Extra Traits:

Adopted->Carefully Hidden(Human)

and

Reactionary (Or Careful Combatant depending)

Still, I'm liking the concept for him on my side so far.


WOLead wrote:

Hasphim Houlsen

I didn't get around to writing more of the first mission yet (Babysat my niece), but I filled out the character sheet, equipment, and such for Hasphim so far.

The background/personality/description is still being polished, but the basics are there. Mostly to see if I can get a few extra Traits to meld into Hasphim.

Still, I'm liking the concept for him on my side so far.

Effort acknowledged, but I'm not able to devote time to reading it just yet. Bit of a crunch at work tomorrow. Will definitely return your reading mine for my reading yours at soonest possibility.


Oh and for potential allies in this campaign?

On Healing, we won't have magical healing to begin with. That means the Heal skill will be VERY important at first, as will the Healer's Kit. The Strain/Injury alternate rules will help buffer things, but its much harder to recover from Injuries (Damage from Crits, Failed Saves, "Finishing Blows") in the beginning moments.

So you may want to include a Healer's Kit in your own equipment, even if you can use the skill or not. Each kit can only be used 5 times on Treat Deadly Wounds (2 uses for each treatment), and only heal 2 hit points at level 2 for a success on a DC 20 check. DC25 gives +Wis to amount healed ... or +Int with Precise Treatment trait if GMsui allows. And yes, DC 25 is reachable with enough Aid Another support.
Long-term Care can work as well, just realize that takes 8 hours (or a full day). Just needs a DC15, and the person making the check can't use this on themselves.

Further, take a good look at some Alchemical(Non-magical) items for survival. For Example:
Bloodblock acts as a DC 15 Heal Check to stop Bleeding wounds (if we run into any), or can give +5 to a Heal Check for First Aid or Treat Deadly Wounds.
Healy Myrrh doubles the natural healing rate, turning it into 2 hp per level when resting over night.

I would mention Troll Styptic, but that one mentions being made with Troll blood and I don't think anyone has met a Troll to bring back its blood yet in this setting.

So keep in mind that your character does not know of magical healing, and plan accordingly to what they would bring to keep themselves alive. Even if it is just a bunch of wool scraps and a flask of high proof whiskey.

I know Hasphim wouldn't mind drinking that, as he tries to figure out the bloody puzzle someone might represent.

Wait, what do you mean that the alcohol supposed to be for cleaning the wound and for the patient to drink to ease the pain? Blasphemy.


WOLead/Hasphim:

Crunch Sanity Check:

When I said Knowledge (Local) Was split, I meant that each rank lets you make DC 11+ Checks regarding a given region. So your bonus is +9 to Knowledge [Local] (East, South), not +8 to each of (Local East) and (Local West).

It doesn't matter yet, but the Practical Knowledge bonus being competence is a bug. It should be untyped. I've changed it in the doc.

Traits: One trait is free. If you've got an interesting story, you get two. An interesting story with a good hook, 3. You've checked off all boxes, so you can take two more traits that fit your backstory.

Backstory: I forgot to require this earlier - Everyone's backstory needs to explain why and how he or she was hired. All you know going in is that someone's paying 500G each for a group to fix an issue at a mining camp in Ostia. A bit of necessary meta-knowledge: Hiring group is an Ostian operation. So why would they reach across the border to hire you? What'd you do to impress them and make them think they could eventually hire you against the Vesteni? How'd they send you the offer?


Ah, so each rank allows access to one of the 5 specific Locals (North, South, East, West, Center). Thank you, I thought that each of the Local were split into individual skills, rather then Rank Tiers similar to the custom Linguistics.

Backstory: The Job Offer
"A Job Going South, Fast"
The door raps to my room, disturbing me from working on a new pistol. It is still not quite finished, and the materials has cost me quite a bit of gold paid for by the last bounty, but slowly its turning into a work of art. I'm tempted again by the thought of sanding the barrel down a bit to show off the Damascus, when the knocking interrupts me again.

"Mr. Houlsen," calls the voice behind the door. Dwarven inflection from the sound of it, as Jameson says my name similarly. Harsher H, more distinction in separation between the syllables. Or if you wanted to be easy about it, the baritone voice of it gave it all away. "My name is Cael Khorast, and I am here to see about your interest in job offer."

Odd. Normally, I have had to request a job and try to find one from a list. A visit like this is new. With that, I get up and open the door to greet the man.

"You have my interest, though may I ask why the trouble of a visit?" At least I didn't insult the person by commenting on their clothes, accent, or similar nature as I did last time I tried to greet someone. Making progress.

"It is because we are trying to pool together several agents with specific skills and qualities to insure success. The ruckus you got into around the Harvest Festival made news, and while our inquiries into the bounty you were on are classified, the fight you got into the street was reported by numerous papers. Their description of the chase, and take down was interesting but what caught our attention was the quick aid you administered to the civilian who took a nasty strike from your opponent and that it was mentioned other healers didn't need to do anything for the man afterwards with your quick work."

"I was there," I interrupted his speech. "I wanted to know why you made this visit not a retelling of something I did."

"Forgive me," the Dwarf looked a disgruntled. "I was merely trying to explain why we decided to hunt you down for the job. In the southern lands, several of our prospectors have disappeared from a new mining operation. Your file we obtained from the OBM mentioned you have training in healing, alchemy, and engineering and other talents. We want you in the group we are sending to investigate the problem, for you can help keep the others alive and possibly take care of the prospectors if they are still alive. Further, your talents helps alleviate our worries as we have no clue why they disappeared, whether by the wilderness, the mines, or another problem. We are still searching for others with great skill with weapons, in case it comes to fighting, but your talents alone helps resolve numerous difficulties the group may face and to their survival."

I take a moment to think, flattered at the man's confidence in the myriad topics that I've studied between my parents and friend. Its not like I've got anything else lined up, especially as Jameson grabbed a bounty of his own that lead him Northwards not but a couple days ago depriving me of an easy teammate that way.

"I'll admit Mr. Khorast, you have my attention with that adulation. Still, a potential mystery and a potentially good team is tempting as well. There is just a couple last details I need. Where do we meet and what is the pay?"

In hindsight, I probably should have taken a moment to back away from the glamour of his words. Its the standard flattering of a potential employer, but still...

A tiny bit of dread started to hang over my head, similar the same dread I would feel right before something went wrong and blew up in my lab. The same feeling that I trust so well, I nearly throw myself onto the floor when ...

"When is still being determined, but the pay is 500 gold. Each."

Greed gets the best of my good sense.


I think the length and complexity here has scared everyone off. Sure is intimidating to me.


This seems interesting, although I haven't gotten the chance to read through everything yet. I'll take a look tomorrow and see if anything strikes my fancy.


It is perhaps intimidating in the context of the all-at-once infodump, but not all is required reading. With the exception of Bazrun and Dwarven culture, the campaign world at present is either defined only in general terms along an evocative theme (i.e. "Ostians are a parody of crony capitalism as a system of government!") or are almost entirely undifferentiated (i.e. Central/Northern regions are largely unsettled frontiers, with outposts to be defined only as required by character background or future plot points). Unless you want a character harkening from Bazrun, you can get away with reading just the interest check document and my first two posts in this thread (and I guess some Q&A back-and-forth if you want to really integrate your character, with the understanding that you'll be doing quite a bit of the driving in that case).

I realize I could have simplified things, but I figured it'd be best to dump now so you can tug at whatever threads you want. You get your hooks into the canon, maybe help write some of that canon, and I can engage with players as individual characters and not just as a composite group. Again, this worked pretty well so far for the players who put more effort into backstory in the live game, ranging from pleasant to fan-f**king-tastic additions to the role-play experience. For those afraid of leaving me loose ends, I'm not going to kidnap your family unless it makes really good sense in-game and I can make it interesting for you (and probably the others). Not to put myself down, but one of those preconditions make this proposition unlikely.

Also, the alternative is that the same info gets dumped later, and one or more players inevitably asks why I didn't do so earlier, as something I wrote down would have been really helpful in creating their character.

Regardless, yeah, the verbal volume seems to be slowing applicants, but I'm okay with that for now. I waited months after the real-life game tapered off to put this online. I can wait a few weeks more. Also, the type of campaign I want to run requires a K-selection paradigm in how both the GM and the players treat the characters - a rotating roster doesn't work so well if the group as an entity is supposed to be single-handedly rediscovering magic.

Minor Mechanical Spoiler:
The magic you possess, whether one-off magical abilities from exposure to the strange and mystical or entire classes from having discovered, translated, and decoded an ancient field of study, are supposed to be a history of the things you've witnessed, accomplished, and survived that you can choose to keep secret even from your very powerful employers. If one among the party dies and is replaced by a new character, maybe even a new player, does she come in with access to the same abilities? How did she get them? The task of creating a suitable backstory and the amount of literature you have to read through to integrate becomes more and more imposing as the story progresses.
Many of the house rules I'm adopting, from Gestalt to Hero Points to Strain/Injury hit points, are there to improve PC survivability. The creation process is involved because ideally your character is in it for a pretty long haul. Recruitment was never going to be a swift process. I think the best I can do is resolve to leave this open for a while and PM everyone who's posted a character once I've a well-rounded group.

Also, Hasphim, that'll do nicely. Unimportant question: Is the pronunciation Hass-fim or Hasp-him?

Silver Crusade

Are you still looking?


Always, though you should be ready to wait a while if you post a char and get it accepted. Signups are slow, alas.

Silver Crusade

Ok.


Thinking hard about this one. I've got a Monk/Rogue character made for the Pathfinder setting that could be interesting (ouch for being MAD though). The backstory could be recycled fairly easily though.

How many characters are currently submitted and what are they, if you don't mind my asking?

Edit: Weird question though. I was thinking about taking the Ki Pool rogue talent at level two, which is (Ex). It behaves like the Ninja's Ki Pool, which is (Su). Would it be cool if I took that rogue talent even though it emulates something supernatural (and it isn't)?

Dark Archive

Dotting, I would love to submit a char, is that ok Sui


The Job Offer:

"Really?"

"Last known location."

"How goods the info?"

"Reliable."

"Figured he'd be hidden somewhere...less conspicuous. Stupid move."

"Yeah."

Two men enter The Den of Pleasure and slowly scan the patrons in the main room. Several women sway up to them hoping to make a good first impression and a good bit of money. They roughly push them aside to dissuade any others. Not seeing who they expect to, one of them grabs a woman by the arm. "Where's your best room?" he asks menacingly.

She points to the stairs. "Uh, up there. Last room on the left." She is then thrown aside as the men head for the stairs. If a lack of bouncers registered to them they didn't notice it. Usually a place like this would have a few people good in a scrap to toss out the unwanted. They expected to have to strong arm or bribe a few people but none got in the way.

They head up the stairs and all the way to the last door on the left. They open it to see what they expected to see. The room was lit by dozens of lamps with various colored fabric thrown over them. The walls were covered by different colored sheets and the carpet went wall to wall. There were several chests around the room, obviously filled with props and costumes to curtail to any customers fantasy. But the bed dominated most of the room. It was large with four pillars and more multi-colored drapes hanging down. There must have been a light in the back because the silhouette of a shapely woman was dancing along the fabric. It was joined by another shadow, and another, and another.

"Havin a good time in there Owl?" One of the men said. The shadows stopped. They both draw steel with a loud hiss. The shadows scramble. They part the drapes with their swords. Beyond is the man they are looking for living every mans fantasy. Four women surround him, the sheets covering their nudity. They vary in race and hair color but all are beauties to be sure. They look up fearfully. To his credit, the man in the middle looks annoyed as he stares up at the well-armed men in nothing more than his birthday suit.

"You mind?" he asks?

"That him?" asks one of the men.

"Pointed ears. Black hair. Smug as a dragon. Yeah that's him," he says with a sinister smile. "Master Corman sends his regards."

From the side comes another voice. "Owl sends his." The man on the left turns, surprised, just as an arrow flies through his eye. The other man brings his sword around to point at the assailant. Standing in front of him is what looks like a copy of the man in the bed. Except this one is clothed and armed. Anther arrow is already on the string and is at half draw.

"You got one shot. Better make it count." The man with the sword smiles, confident he can evade the arrow and cut Owl's head off before another is drawn. Owl merely smiles back and nods to the man's left. He turns ever so slightly, keeping his target in his peripheral vision. All five people on the bad have drawn weapons, two of them being crossbows. Crap, is the last thought that goes threw his head before an arrow follows it.

Owl puts the bow away and walks over to the opening in the drapes. "Thanks again Devon. Carry on." The double on the bed smiles a shit-eating grin. "No. Thank you," he says before grabbing one of the girls. Owl leaves as giggling and other less modest noises fill the room.

He gets to the bottom of the steps before he is stopped by another woman. This one has its close on and they are significantly more modest than the usual attire here and more expensive. The owner. "You owe me for that." She is an older woman, a human, but seems to have this ageless beauty about her. Short but confident. A little huskier than the other girls but not at all less attractive for it. But its her eyes hat really draw you in. There was an intelligence behind them that you often didn't find in a place like this.

"My dear Jasmine," Owl says bowing. She has her hands on her hips but he draws one away to kiss it. "Your bouncers are alive, your women, unmolested, his stay is paid for and I believe their gear will pay for the blood stains."

Her eyes narrow. "And my reputation? Did I hear one of them say Corman? He won't let this go."

"I hear you are on good terms with the Black Hats," he says conversationally. "Once they find out Corman has tried to attack one of their own in their favorite brothel, he won't bother this place. That and I intend to move on. So he will follow me there if this doesn't give him a hint to stop."

"Know it all," she huffs. The scowl lasts for only a moment before she reaches out to adjust some minuscule thing on his shirt. "Sure you can't stay for a night?" She looks up. Her face both curious and much more.

He smiles in return, this time with a sultry glint in his eye. "I do very much wish I could but business before pleasure," he says kissing her hand one more time. "I won't be a stranger though."

He then leaves the building through a back door into an alley. Once there he takes a moment to relax and lights up a pipe. He loved it when they fell right into his traps.

"Hello Owl." To his credit, Owl didn't jump. He didn't show any outward sign that he had been caught off guard. He puffed once more then looked towards the voice.

"You are a hard man to find. Well informed. A good shot. That's good." A man steps out of the shadows down the alley. He is an older gentleman but it is obvious he has taken care of himself. His hair is well kept, his clothes meticulously clean, and the gleam of gold can be seen in the trim. Expensive. The hilts of several daggers also peek out from his jacket.

"Been looking for a man of your talents. Got a job. Ostia. Long way from Corman. Pays 500. Follow me if you want to learn more." Owl felt something he hadn't felt in a long time. Confusion. He had no idea who this man was, who he worked for or why he was looking for him. That in and of itself was enough to peek his curiosity. One thing he really prided himself on was his knowledge. And here was an unknown right in front of him. He couldn't very well say no knowing that. So followed the man. And both of them disappeared into the night.

Got a little carried away I think.


Scaffold Kane wrote:


Thinking hard about this one. I've got a Monk/Rogue character made for the Pathfinder setting that could be interesting (ouch for being MAD though). The backstory could be recycled fairly easily though.

How many characters are currently submitted and what are they, if you don't mind my asking?

Edit: Weird question though. I was thinking about taking the Ki Pool rogue talent at level two, which is (Ex). It behaves like the Ninja's Ki Pool, which is (Su). Would it be cool if I took that rogue talent even though it emulates something supernatural (and it isn't)?

Glad to hear it. I can see MAD being brutal for that class combo, I agree, though you can always try to make the concept work with a different pairing. One of the builds I was mucking around with for funsies was a Swashbuckler/Monk combo with a 13/18/12/10/13/14 spread, using slashing grace to get a precise striking, flurrying temple sword. Active defense (parry and deflect arrow) combined to offset hit to AC from dropping wis, and the skill point reduction stings less with one or more investigators sleuthing around, and you've still got enough for a similar allotment of DEX and CHA skills.

As for ki pool, the rogue's ki pool doesn't do anything that out of the ordinary, so I'm not worried about it. Even the monk's ki pool won't be weird enough in the context of the party once they get to L3.

I'm welcoming, at this point, I think 3-5 players. The only character I've read through, checked, and accepted so far is WOLead's Hapshim Houlsen. Gotta do the same for "Owl," and I imagine that Kane's Gaspar character would need to be rather extensively overhauled mechanically. I shall still look forward to reading his backstory and working with Kane to figure out how to adapt it.

Note: As much as a "balanced party" is some sort of "best," know that I'll try to tailor adventures to be challenging but surpassable to what the party is and not what I in my judgy pants decide it ought to be. If you decide to build collaboratively, that is your choice. I'm rather more interested in the story.

Flyn Rider wrote:
Dotting, I would love to submit a char, is that ok Sui

GMsui is a near-homophone of my base forum handle, Jamesui. It's not GM [space] Sui, it's Jamesui spelled GMsui. Argargarg.

That said, you're welcome to apply, and I'll be happy to accept you if your character is interesting.


Do you have a date for when applications are ending? I'd love to submit something, but I haven't had enough time to read through everything you've published for the setting, and I'd really like to make something that's very integrated and fleshed out in your world.

The Exchange

JDPhipps wrote:
Do you have a date for when applications are ending? I'd love to submit something, but I haven't had enough time to read through everything you've published for the setting, and I'd really like to make something that's very integrated and fleshed out in your world.

Seconded/what he said, lots of interest in this...


I don't think I'll be starting this until after Pacificon, so I'll set application cutoffs, assuming I've at least 3 players good to go, for the friday after labor day weekend, with the campaign set to start the following monday.

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