>WWII campaign with slight magic.
>The party doesn't have magic, but some arsehole enemy soldier has the power to let
the same bombs detonate multiple times.
What can be some good ways to play around with this concept?
WWII campaign with slight magic
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Have the allies send the PCs to an axis laboratory trying to infuse guns with magic on an industrial scale. Their job is either to shut it down, or as a bonus objective, sabotage the magic to make the guns less effective.
The Russians develop a bomb with a magical payload. The PCs have to infiltrate an eastern Nazi base and set it off. Alternativly you can have the Americans send the PCs in to sabotage the bomb to ensure the Russians don't become too powerful
Unit 731 is making flesh golems out of political prisoners and POWs. The PCs are sent in to put a stop to the project.
During the Africa campaign the PCs meet up with local African totemists and/or animists to wage guerrilla war against the Italians.
(if you can tell, I'm having fun with this idea OP)
A Nazi spy infiltrates a US base, and the PCs use the magic of one of the Navajo code talkers to find him
Well I was asking more what can you do with a guy that can blow things up more than once but that's fun too.
Oh jeez I thought you meant the underlying concept :/
Maybe explain the multi-explosions as the first idea? The explosions don't come from the soldier but from the weapon itself
Well it works exactly like it does in the RC skit I posted in the image.
Bomb explodes, then when soldier does his thing a second explosion happens in the exact same place the first one happened. But he needs a material from the bomb that was used to explode it.
For example he can re detonate a grenade as many times as he wants in the same area if he has some gunpowder if it was a GP grenade, but only in the exact same area it detonated and he can't detonate non GP bombs with whatever explosive compound it used.
He also needs to have touched said bomb first so no booming enemy bombs. That make sense?
The United States succeeds in the development of magical weapons with the aid of expat German wizards. Two of these weapons are used to force the surrender of the Empire of Japan.
(here's the skit: youtu.be
You do you man
Alright: a squad of German soldiers want to defect to america before the Soviets overwhelm the area/they are discovered by the SS. The PCs find their location (a haunted castle) right before the SS and the Soviets show up, now the PCs must safely exfil the Germans.(en.m.wikipedia.org
>magical schwerer Gustav
Japan is naturally ahead of the curve.
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the PCs bear witness to a successful teleportation spell cast on a warship, unfortunately the place it appears in between spaces isn't pretty (think event horizon)
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Why would you base an RPG on stratego?
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The PCs are in a race against time to secure the area around rome before the defenders can regroup, a battle in the marshes against Italian blood mages and Vatican clerics takes place, should the PCs give assistance, or continue on the mission?
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Bomberman!
Bump