Leinathan/mdt's Kingmaker (Inactive)

Game Master leinathan

Kingmaker with a political twist
LOOT LIST
Map of the Greenbelt/Domierov.
Explored Area
Loot Spreadsheet
How the Patrons View the Player Characters
Mage's Guild
Kingdom Spreadsheet
Map of Brevoy
Kingdom-Building ruleset
Downtime ruleset

Wilhelm's Kingdom Map


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Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Well, the will o wisp picked the wrong group if it want's to feed on fear, Sanita rarely fears anything, mainly because she's too much enjoying observing it.

On the down side, a CR 6 opponent against 3 level 3 characters is going to be a TPK, especially since most of us can only hit it on a critical hit, and we can't outrun it. Oh well, short but fun game.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Looks like fearless worked out ok.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

It's not that she's fearless, that's an actual special quality. It's that she almost never fears unless she's worried about someone else she likes getting hurt, or if she's hit with a fear effect.

But just attacking her? Yeah, not so much. Her father's wife has tried to have her killed several times, no fear in that.

Plus, in case you hadn't figured it out yet, her reality is not quite in synch with everyone elses. :) She's the type of girl you'd walk into her lab and find her petting one rabbit while she's vivisecting another and not think a thing about it.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

OK, ball is in Felix's court, If he doesn't want to deal with the undead then we probably should withdraw.

It seems like a fine opportunity, though. If the bandit's see the lights and hear the fighting they may send a small band out to check. Then Felix and Co can nab them.

All up to Felix, now though.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Yea. I was thinking we'd try and leave the undead alone for now and just explore whatever is under the hill (which might be a bunch of undead). My hope is that there's a tunnel into the fort. Ideal situation is to let the sneaky folk inside to open the gate for the klutz' (that'd be Wilhelm).

Sanita wrote:
She's the type of girl you'd walk into her lab and find her petting one rabbit while she's vivisecting another and not think a thing about it.

Yep, sooooo glad I edited that flirtatious comment a while ago. :P


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Nice Wilhelm.

And I feel kinda lost... (My internet keeps running low on bandwidth when loading the Main thread past the first few posts...)


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Masamura wrote:
And I feel kinda lost...

Reading the last few posts, I'm also a little confused. I thought you were with us and not Sanita? Munin seemed to have landed on your shoulder and he was with us.

Where everyone seems to be
At the haunted hill
Wilhelm
Anastacia
Rowan
Dareon
Masamura (?)

Just had an encounter with a will-o-wisp
Sanita
Dantalion
Ben (former bandit)
Some number of Kobolds

Watching the fort with Felix
Felix
Dante
Vors
Bej
Fharn
Lanya

Please correct me if I'm wrong.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

That's my interpretation as well, Wilhelm.

And as for the Will-o-Wisp, if its gonna fight you, I'd just run away. You're gonna die if you fight it, and no one wants that.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

My plan was to stealth over with Anastacia while she was walking.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

I'm going to put a bell around Masey's neck and then nail it in place. :)

That way I'll know if he's with me or not with me. Having him post he's patting me on the back from a mile away is confusing.

And Dareon, there was no running away from the Will o Wisp. It has 50ft of flight, perfect maneuverability. Our horses can run 40 ft. That means it is quite literally impossible for us to have either defeated it, nor to have escaped it. Our only choice was to confuse it, or kill it. Had we ran, it would have simply charged every round and hit us at the end of a full move with a +18 touch AC attack (which means it had to not roll a 1 every time on every person). At 2d8 per hit, we'd have lasted about 7 rounds to kill all 3 of us (6 if you cound the kobolds).

Even with everyone in the group, we'd have lost half our forces fighting that thing, so if it shows up at the lake, the lake group is dead.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Think its confusing for you. Try myself. I figured most had either went with Anastacia or stayed with Felix.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Masamura wrote:
Also is my group the only group that uses Passive Test Results?

My group uses a mixture depending on the situation. I tend to either roll for my PCs or let them take 10 depending on the situation when I feel passive is more appropriate. They're also free to look for stuff and/or look around carefully when they suspect something is wrong (like when I botched my stealth check.)


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

My groups Passive Test Results is simply 1+(Skill Modifier)

So Masamura's Passive Stealth is 10 when Armoured and his Passive Perception is 8. Though we do allow the reduction of the results based on "States" so Masamura might normally have a "Quiet" State meaning he will be using his full Passive Stealth unless he is being very careful. But if he needs to be he can decrease that to 0 and be glaringly obvious.

Quiet State might be simply his training bleeding into his normal actions while the 0 Stealth might be him walking in acting like an Important Nobleman and being very obvious.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Will-o'-Wisps are annoying buggers. Last time I faced one we just grappled -> pinned it and beat the snot out of it. But then again, had anyone remembered the Escape Artist skill that one encounter might have ended in a different way ...


Status:
HP: 14/14; AC: 10, T: 10, FF: 10; CMD: 13; Fort: 1, Ref: 0, Will: 3 Init +0; Perception +2
Half-elf Sorceress (Serpentine Blood) 2

Sorry for the absence guys, got sick after new year's eve, getting better now, but still not feeling too well.


Male Human (Issian) Fighter 1/Transmuter 5
Wilhelm Orlovsky wrote:
Masamura wrote:
And I feel kinda lost...

Reading the last few posts, I'm also a little confused. I thought you were with us and not Sanita? Munin seemed to have landed on your shoulder and he was with us.

Where everyone seems to be
At the haunted hill
Wilhelm
Anastacia
Rowan
Dareon
Masamura (?)

Just had an encounter with a will-o-wisp
Sanita
Dantalion
Ben (former bandit)
Some number of Kobolds

Watching the fort with Felix
Felix
Dante
Vors
Bej
Fharn
Lanya

Please correct me if I'm wrong.

Back from my New Year's vacatio,n I find 80+ gameplay posts and my character not really sure where he is. I saw a retcon in the Gameplay thread, where did my character got DMPCed to? Is he with Felix or with the reckless Sanita?


Male Human Oracle 3 (Seer)

With Felix.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita goes from waiting for Felix to waiting for Dantalion. :)


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,
Lanya Beladon Medvyed wrote:
Sorry for the absence guys, got sick after new year's eve, getting better now, but still not feeling too well.

Hope you get to feeling much better.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Lanya wrote:
Sorry for the absence guys, got sick after new year's eve, getting better now, but still not feeling too well.

Sorry to hear you're feeling sick. Get better soon!

Also, anybody else experience some downtime? Curious to see what Wilhelm's lack of stealth finds for us. :)


To speed things up although the bandits haven't noticed anything yet they almost certainly soon will. One of the bandit's first actions is that someone in the north tower throws dancing lights. This will alert the rest of the bandits, but also will let Sanita and Dantalion know that something is up. Munin will be able to provide a bird's eye description of the bandits actions. Alot of the bandits will congregate on the south watchtowers trying to see what is going on. There were evidently two horses that were treated better than the six out in the rain as a force of 8 bandits prepare to go out and see what the undead are fighting. The leader of the mounted bandit force seems to actually be a knight looking guy with a lance although he hasn't taken the time to don his heavy armor or he doesn't have any. One of the other riders venturing forth is Jake Terril, the alchemist bandit that got away. I'm providing this just to speed up any decision making in the future. It will take about two minutes from the time the bandits notice the fight going on to when the mounted force sallies forth.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Sanita wrote:
I swear I don't know why I bother talking, all these boys with their testosterone and their swords, they just have to do things the hard way.

To be fair, we were trying to be sneaky. I'm just not particularly good at it. :P On the plus side, this is the divide and conquer thing you wanted anyway!


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Yes, but it's divide and conquer in the middle of the night, and we're divided as well, with undead flying around added into the mix.

I'd say that doesn't quite make up for it. :)


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Sanita wrote:
I'd say that doesn't quite make up for it. :)

Alas, the dangers of associating with reckless smite-friendly paladins. :P


Not quite night yet, you've got about 30 minutes. The sun is setting though and is currently in Sanita's eyes if she looks at the hillside. The Fort she can see if she holds a hand up to block the sun. Also the door is almost completely cleared, its only going to take 5 more points of digging to clear it.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

You know we might could have reasoned with the Ghost to get more information.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Assumes generic (edit: testosterone filled) action hero pose (waving a sword) and tone "Itz klobberin time!"


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,
Fhârn wrote:
Assumes generic action hero pose and tone "Itz klobberin time!"

I'm so glad I wasn't the only one that thought of that...

And I now have my Troll's Catchphrase for Shadowrun.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7
Masamura Yoshirou wrote:
Fhârn wrote:
Assumes generic action hero pose and tone "Itz klobberin time!"

I'm so glad I wasn't the only one that thought of that...

And I now have my Troll's Catchphrase for Shadowrun.

Shadowrun requires more sophistication - like the roar of a pair of Ares Predators rapid firing ! :)


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Masamura wrote:
You know we might could have reasoned with the Ghost to get more information.

I could talk about being in character as a paladin with a distaste for undead and yada yada... but it honestly didn't occur to me (the guy behind the keyboard) to reason with the little girl once the bloody skeletons got tossed into the mix. :)

Fhârn wrote:
Assumes generic (edit: testosterone filled) action hero pose (waving a sword) and tone "Itz klobberin time!"

To be fair, this is pretty much accurate for my character. Strictly speaking, someone with higher initiative could intervene... :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

If I were standing there I would put the skeletons back in the ground before attempting to reason with the ghost - hard to have a civil conversation while those are gnawing on oneself


Just want to be clear about the timing. The alarm interupts Sanita's hunt to regroup the kobolds. I don't mind Felix bringing them along for tactical stuff and trap making but there are more than enough PC's to go around. Also if someone gets knocked out or 'shudder' killed then I can have a kobold or Ben show up so the player can stay involved. There is about 30 minutes of daylight remaining and the sun is beginning to sink below the horizon. And I had my north and south reversed in the previous post the light is not in Sanita's eyes it would be setting somewhat north of the Fort.


I ran Shadowrun. Once... The Players totally owned me by sending in an invisible Troll with a heavy machinegun.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

The kobolds are 'extra lives'. Got it.

Do Munin/Fhârn find anything that looks like a good ambush spot? Or anywhere he can use Obscuring Mist in such a way the bandits has to enter it (He can then use Munin as a lookout and dismiss the spell, allowing his palls to get a drop on the bandits)


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Shadowrun

Situation : The team is guarding a building for a street rigger while he rewrites his vehicle's computer OS, as someone slipped a virus chip into it. As they are guarding, the local gang (hired) assaults the place from the front.

The team's heavy weapons guy (troll with a grenade launcher) punches a hole in the back wall to see what's going on behind. He see's two ganger's getting ready to throw a third over the 8 foot fence.

Classic line as he shoves the grenade launcher's barrel through the hole...

"PULL!!!!"


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I've never GMed Shadowrun but I've played a few runs. It is a really nice setting, and the rules are good enough. But as you found out - it is not hard to do insane stuff right out of chargen.

Have you tried sending Cyborgs after them : P?


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Personally, I think that we have more than enough time down on the hillock to defeat the skeletons and the ghost (assuming we can even hurt her) before the bandits are supposed to arrive.

That leaves basically the whole party to attack the bandits. I think we could also stand to run away and let the bandits chase us and then take em down with ranged attacks and such.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Yeah - if we were to try and help you - you would probably already fixed the problem (or died trying <- try not to do that). But we atleast have to pretend we are worried about you guys - right ^^?


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Shadowrun:

I am looking to run a 5th Edition Shadowrun Campaign on here or another site if I can find a better one. Anyone interested in helping me figure out the Matrix and Astral Rules?

And for the Invisible Troll. MAD Sensors with Thermographic Vision Equipped troops/drones/sentry turrets. As my Street Samurai found out quickly.

@Sanita: Sounds like my kinda Troll. But I prefer 4E's Mossberg AM-CMDT

9P(f) +5AP SA/BF/FA with 10 round Clip.

Wouldn't do to much lethal damage to most guards but would knock them out and could fill an entire room with flechette ammo. Back it up with an FN HAR that has been heavily customized. In my case the Mossberg was an Underbarrel Weapon added to the HAR.

I love(d) Arsenal. To bad I only got to play 3 Run sin 4E before we decided to switch over...

We could even play a Redeemed Bandit till we get the chance to bring in another?


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Good lord, there's a 5th edition out? I only just got 4th a couple of years ago. And they brought the matrix back? I loved they got rid of it in 4th, always killed gaming sessions. Ugh.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

The Matrix was in 4E though less prominent. 4E 20th Anniversary Edition Page 216 is the start of the information on the Matrix. It is titled The Wireless World. 5E's Matrix Rules are very basic and Streamlined it feels like what you would see in a Ghost in the Shell RPG.

5E was released this year.

EDIT: 4E had an entire book called Unwired dealing with the Matrix. As far as I can tell it is the only 4E book not remotely compatible with 5E. Most 4E books can be used with some tweaking.

But Unwired is like trying to use a .22 Round in a .50 Rifle. It doesn't work.


Male Human Oracle 3 (Seer)

Love shadow run. 2nd end phys adept troll pumped out on bod takes all the bio mods(which worked off bod back then) bow shots doing more damage than a barret at longer ranged and with less penalties. Those were the days. Also could take a vini full burst without a scratch.

More than interested in a 5th end game if you get it going.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

My main problem is figuring out some of the way things work. & figuring out how my Some of the recurring Grunt Types are gonna be stat'd up. Thinking of just taking the CRB's Grunts and rearranging their Equipment & Skills.

I am thinking it will be a 4-6 Player Campaign. If anyone is interested in Co-GMing &/or Building/Playing Major/Boss NPCs I would really appreciate it.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7
Masamura Yoshirou wrote:

EDIT: 4E had an entire book called Unwired dealing with the Matrix. As far as I can tell it is the only 4E book not remotely compatible with 5E. Most 4E books can be used with some tweaking.

But Unwired is like trying to use a .22 Round in a .50 Rifle. It doesn't work.

Well ... If you really want to you could always use a sabot^^

If you get a game set up, I too would be interested in applying


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Yeah... That was a bad example but really it is horribly incompatible. Though Arsenal and a few other can easily be transferred over into the new styles.

P.S.: I edited the other post.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

2e Shadowrun is the version I'm familiar with. Never actually played, but it seemed very cool when I read through the rule book.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Anastacia, I'm halfway sure you just totally marginalized this encounter by being a Pharasman cleric :D I forgot about your channel energy...i was a little concerned.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

I forgot her being a cleric... I was thinking if only Wilhelm was a bit higher in level he could channel energy as well. Though he could always use his lay on hands.

@Anastacia: I literally never thought much of Sci-Fi RPGs until here recently when my group found Nova Praxis and Shadowrun. Then again I have only ever played RPGs based on cheesy 80s Sci-Fi Films that spoofed the 50s.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

I really liked the old FASA Star Trek system. It was all Percentile based. It took about two hours to roll up a character, but you had their entire career figured out before you were done, all their skills, etc. And it was very easy and very intuitive.

I have a skill of 80 in Sensor Operation. I need to perform an average difficulty task, I need to roll 80 or less on percentile. I need to perform a Difficult task? -10 Skill. Very easy, very intuitive.

Phasers sucked, you got hit, you died. New character. :)


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

FASA?

One thing I love about Shadowrun is that it is lethal but not overly so.

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