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Level Up: Advanced 5th Edition (A5E)
Sunset Riders Fantasy Western! (Campaign Setting thoughts)
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<blockquote data-quote="Steampunkette" data-source="post: 9244261" data-attributes="member: 6796468"><p>Sunset Riders character thoughts:</p><p></p><p><strong>New Heritage: </strong>Macabre.</p><p>Undead or perhaps Quasi-Undead PCs. So far comes in two flavors of choosing to oppose the natural order of life and death. Either revenancy in order to continue a twisted quest for justice, or selfishness and greed against prosperity. Need a name for the prosperity one but that'll be a 'Vampire' concept where you have to either eat flesh or drink blood to maintain yourself at the expense of others. Largely out of New Gold City but every culture can create them, of course. I just need a nice "Lestat" option. In either case you start out with only a portion of a soul and have to reclaim your soul, seek investment from others, or face the slow spiral to soullessness.</p><p></p><p>And yes, souls as a tracked condition where the further you move toward soullessness the worse you get. Still working out the "How" of it since demanding people roleplay their characters as 'More Amoral' seems lame.</p><p></p><p><strong>SRD/GPG Heritages: </strong>Dwarves, Elves, Gnomes, Goblins, Halflings, Humans, Orcs... But also Planetouched and Zevites with an outside chance of Spiderfolk if they're part of the SRD by release.</p><p></p><p>Of course pretty much every heritage 'works' within the setting. It just won't be tailored to them.</p><p></p><p>Planetouched will be a part of the setting exemplifying the spiritual nature of it. Whether they're elemental-touched because the elemental planes are essentially part of the material plane in this cosmology, or angel/devil touched because the heavens and hells are Inner Planes in the cosmology. Way closer, way more direct involvement between the various spirits and such.</p><p></p><p>For the Zevites it'll be a pretty much "Dark Sun" scenario where they came to this plane and got stuck -ages- ago. Unable to return to the Astral Plane they instead settle down and form their own enclaves. Probably not quite so xenophobically as Gith, but still fairly isolated overall.</p><p></p><p>Spiderfolk, like the Zevites, are going to be stranded. But unlike the Zevites they'll also have some ability to reach out -beyond- the Inner Planes through the web to try and connect with the Fatespinner through the Spinner Cult culture and Spinner Touched heritage trait, adding a level of mysticism and danger to them. After all, if the Fatespinner is out in the dark, what dangers could it pose to this already harried world?</p><p></p><p>(Yes, the Ethereal Plane is still an inner plane, but most folk don't know that or know anything about the Fatespinner, so it all comes across as dangerous cult talk!)</p><p></p><p><strong>Culture: </strong>Acadian Hollow, Bayou Born</p><p>Those who grow up in the Acadian range know better than to open their door at night, and hold a lot of very reasonable superstitions within a High Fantasy setting.</p><p></p><p>Bayou Born will kind of be a culture that blends magic with swamp-living. Sort of like High Elf culture but less 'Tree City' and more 'Backwater'</p><p></p><p><strong>Backgrounds: </strong>Gunfighter, Snake Oil Salesman, Prospector, Rail Worker, Sunset Rider</p><p>Wild West characters have a tendency to be older and to have more of a history than your typical D&D character starting out. So even at level 1 you can be the San Saba Songbird! It's a fighting background with a second identity you can don or discard. Though people have a chance to recognize you through rolling perception or insight, of course.</p><p></p><p>Charlatans are more than capable Snake Oil Salesman, of course, but the goal here is to be more 'Crappy Alchemist' background and less 'Bunch of identities' so there'll be some distinction.</p><p></p><p>Prospectors seeking gold or other resources out in them thar hills are definitely a thing. With benefits to finding stuff and probably a gamey leg that warns you of weather and/or gold in the immediate vicinity.</p><p></p><p>Sunset Riders are people who were sunset riders in their youth, but no longer pursue that particular line of employment. But you never quite forget the sights, sounds, and feelings of riding along the edge of death itself...</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9244261, member: 6796468"] Sunset Riders character thoughts: [B]New Heritage: [/B]Macabre. Undead or perhaps Quasi-Undead PCs. So far comes in two flavors of choosing to oppose the natural order of life and death. Either revenancy in order to continue a twisted quest for justice, or selfishness and greed against prosperity. Need a name for the prosperity one but that'll be a 'Vampire' concept where you have to either eat flesh or drink blood to maintain yourself at the expense of others. Largely out of New Gold City but every culture can create them, of course. I just need a nice "Lestat" option. In either case you start out with only a portion of a soul and have to reclaim your soul, seek investment from others, or face the slow spiral to soullessness. And yes, souls as a tracked condition where the further you move toward soullessness the worse you get. Still working out the "How" of it since demanding people roleplay their characters as 'More Amoral' seems lame. [B]SRD/GPG Heritages: [/B]Dwarves, Elves, Gnomes, Goblins, Halflings, Humans, Orcs... But also Planetouched and Zevites with an outside chance of Spiderfolk if they're part of the SRD by release. Of course pretty much every heritage 'works' within the setting. It just won't be tailored to them. Planetouched will be a part of the setting exemplifying the spiritual nature of it. Whether they're elemental-touched because the elemental planes are essentially part of the material plane in this cosmology, or angel/devil touched because the heavens and hells are Inner Planes in the cosmology. Way closer, way more direct involvement between the various spirits and such. For the Zevites it'll be a pretty much "Dark Sun" scenario where they came to this plane and got stuck -ages- ago. Unable to return to the Astral Plane they instead settle down and form their own enclaves. Probably not quite so xenophobically as Gith, but still fairly isolated overall. Spiderfolk, like the Zevites, are going to be stranded. But unlike the Zevites they'll also have some ability to reach out -beyond- the Inner Planes through the web to try and connect with the Fatespinner through the Spinner Cult culture and Spinner Touched heritage trait, adding a level of mysticism and danger to them. After all, if the Fatespinner is out in the dark, what dangers could it pose to this already harried world? (Yes, the Ethereal Plane is still an inner plane, but most folk don't know that or know anything about the Fatespinner, so it all comes across as dangerous cult talk!) [B]Culture: [/B]Acadian Hollow, Bayou Born Those who grow up in the Acadian range know better than to open their door at night, and hold a lot of very reasonable superstitions within a High Fantasy setting. Bayou Born will kind of be a culture that blends magic with swamp-living. Sort of like High Elf culture but less 'Tree City' and more 'Backwater' [B]Backgrounds: [/B]Gunfighter, Snake Oil Salesman, Prospector, Rail Worker, Sunset Rider Wild West characters have a tendency to be older and to have more of a history than your typical D&D character starting out. So even at level 1 you can be the San Saba Songbird! It's a fighting background with a second identity you can don or discard. Though people have a chance to recognize you through rolling perception or insight, of course. Charlatans are more than capable Snake Oil Salesman, of course, but the goal here is to be more 'Crappy Alchemist' background and less 'Bunch of identities' so there'll be some distinction. Prospectors seeking gold or other resources out in them thar hills are definitely a thing. With benefits to finding stuff and probably a gamey leg that warns you of weather and/or gold in the immediate vicinity. Sunset Riders are people who were sunset riders in their youth, but no longer pursue that particular line of employment. But you never quite forget the sights, sounds, and feelings of riding along the edge of death itself... [/QUOTE]
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