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Unread 06-15-2013, 06:05 PM   #1
Bells
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RPGs and Tabletops Sign Up Thread: Pathfinder - Medieval Young Justice

It's been a LONG time since i tried rolling an RP around, but this is just an idea that has been bouncing around my head for ages and i wanted to give this a go.

Mind you that i'm rusty on D&D-esque titles and Pathfinder, so i'm more than willing to accept a secondary GM to control the rule-side of things to help stuff go along, other than that, i'm ok with running this on my own as well, i can handle it.

This is a for-fun campaign with a Simple goal... a Medieval version of Young Justice, with is a Noobie version of the Justice league. Medieval super heroes!

The idea is to play with creativity and a super hero campaing in a non-super hero oriented unniverse. This is the overall bullet points:

- Core rules only Lvl 5 adventure. The ideia is not to play super heroes with Pathfinder rules, the idea is to find creativity ways to represent those heroes within those rules. Make something that could exist in any table.

- Nobody is type-casted as any sort of hero, give your spin on any marvel, dc, image, or whatever you want to be. You want to be Batman? Fine. You want to be Spiderman? Fine. Wanna be your own original guy? Fine.... but it would be fun to emulate existing heroes.

- Point buy system for Ability Scores of 25 points.

- 20k Gp to build your inventory.

- Craft your super heroic: This is the one rule breaker to make you stand against mortals and non-super heroes, to make your character above normal heroes in a world of adventuring. Craft yourself a magical item with the following rules:

You have 5 "points" to craft.

1 spell costs 1 point per level of the spell (so a lvl 5 spell costs 5 points)
a second item costs 1 point (spell cost aside)
The item can be any non-magical thing you want with a maximum cost of 1000gp (you can supply the remaining costs from the cash in your invetory).
The spells can be ANY spell available to any class
You can cast that spell infinite times.
Those spells never fail to cast, and don't require any components aside from time and concentration. They can still be countered, blocked, and are subjected to all casting and magic rules in core rules.

So, you'll probably not be able to be a full fledge green lantern, but you might be walking around with a ring that casts 5 lvl 1 spells, or 1 lvl 5 spell.

Or two rings, one that casts a lvl 3 spell and 1 that casts a Lvl 1 spell.

Or you might have a cape and a shuriken with different spells.

One more thing: You are free to justify visual changes in your spells as long as they don't change how the spell works. So, if you want your fireball to be a Green fire triangle, that's fine. If you want it to be a fire panther that you can ride or command... no.

As for setting: You are part of a recently form band of Super heroes. a Junior league of Superior heroes that by luck, or godly design, have come across power and resolve above those of normal heroes. you have a secret identity that you have to care for, you are banded with a group of also young, inexperienced heroes just like yourself, as you learn the path of the legendary heroes and help save the kingdom from menaces that sometimes might be a Dragon and sometimes might just be something much worse.

Care for your dual identity: If you want all your power to exist inside a full plated armor, just be aware that it might be difficult to get to it if you are caught in the middle of a bar fight while undercover.

Stealth and Super Heroics : Investigation is a part of the super hero life. Just prancing around all day in your super costume is going to attract attention, endanger innocent lives and enemies who would attack you on sight. You are never truly defenseless as you have all your normal hero abilities, but remember that you also fight enemies who are equal match to your full power.

The watchtower: Your team has a secret hideout. Accessible with a special key that opens any non-magical door that has received a special enchanted symbol that you all know how to perform and takes 30 minutes to make work. it brings you to a secret hall in another dimension and can take you to any other door with the same symbol within a mile of the previous one you entered. Use it wisely to regroup and organize, but be aware to not expose your secret base to powerful enemy wizards or magical beings that could track you or violate your secret entrance. Also don't loose that key, seriously... they are freaking expensive.

Enemies wait you: You might just be fighting goblins and orcs... or there might be a more powerful someone waiting in the shadows. There are no super heroes without super villains, remember that.

That's the gist of it. Character sheets and questions go here!

Have at it!
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Unread 06-15-2013, 06:42 PM   #2
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Originally Posted by Bells View Post
One more thing: You are free to justify visual changes in your spells as long as they don't change how the spell works.
Every spell that everyone has will now fire dicks, you know that right?

How will this be handled? Will it be in chat at an agreed-upon time or are we going to do this in thread by posting somehow?
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Unread 06-15-2013, 06:53 PM   #3
Bells
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Every spell that everyone has will now fire dicks, you know that right?
The Flaming Phallus? Hell, still cooler than a lot of DC / Marvel heroes....

i would prefer simple thread posting in a weekly basis. Simply to assure that it will keep moving forward regardless of scheduling (due to timezone shenanigans and RL jobs and such)

Dice roles can either be all GM sided or based on Honor-System, i'm actually Ok with either.
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Unread 06-30-2013, 11:08 AM   #4
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If this ever gets off the ground, I play pathfinder and i've a few conceptual characters.
Kinda working out a raven/kid wicked/ girl from the Ring, rogue/witch with shadow step powers.
1 question, as the characters get stronger, would we be able tk upgrade our perk/power? Like, at level 10, Samara Juon the Raven's Shadow step becomes Shadow Jump. Or maybe give more points every two levels, with 1 point needed to be spent to adjust an existing power and then however many points neccesary to adjust/add powers. So shadow step to shadow jump would cost 2 points because 1 for changing the power, and another to fit the level 6 spell.
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