Would people be interested in a d20modern adaptation of Carrion Crown?[Interest Check]


Recruitment

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So I've been tinkering, and I think I could make an excellent campaign out of this, if people wanted to play it.

It'd be a little more high-magic than even Urban Arcana games usually are, but more low-magic than Pathfinder.

What do you think? I wanted to check if people are interested in the idea before I started devoting time to work on it, but it's been humming in the back of my mind for a week or so, now.


I would be totally stoked for it. Would you use d20 modern or the modern path (d20 modern pathfinder conversion)?

I ran a lengthy d20 modern game I called "Shadows in the Dark" which was Urban Arcana crossed with Ravenloft for a feel. I had a lot of success with it, though a couple of players started complaining about reoccurring game-related nightmares... whoops.


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I'd use d20modern. Although I would also give you some power boosts to compensate for less magical loot, limited, almost non-existant spells above 5th level, and less powerful classes.

I think I'd use fictional Britain for setting, roughly anno 1880. Might hit up some more of europe along the way, the campaign is quite the road trip.

It'd be run fairly close to the AP material, with parts edited, of course.


This sounds awesome!


I'd probably Roll up a Dedicated hero. Probably with the investigator occupation.


That sounds very cool. I am a big fan of d20 modern. I would have to think on the classes and see which of the books you would use.


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All of them. Content that does not fit with the time period will not be allowed. This of course means that most things of d20 future will not be allowed, but quite a few of the advanced classes, and the feats, are good as they are.

Psionicists and spellcasters will use modified spell lists, drawing on the d20srd, and gear will be from a variety of sources, many of the alchemical items of pathfinder will be allowed, for example.

The Wealth system remains broken, and I'll probably ditch it altogether in favor of a currency based system. I'll probably have a pound equate to 1pp in dnd terms, one gold a shilling, and penny be silver.

Copper will be the imaginary denomination 'decils'.

And just because I like the names doesn't mean we'll adopt the 20 pence to a shilling, twelve shilling to a pound system (or maybe it's the other way around?). It makes for headaches when you try to use it, so it's out.

If we do end up running this thing, I'll provide a list of weapons and armor and their cost.


would be stoked to play, love the late 19th century idea,


It all sounds good. I would give it a go.

I will pull out some of my old books and see what's what with the classes.


Never played d20 Modern, but I've been wanting to for a while. Would this be a "Magic exists but only for a select few" deal?

And you could use a slight modification of the current British system to get 10 pence to a shilling, 10 shillings to a pound, and convert cp/sp/gp that way.


Mhhhm, but then you run into paying half a pound for a 'standard' meal, which is annoying.

I prefer inventing a denomination instead.

Magic exists, but is hidden. Certain factions believe that widespread knowledge of the supernatural stalls technological progression.

Other factions believe that keeping the knowledge to themselves give them an edge.

With a couple of notable exceptions, supernatural creatures keep themselves hidden, more or less.


would it be all human team or would you allow "shadow creatures" and would you allow templates?

would you use pathfinder rules with firearms being a "touch attack" or would you follow D20 modern which used regular AC? (if I remember correctly)

and what kind of religion would be used? earth-like or Golarion?


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For most intents and purposes, including religion, we're on earth.

Rules are d20 modern unless otherwise noted. I'll have a (long) list of houserules up with the actual recruitment thread.

No templates, human only for race.


would you let us refurbish the classes from future advanced classes? Easy example: Tracer, no reason "target species" couldn't be "target culture". Then remove feats like "spacer" or "nerve pinch"

tracer:

TRACER
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.
Requirements
To qualify to become a Tracer, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Investigate 6 ranks, Knowledge (behavioral sciences or
streetwise) 6 ranks, Survival 6 ranks.
Feat: Track.
Class Information
The following information pertains to the Tracer advanced class.
Hit Die
The Tracer gains 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points
The Tracer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Tracer’s class skills are as follows.
Climb (Str), Computer Use (Int), Disable Device (Int), Disguise (Cha), Drive (Dex), Gather Information (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (behavioral sciences, civics, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Tracer
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +1 +0 +2 +0 Target species, Urban Tracking +1 +0
2nd +2 +0 +3 +0 Swift strike +1d6 +2 +1
3rd +3 +1 +3 +1 Bonus feat +2 +1
4th +4 +1 +4 +1 Uncanny stealth (full speed) +2 +1
5th +5 +1 +4 +1 Swift strike +2d6 +3 +2
6th +6 +2 +5 +2 Bonus feat +3 +2
7th +7 +2 +5 +2 Uncanny stealth (charge/run) + 4 +2
8th +8 +2 +6 +2 Swift strike +3d6 +4 +3
9th +9 +3 +6 +3 Bonus feat +4 +3
10th +10 +3 +7 +3 Swift tracking +5 +3

Class Features
The following class features pertain to the Tracer advanced class.
Target Species
At 1st level, a Tracer selects a species or specific kind of creature his “target species. The Tracer must have previously encountered at least one member of the target species to select it. An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
As a free action, a Tracer may spend an action point to change his target species.
Urban Tracking
At 1st level, a Tracer gains the bonus feat Urban Tracking.
Swift Strike
At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used.
The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be selected from the following list, and the Tracer must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Alertness, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Athletic, Combat Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch, Precise Shot, Shot on the Run, Skip Shot, Spacer, Stealthy, Trustworthy, Unbalance Opponent.
Uncanny Stealth
Tracers learn to move quickly yet quietly.
At 4th level, a Tracer no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed.
At 7th level, a Tracer suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty).
Swift Tracking
At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a –10 penalty on the check when doing so.


This sounds like something I would like to get involved in.


Nerve Pinch seems like it'd be an all right thing to allow. I'd also let tracer keep its target species, but instead it'd target things like Humans, Ghosts, Werewolves, Dragons, stuff like that. Not types, but creatures. Humans are usually the best choices, but most chapters will have an enemy that keeps popping up with different class levels.

Beyond that, you're spot on. No spacer or spacecraft operation.

Oh, and the list of weapons I kept talking about:

Armor (Most of these aren't generally available for sale, being old relics, or worn by royal guards and such.)
ARMOR xxxxxxxxxxx EQUIPTMENT BONUS x DR/- x MAX DEX x ACP x Weight x SPEED(30ft) x COST
Light Armor
Buff Coat xxxxxxxxxxxxxx +0 xxxxxxxxxxxxxxxx 1/- xxxxx +8 xxxxx 0 xxx 5lb xxxxxxx 30 xxxxxxxx 5s
Studded Leather xxxxxxxx +2 xxxxxxxxxxxxxxxx 1/- xxxxx +5 xxxxx -1 xx 20lb xxxxxxx 30 xxxxxxxx 25s
Medium Armor
Chainmail xxxxxxxxxxxxxx +3 xxxxxxxxxxxxxxxx 2/- xxxxx +3 xxxxx -5 xx 40lb xxxxxxx 20 xxxxxxxx 150s
Breastplate xxxxxxxxxxxxx +2 xxxxxxxxxxxxxxxx 3/- xxxx +3 xxxxx -4 xx 30lb xxxxxxx 20 xxxxxxxx 200s
Heavy Armor
Three-quarter Plate xxxxxx +4 xxxxxxxxxxxxxxxx 3/- xxxx +1 xxxxx -5 xx 45lb xxxxxxx 20 xxxxxxxx £150
Plate Mail xxxxxxxxxxxxxx +4 xxxxxxxxxxxxxxxxx 4/- xxxx +1 xxxxx -5 xx 50lb xxxxxxx 20 xxxxxxxx £200

Armor Proficiency Without the requisite armor proficiency feat, the character wearing armor does not recieve an equiptment bonus to AC. Other statistics are unchanged, making wearing armor while non-proficient somewhat attractive.
Ranged Weapons and Armor Ranged weapons ignore a number of damage reduction and equipment bonus from armor equal to the number of damage dice they deal. As such, a dueling pistol dealing 2d6 damage fired at a knight in chainmail treats the chainmail as if it gave an equipment bonus of +1 and damage reduction 0.
Double Tap and Burst fire increases this value by virtue of increasing damage dice.
Masterwork Armor Price is increased by 150s, reducing armor check penalty by 1. Heavy armor is always made masterwork; the changes are included in its statistics.
Magical Armor The enhancement bonus increases the equipment bonus to defense, not damage reduction.

By the by, I lied, this is a list of armor.


If we find other armor from a d20 source and its era appropriate could we get a price on it? Also, will weapons be blackpowder or smokeless? Smokeless powder was invented 1884ish, so we could go either way. So we will be using either "cowboy guns" or "early 20th century" By early twentieth century I mean pre WWI, so no submachine guns or semi-automatic rifles.


I think we'll go smokeless, it's going to be closer to 1890 than 1880.

As for prices, we're going to use the Plate Armor standard. Plate armor is functionally 3.5 full plate, which costs 1500gp. In d20modern, it's PDC 23. On page 204 of Core, there's a table that tells you how expensive an item is in dollar, and it tells us that pdc 23 equates to 5000 USD. As such, 1500/5000=0.3.

If it has a purchase dc, find its price in dollar with the table, and multiply by 0.3 to find the price in shilling.

According to this system, one-handed firearms costs 10-20 pounds, while longarms are perhaps twice as expensive. Longswords come in at 7shilling, which might be half as cheap as it should be, but ehh.

I think it works for things that aren't immediately obvious what should cost.


Well then. Here's melee weapons.
x
x
x
x

Weapon xxxxxxxxxxx Damage Critical Type Range Size Weight Cost
Simple Weapons
Brass Knuckles xxxxxxxx Unarmed x 20 xxx B xxx - xxx T xx 1lb xxx 3s
Cleaver xxxxxxxxxxxxxx 1d6 xxxx 19-20 x S xxx 10 xx S xx 2lb xxx 5s
Club xxxxxxxxxxxxxxxxx 1d6 xxxx 20 xxxx B xxx 10 xx M xx 3lb xxx -
Knife xxxxxxxxxxxxxxxx 1d4 xxxx 19-20 x P xxx 10 xx T xx 1lb xxx 2s
Mace xxxxxxxxxxxxxxxx 1d8 xxxx 20 xxxx B xxx - xxx M xx 8lb xxx 12s
Pistol Whip xxxxxxxxxxx 1d4 xxxx 20 xxxx B xxx - xxxx S xx - xxxxx -
Quarterstaff xxxxxxxxx 1d6/1d6 x 20 xxx B xxxx - xxxx L xx 4lb xxx -
Rifle Butt xxxxxxxxxxxx 1d6 xxxx 20 xxxx B xxx - xxxx L xx - xxxxx -
Sap xxxxxxxxxxxxxxxxx 1d6 xxxx 20 xxxx B xxx - xxxx S xx 3lb xxx 1s
Sickle xxxxxxxxxxxxxxx 1d4 xxxx 20 xxxx S xxx - xxxx T xx 2lb xxx 2s
Sledgehammer xxxxxxx 1d12 xxx 20 xxxx B xxx - xxxx L xx 22lb xx 12s
Archaic Weapons
Bayonet (Fixed) xxxxx 1d8/1d6 x 20 xxx P/B x - xxx L xx 2lb xxx 5s
Greatsword xxxxxxxxxx 2d6 xxxx 19-20 x S xxx - xx L xx 8lb xxx £5
Halberd xxxxxxxxxxxxx 1d10 xxx 20 xxxx P-S x - xx L xx 12lb xx £1
Hatchet xxxxxxxxxxxxx 1d6 xxxx 20 xxxx S xxx - xx L xx 4lb xxx 8s
Lance xxxxxxxxxxxxxxx 1d8 xxxx 20 xxxx P xxx R xx L xx 10lb xx £1
Machete xxxxxxxxxxxxx 1d6 xxxx 19-20 x S xxx - xx S xx 2lb xxx £1
Pike xxxxxxxxxxxxxxxx 1d8 xxxx 20 xxxx P xxx R xx L xx 9lb xxx 5s
Rapier xxxxxxxxxxxxxx 1d6 xxxx 18-20 x P xxx - xx M xx 3lb xxx £3
Saber xxxxxxxxxxxxxxx 1d6 xxxx 18-20 x S xxx - xx M xx 3lb xxx £3
Spear xxxxxxxxxxxxxxx 1d8 xxxx 20 xxxx P xxx - xx L xx 9lb xxx 2s
Sword xxxxxxxxxxxxxxx 1d8 xxxx 19-20 x S xxx - xx M xx 4lb xxx 15s
Sword Cane xxxxxxxxxx 1d6 xxxx 18-20 x S xxx - xx M xx 3lb xxx 25s


Special melee weapon rules:

Brass knuckles lets a character deal lethal damage with his unarmed strikes. If worn by a character with the brawl feat, brass knuckles increases the base damage dealt by an unarmed strike by +1, and deals lethal damage.
Knives carry a +2 on sleight of hand checks to conceal them, in addition to being tiny.
Quarterstaffs are double weapons; if used for two-weapon fighting, they impart penalties as if you were wielding a light weapon in your off hand.
Saps deal non-lethal damage, without the normally associated -4 penalty on attack rolls.
Sickles can be used to trip opponents. If tripped in return on a failed trip attempt, you may drop the sickle to avoid being tripped.
A longarm with a fixed bayonet can be used as a double weapon, alternating stabs with the pointy end and rifle butt attacks. When used this way, it imposes penalties as if fighting with a light weapon in your off hand.
Halberds are versatile weapons. A halberd may be used to trip an opponent, letting you drop the weapon to avoid being tripped in return. The halberd can also be set against a charge, dealing double damage.
Lances have reach and as such may be used to strike foes 10ft away. Although it is a large weapon, it may be wielded in one hand on horseback. When charging with a lance while mounted, the lance attack deals double damage.
Pikes have reach. They may be set against charges, in order to deal double damage.
Rapiers may be used with weapon finesse, despite being medium weapons.
Spears may be set against a charge, dealing double damage.
Sword canes are hard to spot when concealed. The weapon appears as a standard cane, untill the blade is released. If actively using the spot skill, it is a dc 18 check to notice that a blade is in fact hidden in the cane.


How should we generate stats? Point buy or rolling?


Are you looking for us to generate a character at this point or are you just looking for interest?


Right now I'm just looking for interest while I make some decisions and write up the weapons section.

But if you want to begin working on characters, here's a good starting point: level 3, 38pb, 1000s in gear, possessions and cash, no magical gear beyond holy water, although do feel free to plunder the alchemical items section of the pfsrd. You get an extra feat at level 2, and an ability score increase at 2nd, hp is max at first level, then average on the following levels. One campaign trait from the player's guide is allowed.

As for non-gear sources, pretty much all official d20 modern products are good. Stuff that doesn't fit, like the dogfighter and techie advanced classes, is banned.

I'm working on a post with the ranged weapons table in it.


Sorry. I'm just super keen :)


Though I've not played D20 modern I've spent time looking at character ideas in case I had the opertunity, since I've been playing PBP I've been hoping for a "turn of the century" (1800-1900) game. So I am very stoke about this, planning on building a Scottish officer who had been a student of the professor.


Here goes: I hammered up the ranged weapons table.

x

x

x
Weapon xxxxxxxxxxxxxxxxxxxxxxxxx Damage x Crit x Type x Range x R.o.F. x Mag. x Size xxx Weight x Cost
Handguns (Require Personal Firearms Proficiency)
Colt Peacemaker (.45 revolver) xxxx 2d6 xxxxxx 20 xx Bal xxx 20 xxxxx S xxx 6cyl. x Medium x 3lb xxx £13
Derringer (.41) xxxxxxxxxxxxxxxxxxx 2d6 xxxxxx 20 xx Bal xxx 10 xxxxx 1 xxx 1int. x Small xxxx 1lb xxx £5
Double Derringer (.32) xxxxxxxxxxx 2d4 xxxxxxx 20 xx Bal xx 10 xxxxxx 1 xxx 2int. x Small xxx 1lb xxxx £9
Pocket Revolver (.32) xxxxxxxxxxxx 2d4 xxxxxxx 20 xx Bal xxx 10 xxxxx S xxx 6cyl. x Small xxxx 2lb xxx £9
Tranter (.57 revovler) xxxxxxxxxxxx 2d8 xxxxxxx 20 xx Bal xxx 15 xxxxx S xxx 5cyl. x Medium x 4lb xxx £36
Longarms (Require Personal Firearms Proficiency)
12-gauge double-barreled shotgun 2d8 xxxxxxx 20 xx Bal xxx 30 xxxxx 1 xxx 2int. x Large xxxx 7lb xxx £11
12-gauge repeating shotgun xxxxxx 2d8 xxxxxx 20 xx Bal xxx 30 xxxxx S xxx 7box x Large xxxx 10lb xx £14
Buffalo Rifle (.50) xxxxxxxxxxxxxxxx 2d12 xxxxx 20 xx Bal xxx 90 xxxxx 1 xxx 1int. x Large xxxx 12lb xx £60
Sharps Carbine (.52) xxxxxxxxxxxxx 2d10 xxxxx 20 xx Bal xxx 60 xxxxxx 1 xx 1int. x Large xxxxx 6lb xxx £12
Spencer (.56 repeating carbine) xx 2d10 xxxxxx 20 x Bal xxx 50 xxxxxx S xx 7box x Large xxxxx 8lb xxx £15
Winchester 1873 (.30 lever action) 2d10 xxxxxx 20 x Bal xxx 50 xxxxx S xx 15box x Large xxxxx 6lb xx £16
Machine Guns (Require Exotic Firearm Proficiency: Heavy Machine Guns)
Gatling Gun (.50 machine gun) xxx 2d10 xxxxxx 20 x Bal xxxx 100 xxx A xx 40box x Huge xxxx 150lb x £120
Maxim Gun Mk 1 (.303 machine gun) 2d10 xxx 20 x Bal xxxx 100 xxx A xx Linked x Huge xxxx 60lb xx £200
Other Ranged Weapons
Blowgun (Simple) xxxxxxxxxxxxxxx 1d2 xxxxxxx 20 x P xxxxxx 20 xxxx 1 xx 1int. xxx Tiny xxxxx 1lb xxx 6s
Compound Bow (Archaic) xxxxxxx 1d8 xxxxxxx 20 x P xxxxxx 40 xxxx 1 xxx – xxxxxx Large xxx 3lb xxx 35s
Crossbow, Heavy (Simple) xxxxxxx 1d12 xxx 19-20 x P xxxxx 60 xxxx 1 xxx 1int. xxx Large xxxx 8lb xx £4
Crossbow, Light (Simple) xxxxxxxx 1d10 xxx 19-20 x P xxxxx 40 xxxx 1 xxx 1int. xxx Medium x 7lb xx 25s
Crossbow, Repeating (Exotic) xxxx 1d12 xxx 19-20 x P xxxxx 60 xxxx 1 xxx 5box xxx Large xxx 12lb x £10
Longbow (Archaic) xxxxxxxxxxxxxx 1d8 xxxxxxx 20 x P xxxxx 60 xxxx 1 xxx – xxxxxxx Large xxx 3lb xx 35s
Flare Gun (Simple) xxxxxxxxxxxxxx 1d8 xxxxxxx 20 x Fire xxx 30 xxxx 1 xxx 1int. xxxx Small xxx 2lb xx £4
Sling (Simple) xxxxxxxxxxxxxxxxxx 1d4 xxxxxxx 20 x B xxxxxx 25 xxxx 1 xxx – xxxxxxx Small xxx 0lb xx 4s
Whip (Simple) xxxxxxxxxxxxxxxxxx 1d2 xxxxxxx 20 x S xxxxxx 15 xxxx 1 xxx – xxxxxxx Small xxx 2lb xx 5s

Reload time
Reloading a firearm with an internal magazine, or a revolver to capacity is a full-round action, but a move action if your character possesses the Quick Reload feat.
Exchanging an empty box magazine for a full one is a move action, and a free action with the Quick Reload feat.
Reloading an empty box magazine is a full-round action.
Loading a belt of linked ammunition is a full-round action. Linking two belts is a move action.
Masterwork Weapons Weapons can be crafted as masterwork. This increases their cost by £30, and gives them a +1 equipment bonus to hit.

Special Ranged Weapon Rules
Compound Bow A character adds his strength modifier to damage with this weapon.
Crossbow, Heavy Reloading this crossbow requires two full-round actions, reduced to a single full round action with Quick Reload.
Crossbow, Light Reloading this crossbow requires a full-round action, but a move action with Quick Reload.
Crossbow, Repeating When loaded, you can make multiple attacks with this crossbow before reloading. Loading a new case of bolts is a full-round action.
Whip Although you do not fire the whip in the conventional sense, it is treated as a ranged weapon with a maximum range of 15ft which deals lethal damage, adding your strength modifier to damage. A whip can be used to make trip attempts, and you can drop the whip to avoid being tripped in return. When using a whip to disarm with, you gain a +2 bonus on the roll, including the roll to avoid being disarmed in return.

Ammunition and cost
.30 (50) xxxxxxxxxxxxxxx £1
.303(50) xxxxxxxxxxxxxx £1
.32 (50) xxxxxxxxxxxxxxx £1
.41 (20) xxxxxxxxxxxxxxx £1
.45 (50) xxxxxxxxxxxxxxx £1
.50 (20) xxxxxxxxxxxxxxx £1
.52 (20) xxxxxxxxxxxxxxx 12s
.56 (50) xxxxxxxxxxxxxxx 17s
.57 (50) xxxxxxxxxxxxxxx 17s
12 gauge buckshot (10) x 6s
Arrows(12) xxxxxxxxxxxx £1
Crossbow Bolts(12) xxxx 12s
Sling Bullets(12) xxxxxxx 4s

The feat Advanced Firearms Proficiency is not around. Feats requiring that feat instead require Exotic Firearms Proficiency (Heavy Machine Guns), which in turn no longer requires Advanced Firearms Proficiency.


I'm following this with great interest.


So my memory and review of the game is that we need 3 levels of a basic class in order to become a battle mind or psionic agent or dreadnought...or am I missing something?

I have the following concepts I am working with:

A fast hero 3; rat catcher / thief. Next level he becomes a psionic agent. A low class member of society, he knows the streets well. He also knows of powerful and connected underworld figures - figures who may actually not be low lifes themselves, but rather nobles and wealthy men using the criminal networks for their own gain.

A tough hero 3 on his way to becoming a dreadnought. A Sergeant Major from a regiment stationed in India. He is good with firearms, the bigger the better. His time in India has shown that there are many things that are not normal in the world....

A strong hero 3 who is also a doctor and is on his way to becoming a battle mind psionicist. He has knowledge of surgery (such as it is in the 1890s), physiology, pharmacuticals, and treating injuries. And he uses a big hammer too, along with his pistol

I will eventually make a new avatar to use with one of these - once I see who will fit best with your plans.


@the Dragon, I cannot find the point buy numbers for D20 modern, can you tell me where they are or are we going with pathfinder Point buy method?

I’m not boggarting Kieth S.’s idea, honest, these character ideas are about two years old.

My first choice of characters would be a Scottish officer who had also served In India, and seen too much. His occupation would be Aristocrat for the flavor of the officer and to pick up the diplomacy skill and a little extra cash. He would be a strong(2)/fast(2) character who goes shadow slayer and holy knight with a dip into field officer. Like Kieth S. I’ve got a couple others I like. For example an Irish catholic priest who teaches inner-city boys to box: strong (3) martial artist (7) ACOLYTE (10) his occupation would be religious to pick up the needed skills. Also a “Pinkerton Man” from Chicago; strong(2)/fast(2) Tracer, gunslinger and possibly shadow slayer with the Investigative occupation. I like the Arostocrat the best because he would fit a London vibe better, but one of the other two would do in a pinch.

Might the “Broomhandle” be available or are we too early, I just like the style :)
Mauser “Broomhandle” 2d6 20 Ballistic 20 ft. S 10 box Med 3 lb. 15 — 1896 (7.63mm)

Also there are double barreled hunting rifles that were make around this time for use in Africa would they be available in similar calibers as the “buffalo rifle”

what are you opinions on Howdah pistols? I assume it would have a similar range and damage as a sawed of 12 guage.


@ Robert - I agree with you on the characters - there are lots I like. My favorite is the doctor right now but we will see how that goes as I continue to develop the idea.


My concept is a medical student turned occult investigator. The old forced into medical school by parent pressure. He's dropped out and now spends his time looking into various occult intstances, basically anything he hears about. He hasn't told his parents he has dropped out of university and he's getting by using the tuition money his parents send.

Mechanically a Determined hero Lvl 3 with the investigator occupation. My aim will be to go into the Acolyte advanced class.

did I read right that we get a bonus stat bump at second level?


Robert Henry wrote:

@the Dragon, I cannot find the point buy numbers for D20 modern, can you tell me where they are or are we going with pathfinder Point buy method?

There's a chart on pg15 of the core book. I couldn't find it in the srd.

All scores start at 8
8-0 points
9-1 point
10-2 points
11-3 p
12-4 p
13-5 p
14-6 p
15-8 p
16-10 p
17-13 p
18-16 p


@Kip84 thanks! You tha' ma.., uh, scary faceless spy guy? seriously thanks, that mean I can proceed with Angus.

first idea:

The Scottish officer is my favorite; let’s face it who doesn’t want to play someone who talks like Sean Connery. His back story would be he is home from a horrendously vicious tour in India; where they not lonely face rebellious natives but also the “Hindu supernatural.” He has returned to convalesce. Because when you send two hundred British, Scottish and Gurkha troops into the jungle and only seven come out with stories of natives, men who turn to tigers, blue woman eight foot tall with six arms and a red giant with a head with three faces and shoots lighting from his eyes; well you must be sick.

So he comes home half insane. As he returns to normal and his mental faculties return he begins to regain his old skill. So as he gains levels he’s “returning to normal.” So about level six or seven he’s back to his old self and then starts learning new things. So the “officer” level around five or six, he’s just regaining old tools that his brain is letting him use again.

Because of the supernatural he experienced he is able to be a ‘shadow slayer’ and eventually a holy warrior. I’m not sure if I should take all ten of shadow slayer or work in four levels of gunslinger, by that time it may depend on the party dynamics. I would even consider two levels of ‘Helix warrior’ if it could be a class based on stamina or supernatural instead of tech. I would even consider taking the “sidekick” feat at sixth level just to have a Gurkha valet, being a native guide who’s life he saved and now the man serves him. Yeah I’m really psyched, can you tell?
Name :
Angus Elphinstone: second son of John Elphinstone, 13th Lord Elphinstone and 1st Baron Elphinstone, of Elphinstone in the County of Stirling, is a title in the Peerage of Scotland

.


Quote:

@the Dragon, I cannot find the point buy numbers for D20 modern, can you tell me where they are or are we going with pathfinder Point buy method?

I’m not boggarting Kieth S.’s idea, honest, these character ideas are about two years old.

Might the “Broomhandle” be available or are we too early, I just like the style :)
Mauser “Broomhandle” 2d6 20 Ballistic 20 ft. S 10 box Med 3 lb. 15 — 1896 (7.63mm)

Also there are double barreled hunting rifles that were make around this time for use in Africa would they be available in similar calibers as the “buffalo rifle”

what are you opinions on Howdah pistols? I assume it would have a similar range and damage as a sawed of 12 guage.

We're a bit early for the broomhandle. I'd honestly prefer if you stuck to the single-barreled version of that rifle, it's not so much a question of realism as a question of whether it'd count as semi-automatic like a double-barreled shotgun would be - I suspect they would, and then you get people double-tapping for 3d12 damage, which I'd rather avoid.

I've never heard of Howdah pistols before. I know next to nothing about guns, to be honest. A quick read-up on wikipedia suggests something like a sawed-off shotgun, although with bullets instead of buckshot, so
Howdah-pistol(.57 breechloader) x 2d10 x 20 x Bal x 10ft x 1 x 2int. x Med x 5lb x I'm not sure what that'd cost.

I really like all the character ideas I'm seeing. It will be hard to decide who to go with.

@all you people who will have characters connected to India, the Kukri might be appropriate. I'm not sure whether to declare it a knife, a cleaver, or just demote the kukri from an exotic weapon to an archaic one.

Quote:
did I read right that we get a bonus stat bump at second level?

And a bonus feat, yes. I'm not giving you the "big six" and expect you to be able to catch up with the adventure regardless, so there'll be some benefits to counteract that.

And you're right about the point buy, obviously.


As for me, I am thinking Smart or Charismatic hero, Irish gentleman with some university background and probably a commission in the army as a way for the family to keep me out of their hair.
The youngest of 4 brothers and so not expected to amount to much and not in line to inherit anything special.
But the family is descendant from Wellington (Distantly so) and thought that perhaps there is a SMALL chance that history might repeat itself.
He is likely to know a fair bit of history as well as be well acquainted with the social circles of the day, both high and low.

Since the time period is around the time of the Flashman books, I know the time period pretty well too.


The Dragon wrote:

I really like all the character ideas I'm seeing. It will be hard to decide who to go with....

And a bonus feat, yes. I'm not giving you the "big six" and expect you to be able to catch up with the adventure regardless, so there'll be some benefits to counteract that...

That sounds ominous; How many people are you accepting for the AP? And any secret clues as to how to get in?

guns:
Yeah the howdah pistol was developed as a self defense weapon against tigers. A "howdah" is actually the box that sits on an elephants back that you ride in. I guess it was common enough for Tigers to drop onto or jump into the box that a short high powered weapon to use in close quarters was needed.

Because of the kick the double-barreled rifle of a high caliber would be impossible to double-tap with, they made an Elephant gun that was a 2-guage. But a single shot version will do.

Just trying to be thematic, I studied the history of guns as much as I did melee weapons, that's part of the reason I'm so stoked, If you want to watch a fun movie with some of these weapons I recommend "the Ghost and the Darkness" with Michael Douglas and Val Kilmer.

Kukri's:
I would just keep the Kukri an exotic weapon; if for no other reason that everyone from an expansionistic European nation would consider "native weapons" archaic and obsolete. Someone would have to go out of their way to acquire one and learn how to use it.

occupation: Aristocrat:

How do you want to handle the occupation Aristocrat, I wanted diplomacy for the officer and holy knight without giving up the "strong class" to start with. It also became a fun theme to push and pull with, as a officer pre-WW1 it would also make sense.

Would we just start with a fixed amount more, or would it be a monthly stipend, or is the sky the limit as long as it doesn't affect actual game mechanics. IE. big luggage, multiple kilts, fancy engraved guns, while masterwork they don't work any better than other +1 Masterwork guns. Expensive items he uses could be stuff from Daddy's collection that are not for sale. I just want to be thematic without breaking the system or making it too hard on you the GM.


Pathfinder truism. Every character needs the 'big six' magic items to stay relevant to the adversaries they're expected to face at the relevant levels.

A cloak of resistance
A Belt of physical stat or circlet of mental stat according to your class
A Magic weapon
A suit of Magic Armor
A Ring of Protection
An Amulet of Natural Armor

All of these scale in bonus, and are supposed to be eating most of your WBL at any given level. As I'm making magic swag rare, I'm also boosting your power a bit to make up for it. The class bonus to defense should mostly take care of the incremental progression of AC, while high point buy, extra feats and stat bonuses will take care of the rest, is my thought.


BoggBear wrote:

As for me, I am thinking Smart or Charismatic hero, Irish gentleman with some university background and probably a commission in the army as a way for the family to keep me out of their hair.

The youngest of 4 brothers and so not expected to amount to much and not in line to inherit anything special.
But the family is descendant from Wellington (Distantly so) and thought that perhaps there is a SMALL chance that history might repeat itself.
He is likely to know a fair bit of history as well as be well acquainted with the social circles of the day, both high and low.

Since the time period is around the time of the Flashman books, I know the time period pretty well too.

ITT: Prospective players that know a lot more about history than me.

Google shall be my friend here I suspect. Wellington refers to Arthur Wellesley, The Duke of Wellington, yes?

Never heard of the Flashman novels before now. Are they worth reading?

@Robert, I'm currently planning to take four people, might go up to six, it's not like I won't be making conversions anyway. Secret clues... No, not really. I'm currently running a high(er)-fantasy version though; you might be able to tell something about my preferences that I don't know by looking at the Two characters I let in, in comparison to this overview of the others submitted

However, this isn't pathfinder, so maybe not.

'The Ghost of Darkness'... I'll look it up when I have time, thank you. :)

Regarding kukris, you're probably right.

As for the aristocrat. I think I have a solution to that. We'll take a page out of the Star Wars d20's Noble class. The Aristocrat, Heir and Dilletante starting occupations each grant the following ability:
Resource Access
The noble has access to an array of resources. Once per day, the noble can access those resources during an adventure. The value of resources gained equals the noble's character level multiplied by the result of a charisma check in pounds. (I.E. if a 5th level aristocrat with a charisma of 16 rolls a 12 on his check the result would be £75=(12+3)*5)
These resources can take almost any shape the noble desires, with one notable exception: They can't be used to procure magic items. Beyond this limitation, the ability can be used to acquire anything that is reasonably availible in the area.


BoggBear wrote:

As for me, I am thinking Smart or Charismatic hero, Irish gentleman with some university background and probably a commission in the army as a way for the family to keep me out of their hair.

The youngest of 4 brothers and so not expected to amount to much and not in line to inherit anything special.
But the family is descendant from Wellington (Distantly so) and thought that perhaps there is a SMALL chance that history might repeat itself.
He is likely to know a fair bit of history as well as be well acquainted with the social circles of the day, both high and low.

Since the time period is around the time of the Flashman books, I know the time period pretty well too.

ITT: Prospective players that know a lot more about history than me.

Google shall be my friend here I suspect. Wellington refers to Arthur Wellesley, The Duke of Wellington, yes?

Never heard of the Flashman novels before now. Are they worth reading?

@Robert, I'm currently planning to take four people, might go up to six, it's not like I won't be making conversions anyway. Secret clues... No, not really. I'm currently running a high(er)-fantasy version though; you might be able to tell something about my preferences that I don't know by looking at the Two characters I let in, in comparison to this overview of the others submitted

However, this isn't pathfinder, so maybe not.

'The Ghost of Darkness'... I'll look it up when I have time, thank you. :)

Regarding kukris, you're probably right.

As for the aristocrat. I think I have a solution to that. We'll take a page out of the Star Wars d20's Noble class. The Aristocrat, Heir and Dilletante starting occupations each grant the following ability:
Resource Access
The noble has access to an array of resources. Once per day, the noble can access those resources during an adventure. The value of resources gained equals the noble's character level multiplied by the result of a charisma check in pounds. (I.E. if a 5th level aristocrat with a charisma of 16 rolls a 12 on his check the result would be £75=(12+3)*5)
These resources can take almost any shape the noble desires, with one notable exception: They can't be used to procure magic items. Beyond this limitation, the ability can be used to acquire anything that is reasonably availible in the area.


Well, just let us know when you want us to actually submit a character idea.

I am leaning toward the doctor at the moment (but that varies almost every day). But it seems appropriate for flavor of the era.


Out of curiosity will you keep the selection based on the people who post interest or will you open a recruitment thread to the general public?

"Resource Access" sounds awesome will the character still be able to pick only one skill or will it be two or three?


Well, if you are into 40K, then I could say that Cain is basically Flashman in space.
If you don't know who that is either, then I would say that if you like history then yes they are well worth it.
Indeed, the Duke of Wellington started life as Arthur Wellesley before being granted first the title of Earl, then Marquees and then Duke thanks to his victories in the peninsula war.

Flashman gives a lot of (slightly biased) insight in a LOT of what the English empire was up to at the time, and boy, they were active let me tell you.
Africa, Afghanistan, India again and again.


What about an armored coat? Is that the same as a buff coat? I am thinking about a long rain coat / trench coat sort of thing with some discreet armored panels.

Something you could wear out on the town and keep the vampires off as needed.

You know, all a Victorian gentleman needs for a night at the theatre.

And use the ratios above to come up with a medical bag?

How about a set of rooms to live in, and perhaps an examination table, exploratory surgery tools, autopsy rigs, etc.?


This is listed under” firefighter’s gear” from the “Firehouse” in “D20 Modern: Critical locations”

Turncoat (light) Type impromptu: equipment bonus +4: Non Prof Bonus + 1: Max. Dex Bonus +3: Armor Penalty –3: Speed 25: Weight 15Lbs. Purchase DC 13: Restriction Lic (+1)

Might be able to adopt a "trench coat" from it.


@ Robert - I have considered using my version of the english soldier as man servant of your aristocrat. He could have been the Sgt. Major from your Indian regiment. Some fun role play opportunity there.

But I am also liking the doctor who wouldn't mind dissecting a strange thing if we found it.


either way would be awesome, if you do the soldier lets make sure we don't overlap too much :)


I have an idea for a street youth, grew up in the gutter and got invariably dragged into the underworld of London (grifter, thug, etc), then once there saw further into the darkness. Still trying to determine the details of the character (thinking fast, or fast/tough), then thinking advanced either Gunslinger, Gangster, or Streetfighter.


Ah, it's a good idea, all good officers needs a trusty batman.
Heck, it wouldn't take too much to build an entire group out of that, the officer Aristo, the tough sergeant batman, maybe a junior officer, an intrepid reporter or wartime correspondent who followed the regiment in India, a former respected foe...there are limitless possibilities.


Buff coats are this. The default state of armor is that it's something of an antique. As for the armored trench coat, I'd say either go with a light version that has stats like the studded leather armor, except costs 50s, or a medium version:

+2 / DR2 / +4dex / -3 / 25lb / 30ft / 75s

The Spot dc to notice that the coat is armored is 23; 21 for the medium version.

The medical bag would either be a medical kit or a first aid kit.(CRB)

As for the autopsy equipment, that sounds like a surgery kit+evidence kit, I'd say you could have it at that price, so 216s for the pair.

I'm not going to track prices for where you live.

I want to be ready to run this before I set up the actual recruitment thread; I think it'll be in the weekend or sometime next week. Recruitment will be open to outside parties as well as those that posted interest here: I don't expect many newcomers, but this thread was more to check if I could get interested players at all than to get interested players, if that makes sense.

RE aristocrat skills: Still one skill. I honestly concieve of it as a slight power up, compared to what wealth bonus +6 would give you.


@BoggBear, we could add a native Shaman from the local troops we were using; as long as we diversified a little it could work. I see three issues: The big question would be if it would fit Carrion Crown IE everyone have a vested interest in the professor, second, would everyone be was playing a character that they were really invested in and lastly if that would be the most interesting players to "the Dragon." I'm Ok with whatever everyone wants to do, I just want everyone to have fun doing something that interests them.

edit: the biggest difficulty, if we did the military unit idea; all the characters would need to know the professor for themselves. Angus is convalescing at home, he is now out of the military and considered a little "mad." Any of the other "survivors" of the events that he went through would be dealing with the horrors in their own way.

I went with the Scottish officer idea because it's one of four or five characters, that I've thought about before, that would naturally be from Great Britain instead of the United States.

@ "The Dragon" still one skill is great, Unfortunately I haven't gamed enough to take full advantage of the slight power up, but I like the flavor of it :)

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