Numeria by Torchlight [Iron Gods adventure path] (NO LONGER RECRUITING)

Started by Chulanowa, March 31, 2019, 03:19:40 AM

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Chulanowa


Ages ago, a rain of fire and metal fell from the heavens across the land of Numeria, bathing it in strange energies and scattering alien technologies and ruins across its breadth. Even millennia later, the land is still recovering (or at least changing), and the native Kellid tribes have strong taboos against the metallic ruins and the bizarre things within. Despite that, knowledge-seekers through history have braved this sullen wilderness to seek out those very things, including the famed pathfinder Society!

   At least, until a decade ago when the ascendant Black Sovereign followed the guidance of the Technic League, burned the Pathfinder Lodge in his capital of Starfall, and named all Pathfinders to be thieves and plunderers. It was declared that the marvels of Numeria were only for the people of Numeria - which, of course, mostly meant the Technic League itself.

   One such marvel is the violet flame that powers the forges of the town of Torch, in the southeast of Numeria. This flame billows from the heart of the hill the town is built around, and burns hot enough to smelt even the most stubborn of alloys - including the rare and exotic skymetals of Numeria! With few natural resources to speak of, this fire has been the main source of income for the town. It's also what has attracted you and your companions from the Pathfinder Society! While the Grand Lodge in Absalom has officially declared its respect for the Black Sovereign's decree, realistically, some decadent barbarian king's edict will never get in the way of the pursuit of knowledge. You and your fellows have traveled up the Seven Tears River from the clandestine Lodge in Hajoth Hakados, determined to learn about this curious flame, and the greater mysteries of Numeria around it.

   Unknown to you, beneath Torch, a new divinity stirs. A divinity that will shake Golarion to its core, and perhaps rise to become known as the Iron Gods.








   Hello and welcome! I'm recruiting for the Pathfinder Adventure Path: Iron Gods. In this AP, the characters enter a tainted land where savagery and super-science exist side by side. While there will still be things like dragons, monsters, and magical swords, they will also face robots, mutants, and aliens armed with strange technological weapons! Basically think Conan the Barbarian meets Blade Runner on the set of Fury Road.
Yeah, it's a lot like that


Your characters are probably strangers to this land; you are all a group of Pathfinder Society members who have taken it upon yourselves to defy the edict against the Society, and explore Numeria in all its wonder and weirdness. The society is nothing if not diverse and recruits from all across Golarion, so your character could be anyone, be from anywhere. The society has no formal bylaws, no expectations on morality, faith, or the like. But it does have a general code of behavior. Society members are expected to...
   • Explore. Endeavor to distant lands, uncover lost secrets, and piece together the lost and secret history of the world.
   • Report Knowledge is useless if no one has it. Society members are expected to keep records of their findings, and at the conclusion of a venture (successful or not) send a copy of these records to his immediate superior; in your case, that's the venture-captain Arnoth Krum in Hajoth Hakados
   • Cooperate. The Pathfinder society's diverse membership could lead to no small amount of strife under normal circumstances. Agents are asked to refrain from such conflict in the field, and actively forbidden in the Lodges; the pursuit of knowledge is a cooperative goal, after all!

   (Just to be clear, this is a game where the characters are part of the Pathfinder society, and is not any sort of "official" Pathfinder Society organized Play game; i give no damns about official PFS rules, regs, or the like. )

   Is anyone interested? if so, here's how I want it to go down.

CHARACTER CREATION
• Only Paizo-published material
• 25 Point-Buy; no stat above 17 or below 8 before racial bonuses / penalties.
Almost any Race is acceptable, so long as it falls below 17 RP. For lore reasons, Drow, Duergar, and the "alien" races (Triaxian, Kasatha, Lashunta) are excluded. I don't care if it's short, furry, or even if it flies, have fun.
• All classes and (probably) all archetypes are acceptable. Race-specific archetypes are open to all races, unless they rely on a particular racial feature.
• All characters may select three Traits, with no Drawbacks. One trait should be an Iron Gods campaign trait, and it's acceptable to have either a Faction Trait or a "... of the Society" trait, but not both.
• Speaking of, there's some changes to some of the Campaign Traits' fluff if your character is not from Numeria:
Traits
Against the Technic League: You've probably got a grudge against the Technic league for their actions against the Pathfinder Society; perhaps someone you knew was executed or imprisoned, or maybe you just dislike them withholding knowledge. Maybe you're sympathetic to the people of Numeria and the oppression you've seen from the League.

Local Ties: You actually are from Torch, but you left years ago to seek the pathfinders. You left family behind; this doesn't have to be the listed NPC Khonnir Bane. if you want someoen else, just say what sort of character is your relation (i.e., the mayor, or a priest of Brigh, or what-have-you) and I'll handle the details.

Numerian archaeologist: Totally unchanged

Robot Slayer: If not from Numeria or the lands around its borders, then you've probably come from some other region where mechanical beasts or constructs can and have caused chaos, such as the tombs of Osirion, the Mana Wastes, or Alkenstar. The transition from 'golem' to "robot" is a semantic one, right?

Skymetal Smith: Maybe you've been to Torch before, but more likely you bought your curio and have been fascinated with its make and mateiral ever since; you'd love to have the opportunity to see the process firsthand!

Stargazer: Totally unchanged

• I'm only looking for Neutral or Good alignments. You can be shady, just not evil.
• I will be using the "Background Skills" rule variant from Pathfinder Unchained.
• Use average starting Gold for your class.
• Any and all genders orientations, and variations within are acceptable

EXPECTATIONS
Players: I'm looking for five people for this AP.
Party Balance: Iron Gods is surprisingly balanced for all sorts of group roles, and has some fairly tough encounters here and there. I'm going to try to put together a group of "front line, striker, skillboy, support, fifth guy" if I can out of the characters submitted. (Also do me a favor, don't make me pick from a bunch of characters with 18 charisma  :P )
Post Rate: 3 posts per week, preferred minimum, and can go faster if needed.
Images: Please, no anime / manga images, 3-D renders, or photographs. or Steampunk.
Backstories: They're cool and all, and if you want to write something involved, go for it; hell if something catches my eye I might work it into the game. generally though, "short and sweet" works fine; I'm more interested in where your character will go than what they've done.
Post Style: Long-winded internal monologues hurt my soul. Try to give something for me and the other players to work with in your posts! Short posts are acceptable, as is a note in OOC if your character has nothing to contribute further (so we don't all just wait for a post that never comes)
Smut: ...is not the focus of this game. Sex between PC's is up to the players and may very well happen with NPC's (Torch does have at least one brothel, after all)  but if you are hoping for constant lewd posting, you'll be disappointed; your enemies are more likely to coup de grace than caress you if they take you down. Even so this will be place in the NC-Exotic section, just to cover the bases.
Character Sheet: Please use Mythweavers or some other publicly-accessible sheet.


I look forward to getting this rolling!


Bibliophilia


Chulanowa


Bibliophilia


BlackStone


Thorne

I reallyreallyreally want to muck about with a gunslinger.   :D

I even have one I could throw at this.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Chulanowa

Quote from: BlackStone on April 01, 2019, 04:22:43 AM
Interested.  Either a ranger or a hunter perhaps

Either would be good. Something to keep in mind though is that the first part revolves around a dungeon, so a bigger pet might be a drawback.

Quote from: Thorne on April 01, 2019, 02:38:27 PM
I reallyreallyreally want to muck about with a gunslinger.   :D

I even have one I could throw at this.

Well, if there were ever an AP that's good for gunslingers...

Ershin


Chulanowa

Quote from: Ershin on April 01, 2019, 08:16:18 PM
...Is that Kung Fury? I see you are a man of culture.

;D

Barbarianna's whole aesthetic fits Numeria / Realm of the Mammoth Lords PERFECTLY

(Man... I'd love a Pathfinder game set in the RotML...)

Thorne

Wlp. I .. think I am probably not going to chainguns any time soon? Something about starting weapons... otherwise, I'd be offering you the aasimar version of Raz, who's got headcanon in her history that I suspect would break some heads. >..>
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Bibliophilia

Banhi

Race: Vishkanya
Class: Unchained Rogue (Deadly Courtesan) 1
Alignment: True Neutral
Deity: None
Languages: Common; Vishkanya; Elven; Androffan

Gender: Female
Orientation: Omnisexual
Height: 5'3"
Weight: 87 lbs
Age: 19




Hit Points: 10
Hit Dice: 1d8+2
Armor Class: 15 | 14 (Touch) | 11 (Flat-footed) | 14 (CMD)
Initiative: +8
Speed: 30 ft
Armor Type: Light

Saving Throws: 2 (Fortitude) | 6 (Reflex) | 0 (Will)

Stats

Attributes and Skills
Attributes
ScoreBonus
STR: 10+0
DEX: 18+4
CON: 14+2
INT: 12+1
WIS: 11+0
CHA: 16+3


Skills
SkillAttributeCSSkill ModAb ModRankMiscACP
AcrobaticsDEX+8+4100
AppraiseINT+1+1000
BluffCHA+7+3100
ClimbSTR+0+0000
CraftINT+1+1000
DiplomacyCHA+7+3100
Disable DeviceDEX+9+4110
DisguiseCHA+3+3000
Escape ArtistDEX+10+4120
FlyDEX+4+4000
Handle AnimalCHA+3+3000
HealWIS+0+0000
IntimidateCHA+7+3100
Knowledge (Arcana)INT+1+1000
Knowledge (Dungeoneering)INT+1+1000
Knowledge (Engineering)INT+1+1000
Knowledge (Geography)INT+1+1000
Knowledge (History)INT+1+1000
Knowledge (Local)INT+1+1000
Knowledge (Nature)INT+1+1000
Knowledge (Nobility)INT+5+1100
Knowledge (Planes)INT+1+1000
Knowledge (Religion)INT+1+1000
LinguisticsINT+1+1000
PerceptionWIS+6+0120
Perform (Belly-Dancing)CHA+7+3100
ProfessionWIS+0+0000
RideDEX+4+4000
Sense MotiveWIS+4+0100
Sleight of HandDEX+4+4000
SpellcraftINT+1+1000
StealthDEX+10+4120
SurvivalWIS+0+0000
SwimSTR+0+0000
Use Magic DeviceCHA+3+3000


Features, Traits & Feats

Race & Class
Racial Features
Vishkanya
- Vishkanyas are humanoids with the vishkanya subtype.

Low-Light Vision
- Vishkanyas can see twice as far as humans in conditions of dim light.

Keen Senses
- Vishkanyas receive a +2 racial bonus on Perception checks.

Limber
- Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.

Poison Resistance
- A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice. +8

Poison Use
- Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.

Toxic
- A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.  Banhi's Venom: Weapon—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Weapon Familiarity
- Vishkanyas are always proficient with blowguns, kukri, and shuriken.


Class Features
Weapon and Armor Proficiencies
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack
- If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding
- A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training
- At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Class Archetype
Deadly Courtesan
-Skilled at manipulation and diversion, the deadly courtesan builds up those around her and periodically takes them down. She can be a spy, entertainer, assassin, bodyguard, or just an intimate to someone who needs it most. A deadly courtesan has the following class features

Class Skills: At 1st level, a deadly courtesan adds Knowledge (history) and Knowledge (nobility) to her list of class skills and removes Knowledge (dungeoneering) from her list of class skills.



Traits & Feats
Traits
Blade of the Society
- The Society gave you access to charts detailing the weak spots of hundreds of humanoids and monsters. You gain a +1 trait bonus on damage rolls from sneak attacks.

Worldly
- You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.

Numerian Archaeologist
- Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.


Feats
Improved Initiative
- Your quick reflexes allow you to react rapidly to danger.  You get a +4 bonus on initiative checks.

Weapon Finesse
- You are trained in using your agility in melee combat, as opposed to brute strength.  With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Equipment

Equipment and Damage
Equipment
NameCostWeight
Haramaki3 gp1 lb
Rapier20 gp2 lb
Dagger (6)12 gp6 lb
Rogue's Kit50 gp37 lb
Courtesan's Kit10 gp5 lb

45 gp/140 gp|95 gp|51 lb

Kits
Rogue's Kit
- Backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Courtesan's Kit
- This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.


Armor & Shields

Haramaki
Type: Light
AC Bonus: +1
ACP: 0
Max Dex: -
Special Prop: N/A
Weight: 1 lb
Spell Fail: 0%
Speed: 30 ft | 20 ft




Melee: 0 (Total) | 0 (BAB) | 0 (Strength Mod) | 0 (Size Mod) | 0 (Misc Mod)
CMB: 0 (Total) | 0 (BAB) | 0 (Strength Mod) | 0 (Size Mod) | 0 (Misc Mod)
Ranged: +4 (Total) | 0 (BAB) | 4 (Dexterity Mod) | 0 (Size Mod) | 0 (Misc Mod)

Weapon Attacks

Rapier
Attack Bonus: +4
Damage: 1d6+4
Critical: 18-20/x2
Range: -
Special Prop: N/A
Ammo: N/A
Weight: 2 lbs
Size: M
Type: P

Dagger
Attack Bonus: +4
Damage: 1d4+4
Critical: 19-20/x2
Range: 10 ft
Special Prop: N/A
Ammo: N/A
Weight: 1 lb
Size: M
Type: P or S

BlackStone

Hmmm gunslinger, Rogue, and Barbarian already.  Might need a priest.   Hmmm warpriest perhaps? 

Bibliophilia


BlackStone


Chulanowa


Thorne

Right. Done; with slightly less poking, prodding and stabbing than I expected.


As elves go, Raz doesn't fit most of the expectations. She has the mysterious part down, and she certainly takes the long view, but even her elvish has a strange accent, and she occasionally shows mannerisms that would better fit a dwarf.

Physically, she is tall and slender, pale skin lightly tanned. She wears her black hair pulled back, to keep it out of her face. A greyish cloak covers her armor - and powder-horn - but not the long blade sheathed and slung across her back, or the musket holstered just under it. She completes this outfit with sturdy boots and tough-looking wool-and-leather pants. Riding pants, technically - not that Raz seems to care overmuch.
A faint tang of gunpowder clings to her person, under a slightly stronger hint of sandalwood and jasmine. She keeps a more-or-less alert posture, blue eyes always on the move, and moves with what most would consider a typical elvish grace.


Raz was raised by dwarves, a foundling discovered in the ruin of an elven village. Her parents never did find out the true cause of the massacre, much less who - or what - was truly behind it.
They did their best by Raz, but everyone, including Raz, knew it was only a matter of time before she found the road. A suggestion from her father pointed her at Torch... and the possibility of a proper repair for a heirloom he never could get to work properly.

Rasila 'Raz' Silkwind

Rasila 'Raz' Silkwind
Female elf gunslinger (musket master) 1 (Pathfinder RPG Ultimate Combat 9, 50)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +0 (+2 to saves vs. emotion and fear); +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk elven curve blade +4 (1d10+3/18-20)
Ranged musket +5 (1d12/×4)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (1)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 16, Wis 11, Cha 12
Base Atk +1; CMB +3; CMD 17
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits defensive strategist, rich parents, skymetal smith
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +7, Craft (firearms) +7, Craft (weapons) +7, Knowledge (engineering) +7, Knowledge (history) +4, Knowledge (local) +7, Linguistics +4, Perception +6, Sense Motive +1, Survival +5 (+6 while in forest terrain); Racial Modifiers +2 Perception, +1 Survival, woodcraft[APG]
Languages Common, Dwarven, Elven, Gnoll, Goblin, Orc
SQ gunsmith

Equipment
Equipped/Carried mwk chain shirt, musket[UC], mwk elven curve blade, masterwork backpack[APG], belt pouch, waterskin, hip flask[UE], powder horn[UC],
Backpack soap, torch (10), trail rations (5), bedroll, blanket[APG], gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], mirror, pot,
Belt Pouch flint and steel, 17 gp bullet[UC] (10),
Powder Horn black powder[UC] (10),


Garnet (Horse) bit and bridle, feed (2 days), riding saddle, saddlebags,
 
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Elven Immunities - Sleep You are immune to magic sleep effects.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
--------------------



--------------------
Garnet
Horse, light (combat trained)      CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups


Callie Del Noire

Thinking Gunslinger/Wizard (or magus)/Eldritch Warrior build

Most likely human or half elf.

Chulanowa

Well it is shaping up like we could use some arcane powwah out here!

Could also use someone who can take a hit too, if anyone knows someone...  ;D

Autocad

*takes notes*

I'll make a character soon, hopefully tonight!

BlackStone

Quote from: Chulanowa on April 03, 2019, 10:22:46 PM
Well it is shaping up like we could use some arcane powwah out here!

Could also use someone who can take a hit too, if anyone knows someone...  ;D

War Priest is not a pushover.  High Con makes him a nice support tank

Callie Del Noire

Quote from: Chulanowa on April 03, 2019, 10:22:46 PM
Well it is shaping up like we could use some arcane powwah out here!

Could also use someone who can take a hit too, if anyone knows someone...  ;D

After Shazam tonight

Autocad

Autonomous Unit ρ-R-8 "AURORA"
Android Arcanist

Campaign Trait: Local Ties
Character Sheet: https://www.myth-weavers.com/sheet.html#id=1877597
Planned Build: Arcanist into Technomancer with tech crafting feats

Background: Autonomous Unit ρ-R-8, or "AURORA" for short, was created a few centuries ago. At least, the shell of her body was that old, while several souls had already passed through her shell in the course of the android's life cycle. The previous life arrived in Torch two decades ago as an old woman and struck a deal with the then young wizard Khonnir Baine. After entrusting her shell to the wizard, she shut down shortly afterwards and was interred in his basement. Three weeks later, Aurora re-emerged as a new android, renewed in body and mind. Under the wizard's tutelage she gained a basic level of proficiency in the arcane arts. However she did not remain in the town for long afterwards, moving on before her presence could attract unwanted attention such as that of the Technic League. When she left he gave her an item passed down from her previous self, a small iron trinket with no apparent function.

The Pathfinder Society was a natural choice for Aurora to join, where she would not stand out among its diversity. With Society expeditions taking her abroad faraway destinations, she would not return to Torch for nearly twenty years, until the Pathfinders launched a mission there. Returning to the land of her creation, Aurora had a curiosity both academic and also personal about the strange technology buried under Numeria...

Description: Aurora physically resembles a young healthy human woman but with a few uncanny exceptions. She has dark grooves running down the length of her limbs and torso that make her look as though she was assembled together from separate pieces like a doll. These circuits glow whenever she uses magic or performs a deed of great exertion. She is logical to the point of coldness, and her emotionless nature has been an obstacle to forming close relationships with other people.

Smut: Aurora has changeable genitals that can vary between female and futa forms. Ons: M/F, F/F, gangbang, emotionless sex, ahegao. Offs: body waste, gore.

Chulanowa

Okay so, just to reiterate...

The PC's are outsiders coming to Torch, as part of the Pathfinder Society, in an effort to renew the society's footing in the country.

Autocad

Oops that's what I get for character generation in the middle of the night.

*goes to edit*