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This was a problem for me too. My party had virtually no reason, after dealing with Hellion and the Lords of Rust, to go to Iadenveigh. The only reason they went is because Hellion dropped hints that one of the android PCs was related to Cassandalee somehow. Apart from that, the party didn't care one whit about Unity or Iadenveigh or the Technic League, and it would've been a very short campaign :)


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I'm really digging the sin/virtue mechanics in RotR and am playing them up as much as possible for my PCs. I considered granting the following bonuses to especially sinful or virtuous characters, increasing it by +1 for each 5 points they rack up in any sin/virtue axis. Anyone done anything along similar lines?

Lust: +1 sin bonus to Bluff You tell people what they want to hear.
Love: +1 virtue bonus to Sense Motive You know the hearts of others.
Greed: +1 sin bonus to Appraise and Sleight of Hand You are skilled at getting what you are owed.
Generosity: +1 virtue bonus to Appraise and Knowledge (local) You know what value you can bring to your community.
Pride: +1 sin bonus to Knowledge (nobility) and Knowledge (history) Pomp and circumstance are your bread and butter.
Humility: +1 virtue bonus to Stealth and Escape Artist There is no need to pay attention to you.
Envy: +1 sin bonus to combat maneuvers You will not be denied.
Charity: +1 virtue bonus to Perception You are aware of what the world around you needs.
Wrath: +1 sin bonus to Intimidate You teach those around you to know fear.
Kindness: +1 virtue bonus to Diplomacy You share an uncommon empathy with those around you.
Sloth: +1 sin bonus to Knowledge skill of player’s choice You watch others act, and learn from their choices.
Zeal: +1 virtue bonus to initiative You act before you decide precisely what to do.
Gluttony: +1 sin bonus to saves vs poison Your body embraces what it can extract from the world.
Temperance: +1 virtue bonus to saves vs disease Your body is a temple, and you keep all its vestibules tidy.


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Dungeonginger wrote:

I'm gonna add vehicles to Iron Gods. Not technological ones. They will be introduced in Lords of Rust. Think Mad Max drizzled onto the Numerian plains. I have a Nexian Alchemist that has been simmering first as a PC and now an NPC whose time has come.

Anyone else done so, yet? (I know a number of you have thought about it...)

[edit] I am currently running two separate games of it. This will happen, soon.

Smiler war buggy

Large Land vehicle
Squares 6 (10 ft. by 15 ft.; 5 feet high)
DEFENSE
AC 8; Hardness 5
hp 60 (30)
Base Save +1
OFFENSE
Maximum Speed 240; Acceleration 60
Attack ram 1d8
CMB +2; CMD 12
DRIVE
Propulsion alchemical (2 squares of alchemical engines; hardness 4, 40 hp)
Driving Check Profession (driver), Craft (alchemy), Knowledge (engineering), or Use Magic Device; each modified by Dex
Driving Device steering wheel (AC 10, 25 hp)
Driving Space the two most forward squares of the buggy
LOAD
Decks 1
Special When a war buggy's engine drops below half hit-points, the operator must make a DC 15 driving check or the buggy explodes, dealing 6d6 fire damage to all occupants (Ref hald DC 15) and destroying the vehicle.

Smiler road warrior
Human rogue 1/alchemist 1
CE Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 armor)
hp 15 (1d6+1d8+4)
Fort +6, Ref +7, Will –1; +2 vs fear
Immune bleed
OFFENSE
Speed 30 ft.
Melee handaxe +2 (1d6+2/x3) or longspear +2 (1d8+2)
Ranged light crossbow +3 (1d8) or bomb +3 (1d6 fire)
SA sneak attack +1d6, bomb (DC 9), mutagen
STATISTICS
Str 14, Dex 17, Con 14, Int 8, Wis 8, Cha 6
Base Atk +0; CMB +2; CMD 15
Feats Acrobatic, Brew Potion, Great Fortitude, Throw Anything
Skills Acrobatics +10, Craft (alchemy) +4, Knowledge (engineering) +4, Perception +4, Profession (driver) +4, Survival +4
Languages Common
Driving check modifier: +8


Schiffer wrote:
My character as the stargazer campaign trait for iron gods. It gives me a "+2 to identify aliens, their weaknesses and abilities" my DM asked me to find out what an alien is, so I can start using this trait.

I'd say anything native to the Material Plane but not native to Golarion.


Mariel - NG halfling investigator
Vahn'Kreeg - LG human paladin [Shelyn]
Miriam - NG halfling cleric [Shelyn]
Victor - N drow elf bloodrager
Midge - CG gnome sorcerer [aberrant]


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Just curious, have any other GMs made custom impositions? Here are a few I put together:

Disgraceful:
Spill Your Guts! While in any settlement, a PC may automatically treat one Diplomacy check to gather information as if he had rolled a natural 20. (Cost: 5 Disrepute)
No Bellyaching! For 1 week, the crew of the PCs’ ship is not subject to starvation. This imposition can be used every 2 weeks. (Cost: 7 Disrepute)

Despicable:
Mind the Guns! For 1 hour, the PCs and their crew are considered to all have the Siege Engineer feat (they are considered proficient with all siege engines and do not generate mishaps on a natural roll of 1). (Cost: 5 Disrepute)
Do It Proper! The PCs’ ship may reroll a sailing check. (Cost: 5 Disrepute)

Notorious:
Replenish the Ranks! Spend 1 day at a port and automatically gain 10 crew members. This cannot be modified by skill checks. (Cost: 10 Disrepute)
Not Dead Yet! Whenever a PC would be killed (brought from at least 0 hp down below –CON hp) on their ship, instead they are stable at -1 hp and suffer a permanent physical deformity (see deformity chart). (Cost: 13 Disrepute)

Loathsome:
Fire at Will! For 1 hour, all siege weapons on the PCs’ ship can be reloaded in half the usual time. (Cost: 15 Disrepute)
The Devil’s Due! By sacrificing 1 crew member and 1 unit of plunder, the PCs’ ship is fully repaired of any damage. This crew member cannot be brought back to life except by miracle, true resurrection, or wish. The repair process requires 1 full hour, during which time the ship must remain stationary. If the process is interrupted or the ship moves from its initial position, the sacrifice and Disrepute spent are wasted. This imposition can be used once per week. (Cost: 23 Disrepute)

Vile:
No Escape! Choose one enemy. For 1 week, the PCs know the direction and distance to that enemy, provided they are on the same plane of existence. (Cost: 12 Disrepute)
Tsunami! A violent earthquake rocks the sea floor, sending enormous waves out for hundreds of miles and potentially devastating any nearby coastal settlements. Ships in this area (including the PCs’ ship) take 200d6 points of damage; a DC 30 sailing check halves this damage. (Cost: 50 Disrepute)


Part way through Raiders of the Fever Sea. They've just been rammed by Whalebone Pilk aboard the Deathknell.


Lumiere Dawnbringer wrote:
i couldn't find the old thread, so i made a new one. please list your skull and shackles party, including current PCs, former PCs, and PCs to be, whether new players you know wish to join, or possible backup characters.

We're level 4, just finished at Rickety's Squibs.

Mick Meadowlark - M tiefling Rgr4(Freebooter) - Elected captain of the newly christened Whore's Promise. Has begun a sexual relationship with Sandara and has become known as Mick the Merciless for his brutal pummeling of Owlbear, and Mick the Stick for his use of the boarding pike in combat.

Pepper - F human Ftr4(Corsair) - Quartermaster. Orderly and lethal with a rapier, people tend to end up dead around her, whether she wants them to or not.

Timpsy-zim Ninetails - F catfolk Rog4(Smuggler) - Master-at-arms. Could have been captain but chose to manipulate the crew from behind the scenes. Aunt was a notorious pirate captain whose reputation she hopes to exceed.

Papa Nua - M human Ora4(Haunted) - Ship's mage. A wannabe voodoo priest with a flair for the dramatic. After contracting and surviving ghoul fever, has been cursed with a black spot on his hand and visions of a ghost ship teeming with undead.

Ska'bris - M sahuagin Drd3/Ftr1 - Boatswain. A naturalist who's grown beyond his kin's need to conquer and slay, but is not above eating the occasional enemy. Has a pet shark named Baloney.


I purloined all my voices from other sources:

Harrigan - Captain Bloth from Pirates of Dark Water
Kroop - Dudley Moore's Arthur
Crimson - Konk from Pirates of Dark Water
Sandara - Juliette from Lollipop Chainsaw
Conchobar - Sidesow Mel from The Simpsons
Barefoot Samus Toppin - Pam from Archer
Plugg - Freddy from A Nightmare on Elm Street
Scourge - Barbossa from Pirates of the Caribbean
Rosie Cusswell - Ed from Shaun of the Dead


"Stow yer blathering peckerholster"
"Belay that, ye ballgargling donglord!"


If I understand this right, it says players can gain up to 5 Infamy in a port, and then no more at that port until they reach the next threshold of Infamy. So if they have 8 Infamy, Gain 5 more, which puts them over the next Infamy threshold (10), can they simply start over and gain another 5 Infamy at that port, for a total of 18?


Trok the Mighty wrote:

we have named our ship "The Mad Whore"

would love to read everyone Else's ship names

I allowed the surviving NPCs and PCs to each present one suggestion, then vote:

PC human fighter: The Rapier
PC sahuagin druid: The Bloodstorm
PC tiefling ranger: The Merciless
PC human oracle: The Marie
PC catfolk rogue: The Damnable Red Dot

Sandara: Besmara's Bastard
Cogward: The Frenzy
Kroop: The Sea Cleaver
Maheem: The Godsbane
Toppin: The Booty Snatcher
Shortstone: The Jolly Clever Sprite
Cusswell: The Unholy Shitstorm