The Astronecrotic Heresy - OOC Thread

I'm only looking for five characters right now, although I may be able to handle one or two more once the game starts - I've never run a PbP game before, so I don't want to bite off more than I can chew. No promises!

So, right now, the player list looks like:

Kamard
Inez Hull
Zerth
Tear44
Argent

If one or more of the above decide that they don't want to play, Cartolis (and then, Velenne), you're in. Once I have 5 confirmations from the above players, i'll change the thread title from [recruitment] to [full].

Anyone else who is interested in the game can feel free to post here as an "alternate" in case someone drops out, but as for now, it looks like I've got enough players.

Yeah, and finally, let me say "thanks" to everyone who's interested. I was 80% certain when I posted this last night that everyone would take a look and say "Ick, that's not D&D, that's crap. No interest." :)

I promise to do my best to make your time and effort worthwhile.
 
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The Kylearian Empire: An Overview

The Kylearian Empire

The Kylearian Empire is defined by three things: a corrupt and unwieldy bureaucracy, ruthless enforcement of draconian laws, and an overbearing military strength that keeps its citizens subdued and nervous. The rich histories and civilizations of those who once dwelt upon the Known World, from the “savage” Fenrin hunter-tribes to the wise and studious Pendarin, have been all but lost. Beneath the thumb of the Emperor, the Known World has become a bland cultural hegemony; One World, One People, One Law.

The Emperor is a figure of awe and mystery, a name with no face, an immortal being whom few have ever seen or spoken to. He exerts his control over the Known World through his many layers of officers and magistrates, who in turn control the soldiers and courts, who in their turn control the populace at large. This is, however, a gross simplification of the Kylearian Empire. Even to those who work within its ranks, the Empire is a confusing tangle of status and offices, a bureaucratic nightmare that even its highest-placed officials often cannot make sense of. The only thing that most Imperial officers are certain of is who they answer to.

Noble families hold the power within the Empire, but those families are often supplanted by others who wish to advance within its ranks. Treachery, seduction, and assassinations are the most common tools used by Imperial Nobility wishing to rise above their peers. Sons, brothers, daughters, wives; every member of an ambitious family takes part in the machinations of an ambitious Lord’s designs. The Empire does not frown upon such behavior. The truly ruthless rise to the top.

But though the Empire is clumsy and unwieldy, it makes up for this with its unforgiving laws and strict enforcement of them. The common citizen gets the short end of the stick by far. There are few who are willing to act or speak out in defense of the persecuted for fear that they will share their inevitable fate. Often told is the tale of the farmer from Taer Enkiel who tried to hold back the tenth part of his crop from the tax-collectors so that he could feed his starving children. He was betrayed by his neighbors; soldiers came to his farm during the harvest and razed his land; when the farmer protested, both he and his family were sent to the gallows. It is telling that his neighbors simply accepted this as the way that things are done, and squabbled over his land after he was executed.

The picture painted here of the Kylearian Empire is a cruel one, but is should not be said that the Empire is always intentionally cruel toward its citizenry. In fact, the great majority of those within its ranks are not evil folk, but simply struggling to survive in a system that even they can no longer make any sense of. Corruption spreads easily through the ranks as those in a position to put a stop to it choose instead to use their knowledge for blackmail, so as to gather more pawns as they continually ascend through the endless ranks of the Empire.

Unfortunately for its citizens, however, the structure of the Empire is rotting from the inside out, and those who dare to stand up or speak out are ruthlessly beaten back down into their place.
 

The One True Church: An Overview

The One True Church

“The Emperor’s strength is the strength of the world, but Anselm alone holds province over its soul.”

This axiom serves as a good example of the clout wielded by the One True Church of Kylearia. While its influence over the daily lives of the people is not as great as that of the Empire, this ancient institution is still a force to be reckoned with, and to be wary of. Few are those who have openly flouted the desires of the Church and lived, and even those who manage to escape their vengeance upon Earth would do well to remember that “you can run from the Church for as long as you live, but those who hide from Anselm’s Light will be claimed by the Dark One when they die.”

But how much truth do these old sayings hold? Like the sun itself that Holy Canon states is the physical form of God, the strength of the Church is waning. Gone are the days when a High Priest could lift his finger and the Empire would come running. The ancient traditions are still upheld, but there is no longer any respect behind them. The citizenry are uncomfortable and afraid as they begin to contemplate what it means for the Sun to die – for if the Sun truly is the physical form of Anselm, what then is happening to their God?

An important, and potentially very destructive, division amongst the people of Kylearia has began to emerge. Most, weaned on generations of teachings that the Church is the only path to salvation, still cling faithfully to the Church and hope that it will somehow be able to reverse the slow death of God. The clergy say that Anselm has turned his back on Kylearia because Kylearia has turned its back on him, and only through faith and devotion may the world be saved. Others have abandoned all hope; they pay lip service to the clergy, but believe in their hearts that the end is coming, it is irrevocable, and the One True Church is an outdated institution whose time has passed. Cults and secret covens in service to the Dark One sprout up like weeds after a rain. And a scant few look for a new faith, and a new God.

Now the Church sees its power, both spiritual and secular, dwindling. In response it exerts what strength it has left in a desperate attempt to reclaim its former strength. Justicari roam the lands, actively searching out evils to purify, and destroying much that is good in their overzealousness. Priests decry the people’s faithlessness and seek to frighten their flocks into submission with “righteous wrath and furious anger,” while others seek only to perform good works throughout the land and selflessly offer succor to those in need of physical and spiritual assistance. Rumor runs rampant about other, darker plans being set into motion at the highest levels of the Church; plans that many whisper about, but none can prove.

Evil, faithlessness, and heresy loom on all sides of the Holy Church, and there are few enemies more dangerous than one that has been backed into a corner.
 


Hmm... well, originally I had stated that the Ranger was disallowed, though this was primarily because of their spells.

However, upon further thought, I'm allowing the Druid, so I suppose that disallowing Ranger would be, well, somewhat nonsensical.

So, yeah. If you would like to play a Ranger, go for it, and if you would like to take Favored Enemy: Constructs, go for that as well.

Furthermore, the Constructs subtype: Clockwork, is susceptible to critical hits by any character who has 5 or more ranks in the Craft: Clockwork skill.

As far as starting with the Exotic Weapon: Rifle feat, I would like to see some training in the IKE (Imperial Kylearian Army) reflected in your character's background. Note that you still cannot begin play with a firearm.

As a matter of fact, I suppose I should post those firearms rules now, just so you know what you're getting into...
 

Firearms Rules

Firearms Rules

Through more than 2000 years of recorded history, the peoples of the Known World have made many remarkable scientific discoveries. Much of the theory behind these discoveries has been lost (or supressed by the Empire), however, leaving the Known World at a sort of technological standstill.

One of the more dangerous discoveries was that of Black Powder, a highly esplosive alchemical substance used in the construction of bombs and as a propellant for Firearms. Few now know the secret of making Black Powder, and those alchemists who can produce the substance keep its formula closely guarded.

The possession of firearms or black powder is a crime in Imperial lands. Despite this, these items somehow manage to find their way into the hands of those who have little regard for the law. The rules for their use are as follows:

Black Powder

Black Powder is measured in pinches. When lit, a single pinch of black powder explodes with a loud bang, inflicting 1 point of damage to anything that is in contact with it. 2 pinches inflict 1d4 damage, and for every pinch after 2 add an additional d4 to the damage (for example, 5 pinches of Black Powder has a damage capability of 5d4 damage). There is no theoretical limit to the amount of damage that Black Powder can inflict. Crude bombs can be constructed that contain multiple pinches of black powder, typically by placing multiple pinches of powder into a small flask or vial with a wick. Damage varies by the amount of powder used in the bomb’s creation. In combat, these bombs may be lit and thrown at an enemy. Throwing a Powderbomb requires a standard attack roll to hit a specific 5’ square. Lighting the bomb with a torch or match is a free Action. On the thrower's next initiative turn the bomb explodes, doing full damage to anyone standing in the square and half damage to anyone in an adjacent square. A successful reflex save results in half damage for anyone standing in the target square and no damage for anyone in an adjacent square. While Powderbombs are typically constructed with six second fuses, longer fuses are certainly possible to construct.

Creating Black Powder requires knowledge of the alchemical formula, the correct components, and a successful Craft: Alchemy check (DC 25). Failure is said to have... disasterous results.

Firearms

Black Powder is also used in Firearms. A single pinch of powder is necessary to fire one bullet from a handgun or rifle. Most firearms are capable of only one shot before they must be reloaded; reloading a firearm is a five round action that provokes an AoO and requires a successful Craft:Firearms check (DC 10). For every 5 points over the DC that this roll succeeds by, reload time is reduced by 1 round.

Outside of combat a character may choose to "Take 10" when reloading, granting automatic success.

Both the Pistol and the Rifle are considered Exotic Weapons and require a Feat to use without penalty. Attacks from a firearm are considered a ranged touch attack and ignore armor (armor bonuses granted by magical enchantments still apply).

Pistol: dmg 2d6, crit 19-20 x2, range 30’

Rifle: dmg 3d6, crit 20 x3, range 90’

All ranged weapon Feats may be used with firearms only if the user has the appropriate Exotic Weapon Proficiency.
 

Realised Ranger was a bad move. I Like this better!

Alexander Starbuck
Human Bard level 2 (Neutral)
STR: 12
DEX: 14
CON: 12
INT: 14
WIS: 10
CHA: 14

BAB: +1 (+2M/+3R)
Fort: +1
Ref: +5
Will: +3

Feats:
Exotic Weapon prof: Pistols
Magical aptitude

Skills:
Knowledge Arcana 5/+7
Spell Craft 5/+9
Use Magical device 5/+9
Slight of Hand 5/+7
Open Locks 5/+7
Knowledge City 5/+7
Performance: Guitar 5/+7
Performance: Singing 5/+7
Diplomacy 5/+7

Hit points: 14

Spells per day: 0=3, 1st = 1
Spells Known: 0=5, 1st = 2

More info later (added missing skill points)
 
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Isaac Owenthorpe
Human Rogue 1/Fighter 1 (Chaotic)
STR: 10 -
DEX: 15 +2
CON: 13 +1
INT: 13 +1
WIS: 10 -
CHA: 14 +2

BAB: +1 ( Melee: +1, Ranged: +3)

Fort: +3
Ref: +4
Will: +0

AC: 15
HP: 18

Feats:
Improved Initiative
Combat Expertise
Improved Feint

Skills
Appraise 2/+3
Balance 1/+3
Bluff 4 +1(cc)/+7
Climb 1/+1
Decipher Script 2/+3
Diplomacy 3/+5
Disable Device +4/+5
Disguise 2/+4
Escape Artist 1/+3
Forgery 1/+2
Gather Info 2/+4
Hide 3/+5
Intimidate 1/+3
Knowledge: Astronomy 1/+2
Knowledge: Local 2/+3
Listen 1/+1
Move Silently 3/+5
Open Lock 1/+3
Search 1/+2
Sense Motive 1/+1
Sleight of Hand 1/+3
Tumble 2/+4
Use Magical Device 1/+3
Use Rope 1/+3

Equipment:

Guisarme (+1 to hit, 2d4 dmg, x3 critical, reach 10', may be used for trip attacks)
Rapier (+1 to hit, d6 dmg, 18-20/x2 critical)
Dagger (+1 to hit, d4 dmg, 19-20/x2 critical, 20' range when thrown)
Shortbow (+3 to hit, d6 dmg, x3 critical, 60' range, 40 arrows)

Studded Leather (+3 AC, Max Dex +5)

Backpack
Bedroll
Flask full of wine
50' silk rope
Hooded Lantern w/ 1 vial oil
Thieve's Tools
Lucky platinum coin
2 gold coins
8 silver coins

The Short Version:

Isaac was born in the glorious capital city of Kylearia, one face among the masses, left to be raised in the slums and ruins of the much more glorious past. At an early age he fell in with a group of rakes and cut-throats, and for a long time this was his world. Beating up the well-dressed for their coin purse before running off to the tavern and the alley to sleep. This worked well for him, with his friends and enemies existing in unchanging glorious filth.

Then the Guard remembered their ward, and actually bothered to send guards there in a year-long "cleansing" that left young Isaac running for his life with many of his friends worse than dead- imprisoned! The remants of the gang remained, though not as active, and slowly it has been reborn. Since his late teens, he has taken many odd jobs, but nothing has truly piqued his interest.

And then the sun began to grow cold, and his first impression was unnatural terror and a loathing of the Church- clearly their ways have made the Sun turn away from the true believers (not him, granted, but people in general)! He has decided to find somebody learned who might be able to make some sense of this.
 
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Well, that's the first time this has happened to me...

Argent and Kamard, both of you actually shorted your characters, as far as I can tell. :D Argent, it looks like you have 5 more skill points to spend (I'm assuming that you missed the additional skill points for being Human), and Kamard, Isaac should have a total of 18 hp (10 for Ftr level, 6 for Rog level, and +2 for your Con).

Other than that, everything looks good.

2 down, 3 to go...
 

apocalypstick said:
Well, that's the first time this has happened to me...

Argent and Kamard, both of you actually shorted your characters, as far as I can tell. :D Argent, it looks like you have 5 more skill points to spend (I'm assuming that you missed the additional skill points for being Human),

Holy smoke! I forgot I was Human! Yeah me!
 

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