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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.
Legendary Games makes a massive mythic rules upgrade with the amazing Mythic Character Codex & Mythic Monster Manual II for Pathfinder!
Mythic Mania II encompasses two books, and incorporates mythic material for hardbacks like the Advanced Class Guide, Forest Kingdom Campaign Compendium, Horror Adventures, Occult Adventures, Ultimate Intrigue, and Ultimate Wilderness, as well as potentially adding in more material from the Adventurer’s Guide, Monster Codex, Planar Adventures, Villain Codex, Book of the Damned, Pirate Campaign Compendium, and more!
Mythic Character Codex – Three new mythic paths - the bound, mystic, and reluctant hero - along with over a thousand new mythic path abilities, hybrid class features, feats, spells, magic items, and more!
Mythic Monster Manual II – Over 200 mythic monsters… and maybe a whole lot more! Plus appendices and bonus content!
A little more than 48 hours left for this one, I think it looks really cool.
Kamigakari: God Hunters is a tabletop role-playing game set in modern-day Japan that combines centuries of Japanese mythology with a modern-day setting and urban fantasy action. You play as a God Hunter, a being wielding supernatural strength, magical abilities, and reality-warping spiritual powers. Your mission is to protect an unsuspecting populace from evil beings known as Aramitama, and to prevent the supernatural from leaking into the public eye.
Originally, the game was released in Japan by Arclight Games on November 2013 as Legendary Arms RPG Kamigakari, to great popularity. In January 2017, a text-only fan translation appeared on the internet, exposing Kamigakari to the attention of English-speaking RPG fans world wide, and creating a thriving fanbase that continues to grow to this day!
Serpent Sea Games is a team of experienced RPG translation and development professionals, including the creator of the fan translation, who have licensed Kamigakari from the creators at Arclight Games for publication in English and want to bring the game officially to Western audiences.
But we need your help to bring this book into existence!
The world of Kamigakari features a distinctly seinen action anime and style to it. With crazy abilities and flashy powers, it's an over-the-top world where you can battle kaijus, giant robots, gods and demons all under the same umbrella. The system is designed to keep interactions as simple and intuitive as possible, for an easy pick-up-and-play. Kamigakari splits its play up into "scenes", which are short, episodic and will often split the focus onto individual players. It's a different experience compared to western systems that often assume the party is always together, which allows for more varied and engaging character focus and development.
So what is a God Hunter? A God Hunter is a person who, through one means or another, has gained supernatural powers by possessing a shard of a legendary weapon, relic, suit of armor, or maybe even the crystallized soul of a legendary hero. These powers can be anything from a master of the sword or magic, transforming hero, a living avatar of flame, or the ultimate hacker. Instead of a familiar class-based system, Kamigakari uses its own character generation called Styles, which lets you mix and match your power sets to create a gun-slinging samurai, a chainsaw-wielding magical girl, a hacker who codes his magic into existence, or a hunter who stalks his victims through the shadows.
And it's not just limited to your class: weapons and gear are utilized under the Arms system, a mechanic where a base weapon is upgraded over time by using materials or spending gold. Two basic swords, in the hands of two different god hunters, can end up very different weapons after extensive modification!
An average God Hunter on a normal day. Does being a God Hunter mean that you hunt gods? Of course it does! With concepts rooted in Shintoism and traditional Japanese folklore, a God Hunter is tasked with tracking down dangerous beings known as Aramitama - a dark god that is born and grows in power by devouring the souls of its victims. Aramitama come in many forms - from recognizable Japanese icons like oni and tengu, mythical beings like the Pegasus or Griffin, to eldritch monstrosities made of gnashing teeth and glowing orbs. Upon defeating an Aramitama, God Hunters can use their remains to create stronger Regalia - magical weapons and equipment, in order to face even even more powerful Aramitama. It's not just a fun gameplay loop, either: These creatures threaten the sanctity of innocents and the world in their lust to reach their ultimate form, the Avatar of Ruin, a true god of destruction capable of ending the world. It's up to the God Hunters to prevent that!
An Aramitama awakens. Kamigakari utilizes the unique Numen Dice pool. Numen Dice are resource wherein you roll a set of dice and use it to pay for abilities or change the outcome of a roll. There's many ways change, swap and spend dice. Players must be careful how they manage their Numen Pool to both survive the battle and save the perfect set of Numen Dice to activate their ultimate abilities!
We'd like to support this game far into the future, and plan on translating and releasing supplements if financially viable. Arclight Games has also requested the creation of original content exclusive to the western release, but that can probably wait until we have a few expansion books finished, we're only mentioning it now in the interests of full transparency.
Forests in fantasy roleplaying games are dark places, full of secrets. With this project, we bring the Old Margreve to the 5th Edition of the world's most popular RPG. The Margreve is an ancient, enchanted forest that defends itself from those who come to cut its timber, poach its creatures, or steal its magic. Within its borders the Old Ways are strong, the word of the druids carries great weight, and griffons, dragons, and stranger creatures nest and hunt, undisturbed by humans, dwarves, or other lordlings.
Until your adventuring party shows up. Then things get really interesting.
The Margreve Kickstarter offers three main elements:
1) the Tales of the Old Margreve adventure campaign hardcover for the GM, with adventures from levels 1 to 10
2) a Margreve Player's Guide softcover book of new player options, including new races, druid and ranger subclasses and tools, backgrounds, and forest-themed spells.
3) (if unlocked) a set of thick cardboard standups, the Margreve Pawns, which are similar to those created for Tome of Beastsand the Creature Codex. Here is a small sample of what that would look like; we anticipate producing 150 to 200 pawns (depending on stretch goals).
Together with some book-expanding stretch goals, this project provides new deep-forest character options and a full sequence of adventures to draw adventurers into the wilderness and keep them on their toes.
WHY KICKSTART THIS?
Initially we debated this as a softcover adventure collection, but we soon realized that it was large enough and compelling enough to make into a hardcover volume playable in 5th Edition fantasy campaigns, together with a player supplement. Why not go big?
Kobold Press is doing something a little different with its digital offerings this time. We're putting our effort into the two print books, and possibly a custom set of pawns—and digitally, full sets of virtual tabletop (VTT) files. That means that we'll have the Old Margreve adventures and source material available on Roll20 and on Fantasy Grounds shortly after the hardcover and softcover volumes ship.
With terrific map management, full suites of digital tokens, pre-set monster stats, and more, virtual tabletops make it easier than ever to just sit down and play. The VTT packages for the Old Margreve will be extensive and include everything provided in the print edition—plus the flexibility and speed of online play. We're partnering directly with Roll20 and Fantasy Gournds, two of the leading VTT companies, to make these digital versions complete and powerful.
The designers on this project include lead designer Matt Corley plus contributing designers Dan Dillon, Jon Sawatsky, James Introcaso, and Wolfgang Baur.
They build on earlier Margreve work by Richard Pett, Ben McFarland, Tim & Eileen Connors, Dan Voyce, Michael Furlanetto, Wolfgang Baur, and others.
Shipping costs from the US to anywhere outside North America have risen sharply in recent years, so we are once again partnering with groups in Canada, in the EU, and likely in Australia (depending on the volume of backers there), and if so then Kobold Press will pay customs and import duties for those packages.
Our best guess for those Canada-friendly and EU-friendly costs right now are roughly $22 shipping for Canada and roughly $30-and-a-bit for shipping to the EU. We do not have an Australia estimate yet.
To calculate shipping to your location from the US, you can use the US Postal Service calculator and assume a Medium size flat rate box: https://postcalc.usps.com/
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.
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