

Okay, I'll start this in a new "recruitment" thread.
I think we'll take the existing background as so nicely posted by Mao. However the Black 13th now operate as a fully covert force, Lynch, Watts and Ryan are utilized on the battlefield.
Other teams operate more behind the scenes, as ghosts, striking enemies and traitors without warning, if these other teams are ever sighted their actions tend to be attributed to Lynch, Watts and Ryan, increasing their reputation and the legends surrounding them.
Creation/Composition
At least 3 of you need to be gun mages, I'm going to allow you either the Arcane Tempest or the standard Gun Mage. You will still be 'Arcane Tempest' just followed different training paths. In addition I'm going to rule that some Amethyst Rose have been "repatriated" to serve, if anyone would rather go the Llael route (it is up to you if your first loyalty is to Cygnar or Llael, but you will have to pay at least lip-service to Cygnar).
If anyone wants to be anything other than a gun-mage please run the concept by me, I could see the team using a secondary agent who (for example) doesn't pick up as a caster or a local guide etc. I do not necessarily encourage this option, but am leaving it in case anyone would rather not play a Gunmage.
*Replace a starting ability;
*Replace a starting occupational skill;
*Replace a starting spell;
Are available, but if you can call out what you're swapping as I may veto or further discuss any options that seem too wacky.
As suggested I will give you 10xp to start, and I will give out xp pretty quickly at least initially.
Background
It is up to you whether you are an original Black 13th, who survived for whatever reason (maybe you were on other operations, under review for misconduct or just lucky) or newer recruits from other units in an effort to rebuild. Character creation is the same regardless.
All characters will have to be Cygnaran or Llaelese. For this campaign it would make my life easier if everyone were human, but if you want to discuss something non-human you will at least have to be Cygnaran 'naturalized', which possibly allows Trollkin, Elves or Dwarves (or Ogrun if someone elects to not be a gun-mage).
Adventures
I am working on a fairly generic scenario to begin with, further down the line I would hope to run things based on what the team is good at and/or character backgrounds. Some adventures may favor one character more than others, but I'll try to change it around each time.
I do not currently have a plan for an overarching plot-line so unless something strikes these will be individual missions.
If there is a consensus that a more military game would be preferred I don't mind, Black 13th is a compelling sort of idea, but would probably mean that everyone takes Gunmage as one of their classes.
Fortunately I think the 2-classes structure means we can still have enough differentiation of characters, a GunMage/Soldier is still pretty different to a GunMage/Aristocrat or GunMage/Arcanist. It would also mean that Trollkin, Ogrun and Gobbers are out, as (iirc) they can't select the Gifted background.
...And it is different enough to the concept on here that it'd be easier to start a new thread, than request to take over this one.
Next question - I don't have access to many websites from where I am and Black 13th isn't returning much (and my warmachine lore is 90% 1st edition WM/d20IKRPG) is there any particular resources dealing with them that I've missed, or are we just taking "GunMage Black-Ops" and running with it?
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Sorry, didn't phrase that right, what I meant is that if I'm writing something from scratch and have no preconceived plans I wanted to check if we're all happy to continue with the concept as is, or if you were going along with it because it was what was available.
Isn't Black 13th the Gunmage Black-Ops team?
Well, I'm just wrapping up a year long RL game I'm running, so I should get some free prep-time again.
I assume no-one wants to diverge from the initial concept of dealing with creeps in the sewers?
I'll probably have to start simple, just some basic clear-out/monster hunts while everyone (including myself) gets used to the system a bit, and if all goes well introduce some more coherent plotting further down the line, or we could get to that point and then you can all tell me I'm a hack GM and you've had enough ;-) and we'll call it a day.
Hmmm, give it another week, I'd hate to do something drastic if they've just bumped their head or something.
If there's still no sign by say... 19th I can look into taking over, if no-one has any objections. Obviously I have no idea what DM E had planned...
Arthur half-smiles, "I was always taught that a Trollkin was most happy when he was about to rip you in half - so I can see how it'd be confusing."
I don't pretend any real experience of the system, I've made a few test characters and run through some test combats, though I've played a fair amount of Warmachine, which is more or less the same system.
I've also run a fair amount of the d20 version, but that's a completely different bag of dice.
Yes you add the skills on top of what you have already, but you can't take any skill above 2 until we hit the next rank.
Just to save folks the trouble of looking it up. Our 'Captain' (Cephas?) gains the Natural Leader ability and we can each gain one level in one of the following:
Animal Handling, Command, Driving, Gambling, Interrogation, Medicine, Negotiation or Riding (since nothing says otherwise we're still limited to level 2 in these skills, if it's relevant to anyone)
Nothing seems to exclude us or force us to all take the same skill.
We're (well the captain) to pick a Lieutenant and Treasurer, though these don't have any additional effects.
I'll take Negotiation, unless Cephas declines being Captain, in which case I'll take Command and be Captain.
Arthur is happy to take backseat to leadership. Though he'll step in if he feels it necessary.
Arthur sits and cleans, making sure his pistol is as clean as it can be and trying in vain to get the various stains out of his coat and hat. While corruption lurks beneath Corvis, the things he got on his coat... well probably best not to examine them too closely.
"Easy Mao, don't want to put off the clientele." Arthur speaks with a tongue educated by old nobility, though his manner is more of someone used to living rough.
Krissina wrote: Sorry Mao, that wouldn't be a problem, but lets see how the final party shakes out. Oops, responded with the wrong Avatar!
For reference Arthur doesn't have any issue with Menites, unless they are Protectorate troops besieging the city he's in.
If you would rather take the Investigator role, I'm still toying with a dwarf.
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Hmm, Illuminated Arcanist/Investigator, Arthur Ladrian.
Congratulations and good luck to you.

The Gnostic wrote: Arthur Ladrian wrote: Please see my profile for revised version of Arthur, decided against Steel Hound in the end and planning on Empiricist (which makes no difference until level 2 anyway)
caveat: background is kinda rough at the moment, needs another pass to get things tied together neatly, as is he's a noble bastard, whether you'd want to pursue his family ties is left fairly open either way.
Haven't done gear, but it'll be fairly standard stuff, I don't suppose it's possible to swap the standard billy club for a light mace version so he can use with weapon finesse, if not I'll hardly quibble over the 5gp required for one and just leave the heavy version in his locker.
Also have a feat left to pick, what are your feelings with Weapon Finesse applying to combat manoeuvres? Mostly thinking Dirty Trick & disarm, if you're against it I'll probably get Agile Manouvres, if you'll let it slide most of the time then I'll probably go with Improved Dirty Trick.
Happy to hear any thoughts, comments, errors, etc.
As a note I am UK-based, if it matters at all.
According to the the errata from on the PFSRD page for Agile Maneuvers, Weapon Finesse only applies to weapon-based maneuvers (disarm, trip, and sunder). All the others (dirty trick included) need Agile Maneuvers.
Unfortunately for your five gold pieces, the RHC doesn't make any special concessions on the gear they give to new recruits (too much paperwork). Fair enough, I'll think on the last feat then and get around to gear.

Please see my profile for revised version of Arthur, decided against Steel Hound in the end and planning on Empiricist (which makes no difference until level 2 anyway)
caveat: background is kinda rough at the moment, needs another pass to get things tied together neatly, as is he's a noble bastard, whether you'd want to pursue his family ties is left fairly open either way.
Haven't done gear, but it'll be fairly standard stuff, I don't suppose it's possible to swap the standard billy club for a light mace version so he can use with weapon finesse, if not I'll hardly quibble over the 5gp required for one and just leave the heavy version in his locker.
Also have a feat left to pick, what are your feelings with Weapon Finesse applying to combat manoeuvres? Mostly thinking Dirty Trick & disarm, if you're against it I'll probably get Agile Manouvres, if you'll let it slide most of the time then I'll probably go with Improved Dirty Trick.
Happy to hear any thoughts, comments, errors, etc.
As a note I am UK-based, if it matters at all.
Are you still taking submissions for this, if so I'll probably do a rejigged/rebackgrounded version of this character.
Human Steel-Hound investigator.
Of course Ravenloft culls people from many worlds, and may well have other islands mostly cut off from the rest of the plane, so you can justify pretty much any religion.
Arthur is more or less done, just gear and finishing up the background
Human - Investigator - Paridon

[Previously posted on other Thread as spinningdice]
Still working on this guy, any objections to assuming gear can be crafted pre-start. Not magic items etc, but he has craft:Alchemy and the Gunsmithing feat.
I assume Daguerreotype is a valid choice of craft, though it's only really a hobby skill, not expecting it to be that useful.
Vague Backstory: that I'm still working on is that Arthur was/is a detective in the Paridon police constabulary, he's spent his life tracking down murderers and other unsavouries and has thus far encountered no evidence of true magic or monsters, that can't be passed off as parlour tricks and unusual animals, presumably from far off reaches.
His faith will have been shaken by a recent encounter (details to be decided) and he's out to prove that magic does not exist and things can be explained with proper application of logic and science.
He plays lip-service to the "Divinity of Mankind" but doesn't really consider it to have any impact on his life.
Party role is essentially support, will focus on healing/buffing with his extracts and will try and keep out the way and shoot things.
"Good hunting gentlemen." Argus waits eagerly for the way to open.
"Then it appears we have a plan."
"I have no problem, lead on."
Upon arrival
"So then Corbulo, do we move in while there's just one ship, or wait on the Tau to arrive?"
Brother Argus watches the exchange with amusement.
Go for it with the demo charges
doesn't seem to appear on any skill list, that I can see It's an Advanced Skill too, so we can't even make the attempt. Cluster Mines and Melta Bombs don't seem to require training to use though. Though Melta bombs are expensive (though I've already requisitioned one).
Not a great deal I appear to need:
Astartes Stun Grenade x2 (20)
Melta Bomb (25)
Alternatively I could drop the Melta Bomb for Hellfire Rounds for the Heavy Bolter, but I'm not sure they'd see much use in Ship-Corridors?
5 remaining
NB: Power armour generally have integrated Mag-Boots, I only mention because both Morgan and Corbulo have requisitioned them?
Brother Argus watches amused, an Assassination, hardly glorious work for a marine, still it's little different from hunting a quarry.
I believe we need to elect a leader for the mission and swear an oath. As well as requisition stuff. If stealth is an issue is it worth dropping to scout armour?
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