[Grim Tales] Slavelords Of Cydonia [full]


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So, to keep myself straight, here's the current group and how we break out skills-wise. Do we overlap nicely or are we too specialized as a group? Just checking what everyone thinks, because I can make a different character to fill a niche, if we need it. We don't have a tinkerer/Nemo type and we don't have a 'rogue' type. Since I haven't actually played GT before, I'm not sure what archetypes are common and necessary.

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Bill Brown - Fast - Gambler/ex-lawman
Core Skills (ranks)
Craft: Gunsmith +3 (3)
Knowledge: US Law +1 (2)
Profession: Gambler +1 (2)
Bluff +4 (3)
Concentration +4 (2)
Intimidate +7 (6)
Listen +1 (2)
Ride +8 (5)
Sleight of Hand +8 (5)

Rawley - Dedicated - Writer
Profession: writer (newspaperman)
Craft: (still thinking - maybe writing)
Knowledge: current events (not sure if this is applicable...lemme know)
Ride
Handle Animal
Gather Information
Search
Sense Motive
Bluff

Joshua Hambrick - Fast/Dedicated - Preacher
Animal Handling, Craft (leatherworking), Knowledge (religion), Diplomacy, Profession (husbandry), Riding (ground), Spot, Sense Motive, Survival.

John Haskins - Char/Tough - Soldier
Core Skills (ranks)
Craft: Firearms +0(0)
Knowledge: Tactics +2(2)
Profession: Soldier +1(2)
Spot +3(4)
Survival +4(5)
Bluff +6 (4)
Ride +6(4)
Intimidate +7(5)
Gather Information +6(4)
Diplomacy +6(4)

Brigitta - Smart - Doctor
Craft: Medical Instruments (+10), Knowledge:Anatomy (+9), Profession:Physician (+5), Healing (+12*), Forgery (+11), Knowledge:Herbalism (+9), Search (+9), Disable Device (+8), Research (+8), Craft:Poison (+12*), Ride (+4), Concentration (+7), Spellcraft (+9)

Bruiser McBruise - Tough/Strong - Dockworker/Blue Collar/ Servant...
Unknown...
 

solomoncane said:
Realistically, all of these damage numbers are probably too low unless you're using MDT 10. :eek: I don't think Wulf is being that Grim with us.

A few things to keep in mind regarding the lethality of firearms.

First, most gunshot wounds are not fatal. It's about 30%. (Statistics will vary depending on where you read them, of course! And they are always skewed by suicides...)

Second, with regards to the massive damage threshold, most folks are not "heroes" and thus, yes, they have a 10 Con. By definition, 10 Con is average.

Third, mooks don't get to make a Fort save at all for massive damage. They just die.

Fourth, "one shot, one kill" is all well and good unless your character is on the wrong end of the weapon.

Having said all that, I recommend a custom .44 magnum load for 2d6+2 damage, Range 40 with your pistols, 60 with your rifle.

If I did my math right, assuming you hit the target, 2d6+2 will prove lethal to an average target 42% of the time.

Finally, also based on your gunsmithing, you can have speed loaders for your pistols, which will allow you to reload all six rounds as a move-equivalent action. Your lever-action rifle has an internal magazine of 9.

You can have an additional belt of 50 of your custom ammo prepared for your expedition.

Wulf
 


Bill Brown - Fast - Gambler/ex-lawman
Core Skills (ranks)
Craft: Gunsmith +3 (3) (should have 5 ranks)
Knowledge: US Law +1 (2)
Profession: Gambler +1 (2)
Bluff +4 (3)
Concentration +4 (2)
Intimidate +7 (6)
Listen +1 (2)
Ride +8 (5)
Sleight of Hand +8 (5)

Rawley - Dedicated - Writer
Profession: writer (newspaperman)
Craft: (still thinking - maybe writing) (writing is fine)
Knowledge: current events streetwise (?)
Ride
Handle Animal
Gather Information
Search
Sense Motive
Bluff

Joshua Hambrick - Fast/Dedicated - Preacher
Animal Handling, Craft (leatherworking), Knowledge (religion), Diplomacy, Profession (husbandry), Riding (ground), Spot, Sense Motive, Survival.

John Haskins - Char/Tough - Soldier
Core Skills (ranks)
Craft: Firearms +0(0)
Knowledge: Tactics +2(2)
Profession: Soldier +1(2)
Spot +3(4)
Survival +4(5)
Bluff +6 (4)
Ride +6(4)
Intimidate +7(5)
Gather Information +6(4)
Diplomacy +6(4)

Brigitta - Smart - Doctor
Craft: Medical Instruments (+10), Knowledge:Anatomy (+9), Profession:Physician (+5), Healing (+12*), Forgery (+11), Knowledge:Herbalism (+9), Search (+9), Disable Device (+8), Research (+8), Craft:Poison (+12*), Ride (+4), Concentration (+7), Spellcraft (+9)

Bruiser McBruise - Tough/Strong - Dockworker/Blue Collar/ Servant...
Unknown...[/QUOTE]

I think if the Bruiser has a criminal past, and chooses skills accordingly, he could fill the "rogue" role (not that it's necessarily a necessary thing).
 


Wulf Ratbane said:
Rawley - Dedicated - Writer
Profession: writer (newspaperman)
Craft: (still thinking - maybe writing) (writing is fine)
Knowledge: current events streetwise (?)
Ride
Handle Animal
Gather Information
Search
Sense Motive
Bluff

Streetwise is cool. I guess if the GM doesn't think we're too specialized, I guess we're good. Or ripe for the killing... I can't tell which.
 

ragboy said:
Streetwise is cool. I guess if the GM doesn't think we're too specialized, I guess we're good. Or ripe for the killing... I can't tell which.

I do think there is some overlap, but we aren't specialized yet. But everyone chose skills that fit the character so in that case it works. I think there will be a sorting out. If we have 3 people with the same skill, I think we will see one or two stop putting points into it. That would leave us with a specialist, plus a couple of back ups. It will sort itself out I think. I will look over the list and see if there are any redunancies I can fix on my end though. I had several less than satisfactory picks that were made based upon other criteria. As John has become more clear to me there may be other, better choice for the character concept.

Fenris
 

Wulf Ratbane said:
I think if the Bruiser has a criminal past, and chooses skills accordingly, he could fill the "rogue" role (not that it's necessarily a necessary thing).

Well since he's the body-snatcher, er body-acquirer for a ghoul, er necromancer, uh I mean student of anatomy, yeah those skills might fit ;)
 

I am still waiting for those of you with sensitive spoiler information to email me and let me know what you know.

It will be difficult for me to begin the adventure without knowing definitively what changes need to be made to Book One and beyond.
 

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