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  1. Copper - Half Hexblood Fixer for the Fourth Chair Init +4 | Perception 18 (Darkvision) | Insight 15 | Investigation 18 | Common, Elven, Sylvan, Thieves Cant AC 14/17 (Mage Armor) | HP 39/39 | HD 6/6 | Inspiration 0/1 | 3 gp, 3 sp, 5 cp Copper munched on the apple, relishing the flavor, juiciness, and crunch as he listened to the Egg. For a fleeting moment, he considered why the epicurian elf had passed on the fruit. Copper was a fan of fresh fruit in season--a treat typically denied to urchins. He generally liked Egg's musing, agreeing with many of them, disagreeing with some--the rest forced him to think differently about things, which he appreciated. As he listened now, he found himself appreciating the idea that people should work to make a world where the Low Table was unnecessary, rather than complaining about it or trying to destroy it. It made sense: as long as there were poor people with few legitimate options for happiness, there would be crime. The idea of it also fit his fixer mentality that problems were opportunities, and could be fixed by thinking outside the box. His face and thoughtful nods showed his receptivity. The Fixer offered a smile and a wave as Wotcha approached, ruffling the feathers on the little guy's head in greeting. "Yeah, I think you're both right," he jumped in. Then he changed the topic, curious to here from the intellectually inclined priest and the well-informed spy master. "So what kind of persons and motives would have taken such bold action given the risks involved in moving against the Third Chair." Copper was one part investigator, one part con man, and one part problem solver. It was the investigator in him that now hoped to turn the conversation to speculation about the assassination. OOC - Empty STAT BLOCK Male Half-Elf Rogue 6 (Arcane Trickster) Languages Common, Elven, Sylvan, Thieves' Cant Passive Perception 18 (darkvision 60) AC 14 (17 with Mage Armor) Hit Points 39 Speed 30, climb 30 Str 8 Dex 18Point Buy: 15 Half Elf: +2 Elven Accuracy: +1 Con 12 Int 14Point Buy: 13 Half Elf: +1 Wis 14Point Buy: 13 Half Elf: +1 Cha 12 Saving Throws Dex +7, Int +5 Skills Arcana +5, Deception +7*, Insight +5, Investigation +8*, Perception +8*, Persuasion +4, Slight of Hand +10*, Stealth +7 Resistances advantage on saves vs being charmed Immunities magical sleep Other Defenses Uncanny Dodge * Expertise Actions Knifereskinned dagger +7 [1d4+3 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cast a Spell Green Flame Blade, Charm Person Bonus Actions Knifereskinned dagger +7 [1d4 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cunning Action (Dash, Disengage, Hide) Mage Hand Legerdemain stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use thieves' tools to pick locks and disarm traps at range. Reactions Opportunity Attack (with additional Sneak Attack) Familiar's Actions Dash, Disengage, Dodge, Help, Hide, Ready, Search Familiar's Reactions deliver touch spell Tool Proficiencies thieves tools, disguise kit, forger's kit Racial Features Darkvision, Fey Ancestry, Skill Versatility Class Features Expertise, Sneak Attack, Spell Casting, Mage Hand Legerdemain, Steady Aim, Uncanny Dodge Feats Elven Accuracy, Magic Initiate (Wizard) Background Feature Urchin (City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.) Spell Slots 3 | Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 Cantrips Friends* | Green Flame Blade | Mage Hand | Minor Illusion* | Prestidigitation 1st Level Spells Charm Person, Find Familiar*, Disguise, Mage Armor, Silent Image * Magic Initiate feat Mundane Equipment common clothes (5 sp, 3 lb) 4 knivesreskinned daggers (8 gp, 4 lbs) small cross-body bagreskinned pouch [A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.] (5 sp, 1 lb) [thieves tools (25 gp, 1 lb), map of Tremont in map case (1 gp, 1 lb), rations (5 sp, 2 lb), 10 ft of string (.1 gp), a bell (1 gp), candle (.01 gp), chalk (.01 gp), soap (.01 gp), sack (.01 gp, .5 lb), material components for Find Familiar spell x3 (30 gp), coin purse (1 cp) containing 4 gp, 3 sp, and 5 cp] Magic Items Slippers (light shoes) of Spider Climbing (uncommon, requires attunement) Ruby of the War Mage (common, requires attunement by a spellcaster) 2 potions of healing Trinket: a copper piece inscribed with fey rune (enchanted by Copper's mother) worn on a cord as a necklace tucked underneath clothing. Effect: when in darkness, the coin sheds dim light in a 5 foot radius. [Precedent: Gate Warden Trinket table - "A feather that sheds dim light in a 5-foot radius" (Sigil and the Outlands, p. 7)] Other Resources Poor Lifestyle Flophouse Room (6 gp/month), with lock on door (10 gp) chest (5 gp) with lock (10 gp): disguise kit (25 gp), forgery kit (15 gp), steel mirror (5 gp) Trusted friend/roommate (Hodge): 37 gp Poor Lifestyle (sans food) Safe House (6 gp/month)
  2. Copper - Half Hexblood Fixer for the Fourth Chair Init +4 | Perception 18 (Darkvision) | Insight 15 | Investigation 18 | Common, Elven, Sylvan, Thieves Cant AC 14/17 (Mage Armor) | HP 39/39 | HD 6/6 | Inspiration 0/1 | 3 gp, 3 sp, 5 cp Copper drew an apple from the small leather cross-body bag that never left his side. He'd been to the refreshments table earlier and stuffed a few choices offerings into the bag. He bit into the apple, a small polite bit, the expression on his face signaling approval of the flavor. He considered the priest as he chewed and swallowed. "I feel ya." Pitching his voice low for Egg's ears only, he continued. "I tend to operate in my own little corner of the guild. Never been rotated through the various Chairs. So I've no connection to Hammer. But of all the Chairs, he had to be the most likely to die violently. I mean, his job required him to be visible and feared and hated. You can't scare people into paying up if you and your enforcers don't spend time making personal visits, right? That's the job of an enforcer: making visits and threats. I recon he was the most hated of all the Chairs." Copper signaled with a hand for a pause as he cast a cantrip. The apple was rather juicy and he did not want to end up with sticky fingers. Finishing his magic, he let go the apple and it hovered in place before him. "I suppose that's a bass-ackwards way of saying things could be worse. If it were any of the other Chairs taken out in broad daylight, I'd be more concerned. As things stand, I think they're going to announce the new Fourth Chair and the lead investigator into Hammer's death, tell us there's nothing to worry about and to cooperate fully with the investigation, and then send us home." Two years of work Fixing problems for the Fourth Chair had further skewed the upbeat urchin's perspective. He tended to see problems as opportunities, and as things to be fixed via creative solutions. The apple came to his face as if held by an invisible hand, and he took another bite. OOC - Empty STAT BLOCK Male Half-Elf Rogue 6 (Arcane Trickster) Languages Common, Elven, Sylvan, Thieves' Cant Passive Perception 18 (darkvision 60) AC 14 (17 with Mage Armor) Hit Points 39 Speed 30, climb 30 Str 8 Dex 18Point Buy: 15 Half Elf: +2 Elven Accuracy: +1 Con 12 Int 14Point Buy: 13 Half Elf: +1 Wis 14Point Buy: 13 Half Elf: +1 Cha 12 Saving Throws Dex +7, Int +5 Skills Arcana +5, Deception +7*, Insight +5, Investigation +8*, Perception +8*, Persuasion +4, Slight of Hand +10*, Stealth +7 Resistances advantage on saves vs being charmed Immunities magical sleep Other Defenses Uncanny Dodge * Expertise Actions Knifereskinned dagger +7 [1d4+3 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cast a Spell Green Flame Blade, Charm Person Bonus Actions Knifereskinned dagger +7 [1d4 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cunning Action (Dash, Disengage, Hide) Mage Hand Legerdemain stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use thieves' tools to pick locks and disarm traps at range. Reactions Opportunity Attack (with additional Sneak Attack) Familiar's Actions Dash, Disengage, Dodge, Help, Hide, Ready, Search Familiar's Reactions deliver touch spell Tool Proficiencies thieves tools, disguise kit, forger's kit Racial Features Darkvision, Fey Ancestry, Skill Versatility Class Features Expertise, Sneak Attack, Spell Casting, Mage Hand Legerdemain, Steady Aim, Uncanny Dodge Feats Elven Accuracy, Magic Initiate (Wizard) Background Feature Urchin (City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.) Spell Slots 3 | Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 Cantrips Friends* | Green Flame Blade | Mage Hand | Minor Illusion* | Prestidigitation 1st Level Spells Charm Person, Find Familiar*, Disguise, Mage Armor, Silent Image * Magic Initiate feat Mundane Equipment common clothes (5 sp, 3 lb) 4 knivesreskinned daggers (8 gp, 4 lbs) small cross-body bagreskinned pouch [A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.] (5 sp, 1 lb) [thieves tools (25 gp, 1 lb), map of Tremont in map case (1 gp, 1 lb), rations (5 sp, 2 lb), 10 ft of string (.1 gp), a bell (1 gp), candle (.01 gp), chalk (.01 gp), soap (.01 gp), sack (.01 gp, .5 lb), material components for Find Familiar spell x3 (30 gp), coin purse (1 cp) containing 4 gp, 3 sp, and 5 cp] Magic Items Slippers (light shoes) of Spider Climbing (uncommon, requires attunement) Ruby of the War Mage (common, requires attunement by a spellcaster) 2 potions of healing Trinket: a copper piece inscribed with fey rune (enchanted by Copper's mother) worn on a cord as a necklace tucked underneath clothing. Effect: when in darkness, the coin sheds dim light in a 5 foot radius. [Precedent: Gate Warden Trinket table - "A feather that sheds dim light in a 5-foot radius" (Sigil and the Outlands, p. 7)] Other Resources Poor Lifestyle Flophouse Room (6 gp/month), with lock on door (10 gp) chest (5 gp) with lock (10 gp): disguise kit (25 gp), forgery kit (15 gp), steel mirror (5 gp) Trusted friend/roommate (Hodge): 37 gp Poor Lifestyle (sans food) Safe House (6 gp/month)
  3. Hafa - Nagai Mystic Desert Nomad Init +11 | Perception +8 | Basic, Nagai, Iridian, Jawa Trade Language, Military Sign | Acute SensesYou may reroll any Perception check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Use Computer checks made to perceive enemy ships (see Use Sensors). | Soothing VoiceA Nagai may choose to reroll any Persuasion check, but the result of the reroll must be accepted, even if it is worse. Fort 17 | Ref 23 | Will 16 | HP 44/44 | DT 17 | CT 0 -1-1 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -2-2 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -5-5 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -10Move at half speed; -10 Penalty to all Defenses; -10 Penalty on Attacks, Ability Checks, and Skill Checks HHelpless (unconscious or disabled) | FP 5/6 | Hafa considered making a crack about sufficient weight loss to move through nine environmental protection suits, but something in the big brown eyes and voice had changed. Then he saw the smile: no playful facade, but a genuinely warm recollection. He clamped his mouth shut and considered how to respond to the self-disclosure. And then they were at the site. And she was rushing forward. Hafa followed close on her heels. Drawing his snap baton, he felt the heightened tingling in the hand holding the weapon. He would make a poor bodyguard if they were ambushed by enemy fire from a covered position. He noted the stones occupying Sophic's attention, but kept his eyes on his surroundings. He considered asking Sophic for her weapon, but thought better of it. She was a savvy operator. Likely, she'd already considered the option and decided against it. "Diagnosis?" OOC - Empty
  4. Copper - Half Hexblood Fixer for the Fourth Chair Init +4 | Perception 18 (Darkvision) | Insight 15 | Investigation 18 | Common, Elven, Sylvan, Thieves Cant AC 14/17 (Mage Armor) | HP 39/39 | HD 6/6 | Inspiration 0/1 | 3 gp, 3 sp, 5 cp Copper ran a hand through his hair thoughtfully. As if seriously considering the options, he deadpanned, "Hmm. That's a tough call. On the one hand, my roommate stole my croissant from the preserver in our apartment before I woke up this morning." Indignantly, he asked, "Can you believe it?" After what he took for a commiserating expression of sympathy from the priest, Copper pressed on, once again thoughtful. "Certainly a woe-sharing-worthy experience. But then again, that scriptural commentary about the hypothetical arcane uses of... procreative magic was certainly interesting. I'd be curious to hear more. But..." Copper paused as if considering a weighty matter and coming to a decision. "I guess I'm just tired from working this crowd and could use a break with a friend who already knows my secret." Months ago, Copper had filled the priest in on his alias activities within the guild. The priest had heard directly from Silk that Copper's identity as her fixer was never to be revealed. The young fixer renewed the lopsided grin. "So, have you seen Wotcha around?" OOC - Empty STAT BLOCK Male Half-Elf Rogue 6 (Arcane Trickster) Languages Common, Elven, Sylvan, Thieves' Cant Passive Perception 18 (darkvision 60) AC 14 (17 with Mage Armor) Hit Points 39 Speed 30, climb 30 Str 8 Dex 18Point Buy: 15 Half Elf: +2 Elven Accuracy: +1 Con 12 Int 14Point Buy: 13 Half Elf: +1 Wis 14Point Buy: 13 Half Elf: +1 Cha 12 Saving Throws Dex +7, Int +5 Skills Arcana +5, Deception +7*, Insight +5, Investigation +8*, Perception +8*, Persuasion +4, Slight of Hand +10*, Stealth +7 Resistances advantage on saves vs being charmed Immunities magical sleep Other Defenses Uncanny Dodge * Expertise Actions Knifereskinned dagger +7 [1d4+3 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cast a Spell Green Flame Blade, Charm Person Bonus Actions Knifereskinned dagger +7 [1d4 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cunning Action (Dash, Disengage, Hide) Mage Hand Legerdemain stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use thieves' tools to pick locks and disarm traps at range. Reactions Opportunity Attack (with additional Sneak Attack) Familiar's Actions Dash, Disengage, Dodge, Help, Hide, Ready, Search Familiar's Reactions deliver touch spell Tool Proficiencies thieves tools, disguise kit, forger's kit Racial Features Darkvision, Fey Ancestry, Skill Versatility Class Features Expertise, Sneak Attack, Spell Casting, Mage Hand Legerdemain, Steady Aim, Uncanny Dodge Feats Elven Accuracy, Magic Initiate (Wizard) Background Feature Urchin (City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.) Spell Slots 3 | Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 Cantrips Friends* | Green Flame Blade | Mage Hand | Minor Illusion* | Prestidigitation 1st Level Spells Charm Person, Find Familiar*, Disguise, Mage Armor, Silent Image * Magic Initiate feat Mundane Equipment common clothes (5 sp, 3 lb) 4 knivesreskinned daggers (8 gp, 4 lbs) small cross-body bagreskinned pouch [A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.] (5 sp, 1 lb) [thieves tools (25 gp, 1 lb), map of Tremont in map case (1 gp, 1 lb), rations (5 sp, 2 lb), 10 ft of string (.1 gp), a bell (1 gp), candle (.01 gp), chalk (.01 gp), soap (.01 gp), sack (.01 gp, .5 lb), coin purse (1 cp) containing 3 gp, 3 sp, and 5 cp] Magic Items Slippers (light shoes) of Spider Climbing (uncommon, requires attunement) Ruby of the War Mage (common, requires attunement by a spellcaster) 2 potions of healing Trinket: a copper piece inscribed with fey rune (enchanted by Copper's mother) worn on a cord as a necklace tucked underneath clothing. Effect: when in darkness, the coin sheds dim light in a 5 foot radius. [Precedent: Gate Warden Trinket table - "A feather that sheds dim light in a 5-foot radius" (Sigil and the Outlands, p. 7)] Other Resources Copper's Savings: 31 gp Poor Lifestyle Flophouse Room (6 gp/month), with lock on door (10 gp) chest (5 gp) with lock (10 gp): disguise kit (25 gp), forgery kit (15 gp), steel mirror (5 gp) Trusted friend/roommate (Hodge): 37 gp Poor Lifestyle (sans food) Safe House (6 gp/month)
  5. Copper - Half Hexblood Fixer for the Fourth Chair Init +4 | Perception 18 (Darkvision) | Insight 15 | Investigation 18 | Common, Elven, Sylvan, Thieves Cant AC 14/17 (Mage Armor) | HP 39/39 | HD 6/6 | Inspiration 0/1 | 3 gp, 3 sp, 5 cp Copper would have preferred to keep a low profile at the large gathering. A disguise, perhaps. But Silk had forbidden it the first time they'd talked about these gatherings. While she wanted to keep his work for the Fourth Chair on the down-low, there was value in others of the guild knowing he was Low Table. So he'd adopted the opposite tactic. Hide in plain sight. Responding promptly, he'd arrived relatively early to start identifying marks--the dim, the non-angry drunk, the nervously friendly. Acting as if he knew them from previous gatherings, he'd chatted them up, learning what he could of their lives. Placed in that awkward social situation of having to admit they'd forgotten the friendly young rogue, most of the marks had played along, allowing him into their confidences. A master of the con, Copper had kept his information gathering efforts friendly and vague, feeling them out to learn about hobbies, personal relationships, achievements... the kinds of details a casual work friend might know. He'd kept his story straight as he moved from mark to mark, doling out the same work-friend level of personal details based on an alias he'd prepared in advance back when Silk had first told him about these gatherings and shut down the idea of a disguise. His alias was mostly true, only deviating in terms of how long he'd been a guild member and the work he'd been doing. As he worked the gathering crowd, he looked for his real friends. Three were members of his urchin family. They'd be difficult to spot in the crowds, and likely find him before he found them--given his hide-in-plain-sight approach. His other friends were both standouts: Wotcha the kenku, and Egg the... egg-headed elf. Egg was the standout: tallish, dome-headed, always dressed for success. The first true friend Copper had spotted. As he worked his way through the crowds toward the magic-priest, more than one of his new friends called out from among the various huddles of rogues, offering an inside joke or an introduction to others in the huddle. He smiled and responded in his easy-going manner taking the time to strengthen false bonds and meet new people. Eventually, he reached the magic-priest, flashing his lopsided grin. "Hey, Egg. Find anything particularly tasty in this place?" He left the wording intentionally ambiguous, not sure if the priest was hungry, horny, or both. Likely it was both. Despite the tension in the hall, the coppery-haired young fixer seemed his usual devil-may-care self. OOC - Empty STAT BLOCK Male Half-Elf Rogue 6 (Arcane Trickster) Languages Common, Elven, Sylvan, Thieves' Cant Passive Perception 18 (darkvision 60) AC 14 (17 with Mage Armor) Hit Points 39 Speed 30, climb 30 Str 8 Dex 18Point Buy: 15 Half Elf: +2 Elven Accuracy: +1 Con 12 Int 14Point Buy: 13 Half Elf: +1 Wis 14Point Buy: 13 Half Elf: +1 Cha 12 Saving Throws Dex +7, Int +5 Skills Arcana +5, Deception +7*, Insight +5, Investigation +8*, Perception +8*, Persuasion +4, Slight of Hand +10*, Stealth +7 Resistances advantage on saves vs being charmed Immunities magical sleep Other Defenses Uncanny Dodge * Expertise Actions Knifereskinned dagger +7 [1d4+3 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cast a Spell Green Flame Blade, Charm Person Bonus Actions Knifereskinned dagger +7 [1d4 (+3d6 w/sneak attack)] piercing | finesse, light, thrown (20/60) Cunning Action (Dash, Disengage, Hide) Mage Hand Legerdemain stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use thieves' tools to pick locks and disarm traps at range. Reactions Opportunity Attack (with additional Sneak Attack) Familiar's Actions Dash, Disengage, Dodge, Help, Hide, Ready, Search Familiar's Reactions deliver touch spell Tool Proficiencies thieves tools, disguise kit, forger's kit Racial Features Darkvision, Fey Ancestry, Skill Versatility Class Features Expertise, Sneak Attack, Spell Casting, Mage Hand Legerdemain, Steady Aim, Uncanny Dodge Feats Elven Accuracy, Magic Initiate (Wizard) Background Feature Urchin (City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.) Spell Slots 3 | Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 Cantrips Friends* | Green Flame Blade | Mage Hand | Minor Illusion* | Prestidigitation 1st Level Spells Charm Person, Find Familiar*, Disguise, Mage Armor, Silent Image * Magic Initiate feat Mundane Equipment common clothes (5 sp, 3 lb) 4 knivesreskinned daggers (8 gp, 4 lbs) small cross-body bagreskinned pouch [A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.] (5 sp, 1 lb) [thieves tools (25 gp, 1 lb), map of Tremont in map case (1 gp, 1 lb), rations (5 sp, 2 lb), 10 ft of string (.1 gp), a bell (1 gp), candle (.01 gp), chalk (.01 gp), soap (.01 gp), sack (.01 gp, .5 lb), coin purse (1 cp) containing 3 gp, 3 sp, and 5 cp] Magic Items Slippers (light shoes) of Spider Climbing (uncommon, requires attunement) Ruby of the War Mage (common, requires attunement by a spellcaster) 2 potions of healing Trinket: a copper piece inscribed with fey rune (enchanted by Copper's mother) worn on a cord as a necklace tucked underneath clothing. Effect: when in darkness, the coin sheds dim light in a 5 foot radius. [Precedent: Gate Warden Trinket table - "A feather that sheds dim light in a 5-foot radius" (Sigil and the Outlands, p. 7)] Other Resources Copper's Savings: 31 gp Poor Lifestyle Flophouse Room (6 gp/month), with lock on door (10 gp) chest (5 gp) with lock (10 gp): disguise kit (25 gp), forgery kit (15 gp), steel mirror (5 gp) Trusted friend/roommate (Hodge): 37 gp Poor Lifestyle (sans food) Safe House (6 gp/month)
  6. Hafa - Nagai Mystic Desert Nomad Init +11 | Perception +8 | Basic, Nagai, Iridian, Jawa Trade Language, Military Sign | Acute SensesYou may reroll any Perception check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Use Computer checks made to perceive enemy ships (see Use Sensors). | Soothing VoiceA Nagai may choose to reroll any Persuasion check, but the result of the reroll must be accepted, even if it is worse. Fort 17 | Ref 23 | Will 16 | HP 44/44 | DT 17 | CT 0 -1-1 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -2-2 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -5-5 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -10Move at half speed; -10 Penalty to all Defenses; -10 Penalty on Attacks, Ability Checks, and Skill Checks HHelpless (unconscious or disabled) | FP 5/6 | "Nah, nothing so marketable," the nagai responded lightly, still running. "Think: rich kid orphaned in crash-landing on backwater hostile world, raised by disabled bodyguard and edu-droid." A few breaths later he added, "How 'bout you? Got a story you share?" OOC - Empty
  7. Hafa - Nagai Mystic Desert Nomad Init +11 | Perception +8 | Basic, Nagai, Iridian, Jawa Trade Language, Military Sign | Acute SensesYou may reroll any Perception check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Use Computer checks made to perceive enemy ships (see Use Sensors). | Soothing VoiceA Nagai may choose to reroll any Persuasion check, but the result of the reroll must be accepted, even if it is worse. Fort 17 | Ref 23 | Will 16 | HP 44/44 | DT 17 | CT 0 -1-1 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -2-2 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -5-5 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -10Move at half speed; -10 Penalty to all Defenses; -10 Penalty on Attacks, Ability Checks, and Skill Checks HHelpless (unconscious or disabled) | FP 5/6 | Hafa raced after the brown-eyed human, calling back to the others. "I'll stay with her. Cover us with the rifles. We'll signal an all-clear if she think's it's safe." Catching up to Sophic, Hafa pulled his sandstorm bandana from his neck to his forehead--so that he'd be able to quickly pull it down over his eyes should the light blasty thing start to power up again. He didn't know why he was telling the other women what to do. It had just sort of happened. He had no ranged weapons, so he was the obvious choice for bodyguard, while the two riflewomen were better suited to backup via cover fire. Having blurted out his tactical impulse, he now found himself curious to see what they would do. The others noted that while he'd caught up to the witch, he kept some distance apart from her. Roughly the distance of a blaster burst set on stun. He did not know Heshiman well enough to rule out the possibility of a little payback. OOC - Empty
  8. Oh man, I should have just provided the OOC explanation of my poor description when I first introduced him. , I described the deep throaty bullfrog-like voice, but I also added, "Yet the deep throaty sounds regularly broke to high vowel sounds with a decisively whiney or nasally tonal quality." I've added that "low-to-high break into whiney/nasally" to other posts, but didn't want to over post it. I was going for a Star Wars character but not a gungun.
  9. LYS MOONSAIL AC: 15 | HP: 9/9 | Passive Perception: 13 (20 listening or scent; darkvision 90) | Passive Insight: 11 Languages: common, silvan, aklo Supply: 4/4 | Hit Dice: 1/1 | DM Inspiration: 1/1 | arrows: 20/20 | throwing knives: 2/2 | healer's satchel: 10/10 Lys felt a grim satisfaction in ending the monstrous maggot's life. The creature was... disgusting. To the madrai he offered a quick, "Thanks for the assist." Arrows and a flame cantrip flew around him--which was a bit unnerving--but none struck him. With only one mitflit remaining, and on the run, the dreamborn didn't want to let the creature escape. He'd done so previously, hoping for some sort of live-and-let-live outcome, but the troublesome creatures had only come back with lethal intent. He wanted to run after the fleeing mitflit and cut it down, but he was too cautious to go charging around a blind corner where other enemies might be waiting in the dark with more darts. Lys picked his way through the rubble, moving to the nearby corner. Pressing his back against the wall, he peered around the corner, sending one of his twilight orbs into the darkness. He called out to the others any additional enemies he saw. Then he yanked the mitflit dart from his chest with a grunt, and hurled it at the fleeing fey, calling after the creature in Sylvan, "Forgot your dart!" Mechanics Main Hand: Empty (drawing short bow) Off Hand: Empty NOTE: -- Manipulate: -- draw mitflit dart from his chest Free Action: talk Move: to corner - from V-34 to W-33, X-33, Y-33 (with difficult terrain factored in, that should be 5 squares of movement) Bonus Action: -- move dancing light at V-31 to DD-30 Action: attack fleeing Mitflit #2 with mitflit dart Reaction: parrying if attacked with a melee attack
  10. Ragz Rags considered Roland's words, engaged by the big human's conclusion. When he spoke, his bullfrog words came slow and thoughtful. "Master Charapa of the Menagerie used to say: Travel is fatal to prejudice, bigotry, and narrow-mindedness. Broad, wholesome, charitable views of people and things can't be acquired by vegetating in one little corner of Toril." The kobold toook a moment to meet the big human's eyes, sharing a thoughtful nod. "Ragz had a master to teach him such wisdom. But a human soldier has learned the wisdom of the road without such benefit. Surely this is a testament to a human soldier's receptivity and insight."
  11. I grabbed the help action vs the Maggot for this turn. And it made a difference! Awesome! If you're not gone on vacation yet, feel free to add to your post--explaining how Good Boy helps Lys land his blow.
  12. LYS MOONSAIL AC: 15 | HP: 9/9 | Passive Perception: 13 (20 listening or scent; darkvision 90) | Passive Insight: 11 Languages: common, silvan, aklo Supply: 4/4 | Hit Dice: 1/1 | DM Inspiration: 1/1 | arrows: 20/20 | throwing knives: 2/2 | healer's satchel: 10/10 Lys grunted at the pain as the dart caught him in high in the chest--above the lung but painful nonetheless. Then the madrai spoke and stepped forward to dispatch the fey who'd thrown the dart. "No!" he called, the pain in his shoulder forgotten, but it was too late. The madrai had stepped into the center of the attackers. And then the little canine cut the dart thrower in half. The dreamborn stood momentarily speechless, eyes wide. Only the madrai's new predicament jolted him back into action. Fearing for the foolishly protective madrai, Lys dropped his bow, drew his short sword, and stepped forward to flank the giant maggot, hoping to strike the creature while it focused on the dangerous glaive wielder. Lys saw an opening, and moved in to slash a particularly vulnerable spot of maggot flesh, but the creature shifted to for him back. But the madrai suddenly barked and growled at the giant bug, drawing its attention, allowing Lys to quickly drive his blade into the creature. To the others he shouted, "Elspeth, use the stairs for cover." Mechanics Main Hand: Empty (drawing short bow) Off Hand: Empty NOTE: -- Manipulate: -- draw short sword Free Action: talk, drop bow (or secure short bow, depending on how the rules are interpreted?) Move: 1 square to V-34 (to flank the Giant Maggot with Good Boy) Bonus Action: -- move dancing lights - new positions are at V-35, X-33, V-31, Z-30 Action: attach Bug with short sword Reaction: parrying if attacked with a melee attack
  13. What's the setting? I don't do Jedi games (I find them generally boring). As settings, I generally like Scum and Villainy, Starships of the Galaxy, Unknown Regions. I somewhat like military sci-fi, so Clone Wars and Galaxy at War interest me, but I think they are hard to pull off on PbP because I've yet to play in one where the GM was able to balance the military "chain of command" with the "players' narrative control." Galaxy of Intrigue games are fun (for me), but I think they're too hard to pull off on PbP because there's too much the PCs need to track and remember. So such games require extensive note taking--which is not fun. Star Wars Saga Campaign Wish List. 1. A Firefly/Cowboy Bebop flavored campaign: the crew of an independent/tramp freighter trying to make ends me by taking on both legitimate (transport, bounty hunting, salvage, scouting...) and illegitimate jobs (smuggling, illegal salvage, other crime) closer to the Outer Rim than the Core. 2. See #1 above, but the game is set during the Rebellion and the crew are privateers working for the Rebels. 3. A campaign patterned after the Rogue Squadron books: a squadron of Rebel fighter pilots, each with a secondary set of skills (slicer, face, infiltrator...) enabling them to take on missions that require both a fighter squadron and a special ops team. 4. See #1 above, but the game is set in the Unknown Regions, were the Star Wars lore breaks down, the GM has more freedom to introduce whatever weird things they want, and the PCs take on a higher rate of exploration/scouting jobs (compared to #1 above). 5. A microcosm campaign. The PCs are stuck on a dangerous backwater planet (a penal colony planet, a harsh frontier planet...) completely off the grid and off the space lanes, and the campaign focuses on them trying to find/steal/build/repair a transport to leave the place. As you can see, I like the star wars part of Star Wars. I'm much more interested in campaigns that actually involve ships and space combat. But a lot of GMs don't like to mess with that stuff. If you're not interested in games with ships and ship combat, let me know and I'll generate a non-ship-game list.
  14. OK, so I realized that my proposed IC scene was going to play out more like the start of an noir detective adventure than a getting-to-know-each-other scene. Which was a bad idea. In hindsight (for me because I wrote up the scene but it never got posted), I'm thinking that the IC scene we'd want to role play would be at the end of their job together, when they're sitting at a tavern sharing drinks over a stressful night and a job well done. Here are the details of what I am now thinking. In keeping with the Oceans Eleven/Italian Job/Mission Impossible theme of the game, I laid out a relatively noir detective storyline for their shared job. The detail is overkill, sorry, I was anticipating this game, and so I spent too much time thinking about Copper and the kinds of urban adventures that got him to Level 6. Let me know if you like the idea of a post-job get-to-know-you IC scene. If so, let me know what edits we should make to my little noir detective story to highlight Wotcha's skills and abilities (modus operandi). Or if you'd rather we do something entirely different. 1. The job happens in one long night: the clock is ticking, the narrative tension is high, so Wotcha and Copper have little time to get to know each other until the job is done. 2. The job begins with both Wotcha and Copper being contacted by Silk's representative late one evening (about a year ago), instructing them to meet Silk at the House of Waggery--a high-end brothel serving the wealthy and elite of Tremont. At a meeting in a private room of the brothel, Silk explains the situation. The two are to work together to locate a highly sensitive missing document before sunrise. 3. The missing document is part of clandestine negotiations between a newly formed consortium of smugglers headquartered in the capital and one of the pirate kings of the south. Neither Copper nor Wotcha are told the details of the missing document, but they are informed that the negotiations are important to both the Merchant's Table and the Low Table of Tremont. Without spelling it out, Silk also suggests that some on the Merchant's Table might benefit if the negotiations were to break down. [NOTE TO DM: Copper and Wotcha never learn the details of the document. And a year later (at game start), who knows if this smugglers consortium is still in business or if the Pirate King is still alive. Basically, the missing document is the MacGuffin, expected to have no real impact on the setting. Unless you want it to.] 4. The missing document was stolen at the House of Waggery while the individual (from the capital) entrusted to keep the document safe was busy being serviced by one of the "house maidens." The theft took place only an hour or so before the two PCs arrived at the brothel. The thief was Riala, one of the older "house maidens" who was not far from aging out of the House. Because Silk used to be the Madame of the House of Waggery, she knew the thief personally. Obviously, this would look really bad: a past associate/friend of Silk stealing the important documents. It looks like a set up, and Silk doesn't want to be the fall guy (gal?). 5. Wotcha and Copper undertake their clandestine investigate. Wotcha chats up the other "house maidens" learning what he can about Riala, discovering several important clues--one of which is that Riala recently started a new relationship--a new smooth-talking, well-dressed boyfriend who gave some of the girls a stranger-danger vibe. He'd met Riala at the House, and had been her regular for a few weeks, then had dumped her. But then, over the past few weeks, had renewed the relationship. As with most gentleman clients of the House, he didn't give his real name, preferring to be called Mister E.B. Checking out Riala's better-than-average flop house apartment in the District, the dynamic duo found evidence of foul play: disturbed furniture and some blood on the floor that had run beneath the bed, the visible part of the floor having been wiped down. And no sign of Riala. Copper did his "Investigate" thing, finding several important clues--one of which was a secret compartment at the bottom of a chest. The secret compartment contained a gift-wrapped humidor purchased from Silben and Sons, one of the finer tobacconists in the city. Inside the humidor was a single high-end cigar, and a note written in a female hand (presumably Riala's): "For your victory smoke, my dearest Edvard." Leaving Riala's residence, the two were tailed by a few thugs. Copper's familiar, who was tailing Copper and Wotcha looking for such danger, spotted the tail and the two were able to set up an ambush for the thugs. There was a fight in which one of the thugs died and the others surrendered. The surviving thugs didn't know anything of use to the investigation, explaining that they'd been hired by the fallen thug that night. They weren't Low Table guild members, just low-lifes looking for some quick cash and too desperate to think they'd be caught by agents of the Low Table. But Wotcha and Copper were in too much of a hurry, so they let the guys go. Wotcha and Copper raced to the tobacconists in the Market district. Not wanting to take time for explanations, they broken into the shop and located the accounts books, searching for an Edvard. The found a regular customer named Edvard Hightown, who preferred the same brand of cigar in Riala's gift humidor. The clock ticking, the duo raced back to the District. It was a festival night (the Blue Moon Festival?), so taverns were still open. Copper escorted Wotcha to several high end taverns of the District--the kind patronized by the wealthy--watching from a distance as Wotcha chatted people up, performed a few songs hear and there, and gathered information which eventually led to an address in the Hills where Edvard Hightown lived with his ailing father. The two raced to the Hills to the address. 6. Copper and Wotcha have their big showdown with the baddies (not really). They broke into the house, sneaking into a meeting between Edvard Hightown and a known "seat holder" of the Merchant Table and his henchmen. Via Copper's familiar they overheard the details of the meeting, which appeared to be an "exchange" meeting in which Edvard was to turn over the document in exchange for the Merchant Table "seat holder" handing over a document cancelling Edvard's debts. Copper used his (Arcane Trickster) invisible mage hand to pickpocket the document from Edvard just before the exchange and the two infiltrators fled. But as they fled, they were spotted by one of the Low Table Merchant's henchmen and a chase ensued. In the chase, Copper's "urchin" knowledge of the streets of Tremont, and his Slippers of Spider Climbing, come in handy, allowing the two to escape in a chase that involves streets, little-known alleyways, and rooftops (but no sewers or lava tunnels). 7. Wotcha and Copper returned the document to Silk at the House of Waggery in time to avoid disaster. Silk ordered the staff of the House to open the bar and give the two whatever they wanted before heading off with the document, leaving the two behind to enjoy a bit of conversation and alcohol. And that's the scene we might RP if you're interested--the two of them finally taking time to get to know each other better. [By way of Epilog, Edvard Hightower came to a mysterious end soon after the incident. Possibly, Silk took revenge on him. Or maybe the Merchant Table seat holder had to tie up loose ends.]
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