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Posts posted by pdwalt
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"This is all quite a change. A simple crew opportunity has changed to a part of something bigger. A much bigger thing than I had thought I would be getting into when I got up this morning. I sense there is something off about the ship and something on. And then there is you." she makes eye contact briefly with Amon before looking down. In that brief connection, her fear and wonder leak through - strong emotion that her barrier cuts off when she looks down. "As far back as I can remember I have had dreams of people and places that I had never seen before. In adulthood, I have walked a couple places waking that I had seen while asleep. Two people, you and your apprentice, I have seen many times in many scenes - and now we have met. I don't know what to make of it; there are nightmares that I have seen, could it be that they are true also?"
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Should have been the opposite, but actually doing some field medicine calmed Hakai a bit. The situation was still messed up, but the ship still mostly felt right. There was a bit of darkness unrelated to the violence that just happened, but nothing to stick a finger on.
"Coruscant, that is a place I've never been. Was it easy before to move around there, before the latest changes?"
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i'm here -but I have come to loath the new MW system
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Hakai Mar
"Let's take a look at that"
"Let's take a look at that"
ASPECTS
- High Concept: Self-Taught Force Adept Healer
- Trouble: I See Dead People
- Aspect: No One Deserves Pain
- Aspect: Peace is a Lie
- Aspect: Amon, the Man of Her Dreams
- Aspect: Field Med-Kit
- Aspect: Dark Passenger
SKILLS
- Great (+4): Lore, Will
- Good (+3): Athletics, Notice
- Fair (+2): Blast, Resources, Empathy, Deception
- Average (+1): Vigor, Persuasion, Fighting, Mechanics
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STUNTS
- Confidant: More than the body needs healing; Gain a +2 bonus to all Empathy rolls made to help others recover from social and mental consequences.
- Sensor Tech: Gain a +2 bonus to Notice when using Ship-based Sensors.
- Flow Perception: Gain a +2 bonus to Athletics to avoid Force attacks from the same zone.
- Force Stealth: Dodging those using the force to find her was the first Force skill she ever learned. You may use Will instead of Deception to avoid being discovered by Force Users.
- Force Safety: Honed by getting non-combatants out of harm's way, the Adept can use the Force to move folks out of danger or dangerous situations. Use Will instead of Vigor to move folks out of danger or dangerous situations up to a zone away.
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Farseeing : Once per scene, spend a fate point and describe where and when you are trying to perceive and make a special Notice roll, representing your ability to sense far away places and times through the Force. You may discover or
create an advantage for each shift you score on this roll, but you still only get one free invocation. - Telekinetic Punch: Gain a +2 bonus when using the Force to empower Blast attacks within the zone. If one adds a consequence reflecting Dark Side temptations or conflictions, this form becomes like Force Lightning, losing the zone restriction, with a bonus equal to the strength of the consequence. This elevation can be used at most once per scene per Dark Side aspects the character has, and if the table considers the action evil, may require a new Darkside aspect (or change an aspect to Darkside).
OTHER
- Refresh: 2
- Current Fate Points: 2/3 (+1 given by GM for start of entry)
- Mental Stress: [1][2][3][4]
- Physical Stress: [1][2][3]
- Mild Consequence: [2]
- Moderate Consequence: [4]
- Severe Consequence: [6]
Notes for GM that were Private - but I have no idea how to do that in this version
Before the Game StartedAs a very young apprentice to a rural wise woman, who helped out with medical things so they did not have to ask for help from the galactic (off-worlders), Hakai had already shown her worth in helping the sick and picking up knowledge from brief contact with information. So when the Jedi Searchers came by looking for the Force Sensitive children, her village hid her, and she learned to hide from their senses. Technically the planet was Separatist, but the rural people worried not about politics. One day when Hakkai was out gathering herbs a shot down transport crashed into the village killing many and causing others to flee, as the shot that felled the transport came from nearby. Retaliation as swift and those that did not run immediately died in the bombardment. Hakai survived in the woods with her knowledge and a force spirit who gave her information on living wild. She now believes it was a Sith Spirit, because she lived a long time in the wild, and it seemed to encourage her not to take advantage of the galactic that would have helped her.
She worked for growers and then smugglers and eventually found a spot on a station. Her healing was in demand - her shrink skills were not as good, but for people leary of chemical adjustment, she was often all their was. Her force talents can at time enhance her healing, and her farseeing helps her avoid pitfalls. When a dying, suffering man, was in her control and he asked for her to give him Mercy, she could not bear using her knife - and used the Force to stop his heart - an idea of a ghost who she then realized was a spirit. The darkness in her soul frightened her, but it also unlocked new capabilities, that she is reluctant to use.
She believes in helping of others through their pain, but not for free. As such she has some significant resources and contacts of people who she has helped. She can exploit her, 'i went in unarmed to help your people - can I get a little help for me' card. She is not rich - but comfortable - though she is not wearing anything very flashy. Much of her wealth goes into her med supplies. -
I came back from DragonCon with a bad batch of covid (still positive but getting better, I will post soon)
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I am going to be at DragonCOn Aug 31 to Sept 4 - traveling back and forth from home each day, so I might be able to post
but already I am looking at an 8 hour windows at night to sleep, cleanup, etc before "rince and repeat"
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Lars flinches as the spray of acid.
OOC Specifics
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
At the screeching of the door, Lars thinks, I need to bring extra oil for the hinges next time. Seeing Darhana with a ready bow, got him moving to support her, drawing his short sword and freezing when he sees the critter. He looks closely to see if there are others.
OOC Specifics
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
L Lars says, "Roldare, which way did they take Dimura?"
OOC Specifics
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
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.Lars tries to pick the lock.
OOC Specifics
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odd the dice roller won't come up for me
Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
Lars moves to the newly open door, and while Darhana is jamming the door open with the crowbar, looks to disable a hinge from functioning.
OOC Specifics
It is not a trap so the +1 does not apply
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
Lars moves to a switch and readies to press it when Darhana gives the count - keeping the lamp in his other hand.
OOC Specifics
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
does the breakage give a penalty for future disable device checks that one of the lock picks is broken, or is it the ruling that the entire set of disable device tools is brken.
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"the lock looks a bit complex, but I can try it," Lars says with his tools in hand. He begins to work on the lock. After a bit, he adds, "It is too tough for me."
OOC Specifics
15 is too low for a simple lock in normal rules
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
Something is up with this dice roller - I have rolled more 1s for perception than above 15 it feels like.
Or more likely - I am typing in the information wrong
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Lars replies, "Sure I can take a look. Mind you these are not the type of traps I am used to looking for."
OOC Specifics
How about Darhana roll and check for traps assist roll - target 10? to help
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
On 6/28/2023 at 7:39 AM, iantruesilver said:
Pretty sure everyone STILL CAN locate traps in pf1e.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
There is no text in the perception skill indicating that there is a special requirement to locate traps. DC varies by trap.
Everyone can look for traps - it is the tedium of rolling every 5 feet that stops them - and it is that much worse in Play by Post. Taking 10 is often a result of the need, but then that returns the task of task finding to really high bonuses.
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"We should look around at this area to see if there are visible changes at the push of the thing. The sounds were quite shallow and probably not meant to be generally heard," Lars says.
OOC Specifics
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
After first checking to see if there is a way around the first pit to close it up (and if there is, trying to do so), Lars heads down the east branch checking as he goes.
OOC Specifics
Taking 10 on perception gives a 21
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Short Statblock|CisMale NG Half-Elf Rogue (unchained), Level 1, Init 4, HP 10/10, Speed 30
AC 18, Touch 15, Flat-footed 13, CMD 16, Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus 0
short sword +4 (1d6+1, 19-20 x2)
dagger +4 (1d4_1, 19-20 x2)
javelin (3) +4 (1d6+1, 20 x2)
studded leather (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition +1 to attack rolls to those that threaten Shalelu; +1 perception to detect traps and to disable device skill to disarm them; +2 saving throw vs enchantment spells and effects; immune to magic sleep.
low light vision -
i am going to be away for a few days - I'll try to post before i go
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would disable device give Lars any insight on the switches?
if they are trap turn-offs /ons - then maybe?
Main Discussion Thread
in Game Threads
Posted
i really like the game but - for some reason posting always slipts my mind.
Go solo
I'll find a use for my backstory
sorry