Alright, discipline talents chosen. Went with Techmaniac (doubt it will be useful, but it very much is in character) and Archery Bash. Admittedly the character is probably more underpowered than I could have gone with Spheres, but this is my first time and I retooled a character who's decidedly anti-magic in their character. I do have one question, though, can she simultaneously make a ranged sunder and disarm attempt with her talents? Narratively, it makes sense, if you're shooting something out of someone's hand it's going to get damaged, the mechanics just seem incredibly funky.
Ana Brunas wrote:
This is supposed to say electricity, I was half asleep when I wrote this.
Yeah, especially if the setting is straddled between Commonplace and Everywhere, giving Gunsmithing makes a lot of sense. This isn't earth, so buying ammunition from just any place that sells weapon is probably not going to be viable for advanced firearm. I tend to like those in-between tech levels since they make for nice innovator characters. Alkenstar is on the verge of steampunk, and your take is on the verge of teslapunk, so a character who leans hard into proper steam power or electricity fits right in. Hence, flashlight. Granted, I'm flavoring them as bulky mid-to-late 1800s tech though. No fancy Numerian flashlights here :P I think I'll go with Weapon Shot for the free talent I just gained with the Gunsmithing revelation. She'll be trying to disarm/remove snipers from play if at all possible. (Also gunning for fortification armor of course) And as for the bonuses, Ana has two bonuses to her Knowledge (Engineering) from her classes, and both Craft (mechanical) and Craft (trap) ranks from her spheres.
Gearmaster of the Turning Age wrote: The setting generally uses Commonplace Guns. But for the purposes of requisitioning gear from the R.H.C., it's Guns Everywhere. I'm willing to rule in favor of whatever would benefit a firearm-using PC the most, even if that requires a tiny bending of the rules. The main reason I asked was just in case we got stranded somewhere, we'd need someone with Gunsmithing :P I'll probably leave it as it is, the mix of advanced firearms but still reliant on yourself for making every bit of it is how I imagine the character. Oh yeah, and one extra damage point lol. Ended up going with Guns Everywhere but burning a feat on Gunsmithing. And god, right between steampunk and teslapunk? Okay I love your takke on the setting so much already just at those words, hehe.
Alright, here's the crunch for Violant's character, your stereotypical panoply proponent from Ber, with a very strong obsession with technology of all sorts. Technologist theme, naturally. I don't think I screwed anything up? I don't know whether improvements are PER invention or whether you only have a total number though, so that may be horribly long. This was by far one of the longest character creation sessions I had in a while, but I didn't cheap out on her implementation since I have access to so. much. tech. I'll probably switch her to a proper rifle once confirmed that this is a Guns Everywhere campaign for the extra range on a sniper. I will be the one to do the Called Shots cruelty, ehehe.
Glad I could provide a little life support for this campaign, it was mighty fun while it lasted. And yeah, I'm pretty sure those are direct quotes lifted from the AP. Turns out, if you can create wormholes and simulate life, you can essentially create a divine realm with it and then become a literal demigod from my understanding
It's Engineering, actually, for robots. Big reason I didn't use Background skills in the campaign I'm GM-ing. Normall Engineering isn't used that often... in Iron Gods, however? Oh it gets used a fair bit more. K (Eng): 1d20 + 18 ⇒ (16) + 18 = 34 Ana puts the Veemod goggles on, adjusting to the new enhanced vision that the technological devices grants her. It takes a bit of manual adjustment since, presumanly, they were only designed with non-Amurrun in mind, but she eventually has her eyes open wide. "Alright. Adjusted the Veemods, I vaguely remember hearing one of those Surgeon Robots in that room," she says as she points to H6, "Absolutely no clue what's in the other room, though. Should we just avoid dealing witht the scalpel-and-laser all together?"
"This is just... weren't cybernetics enough? The 'experiment
She then just... sits there and sighs, as she looks over the gear on the former witch, contemplating her stupid decision to work with the League as an agent.
Androffan:
"And... there's the heart! Die." Ana takes a good few 3 or so seconds locating the heart of the sleeping Witch, then plunges her aligned rapier, swishing around to parry any potential attacks from the kytons should they attack. Between the lot of them, they should be able to deal with the group of Kytons relatively quickly, so snuffing the Technomancer out as fast as possible before she can wake up and control/scare Ana, the better Read: Abysmal will saves. Coup de Grace Rules:
As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow (and presumably also a firearm) , provided you are adjacent to the target. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace. Delivering a coup de grace provokes attacks of opportunity from threatening opponents. You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace).
Rapier Attack, Power Attack: 1d20 + 23 ⇒ (7) + 23 = 30
Ana takes the opportunity to charge Gyrne, making a single, devastating strike with her Holy Anarchic Rapier as she charges. Attack @Rasik, Charge, PA: 1d20 + 23 ⇒ (3) + 23 = 26
Feel free to change this attack to a Kyton if Rasik manages to fall asleep. Surprise rounds with Vital Strike! Woo!
K (Engineering): 1d20 + 18 ⇒ (18) + 18 = 36 "Agreed: two laser rifles, and presumably a jury-rigged whip-like weapon, and split the work once we find a lab? Sadly, though, I don't know the layout of the place well, aside from where the Kyton Witch is," Ana says as she stows her Arc Rifle, and withdraws her Holy Anarchic rapier out. "Speaking of, should we go after Rasik next?" Ana's grin is much clearer than Luthor's, as Ana is much more than eager to fell a Technomancer. How are we going to handle Parry and Riposte? I should ask that before we get into any combat with the Rapier.
Initiative Roll: 1d20 + 14 ⇒ (12) + 14 = 26 DEX-based char, two deeds, reactive = +14 initiative.
"Oh how I've missed doing this," Amhesha whispers with a wide grin as she fires a single arc at the nearest Myrmidon robot, conserving the Arc Rifle's power as she aims directly for its power source to overload it.
Amhesha, seeing robots, decides to equip her Arc Rifle to do the most damage she can to them as fast as possible. She stows her trusty Rapier for when the inevitable fight against the Kytons and the Technic League members happens, along with her Sonic Rifle for anything unrelated. Knowledge (Engineering): 1d20 + 18 ⇒ (1) + 18 = 19 Great first roll. Knowledge (Engineering) for robots. "Sadly I don't have an EMP Rifle at hand," she says looking at them. If a 19 is enough to identify them: "Myrmidon Robots. They fly, lash you, shoot you, and try to gut you, and just in general are bad news that rain destruction down on you. Considering they can fly, ranged weaponry is probably a good idea, lest they just pepper us from above with no way to retaliate. "
For a second, Ana looks deep in thought, as if remembering something, then she speaks up. "Look, if it helps me earn your trust. There's a Captain in the room down there," she says as she points through her cell to H5. "Speaking of planar threats, she's a witch who's been working with the Kytons: Gryne Rasik. My Rapier is both Anarchic and Holy, and should be horribly effective against Technic Leaguers and Kytons. I'll do my best to help you should you let me out," she says, still sweating nervously.
Ana sighs, realizing that sooner or later, either by her or the Captains, someone will find out about her past. "You'd find out about it from the Captains anyways," she says, taking a deep breath as she braces for the, potentially literal, impact. "My name is Ana Iridia Brunas, I am --- or, rather, was --- an Agent of the Technic League, mostly tasked with dealing with planar threats -- Cixyron Cultists and Demons, mostly." She then leans against the wall, staring at the Android directly in the eyes. "When that work dried up, I tried quitting before they tossed me into any other work. I was hit with a stungun and ended up in a bloody cell! Does that satisfy your curiosities?" She's sweating bullets at this point. She knows the Technic League's tendency to enslave androids, so she figured this one might find anyone allied, or previously allied, with the league to be an enemy. That includes her, regardless of her ability to hold the Holy Sonic Rifle without getting violently ill. There's still a bit of shakiness present in her voice, but she's no longer lying. Now she's just scared of reprisal, from either the freedom fighters, the League, or Brigh and Bastet forbid both. Had to come up with a plausible reason a former agent had literal holy weapon.
Ana, nearly asleep from idle waiting for her own demise, presumably by some horrid experiments, suddenly lurches in her cell as she hears people. "PEOPLE?!" As soon as she hears who showed up, she gets nervous as ever, though, due to why she's here. "Oh, thank Brigh and Bast! I thought you were Technic Leaguers." She doesn't know if they can even see her, so she's betting her money on being relatively easy to identify. "Ana Iridia Brunas, I got busted trying to smuggle some tech weapons out of Numeria and into Alkenstar. I'm the catfolk in Neraplast, if you need to discern my identity. The two rifles and the rapier should be somewhere near here. If you let me out," she says, nervously gasping for air, "I can help you take down those bloody spellcasters. You just need to find a way to get me out of the cell." Bluff (to lie about reason she was thrown here): 1d20 + 2 ⇒ (7) + 2 = 9 It's pretty clear in the tone of her voice that she is extremely nerve-wracked. |