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4 posters

    Skill Modifications

    whit10
    whit10


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    Post  whit10 Mon Jul 07, 2014 11:35 pm

    Skills:  Not finished yet

    For all intents and purposes, skills remain the same as far as skill ranks gained per level and class skills.  (the later is still under consideration)

    New Class skills:
    Pilot - allows for the driving or piloting of vehicles (boats, planes cars) in any way other than just normal transportation.  Checks will be similar to Ride checks (DC Chart to follow). Those who start with the class skill - Ride also count Pilot as a Class Skill

    Repair:  Allows for fixing simple and complex machines or damaged firearms.  (DC chart to follow)

    Knowledge Science:  allows for identifying chemicals, elements and the use of scientific equipment.

    Knowledge Medicine:  allows for basic medical and surgical knowledge.  This is a prerequisite for the Feat:Surgery (to be explained below).

    Knowledge Dungeoneering will now be folded into Science and Engineering.

    Knowledge Engineering:  You may also make checks to determine how to repair complex machines.  DC 20 (lowers difficulty of some Repair checks)

    Knowledge Nobility: also now allows for knowing the elites in any society, not just the vanishing numbers of actual nobles and the like.

    Feat: Surgery - Prerequisite: 5 Ranks in Knowledge Medicine
    Benefit:  You may use your knowledge of medicine and physiology to repair certain types of injuries and afflictions to living beings.

    DC Chart:
    Repair 1d6 HP - DC: 10 (for each d6 extra, increase DC by 5, MAX: 4d6)
    Ability Damage: DC 20 +2 per point restored.
    Revive from near death (under 0 Hit Points): DC 25 +1 per point under 0
    Recovery from surgery takes time: normal HP damage is equal to normal rest assuming the character does nothing but rest.
    Ability damage takes 2 days per point restored to recover from.  Being brought back from near death requires one full week of rest per 3 points healed.

    Note about this: I'm not pushing for any PC to take any of the surgery stuff. I just wanted to put it out there as an alternative to magical healing (which is still rather rare).


    Last edited by whit10 on Fri Aug 15, 2014 7:47 pm; edited 1 time in total
    Arcturus2
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    Post  Arcturus2 Fri Aug 01, 2014 2:04 pm

    I assume Repair skill uses Dex as it's primary attribute? I'm interested in adding that for sure.
    Chris
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    Post  Chris Fri Aug 01, 2014 2:23 pm

    Arcturus2 wrote:I assume Repair skill uses Dex as it's primary attribute? I'm interested in adding that for sure.

    I'd have to check SW or d20, but I think it is INT actually, not sure though 100%
    whit10
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    Post  whit10 Fri Aug 01, 2014 3:09 pm

    good catch, I'll look it up later unless Chris posts it first
    Chris
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    Post  Chris Fri Aug 01, 2014 9:31 pm

    here is the whole table, mostly redundant, but also includes Pilot, Demolitions, etc.  if you want to use them

    Skill Modifications Sw_ski10


    speaking of Demolition and Repair - any chance of those being a "Rogue" skills?

    they are both Scoundrel skills in SW  study
    Robyo
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    Post  Robyo Sat Aug 02, 2014 12:41 am

    Can we get a complete list of what skills are being used in the game? The changes to PF skills and the additional SW list is confusing.
    whit10
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    Post  whit10 Sat Aug 02, 2014 10:39 am

    I hope this clears it up, good call Rob.

    All Pathfinder skills are in the game plus Pilot, Repair, Demolitions and Knowledge: Medicine.  

    Chris, Demo and Repair can be Rogue skills, yes.  For that matter, they are Fighter (Soldier), Ranger, Alchemist, and Gunslinger Class skills as well.  Use the listed Ability modifier in the SW book (Int for Repair, etc.) or what I have posted on the top of this page.

    Does that clear it up at all?


    Last edited by whit10 on Sat Aug 02, 2014 10:48 am; edited 1 time in total
    Arcturus2
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    Post  Arcturus2 Sat Aug 02, 2014 10:47 am

    Thanks!
    Chris
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    Post  Chris Sat Aug 02, 2014 11:02 am

    cool, thanks man!

    ok, so if Demolitions is "in" as a skill.....

    we need 1920s era stats for what explosives are available!

    TNT
    bombs
    grenades
    etc etc etc

    need Know: science and Demo and craft Demolitions to make them?

    like I said on the bio page, I see this guy as kind of a Firefly type, sneaky saboteur
    whit10
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    Post  whit10 Sat Aug 02, 2014 11:25 am

    yeah, I've been trying to come up with something for that. Give me another day. Gonna be pretty busy today but I'll come up with something. It will probably be adapted from SW.

    Grenades will be the only "combat" explosive available (non-magic anyway). Demo will probably just be TNT for now (or some derivative). Composition B and other more "military" explosives were still under development I think. Will definitely get something posted by tomorrow.
    whit10
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    Post  whit10 Sat Aug 02, 2014 11:26 am

    Not that I think it will matter that much but go ahead and count Repair and Pilot as Bard Skills too.
    Chris
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    Post  Chris Sat Aug 02, 2014 12:29 pm

    just a thought on grenades.... maybe make them simple weapons, but on a "1" they blow up in your face. if used as a martial wpn, maybe the "1" just means it blows up way off target. for instance, you have military (martial) training and can just get rid of it.

    just an idea
    Robyo
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    Post  Robyo Sat Aug 02, 2014 5:52 pm

    whit10 wrote:I hope this clears it up, good call Rob.

    All Pathfinder skills are in the game plus Pilot, Repair, Demolitions and Knowledge: Medicine.  

    Chris, Demo and Repair can be Rogue skills, yes.  For that matter, they are Fighter (Soldier), Ranger, Alchemist, and Gunslinger Class skills as well.  Use the listed Ability modifier in the SW book (Int for Repair, etc.) or what I have posted on the top of this page.

    Does that clear it up at all?

    Yes it does, thank you. Any chance Know: Medicine is a class skill for Witch? Or Paladin for that matter?

    Still think I'll make a witch, but I'm not opposed to playing the drow paly.

    Regardless, I should be able to post something tomorrow night (after I slay Matt and Dan's characters with a horde of scourge zombies at our tabletop session).  tongue 
    Chris
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    Post  Chris Sat Aug 02, 2014 6:00 pm

    Robyo wrote:
    Regardless, I should be able to post something tomorrow night (after I slay Matt and Dan's characters with a horde of scourge zombies at our tabletop session).  tongue 

    I recommend a giant, yet undetectable, Gong of Doom that causes damage AND heals the scourge  Twisted Evil 
    whit10
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    Post  whit10 Sat Aug 02, 2014 8:45 pm

    Yeah Rob, go ahead and have knowledge medicine as a class skill for Witch and Pally... that's not a major stretch IMO.
    Arcturus2
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    Post  Arcturus2 Sun Aug 03, 2014 2:51 am

    Robyo wrote:
    whit10 wrote:I hope this clears it up, good call Rob.

    All Pathfinder skills are in the game plus Pilot, Repair, Demolitions and Knowledge: Medicine.  

    Chris, Demo and Repair can be Rogue skills, yes.  For that matter, they are Fighter (Soldier), Ranger, Alchemist, and Gunslinger Class skills as well.  Use the listed Ability modifier in the SW book (Int for Repair, etc.) or what I have posted on the top of this page.

    Does that clear it up at all?

    Yes it does, thank you. Any chance Know: Medicine is a class skill for Witch? Or Paladin for that matter?

    Still think I'll make a witch, but I'm not opposed to playing the drow paly.

    Regardless, I should be able to post something tomorrow night (after I slay Matt and Dan's characters with a horde of scourge zombies at our tabletop session).  tongue 

    Yeah, we'll see. I'm gonna make zombie kebabs! Cool 
    Robyo
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    Post  Robyo Sun Aug 03, 2014 8:39 am

    Chris wrote:
    Robyo wrote:
    Regardless, I should be able to post something tomorrow night (after I slay Matt and Dan's characters with a horde of scourge zombies at our tabletop session).  tongue 

    I recommend a giant, yet undetectable, Gong of Doom that causes damage AND heals the scourge  Twisted Evil 

    Hehe, I already used the gong of doom. I thought it was a nice touch in Matt's game, and I have no qualms about savagely stealing ideas from movies, books, and other people's campaigns.
    Chris
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    Post  Chris Sun Aug 03, 2014 10:12 am

    Arcturus2 wrote:
    Yeah, we'll see. I'm gonna make zombie kebabs! Cool 

    and are the zombies skewered?

    I agree Rob, the GM in me thought the Gong was brilliant and brutal. that single element had me more worried than anything in that encounter. I felt the pressure of time.... we can't keep this fight up forever or we will lose, period

    having read the Blight.... can you imagine a Gong effect on the battlefield? devastating to morale
    Chris
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    Post  Chris Sun Aug 03, 2014 12:12 pm

    whit10 wrote:yeah, I've been trying to come up with something for that.  Give me another day.  Gonna be pretty busy today but I'll come up with something.  It will probably be adapted from SW.

    Grenades will be the only "combat" explosive available (non-magic anyway).  Demo will probably just be TNT for now (or some derivative).  Composition B and other more "military" explosives were still under development I think.  Will definitely get something posted by tomorrow.

    http://www.scran.ac.uk/packs/exhibitions/learning_materials/webs/40/explosives.htm

    interesting article, geesh 175,000 whales killed for the nitro

    Ok, so then I am guessing TNT would fall under the "moderate" explosive as listed on pg 82 of SW. 4d6+1 damage and taking 12 hrs to craft.

    I need some kind of price for TNT and the materials to make it, since JT would definitely keep himself in stock with it. Not tons of it mind you, but there is no way he would go on an adventure without a couple sticks at least.

    SW pg 137 gives the prices for explosives, which would put 1 stick of TNT at $500. Current internet price is about $100
    assuming I could build it from scratch, materials should be 1/2 price right?
    maybe a streetwise check for black market to get a lower price?

    I am willing to spend some $$ on this, but I need to know what to remove to figure out how much to pay
    whit10
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    Post  whit10 Sun Aug 03, 2014 1:25 pm

    Well, laws and regulations being a bit more lax then, I would say the price is lower than that.

    Lets go with $50 a stick. I know that seems a bit pricey but that keeps it more realistic? (that and I can't find what the price would have been back then, lol)
    Chris
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    Post  Chris Sun Aug 03, 2014 2:10 pm

    whit10 wrote:Well, laws and regulations being a bit more lax then, I would say the price is lower than that.

    Lets go with $50 a stick.  I know that seems a bit pricey but that keeps it more realistic? (that and I can't find what the price would have been back then, lol)

    That is very reasonable.

    so is that what we are doing for grenades too? 50 bucks a pop and 4d6+1 damage, just throw the dynamite like a grenade, use BAB to hit the sq, etc

    or use Demo skill to set like a charge to blow up a structure, causing structural damage, possibly multiplied by skill check
    whit10
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    Post  whit10 Sun Aug 03, 2014 3:20 pm

    I'll get a better equipment chart posted by tonight. Anything else you can think of that we need costs on?
    Chris
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    Post  Chris Sun Aug 03, 2014 3:54 pm

    whit10 wrote:I'll get a better equipment chart posted by tonight.  Anything else you can think of that we need costs on?

    uh.... any other devices of the 1920s not in PF that we would have\need

    walkie talkie
    radio
    motorcycle with side car  Twisted Evil 

    most of it is probably just common stuff and not worth spending time on a price list
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    Post  whit10 Sun Aug 03, 2014 6:13 pm

    I can't remember which thread it's in but vehicles are going to be more of a 'when you need the stats, you'll get 'em'.

    Walkie talkies? Not yet my friend. Radios are just now getting down to a semi-portable size.
    Robyo
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    Post  Robyo Sun Aug 03, 2014 8:53 pm

    IMHO, using SW's futuristic credit-based economy in a past-era game can be wonky. *Please don't argue that it's actually "a long long time ago."

    D20 Past has some useful items. Here is the PDF: http://www.goddessfantasy.net/Upload/d20m/D20_Past.pdf

    The equipment/weapons charts also list the year of which the item was created, which is helpful. It does however, utilize wealth rules, so only purchase DC's are listed, but you can convert it fairly easily... and I know the Weird West thread has Sidewinder Reloaded equipment listed with dollars cost, so that would be a helpful reference.
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    Post  Robyo Mon Aug 04, 2014 10:33 am

    Robyo wrote:I should be able to post something tomorrow night (after I slay Matt and Dan's characters with a horde of scourge zombies at our tabletop session).  tongue 

    The Paizo site / PRD is down for maintenance so it's taking me longer than I'd expected to make a new character.
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    Post  whit10 Mon Aug 04, 2014 10:35 am

    Thanks for that post Rob, I'll check it out later today.

    10-4 on the Paizo site being down.
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    Post  Chris Mon Aug 04, 2014 10:47 am

    Robyo wrote:
    The Paizo site / PRD is down for maintenance so it's taking me longer than I'd expected to make a new character.

    that's odd.... it worked for me last night and this morning. must have just been when you checked  scratch 
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    Post  Robyo Mon Aug 04, 2014 12:24 pm

    Chris wrote:
    Robyo wrote:
    The Paizo site / PRD is down for maintenance so it's taking me longer than I'd expected to make a new character.

    that's odd.... it worked for me last night and this morning.  must have just been when you checked  scratch 

    Well, it certainly wasn't when I didn't check.  Rolling Eyes 


    Seems to be working now...
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    Post  Chris Mon Aug 04, 2014 1:08 pm

    Robyo wrote:
    Well, it certainly wasn't when I didn't check.  Rolling Eyes 

    You can always take more than nothing !  jocolor 
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    Post  whit10 Thu Aug 07, 2014 8:56 pm

    Ok, having read through the link that Rob provided (thank you Rob, for that). I have no problem with the vehicles, armor, or normal equipment parts.

    I'd like to leave the guns alone as far as damage is concerned because I think, in the end, it's six of one, half dozen the other. The damage codes are higher but the crit mod is much lower. Given that magic is available and enchantments are just as available as a normal PF game, I think that helps to up damage codes considerably.

    If anyone has a strong opinion on this either way, I'm listening

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