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Colette

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  1. I am leaving this game. I apologize for the severe inconvenience. I joined this game because it was advertised as a single combat scenario. I thought that it would be quick and to-the-point, rather than a long and sprawling super-scene spread out across dozens of zones. I also hoped that the posting rate would be faster than days between posts (exacerbated by Fate requiring active defense rolls and potential resource expenditures on those active defense rolls, which creates further delay as players have to resolve those; this is one reason why I think Fate can be sluggish in play-by-post). If the combat was swift and simple or if the posting rate was brisk, then I would have been able to stick around. As things currently stand, neither is the case. I thus find myself unable to commit the mental and emotional investment necessary to earnestly participate in this game for its many-month-long runtime. My interest dissipates when a play-by-post combat drags out for a very long period of time, which this is shaping up to be. I could linger until the end, but I think that doing so would be highly awkward, because the game would become nothing more than a chore. This lack of genuine investment would then bleed into my roleplaying over the next several months, which would be a disservice to the rest of the group. You can do what you please with my character. Perhaps she gets separated and fights elsewhere. Maybe she does not get separated, but does battle in the background regardless, without rolls. You could, if you so please, simply run my character yourself (making any appropriate defense rolls using Athletics, applying relevant stunts to defense, rolling initiative using the applicable Notice stunt, and so on). Yes, you will likely have to adjust the remaining two character sheets with this in mind, since my character was operating as a primary damage-dealer. I am sorry for creating this awkward situation. In the future, I will be sure to ask the GM about the expected length of the adventure that they intend to run, and the expected posting rate. This way, I can avoid generating trouble in games to come. Thank you for listening, and for being patient with me all this time. I recognize that you have placed tremendous effort into this game, especially the combat scenario. Unfortunately, it is just not what I was looking for.
  2. Impi FP 2 / 1 | Stress [1] [1] [1] [1] [1] [1] | Consequences [2] [4] [6] At the end of the day, someone needs their heart in the fight if they want to win. All the skill in the world is second to keeping one's head straight and one's will focused. Today, Impi is not good at doing this. When the Eyes of Ra urge her to head to safety, she slowly picks herself up from the ground and complies, hurriedly scurrying away on those all-too-tall stilettos. It takes a while for the girl to come to her senses. She grits her teeth, pivots on her high heels, and launches herself at the Eyes. This is is no mundane martial art; she soars through the air and thrusts forth her fist onto one of the goons. Burdened as she is with myriads of second thoughts, this is far from Impi's best showing. Even so, the punch blows him backwards and into the other Eyes, toppling them like dominoes. For a moment, it looks like the grunts are about to recover their footing, but Watcher releases a very special box, and the air becomes a crashing cacophony and a blinding effulgence. The Eyes sprawl onto the floor. Impi draws a deep breath and gives her colleagues a glance through her bovine mask. She lifts it, revealing a face caked in cosmetics, a wedjat around each eye and glossy red upon her lips. Then, for whatever reason, the young lady slips it back on as she dashes past Hannibal and Watcher and into the halted, deactivated elevator; she takes cover behind its doors.
  3. Impi will expend her Imposter Among Us boost to raise her roll result by 2, for 4 shifts of stress. She will also expend the free invocation that Watcher had created, raising her roll result by another 2, for 6 shifts of stress. Impi will then reduce stress inflicted by 1 to place a boost of Knocked Prone on the mob. (Or, apparently, the GM allows placing the boost without reducing stress inflicted, so that is still a 6-stress hit.)
  4. Impi attacks with Athletics using both of her relevant attack stunts.
  5. Name | Impi Refresh | 1 High Concept | Super Soldier of the Feral Flower Trouble | Hunted by the Mielikki Project Aspect III | Grew Up in a Laboratory Aspect IV | Just Wants to Feel Pretty and Loved Aspect V | Dissatisfied with the Life of a Rogue Backstory Over 20 years ago, Finnish biologists discovered a strange, aureate flower growing in the island of Vaskiluoto. Ingesting its petals would heighten the subject's feral instincts, turning them into an unarmed fighting machine. Some 18 years ago, Project Mielikki purchased the newborn Impi from a desperate, impoverished mother. They raised her in a laboratory in Vaasa. The researchers fed the child the petals of the Metsän Kultaomena flower every day, hoping to create a permanently augmented super soldier; the experiments were harsh and inhumane. A few months ago, a certain band of rogues broke into the laboratory to steal an unrelated bioweapon, and forcibly liberated Impi out of a sense of empathy for the girl. While grateful for her freedom, Impi is apprehensive about the criminal life that she has been dragged into, and wishes for a way to live a normal life, pretty and loved. Great (+4) | {Athletics} {Notice} Good (+3) | {Empathy} {Physique} Fair (+2) | {Chi} {Computers} {Rapport} Average (+1) | {Academics} {Crafts} {Investigate} {Resources} Stress | [1] [1] [1] [1] [1] [1] Mild Consequence | - Moderate Consequence | - Severe Consequence | - Stunts Mesikämmen's Momentum When Impi has moved at least one zone during her turn, or when an enemy has moved into her own zone during their last turn, she can attack with Athletics rather than Fight. Impi adds 2 shifts to any stress she deals with this attack. Otso's Unerring Claw When Impi has moved at least one zone during her turn, or when an enemy has moved into her zone during their last turn, she gains a +2 bonus to melee attacks. Kontio's Awareness Impi gains a +2 bonus to initiative rolls with Notice. Ukko's Gale Impi can move two zones rather than just one. She can take her action at any point during this movement. Ilmatar's Elusiveness Impi gains a +2 bonus to defend or overcome with Athletics against anything that would represent her movements being bound or otherwise disrupted: Entangled, Grappled, Off-Balance, Prone, Stunned, and the like. Extras Chi Training Permissions: Interact with the supernatural Costs: Ranks in Chi The flower that Impi has consumed all her life is more than mundane. Personal Equipment & Gear A rigid backpack more fashionable than functional, taken from a villain she beat up a while ago Expensive fashion, jewelry, and accessories, taken from another villain she beat up a while ago Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here. Note: Do not delete this line. Insert new items above this line.
  6. Many were the priestesses recruited to Queen Heqet's banner: all young women, all pulchritudinous or at least potentially pulchritudinous (she was not going to sully her priesthood's image with a bunch of homely clergy, now, was she?), all rather gullible and impressionable, all lost and looking for a place in the world. Classic cult recruitment tactics, really, and Impi just so happened to fit the bill. In the same way that the Eyes of Ra had a uniform that looked "ancient Egyptian" only after considerable squinting and head-tilting, so too did the priestesses have a uniform more fitting for a Halloween party: and a risqué one, at that. The perfume-doused silk was all cleavage, armpits, tummy, and legs, adorned with multiple layers of clinking and jingling jewelry; plus cherry-red eyeshadow, lipstick, fingernail and toenail polish, and sky-high stiletto pumps. (In fairness, it was technically more modest than those historically accurate, chest-exposing kalasiris dresses.) The Eyes of Ra had falconine masks. The Bastet Twins, felid. MechaNubis, jackal-like. The priestesses' full-face masks all depicted the same bovine countenance, reminiscent of the matronly goddess Hathor. It sure was calescent, wearing those masks atop such copious layers of cosmetics. During her weeks-long stint as a loyal priestess of Heqet, Impi saw that it was a normal enough for a priestess to accompany Eyes of Ra, and indeed, did so herself many times. Thus did she keep her cow mask on, waltz right alongside the falcon-suggestive goons, and board the Pharo with them. When Impi saw her moment, she discreetly slipped away from the Eyes in the training room and pushed a few buttons near an elevator shaft. The ding several seconds later swept Impi off her feet, butt-to-floor. It came with a brief, squeaky shriek, muffled by her full-face mask. It was an earnest reaction: Impi's sheer skittishness, the second thoughts still burdening her heart, her priestess uniform's stilettos being a whole five inches high even without platforms, and the storm-cutting velocity of the aircraft all toppled her over. The Eyes of Ra and MechAnubis focused their attention on Hannibal and the Watcher. They were blissfully unaware that there was an Imposter Among Them. From their perspective, a faithful priestess of Queen Heqet, who just so happened to be in proximity to the elevator, was being menaced by a pair of blasphemous intruders. Impi would disabuse them of such notions soon enough: once she quite literally got off her ass, anyway.
  7. Impi rolls initiative for the party.
  8. As part of an attack or a create an advantage, you mean?
  9. If poison is delivered via a weapon, a projectile, or a gaseous cloud, that could feasibly be defended against with Athletics, yes? And if a poison is delivered through supernatural means, then Chi would likely be a valid defense skill, right? Yes, I have already been in the Discord server for a while.
  10. Do you expect Physique to be a mandatory defense skill from time to time, or would it be safe enough to trade Physique for something else? I am wondering if I can take a different skill without having to worry about being told "You can defend against this only with Physique."
  11. Yes, that would be fine. Thank you for letting me know.
  12. I do not have any issues with this. Could you please clarify what "everything" is in this specific context, though? Thank you.
  13. Certainly, you can do that. I appreciate it very much.
  14. Do you allow hexblades to retrain their eldritch bolt and lesser planar ally powers, insomuch as they are leveled powers? Do you allow a hexblade to avail of Dual Implement Spellcaster just for wielding both their implement and their pact weapon? Do you allow Intimidate to be used to force enemies to surrender?
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