
![]() |

I'd love to do 6-12, but I can wait and play that later with my Chileaxian character if people would rather 6-06.

![]() |

Lore, Scribing: 1d20 + 7 ⇒ (3) + 7 = 10
Jiggo is not in much of a writing mood...

GM Bret |

Working on getting chronicles sent and game reported. I expect to have it done today.
Do we need to recruit another person before continuing? Lady Ladile has not been posting in a long while and Hilary can’t make the next game either.
I think Vardarel would have a slight preference for Rotten Apples but I can go with either.

![]() |

Are we down to 3 players + GM? The table is still legal, but we should look for a 4th anyway.

![]() |

I believe without Hilary and LL we're at 4 and a GM. We could still certainly recruit another, leaving us with a flexible 5 and a GM.

![]() |

The chronicle looks good to me, thanks GM.
GM Tiger/Bun, just drop the links when you are ready.

![]() |

Chronicle looks good. Thank you for running the game, GM.

![]() |

I am at 6-12 with my other character, so I vote to play 6-06 for this group.

GM Bret |

So what do you want to do? 06-06 or 06-12?
6-06 Rotten Apples:
6-12: The Burning of GreensteeplesVardarel prefers 6-06
Stitch hasn’t expressed a preference but said he would play Eddie if we did 6-06
Belle prefers 6-12 but would play either
Krinolin / Nicole would prefer 6-06, not sure which character they would play for it
Clover has a gig.
Soddy/Fran hasn’t posted in a long time.
I think that Krinolin/Nicole has expressed the strongest opinion on which to play since their other character is currently in 6-12. Playing two different characters through the same adventure at the same time could get confusing.
Is the above a good summary of votes?

![]() |

I'll set things up tomorrow -- got a bit of hay fever going so I'm a bit miserable tonight...
So who are we gonna recruit? :)

![]() |
1 person marked this as a favorite. |

Could ask Nomadical if you want? Always enjoy playing with him. Dunno if anyone else has an opinion or other ideas. I don't play with too many different people these days.

![]() |
3 people marked this as a favorite. |

I am currently GMing a game for Meadow, so I will send them a message.

![]() |

Looking forward to more adventures with Bun's hero, Prof Bun Bun QTE :)

![]() |

6-06: Macros|Slides|RPG Chronicles
Links have been added to the thread header. Looks like the Macros & Slides have been filled out already but we'll have to add ourselves to the RPG Chronicles.

![]() |

I just grabbed the macros/slides from Urwal. Stitch, you'll need to update your Macros for Eddie... and you, err, appearance :)

![]() |

Ok Eddie is updated to level 5 other than spells chosen. I also started to bend them towards a bit more melee as Leaf Druids kinda get shunted in that direction. +1 Strength baby! Also Eddie can now speak with plants and fungus to go along with animal empathy.
I've got all the macros, sheets, chronicle filled out. Let me know if anything isn't clear.

![]() |

Done with Macros, Slides, and RPGChronicles.
I have Healing Bomb feat but I am not sure how it works.
1. Do I perform a Strike with the elixir against the target's (ally) AC to determine result?
2. Can I use Quick Bomber action with the elixir, now that I can treat the elixir as a bomb?

![]() |
1 person marked this as a favorite. |

Meadow/Halgur said they were interested. So I dropped a link to this thread.

GM Bret |
1 person marked this as a favorite. |

Done with Macros, Slides, and RPGChronicles.
I have Healing Bomb feat but I am not sure how it works.
1. Do I perform a Strike with the elixir against the target's (ally) AC to determine result?
2. Can I use Quick Bomber action with the elixir, now that I can treat the elixir as a bomb?
So Healing Bomb has the Additive trait.
Additive: Feats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
Need to use Quick Alchemy to create the consumable.
Quick Bomber says “You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb.” This is good, Quick Alchemy is a part of the Quick Bomber activity. We can use additives with Quick Bomber.
As for how it works, Healing Bomb says “You can throw the elixir as though it were an alchemical bomb, with the following results.”
Throw an elixir as if it was a bomb, so you definitely need to make an attack roll. Should be able to treat it as a bomb for any feats like Quick Bomber or Far Lobber.
“Success The target is affected as though it drank the elixir, and each living creature adjacent to it regains HP from the bomb equal to the elixir's number of damage dice (3 HP for a lesser elixir of life, for example).”
Does healing and splashes adjacent with some healing,
“Failure The target regains HP equal to the elixir's number of damage dice.”
Just heals the target a little bit,
“Critical Failure The healing bomb has no effect.”
Oops, that one was a dud.
That is how I interpret it. Corrections welcome.

![]() |

Thank you for the detailed explanation, GM Bret!

![]() |

Hey everyone. Looks like I've played with all of you before. I've done a decent amount of GMing in person (3 stars, one nova, 2 glyphs) but not any PbP games yet. I've been meaning to start for ages though and glad to start with a bunch of fun players.
Welcome Halgur! We started this group with fresh level 1s 2-3 years ago (I think?). Mostly we've played with the same characters but the last couple games have brought in some other characters, such as Eddie here, based on the scenario. Normally I'm playing Stitch with his invention Meat Wagon.

![]() |

Halgur wrote:Hey everyone. Looks like I've played with all of you before. I've done a decent amount of GMing in person (3 stars, one nova, 2 glyphs) but not any PbP games yet. I've been meaning to start for ages though and glad to start with a bunch of fun players.Welcome Halgur! We started this group with fresh level 1s 2-3 years ago (I think?). Mostly we've played with the same characters but the last couple games have brought in some other characters, such as Eddie here, based on the scenario. Normally I'm playing Stitch with his invention Meat Wagon.
closer to 4... 2021... wow. seems like yesterday.
Oh, when you see Professor Bun Bun, please tell him Bun has a possible story for him to set to music...

![]() |

just out of curiosity, where did that painting come from (who did it)? :)
It's cute :)

![]() |

I finally sat down and applied those character design classes I've taking. Inspired by many 1990s rap album covers & clothing ads.

![]() |

So looking at roles in the current group, we've got the following:
Bella w/ Khiari: Melee
Veiled Lady: Melee and Healing
Vardarel: Healing and Ranged
Eddie: Spell Ranged mostly still and can toss some healing if needed
Halgur: ?
Putting together this list will definitely make me mostly prepare some offensive spells to keep from things getting clogged in melee, and, well, Eddie is a 12 str leaf druid.. they ain't tossing in big numbers to say the least.
If we think based on the briefing we'll need spells that help more outside of combat I can do that too.

Halgur |

Currently Meadow (lvl6 ranger) and Professor Bun Bun (soon to be lvl 5 bard) are in games and unavailable.
I have:
Welby Boffin (lvl3 witch-divine caster, alchemist archetype)
Olombe (lvl4 oracle divine caster, bard archetype)
Simon Osbourne (lvl 6 champion-melee fighter, marshal archetype)
Salissa Greenscale (lvl 6 Kineticist, generalist, melee, ranged, damage prevention, some healing)
I'm leaning towards Salissa. Does anyone have a preference?

![]() |

Veiled Lady will be replaced by Nicole. She is an alchemist that throws different kinds of bombs.
As for Halgur, a kineticist will be nice. I wanna see a level 6 kineticist. I only a level 3, a hydraokineticist one.

![]() |

You do realize, of course, that Bun Helsing is simply beside himself with joy. He just learned that he might be having more adventures with his hero...

![]() |

Halgur, I was going to ask if Bun Bun's played 06-05. I was gonna run it for you. Unfortunately, it appears Bun Bun will move out of range...

![]() |

I swapped myself into the back row, out from the front row, to give a space for the melee focused Salissa. If you don't want that position please readjust.

Halgur |

You do realize, of course, that Bun Helsing is simply beside himself with joy. He just learned that he might be having more adventures with his hero...
Heh.
Halgur, I was going to ask if Bun Bun's played 06-05. I was gonna run it for you. Unfortunately, it appears Bun Bun will move out of range...
Yes unfortunately. I haven't played it yet but even at slow speed levelling PBB hits 5 after his current mission.

![]() |
1 person marked this as a favorite. |

I swapped myself into the back row, out from the front row, to give a space for the melee focused Salissa. If you don't want that position please readjust.
Salissa isn't really melee focused. She's pretty good anywhere. She's turned out to be a very versatile generalist. Melee, ranged, support, whatever. She kind of plays like a champion with ranged ability.
Front rank is fine.

![]() |

Before they head out, she prepares five moderate ghost charges and gives one for everyone so that they will have three each. She also created three elixirs of life, just in case she needs them for the group.
[/ooc]
Ghost bombs are martial weapons and are likely to be largely ineffective in the hands of any untrained characters. Salissa is only trained in unarmed and simple weapons and will forgo any bombs.

![]() |

Nicole’s talisman’s:
Predator’s Claw Gain critical specialization effect with weapon once.
Potency Crystal Weapon becomes +1 Striking for one round.
Wolf Fang Do bludgeoning equal to Strength to target of successful trip
Adaptive Cogwheel Change firearm to a different type of firearm for one round
Hunter’s Bane Can better detect an ambushed that just hit you. Must be trained in Survival.
Jade Cat Helps with situations related to falling, balancing and difficult terrain for one minute. Must be trained in Acrobatics.
Monkey Pin Helps with climbing
Bronze Bull +1 to Shove and success makes them move further.
Crying Angel Helps Administer First Aid
Effervescent Ampoule one action to activate. Can move across water as if it were solid ground.
Mesmerizing Opal Help feint. Swashbucklers should love it.
Onyx Panther One action to activate. Help sneak.
Savior Spike Helps Grab an Edge
Some of these attach to weapons, others to armor.
Vardarel doesn’t wear armor, so the only one he would possibly use is the Predator’s Claw for his bow. Others are likely to make better use of the resource.