Gloriant: Age of Adventure (OOC Thread)
Posted: Sat Aug 11, 2018 11:56 pm
Game on! I’m running a fantasy game in my Gloriant fantasy setting so here’s where I will start recruiting. So let’s get cracking.
SYSTEM: Mutants and Mastermind 3rd Edition
SETTING: J-Mart Fantasy: World of Gloriant
The House Rules are updated, the history and setting info is mostly updated (may tweak a few things) and there are lots of PC archetypes, NPC and monster builds to review to give a good overview of the flavor of the setting.
If anything is unclear or you have questions let 'er rip. There is no way I could think of everything.
ADVENTURE HOOK: In the domain of Gilthorian in the world of Gloriant, your party has just formed and you are out to make a name for yourselves in the new age of adventure. Rumors coming from the edge of the King’s Patrol area have led you to believe that great adventure awaits those bold enough to seek it.
PLAYERS: Looking for 4-6 at the moment. As always, party balance is important but it’s not end-all-be-all. Kinda would like to avoid 5 tanks and a healer, though.
Taking a page from Jab’s game as part of your build, I would also like to know:
Why are you adventuring?: Fame? Sense of righteousness? Rebelling against parents who wanted to keep you on the farm? What drives you to want to travel out into the untamed lands?
Why might you have to be away?: Stupid real life can impact all of us so if you need to be away for a bit, where would your character go/be doing until you can catch up with the rest of the party.
Why might you have to leave?: If you have to bail or leave for extended period, how should I write you out instead of just having the Tarrasque step on you.
CHARACTER SUBMISSIONS:
Ankara (Shokan-Goliath Fighter) - Jabroniville
Bear (Barbearian) - Plan b
Berend Talnoth (Dwarven Rogue Investigator) - MacynSnow
Irene Everleigh the Demonbound (Human Demon Summoner Cook) - Loneclaw
Jegherda “Jade” (Half-Orc/Half-Aasimar Radiant Dancer - EpicEclipse
Khu-Amon (Human Wizard) - Supernaturalist
Lemidora the Sand Sage (Tortle Sand Bending Monk) - Camus
Lenya'ra Shwartzgrendt (Latent Werewolf Warrior) -
pathfinderq1
Tae-Phoon (Panderian Monk) - L-Space
Tal'endir, Favored Son of Corellon Larethian (Elven Archer Healer) - Ghost of Krypton
Zezzaka (Vedalken Monk) - Flynnarrel
CHARACTER CREATION:
STARING POWER LEVEL AND POINTS: PL5/80 pts or PL6/60 pts with 2 hero points. Just an FYI, I like giving out HP so don’t be afraid to use them when you play, you’ll get plenty more. Allows for more challenging encounters and allows for more “epic” moments from your heroes.
CLASSES: MnM was designed without classes so I’m not having classes in this setting. I would like the PCs to each have some sort of archetype/theme like a brawler, divine knight, scoundrel, arcane swordsman/swordswoman, etc. and to design their characters based on that theme.
RACES: I’ve whipped up racial templates for all the races I could think of at the time. These core templates are what should be used if you choose to play one of these races. We can discuss tweaking them to fit your character ideas, of course. The main thing I probably won’t budge on are the movement ranks. I really don’t want anyone to have more than one rank of Flight, Speed or Teleport in their core abilities just to make sure we don’t have too many major discrepancies in base group movement as we start.
MAGIC: Outside of racial abilities, pretty much any power is considered magic in my setting. Spellcasting has three main sources like most fantasy settings: arcane, divine and martial. I would like Arcane spellcasters to choose a school of magic during character creation like Illusion, Cryomancy, Pyromancy, Elemental, Geomancy, etc but it’s not required, I just think it adds flavor. Divine spellcasters should align themselves with a deity that grants them their divine powers. The listing of deities can be found here or we can discuss you bringing in one of your choosing. Martial powers, like those used by Warlords, Monks, etc. are generally considered Hieromancy.
Each spellcaster is limited to Power Level +5 spells per day (example: a PL7 wizard type could cast 12 spells per day) so you can take a -1 pt Quirk [Limited to 10 uses per day] on your power arrays. If you run out of spells, you can attempt to cast more by making a Will or Fortitude check (arcane and divine spells use Will, martial powers use Fort) equal to your Will or Fort defense + 10 (ex: the PL7 wizard type has used all 12 spells and wants to try to pull off one more fireball. Their Will defense is +8 so they would need to make a DC18 Will check to be able to cast it).
You can have as many Cantrips, which would be 1-2 pt powers, like Prestidigitation, Illusory Guise, Insta-Chill and others from the Power Profiles, as you want to pay for.
Divine and arcane spellcasters should take the Power Loss Complication “XXXXXX needs to be able to speak and gesture to cast his/her spells” or something similar. I’m not requiring spellcasting focuses like wands, holy symbols or attunement to a weapon for Martial powers, but if you want to use something like that for flavor, or to save a point or two as a Flaw by using a casting rod it to house a couple ranks of Ranged Combat [Magic] or something, feel free.
MANA/AETHER/BLESSED/CURSED: Mana and Aether are the magical energy that powers the spells of arcane casters in Gloriant. The difference between the two is that mana is in the ground/trees/water and Aether is in the air. Most of Gloriant has a level of ambient mana/Aether that arcane casters can access that allows their spells to function a normal level. Some locations, however, are devoid of mana/aether, making spellcasting difficult if not impossible. Some areas have an excess of magical energy, adding additional power to their spells. Aether is most abundant in the domain of Rajadesh.
As long as Divine casters have access to their deity, their spells/prayers function normally. But similar to the availability of Mana/Aether for arcane casters, divine casters can receive bonuses or penalties based on whether they are casting spells in blessed or cursed areas depending on the “alignment” of their deity. As an example, If you’re a disciple of Pelor and you’re trying to Bless someone in a temple of Orcus, it may not work.
These are more plot devices than anything, really. It won’t come into play very often/
EQUIPMENT: I’ve got a list of equipment you can use that might be helpful but as always I couldn’t think of everything so feel free to add in what you need within reason.
MAGIC ITEMS: Most magic items will be Removable/Easily Removable powers but some lower level magic items like “+1 dagger” equivalents could be equipment with the Feature 1 (Magic) added for an additional equipment point. During initial character creation, no weapons should have that Magic feature or Affects Insubstantial. You’ll get cool stuff in fairly short order, don’t worry and initially you won’t need it (or will you? BU-WAHAHA). You can have Silver weapons, though, they just also require a 1 pt Feature added to the weapon cost.
SYSTEM: Mutants and Mastermind 3rd Edition
SETTING: J-Mart Fantasy: World of Gloriant
The House Rules are updated, the history and setting info is mostly updated (may tweak a few things) and there are lots of PC archetypes, NPC and monster builds to review to give a good overview of the flavor of the setting.
If anything is unclear or you have questions let 'er rip. There is no way I could think of everything.
ADVENTURE HOOK: In the domain of Gilthorian in the world of Gloriant, your party has just formed and you are out to make a name for yourselves in the new age of adventure. Rumors coming from the edge of the King’s Patrol area have led you to believe that great adventure awaits those bold enough to seek it.
PLAYERS: Looking for 4-6 at the moment. As always, party balance is important but it’s not end-all-be-all. Kinda would like to avoid 5 tanks and a healer, though.
Taking a page from Jab’s game as part of your build, I would also like to know:
Why are you adventuring?: Fame? Sense of righteousness? Rebelling against parents who wanted to keep you on the farm? What drives you to want to travel out into the untamed lands?
Why might you have to be away?: Stupid real life can impact all of us so if you need to be away for a bit, where would your character go/be doing until you can catch up with the rest of the party.
Why might you have to leave?: If you have to bail or leave for extended period, how should I write you out instead of just having the Tarrasque step on you.
CHARACTER SUBMISSIONS:
Ankara (Shokan-Goliath Fighter) - Jabroniville
Bear (Barbearian) - Plan b
Berend Talnoth (Dwarven Rogue Investigator) - MacynSnow
Irene Everleigh the Demonbound (Human Demon Summoner Cook) - Loneclaw
Jegherda “Jade” (Half-Orc/Half-Aasimar Radiant Dancer - EpicEclipse
Khu-Amon (Human Wizard) - Supernaturalist
Lemidora the Sand Sage (Tortle Sand Bending Monk) - Camus
Lenya'ra Shwartzgrendt (Latent Werewolf Warrior) -
pathfinderq1
Tae-Phoon (Panderian Monk) - L-Space
Tal'endir, Favored Son of Corellon Larethian (Elven Archer Healer) - Ghost of Krypton
Zezzaka (Vedalken Monk) - Flynnarrel
CHARACTER CREATION:
STARING POWER LEVEL AND POINTS: PL5/80 pts or PL6/60 pts with 2 hero points. Just an FYI, I like giving out HP so don’t be afraid to use them when you play, you’ll get plenty more. Allows for more challenging encounters and allows for more “epic” moments from your heroes.
CLASSES: MnM was designed without classes so I’m not having classes in this setting. I would like the PCs to each have some sort of archetype/theme like a brawler, divine knight, scoundrel, arcane swordsman/swordswoman, etc. and to design their characters based on that theme.
RACES: I’ve whipped up racial templates for all the races I could think of at the time. These core templates are what should be used if you choose to play one of these races. We can discuss tweaking them to fit your character ideas, of course. The main thing I probably won’t budge on are the movement ranks. I really don’t want anyone to have more than one rank of Flight, Speed or Teleport in their core abilities just to make sure we don’t have too many major discrepancies in base group movement as we start.
MAGIC: Outside of racial abilities, pretty much any power is considered magic in my setting. Spellcasting has three main sources like most fantasy settings: arcane, divine and martial. I would like Arcane spellcasters to choose a school of magic during character creation like Illusion, Cryomancy, Pyromancy, Elemental, Geomancy, etc but it’s not required, I just think it adds flavor. Divine spellcasters should align themselves with a deity that grants them their divine powers. The listing of deities can be found here or we can discuss you bringing in one of your choosing. Martial powers, like those used by Warlords, Monks, etc. are generally considered Hieromancy.
Each spellcaster is limited to Power Level +5 spells per day (example: a PL7 wizard type could cast 12 spells per day) so you can take a -1 pt Quirk [Limited to 10 uses per day] on your power arrays. If you run out of spells, you can attempt to cast more by making a Will or Fortitude check (arcane and divine spells use Will, martial powers use Fort) equal to your Will or Fort defense + 10 (ex: the PL7 wizard type has used all 12 spells and wants to try to pull off one more fireball. Their Will defense is +8 so they would need to make a DC18 Will check to be able to cast it).
You can have as many Cantrips, which would be 1-2 pt powers, like Prestidigitation, Illusory Guise, Insta-Chill and others from the Power Profiles, as you want to pay for.
Divine and arcane spellcasters should take the Power Loss Complication “XXXXXX needs to be able to speak and gesture to cast his/her spells” or something similar. I’m not requiring spellcasting focuses like wands, holy symbols or attunement to a weapon for Martial powers, but if you want to use something like that for flavor, or to save a point or two as a Flaw by using a casting rod it to house a couple ranks of Ranged Combat [Magic] or something, feel free.
MANA/AETHER/BLESSED/CURSED: Mana and Aether are the magical energy that powers the spells of arcane casters in Gloriant. The difference between the two is that mana is in the ground/trees/water and Aether is in the air. Most of Gloriant has a level of ambient mana/Aether that arcane casters can access that allows their spells to function a normal level. Some locations, however, are devoid of mana/aether, making spellcasting difficult if not impossible. Some areas have an excess of magical energy, adding additional power to their spells. Aether is most abundant in the domain of Rajadesh.
As long as Divine casters have access to their deity, their spells/prayers function normally. But similar to the availability of Mana/Aether for arcane casters, divine casters can receive bonuses or penalties based on whether they are casting spells in blessed or cursed areas depending on the “alignment” of their deity. As an example, If you’re a disciple of Pelor and you’re trying to Bless someone in a temple of Orcus, it may not work.
These are more plot devices than anything, really. It won’t come into play very often/
EQUIPMENT: I’ve got a list of equipment you can use that might be helpful but as always I couldn’t think of everything so feel free to add in what you need within reason.
MAGIC ITEMS: Most magic items will be Removable/Easily Removable powers but some lower level magic items like “+1 dagger” equivalents could be equipment with the Feature 1 (Magic) added for an additional equipment point. During initial character creation, no weapons should have that Magic feature or Affects Insubstantial. You’ll get cool stuff in fairly short order, don’t worry and initially you won’t need it (or will you? BU-WAHAHA). You can have Silver weapons, though, they just also require a 1 pt Feature added to the weapon cost.