GM Sappy's Infiltrators - Dirty War

Game Master Sapiens

May XX, 1942 - XXXXXX - Prague

Map of Prague


51 to 100 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Well here is her new Biuld, I made her an Independent Contractor as well, as that seemed to fit better.


Posting intrest; Currently am divided on class, with me currently leading to Sphere Arcanist or Incanter.

In terms of background, I'm thinking an Ex-Forensic accountant who went underground when she was discovered to be using magic to help parse through ledgers. She fled and hid her magical capability for a while, working as an accountant for a small business in the middle of nowhere. She has recently been conscripted by the US military for field operations in the western front, and is currently in transit.

Personality wise, she's cold, calculating, and loves ledgers. She can quickly assimilate data from the environment and blend into society easily.


Gracefully withdrawing my interest Sappy - thanks for the consideration and conversation.

Game is an awesome concept, but I can't get WW2 muse on at the moment. Don't envy your task of selection though, great concepts already :)

Good luck all.


This has me intrigued...

I'd like to try out one of the occult classes, but cant make up my mind of which one. Occultist always piqued my interest, but kineticist also has me intrigued.

I originally thought about a Reliquarian Occultist from either a major religion or a cult assigned to one of the organizations from their HQ, but you said no to divine magic. But, since you did allow inquisitor with changes, the Relic Hunter inquisitor might be a good alternative.

Another idea was a battle host occultist/musket master gunslinger (rifle replacement of course). Possibly Russian with a Mosin-Nagant from some soldier during WWI.
*EDIT* - the battle host/occultist/musket master gunslinger would most likely be a Russian expat that had lived in the United States since she was a child. Her parents were against the communist revolution in Russia and fled. Her father or older brother was killed in the revolution and she has taken her brother's rifle. She believed his spirit stayed with the rifle and for her crazy thoughts was sent to an institution. It was there that she was picked up by the Black Chamber and reunited with her brother's rifle which was in fact bonded to her brother's spirit.

Hrm

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Build:
Agent L
Human Brawler (Snakebite, Strangler) 2 / Rogue (Sniper) 2 / Investigator (Infiltrator) 2
LN
Init +6; Perception +5
DEFENSE
AC ; Touch ; Flat-Footed
HP 36;
Fort +5 ; Ref +15 ; Will +5
OFFENSE
Speed 30ft;
STATISTICS
Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +4; CMB +8 ; CMD 20

Feats
Improved Unarmed Strike, Improved Grapple, Sap Adept, Bushwhack, Sap Master, Air Force Training, Power Attack, Deceitful

Skills
Acrobatics +8, Appraise +6, Bluff +9 , Climb +6, Craft: Alchemy +7, Diplomacy +7, Disable Device +8, Disguise +14 , Drive +11, Escape Artist +8, Handle Animal +7, Heal +4, Intimidate +7, Knowledge Arcana +6, Knowledge Dungeoneering +6, Knowledge Engineering +6, Knowledge Geography +6, Knowledge History +6, Knowledge Local +6, Knowledge Nature +6, Knowledge Nobility +6, Knowledge Planes +6, Knowledge Religion +6, Linguistics +11, Perception +5, Perform: Sing +7, Profession: Soldier +4, Profession: Merchant +4, Sense Motive +4, Sleight Of Hand +8, Spellcraft +6, Stealth +8, Swim +6, Use Magic Device +7

Languages English(native), German(native), French(native), Russian(proficient)

SQ
Sneak Attack +2d6(+2d6 grapple), Combat Trick (Rogue Talent), Inspiration (2), Evasion, Finesse Training


You know, making her a changeling (green hag) with the hag magic alternate trait seems like it would fit in very well. Perhaps that is part of the reason her family had to leave Russia.


1 person marked this as a favorite.

@Black Dow: Sorry to see you go. Should you get suddenly inspired, feel free to come back!

@Vagabond, Warhawk7: Nice concepts! Waiting to see them ready to go!

@Calista: Much better. I'll re-check for mechanics in a couple of days.

@Saashaa: Good for now, but quite incomplete: you are missing traits, AC and background, for example.


Alright, better name, better pic, and some solid fluff.


GM Sappy wrote:

@Whiskey: Nice! Two notes:

- Austrian is German, unless you went out of your way to learn dialects
- Assuming you started from 10, 14, 12, 15, 12, 12, you have a 18 point buy.

Yes, I definitely used that array and not something less efficient...

Having done a bit more research - yup, he just speaks German with what would nowadays be a Slovak accent. Joys of everything just being 'Austro-Hungarian'.

Fixed both in my offline copy of that sheet, as well as some other small errors I made (I forgot his deflection bonus and that he gets +1 to two weapons). I'll avoid re-posting it until after the new submissions deadline.


@GM Sappy: Would you be willing to swap the musket from Musket Master Gunslinger to a rifle instead? Mosin-Nagant would fit in perfectly. I envision the character as somewhat of an occultist sniper whose father died in the Great War and elder brother died during the Russian Civil War fighting for the White Army against the Bolsheviks, which happens to be a word she likes to use as a catch-all curse word.


Dotting. This seems like a really interesting game.


@GM, cool, I need to sort consumable items
Also sent a PM.


Hia! Looks like a sweet setup you got going here :)
Now since I am an old git and my time in school was a LOOONG time ago, my historic knowledge may be lacking. However a WW2 Spy game sounds like a blast.
I am currently mulling over a few concepts and I have a few questions in the meantime.
First idea; a Gunslinger Sniper with Vital Strike and the Bullseye feat. Single well placed shot with high damage. However, I need to be lvl 6 to select Vital Strike, would you allow me to take it as my lvl 5 bonus feat even though I dont qualify for it until lvl 6? Otherwise I am going to have to use a fighter build.
Also, what are the firearms reloading times, and if I use the Musket Master archetype then could I exchange the Rapid Reload (muskets) for Sniper rifles?

Next idea is to create a mutant with a a significant healing factor using the Healing Sphere and the Regenerate and Lycanthropic drawbacks. He would basically have Wolverines healing factor without the adaminte skeleton and claws. However he will probably make use of the Alteration Sphere and its blank form to give him combat abilities while still maintaining humanish appearance.

Next up is a Psion Telepath! He would be a civilian specalist whos main field of specialization is Intelligence Gathering and Recruitment using his prestigious mental cababilities to read minds, extract information and pass on orders in a non-tracable manner.

last idea is to creat an Alchemist demolitions special opperitave using the Alchemical Trapper archetype and the Rocket Bombs discovery if you will allow me to ignore the race restrictions. His "bombs" will be reflavored gernades and his Mutagens will probably be reflavorec as drugs? I dont know. :/

Not sure yet but I will probably focus on creating Mr. Healing factor for now :)

Edit: firearm proficencies for the Sniper and Demo man?


free languages
gun heaviness
combat heaviness

@Joseph Bonkers: They all seem like solid concepts, go for those you like the most! You can take feats requiring you to be level 6. You can also take Alchemical Trapper and Rocket Bombs because why the heck not, they're fun, balanced and setting-appropriate. For proficiencies, gunslingers are proficient with simple and martial weapons, so they can take all of the modern weapons. Alchemists are proficient with simple weapons and bombs, so they can use Light Pistols and Heavy Pistols. Everyone can use Grenades, ans they follow the rules with Splash Weapons.

About Musket Master: The weapons mentioned above will follow the Advanced Firearms rules: swapping magazines takes a move action, reduced to a free action with Rapid Reload. Therefore, the Musket Master can work with either a semiautomatic or sniper rifle, but instead of the 3rd level reload reduction you'd get utility shot as normal.

About firearms and combat-heaviness: You will meet a mix of soldiers and eldritch creatures. Soldiers will favor guns, while monsters will come at you with tooth, claw and the occasional sword. Therefore, even if you are ranged specialists, make sure that you have a backup plan better than "Oh God there's a werewolf and I'm armed with a toothpick" in case something nasty charges at you.
And although I said that the first adventures would be combat-heavy, I didn't mean that they would be all combat. There will always be some investigation, infiltration and interrogation, what I meant is that you'll start as counter-intelligence, defending against enemy plots, so fights will likely be unavoidable. Then, come counteroffensives (Stalingrad, D-Day if you survive that long), you'll start acting on enemy grounds, where a good plan and a great deal of luck may have you get through a mission without firing a shot.

A note on languages: Of course you get your mother tongue for free. And you should at least have English at a School level. Remember, however, that Linguistics is NOT a Background Skill in this game.


Alight, I've slapped a final layer of polish over the character and gotten the stat blocks organized into nice succinct spoilers. I think I am good to go for now.

I would welcome questions, concerns, etc. from any who are interested.


Joseph Bonkers wrote:

Next up is a Psion Telepath! He would be a civilian specalist whos main field of specialization is Intelligence Gathering and Recruitment using his prestigious mental cababilities to read minds, extract information and pass on orders in a non-tracable manner.

@Joseph Bonkers, Its a cool idea I must admit, it's why I made one hehe, Meet, The Lady Calista Da Romano. The Italian born Psion, Telepath, civilian specialist who extracts information in a non-traceable manner. :) Not saying don't build one, you can have a whole new twist on the idea, but... it's a wee bit close.


I am very interested in this game,
I'll be going as either a Face or a marksman (probably via the Psionic marksman class, but maybe alchemist/gunslinger if we need a demo guy, because seriously alchemist/gunslinger+wild talent makes for a great demo guy)
(I'll be re-using this alias)


for backstory, I'd have my character be from a family of career military personnel, and when the war came about he was expected to do his part, but he had wanted to join academia as a linguist. he eventually signed up for officer training with the laundry (though he thinks the name is stupid), banking on using his special skills to keep him out of dying in an unnamed ditch

I will plan to have him know german at a native level (backstory wise it was at the second level before the war, but he figured it would be important to, in his off time, figure out how to eliminate his accent)

using the specialist kit


Here is Warhawk7's mostly-done character:

Liliya Vasikova. She's a 26 year-old Russian expat battle host occultist/musket master gunslinger with a Mosin-Nagant rifle she took from her adopted brother's corpse. She dislikes Bolsheviks, works for the Black Chamber, and her implement schools are Transmutation and Abjuration. She believes the spirit of her long-dead brother inhabits her rifle and that said spirit is what helps her cast her spells.

Shadow Lodge

hey Liliya (or whoever else)
which is needed more, a long range sniper or a charismatic face/healer


Probably a face/healer.

BTW I sent you a message GM

Shadow Lodge

how does proficiency work for the firearms
would a bard need a feat to gain proficiency?


Lord Foul II wrote:

how does proficiency work for the firearms

would a bard need a feat to gain proficiency?

The two pistols count as simple weapons.

The rifles, shotguns, etc are martial

Shadow Lodge

hmmm.... makes me want to lean towards Marksman...
if I have time I'll make two writeups
I'll be sure to select a power that gives some healing


Right, well I've got Sam Hosatou Korematsu (named after George Takei, born Takei Hosato, and Fred Korematsu, both advocates for the victims of internment during WW2), Japanese-American Mesmerist who was found by the Black Chamber ten years ago and has been working for them since 1935 mainly in domestic counter-espionage. Up until December 8, 1941 she sent half of everything she made to her family back in California, including her immigrant parents who believe she was accepted into a prestigious high school on the east coast and is now working for the U.S. Government. Which isn't entirely inaccurate.

Reasons for fighting:

On one hand, the Black Chamber gave her the 'choice' of coming willingly or being geass'ed, on the other hand this is far more than she would have ever done with herself back home and her family is living very comfortably. It's gotten more complicated in the aftermath of the Pearl Harbor attacks, and when she balked at being sent to Great Britain her family was threatened. If nothing else, Sam hates Nazis and will go out of her way to help the innocent, but beyond that she is most interested in helping her own.

Build summary:

25 years old, human, Chaotic Neutral leaning Chaotic Good. Still working on build, but heavy pistol and a truncheon (heavy mace) when it's needed, but she also always implants 'Compel Alacrity' in herself for getting out of melee combat. She knows a smattering of spells mainly focused on the Enchantment school, like Hold Person, Charm Person, and Murderous Command, along with others for infiltration and setting up her allies for the kill like Glitterdust, Invisibility, and Disguise Self. With a Charisma score of 21 she's got a lot of spells to go around. Skills are tbd but I know I'll put points into UMD, Bluff, Diplomacy, Disguise, Linguistics, and Perception. Beyond that, it's up in the air.

Shadow Lodge

silver dreamer, are you capable of healing?


Nnnnnnot really, Mesmerist doesn't get Cure X Wounds; even if I did Mesmerist is a spontaneous caster with very few spells known. But if I max it out I would have UMD +14 so I could use a wand outside of fights.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Build:

Agent L
Human Brawler (Snakebite, Strangler) 2 / Rogue (Sniper) 2 / Investigator (Infiltrator) 2
LN
Init +6; Perception +5

DEFENSE
PAC 18; Touch 14; Flat-Footed 14
BAC 16; Touch 14; Flat-Footed 12
HP 36;
Fort +5 ; Ref +15 ; Will +5

OFFENSE
Speed 30ft;
Melee +7
Ranged +8

STATISTICS
Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +4; CMB +8 ; CMD 20
Feats
Improved Unarmed Strike, Improved Grapple, Sap Adept, Bushwhack, Sap Master, Air Force Training, Power Attack, Deceitful

Skills
Acrobatics +8, Appraise +6, Bluff +9 , Climb +6, Craft: Alchemy +7, Diplomacy +7, Disable Device +8, Disguise +14 , Drive +11, Escape Artist +8, Handle Animal +7, Heal +4, Intimidate +7, Knowledge Arcana +6, Knowledge Dungeoneering +6, Knowledge Engineering +6, Knowledge Geography +6, Knowledge History +6, Knowledge Local +6, Knowledge Nature +6, Knowledge Nobility +6, Knowledge Planes +6, Knowledge Religion +6, Linguistics +11, Perception +5, Perform: Sing +7, Profession: Soldier +4, Profession: Merchant +4, Sense Motive +4, Sleight Of Hand +8, Spellcraft +6, Stealth +8, Swim +6, Use Magic Device +7

Languages English(native), German(native), French(native), Russian(proficient)

SQ
Sneak Attack +2d6(+2d6 grapple), Combat Trick (Rogue Talent), Inspiration (2), Evasion, Finesse Training

Traits
Black Chamber Operative, Reactionary

Equipment:

Specialist Pack
Light Armor (+4 PAC, +2 BAC, 7lbs, 15%ASF)
Sniper Rifle (2d10, cap 4, rng 150ft, , 20lbs)
Light Pistol (2d4, cap 8, rng 30ft, 1lb)
Hidden shin Dagger (1d4-1, rng 10ft, 1lb)(silvered)
Hidden crotch Grenade (splash, 4d6, rng 10ft, 1lb)

Specialist Kit, Night-Vision Device
8 potions (2 True Strike, 1 Reduce Person, 2 Comprehend Languages, 1 Ant Haul, 1 Catatonia, 1 Delay Poison)
Pathfinder Pouch (containing: Assassin's Dust, 2 Soul Soap, Troll Blanch, Dust of Tracelessness, Elixer of Hiding, 2 Hex Nails, 1 Stubborn Nail) [2990 gp total]
1 Tracer Bullet, 3 Sleep Bullets (if possible)
$6

Background:

*My creativeness seems to be broken. That being said I do have a personality already established for this character, just don't know yet how he got to this point.

*Out of Mimic'ed Personality, Agent L is a straight-to-business kind of person. Get the job done, no questions. He gives no special regard to life and ends it without regret.

Will try to work more of the origins story


1 person marked this as a favorite.

Here we go! A complete list of submissions and an up-to-date Character Creation summary :)
In here you will be able to see a list of what everyone is posting, a quick blurb of what they intend on doing and all of the Character Creation rules in 1 place.
Best of all, I can update it as a single unit over time instead of having bits and pieces all over the place >:)

Everyone: Could you just give me a quick 1 line about what it is you expect your character to do, or what is important for for character? The summary will help other people better understand your intent (IE a Rogue with high dex might be going for guns or daggers).
Something like: "My bomber throws bombs, has a shotgun and a high Engineering skill." or "My Gunslinger fires high precision, single target shots, has a high stealth and likes to smoke cigars".
Also, if anyone wants me to add something about their characters, just let me know \^_^/


My Mesmerist is a master manipulator and infiltrator with strong social skills, and in combat she disables enemies with her spells and deals damage at mid range with a heavy pistol and her Painful Stare.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

After some research I should have done before I have found a gaping error in the build mechanics of my character. My apologies, I will rebuild with the same character goal. Concept hasn't changed, just how I go about it.


My alchemist is an infiltrator and saboteur with strong Kn. Engineering and Kn. Arcana skills. In combat he focuses more on battlefield control than damage, using his spells to provide cover and harass/debuff enemies. He's also probably the oldest person in the group (100+ year old telepath notwithstanding).

Also, it may help to know that I dropped the shotgun - it was neither necessary for the concept nor worth a whole feat. Well, unless you rule that the 'scatter' property + the 'miniaturization' modification means that I can turn a single-target sphere effect into a cone...


She is a highly intelligence and skilled telepth with mind control and mind reading powers who can at a push take out a tank. She can link the group telepathically for combat effectiveness. She can heal, blast, change looks, levitate, shoot, sense, with high Kn skills as well. She can melt your mind, burn a whole through you, pulverize your body and hurl what's left at the next guy. All while setting abd reading the paper.

I see her roll as skills monkey, bond dissposel, scout, infiltrator and back up big guns. My aim was versatility with some punch used when needed.


Liliya is a skilled marksman with some... eccentricities. She is very bright and perceptive, yet her mind is broken due to her troubled and tragic upbringing. She treats her rifle as if it had a mind of its own and will have conversations with it as if she were talking with her brother. If her rifle which she calls Anatoly, were to be damaged, she will act as if a family member were injured. If she were to lose or misplace her rifle, her mind regresses to that of her 10-year old self.
She despises die-hard Soviets, and uses the term 'Bolshevik' as a catch-all curse. She is not, however, above working with members of the Razvedka if her superiors order her to do so, albeit she will do so reluctantly.

Question about the ABP. By +2 you mean our characters are treated as 2 levels higher? So we would get Resistance +2, armor attunement +1/+1, weapon attunement +1/+1, deflection +1, mental prowess +2, and physical prowess +2?

Except for that aspect, I believe my character is complete. I don't have access to my character's biography at the moment, but I will add that tomorrow.


@Suggestions: Thank you! That helps a lot!

@Liliya: Yes, ABP would work like that. It's because the game will be very low on magic items.


And I think everything is in order now... minus the background of course. I think? I have the PAC/BAC numbers right...


Saashaa I don't think we can have perment magic items like Pathfinder Pouch's etc
Consumables only.

Is that right GM?


Yes, only single-use magic items are allowed. No extradimensional storage, no hats of disguise, no Traveler's Any-Tool.
I'm having a couple of intense days so I can't check all of the builds as they come.


Submissions is updated now.
Currently working on creating my Healing Factor mutant Shifter. There is a lot of stuff to cram into such a small package :/

@Saashaa: Out of pure curiosity, what was the gaping error in your mechanics? You drop a line like that and I have to know... @_@


Hia. I was looking through the SoP Wiki at the traits section and I noticed that there were quite a few CL boosts to the different Spheres but there were none for the Life Sphere.

Example wrote:

Natural Shifter (Racial)

Benefit: You gain a +2 trait bonus to your caster level with the Alteration sphere. This bonus cannot cause your caster level to exceed your HD.

As far as I can tell, there are +2's for Alteration, Destruction (1 blast), War (Totem), and +1's for Alteration, Divination, Mind, Nature, Telekinesis and Weather. Would you be willing to create a trait for the Life Sphere as well? It would allow my regeneration to be a bit more effective :)

Edit: and just for clarity's sake, I can get DR/Cold Iron frequently. How will that interact with guns and whatnot in this world?


@Submissions
Jazz enthusiast, sharp dresser, cane aficionado, current host of the Damascene Codex, and more than likely the only man in this war with the wherewithal to stab a tank to death should the need arise. Specializes in inflicting severe trauma at most ranges against both single targets and groups, with the capacity to pick up some interesting utility abilities.

Shadow Lodge

hey when is this closed?


@Joseph Bonkers: Yes, you could get a +1, not exceeding your total HD. Talents known remain the same, however.

@Lord Foul II: By March 5th I need name, class and background. By March 10th full profile.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

There is much debate on the Strangler archetype of Brawler so, until errata I will not play.

That being said, the change to the character was very light. Instead of 2 levels in Brawler, I will go with 1. And I will put that 1 level into Rogue.

@The Lady Calista Da Romano Thank you for catching that, my bad..fixed!

Thus new char.

Build:
Agent L
Human Brawler (Snakebite) 1 / Rogue (Sniper) 3 / Investigator (Infiltrator) 2
LN
Init +6; Perception +5
DEFENSE
PAC 18; Touch 14; Flat-Footed 14
BAC 16; Touch 14; Flat-Footed 12
HP 36;
Fort +5 ; Ref +14 ; Will +6

OFFENSE
Speed 30ft;
Melee +7
Ranged +9

STATISTICS
Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +4; CMB +8 ; CMD 20
Feats
Improved Unarmed Strike, Persuasive, Sap Adept, Sap Master, Air Force Training, Power Attack, Knockout Artist

Skills
Acrobatics +8, Appraise +6, Bluff +7 , Climb +6, Craft: Alchemy +7, Diplomacy +9, Disable Device +8, Disguise +12 , Drive +11, Escape Artist +8, Handle Animal +7, Heal +4, Intimidate +9, Knowledge Arcana +6, Knowledge Dungeoneering +6, Knowledge Engineering +6, Knowledge Geography +6, Knowledge History +6, Knowledge Local +6, Knowledge Nature +6, Knowledge Nobility +6, Knowledge Planes +6, Knowledge Religion +6, Linguistics +11, Perception +5, Perform: Sing +7, Profession: Soldier +4, Profession: Merchant +4, Sense Motive +8, Sleight Of Hand +8, Spellcraft +6, Stealth +8, Swim +6, Use Magic Device +7

Languages English(native), German(native), Spanish(native), Russian(proficient)

SQ
Sneak Attack +3d6, Combat Trick (Rogue Talent), Inspiration (2), Evasion, Finesse Training

Traits
Black Chamber Operative, Reactionary

Equipment:
Specialist Pack
Light Armor (+4 PAC, +2 BAC, 7lbs, 15%ASF)
Sniper Rifle (2d10, cap 4, rng 150ft, , 20lbs)
Light Pistol (2d4, cap 8, rng 30ft, 1lb)
Hidden shin Dagger (1d4-1, rng 10ft, 1lb)(silvered)
Hidden crotch Grenade (splash, 4d6, rng 10ft, 1lb)
Specialist Kit, Night-Vision Device
8 potions (2 True Strike, 1 Reduce Person, 2 Comprehend Languages, 1 Ant Haul, 1 Catatonia, 1 Delay Poison)
2 Assassin's Dust, 2 Soul Soap, Troll Blanch, 2 Dust of Tracelessness, Elixer of Hiding, 2 Hex Nails, 1 Stubborn Nail) [2990 gp total]
1 Tracer Bullet, 3 Sleep Bullets (if possible)
$6

Background:
The history of Agent L unknown save the commendations and achievements that qualified him to join the OSS.

Name: *REDACTED*
Age: *REDACTED*
Sex: *REDACTED*
Height: 5'11"
Weight: 170lbs
Hair: *REDACTED*
Eyes: *REDACTED**
Qualifications:
Mission 1923120 Guatamala SUCCESS
Mission 1957321 Costa Rica SUCCESS
Mission 1975524 Honduras SUCCESS
Mission 1933425 Honduras SUCCESS
Mission 1964626 Nicaragua SUCCESS
Mission 1984833 Cuba SUCCESS

Commendations:
"I wish I could have a whole squad of - *REDACTED* - causes no messes. I recommend for intelligence."
-- General *REDACTED*

Finished! (under the assumption that my background is acceptable)


thank you. may I have a firearm made of Deep Crystal (special material)


@Pierce Brosnan: No special materials. Only exceptions are the optionally silvered weapons, and you may get mithral armor by forfeiting slotless items and potions from your requisition package.

@Joseph Bonkers: I had missed your question about DR: it will work as usual. Cold Iron will likely be scarcely in enemy possession... unless they learn about you *evil laugh*


poo... that also answers my follow up question about flame forged....
would I be able to make a masterwork gun if I made it myself with gunsmithing?
also do the modern guns misfire


GM said that all guns in his homebrew misfire only on a 1; at least under the default rules when a modern firearm misfires it gains the broken condition (-2 to hit and damage, crit drops to only on a nat 20 and only x2) and don't risk exploding on a further misfire, but this is also heavily homebrewed so it could be different. Honestly I think it's a little extreme that a ww2 era weapon would misfire even 1/20 times, but I suppose there needs to be consequences.

Shadow Lodge

maybe on a 1 they have to make some sort of save?


GM Sappy wrote:
@Pierce Brosnan: No special materials. Only exceptions are the optionally silvered weapons, and you may get mithral armor by forfeiting slotless items and potions from your requisition package.

That is interesting, mithral chain shirt, is nice. With the +1 Armor from APB very nice. But worth $3000 hummm

@GM Gm we get APB +2 to two stats do we still get the +1 from level 4 a well or is this in place of?

51 to 100 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Fancy being a magic spy in WWII? All Messageboards

Want to post a reply? Sign in.