The Detectives (Inactive)

Game Master Johnny_Panic

The Detectives
Is a game for gestolt investor class pcs.


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Grand Lodge

Very fun build and story Elbow. I can already imagine some fun interactions.


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Yes I really like it,
ElbowtotheFace

In idea came to me the other day about a game setting and plot outline, I really like it so,

I am going to go full recruitment.

This is now Active recruitment, for 4 to 5 players

Once I have 4 to 5 I like, Things will start up.

Plyers picked:
1: ElbowtotheFace
2:
3:
4:
Possible 5:

If some one wants browny point for making a applicant list
I am all for some of that work load shifting.

GM Panic


Note this will be a short one off game,


Then I guess if we don't appear in the list, we are not picked.

Grand Lodge

1 person marked this as a favorite.

Builds and Backgrounds
Sevellon (was Sasha)
ElbowtotheFace
Nestor Menlas II (was DBH)
Rick “The Dragon” (was Jereru)

Interest
Philo Pharynx
Master Han Del of the Web
Uthraed
Rikash
The Chess
avr
EmissaryOfTheNorth
Camris
Joseph Bonker
TheWaskally
PirateDevon
Here4daFreeSwag
Zeladaris-ad-Pellipardus

I like brownies


Hmmm... Maybe...
I admit the concept is intriguing, so consider this a tentative dot.
2d6 + 7 ⇒ (1, 2) + 7 = 10
2d6 + 7 ⇒ (3, 6) + 7 = 16
2d6 + 7 ⇒ (4, 1) + 7 = 12
2d6 + 7 ⇒ (6, 5) + 7 = 18
2d6 + 7 ⇒ (2, 1) + 7 = 10
2d6 + 7 ⇒ (1, 3) + 7 = 11
Not bad. That's what, 30 points? I mean, that's pretty good. I'd have to do something rather SAD, though.


I'd like to whip something up, should be fun.

2d6 + 7 ⇒ (2, 4) + 7 = 13
2d6 + 7 ⇒ (5, 3) + 7 = 15
2d6 + 7 ⇒ (6, 2) + 7 = 15
2d6 + 7 ⇒ (6, 1) + 7 = 14
2d6 + 7 ⇒ (4, 2) + 7 = 13
2d6 + 7 ⇒ (3, 4) + 7 = 14

Not as good as I'd hoped, but rather well distributed. I'll see what I can do.


Camris here, this is the crunch for my character.
Moroi-born dhampir (svetocher)
Gestalt investigator (forensic physician) /alchemist (inspired chemist) L3
Fluff to follow. I'll probably tweak the build a little as well, spell wise at least.


cool looks good.


GM_Panic wrote:


Once I have 4 to 5 I like, Things will start up.

Plyers picked:
1: ElbowtotheFace
2:
3:
4:
Possible 5:

Sorry to insist. If we don't appear in the list after having submitted, should we assume we are not in? Sorry if I'm a bit blunt, English is not my native language.


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Nope, I am reading them and working on a balanced group so anyone can be in up until I post the full list. As it is I am waiting on those that have posted interest and not shown a PC build yet. I know there has been a problem with mythbiulders so lettings some remake as well.

I will however now put of a cut of date, it will be the end of this mouth.

The 28th of feb, That I think is fair.

Grand Lodge

1 person marked this as a favorite.

Builds and Backgrounds
Sevellon (was Sasha)
ElbowtotheFace
Nestor Menlas II (was DBH)
Rick “The Dragon” (was Jereru)
Zahere Nedrald (was Camris)

Interest
Philo Pharynx
Master Han Del of the Web
Uthraed
Rikash
The Chess
avr
EmissaryOfTheNorth
Joseph Bonker
TheWaskally
PirateDevon
Here4daFreeSwag
Zeladaris-ad-Pellipardus


1 person marked this as a favorite.

I will be away for a week on a family trip once I get back I'll go over submtions.

Looking good so far.


How will you handle archtypes?


Here's what I have so far - just to assure you that the extra recruitment time isn't wasted as far as I'm concerned at least.

Lem Fallenrow

stats:
Male Halfling Sleuth Investigator (Favored Class) 3 // Aether Kineticist 3

Str 11-2=9, Dex 15+2=17, Con 16, Int 14, Wis 10, Cha 14+2=16

HP 29 (inc. FCB, assuming average HP after 1st)
Panache/Luck 4 (Max 6), Inspiration 3
Telekinetic blast: Attack +5, Damage 2d6+5
AC 19, FF 16, Touch 14, CMD 13
Fort +7, Reflex +7, Will +4 (+6 vs. fear)
Init +5 (+3 if out of Panache/Luck), Perception +10 (+11 locating traps, low-light)


Feats:

Weapon Finesse (B)
Amateur Swashbuckler (Dodging Panache)
Risky Striker (-1 AC, +2 damage, not included above)
Alertness (while familiar not summoned)

Traits:
Helpful (Aid Another gives +4)
Gregarious (reroll initial meeting diplomacy 1/day)
Blood of Dragons (low-light)
Intrepid Volunteer (swim uses Dex)
Broken, not Beaten (autostabilize, 1/day can spend 1 HP to get an action when below 0 HP)
Drawback: Information Overload (-2 penalty on knowledge checks, completely wrong if failed by 5; I’m calling this a conspiracy theorist.)

Telekineticist class features:
Blast: Telekinetic Blast
Infusions: Kinetic Blade
Extended Range
Utility: Basic Telekinesis
Elemental Whispers (Thrush familiar)
Defence: Force Ward
Elemental Overflow +1

Investigator class abilities:
Inspiration
Trapfinding
Sleuth’s Luck
- Daring
- Opportunistic Evasion
- Sleuth’s Initiative
Poison Lore
Poison Resistance +2
Investigator Talent: Effortless Aid (Aid Another as move action, or as swift w/inspiration spent)
Keen Recollection
Trap Sense +1

skills:
Adventuring Skills
Acrobatics +9 (3R, Dex+3, Class+3)
Bluff +9 (3R, Cha+3, Class+3)
Diplomacy +12 (3R, Cha+3, Class+3, familiar+3)
Disable Device +10 (3R, Dex+3, Class+3, trapfinding+1)
Disguise +9 (3R, Cha+3, Class+3)
Knowledge (local) +4 (1R, Int+2, Class+3, drawback -2)
Perception +10 (3R, Wis 0, Class+3, race+2, familiar+2)
Stealth +12 (3R, Dex+3, Class+3, size+4)
Swim +4 (1R, Dex+3)
Use Magic Device +7 (1R, Cha+3, Class+3)

Background Skills
Appraise +8 (3R, Int+2, Class+3)
Artistry (painting) +8 (3R, Int+2, Class+3)
Knowledge (history) +6 (3R, Int+2, Class+3, drawback -2)
Knowledge (nobility) +6 (3R, Int+2, Class+3, drawback -2)
Linguistics +8 (3R, Int+2, Class+3)
Sleight of Hand +9 (3R, Dex+3, Class+3)

Languages
Common
Halfling
Elven
Gnome
Goblin
Draconic
Sylvan


Equipment:
500 gp start:
-200 sleeves of many garments
-1 20 arrows
-50 5 smoke arrows
-50 5 incendiary arrows
-10 10 dye arrows
-30 Holy weapon balm
-10 moonrod
-2 2 belt pouches
-1 caltrops
-1 waterskin
-20 bottle of Oldlaw whiskey
-50 potion of cure light wounds (CL 1)
-30 thieves’ tools
-5 artisan’s tools (painting)
40 gp remaining
Detectives uniform
Masterwork composite short bow
Ring of sustenance
mithral-shirt +1 [AC5]
Pathfinder Pouch
Note book and pen in pouch.
Wayfinder [+2 Survival rolls]
Slotted Ioun Stones
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price:
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.

Racial abilities:
Small
Fearless
Halfling Luck
Keen Senses
Fleet Footed (30’ base speed)
Weapon Familiarity

Description:
Short and stout by halfling standards (2’ 11” & 38 lbs.), Lem doesn’t look like a dangerous man. At 35 years old he’s starting to get respectably old by his people’s standards too. He likes to appear as a farmer visiting town, a short bow slung on his back.

Lem talks a lot when he’s got a good audience but he knows how to listen to a good story. Or a bad story which he might be able to tart up for that matter.


Background:
Lem did grow up a farm boy as it happens. Well, a rich son of a farming landlord anyway. Due to a lack of suitably prestigious halfling children near his parents’ properties he was expected to stay away from everyone his age - that worked about as well as you’d expect.

It did teach him sneaking and deception, and helping others with their jobs taught him more. It couldn’t last forever though -


Zeladaris-ad-Pellipardus wrote:
How will you handle archtypes?

Figured that they'd be allowed... or at least I'd hope so- given my own bad habit of doing "archetype tetris". Probably we will know more later on down the line.


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Zeladaris-ad-Pellipardus wrote:
How will you handle archtypes?

You get to pick one for one side of your pc. Investor or the other side. Take your pick

But keep clear of the miss used ones that act as gustalt or sudo gustalt as well.


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GM_Panic wrote:

This is Gestalt, So PCs will have two classes, one class as to be Prime class - Investigator, with each player being core or one of its acre types.

Second class: A single Paizo published class+acre type if you want.

I guess this.


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Yep that's it,

investgator with one of its listed archetypes

Other side of gustalt

Any punished paizo class + psionics unleashed + one if it's archetypes [keep away from gustalt like archetypes, you know the ones ]

Hope that clears things up

So in a nut shell you get 2 archetypes but one is fixed to investgator class.

For game setting and done one asked.

The players will be traveling wide and get

That's all I'm going to say for now.


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Rick "The Dragon" wrote:
Then I guess if we don't appear in the list, we are not picked.

Sorry if I gave that impression

No only one player has been picked all other players who have put a completed pc up on this thread will be considered for selection.

There are 4 slots left.

O would like players to post once a day of the can, just to keep momentum

I will be using Google docs for maps etc.

Initi monkey will keep an eye on combats
Th alt

I will be making save and unit rolls to speed things and also keep some mystery
But will do under spoiler so you know it's fair.

Max HP at all levels.

Each player gets a single hero point.

Think of this as your life saver. I don't like killing pcs but they will be in real danger and done fights will not be even. Thinking your way out a fight gets just as much exp as killing in this game.


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On the point of exp

I will keep track and at points where players can rest and have exp i will give a level

Rule if cool comes into play here
If the players save the day with a smart move
That adds a lot to gaining exp

Grand Lodge

1 person marked this as a favorite.

Builds and Backgrounds
Sevellon (was Sasha)
Nimruil T'orgh (was ElbowtotheFace )
Nestor Menlas II (was DBH)
Rick “The Dragon” (was Jereru)
Zahere Nedrald (was Camris)
Lem Fallenrow (was avr)

Interest
Philo Pharynx
Master Han Del of the Web
Uthraed
Rikash
The Chess
EmissaryOfTheNorth
Joseph Bonker
TheWaskally
PirateDevon
Here4daFreeSwag
Zeladaris-ad-Pellipardus


DBH here again.

The full crunch and background.

Nestor Menias II:

NESTOR MENIAS II

Male Human (Taldan) NG Investigator/Fighter 3, HP 33, Init +7; Senses Low-Light Vision, Perception +8,

Languages Common, Draconic, Infernal, Osiriani, Polyglot, Taldane, Varisian

AC 18, touch 13, flat-footed 15

Fort +4, Ref +6, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +2 vs. poison, +1 Reflex to avoid traps, +1 vs fear.

Defensive Abilities Trap Sense +1,

Speed 30 ft. (6 squares)

Melee masterwork longsword +7 (1d8+3/19-20)
Melee sword cane +6 (1d6+3)
Melee sap +6 (1d6+3)
Ranged masterwork crossbow, light +7 (1d8/19-20), within 30 ft. +8 (1d8+1)

Base Atk +3; CMB +6; CMD 19, Atk Options Power Attack,

Abilities Str 16, Dex 16, Con 12, Int 19, Wis 14, Cha 12

Special Qualities Alchemy, Armor Training, Bonus Feat, Bonus Feats, Bravery, Inspiration, Keen Recollection, Low-Light Vision, Poison Lore, Poison Resistance, Quick Study, Rogue Talent, Skilled, Trapfinding, Trap Spotter.

Feats Combat Casting, Combat Reflexes, Extra Investigator Talent, Improved Initiative,
Point-Blank Shot, Power Attack, Precise Shot, Quick Draw

Skills
Acrobatics +9,
Appraise +8,
Bluff +6,
Climb +8,
Craft (Alchemy) +9,
Craft (Untrained) +4,
Diplomacy +6,
Disable Device +9,
Disguise +5,
Escape Artist +7,
Handle Animal +5,
Heal +7,
Intimidate +6,
Knowledge (Arcana) +8,
Knowledge (Dungeoneering) +9,
Knowledge (Engineering) +9,
Knowledge (History) +9,
Knowledge (Local) +9,
Knowledge (Nobility) +8,
Knowledge (Religion) +8,
Linguistics(Infernal, Varisian) +9,
Perception +8, Perception (Trapfinding) +9,
Profession (Barrister) +7,
Profession (Gambler) +6,
Profession (Soldier) +8,
Ride +9,
Sense Motive +8,
Sleight of Hand +7,
Stealth +8,
Survival +8,
Swim +9,

Possessions formula book; ring of sustenance; mithral shirt +1; uniform (Detectives); ioun stone, iridescent spindle (Cracked); pathfinder's pouch; Notebook; inkpen; Wayfinder ; masterwork longsword; sap; sword cane; Masterwork Crossbow, Light ;

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 3 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 5. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Recollection You can attempt all knowledge checks untrained

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.

Militia Veteran (any town or village) (Profession (Soldier)) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.

Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a move action.

Rogue Talent (Ex) You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use your class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), you must fulfill the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants you a new rogue talent.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Background:

NESTOR MENIAS II - Fluff:

Background:

1. Nestor is a tall, lean, easygoing man, with thick black hair, grey eyes and tanned skin. Though formerly in the Taldan army he shows little sign of military bearing or attitude.

2. His family was once noble, their lands and wealth lost over the years through greed, hubris and incompetence. He grew up in a small house, all the family had left. His parents more concerned with lamenting the losses of the past and pretending they still were noble.

3. He was named after a great uncle, who he was told had died honorably in a battle defending Taldor. A little investigating by Nestor soon found his namesake had died in a brothel, knifed over failure to pay gambling debts.

4. He joined the army of Taldor, an occupation suitable for one of his noble birth, at least to his parents. Who ignored Nestor’s lack of interest in this career. He soon found that his commander was corrupt. Uncovering the details of her crimes he reported them to the authorities and had his commander arrested.

5. That was the end of his career in the army, his former commander was both well born and well connected. Nestor was given a shiny medal (Gilt) and thanked politely as he was ushered out the door and the army. The message was clear, after several attempts were made to kill him he knew that staying in Taldor wasn’t healthy and resigned from the army, setting sail for Absalom under a false name.

Goals:

1. Nestor would like to return to Taldor and deal more firmly with his former commander. Who received little more than a slap on the wrist for her crimes. He finds the murder attempts annoying and graceless and would enjoy confronting her and settling things over swords. (Will have to come up with his old commanders names and stats. Possibly some more history between them as well?)

2. Nestor did enjoy investigating and uncovering the details of corruption, finding it far more to his liking and skills than the parading and posturing of the army. He would like to become an Investigator full time. Which is why he has joined ‘The Agency’ Both their work and their goals are things he admires and wants to be part of.

Secrets:

1. Like many of the fallen noble families Nestor’s holds large amounts of old correspondence between his family and nobles. Though old and on the whole worthless there were one or two secrets that existed for an inquisitive boy to discover. One such secret Nestor holds close, the location of a rumoured magical artifact. A distant relative, more noted for his scholarship and eccentricity studied the tales of the fabled artifact for many years, until he found what he believed to be it’s location. Outfitting an expedition he set off to claim the artifact, and was never heard from again.

2. Nestor doesn’t know that his former commander isn’t responsible for the assassins after his head. She didn’t care about her position in the army and soon resumed the life of a noble wastrel without a care beyond gambling and partying. Her family on the other hand hold Nestor responsible for the failure of their latest effort to make their daughter even slightly eligible and hope that Nestor’s demise will allow them to bury the matter of her crimes.

People:

1. Ionnia Astrivane. His former commander and now girl about town. She barely remembers Nestor as her boring underling, the one she left all the work to while she partied. She sometimes wonders what became of him?

2. Vors Grasham. A Sargent in the Taldor army who is sad that Nestor is no longer serving. He thought Nestor was one of the few noble born officers who wasn’t an idiot or coward, but one who tried to do his duty properly.

3. Marini Spicer, a street urchin that Nestor gives some coins now and then to get her food, and also so he has someone who can give him the information on the street level.

Memories, mannerisms & quirks:

1. His early memories are of pretence and the shabby reality of his home. His parents insisting that he behave as a proper ‘Nobleman.’ Even when they were little more than beggars living off what little money the family had left. Refusing to soil their hands with trade. This has made Nestor willing to work at anything he can turn his hand to, and his mild scorn for the nobility. Though he’s too polite to be openly mocking.

2. Nestor has a gift of mimicry and can switch between an easy going drawl, an officiers crisp orders, or a nobleman’s languid tone in the space of a single sentence.

3. Nestor often takes his time filling and lighting his pipe when he wants to think things over and gain himself time to consider a matter.


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Looks good

Don't forget your 10 min back ground guys.
I want if you could for you to put in how your pc cane to the agency. Did they come find you or did you come and apply in person.
You could be a salve they purchased and freed to be an agent or any other idea you like.
They only ask you be lawful and talented.

With the stat rolls being higher than normal you are the latter.

==============================


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A little background on
The Agency

It's a per profit organisation
All agents have shares, and share in the profit or loss of the organisation.
Once a year agents are allocated a dividend on the last year's profit or loss.
Clients hire the agency by contract at the main office. Field Agents do not negotiate price or collect payments.
Field Agents [you] also get a mission completion bonus.
All agents start as field agent's with out exseption.
The Agency has kind of ranks bassed on share allocation.
They also have branches with-in the orgnision
Of ex field agent specialists.
You can ask to leave The Agency at any time
But! You will have to undertake a mind wipe if you do. This removes sensitive information and secrets about the Agency.


Well Nestor applied, the Agency had just the work he was looking for. Giving him some purpose after he left Taldor.

Grand Lodge

I believe I addressed that. If not sufficiently, please let me know.


Sevellon wrote:
I believe I addressed that. If not sufficiently, please let me know.

I'll need your pcs back ground in the alt so I can find it Sevellon.

Grand Lodge

Got it


Yup, it's mentioned in my story: I was actively searching for a chance to get in. How exactly did I get in is not really there - a patron, by chance, some extraordinary deed. If you want me to get into detail, just tell me.


Dotting.


I will be checking Pcs over the week end


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1 more day then I will be closing recruitment and pming picks.

Thank you all for applying.


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==============THREAD IS NOW CLOSED===============
I will be PMing the picked players in about a week, need to get docs ready and ask things.

Thank you for applying.


I guess PMs have already been sent to those selected?


I am waiting on feed back from 2 players, one form my Table top one applicant here. I will give them until Friday if they don't give me some I offer places to others.


I suppose everyone already assumed this is over, or something. Most probably 'or something'.

Grand Lodge

Going for alternate spot.

2d6 + 7 ⇒ (3, 6) + 7 = 16
2d6 + 7 ⇒ (3, 6) + 7 = 16
2d6 + 7 ⇒ (1, 4) + 7 = 12
2d6 + 7 ⇒ (4, 1) + 7 = 12
2d6 + 7 ⇒ (2, 6) + 7 = 15
2d6 + 7 ⇒ (6, 4) + 7 = 17

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