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OgreWattage

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  1. The Goals of this post Get test results, Set the stage for character introductions and set the stage for a little Roleplay and what have ya before the mission itself
  2. Today marks the conclusion of six months of specialized military operations training encompassing a diverse range of skills and knowledge. The tests you underwent ranged from typical military scenarios to the bizarre and downright peculiar. Throughout, you were repeatedly informed that 20% of those selected were meant to make the others shine or rise to the occasion. Your trainers drilled into you the mantra, "You are not the 20%; let's prove it." However, after hearing this declaration countless times, it began to sound like an empty statement. As the DM, I need you to perform the following roles: Provide three rolls at your highest skill, regardless of its nature. Sum up the successes and provide me with that number. Offer three rolls at your highest basic stat and three rolls at your highest combat skill. List these three numbers separately; they will be your test results. Life took an unexpected turn, steering some of you out of individual control. Some soared too close to the sun, akin to Icarus, only to have the jealous sun melt away their wings, sending them plummeting to the coldest, darkest depths of society. Others sought refuge here as an escape from their previous lives, with D class and SCP Foundation offering yet another safety net in a long list of such handles. Each time they found a handle, it seemed to lower them further in life until an external force compelled them to step up. For some, these classes provide a semblance of their former regimented lives. Being a D class without a program like this feels like waiting for death, betting on whether the next test is one they can survive or if they're simply waiting to test their remains. In the midst of the last testing phase, "unexpected" containment breaches occurred, interrupting the process. Teams known as "D-MTFs" were swiftly formed and are now rapidly being deployed. Among the D classes, rumors circulate that the breaches were either expected or planned. Today marks the end of those tests, and the mood is light, as one successful operation stands between the underprivileged D classes and the freedom of becoming an MTF unit. Your task, however, stands out, as your assignment involved two teams. Please flip a coin or use a method with 50% odds to determine which team you were placed on. Everyone selected would have been led by an MTF team member to a central room. The room is generally bare, besides a table heaped with supplies or armors and the like, four soldiers, a tall man dressed strangely and covered in tattoos, and two cylinder style robots with a small animated screen holding the position of its faces.
  3. we are done recriting, I have some internet problems so my frist post which is supposed to be pretty large as been delayed a bit, osrr to worry you guys,
  4. I finished moving, back to blistering fact replies. To reiterate ; Once I get 4 people to have 3 characters each were off to the races my guys! with the pew pews and bangs bangs
  5. The ability costs Good leaning Evil leaning Chaos leaning Law leaning God leaning Player leaning weapon armor weapon armor weapon armor weapon armor weapon armor weapon armor +1 Allying. Benevolent, Courageous, Defending, Flaming, Guardian, Huntsman, Keen, Merciful, Valiant Cruel, Cunning, Deadly, Frost, heartseeker. menacing, ominous, viscous mighty cleaving, Thundering Glammered , Corrosive, Grounding, , Furious, Quenching, seaborne, spell storing, Thawing, throwing neutralizing Impervious, Called, Countering, Dispelling, Ghost Touch, Ki Focus, Limning, mimetic, shocking Jurist Conductive, Grayflame, Planar, Bane 1. Unaligned +2 Holy Advancing Unholy Anarchic Axiomatic +3 +4 +5 exceptions: Bane
  6. Works for me, make it that an instructor during the selection process picked it for her options and all.
  7. Only three sad face, you got hard choices to make.
  8. I rewrote my response, as I thought my brain was confusing words from D&D 3.5 and pathfinder, but flaws are listed as custom changes. you can still take them I don't care, however if you want advice on either hit me up
  9. Sorry my guy I use those words interchangeably The "Drawbacks" section is listed under "custom change" So I would avoid that list if I were you, as the flaws section is more or less the intended flaws
  10. In my world Magic is every where, more akin to just being more , and less akin to altering stuff already in existence. so here are some Items I used in the past, all related to flasks, potions and drinks. You ever been in that fight in lower levels that feels oh so close, and your healing yourself, the cleric is healing you, but every one needs it just as bad, But its not enough to be comfortable to fight back? so you put the meat in meat shield, it was kind a cool that one time, Now its four sessions later and its the same type feeling mixed with dread for combat because of the healing you got to do to yourself, these next three flasks is meant to break the cycle Large Potion Flask This potion flask can hold 3 swigs of any potion The price of a potion in this flask is worth 2.75x the normal potions price +300 gp, as it takes a master glass maker to create this style of flasks. The normal potion to buy a potion in this flask. If this flask is unidentified the drinker must pass a reflex check of 5 +5 per spell level in the potion flask, to not drink 1d3 charges of the potion, when drinking the potion in this flask, with only 2 charges of the potion taking effect This allows a drinker to drink 2 charges in the same action as long as there is a charge in this flask, it looks full Looks like a typical potion vial, with the exception of having a knob in the neck, sometimes with a precious gem of various types but not required. Its not typically larger in physical size, nor does it give off any type of magical aura, or trace. However if the roll to identify the potion is higher by at least the potion's spell level will identify the flask. Giant Potion Flask This potion flask can hold 6 swigs of any potion The price of a potion in this flask is worth 5.75 x the normal potions price +300 gp, as it takes a master glass maker to create this style of flasks. The normal potion to buy a potion in this flask. If this flask is unidentified the drinker must pass a reflex check of 5 +5 per spell level in the potion flask, to not drink 1d6 charges of the potion, when drinking the potion in this flask, with only 3 charges taking effect This allows a drinker to drink 3 charges in the same action as long as there is a charge in this flask, it looks full Looks like a typical potion vial, with the exception of having 2 knobs in the neck, sometimes with precious gems of various types but not required. Its not typically larger in physical size, nor does it give off any type of magical aura, or trace. However if the identify spell check is higher by the potions spell level will identify the flask. Fast action flask: A flask designed for front line soldiers, A flask with three needles on the top of it. and they hang on a leather module belt around your chest, like ammo belts, however ,they face inwards, with a seal of wax keeping those needles from going off accidently , and when you get crited on or as a free action you can hit the back of the potion bottle and it perices you it gives you 1d8 right there, then you get fast healing = 2d4 for 1d4 turns, but that one requires a fort save to not get sick from all the healing stuff that hit at once. Costs is 3,5 time of a normal heal pot Flask Of life's heat|Flask of A Spirits Torment Flask of Life's Heat A dull green flask. prized by adventures everywhere This flask can not be filled with any liquid, however if the flask is placed into a campfire bonfire for over 1 hour, then it will start to glow orange like its molten glass. Only the person who put the flask of the in the fire can withdraw it with out taking 3d6 fire damage. The graph represents a undamaged Flask of life, while most are horribly damaged, but they can be repaired. The Tactic to repair these flasks were at one time a closely guarded secret of The Ælfs, then a even tighter held secret of the Drow. These being well spread among the drow allowed them to move away from typical clerics is one theory as to why the Drow are so far removed from their Elf brothers. However the methods were released to most when a dwarf enchanter was imprisoned in a drow prison where he was able to watch many of these items get made, and repaired. The discovery was that a soul of a caster who can cast the spells must be claimed melted, and worked down then applied to the cracks in the flask. The magic it uses is directly evil, while the holy magic held with in, is purely good. in some lands the Flask is named, "Flask of souls torment." but regardless the item is loved, and a fully repaired Flask is a badge of near legendary merit as when the current user dies, it can cause the flask to break entirely or be spider webbed with cracks (when a character dies with this in their inventory roll, the shatter effect is applied, and if the cracks are over 6 cracks, it's considered broken and unusable, with only a wish spell being able to repair it. (yes this is an etus flask) The shatter effect is designed to not destroy the flask flat out with the idea, that only the max number breaks it, otherwise its just reduced . Flask of Life's Heat Level Cure light Wounds Cure Moderate Wounds Cure serious Wounds Cure Critical Wounds Heal Regenerate Shatter effect 1st 1 - - - - - 1d4- fort 2nd 2 - - - - - 1d4- fort 3rd 3 - - - - - 1d4- fort 4th 2 1 - - - - 1d6- fort 5th 1 2 - - - - 1d6- fort 6th - 3 - - - - 1d6- fort 7th - 4 - - - - 1d6- fort 8th - 3 1 - - - 1d8- fort 9th - 2 2 - - - 1d8- fort 10th - 1 3 - - - 1d8- fort 11th - - 4 - - - 1d8- fort 12th - - 5 - - - 1d8- fort 13th - - 4 1 - - 1d10 - fort 14th - - 3 2 - - 1d10 - fort 15th - - 2 3 - - 1d10 - fort 16th - - 1 4 - - 1d10 - fort 17th - - - 5 - - 1d10 - fort 18th - - - 6 - - 1d10 - fort 19th - - - 6 1 1 1d12- fort 20th - - - 6 1 1 1d12- fort The Alche-Meta Revolver Flask these flasks operate like normal flasks with two distinctions the first is that the neck of the potion bottle is at a an angle, and can be pushed along when pushed the potion changes to one of the others in stored in another chamber, that and it comes in every variation of meta magic rods. I messed up the math for the belt shelf in the table somewhere, Im still working on it, but effectivly its X +1/2x+6000 or (X+E) + 1/2ex +6000 X is always the final value of the belt shelf that shares a encryption status with the one your working on, Add the 1/2 of value,+6000 to get the value of the next higher shelf in terms of holes. I know I wrote holes alot. This belt poach thing is I gotta say a favorite item of mine for players The Alchimist's Belt Shelf, a hard leather rectangle that seems to be holding two potions, , and can be attached to the belt, but if one of these potions is pushed it will disappear over the edge of the box, to another shelf spot, while another slides in from the opposite direction Each slot can hold a potion, flask, scroll, wand, or anything roughly bottle sized such as boat in a bottle golem, Alchemical weapon that count as a flask before use, wine bottle, Daggers, shrunk items that unshrink on command They come in the typical size 8 by 8, large 16 by 16, and Huge 20 by 20, These can also be coded, meaning you can set it up where it ony shows the other potions if pushed in an uncoded spot. 2500 gp, 4000 gp large, 8500 gp for huge. For encryption coding add 1,000 gp, 2,500 for large, 4,000 for huge. So if you want encrypted huge that is 12,500. This item is the signature of a member of the Star Crossed Boarder herbologists. Another opening to your shelfs can be created with a master crafter, and costs 50% more then the one opening version level of the belt shelf, +6k for every opening, lets say you want 5 openings on he max level, no encryption as the barb is just not getting it. 8.500+ (4,250+6000) hole 2 8.500+ (4,250+12000) hole 3 8.500+ (4,250+18000) 30,750 hole 4 8.500+ (4,250+24000) 36,750 hole 5 Size without encryption with encryption without encryption, 2 holes with encryption, 2 holes without encryption, 3 holes with encryption, 3 holes Normal 2,500 3500 9750 11,250 20.625 22,875 Large 4,000 6,500 12,000 15,750 24,000 29,625 Huge 8,500 12,500 18,750 0 24.750 34,125 43,125 equations normal 2,500 2,500+1,000 2500+1250+6000 3500+1750+6000 15,750 + 7857 +6000 11,250+5625 +6000 equations large 4000 4000 +2500 4000+2000+6000 6500+3250+6000 12,000+6000+6000 equations huge 8,500 8,500+ 4000 8500+4250+6000 12,500+6250+6000 Other items I need to add to this; The weapon potion pommel, tracking word flasks: A flask you tell it what to do and it teleports to the named character and deploys potion, Foam armor: A foam
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