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  1. Dmerilo Dmerilo moves in further looking for the voice "Sounds like another one of those idiots." Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  2. Dmerilo Dmerilo has a sit down, though he's not breathing THAT hard yet. "Alright, where to next?" Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  3. Added the save to my post. No crit effect, just more punchy.
  4. Dmerilo "Hey! Get back here!" Dmerilo swings then follows the creature up with his jetpack Reaction: AoO Move: Fly 15ft up to melee Standard: MW Strike "Incoherent vesk screaming" follows Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  5. Dmerilo "Good, a challenge!" attempting to dodge toward the creature and punch it Move: 15ft Standard: MW Strike Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  6. Dmerilo Stretches and yawns "Nice little warm up. So where to now?" Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  7. Dmerilo "Right where I wanted you!" Swift: Rage (+9 temp hp) Move: Demoralize (voice amp isn't on yet) Standard: MW Strike Guessing those are misses Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  8. I'm going to archive the table here in the next day or two if there's anything from it you need. Not sure how the new site handles access to archives.
  9. Dmerilo "Yup, JUST like Castrovel" he adds before charging across the field, fist forward Full: Charge w/ Attack Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  10. Dmerilo "Kind of reminds you of that time we were on Castrovel, eh?" As the party makes its way through the forest and eventually ending in front of the creature, Dmerilo roars back "Brwaaaaaaaaaaaaar!" Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  11. Yeah, its pretty tight in there. The smugglers and toughs all had a "run away" HP threshold in their morale block but they either A. never got that damaged or B. died too fast to trigger it. You rightfully focused down the Overseer, it was just after that point that things got a little wild. It comes down to the whole "monsters don't stay in their rooms" thing if they hear fighting. Probably also some system "infancy" design choices as well? Edge Watch came out ~1 yr after the full system released, so that's still pretty early in the timeline. The prevalence of crits is also still wild to me. Especially when you've got NPCs swinging at +14.
  12. The game can certainly continue without me, this is just a good place for me to step out. If everyone that's left wants to "purple smoke" the outcome of the warehouse fire and have someone take over as GM, that's fine with me. I can even pass over the table. Too many games with players ghosting was kind of my end point so its a good time for me to step away from the site as my remaining games also get to logical conclusion points so I don't end up doing the same. Honestly, I'm not even sure if its ghosting so much as getting lost in the site churn or not but it was enough to sap my pbp energy. Again, appreciate everyone letting me come in and try my hand at the system even if this AP seems to a meat grinder.
  13. Going to call the combat there with basically (another) TPK. I've been giving the game some thought and I think I'm going to call it there for myself as well and resign from the GM seat. A little bit the system, a little bit the medium. I've been pulling back on all my MW games as they reach closing points as I've definitely been struggling since the site transition though I don't necessarily blame that for it. I just think I'm ready to step away from the board based games for a bit. I'm still not really sure how I feel about PF2e, which kind of sucks given Starfinder is going that direction and its my "main" system. Anyway, a little less of an epilogue this time as we weren't terribly far in, other than Absalom has its hands full with losing rookie guards to mysterious fires. Thanks for the chance to try out GMing for the system, appreciate it.
  14. ZiL runs for it (25ft from making a corner out of bow range, we'll assume you have Greater Cover from any bow strikes for this turn) Tough does some stuff 🔥 spreads... Tough runs part way down the road before turning back. Paytonga continues to fight death Smuggler does some stuff Mastiff continues to harry Xavier, but with needing to burn all their movement to keep up, doesn't have a chance to bite (3x Stride) Smuggler runs up to close some distance, pulls up their bow, and fires 2 arrows at ZiL (Stride 2x Strike) Tough holds their position next to their leader as ZiL flees ZiL falls forward as a feather suddenly sprouts from their back. The Smuggler drops their aim with a sneer and a nod. With the last member of Edgewatch out of sight and only a dog without a master in pursuit, its only a matter of time until Xavier manages to escape completely. COMBAT OVER Xavier is able to limp back to HQ and tell their tale. By the time additional forces are mustered and return to the warehouse, its been consumed by flames. The casters of the fire brigade have moved their efforts to saving surrounding buildings. Any sign of the battle that occurred inside or out has been destroyed either by the flames or those attempting to fight it. Of Grall, Paytonga, and ZiL there is no sign.
  15. Xavier runs for it, with a dog still on him but is clear of any archers. Leader comes out of the alley, yelling "Where in the hells...good! Kill it quick and get back here. Idiots set the warehouse on fire!" and moves to surround ZiL (3x Stride) Smuggler follows, getting out for a good shot at ZiL and fires an arrow (2x Stride Strike) but too much going on, can't land the shot. ZiL is up. Grall already made a recovery check, continuing the death yoyo down to Dying 1. Alley Action - Round 5 Turn Initiative Character Status Conditions 33.14 Leader -2, -5 (7) Dazzled 1m 29.10 Smuggler -5 Dazzled 1m 28.01 ZiL (62) 0+29-11, -9, -7 (27) ⚠️Wounded 1 25.09 Grall -60 ‼️ Dying 1 25.08 Tough 💀 24.00 🔥 Hazard 19.08 Tough 💀 -2 Dazzled 1m 17.11 Paytonga -55 ‼️ Dying 2 17.10 Smuggler -2, -4 (6), -2 (8) 17.07 Mastiff 16.06 Smuggler 11.07 Tough 💀 -19 ▶️ 11.06 Xavier -20, -5, -5 (30), -3, -8, -12 (53)
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