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Author Topic: Blunderbuss Rules and Discussion Thread - It's a Game Now!  (Read 25456 times)

Solifuge

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Re: Blunderbuss [World-building, Pathfinder d20 RPG]
« Reply #45 on: June 04, 2012, 03:04:38 pm »

Religion and Magic: Daemons, Archons, and the Cosmos


The Eidol is what myths and legends call the heart of the universe. They say it existed long before creation, and could be thought of as a sort of cosmic spring from which the universe flows. Philosophers within the Exemplarate believe The Eidol is a mythic symbol used by ancient peoples to describe Utopia, the Ideal Plane or Realm of Truth, from which the Shadow World all mortals know is cast. Older legends name The Eidol "The Throne of the Archons", saying it was forged by the divines to battle the Daemons, to bring order and stability to the world, and to grant them dominion over the mortal races.

If you were to ask the Daemons, you might discover a third story. An obscure hermetic scholar was said to have forged a pact with a Daemon named Paimon, who inspired him to write on the nature of the cosmos. Though branded a heretic, and though the enterprise marked the beginning of his slow descent into madness, he wrote of Daemons and Archons being one and the same- powerful immortal beings who were bound to shards of The Eidol as it was bound to them. According to him, though Daemons tend to preside over the forces of nature, while Archons often preside over forces of civilization and society, their greatest difference was their stance on The Compact. The Archons forged a Compact which pooled their powers, and bound them to act on the mortal world only when they all agreed it was necessary, while Daemons refused this Compact, manifest in the world freely, and used their powers for whatever ends they wished.

As a result of this Compact, the Archons' shared power made them more powerful than individual Daemons, but unable to act on their own initiative as the others could revoke their powers if they saw fit. A loophole in the Compact allowed the Archons to affect the world through mortals, and many Archons cultivated loyal groups of mortals through cults and faiths in the world; in exchange for the services of mortals, some Archons would even imbue a fraction of their supernatural powers in their most devout, allowing their devout to perform miracles, and allowing the Archons to exercise their will over the world. Since most Magick stems from pacts between Archons or Daemons and mortal practitioners, this idea went on to become a theoretical origin for Magick. However, the fact that elves, hobs, and some Inquisitors within the Exemplarate can perform Magick, despite claiming no pact with an Archon or Daemon, has cast some doubt on this theory.
« Last Edit: June 04, 2012, 04:20:35 pm by Solifuge »
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Solifuge

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Hob's sound interesting!  :)

What caught your interest about the Hobs? Unless you tuned into some of my babbling via Livestream, or caught the old thread, I don't think I've let much slip about them yet. In any case, I'll see about getting to them next; they're pretty well fleshed-out in my head.

Also, I've been meaning to ask; what are the chances of anyone being interested in playing a short online campaign run in this setting? I'll want to test out how some of the new rules play before I bring it to a group in-person.
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Akhier the Dragon hearted

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   Depending on what you mean by online I am either always available or never. I would gladly play but a little more info would need for me to promise anything beyond interest in it.

Edit: Oh yeah, I guess this is calling dibs if whatever you plan to do would work for me.
« Last Edit: June 05, 2012, 04:45:37 am by Akhier the Dragon hearted »
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Korbac

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Hob's sound interesting!  :)

What caught your interest about the Hobs? Unless you tuned into some of my babbling via Livestream, or caught the old thread, I don't think I've let much slip about them yet. In any case, I'll see about getting to them next; they're pretty well fleshed-out in my head.

Also, I've been meaning to ask; what are the chances of anyone being interested in playing a short online campaign run in this setting? I'll want to test out how some of the new rules play before I bring it to a group in-person.

The name, Soli. :) Also, it seemed you just asked for some direction, so I was happy to provide.  :)
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Kadzar

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Also, I've been meaning to ask; what are the chances of anyone being interested in playing a short online campaign run in this setting? I'll want to test out how some of the new rules play before I bring it to a group in-person.
I might be up for something like that.
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Solifuge

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The name, Soli. :) Also, it seemed you just asked for some direction, so I was happy to provide.  :)

No worries! I was just wondering if I'd let anything slip that I didn't remember. They've had a few incarnations so far.
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Solifuge

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Base Races - The Hobs:

  • +2 Charisma, +2 Dexterity, -2 Strength: Hobs tend to be agile, willful, and personable, but not terribly strong.
  • Small: Hobs gain a +1 Size Bonus to Attack and Defense Rolls, a +4 Size Bonus on Stealth checks, and a -1 Penalty on Combat Maneuvers.
  • Slow: Due to their small size, Hobs have a base speed of 20 feet.
  • Hob Luck: +1 racial bonus on all saving throws.
  • Sensitivity: Hobs gain a +2 racial bonus on all Perception and Sense Motive checks.
  • Fae Heritage: They are treated as Fae beings for effects related to origin, and may cast up to 1st-Circle spells without a Magickal Pact.

  • Prehensile Tail: Hob tails are flexible and strong, and can be used almost like a third limb. Their tails grant a +2 racial bonus to Acrobatics checks. They may also be used to attempt minor feats of dexterity, including picking pockets, opening containers, or grabbing and carrying light, easily-grasped objects. Their tail can be used like a hand when climbing or hanging from ropes, beams, ladders, and so on, keeping their hands free for other tasks.

  • Empathy: Hobs have an incredible empathic sense. Once per day, a Hob can read the surface thoughts and emotions of a single intelligent being. You must be able to make eye contact with the target of this ability (if your target is blind, it does not prevent this effect, though smoked lenses or a blindfold will). It is treated as the "Read Thoughts" spell effect, cast by a magick user of your Character Level.

Physical Description: Brownies, Halflings, House Fairies... Hobs have been known by many names through the years. They look somewhat like human children, though with more robust bodies, larger feet and hands, wider faces, and slightly pointed ears. Their hands and feet tend to be hairy, and they have nimble, arm-length tails sporting a tuft of fur on the end. Their hair, eye, and skin colors have a similar range to those of Humans.

Society: Hobs are traditionally known for their empathy, curiosity, mischievous streaks, secrecy, and shifting moods. They have lived in and among other civilizations for ages, but when and where they first appeared is the subject of much debate, even among Hobs. One legend says that Hobs originally came from the Otherworld, and are all the distant children of humans and escaped servants of the Faerie Courts. Of course, that same legend says that if you can catch a Hob by the ear they'll grant you a wish, and many a fool has tried this only to irk the local Hob population. As these sorts were likely soon to learn, they'd have been wiser to heed more recent tales; those with the Hobs' favor live charmed lives, but those who displease them soon have much to worry about.

In settled lands, Hobs can be found in most large rural villages, port towns, and cities. Seldom building homes of their own, they are known for taking up residence in stables, warehouses, manors, businesses, and public buildings, making their living quarters among the attics, rafters, cellars, roofs, and crawlspaces of the settlement. These Hobs often prefer to remain unseen, but will spend their evenings or early mornings working, cleaning, and mending things around the building in exchange for a bit of food and a place to stay. These "House Hobs" tend to come and go, and if their current dwelling or its owners don't suit them, they have no qualms about leaving to find a new home. Some House Hobs may roam from town to town throughout their lives, practicing many trades, and learning many secrets. Others may stay in a given home for their whole lives, and though slow to adapt to the ways of others, may even take up paid positions in a workshop, inn, or courthouse where their kin have lived for generations.

Not all Hobs live this way, of course. Close-knit Hob Clans can be found far and wide, living as nomads, herders, traders, and even dedicated entertaining troupes. Though nomadic, these Clans trade, perform, carouse, and otherwise live among the settled peoples of many lands, and are generally welcomed by the common folk. Hob clans have been found all across Aberond and Draskar, and recent rumors have it that Hobs were already living in the lands of the eastern colonies, long before the first colonists had set foot there... though how they got there is anyone's guess.
« Last Edit: June 12, 2012, 12:46:55 pm by Solifuge »
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Solifuge

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Finished updating the Hob entry a bit. I have to say, they're one of my favorite PC races in the setting.

Next, going to do either a list of major Archons and Daemons and their Portfolios, or explain "Reputation", a replacement for the nonsense Alignment system D&D players are probably familiar with. Keep giving feedback too, or suggestions of what else you might like to hear about next!
« Last Edit: June 12, 2012, 03:08:23 am by Solifuge »
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Solifuge

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Mechanics - Archetypes and Character Creation:



This is a modification of the standard d20 character creation system, made to be more generic and flexible. Character creation is mostly Feat-based rather than Class-based, and Feats are redesigned to include the Class Features granted by traditional D&D/Pathfinder character classes as well. At character creation, you choose an Archetype for your character. Archetypes are generic structures you build your character's skills and abilities around; it determines their starting skills, and how they improve as they gain experience. Once you choose your character's Archetype, this cannot be changed.

Character Archetypes:
Spoiler: The Warrior: (click to show/hide)
Spoiler: The Expert: (click to show/hide)
Spoiler: The Adept: (click to show/hide)

Spoiler: NPC Archetypes: (click to show/hide)


General Feats:
Spoiler (click to show/hide)

Combat Feats:
Spoiler (click to show/hide)

Proficiency Feats:
Spoiler (click to show/hide)

Spellcasting Feats:
Spoiler (click to show/hide)
« Last Edit: October 11, 2012, 05:31:18 am by Solifuge »
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Akhier the Dragon hearted

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   The classes look good but because of how you set it up so feats are where the special stuff happens a lot is going to hang on them so while you might have a good base you can easily ruin it if you don't do the feats right. One important thing to watch depending on how you do feats is that the Adept if not properly limited in their first level feat choice could easily jump ahead of the others in power for the same reason so many people use humans in 3.5.

   Oh and since I missed your comment about alignment system in your previous post I will rant about it now. The alignment system in 3.5 is not the system D&D originally had and is horrible so I guess I agree with you somewhat. The original system found in OD&D worked though. It had only 3 alignments lawful, neutral, and chaotic. The alignments did not have anything to do with good or evil but instead represented civilization versus well chaos and disorder. Lawful was cities and the upholding of laws for the sake of the many, Neutral was those who don't really fight for one side or the other so while a town person lives in a town they are not fighting for it, and Chaos meant those who opposed peace and order or where monsters. I don't know exactly how other people may see it but the way I see the system is most people are neutral and the other two are extremes. One of the original end game type of things for characters to do was to clear out an area of wilderness and rule that area whether its as their own kingdom or more likely as vassals for a nearby king who gave them the land in exchange for clearing it. There is a reason that one of the things you got at name level was the right to make some sort of keep or such depending on your class.
« Last Edit: June 14, 2012, 10:33:38 pm by Akhier the Dragon hearted »
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Solifuge

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I understand why the Alignment system exists, but to me it seems like a crutch for folks who don't care much about motivations, and want to get straight to the heroics. In this, I'd like players to focus a bit more on their characters personalities and motivations, rather than drawing a line they can sit their personality to either side of. Also, though we might think someone else or their actions were Evil, no one ever thinks that of themselves... morality is all relative to our perspective.

Basically, I want to explore how heroic characters choose to deal with antagonists with good motivations, or what they'll decide when faced with two bad choices, while avoiding the cosmic PVP Flags of Good/Evil or Law/Chaos.

As for the feats bit, remember that every class feature is being retrofitted as a feat; Adepts essentially get 1 bonus Class Feature (and fewer pre-chosen features) to make up for their terribleness in combat... if anything, I'm afraid they'll end up underpowered, unless played by someone with a good grasp of the rules.
« Last Edit: June 15, 2012, 12:48:32 pm by Solifuge »
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Akhier the Dragon hearted

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   Are you using anything like the feats as done in 3.5 and pathfinder? If yes then you clearly do not understand the power of feats even more so if you are adding class abilities to the mix. I advise you be careful here. It could work and the lower stat growth for combat may offset having more but if they can choose between abilities from a class and regular feats you may find that no one uses the class abilities beyond maybe one or two unless they are better then other feats and then people will be only using them. Now mind you if you get together a group of people who truly don't care what their characters are like as long as they can "role"play then it won't matter but even a single person with even a smidgen of desire for "roll"play will break your game. I don't know pathfinder as good as I do 3.5 so maybe they fixed the feats some but in 3.5 I would gladly take what you propose if I could get feat growth like that and have in fact built characters around attempting to do basically that.
   As for alignment in OD&D it was not some sort of team indicator. There was in fact no way to even detect a person's alignment in the original game though there was some things that dealt with evil but they where about intent and not evil as portrayed in future editions. It was meant as more of a guideline for a character rather then some sort of red team/blue team face off. To note though it was inherited from Chainmail and its fantasy supplement where it was used to determine what units could plausibly fight together.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Solifuge

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I should probably stress that the level cap is 6, and that these Archetypes grant no class abilities by default. Things like Rage, Spellcasting, Weapon and Armor skills, Animal Companions, etc. are all feats. Pathfinder grants a feat every 2 levels, and usually grants 1 Class Feature every 2 levels, so combining Class Features and Feats, and handing out one per level is the same growth rate.

Now, I do have yet to balance the number of starting feats; my goal is for characters to be able to recreate any of the Base Classes with one of these archetypes and feat choices. Also, when talking about alignment, I didn't mean to disparage OD&D or Chainmail. I was talking about the modern system, in which I feel alignment is personality/motivation on "I don't care" mode.
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Solifuge

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Updated the character creation post with the first chunk of Feat info.
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Akhier the Dragon hearted

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   Hmm, the feats seem balanced so it should work. I am basing my below statement on the assumption that 1. Con bonus boosts hp and 2. DR is damage reduction in a form similiar to 3.5 so if either of those assumptions are wrong I probably am as well
   One thing that is important to note though is that depending on how stat generation works thick skin could be considered overpowered unless you mean something other then damage reduction as in DR. If you use point buy then every tank will take it hands down and when something is that clear cut its more of a fake choice.

One quick question, from my understanding you are using pathfinder, how closely are you following it and how different is what your using from 3.5?
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.
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