MoF's Hells Rebels

Game Master MordredofFairy

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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;

@Kith: Just to remind you, but Mordred approved the Unchained rules for crafting. So you'd actually spend only 25sp for the raw materials to make acid, and your example Craft check result would have netted you 60sp worth of progrss toward a flask in a day's worth of work. While the rate of progress--over the course of a week, assuming comparable results on your checks--is roughly the same as the standard rules, the big bit is the lower expense.

Mordred (probably :p) won't leave us to scavenge desperately for what we need in the way of materials, but getting a serious and steady flow going will almost certainly require meaningful action on our part to pry loose, so being able to stretch what we have right now is very useful.


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

Thanks for the out of knowledge info. Um.. we should hit either money or knowledge. Don't think we'll be able to carry off to many heavy weapons.


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

Nezari's loot includes Muleback Cords, and I believe someone mentioned Ant Haul. Combine the two on someone with a non-negative strength score, and you can pick up the heavy weapons cart and sprint away with it.


Hells Rebels Tactical Map

Yeah, and that will totally not draw attention and make it easy to hide away into some building or duck into an alley.
Weight is not the limit I had in mind...it's how much you can carry in terms of volume before stuff starts falling left and right, or, with a large enough container, getting back to safety without a tail of Dottari following...(that, and while potentially liftable, it is likely to push into heavy encumbrance limiting speed severely).

But by all means, if you've got some kind of plan on how to get away with that, do try :)


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

Hmm. Invisibility does technically hide all of your gear. Which would presumably include anything you were holding in your hands, otherwise your weapon would be visible.


Hells Rebels Tactical Map

So if the Inquisition Brute lifts two other guys, he's wielding them and one casting of Invisibility covers all of them as he throws them at you?
Or casting Invisibility on the horse also masks the rider with his lance? What if the horse is magically compelled to consider the rider it's gear - like a meaty backpack-?

I am aware those are individuals with a life force of their own - not going to animated or undead things - but there is a weight limit for objects on invisibility.
Bypassing that by making an object into an improvised weapon will not work. There's also that 10 feet range of stuff becoming visible. So even if you could lift it up and turn it invisible, corners may show.

That "your gear" is mostly a convenience thing so people don't need to undress, leave their stuff behind, then remember to pick it up again later, nor have the power fluctuate wildly between situations.
So, sorry, but no. That said, I still like the way you think.


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;

While I have no objection to looting the carts' contents in their entirety, and even stealing the carts to aid this, I think physically carrying the carts away isn't going to work (interesting though the idea is). They're just too big to be manageable, STR score and concealment spells aside.

I think we'd be better served just doing a D&D-style carjacking; roll up on the guards when they're stopped, encourage them to f~%% off somewhere (with the alternative of death to help them make the right choice), and then drive our stolen cargo into an alley with a manhole and drop it off to waiting minions in the sewers below.


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

Well, once he throws his weapon, he is either making an attack, or is no longer carrying his gear. So clearly, he needs to cast improved invisibility and be holding onto their Child Leashes to use his compatriots as invisible weapons! :D

Also, I fully support Master Blaster's right to invisibility. :P


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

How about tipping trusted peoples off that a cart is going to be hit, so after we get the choice loot a crowd can swarm over and pick it clean . For the people! I don't know what the state of the rebellion is but maybe we can have some other people hit the cart we're not going to hit?

By borrowing Boros' alchemy kit (which Kith is extremely greatful for) he'll have access to bombs and mutagens, plus whatever acid he's been able to create in a day. Maybe one flask?


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;

*embarrassed laugh*

Ah, yeah, Kith, about that...

I just looked at my possessions, and I don't seem to actually have the alchemist's crafting gear, not even the portable version. I thought I did, but it turns out I was utterly incorrect. I've looked through the gameplay and discussion threads, trying to figure out where I got the idea that I had one from, but I haven't been able to figure it.

So that's something to shop for, provided we can actually find one somewhere in the city for a decent price and no trouble with the guards :D.


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

@Wielding People - Only if Inquisition Brute is a actually Barbarian Brute with the appropriate level of Body Bludgeon :P

@Alchemical Oops - Hmhmhm Miranda has an single Alchemical Fire in her stash. You can have it so you at least have *something*.

Plus a peek in her spellbook for extracts - if those can be made without the kit?


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Hells Rebels Tactical Map

@Miranda/Brute - That was the idea. :)

Ack, na, quick ruling there: Rexus did dapple in Alchemy and did find components for Boros that one time. Furthermore, he did use the pre-prison-raid time to bring his very own Alchemy Set and set it up in the Coffeeshops Cellar (also because he does not want it found).
Technically, it is not only an Alchemy Kit but a proper Alchemy Lab(at least once you add some missing materials to outfit it completely).

That means right now it does not provide the +2 Bonus until 100 GP worth of materials are invested, it is stationary at your base, but you can do anything you could do with an Alchemy Kit.
(But the Kit is gone - they took that away or someplace else.)

(So basically you get immediate access to a superior static version at a slight discount, but the mobile version is gone to compensate- you can re-aquire one later, of course.but for the forseeable future you should be good.


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;

@Mordred: Thanks for that ruling, it'll make life a bit easier in some regards!


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;

Also, just looked up various divine sources of patronage for alchemists, and am shocked to learn that we get nothing but poisoners, demon lords, and Lovecraftian horrors to choose from :D. That's a pretty obvious slap in the face to alchemists and their trade as far as the opinion of higher powers towards both are concerned.


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

Without a formula book Kith can't create extracts and without portable alchemist kit Kith can't use extracts or bombs or mutagens.

Really it's fine though he's a really good crossbowman and with his acid flask and alchemist fire he'll be able to put down good damage. Being a bit hampered for one combat is probably not the end of the world as long as he can get a light crossbow and some bolts.


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

A Bag of Holding is CL 9 and require a spell Miranda does not have, so it would have a DC of 19.

Her spellcraft modifier is +8 and she can gain a +1 bonus from her divination implement.

If she can take 10 on the check she could craft a Bag of Holding.

But they are expensive and we need money for ingredients first so it will probably not help this time. Maybe next time?

---

I just wanted to float the above and also ask if

a) You are okay with taking 10 on crafting checks Mordred?

b) There's any other cheap & small Wondrous items we should think about?


Hells Rebels Tactical Map

I am okay with taking 10 on Crafting Checks. I am ok with taking 10 on most things if you are not in danger/hurry/etc.

Hm. Did the DC thing ever get an Errate? I know there was 10+CL and 5+CL in different parts of the rulebook, but couldn't find which was was correct on a quick search.
But I'm not opposed to some easy crafting, that simply means you get to provide your own stuff at a cost of downtime.

I'll post/update tomorrow in gameplay. I tried twice in the past days, but ultimately only had one free evening and my kids decided to make that...interesting.


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

Children are ever interesting creatures.


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

Any feedback on having two neighbourhoods be Kith's favoured community GM? And is it possible for Kith to get a crossbow to go along with his acid flask and alchemical fire?

Maybe for the enlightenment assault we can try and set a distraction to allow us to sneak close in and ant haul as much off as possible? Maybe cut the horses loose?


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

@crafting - I can take a closer look as well some time next week and let you know what I've found (and where!). Good to know about taking 10 though!

@children - Yeah that's one way to put it :P

@crossbow - hmmhmhm. Miranda has a halfling-sized bow. Maybe we could use that to make a passable crossbow? Maaaybe.

@ant haul - that's a good idea.

Distractions too. The most spectacular ones probably would need an alchemy kit or magic, but surely we can figure out something less cool.

Maybe an illusion? Or just tip a cart and cause some ruckus.


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

Nezari is a firm proponent of "Let's get some sacks, give Kith some molotovs and let's go!" Because nothing could go wrong with incendiaries vs book cart.


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

Yeah some sort of blockade plus spooked horses might be enough to do a grab and run?


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

Mm. Our options will hopefully become clearer once we see the site. And we might not need to overthink it this early :)


Hells Rebels Tactical Map

Well...site...it's wherever you choose. Most of the way, the carts will follow main traffic areas, and before curfew. It's not like they need to hide, chances are the transfer is handled by Dottari if goods go to the Castle. The carts will move separately, being loaded up and sent off one by one - but they will move sequentially, not in parallel. They are sufficiently spaced apart to make them separate shipments, but generally taking the same route. Too much trouble ahead or behind and they will hurry to the nearest guard station.

As such, the principal idea is very much a smash and grab one - outright blocking the way will prove difficult - there will be civilians nearby, and reinforcements can be called in quickly.
You will want to start the attack, neutralize or incapacitate the guards, grab what you want/can/need and try to be gone before the cavalry shows up.
Of course, variations are possible. E.g. if you find a pouch of gems and coins, distributing it on the road WILL draw a crowd of civilians.
Similarily, a Thunderstone may not only spook the horses but also cause bystanders to flee, if you want to clear the area for AoE effects.
Someone invisible may hop onto a cart, search for something, then try and leave with it.
Of course, there's also the question of where to escape. I mean, someone MAY have figured out that you've been using the sewers twice, now...

@Kith: The reason there are no other groups in contact is that most were wiped out quite recently. Those who survived were imprisoned or executed. There are likely other groups still operating, but only those sufficiently secretive about it are still in business. Chances are you landed in this makeshift prison not only because of the bad goods you gave the Dottari, but the group you helped out previously was taken apart and your name was learned. Their interrogation worked in interesting ways.
And you can borrow a Crossbow, yes, the Cook at Laria's Longhouse has one.
Regarding dual favored communes, lets go with that. I think that also affects Varuzhan. I think it's a middle ground for an Urban Adventure.


So my laptop got it in the hard drive recently, and while I'm not totally shutdown (clearly), my usual posting is going to take a hit; this dinky phone screen--better than nothing by far--isn't really suited to proper posts and the sort of multitab references I usually make use of.


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

Thanks for all that info!

As an aside, Varuzhan's favored terrain is the mountains where he lived most of his life before going into exile. Might take a long time before coming into play, but it's thematically appropriate.


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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

Are we ready for a cut to the cart raid scene?


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Hells Rebels Tactical Map

We are. very much so.
I have to apologize for the vast delay.

Semi-Lenghty Explanation:

I felt...drained.
Don't misunderstand, I am motivated. I do enjoy it, I want to keep going, and I am not depressed or anything(been there, decades ago).
I even had a few free days recently and expected I would finally get around to post (and do a couple other real-life things that needed doing)

But I was 'lazy', not finding the energy needed - I spent a lot of time with my girls, at home and going places, with my SO, but at the end of those days, my battery was empty.

There's the typical pre-christmas stress and preparations, the upcoming birth of #3 in February, the need to get a new family car, changed responsibilities at work, 2 minor illnesses...all kinds of stuff that are regular "adulting". Nothing outstanding or really serious.

But for most of my games I kind of struggled to write much more than single paragraphs in the recent weeks, and posting was irregular.

Still, the days off last week helped 'recharge' a bit, and in the past evenings, I was simply "pushing off" posting day to day - because I figured I had more time, and had to look things up again, and find proper maps, and do an intermission to lead you into the scene and give time for last minute prep and all that.
I fully intended to post today(last 3 days were a workshop), or at latest tomorrow(when I will have 2 train rides of ~5 hours total time).
As in, I did find the motivation to do that, even if that now sounds cheesy, before Nezari posted - but it's the final push to go through.
As said, I am very thankful you are here, and I did not plan to test your patience like this, right after you came here/came back(or stayed here all along).
I do enjoy gaming, and GMing, I was simply lacking enough of that quirky energy that says "hey lets do this" and had lots of "I can't wait to fall into bed today"-days in recent history. Alas, I am getting adjusted to my new workload, the family car is secured, my girls are able to sleep in the same room now without waking me up several times a night, all in all things are on an upwards trend.

TLDR: Aye, we will go to cart raid within 24 hours of this post. Been a bit drained with a couple minor real-life things, but getting back into a more productive mindset.


Hells Rebels Tactical Map

On train ride back, busy writing. We are going cart raiding, I just don't know when exactly I posted yesterday so the 24 hours can be 26 or 28 hours. Damn.
(At least on the way home, there's no chance someone will need support.)


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

Aight! Holding my fingers and crossing my thumbs, whichever it is that actually brings luck, and hoping it works out : )


Hells Rebels Tactical Map

Aye, I was a sweet summer child, again. I was on my work laptop and 'stated' that nobody would need something. Because I don't have standby duty this week and it was past office hours.
But of course, a colleague of mine has standby-duty, and got called, and saw me online - long story short, I spent most of the train ride fixing stuff. -_-

Either way, I promised to post today, and I did. Not quite as much as I intended but better than more excuses and waiting for tomorrow :)


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

A few questions

Does anybody have issues with throwing a thunderstone at horses? Cruelty to animals and all.

Are the guards human?

Did team sneak all get Ant Hauls?

I'm thinking sneak close, throw a thunderstone at the front of the cart. When back guard goes towards we jump into the cart and carry away as much as we can.


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;

Guess who's back, back again...

But seriously, laptop got out of the fixit queue at long last, albeit at the cost of dropping from a 1TB hdd to a mere 167gb replacement (but I'm not b%~+$ing, because it cost only $40 in labor and came with a legit, new copy of Windows 10 pre-installed) and the current inability to recover anything that I had on the previous drive.

As for thunderstones, I don't have a problem with that. Just mind that any noise we make above and beyond jumping the guards and the cart might draw unwanted friends.

It's too bad we don't have the time to cook up tanglefoot bags, or that sovereign glue stuff. I'd love to a chuck a few bags at the guards, and even pondered lining the predicted cart track with the glue--made tacky and quick-setting with the accelerant addition--and letting the cart just get glued in place.


Hells Rebels Tactical Map

No issues with animal cruelty here. Alchemists Fire may work better, though.
(More seriously: Anything goes - limits on that kind of stuff are based on players, I won't restrict anything unless there is an in-game reason for it. That is, barring extreme cases that may lead to in-game consequences.)

The guards seem human, yes. At least they seem reasonably human-sized and shaped.

With Ant Hauls duration, it's just a matter of spell slots to provide them with it - if someone did, thats fine. You are free to specify long-term or short-term buffs you applied during your placement phase - one reason we are not in Init yet despite your clear intent to initiate hostilities.


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

Hrm, is Kith's icon somewhere on the map?


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

Yep, check out Cart 2, lower left quadrant.


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

Welcome back :D

And I don't mind a *bit* of horse terror for the greater good


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

Yeah Kith was quite sneaky with that background colour of his. So I gave him a coloured border!

(click on token -> "format" drop down bar -> "Borders & lines" -> "Border color" if someone else wants one. Or if you want another colour!)


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

If me and Boros should roll initiative, and then take our turns, that's fine with me.


Hells Rebels Tactical Map

Hum, to clarify:

They are transporting those goods and effectively "on watch", only one keeping track of the back(making sure nobody grabs something in passing).

You are approaching/waiting stealthily, but they are "ready" for trouble. I still ruled that blending in with the other people gives you a chance to act before they realize something is happening.

In other words: Taking the check to see if you get a surprise round action before init was a "freebie"(and a means to get everybody checking in). It's not "all or nothing" or in some way penalized. Success is individual and simply means that you managed to time your "reveal" well enough to catch them by surprise, despite their state of ready-ness.

I'll do init later today. Also thanks@Miranda for the border colors - good idea :)


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

Kith will pull a bandanna over his face before his surprise round shot if possible. He'll have a hat on to hide his ears too if it's alright. I know it's late to call it out but hopefully it's alright.


Hells Rebels Tactical Map

Update tomorrow.

Job is peaking shortly before Christmas, I'm simply swamped right now, but I already arranged for some time tomorrow where I'll be able to post.


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

No worries, I'm just biding my time until I say Merry Christmas. :P


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

One step ahead of the other side of the pond; we celebrate the 24th :D

So merry christmas! And happy holidays or just a nice week : )


Hells Rebels Tactical Map

Aye, Merry Christmas and happy holidays.
I will be visiting family from 26th to 29th, but should be able to post occasionally.


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

Merry Christmas and happy holidays all.


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

Merry Christmas!


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, do you want to go ahead of me, following initiative order? Or does it matter to you when I post?


Hells Rebels Tactical Map

You are free to post as you please. I try to resolve with intent in mind and in beneficial order.

I have seen games stall because people held off on posting because what someone else did could influence what they would do, and the GM's were strictly following posting order or initiative order.
(e.g. the ranged guy held off on finishing the wounded enemy in melee, because their own melee guy would not have targets otherwise - but if the wounded enemy was not taken care off, could take down the melee guy)

There's a lot of shenanigans with delays and readies, and since coordinating all of that is harder in pbp, we simply go in blocks and resolve in what makes most sense following your intent of posting. :)


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;
Nezari Neilrotti wrote:
@Boros, do you want to go ahead of me, following initiative order? Or does it matter to you when I post?

You go whenever it's your turn, lol, I haven't posted because I was busy getting run over by the holidays.

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