The "Pathfinders" (Inactive)

Game Master Batista Grave

Gold Team WW2



Good day to all. My name is Dormin. I have found that I like turning actual historical events into games, or video games into PbP games.

I am currently looking for interest for a World War 2 game. I am more then sure that this has been done before but by the gods I want to throw my hat into the game.

setting of game:
During the planning of the D-Day invasion, a small band of paratroopers were chosen to be the first to touch French soil. These were "The Pathfinders" (Ironic right? xD) The mission was simple. They had 30 minutes to set up a light, and radio transmitter. The purpose, give the rest of the airborne a secure landing zone for the rest of the invasion. We are all fermiliar with the 82nd Airborne and how they won battles wherever they jumped. They would have never made it to the D-Day invasion without the Pathfinders. Will you answer the call?

I am currently working on a weapons system and what not. I take into account how much gear that a trooper is given, what weapons they COULD have (No you cannot jump out of an airplane with a bazooka...you would not fit through the door...) I will give more detail about that if there is any interest at all in this crazy homebrew.

About the GM:
I am a zaney kinda guy but I do change the rules just a little. I am NOT a lawful good GM. I do not just change the rules. I am fair, and you can ask me ANY question. I am (for the most part) Willing to work with you to come to some form of agreement. I really am a nice guy. Ask me ANYTHING you need to know.

House Rules I enforce:
I DO NOT LIKE THE TAKE 10/20 SYSTEM! I will NOT let you just TAKE 10 and guess if you succeed or not. That is just a gamer who is too lazy to do this *drop a die...look at it*.... I like my players to roll for stuff. Even the most careful person in the world will have bad things happen to them. Unless you can produce me a CLASS RULE (like the level x bard) that is allowed to take 10/20 once or however many times a day then you are not allowed to take 10/20 in my game.

Secondly, I do not like the fumble rule. If you get a natural 1 and miss your target...you miss. You do not need to roll to see if your weapon explodes or something crazy like that...It causes contention and anguish. I feel that if I take away something, I should give something back.

I will start the game at level 1 or 2 based on popular vote of the players. I am hoping to get about 6 players (Gender is NOT an issue...I will allow woman soldiers in this fight xD JUST BECAUSE I CAN!)

If there are any questions, ask in here or PM me. Either is fine.


I have so many questions but the important ones are:
Any classes banned?
Magic Y/N ?
Character creation rules?

As for weapons and gear, you may want to look here for ideas


I am interested.

The Exchange

I got alot on my plate now, but I do love the WWII era...

Count me in for now.


I've been in one of these before, I wouldn't mind trying it again.


Ptolmaeus, yes I will have to ban some classes unfortunately BECAUSE this is going to be more of a realistic game. No magic, sorry. You get bandages for bullet holes.

Acceptable classes: Gunslinger, Ranger, Cavalier, Barbarian, (basically any non magical ranged/melee characters you can find.) If you have questions about a specific class you would like to try for this game just ask.

Creation rules I will have to get back to you on when I have more time to ponder that so forgive me for not having an answer for you right away.
Mostly on the items I will or won't let you have at the beginning.

Speaking of items... Do not worry about starting gold/money. You guys are in the army. I will GIVE you what you need and if you have anything extra you want to pack, you will have to give up something to make room in your backpack. I will remind you guys about this when recruitment is over

One thing I do know is that 2 people are going to have to forgo having a main weapon in order to hold either the transmitter OR the light. Meaning two of you will have to pick up a rifle when you hit the ground from either an ally OR a dead German.

This chart is nice but it has more modern weapons on it. I will have a good look at it and find the guns I would like to put in the game.

Adeptus and Tirq thank you for showing interest. I will start working on some of the mechanics of the game.

I am not too picky but if you can post at least once every 2 or so days you are welcome to play this game. I understand that somethings happen and I am willing to work with you in the event of an emergency.


I'd definitely be down for a game like this. Willbe sure to keep an eye out for futther developments.


I may well be interested in this, as well.

Grand Lodge

Ooh dotting, this seems very cool

What do you think about including a rogue-ish character in the game? somebody with a skillset so the party could overcome so more diverse obstacles, and also somebody to be the 'face'

I tried making it make sense but I can't find a place for a monk in this haha

I think I'm just trying to brainstorm all the classes and how they'd work.

How about a gunslinger that focuses on rifles, leaning towards being a sniper?

bunch of raw ideas, love to hear feedback/ideas!

The Exchange

As a Monk, you are a Hand-to-Hand Combat Specialist. Just make sure you take proficiency with a gun beforehand and you'll be fine.

I was thinking either the heavy gunner, with a High Con and wearing the heaviest armor out there(If armor is used.) Grabs a Machine Gun as quick as possible.

If that wouldn't work, then I'd run with a Combat Medic.

As for the name, I think Keith Richardson would work.


GM Dormin wrote:
(No you cannot jump out of an airplane with a bazooka...you would not fit through the door...)

The model of bazooka issued in 1944 allowed a soldier to disassemble the tube into two parts so that it could be stowed easier. When disassembeled in such a way it fit into the standard issue airborne leg bags, and there were US paratroopers who jumped into Normandy with bazookas. Bazookas aren't the only heavy ordinance carried by airborne, either. 60mm and 80mm mortars and .30 and .50 caliber machine guns could also be carried in a leg bag if the parts were distributed among several soldiers, and this was done in practice.

I really hate to look like b@%!#, and I don't particularly want a bazooka, mortar, or machine gun, I'm just really particular about military equipment.


I think I'd be good taking the role of a basic sort of light infantry, a guy who can move quickly. Perhaps he'd be a sniper, or perhaps more of an engineer or have other useful skills of some kind.


Tirq wrote:
I was thinking either the heavy gunner, with a High Con and wearing the heaviest armor out there(If armor is used.) Grabs a Machine Gun as quick as possible.

Might I recommend dropping in with a BAR? It's the best machine gun around in the era that can be carried by one person, and a single airborne soldier can jump with one.

Grand Lodge

I dont think WW2 was much of a place for hand to hand combat, but I suppose in our specialized little group it might come in quite handy

edit: i want to be a flamethrower specialtist


I'd like to play a Ranger armed with an M1 Carbine.

You mentioned that two people would have to forgo main weapons to carry the light and transmitter. I would like to ask if I may carry an M1 Carbine and the transmitter. M1 Carbines were commonly carried by those who couldn't carry a full size rifle, and I could see lugging both a carbine and a transmitter.


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Abith wrote:
I dont think WW2 was much of a place for hand to hand combat

Mad Jack Churchill would like a word with you.

Still, crazy claymore-wielding Brits aside, I'm pretty darned sure hand-to-hand combat popped up more than one would think.

Kind of intrigued to play a Navajo code-talker/radio operations specialist, but sadly they worked on the Pacific side of the war.


Abith wrote:
edit: i want to be a flamethrower specialtist

I'd question it's effectiveness. Flamethrowers are best for rooting out entrenched defenders, which is not our job. The fuel tank is also too cumbersome for a paratrooper.


For our unit, I'd recommend arming ourselves with M1 garands, M1 carbines, and Thompson or M3 submachine guns, one BAR, and maybe someone with a scoped Springfield 1903. I'd recommend two or three frag grenades, but no more. Though I mentioned above that paratroopers can carry bazookas, .30 and .50 caliber machine guns, and mortars, I would not recommend us having any of this ordinance. If we ended up in a situation where we ligitimately needed that kind of firepower, the airborne landings in our sector would be screwed and we'd be best off trying to link up with a more successful unit.

We need to avoid contact with the enemy as much as possible until after the main airborne landings. We will certainly have to engage at least a few Germans, but we aren't able to take on a large force or armor (even with bazookas, facing armor would most likely prove lethal to us). We're there to guide in more paratroopers, not carry out the whole invasion ourselves. Once the airborne has landed, we should try to link up with as many troops as we can. Once we're with a large enough unit, we can start bringing on the pain.


Langsford wrote:
Mad Jack Churchill would like a word with you.

+1 for Mad Jack reference


Ptolmaeus Arvenus wrote:
Langsford wrote:
Mad Jack Churchill would like a word with you.
+1 for Mad Jack reference

May I jump in with bagpipes to play mournful tunes on if we should be defeated?


I volunteer carrying the spotlight! How big were the transmitter. And light?


The transmitter, assuming a Eureka III C, weighs in around 40 pounds.

For the light, I can't find that information anywhere. You would want holophane landing lights, but for the life of me I can't find the model designation for the ones pathfinders carried, much less a weight.


This sounds great. A fast-talking comm guy, a secret kung fu master ...heheheheheh lots of possibilities.


I still haven't found a model designation or a specific weight, but judging by similar items I'd hazard a guess at around a pound or two, and you probably carry two or three. I wouldn't call the weight insignifigant, but you can probably handle carrying an M1 Garand or a Thompson with the lights. I would question a BAR, however.


Well, figuring you are running eighty pounds of packs before weapons and ammo, sounds like lights would replace handgrenades.


I couldn't say for sure what the IRL practice was regarding that. I've tried to find the info, but it's esoteric in the extreme.


I'm probably going to put together a tactician archetype fighter for the shear terror that is the feat Target of Opportunity with a ranged group.


I plan on a ranger, either the battlescout or the gun spec from UC


I'm looking at a couple rogue archetypes. Still hoping to play a radio operator/tech guy role, but I'm still not entirely decided on how to try and pull it off.

The Exchange

Well, looks like I'll make up the Medic of the group. How are we going to do healing, by the way? Morphine isn't really in PF, but I'm certain a potion of Aid would be about the same thing. I'll be in the back, plinking them with a Pistol of some sorts (Specifically doesn't really matter, since I assume all pistols will be roped into one group that does probably d4 or d6 damage.)

I'll make sure that I have a decent Wisdom, high Heal skill, and probably Skill Focus.

Hrm... should he be from the south or from the east... Back story... back story...


Im interested in playing what would equate to David Niven's character in the Guns of the Navarone. An explosives expert chemistry professor, so I think an Alchemist.

1st Lt. Margit Dastl originally from Salzburg, Austria got her PhD in chemistry from the University of Vienna in 1937 before the Anschluss was in the USA as part of a professor exchange. She is an expert with chemicals and improvising explosives and she speaks German fluently and her French is passable. She could either be an OSS contact for the Pathfinders or actually jump in with them.

Sczarni

I saw earlier up that one of the recommended weapons on this team was a scoped Springfield. Dibs.

I'd like to be an Inquisitor with the Darkness Domain and the Night Sub-Domain. Probably a sniper or marksman of some sort.

If you'd like, I can have a Wisdom of 10 and have no spells whatsoever, or you can just say I don't have spells. I'm ok either way, but I'd like a Wis mod for my domain abilities.

Darknes Domain Link

Night Sub-Domain Link


He's already stated that there will be no magic available.


...Holy s+#@ I don't look at this for a day to let it simmer and BOOM evryone wants in. Ok..erm...um....*processing the information...processing...processing* OK I GOT IT! I wanted 6 players...and I now have 11-12..SOOOO I will be splitting you up into 2 squads of 6 (or so xD I can't seem to count today.) Now...Give me a moment to get to EVERYONE'S Questions....there is only one of me and if I miss something I am sorry.

If I misspell anything, forgive me, I am not the biggest on 100 percent proper grammer

Kelsey:
You are not sounding like a B****. I enjoy honest feedback from all my players. Honestly I am just saying you cannot jump with a bazooka or any heavy ordinance like that for this first jump just to make my life a little easier. You are MORE then able to jump with the Browning Automatic Rifle (FAV GUN OF ALL TIME) I have a list of guns that you will jump with but I need just a hair longer to finish it. I didn't think this game would blow up so quickly. As for your request to carry the M1 carbine, (I actually own this gun so I have accurate size, yay gun ownership!) technicly speaking it IS a main weapon for a paratrooper. In the history of the pathfinder I would say no. However, after looking at the size of the weapon to the transmitter...its a fricken tight fit when you also have some 100-200 pounds of gear you have to carry. If you want, I will give you the weapon, but you will have to pick it up off the ground...(I won't make any fuss about it. Go ahaid and say you have it and I will give it to you before the first fight in SOME way/shape/form alright?

Abith:
For you my good man, go with whatever you want. You could turn a Monk into a Chaplin if you wanted, it would be a slight stretch but hey, monks are sometimes overly religious to their form of fighting...so you can do whatever you guys want. I would talk with your group more on this matter though. I want well rounded parties if you don't mind. Also, no flamethrower, Kelsey is right, the thing is just too big and I as a GM am WAY too tempted to turn you into a fireball in the sky. This first jump is going to be done nice and proper. The second jump (which I will tell you by the way, you will be going to MANY different places/terrains/sides of the war. I feel that it would be more fun that way. Who wants to fight the whole war in France when I can throw you guys in Africa, Italy, and some random Japanese Island, hell if you are lucky Ill even put you in Russia somewere nice and uncozy. Plan for ANYTHING and EVERYTHING

Teams:
I will put you into teams on a later post. this is just administrative stuff right now. After I get teams set up I will make 2 different forum pages for said respective groups. This way, you can fight the same war, BUT I can throw you in different places or whatever I so feel like.

Armor:
Due to the fact that WW2 did not have much armor...I am turning armor into DR instead.
Light armor = +1 damage reduction/no movement impairment
Medium armor = +2 damage reduction/5ft less movement per tern
Heavy armor = +3 damage reduction/10ft less movement per tern

Movement penalties are still up in the air. I am tempted to just let you pick however much armor you want but I need there to be some form of penalty between the three. Your armor will look like standard issue jump gear/helmet. The reason I am doing this is because the bullet proof vests of the time...were not very good at...actually...stopping...bullets. A bible over your heart did better then the helmet on your head most of the time. Flak vests were available to pilots and what not but they were not standard issue.

Healing:
Tirq you are right. I will be using Potions of Aid as the Morphine. Simple enough. As far as available weapons and damage/range/crit chance/fire rate go...I need just a smig more time on that. I will be keeping things pretty true to how I feel they happened (obviously backing it up with my know how of WW2 and any of your suggestions or evidence otherwise.) After this first jump though you will have a chance to change weapons out for better/different ones. Be warned though...I am giving you a lot of stuff for free...which means I AM GOING TO THROW YOU ALL INTO HELL! : D SEVERAL TIMES!!! Enjoy

Sinblade:
Go for it. You still get a wis mod. ALL SPELLS ARE BANNED FROM USE. Also that touch attack that blinds people on hit or what not. You can't use that either. Other then that I have no issues with your request.

Insnare:
....honestly I was going to keep chem warfare out of the equation...but...if you want to that is just more stuff for me to make part of the game. It is not...out of the question. Anyway YOU ARE JUMPING WITH THEM. Somehow you are pressed into service with the Airborne division...no exceptions.

The actual JUMP:
I will not make you roll fly checks or acrobatics checks to get to the ground. Gravity will do that for you. However because you are jumping into a s%!& storm of flak and bullets I will roll to see how much damage the chute gets (don't worry you all will make it to the ground alive but a lot of your NPC buddies won't) The more damage the chute gets, the more your landing will hurt. More details on that to fallow.

I am going to bring in some outside help to keep me from losing my mind on this hahaa. I will be bringing in a sub gm to basicly post for me, when I cannot. I will give him the instruction so do not worry. I will still be leading this game to its end.

Sczarni

Fortunately the Night Sub-Domain removes the touch attack thing and gives me a really cool stealth ability.

As for my Judgement Class ability, how are we gonna work that? Most of it involves magic stuff, so I'm leaving it up to you as a GM to figure it out.


...you can go "Oh lord bless this thy holy bullet..that it might kill the heathenish bastards that made us fly all the way over here to kill them" and you get +(insert whatever number you get from the class) to hit...or any hit bonus associated with that x times a day. the rest, sorry no go joe... (You don't have to say that xD just something random like that would be fun.)

Also...I do not think I will be throwing Wolfenstien like nazi's at you....maybe...I would have to take a popular vote on that one...would you like me to throw crazy high tech nazi's at you people? xD PM ME WITH YOUR ANSWER TO THIS QUESTION! IT WILL BE A SILENT VOTE.


This game can (and just might) go in 10 different directions. As GM I can do what I would like BUT, I want concent from the governed on this endeviour. Weird WW2 is always a blast in my mind but if you joined this game to have a normal WW2 gameplay. I will give you that. I want to hear from you guys about which way you want to go.

left hand:
You have chosen the LEFT HAND OF GOD, causing all sorts of chaos and stuff to happen. This would be the more wolfenstien (I can't spell it and I am too lazy to look it up right now xD) Style of gameplay. Everyone will play the first mission like normal. This story however will take a more...unnatural twist on life as you knew it. Hitler was obsessed with ancient relics of power. Why not have a bit of fun with it?

Right hand:
You have chosen the RIGHT HAND OF GOD, order between the vast amount of universes is held. The war rages on. Your job, simple...KILL THE ******* NAZIS! This path is for those who wish to keep the game play strictly to the realm of existence that we know today. The war will be bloody, painful, but the rewards will never be greater!

PM me your choice. And we will see what happens. I am very curious as to which side will win.


Hey, GM, question: could the 3rd-party Hunter or Scout classes be available in this game? The Hunter is essentially a ranger who loses spells, a combat style, and the hunter's bond to get sneak attack and the Vital Strike feat line, and the Scout is like a rogue, but focus on dealing extra damage on single strikes rather than needing to set up a sneak attack; they're also a little more nature-y, which could fit this campaign well.


They would. I will accept either. I see one is a trap placer, and one is a trap finder. Both have unique features that would be possible to fit in the campaign. You can have either you chose. AND NOW I WILL BE POSTING THE WEAPON DAMAGE/CRIT CHANCE/RANGE STUFF YOU NEED TO GET YOURSELF GOING :D

If there are any questions, please ask...oh by the way I will go on and close recruitment...and move everything over to discussion. I can't take any more players.

RECRUITMENT IS CLOSED UNTIL FURTHER NOTICE!


When in the war did the Nazis start making Zombies, and will we be nvolved with that?


Just to clarify the 11-12 that have already dotted for interest are in the game if they so chose. Just let me know and life will be k.


I am getting a bit worried about half of the group. Everyone that has spoken up in this recruitment is in the game. I have only heard from half of you and I need to know if the rest are in, or out. So far 5 out of the 11-12 have posted in discussion. Please post in discussion to let me know you are still in the game. The game will not wait for you...I have enough players to start. You have until Wednesday morning to let me know if you are in or not.


Is it too late for me to get in on this?

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