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Is there anyone who might be interested in a PBP 4e GURPS lite (rules light, no crazy math) portal horror/ mystery modern day adventure.
1) Gurps 4e is published by Steve Jackson Games, and the free "lite" version of the rules is available online here.
2) This world is adapted by me from the fiction of Ian Rogers with my own additions.
3) Character creation rules
NO MAGIC OR SUPER POWERS or cinematic skills/abilities
100 points available up to 50 points in disadvantages and 5 quirks as well. If your character concept is disabled, then there's leeway to go over this, but needs discussion with me first
If you have 4e books or the character creator app, feel free to go for it. Otherwise I will post a list of templates and where they're located that I've vetted to guide you beyond the lite rules.
A skill at 12/13 is considered professional quality. higher gets you a better ability to handle tough situations and improve chance at a critical. Really high skills might get notoriety (could be good or bad).
Useful guidance http://forums.sjgames.com/showthread.php?p=369148
Also this free pdf condensing skills info should be useful
4) This is set in Toronto and Ontario Canada primarily. Your character doesn't need to be from there, you just need to have an idea of what you're doing there, and specifically to start, what you're doing in the PATH specifically (this will be how you are all introduced). After reading about the world basics, you will also need to think about any supernatural/ blacklands experience your character has had... if any, and if/how they were affected by it.
The World Basics
I'm hoping to be able to do a few posts a week, but because I'm new to this, and have limited availability it might be slower than I want. I'm unsure about the number of players - this could work with only a few.
More later. Feel free to ask questions or express interest.
If you have and use a skill that will allow you to obtain info/ achieve goal to advance plot, that will happen. I won't make people roll until something happens or things end.
This site seems to have a decent character generator. There`s step-by-step at the top of the page, and it auto-calculates. Please print to pdf or printscreen or recopy. so I can review. If you need a template, please let me know. Please set point maximum to 100 (it defaulted to 300 for me).
Current Characters list:
1)Magnus Albertson @Dilvish the Deliverer
3) Sam Travis @Corsair
5) Raoul @Colonel Kane
6) Morgan Faustus @Kangaroorex
There will be a hard cap at 6 players. And maybe only 5 total. We're closing in on being able to start things.
A whole year and almost no Bones painted. How did that happen? There are still 20 Bones left to paint and the fourth kickstarter is still on track for delivery around next Easter!
I have had these kobolds ready to paint since I received the first Bones several years ago. They were part of the Vampire base pledge box, in a subset called "Dungeon Attack" with some giant rats and goblins. I painted the rats ages ago and the goblins are...lets call it awaiting paint.
Four sets of three Kobolds, I did each set in a different colour.
Funny how I remember Kobolds as doglike small humanoids from my AD&D days, but it seems they are reptilian dragonlike small humanoids now? What happened there?
Seeing as they are so small, I based them on bespoke 3D-printed 20mm lipped rounds.
And from the Bones II kickstarter, the "matching" Kobold Leaders:
...that are much larger than the others:
so I based these on bespoke 3D-printed 25mm lipped rounds to fit the larger minis.
The Kobold fighter champion had a soft noodle weapon haft that no amount of hot water would straighten out, so I cut it off and replaced it with a part of a paperclip.
I think I've decided on what adventure to run:
Seers of the Drowned City
This is a 6th level adventure.
Stats, roll 4d6 drop the lowest die
No evil alignments, CN allowed
HPs, Max 1st level & then either avg or roll, ignoring 1s.
Gear: As I said before work with me on what you want for your level. Normal equipment, you can have, even plate if you want but remember the title of the adventure. Magical items: Hmmm it's been awhile but since this adventure is kinda of a sequel to Ire of the Storm, I'm gonna draw the treasures out of that one & post & let the party pick what they want out of that.
Class: Everything, including Unchained versions
Races: Hmmm work with me but I'm flexible
Traits: Allowed, up to 2.
Any questions: Post here & I'll do my best to answer.
If you have any interest, feel free to post. First 4 are definitely in & possible 5th or 6th.
With me having a home 5e game now, I'm letting my Pathfinder knowledge slip a bit so I wanna at least keep 1st ed alive for me till 2nd comes out.
Ok so, my aussie friends and us play RPGs via Roll20 every friday and we take turns GMing. After a bit of a hiatus we've come back to my game, which is based in my world I call the Land of Oden. It's essentially high fantasy, low tech (though some exists from the 'previous' world, it's considered anathema) - you've got your typical racial archetypes.
The basic backstory is there are a lot of independent type holdings, and most people belong to a Guild, if they have a trade. Guilds keep the areas safe, caravans going, food grown, and animals, well husbanded. Anyway, so the PCs are all Guild Journeymen off on their Journeyman's quest (a ritual they all have to go through before being considered full time Guild members). By tradition the quest is secret - they can ask for help, but not say "I'm on X quest, help me find Y" kind of thing.
Lots of random quests are easy enough to insert - but here's the thing. I didn't think too far ahead when I decided they were on their Journeyman's quests... and all of them are very different >< I'm having trouble tying them all together =/ I was hoping maybe one of you guys would have some ideas to help out!
Dariac - Dragon-Slayer (kinda defunct ancient order as Dragons no longer exist): find a red herring (deliberately made it so basically it can be anything)
Althoniel (Healer): has to find a special plant known to flower perhaps only every 11 years (provided random pic)
Mud - (Hunter): find the White Stag (not necessarily kill, just needs proof)
Rosen - (Wanderer - essentially woods guide/surveyor type): needs to survey Khurash Dhenfor (an area no one's been in for a generation, give or take)
Rincwind - (Mage) - survive to the Guild seat, at the top of the Mountain (planning a surprise for this one, once he gets there)
Heldin/!s͎tchp - (Elf) - not really the same, his background is he was cursed somehow into the shape of a falcon (!s͎tchp) and ended up travelling with Mud as a companion for a long time, until a recent spate of magic in a Necromancer's Lair seemed to give him the ability to shift, at least temporarily back to his Elven form (it's still somewhat involuntary)
So while this can be an ongoing campaign for a while - and there will be a big Baddie slowing them down etc - I need some way to tie these together >< How do I get myself out of this pickle?! I am a little loathe to simply let them all find out everything they're looking for is in the same place... that seems... just wrong. Idk =/
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