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14:15, 27th April 2024 (GMT+0)

Campaign Premise - RTJ - Read this first!

Posted by FateFor group public
Fate
GM, 8233 posts
Lady Luck
Keeper of Fates
Sun 9 Apr 2023
at 14:09
  • msg #1

Campaign Premise - RTJ - Read this first!

This particular campaign was started up over a decade ago and ran for many years with many players.

Over time spin off campaigns followed introducing many novel directions and house rules.

I recently decided to get back to basics and reboot this campaign from the start using the various house rules that developed over time.

The campaign world is inspired be the real world, but with a fantasy twist, and as such should be intuitive to follow and join for most players.




Following the original campaign premise, Humanity as a whole has hit the skids and is on the slide.  They stand alone, as traditional allies such as the Dwarves and Elves have turned their backs on them, leaving them to fend for themselves.  As a result much knowledge regarding the arcane, divine, and even martial prowess has been lost.

The Misty Valley is a part of the declining Euro Empire.  It is located on the northern province, and is strategic in location, acting as a bulwark to the various hostile factions that humanity has to deal with.

Fort McAlistar is home to the garrison company that protects the Euro Empires interest in the Valley.  Under their protective influence the Town of North Shire slowly grew and prospered to it's current state.  This town serves as a base of operations and home to the player characters.

The campaign follows the premise that all the characters are childhood friends and have grown up together.  Most of them have had their coming of age ceremony and parted ways to complete their apprenticeship ships with various mentors.  They however have sworn to meet again for a reunion to reacquaint themselves to one another and seek their fortunes together.
This message was lightly edited by the GM at 04:53, Mon 10 Apr 2023.
Fate
GM, 8234 posts
Lady Luck
Keeper of Fates
Sun 9 Apr 2023
at 14:17
  • msg #2

Campaign Rules of note

This is a low level and low magic campaign.

While this might sound a little daunting, there are numerous rules to keep the campaign interesting.  Since humanity has been on the skids, there is a character development levels will cap out at nine, and normal class levels will cap out at five.

The character are all 'Human'.

The characters are all childhood friends, meaning their age is close to one another.  This base age is 16 which is modified by experience and class.

The characters have all finished their apprenticeship and as such their base level will be level one.

Magic is a lost art and rare, and as such none of the characters are 'trained' to use magic.
Fate
GM, 8235 posts
Lady Luck
Keeper of Fates
Sun 9 Apr 2023
at 15:40
  • msg #3

Campaign Rules of note

A ninth level character is expected to develop (5) Feats, as well as the (2) traits starting characters start with.

During character generation, this character potential is available as form of currency to purchase 'Character Hooks', which allow a player options to develop their characters not normally available.  A 'trait' is worth (1) pt Hook.  A 'feat' is worth (2) pt Hook.

Some standard considerations for Plot Hooks are as follows...

Race:
Human (Low) - Characters are all 'human' and start with the native language of Human (Euro) {no additional languages}, they also start with a free skill rank in the profession of their choice.

Human (High) cost 1 point - The character is a descendant of old heroes, and the blood hasn't thinned to the point of uselessness.  They have the additional stat of 'Mana Points'.  Replacing the free profession, they may also select (2) of the following for racial abilities
Flexible Skill Training - Pick a Skill, this skill is always considered a Class skill for the character
Spell Like ability - Pick a first level spell.  You may cast it (1/Day).  You may expend (2) Mana Points to cast this spell additional times
Spell Like ability - Pick (2) Cantrips or Orisons.  You may cast them (1/Day + Cha {or spell} modifier *).  You may expend (1) Mana Point to cast a spell an additional time.


Half Human cost 2 point - Your character is a mutt of mixed parentage.  You had a rough time going up in a human community but your childhood friends seem to accept you.  You may expend up to (6 racial points) from traits typical of a non-human race.  Your difficult upbringing denies you the full benefits a normal human character has, and you only retain either Skilled or Flexible feat.

Barely Human cost 4 points - Your character can barely be considered human.  With no where else to go you were raised in a human community where you were shunned.  Your childhood friends are all the family you ever known.  Select a non-human race.  You may select (10) racial points from this race.


I use the point buy system for ability scores.  The campaign starting point is 'low fantasy' and as such, a starting character has (10) character points to spend for starting abilities.

Ability is either something you have or don't.
Inept    (-1 character point) - gain (1) point
Talented (+1 character point) - cost (1) point
Heroic   (+2 character point) - cost (2) point


Level:
Base Character Level is one and base age is 16.  Characters have leeway for a starting point here.

Apprentice - gain (1) point {Character is level 1/2 and still in the midst of class training} - 1 Year Younger

Experienced- cost (2) points {Character is level 2} - 1 Year Older - +200gp for Magic Item

Veteran - cost (3) points {Character is level 3} - 2 Years Older - +400gp for Magic Item


Class:
Magic talent is RARE in this campaign, and characters typically may not select a class that uses 'magic'.  Classes selection are not allowed familiars or 'pets'
Character is limited to NPC Classes - gain (2) point
Character class may learn some magic later {ie Rangers and Paladins} - cost (1) point.
Character class starts with Divine Spells - cost (2) points
Character class starts with Arcane Spells - cost (3) points
Character wants to use Non-Combat Mounts/Pets - cost (1) point
Character wants to use Summon Spells      - cost (2) points
Character wants to use Combat Companions  - cost (4) points


Alignment:
Characters are not allowed to be chaotic or evil.  I will listen to a players appeal and reasoning, and if i agree i MAY allow some leeway on this rule.  If so there is a cost to be applied
Chaotic - cost (1) point
Evil    - cost (2) point
Chaotic and Evil - cost (3) points


Social:
A reflection of your social station.  Most characters are typical citizens and neither renown or infamous.

Not Human  gain 1 point - Your character is well known for not being 'human'.  As such this is often held against you.  You will often be considered a second class citizen and take negative modifiers for human social interaction.

Good for nothing gain 1 point - Your character has a negative reputation from past bad behaviour or being associated with a family with a infamous reputation.

Model Citizen cost 1 point - Your character has a positive reputation from past deeds ore being associated with a family of good reputation.

Noble cost 1 point or more - You're a blue blood.  It is what it is.  How great a noble you are and how many siblings you have will affect the perks and cost of this character hook.


Miscellaneous:
Character hooks are used to 'bend or outright break the rules'.  A cost is applied to it.  I'm not looking for silly or power gaming loopholes here, but a means to control or reward interesting aspects that aren't usually accounted for in the rules.
Miscellaneous 'covers' these aspects

Sample -
Character has poor vision and wears glasses, being nearly blind without them.
Game effect - The character is required to have vision adjustment eye wear of some sort to function normally.  Without them it is impossible to make out fine detail beyond an arms length.  Incurring illiteracy and a -10 (visual) perception check without them.  Gain (1) point.

Handle Poison - Character wants to be able to safely handle premade poison.  Cost (1) point.

Handle and direct trained Wardogs - Cost (2) points

This message was last edited by the GM at 15:32, Mon 10 Apr 2023.
Fate
GM, 8236 posts
Lady Luck
Keeper of Fates
Sun 9 Apr 2023
at 16:33
  • msg #4

RTJ

I'm looking for 6 to 8 players to join.

RTJ:
I'm looking for character CONCEPTS first.  If you can't give me a concept/personality for the character, neither one of us are going to be happy with the character in the campaign.

Please present to me a short roleplaying passage of your character introducing themselves to their childhood friends after taking time off to apprentice to their current class.


As noted in the previous thread, players may spend potential feats and traits the character might earn 'early' for an assortment of Character Hooks.  These cost are taken from the 'end' of the characters potential.

So a character that has spent (4) points has expended (2) feats worth of Character Hooks.  Meaning they will not generate feats if/when they reach level seven and nine.


That said, i am hoping for something resembling a balanced party.  So ...

The party should have at least...

(1~2) players willing to be a  Divine Caster - cost 2  Hook Points   -1 we have a Hospitalier (pally)...
(1~2) players willing to be an Arcane Caster - cost 3  Hook Points   -1 we have a Spellsinger (bard)... -1 we have Victoria
(0~2) players willing to throw caution to the winds and gamble - assign a budget for Hook Points and take what the game master assigns you.  -2 we have two players that gambled and got a mystery character to play.

No more than two Half/Barely-Human characters
No more than one Chaotic and/or Evil aligned character.
This message was last edited by the GM at 23:08, Mon 10 Apr 2023.
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