Interest Check, Military Squad dispatched to fantasy world. (Pathfinder system)


Recruitment

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If the role of Ranger is filled then maybe a bandit rogue, I feel like the operatives should be able to get along in the woods.


MrStr4ng3 wrote:
If the role of Ranger is filled then maybe a bandit rogue, I feel like the operatives should be able to get along in the woods.

No role is filled. Once I finish the design rules I'll open this up and you'll all be competing anyways so you might as well build the character you want instead of trying not to step on anybody's toes.


Wilhim wrote:
Helikon wrote:
Wilhim wrote:
Helikon wrote:


Firearm rules?

I'm still thinking about specific build rules. Background skills will avaiable though what do you mean by firearm rules?

Well are firearms exotic, martial or simple weapons?
I'd say depends on the gun. You're all trained military personnel before you specialize in your classes so modern guns you get automatic proficiency. Older models like what will be available on the other side will be exotic. A lot of work has gone into modern guns, sights, reload, rifling etc.

I guess this accurately sums up why I was asking about what era of guns gunslingers start with.

(For record, they start with early firearms by default. Handy link to the various categories so we are all reading from the same sheet of music.)

It makes sense that on the other side early firearms (single shot pistols, blunderbusses, etc... think Pirates of the Caribbean weapons) would be new, strange and exotic... but here they are practically museum pieces, and no one really uses them due to lack of parts to maintain and repair and arm them (ironically similar reasons to their being expensive over on the other side).

Advanced firearms, however, do see some use (six shot revolvers, cartridge single shot rifles, etc.) despite not being "optimal" compared to things you might find on the modern tree. Additionally, folks on the other side would probably be as "weirded out" by an early firearm as they would be by an advanced one (IE: they might have vaguely heard of strange folks using this strange black powder to launch projectiles... but they probably haven't seen one or know enough about it to know the difference between loading a cartridge instead of barrel loading a ball and powder.) I would also argue that (as long as the gunslinger was proactive about policing his brass) it would make as much sense for him to be reloading cartridges as it would be to be casting fresh balls.

Just my thoughts on the matter.


The Emerald Duke wrote:
Wilhim wrote:
Helikon wrote:
Wilhim wrote:
Helikon wrote:


Firearm rules?

I'm still thinking about specific build rules. Background skills will avaiable though what do you mean by firearm rules?

Well are firearms exotic, martial or simple weapons?
I'd say depends on the gun. You're all trained military personnel before you specialize in your classes so modern guns you get automatic proficiency. Older models like what will be available on the other side will be exotic. A lot of work has gone into modern guns, sights, reload, rifling etc.

I guess this accurately sums up why I was asking about what era of guns gunslingers start with.

(For record, they start with early firearms by default. Handy link to the various categories so we are all reading from the same sheet of music.)

It makes sense that on the other side early firearms (single shot pistols, blunderbusses, etc... think Pirates of the Caribbean weapons) would be new, strange and exotic... but here they are practically museum pieces, and no one really uses them due to lack of parts to maintain and repair and arm them (ironically similar reasons to their being expensive over on the other side).

Advanced firearms, however, do see some use (six shot revolvers, cartridge single shot rifles, etc.) despite not being "optimal" compared to things you might find on the modern tree. Additionally, folks on the other side would probably be as "weirded out" by an early firearm as they would be by an advanced one (IE: they might have vaguely heard of strange folks using this strange black powder to launch projectiles... but they probably haven't seen one or know enough about it to know the difference between loading a cartridge instead of barrel loading a ball and powder.) I would also argue that (as long as the gunslinger was proactive about policing his brass) it would make as much sense for him to be reloading cartridges as it...

If you want to pull out a modern weapon in every fight, go for it, just know that consequences may come of it. In front of people your gun would be highly prized and likely some enterprising thief may try to relieve you of it and you will have a minimum of ammo. That said, if you want to introduce this modern firearm to a region and let people examine it, you'd tip the scales of any war that happens for better or for ill, I won't stop you, but I will have fun with it.

Scarab Sages

I await with baited breath. :)


I am thinking of a non-military Bear Grylls type of guide focused on keeping folks alive and protected from the environment.


Wilhim wrote:
If you want to pull out a modern weapon in every fight, go for it, just know that consequences may come of it. In front of people your gun would be highly prized and likely some enterprising thief may try to relieve you of it and you will have a minimum of ammo. That said, if you want to introduce this modern firearm to a region and let people examine it, you'd tip the scales of any war that happens for better or for ill, I won't stop you, but I will have fun with it.

Why limit ourselves. set up a city, and in 30 years, we have bombers


CucumberTree wrote:
Wilhim wrote:
If you want to pull out a modern weapon in every fight, go for it, just know that consequences may come of it. In front of people your gun would be highly prized and likely some enterprising thief may try to relieve you of it and you will have a minimum of ammo. That said, if you want to introduce this modern firearm to a region and let people examine it, you'd tip the scales of any war that happens for better or for ill, I won't stop you, but I will have fun with it.
Why limit ourselves. set up a city, and in 30 years, we have bombers

Sounds like a great way to get mugged by the Technic League.

Scarab Sages

Or get a nasty goblin infestation. Well, that might happen regardless.


Pathfinder Adventure, Adventure Path Subscriber

So the zoologist turns more into a veterinary type with the horse whisper sort of ability with most animals, so the sorts of spells that are most likely to get by are:

Know direction,
Stabilize (animals only)
Detect Poison (animal only)

Calm Animals,
Charm Animals,
Ant Haul (but restricted to animals),
Commune with birds (at a the druid might get a feeling on the top side, but on the bottomside where magic is infuses the world, she might just get the full benefits of the spell),
Cure Light Wounds (restricted to animals),
Detect animals or plants (restricted to animals only),
Diagnose disease (restricted to animals),
Good Berry (effect restricted to animals, although I can see this being unrestricted, but not yet used on anything but animals by the vet).
Hide from animals (not sure if this works so well, but self only to start)
Remove sickness (effect restricted to animals)

Maybe the vet, is such a good vet because he/she has this innate ability, empathy with animals and used most processes in her handling of the animals in her theatre/lab. There are others that I could also add, which provide personal bonuses, but on reflection that might be pushing the boat out a bit too far. Things like Starsight, Rite of Bodily Purity, Pass without trace (self or animal only), Nereid's Grace, Nature's Path (self or animals only), Heightened Awareness, Feather Step, Deadeye's Lore, Aspect of the Falcon, Antitoxin Touch. Some these I can create a sort of rationale, but probably it's too far fetched compared with the others above.

Dataphiles

Waiting on the final rules to make the build, but my submission will be a School Savant Arcanist, probably Evocation focused.
Trying to strike a bit the "mad scientist" side, a physicist who is trying to understand magic through the lens of science, and experimenting with spells as you would with conventional science stuff.


Also waiting on the build rules, but my first thought would be to go straight soldier - the muscle to complement all of the brains going around, but a smart enough guy in his own right. Probably fighter or brawler, mechanically.


Along with everyone else, waiting for the actual build rules. My first inclination if it would be allowed would be to build a psychic who leans on the social skills and may be a strong interrogator. I feel psychic should be rooted strong enough in non-magic to work.


This gives me a Stargate vibe too. Out of curiosity would somebody like Harry Dresden fit into the world as we know it?


FangDragon wrote:
This gives me a Stargate vibe too. Out of curiosity would somebody like Harry Dresden fit into the world as we know it?

No. Dresden wizards are far too high level. People on our side can use level one if they're learned enough and lucky enough. Harry and his cohorts throw around the equivalent to fireballs, mind altering enchantments, and planar travel.

Slayde77 wrote:
Along with everyone else, waiting for the actual build rules. My first inclination if it would be allowed would be to build a psychic who leans on the social skills and may be a strong interrogator. I feel psychic should be rooted strong enough in non-magic to work.

Initially I agree with that but will need to go over it.

Deevor wrote:
So the zoologist turns more into a veterinary type with the horse whisper sort of ability with most animals, so the sorts of spells that are most likely to get by are

I don't think so. Might I suggest picking an interim class?

MrStr4ng3 wrote:
I am thinking of a non-military Bear Grylls type of guide focused on keeping folks alive and protected from the environment.

Civilian contractor would be fine.

Been a bit distracted but I'm making headway. I didn't expect such strong interest so I'm a bit more hurried that I had intended to be. Out of curiosity, what kind of starting areas would you like so I can build the other side of the hole?

Scarab Sages

Interesting question. That will depend on the characters you pick, I think. Or vice versa. You could have the hole/portal/neverland door/whatever come out... anywhere. For mine, somewhere with some kind of civilization nearby would be nice. Other concepts I see floating around would be happy in the middle of absolutely nowhere. Others would die.

I suggest you decide the environment before selecting characters and let us know so we don't build something completely unsuited to the game you want to run. :)


Rolling hills and small hamlets sounds appropriate.


This sounds really interesting! I'm interested, definitely. I would be interested in playing either a Magus who is an ambitious soldier looking to climb the military ranks (in this side of the coin earth) or a Sorcerer who has been born here. Noone knows what the origin of his magic is and he has been stripped from his family at an early age so the government could experiment on him. Sort of like Eleven from Stranger Things.


Wilhim wrote:


Been a bit distracted but I'm making headway. I didn't expect such strong interest so I'm a bit more hurried that I had intended to be. Out of curiosity, what kind of starting areas would you like so I can build the other side of the hole?

We could start at the bottom of a dungeon and fight our way out with M416 ARs and phosphorous grenades :D


Dungeon could be an ancient temple, maybe in a forest or djungel. Or a cave. Something secluded sounds appropriate


Helikon wrote:
Dungeon could be an ancient temple, maybe in a forest or djungel. Or a cave. Something secluded sounds appropriate

Djungle? I'm assuming that's a portmanteu of jungle and dungeon. Do you just mean a dangerous jungle with monsters and the like or is there more to it?


Sorry my daughter was sitting on my lap.
Well just my opinion, but if the portal was in the middle of somewhere there would be wizards and castles protecting it. It should be in a secluded place.


Hm... I would probably take a page from the old pc game Neverwinter Nights (Hordes of the Underdark) and have us come up into a mad wizard's labyrinth, that happens to have a city on top of it if we get that far. ;)

Scarab Sages

The Mad Mage Halaster approves of this message. :D

Scarab Sages

Poke?


Still working. Like I said. I was running the interest check to gauge what kind of interest there would be and was not yet ready to start an actual game.

Scarab Sages

Ok. No worries. Not trying to rush you. Just, as I said, poking. :)


I would be absolutely in for this. I’m all about those Stargate vibes. I’m feeling an O’Neill type character, or maybe a Carter? Depends on what the party needs. I haven’t seen a lot of suggestions to move along fighter or any of the classic primary casters? Whichever way, I’m for it.

Scarab Sages

Well, the primary casters (and expressly magical stuffs in general) are inaccessible because of our "side" being the non-magical side.


vmaaxt wrote:
I would be absolutely in for this. I’m all about those Stargate vibes. I’m feeling an O’Neill type character, or maybe a Carter? Depends on what the party needs. I haven’t seen a lot of suggestions to move along fighter or any of the classic primary casters? Whichever way, I’m for it.

Depending on how far you travel a daniel would be good. Of course your languages will be limited so you'd have to be buying language books and investing in the linguistics skill as you move.


Color me interested. I would be interested in playing that character from the other side, maybe a gnome cleric who came across a previous exploration group and was fascinated by them. They brought him back because he proved to be friendly and healed them with divine magic (which they had never seen in person before). He would worship a god that is more neutral and have no issues with visitors from the other side. Or maybe he would just be a domain cleric.


I could see this guy being the one who taught the base personel the common language of the other side. Might even be hilarious if the first time the group met the gnome on the base, he was reading a copy of PF1 Core Rulebook, laughing at their version of a gnome.


So, I've decided to open up Cleric after all. After much thinking I decided it's not much of a stretch for previous expeditioners to convert and raise their kids (half human or not) with those beliefs.


What would you think of a real life religion's priest or whatever has access to divine spells whenever they "cross over"? Making a mystery over whether that God exists there or it its like a "philosophy" style cleric?


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Digger Chandler wrote:
What would you think of a real life religion's priest or whatever has access to divine spells whenever they "cross over"? Making a mystery over whether that God exists there or it its like a "philosophy" style cleric?

I don't think they'd get a chance to go over. I did have another thought though. Faith Healers.


It's been a few days since the last post, is this still a possibility?


Yes. I've got a lot on my plate between real life and getting this anywhere near ready. I'm preparing for a character for a sunday game, preparing a character for a mekton game, making decisions for this game, and figuring out what to do about the world. I'm somewhat considering moving you away from standard european fantasy and moving more towards Native Americans.


Sounds awesome. No rush. Just checking in.


It would make sense that all the equipment was masterwork. Even if I make a replica sword that looks like it came from the 12th century, modern metallurgy means it is probably made much better.


Actually if I remember my military times... I tend to disagree.
We are good at making mediocre things in mass production, but truly high quality wares still need a rare amount of skill.
Yes our steel can be a lot better, but will get excellent steel?
Does excellent steel mean better swords? If I see what kind of UTTER BULL you see in a standard store I think not. You need a master swordsmith to get a masterful weapon and most likely his steel will not be THAT much better. Especially in a fantasy world with dwarves and elves and mithril and adamantium.


Helikon wrote:

Actually if I remember my military times... I tend to disagree.

We are good at making mediocre things in mass production, but truly high quality wares still need a rare amount of skill.
Yes our steel can be a lot better, but will get excellent steel?
Does excellent steel mean better swords? If I see what kind of UTTER BULL you see in a standard store I think not. You need a master swordsmith to get a masterful weapon and most likely his steel will not be THAT much better. Especially in a fantasy world with dwarves and elves and mithril and adamantium.

There are real master smiths still and the government would want you properly outfitted. I agree that the weapons and armor you're outfitted with would probably be masterwork.

Scarab Sages

But only because we're not getting them from Walmart. We're probably not getting them from the lowest government bidder either, in that case. Which means we have a quartermaster who is actually a Demigod of Logistics in disguise.


But the fact that we are probably getting them from a government contractor means bureaucratic nightmares and delays. But the supplier thinks they can get it to the base 2 weeks after the mission departs. It will then be another 2 weeks before the Receiving Inspector has a chance to inspect the package, another 2 weeks to resolve the discrepancy with the lot number on the packing slip, and another 2 weeks to move the package from the receiving dock to the end user. And if you are thinking of going to the receiving dock to get the package yourself, the labor union is going to file a grievance against you.


Now I'm imagining the portal opening, and a box full of 2 dozen +2 longswords gets chucked into the world, and we're all long gone.


vmaaxt wrote:
Now I'm imagining the portal opening, and a box full of 2 dozen +2 longswords gets chucked into the world, and we're all long gone.

Well, a plus two sword is a magic sword, nobody on earth is going to making those. Also, despite the fact that Stargate inspired me as to where to crossover to the other side, it's not a portal, just a massively long f***ing cave


Slayde77 wrote:

But the fact that we are probably getting them from a government contractor means bureaucratic nightmares and delays. But the supplier thinks they can get it to the base 2 weeks after the mission departs. It will then be another 2 weeks before the Receiving Inspector has a chance to inspect the package, another 2 weeks to resolve the discrepancy with the lot number on the packing slip, and another 2 weeks to move the package from the receiving dock to the end user. And if you are thinking of going to the receiving dock to get the package yourself, the labor union is going to file a grievance against you.

Well if they wanted to do the work they shouldn't have waited a month to get me my damned knives. xD


Josh.Ingle wrote:

Well if they wanted to do the work they shouldn't have waited a month to get me my damned knives. xD

But there is the backlog and we have to do FIFO. Let's also not forget our contractually mandated breaks.


And that's why you need a rogue in procurement.


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Okay, so still working on things, I've decided I'll stick to the european fantasy flavor, I just don't know enough about native american mythology to be anything like even remotely approaching accurate. I've got my setting decided but I still need to round it out as it's one I designed many years ago.

All core classes besides druid are available, clerics need to have been raised in the faith so make that part of your backstories on why you were raised in said faith. You may use unchained variants

Stat generation is two sets of 4d6 drop the lowest choose a set.Background skills are in effect and out of curiosity I will be implementing the stamina system for any fighters. All characters will start with a masterwork backpack and the kit (minus backpack) for their respective class and one hundred gold to purchase any additional starting gear you want.


Sounds fun. I always enjoy rolling stats... Quick question: are traits on the table?

Set 1:

4d6 - 2 ⇒ (5, 2, 6, 2) - 2 = 13
4d6 - 2 ⇒ (2, 3, 6, 4) - 2 = 13
4d6 - 3 ⇒ (3, 4, 5, 4) - 3 = 13
4d6 - 1 ⇒ (5, 3, 1, 5) - 1 = 13
4d6 - 2 ⇒ (3, 2, 5, 4) - 2 = 12
4d6 - 1 ⇒ (1, 1, 5, 2) - 1 = 8

Set 2:

4d6 - 4 ⇒ (4, 6, 5, 5) - 4 = 16
4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
4d6 - 1 ⇒ (6, 1, 4, 4) - 1 = 14
4d6 - 3 ⇒ (3, 3, 5, 6) - 3 = 14
4d6 - 1 ⇒ (6, 2, 1, 1) - 1 = 9
4d6 - 1 ⇒ (6, 1, 5, 3) - 1 = 14

Well at least I know which set I'm going with...

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