MORDERN-2-FANTASY

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MORDERN-2-FANTASY

Post by Greycat on Mon Oct 20, 2014 1:40 am

MODERN-2-FANTASY

Conventions were the common place for games and costumers and the like to get together. Unfortunately, they tended to be expensive and only found in the larger cities, calling for hotel bookings and lots of money. You didn't have money. What you did have was a surprisingly well established network for gamers, cosplayers, LARPers and others of those related subcultures in town. And they happened to take dues to support their activies. Now why take dues? So they could have a budget, of course!
The  local groups came together and rented the disused farmland North of  Town for a Massive Four Day Halloween Event. The M4-DHE. A huge camp out  with partying, food and lots of fun. The first night was a huge costume  masqarede bash. Despite the weird dreams you've been having, you still  turned out for it. Why? Because it's awesome; duh!
~Forces  are begining to align. The Advantage is mere moments from ending and  all the pieces will finally be fielded. As breaths are baited, the Game  can truly being.~
Parties  can end in different ways. A crash landing in a foreign place... let's  just say that's not one of the more common entries on the bender list.

Rules
Patherfinder Base System

  • 3.5 Classes are open to you, and I might modify them.
  • Stats: you are supposed to be overpowered (ish) compared to the average folk. (Divine blessing and all) so 5d6 take highest 3. One free reroll (so 7 times)
  • Invisible Castle Instructions (not that anyone should need it. We are all tech savvy here, and there are instructions on the dice rolling page of the site): Code: 5d6.takeHighest(3). Number of rolls: 7
  • It will be gestalt over all, but you get a level zero class.
  • Level Zero is a Modern Commoner.
  • Starting HP 8, starting SP 6
  • Class Skills: Climb (Str), Craft (Int), Modern Knowledge (pop culture, streetwise, current events), Perception (Wis), one other knowledge (schooling), Perform (Cha), Profession (Wis)
  • For those not remaking the same character (or who want to try for new traits and [redacted]), roll a d100, 2d11 and d18.
  • For races: the bonuses are placed on top of the Zero level class. On the other side, you will have your Gestalt stuff.
  • Speaking of; if you don't pick an exotic race, I'll treat it as human paragon level
  • Pathfinder versions of abilities take priority.
  • General Flaw/Feat trade applied. 2 Flaws (from official recognized sources, not made up ones) in exchange for 1 feat.
  • We start with 3 feats, since we are ‘technically’ human. Don’t try to pull out some secret specialist or some crap like that. Try and pull it, and I slaughter your character.
  • Standard Organic Building stipulations apply as well. You are muggles. So help me I will either axe your character or allow it in only to suffer a most unfortunate and gruesome accident. Do. Not. Test me. I see a Sue. I kill a Sue.
  • You get the typical two pathfinder traits. 1 should fit earthside, the other can fit fantasy side.


Magic
  • I am using the revitalizing spell point magic variant rule. Which means casters have a bit more muscle to their casting at these low levels. It also means they get a bit of a nerf later on as higher spell levels cost more spell points. Potato, Potahto.


::Sheets::
Daniel [Yellow] http://www.myth-weavers.com/sheetview.php?sheetid=701404
Denis [Nix] http://www.myth-weavers.com/sheet.html#id=41139
Elena [Mew] http://www.myth-weavers.com/sheetview.php?sheetid=700911
Gordon [Lupus] http://www.myth-weavers.com/sheetview.php?sheetid=1029168
Jackie [Eon] http://www.myth-weavers.com/sheetview.php?sheetid=1029510
Miles [Grey] http://www.myth-weavers.com/sheetview.php?sheetid=1028684
Sylvia [Fenix] http://www.myth-weavers.com/sheet.html#id=40975
Trevor [Aica] http://www.myth-weavers.com/sheetview.php?sheetid=1029004
Jesse http://www.myth-weavers.com/sheet.html#id=42118

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Re: MORDERN-2-FANTASY

Post by Greycat on Thu Oct 23, 2014 4:34 am


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