Turn 27 - Jay Zin Leaves - Zhong Complex Rolls: Daks Speed Defense - Penalty (Diff 5): 1d20 ⇒ 2 Basai Speed Defense - Diff 4: 1d20 ⇒ 6
I'll allow the major effect of Mechanus' Calm action to be a +2 step asset to Basai. Hir next calm check will be a Difficulty 2 check. To clarify time order thus far - Mechanus finished speaking to the men in the "Action Round 1" time step. In the "Reaction Round" time frame, Basai attempted and failed to Calm Hirself. Mechanus attempted to calm the Diruk in the "Action Round 2" time step, giving Basai the +2 Step bonus in this round. Basai can still roll for hir calming action for this round.
Turn 026 - First Contact - Zhong Complex
Rolls: Jay Zin Speed Defense: 1d20 ⇒ 18 Jay Zin Listening: 1d20 ⇒ 17 Basai Listening: 1d20 ⇒ 4
@Basai You hear the whirring and it immediately makes you remember the drills that they used to mine the ore from your body. All the emotions that you keep locked away come pouring out when you hear that sound. You are enraged/panicked until you succeed a Difficulty lvl 4 Intellect Action to calm yourself. You may RP the effects of this as you see fit. In general I will give you an asset to enraged/panicked actions (ex. Smash, Run, Jump) and will give you a penalty to reasoning/communicative/perception actions. To calm yourself is a Difficulty 4 Intellect Action (roll 12) - Other group members can spend an Action to try to calm you, this would give you an asset. Azzuretta cannot do so this round as she is distracted with Jay Zin.
Not sure if it wasn't clear but the Rebels are bulwarked in the stone tower. Nobody has heard or sensed anything in the room above you, Basai. Basai - Approached the ancient alloy stairs with extreme care, shi could almost sense their crystalline structure as shi silently glided up the stairs, balancing perfectly on each step. Each step left a footprint of midnight blue color on the otherwise bleak grey metal. Likewise, with each step ore veins in Basai's lower leg section seemed to lengthen and thicken. Basai emerged into an empty room, the door labeled Vault 2 launching the occasional spark from its frame, looking to have been recently blown open. Inside, Basai could barely make out a few dead bodies, and could see that the inner vault door also appeared to have also been breached. Shi listened for sounds, but from her vantage halfway up the stairs heard none.
Daks - Medium Armor
Perception checks - standing near Breona, you both strain and succeed at hearing the thumping sound she described. Basai, you think it sounds like something organic hitting something inorganic, a fist against metal maybe. Climbing
I'll wait to see if Daks or Mechanus want to post for Turn 018 and then I'll post Turn 019 this afternoon. Thanks for the heads up Mechanus. Also RE: Mechanus - Cyphers with variable effects. I agree that they should be rolled upfront. I will allow players to make that roll - please roll for Ostracized Vapor at your convenience.
Hey everybody, thanks for your posts today. I am working on the next post. I will try to get it up in the morning. Just to give you the opportunity to do some more work tonight. Time wise, You don't have time to use the insect cypher. Two hours will drastically change the conditions of what is going on in the city (one hr to record, one to play back). For reference, we have maybe covered an hour of game time so far. The next post will be Fannar Bryn describing the plan of attack of the rebels at the Zhong Tower and telling you how to get from the Mintz compound to the Zhong Tower. For scouting needs, you will be able to scout the compound from the street and you will be able to compare that to what Bryn describes.
Also I want to put an option out for everyone. Since many of us are new to Numenera and these last sessions have been a bit of a learning experience. I'm open to some character creation changes before we begin the next phase of the game. I don't want anyone stuck playing a character they wish they had made differently. Please post any change requests into the board OOC so that we can discuss. I feel like moving up to 2 points between pools is fine, changing one of your starting abilities, maybe a skill. I don't think I would support changing focus or descriptors. Thoughts?
Hey, sorry for the delay. I don't think I will be able to make the next post until Tuesday AM. I thought I might have time today but it didn't work out that way. I am on vacation with my wife and friends. I should be good to post regularly all summer, with only two or three more long weekend holidays. Thanks for all your posts. I am mulling over a number of different ways to take the next post. I aim to make it a good one! I don't want to rush it out.
Yeah good question. I need to brainstorm a lot of Cypher stuff. I have a growing list of questions. What is the purpose of level when it isn't used to calculate a value in the text of the cypher? Does everyone automatically succeed at cypher use if the cypher is identified? I don't like it if this is the case, but how to determine difficulty if cypher use isn't auto-succeed? How do minor & major effects impact cypher use? Also GM Interveniton. If an NPC uses a cypher does the GM roll for cypher use or do we think it also auto-succeeds? How could we do Cypher Identification so that it is fun and allows some mystery about what the devices do rather than being an annoying housekeeping roll. @Emoaccoustic Weapon Use - This succeeds. Mintz slumps his shoulders and sits at his desk, admitting defeat.
Alright, so I am heading to the airport in a couple hours. I will have limited access to the boards until Tuesday morning when I get back home. I will be aiming to post two or three turns this weekend, but I'm not really sure how much quiet time I will have or what my internet access will be like. I should be able to post Turn 15 after I see everyone respond to 14. Turn 15 should have some prompts that the party can sit with for a couple days to discuss out what they are doing next. When I post this weekend, it will be to respond to your discussion - both as Fannar and OOC. I want to start the next story arc on Tuesday once I get back home. Thanks everyone for all your great posts!
Basai -
Flashfire ID Check - You had seen these devices before around Mintz. You know that the flash is intense but that it doesn't have much range. You also know that the heat dissipates instantly.
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Hello all. Looking through the many posts on the recruiting wall, I thought I’d try also creating my own post. Currently looking for a party and GM to run Agents of Edgewatch in Play by Post format. Obviously this won’t happen without a GM but hopefully we’ll get some interest on both sides. Getting players will likely not be a problem considering the recruitment forums are filled with people who want to play this.
The feat gives a +1 morale bonus on attacks and +4 bonus vs fear saves as a swift action and the other gives a +1 competence bonus on attacks and a +4 bonus vs fear saves as a standard action. The way I'm reading it is that I can do both in round 1 and give everyone +2 to hit and +8 to fear saves? Let me know.
Hey, I have run into an issue with Hero Lab and I saw it posted in a couple of places. Also, some people have said they have run into this interpretation at PFS games. So, here it is: Rogues don't have access to all rogue talents. Now, I know it says that rogues have modified talents in Unchained. I also know they had a list of unmodified ones. But I don't see anywhere that they don't have access to any other talent for the rest of time. Like, why would the Bomber talent not be available? I don't get it. If it's true, I don't understand the reasoning. If it's not true, why are people interpreting the rule this way? I can't find an FAQ or any thread with a definitive answer. Does anyone know when an FAQ for Unchained is coming out?
Hey. I have an idea for a character but I'm looking for advice on feats and discoveries. So far, I know I want to play an alchemist grenadier/toxicant. I plan on using a crossbow to apply poison or alchemical items from the archetypes. For race, I'm going with tiefling. This is for an adventure path which will likely be Hell's Rebels.
http://www.d20pfsrd.com/traits/magic-traits/unstable-mutagen I'm currently building a Mutagenic Mauler and I'm considering taking the trait Unstable Mutagen. I was wondering if this trait allowed me to have two mutagens going (one regular and one unstable). I know I wouldn't be allowed to have the benefits of two different ones but having two would be incredibly useful. Anyway, I wasn't sure on the rules on this one hence the question. Hero Lab makes it look like it allows two mutagens but I wanted to make sure before I finished building the character.
Hey folks, I am building a halfling cavalier and wanted to ride a wolf. At 7th level, the wolf would become large. What happens to me at that point? Am I allowed to ride a large creature being small? If not, why would this be an option? Can anyone point me in the right direction? I'm having trouble finding it in the rule book.
I am currently building a magus for my next campaign. I would like to take three archetypes that don't seem to crossover but I'm not sure. The wording is weird. Staff Magus
Clearly trying to build an elven version of Gambit here. So the issue I'm having is this: Staff Magus gets ride of the medium and heavy armor class abilities to cast while wearing these types of armor. Spire defender gets rid of armor proficiencies but leaves the door open to take the proficiencies at a later time once you've reached those levels. Here's the wording of Spire Defender:
For me it's the wording of leaving the door open later on to take advatange of the class abilities if I choose to take the proficiencies that's bugging me. I feel like one is really trying to get rid of the proficiencies and one is clsing the door entirely on going down that road with anything but light armor. Please let me know your thoughts and it would be great to get a paizo staff ruling on this one. |