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Hadron-12

"The Void is the fine line between Light and Dark. Walk carefully, lest you be torn by the forces you wish to control."




Gear
Warlock (Voidwalker) The Ram
Monte Carlo Harrowed Grasp of Eir
1000-Yard Stare Harrowed Chasm of Yuul
Harrowed Qullim's Terminus Harrowed Path of Xol
Voidwalker's Bond

Equipment
S-13 "Graverobber" Dawncaller
Laurea Prima
Waning Star

Personality
Neutral Good
Dry, factual, and sometimes sarcastic, first impressions of Hadron-12 easily come off as abrasive and a bit too nonchalant. In reality, his realistic approach on life rests on a well-calculated border between optimism and pessimism, as he focuses on the truth of the matter instead of sticking his head in the clouds. While he certainly isn't as charismatic as most others, his intentions and are clear as day; he has a duty to fulfill as a guardian, and will try his hardest to make sure everyone gets out alive.

Ghost
Cheery, vibrant, and sometimes easily bored, Hadron's Ghost is a comedic counter to his sometimes dull outlook on life. It seeks to find the fun in each day as it guides its guardian along the Traveler's Light, and would do anything it can to protect him, even if they do butt heads every once in a while.

Biography
Prologue: Alive Again


Part 1: The City of Noah
WIP
I'm interested in this.
Hey this sounds cool. Hope it's still open.

Also: How do you feel about making new classes/subclasses?
@Ermine@thorgili
People from the interest check have been pm'ing me directly before posting here. If there's enough interest I might just make two parties.

@Ermine
Most alternate features and archetypes are fine. If you bring a flushed idea to me in PM, I can give you a more decisive thumbs up or down, but I wouldn't say that you strictly can't do stuff like that.

@Iuniper Yeah! Welcome aboard!

Also, I've said already that the OoC is open. It's right here, guys.
@R31GN
Probably, I'm not 100% familiar with every archetype in the game, but it should be fine. Just let me know first.
@vosenedich
I said not to post your characters yet. The OoC is still open.

But to answer your question, divine spellcasters like Clerics can derive their power through philosophical means and powers. It goes more in depth about that on the Cleric's class features page, but those classes will have their abilities and spells just fine in this campaign.
Reserved for cast listing.
Within the borders of the Kingdom of Ashkandi, it's always been relatively safe.
Outside? Well, there's a reason we're the last civilization left.

There is a darkness, a plague that has held our world by the throat for as long as we can remember.
The legends of old never spoke of a golden age. I suppose now is our time of peace. The age of light that the history texts thousands of years from now will depict.
An age of light, a tiny, little mote that is only one moment away from being snuffed out forever by the void.

The children are kept blissfully unaware. Fictional stories keep their heads in the clouds. At least it's sunny up there. The rest of us are trying to go about our days, pretending that there isn't an entire world filled with eldritch horrors waiting for us to exhaust our little cocoon of a kingdom.

With no gods to pray to, most of us have tried desperately to find some kind of hope. Some have declared it the end times, and even still others have tried to take the laws into their own hands, the damn brigands. The king's men do just about as good of a job as you'd expect keeping the land running as smoothly as a doomed humanity could run. There's no walls to patrol at the edge of the kingdoms, just a wasteland that we believe the creatures of the darkness have run dry in resource. Many years ago, the fighting along these lands was brutal. Now, we're content not exploring to see if they're still nearby.

I agree with the callers. I think it's only a matter of time. Just have to see how much Time hates us.

The Mote & The Void


Humanity, and all of sentient-kind, is on the brink of extinction. Driven to the corner of the world by a inexplicable darkness called "The Void," it's only a matter of time until the slow and steady heartbeat slows to a cold death. Is it fate for us all to be consumed by the darkness? Or is there a way to break this curse, save our little mote from being extinguished?





TM&TV is a medieval high-fantasy campaign using the Pathfinder rpg rules in a play-by-post format. Set in the small and desolate kingdom of Ashkandi, the last known settlement of humanoids sees the grim maw of doom as the creeping death known as The Void claims the entire planet. While the campaign's puzzles and combat will be anything but easy, players new or unfamiliar with table-top gaming are just as welcome as veterans of the genre.

Rules

Main Pathfinder SRD

Most rulings, stats, and abilities can be found on the main Pathfinder srd, but in any event where a homerule applies or "I simply think that core rule is stupid," I'll explain the application of rules to the given scenario. It should be safe to go by what the srd says, and any discrepancies can be ret-conned.

As far as teaching new players, we'll take it step-by-step as rules become relevant such as "this is how taking a turn in combat works" once we enter combat for the first time, and any big or important explanations I give will be pasted here.

Other than that, the main roleplaying rules are as follows:
  • God-modding: Don't. The only entity you control is your character (along with any familiars/animal companions/eidolons/etc).
  • Writing Level: Preferably casual, but there will be times where IC posts will just be quick one-liner quotes of character dialog. Don't feel the need to saturate your posts with needless details.
  • Combat: Combat will done in a turn-based fashion in the IC thread. Please don't post if it's not your turn, the only exception being dialog (which should be kept to one~two sentences at most.) When it's your turn, just state what you want your character to do, and I'll make the necessary rolls, flavor-text the result, and update the map as needed. If you are due more actions, you can keep going after that.
  • Most importantly: Have fun! As the GM, my job isn't to kill the party. It's to tell a story. With the right amount of effort and devotion to exploring the world and really being your characters, a challenging fight will be 100% fun and 0% frustrating. And remember that this is an open world full of stuff to do or not.


Character Creation


DO NOT POST YOUR CHARACTER ON THE OOC TAB! DO NOT POST YOUR CHARACTER ON THE CHARACTERS TAB UNTIL THEY ARE APPROVED BY ME!!

Making your character for this campaign will take the form of two steps. The first is filling out the CS below, and the second will be to fill out your character's stat block spreadsheet, which I will provide and assist in. But before you grab, fill, and post the CS below, look it over, along with the list of legal races and classes, and then shoot me a pm with a rough draft of your CS and a description of what kind of character build you want (a knight, an assassin, a mage, a healer, something else?). We can discuss in detail the classes and races that would work for you, and once we iron out the kinks, you'll be allowed to post your CS on the Characters Tab.



Legal Races and Classes
The following lists aren't strict bans on anything not present, but in the interest of simplifying selections for newer players, as well as those who want common races, I've presented lists large enough to provide wide selections in every field. If you want to play as something not listed, such as 3rd party content, just let me know in the pm's. I might even suggest something not listed if it suits your ideas well.

And don't worry if you don't understand the numbers and other table-top jargon. Just describe to me what you want and I'll help you put it together.

The only exceptions are the Gunslinger class (as guns don't exist in this world), and the Synthesist Archetype for Summoner (as it's horribly overpowered).



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