PF-1e A Town Called Sweetwater - RPG Crossing
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  #1  
Old Dec 23rd, 2019, 06:56 PM
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A Town Called Sweetwater

Here is the post for applicants to construct a new party for A Town Called Sweetwater

https://www.rpgcrossing.com/showthre...51#post9355651

Last edited by CatCanCook; Jan 3rd, 2022 at 11:48 AM. Reason: Added spoilerbutton giving a small bio of me.
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Old Dec 24th, 2019, 09:08 AM
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The setting seems interesting, and I should be able to maintain the posting rate, though it is a bit high. That said I'm inclined to make an application (yet to decide on what that'll be). For now I wonder if you've ever heard of/read through/considered spheres of power and if you'd allow it?
Also, I'm curious after the Consensus, a manufactured god seems really interesting, is it capable of giving out divine power? What domains does it grant?

Currently I'm thinking about either a tribal elf, who's left home and the struggles of the frontier to hope to find riches in Azerka, a really progressive and perhaps a bit too militaristic member of the church of the Consensus. I've also got "Gunslinger/Spellslinger" and "Maffiamage" as reminders of character concepts I once thought cool. There's strictly speaking nothing keeping me from playing a combination of them all.

Last edited by Sirviantis; Dec 24th, 2019 at 09:13 AM.
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Old Dec 24th, 2019, 01:02 PM
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Oooh, posting this as a placeholder.
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Old Dec 24th, 2019, 01:26 PM
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(edited to fix typos from mobile phone post)

Hi Sirviantis, thanks for your interest.

Re: posting rate, the daily rate is what I've used in years past and it kept things humming. I'm willing to be flexible about it especially if the party has a consensus for a slower pace. I just don't want combats to drag on forever and to give you all enough tempo of accomplishments to level up at a reasonable pace.

I'd like to stick to the core materials listed, plus Pure Steam. I'll use some Legendary Games for more advanced tech, but that will unlock later. The decision to stay narrow is intentional, to keep focus on the environment's distinctives.

A bit later I'll post a list of regional feats which are about a feat-and-half.

When the Azerkans cap a pool of radiance, the construct is strictly mindless as it is their intention to not be ruled over by Powers. The multi-million GP construct starts as a pyramid of intricate machinery. As it floats in the Mana pool it encrusts with crystals until the pool is completely overgrown and covered. The magic is diverted to levitate and spin a giant stone and metal wheel. That provides kinetic power, distributed by a vast system of gears, axles and belts to provide for the needs of of industry and hundred of thousands of inhabitants. The second Wheel constructed many decades ago was improperly regulated. It overspun and detonated, laying waste to an entire city. Since then, a high ranked arcane expert in the MageCorp is appointed as an Arbiter. That person acts as a kind of living fuse, and would at cost of his life prevent an overspin. The Arbiters also have oversight over a School of magic within the Azerkan primary watershed. In that region they have a certain surveillance and influence over their particular form of magic: so there is an Arbiter of Illusion, an Arbiter of Abjuration, etc. (not a full list as the Azerkan conquest stalled as soon as their borders expanded toward the Gundulun Oligarchy and the Bright Empire.) The Arbiters are not worshipped and do not distribute spells/benefits/gifts as the Powers do.

The Consensus is a Lawful Good (or one step) non-magical faith. They label all magic (arcane, divine, supernatural abilities, items, creatures -- all of it) as belonging to the Alternative which they oppose -- though by nonviolent and non-coercive means unless combatting evil or violence. Ki force and abilities are kosher, however, so long as it is not used as a backdoor to channel magic. Suitable Consensus classes are Fighter, Mink, Gearhead, Gunslinger -- or other non spellcasters. At higher levels, Consensus characters take various Oaths that grant forms of personal antimagic and allow use of advanced technologies which are otherwise suppressed by the Alternative's emanations.

The Church of Azerka collaborated with the MageCorp to fabricate the Caps -- but they did it to eliminate several tribal gods, both facilitating religious conversions and greatly reducing divine magic in the Azerkan basin, as well as wiping out an entire ecosystem of magical beasts (which immensely aided conquest and domestication of a large territory).

The MageCorp handles the actual day-to-day operations of the Caps, and have all their top academies and workshops clustered in the peak magic zones around them.

That's all background, but re: your specific character ideas:

The game -- at least for now is in the frontier -- so a character motivated to leave the frontier would not fit, at least not at this time.

A spellcaster who could belong to the Church but as a sectarian or schismatic in actual rebellion against the core and leadership. The source of magic would either be arcane (drawing from key lines) or divine (worshipping a non-Azerkan Power.)

Re: Mafiamage -- we are running non-evil characters.

So -- many if your ideas work, with some adaptation. Focus down and don't try to have too many elements from day one

Last edited by CatCanCook; Dec 24th, 2019 at 01:46 PM.
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Old Dec 24th, 2019, 03:33 PM
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I updated the original post to include a list of regional feats.
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Old Dec 24th, 2019, 04:30 PM
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Old Dec 24th, 2019, 05:15 PM
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Hi Kshnik --

Thanks for expressing interest. I am going for core races only, at this time. Do you think you'd like to craft a character with a tone and style you might like within the core race parameters?
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Old Dec 24th, 2019, 08:45 PM
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Hm...well, the setting's interesting, but it's not really my cup of tea, so I'll pass. Not really into the whole idea of science versus magic, myself. Thanks for the invite to apply, though.

Last edited by AllyDJ; Dec 24th, 2019 at 09:05 PM.
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Old Dec 25th, 2019, 10:26 AM
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I updated the original post with a spoiler box giving a short personal bio -- so if you are interested in joining i'm not a total stranger.

Also, merry Christmas, happy Hanukkah.
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  #10  
Old Dec 25th, 2019, 02:13 PM
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I absolutely love the themes going on here! Not a huge fan of PF, but I am interested for now :O
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Old Dec 25th, 2019, 02:44 PM
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I find myself stuck with a question @CatCanCook: What type of theme are you going for with the game?
I ask because I'm really intrigued with the setting, and I'm excited to see some strife between the consensus and adherents to the Powers, as well as some corruption in the system.
But from the adventure pitch I feel like the game will consist mostly episodic, local, adventures based in the town of Sweetwater (hence the name) and helping everyone survive in the frontier. Which is a valid and popular theme, it's just not something I typically look for in games.
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Old Dec 25th, 2019, 05:10 PM
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Oriana -- welcome! Much thanks for the enthusiasm. Please construct a character and I'll be happy to answer questions.

Sirvantis -- The game is starting with Sweetwater, and I did not want to immediately plunge into themes of grand conflict, but rather let them spiral up gradually (and using the downtime between chapters to advance the state of both characters and the world around them). The first couple adventures will have an episodic local flavor -- but the connections to national-scale institutions will steadily escalate. The frontier will not remain the frontier: think of how rapidly towns grew in a gold-rush era California, for example. The connection to the core nation is by monthly dirigible; that will change eventually to rail lines, and when/if the area proves strategic, to permanent teleportation circles, etc.

There are seeds of particular tensions (among them colonialists vs tribals, church vs state, science vs magic, mortals vs. powers and seeking to overthrow/become powers). If players respond strongly to them they may mine those particular seams to a greater extent.

The game name can become an anachronism given substantial level advancement, but my thought is it can always remain a "home base" however the party roves, if characters have built allies there and not burnt bridges. I don't aim to start near the finish line of a campaign. :-)

Last -- the "retraining" option will be viable if a character wants to start a more humble frontiers-person and then mature and retune as someone perhaps who has taken sides in one of the larger conflicts.

Last edited by CatCanCook; Dec 25th, 2019 at 10:43 PM.
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Old Dec 25th, 2019, 05:27 PM
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For tracking purposes this is the current status of prospective players.

PlayerCharacterRace,ClassStatus
Sirviantis none none Interested
OrianaOleander none none Interested
Touketsu none none Placeholder
Kshnik none Dwarf, fighter/brawler Interested
None none none none
None none none none

I'm not sure of the local jargon, whether "placeholder" means substantial interest or just lurker.

Also -- status: It's the holidays, I'll be traveling off and on and visiting with people. So I'm expecting slow/intermittent interactions of both myself and others for now.

Last edited by CatCanCook; Dec 26th, 2019 at 01:58 PM.
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Old Dec 25th, 2019, 05:39 PM
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Okay, thanks for elaborating on your intentions. I'll continue working on the ideas I had for a character.
As for your question, placeholder means they like the concept, are interested in playing and will have a character up soon-ish.
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  #15  
Old Dec 26th, 2019, 12:49 PM
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Dwarf brawler/fighter using a pair of dwarven war shields is the concept I am going to run with.

A feat called healing hands appears to be a decent way to heal without “magic”. However it requires knowledge plane. In your write up planes don’t really exist. So first is healing hands feat allowed? And is there a substitute I can use in place of Knowledge Planes.
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Last edited by Kshnik; Dec 26th, 2019 at 12:55 PM.
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