GM Sappy's Infiltrators - Dirty War

Game Master Sapiens

May XX, 1942 - XXXXXX - Prague

Map of Prague


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Ladies and gentlemen, boys and girls, welcome to yet another weird game by GM Sappy! I should say, I'm not sure how long this check/recruitment will last, but I'll give notice.

Unlike my previous games, which are following modules, this one will be modified Pathfinder homebrew, consisting in a series of missions for special agents during World War 2 Europe. We'll start with a couple of missions, then kick a plot into gear.

Just in case, here's a small content warning. I'm not one to revel in gory details and disquieting descriptions of body horror, but this is WWII. There may be human sacrifices, war atrocities, racism, and generally ugly things. Players may die or be permanently crippled. If you are easily impressed, I'd advise against this game. I don't believe I'm violating any Paizo guideline by having Nazis as the bad guys, and I'd like to reiterate that I don't endorse hate or violence of any kind.

Aaaand now for the game rules. This is starting as an interest check, but you are welcome to post your character ideas and backgrounds, if you so feel inspired. Legal sources are Paizo, Spheres of Power, Spheres of Might (if a more complete playtest comes out, we'll use that, for now it's the preview), Ascension Games' Path of Iron and Path of Shadows, Dreamscarred Press' Psionics. Other stuff might be approved. No Path of War.
I'll also have to bring up some rules for firearms, what I'm thinking is using two ACs, one for standard weapons and one for firearms: you'll face monsters, so good balance will be important, and it's likely that you'd have some experimental flak vests or whatsit. Another possibility is having some armor granting Damage Reduction against firearms.

About the world:
I'm stealing many things from Charles Stross' exceptional Laundry Files books, except for the paperwork and the Cthulhu flavor. The basic gist is that magic is a rare and dangerous scientific phenomenon, somehow connected with advanced mathematics. There are government agencies that deal secretly with supernatural menaces, keeping their personal bound to secrecy with strong geases. For the rest, it's our world.

About magic:
There won't be divine magic in this game. Cure spells are added to the sorcerer/wizard and psychic spell list; paladins and rangers can use the Spell-less Ranger, the Skirmisher, or other archetypes that remove spellcasting. As said above, magic is a sort of advanced mathematics. Lethal Applications of Algebra is a legitimate research field, and you may even be a Combat Philosopher. The scholarly casters are likely to have stumbled upon magic while doing theoretical research, but that does not exclude "wilders" like Sorcerers. Generally, magic is seen as weird and scary even by those who practice it, not much an empowering tool but a primed bomb that you hope will only blow up against the enemy.

About the Laundry, the Black Chamber and the Разведка(Razvedka):
The Laundry is the United Kingdom (and Ireland's) magic enforcement government agency, not directly tied to any other agency. It has R&D divisions, intel, support and an active team of field agents. These include both casters and military (usually SAS) personnel, to deal with extreme prejudice against menaces.

The Black Chamber is its USA analogue, but it's a transversal organization working with (highly cleared) personnel from the OSS (today CIA), the FBI and the Armed Forces Security Agency (today NSA). They have a somewhat loose moral compass; while the Laundry deals with threats to the British Isles, the Black Chamber also uses magic for spying and counterintelligence.

The Razvedka is a branch of the NVKD (today KGB). They go beyond the Black Chamber's ways, adapting magic to indoctrination, search and reformation of dissidents, even assassination. They are ruthless, but they're also using this ruthlessness to great effect in the war against Germany.
Small note on playing a Soviet Union agent: Stalin was bad, I'm pretty sure we can all agree on that. You can play a Soviet agent, either a supporter of the dictatorship, a bitter critic or somewhere in the between, but let's keep it in the roleplay.

About your role:
You'd play as an agent for the Allied Forces, going against the Axis. The game would likely start in 1942, so that both the USA and the Soviet Union are involved in the war. The Nazis have their own magic agency, the Ahnenerbe-SS. You would act against them in accordance with Allied forces. The timeline of the war should proceed as it did, unless your actions change the world.

Races:
Human only. This is our world after all. There may be a spot or two for planetouched passing for humans, but I'd require a good background explanation.

Traits:

These are basically Campaign Traits, linked to your background.

Black Chamber Operative: You have been trained in the Black Chamber's enhanced interrogation techniques. Once per day, you can cast detect thoughts as a spell-like ability. This only works on a single target, who is aware of it, and is painful for them. DC for Will Save is 10 + 1/2 character level + your Cha modifier.

Independent Contractor: You avoided government recruitment. Perhaps you were a mercenary, perhaps you came from a country without such an agency, perhaps you are a freedom fighter. One way or another, you've had to learn your way into the world. You gain a +1 bonus to two Knowledge skills of your choice, and one becomes a class skill for you. If all Knowledge skills are already class skills to you, increase one bonus (your choice) to 2. Once per day, you can reroll a Knowledge check.

Laundry Operative: The Laundry has the widest archive on magic in the world, and you picked some things up. Choose a cantrip (except those on the cleric and druid spell list). You can cast that cantrip at will. If it allows a save, the DC is 10 + 1/2 character level + your highest mental skill modifier.

Razvedka Operative: Stealth and secrecy are vital to survive in the cutthroat environment of the NKVD. You get a +1 bonus to Stealth and Bluff, and one of these (your choice) is a class skill for you. If both are already class skills for you, increase one bonus (your choice) to 2. You also have an additional language point.

Special Forces Agent: The militarization also means that many highly skilled soldiers are drafted into Magical Enforcement. You are among them, and if you ever though that you were trained for everything, well, you just found out that you were wrong. You gain Quick Draw as a bonus feat.

Skills:
Background Skills will be in effect, but changed somewhat, as follows.

Knowledge(arcana): This will be used for all monster identifications. Don't expect to learn too many details about a monster, you'll get the gist of it.

Knowledge(dungeoneering, religion): These two become Background Skills.

Knowledge(engineering, geography): These two are NOT Background Skills.

Linguistics: This is NOT a background skill. Languages have three levels: School Level, which means that you can understand if it's spoken slowly and can make others understand you, Proficient Level, which means that you can understand almost everything, but still have an accent, and Native Level, which means that people won't recognize you as a foreigner. You start with your mothertongue at Native Level, each rank in Linguistics or bonus point of Intelligence gives you a language point, which can be used to learn a new language at School Level or to improve your proficiency one step (School to Proficient, Proficient to Native).
Therefore, a British character with 16 Int and 3 ranks in Linguistics would have 6 points, so for example he could know: Native Level English (free), Native Level German (3 points), Proficient Level French (2 points) and School Level Italian (1 point).
Spells like tongues can only get you to Proficient Level.

And finally, for background: I'm not requiring a deep, meaningful backstory with plot hooks and opportunities for character development, especially since you may meet a sudden and tragic end. Give an inkling of your character's life before the war, an idea on how they got into Magical Enforcement and a personality sketch. I may ask you for writing samples if I'm conflicted.


Level?
Stat generation?
HP?


Dotting, I love the Laundry series and it's great to see people who see the creative potential.


Level, stats and HP all the rest of character building info will come later, right now this is mostly an interest check. So for now it's only dots, concepts, and backgrounds if you already got an idea.


Tentatively interested, if only for a chance to play as a magical Штирлиц.
However, I haven't read the books (but have read a couple of similar occult USSR alt-history type of books in Russian), and the amount of 3rd party systems is a bit daunting.
EDIT: also will this be a PvP or competitive game, or the players will be working together against the Nazis?


I only picked the 3pp systems that I've known to be balanced and fun for all, but there's nothing against going full Paizo. And no need to have read the books, I'm only taking the idea and a few names.

Also, it wouldn't be PvP, you'd be part of a joint Allied task force. Although, if players want to, I may add secondary objectives given by your agency only, like secretly retrieving information or ensuring a certain target lives or dies.


Intrested. putting a dot here, will be back with a character when/if this gets off the ground.


Dotting for much interest.

Have a few concepts mulling... Foremost is a Russian Cossack - possibly an Inquisitor or Magus.

Scarab Sages

Dot for now sounds super interesting

Scarab Sages

I'm certainly interested, but I'm not familiar with any of the 3rd party stuff.


I hadn't considered the Inquisitor when I banned divine magic, but it looks like a great fit; I'll work on an arcane or psionic version.
The 3pp material I added is all available online under OGL, but don't feel forced to use it.

Silver Crusade

Hmmm.. thinking an aasimar, sorta decendant of a gaelic type fey celestial being... human appearing though.

Either a warrior type with extensive knowledge of the fey and supernatural, who fights with old style weapons mainly and can use guns, just not his preference.

Very subtle, most likely unchained rogue or slayer or some other analogue.


Definitely dotting. Something psionic for sure. Dread maybe, or Cryptic? Cryptic would with fit well with the 'advanced math' quality of magic/psi, I think.


GM Sappy wrote:

I hadn't considered the Inquisitor when I banned divine magic, but it looks like a great fit; I'll work on an arcane or psionic version.

The 3pp material I added is all available online under OGL, but don't feel forced to use it.

Would a Witchknight Inquisitor work as an alternative? I potentially see him serving a heathen power - Baba Yaga would be a cool thematic fit.

Could fashion him as someone who believes himself to be an incarnation of Koschei the Deathless (as such would pick a hare as his familiar - part of the Koschei mythology which holds his soul)

Just my initial musings GM-S


This looks very cool. I wonder if I can get a psychic warrior with a rifle to work.


Witchknight looks alright, yes, and koschei is a lovely legend. I'm seeing lot of interest for the Russian side of things, I wrote the first adventure in the UK but there might be some Stalingrad action.

Upon examining the Inquisitor, I'd allow it with these modifications:
1) The spell list loses the alignment-based spells such as protection from evil. All spells are considered arcane and do not need a holy focus.
2) The inquisitor is proficient with all simple weapons and one martial weapon of choice.
3) The inquisitor can detect at will summoned monsters. This works as detect undead, but also reveals aberrations and similar monstrosities. This ability replaces detect alignment (but can be replaced by an archetype that replaces detect alignment.

Also, because I had forgotten: all alignment-based spells such as protection from evil should be removed from game. If you wanted to make a character focusing on such effects (like a paladin's smite) we can work on a suitable replacement.

As for the psychic warrior, the marksman class has an archetype for rifles. You can take firearms as your favored weapons.


WWII? Occult?? Laundry Files??? And Spheres of power to boot? I am so very, very interested.

My current thinking is a Polish expat, likely having either been subsumed by the Razvedka or fled to Britain during the German invasion. Mechanically speaking, I'm excited to try the new War sphere talents - probably as either an Iron Mage Hedgewitch or a Dark Presence Eliciter.


Dottie for interest...

I mean dotting for interest.

A game where I might be able to play a WWII-era assassin? With a little magic and Elder gods to boot? Sounds exciting.

That said, I'm not that familiar with the 3rd party books involved, and thus I might be lost mechanically.


Ok, so I'm gathering that there is quite a bit of interest, I'll likely post character creation rules on Monday.

I've also noticed some concern about 3pp: while I'd like to remark that Paizo material is all good and I'll not make favorites, I'm presenting the material I've added.

Overview:

Ascension Games LLC gives four classes:
- The Archivist uses an alternate, rune-based system for magic to become a very specialized caster. However, I agree that it can be a bit daunting.
- The Nightblade is a magic rogue, who can specialize in different paths, life illusion, fear or destruction. Since d20pfsrd is still having some indexing problems, paths can be found here.
- The Saboteur is a roguish class focused on traps. It requires good teamwork and planning, of course.
- The Vanguard is a buddy class with a pet golem, think summoner meets hunter meets wizard.

Psionics is a port of 3.5 psionics rules, complete with a rebalancing, new classes and so on. Psionics powers work on a power point ("mana") system, and there are several non-casting classes with new mechanics, such as the Soulknife.

Spheres of Power is a total overhaul of the magic system, an in my opinion it works wonders especially for spontaneous casters. It divides magic effects into several thematic "Spheres", and knowledge of a sphere grants a series of minor powers. Leveling up, a character can unlock new talents (abilities) that create different effects, allowing for full versatility, no "cleric good at healing, sorcerer good at fire". Additionally, a spherecaster can create more powerful effects spending spell points (another "mana" system), and even design their own magic drawbacks (verbal components, focus, painful magic and so on).
There are both ports of all casting classes and new ones.

Spheres of Might is the combat analogue of the one above, but since it's still in pre-alpha it's not recommended for beginners: rules, abilities and such could change overnight.

Finally, a note: There will be fights, and the first few missions will be combat-heavy. However, later on it might be necessary to sneak behind enemy lines, blend in with the population and bluff enemy officers. There are spells that can help, but it couldn't hurt to think of a way to be at least inconspicuous.


Am also considering a Romanian Sorcerer (a minor noble and exile who does not support the current fascist regime of his homeland).

(As such he could be working with the Russian or British fractions)

He is somewhat enigmatic - a diehard who can trace his bloodline to the ancient families of Wallachia... Sanguine bloodline (from his ancestor Vlad Tepes...)

Drawing some inspiration from Brian Lumley's excellent Necroscope series (albeit they are set in the cold-war era).

Will keep the ideas mulling ahead of character creation guidelines.

BTW - Sappy love the Vanguard 3PP class, while I'm not thinking of pitching it myself - its begging for a jewish themed PC and his Golem companion :)


Im thinking ill break the mold a bit and write up a rough and tumble streetwise operative whose knack for getting out of sticky situations coupled with a rather diverse set of skills is what landed him in this line of work. Think Eggsy from Kingsman meets The Comedian from Watchmen. Quite a lot of potential fits for him as far as classes goes, but probably something along the lines of Barbarian, slipping into fighter once or twice along the way.

Probably gonna go with British im thinking.

Also, just gonna throw this out there, but since Aasiamar are a potential inclusion, wouldnt it be cool to be able to play other races, "reskinned" as humans. Could make for some cool occult influences in a characters background.


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Recruitment time!
You'll have time until March 5th to give me at least a name, a background and a class choice, then until the 10th to finalize it all. I won't be accepting new applications after the 5th.

I've been thinking, and it makes sense to me that the Laundry would hire folks with "unusual" blood, so I'm opening to more races.

Abilities: 20-point buy, no score below 8 before racials. I will play dirty on your weaknesses and reward your strengths, so choose wisely. You get your +1 for 4th level.
Races: Any one that can easily pass for human. That means (I've likely forgotten one or two):
- Humans
- Aasimars, Tieflings, Ifrit, Oreads, Undines, Sylphs, Sulis, Fetchlings and Vishkanyas with the appropriate racial trait.
- Dhampirs, Changelings, Samsarans and Half-elves can take a Race trait (curse the ambiguity, I mean a trait like you could pick through Adopted) to look human.
- Kitsune, while they can look human, are too exotic and carefree for this game.

Classes: Any Paizo, Spheres of Power, Psionics, Ascension Games. The bold and the brave can use Spheres of Might. he only divine casting class allowed is the Inquisitor, with the modifications written above (and in the Campaign Info).
Level: 6
Traits: two, one must be a Campaign Traits, three with a drawback (and beware, by taking a drawback you are allowing me to put you into uncomfortable situations. Take Warded Against Animals and be sure that the enemy's rottweilers will target you first). Of course, the Campaign Trait should fit your background: if you have an idea that wouldn't fit nicely into the Campaign Traits, ask and I may whip up something else.
Feats: You get a free feat chosen between Power Attack, Weapon Finesse, Deadly Aim, Point Blank Shot and Combat Expertise. You don't need to satisfy the requirements.
Equipment: You'll have some personal funds, about 500$, for mundane items and will requisition additional items. Requisition rules follow in the spoilers. Assume 1$ = 1gp

Magic: There are no alignment-based effects. If you have alignment-based effects, we will work together to readapt them. For example, a Paladin's smite will work on magic creatures (which will be 90% aberrations and undead anyway). On that note, any cute and noble creature (angels, azata and whatever) can't be summoned through magic, but there are no alignment restrictions on summoning.

Weapons and Armor: I'm going for a homebrew version of firearms and armor. Should it not work, I will be available to change it.
Armor will provide a Physical Armor Class (PAC) and a Ballistic Armor Class (BAC). PAC applies against non-firearm attacks, while BAC applies against firearms. All Pathfinder effects which grand an AC bonus that does not apply to touch attacks (armor, shield, natural) apply to PAC. Effects tailored to firearms generally add to touch AC, but should there be an ambiguity, they default to applying to BAC. Full rules in the spoilers (and the Campaign Info tab)

Additional rules: Variant Multiclassing is allowed. Background Skills are in effect. Automatic Bonus Progression +2 (you count as level 8 on the table). There will be very few permanent magic items, they will be strange and powerful.

On Background: As I said, it is not necessary to create the best character ever, since they may not see another Christmas. On the other hand, I'll need to choose somehow, so give me something to work with. Your choice of background format. You are free to make assumptions on magic creatures and structure, but remember that the masquerade is enforced with extreme prejudice. Also remember that magic should be scary. For example, fey are not merry-go-lucky leprechauns; they are unseelie baby snatchers.
Start Date: January 1st, 1942

Weapons and Armor:

Firearms:
All weapons misfire only on a natural 1.
Autofire means that, as a full-round action, a weapon fires 8 bullets and attacks all targets in a 60 ft. cone, albeit with a -4 penalty (eventually added to range penalty). Autofire weapons firing single shots get a -2 penalty, and another -2 penalty for each shot fired in the turn. All firearms threaten have x4 critical. Firearms are never masterwork unless their wielder is a Gunslinger.
Rogues with the Sniper Archetype get proficiency with Sniper Rifles.

- Light Pistol: Simple, Light, 2d4 damage, capacity 8, range 30 ft., 1 lb.
- Heavy Pistol: Simple, One-handed, 2d6 damage, capacity 10, range 40 ft., 2 lbs.
- Machine Pistol: Martial, One-handed, 1d8 damage, capacity 16, range 30 ft., 4 lbs., autofire
- Semiautomatic Rifle: Martial, Two-handed, 2d6 damage, capacity 8, range 80 ft., 15 lbs.
- Shotgun: Martial, Two-handed, 2d8 damage, capacity 4, range 40 ft., 15 lbs., scatter
- Assault Rifle: Martial, Two-handed, 2d6 damage, capacity 40, range 40 ft., 15 lbs., autofire
- Sniper Rifle: Martial, Two-handed, 2d10 damage, capacity 4, range 150 ft., 20 lbs.
- Grenade: Splash Weapon, explodes one round after it's been thrown. 4d6 damage, range 10 ft., 1 lb.

Ammunition is divided between Light Handgun Ammo, Heavy Handgun Ammo, Rifle Ammo, Sniper Rifle Ammo and Shotgun shells

Armor:
- Light Armor: fatigues reingorced with a flak vest and metal plaques on the vulnerable parts. Either +4 PAC and +2 BAC or +2 PAC and +4 BAC. Max Dex +6. 7 lbs, ASF 15%.
- Medium Armor: flak jacket going over a light, hardened chainmail, metal plaques over padding to protect from any kind of weapon. +5 PAC and +5 BAC. Max Dex +3. 20 lbs, ASF 30%
- Heavy Armor: Experimental tactical suit, only available to special forces. Either +8 PAC and +6 BAC or +6 PAC and +8 BAC. Max Dex +1. 35 lbs, ASF 50%

Enemy soldier uniforms will be available if needed.

Requisition:

Each character gen get one requisition pack. Your other personal funds will only buy mundane, non-weapon items (although you can buy anything that could be reasonably found in 1942 Great Britain). Everyone gets a free Radio and can also get a free Healer's Kit. Should you have specific needs, tell me and I may add others.

Soldier Package:
- Any armor
- Up to 2 Two-handed firearms and up to 2 pistols. 100 rounds of ammunition for each weapon.
- Up to 2 non-firearm weapons, masterwork quality, optionally silvered.
- Up to 2 light non-firearm weapons, optionally silvered.
- Up to 5 grenades.
- up to 4 1st-level potions.
- Up to 500 gp in consumable Slotless Wondrous Items (like feather tokens).

Specialist
- Medium or Light Armor, camouflaged for a +2 circumstance bonus to Stealth.
- Up to 1 Two-handed firearm and 1 pistol. 50 rounds of ammunition for each weapon.
- 1 non-firearm weapon, masterwork quality, optionally silvered.
- Up to 10 light non-firearm weapons, optionally silvered.
- Up to 3 grenades.
- Specialist Kit. Grants a +4 circumstance bonus to Disable Device, Disguise, Knowledge (All) and Survival. A Specialist Kit has 10 uses.
- Night Vision Device. Grants Darkvision 60 ft., but forces a -4 penalty to Perception for things outside the cone of vision.
- Up to 6 1-st level potion, up to 2 2nd-level potions.
- Up to 3000 gp in consumable Slotless Wondrous Items (like feather tokens).

Practitioner
- Light Armor. This aromr can be forfeited for 500gp of extra Slotless Wondrous Items credit.
- 1 handgun. 50 rounds of ammunition.
- 1 non-firearm weapon, masterwork quality, optionally silvered.
- 1 grenade
- Up to 2 light weapons, optionally silvered.
- Up to 8 1-st level scrolls, up to 3 2-nd level scrolls, 1 3rd level scroll.
- Up to 4 1-st level potions, 1 2-nd level potion.
- 1 1-st level wand.
- Up to 3000 gp in consumable Slotless Wondrous Items (like feather tokens).


Well, that start date could futz with my thought for a Japanese-American who works with the Black Chamber to protect her family, unless you just ignore the fact that it's really weird for a civilian to be a 6th level Mesmerist and combat trained besides, lol


TheSilverDreamer wrote:
Well, that start date could futz with my thought for a Japanese-American who works with the Black Chamber to protect her family, unless you just ignore the fact that it's really weird for a civilian to be a 6th level Mesmerist and combat trained besides, lol

If the idea was that they'd enroll after Pearl Harbor, probably so, it was only a month earlier.

However, since magic is very closey controlled by the government, it wouldn't be unlikely for the Black Chamber to have scouted and forcely conscripted them years earlier, then forced them to accept the overseas assignment by threatening reprisals on their family.

Magic is not a joke, governments can't allow private citizens to go around experimenting with spellcasting, civil liberties be damned. There are no secondhand shops that dabble in real esoterica, no smalltime cults whose rituals just happen to work: practitioners face a choice, conscription or annihilation. That old professor who's drawing a summoning circle? A week after he drew his first diagram, Laundry agents were at his doorstep with a binding geas. And so on.
Practitioners outside Magical Enforcement agencies are extremely rare, generally considered dangerous criminals. However, since the war, a pardon was offered to those who enrolled...


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Would you be willing to allow the Psychic Armory archetype for Soulknife? It is not on the d20pfsrd but it is on a site called Pathminder (though they combine its page with the High Psionics rules, which is just adding Gifted Blade manifesting progression without removing the Psychic Strike class feature).

The Psychic Armory's big thing is summoning a collection of quasi-real weapons as opposed to a single sword and using them at a range. I had imagined the character as sort of the custodian for the ghosts of lost legendary weapons like Balmung, Caladbolg, Lugh's Spear, Gáe Bulg, the Lúin of Celtchar, Carnwennan, and so on.


Just one question before I start firing on all pistons: Health?

Edit: Also, do the armors have any check penalties?


@Master Han Del of the Web: Psychic Armory looks nice and flavourful, but I'd remove the High Psionics, since (as I understood it) it's a general straight buff meant for high-powered, high-magic campaigns.
Also, we can neither conferm nor deny that the Laundry has Excalibur, or any such weapon, under custody.

@Whiskey and a Bonesaw: Right, knew I was forgetting something.
Health is max for the first HD, then half rounded up. Light Armor has a -1 check penalty, Medium has a -3, and Heavy has a -5.

Another note to all: should something in my homebrewed things feel under- or overpowered, please tell me without problems. Balancing is the hardest part of making things.
Finally, I just realized that the Specialist Package might use a silencer, so I'm adding one that quadruples Perception distance penalties to hear the shot.


A Dhampir Psion [Telepath]/investigator i think wpuld be great fun and for it well.

So color me interested.

A Mouser postal would be cool. I'm also think she is a political officer.


@GM_Panic: Weapons descriptions are in the post above and the Campaign Info Tab. The Mauser C96 would qualify as a light pistol, but it being a German Forces firearm, you'd likely requisition it for infiltration missions only.


There was an English version of the weapon I'll dig up the link.

She will be high int skills monkey type.
Languages and infiltration.

Taking Practitioner load out as that fits better my idea of her.

She's an English aristocrat


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GM Sappy wrote:

@Master Han Del of the Web: Psychic Armory looks nice and flavourful, but I'd remove the High Psionics, since (as I understood it) it's a general straight buff meant for high-powered, high-magic campaigns.

Also, we can neither conferm nor deny that the Laundry has Excalibur, or any such weapon, under custody.

Yeah, High Psionics is a nice bonus but Psychic Armory already has a whole lot of terrifying potential for mayhem without it.

Also, you'll notice I did not mention Excalibur in my earlier post. I was thinking more the mostly forgotten old weapons. Excalibur manages to remain potent in the minds of the people and is thus still a 'living' weapon.


GM Sappy wrote:

@Whiskey and a Bonesaw: Right, knew I was forgetting something.

Health is max for the first HD, then half rounded up. Light Armor has a -1 check penalty, Medium has a -3, and Heavy has a -5.

Another note to all: should something in my homebrewed things feel under- or overpowered, please tell me without problems. Balancing is the hardest part of making things.

Alright, thank you. I've got a Combat Engineer Alchemist just about ready to go; he'll likely rear his ugly head on Wednesday. A Polish loyalist, he fled to England when it became clear the wards around Wawel Castle weren't going to hold off the Ahnenerbe-SS. Never has there been a better time to own your own motorcycle...

Speaking of, what skill would be used for driving things?


Whiskey and a Bonesaw wrote:
Speaking of, what skill would be used for driving things?

Right, I hadn't though of that.

New Skill: Drive (Dex)
You can drive most ground and sea vehicles. Ordinary driving does not require a check, but car chases, races and uncommon vehicles (like tanks) will. Those who have Ride as a class skill gain Drive as a class skill.

New Feat: Air Force Training
You can use the Drive skill to pilot aircraft.

That's not to say that you will be able to requisition an aircraft when you feel like, of course. As for personal vehicles, you may own one, but gas rationing and the need for covert actions mean that you wouldn't bring it to all missions. Of course, should an assignment require a vehicle, you could bring your own instead of requisitioning one.
Generally, things you purchase with your own money will mostly be there for background, while requisition should take care of your gameplay needs... to an extent.


Could I blow the consumable slotless magic item allowance and forfeit the potions in exchange for medium armor with the mechanics of mithral?


HI GM Panic here,

Well I made an alt, Here she is, Lady Calista Da Romano.
I also used the 10 Min background to flesh her out with where she came from and something about her complex back story.

Needs a few small things doing but she is 80% there.


@Master Han Del of the Web: Ok, it can work.

@Calista: Several things jumping to my eyes:
- You have magic items outside the requisition package: ABP means that you get bonuses leveling up, but your WBL is cut down. This game is very low on magic items, so you only start with your requisitions, 500$ of mundane, non-weapon items and, potentially, a non-gameplay affecting object (like Whiskey's motorcycle).
- You have a magic revolver. As above, you start with non-magic weapons, I apologize if it wasn't clear.
- You haven't marked languages or how well you know them.
- You have no Campaign Traits.
- You have no traits to pass for human.


Super interested in this. Stating up a German-born Nightblade / Stalker.

Can you explain a bit more which armour bonuses apply to which types of armour?


@Mina: All effects which apply to touch attacks apply to both BAC and PAC. This includes deflection, dodge, insight, luck, sacred, profane and size bonuses.
Armor, shield and natural armor bonuses from Pathfinder only applies to PAC and won't do anything to stop a bullet at close range.
The modern armors above give a bonus to BAC that does not apply to touch attack, like a parallel armor bonus. Riot shields and bulletproof vests are only experimental.

Let's make an example:
Teddy the American Scout has Dexterity 16, a +4 PAC/+2 BAC Light Armor, and the Dodge feat. When a rabid dog tries to bite him, it needs to beat his PAC of 10 +3(Dex) +4(armor) +1(dodge) = 18.
However, when Otto the German soldier raises his handgun and shoots Teddy, he has to beat a BAC of 10 +3(Dex) +2(B.armor) +1(dodge) = 16.
But here's the plot twist! Otto is actually a sorcerer, and shoots a ray at Teddy. This targets touch AC, so only has to beat an AC of 10 +3(Dex) +1(dodge) = 14.
After dispatching Otto, Teddy fumbles his perception check and is ambushed by Hans and Hermann, two sneaky enemies. Teddy is flat-footed, but his flak jacket still helps, so Hans' gunshot needs to hit a BAC of 10 +2(B.armor) = 12 and Hermann's knife needs to hit 10 +4(armor) = 14.
Teddy is in rough shape, but he's survived the ambush. Fritz, the last remaining guard, tries to hit him with his gun from far away. Since he's beyond five range increments for his weapon, the attack wouldn't resolve against touch AC in standard Pathfinder. This means that Teddy can apply the highest of the two bonuses of his armor against the bullet, and his AC would be 10 +3(Dex) +4(armor) +1(dodge) = 18.

I hope this was clear. It's perhaps not the easiest system, but I believe it to be balanced and to help you with different kinds of threats.

As a side note since you mentioned the Stalker, I'm not allowing Path of War for this game. I don't think that it fits the kind of atmosphere I'm trying to create.


Cool, that helps, thanks! I might still have more questions since there are a lot of different types of bonuses.

GM Sappy wrote:
As a side note since you mentioned the Stalker, I'm not allowing Path of War for this game. I don't think that it fits the kind of atmosphere I'm trying to create.

Ack, I knew that in some part of my brain and forgot, probably got mixed up since the DSP Psionics are allowed. I might look at the Spheres of Might, or go with something else entirely. Thanks for the reminder!


Does the Enhancement bonuses from attuned armor apply to BAC, or just PAC?


Alright, got things finished ahead of schedule.

Tomasz Szymanski

Fluff:
Bright eyes, hemmed in by crows-feet, lay claim to a face that would've been clean shaven if you had met the Pole two or three days ago. He has spots of grease in his greying hair and on his pianists fingers; on the desk in front of him are a disassembled pistol, a dizzying array of cogs and flywheels, and a copy of Der Ricci-Kalkül. On the wall there's a single frame; an Armia Krajowa identification document signed by a 'Józef Piłsudski'. His shirt and suspenders are spotless, and he seems to be waiting for you to speak.

Background:
This is Tomasz Szymanski's third war. He was born in 1901 in the city of Krakow, a citizen of the Austro-Hungarian Empire and the son of a watchmaker. His father and older brother died in the Great War; at 15 he himself was conscripted into the 1st Brigade of the Polish Legions as a driver and runner for the artillery battalion. He had a talent for math; once the War ended he transferred into the newly-formed Sekcja Szyfrów working first as an engineer and later as an applied mathematician. He took time off in the interbellum years to study mathematics and mechanical engineering at Poznan University; re-joining what was now called Biuro Szyfrów - the Cypher Bureau. When the Germans marched on Warsaw, he, along with his colleagues, burned their work and fled for Allied land.

Well, that's the official version at least. After the Second Polish Republic was established, it was recognized by Woodrow Wilson that Poland would need it's own version of the Black Chamber if it was to have any chance of remaining a free nation. That organization became BS-5; Tomasz was one of its founding members and, at Poznan, made a special study of what was euphemistically called 'Informacje Praktyczne Teorii' - Practical Information Theory. Though it had field agents, BS-5's specialty was the interception and compromise of demonic agents and demonically-enabled communications; when forced to go toe-to-toe with the Ahnenerbe-SS they were blown away by the latter's callous use of apocalyptic magic. As the Reich came within view of Warsaw and the first incursions broached the wards around the Saxon Palace, Tomasz and what co-workers were left sent out a last few desperate messages and, in a midnight storm, fled to the sea and to the Laundry's welcoming arms.

Crunch:

Combat Engineer Alchemist 6

--------------------
Attributes:
--------------------

STR: 10, DEX: 18, CON: 12, INT: 18, WIS: 12, CHA: 12

--------------------
Traits:
--------------------

Independent Operative: +1 to Kn. Engineering and Kn. Geography; Kn. Engineering is a class skill.
Militia Veteran: +1 to Drive and it's a class skill

--------------------
Skills:
--------------------

Disable Device +13, Escape Artist +6, Knowledge (Arcana) +12, Knowledge (Engineering) +14, Knowledge (Geography) +7, Knowledge (History) +10, Knowledge (Religion) +8, Linguistics +5, Perception +10, Ride +11, Sleight of Hand +9, Spellcraft +13, Stealth +8, UMD +9

Languages: Polish (Native), English (Proficient), Austrian (Proficient), Russian (School)

--------------------
Defenses:
--------------------

HP: 45
AC: 18 PAC, 19 BAC, Touch: 14, Flat-footed: 14 / 15
Fort: +8 Ref +11 Will: +5
CMD: 18

--------------------
Offenses:
--------------------

Initiative: +4, Speed: 30ft
BAB: +4, CMB: +4
Melee:
Silvered Bayonet: +8 (1d6, 19-20/x2)
Ranged:
Shotgun: +9 (2d8, x4)
--Ammunition: 50
Heavy Pistol: +8 (2d6, x4)
--Ammunition: 50
Grenade: +9 (4d6+4, x4)
--Ammunition: 3

--------------------
Feats:
--------------------

Weapon Finesse, Extra Magic Talent, Throw Anything, Point-Blank Shot, Precise Shot, Martial Weapon Proficiency (Shotgun)

--------------------
Abilities:
--------------------

Alchemical Engineering: (10/day, 2 Modifications)
-- Concentration Enhancement: CL +1, up to class level. May be applied more than once.
-- Diffuser (2 Modifications): Saving throws must be passed twice by anything that breathes, though they may hold their breath to avoid this.
-- Explosive Charge (2 Modifications): The device does bomb damage in addition to its other effects.
-- Fuse: The device is considered a thrown weapon with a range of 10ft.
-- Miniaturization (2 Modifications): The device may be used as a piece of ammunition.
-- Rare Ingredient (2 Modifications): The device treats a creature with SR as having an SR of 5 lower.
-- Projector: Increases the radius of the sphere ability by 50%.
-- Resonator: Increases the duration of the sphere ability by 2 rounds.
-- Slow-Burning Agent: A sphere effect created with this modification lasts an additional minute without any spell points needing to be spent or any concentration required.
-- Sturdy Construction: The sphere effect has a +5 on Magical Skill Defense checks to be dispelled or counterspelled.

Discoveries:
-- Abjuring Device: May use devices with Protection talents.
-- Hedgewitch Secret (Amateur Spiritualist): May roll twice and take the better of all Knowledge checks, and may make knowledge checks untrained.
-- Illuminating Device: May use devices with Light talents.

--------------------
Spellcasting:
--------------------

Casting Tradition: Small-Unit Strategist, Limited Protection (Wards Only), Rebound, Focus Casting
Spells Points: 12
Talents Known:
War: Totem of Expulsion, Rebellious Totem, Gyroscopic Totem, Favorable Momentum, (No Totem of War)
Light: Blinding Light
Protection: Greater Barrier, (No Aegis)
Alteration: Perfect Imitation

--------------------
Other Equipment:
--------------------

Light Armor (Included Above), Specialist Kit, Night Vision Device, 6x 1st Level Potion (Undecided), 2x 2nd Level Potion (Undecided), Traveler's Any-Tool, Abjurant Salt, Oil of Silence x2, Elixir of Vision, Elixir of Hiding, Dowsing Rod of Aberrations, $500

Notes:
- Tomasz's motorcycle isn't necessarily for driving; it's one of his 'sanity blankets'. When the world starts sliding down the Mandelbrot Set it helps to have something you can take apart and put back together.
- He's still under all the BS-5 geasa, which causes the occasional complication when the Laundry asks him for information he can't give.
- Tomasz is partially deaf in one ear and has been since he was 16. Artillery is loud.
- If the campaign goes on long enough, we may have some inter-party problems between Tomasz and the Russians come 1944.


This is Master Han Del's alt.
I still need to do some clean up and pick a better picture but I've got the crunch laid out in the profile tab, and it looks like he is shaping up to be a rather terrifying sniper of all things.

My Mind Daggers have a range increment of 200ft and a max of 1000ft and that becomes 400ft and a max of 2000ft with the Distance enhancement

Psionic Shot and Greater Psionic Shot are in the level plan if I survive to level 9. Sniping with the daggers at that point would be at a +15 to hit and deal 1d4+17 +2d8 Psychic Strike +4d6 Psionic Shot against a hopefully unaware target. That blows my Psionic Focus and Psychic Strike for the moment though.

My fondest hope is for the chance to try it out on some poor Luftwaffe shmuck who decides strafing the party is a good idea.

Anyway, I'll get the fluff slapped together tomorrow but the basic concept I'm running with is that initially my character's exact circumstances were deemed too weird and the exact methodology of his powers did not fit with the accepted schema of the Laundry's magic so instead of immediately exploiting him, they slapped him with a sort of magical ID brand and let him loose for observation.

He did not get involved with the war effort until the Luftwaffe dropped a bomb into his favorite jazz club, the Café de Paris, and killed a good number of his friends. He limped into the Laundry's headquarters battered and bloodied the next day and requested he be allowed to give the Germans an object lesson in terrible revenge.


I'll likely make a dread/cryptic working for the black chamber, focusing on intel-gathering, interrogation, and general sneakiness.


@GM

Understood will alter, I did say 80% done, so things to fix.
With traits to be human,

Looking Human: - Have taken Adopted and looking for a suitable race trait now.

Magic gun: -The Weapon needs to be removed she, does not have a magic gun, that was an old idea.

Magic Items: - Will sort that now.

Magic/Psionic transparency: - I just wanted to check, we are playing Magic/Psionic transparency rules I take it.


Consider me interested. I have literally no idea what I may end up making in the end, but this sounds incredibly interesting and I definitely want to toss my hat in the ring.

I also realize that this is only my second post on the forums, so to reassure you that I'm not a total n00b: I've been roleplaying for better than 30 years and have played just about every genre available in that time. I cut my teeth on AD&D and have played every iteration up to 3.5 (I dislike 4E intensely and cant be bothered to try 5E, so I actually dont know whether I like it or not :)). I got into PF about a year ago and I'm totally loving it.

I've been playing PbP for about fifteen years, the last ten+ on Myth Weavers. I used to only come to the PF boards to look for answers to my PF questions, but then I discovered that there is a thriving PbP community here, so I thought I'd get my toes wet.

Anyway, that's me. I'll start working on a character idea and post more details soon.

TTFN!
Ark

EDIT: Actually, I thought of a couple of rules questions that will affect my backstory/character choices. You said you're accepting DSP Psionics. Does that include only the material available on the PFSRD, or are you allowing any of their printed material? I'm thinking specifically about SoulKnives I and PsiCrystals Expanded. I'd like to play an Augmented Blade, and since they get PsiCrystals, I'd like to use some of the enhancements from the Expanded splat. I think that someone like that would be interesting in this setting. He would be able to use the full power of his Mind Blade, but not be so blatant about it as a standard SoulKnife. :) Plus I'm thinking about adding the Gifted archetype, which would give him additional versatility and, IMO, make him quite a bit more interesting in this setting. :)

If you're ok with all of the above, I'll likely have additional questions, but I'll wait til you give me a yea/nay first.

EDITEDIT: I just finished reading the remainder of the thread and I see that you OK'd Han Del of the Web using the Psychic Armoury. The Augmented Blade is from the same splat, and is also on Pathminder (again, with the High Psionics/Gifted Blade bit added). Hopefully the Augmented Blade is ok as well. I was actually thinking of taking the Gifted Blade archetype as well, so the progression from the Pathminder site would actually be correct, I'd just remove his Psychic Strike.

I dont think the PsiCrystal's Expanded stuff is online (at least not at an OGL site) but I'll do some looking and if I can find it on a legit site I'll post a link.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Character concept: Spy (infiltrator)

Brawler(snakebite+strangler) 2, Rogue (unchained) 3 , Investigator (infiltrator) 1

plan: +1 lvl investigator, into master spy prestige class

Background: OSS

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

EDIT: Brawler (snakebite+strangler) 2, Rogue (unch)(sniper) 2, Investigator (infiltrator) 2

May I get Iron Will or Decietful instead of the other free feats?


I have had a long think about this and I just can't get her race to work with her class the way I want. It's the whole Negative energy thing. Just not what I am after. So I think to make things simpler and cut down the things I need to add to her, so she can pass for human. I am going to change her race to Tiefling with just "Pass for Human" as an alt race abiulty. Its just simpler and removes the whole neg-Energy madness.

I'm also making her a Pison [Telepath L5] with 1 level of Investigator [Psychic Detective] L1, this would then represent her training at the Laundry.

I will alter her back story and have everything in place.

Items have been removed.


@TheSilverDreamer: Good question. It applies to both.

@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.

@Alwin Shrike: Looks ok for now, and I chuckled at the idea of taking out planes. The background sounds reasonable.

@GM_Panic: Since you switched to Tiefling you just have to take the alternate racial trait, then.
And yes, Psionics counts as magic and viceversa for all purpose of offense and defense.

@Arklytte: Welcome to the Paizo PbP then! Augmented Blade is alright. For PsiCrystal Expanded and other non-OGL material I'll trust you and DSP for now, I'll buy more of their supplements when there's a sale.

@Saashaa: Sounds alright. However, the free feat is only to remove the most frequent feat taxes for combat, so no switching.


@GMS: Thanks for the welcome, and for the approval. Once I get a chance to get started on the crunch, I'll copy/paste the necessary info into my sheet, so you can at least see the mechanics I'm working with. :) I'll put together some of the fluffy stuff and get it posted here after work to get started with.

Heh...I'm kind of addicted to DSP's stuff. I have most of their catalog, and whenever I have discretionary RPG money (ie whenever my better half gives me my allowance, after the bills are paid :D), a fair amount of it goes to RPG stuff, and DSP is one of the main places it goes. :)

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