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JagrHunter

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  1. Bochs Moth Croaker Sleeping Stryker Striker and the others move into the room with goo-bag cylinders. Immediately Striker notices a manimal with no signs of degeneration. After analyzing the "bag", he presses tears into the bag freeing the amphibian. The creature suddenly bots from his grasp as Striker dashes forward and catches the amphibian as he fell. "There I gotcha!" said as he lowered the manimal to the ground. OCCDo we need to roll to cross?
  2. Telemachus Burrowdown (Tel) AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 Tel hung back from the group, arms folded, waiting. His uncertainty about the Giant was palpable; the thought of sharing a small boat with her was unappealing. The twin knights also did not inspire confidence in him. As he sighed audibly, the others made their selections. "I'll accompany the Kagonesti," Tel declared, reasoning that the Elf posed less risk of falling on or stepping on him. Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  3. Ok so Deano is ready. Not sure how you want to play the survival kit, seeds or the medicines kit contents. Want to use a narrative "I have X " within reason or do you want to spell out specifics?
  4. Archtype: Paramedic (Doctor) PC Anchor: Drive: "There is always a solution" NPC Anchor: Key Attrib/Skill: Wits/Medicine Issues: Hard to trust strangers Strength Agility Wits Empathy 3 3 4 3 Close Combat 2 Mobility 0 Scout 1 Medicine 3 Endure 1 Ranged Combat 2 Survival 2 Manipulation 0 Force 0 Stealth 1 Tech 0 Leadership 0 TALENTS HEALTH Emergency MedicineGain +2 to Medicine when you stabilize a critical injury that needs basic medical gear. You used to work in an Emergency Room. 3. Unharmed 2. Bruised [ ] 1. Battered [ ] 0. Broken [ ] Critical Injuries Stress: Experience: Encumbrance Slots: Weapons Bonus Damage Rounds Range Armour Protection Penalty Deano "Dino" Alexander GEAR Slot 1 Slot 2 Slot 3 Slot 4 Bonus Poncho Survival Kit Medications and drugs Collection of Seeds EMT "Go Bag" Stored Items Location TINY ITEMS Vehicle Maneuverability Damage Hull Armour Choose an archetype - Paramedic (Custom) Choose a name - Deano "Dino" Alexander Choose an Issue - Hard to trust strangers. Choose your Drive - "There is always a solution" Distribute 13 points amongst your attributes Strength: 2 Agility: 3 Wits: 5 Empathy: 3 Distribute 12 points amongst your skills Close Combat: 2 Endure: 1 Force: Mobility: Ranged Combat: 2 Stealth: 1 Scout: 1 Survival: 2 Tech: 0 Leadership: 0 Manipulation: 0 Medicine: 3 Choose a talent - Emergency Medicine Choose your gear Elevator Pitch: "Little did I know, my life was about to take a drastic turn. With a resume boasting Army Combat Medic school, Ranger school, SF Selection and Robin Sage, plus 5 tours in Iraq and Afghanistan. I thought I had seen it all. But then came the Zombie Apocalypse. After my last tour in '08, I left the army and settled back North of Denver in Loveland, CO close to my family and the Muache Ute Nation in Colorado. I took up a job as a paramedic, working out of the UC Medical Center and it's "Lifeline" emergency medical services splitting time between ground and air duties. I thought it would be a walk in the park compared to my time in the military. But I was in for a rude awakening. Most of my calls were for drunks, bar fights, and overdoses from meth addicts. That is, until the first 'dead' showed up. It was a typical Friday night, filled with high school football games, rowdy teenagers, and local rivalries. I was on Truck 2 when the call came in for a traffic crash with multiple injuries and one fatality. As we arrived at the scene, Truck 1 was already there, working on the deceased. The rest of the injuries seemed minor, just a few concussions here and there. But then, as we were discussing the situation, a soft moan came from under the sheet covering the body. We all froze as Jimmy, one of my fellow paramedics, knelt down to check on the 'dead' body. Suddenly, the body lunged up and started biting him. It was like a rabid dog attacking. We all jumped in to pull the man off of Jimmy and finally managed to restrain him on a gurney. But he didn't stop. He continued to thrash and try to bite anyone who came near him. We rushed Jimmy and the crazed man to the hospital, but that was the last time I saw Jimmy. Soon after, some kind of riot or breakout occurred at "UC-Med", spreading to the streets. Within days, the city was under curfew and military units were going house to house and things went downhill from there. And that was just the beginning of the chaos. We had no idea what these 'walking dead' truly were. As society quickly crumbled, I grabbed my go bag and gear, stopped by the ready room and Truck 2 to gather as many medicines and supplies as I could, and headed towards the reservation or any place I could find safety." Custom Gear List (Paramedic) Basic Medical Gear (Paramedic) Medications and Drugs Pistol Combat knife. Poncho Survival kit
  5. Thorn 4th-level human Beastmaster: S-18 (+3), I-11 (0), W-12(0), D-16 (+2 AC, +2 Miss), C-12 (0hp), Ch-11 (0). AL-NG; AC: 5; HP 26/26; THACO: 15; Dmg 1d6+3(melee) or 1d4 (Thrown); MV 120’ (40’); speaks avian, feline, rodent, Common, alignment tongue; Weapons: Spear, Short bow w/ 20 arrows, dagger. "Prosperous?" asked the Beastmaster as Modred neared the table. "If it went as well as our excursion, we should be well on our way."
  6. Daltin RockFist Shield Drawf, Barbarian Daltin finishes his swing and in a fluid, well-practiced motion draws a small vial, bites off the wax seal and downs its contents, before picking up his target for another swing. OOCThink of the "psyching up" as almost as a dwarven Haka without the continuous chants... Actions Stats AC: 17, HP:9/49, 5 rounds of rage remaining -2 Ac to 17 +4 Str for 20 (+5Hit/Dam)+4 Con for 19 for +4 HP, +2 for +4 will save 6/rnds remaining. MW dwarven waraxe +15 to hit / 1d10+9 dam. 33 to hit, 12 Damage Content
  7. OOC: Just to clarify. Does each individual need an artifact to return or just the group? Also, What do we know of "Horseflies"
  8. Bochs Moth moves next across the Bridge, following Moth making it across, with just minor difficulties. Moth Moth moves next across the Bridge, imitating Striker after the Hunter crosses, barely making it as his foot almost becomes encased in goo. Croaker Sleeping Stryker Stryker rallies the rest of his tribe and stands at the entrance to the Bridge. "Move carefully, on the balls of your feet or you will get bogged down. Cross Like this." adds the Hunter as he starts across the bridge moving lightly across and waits for the others to cross. OCCDo we need to roll to cross?
  9. Telemachus Burrowdown (Tel) AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 "Mishakal" added Tel in response. "The Kender of Hylo refer to her as such. Lightbringer is how she is referred to in Solmania." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  10. Telemachus Burrowdown (Tel) AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 Tel nodded to the Kagonesti, then shifted his attention to the newcomers, glanced back at the Giant, and again at the Elf. He sighed visibly, exchanged brief words with the Elf, gave the Giant a nod of recognition, and approached the group. As introductions began, Tel crossed his arms and listened intently, nodding to each person in turn. After the introductions, he sighed again and spoke, "I am Telemachus Burrowdown, Servant of the Blue Lady. But please, call me Tel." He paused briefly, then added, "Our hosts mention you're passing through?" Tel is unmistakably a Kender, yet his armor, lack of a smile, and absence of the traditional top-knot indicate he does not typify his race. Indeed, were it not for his short stature and the Hoopak, he could be mistaken for a gnome or a similar creature. Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
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