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  1. 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 too was fascinated by Mac's transformation, as she was fascinated by all natural magic. She was fiercely protective that it was magic, that it was all magic, though many of the scholars at the University might have disagreed. She knew a few spells, impressive ones too as far as she was concerned, yet most of her magic was the innate ferromancy and pyromancy she wielded. It needed to be worthy of these learned halls, or else someone might challenge if she was worthy, and she couldn't accept that. "Thanks." She muttered at last, appreciative of the hulking Werewolf's insistence that she had helped. She was vastly less defensive of feats of strength than she was feats of magic. She knew she was strong, no one could take that away from her. What she wanted more than anything else was to be acknowledged for her magical talent. For now though, she had to content herself with just trying the Western door. 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...
  2. Chapter I - Act II: Games of Chance Narrative: Narrative ModeThe second mode, called Narrative Mode, handles the more flexible activities in the game in terms of detail and time. While no one is tracking things carefully in rounds or strictly managing turns, everyone’s still at the table, the Path of Suns board and Sooth Deck are out and in play, and the GM is managing the actions and outcomes. There are still die rolls to be made, points to be spent, and so on, but probably not with the frequency of Action Mode. Sooth Deck: The Harvesting Spider Effects: Effective level of all Red magic is raised by 1, or Sorcery cost reduced by 1. Effective level of all Blue magic is decreased by 1, or Sorcery cost increased by 1. Stoics receive a +1 to all Actions. Divination: "As terrifying as this card appears, its meanings are more esoteric, but still significant. The always active spider signifies action. Act— immediately. Work—hard. Success can be had, but only as the result of action and toil. The Harvesting Spider is also a subtle hunter, and thus can suggest that stealth might be required in one’s endeavors." When Felicia and Aldrion stepped forward towards the second construct, the giant insect reacted only by twitching its massive antennae in their direction. Considering each one was as long as the Vislae were tall, they were intimidating, but possessed of no weapons to tear or rend flesh. The Chorus didn't care, a voice briefly rising above the others to suggest she cut a deal with the thing, before being pulled back down into the mess but a trio of howls calling for its destruction for daring to so much as twitch in her direction. She pushed them all down, seeking to draw nearer to the thing without the urge to strike it becoming overwhelming. The sensation was strongest when one of the antenna brushed up against her, but she fought it long enough to move past. The massive wings were the next most pressing impediment, but they'd already practiced climbing up on one of the creations. It stood there unmoving as they stepped onto the tail end of its abdomen, allowing them to work their way up to its thorax and settle down amidst the coarse hairs. There was no connection, no psychic link they felt in the air, yet as they settled in the great azure wings began to ponderously beat, forcing Xanah and Liel back as the winds began to stir. There was a flutter of motion, a blur of something black and silver, and with a croak of commotion Broken-Wing settled on Felicia's shoulder just as the construct took to the air. "….-…." There was a space, and absence of sound where the Queen of the Citadel's name should be. The massive butterfly beat a slow and lazy path, giving the two Vance time to return to their own steed. The Matron of the Unkindness had withdrawn into her Fortress as they had, a wounded beast seeking the safety of its nest. The fact that said nest had been violated and invaded once before weighing heavily upon her mind. A moment for the two of them to regain their own positions, and then both giant insects were airborne, a cacophony of Raven's croaks their goodbye as they dipped over the edge of the Citadel and began to drift through the cloud. The descent was slower than the climb had been, for it seemed the constructs had no means to dive. Being surrounded by the thick cloud left the four Vislae virtually blind, not to mention damp and cold, for what seemed like an eternity. Finally though, they broke free, the Maker and the Apostate's construct heading North over the campus while the two Vancians continued to drift lazily downward. The journey back to the Cascades was a remarkably swift one, despite the sedate pace the construct appeared to take. Neighborhoods flashed below them in rapid succession, until they saw the fountains of their home beneath. Still, they had a little time to question their newest companion before setting down, as it was unlikely the bird would risk the webs again until a true ceasefire had been achieved. The campus was beautiful from on high, seventeen buildings suspended amidst the green grass of the well maintaining lawns providing the bustling order with administrative offices, records offices, lecture halls, laboratories, and more. With the midday sun providing shade, a whole host of Vancians could be seen milling about like ants, going about their day with little knowledge about what transpired above. As Liel and Xanah got lower, a few shapes could be made out to be peering up at them, but for the most part their return to campus was uneventful. They passed the reverse clocktower, the afterimage of what had and yet had never been telling them it was forty minutes past noon, before hovering over the grand marble steps of the Hall of Administration. A dozen Vislae and other creatures of the Order needed to move out of the way as the construct set down under the disapproving stare of Udula Moroe. "I believe I made it clear that... ah, welcome home Postulants." Any chastisement the head of Security and Visitor Hospitality might have been preparing to utter died on her lips when she saw that the two Vance were alone. It seemed the Campus' security did not mind if the pair of them flew directly into campus and not to the front gate so long as they did so alone, unaccompanied by their companions outside of the Order. Something flickered in her eyes though, a red sheen that had most definitely not been there before. "I take it your venture was a success then?" She gestured over their heads with her staff, and as they dismounted and turned to look at where she was pointing noted that the single solitary cloud which obscured the Citadel of the Ravens was beginning to drift lazily Northeast. Threads Go talk to the Unkindness Talk with Magister Kuros about flight Accept the Magister's bargain Learn more about names from Magister Lui Discover what has invaded the Nest Find the missing Retrieve five Cordovin Stones from the Ruined Expanses Bleed by the end of the week Discuss matters again with the Vance Tell Konstantin about the missing Paresaad Talk to Konstantin's witness Explain the phenomenon of the nameless to Magister Lui Chase the Grey Man Convince the Mistress of the Broods to call off the war Investigate the Spider's Nest
  3. Mei/Li/Rin Well, that was a problem. If there wasn't atmosphere outside, opening the hatch would instantly vacuum pump the air out. Mei didn't care, but the Red Queen would. They pumped out a Scout Swarm, filling the enclosed space with billions of nanobots. If there was a single crack in the elevator's hull integrity, the swarm would find it and worm a way outside. Then they could figure out if they were sitting ducks trapped inside against whatever was out there, or if they could pop the escape hatch and shuffle out without losing all the biomorphs.
  4. Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 She knew she should be helping clear out the Citadel, or even preparing Calmont's case, but Arionne had a dream. In it, she was the Mistress of the Elfgates, able to navigate the world in the blink of an eye. In the dream, there was no library in the world that wasn't an open book to her, from the vaulted halls of Acadamae to the hidden mysteries of Magaambya. She knew it was fancy, but the thrill of the Elfgates was too much for her. She needed to get them working, needed to see what they were capable of. Which meant she needed a stonemason. She did not want Chelaix getting any word of what they were doing, so Rorsk Axebane of Tuskhead Stoneworking was the only choice. She sought the... well she didn't know what they were, but she sought them out, a contract already carefully drawn out and ready to be signed. 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., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 20, +10 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' bludgeoning 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 Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura
  5. Vir Corath - Kryn Bladesinger AC: 16 (19) | HP: 24/24 | Initiative: +4 | Passive Perception: +9 | Bladesong: 2/2 With the beautiful white owl helping them along, Vir did their best to guide the massive tortoise. They had no skill with animals, so they could only hope coaxing the animal along gently was the correct ploy. Mechanics Help Action from my familiar!
  6. PC Saara Renalish Yuan-Ti Paladin 4/Warlock 1 AC: 19 (splint mail and shield) | HP: 37/43 + 5 temporary | Initiative: +0 | Passive Perception: 10 Spell Slots: 1st 3/3, Pact 0/1 | Spell Attack: +7 (rod of the pact) | Spell DC: 15 (rod of the pact) Lay on Hands: 20/20 | Divine Sense: 5/5 | Form of Dread: 1/3 | DM Inspiration: 1/1 Saara reeled as the magic struck her, forcing her back a step. Yet this was Sorcery, and she was a Child of the Court of Asps. She feared no Witchservant, rashly ignoring them and concentrating her wrath upon the executioner. "You dawdle while the boy dies!" She hissed, her voice twisted by the transformation that had overtaken her. Wrapped up in her Patron's power, she broke a second Blood Seal, flickering crimson glyphs appearing in the air before her as she called down her own Cursecraft. Another barked word of power, another stabbing motion with her sanguine rod, and as she stepped to the bottom of the stairs another two motes of nearly invisible power swept through the air to smash into the murderer's form. Mechanics Main Hand: Rod of the Pact Keeper Off Hand: Shield Bonus Action: Cast Hex with Pact Magic, effecting STR Move: 5' NW Action: Eldritch Blast the Executioner Manipulate: None
  7. PC Saara Renalish Yuan-Ti Paladin 4/Warlock 1 AC: 19 (splint mail and shield) | HP: 43/43 + 5 temporary | Initiative: +0 | Passive Perception: 10 Spell Slots: 1st 3/3, Pact 1/1 | Spell Attack: +7 (rod of the pact) | Spell DC: 15 (rod of the pact) Lay on Hands: 20/20 | Divine Sense: 5/5 | Form of Dread: 1/3 | DM Inspiration: 1/1 The trio of men guarding the Hatch had not been impressed with their demand for surrender, Saara doubted these cultists would. She drew the thin rod, and with a roar of whispers cracked a second blood seal. Crimson blood began to twist and wind itself around the rod, a surging roiling tide of red that thickened and grew even as her own form grew hollow and gaunt. Shield high, emblem of her Master staring forth at the occultists before her, she threw back her head and laughed as they prepared to fight. Power gathered around her, invisible and yet tangible, a coiled snake of hemmocraft ready to strike. Mechanics Main Hand: Rod of the Pact Keeper Off Hand: Shield Bonus Action: Form of Dread Move: Hold Action: Hold Action, Eldritch Blast the cultist with the knife if he doesn't surrender Manipulate: Draw her Rod
  8. Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 Arionne was not intending to communicate the existence of the Gates to the town Elders. Not because she didn't trust them, but because the fewer people who knew of them the better. Every soul who learned of their presence within the Citadel was one more voice to spread the news. Though, now that she thought on it, the Order of the Nail had held Citadel Altaerein for decades. Surely Imperial Cheliax had known of the presence of the Elfgates? Yet if they had, why had they allowed the Citadel to be abandoned? Too many things that didn't make sense. "We are honored to be 'the Wardens of Altaerein' then." She said with a polite bow. "Though I think just 'the Wardens' will do in most circumstances." Truly, they were the Wardens of the Aiudara, but she'd as little wish for that title as she did for Vharag to be speaking of them aloud. Her mind was a roil as she tried to navigate what the best path looked like. She wanted the Aiudara restored, that much she knew. She burned for it. Yet surely doing so would draw attention from powers far greater than Breachill. They needed to keep the existence of the gates secret, especially if they got them working again. Yet they would also need warriors, if they were to hold it. What Vharag was offering was dangerous, positioning himself to sieze the Citadel if he wished, yet it was a danger they needed to risk. They could not hope to hold the Fortress on their own, especially if they intended to get the gates working and use them. They would need guardians. She would just have to be careful that that said guardians didn't decide that they had no need of Wardens. "Should you wish to retain the relative independence of Breachill, I think it vital that the news of the truth of our discoveries not leave this room. None should breath a whisper of the Elfgates, lest larger powers hear the news and seek to claim them as their own. Vharag Mor'Guldur, we will need strong warriors in this endeavor, as well as discretion. Will you vouch for the honor of the Shattered Skull?" She'd never met an Orc, before meeting Vharag. They were not at all what she'd expected. 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., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 20, +10 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' bludgeoning 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 Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura
  9. Chapter I - Act II: Games of Chance Narrative: Narrative ModeThe second mode, called Narrative Mode, handles the more flexible activities in the game in terms of detail and time. While no one is tracking things carefully in rounds or strictly managing turns, everyone’s still at the table, the Path of Suns board and Sooth Deck are out and in play, and the GM is managing the actions and outcomes. There are still die rolls to be made, points to be spent, and so on, but probably not with the frequency of Action Mode. Sooth Deck: The Harvesting Spider Effects: Effective level of all Red magic is raised by 1, or Sorcery cost reduced by 1. Effective level of all Blue magic is decreased by 1, or Sorcery cost increased by 1. Stoics receive a +1 to all Actions. Divination: "As terrifying as this card appears, its meanings are more esoteric, but still significant. The always active spider signifies action. Act— immediately. Work—hard. Success can be had, but only as the result of action and toil. The Harvesting Spider is also a subtle hunter, and thus can suggest that stealth might be required in one’s endeavors." Each of the Vislae took a moment to themselves, contemplating in their own way upon their connection to magic. Each of the party took a moment to themselves, contemplating in their own way upon their connection to magic. Every Vislae went about the process in a different way. For some it might be as simple as sitting down and catching their breath, for others it could be the recitation of mantras and the renewal of wards, for others still relief was found in good drink and better company. Felicia in particular contemplated on the space within her soul where the ephemera had been. Magic abhorred a void, and as she meditated the Actuality worked to correct it. The Harvesting Spider was a representation of the currents of Magic, a naming convention of prophecy for the phenomenon. As she opened up her mind, she found the Actuality receptive, eager to fill her soul with more magic of the . When she had agreed to call off the war effort that her kin had undertaken on their behalf, a great flight of Ravens had taken off from the Citadel and dispersed to the four winds. There were still thousands of birds sitting upon the spires and towers of the place, but their numbers were greatly reduced. As they took their ease though, the tide again began to roll back in. It seemed not every Raven had returned home when the fog had broken, and now they were being called in from across the District. The newcomers were croaked and squawked at as they arrived, landing quietly to receive lectures from their new neighbors. It seemed the information they had asked the paragon to pass was being distributed. Their hostess shook her head as they discussed amongst themselves, the shadows like flames over her face flickering with the motion. "A properly set ritual does not require the power of a paragon to wield. In my full strength, I am strong, yes. Yet I was not what you'd consider divine. Now I am less, but it would not have taken the power of a God to make me so." Which only meant that it did not necessarily have to be something of divine strength to have stripped her name from her. Magister Lui had that it was difficult to execute such magic in a manner that didn't leave the magician fundamentally scarred, he had not said it was impossible. A being of unfathomable power would likely be able to do so simply, but from what they had learned perhaps it was just a simple ritual that any of them could wield (if they had the stomach too). As they prepared to depart, a Raven flew from around the Citadel and landed upon its Mistress' shoulder, cooing words that only Fellicia could understand. The Raven Queen closed her eyes, extending her senses to feel her demesne, and then they snapped open. As understanding of the speech dawned on Felicia's mind, she could see and feel the undivided attention of the ideal of Ravenkind focus on her for a moment. Then she looked away, gesturing at the Azure butterfly that still stood at the end of the pathway, the one that they had been about to mount. "There is another such conjuration resting unattended upon the far side of my Citadel. My children say it arrived with no occupants about an hour before you did." Felicia had not divined that much meaning from the double speak of the Ravens, but it appeared their exemplar could understand much from little. When they had first asked about getting to the cloud that the Citadel rested upon, Udula had that they were not the only ones seeking to ascend. Magister Kuros too had that this was the second time his services had been required that day. Which meant that had even more dire news to report to . His were missing. Threads Go talk to the Unkindness Talk with Magister Kuros about flight Accept the Magister's bargain Learn more about names from Magister Lui Discover what has invaded the Nest Find the missing Retrieve five Cordovin Stones from the Ruined Expanses Bleed by the end of the week Discuss matters again with the Vance Tell Konstantin about the missing Paresaad Talk to Konstantin's witness Explain the phenomenon of the nameless to Magister Lui Chase the Grey Man Convince the Mistress of the Broods to call off the war Investigate the Spider's Nest
  10. Red Magic Ruin. Red effects are those that harm something else, be it living, dead, inanimate, spirit, or anything else
  11. Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 "We will ensure that you are treated well." Arionne told the Anadi, and found that she meant it. She wanted to ask the woman all that she knew about the rumors Arionne had read of a great school of magic within the Expanse. Gathered before the elders, she waited until they were done to give them the news they were probably most interested in. "I've a formality that I think you all might appreciate." Arionne answered, taking out the Charter for the Order of the Nail and unrolling it on the table. "I think you'll all want to keep this. We cleared out most of the cultists who had taken root in the Citadel, but I don't know if we got them all. We'll be returning shortly, once the matter with Calmont and Voz is concluded. If we find any more trouble, we'll deal with it. Did any of the Goblins we rescued make it back here?" She still struggled with the idea of rescuing Goblins, rather than killing them on sight. It seemed the times were changing though, and she was going to need to learn to change with them. 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., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 20, +10 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' bludgeoning 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 Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura
  12. I've never seen an Eclipse Phase game make it past the opening scene until I found you, let alone a whole run. I think people struggle to play it, to keep track of all the stuff happening. Very happy to be here.
  13. Mei/Li/Rin Mei was blind except for a Lidar system, and the Red Queen was already feeding that data to the TacNet. However, the Guardian Angel that Li usually piloted was docked with the main Beekeeper Flexbot unit, granting the entire module access to the Enhanced Vision sensor systems the drone was outfitted with. Mei flooded the elevator with infrared rays, along with a half dozen other wavelengths, and pumped the information they received back into the TacNet. "Remain calm, we're finding an exit." Bhramari announced over Mei's speakers, as even with their enhanced neural processing it never would have occurred to them that maybe calming down the other Egos trapped in the elevator might be a good idea. Mei deployed the nanodetector to ensure the space wasn't compromised, while Li scanned the elevator looking for an emergency access harch. TacNet: T.Z. included >>> Currently either experiencing a hab malfunction or an attack, trapped in the elevator between the mining operation and the residential hab They weren't sure how involved they wanted T.Z. to be, but they didn't want to leave the Infolife as much in the dark as they were.
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