Incubation Prime (Inactive)

Game Master Jelloarm

Starfinder Homebrew on an Aspis Consortium-run planet deep in the Vast.

Maps


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Nilan gets a ping from the group's comms about coordinates and heads to meet them, his own inquiries a bit less than fruitful.

Whatever we do, we'd best do it fast. I'm sure our boy will know soon that we are looking for him, if he doesn't know already.


Blask wrote:

Blask looks to Jink, and then stares at the kid, trying to gauge if he is being truthful or just trying to prevent from being a test dummy.

[dice=sense]1d20

Blask thinks about whatever could be the “flesh balloon with merc grade weapons”.

You don't know the description personally - "flesh balloon" just sounds kind of gross - but if a civ thinks they can identify weapons as "merc grade" by sight, they're probably just seeing unusual weaponry, like sniper rifles or heavy weapons. You assume it's safe to assume the kid wasn't seeing civilian 'self-defense' pistols or utility knives.

Kindu Rassi wrote:
"Hmm, I doubt that the father figure arc would work well, he might be too old for that. Redemption, though, that's always a good seller. I remember back in River Of Blade I helped that android assassin find redemption after she accidently killed her love. We'll have to take it slowly, though. Do it too quickly and the audience won't believe it..." He had to shake his head to get himself back in the game. Or show, rather. "Anyway, we'll put that in the future box. Whattaya say, kid, wanna make some extra creds?"

The kid has barely said "Aye" before Scrambles has a datapad in front of him defining the terms of employment, the kid's name (Rap), preferred payment method (credsticks - no transfers), and delivery location for the credsticks (the kid takes a couple minutes to set up a PO box - he seems dodgy when Scrambles starts telling him to just put his home address).

With that, Rap takes off - leaving the party with a hodgepodge of information, a deaddrop location in a lamppost, and some time to make a plan.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

I didn't really understand what Rap was saying about Padre when he sent that text. Are we expecting that he'll come looking for us now? (Presumably to put a beat down on us.)


Yeah, happy to translate from street urchin cant to Common:

Right now, standard operating procedure with Padre is that he gets info from the various urchins, and then drops unmarked credsticks into the dead drop within this street lamp. Since the kids sent him information on you, it's expected that someone will come to put the credsitcks in the usual spot. So you can either hang around here at the known dead drop, prepare for Padre and company to find you, or any other options you all can think of.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

"While you're waving credsticks around - how about we find an old lady living here with a window facing this lamp post we're going to watch for the next hours? Bring some cake and have some small talk." Glitch suggests, while the four of them stand totally unsuspiciously around with a hard working camera man filming them.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

"Are there old ladies living around here?" Caloo asks, spinning a slow 360
degrees to look. "Regardless, I think you have the right idea, Glitch. We need to find a way to watch this spot without being seen."


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

"You think you can count yourself lucky, if you make it past your teens in this town?" Glitch replies with a smirk.


Map updated. You guys can situate yourself for your stakeout as you wish - you have enough time.

You're in a shady part of town, so there's a 50% chance that any particular door is currently vacant (I'll roll, and there may be consequences to just jimmying open a door and sneaking in). Doors are uniformly locked, but will be a DC 20 to get into a building - and you will only have the one chance to get in before what happens, happens. Windows are on the map, and the 'fence'-style areas are partial cover - you can see what's going on through them.


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

As the others try their hands (or magical nose hairs) at getting into the houses, Kindu took the easy smart idea and attempted to hide behind some trash piles near the lamp post drop off point.

Stealth: 1d20 + 1 ⇒ (11) + 1 = 12


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

Glitch sends the drone hiding in plain sight at the fence. He himself takes a seat in an open entrance corridor.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask heads down the ally, cutting off the potential entry point should something or someone try to come up from behind.

If allowed as you mentioned to had time I’ll take 20 to stealth “hide” in the shadows. Stealth 20=20


Spoiler:
You cheeky little monkey! You had no reason to look in this spoiler!

I did the initiative rolls yesterday in this thread ;)
Plus Zhor - 1d20 + 1 ⇒ (9) + 1 = 10

Perceptions: 1d20 + 12 ⇒ (6) + 12 = 18
1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 4 ⇒ (9) + 4 = 13

Maybe it's that ysoki preternatural sense of hearing or something in the whiskers, but Jink is ready for trouble before anybody.

Well, almost anybody.

From up the alleyway where Blask has positioned himself, there's a trio of humans and... well, for lack of a better term, a flesh balloon floating behind them. You almost wouldn't notice that they're ready for trouble, but Jink catches when the humans all suddenly shut up, as though listening to something only they can hear, and turn the safetys off their auto-pistols.

Jink goes first in initiative.

Jink ←
Mooks
Nilan, Caloo, Glitch, Kindu, Zhor
Giblan
Blask


M Ysoki Operative SP=28, HP=26,RP=5

Jink takes his time climbing into an overwatch position.
climb: 1d20 - 1 ⇒ (19) - 1 = 18
Once in position he pulls his rifle out and sights onto the area around the lamppost.
Somewhere high up, within 150-200 ft of the lampost with line of sight.
Stealth: 1d20 + 10 ⇒ (7) + 10 = 17 Remember distance penalties to perception :P

Noticing the company that is moving towards Blask Jink buzzes over the comms, "Contact on Blask. I've got eyes on." as he steadies his rifle. move action steady"They've just armed their weapons."
He proceeds to tell everyone what they look like, weapons wise and armor.
Know Enginering: 1d20 + 13 ⇒ (2) + 13 = 15 If I can get some specefic details about weapons or armor

He traces a bead on the floating gasbag as he talks into his comm. Holding his shot until they show violence. Ready action, trigger: violence from any of them. Target is flat footed due to not acting in combat yet.
Attack If Triggered: 1d20 + 3 ⇒ (18) + 3 = 211d10 ⇒ 2


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

Zhor tries to back up against the fence out of sight.

stealth: 1d20 + 1 ⇒ (10) + 1 = 11


@Jink - "High Up" is relative around here, as the closest thing to a tall building is the 2-story that Glitch was already scoping out the balcony. You are able to scramble up to the roof.

Also, let me know if you're shooting on EAC or KAC - or at least the weapon you're using.

Jink, Engineering:
The humans are all carrying pretty standard 'tough' gear - knives, battlegloves, and tactical pistols, over stationwear - but the floating gasbag is decked. out. It's plated pretty heavy, if slapping steel onto a pile of meat jello counts as armoring, and you can ID a shirren-eye sniper rifle, an assault hammer, and an auto-target rifle - though interestingly enough, it's not carrying the auto-target, it appears to be cybernetically added there.

Jink doesn't have to wait long for a temperature reading on their mood - the guns are in their hands in a moment and firing. Two of them flank the alley that Blask is in, setting up on either side and firing shots down. The third breaks into a run and heads up the stairs to cut through the apartment balcony.

Given that you didn't have cover from where they approached, though you would have already been situated 'in the shadows,' going to rule that they can target Blask, but Blask will receive cover.

Attack 1: 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1: 1d6 ⇒ 5
Attack 2: 1d20 + 4 ⇒ (2) + 4 = 6
Damage 2: 1d6 ⇒ 5

Blask takes a few rounds to the chest, but is still up and standing. Jink, meanwhile, opens fire on the gasbag - the shot connects, and the creature, for lack of a better word, wobbles from the shot.

Jink
Mooks
Nilan, Caloo, Glitch, Kindu, Zhor <--
Giblan -2
Blask -5 SP


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

Perception: 1d20 + 4 ⇒ (4) + 4 = 81d4 ⇒ 4
Glitch tries to get a peek to see what's coming towards him.

Is that balcony running along the whole front of the building?


Shoot Laser Pistol(EAC): 1d20 + 4 ⇒ (7) + 4 = 111d4 ⇒ 2
Kitty climbs up the fence until it has line of effect to that floating thing and shoots at it.


M Ysoki Operative SP=28, HP=26,RP=5

Shirren Eye Rifle. So KAC. Sucks about the damage roll though.
Also Jink would tell everyone else what he has seen.


Yes, that balcony is running the whole side of the building, overlooking the balcony - that's my interpretation of the 'many circles' walls there.

Kitty's shot bounces off the foes armor, doing no damage.


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

As the firefight started, Kindu cursed silently before jumping out. "Halt, in the name of the Prosperity Peacekeepers!" He yelled out, hoping to get at least some of them to surrender. "Cease and desist all violent actions!"

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask takes a shot to the chest, it stings. He refuses to show any weakness to his enemy.

Come fight like a real man! Hiding behind like babies I see!

Blask hears the pretty boy try to “halt” the ensuing firefight.

Yea, like they are just going to GIVE up. I might kill this idiot myself just to end it.


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

Zhor tries to see up the gap between the fence and the porch, but there is too narrow a gap (looks like about 3 feet between the wall and the railing) and Blask is in the way.

He darts across the alley to the short flight of steps up to the porch, and jogs up. From here he can see the head and chest of the man on the other end of the porch. He pulls back his spear and prepares to throw:

Returning Spear, -4 range (vs. KAC): 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10 ... guessing that's a miss...

The spear flashes towards the enemy but sails past.

"Ah, bloodbuckets!" Zhor curses.

After the spear strikes the ground, it bounces back up into the air, and spins end-over-end back to Zhor's hand.


Nilan darts forward into cover Drew an arrow on the map to indicate movement he draws one of his peashooters and calls out

Best to listen to the law man. Don't want this getting ugly he calls out.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

Caloo rolls over next to Kitty.
Readying my standard action to cast supercharge on its gun, the triggering condition being that it is about to take another shot.


"Nya, you stuffed-shirt corp-cop! I ain't throwing down nothin' but yer mother!" one of the mooks yells. The other, however, hisses "Watch it man, that's a cop!"

"Fine - try not to kill the cop!" yells the one on the ground to the one up on the balcony.

Meanwhile, the floating creature Life Science if you got it floats 15 feet up and fires a shot at Jink. The shot connects, tearing through armor and flesh.

Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d10 + 2 ⇒ (8) + 2 = 10

Your resistance is noted and unappreciated, a dry voice echoes in Jinks' head.

Jink and Blask, you're up!

Mooks
Nilan, Caloo, Glitch, Kindu, Zhor
Giblan -2
Blask (-5 SP), Jink (-7 SP, -3 HP)<--


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

The hard corners to the left of me, can I get past them or is it a real “choke point”


We're going to say those are fences -
climbable, provide cover (not concealment), but not just something you can walk through. You can move down the alley to greet your does unhindered (moving straight).


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

So when Kitty shoots, add another 4d6 to the damage roll, as that's what my supercharge spell will do once Caloo sees the drone getting ready to shoot and casts it.


M Ysoki Operative SP=28, HP=26,RP=5

"Bastard!" Jink mutters under his breath as the gasbag fires at him. He jumps up from his hidden position and runs along the roof, jumping to the next one away.
Ysoki stand from prone as a swift. I assume that as gasbag is now floating in the air he is above the rooftops.
Athletics to Jump 5 ft gap in roofs: 1d20 + 4 ⇒ (11) + 4 = 15

Jink stops on the new roof, and turns to draw a bead on the gasbag. He squeezes the trigger and fires.
Attack: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 211d10 + 1d10 ⇒ (10) + (7) = 17


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask glares at his foe and moves to greet him with his fist. He takes a swing around the corner.

vs kac: 1d20 + 6 ⇒ (7) + 6 = 131d4 + 6 ⇒ (1) + 6 = 7


Jink nails the creature dead to rights with his shot - the creature sags and wobbles in mid-air, but remains upright.

Blask, meanwhile, rounds the corner with a vengeance, striking a mighty blow against his street tough.

The toughs respond with fury. The one Blask attacked has a knife in his hand faster than the vesk can blink and takes a panicked stab at Blask, then stumbles away. His companion runs out from cover, swinging with a battleglove.

Mook 1 Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Mook 1 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Mook 2 Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Mook 2 Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Their street-gang pack tactics prove too much for the vesk bruiser and they score both a cut and a blow on the vesk.

Meanwhile, up on the balcony, the one darts around the corner into further cover, ducking under Zhor's returning spear while firing shots at the lazy-eyed vesk.

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 2

The shots, however, go stray and richochet off the walls and roof of the balcony.

Yikes, hard-hitting round - but party up!

Mooks (M1, -7)
Nilan, Caloo, Glitch, Kindu, Zhor <--
Giblan -19
Blask (-5 SP, -11 HP), Jink (-7 SP, -3 HP)


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

Glitch curses himself for choosing the balcony to hide. Only a little more and he will be faced with an armed thug! Pressing into the corner he hopes to go unnoticed
Stealth: 1d20 + 5 ⇒ (2) + 5 = 7


Shoot Laser: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 4d6 ⇒ (1) + (1, 1, 5, 4) = 12
Kitty shoots at the floating meat-bag again. It is lucky, that laser pistols have no recoil. Because the enhanced blast would have for sure thrown the drone into the next wall.


Kitty's shot takes down the flyer with extreme prejudice. It wobbles, deflates, and crashes to the ground in a crash of metal and polycarbonates.

Mooks (M1, -7)
Glitch
Nilan, Caloo, Kindu, Zhor, Blask, Jink <--

Damage Dealt
Mook 1 (Crouch) -7
Blask (-5 SP, -11 HP), Jink (-7 SP, -3 HP)
Giblan -41


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

Giving a growl of anger at being blatantly ignored, Kindu focused for a moment and a glowing beam of bright orange manifested in his hand, before the color spread across his body, wreathing himself in orange flame. "Your defiance of the law has been noted and filed," he said with a slightly manic grin. "You shall now be apprehended with extreme prejudice." With that, he started making his way closer to the land-bound enemies.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask grunts twice. First as he gets jabbed in the side with a dagger, then has he gets punched in the face with a battleglove.

Finally, someone that can throw a damned punch. But let me show you how it’s done chump!

Blask, unknown if it’s tactics or just being overall pissed off, takes two swipes at the enemy standing before him. The first claw, rips through the man’s shoulder, a serious wound opens up. The second claw catches the man’s face, tearing up his mouth. He falls to the ground, clearly no match for Blask tenacity. Blask looks around, wondering if the one who ran away will be STUPID enough to come back after seeing his buddy dismantled.

two weapon fighting vs KAC: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (17) + 2 = 19
combined damage presuming both hit: 1d4 + 6 + 1d4 + 6 ⇒ (1) + 6 + (3) + 6 = 16

free intimidate vs lone thug if you’ll let me?: 1d20 + 5 ⇒ (8) + 5 = 13


Blask sets up in a classic boxer's stance and shows this street kid how it's done. With a quick one-two flurry of blows, the gang member goes down, blood trickling from his mouth.

Mooks (M1, -7)
Glitch, Kindu, Blask
Nilan, Caloo, Zhor, Jink <--


M Ysoki Operative SP=28, HP=26,RP=5

Jink turns and scans the area, looking for a shot, having lost track of everyone while he focused on the gasbag.
He spots the lone thug fighting Blask and takes aim.
Attack, vs KAC, with steady: 1d20 + 3 ⇒ (1) + 3 = 41d10 ⇒ 1
He is panting at this point and his erratic breathing throws off his shot


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

Round 2

"Oh! How exciting!" Caloo exclaims as he sees the flesh balloon drop from the sky. He immediately starts rolling off in that direction to go inspect it. As he goes through the narrow passage between fences and one of the mooks comes into view, he casts magic missile.

So I'd prefer to hit the one on the balcony with this rather than the one Blask is after on the ground; but if he's not a visible target either before or after my 40ft move, then I would target the one on the ground. Only two missiles this time, because I'm casting with a standard action rather than a full-round action.

2 magic missiles vs 1 mook: 2d4 + 2 ⇒ (4, 4) + 2 = 10

Oh and I haven't rolled that Life Science yet. Here we go:
Life Science: 1d20 + 7 ⇒ (13) + 7 = 20


I'm not really understanding the map...so I'll describe my actions and let the GM adjudicate.

if Nilan can line up a shot, he attempts to use the environment to cause a distraction and land a trick shot

The Lawman told ya to throw em down... shoulda listened.

Trick DC20: 1d20 + 13 ⇒ (4) + 13 = 17
Pistol VSKAC: 1d20 + 5 ⇒ (6) + 5 = 11

If Nilan cannot line up a shot, he instead creeps forward slowly, staying behind cover and attempting to flank the enemy by getting around their sides.


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

Zhor runs up along the balcony until he comes to where the ganger has taken cover. With a snarl, he thrusts at the ganger with his spear.

Spear: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


While Nilan and Jink aren't able to line up their shots, Caloo's magic lights up the balcony thug, and Zhor's spear takes the woman in the throat. She drops with a gurgle.

The one remaining thug throws his weapons to the ground and puts his hands on his head. "I give, I give!" the man yells. "Don't kill me please!!"

Combat over - nice work!

Caloo:
You are looking at a Barathu, but heavily cybernetically enhanced - it was carrying an auto-target rifle that appears to have been grafted directly into it's nervous system.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

Glitch comes out of hiding. "More mooks. How many of them do we have to deal with, until we reach the fake Abadar cleric."


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

Is the barathu dead already? If not, I'd like to perform first aid to stabilize it.
Medicine: 1d20 + 7 ⇒ (12) + 7 = 19

Caloo looks over the creature's cybernetic enhancements very excitedly. "This is astounding work! Come look at this barathu!"


M Ysoki Operative SP=28, HP=26,RP=5

Jink is still limping back


Nilan stands up and dusts himself off.

Told em they shoulda took the Lawman up on his offer.


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

At the cessation of hostilities, the aura surrounding the slightly manic Kindu abruptly fell, leaving him slightly confused for a moment. Shaking his head to get rid of the fuzzy feeling, he walked confidently over to the surrendered minion. "Tell me where I can talk to the Padre, and I'll be sure to think about putting in a good word to my superiors," he said with an affected condescending grin.

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask, still reeling from the knife jab then a punch straight to his face, glares at the one who surrendered. He sits down on the porch, taking a breather while the others interrogate the captive and loot the bodies.

use RP to regain SP


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

"Heh. A nice little fight. Nothing to it," Zhor says as he cleans off the blade of his spear with a rag.

He goes over to Blask. "Looks like you took a few scratches. Let me have a look. Can't have you complaining all night..."

Zhor's eyes begin to glow green, as does his hand as he touches Blask's wounds.

Mystic Cure I: 1d8 + 2 ⇒ (8) + 2 = 10

"That should leave some nice scars," Zhor says.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask raises an eyebrow at Zhor at the comment if “complaining”

Vesk’s don’t complain. We fight, but rarely complain

Blask breathes a bit easier as his wounds close as he give a nod at Zhor.

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