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Posted: Mon Aug 19, 2013 9:44 pm
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So I got roped into DMing a campaign for my friends, dunno why they chose me of all people, but I thought that running it in the guild would help me get some more foresight on ways these people might try to break my game. So, here's the general story.
The year is 2013 on the quiet planet of earth, but it is not earth as we know it. Unlike our own shoddy crack shack of a planet, the humans of this earth evolved along side a myriad of other races and magic putting us in a steam-punk era. For as long as we've known, the monsters of the wild have been a threat, not a big one, but still threat enough. Luckily, adventurers have been doing a pretty good job defending towns from attacks and clearing roads. These monster attacks, while random at heart, have always been centered at the larger population centers of the world: major cities, ports, slums; but within the past 20 years, they have started to show some signs of intelligence guiding them. The monsters began attacking smaller towns in the middle of no where and even military outposts. In response, humanity opened the Guardians Academy. This Academy takes the top recruits world-wide and refines their skills to make them the ultimate monster hunters. They are then sent to guard the most important military bases and richer communities from these organized attacks. The Story begins at your class's graduation at the American Branch of the Academy.
So ya...I've got all the way through Act 1 written up, but I think by the time we finish with it, the real campaign will be past that point, so more stuff will be written up.
[ Character Creation ]
Available Sources: anything not 3rd party Banned Resources: 3rd party
ECL: 1, fast level progression Gold: standard Races: any Ability Scores*: 20 stat point buy xxxxxxxxxx Hit Points: standard Alignments: neutral - good Pantheon: the norm Backgrounds: a little bit of life before the academy
[ House/Optional Rules ]
1] Hero Points and Destiniy Points used, hero points are rewarded, destiny points every 4 levels 2] archetypes are fine 3] make me laugh/get hyped and you'll be rewarded wink
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Posted: Mon Aug 19, 2013 11:34 pm
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Posted: Tue Aug 20, 2013 5:11 pm
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Posted: Tue Aug 20, 2013 6:37 pm
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Posted: Tue Aug 20, 2013 6:45 pm
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Audio Blur iLL iNTENT Well I'm game. Steampunk era you say? How's a bout a goblin or a ratfolk gunslinger : P I'm absolutely down with that. Then a follow up question: How common are firearms, because that determines the cost of ammo.
Emerging Guns: Default prices (1 bullet 1 gp, 1 dose of gunpowder 10gp, so 11gp per shot fired, only early firearms available)
Commonplace Guns: Bullets, gunpowder, and early firearms cost 25% of the default price, and guns are martial weapons instead of exotic
Guns Everywhere!: Early firearms are simple weapons, advanced firearms are martial, and all guns and ammo cost 10% of their default price.
Given that it's a steampunk setting I would think commonplace guns would be the best fit. (I also would really REALLY like to not have to pay 11gp every time i shoot my gun, lol) But I can roll with whatever you decide.
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Posted: Tue Aug 20, 2013 6:53 pm
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iLL iNTENT Audio Blur iLL iNTENT Well I'm game. Steampunk era you say? How's a bout a goblin or a ratfolk gunslinger : P I'm absolutely down with that. Then a follow up question: How common are firearms, because that determines the cost of ammo. Emerging Guns: Default prices (1 bullet 1 gp, 1 dose of gunpowder 10gp, so 11gp per shot fired, only early firearms available) Commonplace Guns: Bullets, gunpowder, and early firearms cost 25% of the default price, and guns are martial weapons instead of exotic Guns Everywhere!: Early firearms are simple weapons, advanced firearms are martial, and all guns and ammo cost 10% of their default price. Given that it's a steampunk setting I would think commonplace guns would be the best fit. (I also would really REALLY like to not have to pay 11gp every time i shoot my gun, lol) But I can roll with whatever you decide.
they're common place. No everyone uses hem, because sword and spell will always have it's place, but you techies still cling to your machines. All I ask is you start wth something like a flintlock or something. Revolvers are gonna be available really easily around level 3ish...
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Posted: Tue Aug 20, 2013 7:17 pm
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Audio Blur iLL iNTENT Audio Blur iLL iNTENT Well I'm game. Steampunk era you say? How's a bout a goblin or a ratfolk gunslinger : P I'm absolutely down with that. Then a follow up question: How common are firearms, because that determines the cost of ammo. Emerging Guns: Default prices (1 bullet 1 gp, 1 dose of gunpowder 10gp, so 11gp per shot fired, only early firearms available) Commonplace Guns: Bullets, gunpowder, and early firearms cost 25% of the default price, and guns are martial weapons instead of exotic Guns Everywhere!: Early firearms are simple weapons, advanced firearms are martial, and all guns and ammo cost 10% of their default price. Given that it's a steampunk setting I would think commonplace guns would be the best fit. (I also would really REALLY like to not have to pay 11gp every time i shoot my gun, lol) But I can roll with whatever you decide. they're common place. No everyone uses hem, because sword and spell will always have it's place, but you techies still cling to your machines. All I ask is you start wth something like a flintlock or something. Revolvers are gonna be available really easily around level 3ish... I intended to. Even with the discount there's no way you can afford something like a pepperbox at level 1 anyways, so no worries there.
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Posted: Fri Aug 23, 2013 2:02 pm
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Posted: Mon Aug 26, 2013 5:08 pm
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Posted: Mon Aug 26, 2013 7:16 pm
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Posted: Mon Aug 26, 2013 7:19 pm
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Posted: Mon Aug 26, 2013 7:37 pm
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Posted: Mon Aug 26, 2013 7:55 pm
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