Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. My thoughts on the character? I actually like them quite a bit- feels like the sort who could make friends while inventing fantasy Christmas or butt heads with all sots of folks when he gets a bunch of folks to go to war over an insult during fantasy Christmas. However I will Not Approve this character for the following reasons. 1. The format made me a bit confused at first. Specifically the way the domains and portfolios are represented. If you could use the standard model that would be appreciated. 2. It needs an edit. At the very least proper capitalization is needed here. This is a game that requires a lot of writing and its not a good sign when an application is lacking something like capitalization. Once the changes listed here are made I'll be happy to approve it.
  3. Third ain't bad, sucks when you get matched with the champions early. I do enjoy some zombie apocalypses. In a couple of months my posting rate may slow down again, but I'm down to give it a go.
  4. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (8/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals "Its likely we still have quite a way to go, is everyone still at strength to continue?" Mechanics Attacks Actions Attack Target To-Hit Damage Effects Eldritch Blast Gargoyle 17 10 • Action: Casting Eldritch Blast Zombie A HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1
  5. Galactic Standard Time: 08:23 am / Landfall Planetary Time: 15:36 am Party Members and Status Status Team Alpha Halcyon Merc Dropship Alpha: Jace Beth: Carl: 1/3 Bennies Ferny: 3/3 Bennies Geo: 3/3 Bennies Kochinho: Unconscious (Dose Grenade) Simba: Fatigued, Blinded (1 round) Team Bravo Aquilla Shuttle: Baba: 3/4 Bennies, 1 Wound Herbie: Tiki: 3/3 Bennies, 1 Wound, Fatigued Keita: 2/2 Bennies, Fatigued Yat: 3/3 Bennies Becky: Fatigued Mox: S'hax: 1 Wound, Fatigued The Sathar Dome: Halcyon Shuttle: At dome Kershkick Mound: Marg: 1/4 Bennies Vernon: Francis: Hanna: Unconscious, Drugged? Kirby: Felix: Captain Roark: 3/3 Bennies, 3 Wounds Vinz: 1 Wound Buubuu: 3/3 Bennies, 2 Wounds Laura II Crash Site: Corvid Shuttle: Landed on Laura II, fuel cut Dove Shuttle: Moored at Laura II, fuel cut Missing Escape Pod: Rudith: ? Gloopurt: ? Gohn: ? Using his limbs, Geo wedges into the gap between the doors. Without even power locks to hold him back, they screech open with the sound of warping metal mechanisms on the inside of the walls. "Will learn something?" he asks, question roughly translated as he shoves his way into the room. It's clear from the way he moves while talking that he feels no sense of danger here. There are three men inside. One has a similar buzzcut and shadow of a beard to Jace, with a broader, squatter face. He moves to strike Geo with the butt of his rifle as the megaxeno passes, but has to duck into cover when Jace starts laying down cover fire. Geo swats the mercenary away and nearly knocks him over in the process. Alongside him are two other men, both with short, dark hair and dressed in combat armor that matches his. There's several sounds from below. The elastic burst of a tangler going off, a hissing sound from a dose grenade, and then the sound of someone falling over. From his response and voice, it's clear that the broad-faced soldier is Captain Armando. And his confidence is soundly shaken by proximity to Jace's 'pet' alien. "Fine! Fine. Weapons down!" he commands. The two men with him follow his lead, as they take off their rifles and set them on the floor. Geo stands very still, observing the three of them. "This hunt was not a thrill. More thrilling was the [Shhkk] --" the translator takes a moment to run its context analysis and pull up the name "- Huck sky hunter." The Captain looks between Geo and Jace. He still doesn't look sure Jace's offer to spare them is genuine. OOC Event Log Ferny and Carl's grenades incapacitate the goon on the armory floor. Geo barrels into the bridge. Jace lays down covering fire, though more accuracy wouldn't have saved the Captain's rolls. The Captain opts to lay down arms. Maps Team Alpha Lift Shaft The lift is currently on the hangar's level. There is a ladder on either side of the lift shaft leading to the other levels. Hangars Team Alpha is in the lift on the right hand side. Power is out in the shaft. Team Bravo is now moving towards the other lift for access to the lower levels, blocking doors behind them with crates to keep things from being shut.
  6. Iron Tiger OCV: 6 | DCV: 7 | Stun: 50/50 | Body: 20/20 | End: 40/40 | Conditions: none Jonny tensed as the gunman raised his gun, then relaxed slightly as the other gangster stopped him. What the heck was that about three something? And did he just check his watch? Jonny is distracted by the van in the doorway attempting to pull out. He frowns, this might be a chance to find out what's going on inside, because from out here, something isn't sitting right. It's time to get moving on this unless he misses his guess. He pulls a mask and do rag out of his tracksuit pocket and takes a second to gear up. In that moment, he is no longer just another young man casually dressed for a day off, but a hooded avenger of the night, the Iron Tiger. Fortunately, Iron Tiger has at least some basic training in sneaking about, Grandfather Wong was nothing if not thorough. A quick darting movement puts him crouched behind the moving car, back to the wall and looking about, mostly through the wreckage of the door to see what's what. Mechanics Move to get behind the moving car, staying crouched as much as possible. Stealth 12-
  7. Thoth Gesheer, Captain of the Gullwind Surprised by the robot's sudden departure, as he stumbles out of the way of its treads, Thoth watches it go deeper in. There doesn't seem to be anything that way, but he takes the chance to back off and catch his breath. With space to take aim, he joins the others in firing a hail of projectiles at the robot, the others trying to score a hit past its improvised shield. Unfortunately, only Thoth's shot lands, and fails to puncture the robot's plating. OOC Thoth backs away a bit, assuming the robot left melee range. He takes a laser pistol shot at the robot. Everyone else takes a shot. Lira and Nikki took the Aim maneuver. Forgot the -2 on Lira's shot though, so it misses still. Character Status Parry: 2 Toughness: 4 Base (Skeinsuit: +4 vs Inertial/Ballistic, Albedo Screen) Bennies: 0/4 In hand: Laser Pistol
  8. Healing Fixed SKILL: Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion, evaluate other’s wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death. With a successful DC 10 Wisdom (Medicine) check you can stabilize a dying character at 0 hit points. Medicine may also be used to provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by someone proficient in the Medicine skill, they make their recuperation saving throws (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage. EQUIPMENT: Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. If you are proficient in Medicine and expend one use of a healer’s kit, you may make a DC 10 Wisdom (Medicine) check to bring the creature to 1 hit point. (If you fail the check the creature is not stabilized.) During a long or short rest, someone proficient in Medicine may expend one use of the healer’s kit and make a DC 10 Wisdom (Medicine) check to restore 1d4 hit points to a creature or a DC 15 Wisdom (Medicine) check to restore 1d8 hit points (must decide which one prior to rolling). The ‘healer’ may do this a number of times equal to their proficiency bonus per short rest and two times their proficiency bonus per long rest. A creature may only benefit from this once per 24 hours. The ‘healer’ may not do this on themself. (The ‘healer’ doing this on more than 1 person, may not gain the benefit of the short rest. The ‘healer’ doing this on more than 2 people, may not stand watch on a long rest or they lose the benefit of the long rest.) If you expend one use of a healer’s kit to treat a poisoned or diseased creature, they make their recuperation saving throw (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage. FEAT: Healer. You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: You have advantage on all Wisdom (Medicine) checks. When you expend one use of a healer’s kit to stabilize a dying creature, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points. (If you fail the check the creature is not stabilized.) As an action, you can spend one use of a healer’s kit to tend to a creature that has at least 1 hp, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points + additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. You may not do this on yourself. DOWNTIME: Recuperating. You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. If you are treated by someone proficient in the Medicine skills, you have advantage on this saving throw. On a successful save, you can choose one of the following results: End one effect on you that prevents you from regaining hit points. For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. (Written by Chris Perkins with modifications)
  9. Just to see if I need to post Marson's first turn immediately. Initiative: Rhys Wow, nicely done Marson Aerial
  10. Crunchy Criticals When you roll a successful critical strike, instead of doubling the dice, assume maximum damage for the second damage die(s). When you roll a critical failure on any attack roll, you damage the nearest ally within reach, or yourself if there is no one within reach. For ranged attacks, choose an ally this would reasonably hit based on your line of sight, or yourself if there isn't anyone NPC's and Monsters follow this rule Example 1: Your attack does 2d6+4 Damage. On a critical, you roll [2,4] on the d6's, and assume [6,6] for the second roll, totaling 18 on the dice, and 4+4 on damage bonus, for a total of 26 Example 2: Sarah failed her crossbow attack roll, her bolt goes wide and strikes her ally Uzgath, who happens to be in melee with Sarah's target.
  11. Okay, looks like Crunchy Criticals, and Healing Fixed are the rules we will roll with along with Hand of the GM.
  12. Taborlin Soothsong Human (Variant) Paladin 5 AC: 19 (splint and shield) | HP: 44/44 | Initiative: +1 | Passive Perception: 12 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Lay on Hands: 25/25 | Divine Sense: 4/4 | Channel Divinity: 2/2 |DM Inspiration: 0/1 Sanaa (mount): Summoned, Nearby | HP: 19/19 | AC: 11 | "Key'. Interesting," Taborlin comments as the brass doors groan open. "That's very...insecure." She leans out over the edge of the alcove, and makes eye contact with Sanaa. The hyena, already suspecting what was going to happen, lowered her ears and growled up at her master. "Yeah, I know. It is not big enough for you. But at least you can do some hunting." Sanaa didn't seem to accept that answer, but it didn't matter. Taborlin spoke a prayer and a quiet words of thanks, then waved her hands around dismissed the hyena. Sanaa almost looked to be huffing away as she faded into nothingness. Noodle leads the way into the oppressive darkness of the cave, her shield at the ready along with Dierdre. Though they are soon nearly blind, she pulls a few of the torches from the mystical bag and sets them ablaze. Their light doesn't travel far, but at least reveals enough of the area so they can see where they place their steps. Tentatively forward, step by step, listening for any movement or life. She was sure if anything was "alive" in a place so sealed off from the rest of the world, it wouldn't be friendly. Didn't take long for her to be proven right, as Noodle soon called out a warning to all of them. Taborlin pulled down her right sleeve, custom tailored so she could reveal her tattoo when needed, but kept out of sight otherwise. It glowed softly as she whispered short phrase and focused herself on the essence of her gods. Tossing her torch to the ground, she pulled her spear at the ready and waited to see what came out of the darkness, shield raised. Initiative Mechanics Main Hand: - Spear Off Hand: - Shield Proficiencies: +6 Athletics, Deception | +2 Insight, Medicine, Deception | Viol Languages: Common, Tamesheq (Southlands dialect), Draconic Action: - Bonus Action: - Move: - Manipulate: - Possible Reaction: AOO if possible. Shield ally if possible Mount: Sanaa Status: Dismissed Proficiencies: +2 bonus | 11 Passive Perception Weight capacity: 15/540 (pack saddle only) | +180 (Tabs weight)+Carried Weight (Items) when mounted
  13. Would it be viable to be part of a barony that maintains the border between the dangerous marshlands to the east? Managing regular patrols along said border and handling any dangerous incursions from unusual creatures from the east into the more central lands. Also, would a plain old kobold be an acceptable race selection? And, would using the Races of the Dragon, Part 2: Kobolds: Playing to their Strengths be acceptable? 😁 I'm looking at going Dragonfire Adept with it. You know, the royal kobold that believes the blood of a true dragon courses through their veins, of course. Kobold (Races of the Dragon) Races of the Dragon Part 2 (Web Archive, Web Enhancement for Races of the Dragon) Dragonfire Adept (Dragon Magic) For that matter you do mention bloodlines... I hate diluting the level advancements with them but... an actual dragon bloodline would be very fitting for the theme of the character, lol.
  14. Thanks. I did some resorting of image hosts and it broke some things.
  15. Yikes. Hope she recovers quickly, and take whatever time you need.
  16. "$50. Each," Frankie replies without hesitation.
  17. Fleur Text • "Speech" • "Whispering" • Internal Monologue --- Walking from the main house to the stables to talk with Emms--- Fleur walked towards the stables, her disappointment at the outcome of her conversation with James fading like a nervous laugh. Other students at Georgia Tech had asked her how she didn't get upset or angry at this or that, to which she'd always responded.. 'would it help?'. As far as she was concerned, you approached a conversation like you approach anything.. with a plan, a strategy, a working hypothesis. There was no crash and burn. There was confirm the hypothesis or not. Either way you learned something. Currently her main working hypothesis was 'walkers are always walking, there are millions of them everywhere, so broadly similar to a search pattern for the living. This equates to constant danger, or more emotionally boiled down to 'we're all going to die'. She allowed the movement of her legs, it would be pacing if she didn't have a destination, to comfort her as she continued on her way to the stables. She paused halfway there from the house, scanning for danger, first nearby, then further away. She paused in her idle disassembly to accomplish this. Still, there was only so much she could disassemble without a working and powered soldering iron to assemble it again. Out of nowhere the idea of development trees in the game civilisation came to mind and made her smile. "Welcome to Civilisation... for real", she murmured to herself, quipping off a line from the movie 'Fright Night'. Mind you it was Fright Night, Fright Morning with Fright Afternoon and Evening thrown in for good measure. Entering the barn, she immediately spied Emms, leaning against a beam, looking somewhat out of sorts. "Hey Emms, how you doing?", she asked in her low contralto. Emm's motorbike was the fastest most reliable way off the Ranch, the least likely to get bogged down. To her way of thinking Emms was the Steve McQueen of the survivors, too cool for school, too fast for walkers, basically. Sitting down there leaning against the wall Fleur could almost imagine her wearing a baseball glove and tossing the ball off the wall of the cooler in the Stalag.
  18. Nicoale spent the flight doing what she normally did - find the most comfortable seat or bulkhead, lean back, and watch the land below roll by. She didn't ignore Chapi, not fully. She listened to the ship facts - knowing those could prove useful later - and nodded or looked impressed at the right times. But her full attention wasn't in it, instead a part of her was always studying the landscape below. It just wasn't the same as the view she could get by raising her Farsight as high as she could. When she was on an airship, watching the land rush by, she swore she could feel the air rushing past her Farsight. Exhilarating. Fun. Free. Soon enough the cruiser arrived at the mission site and Nicoale joined the others at the launch rail. She exchanged a glance with Sorin after Chapi's demonstration. "Yeah, checks out." She took her turn at the launch rail and spread her arms and legs on the way down, slowing her descent as much as she could. The others might have thought she was just prepping for her landing, and that was part of it, but she also enjoyed the brief sensation of the wind in her air while the ground rushed up at her. She cast her Farsight below, locating a decent landing site and steering there. Soon enough she was using recoil from Caladbolg to slow her descent to a manageable landing and touched down. Immediately she spread her Farsight around... "Landing is safe, no grimm nearby. " she reported to the rest of the team. She spread her Farsight further and frowned. "Not seeing any grimm sign either. Are we sure these are the coordinates?" OOC Routine Perception 31 to search for grimm or sign of where they might have moved to, covering as much ground as time allows. Between Farsight and the skydive also keeping in mind any landmarks or towns nearby.
  19. Today
  20. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk leans in to inspect the hatch. He nods to Ve, "Yep, I still have it." He holds it up to the panel to see if that does anything. About then, he's interrupted by cries from outside. "Not again!" He grabs his spear and goes to attack the ants. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana takes her axe and swings at one of the ants. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse retreats from the doorway as the ants approach, and fires a stone at the ants with his sling. []
  21. I had assumed the characters were weighted down by their equipment and were walking along the seafloor; will amend my posts so that Mulan is swimming. It didn't seem to me like the entire right path would be clearly visible from the cave entrance, so Mulan was just checking briefly to be 100% sure that there was nothing down that way.
  22. Wounds: 0/4 | Fatigue: 0/2 | Bennies: 3/3 Location: Outside Delta Pie | Conditions/Effects: None As London kneels beside the old woman, ready to offer assistance, the driver of the truck, his face pale with fear hurriedly approached London. The driver warned London to keep his distance from her as she may be infected. "What is he talking about?" London thinks to himself, momentarily confused. Despite her broken limbs and the trauma from the collision, the old woman is still conscious, her eyes wide with pain and confusion. London quickly backs up, his military training kicking in as he reassesses the situation. Standing at a safe distance, he introduces himself to the driver. "I'm London James Thorpe, former sergeant in the United States Marine Corps," he says, his voice calm but authoritative. "What's your name, and what do you mean by infection?" Turning to anyone who is standing nearby, he instructs, "Back up! Keep away from the scene. We don't want anyone else getting close and infected, until we know what's going on." He then speaks loudly to the gathering crowd, "Everyone, please stay back! Give us some space until emergency services get here." London maintains a vigilant watch over the old woman, ensuring she doesn't move or worsen her injuries, all while keeping a safe distance as advised. His mind races with the implications of this new information, but his primary concern remains the safety and well-being of everyone involved.
  23. Bellis Brightcandle, halfling witch - AC 17 | For 8 | Ref 7 | Wil 9 | Per 7 | HP 33/33 | Focus 1/1 Condition Normal | Linna HP 15/15 Bellis fell back a step as the creature approached; he couldn't help it. It... he? ...was just so... large. Large, and... not right. Behind him Kael gasped quietly, the reminder setting the halfling's feet. Whatever happened, the undead thing would not get past him. His hands raised fractionally higher again. But... there was something strange about this. That focused eye was like nothing he would expect to see in some necromancer's experiment. Uncontrolled, then? How? This was completely outside of Bellis's experience. "No necromancer?" And still no-one else seemed to be alarmed. The witch took a slow breath. Nothing in his interaction with Kjersti made him think she'd lay some elaborate trap for him. So this must -- somehow -- be an ally of hers. Or at least, probably not a foe. Some strange sort of test? He stood his ground as the ponderous hand swung within his reach. Polite autonomous undead: he'd seen it all. The sound of the corpse's voice (shocking that it even had one...) made Bellis wince, but... "G-greetings," he managed to reply. Before he could talk himself out of it, he extended his small hand to firmly grasp the broad cadaverous one that was offered. "I am... I am called Bellis, and this is Kael. Er..." Looking up at this angle, the handshake, the whole surreal experience sparked a strange echo in the halfling's head. Something... he studied the creature's ruined face. That eye, so blue and direct. The tilt of the head. Even the awful voice, in some way... -a quill, set aside - a tall figure standing, as at ease with paperwork as the sword at its side - a warm handshake, a hearty voice - "Bellis! It has been too long..."- The halfling's gaze flicked to the corpse's sword. That hilt, worse for wear but... Bellis snapped back to the horrible face above him, his eyes wide and shocked. "Guy...?" A world of horrified denial was sunk into the hoarse word. OOC n/a Innate Abilities - (1/day) Make your target clumsy - (Focus, rk2) Protect Linna from harm! - (1 action) Less-obvious casting - (2 actions) 1st-Rank - (1/turn) Jog someone's memory - (at will) Find hidden/concealed creatures - (at will) Escape restraints more easily - (at will) Hide behind others - (at will) Hide stuff more easily - (at will) May opt to take 10 on Arcana - (at will) May opt to tweak the effects of certain spells (Telekinetic Hand, Sigil) Prepared Spells Level 3 prepares 5 cantrips, 3 1st-rank, and 2 2nd-rank. Plus 1 extra cantrip from Cantrip Connection with Linna List may change every day with prep. Cantrips: Frostbite Glass Shield Gouging Claw Ignition Message Telekinetic Hand 1st-Rank: Force Barrage Grease Tailwind 2nd-Rank: Blazing Bolt Blazing Bolt Familiar - (from Patron, does not change) Linna provides distraction/flanking while Bellis casts/sustains a Hex - (species innate, does not change) Fly speed 25ft - (may change) Bellis can share Linna's senses - (may change) Can prepare 1 extra cantrip Cantrips Stored - small illusory sound or vision - freeze things solid - weak shield harms the breaker - last resort surprise attack - set things on fire with a snap - mobile ball of light - discreet communication - not just for porcupines - or tweak - tracking assist - or tweak - move things Rank 1 Spells Stored - create breathable air - ward an area - pew pew - slippery - you're someone else now - strengthen ally's weapon - fireworks r us - moar speed - zap Rank 2 Spells Stored - fire rays - May gain additional spells independently of the patron via various activities - If Linna dies, the patron replaces her during the next daily preparations Equipment Personal money -- 17gp in mixed coin - I'm not the one you're looking for - portable Light spell, always on - when regular flames won't do - backup backup weapon, or for eating - writing is important, okay - oops, forgot my key - fix what's broke - helps climbing - tie things up - carry all the stuffs - sturdy, not fancy - helps making things and the remaining - bedroll, flint and steel, 10 chalk, 2 weeks' rations, 5 torches, soap, waterskin
  24. Not a problem, take whatever time you need.
  25. I wish her a smooth recovery. Take care.
  1. Load more activity
×
×
  • Create New...