Redemption: Tides of Numenera

Game Master Sebecloki


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Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Fine by me!


I revised the map of Halfstar a bit. I'm going to change it so some of that stuff is the 'town center', and the other bits are further away, so they're not all contiguous, as in the map I posted.

The basic set up is there's a small island off the coast which the little dock worker ab humans live on that contains some weird precursor ruins. Then there's the 'town center', which is a collection of buildings on the coast. There are a lot of outlying farms and small collections of houses, which all together is larger than the 'town center'.

Nearby, there is an ancient structure called the 'Moat House', which was once garrisoned by the inhabitants of the town, but has fallen into ruin. Beneath it are ruins.

The entire area was clearly once part of some larger urban conglomeration, and more advanced civilization. The town hall you're heading into is somehow connected with that culture, or a culture which drew upon that earlier one.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Cheers for the overview.

I've made some slight alterations to the revamp for the Unfettered Prince. I dropped one of the HOPF feats in favour of Technologist. Thus, the Prince should have an easier time understanding and using the technology that we encounter.


Here's what I've got so far for a map of the hall -- I'm still going to decorate it a bunch more, but that should give you an idea of the basic layout Halfstar Conjugatorium


changed it a bit Halfstart Conjugatorium

Dark Archive

Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |

You don't seem like a heavy trap DM(which is a-ok by me), but I thought that I should throw it out there that Arc has Trap Spotter and an automatic 53 to spot traps.

---Trap Spotter(Ex): Whenever the rogue comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

I have family coming in from out of town and may be limited in posting for the next week, as an FYI to the group.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

All the best, Eirikur, and thanks for the heads up.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

For the Unfettered Prince's spear, I aim to replace Foebiting with Perfect Surge.


See the Mongol thread, I haven't ruled on that issue yet.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Understood.

Dark Archive

Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |

Totally winging it in this scene, open to suggestions.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I aim to post shortly.


Arc - Nightmare Dragon wrote:
Totally winging it in this scene, open to suggestions.

This is pretty much the tone of the setting (not sure if you have any of the books, I have most of them), just go with it.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I have a bunch from a humble bundle a while back but I haven't gotten around to reading through them. What I have read made me even more interested in the oddities of this setting.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

A merry Christmas to all!


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

Apologies on the long absence; between work and family visits, my attention has been fragmented. I'll also admit that I'm not really sure how to add to the current scene and am at a bit of a loss about what to do, in-character.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

It's a tricky one imho.


Do you want me to go in a different direction?

I feel like what I'm doing is pretty similar to the Torment: Tides of Numenera game, but if everyone is bored, I can try to move on to something different.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Not bored, just uncertain of how best to make progress. If it's a numbers issue, then the Unfettered Prince can't match Arc's existing rolls. If it's an ideas issue, I'll keep at it.


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

Definitely not bored, I just don't know how to contribute... currently it seems to be some kind of guardian puzzle based on prose and song, which Eirikur would not really be familiar with even if his memories were intact. As a player, I just don't know what I can do in the current scene to contribute in-character; any suggestions are more than welcome!


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Spellcraft perhaps? Or seeing if the movements match a language that he knows?


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I may not be available to post at all tomorrow.


Sorry, hadn't seen there were more recent posts, just updated.


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

How's this timeline breakdown? Did we touch the statues, or not?


WP/VP 154/550 | AC 74/81;T 59/66; FF 63/70 | CMB: +23; CMD: 62/69 | Init +25/55 w/Major Aura; Go First | Fort: +52; Ref: +57; Will: +49/79 Fast Healing 9 | Immune to Acid, Charm, Cold, Compulsion, Electricity, Fear (including Supernatural Fear), and Fire | DR 6/Adamantine, Chaotic, and Piercing | Adrenaline Boost: 2 (2) | Minor Aura: Motivate Dexterity | Major Aura: Motivate AC +7

Hey folks. I got recruited by Sebcloki to join your merry band. I'm just waiting on him to let me know when to segue into the gameplay thread/check through my character sheet to make sure I didn't make the Maths error.

Just thought I'd drop in and introduce myself, and look forward to playing with you fine folks!


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

Hello there and welcome!


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

@Sebecloki: I take it that the upgrades to our characters still aren't in effect yet? Assessing my options with the Prince.


The upgrades to your character can be in effect whenever you're done with them.


Eirikur, Angel of Death wrote:
How's this timeline breakdown? Did we touch the statues, or not?

At least Arc and The Unfettered Prince did; the latter was just seized by a mysterious possessing entity, while Arc drove off the interloper


Male Weremonkey Rogue/Ranger/Trickster

I hope to join as well, assuming there's still room.

I'm stuck between two character concepts right now:

First one is inspired by Sorin Markov from MtG and Dracula. He would have the Dread Vampire and Mythic Vampire templates. Class wise, I'm still working out the particulars, but I'm leaning towards using the Spheres system.

The second concept is inspired by The Widow from Into the Badlands. That link does contain some minor spoilers for the series.

For her, classes would be Spheres of Might's Conscript and then not sure yet on the other class. Leaning possibly towards Legendary Swashbuckler. Dual wield build, with a solid single thrown weapon, and then shuriken to mimic the butterfly throwing weapons that are used by her minions.


WP/VP 154/550 | AC 74/81;T 59/66; FF 63/70 | CMB: +23; CMD: 62/69 | Init +25/55 w/Major Aura; Go First | Fort: +52; Ref: +57; Will: +49/79 Fast Healing 9 | Immune to Acid, Charm, Cold, Compulsion, Electricity, Fear (including Supernatural Fear), and Fire | DR 6/Adamantine, Chaotic, and Piercing | Adrenaline Boost: 2 (2) | Minor Aura: Motivate Dexterity | Major Aura: Motivate AC +7

There's a monstrous class for vampire from legendary games I think. Let me find a link and maybe it'll help with what you're looking to do.

EDIT: Here it is.


Monkeygod wrote:

I hope to join as well, assuming there's still room.

I'm stuck between two character concepts right now:

First one is inspired by Sorin Markov from MtG and Dracula. He would have the Dread Vampire and Mythic Vampire templates. Class wise, I'm still working out the particulars, but I'm leaning towards using the Spheres system.

The second concept is inspired by The Widow from Into the Badlands. That link does contain some minor spoilers for the series.

For her, classes would be Spheres of Might's Conscript and then not sure yet on the other class. Leaning possibly towards Legendary Swashbuckler. Dual wield build, with a solid single thrown weapon, and then shuriken to mimic the butterfly throwing weapons that are used by her minions.

yep, you're still very welcome to join -- this is a hex crawl without a real plot, so it also makes no difference when you come in.


WP/VP 154/550 | AC 74/81;T 59/66; FF 63/70 | CMB: +23; CMD: 62/69 | Init +25/55 w/Major Aura; Go First | Fort: +52; Ref: +57; Will: +49/79 Fast Healing 9 | Immune to Acid, Charm, Cold, Compulsion, Electricity, Fear (including Supernatural Fear), and Fire | DR 6/Adamantine, Chaotic, and Piercing | Adrenaline Boost: 2 (2) | Minor Aura: Motivate Dexterity | Major Aura: Motivate AC +7

MG, you wanna have our characters start out knowing each other? Obviously, we have amnesia too, but we could have found ourselves on the beach at the same time and wandered into the scene.


Male Weremonkey Rogue/Ranger/Trickster
"Cal" wrote:
MG, you wanna have our characters start out knowing each other? Obviously, we have amnesia too, but we could have found ourselves on the beach at the same time and wandered into the scene.

I've not yet even picked a concept yet alone began work on a build. I have no idea when I'll be ready. Thanks for the offer, but I believe you should join as soon as Seb is willing to have you join.


Okay, fair enough.


Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV

@Seb, ok. Eirikur touched the statues as well so I wasn't sure if that had been missed or not.


I'll update shortly; you also have to make a will check, so you can go ahead and do that before I post because mine will be a reaction to that.


Male advanced half-celestial agile post-human unchained zen archer monk (master of many styles) 8//psychic (amnesiac) 8 (gestalt; wizard* VMC) // Champion 3 :: Trickster 3 Algn: Blue (Red/Green)

Thus, the Infinite Fool; here, his companion Sy'ad.

Technical bits are essentially done, but Lokifinder-specific items (e.g. AC/Defense, Vigor/Wounds) have not yet been calculated, nor have spells been selected.

A few notes:
A few notes/pointers:

Agile (+1) is a mythic simple template which consumes a mythic path ability; this is fair, as it gives evasion, +30 movement speed, +20 initiative, and an entire extra initiative pass every round. Honestly, this sort of requires GM approval.

HOPF Feats:
Mythic Improved Overrun is derived from HOPF Mythic Improved Bull Rush, requiring Mythic Improved Overrun and giving a +20 to overrun checks.
Eschew Intuition and Eschew Logic are derived from HOPF Eschew Gestures and Eschew Incantations, both of which permanently replace the need for the basic tools of standard spells. As psychic magic uses 'thought' and 'emotion' components instead of speech and gesture, I felt this to be a fair substitution.

Background (GM Only):

Spoiler:
The intended background of the Infinite Fool is as someone from a much, much earlier World -- perhaps the First, or whichever were first able to transfer their consciousness into (or create one within) a computer. Nanites would eventually be capable of creating this sapience a body and transferring it into it, as well as 'refreshing' the backup(s) of the individual's mind. This would, in its own way, confer a type of immortality, serial or otherwise.

The Fool is one of many who did this, and who was in fact one of the programmers, but who is perhaps one of the only survivors. Those who did not last were those who could not handle such an extended lifespan and went mad, becoming world-destroyers, gibbering wrecks, serial killers, and all the terrible and broken things to which mankind is susceptible. The Fool survived by, well, becoming both the Buddha and the man who meets the Buddha on the road to meifumadō and kills him -- by grasping the innate dichotomy that everything is both perfect yet also imperfect and in the process of being perfected, understanding that there is always more to know, that knowledge must be tested, that emotions are as important as knowledge, and that at some point, knowledge -- even memory!! -- must be discarded in order to allow one to learn again, free of preconceptions: thus, the Infinite Fool.

The Fool's walking staff (named 'RA') can transform into any weapon; it is a physical representation of his connection to the vast computer systems. 'RA' is actually an acronym, meaning 'root access'; his familiar Sy'ad is an indicator of his position as 'System Administrator', and the tiny adamantine rapier she bears is a 'Universal Access Key'.


Cal and The Infinite Fool can join when you want. Love both your character ideas! Interested to see how this plays out. I think this is a pretty interesting game, if I do say so myself. I love the setting.


I finally managed to make a map of the demiplane of Kyoonsha'rah that I think is appropriately evocative; I'll add in some more description later.

Splinter World of Kyoonsha'rah


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I'll look to post tomorrow.


Male Weremonkey Rogue/Ranger/Trickster

I've settled on the character Inspired by The Widow, I may even call her The Butterfly Widow.

Was curious, Seb, will there be opportunities to establish things like a base/settlement/headquarters? Gather followers and such?


1 person marked this as a favorite.

Sure if you want -- this doesn't have a plot really, I'm just creating hex crawl elements; the town is based on classic DnD towns like hommelet and nulb. There isn't really a campaign arc, it's just sort of exploring weird stuff and doing what you want.


Male advanced half-celestial agile post-human unchained zen archer monk (master of many styles) 8//psychic (amnesiac) 8 (gestalt; wizard* VMC) // Champion 3 :: Trickster 3 Algn: Blue (Red/Green)

I've been looking for the 'colour rules' for info on smite, but I can't find a link. Can anyone help me out on this?


Male Weremonkey Rogue/Ranger/Trickster
The Infinite Fool wrote:

I've been looking for the 'colour rules' for info on smite, but I can't find a link. Can anyone help me out on this?

The House Rules Doc has that info. Ignore most of the rest, as a lot of it has be updated and changed during the unification of the rules Seb, myself and others worked on.


Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison

I aim to post tomorrow.


How's it going everyone?

I feel like we still haven't achieved a really good pace -- is there something I should do? Give me feedback.


Posting to all my games:

Everyone in my games -- I want to raise a conversation -- I've noticed a real slow down in posts. Is this too many games to be having going on simultaneously? Should we put some on hold for now, and pick a couple to focus on?


WP/VP 154/550 | AC 74/81;T 59/66; FF 63/70 | CMB: +23; CMD: 62/69 | Init +25/55 w/Major Aura; Go First | Fort: +52; Ref: +57; Will: +49/79 Fast Healing 9 | Immune to Acid, Charm, Cold, Compulsion, Electricity, Fear (including Supernatural Fear), and Fire | DR 6/Adamantine, Chaotic, and Piercing | Adrenaline Boost: 2 (2) | Minor Aura: Motivate Dexterity | Major Aura: Motivate AC +7

I'm just waiting on other people to post something before I do again.

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