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    Virgil

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    Chirs2

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    Virgil

    Post  Chirs2 on Mon Feb 24, 2014 2:51 am

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    Virgil Lafayette (pronounced La'fett)
    Lvl 9: Gunslinger, Mageblade (at 3rd)

    Str 10  --
    Dex 22 +6
    Con 16  +3
    Int 12 +1
    Wis 16 +3
    Cha 8  -1

    Vitality 48 + d6
    Wounds 8
    DR 4
    Faith in Stolgar: 4

    Comliness 13

      Base, class, lvl, att, feat, eq
    Fort  10  0 +4  +3 0  +2 (+5 vs poison) = 19\22 poison
    Refl   10 +2 +4 +6 +2  +2                     = 26
    Will    10 0  +4 +3 +2 0                      = 19
    +2 vs magic

    Attack bonus: (dex) +6 + 4 (lvl) = +10
    any weapon is magic +12 \ +5
    any firearm, magic    +14 \ +10
    Spencer (+3)           +17 \ +13
    Spencer (+3) w\ mithril +18\ +13

    Size: Medium.
    Speed: 30 ft.
    Wound Points: 8.

    ——————————————
    Adaptable: You start with 1 extra
    racial ability, class basic ability or minor award at 1st level.  +1 minor theme

    Heroic Mien: Once daily, you may retry a single d20 roll
    before learning if the result leads to success or failure. You must use
    the result of the second roll even if it is worse than the first one.

    Quick Learner: Select 1 skill. Apply a +5 bonus to checks
    involving this skill. Humans are naturally quick learners.
    Stealth
    ————————————————————————

    Racial (3)
    Questor: You gain 1 additional minor award of your choice,
    for which you qualify, listed under your theme (page 108). +1 theme

    Iron Will +2 will saves

    Lightning Reflexes +2 reflex saves
    ____________________________________________________________
    Theme: dilettante 6 minor +1 major

    Variable Vitality: Each day upon waking, your character
    starts with +1d6 vitality points. A low result indicates you awoke
    cranky while a high result indicates you awoke relaxed, energetic,
    and ready to face the day.

    Free Minded: Once daily, when you fail to resist an attack
    using Will, you immediately reroll and take the better of the 2
    results.

    Cross-Training: Select a class other than your own. You
    learn 1 basic ability for which you qualify from that class. You must
    meet all the ability’s prerequisites. Use the class’s prime attribute to
    resolve that ability. You may take this award more than once. Each
    time, select a basic ability from a different class.  x4

    CT - Cleric = Detect Evil
    CT - Paladin = Holy Smite +1 dam\lvl vs evil
    CT - Wizard = Shocking Grasp, 5d6, Fort resist or Daze, +5 vs metal-clad
    CT - Artificer = Animate Rope - You conjure a 30-ft-long magic rope into
    your hand. On your verbal command as a standard action, it either
    extends rigidly to afford climbing, binds a helpless Medium or Small
    adjacent foe, or entangles an adjacent Medium or Small target if
    you beat the target’s Reflex. An entangled foe cannot draw items
    or move from its space unless it resists using Reflex. The rope lasts
    1 hour and has 5 hit points and a DR equal to ½ your level. You can
    only have 1 rope at a time. Costs 1 vitality.

    Major:
    Adv CT - Rogue - Evasion

    ___________________________________________________________________
    Gunslinger Core:

    Firearms Focus: Apply a +1
    bonus on attacks and +2 damage when
    using firearms.

    Gunslinger Skills: Apply a +2 bonus on Acrobatics, Heal,
    Mechanics, Perception, and Trick checks.

    Personal Firearms: You gain 800 gp worth of firearms
    and ammunition. Also, select 1 gun as a personal weapon. Anyone
    but you must pass a DC 20 Mechanics check to fire it. If you lose it,
    you can spend 1 hour to personalize another gun. You are limited to
    1 personal weapon at a time.
    ______________________________________________________________________
    Gunslinger Basic:  (7 total basic abilities)

    Dodge: As an immediate action, you declare that you ignore 1
    melee weapon attack before you know whether it hits you. Requires
    Dexterity 15+ and works only in Light or no armor. Costs 2 vitality.

    Eldritch Hunter Lore: As a swift action, you focus on
    a target within 30 ft and line of sight. If you pass a DC 15 Arcana
    check, you learn the ammunition material such as silver or lead, if
    any, for which the foe has a weakness. If you fail the check by 10 or
    more, you guess the wrong material.

    Gun Magic: Boost Arcana by +5, or by +10 on checks
    involving firearms

    Grit: 1d4+1 per day.  2 vitality to spend more than 1

    Hustle: As a swift action you gain a bonus move action.
    Requires Gunslinger Skills. Costs 1 vitality.

    Rapid Fire: You may make 2 attacks with the same firearm in
    rapid succession as a standard action. Alternatively, you can fire 2
    Light firearms, 1 in each hand, as a standard action. You may direct
    attacks to the same foe or different foes. Apply a -2 penalty on both
    attack rolls.

    Drop Dodge: As an immediate action, you drop prone to
    enjoy a +5 bonus to Reflex for 3 rounds or until you stand. You can
    only use this ability while wearing Light or no armor and are not
    over-loaded. Costs 1 vitality.
    ________________________________________________________________________
    Gunslinger Intermediate Abilities (4\8 total)

    Dust Walker: up to x3\daily recover 1 grit on crit or reduce to neg. wounds w\ firearm

    Firearm Specialization: This improves Firearms Focus,
    such that you apply a +2 bonus on attack rolls and +5 damage.

    Gun Ace: You suffer no attack penalty using Rapid Fire.

    Gun Mage: As a move action, you briefly charge your held
    firearm with a basic magic ability you know that normally targets a
    single foe. If you hit, you discharge the magic ability’s effect in addition
    to other damage dealt. The target may be able to resist the magic
    ability, as usual. The firearm must be etched with arcane runes, a
    permanent augmentation that takes 4 hours and 100 gp in special
    materials. Requires Gun Magic. Costs 2 vitality.

    Precise Shot: House Rule - applies to Firearms only
    _______________________________________________________________________
    Killing Shot: As a move action, the next foe struck by your
    firearm that round must resist using Reflex or be reduced to -1
    wounds and begins dying. Even if it successfully resists, it suffers the
    weapon’s normal damage. Costs 5 vitality.
    _______________________________________________________________________
    Mageblade Core: (core +1 basic at 3rd)

    Arcane StrikeM: Any weapon that you wield counts as
    magical and grants you a +1 bonus on attack rolls and +2 damage. If
    the weapon uses ammunition, then the ammunition is so improved.

    Mageblade Skills: Apply a +2 bonus on Acrobatics,
    Arcana, Athletics, Stealth, and Warcraft checks.

    ShieldM: As a swift action, you conjure a shimmering shield of
    force that provides you +2 DR. The shield lasts 2 minutes and also
    provides total immunity to the Magic Missile ability. Costs 1 vitality.
    ________________________________________________________________________
    Mageblade Basic:

    Feats of Prowess: Boost Acrobatics and Athletics
    checks by +5.

    _________________________________________________________________________
    Mageblade Intermediate:  (4\8 total)

    Improved Arcane StrikeM: This improves Arcane
    Strike to grant a +2 bonus on attacks rolls and a +5 bonus on damage.

    Improved Critical: Firearms : Select 1 weapon group. When using
    weapons from that group, your threat range improves from just 20
    to 19-20, or from just 19-20 to 18-20. Requires Rapid Attack.

    Resist Magic: Boost saves by +2 to resist magic abilities.

    Second Wind: Once daily after 1 minute of rest you recover
    4d6 vitality. Requires Feats of Prowess

    SKILLS:
    Acrobatics +2 +2 +6 +5 = +13
    Heal +2 +2 = +4
    Mechanics  +2 +5 = +7
    Perception +2 +6 +5 +3 = +16
    Trick +2 +6 = +8
    Arcana +2 +5 +1 = +8
    Athletics +2 +5 +6  = +13
    Stealth +2  +5 + 6 +5\+10 = +18\+23 in shadows
    Warcraft +2 +1 = +3
    Handle Animal +3

    Equipment:  13,000 + 800 for guns

    guns $755\800
    Spencer Carbine range 70 mag 7 int, 2d10, with magic runes $135  *standard load = mithril
    Colt Peacemaker range 30, 6 cyc, 2d6, with magic runes $118 *standard load = silver
    Colt Peacemaker range 30, 6 cyc, 2d6,  with magic runes $118 *standard load = cold iron
    Sharps Big 50, range 120, 1 int, with magic runes $145 * standard load = adamantium

    150 Adamantine Rounds $93  (+1 dam)
    50 for spencer
    50 for revolvers
    50 for sharps

    150 silver rounds $6 (-1 damage)
    50 spencer
    50 revolvers
    50 for sharps

    150 Jade rounds $6
    50 spencer
    50 revolvers
    50 for sharps

    150 Cold Iron $6
    50 spencer
    50 revolvers
    50 for sharps

    400 Mithril $128 = standard load unless otherwise noted (+1 to hit)
    200 spencer
    100 revolvers
    100 for sharps

    Magic items  12,000\13,000 = 1,000 gp

    Champion’s Elven Chain (DR4)
    This fine chainmail, engraved with elvish runes, grants sylvan boons.
    Benefit: This chainmail provides its wearer with low-light
    vision, a +2 bonus on Reflex, and a +5 bonus on Acrobatics and Perception
    checks. The armor otherwise functions as elven chainmail.
    Price: 5,000 gp (intermediate).

    Flit Mantle
    This cape allows you to briefly fly.
    Benefit: While wearing this cape or pair of costume wings, you
    may expend 1 vitality to fly at speed 30 ft for the rest of your turn.
    You must end flight on a solid surface. Activating the cape is a standard
    action.
    Creation: 1,000 gp ; masterwork cape plus Flit.
    Price: 2,000 gp

    Panther Legs
    You are stealthy.
    Slot: Feet/Legs. Stealthy panther paws merge with your hands.
    Benefit: You enjoy a +5 bonus on Stealth checks, or +10 in
    areas of shadow or darkness
    Price: 2,500 gp

    Ox Gullet
    You can resist poison and similar assaults.
    Slot: Back/Chest. This gland settles around your stomach.
    Benefit: Boost Fortitude by +2, or by +5 to resist poison.
    Price: 2,500 gp

    Potions 500\500
    healing (2)
    resistance (3)


    Light War Horse - 150
    military saddle 20 (+2 handle animal)
    saddle bags 4
    calfrass root 10gp (5)
    week rations 5gp
    2 daggers, 1 per boot 4gp
    torch 3 cp (3)
    backpack 2
    bedroll 1sp
    50ft hemp rope 1
    spyglass (scope) 250: move action +2 to hit, mounted on Spencer
    spyglass (same as above) mounted on Sharps 50

    400gp remaining


    Last edited by Chirs2 on Fri Jun 13, 2014 11:45 pm; edited 29 times in total
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    Re: Virgil

    Post  Robyo on Tue Feb 25, 2014 6:39 pm

    Just a reminder, whatever level you pick to begin multiclass, you forfeit the usual benefits and instead gain the new class core abilities and one basic.

    Unlike multiclassing, you don't have to wait till 3rd level to gain a Townie profession.
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Tue Feb 25, 2014 6:44 pm

    Robyo wrote:Just a reminder, whatever level you pick to begin multiclass, you forfeit the usual benefits and instead gain the new class core abilities and one basic.

    Unlike multiclassing, you don't have to wait till 3rd level to gain a Townie profession.

    I remembered the first part, but I didn't realize the 2nd, good to know.

    I am just window-shopping at the moment. I may even be able to get the stuff I wanted out of Mageblade via Arcanist Theme or a racial ability. I just wanted a bit more magic to go with the gunslinger - shocking grasp for the gun magic, maybe jump, inviso, mirror image or something for defense and movement.
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Wed Feb 26, 2014 8:08 pm

    initial background thoughts....

    Virgil was raised in the South but his family headed West before the War, settling in the plains somewhere.

    His mother was a natural water-dowser, using a witching-stick.  Virgil never showed any talent for it, but his little sister was good at it.  Virigl's mom was accused of witchcraft and that is why they left Louisianna, but he didn't know that as a kid.

    Virgil at some point found himself with a gun in his hand facing 3 nasty men.  Virgil describes the memory as feeling like his gun-hand was drawn to the men's wickedness.  Like his mom with her witching-stick, the gun seemed to aim itself, right at their wicked hearts.  Virgil swears the bullets just wanted to hit them.  Before he even pulled the trigger, he knew where the bullet would strike.   Virigl was young when he killed his first 3 men, about 13.  His whole body was shaking from adrenaline and fear, but his gun hand was steady.  Virgil recalled it felt like playing with magnets, his hand just locked onto them.

    Virgil's magical talents flow from his mother, though he doesn't consider them magic.  Virgil can't really explain his abilities, just that he has a sense for knowing the wickedness in men's hearts and feels drawn to destroy it.

    Virgil has spent most of his young adult-hood on the run.  The law doesn't always like other people taking matters in their hands, regardless of what is true Justice.  Virgil has manifested other talents to avoid detection and capture, sort of like anti-dowsing, he prevents others from finding him.

    The above is reflected by his Dilettante theme and the Detect Evil, Holy Smite, etc.

    Not sure where it goes after that.... maybe he finally gets caught and recruited by the Feds for one of their programs (BRM, FBA, etc).  He definitely would have been a kindred spirit to the Paladin Marshall Sparks.  Maybe he was another deputy we didn't know about previously or maybe he just helped Boots unofficially.


    Last edited by Chirs2 on Tue Mar 04, 2014 2:27 pm; edited 1 time in total
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    Re: Virgil

    Post  Robyo on Thu Feb 27, 2014 7:29 am

    That looks good! Precise shot is a go.

    Let's say he worked as a deputy for the traveling majistrate. After Sparks and Tommy didn't return from their mission, Virgil was assigned Sparks duties. He's since been elected town marshal. Sound okay?
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Thu Feb 27, 2014 9:30 pm

    Robyo wrote:That looks good! Precise shot is a go.

    Let's say he worked as a deputy for the traveling majistrate. After Sparks and Tommy didn't return from their mission, Virgil was assigned Sparks duties. He's since been elected town marshal. Sound okay?

    Chris: sure!

    Virgil would not be happy about it, he is not really the "Face of Law and Order" type, he prefers to remain in the shadows. As long as there is enough "wickedness" (fiends, undead, monsters, facedancers, etc) for him to fight, he would do it.

    Depending on how long he has been Marshall, he might be less reluctant as time goes on, but I kind of like the "reluctant lawman" archetype, kind of Wyatt Earp style, he does it because he is the only one who can handle the invaders.


    I will work on equipment tonight
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Tue Mar 04, 2014 1:27 pm

    Chirs2 wrote:
    Virgil Lafayette (pronounced in Cajun accent as La'Fett) is going to take 2 revolvers, a sharps big 50 but his main wpn of choice is a spencer carbine

    Carbine rifle
    Flit mantle (jetpack)
    armor which provides low light, perception +5, etc
    gun that shoots Shocking Grasp bullets
    grappling wire - animate rope

    .....Boba Fett of the west!


    not a bounty hunter, but a demon\undead\fiend hunter

    OK, I think Virgil La'fett is finished.  I will do a bit more backstory, but overall he is ready to roll as the new, de facto, Marshall of Pestilence.  In his mind, Sparks is still coming back....
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Tue Mar 04, 2014 5:48 pm

    not as good as the main image, but another variety

    [Only admins are allowed to see this link]


    Last edited by Chirs2 on Mon Mar 10, 2014 10:23 am; edited 2 times in total
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    Re: Virgil

    Post  Robyo on Wed Mar 05, 2014 9:57 pm

    You used the freebie +3 magic on your Spencer Carbine, correct? Character looks good. Thanks for being so detailed.

    ... so Virgil has been town marshal for 6 months now. Not too long, mostly serving by appointment, but they finally had a town election and he won, unopposed.

    He thinks Auren and Tommy might come back. From what he'd heard, they were both capable fighters. The two were sent on a mission to investigate some reports of missing persons (ranchers, farmers, etc), and they ended up missing too.
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    Re: Virgil

    Post  Chirs2 on Thu Mar 06, 2014 12:19 am

    Robyo wrote:You used the freebie +3 magic on your Spencer Carbine, correct? Character looks good. Thanks for being so detailed.

    ... so Virgil has been town marshal for 6 months now. Not too long, mostly serving by appointment, but they finally had a town election and he won, unopposed.

    He thinks Auren and Tommy might come back. From what he'd heard, they were both capable fighters. The two were sent on a mission to investigate some reports of missing persons (ranchers, farmers, etc), and they ended up missing too.

    Yes on the Spencer, his main wpn and THANKS! it was actually mostly for me, since I barely know Radiance, but glad it helped you too

    timeline sounds good
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    Re: Virgil

    Post  Chirs2 on Thu Mar 06, 2014 1:11 am

    Comliness roll

    Roll(2d6)+4:
    5,4,+4
    Total:13

    swapped Mounted Combat for Drop Dodge, just noticed it is Immediate action Smile
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    Re: Virgil

    Post  whit10 on Thu Mar 06, 2014 10:15 am

    ...we're actually bothering with Comliness?
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    Re: Virgil

    Post  Robyo on Thu Mar 06, 2014 6:59 pm

    Sure, why not?
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    Re: Virgil

    Post  whit10 on Thu Mar 06, 2014 7:48 pm

    you're the GM, your call.

    Personally, I always thought it was kinda dumb. Charisma takes care of all the practical applications. Comliness always sounded like a dork's way of fantasizing about sex and what not... just my 2 cents.
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    Re: Virgil

    Post  Chirs2 on Fri Mar 07, 2014 1:39 am

    whit10 wrote:
    Comliness always sounded like a dork's way of fantasizing about sex and what not...

    so that would be perfect for you, right?  jocolor 
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    Re: Virgil

    Post  Robyo on Fri Mar 07, 2014 7:27 am

    Virgil has a full-time deputy named Jack Stone. He has a couple townies contracted as part-time deputies too, when the need arises: Orbyn, a monk/psion, and Chef, a mageblade/medicant.
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    Re: Virgil

    Post  whit10 on Fri Mar 07, 2014 10:08 am

    you're such a comedian Chris, ya chubby bastard
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Fri Mar 07, 2014 11:32 am

    Robyo wrote:Virgil has a full-time deputy named Jack Stone. He has a couple townies contracted as part-time deputies too, when the need arises: Orbyn, a monk/psion, and Chef, a mageblade/medicant.

    Virgil would set a schedule and some protocols with his guys ahead of time, based on their experiences:

    Either one of Virgil or Stone is on duty at all times, alternating shifts, with Virgil covering most of the "Peak hours" (whatever those may be in Pestilence, like weekend nights or whatever)

    The part-timers are scheduled to provide coverage during Peak Hours first, then whenever else they are available.  If Virgil and Stone are unavailable - both part timers are on duty.

    Standard contact protocols:

    if mundane issue, I trust them to deal with it and\or call for help only if needed.  Main objective is always safety of locals.  Use the jail as a drunk tank and\or cooldown, even if they get released in the morning.  Disarm and\or separate parties and move out of highly populated\public areas if possible.

    for Invader\demon\facedancer\aberrant threat - if there is an imminent\active threat, engage, stall for help and try to get locals out of the way - a good way to do that is send the locals running to get Virgil and Stone.  

    if no imminent\active threat, get back up BEFORE engaging.

    Zero tolerance policy for demons (et al), see above, but shoot first, sort out the gooey mess later.
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    Re: Virgil

    Post  Robyo on Fri Mar 07, 2014 8:05 pm

    Wow, okay. Very helpful and specific. What about security for a major event?

    Coming up, it's the Pestilence's 20th anniversary and there's going to be a party! Plans are underway for a parade and public bbq in the village square. Of course there will be much imbibing of intoxicants.

    How permissive is Virgil on firearms within town? Remember, in this setting, most larger towns require gun-owners to register their weapons and often have them checked in. Pestilence has a public armory, but it's mostly been used for militia.
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    Re: Virgil

    Post  Chirs2 on Sat Mar 08, 2014 12:45 am

    Robyo wrote:Wow, okay. Very helpful and specific. What about security for a major event?

    Coming up, it's the Pestilence's 20th anniversary and there's going to be a party! Plans are underway for a parade and public bbq in the village square. Of course there will be much imbibing of intoxicants.

    How permissive is Virgil on firearms within town? Remember, in this setting, most larger towns require gun-owners to register their weapons and often have them checked in. Pestilence has a public armory, but it's mostly been used for militia.

    If a major celebration is planned, with large public gatherings, Virgil would ask all 4 to be on duty during any event.  So all 4 during the parade, then 3\4 can take a break until the BBQ, then on-duty for the evening fireworks, etc.  Virgil would certainly allow more off-duty time a week or so before the event and promised time off after.  In the immediate couple days preceding the event, security would be increased as there would likely be an influx of people into town.

    Virgil believes an armed society is a polite society.  And he is a son of south, so he disagrees with the Tyranny of the Union and the federalist attempts to disarm good folks.  

    Virgil is very tolerant of guns in regards to the citizens of Pestilence.  He wouldn't require registration himself, but if that is the law, he would do the minimum - citizens (permanent residents that he knows and live in town) would have to "register" as a volunteer militia of Pestilence by signing their name and number of guns  (ex: Doc McGuilicutty 3) to a list on a clipboard at the jail office.  After that, they are free to keep and carry their guns in town.  They are only called up in a dire "demon invasion" emergency.

    There are big signs posted at the major entrances to town requesting visitors to register their firearms, according to federal law, at the Marshall's office.  Visitors who obey willingly and look like normal folk (pass a Detect Evil check) are allowed to register in much the same way as citizens.

    Anyone who fails to at least make an effort is assumed to be "up to no good."  Standing protocols would be to engage the people in a friendly manner (hey pardner, I know it was raining, maybe you missed the sign....) and see if they will comply.  They can register on the spot with any deputy by signing their name, # of guns and where they are staying while in town.  If they refuse, see above, get help and 2-4 of us can confront them again.

    If someone who ignored the signs starts causing trouble before we can talk to them, they will be dealt with very harshly as now the suspicion of being up to no good is confirmed.

    Virgil would hold "militia training" 1 Saturday per month for about 3-4 hrs.  It would consist of some basic target practice and emergency drills like how to get the townsfolk out of danger's path, out of the streets, out of the town limits, etc.  The less combat-inclined would be put in charge of sheep-herding and anyone with a drop of firearms skill would be put on sheep guard duty.  Any former military, saddle tramps, cowboys, etc should report to one of the deputies for combat.

    Militia training is always followed up by a pot-luck dinner and block party sponsored by the "jail fees" that are paid to get out of the drunk tank or to post bond for lesser offenses. (I don't know the historic conversion rate but in today's money, it would cost $50 to get out of the drunk tank and $100-$200 for petty offenses like brawling, harassment or menacing)
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    Re: Virgil

    Post  Robyo on Sat Mar 08, 2014 7:55 pm

    It will take staff to run registration of firearms. It could be done at the jail (not on map). Or it could be done at the armory.

    Chef is working catering and can't be obligated to security. Orbyn agrees to be on duty all day. There are two townies (Rough Riders) from the militia that also agree to be on duty.

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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Sun Mar 09, 2014 11:44 pm

    GM,

    question about this ability:

    Gun Mage: As a move action, you briefly charge your held
    firearm with a basic magic ability you know that normally targets a
    single foe. If you hit, you discharge the magic ability’s effect in addition
    to other damage dealt. The target may be able to resist the magic
    ability, as usual.


    used with this spell

    Shocking GraspM: One adjacent foe suffers 1d6 electrical
    damage per level (max 5d6) and is dazed for 1 round unless Fortitude
    resists.
    Apply a +5 bonus on your attack against metal-clad foes.
    Costs 1 vitality.


    So how does that work in combat......  Do I make 1 attack roll with my gun and if it beats their Reflex the bullet hits, doing shocking grasp damage and if it also beats their Fort they are Dazed?

    that seems more economical than 2 separate rolls, 1 vs Reflex and 1 vs Fort, but I could see the argument for either option

    also, the +5 from Shocking Grasp vs Metal-clad foes would only apply to the Fort save part, I assume? as opposed to the entire attack roll to hit with the gun
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    Re: Virgil

    Post  Robyo on Mon Mar 10, 2014 6:26 am

    Two separate rolls... one vs. Ref, then one vs. Fort
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Mon Mar 10, 2014 9:07 am

    ah crap, I forgot Diety...... looking it over
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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Mon Mar 10, 2014 10:12 am

    Here's a good fit

    Stolgar and his church have the following statistics.

    Alignment: Neutral good.

    Domains: Community, protection, strength, war, and winter.

    Symbol: A winter wolf

    Realm: Asgard. A snowy woodland of where warm granite fortresses
    with sweet music, warm beds, and rich ale welcome the heroic
    dead.

    ————————————————————————
    Mission: Protect people through strength, wisdom, and honor.

    Service: 1) Defend the weak while training them to fight for
    themselves. 2) Do not strike an unarmed or helpless creature. 3)
    Only make oaths you can keep. 4) Act with bravery and integrity
    (never run away from battle!)



    Same alignment as Virgil and the Service seems to match what I had already written about in terms of recruiting townies\PCs, training the local militia, keeping the townies armed and defending them.

    Virgil's mother, the dowsing water-witch, was of Norse bloodlines and taught Virgil to revere the "old gods" of Asgard. She fell for the charms of a French-cajun named Lafayette and married for love.

    Here is the symbol on his armor, it is an adaption of the Mandalorian symbol underneath

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    Chirs2

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    Re: Virgil

    Post  Chirs2 on Mon Mar 10, 2014 5:36 pm

    I made a couple of tweaks after picking Virgil's diety Stolgar since he had some boons that mirrored abilities I already picked, like Diehard and Fearless, which realistically you only use once in a while, so I figured better to have access to them and choose something I can use more often as class\theme abilities.

    I think Virgil is set now

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    Re: Virgil

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