Realms Beyond Imagination-Reign of Winter (Inactive)

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Anachronistic Heroes in the land of eternal winter.

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Map of Irrisen. Blue Line is the Journey.


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Indeed. That concept is baked right into the rules.

Great Detective:
The great detective is a master crime-solver, able
to take facts in at a glance and produce deductions
that seem magical to those without his keen mind
and razor sharp awareness . While many great
detectives are full-time crime-solvers who work as
part of a police force or as private investigators,
others are dilettantes who consider some other
career their primary vocation (ranging from
novelist to news reporter to cultivator of orchids) .
Even the motivations of great detectives vary
wildly, from belief in a moral imperative to see
justice done to simply seeking a pastime that can
keep their considerable intellect challenged . What
unites them, however, is both the drive and ability
to solve the most mysterious crimes and root out
the truth .
Study of Progress (Ex): The need for a great
detective to be familiar with a broad range of
potential murder weapons and obscure tools
encourages them to study the methods and norms of
eras of history prior to their own . A great detective
begins play familiar with one progress level lower
than his own background’s progress level .
Profile (Ex): At 1st level a great detective gains
the crime scene analysis cogitator talent as a bonus
talent, and receives a bonus to Sense Motive checks
made with the talent equal to half his class level
(minimum +1). Additionally the great detective
can use this talent as a full-round action, rather
than requiring the normal 1d6 x 10 minutes .Great Detective Talents: The specialties of a great
detective vary by training and experience, often
developing in response to long-running struggles
against a criminal empire or mastermind villain . As
a great detective advances in level, he gains great
detective talents selected from the list below . He
gains his first great detective talent at 5th level, and
gains additional great detective talents at 9th, 13th,
and 17th level . Also, whenever a great detective
gains a talent choice from his base class, he can
choose one of these great detective talents instead .

Conspiracy Theory (Ex): Whenever the great
detective makes a Sense Motive check to use the
Crime Scene Analysis talent, he may also make a
second check . If the event being investigated was
ordered by a creature not actually present at the act, or
if the perpetrators answer to a crime lord of thieves’
guild, a successful check against a DC of 15 + the CR
of the ultimate head of this crime ring allows the great
detective to identify one new fact about the boss or
crime ring giving orders to the perpetrators .
Contemplative Trance (Ex): The great detective can,
once per day, spend a 1d6 x 10 minutes in uninterrupted
meditation to allow her mind to sort through the clues
and facts she has gathered and look for patterns and
connections not visible to the conscious mind .
The contemplative trance acts as a divination
with 90% effectiveness . As an extraordinary ability,
the contemplative trance is limited to information a
mortal could conceivably know or deduce (though it
is not limited to knowledge a mortal could reasonably
acquire -- only information it is impossible for any
mortal anywhere to know is beyond the reach of the
ultimate deduction), and is not subject to spells or
effects that block divination magic .
In Your Head (Ex): When the great detective
is tracking down a perpetrator, he comes to
understand his foe’s actions and motivations so
well that he gains bonuses when opposing the
perpetrator . Once a great detective has made a
successful Sense Motive check to use the Crime
Scene Analysis talent against a perpetrator, he
treats that perpetrator as if it was a favored enemy
(as the ranger class), using the great detective’s
class level as his ranger level . The great detective
can only be in the head of a single creature at a
time . If he successfully uses Crime Scene Analysis
against a second perpetrator, he must decide
whether to retain his previous foe as a favored
enemy, or switch to the new perpetrator .
Manhunt (Ex): The great detective can track down
suspects in urban environments, similarly to how
rangers track beasts in the wild. To find the trail
of an individual or to follow it for 1 hour requires
a Perception check, or a Diplomacy check to
gather information . The great detective must make
another check for every hour of the search, as well
as each time the trail becomes difficult to follow,
such as when it moves to a different area of town .
The DC of the check, and the number of checks
required to track down the quarry, depends on the
community population and the conditions:
Population DC Checks
Required
Fewer than 500 5 1
501-1,999 10 1d3
2,000–9,999 15 1d4+1
10,000–49,999 20 2d4
50,000–99,999 25 2d4+1
100,000+ 30 3d4
Condition DC
Modifier
Every three creatures in the group
being sought
Every 24 hours the quarry has been
missing or sought
Tracked quarry “lies low” +5
Aid from a skilled tracker or
knowledgeable local
+1
Every doubling of the number of
creatures assisting in the manhunt

–1
+1
+1
If you fail a manhunt check, you can retry after
1 hour of questioning . The GM rolls the number
of checks required secretly, so the player doesn’t
know exactly how long the task requires .
The Game is Afoot (Ex): As the great detective
hunts his prey, he manages to piece together in
formation with repeated exposure to a perpetrator’s
work from facts that, on their own, would mean
nothing . When using crime scene analysis, the
great detective always learns at least 1 new piece
of useful information about the perpetrator with a
successful Sense Motive check, even if he does not
exceed the normal DC by 5 .Truth Ear (Ex): The great detective develops
the ability to gauge whether another character is
telling the truth by reading facial expressions and
interpreting body language . The great detective
must be able to observe (see and hear but not
necessarily understand) the individual for one
minute . The great detective adds half his level to
Sense Motive checks to detect Bluffs .


At the moment we have:

Digger, hustler kid from Brooklyn.

Fang, Chinese pit fighter.

And potentially:

Fakir with a pet tiger.

British military doctor.

German Great Detective.

If all of those work out, that would be a fun team. My plan for launching the campaign will be to have us in New York City. It is a cosmopolitan American City which can explain everyone being there. There will be some mysterious events at Kykuit, which is John D. Rockefeller's home. Rockefeller has enough money to explain almost any origin and to have imported any one of you. He might well have an Indian mystic about for entertainment purposes. This will allow us to give the beginning of the campaign a feel akin to Hound of the Baskervilles or an Agatha Christie story. We can easily call in help from the city, so everyone should be able to have a good reason to be there.


currently working on a war soldier who fought in the Spanish-American war. I have the backstory, just need someone to help me to put the mechanics and abilities together who has the book.


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DoubleGold, did you see upthread that you can download the classes portion of the book as a preview on Drivethrurpg? The full preview is a pdf of the first 44 pages, which gives you all of the classes. Give us a sense of the character's abilities and backstory and we will give you some ideas. Enforcer is sort of the obvious choice for a soldier, but any class with the Devil Dog archetype could work. Depending on the character's attitude, a daredevil (class) could be cool


character backstory and such:

Jazz became a slave in Spain at birth as he was taken away from his parents at birth in Cuba. At first they had him do small projects, he had to clean, and he could clean faster and better than most people. When he turned thirteen for years he was forced to build tall buildings and he had done the work of five men. He could carry twice as much at one time. Although slaves didn't get to eat much, they gave him a little more food than most slaves because of his output. He was still whipped and treated badly just like any other slave. At the age of eighteen, he slipped onto a ship while in disguise. Months passed on and a few on the ship had discovered who he was as they saw him outside his disguise. However, he manage to overpower and slay those who found out who he was and dumped the bodies in the water. Later the captain and the rest of the crew discovered who he was, but it was already too late. They had landed and he was in America. The fight was tough and he had a few bruises, but he managed to go up against seven men and live to tell the tale. After the battle he quickly ran away from the ship as fast as possible. He knew that if he was seen on that ship, Americans would mistake him as a Spaniard and would have to explain. Jazz did not know a whole lot of English at the time, but practiced it in his free time, and he knew enough to communicate. The ship had landed somewhere in New Jersey. The ship was investigated and several slain Spaniards were found as well as their weapons and supplies, except for food which he looted for survival. The bodies that were found of course were the ones that weren't already thrown into the sea. This ship was suppose to be an attack on North America, a week before the Spanish-American War, an incident that had been covered up by government officials. Jazz joined the Spanish American war as a revolt against Spain, the soldiers who served among him did not know who he was, and was barely able to communicate with him, but Jazz's skills and abilities proved worthy. Jazz was able to use any weapon well, but he preferred close quarters combat. Jazz helped win many battles for the three months the war took place. Some battles the government didn't even document. In fact there is no record of Jazz anywhere in the history books, it was all covered up as the American government didn't want anyone to know they had some kind of superhuman on their side.

Jazz is now a thirty-seven year old man, looking about twenty-seven for his age, seven foot high, two-hundred pound man, with a great portion of that weight being muscle. He is tan in color with blonde hair and blue eyes. He is a little slick and sly, not by much, but most of his power comes from muscles, agility and great fortitude. He now knows the English language well.


I'd go Enforcer class and Devil Dog archetype.

Devil Dog:
The devil dog archetype is designed to represent
the tough infantry soldiers of the 1910s through
1940s, who fought in trenches, through jungles,
and across continents in two World Wars and
numerous lesser conflicts.
Alternatively it can work for any professional
grunt from that era or somewhat earlier, mercenaries
who operate in low-tech wars in more modern
settings, and trained monster-hunters who fight
secret wars of brutal simplicity against werewolves
and psychics for the mysterious Department 7 .
Armor Training: Though the silk gambesons,
steel waistcoats, and heavy body shields fitted
to the torso that made up early efforts at ballistic
armor weren’t particularly effective, many soldiers
of the era were trained to wear them . As a result
the devil dog receives armor proficiency in light
and medium armor . For each of those armor types
he is already proficient, the devil dog instead gains
a bonus feat .
Infantry’s Burden (Ex): The devil dog is trained
to carry a full load that could often exceed an
untrained person’s ability to do so . At 2nd level,
when determining the devil dog’s carrying
capacity, calculate it as if his Strength score was
one higher . This has no effect on his Strength
modifier or the impact of penalties due to wearing
armor . Add an additional +1 to the Strength score
used to calculate the devil dog’s carrying capacity
at 4th level, and again every 2 levels thereafter .Devil Dog Talents: The specialties of a devil dog
vary by training and experience, often causing two
simple “grunts” to be masters of very different
skills and tactical options . As a devil dog advances
in level, he gains devil dog talents selected from
the list below. He gains his first devil dog talent at
5th level, and gains additional devil dog talents at
9th, 13th, and 17th level . Also, whenever a devil
dog gains a talent choice from his base class, he
can choose one of these devil dog talents instead .

Amphibious Assault (Ex): The devil dog has
been trained to move through and fight in aquatic
environments . He adds half his class level to his
Swim checks and takes no penalty to AC, CMB
checks, or melee attack checks made underwater .
Blind Fire (Ex): Whenever a devil dog suffers
a miss chance despite a successful attack roll, he
rolls his miss chance twice . If either result hits, the
attack is successful .
Patrol (Ex): One of the basic functions of
infantry is to patrol, be that to guard a home base,
seek out leading elements of an enemy force, or
help establish control over an area . A devil dog with
this talent adds half his class level to Perception
checks, and he can take 10 on a Perception check
even when distractions or stress would normally
prevent him from doing so .
Pursuit (Ex): Devil dogs often
have their foes on the
run and are forced to
run after them and
even track them down .
A devil dog with this
talent gains a +5 foot
bonus to his movement rate and
can make Perception checks to follow
tracks as if using the Survival skill .
Specialty (Ex): The needs of an army
often lead to training its soldiers as
specialists, and a devil dog can pick
up multiple specialties over the
course of a career . When this talent
is selected, the devil dog selects
one of the following skills:
Appraise, Disable Device,
Disguise, Escape Artist,
Handle Animal, Knowledge
(engineering), Knowledge (local), Linguistics, or
Survival . That skill is always considered a class
skill, and the devil dog gains a +1 bonus to the skill
for every three class levels .
This talent can be selected more than once . Its
benefits do not stack. Each time it is selected, it
applies to a different skill .
Spotter (Ex): The devil dog has been trained to
act as a spotter for the ranged attacks of another
character . As a move action, the devil dog can
grant one ally able to hear him a +2 circumstance
bonus on the next ranged attack roll the ally makes
against a target the devil dog has line of sight to
before the end of the devil dog’s next turn . If the
devil dog also has the blind fire talent, he can grant
his ally the benefit of that talent instead of the +2
circumstance bonus to the attack roll .


Cool thanks GM I will a PC up in the next 24 hours

Silver Crusade

Naajy Singh, the fourth son of Marahajah Pratap Singh of the Jammmu and Kashir province in India, is a Sensitive ESP with a young tiger as his animal companion.

Background:

As a member of the ruling family Naajy has been trained in the courtly graces. However his lowly position in the hierarchy means that he will almost certainly never rule and he has therefore been given a great deal of freedom to pursue his own interests.

He has led a life of great wealth, a life almost completely sheltered from the harsh realities affecting many of his countrymen. Educated at Eton and Oxford he returned to India at the outbreak of World War 1. Although a Major in the Dogra Regiment this position has been almost entirely honorary and he has essentially no actual military training or duties. He is officially in charge of a supply installation, a post that has made his lack of presence on the battlefield socially acceptable.

For as long as he can remember, Naajy has had an almost preternatural awareness of the world around him. He has taken advantage of the wealth and status afforded to him by his birth to study under several wise men in order to better hone these abilities. His travels and studies in the exotic have taken him to Nepal, Tibet and China.

He HAS managed to learn a fair bit about the occult and hidden nature of the world in his studies (Knowledge Arcana and Use Magic Device as class skills)

It was a year ago, on a trip to Nepal, that he met what has become his best friend, a Siberian tiger. While studying at a Lammisary he woke one night, disturbed for no reason that he could fathom.

Despite it being the middle of the night, despite the cold, he found himself leaving the monestary and going several miles. There in the snow he found a dead tigress who had apparently been hit by a bullet. She had managed to make it back to her lair and then died from her wounds. Sheltered by her body but in dire distress was a tiger cub that Naajy named Haamid. Since that day the two have been inseparable friends.

Appearance:

Naajy is a young man of 25 who is generally impeccably dressed and well groomed. A Sikh, he habitually wears his hair held back by a Kanga and concealed under his Dastar. He always carries an ornate Kirpan and a Kara. His Kachera is of fine silk.

Personality:

Largely good natured and compassionate he doesn't realize how entitled he actually is. Its not his fault, really. He's always led a sheltered life, he's always been something of the spoiled baby.

He does believe that he is leading the ascetic life that some of his teachers have prescribed but they likely wouldn't agree. Yes, he has given up alcohol and meat but he still eats fine meals generally prepared by his Gentlemans Gentleman.

He IS genuinely seeking knowledge about his powers and the world about him.

Stats:

Human Sensitive 1
Medium humanoid (human)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +1, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 16, Wis 19, Cha 12
Base Atk +0; CMB -2; CMD 9
Focused Study (Appraise)
Skills Appraise +10, Bluff +6, Diplomacy +6, Handle Animal +5, Knowledge (arcana) +7, Linguistics +7, Perception +9, Sense Motive +8, Survival +8
Traits - reflavoured seeker (+1 trait perception, class skill)
Extremely Fashionable
Feat - Extra ESP ability. Bonus feat replaced by Focused Study
Languages Hindi, English, Celestial, Nepalise, Tibetan, Chinese
SQ nature bond (tiger named Haamid)
Intuition 1d20+, 4 times a day
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
ESP - Mesmerism (bluff check)
- Psychometry (appraise) - From feat.

Haamid (his Tiger companion):

N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+1), 2 claws +4 (1d4+1)
Special Attacks rake (2 claws +4, 1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Tricks Attack, Come, Defend, Down, Heel, Perform, Stay
Skills Acrobatics +3 (+7 to jump), Climb +5, Swim +5
SQ attack, come, defend, down, heel, perform, stay
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.

Equipment:

I have no real idea how to handle this. What he has varies a lot by the circumstances a the campaign start.

He normally wears very good clothing (including a good watch and some personal jewelry).

If he is "roughing it" by being at a monestary or the like he'd have things like a flashlight with extra batteries, a pistol, good camping equipment, binoculars, etc.

He'd frequently have a good riding horse. And, of course, a valet in civilized quarters. Together with lots of extra clothing. He does NOT travel light in general.

He is virtually always carrying the 5K's of a Sikh. All very well made although probably not M/W in a game mechanical sense.

There is a pack containing the equipment for his tiger. Extra food, a training harness, some toys and the like.

Obviously how much of this he'd actually have on him is going to depend immensely on the circumstances of how he makes it to Golarion.


pauljathome, slow clap for the thoroughness and organization of your submission.


Based on pauljathome's submission and re-reading the first installment of the AP today, I think I need to clarify the campaign pitch, so please read this carefully.

The player characters will begin the campaign in or near New York City in the summer of 1917. The US has declared war on Germany only a few months ago. You will be called upon to investigate a kidnapping and strange occurrences near the estate of John D. Rockefeller.

I think in the initial pitch I made it sound like the characters would be immediately swept off to Golarion, but really there is some initial investigation to be done here on Earth, so I wanted to make that clear. The group will come together here on Earth and have some Weird adventures before the whole Golarion thing happens.


That is fine by me.

Sovereign Court

Here he is, you didn't tell us to do equipment yet or select traits, so I didn't give him any until told to do so. You said languages should be real, so he speaks Spanish and English.


OK, since we have some submissions coming in, let's talk equipment. I would prefer to have people choose equipment based on reason, rather than based on some sort of starting cash value. If starting cash makes you feel better, maybe shoot for something like 200 gp? At the point where the adventuring/investigation begins, you will have access to whatever your character would have as "adventuring" gear. Initially, you will be guests in the home of one of the wealthiest Americans ever, so it won't be a challenge for you to have basic gear. So how about everyone just list the gear they would like to have and we will see how it goes?

Everything on Naaji Singh's list looks good to me. There is a lot of real world wealth there, but it isn't likely to give him narrative power, just story depth.

Sovereign Court

I'm all for just starting out what is legit for the character according to backstory and whatnot rather than gold. I'd give him supplies and make a statement why he would have these items, as well as anyone else, after all, you as the DM can say no if you think we are unfair with the equipment.

Being a soldier in the Spanish American War and based upon his backstory he'd have
1. A longsword
2. Scale Mail
3. A Disguise kit (10 charges) (He had to look like the other guy somehow)
4. 2 daggers (of course he would have backup weapons he took from the enemy, especially since he enjoys being up close)
5. A Musket with 30 bullets, 30 gunpowder doses and 3 powdered horns as well as a gunsmith's kit (It would be the type of gun used in that war and he would have looted some of the enemies, he might not be very good with it or proficient, but he'd have it, unless they are considered martial weapons in this campaign)
6. Masterwork Backpack (taken one from the enemy or given to him in the war)
7. 20 Trail Rations and 2 waterskins (He would have looted more food than weapons)
8. 3 Torches and tinderbox (How else would he see at night and keep warm)
9. Travelers clothes (definitely appropriate)
10. Compass (He spent life on sea, whether he bought it or found it, it is something he would probably have).
11. 2 pounds of Honey (Honey has unlimited life span as it makes sense it would be taken with someone in war as food and he would have looted this).
12. Silk Rope (was used on Ships and stuff)
13. 30 bottles of wine (no just kidding, he isn't going to bother carrying around glass items)


Fang doesn't really have any equipment. He has a suit that was a gift from his adapted father, and a silver ring, and some travel money and that's about it.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Are you going to be using/allowing traits? Specifically those Campaign traits associated with the AP? I realize, given the uniqueness of the concept, Campaign traits are not particularly necessary, but I had been eyeing Northern Ancestry but I wasn't sure, given you had made no mention of them in your initial post.

Sorry I haven't yet posted my entry. I will be doing so tomorrow if that is alright.


Yes, you can have two traits. They need to be reflavored for a pulp setting and justified in your background. The traits for the AP are fine, but most of them would be difficult to justify.

Silver Crusade

The obvious reason for Naajy to be there is as a house guest. He is in New York to arrange the purchase of supplies for his regiment


Jazz, we are about 20 years beyond the Spanish-American war, so you don't have to have items that you specifically looted during the war. Also, you can have access to firearms more modern than muskets. Bolt action rifles and revolvers are appropriate. The rest of your gear is fine, just realize that at the beginning of the campaign you aren't really in a survival situation yet.


pauljathome wrote:
The obvious reason for Naajy to be there is as a house guest. He is in New York to arrange the purchase of supplies for his regiment

Sounds great.


Can't really make a case for Digger having much of anything. A switchblade and a revolver ...after that mostly smokes and hooch.

Sovereign Court

GM SuperTumbler wrote:
Jazz, we are about 20 years beyond the Spanish-American war, so you don't have to have items that you specifically looted during the war. Also, you can have access to firearms more modern than muskets. Bolt action rifles and revolvers are appropriate. The rest of your gear is fine, just realize that at the beginning of the campaign you aren't really in a survival situation yet.

Question: would he be proficient with rifles or revolvers? Are they considered martial weapons? Obviously he would have a rifle if that was the case.


Anachronistic Adventures introduces Progress Levels. The Middle Ages are PL 2, which is most fantasy games. Golarion also flirst with PL 3: The Age of Reason in some ways.

PL 4: Industrial Age

In the industrial age, technology takes leaps forward, and advances are often noticeable within a single lifetime . Early analog computers become available, canned foods make it easier to stockpile for emergencies or long expeditions, and powered flight becomes commonplace. Urbanization and specialization mean characters are no longer assumed to know how to handle animals or get along in the wilds at a basic level without at least 1 rank in appropriate skills, but every character is assumed to know the basics of using guns, calculating machines, and powered vehicles, and an effort can be made to at least operate any device regardless of PL.

Firearms: Most PL 4 campaigns use the Guns Everywhere rules from Pathfinder Roleplaying Game Ultimate Combat, as well as the Modern Firearms rules presented in the Firearms section of this chapter.
Simple Weapons: Unarmed strike, dagger, light mace, heavy mace, sickle, club, morningstar, short spear, handaxe, firearms.

Martial Weapons: Throwing axe, light hammer, light pick, sap, short sword, rapier, scimitar, siege firearms. Any character that gains martial weapon proficiency as a class feature may also select 4 other weapons (of which 2 may be exotic) with which to be proficient, to represent cultural training in specific weapons. All other simple and martial weapons are exotic weapons at this PL.

Guns Everywhere: Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter.


In this placeholder alias is a still unequipped, but otherwise fully functional medicine doctor.

Note 1: he should be Middle-Aged, but age penalty and bonuses would actually give me more convenient scores (at least a 22-point buy). So I ignored them.
Note 2: he's a Cogitator, but would work equally well as a Sensitive. I can retrain if we truly get a Great Detective to avoid skillmonkey overlap. I'll possibly multiclass later, since my combat ability is quite lackluster.


Sapiens doctor looks good. Even if we get a Great Detective, we already have two sensitives, so it might be best to keep two cogitators.

I've tried a few times to put together a daredevil as a great detective or a medical expert, but it is obviously not an optimal choice.

This looks good.

We are waiting on Irnk. I have no idea what they are planning.

And we have Panic possibly with a Great Detective. I think that will be 7. I was hoping for 4-6. Probably ok to take 7 as someone will probably flame out.

Most of your guns are going to look something like:

Colt 1911 Pistol DMG 1d10 Crit x4 Range 20 ft. Misfire 1. 7 shots

Rifle, Mosin-Nagant DMG 1d10 Crit x4 Range 80 feet Misfire 1, 5 shots.

Shotguns are probably also appropriate, and even things like gun canes could be reasonable.

Also note that with Modern firearms you can make an attack as a move action with a -2 on the attack roll, so anyone can make an attack as a standard and another attack with the -2. Reloading these guns is a move action.

Note that there are in the world machine guns at this point, and it is only a few months from the creation of the Thompson submachine gun, so a little anachronism could allow something like that. Not sure that really fits any concept other than maybe Jazz if he has stayed a sort of mercenary.


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Given his assignments, William has seen some s~+!.

Sovereign Court

Jazz will have a fully loaded Mosin-Nagant rifle with 10 extra bullets. (I assume none of these guns would have blackpowder right? Just bullets and clips?)
And no, Jazz couldn't make guns, he would either buy them or find them.
And Jazz has seen quite a few rifles.

Also, not sure if it is allowed, and wouldn't be effective against anything but Tiny sized creatures or smaller, but can he have a rifle BB gun with like 1000 bullets? After all the ammo itself would be like 3 pounds and they were around during those times.
I was thinking range of 40 feet, 1d10 to tiny creatures or smaller, at best 1d2 dmg to small creatures or bigger, though I wouldn't plan on using it against such creatures. CritX4, misfire 0, holds 10.


I've been doing some reading and research, so take these observations as suggestions at best, or just interesting minutiae if you prefer.

Digger might want to take a look at the Five Points Gang. He could easily be a contemporary of Al Capone and Lucky Luciano, who are teenage thugs at this point. 1917 is the year when someone cuts Capone's face, giving the nickname Scarface.

It is worth Jazz looking at standard British or American army gear for the time. It seems like it wasn't unusual for a British soldier of the time to carry 150 or more rounds in their webbing. So a rifle and pistol is probably appropriate for him. Air rifles certainly existed at the time and shot buckshot. That seems weird but fine. Good for shooting gamefowl and such.

Sovereign Court

Are you saying Jazz should have the springfield rifle instead of the Mosin? That would probably increase the distance but decrease the damage output to like d8 or d6. That would also mean we are modifying the charts.

Also, rifle BB also gun good against Imps and the like, holds more ammo, less weight, more convenient.


No, the Mosin stats are fine, even if flavorwise he has an Enfield. I meant with regard to other things. Like entrenching tools, number of rounds carried, and other stuff. I was surprised by how many rounds a trench fighter would be carrying.

Silver Crusade

GM SuperTumbler wrote:
we already have two sensitives

I was curious and looked at the other sensitive.

Wow, this system has managed to make characters with the same class potentially totally and utterly different, hasn't it :-)


Yes. Every Archetype is almost a class of its own.


Ya, I like the character design system. It's got some interesting design space, and it allows for different classes to fill the same concept.

Liberty's Edge

Oh, William has definitely seen his fair share of ugliness, between cholera outbreaks in India and the Boer War, which was a bloodbath (I couldn't resist mentioning B.-P.). I anticipate a major freakout the first time someone casts a cure spell or remove disease.

I've made a small adjustment cutting away Diplomacy for Sense Motive, we already have a diplomat and the skill didn't much fit his character. For guns, would the stats of a revolver (like a Smith & Wesson Model 22) be similar to the Colt 1911, other than being six-shooters?


I'd say the Model 22 is mechanically identical to the Colt. The only pistols that might need to be different in stats are smaller holdout pistols which might do less damage for a bonus to conceal them.


GM SuperTumbler wrote:
I'd say the Model 22 is mechanically identical to the Colt. The only pistols that might need to be different in stats are smaller holdout pistols which might do less damage for a bonus to conceal them.

I'd say that's likely what Digger has.


Oooh, maybe a lockpick or some sort of thieves' tools?


Looking forward to getting this off the ground. I'll post some info to get us started tomorrow night. Maybe we will have another submission or two, but I'm happy with what we have.


I have created an alias for Fang and I am good to go!


William's equipped and ready too.


Does anyone want to be associated with each other before the beginning of the campaign? I'm having a little bit of trouble bringing Fang in if he isn't already associated with one of you. Or should his "father" be an NPC at the beginning of the campaign?


I created and attached Gameplay and Discussion threads. Let's talk in discussion about how to get everyone together.


Hi GM still woking on the German Grate Detective

Getting all the info to make the PC is not east with Xmass rush on.
But working on it.

Back ground Story:

The well dressed Gentleman stood on the platform. It was a cold November morning, a slight frost hung in the air. This station was little use being so deep in the Beverion mountains, those seeing clean air and snow where on root to the holiday huts dotted up the mountain side. The Gentleman was Hindric Wolfgang Freud, Who had come to this please on the request of his Nephew Sigmand, a 'tip off' as the English would put it. One of his clients has talked of a repressed memory, one relatied to the death of his mother when just a child. This client had suffered for years with a fear of trains. How that was going with Sigmans help, Hindric did not much care, what he did care about was the traveling assassin who had been killing woman traveling with on the German train network for over 20 years. His reserch of news papers accounts and police records had led him to unmask this monster and today was the day he could confront the man.

As if on qu just at the moment a train came in, Steam washed out from the bright red engine as it slowed and came to a stop. Passengers opened carriage doors and started to spill out onto the platform around him. He plaid no a wit to him, no his eyes where formly locked on the small porter who had hopped off to help a Lady with her lugange onto the train. Small woman with long tied back blond hair. Her dress a very particular shade of Blue. The Port has suggested she take the last compartment of the last carriage. Less smoke he would have said, warmer or sum such works to get that woman to sit in that space. Close to the guard van at the back. With its Exit door onto the tracks.

The woman nodded and got on, as did Hindric, who took a seat and waited, soon he train was underway and the guard, this small man came along to check tickets. Hindric handed his ticked over and took the time to study the man as he moved along past up the train checking more tickets. It was then that Hindric got up and walks back down the train, to the very last cubical of the very last carriage. There was the woman he has seen being helped onto the train by the Guard. As he entered she said.

"It is cold as the Kazars ass back here, You better pay me more for this"[/b

He held up his hand,

[b]"I will pay you know good lady, but AFTER you have helped me, when I hired you at the theatrr backdoor, you where happy for the work. Play a lady and where.a dress and now funny stuff. All for 40 florins. Not bad for a days work."

"I don't go with Jews, so I knows there would be no funny stuff, so whats this about anyway."

He winced a moment at the insult, Germany now days seemed full of those who hated his people. Even when some like him sort to protect them. I well such where the times.

"yes well, just sit there a little longer and we shall see shall we"

They did not wait long, the caparment door slid back and on came the Guard, Carrying hot sweet eat. He had not spotted Hindric yet, so focused was he on the lady.

"I just thought you may like a hot drink, so I got.."

He stopped as he at last spotted Hindric,

"O I see you have company, I am."

"No no, don't mind me, Please carry on, I am sore the Lady would like some team, and most of all your tea, Mr Tupper. Such fine tea it is."

The Train guard stopped dead at the name.

"Or should I say, Har Longsham, Jarric Luxbrook, there are so many names you seem to have. Lets just call you the Guard shall we. Please put the tea down and sit, we can have a little talk."

Hindric looked over at the woman he had hired,
"Please, would you mind moving to the next carriage now. As we talked about. Her take this and thank you, your return ticket is on there as well"

he handed her a letter, in it was his payment and her way home. She took it and left on a hurry, brushing past the still frozen guard. This seemed to walk him from his shock.

"I have no idea what you mean Sir, I do know..."

Hindric held up his hind,
"Please spear me, it is you.See"

And from his coat Hindric took out a number of news paper and old silver plat phots,

"See this is you, and here and here as well, all you, going back some time in fact"

he was not in any of the images the main subject, he was always in the background, a face amount many. The news clippings where form deaths, daaths of woman found on railway tracks.

"You like to be there don't you, when they find the body, when they take pictures to print in the news, You face see, looking over your work, placing your face so that I could find it. Its this not true, your art, your craftwork so well done, and only you knowing it. Don't look so socked, you have been waiting for me for 20 years, knowing that one day I would come, no? please sit, and we shall talk"

The Gaurd sat slowly pacing down the tray of tea he card been carrying, on the small window table.

"That's better, now then lets start who was the 1st, humm, a play mat from school, a far off love who came onto your train one day and set in a spot like this, humm. after years of wanting to talk to them you at last did, telling her of your love and she rejected you, jokes at your silliness, your saw red and the. next thing she was dead on the tracks. hmm. Was that it? You see I ask because there is this woman, she and she along dose not have your face in a photo after her body was find."

He placed an old photo of a young woman, long dress and bob hair.

"She was in your class at school no? she sat just in front of you, This I know, all those years and you never told her how much you loved her. Not until that day, that day she came on to your train. Your father was a guard as well, so simple to ask if his son could be placed in work such as his. Humm mother so happy but so sad you never found the right girl. But you did don't you, do did find the right one,"

Hindric leaned over and patted the guards leg, and said in a kind of happy way.

"Yes you did find her, but then you strangled her, and throw her off your train. Humm, No? and that is way to this day your mother still dose not understand why you have not married. Yes but there is hope, no? being on a train all day, young girls getting on and off. Some even in that nice blue dress, just like... and hope yes, hope she may say yes this time, So you asked them/her but always the same, they reject you. Then the anger, and then... well better they lay on the tracks, to be found later. When your ready, when your there, to see, to show them, they one day one of them would says yes, let you kiss them and it will all be fine. But until that day, well try and try again."

Hindric stopped and looked at the guard, who was looking back at him now, with range and anger, still and deadly.

"Your now thinking you will Kill me, look here I will help you, I have a gun see."

Hindric placed a revolver on the small window table with the tea.

" Go on take it, there is one round in it, and you have killed so many, killing me and throwing me off the train, an old Jew dead on the tracks. Humm who would care, who would look, you would not even try to be in the photo when they find me. Your think it was silly of you to have done that, and when I am gone your will stop it. No, but fo one thing. Your now thinking if he knows so much about me he must know I would try and kill him. Only a fool would walk in here alone and give his gun to you"

The guard even with his anger hesitated,

"Yes your thinking, so why is this old jew not worried. Humm A good question, and the truth is, I placed a long and well explained letter with a good layer I know. Should I not meet in today. That latter will be sent to your mother. I can imagine the look on her face when she reads it. I your think you will kill me and stop the letter. But you see there are other letters ready to be send by others to the police and well. Lets say the true will out."

The look of rage left the guards face, he seemed to slump down,

"Now at last as the English say, your realise the Jig is up the news and your arrest will now come, if I die or not, your mother will know the truth, everyone will and in the end you will hang, Shame and pain will now come."

Hindric took the gun back and put it in his coat once more. He got up, the gaurd was now looking at the floor. Hindric addressed him one last time.

"You know trains are very dangerous things to work on, ao many ways to die on them, say fulling between the carriages and under the wheels, or popping ones head out of a window in a tunnel. So very dangerous."

and with that he left, to join the lady in blue.

He read in the paper a week alter of train guards mens death, his body found headless, a sad mother. Singmand looked over at him,

"Uncle did you not come here on that very train?"

"I did Nephew, but it was a very dull trip, and trains are such Dangerous things, I kept to myself the whole way."

And he want back to reading his paper.

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