Artemis Entreri

Marcel the Wise's page

442 posts. Alias of Arkwright.


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Name: Marcel the Wise
Race: Male Elf (Young adult)
Class: Sorcerer (Arcane Bloodline)
Alignment: N
Backstory: Forlorn and taken in by one of the Queen's mages as one of his apprentices, Marcel's exposure to finer living lit fires of avarice within him, leading to him taking a choice magical trinket from his master's study. His title ceremony was replaced with a horde of guards searching for him when his theft was discovered, and he quickly fled for the great chain of monster islands to escape his former master. For the moment he seeks to pass himself off as a harmless travelling hedge mage, as 'Marcel the Wise'; if he can prove himself safe, perhaps he can give effect to his ambitions once again; or maybe he'll find a cause.

Personality: Paranoid, self-centered, inexperienced, bookish, naive.


Name: Marcel the Wise
Race: Male Half-Elf
Class: Sorcerer (Arcane Bloodline)
Alignment: N
Backstory: A young son from an old family now rendered farmers whose ancient blood found resurgence in his veins, Marcel Arlson was sold for a pricey sum to a Chelish mage, joining his small stable of apprentices. After succumbing to greed, stealing a choice magical trinket and getting caught, he fled the household and headed to Taldor, searching for a way to hide from his master; a promised dangerous dungeon delve proved perfect.
Personality: Greedy, ambitious, cowardly though trying to overcome it, inexperienced, suspicious, secretly longing to return to his former pastoral life.

Sheet:
Medium Humanoid
Sorcerer level 1 (skill points 3) -Sorcerer
(Arcane )
Init 0; Senses Low-light Vision; Perception +6
DEFENSE
AC 10, Touch 10, flat footed 10 ( No Armour, Shield, none)
hp 9 (0d8+1d6+2+1);
Fort +2, Ref +0, Will +5
Immunity to sleep, Resistance to Enchantment +2sv
OFFENSE
Speed 30
Melee
Single Attack Club -1 (1d6-1)
or Crossbow, light +0 (1d8 /19-20 X2)
Full Attack
Club -1 (1d6-1)
or Crossbow, light +0 (1d8 /19-20 X2) range 80
Space 5ft.; Reach 5
Special Attacks
Bloodline Arcana When casting a spell with a metamagic feat increase DC by +1 1
Spells Known:

Sorcerer Spells
CL 1 Concentration 5
Level 0 (4) DC 14
Dancing Lights(Evocation)[Light ] X 1
V,S rng: Medium 100ft + 10ft / level CT: Dur: 1 minute (D)
SV None Area: Up to four lights, all within a 10-ft.-radius area Book:

Daze(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,M rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round
SV Will negates Area: One humanoid creature of 4 HD or less Book:
Description: A single humanoid creature with 4 HD or less loses its next action.

Detect Magic(Divination)[ ] X 1
V,S rng: 60ft CT: Dur: Concentration, up to 1 min./level (D)
SV None Area: Cone-shaped emanation Book:
Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject

Prestidigitation(Universal)[ ] X 1
V,S rng: 10ft CT: Dur: 1 hour
SV See text Area: See text Book:
Description: Performs minor tricks.

Level 1 (4) DC 15
Grease(Abjuration)[Creation ] X 1
V,S,M (Ol) rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round/level (D)
SV See text Area: One object or a 10-ft. square Book:
Description: Makes 10-ft. square or one object slippery.

Mage Armor(Conjuration)[Creation Force ] X 1
V,S,F rng: Touch CT: Dur: 1 hour/level (D)
SV Will negates (harmless) Area: Creature touched Book: CRB
Description: Gives subject +4 armor bonus.

STATISTICS
Str 8, Dex 10, Con 14, Int 12, Wis 12, Cha 19
Base Attack 0 CMB -1 ; CMD 9
Feats
Eschew Materials: Cast spells without material components,
Simple Weapon Proficiency,
Spell Focus (Conj): +1 to DC for save against 1 school of magic
Skills Appraise 1, Bluff 8, Diplomacy 5, Fly 0, Intimidate 4, Know Arcana 1, Perception 6, Spellcraft 5, Use Magic Device 4
Languages Common, Elven
TRAITS- World Traveller (Diplomacy), Magical Lineage (Glitterdust)
SPECIAL ABILITIES
Arcane Bond (Su) Gain a familiar as a Wizard of the same level
Eschew Materials Gives feat
Dual-Minded: +2 Will Saves
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
EQUIPMENT
1000gp, Monk robes, backpack, sleeping bag, waterskin, trail rations


Familiar sheet will be done if selected.
GM, if it's okay with you, from his backstory I'd like Arduino to start with a small magical trinket- maybe a ring- of unknown use. You could say it turns out to be something later in the campaign, or maybe it'll just turn out to be useless, not fussed.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

GM?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Neuro-chemical Enhancement Shunt (Amulet of Mighty Fists).

A short harness developed in American pre-war labs, designed to enhance soldiers to be able to wear and effectively use yet-heavier power armor. Worn around the neck and tapping into the subclavian arteries, this shunt's stores of noradrenaline and other hormones and chemicals dive into the blood flowing to the arms, shoulders and chests, spurring on a soldier's patriotic blows for freedom.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Can I please spend 4k on an item? Little else I want other than belt of stat +2 or amulet of mighty fists +1.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel grits his teeth as stars spin for a moment, then moves warily over to the woman's body, knife still drawn.

K. Local- 1d20 + 3 ⇒ (18) + 3 = 21

"Black combat armor... Talon Company?"


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

So, magic gear with tech fluff?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel shakes his head and keeps pace with the sniper, moving around in front of her. He brandishes his blade. "Ma'am, you've lost distance and cover. Throw your weapons away and drop to the ground and this might not end with you in that ditch." Keeping one eye on her, he scans the horizon.

Move 30ft to get in front of her, ready an action to attack her if she does anything except surrender.
Perception to search for other threats- 1d20 + 8 ⇒ (14) + 8 = 22


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

If there's any cover nearby, a map would be good.

"ADVANCE, FULL PACE! FOLLOW! ENGAGE AND SUPPRESS!"

Marcel draws his switchblade then sprints pell-mell towards the rifleman, moving like lightning to stand over him, blade ready. "Fire again, I dare ya."

Use the Run full-round action to move at least 100ft and get within you-shoot-I-get-an-AOO range.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Radar O'Reilly?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Let's encounter, it's been awhile. Roll them fightin' dice.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Well, the BoS wanted the coordinates for that group but they haven't told us 'go get more weapons' or 'stay out the way we're about to raid them', so we've got scope to go check them out. And in the middle of it all we have an advantage, we can talk to them and find things out on a lower level.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Huh, thought they were the same fellows; more reason to go chat with them then.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Sorry if I ruined a bit of your plot, wasn't trying to metagame, just that his approach would rub Marcel the wrong way.

"And a place that serves mudlark."

When such a place is found, Marcel speaks up. "I say we head back to the house where we were given those strange weapons. You two be as honest as possible, say you had to tell the tin man's commanders about them, say you want to learn more about the group, the weapons. Sound open to recruitment. I'll sneak along behind you, see if I can spot any ambushes or anything interesting they try to divert you past."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

What's the Perception DC to recognize a Disney villain?

Marcel looks the man up and down for a moment, before turning to his friends. "F&$# this guy" he says bluntly, pointing at him. "Let's go where we won't be overheard by... whatever THAT is."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Presuming you're outside at this point and have explained a bit

"He was ordered, no choice."

"And now we've got an 'undefeatable' new cult-slash-faction. I say that merits some recon."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel ain't even there, unfortunately.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Small note. I've got absolutely no issue with delays in games; as long as there's notice. "Just found Bea Arthur's secret nudie photos, taking a three-day vacation to masturbate", good for you. Just gets irritating when there's a break without notice or explanation.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"Hmph. Damn right."

Marcel heads to the gate, presenting a passport, entering the city.

He buys a snack, then takes a seat outside the Brotherhood headquarters, practicing his spycraft; he spots spotters, trails trailers.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Woo, a new development in the life of Marcel Wiseman, Enclave secret operative with a bluff of +0.

How have I appeared so competant thus far.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"Thanks."

Marcel slots the tape in and listens to it, alone.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel finds some shelter outside the city, and asks Scab to drop by his contact's room to tell her that Marcel ain't comin' in.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

There's an agent in some hotel you can go to.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel tries to hide his disdain. He succeeds, more or less.

"Good to be making the journey in a boat this time."

Marcel'll come, but he'll stop outside Old Orleans; maybe ask Scab to drop by the Enclave and tell them that Marcel's not coming in as he thinks its a trap?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"Just back at the city. I'm not asking you to disobey that order lightly; or maybe only you head back while I stay away. But I see it worth thinkin' over."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"...I'm not sure why we're still talking about dreams and fantasies."

"Again, what are we moving forward with? I advise steering clear of Old Orleans for awhile; maybe we could find a few choice spots to scavenge?"


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"Hmph; serves him right." Marcel sniffs then looks aside.

"So, what's this 'path of new experiences' we're heading on? What's the plan? I still think there's a trap back in Old Orleans for me or for all of us."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Just to check, are we following the rule that a person must have at least 5 HD in order to ping as evil if that's his alignment?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"God knows why you let those tribals stick their drugs up your noses; a stroke of luck we're not all stripped, tied to a post and about to be eaten by marsh ants." Marcel pours a few glasses of water and hands them out.

"As for what to do next... well, I got orders to head back to New Orleans with the tin man there. Someone said something about maybe the Enclave and the Brotherhood have a truce going on? I wouldn't bet on it; sounds like a trap. For me, for you, who knows, but I don't like it."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel shoots a suspicious glare at the Father before shrugging off the druids and going after them. He checks their pulses and breathing and monitors them as they drift back to consciousness.

"F$%!ing crazy tribals" he mutters under his breath.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

During the feast, Marcel tries to make nice with the tribe, demonstrating for a few kiddies how to hack together some scrap metal and electronics to make a tiny gizmo that makes an annoying sound when pressed, asking a few questions about Deathclaws and other marsh predators and sharing his experience, resisting the temptation to crack open a can of pork and beans when the dismal veggies are set in front of him.

When the opportunity comes though, Marcel curls his lip in distaste and remains sitting.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

I'll ask for the deathclaw gauntlet in a bit.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel doesn't dignify the radio with a response.

"...just to check, Father, you're not going to serve up the Deathclaw? The rads on that thing would make you glow like a firefly. That aside... we'd love to come." He coughs, and looks away a little awkwardly. "Does this help remove my previous... indiscretion, father? My arrival?" Diplomacy 1d20 - 1 ⇒ (3) - 1 = 2

At Rodrick's question, Marcel doesn't reply, he just turns to Edward and raises an eyebrow.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

So, who's still here?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Dotting so this reappears

And wait, I'm both Lancelot and Alchemist?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

So, reckon he'd mind if I/someone took over in the meantime? Started up another with the same characters?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Tsk.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

GM?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"They'll suck it up. They have to."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Bah, silenced ACR and Lincoln hat murdering from six hundred paces far better.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Thinking quickly, Marcel hesitates before pulling out his radio and walking over to Scab. "I need to get out there, scout out what's coming, while you all get the druids warned. Can you set this to lock onto your private pipboy radio channel?"

Whether or not it can be done, Marcel stealthily makes his way through the swamp to find the nearest vantage point- up a tree, up a hill- from where he can see the incoming forces.

Take 10 on Stealth for 19


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

A friend of mine raised an interesting idea. What if we and the village hole up in the Vault and try to hold out until the Brotherhood can come to save us? We know they know about me and they almost certainly know about the Enclave coming; if we can somehow get back into the computer, we might be able to contact them.

Plus, we could send Edward off with a druid to sneak through the marshes and get some help.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Vertibirds tend to be pretty tough, plus what if they have more than one or if they land at distances wide enough that we can't get all of them.

Diplomacy seems a poor idea at the moment, while it might work eventually right now I expect to be hunted like I just shot Harvey Dent.

How fussed is Edward going to be if it turns out we're not able to save the village?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

I appreciate the intent to plan, it's just that for me

FIGHT: we fight a numerically superior and technologically vastly superior army right now

RUN: we don't fight a numerically superior and technologically vastly superior army right now

From the GM's description there's no way in hell we're winning unless the druids turn out to have the tactical capacity of Ewoks in a universe where Ewoks win.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

This is just speculation, have we actually seen any troops? Any estimate on numbers yet? If not I wouldn't mind going out to scout.

If the attack is going to involve anything like the size you're suggesting, I propose we leg it. Hellstorm Troops, vertibirds, Enclave Power Armor soldiers... we can NOT handle all that. Not even assuming we conscript every single druid dirt-sucker.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

And thus we learnt to take 10! Heh.

Shaking his head, Marcel replies "I've no idea, and we might be able to settle this peacefully; either way with the computer dead staying down here won't work. We should head up, scope out the situation." He pauses for a second and continues "When... when we get up there, guys, I'd appreciate it if you kept my former job quiet. Don't want the druids turning into a lynch mob and killing me before we can solve all this. Fair?"

If agreed to, Marcel heads back up out of the vault.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"None; if Scab can pick up on your broadcast we might have a better idea." Marcel pulls out a vial and slams it into the shunt in his wrist, grimacing as his wounds close over.

CLW Extract to heal for 1d8 + 4 ⇒ (7) + 4 = 11
Should be enough?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel sits frozen for a moment before he lets out a growl of irritation. Wordlessly walking over to the panel, he gestures for Scab to move and taps up radio transmission to respond. Taking a breath, he yells into the mic-

"BIANCA YOU INCOMPETENT IDIOTIC B&#!% I WILL HAVE YOU COURT-MARTIALLED AND SENT TO ANCHORAGE FOR THIS! First, use of rank and no use of code names over a potentially unsecured channel! Second, this vault is half-flooded and useless, ignoring for a fact the g#$*%&n COLONY of civilians outside who if displaced will go running back to civilization screaming 'the Enclave are here! the Enclave are here!' and do not even TRY to defend extermination as a fool-proof means of stopping the information from getting it! Third, I will bet my next three months' pay the only reason 'security has been compromised' or whatever face-saving summation you're preparing was because of YOUR G*!~%#N AFORESAID INCOMPETENCE AND IDIOCY! And now the last and worse part of your failure- sending forces WITHOUT YOUR OPERATIVE'S KNOWLEDGE into an UNKNOWN SITUATION for assets that are NOT WORTH TAKING and utterly DESTROYING the tactical and economic advantages that have been gained from an incredibly productive partnership with non-enclave personnel!"

Breathing heavily, Marcel wipes some spittle from his mouth before he finishes- "So no, Bianca, I will not 'sever ties' or 'retreat', especially when ordered by the most appalling disgrace of a commander I've ever heard of! I am staying here and telling those forces to f**% off back to HQ and staying with this group if possible! When you're dismissed and replaced with someone with the common-sense and competence of a pre-war rat I will CONSIDER obeying further orders, but until then, Agent Marcel is signing off. To hell with you."

Slamming his fist onto the console to sever the link, panting hard, Marcel stares for a moment at the screen before turning to the group with a flinty gaze. "Yeah I am- I was- an Enclave operative. If anyone has feelings on that best expressed with bullets, I say sort it out after we deal with Bianca's Enclave patsies up there. It's her so they might go away if I ask nicely or they'll be dead-set on killing the entire colony and us as well. In either case, you need me alive and fighting. Sound good?"

If generally affirmative reactions are proffered, Marcel gestures at the console. "Scab, Monroe's transmissions might give some more information on what's happening, might want to tap into it. And for the sake of my sanity don't hit that last frequency again."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

HAHAHAHAHAHA brilliant.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"Better get all of it, might be important."

Marcel walks over to the computer terminal and frowns for a moment before turning to Scab. "These old Vaults had Radio, didn't they? For intercoms, for local listening, maybe even a small bit of external communication? Reckon you could patch Edward's radio into the system, boost the range, or cut down on the interference from having the signal brought in from a more distant location?"

K. Engineering check please!

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