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Apr 16, 2016 16:46:23 GMT
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Post by Ursus on Mar 19, 2016 12:59:12 GMT
There's a lot of content in this setting, so I'm giving everyone interested an early start - I'm going to try my hand at a campaign set in CosmicOccurence's fantastic Aatos setting. Aatos is a high-fantasy medieval setting with a lot of depth and room to play in, and is one of the only campaign settings I like that nearly parallels my own opinions on what a medieval Pokeverse would be like. I've got two weeks where I can post nearly constantly, so I'm looking for people with no life the ability to post at least daily and/or are willing to be puppeted if everyone else is moving things along. I will have more crunch details up shortly, but expect to be relatively low-level with one starter and a standard issue mount. Note that I'm not looking for a team of four Black Belts. I would prefer interesting characters over powerful builds. -Ursus
PLOT: Players are new recruits to the knights of Galla known as the Rangers. Ambitious and able, but inexperienced, the rookie Rangers make a name for themselves as they walk the thin line between the good of the nation and needs of the people. They will build their strength, gain renown, and change the course of history in a volatile period. PLAYERS: Looking for 3-4 good men and women. May accept more, but no promises. Should be able to post daily and willing to allow us to puppet you if the other players are able to progress more swiftly. CHARACTERS:Trainer Level: 5 (Need not be actual Ranger class) Number and Levels of Starter Pokémon: One level 10 Starter (see below). Players also start with a level 5 ponyta. Allowed Starting Pokemon: Any pokemon with 2 evolutions remaining and the Underdog tag. Eevee and (ugh) pikachu are also acceptable. I reserve the right to ban individual cases at my own discretion. Your level 10 starter may have two egg moves on its inheritance list but I will determine the level they are learned at. Starting Cash: $5000 Starting Equipment: Ponyta saddle, one crude or simple weapon, and whatever else you can afford. Banned Material: No Sci-Fi, no Legendaries. Legendary material is GM purview only. See the Mechanics section for more details on specific changes to core material. Supplementary Material: I am reluctantly going to include the Fakemon that are used in this campaign. Playtest Packets from May, September, and February will also be in use and supersede the core material where applicable. Deadline: Applications accepted until 11:59 pm EST, March 20th. Partial applications will be reviewed and feedback provided where necessary, but must be finalized by tomorrow evening.
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Post by captaintoma on Mar 19, 2016 16:08:57 GMT
I am certainly down for this, been wanting to try an alternate setting like this for Pokemon. Just reading up on the change in mechanics and background stuff, to help figure out what to play. Got a few ideas for characters in the pipe, should have a final character up this evening.
Thinking of going for someone on the arcane side of things, elementalist as their main class, possibly Arcanist too if it fits the type I go for.
P.S Are there any restrictions on magic in the campaign? Main point, is Wild Magic available for use? If not I can settle on one of the classes that fit more into Image magic, just curious.
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Feb 27, 2016 16:58:12 GMT
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Post by twilightkiwi on Mar 19, 2016 16:35:50 GMT
Wow, that's a pressing deadline! Just to verify, this game's not going to end in two weeks, right? Just slow down?
I've got a Backpacker/Hobbyist in mind for this, the sort of bookish bumbler who made it through whatever training novice Rangers endure with barely passable marks, but somehow always seems to pull through by sheer determination.
Although... I also kind of like the idea of a Researcher (Generalist/Apothecary) instead of the Hobbyist side for this character, slightly more focused rather than jack of all trades... someone who comes from humble beginnings and wants to help others, even if they're not very physically suited to being a Ranger. I'll think on it and decide before work tonight.
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Post by sandsofazorin on Mar 19, 2016 17:41:22 GMT
Hey GM, would a Wind Runner/Tumbler be okay with you?
Otherwise I'll just work on a Flying-Ace/Tumbler.
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Post by captaintoma on Mar 19, 2016 18:01:59 GMT
Hey GM, would a Wind Runner/Tumbler be okay with you? Otherwise I'll just work on a Flying-Ace/Tumbler. Eep, I did just make and message to him a Wind Runner/Flying-Ace. Sorry about that.
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Post by sandsofazorin on Mar 19, 2016 18:23:16 GMT
Hey GM, would a Wind Runner/Tumbler be okay with you? Otherwise I'll just work on a Flying-Ace/Tumbler. Eep, I did just make and message to him a Wind Runner/Flying-Ace. Sorry about that. Damn.... Oh well, I got other ideas.
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Apr 16, 2016 16:46:23 GMT
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Post by Ursus on Mar 19, 2016 20:41:28 GMT
Most magic will be considered. It may even be the reason the character was recruited. That being said, if you're adamant about using Wild Magic, you're welcome to apply with it - just know that you're setting the bar very high for yourself.
Correct. I have no intention of terminating the game in two weeks. The deadline is so short because A) I want to get started while I have the most time and B) There are generally a veritable flood of applicants for PbP games whenever they open. I'd rather shut the gate instead of denying a dozen people.
You're welcome to apply with it, though you'd be establishing direct competition with another applicant.
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Post by Lockdown on Mar 19, 2016 22:28:51 GMT
What's your take on Gadgeteer? I'm interested in seeing if I can get a character together by tomorrow night, and I'm thinking going more a sort of medieval batman.
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Post by Ursus on Mar 19, 2016 22:55:12 GMT
What's your take on Gadgeteer? I'm interested in seeing if I can get a character together by tomorrow night, and I'm thinking going more a sort of medieval batman. The path of a Gadgeteer would be through Symbology Education (replacing tech ed). Gadgeteer features would no longer utilize Magnetic but we could work out options for Firestarter and Fountain instead. The Cap Cannon would likely be a gauntlet or glove inscribed with Symbol Magic. It could only have one cap loaded, but would only take a swift action to load. Capsules would be modified Apricorns. Per CO there are no Glue Cannons in Aatos, which the Cap Cannon is meant to replace, but that doesn't mean we can't work something out for Cap Cannon.
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Post by ThRevanchist on Mar 19, 2016 23:12:35 GMT
This looks pretty interesting. And there's a whole lot of background material... All sorts of angles to consider.
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Post by Faithless on Mar 19, 2016 23:18:35 GMT
Sorry to be a bother: Is there a specific format/sheet you want us to use?
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Post by Lockdown on Mar 19, 2016 23:19:12 GMT
I would argue that instead of limiting it to only one cap period, that it has a payload of the player's (Edu Symbology/2)+1 rounding up. Fluff it as the Gadgeteer's expanding understanding of his craft allowing him to create more compact and efficient storage symbols for loading the Cap Cannon, maxing out at 6 normally, 7 with Virtuoso. The main issue is that even if loading the cap cannon is a swift action, getting the item out still burns up either a standard action or a move action, and limits the utility a bit.
I would be more than happy to work out some kind of way to use Firestarter or Fountain rather than Magnetic.
As an unrelated aside, I'm afraid I don't recognize what "per CO" means.
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Post by Lockdown on Mar 19, 2016 23:21:20 GMT
Sorry to be a bother: Is there a specific format/sheet you want us to use? If you check the side-panel on the standard sheet setup, where it says quicklinks, there's a link titled "HP's Fancy PTU sheet". HeadPikachu and Pandora keep it pretty well updated.
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I have discovered that you can set statuses.
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Post by Faithless on Mar 19, 2016 23:28:04 GMT
Sorry to be a bother: Is there a specific format/sheet you want us to use? If you check the side-panel on the standard sheet setup, where it says quicklinks, there's a link titled "HP's Fancy PTU sheet". HeadPikachu and Pandora keep it pretty well updated. Oh, woops. Completely missed that! Although I'm not 100% sure it's updated for the latest playtest, with the reworked abilities.
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Post by Lockdown on Mar 19, 2016 23:41:47 GMT
The greatest thing about the sheet is that it's really easy to modify yourself as needed too.
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I have discovered that you can set statuses.
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Post by Faithless on Mar 20, 2016 1:08:13 GMT
I'm currently planning on a Survivalist/Arcanist, pending GM word on what sort of magic Arcanist is, who's been raised close to the border of the Frozen Wastes most of his life and joined the Rangers to get out and see the other parts of the region. I'm also heavily considering Frost Touched, but as they're a 'little' uncommon I don't know if I might just wait for a bit before grabbing it or not take it at all. Relatedly, I am hopefully not running too closely to captaintoma's character.
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Post by Lockdown on Mar 20, 2016 1:34:31 GMT
My current plan is a Researcher (Chemist/Gadgeteer)/Chef; a former noble whose interests ended up running towards the cerebral rather than the political. To that end he studied symbology, alchemy (aka chemistry), and surprisingly enough, cooking as an extension of that. Still working on his actual background and starter though.
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Post by Ursus on Mar 20, 2016 2:24:59 GMT
I would argue that instead of limiting it to only one cap period, that it has a payload of the player's (Edu Symbology/2)+1 rounding up. Fluff it as the Gadgeteer's expanding understanding of his craft allowing him to create more compact and efficient storage symbols for loading the Cap Cannon, maxing out at 6 normally, 7 with Virtuoso. The main issue is that even if loading the cap cannon is a swift action, getting the item out still burns up either a standard action or a move action, and limits the utility a bit. I would be more than happy to work out some kind of way to use Firestarter or Fountain rather than Magnetic. As an unrelated aside, I'm afraid I don't recognize what "per CO" means. Fair enough. I'll accept the payload improvement if we shift the load action back to the standard. . . . I was referring to Cosmic Occurrence by 'CO'. (as an unrelated aside.)
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Post by Ursus on Mar 20, 2016 2:29:30 GMT
I'm currently planning on a Survivalist/Arcanist, pending GM word on what sort of magic Arcanist is, who's been raised close to the border of the Frozen Wastes most of his life and joined the Rangers to get out and see the other parts of the region. I'm also heavily considering Frost Touched, but as they're a 'little' uncommon I don't know if I might just wait for a bit before grabbing it or not take it at all. Relatedly, I am hopefully not running too closely to captaintoma's character. Because of the focus on a physical object through which magic is channeled, you'd probably fall under Symbol Magic. Image Magic wouldn't generally require the totem that the Arcanist utilizes.
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Post by Lockdown on Mar 20, 2016 2:31:40 GMT
I would argue that instead of limiting it to only one cap period, that it has a payload of the player's (Edu Symbology/2)+1 rounding up. Fluff it as the Gadgeteer's expanding understanding of his craft allowing him to create more compact and efficient storage symbols for loading the Cap Cannon, maxing out at 6 normally, 7 with Virtuoso. The main issue is that even if loading the cap cannon is a swift action, getting the item out still burns up either a standard action or a move action, and limits the utility a bit. I would be more than happy to work out some kind of way to use Firestarter or Fountain rather than Magnetic. As an unrelated aside, I'm afraid I don't recognize what "per CO" means. Fair enough. I'll accept the payload improvement if we shift the load action back to the standard. . . . I was referring to Cosmic Occurrence by 'CO'. (as an unrelated aside.) I'm okay with this.
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