"I know what you're thinkin', kid. With all the stuff out there, all the cash, treasure, monsters and adventure waiting to be had.. what the hell is anyone doing in a nine-to-five, waste-of-time job?", the old dwarf grunted with a voice like rolling gravel. "Well, I'll tell ya, it sure as shit doesn't have anything to do with really livin', that's for sure." The dwarf was eye level with the kid, even though the human boy was probably only a small fraction of his own age. Stubby fingers curled around his massive, braided beard and stroked downward, flattening out a few stray red-and-gray hairs that had gone astray. "It's all about security. See, cities like this one got all kinds of that stuff. Vancouver. Atlanta. Hell, even the most dangerous hood in Detroit ain't got nothin' on the shit you'll find taking up gun and sword and heading off into the tombs. Most folks'll tell you that, and most folks are right. I done seen more death and carnage than any CEO could ever dream about in an entire lifetime. I'm the sole survivor of a group of seven of us." the dwarf said with a half-psychotic grimace that may have been mistaken for a smile, showing off those yellowed teeth interspersed with gold ones that replaced the teeth that had been knocked out by god-knows-what. "It's a shit life, being an adventurer. You're going to go hungry. You're going to get hurt. Shit, you will probably even die." he said with a chuckle. "So why do I do it?" the dwarf peered at the kid with his one good eye and got close enough that the boy could smell the leather of his armor and the whiskey on his breath, "Kid. If you gotta ask, you ain't ever gonna know."
Pathfinder: Modern Adventures is a game of fantasy based in the real-world. It's Earth, with a twist. Humans are not alone. There are elves, gnomes, dwarves and all manner of other strange creatures, hybrids and half-bloods earning a living and trying to get by. Nearly everyone just wants a comfortable, safe life where they are free to exist in peace, earn a liveable wage and die with a few grandchildren under foot.
Then, there are the adventurers.
The adventurers make their living by scouring the lands trying to find old tombs, abandoned catecombs and places lost to time. They battle monsters, brave dangerous traps and explore the unknown. Some do it in the hopes of getting rich. Others do it to earn a name. Some simply want to test their own mettle. Adventurer's leave the relative safety of the lives they know, working jobs, tending their home or living on the streets in order to explore parts of the world that no sane person would ever enter.
From the veil of the city, you might never see the truth of the world beyond. All the magic and monsters that only rarely creep into the cities themselves are waiting for a brave soul to come and face them, and earn vast richest and fame in so doing.
Imagine looking out your window and seeing the same world, only a little different. At first, the differences are barely noticeable. A bigger garden in the yard across the street. A strange statue by your neighbor's door. A brilliantly woven lattice that climbs up the side of the house down the road. But then, it gets a bit more strange as you start to notice that there is an elf and a halfling jogging down your street at 7:00 am. That's the Jones family and even though most folks disagree with their choice of partner, everyone still tries to keep up with them. The cashier at your local Kmart has green skin and tusks because one of his parents was a troll. He's no different than the rest of us, just trying to make a living and be happy with his lot in life. Maybe he'll make that management position he's been after for almost a year now, if the manager would stop looking at him like some kind of savage.
Modern Adventures is about the world you know, askew. The game brings fantasy into reality and mixes the two together into a game that has a thick accent of realism underlining the pronounced fantasy themes. Magic is real, and so are dragons and monsters. The lands of fantasy, of ancient wizards, knights and tomes are long gone now, but their remnants remain. They wait for you to explore them, to delve their depths and reveal their mysteries and acquire their riches. Adventure awaits if you have what it takes to leave the safety of your normal life behind.
In Modern Adventures, you'll take up the life of an adventurer, leaving the relative safety of normal life behind to take on monsters, explore dungeons, tombs and lost ruins, discover secrets and seek treasure.
Modern Adventures uses the Pathfinder OGL rules set.
Familiar Pathfinder skills have been modified to be more reflect a modern setting, adding craft skills such as chemistry and electronics, knowledge skills such as pop culture and technology as well as adding skills like pilot that allow a character to drive vehicles and aircraft. Mechanically, these skills work the same way they do in Pathfinder.
The typical equipment you would find in a Pathfinder game still exists, but there exists equipment that has been modified and updated as well. Firearms have been added and given feats in order to maximize their use. New armor types, such as kevlar, have been added. Modern drugs have been given a place in the core rules for those adventurers. Familiar Pathfinder equipment, such as elven chain, plate-mail and longswords, and much more are still available as well, and still as valuable and useful as it ever was.
Modern Adventures includes all of the familiar Pathfinder races such as elves, humans, gnomes, halflings, dwarves and the rest. New races have been added as inevitable products of modern civilization such as the rodent-like Ratkin and the insect-like Acaroi. City Elves has arisen from elves that have spent too much time in the big cities and have adapted to their surroundings. Modern genetic technology has allowed couples of differing races to conceive, even if they were previously unable to do so. This has lead to new races like half-gnomes and other even stranger offspring.
The magic and spellcasting system has been given a completely unique overhaul while still using many of the same rules and mechanics as they do in Pathfinder, such as damage dice and saving thows. There are new and powerful spells for a mage or shaman to cast. Modern Adventures also does away with the idea of "spells per day" and instead looks at spells as something that a mage can cast at will, giving them the opportunity to choose how much power they want to put into a spell when it is cast, and how strong the effects will be. Awakened spell casters such as mages and shamans can also summon, bind and control powerful spirits that can make themselves stronger, empower their spells or perform actions for them. This new system brings a gritty, realistic feel to a familiar system.
In addition to great mechanics, unique magic and a gritty setting, Modern Adventures redefines the world you know. It explores the depths of history and current events. It places itself firmly amidst the rich tapestry of our planetary culture and explores what life would be like if magic were real. The story updates every aspect of the Pathfinder game you know, and roots it firmly into our world. Modern Adventures explores every facet of the world you know. If only it were a bit more vibrant. A bit more magical. A bit more dangerous. It explores the nature of magic, our origins and even the nature of the world itself.
Adventure awaits. Are you ready to heed the call?
- $3,000 - Sheet Upgrade: An upgraded form-fillable PDF of each character sheet including the general sheet, and each class-specific character sheet delivered right to your inbox.
- $7,000 - Adventure Module #1: Have you ever wondered what it would be like to spray the tomb of horrors with a full-auto AK-47? Now you can! Adventure Module #1 is Excavation of the Tomb of Horrors.
- $10,000 - Core Book Upgrade: Additional recipes, spells, spirits, equipment, magical relics, setting information, expanded history chapter and an additional chapter on cults, toxic magic and banes.
- $20,000 - Conspiracies: Conspiracy theories fill the world, from the Skull & Bones Society to the 23 Enigma and everything in between. You'll get the Conspiracies source book with your pledge and delve into the secret depths of the modern world.
- Mystery Stretch Goal: This stretch goal will be unveiled when we reach $10,000 or 1,000 backers!
Risks and challenges
Pathfinder: Modern Adventures is a monumental task, spanning the gamut of themes relating to the world as we know it. History, culture and relevant themes must be accounted for. The part that the other races, magic and monsters played in important historical events such as wars, diseases and other important events must be examined and reworked in a manner that does each individual event justice and maintains the tact and respect each one deserves. I am personally in contact with two history professors as well as an expert on current events and cultures to assist me in this task.
I'll be honest. This is the biggest, most ambitious project I've done for Higher Grounds yet. Capturing an entire real world into one gaming universe is a challenge unto itself. With what I've learned from publishing several other games, I know that I am up to tackling this project and I am excited to get it rolled out.Learn about accountability on Kickstarter
- (31 days)