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The Circus of Wayward Wonders.

Posted by GM DreadFor group 0
GM Dread
GM, 17 posts
The Ringmaster
Returned from The Dead
Wed 25 Jan 2023
at 23:23
  • msg #1

The Circus of Wayward Wonders

I will break down the entire circus here. After reading some of the critiques of the modules, one is that the circus becomes less important as time goes on...so I'm going to flesh it out and let them be true npcs to give the modules more depth.
This message was lightly edited by the GM at 17:21, Thu 26 Jan 2023.
GM Dread
GM, 19 posts
The Ringmaster
Returned from The Dead
Thu 26 Jan 2023
at 17:29
  • msg #2

The Circus of Wayward Wonders

Work in progress

1. Axel* (rookie) has 20 trained birds
2. Dwarven throwers team acrobatics
 A.Evelyn Stonefist" (dwarf) - Evelyn is a skilled stone juggler and the leader of the throwers, able to keep multiple heavy stone objects in the air at once using her quick reflexes and strength she is the launcher of their signature ballista.
 B.Gretchen Thunderfist" (Dwarf) - Gretchen is a formidable performer known for her strength and physical feats, and for being able to create thunderous sounds with her bare hands.
 c.Gustavo Tumbler" (dwarf) - Gustavo is a skilled acrobat and tumbler who uses his small size and strength to perform impressive feats.
 d.
 e.
 f.
 g.
3.Elizia* (snake charmer) Mr. Tickles (constrictor)
4. Myron “Thunder” Stendhal (ringmaster)
5. The Professor Zarlian Kyosophus (sideshow barker)
6.Clowns
 A.Mischievous Marcrest, Halfling, a young man with a big presence. Dressed in full dark oversized clothing with exaggerated 'evil' looking clown makeup. Mischievous Marcrest is part of the Long Whisker and Cogs act where he acts like an antagonist stirring up the crowd with his various clown like hijinks.
 B.Bubbles, a female Gnome Clown who wear a First World inspired getup that includes butterfly wings, every color imaginable, a giant bubble suit, and makeup that makes her face look as though it's made entirely of Bubbles. Her specialty is balloon animals which she makes from inside her giant bubble suit. Bubbles, also known as Maevy outside her costume, is a motherly figure for those in the circus and can often be found cooking a large meal to feed her circus family.
 C.Bendy Benedict, an unnaturally tall male Grippli contortionist clown, he wears a brightly colored leotard with matching headpiece with white face paint that includes swirls of silver and red. He is a fun loving guy who enjoys working with kids in crowds, often times forming an arch by bending over backward and allowing the kids to run through, lowering each time like a form of limbo. When not in character Benedict is one of the grumpiest members of the circus. He is all work and no play.
 D.Unlucky, a Black Catfolk who wears a sad clown mask while performing a mime act in which he often times gets stuck in invisible boxes, crushed beneath invisible boulders, or teeters on the edges of invisible gorges. Very acrobatic and despite his sad clown persona is a very happy and laid back cat.
 E.Folly, a female Kitsune with stark white fur who does face painting and fire breathing. Folly performs her tricks in her tailless form, a young female Human with varying face paint depending on her mood that day. She wears a very loose fitting kimono style garb that is lavender colored, and usually has her hair teased up in to large and complicated and comedic structures. Folly originally was a low level acolyte of Shelyn but found that studying at a temple stifled her creative process, and so decided to join the circus as a way to practice her craft
 F.Baubles, a male Vanara who dresses as a valet or usher (or commonly like the Jolly Chimp dancing toy) and performs a wide range of juggling acts with his most famous being his 100 Baubles trick in which he uses his hands, feet, and tail to keep 100 small brightly colored crystalline balls in the air at one time.
7The Feather fall Five* (kanbali family--highwire/trapeze)
 A.Landon "Skydancer" Kanbali (elf) - Landon is an agile and graceful performer who dances on a tightrope high above the ground. He's the father and Leader of the group.
 B.Carmen Kanbali" (half-elf) - Carmen is a mesmerizing performer who dances on the highwire like her father, displaying her grace.
 C.
 D.
 E.
8. Mordaine The Diva* (magician..escape artist)
9.a. Camel trainer
 B.
 C.
 D .
10. A.Elephant handler
 B.
 C.
11.The Great Fortunato's  dancing bear Bardolph
12.Dizzy Proudpetal--Halfling Female.  Technically plays guitar, but she's doing something with a 'soundboard' and 'speakers' and somehow everything BUT guitar sounds come out.
13.Sunny--Vine Leshy (sunflower)--plays the double bass and stretches its limbs to reach.
14.Marchy--Goblin Female.  Plays drums...loudly.  Dreams of one day being shot out of a cannon
15.Puffball--Mushroom Leshy.  Plays several horns at once thanks to an air bladder in its chest.  Doesn't really talk, just kind of 'honks'
16.Gidarron Elbus, “The Bearded Man”
17.Tahala Roadwatcher, the “Tattooed Woman”:
18.a.Hesper and Meitas Jaxis, “The Unjoined Twins”
 B.
19.Cubby, “The Dog-Faced Dog”:
20a The Flamboni Sisters*(jugglers)
 B.
21security
 A
 B. Isabella Stormchaser" (human) - Isabella is a skilled markswoman who aspires to be a performer and use her skill with throwing knives and other weapons with pinpoint accuracy.
 C Nicolai Shadowweaver" (gnome) - Nicolai is a master of deception, using his magical abilities to create illusions when things get out of hand. He actually never wants to perform just enjoys watching things.
 D.Rufus Bearclaw" (halfling) - Rufus is a wildling barbarian with hand made cestus that resemble bear claws.
 E."Saja Naga-slayer" (nagaji) - Saja is a half-snake, half-human who is escaping her past and found a home in the circus.she has exceptional her combat skills and her ability to slay nagas with her sword
 F.
22. Medic
23a.teamsters and labor
 B.
 C
 D.
 E.
 F
 G.
 H.
 I
 J.
 K.
 L.
 M.
 N.
24a.cook and supplies
 B."Jasper Flameheart" (half-elf) - Jasper is an aspiring performer who is teaining to manipulating fire with his bare hands, until then he starts fires and watches things cooking.
 C.
 D.
 E.
 F.
 G.
25 band leader...The Great Gambini" Gnome Male--Leads the 'Band' from the Calliope.  Always has ideas for new acts (that inevitably include him in some way), not egotistical, just enthusiastic
26. Ticket Girl (Leyla)
This message was last edited by the GM at 23:20, Sat 04 Feb 2023.
GM Dread
GM, 24 posts
The Ringmaster
Returned from The Dead
Fri 27 Jan 2023
at 19:08
  • msg #3

The Circus of Wayward Wonders

ACTS:
 Each circus performance consists of four acts composed of a total of seven tricks. The first act is called the opener, and it consists of only one trick to capture the crowd’s attention. The build-up involves two tricks to impress the crowd; the big number has just one that’s often the focus of the entire evening’s show; and the finale has three tricks to present a dazzling spectacle of all the circus offers.

At the beginning of each act, the PCs choose which trick or tricks to include in that act. They can pick from any that the PCs or their NPC performers know (see Tricks, below). For acts with multiple tricks, the tricks happen concurrently in separate rings, but the PCs take turns describing their performances. Just like in combat encounters, each performer in an act can use up to 3 actions. At least 1 action must be used to Perform a Trick; otherwise, each performer can Costar with another performer, Send in the Clowns, Perform their Trick again, or skip their remaining actions.

After each performer has used their actions for the act, the PCs choose the tricks for the next act; they repeat this until they’ve used their actions for the finale, after which the show is over. The PCs can choose any combination of tricks for their show, with one major restriction: each trick can be performed only once per show. NPC tricks may have additional restrictions.

TRICKS: A trick consists of one or more trick checks—this is a skill check, saving throw, or attack roll that represents the performer’s feat of grace or strength. PCs attempt trick checks by taking the Perform a Trick action. while they are onstage during an act. This action may have one or more trick traits associated with it, such as alchemical for tricks with alchemy or musical for tricks that involve songs or sound effects.

Tricks come in two types: NPC tricks and PC tricks (which are also called signature tricks). A performer, whether NPC or PC, can perform only their own trick, although it’s possible for a PC to design a signature trick almost identical to an NPC’s trick. NPC tricks have different restrictions than PC tricks, but don’t scale with their level; that is, a 6th-level NPC trick is always a 6th-level NPC trick. PC tricks, however, grow in level alongside the PC who performs them, and can be modified as the PCs progress through the campaign. At the beginning of the Extinction Curse Adventure Path, the Circus of Wayward Wonders has six NPC tricks and one signature trick for every PC in the party who wants to create one.

A PC’s signature trick is of their own design and can’t be performed by anyone else. The PCs can hire additional talent as the campaign goes on, gaining access to more traits for their own signature tricks. As the showrunners, the PCs decide which tricks are performed during which acts in each circus show. NPC Tricks When an NPC performs their trick, either a player or the GM can roll the trick checks for the NPC, using the DC and the modifiers listed in the trick description. NPCs can’t perform other NPCs’ tricks, nor can they perform PC tricks. NPC tricks may have any number of trick traits and types of trick checks; these are not limited by their level, as PC tricks are. New NPC tricks become available to the PCs’ circus as the PCs hire additional performers. These NPC tricks might have new trick traits (below), to which the PCs gain access as soon as they hire the NPC.

Reading NPC Tricks: NPC tricks include the name of the trick, the trick’s level (and associated DC for the trick check), any traits associated with it, the types of trick checks used to perform the trick, a description of the trick, and additional requirements (if any).

I've marked the NPC tricks with an asterisk in the circus list.

 PC Tricks (Signature Tricks):
 Each PC can design their own signature trick. The player decides their signature trick’s trick check (which can be a skill check, saving throw, or attack roll), chooses a trick trait (below), and names and dramatically describes the trick. The signature trick’s level is equal to the PC’s level and increases whenever the PC gains a level. Only the PC who created the signature trick can perform it; NPCs or other PCs cannot perform another PC’s signature trick. Otherwise, signature tricks do not have additional requirements or challenges associated with them. PCs’ signature tricks improve and grow more complex as they go up in level, as shown on Table 2: Trick Progression. For example, while a 1st-level performer can use only a single type of check to perform their trick and their trick has only one trick trait, a 10th-level performer can use one of two different checks for each trick attempt and their trick can have up to two trick traits. Redesigning Tricks: Once a signature trick is created, it is difficult to change. A PC can change their signature trick (including its trick checks and trick traits) whenever they gain a level or by spending 6 consecutive downtime days redesigning the trick.


PERFORM A TRICK [one-action] CIRCUS You perform your signature circus trick. Attempt one of the trick checks associated with your trick. The DC for the trick is dertined by their level. The result of each trick check determines whether you generate Excitement, generate Excitement and Anticipation, or lose Excitement.


Critical Success You generate Excitement equal to the trick’s level; this Excitement is added to the circus’s total Excitement for the show. You also generate Anticipation equal to half the trick’s level (rounded up); this Anticipation is added to the circus’s total Anticipation for the show. Success You generate Excitement equal to the trick’s level; this Excitement is added to the circus’s total Excitement for the show. Failure No effect.

 Critical Failure The circus’s Excitement value decreases by a value equal to half the trick’s level (rounded up). You can Perform a Trick multiple times per act, and can choose a different possible trick check for each attempt. If you Perform a Trick twice during the same act, you take a –5 penalty to your second trick check. If you Perform a Trick three times, the penalty for the third check is –10. (This is similar to how the multiple attack penalty works. The penalties are reduced to –4 and –8, respectively, if your trick has the agile trait. This action always has the circus trait. Starting at 1st level, you can choose one additional trick trait you have access to for your signature trick, and apply it to this action as well. You can add additional traits as your level increases.

Trick Traits: The Perform a Trick action can have one or more special traits associated with it. These traits tie into other circus rules, such as random events, non-performer roles, or purchased upgrades.

Starting at 1st level, each PC can add one trick trait to their signature trick. This trait must be chosen when the trick is first designed or when the PC changes their signature trick after gaining a level, retraining, or redesigning the trick. A PC must have access to a trait to add it to their signature trick; to gain access to a trait, the circus must have hired an NPC performer whose trick includes that trait. For example, a PC can’t add the alchemical trait to their signature trick until an NPC whose trick has the alchemical trait joins the circus.

A PC can add additional trick traits to their signature trick by taking the Advanced Circus Trick general feat. See the Extinction Curse Player’s Guide for more details.

The following are descriptions of every trick trait. At the start of the Extinction Curse Adventure Path, the PCs have access to the following traits: agile, animal, fire, and water. More traits become available to the PCs as they hire additional NPC performers.

 If a trick trait’s name is followed by the name of a skill in parentheses, then a performer gains a +1 circumstance bonus to Perform a Trick with that trait using that skill check. For example, a performer whose trick has the aerial trick trait gains a +1 circumstance bonus to Acrobatics trick checks.

 Some traits are compulsory, meaning that if a signature trick meets certain criteria then that trick must have the indicated trait. For example, any signature trick that uses a saving throw for one of its trick checks must have the injury trait. These compulsory trick traits do not count toward a signature trick’s maximum number of traits. Compulsory trick traits are marked with an asterisk (*).

Aerial (Acrobatics): The trick involves flight by either magical or mundane means.

Air (Survival): The trick involves the manipulation of mist, wind, or another prop with atmospheric properties.

Alchemical: As part of the trick, the performer can expend one alchemical item in their possession. Upon doing so, the performer gains a +1 circumstance bonus to their trick check. This destroys the item.

Agile: The penalty for performing an agile trick a second or third time in the same act is –4 or –8, respectively, instead of –5 or –10.

Animal (Nature): The trick utilizes trained animals.

Audience (Society): The audience participates in the trick.

Beast (Arcana): The trick relies on intelligent beasts.

Dance: The trick involves dancing or choreographed movements. Circumstance bonuses to trick checks gained from performers using the Costar reaction  stack. For example, if two other PCs successfully Costar with their ally and have the master proficiency rank in that trick check, the total circumstance bonus granted from the Costar reaction is +6 (rather than +3).

Earth (Occultism): The trick involves the use of mud, earth, or stone. Emotion: The trick uses alchemical or magical effects to induce a powerful emotional response from the audience. A trick must have either the alchemical or magical trait in order to have the emotion trait. Whenever a performer succeeds or critically succeeds at a trick check with the emotion trait, they can reduce the amount of Excitement or Anticipation (or both) the trick generates however they wish, down to a minimum of 0 Excitement or Anticipation.

Fire (Intimidation): This trick involves fire, smoke, or pyrotechnics. Injury*: Anytime a PC uses a saving throw for one of the trick checks, the trick has this trait. If an NPC or PC performing a trick with the injury trait critically fails any trick check, they have a chance of becoming injured. To determine if the performer is injured, roll a flat DC 15 check. On a failure, the performer becomes injured. An injured performer (whether PC or NPC) cannot perform tricks for the rest of the show. In addition, at the beginning of the next show, the injured performer must succeed at a flat DC 15 check to determine if they have recovered sufficiently to perform again. On a failure, the performer cannot perform in that show, either due
to the lasting effects of the injury or due to fright of becoming injured again. A performer can miss only one show after the show in which they were injured. On subsequent shows, no check is necessary and the PC or NPC can once again perform as normal.

Magical: The trick involves the use of magic. While Performing the Trick, the performer can expend one spell slot of any level. If the performance succeeds or critically succeeds, the trick generates an additional amount of Excitement equal to the expended spell slot’s level.

Musical (Performance): The trick involves musical cues or is somehow augmented by sound effects or music.

Plant (Nature): The trick uses plants such as trees, flowers, or fungi, or uses magic that affects such plants. Prop (Crafting): The trick requires the use of some mundane prop or stage setup. Team*: This trick requires more than one person. Anytime a PC performing a signature trick accepts the Costar reaction from a performer, the trick has this trait. Time: The trick involves distorting or altering time in some way. A performer whose trick has the time trait can perform that trick one additional time per act, taking a penalty to the fourth trick check equal to the penalty to the third trick check.

Water (Athletics): The trick features water as a primary component of its performance.
This message was last edited by the GM at 00:45, Sat 28 Jan 2023.
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