OOC.   Posted by GM.Group: 0
GM
 GM, 2 posts
Wed 19 Sep 2018
at 11:30
OOC
I'm thinking a sandbox, where you can seek out different factions for mercenary contracts and sooner or later get pulled into the politics of the region and decide on your own missions. Of course, with your team being the good guys they are, I imagine they might want to try and find a way to make part of the region (or the entire region) safe for the local populace. There won't be any hand-outs, so any change accomplished will be from your hands.
GrayExile
 player, 1 post
Fri 21 Sep 2018
at 13:45
OOC
I had a question about mechanics.
Mostly wondering on the build.
So here is what iíve got.
With basic first and bonus hunan feat the total the classes gain one each at fourth is a grand total of four. That seems low, are we granted the normal d20 feats at third and sixth?
The talents and trainings seem fine at two per class.
GM
 GM, 6 posts
Fri 21 Sep 2018
at 14:06
OOC
The way that I would prefer to run gestalt, is that you pick only a single path. So you get two archetypes, but not two paths.

You do get the normal d20 feats on third and sixth.

So a sixth level character would have One Path, Two Archetypes, , 1 Trait, 2 Talents, 4 Archetype Trainings and 5 feats
And AC Bonus +1, Fame Bonus +1, Hero Point Bonus +1, Wealth Bonus +1

I'm open to discussion though.
Tollenbeck
 player, 1 post
Sat 22 Sep 2018
at 01:48
OOC
I'm  glad you explained that. It's what I thought you meant, but clarification is always a good thing.

So, the idea is for our characters to be "the good guys", but while we might try to do some good, if we're working as Mercenaries, and level 6, we've seen some things, and are probably a little jaded.

Do good where you can, when you can, but one man - or even a small group can't change the world.

That's where getting pulled into the politics of the region and starting to care about how things develop comes into the story, of course.

I just thought I'd put down my first thoughts.

As far as character build, I was considering going with something fairly straightforward and doing Soldier/Infiltrator for Archetypes, using the Fast Path.

Did you have any thoughts on what kind of character you'd like to play, Gray?
GrayExile
 player, 2 posts
Sat 22 Sep 2018
at 02:42
OOC
I have been looking over a few things.

My concept is path of con. with the soldier/engineer types.
I was planing on making my character an Army BAMF who struck up a better deal with the CIA when time came around to re-up.

Heíll be the big guns of the group. Trained in a SAW and demo. heíll be ok and sneaky sh*t but not trained to slit a throat. He can sneak up to builds and pop holes in them big enough for a team to enter through.

 I havenít put much thought into how we could know each other but figure if your government then boom. We donít have to know or like each other we just have to work together.

We can get into all that latter.
GM
 GM, 7 posts
Sat 22 Sep 2018
at 09:20
OOC
I have two ideas in that regard. Either you are staight-up mercs, or you are US operatives.

Straight-up mercs would mean that you are beholden to no-one, but one the other hand, you have no support except what you can pay for or extract from your employers (and any friends you manage to make in the region).

US operatives mean that you can draw on gear, intelligence, and maybe even occasional military assets. You'll mostly be left to make your own plans, as long as it fits into the US goals in the region (officially, peace and democracy). On occasion you'll be called on to perform a drug bust or extraction of US citizens. But I won't promise that some sleazy CIA operative might not show up, demanding that you protect business interests.

I prefer the US operatives path, since that gives a direction of play. If you are ever in doubt about what to do next, you can always look to your orders, or even ask your handlers. It also gives the possible story points of you deciding not to complete a mission how they want you to do it, or straight up go AWOL at some point.
GM
 GM, 8 posts
Sat 22 Sep 2018
at 09:30
OOC
By the way, ability score generation.

I'm thinking 20 points, no score above 16, no more than one score below 10. How does that sound?

Also, I've bumped the level 4 ability score bonus to +2 instead of +1 (now reflected in the rules thread).
GrayExile
 player, 3 posts
Sat 22 Sep 2018
at 14:59
OOC
Are we doing the +2 to an ability score at 4th and every 4th there after or +1 to two ability scores (canít be same score) at 4th and blah blah blah?

This message was last edited by the player at 15:17, Sat 22 Sept 2018.

GM
 GM, 9 posts
Sat 22 Sep 2018
at 18:08
OOC
Just +2. The intention from my side is that you get +1 ability score bonus every 4th level, rather than having to strategize about where you put your uneven scores.
Tollenbeck
 player, 2 posts
Sat 22 Sep 2018
at 21:45
OOC
Alright, so I'm just fine with having us be US operatives.

I like the idea of being put in an area to do covert work, and occasionally getting orders from higher up, or having to reach out for help if we're in a tough spot.

It gives us enough freedom to hang ourselves if we don't play it smart, and ties us into a larger group that could call on us for help, a la:

"You need to extract an asset that's been compromised."
"You realize that asset is in the middle of a secure compound being interrogated by (Cartel x)?"
"That's why it's imperative you perform the extraction."

And shenanigans ensue.

====

If you're doing Soldier / Engineer, then I'll do Infiltrator / Investigator.

That should give me a bit more leeway in the area of social skills and dealing with contacts, as well as enough sneaking and combat to keep up without being a liability.