MoF's Hells Rebels

Game Master MordredofFairy

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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

Gotcha, good to hear, lets rescue some Hellknights I guess. :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;

Well before we put on our capes and all, and sally bravely forth to do good for goodness' sake, let's make sure that the missing Varuzhan is still with us. Finding out otherwise will be awfully inconvenient when his part of the plan comes up, and there's just a cardboard cutout of a strix acting as a placeholder for him.


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

On the contrary, that'll be quite effective if his part of the plan is to be a decoy and distract the guards. They surround him, and knock him to the ground, only to find that he's a cardboard cutout. :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

Any suggestions on what Kith can craft during downtime?


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;

Splash weapons are never a terrible idea, as well as stuff that hinders enemies like tanglefoot bags, stalls pursuits (scentblocker, I think it is?), or otherwise messes up the opposition to be worth trading an action to use in lieu of an attack or spell.

Really, the one thing about alchemy tools that irritates the s%#* out of me is that the saving throws to resist their effects are generally low and there aren't a lot of ways to pump them up either. So they're going to lose value as tools pretty quickly once we start picking up more levels and our enemies level up to match.


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

Same question as Kith, but Miranda has craft wondrous items. I know there were some things I wanted to make, but I don't remember what they actually were :p

We are not terribly rich in gold but if someone want something small and with okay prerequisites we could kludge it together!


Hells Rebels Tactical Map

Regardings Alchemical Tools, I actually share in that irritation.

We can try the following: When you do the Craft-Check, for every full 10 points in the result, the DC is raised by 1.

So Thingamajing has DC 12 listed? If you craft it with a result of 17, that's DC 13 now. If you reach 33? That's DC 15.
There are lots of ways to boost Craft results, but there's still only so much mileage you can get out of a Tanglefoot Bag - as in, it will still fall behind other options, but it may remain a valid option just that much longer.

To prevent having to track each individual item's DC, we'll simply say that this is only applicable/doable if you craft a sufficiently large batch, like 10. They all get that same DC. That way, we hopefully won't have alchemical stuff with 5 different DC's around - if you want to simplify bookkeeping even more, you can stick to Take 10 on crafting and get a persistant result.

@Miranda: Aye, you spend much of your Gold on an awesome Chest. But alas, you did rescue a lot of people of all crafts and trades that are happy to support you.
All in all, with their support/stashes/info you manage to scrounge together 4d6 ⇒ (1, 5, 1, 2) = 9*100 = 900 GC worth of raw crafting materials.(that you can apply as a direct discount to the raw material costs of something you are crafting).


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

Clearly we should make Elixers of Love and convince the nice jailmen that the people in the cells are really sorry and won't do it again, so they should let them out now.


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;

I don't know that Elixirs of Love are something we want to giving out in a prison. I'm pretty sure that'd turn into the plot of a horrible porno :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;
GM Mordred wrote:


We can try the following: When you do the Craft-Check, for every full 10 points in the result, the DC is raised by 1.

I'd like to negotiate that. 10 above the base result is a high bar to clear at our current skill ranks, especially when most of the items we'd be making already have base DCs in the range of 15-25. How about a +1 increase to the DC for every 5 above the base result, but it's capped at a maximum increase of +4 or +5? It's easier for us to get a minor or modest increase right now, with higher increases still possible as our advancing Craft skills allow, but it keeps us from overpowering alchemical items with ludicrous check results down the road.


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

Re love potion - Also something with a pretty horrible DC >.>

Re alchemical items - perhaps just let alchemists use their "spell" DC scaling instead?

Or perhaps just use the 1/2 level to DC like monster abilities?

(so +2 atm?)

Just more suggestions to sow confusion consider :)


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 thought it was +1 per 10 flat, not 10 higher than DC.


Hells Rebels Tactical Map
Nezari Neilrotti wrote:
I thought it was +1 per 10 flat, not 10 higher than DC.

Yep, Nezari got it right. It's not above the Craft DC, but flat.

That means you can consistently get them a bit stronger right now, but it is a bit harder to go crazy high. I built Characters that were able to reach a flat 40+ on Craft checks on Level 1, and there's more shenanigans out there.
This way, even a result above 40 only means +4 DC which is strong but not crazy.

Also, the reason to use the flat was that otherwise the more-difficult-to-craft items would potentially fall behind in utility compared to the simpler items getting a bigger boost.
This way, they all get the same bonus from your overall expertise, so Craft DC does not play into the consideration "what items to make?".


Hells Rebels Tactical Map

You may want to decide how to approach this in-game :)

I mean, one of your guys told you some lady wanted to speak to you about her cousin, which might be an obvious plot hook for the Hell Knights.
But there's also a chance some are currently being tortured to death in a public spectacle, and you'd rather try and free them before it's too late.

Or maybe you think the slow public execution is a trap to draw you out, and the lady is not trustworthy, and would rather try to find out more on your own(in which case some gather information would probably be relevant.)

As for our Strix, I checked some of his aliases, it seems some of the latest (short) posts were in beginning of october, many others end of september. He may be indisposed at the current time, so I wouldn't assume a cardboard cutout just yet :)
I've taken plenty of time and you guys were patient, I intend to return that favor.


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;

I think we should at least look into the Hell Knight's old lady, but pass on the trying for the rescue of those public executions. While helping them out would be boost for us, we only just got done with making off with a bunch of wanted people, and that was after having time to plan and still only just making it to safety. The nature of those executions puts us a hard time limit to act, which restricts our ability to scope out and plan in advance.

Plus, the guards at that warehouse weren't really set up to stop a hostile group coming in and then leaving, but there's bound to be guards at the execution site tasked with quashing any attempt to interfere, even if they're not looking for us (or a group like us) specifically.


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

On that note, could Miranda post something in character to the effect of what you posted earlier about wanting to either save the folks or do the Hellknight thingie?

I tried to write up something, but seems a bit weird for Nez to instantly change her mind on what plan she'd like to do. So I'd appreciate someone else IC stating the "Those seem like the most time sensitive things *we* actually have a duck in the race for. Since they're both directly rebellion related while the children/school is a delicious mystery but not currently for/against Thrune." sentiment.

Cause like, the school is just a cool rumor, the other things are sure bets that at least something is happening, even if they are traps.


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

Right! On it.


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

Made a post that's vaguely correct. Sorry, tomorrow is supposed to be a busy day at work and I've conveniently procrastinated some tasks at home as well ... Past me is such a lazy bum at times :p


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

Oooh, I've finally thought of some cool things to have.

Mage Armor potions if we've got access to brew potions. Given how difficult it is to have armor in this city, I don't want my breastplate to be a major point of weakness for the party, so having Mage Armor instead seems like a 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

Hrm, Kith has +11 to Alchemy, can you let me know the mechanics of Brew Potion? Maybe at some point he'll have to spend a feat on it?

Also can Kith whip up some poisoned meat for the dogs? I think the goal is to piss off the authorities and draw their attention away right?

If the group doesn't like cruelty to animals then at least something that'll upset their stomachs?

Here are Kith's known 'spells' no Mage armor on the list unfortunately.

Sorry for offloading work on you guys, my work is real intense though so I can't devote time to burshing up on pf1e crafting rules!

Known:
1st
Adhesive Spittle
Ant Haul
Cure Light Wounds
Expeditious Retreat
False Face
Longshot.
Shield
Urban Grace

2nd:
False Life


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 Miranda has Mage Armour in her spellbook, so you could write it as an alchemy spell if you'd like.

You have Brew Potion from being an alchemist already :)


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 is taking orders then!

Mage Armor isn't in the Alchemist list, Barkskin is though.


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, I'm not sure I have the pockets for 2nd level spells yet... Hmm.

"Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites."

This is what I could find, so I think this means that, even if you don't have it on your spell list, if you have a spellcaster handy who does, you can still make Mage Armors.


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

It should work like that yeah. I think we had some crafting houserules about not being able to bypass spell requirements with skill checks? But this is the opposite so it should work!


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;

Okay, before we get too much further here, we really need to see what's up with Varuzhan. Because making actual plans without his input isn't really going to work if he's not around to offer suggestions. And especially if he's not around to take part.


Hells Rebels Tactical Map

Aye, as said, last time I checked he has been missing from the boards almost completely - I will write to him, and if you include him in plans, bot him, but I'll not speak for him. He'll simply be brooding a bit over the newest developments.

Also, sorry for being gone a few days myself, kids are ill and it's been going in circles. I do have some time in the evenings but it's draining, and the nights are short. At least I have a couple days vacation coming up so yay.


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

I am very, very missing lately. I also have a work obligation that is going to tie me up until mid November. Please continue to bot me!


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;

Alright, so we just putter along slowly, bot as needed, and wait for things to calm down some.


Hells Rebels Tactical Map

So, sounds like taking a look at the execution site yourself, then arranging for a talk with Setrona? I'll update to that end tomorrow then - I mean, it doesn't "lock" you into anything just yet.


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;

Barring any other opinions or plans? I believe that's it, yes.


Hells Rebels Tactical Map

Aye, and it all drags on. Kids been sick in cycles for a month now, at 5th of November. It started on 5th of October. And we didn't skip anything, I believe. I was supposed to be on Vacation last week and this, and figured I'll have MORE time with the kids in Kindergarten etc - but now I'm busy tending to the sick ones while SO takes care of the healthy ones. -_-

It's not like I have no time to myself in the evenings and nights, but I pretty much sat down and spent close to half an hour writing a single paragraph, then scrapped it. I'll get that post with your visit to the site and the preparation for Setrona up as soon as I am capable of doing so. (Also lagging behind in most of the other pbp games I play, right now, not just here).


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 alright, I'm a gracious sort and will hold off on the punitive floggings. But Miranda isn't nearly as merciful as I am, so watch out for something ferociously mauling your ankles in the near future :D. I mean, aside from one of your sprogs.


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
Boros Black-Hand wrote:
It's alright, I'm a gracious sort and will hold off on the punitive floggings. But Miranda isn't nearly as merciful as I am, so watch out for something ferociously mauling your ankles in the near future :D. I mean, aside from one of your sprogs.

You just insulted my whole people. But yes! :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;

Just waiting on something to happen.


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 believe we are ready for a cut to the meeting with the lady who wants to talk about Hellknights, yes.


Hells Rebels Tactical Map

Aye, and thats coming. I did manage to get a few posts out today in other games(I share one with Miranda, she can vouch(while mauling my ankles) that i finally posted there today, before your post), and I hope to finish tomorrow and also get this updated. Last few days where the first ones where everybody was healthy/fever free.


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. Though I must admit I've been a bit low myself. Careful so your ankles doesn't catch anything again :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;

My thumbs, they twiddle in idleness.


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 Twiddle-Thumb just doesn't have the same ring to it.


Hells Rebels Tactical Map

Yeah, I was not twiddling :P I celebrated too early. First my SO, then me were ill(in fact, I am still in sick leave). But the kids were all fine which made things even more interesting.
It's been close to 2 months now and I am so done with illnesses. At least Austria has a lockdown again and the kids are home, so they can't bring something new from Kindergarten.
Regardless, I'm aware by now that must seem like cheap excuses, so I decided to only post in discussion after gameplay. :P
(Yeah, to some extent, I should also be pushing myself more - no excuses there, some mauling is in order.)


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;

Don't worry Mordred, I totally won't mention about all the times that I was playing Fallout or GTA V at f+@& o'clock in the morning (my time) and saw you popping in on Steam to play something :p.


Hells Rebels Tactical Map

Oh, on that, you should know that it would totally be against the TOS of Steam if I were to share my account with, say, a nephew of mine.
So totally me playing all day while I'm laboring in home office. Or in the middle of night when I have to get up early.

(That said, sometimes it will definitely have been me. Probably a good number of times, actually. Just not always. And yes, I know about Family Library Share. It...has shortcomings.)
(That, and aside from my nephew, SO and my daughters also use the computer. Mushroom Cats is on the girls, not me!)


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 oh a post! I hardly know what to do with it :D

---

Also don't try to pin your fungi cats on someone else :p


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

A surprise to be sure but a welcome one.


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:

Oh, on that, you should know that it would totally be against the TOS of Steam if I were to share my account with, say, a nephew of mine.

So totally me playing all day while I'm laboring in home office. Or in the middle of night when I have to get up early.

(That said, sometimes it will definitely have been me. Probably a good number of times, actually. Just not always. And yes, I know about Family Library Share. It...has shortcomings.)
(That, and aside from my nephew, SO and my daughters also use the computer. Mushroom Cats is on the girls, not me!)

Oh, no, of course, of course. Totally your nephew, the spouse, the kids, the cat, the dog, the neighbor, the neighbor's dog, the dog's nephew, and Little Jimmy from down the road playing those games :D.

Also, suspiciously specific denial there :D.

Miranda Greenblossom wrote:


Also don't try to pin your fungi cats on someone else :p

Would have worked better if you'd gone with fungal felines. Mycorrhizae meows might also have worked.


Hells Rebels Tactical Map

The specific denial WAS followed up with the admission that it probably WAS me lots of times. Just not at the more outlandish ones, or with specific games I don't really play.
(Not saying I didn't play something non-steam during those times, either.)

That said, the name of that game literally is Mushroom Cats. And you click wooly hats on them so they don't freeze in...you know what, nevermind.


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

Hmhm you know suspicious amounts of this game ... >.>

And yeah I should have thought about something better then fungi cats :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

Happy holiday wishes :)


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

Same to you, Miranda!


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 to those who celebrate and Happy Holidays to everyone!

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