"The Void is the fine line between Light and Dark. Walk carefully, lest you be torn by the forces you wish to control."
Helm Removed
Full Gear
Equipment
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
Harsh winds swept the Martian sand into his unblinking eyes like a rusty breath of ages past as he marched along the dunes that accented the Valles Marineris, just east of Tharsis. Today's sunrise was as young as he was, and he marveled at the canyons below in its morning light, alongside his new companion. "Being alive again will take some getting used to," he churned in a monotonic droll. "How long was I out anyway?"
"Centuries, at least. The last thing you remember was the Golden Age, right?" The floating ball of metal and lights chimed like a characteristic foil to him as it made several orbits around his head. "You lived and died long before I was born, and it took forever to find you."
"I suppose."
"So, there you go!"
"Right. Now, about this 'Traveler's Light' thing-"
"Have you settled on a path yet?"
"I'll have to do my research once we get back to Earth."
"That sounds rather decisive to me."
"Well, be that as it may, we still need to get to Noachis first."
"Which is-"
"Very, very far away."
The Ghost nodded its entire body, its wide crimson eye flickering with anticipation as they made their way down the steep slopes and into the canyons below. The trek from the mountains of Tharsis to the flat landmass of Noachis was a march of 30 martian days, with the decent into Valles Marineris being just the beginning. Going off of purely the faded memories of his past life, the wandering exo pressed onward, in hopes that he could find a way back to Earth in grand City of Noah.
@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.
@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.
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.
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.
[hider=Appearance](image)[/hider] Detailed description to accompany or serve in place of a picture. Can notate height and weight, and features not shown in the image.
[i][u]Type[/u][/i] The type of character, followed by more specific subtypes to classify the character.
[i][u]Age[/u][/i] How old the character is in years.
[i][u]Sex[/u][/i] Biologically male, female, other or none. If sexual identity differs, notate it here.
[i][u]Personality[/u][/i] [i]Alignment[/i] In depth analysis of the ethics and morals, views, and habbits of the character. Summed up in an alignment, but detailed to express the character's unique take on the alignment.
[i][u]Biography / History[/u][/i] Description of major events in the character's life.
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).