Seardon Posted May 2 Clone Share Posted May 2 Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Looking at the dwarven engineer as he chucks the vans wheels Moxi considers. "Kaboom boom? Hmm, That's less then ideal. I kind expect that's how I would go out one way or another...though, HEY, why not...instead of boom boom the ship instead have like....well, stupid Watchtower regulates these...I HATE THEM SO MUCH!!! Sigh, but being military you guys might be able to have access so. Why not have teleportation traps that send people who don't have a permissive signature to a holding cell or even an area with another trap rune that incinerates them there?" Moxi offers, not entirely sure how much the armed forces might be regulated on magic as well. It's a good idea to her, but it comes down to if those bonehead corruptible mages would allow such a thing for military tactics. So very blind if they don't. They are an international group after all so allowing such magic might be considered too much support for one nation over another. Nah. They're just power hungry snobs with a god complex. Look at us, we control all the magics. We can't allow anyone to have these powers...grrr. She then thinks to herself AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted May 3 Author Clone Share Posted May 3 Teleportation outside of the long distance travel provided by the Church is restricted by the Watchtower. Its a means to prevent all sorts of global government destabilization. Or whatever the spiel is. Midas shrugged. Assassins popping in and out all lickity-split. But nay, even the military here aint special enough for any sort of teleportation traps. I mean doesnt stop people from still tryin' but it does limit the access. I mean this war may have been over a long time ago if one side had teleportation. He tapped his belt of tools. But look at it this way. The fact that magic is restricted has pushed all of us to try and make a life that provides the same results without it. If we all fell back on magic, we probably wouldnt have some of the marvels we do like steam cycles or this little platform right here. As Midas mentioned the platform it finally came to rest and connected with the mechanized arms at the cargo bay to hold it in place. Ya want to pull your bus on inside. Got my boys there to help get you situated. I'll head back and get your friends... Dire-horse. He chuckled a bit. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted May 4 Clone Share Posted May 4 Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxie nodded, though she still didn't care for the Watch tower. "Still, connected sigils are "Not" as bad because they only go to one location instead of where you want. The idea of creating the technology to push past the those smug...grr. Still dematerialization of a form is a long way off. Let alone putting those pieces back together safely. Hmmm." Moxi considers this as she puts the van into gear and drives forward, being directed to where she'll park it for the time being. "Maybe it will be one of my famous discoveries, who knows." Moxi smiles as she clears the platform. AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted May 6 Author Clone Share Posted May 6 As Moxi went to settle the van into place with the other ships crew, Midas would lower the platform back down to the rest of the group. He'd look to Xio with a bit of a smile. Aye, Miss. Your beastie fella' is next. Whenever your ready. I'll take it slow just to make sure it doesnt confuse 'em. He might be the toughest warhorse, but if he'd aint never flown before it still enough to give him a spook. Midas readjusted the controls on the platform. Boss was big, but he wasnt nearly as heavy as the bus was. Having it life off with the same counterbalance could send them all toppling over. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted May 7 Clone Share Posted May 7 Dame Crow - Character Sheet AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. "Eh, getting spooked is fun. Makes the heart beat faster. I laugh when I'm scared." Dame pauses, and for a moment it's as if she's second guessing whether anyone was actually interested in her somewhat related facts about herself. "I mean, I also laugh when I'm happy, and sad, and sometimes when I'm angry too. So... yeah." No, her pause was just realizing to clarify that just because she laughed didn't necessarily mean she was also scared. "Hey Xi, if your horse takes to flying, maybe Moxi can fix 'em up with wings or like tiny engines on his hooves or however that works." OOC Movement: - Action: - Bonus Action: Reaction: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted May 7 Clone Share Posted May 7 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 Xiomara nods at Midas and leads Boss onto the platform. This is a little risky: Boss has never done this before. She's unsure how he would react. When they're settled in the center of the platform, she strokes his head and looks him over. "Alright, Boss, we're doing something new," she says firmly. "The ground is gonna move, but we're okay. Just stay calm and everything will be alright. " She hears Dame's remark about putting wings on Boss and smiles, turning around to look at the gunslinger. "Well, that would certainly be interesting. If the Boss is alright with it, then I am, too." She places a reassuring hand on Boss's neck, then turns to look at Midas. "Ready when you are." OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted May 7 Author Clone Share Posted May 7 Midas nodded and looked over to Rackahm. Get 'em back in a jiffy. The dwarf adjusted the controls and the platform gave a hiss and slowly lifted off the ground again. A gently turn of the dial and the jade crystal glowed again. The platform rose slowly into the ground. Boss almost seemed bored with the concept of the thing moving rather than scared or even jus confused. The horse snorted a bit and just seemed to shrug. A moment or two later the platform would find itself up next to the ship and locked in to allow Boss and Xio to step off and into the cargo hold. Moxi's van was almost secured already. Having straps around all the wheels keeping it very much in place and unlikely to shift at all should the ship start to sway or rock. Alright, there big fella' almost done. He glanced over to Xio. Probably put him on the opposite side. Just for safety. Dont see the wagon comin' loose, but dont need to give a reason for something to cramp the fella either. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted May 7 Clone Share Posted May 7 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 "Yeah, he does like his space," Xiomara replies. She eyes the straps securing the van as she starts walking Boss to the other side of the cargo hold. "And how will you be securing my horse? He behaves himself for the most part, but I'm sure he'd appreciate at least a cozy corner to rest in." OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted May 7 Author Clone Share Posted May 7 Rackham already has hay and feed comin in. Should be here in the next hour or so. We got some slings ready that we can use too. Like riding in a hammock if we gotta worry about the weather getting a bit windy and rockin the ship. He motioned over to the area that had been set up. I admit I aint the most knowledgeable with transportin' horses. So I'm treatin' a bit like transportin a steam-jack. Just a bit more gentle-like. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted May 7 Clone Share Posted May 7 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 Xiomara looks to the area Midas mentions and leads Boss to it. It's sparse, but it'll do. She pulls some feed from one of the saddlebags and places it on the ground for Boss to eat. "I'll likely be down here with him most of the time. If anything goes bad, I'll handle it." She sets Boss up as best she can, then gives him a final pat on the neck. "Be back soon." Xi nods at Midas and begins walking back the way they came. "Let's head back to Rackham." OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted May 11 Clone Share Posted May 11 Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 As the lift made it's way back up, Moxi was working with the crew to secure her van in a manner that will put the least strain on the wheels there corresponding parts. She turned and waved enthusiastically to Xio, turning to walk over then stopping turning back towards her van then stopping again a few more times as she then raises her finger in the "One moment" sign. Moxi makes sure everything is finalized before finally making her way over. "Hey hey, What did you think of the lift up. Was Boss a good sport about it? I hope he's alright for the night." Turning towards Midas a moment. "Quite a few gearheads up in the crew. Looking forward to picking their brains about different things. Oh! I should see if the guild has some regent's I can pick up before we head out. Might be a good time to try some new things out." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted May 11 Clone Share Posted May 11 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 Xiomara sees Moxi's enthusiastic wave and stops walking with Midas. A hint of a smile appears as the gremlin woman starts towards her, then moves back towards the van, and repeats the process a few times. 'Easily distracted. Brilliant but unfocused mind. I'll have to keep an eye on that.' When Moxi finally makes it over to her, she expects the explosion of questions and chatter but they still surprise her. "Boss is fine, but I'll be back later to make sure he's properly set up." And gods help the crew if he's not. Boss is the one stable thing she has in her life. She'll take no.risks with his safety or comfort. Xi gestures towards the exit. "Shall we?" She begins walking before Moxi or Midas have a chance to respond. OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted May 12 Author Clone Share Posted May 12 As the group leaves the barracks area, the afternoon is coming to a close. Before long the end of the day would be approaching. With the sun setting and the tankards are filled, members of the guild Persona Non Grata trickle in, their faces weary from a day's work but alight with anticipation for the night's festivities. The air is thick with the scent of ale and roasted meats, tempting the senses and luring in patrons from the bustling streets outside. Bards on the stage tune their guitars and ready their drums, preparing to play to the crowd with lively tunes that set feet tapping and hearts racing. The rhythm of the music blends with the stomping of feet and the roar of conversation, creating a symphony of revelry that seems to reverberate through the very walls of the guild hall. ♫ ♫ ♫ ♫ ♫ ♫ In the midst of it all, the guild members let loose, shedding the burdens of their daily lives and embracing the freedom of the night. They dance on tables, their movements wild and carefree, and raise their voices in song, their melodies blending together in a joyful cacophony. As the hours slip away and the fire dims to embers, the revelry shows no signs of slowing. Tankards are drained and refilled, and the tales grow taller with each telling. In this moment, time seems to stand still, and for that fleeting moment, the worries of the world outside are forgotten in a haze of camaraderie and merriment. The morning dawn, be it a bit too bright for still partly inebriated eyes, however would see the Drujba setting back the military barracks to board the Kessel. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted May 13 Clone Share Posted May 13 (edited) Dame Crow - Character Sheet AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Dame is in her element. Drinking, partying, she blends right in. It turns out she doesn't feel she needs to be the center of attention, doesn't try to one up everyone. No, it's more that her state of normal is like many others wait until there's a raucous celebration. There's a few things the others pick up on. She's a tease, but not a flirt. As in, she's happy to make raunchy comments, but shuts it down pretty fast when someone starts acting serious. She enjoys people's company, seems more herself than in fight. She likes to tease all people, throwing playing jabs here and there, willing to take it in return. Of her own goals, they're simply enough. For one, she wants a rematch with the Rotgut, and will sneak away when she gets a minute to do so. For two, she tries to scope out any other potential matches for the other Drujba. Even if they're not interested in romance or flings now, could always try again later after they get back. For three, she's interested to hear how well the other new team did, see if they're proper rival material or not. She's also convinced, or at least claims to be convinced, that Reska is likely to start a Dame fan club, and that poor Chaucer fell in love at first sight and doesn't know what he's gotten himself into. Of course, she also wants to get to know Moxi, Xi, and Zaer better. She doesn't ask personal questions, and more to get a sense of their likes and dislikes. And the next morning, she's up and refreshed early. In fact, she acts as if she had a full night's rest even though the hours don't add up. She seems attentive regardless of the amount of liquor she drank, which was a lot. It was a lot. Not to mention none of the others have seen her actually eat anything yet. It's beginning to feel like there's some sort of trick she has. OOC Movement: - Action: - Bonus Action: Reaction: Edited May 13 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted May 13 Clone Share Posted May 13 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 The night's revelries are of little interest to Xiomara, outside of the information she may gather. She takes the time to introduce herself to other members, inquire about the performance of the other new group, and avoids Reska and Brett as much as possible. No need to repeat last night's embarrassing series of events. She nurses two ales throughout the night, never drinking enough to get buzzed but enough to look like she's fitting in with the revelers. Throughout the night, she keeps a close eye on her Drujba. Dame's penchant for drinking is especially concerning, but she seems to handle it much better than Xiomara's father. Moxi and Zaer require less of her attention, but she still keeps an eye on them. It would be unprofessional for them to show up on their first day of work less a person or hungover as hell. The next morning, Xiomara is up bright and early with Dame. She's a little surprised at the woman's constitution, considering how much she drank the night before. But then, Dame is a riddle, wrapped in a mystery, inside an enigma. There's no way she'll be figured out in a day or two. Xi snacks on a sloppily thrown-together sandwich of pork sausage, eggs, and cheese as they make their way to the barracks. She's not looking forward to re-entering the military compound, but what choice does she have? It must be done. Between bites, she says, "Anyone got any fun stories from last night?" OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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