Strange Aeons (Diceless 5e/Pathfinder Module, Horror/Lovecraft, LGBTQI friendly)

Started by Intimate Ink, June 30, 2020, 04:05:06 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Intimate Ink







"That is not dead which can eternal lie,
And with strange aeons even death may die."
-H.P. Lovecraft


In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventurers reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.

Welcome, adventurers, to the Strange Aeons Adventure Path, lovingly converted from the original Pathfinder 1.0 to something utterly unique: Diceless DnD (but more on that in a minute). The Strange Aeons Adventure Path begins with your characters waking up in an asylum with no memory of how they arrived there or who they are. Your first glimpse of the asylum is like a snapshot of nightmarish chaos. Things are certainly not what they seem, and carnage fills the grim stone halls of the sanitarium. You must face the challenges of the asylum and your own foggy memories if you hope to survive. Strange Aeons embraces numerous themes of Lovecraftian horror to present an entire campaign that pits Golarion’s latest batch of heroes against maddening menaces from beyond time and space. In this Adventure Path, you’ll find encounters focusing on locales such as insane asylums, creepy old houses, musty libraries, forgotten desert cities, and far stranger locations.

AMNESIA

You don’t know how this happened, who or what did this to you, or why it occurred. This may distress some players, but rest assured that you will find the answers during the course of the Adventure Path. When the Adventure Path begins, you have no memory of who you are, but you have a vague recollection of your childhood and a hazy grasp on your early memories. What’s most disconcerting is that the last few years of your life are beyond your ability to recall, as if they never happened. Over time, as you discover more clues, you learn more about yourself and those responsible for your condition and eventually restore your locked-away memories (along with any ugly revelations that may bring).

Despite this condition, you are still capable of performing all tasks normally. You discover that you still know how to use your class abilities. Access to your skills are not hindered in the slightest, and you can inexplicably recall trivial information about the world that you knew before this condition took hold of you.

You might be initially inclined to forsake all other tasks in order to heal yourself of this state, but any attempts are in vain. Due to the unusual and powerful circumstances of your memory loss, nothing short of a wish or miracle can repair this damage, though your actions in future adventures may restore your fractured mind.

Upon waking, your character senses the presence of the other amnesiacs, each with the same lingering doubts, occupying the same cell. Your character feels a vague kinship to these people for unknown reasons. The first thing your character likely realizes is that they are all trapped together in a terrifying situation and that these others might make the difference between escape and perishing in an asylum that has erupted into chaos.

A lingering sense of servitude also nags at your character’s memories upon awakening. It’s hazy, but some recollection tugs at the back of your character’s mind of having been captured, along with a sense of dread that he or she had committed some dark deeds in the past, perhaps under duress. Your character might even consider this blank slate a blessing in disguise.




FACTS & QUESTIONS

Q: First thing's first. Is this a Pathfinder game?

A: Yes and no! Listed below will be the quasi-system we're using, but it is in essence a diceless version of D&D with very little action required from the players except to write and roleplay their characters to the best of their ability. It is however a Pathfinder AP, and is in fact set in Golarion with the first book taking place in the familiar locale of Ustalav. 

Q: What section of the forums will the game be placed in?
A: The game will be placed within Extreme. When Lovecraftian horrors are involved, it's better to play it safe. You can expect graphic detail of gore.

Q: Who is the RP open to?
A: Anyone is welcome to come in and make a character. Gay, straight, bi, male, female, gelatinous cube... Okay, maybe not the last one unless you're a gelatinous cube that wants to write a human. But the point remains.

Q: Can I get the elevator pitch?
A: Players take on the role of amnesiacs exploring an Asylum and trying to figure out the who, what, and why of their missing memories in a Golarion world steeped in the Cthulhu Mythos using a 'custom class' homebrewed diceless D&D system. 

Q: What about a setting tldr?
A: Golarion is high fantasy. It's a rather typical medieval 'fantasy' setting with elves and dwarves, in fact it's one of the most well known. Ustalav itself is closer to Victorian horror, and is home to many famous stories. You always know you can expect horror when it comes to Ustalav, whether that's werewolves and vampires and suspicious, magic-fearing peasants... or aberrants from other planes seeking to devour your sanity drop by delicious drop until you are cast screaming into the long night. If you're familiar with Ravenloft, they are quite similar in feeling. 

Q: Is it structured or sandbox?
A: Being based on the Adventure Path, this game is fairly structured. For those unfamiliar Adventure Paths are multi-book campaigns, often dedicated to taking characters from the very lowest levels to the most powerful over the span of real world years.

Q: To what extent will players be allowed to create/use environment or setting details?
A: Small additions are likely fine, but anything larger than that should be asked of the GM. Due to the structured nature of the game, the design of rooms and the like is usually already known and details are given to players as needed or requested.   

Q: How many characters may a player have?
A: One.

Q: How much sexual activity is likely to occur or is expected, if any?
A: This isn't a romantic game. Your characters aren't going to have opportunity for any candlelight dinners (at least not in this book.) That doesn't mean sex doesn't exist; this will be on the extreme board and consequently anyone joining the game should be prepared for that level of content. If players want to engage in sexual content of any sort they are free to in a specially tagged adult content thread. If they want that sort of activity, however, they are going to likely need to think about what kind of character they want to create, because the surroundings of the game aren't going to put the average person 'in the mood'. Sex is not synonymous with romance, though; as others have wisely observed it can be anything from hormones to power to simple stress and frustration relief. Maybe some of your character's own growing madness supports that. Simply put, downtime camping and long-rests are part of the genre, and players will be encouraged to spend time amongst themselves during this. What their characters do are their characters' choices.

Q: Will PvP be allowed?
A: Though you may not trust each other immediately, you need each other to survive. Attacking your allies tends to be frowned upon, and there are enough signs of madness within the Asylum without adding more.

Q: Will we be using Face Claims?
A: Yes, but it will be artwork done in as realistic of a style as possible. Cartoony or anime styled face claims will not be accepted.

Q: Will there be player advancement?
A: Yes. Details will come as they become relevant.

Q: How will we be using abilities, if we're not rolling?
A: Largely, this will simply be roleplayed out (with some exceptions explained in detail below). In the case of skills, particularly Knowledge skills, place the fact that you are seeking to use them in the appropriate space in your post header. As some parts of this game are investigative, it is important that you are detailed in what you are trying to do within your post. Should you feel it is not obvious, you may use the acronym tag on that section of your post and explain your reasoning as needed.   




GM EXPECTATIONS

Q: Will there be a Co-GM?
A: At this time, no.

Q: How active will the GM be?
A: I try to be fairly active and, if nothing else, am always available via PM--I strive to answer PMs as soon as possible but depending on timing it may take me a couple of days due to work schedule.

Q: What are the expectations for thread use?
A: Players may RP between themselves as much as they wish. GM posts will be every 5-7 days (with an attempt for every 5, but depending on where it lands work may interfere), and the scene will move on with or without you. I also encourage chatter in the OOC thread or, should there be interest, in the Discord server.

Q: What are the expectations for player activity?
A: Beyond the above, I'd only ask that you do your best to contribute. If you don't post within three 'rounds' of GM posting, I will be PMing you. Please mention in OOC if you are going to be absent. This is not a game that is possible to be ran without player involvement, so you should always be asking yourself what your character would do, and then going to do it.

Q: Can I contact you with questions?
A: Absolutely, please do!

Q: How will decisions be resolved?
A: The GM has final say, but I will listen to all sides if anyone has feedback or wishes to see something particular ran or included.

Q: Will this be first come, first serve?
A: No.

Q: How will you be choosing players?
A: I want consistency and enthusiasm. I will be looking at post history and getting a feel for your writing style and speed, but the most important thing is respecting both myself and the other players with the commitment you've chosen to take on. Beyond that, I'll be looking for characters that seem like they'll be fun to interact with and will push the story forward. The big thing I don't want to see is posts that are nothing but internal monologues. I'd like to see posts that add to the story and push the plot. Give me and the other players things to respond to! I'll be looking for such things in your history, and judging primarily based off of that. I truly am sorry if this seems harsh, but I want the best game for everyone involved, and a lot of what causes games to fail is a lack of consistency.

Q: How many players will you choose?
A: Likely 4-5. I will be playing a PC as well, and I'd like a few others on the trip with me. We'll see how applications end up looking and I will judge at that point.

Q: When I'm done with my character concept or final sheet, should I PM it to you or post it in the thread?
A: PM it to me, please.




RULES

I like to keep rules short and sweet. In general, don't be a dick out of character. If you have a problem or question, come to me. Beyond that...


  • Do not Godmode.
  • Give people enough to respond to in your post.
  • If you have an issue with another player, come to me.
  • If you have a question, come to me.
  • Be respectful of everyone's time, and remember that we're all human.
  • Avoid out of character drama.
  • Posts should be in third person.







The oldest and strongest emotion of mankind is fear,
and the oldest and strongest kind of fear is fear of the unknown.
-H.P. Lovecraft

Intimate Ink







You may be asking yourself 'Why diceless?', or 'Can D&D even be done without dice?' and the answers are slightly nuanced. I'll spend a moment talking about it, and if you're curious you can indulge me and if not simply scroll down to the nitty gritty. A large part of the reason behind it has to do with the medium of play-by-post, in truth. Everyone has seen D&D games die due to the natural slowdown that accompanies combat; this seeks to alleviate that. There's a certain level of back and forth needed in base D&D that I'm hoping to remove, enabling you to simply play your characters. Will it work? I believe so, but this is in truth also an experiment. Things will be adjusted as we go if we find things that work better, but at least for the initial scenes this is all that you need to know.

Now to get a couple standard disclaimers out of the way...

CHARACTER DEATH

Invariably, one of the questions that comes up in Elliquiy games is: Can my character die? This is an, admittedly, problematic question in a game like this. On one hand, you have the culture of Pathfinder and Dungeons and Dragons, which is where the module that this game follows comes from. High lethality is a known factor in these games, and gamers are known to spend countless hours making new characters to try and solve the same problem. On the other hand, Elliquiy is a writing forum, and as writers we care about our characters and think of them as creations, inspirations, and alive beings far greater than a few dice rolls. I am looking for good writing in this game; I am also looking for writers willing to engage and acknowledge that this is a dangerous, brutal world that their characters are inhabiting. Foolish actions need to have dire consequences.

The shortest answer I can give is: Yes, your character can die. In fact, I suspect most every starting player character will die, but you will have the opportunity to bring them back instead of making a new character. The mechanisms of this are somewhat supported by the module, though accidentally, and to protect the integrity of the story I will not provide more details than that. There is a catch, though: Every character that dies will come back somehow changed, most often psychologically, from this experience. 

By joining this game, you consent to understanding the following: When your character sustains critical injuries when they are out of health, your character will fall prey to whatever has bested them, and the scene will be written showing their often grisly demise. Your fellow players will be left to their own devices in the scene; you will not spontaneously rise to help save them from similar fates. The GM will then approach you with the choice to either provide a resurrection of sorts for your character, or alternatively, allow you to make someone new. If you choose to bring back your existing character, they will be placed appropriately back in the world, sound in body but with lasting damage from the encounter. What this means will be unique to each situation, with consequences paying attention to both the character and how they died. For some potential examples, consider various psychological disorders, severe responses to trauma and stress, and supernatural-based curses.

Players will be expected to roleplay their characters with these disorders. If they find a particular 'assignment' personally difficult, they should speak with the GM about it.  However, all consequences will have a lasting, and detrimental effect on a character, and players may not pick something that they want. These results will stack; if a character is brought back a second time, they will be given a second set of psychological consequences. Players who ignore the death penalties that their character has accrued in roleplay choices will be given a warning; upon subsequent offenses they will be asked to leave the game.

On a related note, please realize that by leaving the game, player characters will be transformed into NPCs. Simply ignoring a character existed disrupts the flow and spirit of the game. NPCs, regardless of origin, are subject to GM use, including creating atmosphere by having them succumb to ultimate madness, or meeting an unfortunately violent end. The vast majority of NPCs will be exempt from any chance to resurrect. If a non-PC dies, assume it is for good.

As a final note, do know that resurrection will be an in-game mechanic, despite it not being written into the original module. Clever parties who are constantly bullied, extorted, or otherwise abused by a particular character might just find a way to subvert their potential for resurrection. Simply put, make characters that integrate reasonably alright with the group, and realize that resurrection is not an opportunity for your character to harass other characters without consequence.

CREATURE COLOR CODING, ACTIONS, & ROUNDS

In order to facilitate the quick turn around on posts as well as the general cinematic feeling of characters in combat and their level of competency, fights will be color coded when the GM posts them. There are two colors, Green, and Purple. Green mobs stand for 'horde' style fights, where there are multiple weak enemies. Green mobs should be considered fair game for players to interact with as they please--including just killing them off in fights. In other words, a fight will be posted, it is Green, you post, and within that post you are using abilities, fighting, and generally killing some of the Green enemies.

There are several things to keep in mind here, some of which will be explained below. Your abilities and their cooldown will be the large one. You could use your Ultimate to potentially wipe out a large chunk of the fight, but smartly managing what you use when is part of the game. Risk assessment and resource management pay off. Beyond that, there are three things to note.

One: Remember that it is a cooperative team game. As you kill things your allies will also be fighting, and this isn't about any individual being in the spotlight. So kill off a handful (or more, depending on ability use) of mobs, and then step to the side for someone else to take a shot. Working together is key, and if you have abilities that help with this, all the better!

Two: Remember that you are in combat. In a horrific setting. There are grotesque smells, tastes, sounds, and scenes going on all around you. You may or may not have ever killed before; you may or may not be startled or freeze, but more than that combat is not one-sided. Writing in a struggle is more interesting for both the characters and for the readers. Don't be afraid to take a wound, or to have to work particularly hard to kill something in a post--even a Green mob. 

Three: Take into account the enemy type. Though something may be Green, if you're using daggers and just your 'basic' attack and they're wearing Plate... you can still kill it, but it is going to be a greater fight than if you had gone for a squishier target. Take these sorts of decisions and descriptions into mind when working on your posts. Keep all of this in mind, and you'll be a fantastic addition to the group.

Now, Purple works slightly differently. Purple fights are bosses or lieutenants or simply things that are challenging enough that you can't assume their deaths in your post. So you make a post, write your actions, and then trail off with you 'unleashing' them, but before they impact/do damage; upon which the GM will return with a post showing what happened that round. Speaking of rounds you may be wondering how Initiative works. Again, this is separated by color. For Green, Initiative is merely based upon the order in which you post. For Purple, Initiative will be decided by the GM upon posting the scene.

This is a slightly odd game, so if there are any questions or if anyone is confused about any of this, please feel free to ask.

ADVANCING THE PLOT

As a final note before character creation, I want to talk about player agency and the average post. The important thing to keep in mind is this is something of an investigative game, and the core of it is about finding out what happened to you and why. This requires characters--and players!--that will be pushing to solve these mysteries. As exciting as you might find an introspective Monk who looms in corners silently to write... it's boring to read, and it adds nothing to the game. The question to be asking yourself each time you post is 'Am I doing something?'. You should be giving people things to respond to, as well as generally doing something as a character to advance your goals. Internal monologues do not count.




CHARACTER CREATION

  • Pick Your Race
  • Pick Your Class
  • Allocate Stats
  • Allocate Skillpoints
  • Customize Your Abilities
  • Select Your Character Trait
  • Fill Out The Character Sheet

RACES

Humans: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.

  • Stat Bonus: +1 points to any two stats
  • Size: Medium
  • Language: Common
  • Racial Resistance: Rationalization - Humans have a tendency to outright deny or interpret what they see in a way that supports their worldview.  They are somewhat resistant to actions that erode sanity, and consequently may recover slightly quicker.
Dwarves: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth’s treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.

  • Stat Bonus: +1 Constitution, +1 Wisdom
  • Size: Medium
  • Language: Common, Dwarven
  • Racial Resistance: Hardy- Dwarves come from hardy, resistant stock and have some resistance to actions that would poison them or otherwise cause them to fall physically ill.  They additionally may recover from these effects slightly quicker.
Gnomes: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.

  • Stat Bonus: +1 Constitution, +1 Charisma
  • Size: Small
  • Language: Common, Gnome, Sylvan
  • Racial Resistance: Fae-Kissed- With familiarity of fae glamour within the blood of gnomes, they are somewhat resistant to falling prey to illusions presented to them of a magical or mundane nature.  They additionally may recover from their belief in such illusions slightly quicker.
Elves: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.

  • Stat Bonus: +1 Dexterity, +1 Intelligence
  • Size: Medium
  • Language: Common, Elven
  • Racial Resistance: Mind of their Own - The noble nature of elves leave them somewhat resistant to effects that will charm them or compel them into actions against their will.  They additionally may recover from these effects somewhat quicker.
Catfolk: Nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study.  Many are seen as quirky extroverts by members of other races, but within catfolk tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused catfolk enjoy being the center of attention.

  • Stat Bonus: +1 Dexterity, +1 Charisma
  • Size: Medium
  • Language: Common, Catfolk
  • Racial Advantage: Natural Balance - Catfolk are light on their feet and have a natural ability to keep their balance.  They will find it somewhat easier to keep their balance in situations or to perform feats actions that require balance, such as walking on a ledge
Grippli: The amphibian-humanoid Gripplis stand just over 2 feet tall and have mottled green-and-brown skin. Most gripplis are primitive hunter gatherers, living on large insects and fish found near their treetop homes, and are unconcerned about events outside their swamps. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems.

  • Stat Bonus: +1 Dexterity, +1 Wisdom
  • Size: Small
  • Language: Common, Grippli
  • Racial Advantage: Stealthy - Grippli are small-bodied and natural hunters of the smallest and most sound-sensitive of insects.  They will find it somewhat easier to remain quiet and stealthy in situations requiring hushed movement.
Lizardfolk: Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

  • Stat Bonus: +1 Strength, +1 Constitution
  • Size: Medium
  • Language: Common, Lizardfolk
  • Racial Advantage: Intimidation - Lizardfolk are rarely seen amongst the other social faces in a city, however cosmopolitan.  Consequently, they will find it somewhat easier to physically intimidate or bully sentient and non-otherworldly beings into doing their will.
Ratfolk: Ratfolk are small, rodent-like humanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, ratfolk are tinkerers and hoarders by nature.

  • Stat Bonus: +1 Dexterity, +1 Intelligence
  • Size: Small
  • Language: Common, Ratfolk
  • Racial Advantage: Arcane Familiarity - Ratfolk are known as tinkers, traders, and evaluators of objects both magic and mundane.  They will find it somewhat easier to appraise an item's market value, as well as identify its functions, attributes, and potential magic attached.
Ifrit: Core races whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire’s dynamic, ever-changing energy and its destructive, pitiless nature.

  • Stat Bonus: +1 Dexterity, +1 Charisma
  • Size: Medium
  • Language: Common, Ignan
  • Racial Energy: Fire-born - Abilities used by Ifrit that involve fire will be slightly more effective than otherwise; abilities used against Ifrit that involve water and ice will likewise be slightly more effective.
Oread: Oreads are humans whose ancestry includes the touch of an elemental being of plants and earth somewhere along the line, often that of a shaitan genie. Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find oreads to be quiet, dependable, and protective of their friends.

  • Stat Bonus: +1 Strength, +1 Wisdom
  • Size: Medium
  • Language: Common, Terran
  • Racial Energy: Earth-born - Abilities used by Oread that involve earth and plant materia will be slightly more effective than otherwise; abilities used against Oread that involve lightning and air will likewise be slightly more effective.
Sylph: Born from the descendants of core races and beings of elemental air and lightning such as djinn, sylphs are a shy and reclusive race consumed by intense curiosity. Sylphs spend their lives blending into the crowd, remaining unnoticed as they spy and eavesdrop on the people around them. They call this hobby “listening to the wind,” and for many sylphs it becomes an obsession. Sylphs rely on their capable, calculating intellects and on knowledge gleaned from eavesdropping to deliver them from danger./i]

  • Stat Bonus: +1 Dexterity, +1 Intelligence
  • Size: Medium
  • Language: Common, Auran
  • Racial Energy: Air-born - Abilities used by Sylph that involve air and lightning will be slightly more effective than otherwise; abilities used against Sylph that involve fire and smoke will likewise be slightly more effective.
Undine: Undines are core races who trace their ancestry to creatures from water and ice.  The undines are a proud race and show little outward fear. While good-natured and somewhat playful among their own kind, they behave with slightly more reserve and seriousness in the company of non-undines. They have excellent emotional control, and can edge their tempers from calm to raging and back again within but a few minutes. While some might dub their behavior erratic, undines are simply a bit more outwardly melodramatic than most races.

  • Stat Bonus: +1 Dexterity, +1 Wisdom
  • Size: Medium
  • Language: Common, Aquan
  • Racial Energy: Water-born - Abilities used by Undine that involve water and ice will be slightly more effective than otherwise; abilities used against Undine that involve earth and plant materia will likewise be slightly more effective.




CLASSES


Class: Defender
Description: True to their name, defenders are the tanks on the battlefield. They are typically physical characters that know how to bring on pain; more importantly, though, they know how to take it. They are adept at drawing enemy attention, whittling down their hitpoints while more vulnerable party members act. Defender movesets should reflect these roles.
Starting HP: 10
Armor Class: High
Primary Statistic: Constitution (CON)
Secondary Statistic: Strength (STR)

Class: Summoner
Description: Summoners are those casters that focus not on directly attacking enemies, but rather through the summoning of minions to do their work for them. These may be undead, animals, elementals, or something else. They are adept at evening the playing field, crowd control, and whittling down enemy hitpoints while more direct damage focused party members act. Summoner movesets should reflect these roles.   
Starting HP: 6
Armor Class: Medium
Primary Statistic: Charisma (CHA)
Secondary Statistic: Intelligence (INT)

Class: Wizard
Description: The Wizard is the studious caster, those who pick and choose their strike with care... and then ultimately just fireball the battlefield anyway. With the lowest health and lowest armor, their job is about smart positioning and smart choices to enable their party to succeed. They are adept at magical damage, and their movesets should reflect this role.
Starting HP: 6
Armor Class: Low
Primary Statistic: Intelligence (INT)
Secondary Statistic: Wisdom (WIS)

Class: Cleric
Description: Followers of a God or a Concept, Clerics can fill many roles. They tend to possess some variety of buffs and healing, as well as both physical melee damage or magical ranged damage. Their power comes from their faith, and many find that faith shaping how they act both in and out of combat. You should take that into account when designing your movesets for the Cleric. 
Starting HP: 8
Armor Class: High
Primary Statistic: Wisdom (WIS)
Secondary Statistic: Dexterity (DEX)

Class: Barbarian
Description: Masters of rage, Barbarians are fierce combatants and without peer when it comes to weapon skill. Hitting a Barbarian tends to just make them angrier, and their job is often focused on tearing the enemy apart before they can maneuver around to the less martially adept members of their party. Seen frequently as 'dumb brutes', this needn't be the case. Nonetheless your focus is in combat is going to be hitting them hard and fast, and your movesets should reflect that.
Starting HP: 12
Armor Class: Low
Primary Statistic: Strength (STR)
Secondary Statistic: Constitution (CON)

Class: Vagabond
Description: Comprised of leather armor wearing ranged or melee physical damage types, the Vagabond is often seen as something of a scoundrel. Certainly one should watch their purse when one is nearby, but just as likely are they to be able to track footprints or forage for food. Their job in battle tends to be disruption as well as damage, and you should consider this when creating your movesets.
Starting HP: 8
Armor Class: Medium
Primary Statistic: Dexterity (DEX)
Secondary Statistic: Charisma (CHA)




STATS & SKILLS

Stats are a representation of what you are capable of. Though no obvious mechanical benefit may be noted, you should still put points in what you want to be 'good at'. Many things are done behind the scenes, and while the players will not be rolling dice... you never know if or when the GM might be to make a decision. Your stats will play into this, particularly for Saves, but also for damage and dodging and other considerations.

The way we are doing stats is quite simple. We will be using the Pathfinder Society Pointbuy. That is, you will have 20 points to array in the traditional manner; stats begin at 10, and the point to stat cost goes up as the stat increases. To go from 7 to 8, to 9, etc all the way to 13 is merely one point per stat. To go from 13 to 14 and 14 to 15 is two points apiece, while to go from 15 to 16, 16 to 17, etc, will be three points. I recommend simply using a stat calculator such as this one right here and simply inputting the custom racial bonus from your chosen race above. It is much simpler than trying to keep track of the math yourself.

Ultimately the primary and secondary stats of your class are just guidelines, and you should feel free to step out of that boundary if you feel comfortable doing so. Just remember that there may be consequences depending on your own actions. This is a living, breathing world with logic and physics according to anything else. If you try to swing a Zweihander with only 7 Strength, you may not see the results that you are expecting. Similarly, don't expect to be dodging at the speed of wind when your Dexterity is low.

If you are going to dump a stat or try to min/max, I definitely urge you to think about the why behind it... and how it might impact you negatively in the future. The game, after all, doesn't care if you get slapped around with 7 Constitution, but your character will--and I suspect you will too, when it results in an early grave. Speaking of, as a bit of a special case, Constitution gives you a flat bonus or minus to your health depending on your modifier. So a +3 CON will give you +3 HP, and a -1 CON will give you -1 HP. 

Once you have decided upon your stats, consider which skills you wish to excel in. Skills will be utilized in this game in a way similar to what those familiar with Dungeons and Dragons or Pathfinder would expect. Skills represent training in specialized areas, such as the ability to pick a lock or cook. Skills are tied to one of the six abilities that your character already has, which represents the tacit aptitude a character may have in doing something, even if they are not trained. Some races may additionally have an inclination in an ability, such as Lizardfolks and Intimidation.

A character is given a number of skill points at the beginning of a game to invest in skills that they are good at. As a first level character, no skill can be above a '4'. A character with '1' in a skill has dabbled in it, and should be considered familiar with all basics. A character with a '4' in a skill should have spent a good portion of their life thus far perfecting it.

Due to the diceless adjustments made to this game, every character will begin with eight skill points. You may begin with an additional skill point for every two dots of intelligence your character has above '10' (E.G. a character with twelve intelligence may have nine skill points total, a character with fourteen intelligence may have ten skill points total, etc.), and a negative INT score will simply leave you at 8 points rather than moving you into the negative.

Charisma-Based Skills

Animal Handling
Bluff
Diplomacy
Disguise
Intimidate
Override Device
(utilize a device intended for an alignment, class, etc. other than your own. E.G. a door enchanted to only opens for evil people, or a wand enchanted for only gnomes, etc.)
Performance
Dexterity-Based Skills

Acrobatics
Disable Device
(this most often is the disabling of locks)
Escape Artist
Sleight-of-Hand
(includes pick-pocketing, etc)
Stealth
Intelligence-Based Skills

Appraise
Craft
(please specify your crafting specialty, such as armor, jewelry-making, etc.)
Knowledge: Arcana and Planar
Knowledge: History and Geography
Knowledge: Nature and Dungeoneering
(identify rocks, plants, animals, etc.)
Knowledge: Religion
Linguistics (please take another language fluency for every rank you have in this skill)
Strength-Based Skills

Climb
Swimming

Wisdom-Based Skills

Heal (note that this far less quick and effective than healing magic. A character must have a healers kit in order to perform this.)
Perception
Profession
(please clarify the profession you wish to be proficient in, such as a chef or librarian; also note that this is intended to be a non-adventuring profession)
Sense Motive
Survival





MOVESET

Now for the real meat and potatoes. This is where you customize what your character can actually do. Please design thoughtful, interesting kits that focus on your class. You can be as creative as you like, and the sky is practically the limit. Smart kits work together. One thing to keep in mind beyond how your class impacts it, is that while you can add multiple things to an ability the more you pack into it the less powerful it grows. For example a move that heals and damages may do both, but will do so at a mediocre level in comparison to an attack that focused entirely on attacking or healing. This is a chance to really be creative as a writer, and I thoroughly look forward to seeing what you come up with. If you have questions or need some careful nudging, I can be PM'd--if you merely want me to write your kit for you, however, this is likely not the game for you. 

Weapon - Every character may use a weapon unless compromised. Please provide your weapon here. Your weapon is your 'normal' attack, the one that you can use again and again without concern.

Cantrip - Your cantrip is an ability that your character can utilize that is second-nature to them. Keeping in mind your class, please write one for your character. Cantrips are generally spammable, though tend to grow weaker with back to back uses.

Defense - Every character has a defense. This ability should have some protective element to it. It can be as simple as utilizing a giant shield with a battlecry, or as arcane as turning your skin into a reflective surface that causes enemy attacks to miss. Defenses tend to be used sparingly to semi-frequently, somewhere between three to seven times a day. Ideally fewer, when played smartly.

Utility - This ability should be something other than a standard attack or defensive stance. It should somehow benefit your character or the party in an interesting way, such as teleportation or camouflage. Used at a similar rate to Defense, it wouldn't be unreasonable to see it used once per combat, depending on how effective/what the utility is. 

Surge - Your surge is what you turn too when standard methods are starting to look like they will not be enough. It is your 'medium cooldown' ability. It can be offensive or defensive in nature, however should somehow ultimately help your class' general focus. Surges might be used three to five times a day at most. They're tiring or require a sacrifice, but it's not something you should desperately hold onto for the right time, either. In short, a good thing to save for a tougher fight, but not a major loss if you spend it.

Ultimate - This is your proverbial ace; it is the ultimate manifestation of your current abilities. It is great power at great cost. Character's ultimates must reflect their class. Using it will knock you on your ass after it is complete. You are wiped out, drained, or have offered another similar sacrifice. They tend to be risky, exhausting, and often cause the user pain. You can use this once, maybe twice a day at most.




CHARACTER TRAITS

These campaign traits tie characters to the Strange Aeons Adventure Path, where the party wakes up in a nightmare--trapped in an asylum and confronted with a terrifying scene. Though the PCs don’t remember their past, these traits provide a feeling of who they are or may have been. Consisting of vague feelings and personality elements, they can help the character better integrate with a Strange Aeons campaign.

Please select the one you feel best suits your character. It will be limited to one of each trait, so should two characters get submitted with the same trait one of you will be asked to switch.

Driven By Guilt: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion.

Foe of the Strange: You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.

Formerly Mind-Swapped: You awake with a strange sensation beyond the frightening experience of extensive memory loss. Full recollections of the experience--like so many others--have been wiped from your mind, but at some point in your past your mind was swapped with that of a yithian, an alien being from beyond time and space. You don’t remember details of your experiences wandering the yithians’ peculiar city in a foreign body--and even worry whether this might be some strange hallucination--but every so often, a flash of insight strikes you as a result of this experience. You know that you can rely on these alien flashbacks during your investigation into your current situation, as it gives you greater perspective into an otherwise confusing world.

Methodical Mind: When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.

Pugnacious: You awake in the asylum with sore muscles and bloody knuckles, as if you were recently in a fight. You even have a vague feeling that you won. You can’t explain it, but you know that you’ve always been easy to set off, and your first instinct when pressed into a corner is to lash out. Stuck in the asylum sets you on edge, and you not only want to figure out what happened to you, you want to free yourself and find whoever did this to you—and make them pay

Ritualistic: You awake with a sense of purpose and a tingle of magical power. Though it’s unsettling that you can’t recall your past, you have a hunch that if you and your companions do everything just right—follow the correct steps and order—the answers will reveal themselves and you will be free of your condition. You get the feeling that you’ve always fallen back on careful planning and time-tested evidence in the past, but a nagging sensation also tells you that you used these skills in less-than-kind ways all too recently.

Sensitive Mind: You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation.

True Devotion: You wake from your recent ordeal with a sense of shame, as if you had sinned deeply against your morals and beliefs. However, you feel a bit of relief as well, as if your god had granted you a second chance. You not only have a drive to figure out what happened to you, but an urge to fight back against the unspeakable forces of evil. If, during the course of your investigation, you discover that you took part in unsavory activities that would normally be opposed to your faith or alignment, this event no longer has any impact with your standing in the eyes of your god due to your renewed righteous convictions.

Twitchy: Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly--it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive.




CHARACTER SHEET

Please fill this out and PM it to me; don't post it in the thread.

[float=right][img height=250 padding=5]https://i1.wp.com/www.flowersandcompany.net/wp-content/uploads/2014/06/insert-picture-here.jpg?fit=245%2C260[/img][/float][b]Assumed Name:[/b] [i](As your character is in a fugue, they do not recall their name. This is what they will elect to call themselves. Perhaps they remember some clip of a word; perhaps it is simply a word written on the walls around them. This will be what the ST will be referring to you as for the foreseeable future.)[/i]
[b]Forgotten Name:[/b] [i](This is the name your character went by prior to losing their memory. They do not recall it at the beginning of the game. Whether they go by their forgotten name or their assumed name after they learn it is up to your character. The ST will adjust according to this preference.)[/i]

[b]Character Level:[/b] [i]1[/i]
[b]Character Race:[/b]  [i]Select your Race here[/i]
[b]Character Class:[/b] [i]Select your Class here[/i]
[b]Starting Hit Points:[/b] [i]Refer to Class Hit Points in Recruitment Thread[/i]

[hr]

[u]Ability Scores[/u]

[table]
[tr]
[td][b]Strength[/b][/td][td][b](STR)[/b][/td][td][/td][td][b]0[/b][/td]
[/tr]
[tr]
[td][b]Dexterity[/b][/td][td][b](DEX)[/b][/td][td][/td][td][b]0[/b][/td]
[/tr]
[tr]
[td][b]Constitution[/b][/td][td][b](CON)[/b][/td][td][/td][td][b]0[/b][/td]
[/tr]
[tr]
[td][b]Intelligence[/b][/td][td][b](INT)[/b][/td][td][/td][td][b]0[/b][/td]
[/tr]
[tr]
[td][b]Wisdom[/b][/td][td][b](WIS)[/b][/td][td][/td][td][b]0[/b][/td]
[/tr]
[tr]
[td][b]Charisma[/b][/td][td][b](CHA)[/b][/td][td][/td][td][b]0[/b][/td]
[/tr]
[/table]

[u]Skills[/u]

[table]
[tr]
[td][b]Skill 1 Name[/b][/td][td][/td][td][b]1 - 4[/b][/td]
[/tr]
[tr]
[td][b]Skill 2 Name[/b][/td][td][/td][td][b]1 - 4[/b][/td]
[/tr]
[tr]
[td][b]Skill 3 Name[/b][/td][td][/td][td][b]1 - 4[/b][/td]
[/tr]
[tr]
[td][b]Skill 4 Name[/b][/td][td][/td][td][b]1 - 4[/b][/td]
[/tr]
[tr]
[td][b]Skill 5 Name[/b][/td][td][/td][td][b]1 - 4[/b][/td]
[/tr]
[/table]

[u]Move set:[/u]

[b]Weapon: [/b][i]Describe Your Weapon Move.[/i]
[b]Cantrip: [/b][i]Describe Your Cantrip Move.[/i]
[b]Defense: [/b][i]Describe Your Defense Move.[/i]
[b]Utility: [/b][i]Describe Your Utility Move.[/i]
[b]Surge: [/b][i]Describe Your Surge Move.[/i]
[b]Ultimate: [/b][i]Describe Your Ultimate Move.[/i]

[hr]

[u]Current Inventory[/u]
[list]
[li]Record your weapon, if relevant, here; without it your character will be unable to use physical-based attacks.[/li]
[li]Record a magic focus, spell-book, or religious symbol here; without it your character will be unable to perform magic or faith-based abilities.[/li]
[li]Record the set of clothing or armor your character is wearing here; please consider your character's armor class when deciding this.[/li]
[li]Small Coin-purse (30 gp)[/li]
[/list]

[u]Current Physical Ailments[/u]
[list]
[li]None unless specified.[/li]
[/list]

[u]Current Mental and/or Supernatural Ailments[/u]
[list]
[li]Fugue - This character is currently disoriented, somewhat confused, and has amnesia. They remember nothing of the last few years, and can only recall an occasional glimpse of distant memories.[/li]
[/list]

[hr]

[u]Character Enhancement Questions[/u]

[b]Chronicle Trait:[/b] [i]Select your Chronicle Trait here. These may have subtle impacts on your character development and abilities. Only one character may have any trait.[/i]

[b]Detail at least three fears that your character has. One of them must be very concrete, such as heights or being poisoned. Another one of them must be abstract, such as failure or being a burden. If your character has any memory flashes that demonstrate these fears, or contributes to their development, please detail them here.[/b]  [i]Respond Here.[/i]

[b]Describe a piece of artwork, music, or other form of expression that once moved your character in some way. Explain what it was and the feelings that it invoked in them. For instance, perhaps there was a painting of a stormy ocean that invoked a feeling of homesickness. If your character has retained a flash of memory regarding this, please detail it here.[/b] [i]Respond here.[/i]

[b]What about your character's personality attracted them to their class? Do they have any flashes of memory regarding being trained in it?[/b] [i]Respond here.[/i]

[b]Select one of the following options, and briefly describe how your character would react in the situation. (You may respond to multiple prompts if you wish, however it will not affect your application processing.)[/b]
[list]
[li]Your character witnesses a murder by chance in a dark back-alley. Both the murderer and victim are strangers to your character. Seeing your character, the murderer offers them coin to forget what they saw, refusing to answer questions about their motives.[/li]
[li]Your character is wary from travels and settles into a local tavern. There they are seduced by a body and face sexually appealing them, followed by a request to be taken to the character's room. Once there, it is apparent the individual expects payment for services, and lacks true interest.[/li]
[li]Your character arrives in town only to hear rumors of a witch that roams the streets at night, causing anyone who looks upon her face to go permanently, incoherently mad. They witness several of the babbling victims, tearing their hair out in clumps, repeatedly soiling themselves, and seeming lost to the world. They scream loudly, seeming only further pained at any attempt to cure the malaise. The townspeople offer your character a sum to slay the witch in her hut in the outer swamps.[/li]
[/list]
[i]Respond here.[/i]

[hr]

[b]By providing my username below this prompt, I acknowledge that I have read and consent to the following: Strange Aeons is on the extreme board, and deals with issues of violence, madness, death, and fates far worse. I acknowledge that the situations I will be responding to are going to often be violent, disturbing, and reflective of the horror genre. As a Lovecraft-inspired game, I realize that psychological conditions that have historically been characterized as "madness" will be a major plot point. I realize that, true to the genre, my character and those around them will experience these conditions in a stigmatizing, horror-slanted way. I realize that while my character is my creation, in order to participate in this game they will be subject to violence, psychological distress, death, and other conditions without the GM seeking individualized prior consents. I understand that if I leave the game, characters I submit will become NPCs in order to allow story continuity. These NPCs will be subject to the same fates other PCs or NPCs may suffer. Furthermore, I acknowledge that due to my character having amnesia, they may be assigned backgrounds and personality traits that I have not provided prior consent to; one of the themes in the game is learning the identity of my own PC, which entails being assigned some history, personality, and morality. I understand these rules are intended to provide atmosphere and entertainment, and if I run into an unforeseen problem I will contact the GM. I understand that this is intended to be an enjoyable, thematic experience for all involved.[/b]

[i]Please type your username followed by the words 'I consent' here.[/i]

Intimate Ink


Drowned Vandal

Plops down on throne and starts working on his App Also feels like I need to point out I was the first one here.



Xurtan

Hm, I do enjoy Lovecraftian horror, and this seems like a neat take on D&D. I think I might go Vagabond. Maybe dependent on what everyone else does... Regardless, definitely interested.

Intimate Ink

Happy to see the interest, looking forward to sheets.  Let me know if you have any questions!

Iink

Xurtan

Ugh, so many kit ideas. I both love and hate custom class systems like this for that reason. :p Going to go Sylph I think, I love the Genasi-types in general. Something about the geniekin are just neat, tbh. Also <3 lightning.

Callie Del Noire

I confess I'd always done the mindswapped (but not formerly) and a changeling (suitable for Ustalav) but that isn't an option is it?

Intimate Ink

Quote from: Callie Del Noire on July 02, 2020, 04:06:16 PM
I confess I'd always done the mindswapped (but not formerly) and a changeling (suitable for Ustalav) but that isn't an option is it?

If there is a race you don't see, but are really wanting it, we definitely can talk,. I would point out that races have been simplified for the diceless play into having a few small qualities such as size, attribute bonuses, and a small racial uniqueness.  I'd say that if there are a lot of racial abilities someone wants, it is better to ask how they might look like as a move set.

Intimate Ink

Quote from: Xurtan on July 02, 2020, 11:13:17 AM
Ugh, so many kit ideas. I both love and hate custom class systems like this for that reason. :p Going to go Sylph I think, I love the Genasi-types in general. Something about the geniekin are just neat, tbh. Also <3 lightning.

Very happy to see your application, of familiar one!

Callie Del Noire

Quote from: Intimate Ink on July 03, 2020, 03:53:40 PM
If there is a race you don't see, but are really wanting it, we definitely can talk,. I would point out that races have been simplified for the diceless play into having a few small qualities such as size, attribute bonuses, and a small racial uniqueness.  I'd say that if there are a lot of racial abilities someone wants, it is better to ask how they might look like as a move set.

I’m thinking of someone who wound up in a Changeling’s body.. haunted by memories f another life and all that seems fun when you wake up as a blank slate. What sort of thing would being half hag woman have in your set up? Got pull out the books to see the sub versions

Intimate Ink

Quote from: Callie Del Noire on July 03, 2020, 03:57:27 PM
I’m thinking of someone who wound up in a Changeling’s body.. haunted by memories f another life and all that seems fun when you wake up as a blank slate. What sort of thing would being half hag woman have in your set up? Got pull out the books to see the sub versions

Sounds like a promising concept.  Just to be cleaer, any former memories they have will also be in a fugue.  They can have flashes... which will likely confuse them.  All fully formed memories sort of need to be put aside due to the nature of the module, though.

As for changeling I am looking over it as a refresher.  Most super changelingy aspects are tied up in subtypes.  Lacking that knowledge I would extend giving the same advantage that Pathfinder does.  Namely, a diceless interpretation of the claws, which can be used even if you are otherwise stripped of all physical and magic foci. 

As a more changeling-feeling alternative, though, I would offer instead a race advantage on using strange devices that are not intended for your class/race/etc. much like the Override Device skill allows.  This is very similar to the racial advantage that the animal races I have listed provide.  Size would be medium and statistic adjustments would be +1 Wisdom / +1 Charisma.





Callie Del Noire


Intimate Ink

Quote from: Callie Del Noire on July 03, 2020, 06:52:07 PM
Any roles need filling? Looking towards Vagabond?

I will be adjusting the game to fit with the final party, whatever that looks like, so don't worry too much about that.  I additionally will likely have a character accompanying (or at least available to accompany,) the group at all times that will be designed to meet any needs that aren't being met.

Currently I have a vagabond and two clerics (who tend to fill very different tones / niches, appropriatley) approved, though, if that information still is wanted.

Callie Del Noire

I’ll think on it.. maybe go with a wizard and work on the idea tomorrow.

Intimate Ink

Quote from: Callie Del Noire on July 03, 2020, 07:17:59 PM
I’ll think on it.. maybe go with a wizard and work on the idea tomorrow.

Awesome.  Let me know if you have any questions or just get stuck and need some back-and-forth brainstorming.

Xurtan

Quote from: Intimate Ink on July 03, 2020, 07:09:26 PM
Currently I have a vagabond and two clerics (who tend to fill very different tones / niches, appropriately) approved, though, if that information still is wanted.

Said Vagabond reporting in. :) Looking forward to seeing what everyone comes up with! I love these sorts of custom systems because everyone can get real creative, it's awesome to see.

Intimate Ink

Just letting everyone know that the deadline for approaching me with a concept that I have not talked with you about yet will be on Wednesday, July 8th.  If you have already approached me with a concept you may take a bit longer than that, as there will still be time as the first round of the game begins.  I have put up a thread for approved character sheets.  I invite everyone who has been approved to please place their sheet there.  Thank you everyone and looking forward to starting!