Sorcerer

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13 posts. Alias of LastNameOnEarth.


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01 strikes at another of the guards on the cliff.

Rapier: 1d8 ⇒ 51d6 ⇒ 1
Damage: 1d6 + 1d4 ⇒ (3) + (3) = 6


01 thrusts again, with his Rapier, stabbing fiercely at one of the guards ascending the cliff.

Rapier: 1d8 ⇒ 21d6 ⇒ 5
Damage: 1d4 + 1d6 ⇒ (1) + (5) = 6


Soak: 1d6 ⇒ 31d6 + 1d6 ⇒ (6) + (1) = 7
Spirit: 1d6 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (2) + 2 = 4

[Ooc]He gets +2 to overcome the Shaken condition from being a Construct, as well as ignore one wound penalty.[/dice]

Rapier: 1d8 ⇒ 31d6 ⇒ 5
Damage: 1d6 + 1d4 ⇒ (1) + (2) = 3


01 pops up to toss another explosive, trying to drop it among the men advancing on his position.

Throw: 1d8 ⇒ 41d6 ⇒ 2
Damage: 2d6 ⇒ (1, 2) = 3

Bit of a useless noisemakers there...


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mikeawmids wrote:
Where abouts is 01 throwing his bombs from?

Sorry, I missed this. He is behind whatever cover/Concealment is available, whether the edge of a building, trees, or what have you.


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mikeawmids wrote:

1: You must be Seasoned and have taken the Artificer edge. So 01 should not have it at this time, since everyone is still Novice rank.

He doesn't have it independently, but as a component of the Weird Science edge.

SWADE pg 148 wrote:

Arcane Devices: Weird scientists auto-

matically have the Artificer Edge, which
allows them to create Arcane Devices (see
page 45). Indeed, they must always use
devices for their powers.

It is an exception, as he can't work magic without using the Artificer edge.


01 ignites the fuse on one of his bombs, and lobs it into the midst of the horsemen. The toss is good, and explosion goes off right in the middle of the men and their horses.

Throw: 1d8 ⇒ 61d6 ⇒ 3
Damage + Ace: 2d6 + 1d6 ⇒ (2, 6) + (2) = 10


01 has the Artificer edge, but the challenge with it in regards to SWADE is that as written, the devices (potions, scrolls, weapons and armour) tie up some of the manufacturer's Power Points until they are used.

If mikeawmids wants to allow Pathfinder style crafting, we may need to come up with a new ruleset to describe how it should work, and in what ways it is different to the Artificer rules.


Sanchia Emengar wrote:

"Maybe cut to fall and held with ropes until the time is right? All we do is cut the ropes when we want them to come down?"

Sanchia has seen precious few trees in her life, she's a city girl through and through. But it works awesomely in her imagination.

"Digging pits would probably be more effective, but that kind of activity would be much harder to perform while avoiding notice. As an alternative, it should be possible for me to burry some explosive charges at the site, and set them off via fuses laid in tubes in the ground. The trenches needed to cover the tubes could be quite shallow and quickly dug, and then easily concealed afterwards. The resulting craters should make moving a carriage out of the landfall all but impossible. Timing will be tricky, but if placed well, detonating the charges early should have no ill effect, while detonating them late will most likely have... counter-cohesive effect on the bodies of the horses, again leaving the carriages immobile."

Alchemy: 1d8 ⇒ 71d6 + 1d6 ⇒ (6) + (1) = 7
01 will start working out the lengths of fuses needed and planning the placement of the charges he had in mind to bring about the effect he has in mind.


"I cannot swim either. I would not drown, but I sink like a stone. If i fell in, I'd have to walk along the bottom to a point where I could climb out."

"The river also presents a problem with visibility. Whereever we leave the riverbank would be visible to pursuers, which might make it harder to escape."

I'm playing up 01's hindrence Cautious. His point is not to sink every idea, but rather allowing the group to plan for all eventualities.


"We will need to be cautious that this information has not been released in order to draw members of the children. There may be more than the single Hellknight, and Arael may or may not actually be there. If we decide to strike at the transport, we should use the intervening time to try and verify the information, and make sure it is not too obvious they want us to know it. I am not familiar with the dungeon but I a presuming rescuing him from there would not be practical?"


01 looked up from the kit he was filling ine of the healer's kits he was putting together for the children. Dominic Artu was showing around some newcomers. The human was post-mature by organic standards, at that point where they transition from full capacity into a state of ever ebbing physical reliability. However, 01 had noticed that individuals in this state were often at an ideal point to bridge their failing mechanical function with an accumulation of skills and knowledge they were still usually capable of performing. Dominic Artu was one such. His skills were difficult to define, but verifiably present; a description that fit many of the children.

01 was generally human in form, male in structure, but clearly not one of them. His eyes caught light in seemingly unnatural ways, through apertures that shifted unnaturally quickly with changes in illumination, instead of human pupils. Transluscent circuitry can be just barely made out across the surface of his skin, revealing him to be one of the rumored artificial men. He is dressed in finer clothes, like those of a well-to-do merchant, though a bandolier of pouches criss crosses his chest, a fine leather bag sits on one hip, and a Rapier upon the other.

He nods at the newcomers as the old man introduces them, standing to give them his full attention as he had learned human manners dictate.

"Greetings. Welcome to the Children. I am designated Zero-One, though most here call me Naught-one or just Naught. I am a chemist by design, so I am making up wound kits for those of the children that might need them, when supernatural healing is unavailable. If you need of any, please take one. Let me know if you require anything."

While perfectly polite, the intense stare of the Synthetic man is a bit off-putting, and he seems to be taking in every detail of your appearance.


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mikeawmids wrote:

I am gonna' say No on Gadgeteer and the Born a Hero rule, as I don't want too great a power discrepancy between new characters and the four players that have already built Novice characters. I'm planning to advance you quickly enough that you'll hit Seasoned soon enough.

In this scenario, if you were crafting mundane alchemical items, like matches, I'd likely ask for Weird Science. I would be wary of using that as a way around the Power restrictions. If you want reliable access to flares, alchemist's fire or smoke bombs, I'd expect you to spend advancement points on new powers; Light, Burst (trapping fire) and Blind. Edges like McGyver and Gadgeteer would enable you to jury rig various one shot items.

That makes perfect sense. On regards to alchemical items, I wasn't thinking of getting access to any extra powers, rather just having access to the mundane alchemical items the Alchemist can normally use. These tend to be very handy, especially at low levels. Some those effects do overlap with powers, but tend to be a lot less powerful. A molotov cocktail is useful, but it is not a Fireball.