MoF's Hells Rebels

Game Master MordredofFairy

Skills Spreadsheet | Party Loot
Kintargo | Tactical Map


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HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

I'm actually rather fond of when odd fluff restrictions bring to mind interesting character backstories. It certainly can go too far, but I like the "trying to pick between two similar and both nice religions, one that's been super nice and helpful to you in the past, and one that more closely aligns with your dreams and hopes for the future" aspect it brought to the character.

Yeah, I thought I had a really nifty combo with my sorcerer abilities for Flagbearer, but they actually don't work together. But I was already sold on the concept and didn't want to make a new build, so I went with it anyway, even though the combo doesn't work.

As far as what Nezari is capable of, currently she can grab 3 ranks in a bunch of different skills via advanced armor training, and soon will be able to grab various spell-like abilities via advanced weapon training, with her martial flexibility. So, the goal for the character is 'can do anything, as long as there's an advanced armor/weapon training option for it and she has flexibility uses left'.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

For me I'll make the changes as soon as I get a chance to read the Player's Guide again to get an idea of which districts in Kintargo to tie him too.


Hells Rebels Tactical Map

It would seem you have no reason to hurry as I was delayed anyway :P
I wanted to be done by end of last week because I knew this week would be busy. No matter. I'll make certain to post tomorrow, those things I did not find, or could not remember, I'll drop for now. Best case, nobody even notices. Worst case, I'll have to adapt on the fly when you remind me of something.
Didn't help much that the page seemed unstable today.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Miranda - Mm. I haven't actually changed anything so it should be all good yeah ^^

@Waiting - We can graciously give you more time to get ready to spend your free time entertaining us :D

@Busy - I can understand that. It seems like the world really tried very hard to be more hmm let's go with entertaining, in a horror kind of way, this last week or so. Let's hope the clowns doesn't manage to burn *everything* down :P


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

It's times when the GM is busy, busy, busy that I'm glad for my Steam library :D. Finally beat Just Cause 4, so I'm taking another shot at MGS V: Ground Zeroes now. Trying to get as many of the game's hidden goodies unlocked as I can before I transfer my game's save over to MGS V: The Phantom Pain.

Also got lured in by a really good sale price on the Mount and Blade series, so I picked up Warband.


Hells Rebels Tactical Map

Aye. My Steam library is extensive - but currently I don't even get to start with new games. Simply not enough time to get into them.
If I do find a little time to play, I usually just go with one of my older games.
Meanwhile, my Backlog makes fun of me as it grows ever more powerful.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Take the pressure off yourself. No need to post anything elaborate, we can ease back into it.


Hells Rebels Tactical Map

Aye...you are right. But I needed to get the slate clean.
In home games, I always liked giving player freedom, so often I had rough plans and winged the rest to adapt with their exact approach, ideas, or chosen paths.
I found it easy to remember things from session to session even if we played irregulary. The immersion came back, I remembered, and it was mostly only a few weeks between games, with nothing to distract in-between.
That formula is ill-suited to pbp. I still remember the overall sub-plot of things, but I am unsure how EXACTLY it played out. I have to go back and look. I wanted to get my notes in order and up-to-date - something I often neglected when I got a post in and didn't have time or didn't feel like taking notes. But I found that to be very necessary with the format.

@New recruits: If they do invite you in, feel free to say hello and introduce yourself...make a good pitch for why they want you to join ;)

That said, yeah, we will ease back in. Shortly, the Rebellion system will come online, you'll also Level around that time, but before, you may want to retrieve some goods from "The Man", including the gear of your new recruits.
(That'll just be a simple raid with a single combat, just to get back into things before we're aiming for greater plot points again.)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Spare weapons - Miranda has some extra daggers, but they're probably not usable for huge people such as yourselves :D

We also have this fancy magical whip. But it's not identified yet!

Boros & Varuzhan might have something you could borrow?


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Haha, Varuzhan's main weapon is a quarterstaff . . . he has a sickle for harvesting herbs.

Hopefully we can find you a real weapon somewhere.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

As it happens, Boros does a weapon or two more than he has the hands to wield at once, yes :D. So he can loan a gladius, a rapier, or a morningstar.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

Anything Finessable would be more than fine.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

That'd be either of the blades then.


Hells Rebels Tactical Map

Kith? :)
You wanna speak up?
I'll wait another day, then post again - smaller chunks, not large posts :) easier to make, easier to digest, and easier to keep moving.
But wouldn't want to rob you of a chance to introduce yourself.

(To whom it may concern: obviously being magical the whip also has a +1 modifier which I forgot to mention)


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Eek. Completely forgot about this what with Canadian Thanksgiving and everything. I'll try and jump in by tomorrow. Need to dot so I don't forget also!


Hells Rebels Tactical Map

Well, just in time :)
I am on sick leave with a slight fever. I spent yesterday mostly in bed and with some headache, but feeling slightly better. Figured I'll come here and post, but I guess we can do one more day :)


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Good enough for an intro post! Can I request Kith's favoured districts be Old Kintargo and Jarvis end? Old Kintargo is where he grew up and Jarvis end is where his shop was. They're both next to each other. If that's too much then it'll be just Old Kintargo and that's where his shop would have been.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Yay Kith!

V's just giving you a hard time because that's what he's supposed to do.


Hells Rebels Tactical Map

Oh, and totally innocent and unrelated question: Boros, do you still have that Masterwork Backpack your gear was packed in?
*whistles innocently*

@Kith/Districts: I'll look into it and come back to you on that.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Yes...

*eyes narrow in suspicion*

Why?


Hells Rebels Tactical Map

No reason. Just checking up on you. *smug grin*


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Right, right, just checking up, of course. Nothing nefarious planned for my possessions, nothing at all.


Hells Rebels Tactical Map

*shocked* What are you implying?
I would NEVER...*shm*
That you'd think that makes me proud hurts me deeply.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

No, of course not, never. You're just a poor, misunderstood GM getting unfairly labeled as a manipulative, scheming, no-goodnik.


Hells Rebels Tactical Map

Well, you never know. Maybe I simply considered giving you one as reward. And was, like, checking if you lost the old one or something. So not to double up.
Players, always expecting the worst.
*scribbles something down*
Also, I'll have you know I'm not a no-goodnik.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
GM Mordred wrote:
Also, I'll have you know I'm not a no-goodnik.

I find it interesting and informative that that is the only part of my claim you take the time to deny.


Hells Rebels Tactical Map

Well, it's in my job description as GM.
I mean, your opponent is a scheming autocrat, with a devious, manipulative right hand(who's idea it was to place the charming Mister Besker as head of the interrogation process at the facility...).
I would do you a disservice by not representing them correctly.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

No totally nothing suspicious going on up above >.> ...

---

Anyhow! Now that we're sitting down Miranda will have time to preform an Object Reading on that cool whip to learn that it is indeed a really cool whip. Nice!

Object Reading (Su):
At 2nd level, an occultist learns how to read information from items he examines.

Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.

Reposting the ability here. I *think* we might have had some houserules about it somewhere - maybe just seeing it brought up will jog the memory?

I'll take a look around as well : )


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Also posting the rules for Whip Mastery here!

Whip Mastery (Combat):
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.

Prerequisite: Weapon Focus (whip), base attack bonus +2.

Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.

edit: This basically makes the whip a real weapon which is pretty cool. Together with Miranda's Legacy Weapon* buff (since we now have a magical weapon) makes it a pretty neat tool in our arsenal. Though since it's a standard action to buff, she really doesn't need to be the one whipping.

So ... Anyone that really likes Indiana Jones : )?

(Not saying I wouldn't mind having it. I'm asking if there's someone else that would like a crack! heh)

*Legacy Weapon is a focus power - as a Standard Action she can apply a +1 bonus - or another equivalent enchantment! I'm going to look up how many + phase locking and those fancy anti invisibility things cost. For reasons :P

Bane is also pretty nice. Yeah.


Hells Rebels Tactical Map

Quick reminder:

Here is a map of Kintargo

You are currently at V3(top middle).
The prison/blacksite/warehouse was in the middle area between Y1-4 - the dock area.
The castle/C1 is on Argo Isle - on the other side of the River.

All shipments will need to go over the bridge, and there's only one large road leading there from the docks. Over on Argo, there would be multiple paths, but chances are the direct way towards the castle will be preferred for most of the distance. Deviation is possible, of course.

That means striking from the alleyways, taking whats possible, then vanishing again before reinforcements show up.

For extra info, like number of guards: You are an observant lot living in the city. You mave have seen transports with guards before and make an educated guess - with a Knowledge(Local) rolled in gameplay)

@Miranda: Have not forgotten your object reading. Will add soon(not today, but soon(TM).


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Now, just to clarify this Mordred, but when you say "cart," I'm thinking this, and those could probably move through some fairly tight quarters (using the map as a reference for available main- and backstreets to the bridge). But it sounds more like you mean an actual wagon will be used for each shipment. So which is it?


Hells Rebels Tactical Map

This is what I mean. Full article
One axle, but large enough to be animal-drawn.
Small enough to go through a side street or backstreet, but large enough with pulling animal to not make them practical in tight quarters.
(I know the one pictured is for cross-country, not urban movement, so the wheels are likely smaller, but the concept holds)

Thank you for bringing it up, though. For some reason I mentally use wagon only for covered ones, not open.
But basically, those things are smack in the middle between the two you offered.

They may not go the direct route for various reasons - but needing to "hide" is not among them. They are in de-facto control of the city, going the main streets is fastest and savest and will be the main movement method. If you wish to learn where they may deviate from the main street, that may be a thing to ask of Rexus contact if you deem the information valuable enough.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

You know this is a missed opportunity to not have them chariot race through the streets of the city :P

@Object Reading - It's fine if it is just a fancy way to spellcraft items (that's still very useful!). Everything doesn't have to have a fun little story even if they are fun : ). Just in case you feel that your time is better spent on other things!


Really sorry for being AWOL guys. I'll try and catch up tomorrow.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

Personally, I am not super into the logistics of keeping a pet. I mostly put a point in Handle Animal for backstory reasons. If someone else wants to put all story wise the work in, I'll roll the dice, but it's just not something I'm super interested in spending time on roleplaying wise.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Well, at one point we actually did have someone who was willing, but they left and then we didn't have someone, but we still had the lizard. And considering how we (as a group) have squat for rebellion assets right now, well... waste not, want not :D.


Hells Rebels Tactical Map

That's not just a regular pet. It's a highly exclusive Mwangi Bog Lizard.
(the hungry, tiny eyes are just pattern as found shortly after - it uses nonvisual perception).

That said, it's fine, you can provide the roll while someone else handles it.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

While waste not want not might normally be a sound principle, how many secret organizations have you seen explode as a result of their tampering with things they don't know how to control?


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Ah, but we don't yet know for sure that we can't control it. Who knows what skills our prospective NPC minions bring to the table. Plus, I just really (I mean, really) want a tame(ish) attack lizard. It's not like we meant to take it alive, after all, it just kind of happened that way. But once we did, it just seemed like a neat idea, lol.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Oh I'm sure we would *never* tamper with things beyond our understanding.

Now btw we have this strange puzzle box here that we'd really want to get in to. Anyone wants to give it a try :D?


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Miranda Greenblossom wrote:
Now btw we have this strange puzzle box here that we'd really want to get in to. Anyone wants to give it a try :D?

I don't know, this is Cheliax, there's a disturbingly high possibility that solving the puzzle opens a door to an LE realm of eternal sado-masochism...


Hells Rebels Tactical Map
Boros Black-Hand wrote:
Miranda Greenblossom wrote:
Now btw we have this strange puzzle box here that we'd really want to get in to. Anyone wants to give it a try :D?
I don't know, this is Cheliax, there's a disturbingly high possibility that solving the puzzle opens a door to an LE realm of eternal sado-masochism...

So...win-win?


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5
Boros Black-Hand wrote:
Miranda Greenblossom wrote:
Now btw we have this strange puzzle box here that we'd really want to get in to. Anyone wants to give it a try :D?
I don't know, this is Cheliax, there's a disturbingly high possibility that solving the puzzle opens a door to an LE realm of eternal sado-masochism...

Actually, it leads to the Succubus in a Grapple thread. Slightly different.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1
GM Mordred wrote:
Boros Black-Hand wrote:
Miranda Greenblossom wrote:
Now btw we have this strange puzzle box here that we'd really want to get in to. Anyone wants to give it a try :D?
I don't know, this is Cheliax, there's a disturbingly high possibility that solving the puzzle opens a door to an LE realm of eternal sado-masochism...
So...win-win?

I think that's the shadow plane, so could actually be useful! Not the nicest of neighborhoods though ...

@Grapple - Well if it's that it might certainly be a really useful distraction!


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
GM Mordred wrote:
So...win-win?

...

......

No, no it isn't. I don't want Boros to end his adventuring career as a torture pet, not for the Cenobites or anything else.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

Alright, so as I understand it, we're just waiting for the GM to collect and present all the intel we've learned, and then we decide whether to strike or try and gather more intel?


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Effectively, yes. Intel, make a plan based on same, get folks equipped up to at least a level of functional for the raid(s)--particularly Kith with his alchemy stuff--then go forth and loot, plunder, and run away like the heroes that we are!


Hells Rebels Tactical Map

Yes, apologies, crazy week. Kids are actually at grandparents and I am supposed to have MORE time, but wankers at work keep me so thoroughly occupied that I have less time than normally. Meant to post in the past 2 days already.

Basically, you get some intel of the category asked - if you need more details or additional ones, I start rolling to check if the inside contact manages to acquire it, and secondly, if they are detected.

I did fail to state that gathering the info will take a day or two. You are welcome to stay in the coffee-house, but if there are things you wanted to do, or stuff to prepare, or goods to buy, you would have a chance. Organizing the transports will take them a few days.
I just didn't mean to "close" the meeting in case you had more to talk about among yourselves.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

One of the reasons I've been slow actually is that I've never played an alchemist before, or a crafter and I'm a bit confused as to what I can and cannot do with nothing but the clothes on Kith's back.

So this is the equipment that Kith was probably wearing and was confiscated from him:

MW chain shirt
MW light crossbow
Dagger
Ring of Prot +1
Cloak of resistance +1
Amulet of nat armor +2
Alchemist's kit
formulae book

In his stash:
Portable Lab
298 gold.

From what I can tell until he gets his formulae book back he can't make extracts and until he gets his kit back he can't make mutagens or bombs.

He's a pretty decent shot with a crossbow so he isn't completely useless as long as he can get one of those.

As far as crafting goes... well.. He has a +15 to craft alchemy (4 rank, 4 int, 3 class, +4 class ability.

Acid costs 100 sp, so I think it'll cost 33 sp to create one flask with a craft DC of 15. In one week he will be able to make Craft check: 1d20 + 15 ⇒ (12) + 15 = 27*15 which is 405 sp worth of acid flasks. Since it's so much higher than the 100 sp I need I will have made the acid flask in 1/3 the time so I think I will spend 99 sp to make three acid flasks in a week.

If there aren't appropriate tools then the check result will be lower than the 27 but it should still be more than 300 sp worth which is what will let Kith make three flasks in a week.

Let me know if my understanding of crafting is right or not. A few flasks of acid and a crossbow will mean Kith can do some stuff in combat until he can get more appropriate tools.

Plus there's a day of asking around his old neighbourhood right outside the castle.


Hells Rebels Tactical Map

@Kith: Yeah, you don't have your formulae book on you, and it's a bit weird regarding extracts(it was ruled that unless people attempted to get killed while being arrested, they did not actually waste spell slots and while unable to replenish spells, would start with a full allotment. Component Pouch would be easy to aquire, but Alchemist actually has physical representation of his spells that becomes inert after a day, which complicates things. Still, ...lets do it like this: Since Alchemists do get to study spellbooks, and you got time, you will, this once, be able to prepare extracts based on Mirandas spellbook. But unless you have the spell in your formulae book yourself, the extract has a 20% chance to fail when used - (that way you get some spells, at least.)

Regarding Mutagen and Bombs: You can do those without reference documents, and Boros does have an Alchemy Kit. No problem replenishing those to full.

I need to check the crafting math later, not using those rules enough to know them by heart :)

@General: Also, just as disclaimer: Even if you only hit one cart, you will find most of the missing equipment for our new rebellion members, possibly in a lockbox marked with their name and "for further study". You won't have to hit all three carts to get your own equipment back. Other stuff, on the other hand...(plus you won't be able to haul everything...just saying but being able to deduce value of things and/or see magic might come in handy for each strike team).

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