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  2. Fen stares back at her brothers, looking just as flabbergasted as they seemed to feel after reading her notes. She doesn't react to their speaking for too long, simply staring, and starting to shake again. Finally, she looks down, grabbing the pencil and a large piece of paper. The silence stretches as she scribbles something in large letters. Throwing down the pencil, Fen holds up the paper in shaking hands, hiding her face. I killed you. I killed all of you for eight years. I'm sorry I'm sorry I'm sorry
  3. I hope everyone is doing well. Just waiting for some looting action from some of you. On another note, my free time will have dwindling returns as we get into the third week of May until about June 10.
  4. A few weeks passed at Haven Academy, and the training missions didn't seem to be slowing down. If anything, they were becoming more common, to the point that Wulf, somewhat grumblingly, had to give up on sending out utterly overwhelming force any time she deployed students. I mean, don't get me wrong. It wasn't like anyone had been facing anything they couldn't handle. But it was changing to the point that even when you were taking your picks from the Mission Boards, you were getting actual fights. Well..."you" collectively as in the students of Haven. I'm not saying you guys personally actually faced anything over the past few weeks that would warrant rolling dice over, or anything. Investigation DC 20 or Expertise (Current Events) DC 25, Eidetic Memory applies You've been paying attention to the Mission Boards and while activity is still high it hasn't actually been growing. It's seeming to you like it's taking longer for Hunters to finish missions, or they're resting longer between them, or...something. In other words, the backlog is because some missions are staying on the board for longer than they usually would, rather than because new missions are coming in faster than they had been. Two degree success It seems to mostly be Seek and Destroy missions that are sticking around for longer. Anyway. Today you guys were being assigned missions again. I promise classes do actually happen in this school and you are in fact in classes more than on missions, it's just that they're not generally actually worth playing out on-screen. And these particular missions are actually on two different days but whatever, close enough. Team FLNS So hey, wild coincidence, remember that town you guys had airboated to that time? (I don't think I had ever actually named it back then, but it's called Leensvard). You were actually heading pretty near there! A hunter (lowercase h) had seen a couple Devil Grimm in the woods about a couple hours outside of town, and they had called in some Hunters (capital h) to deal with them; they weren't what would be considered dangerously close to the town for normal Grimm, but given the threat level of Devils, better safe than sorry. (Yeah Devil Grimm were more widely known these days, after the attack on Vale. Partially because you know people had seen video of the weird red Grimm and such, partially because in the aftermath of Vale "preventing a panic" wasn't really a practically achievable goal, and partially because thanks to you guys it was confirmed that Apex Idiom was up to his old tricks which meant Devil Grimm might start becoming more common.) The report indicated the hunter had only actually seen a couple of them, but couldn't positively confirm there weren't more on account of having taken one look at red Grimm and gotten the heck out of there. This was the main reason your team had been assigned to the mission. Your objective was to scout the area, locate the Devil Grimm, ascertain their number and type, and if you felt confident you could destroy them, do it, otherwise report back so a sufficient force could be fielded. Helpfully, Pyrrha had landed on a mission with SMIL today, so Sorena was free to assist. Huh Sorena had been there last time too. Double coincidence I guess. "I figure that'll up the odds you'll be able to just take them out outright," Wulf said. Nicoale The tone of voice she said it in, and the look she gave you when she said it, if you had certain context, might have conveyed that her true thoughts were probably more along the lines of, Knowing you lot you'll end up fighting them regardless of how many there actually turn out to be, so I may as well just accept that and send a newbie Maiden with you in case there happen to be a lot. So the five of you were down at the airdock to get an airship to take you. This was pretty routine although this time you were directed to a different...terminal? Sure I guess they're still terminals. To a different terminal than you were usually sent to. Slightly unusual but not unprecedented. Chapi or Insight DC 15 You notice that some of the staff in this terminal seem to recognize Chapi in particular. Like, plenty of people around the city recognize you guys in general, at this point, but she gets some like nods and smiles and such that seem more personally familiar rather than the general maybe-not-so-minor celebrity that all of you have received since the horde of dino-Grimm. Team RACL Your mission had been assigned on a somewhat-emergency basis. A raiding party of bandits - identified as members of the Garud Tribe, one of the three biggest bandit tribes in the kingdom - had been sighted heading for a logging town called Berdsrun, and no Huntsmen or Huntresses were in the area. It wasn't the entire tribe or anything, but the Garud tribe was big enough that even just one of their raiding parties could be a serious threat to a town that size, a dangerous opposition to a typical team of students, and...plausibly a halfway-decent challenge for Team RACL? It's a rough curve but it's the one we grade on here. Of course the day's Team Randomizer had landed Pyrrha with you, so that was pretty sad for them, but hey they're the ones who decided to be bandits so they deserve what they get am I right? This wasn't to say the town was totally safe and everything was going to be fine. Even taking the fastest airship available, it was a flight of several hours to Berdsrun. The bandits were in much slower vehicles - hauling wagons that could carry a lot of goods and could handle the rough roads that were about the best infrastructure got out away from the cities - but they were approaching from a much shorter distance. It was impossible to say whether you'd arrive first. But you'd find out shortly. The pilot reported ETA to destination was five minutes. Robin Your Semblance has been acting weird. Not weird like glitchy, like it had been with the vampires, but...weird. It's doing things it doesn't usually do. Normally it Warned you of danger. But three days ago it gave you a Warning that the latest Ninjas of Love volume had {arrived at the local comic store or been posted on-line as applicable, I've never quite been clear if Ninjas of Love is a comic or a fanfiction}. Yesterday it had Warned you that the cafeteria was going to be out of chocolate chip cookies. And as you drew closer to this town, it wasn't giving you any Warning about how dangerous these bandits might have been to you. Instead, for the first time in your life, it was giving you a Warning about somebody else. To be specific, it was Warning you that Rhys was going to be faced with an important choice. One option would cost him an opportunity that might be hard to get again. A second option would place him in substantial personal, but not mortal, danger. And a third option would place the village you were flying to defend in peril. Semblance Perception DC 30, cannot be Routined ...Oh wait actually sorry here's the Warning about the personal danger level. It's higher than you'd expect but not excessive. Definitely gonna be more to this than just a raising party of bandits, though. DC 35 You get a vision of people all in black plate armor, wielding enormous flaming greatswords, and marching under a black flag emblazoned with a red moon trailing what look like drops of blood rather than the moon's normal shards. DC 40 By hitting this DC you predict that there will be four Knights of the Bloody Moon among the enemy force (if you hadn't hit the DC/didn't hit it but are reading this anyway, this is the base number which I may choose to increase depending on certain circumstances).
  5. Sorena Ortho - Traitor to Cheliax AC: (22) | HP: 46/56 | Fortitude: +12 | Reflex: +9 | Will: +8 | Perception: +6 Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. Sorena attempted to rip the door off of its hinges, but despite her hulking size lacked the strength to do so. She looked to Mac and shrugged helplessly, stepping back. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 20, +10 attack Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' slashing or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 6; HP (BT) 24 (12) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. raise AC to 20 Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. stance to deal 2 fire to all within 10', allies gain fire resistance 4 Shield BlockContent...
  6. Dathan will stow his scimitar and light a torch
  7. definitely nice backgrounds will finish my marshall this weekend
  8. That's a sort of thing I can get behind AI doing. I'll pass on the extra, deformed fingers.
  9. The Setting Location: Media Room A - NERV London Time and Date: 10:04, Thursday, 24th September 2023. Media Room A Ms. Rebecca Jordan Reporter for CNN Serena's PR nemesis Emiko's question is answered by Oliver, who is standing near the end of the room. "Some questions will be open to all of you, some will be for specific people. It will be clear when the person asks, and if it isn't, you can always ask them to clarify." Paul nods along with his team member, making it clear the young man is right. "The topics," Paul says in responder to Mikhail's question, "will vary a little as we have a wider spread of reporters today than normal." He takes a moment to point out a few pictures on the mirrors, with names under them, a list of some of the reporters. "Some of the lifestyle magazines will be asking about you as people, likely work and life balance, perhaps trying to get gossip or some wishy washy answers from you that they can extrapolate from." He pauses for a moment. "Others will be wanting to talk about the past conflict, the issues and successes. Sadly, normally dramatic headlines catch readers more, meaning some will focus on the issues. Just don't get riled up." He pulls his phone out briefly as it begins to buzz, before returning it to his pocket. "A few might try and ask about the internals of NERV, future plans, but they know that is out of scope for the pilots...But won't stop them from asking and trying to hide the question in someway. I will shut those down or direct them to Serena when I spot them, but keep on your toes." When it is announced that Zelda is the team lead Paul looks a little surprised, though not in anyway rude, simply wasn't expecting it. "Alright..." He says the words and then takes a moment to think, the playing field may have changed. As Paul thinks Oliver glances to Zelda in the mirror and gives a thumbs up, "congratulations cap." "Okay, was she acting captain during the recent encounter, or was the appointment after? I will introduce her accordingly, and it will spin how questions are asked and directed I think." He takes a moment to make eye contact with Zelda, "along with where the press think they can funnel blame." He glances back at Serena, "I am expecting mostly support for the pilots, but with you being new they will question you also, and they might try to gleam information they shouldn't get from you as well." He points towards one of the photos on the wall, "as you know Ms Jordan will also be present, though I have spoken to her." He gives Serena a faint smile and nod, "she will likely throw a spanner in the works. But it is better for us to keep and eye on her and see what is going on, from the questions she asks me and the team can figure out what story she is working on and tackle that head on." Paul Nosworthy Head of PR OOC In terms of mechanics I will go into more detail as we get into the press conference. But will give some overview now for people to ask questions IC and OOC. This press conference is directly related to the 'Going Public' mission on roll20, meaning you will get the following rewards once completed. - 10 trust for NERV. - 80 XP - Depending on how the event goes, you can get bonuses such as extra; trust, XP, surplus and/or research. The 'success' of the press conference is determined by what you say and do, as it will impact the people who see the press conference, or read the newspapers when they are published etc. The three main groups that will be impacted are listed below, along with what they 'want' and what the rewards can be gained for pleasing them. - The general public; - Wants; feel safe, truth, bright future. - Rewards: XP. - The media; - Wants; catchy headlines, subtle leads, private info. - Rewards; XP, surplus. - The UN; - Wants; signs of strength, NERV support, "everything is fine" - Rewards; Surplus, research There will be a score you see for each of the three as we go through the press conference, the higher the score the better. You will see how it changes and questions come and go.
  10. Ulfgrim Ironhide, Warrior from the North - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ For a man of his size, Ulfgrim Ironhide gracefully exits the skiff in one simple fluid move to take his place silently standing several paces behind Hjarlof Hornblower who is the current spokesman for Clan Hvítabiôrning in the beginning of the parley. Not bothering to introduce himself for now, Ulfgrim keeps his focus on the present situation and veracity of the negotiator for the opponents as the tall and wide warrior stands guard, albeit with his weapons stowed but within easy reach should they be needed. However, for now Ulfgrim does not outwardly display any emotions and instead he merely keeps his eyes and ears focused on the surrounding environs watching and listening for the sight or sound of movement or anything unusual, especially behind those assembled on the pier. Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Readied Action to move, draw weapon as part of a move action and attack should hostilities break out Continuing Effects: None
  11. Considering the following changes to Rhys's sheet: Remove Blood, Sweat, and Tears (+16pp) Add Extended, Penetrates Concealment (Around Objects) to Wild Child (-3pp) Add Damage Variable Descriptor 2 (Physical) to Athloi (Net -1pp because it bumps the total PP to 26 before discount) Add +10pp to Demigod for a total of Enhanced Dynamic Array 30 (-10pp) Add Persistent +1 to Ambrosia Undecided for Endurance of Zeus Undecided for Agility of Hermes Add Immunity 10 (Life Support) to Blessing of Artemis (able to survive in any climate, a true goddess' blessing) Add Damage gains Perception (Full-Round Action) to Prowess of Ares Remove Extended/Penetrates Concealment (Limited), add Olfactory Counters Concealment, Weaken gains Variable Descriptor 2 (Energy), Environment 2 (Light 2, Feature [Functions as direct sunlight]), 1pp remaining, for the renamed Brilliance of Apollo
  12. Got my mini-stats back, first since the transition to new MW. Also, I made one spell substitution for a create water.
  13. . . . . . Charity . . . . . Mini Stats Character Sheet: AC: 30/26 (28/21 flat-footed, 15 touch) (Use second AC value when shieldless) HP: 115/115 CMB: +12 CMD: 26 Fort: +16 Reflex: +13 Will: +15 Perception: +15 Sense Motive: +14 Initiative: +2 Lay on Hands remaining: 11/11 Channel Energy remaining: 9/9 Spells remaining: Lesser Restoration (x2), Create Water, Bull's Strength (x2), Fire of Judgement Smite remaining: 2/2 Divine Bond remaining: 2/2 Current Item(s) in Hand: none Current Conditions in Effect: none Temporary items in possession: none Items not currently in possession: none Items depleted: none "Ug, Desert," Charity repeats, clearly not exactly pleased with the prospect. "I modify what I said before. This might not be awful, but that... probably will be. We should at least enjoy ourselves before the sun, as much as I love it, becomes overpowering." Once at the dome, she settles in for a good meal.
  14. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. Round 1 Drasil, Kyros, Garion, and Nalah May Act - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). - Nalah, Kajimara, and Drasil need a Reflex 26 v 9 Fire damage due to a lame damage roll. * The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room. * The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight. * Kuz'Arak moves to where he can see the room better. He casts Frostbite at the nightmare. ** Kajimara runs after her meal. I moved her to the closest adjacent square. She's not yet that tactically minded to move where you placed her. * Hamarr strode over next to the horse in the hope of drawing its attention. * Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 92/96 HP; Immune 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Immune Orange -101 hp Nightmare -96 hp Mentions
  15. POST IN PROGRESS If it didn't hurt so much, Armenga would roll her eyes at getting eviscerated by yet another monster. This was becoming a habit, and certainly not one good for her health. She takes another swing, but against can't connect, then casts one of her few spells to pound the statue with rocks. Although it does no take the full brunt of the spell, managing to dodge some of the rocks, though that do hit make a definite impact, with tiny parts of its shoulder crumbling off. "Nice spell, even with the silly words. Now while it's distracted, pour it on, hit and run." The best way to take advantage of a slowed foe? Make it keep coming to you. Zyrel repeats his spell again, his rain of rocks joining Armenga's as he fires yet another arrow. Having had some practice, the statue moves impossibly fast, dodging out of the way of the falling rocks Zyrel calls down. It bats the arrow away with its shield. " Take this again! And this for you ouchies." Wugo narrows his eyes in concentration to maintain his spell. Then magically sends a mace again at the foe. Quickly following with a wash of healing energy for his ally (Armenga) next to him. He would very much like to Hit and Run. But would feel shame shame to leave a wounded friend alone against this giant sword swinging giant construct The statue dodges the mace. Armenga feels her wounds close up and immediately feels better as Wugo sends healing energy her way. Turning the corner it was clear that she'd stepped into a conflict that needed resolving and she spoke to all of them immediately. "Well met to you all and let my words aid your efforts..." and broke into a chanting, upbeat cadence, her clear voice filling the air, echoing around them all. She grinned as she took in the situation before her, life was always interesting. Kiki didn't know any of the group well but had seen a few of them around a number of times and at least one or two of them at some of her performances of course. * Nothing like getting to jump right in... * Her bow was gripped firmly in her left hand and with her right she began to form symbols in the air, small traces of energy that hummed along with her voice. Within a few moments a small flying fey appeared in the air above the statue, quite out of reach but close by. "Shoot the statue!" She called out, her brief supporting chant having been completed. The flying fey shows up and shoots fairly well, but the statue is incredibly defensively, managing to block and evade the attacks. Vulnerable to mind-effecting spells for some reason. If I disarm it, is it intelligent enough to pick its weapons back up? Joseph inscribes magical runes into the air. A large phantom raven appears, hovering before the arcanist. With a final gesture, he thrusts his hand towards the construct and shouts "DISARM!" The magical raven image animates and swoops down on the pottery, but passes harmlessly through it... "Well, that didn't work... Eh? And who are you?" Mischief wings over to the newcomer, gravely worried that she might erroneously think that the dumb fey that just appeared are prettier than he is. The statue appears to resist the command. Firea didn't look in the best of shape but she continued to lay on the magic. "...lets see how you like this." One of Firea's tails whips about and snaps out towards the Terracotta sending an arc of blue fire from her tail towards it. Then promptly uses more of her innate magic by throwing Daze at the Terracotta, the move making all her tails shimmer. "Ooo...I like it when you do that!" Auriflamma sounds happy to see Firea using her innate abilities. Firea rolled her eyes at Auriflamma. "Just, keep firebolting him." Firea does not manage to get through the defences, but Auriflamma firebolts the creature in the chest. Goss, the anadi further away from the statue, flings three bolts of force towards it, while the other anadi begins giving advice on weak points to focus on, to disrupt the energy of the statue. The statue focuses on Armenga, raising its shield and attacking her twice with its longsword. Heed Anadi advice Heroes my use the following action Heed Anadi Advice [one-action] Auditory, Concentrate, Linguistic You interpret the anadis’ suggestions on how to best assail the terra-cotta soldier’s animating magic. Attempt a DC 19 Arcana or Occultism check, or a DC 24 Perception check. Critical Success As success, but the status bonus is +2. Success You gain a +1 status bonus to your attack rolls against the terra-cotta soldier until the end of your turn. Critical Failure You can’t understand the students’ advice, and the attention you’re paying them causes you to become flat-footed until the start of your next turn. Combat Everyone may now act! Armenga healed 25 by Wugo, then hit for 21, then possibly crit, if attack of 31 crit for 15 damage, or double that if crit. Statue has shield raised so AC 26 currently. Statue frightened 1, decreased by 1 so zero, wears off. Statue no reactions due to hideous laughter. Armenga affected by Guidance from Joseph and Mischief. Armenga has blessed the group! It can make attacks of opportunity. BlessSpell 1 Source Traditions , Cast [two-actions] Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract . 27 Armenga. Importantly, Armenga recalls that this terra cotta warrior quite tough, strong in defense, but importantly, is significantly weak to bludgeoning damage. ie weakness ten bludgeoning. 21 Zyrel 19 Statue 18 Joseph 18 Firea 17 Wugo Statue, crumbly, the equivalent of bloodied. At half health or below. Total damage 87. 3 from Zyrel scatter scree + weak to bludgeoning 10. 8 bludgeoning cane from Joseph + weak to bludgeoning 10 + 2 mental damage. 10 from Firea + weak to bludgeoning 10. 5 from Armenga scatter scree + weak to bludgeoning 10. Auriflamma 9 fire damage. 10 magic missiles from Goss. Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities
  16. Today
  17. I’d be happy to put Vorticar forward as a candidate for squad leadership. If we do decide on him, how does Oath of Glory sound to people?
  18. Rowena retrieves another large limb and attempts to fashion another, better lever-fulcrum setup with it, some large rocks, and hopefully the others lifting and helping. This time it seems to work a little better for her and the others lifting.
  19. Pretty sure you can still take Secret ID or Public ID as a Social Complication.
  20. Her life had flashed before her eyes yet again, and with it her death. How many times was she to be spared? She who had abandoned everything that she was supposed to stand for? Death had come for her a second time, but the healing magic of her companions had saved her. Sorena turned to Thura, she was pretty sure it was Thura who had worked the healing magic, and bowed her head. "You saved me." She said bluntly, and then awkwardly left the words hanging. Thura just shrugs at Sorena and says "You have been helpful to us, so I shall be helpful to you." "...now, why was that statue attacking us..." she frowns. Was that one of the Magaambya's defenses run amok, or something else? But, with no answer for that, she turns her attention to aiding any others who are wounded. Sweet Tooth put her blade away and approached the fallen statue. She looks over her shoulder at the spider trio. "Well done friends, those magic missiles turned the tide!" Then she stooped down over the broken remains of the statue and tried to see if there was any clues as to why it might have attacked. Banana gets up from where the statue knocked him to the ground, shaking out his mane. "I suppose I should learn a few spells that don't require aiming. That statue was exceptionally stubborn. And I agree. Why would a statue on Magaambaya grounds be hostile towards its students? It doesn't make sense." He goes over to take a closer look at the statue. His expertise is wood, but he might be able to glean something from what he can see and sense as to the nature of this rogue construct. Both Sweet Tooth and Banana sees and scent lingering traces of a magic dissipating... it seems that the statue was imbued with arcane energy within the past day. Sweet Tooth vaguely has the notion that guardian may have been animated long ago, and the recent burst of energy merely reactivated it. Banana notes that Terra-cotta warriors typically guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features. At its creation, a terra-cotta warrior can be engraved with runes, applying these runes to the weapons it wields. Such runes can’t be removed and engraved on items. The soldier here has only a +1 weapon potency rune and a striking rune, but more powerful versions with more powerful potency and property runes have been known to exist. A single terra-cotta warrior stands 6 feet tall. "Even for a school of magic, a golem seems wasted guarding a mere storeroom." Omalara remarked."Yet, since it ignored the anadi, that is clearly what it was doing. It doesn't take a sage to reason there's a connection with whatever is calling them." The anadi nod. "Once more, you have around to help. We very much appreciate that you were nearby to save us. Trouble seems to be following us... first the griffons, and now the statue!" Goss looks troubled, but gestures expansively, then bows slightly in gratitude. Sorena's armor fell to pieces about her as Thura drew close, allowing the Iruxi to tend to her wounds. Unlike the slagged Signifer helm, the rest of her mail was not melted into her flesh. She was a large woman, dressed in a threadbare arming jacket, which now had two large tears around her collarbone where the statue's sword had cut deep into the muscles in her pecks and shoulder. It had cut deep into bone as well, but her magic had mended that. It hadn't mended the jacket, and she'd need to have that seen too. "Lets see what it was guarding." She said once Thura was done, her armor reforging itself instantly with a searing scream. OOC Door is boarded closed from the inside. The door requires a successful DC 17 Athletics check to Force Open, or the heroes can pry open the wood piece by piece given about an hour of work. Once opened A2 Dust and cobwebs coat empty shelves and cabinets. The hard dirt floor is stained with paint and the powder of long-inert reagents.
  21. "Is that the best you can do? You're twice our size and are half as strong. Put your backs into it." The matron urges you. She looks askance at Lucky and Sol. "Well at least you are helping." You can make another attempt. Status Visibility: Terrain: Cover: 47/47 HP, 21 AC 1/3 AP; Fort +9 Refl +8 Will +8 Perc +8; Init (Perc) +8; 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7; 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7; 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4; 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9 -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9; Mentions
  22. Apologies if any of these questions has been addressed. Can we use core traits or only spheres? What about feats? Elephant in the Room feat tax rules?
  23. AC - 18 HP 40/40 Fort - 4 Ref - 8 Will - 5 Init - 6 [URL=http://www.myth-weavers.com/sheet.html#id=2901666][B][SIZE=+1]Garvin Miravaris[/SIZE][/B][/URL] M CG Half-elf Unchained Rogue (Scout), [B]Level[/B] 4, [B]Init[/B] 6, [B]HP[/B] 40/40, [B]Speed[/B] [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 18, [B]Fort[/B] 4, [B]Ref[/B] 8, [B]Will[/B] 5, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] 3 [B]Masterwork - Cold Iron Rapier [/B] 7 (1d6, 18-20/x2) [B] Dagger [/B] 7 (1d4, ) [B] Mithral Shirt[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 12, Dex 18, Con 14, Int 14, Wis 14, Cha 10 [B]Condition[/B] None [URL=http://www.myth-weavers.com/sheet.html#id=2901666][B][SIZE=+1]Garvin Miravaris[/SIZE][/B][/URL] M CG Half-elf Unchained Rogue (Scout), [B]Level[/B] 4, [B]Init[/B] 6, [B]HP[/B] 40/40, [B]Speed[/B] [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 18, [B]Fort[/B] 4, [B]Ref[/B] 8, [B]Will[/B] 5, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] 3 [B]Masterwork - Cold Iron Rapier [/B] 7 (1d6, 18-20/x2) [B] Dagger [/B] 7 (1d4, ) [B] Mithral Shirt[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 12, Dex 18, Con 14, Int 14, Wis 14, Cha 10 [B]Condition[/B] None ____________________________________________________________________________________________________________________________ Garvin nodded to de Fatale. "Thank you for those kind words, Father." He turned to the gathered crowd. "Kai and I just want everyone to know that we will work hard to earn our place here. I know those are hollow words from people in our position. We humbly ask that we be given a change to prove ourselves. Hopefully we will find that we have a new home and new friends and comrades. ", he said said loudly so that everyone could hear.
  24. Alright, I know that we don't. have a post from bubs yet, but in the interest of keeping things moving I think that I will roll for him and try to get a post up tomorrow, time allowing.
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