Project Ingenue (Inactive)

Game Master The Little King


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Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

"Before we resort to violence, let's think about this: even if they don't believe us, what will they do? They'll take us prisoners and take us to a military facility. Once there we'll ask to contact our embassies or military liaisons to confirm our nationalities, or better contact the local Project Ingenue operatives and have us out of there and on our way in no time. This may be even faster than going on our own, given our circumstances."


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

"That assumes they'd be willing to do so, and that there aren't just people to contact, but that it would be safe to do so." Angi noted quietly. She didn't seem entirely confident that getting arrested by any military would be a good long-term plan.


Retired

"I could agree with surrendering to them eef not for one detail. Zee Project was supposed to 'ave been a secret, no? Eef we get arrested, zat increases then number of people 'oo know about eet, and zat could lead to what 'appened with zee ship."

Celeste moves back to the boat's wheel.

"I weel support whatever decision zee group makes."


Male Human Expert 1

"I also believe violence would be risky, but I think it's wise to be ready for it as a back-up plan. I do like the idea of getting brought in and attempting to contact my superiors, but Celeste is right, we can't out the project." He pauses as the coast guard ship hails them again, so he quickly adds, "We'll just have to hope they can't decipher whatever code we speak in over the phone." With that, the Leutnant raises his arms and says, "Wir sind Überlebende eines Schiffbruchs. Wir, dass Sie keinen Schaden." He avoids using any other language, since their would-be captives are German, and he wants to avoid any suspicion he can.

The coast guard who'd been talking before, the highest ranking based on the uniform, answers back as their ship pulls in next to the lifeboat and ties on. "Ob das stimmt, du bist immer noch illegal segeln, und wir müssen Sie mitbringen." He then addresses the subjects, "Wer bist du und warum Sie nicht für sich selbst beantworten?"

The leutnant answers the question, "Sie sind meine Untergebenen, und ich fürchte, sie kein Deutsch sprechen. Do you speak English?"

The coast guard answers, "Yes, but it doesn't bode well for you that your Untergebenen don't speak German." He answers back, now clearly losing his patience. He boards the lifeboat and sees Gruen's uniform, his countenance relaxes a bit as he points to it and says, "I didn't realize you were a soldier. Where are your Zeugnisse? We'll have this cleared up in no time."

"That is another problem. My credentials were lost to the shipwreck. If I could just contact my superiors, I'm certain we could clear this up, just as you said." Diplomacy: 1d20 + 1 ⇒ (19) + 1 = 20

"I'm afraid I can't decide that," the coast guard answers, "But if you come quietly, I'll speak to my Vorgesetzte about getting you a call out. I should warn you though, it's against the rules right now to let captives make calls. We're supposed to turn you over to the navy or the army as soon as they can come get you. I only tell you so that you don't get your hopes up. Either way, we'll do our own digging, and when we find your shipwreck on record, you'll get released, no problem." It was clear that the Leutnant's demeanor went quite a way with this man. He and two other men have boarded at this point and are waving you all onto the coast guard vessel. The Leutnant waits for you all to start moving before he does himself.

From here, you can see four men on the boat, but it's easily big enough to hold four more. The four you can see are visibly equipped with a tazer, a sidearm and a baton. Strangely though, two of them are in black T-shirts with a symbol on the front and the word Küstenwache in large type across the back, clearly more casual than you'd expect from soldiers.


Retired

Sense Motive: 1d20 + 8 ⇒ (14) + 8 = 22

Celeste looks at the casual soldiers, images flipping through her mind. Are these men actual Küstenwache sailors? They seem very casual, and contacting our superiors shouldn't have been a problem at all, I think. She wraps her blanket around her again, readying herself in case something unexpected happens.


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

Discern lies on the coast guard (immediate action, spell-like ability).

Sense Motive on the "casual" soldiers:

Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Angi glanced at the symbol. She didn't have enough knowledge to interpret it, other than the obvious bit about the anchor - suggesting they normally did business on the water - and the fact that it was at least moderately official. Instead, she simply tried to make herself as inconspicuous as possible, hoping to avoid being called out or noticed. As long as she remained a 'passenger' instead of a 'person', they probably wouldn't give much thought to her...

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27


Kingmaker Table 1

Vivi:
You can tell that everything they've said is true.

Everyone who tries can tell that these men are doing their jobs, with no ulterior motives.


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

Vivì boards the boat as required, seemingly relieved and grateful for the rescue. She keeps her eyes open though, inconspicuously assessing strengths, weaknesses, weapons and such, both on the boat and the men.


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Angi quietly followed Vivianne, continuing to take care to be as inconspicuous and harmless-looking as possible. This... honestly didn't seem like a good time to practice her fire-shaping abilities, and she was intentionally keeping her skin cooler than she could have made it.


Retired

Celeste follows a bit behind the others. After a moment of thought, she speeds up, catching up with the Lieutenant. "'ow weel Oodie meet up with us again, eef 'e eez left be'ind?"


Male Human Expert 1

"I'm sure he can hear what's happening, and knows to follow us."

Everyone who enters the boat is given a shirt like the one the more casual coast guard officers are wearing, along with sweat pants containing the same Küstenwache symbol as the front of the shirts. All except for Gruen, who returns his uniform to his body. I'm gonna assume Grey follows, taking care to keep out of direct light so that his penumbra isn't too obvious.

On the ship, you are approached by the ranking officer, he holds up four zip-ties, "It's the rules, I'm afraid." He then approaches each of you and the Leutnant individually to restrain your hands as he nods to the helmsman to return to the precinct.


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Angi quietly permitted her hands to be bound, offering no trouble to the officers. It wasn't like she needed hands in order to project fire, after all, and she could probably burn right through these if she really had to. Many humans apparently had an instinctive fear of fire, and she was doing everything she could to appear as a normal, harmless person. Given that all she needed to do was not manifest flames, this wasn't very difficult. "How do these people usually treat prisoners?" she asked quietly.


Male Dhampir fighter (archer) 4/sorcerer 1 | HP 35/48 | AC14 (T14 FF10) | Init 4 | F4 R5 W4 | Perc. 4 | Spells 1st: 3/4 | Baretta 9mm 2d6+2

Grey gladly accepts the clothes and puts them on. He then calmly allows the officer to bind his hands with a zip-tie. The whole time, he attempts to stick to whatever shade is available, head turned down toward the ground.


Kingmaker Table 1

Gruen replies to Angi as he surrenders his side-arm, "This is Germany, and rich Germany at that. The coast guard in Germany is actually part of the police force and not the military as it is with many other countries. We'll be put in holding cells, apparently until the navy or army shows up." He continues even more quietly, [smaller]"If we're planning to escape, I recommend we do it while in their custody, because it'll be considerably more difficult to do so from the military."[/smaller]

"Hey! Was sind Sie da drüben reden!?" The captain calls over from where he's zip-tying Celeste.

"She just had a question about the nature of the Küstenwache, I was explaining how you were police and not military."

Once everyone is restrained to the captain's satisfaction, he has them brought below deck, the door to which is guarded by two of the guardsmen. From inside this small, grey, bench-lined holding cell, you can see the backs of the two men's heads and the stairs that lead to the upper deck and nothing else. From here, though, you can hear the captain call up to the helmsman telling him to make way (or so Gruen tells you). You don't hear much else after the engine kicks up.


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

It was surprisingly difficult to keep her penchant for fire under control, but Angi worked on that, falling quiet as the boat sped onward. She was still very new to this whole 'living' thing, and needed time to process her memories and figure out what, exactly, the right behaviors would be. Many of the things others took for granted had to be learned, and it looked like she'd have to practice them... assuming she lived for much longer. Diplomacy still seemed like the best solution to her, especially if they could find a way to prove they weren't Germany's enemies.


Retired

Celeste sheds her blanket, shyly turning her back to the sailors to change into her sweats. Once she's finished, she presents her wrists to be zip-tied and allows a sailor to lead her to the holding cell.

[smaller]"Why would we be needing to escape? Are we not wanting to make contact with zee military? Besides, zese men 'ave treated us well, for zee most part. I think my left wrist eez too tight, but I weel be alright." She flips through her new memories, trying to discern any reason the German military might not help them.

Knowledge (local, untrained): 1d20 - 1 ⇒ (13) - 1 = 12


Male Dhampir fighter (archer) 4/sorcerer 1 | HP 35/48 | AC14 (T14 FF10) | Init 4 | F4 R5 W4 | Perc. 4 | Spells 1st: 3/4 | Baretta 9mm 2d6+2

"There are multiple reasons for escape. Gruen said that the Ingenue project is a secret, so I doubt that anyone but those in the highest ranks know of it. The longer these police hold us, the more likely they are to figure out that we aren't just any soldiers. In fact, I am surprised they have not noticed anything already. If they hand us over to the military, the chances of our abnormalities being revealed will rise greatly. If we are found out, we would have to hope that they believe that we are on their side, or fight our way out. We also would be better off in a single group instead of split up, as we currently are. Gruen, am I making any incorrect assumptions here?"

Grey examines the cell.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


Male Human Expert 1

"Grey's right, the project is CTS, only the members of NATO with the highest security clearance, as well as those of us working on it, even know it exists. The German army and navy are completely in the dark with respect to your existence. So we could get bounced around from agency to agency until we finally get a hold of NATO, praying all the while we aren't discovered. Or we could, non-lethally, check out early, and make our own way." The Leutnant shrugs nervously or in a non-committal fashion, you're not sure which. One thing you are beginning to see is certain is that this man never intended to be outside of a laboratory during this war.

Grey notices that the lamp above their heads is behind steel bars, and that there is a small air vent in the upper right corner of the back of the cell, not large enough for a human to pass through comfortably. The walls of the cell not holding the door are lined with steel benches which seem to be continuous with the wall. Finally, the door itself doesn't seem to be more secure than any other steel door you might've noticed on the boat other than the lock, which might explain the guards posted out front. There's a barred opening across the top of this door, which is why you can see the backs of the guardsmen's heads.


Male Dhampir fighter (archer) 4/sorcerer 1 | HP 35/48 | AC14 (T14 FF10) | Init 4 | F4 R5 W4 | Perc. 4 | Spells 1st: 3/4 | Baretta 9mm 2d6+2

"So, as before, I am still in favor of taking over this boat. If we can get on the deck and regroup with Oodie, I doubt we would have any problems dealing with these police. They don't know what we can do...yet."


Retired

"Very well. Eef eet eez zee squads mission to take zis boat, I offer my skills. Fight without fear eef eet comes to zat, my friends."


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Angi just nodded quietly - if the others wanted to fight, she'd support them. If nothing else, she could probably use her flames to melt her way through the metal bars. That might take a little while, but... well, that was the way things went. Couldn't do everything perfectly.


Male Dhampir fighter (archer) 4/sorcerer 1 | HP 35/48 | AC14 (T14 FF10) | Init 4 | F4 R5 W4 | Perc. 4 | Spells 1st: 3/4 | Baretta 9mm 2d6+2

"First we need to get out of this cell."

Grey moves to a wall that the guards would not be able to see from the cell door window. He touches his shirt, and whispers a word. Over the course of a few seconds, the shirt becomes visibly saturated with sticky liquid.
Cast Grease on equipped shirt

Grey lifts the edge of his shirt with two fingers and wipes it on his face, transferring some of the liquid.

Then, Grey groans loudly and falls against the door, which causes a loud banging sound. He then slides down the door to the floor, clutching his stomach.

Bluff: 1d20 + 4 ⇒ (16) + 4 = 20 (To convince the guards that Grey is sick)


Kingmaker Table 1

SM: 1d20 + 1 ⇒ (15) + 1 = 161d20 + 1 ⇒ (14) + 1 = 15

The two guards look in on the prisoners and see Grey rolling around in what seems to be vomit! One of them radios up to the captain what's happening, as the other unlocks and opens the door, to begin trying to help the young man up to his feet. "Ihr Freund ist nicht auf dem Meer eingesetzt, was?"

Gruen translates, "He's remarking that Grey isn't used to the sea," Gruen chuckles and answers, "du hast keine ahnung." Then to you, "I said, 'You have no idea,'" which causes the scientist to chuckle a bit to himself, seeing as how none of you are actually used to anything quite yet.


Male Dhampir fighter (archer) 4/sorcerer 1 | HP 35/48 | AC14 (T14 FF10) | Init 4 | F4 R5 W4 | Perc. 4 | Spells 1st: 3/4 | Baretta 9mm 2d6+2

After the guard with the radio finishes his report to the captain, Grey lunges at him with a fist of dark energy.

Shadowstrike on the guard who is holding his radio.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18

Damage: 1d4 ⇒ 4


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Hmm, Gray didn't look like he was trying to kill this guy. Whereas she had... a very particular set of skills. Skills that mostly involved setting everything on fire. Problem was, she had a hard time not killing things - spraying gouts of fire everywhere didn't lend itself to gently sending people into slumber. Well, best to be on the safe side. She didn't want to escalate this any further than necessary.

Ready Action: Throw a Flame Blast at any enemy trying to get away or cause serious harm to her friends.

If Used:
Ranged Touch Attack: 1d20 + 6 ⇒ (15) + 6 = 21 for Fire Damage: 3d6 + 5 ⇒ (5, 6, 5) + 5 = 21 +Burning - 1d6 Fire Damage at the start of their turn, Reflex DC 16 negates.


Retired

Celeste hobbles forward as Grey punches the guard with the radio, launching an attack of her own against the other sailor.

2-Handed Punch!: 1d20 + 5 ⇒ (2) + 5 = 7
2-Handed Punch Damage?: 1d3 + 1 ⇒ (1) + 1 = 2

Note: Mechanically, 2-handed punch is the same as a normal punch, except my hands are currently zip-tied together.


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

"Increase blood flow to the upper limbs. Defensive stance, increase visual acuity and reaction time" A warm male voice, strangely familiar, echoes in Vivì's ears.

Swift action activate judgments: justice (+2 atk rolls) and protection (+2 AC)

Vivì attempts to grapple the guard with the radio.

Attack-grapple: 1d20 + 3 + 2 + 2 ⇒ (17) + 3 + 2 + 2 = 24

That provokes an attack of opportunity from the guard.


Kingmaker Table 1

In a flash, the guard on the radio is punched and he feels light leave his body as it happens, he turns quickly to see another prisoner go after him with both hands, only to hit the wall to the side of the door. Finally, he's accosted by a third and wrestled to the ground where he beats his fist into her.

AoO: 1d20 + 3 ⇒ (10) + 3 = 13 Nonlethal Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Initiative Rolls:

Vivi: 1d20 + 9 ⇒ (20) + 9 = 29
Celeste: 1d20 + 1 ⇒ (12) + 1 = 13
Angi: 1d20 + 9 ⇒ (16) + 9 = 25
Grey: 1d20 + 4 ⇒ (6) + 4 = 10
K#1: 1d20 + 1 ⇒ (6) + 1 = 7
K#2: 1d20 + 1 ⇒ (7) + 1 = 8
Gruen: 1d20 ⇒ 7

Lt. Gruen attacks the officer who opened the door with all he's got, and he connects if not for much. Unarmed Strike: 1d20 ⇒ 12 Nonlethal Damage: 1d3 ⇒ 1

Order: Vivi, Angi, Celeste, Grey, K#2, K#1, Gruen


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

Since the AoO takes place before Vivì grapples the guard, her AC is still 14 so he doesn't hit her.

Vivì keeps the guard grappled and attempts to pin him:

Attack-pin: 1d20 + 3 + 2 + 2 ⇒ (15) + 3 + 2 + 2 = 22

at the same time she tells the others:

"Take his weapons, hurry! I don't know how much longer I can keep him down!"


Retired

Celeste goes for any weapons she can see on the one Vivi's grappling, hoping for something nonlethal-or something exceptionally lethal if it'll cause surrender.


Kingmaker Table 1

They each have a night-stick and a side-arm, it's a Steal Combat Maneuver to attempt to steal anything.


Retired

Thanks, wasn't sure what to roll/go for.

Steal: 1d20 + 5 ⇒ (10) + 5 = 15

Celeste goes for the grappled man's gun, hoping to get the guards to stop fighting.


Kingmaker Table 1

I made a crude map on the link (mostly for myself), feel free to use it.

Unfortunately, the gun is fastened tight and very difficult to remove, especially when the grappled party swats at her helplessly. AoO: 1d20 + 1 ⇒ (5) + 1 = 6

Order: Vivi, Angi, Celeste, Grey, K#2, K#1, Gruen


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Angi continued to keep her action at the ready, somewhat relieved that she hadn't already started tossing fire around. The others honestly did look like they were trying to go for an escape without killing anyone, and she didn't want to be the one to mess that up.

With that, she moved in and tried to help the others remove his gun...

Aid Another: 1d20 + 3 ⇒ (3) + 3 = 6

But given the way they were rolling around, couldn't quite manage to do so.


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

The guard shouldn't be able to move at all since he's pinned. He also takes an additional –4 penalty to his ac.


Male Dhampir fighter (archer) 4/sorcerer 1 | HP 35/48 | AC14 (T14 FF10) | Init 4 | F4 R5 W4 | Perc. 4 | Spells 1st: 3/4 | Baretta 9mm 2d6+2

Grey attempts to steal the pinned guard's gun.

Steal: 1d20 + 4 ⇒ (10) + 4 = 14


Kingmaker Table 1

Sorry, Celeste wrote "grapple" and it through me off. RETCON: Celeste successfully retrieves the guard's gun. Grey you can adjust your action if you like.


Male Dhampir fighter (archer) 4/sorcerer 1 | HP 35/48 | AC14 (T14 FF10) | Init 4 | F4 R5 W4 | Perc. 4 | Spells 1st: 3/4 | Baretta 9mm 2d6+2

Instead of attempting to steal the pre-stolen gun.....

While the others deal with the first guard, Grey decides to weaken the guard that opened the door.

Shadowstrike on the unpinned guard. (Is there a better way to differentiate between guards?)

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d3 ⇒ 1


Kingmaker Table 1

I'll color-code them. Sorry I can't post until I get back to where my Hero Lab is. I'm currently working on getting it for this laptop, but progress is slow.


Kingmaker Table 1

...and we're back! Sorry for the delay.

The gold guard retrieves his radio and his gun, he points the gun at Gruen, and says, "Das ist genug, einfrieren!" He then proceeds to radio up to the rest of the ship, "Gefängnisausbruch!"

The blue guard attempts to free himself from being pinned, but is no match for Vivi's quick movements. CM: 1d20 + 3 ⇒ (12) + 3 = 15

Gruen attempts to relieve the gold guard of his weapon, but fails, provoking the guard to shoot him, which puts him down. CM, Disarm: 1d20 - 4 ⇒ (11) - 4 = 7 AoO, kick: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16 Damage: 2d8 + 2 ⇒ (8, 7) + 2 = 17

As he does this, three more officers can be heard coming down the stair to the north.

Initiative:

K#3; K#4; K#5: 1d20 + 1 ⇒ (19) + 1 = 201d20 + 1 ⇒ (17) + 1 = 181d20 + 1 ⇒ (20) + 1 = 21

Order: Vivi, Angi, K(black), K (white), K (green), Celeste, Grey, K(gold), K(blue), Gruen


Kingmaker Table 1

Gruen is dying, not dead, btw.


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Well, there went her desire for nonlethal combat. Flames swirled into Azri's hand as she focused her power, and a moment later, she flung a blast of heat into the gold guard as the echo of the gunshot faded. She'd tried hard, she really had, but she wasn't going to be nonlethal if the guards were trying to kill them.

Ranged Touch Attack: 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 3d6 + 5 ⇒ (4, 2, 4) + 5 = 15+Burning, 1d6 fire at the start of their round, Reflex DC 16 negates.


Retired

"Grey, take zis!"

Celeste quickly hands the gun to Grey. Images flip through her mind as she steps closer and searches for a way to fix Gruen's wound. She places a hand on his chest and feels a wave of pain and fear, which she starts replacing with calming and quieting emotions. At the same time, she speeds his body's healing processes, and the wound begins repairing itself.

Cure Light Wounds: 1d8 + 3 ⇒ (7) + 3 = 10

Move to give Grey the gun, 5-foot-step to close the distance to Gruen, Standard to CLW.


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

Spellcraft check to identify spell cast by Celeste: 1d20 + 4 ⇒ (4) + 4 = 8

Vivì releases the pin on the blue guard, moves towards the stair to the North and stands ready to cast Blistering Invective against the descending guards as soon as they're all within a 30 feet radius from her.

Intimidate check: 1d20 + 10 ⇒ (11) + 10 = 211d10 ⇒ 1

Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save (DC16) or catch fire. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

Sorry, my bad. CLW is on Vivì's list so she doesn't need any Spellcraft check to identify. Also Blistering Invective is Language dependant and Vivì doesn't speak German. So, retcon if I may:

Vivì attempts to take the night-stick from the blue guard:

Steal Combat Maneuver: 1d20 + 3 + 2 + 2 ⇒ (17) + 3 + 2 + 2 = 24

If successful she will move towards the stair to the North, waiting for the descending guards.

What kind of damage does the night-stick do?


Kingmaker Table 1

Celeste's spell rouses Gruen with a gasp of breath opening his lungs.

The three officers descend the stair one at a time (black, then white, then green), but with Vivi blocking the way, they remain in a straight line.

the nightstick is mechanically identical to a tonfa. I'm guessing you'll want to take a readied action now?


Project Ingenue Subject #363 - Female Aasimar Garuda-blooded Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3
The Little Game Master wrote:
the nightstick is mechanically identical to a tonfa. I'm guessing you'll want to take a readied action now?

A map would be of help now, anyway, yes

Vivì attacks the first officer in the line:

Attack, nightstick - justice judgment active: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d6 + 2 ⇒ (5) + 2 = 7

If it's a masterwork nightstick add +1 to hit.


Female Human Kineticist 5 | HP: 60/60 | AC: 13, T: 13, FF: 10 | Fort: +8, Ref: +7, Will: +1 | Fire Blast: +6 (Damage: 3d6 + 5) | CMB: +3, CMD: 16 | Init: +9, Perception: +8 |

Even as Vivi fought, Angi moved over to Celeste and formed a small, narrow blade of intense fire that she used to cut through the other girl's bonds and free her to fight. All right, that was one freed - now she had to see if anyone else needed help, or if she could get back to throwing fireballs at the enemy. For now, though, she was taking cover as best she could.


Retired

With the Lieutenant's wounds at least stabilized, Celeste turns to more pressing matters. She moves toward Vivi at the door, forming an empathic link with #363.

Life Link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage.

Standard to create the link, Move to move closer to the door.

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