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    • By lexomatic
      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
      2)Sammy @Arkady
      3) Sam Travis @Corsair
      4)TBD @Chaoswolf
      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.
    • By haldir
      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.
       
    • By Darcstaar
      Authors: Logan Bonner, Jason Bulmahn, James Jacobs, Amanda Hamon Kunz, Stephen Radney-MacFarland, and Mark Seifter
      Based on the Playtest Version of the Pathfinder 2.0 Rules
      Compliant with the Open Game License 1.0a.
    • By haldir
      Starfinder: Dead Suns
      Chapter 1: INCIDENT AT ABSALOM STATION
      by Robert G. McCreary
      Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo Inc. All Rights Reserved. 
      For more info visit www.paizo.com/starfinder 
       
      You all have received a message from a dwarf by the name of Duravor Kreel, a member of the Starfinder Society. In this message he says he has a offer for you that if your task is successful could bring you notoriety with the Society itself. He wants you to meet him on Absalom Station. After you've arrived he'll  show you around the Station, get settled in & help with your membership into the Society. Why he picked you? The dwarf has heard some things about each one of you off the net & knew you'd be perfect for the job. After your arrived, he'll explain the job in more depth. He excited to see everyone.
       
      Now,  where or not, your a native of Absalom Station, you've decided that you needed some time away where it's a vacation or a job you're returning on the shuttle, Okimoro. A non-descriptive shuttle like any other that frequents the docking bays of the Station. In particular, Docking Bay 94 ("what a piece of junk".........) on this day.
       
      Absalom Station
       
      The brightly lit docks of Absalom Station are abuzz with activity as travelers bustle by, preparing to board or disembarking from starships bound to or from any of dozens of worlds. Brash and swaggering star pilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space station.
       
      Docking Bay 94
       
      Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and luggage.  A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say.
       
      Taking in your surroundings the bay looks like any other docking bay, a large, worn yellow painted "94" lays on the floor directly in front of everyone (everyone is in the grey "trapezoid"), that steps off the shuttle. A information kiosk in on your left. There are set of giant double doors North of the party & there are 2 passages that to the side of those doors.
       
       Anyone outside the shuttle, give me a Perception Check.
    • By Dr.Bedlam
      So back in 1986, I knew this guy who was BIG into comics. He introduced me to independent comics, which I barely knew existed (stuff like Teenage Mutant Ninja Turtles, and the hilarious Dr. Radium), but he also turned me on to two other very influential comics: Watchmen, and Batman: The Dark Knight Returns.
       
      Batman was pretty amazing. It started off as your typical "imaginary story," with a fifty year old Batman, and from there, deconstructed the entire IDEA of Batman, turned it on its head. Very good stuff!

      Watchmen was even more amazing, starting with its artistic choices (the cover image was invariably the first AND last panel of the actual story) and following through with its bizarre, noirish deconstruction of everything superheroes stood for. Only one hero had powers, and he seemed like an example of why a society (and government) would never be able to tolerate a genuine superhuman. All the OTHER heroes? Only one is genuinely motivated by the idea of truth, justice, and righteousness; the others fight crime for a variety of reasons judging from sadism, sexual sadism, commercialism, fameseeking, cosplay... and sheer hatred. Author Alan Moore made a creepy point: in a real world, people who dress up in costumes to fight crime are going to be a rather ... odd bunch of people. Most of them won't be very nice.
       
      "Wow," I thot to myself. "This is the first comic I think I have ever read that really qualifies as literature." And then I got on with the rest of my life.

      Fastforward four years, and another friend of mine has got a job at a comic shop. The night Superman died, he asked me if I could come help out, in exchange for store credit; the Death Of Superman had made the news, and everyone was gonna buy fifty copies and save them for ten years, and then retire on the profits from the resale. Superman dies tonight!

      "You are large and bearded," he said. "Could you put on that jacket that makes you look like a biker, and come play security, just in case? We're not expecting trouble, but..."

      And so myself and several other thuglike presences formed a human barrier while the owner and my pal unbundled the comics and put them out for sale. Two copies to a customer. There was grumbling, but no trouble. And I spent a lot of time looking over various comic books with which I was unfamiliar. Apparently, super heroes carried guns, now. Guns, bigger than my torso. The artwork seemed sketchier than I remembered. And pouches; apparently capes were out, but ammo belts with many, MANY pouches were now mandatory. Whatever these heroes were using to fight crime, apparently, they needed a LOT of it, in single-serving sizes, even the ones who didn't carry guns.

      Since I wasn't a regular consumer of comics, I had missed the Dawning Of The Age Of Grimdark, aka the Dark Age Of Comics.

      In hindsight, the reason was obvious. The Dark Knight Returns had been grim and gritty, with dialogue like "There are seven working defenses from this position. Three of them disarm. Three of them kill. The other one... HURTS!" And a Batman who was filled with anger and rage and not QUITE willing to kill the Joker, but fully prepared to put him in traction, break legs and bones, and do whatever it took to restore order. And in the same story, Batman gains a mob of teenage imitators, who go so far as to maim a store clerk that they think "didn't put up enough of a fight" against a robber. The Russians launch a nuke, which blacks out Gotham and nearly kills Superman, who stops it from wiping out the city. Grimdark, indeed.
       
      Watchmen is similarly dark and violent; hell, the story BEGINS with someone throwing one of our heroes out a window, and ends with a slew of murders and a near apocalypse. 

      And these were the two most influential comics to come out of the eighties. It's no surprise that the trend after that was "Grim and gritty, to the point where there's not much difference between the good guys and the bad, as long as there's plenty of blood and gore and guts and veins in m'teeth, sarge, I wanna KILL... KILL... KILL..."

      And so all this leads up to a few years later when superheroes carry gigantic guns that look like Star Trek vacuum cleaners, many ammo pouches, have superhero names like Deathkillblood, and Superman is dead. Not long after, there was a market correction. Market saturation and waning interest on the part of the fans led to a shock in the comic book market. People quit buying. Some publishers went out of business. A LOT of comics went unsold. And on eBay, you can still buy a black bagged "Death Of Superman" comic for only slightly more than cover price, more than 25 years later.

      Two comics, made by very talented people, who had a reason to deconstruct, and an actual story to tell, had revitalized... and then gradually derailed... the entire comics industry.

      Which got me to thinking about the movies.

      I saw the movie version of Watchmen. It was among the first of the current wave of superhero movies, if I recall. And it was among the first to get that grim, gritty, grimdark feel. I walked out thinking, "Well, that Zach Snyder guy got the overall LOOK right, but somehow, I think he missed what the author was trying to SAY."

      And while the Marvel movies drew audiences and made big big box office, whoever was in charge at Time Warner said, "Hey, this Zach Snyder guy seems to 'get' superheroes. Let's put him in charge of all OUR superhero movies, so we, too, can draw audiences and make big box office."

      And Man Of Steel was... well, it wasn't a Superman movie, despite the presence of a guy dressed in a rather dark colored Superman suit. And Batman Vs. Superman just freakin' creeped me out. These were not superheroes; these were simply people strong and ruthless enough to force their will on others, and the little people should damn well stay out of their way if they know what's good for them. I haven't seen Justice League yet, but I had come to a decision: the characters on all the CW superhero TV shows were far closer to the comics I grew up with than the violent, ruthless, arrogant man-gods of these dark, unpleasant movies.

      Watchmen was the finest comic event in years... but it shook comics, and ultimately, its imitators badly damaged the entire industry. And crazily enough, the movie based on it had the same effect on the comic book movies made by the same company.

      Alan Moore went on record as saying he felt that DC/Time/Warner had ripped him off, and that he would never work for them again, after Watchmen. Wonder if he's realized that his revenge was practically built into the process?



       




       
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