Sosiel Vaenic

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Organized Play Member. 1,105 posts (17,528 including aliases). 2 reviews. No lists. 1 wishlist. 5 Organized Play characters. 31 aliases.


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What really breaks divine only being granted for me is Monk's Ki Focus spells being divine with none of the baggage that comes to other divine casters (anathemas, curses etc.)

Is Irori a really benevolent god or something?


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I'm coming to the conclusion that picking traditions should be left to the sorcerer.

Witch should be occult tradition and Lessons can handle grabbing spells of any of the other three traditions, including divine.

To me having a Mysterious Patron kinda requires occult tradition but having it Mysterious allows it to carry out tradition shenanigans through Lessons.

Being able to pick multiple traditions just leads to questions of "Why this one and not that one."

And being able to pick all of them just treads too much on Sorcerer.

The solution is single tradition really.


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

Hi Leira. Glad to have you onboard.

I think as the others have said the group is well balanced enough that any role you wish to play will be useful.

The thing about this AP, as far as I can tell, is that a marital only approach isn't very optimal as giants are always going to outclass any kind of martial. Zavier gets by as the GM has been very generous with allowing magic items that bump up Zavier's CMB to an absurd degree and that lets Zavier reliably crowd control a single enemy. He still gets hit for massive damage alot though.

Giants are really better approached by targeting their Reflex and Touch AC as well as potentially their Will.

Basically to sum up, if you want to go with your original idea of an Orc bloodline sorcerer then feel free! It'll be very effective and we have four frontlines including pets anyway.


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I agree with what you're saying Anguish, but I feel like if the numbers are kept low and non stackable then the PF1 witch ability to spread out a lot of debuffs and keep them all running is something that shouldn't imbalance PF2.

A concept like that is already there with Bard Composition Cantrips buffs. I think the Witch would REALLY benefit from 'Hex Cantrips' debuffs.


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I really like the suggestion of some cantrip/bard composition style hexes suggested here:
https://paizo.com/threads/rzs42u2w?Witch-should-be-inspired-by-the-bard

As it allows for my PF1 witch playstyle of hexing multiple enemies/allies and cackling to keep all the debuffs/buffs going.

It's a unique playstyle that benefits folks who want to roll as little as possible and it gave a very strong and useful mechanical niche of premier reliable debuffer at the cost of action economy.

PF2 witches of course can't do this as Hexes are a focus spell and so you can only have one up at a time at the start and a max of only three up. Having some cantrip hexes would alleviate that.

Is there something about the common PF1 Witch Strategy that is somehow not a good fit for Pf2?


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Hey all,

Enjoying the playtest discussion, figured I'd throw my two cents in.

For a variety of reasons the witch having access to the arcane tradition just doesn't sit well with me. To me the 'logic and rationality' of arcane doesn't really fit with gaining powers through the gift of a mysterious patron. Heck, arcane magic doesn't really deal with the 'spirit' or the 'soul' which are very 'witchy' things to me. Considering the 'patron' it makes far more sense for a witch to have a divine patron rather then have access to the energies a book learned wizard does. Occult and Primal though FULLY fit, with Occult leaning into the Halloween Witch while Primal emphases the fae, hedge magic, Wiccan side of the fantasy.

That leads me to my suggestion. Drop arcane, keep occult and primal. And make the choice of occult and primal more compelling by putting some extra mechanics heft to it.

Duality is such a strong part of the witch myth. The 'Good' and 'Wicked' witch of The Wizard of Oz, subverted in later takes of the story (such as Wicked the musical). There's also the best witches in fiction to my mind. Discworld. Granny Weatherwax in fact really really embodies The Dark vs Light.

The reason why the bard being an occult caster really compelled me is that it made complete sense for a the bard to fight Occult horrors the way champions face off against divine monsters.

Heroic Witches should do that better.

Carpe Jugulum by Terry Pratchett Major spoilers:
Quote:


She glanced up at the tall, silent figure beside her.

GOOD EVENING.

“Oh … you again.”

ANOTHER CHOICE, ESMERELDA WEATHERWAX.

“Light and dark? It’s never as simple as that, you know, even for you.”

Death sighed. NOT EVEN FOR ME.

Granny tried to line up her thoughts.

Which light and which dark? She hadn’t been prepared for this. This didn’t feel right. This wasn’t the fight she had expected. Whose light? Whose mind was this?

Silly question. She was always her.

Never lose your grip on that …

So … light behind her, darkness in front …

She’d always said witches stood between the light and the dark.

[…]

Death reached down and took a handful of sand. He held it up, and let it slip between his fingers.

CHOOSE, he said. YOU ARE GOOD AT CHOOSING, I BELIEVE.

“Is there any advice you could be givin’ me?” said Granny.

CHOOSE RIGHT.

Granny turned to face the sheer white brilliance, and closed her eyes.

And stepped backward.

So anyway duality is enforced by having two spell lists and primal and occult are for more relevant to the creepy and/or Wiccan theme of the witch than arcane is.

The Lesson of Protection can easily be an Occult one, while Lesson of Deceit can easily by Primal (cause fae flavour).

Perhaps, to really make the witch familiar the best familiar in the game, the occult familiar should get a unique familiar ability, and same for the primal familiar?

All of this is IMO of course.

Edit: If I have offended any Wiccans with my post then please accept my apologies, it was not my intention.


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NOT TODAY EITHER GUYZ! GIVE ME MILLION DOLLARS AND I WILL GM FOR YOU FULL TIME! WORKING FOR A LIVING SUCKSSSSS.


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LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

It uncovered much, Honored Speaker. Oios intones Damballah be praised we have shed much light was shed on shadowed places. I am sad to say that this is the only happy news that I am able to give to you and your assembly however. All of our peoples are companions in grief this day. But I get ahead of myself.

The first place we conducted our investigation was where the bodies of your guards were discovered. The weapon wounds on them were not the cause of death, they were mutilations done after death in order to deceive us all. The cause of death was what we call HeartLock and what you call Mud Blood.

Oios pauses as murmurs from his first revelation start to echo I understand that you would not take my word on this. he says before pulling the gourd out of his pack So here is proof. Retrieved from below the boats where the bodies were found.

He allows the gourd to be taken to the Speaker. Someone wanted to deceive your people into thinking that ours were responsible for murder by blade, and so carried out murder by poison before carrying out a desecration.

But that is not all, from there we went to the hunters, the last of your people to see our own missing ones. We learnt that a hunter, Ithak, served as a guide for ours to a lonely island, where heartlock is known to grow. We followed that clue and found a large plague beast, recently engorged on a meal. It attacked us, we killed it, and from within the body we found our Hamfatten and his magistrates. Dead from the same poison, and the body of Ithak as well. We have brought his body as proof before we bury him.

Dead men, as a rule, though a loose one in these dark times, are innocent of murder, and certainly when they are within the belly of a snake.


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Sufficiently cowed (also bleeding from the middle of the face) the hurt Kish throws down their bow. The other, left alone, does so reluctantly.

The Huntmaster is right that one says sullenly as the other makes frantic motions at them. The exile is crazy

Combat over


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After resting, repairing, and generally tidying up the group engages in a museum tour in the reverse order that the curators intended.

First the holographic displays in the next section of the hallway depict performers and creators of various forms of art. A trio of kish in formal costumes leap and spin gracefully on a stage, another sits in front of some kind of instrument and tinkers away at the keys as if trying to perfect a melody, and a group of patrons stand in an art gallery admiring a sculpture of metal and glass. The displays repeat their animations every few minutes, and a large touch screen stands in front of each display.

The next section features animated holographic displays of manufacturing and other industrial work: a miniature version of a gas-mining vessel scoops up clouds, a kish in a jumpsuit stands at the console of an automated production line, and another sits at a large workbench performing delicate repairs on a small technological item, their face comically distorted by a large magnifying mirror. Like those before, these displays loop every few minutes, and each display features a large touch screen.

Animated holographic displays along the walls of the final... or first... section of the twisting hallway depict the planning and construction of a huge city among the clouds: alien architects manipulating three-dimensional electronic blueprints, an important-looking figure standing on an open-air cloud barge and pulling a lever that starts large construction machinery in the background, and a handful of industrial painters putting the finishing touches on a building. The animations loop every few minutes. A large touch screen is mounted in front of each display.

And that brings the group back to the room right in front of the entrance where the dead snake like creature molders.

Nothing other than displays, let me know what you wish to do in the tour or next.


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Guardsman / Heavy Gunner Wounds 6/17; WS 30;BS 48;S 37;T 46; Agi 33; Int 26; Per 31;WP 38;Fel 38; Fate 1/1; Insanity 10

1d100 ⇒ 4

Simmins sprints and does a duck and roll to come up into firing position just as Cort finishes slapping the barrel on, ready to dakka dakka


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Female Human Unchained Monk/4 HP 36/36| AC 17 T 17 FF 10 | Fort 6 Ref 6 Will 6 | Per 12 | Init 6

Hey guys, so I'm thinking a few things we could try.

1. Stake out the place, see who goes in and out.
2. Ask around the area about the recent changes to the jail
3. Find out who installed the door.

Based on what we find out we could possibly find a few different ways of getting info on what is inside as well as ways of getting in and out.


GM Screen:

3d6 ⇒ (3, 2, 5) = 10

2d10 + 13 + 2 ⇒ (3, 10) + 13 + 2 = 28
2d10 + 13 + 2 ⇒ (1, 5) + 13 + 2 = 21

2d6 ⇒ (2, 1) = 3

2d10 + 13 + 2 ⇒ (2, 10) + 13 + 2 = 27
2d10 + 13 + 2 ⇒ (9, 10) + 13 + 2 = 34

2d10 + 13 ⇒ (10, 7) + 13 = 30

1d10 + 9 - 5 ⇒ (3) + 9 - 5 = 7
1d10 + 9 - 5 ⇒ (6) + 9 - 5 = 10

2d10 + 18 - 5 ⇒ (8, 10) + 18 - 5 = 31
1d10 + 9 - 5 ⇒ (3) + 9 - 5 = 7

1d10 + 9 - 5 ⇒ (8) + 9 - 5 = 12

Vek intercepts one of the aliens rushing towards Astrianna and lands a brutal hit on the hapless native. It's subsequently blown away by three pistol shots from Astrianna and Leila. The final sonic blast causing its now limp body to fall off the landing pad and disappear over the edge into the red clouds below.

Prospero moves to get two of the remaining aliens in his sight and lets them have it with laser fire.

As the situation changes the aliens shift along with it, two of the aliens who had landed hits on Astiranna follow her to try and repeat the feat, both of the remaining archers drop their bows and draw their axes as they rush in, one to engage the android, the other to engage the Vesk. Vek is only beset by the alien that can speak the language.

Not..wanted... here... Go... AWAY! It rasps out as it swings its axe.

The sight of one of their own dying seems to have spurred something resolute and wrathful in the aliens as ALL five of their swings get through the various forcefields and advanced armor of the group. Vek is especially hurt by one very vicious axe swing from behind! Even Astrianna's electrical defenses don't seem to be dissuading them from drawing blood!

Ok, five hits, one crit on Vek. I'm putting in the full damage here but let me know what DR and other things to take into account. I've taken 1d6 electric damage on astrianna attackers into account

7 and 10 on Astrianna
7 and 31 on Vek!
12 on Prospero

Setup. Two aliens (2,3) are flank meleeing Astrianna 3 metrons from the edge. Vek is in melee with alien 4 a metron from the edge who is the only one who can speak Galcom and is also being flanked by 5. 6 has engaged Prospero in melee. Liela is a double move or charge away from melee of her choice. No real cover at this point. The Aliens on Astrianna look pretty hurt, shared language one looks scratched. Bottom of Round Four, party up!

Damage Tracker
Astrianna 49 stamina damage 1 health damage + 17 this round
Vek 11 stamina damage +38 this round
Prospero 7 stamina damage +12 this round
Alien 1 dead
Alien 2 20 damage
Alien 3 18 damage
Alien 4 Shared Language 24 hours + 5 damage
Alien 5
Alien 6


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

If that's on touch it hits! Doesn't change his action though as he doesn't use Dex for attacks.

Zavier grunts as the dwarf goes after him with some sort of magic attack

Maintain Grapple as Move Whirling Hold: 1d20 + 22 + 5 ⇒ (10) + 22 + 5 = 37
Maintain Grapple as Move Pin: 1d20 + 22 + 5 ⇒ (6) + 22 + 5 = 33

Neverthless, the wrestler from Brevoy, still standing on the sarcophagus, picks up the dwarf bodily and twirls him over his head before sending him down back to the spot he was with a body slam that ends with the dwarf well and truly pinned underneath Zavier!

Grah! Whirling Body Slam on EVIL!

Greater Grapple gives maintain grapple as move so can do it twice. First is Whirling Hold Feat which gives Lokmorr SICKENED for 5 rounds, and then second makes him pinned!


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While the team looks over the upgraded ship, Cueta beings to feel a little queasy, slumping into the pilot's seat with sweat beading on her forehead. Even though there is medical skill in the group they elect to take the human woman to a professional doctor who diagnoses her with 'freezer sickness', a not very uncommon side effect of having been in cyro stasis for so long and coming out of it far faster than recommended.

The solution is counter-intuitive, Cueta is to go back into cyrostasis with her vitals being monitored. When the medical software determines that her body has gone back into deep stasis the stasis chamber will begin bringing her out of it in a controlled manner to acclimatize her body to the environment. Since every body is different it's impossible to predict how long the process will take.

Cueta goes back into the chamber she'd been put in by Moriko Nash decades ago.


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LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Take care of yourself GM. Hope all is going well.


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

Zavier flies over and tries to grapple the prone Grendesk while flanking with Kohl.

haste higher ground bull strength flank grapple giant: 1d20 + 16 + 1 + 1 + 2 + 4 ⇒ (16) + 16 + 1 + 1 + 2 + 4 = 40


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Entropic Strike vs EAC: 1d20 + 8 + 5 - 4 + 2 ⇒ (15) + 8 + 5 - 4 + 2 = 26
Damage Acid or Bludgeon: 2d8 + 6 + 8 ⇒ (4, 4) + 6 + 8 = 22

Entropic Strike vs EAC: 1d20 + 8 + 5 - 4 + 2 ⇒ (6) + 8 + 5 - 4 + 2 = 17
Damage Acid or Bludgeon: 2d8 + 6 + 8 ⇒ (4, 6) + 6 + 8 = 24

To everyone else it seems like an anti explosion erupts out of Sheher simultaneously with the fire coming out of the Kish and as the energy waves compete and rage against each other they can see Sheher deliver at least one solid sock to his jaw through the maelstrom.


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

The last hit on her gave Sheher a bit of a rush of Entropic power, as she sees their foe start to explode with power she focuses on it to double its intensity. Then even as it starts to spread and cover her friends Sheher manipulates the rush of energy to dissapate it even as it rushes over them all.

Use extra reaction to spend resolve to gain ep. Thus have 2 ep, then use regular reaction to use Dampen which for 2 ep halves explosion damage for anyone who fails reflex and mitigates it completely for anyone who does. Sheher is unhurt and everyone else takes less damage.

That done Sheher proceeds to continuing to slosh acid over the Solarion.


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

bit of a complicated post incoming


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

When we go after the hill giants Zavier would like to bring along an orgre mage head to scare them with.

Do we have Ghost Sounds or Unseen Servant or Mage Hand type shenanigans?


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

She attacked Trunau for love? That is romantic! But also Evil. Let us go kill her!


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LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Oios is a suspicious type and would have jumped to the worst possible conclusion in any case even if the beastling was just talking about cowardice.

Here's Oios' plan.

1. Tell wasps/Orleva that he will find out if there are dreamers among his peoples but it will take say five days.

2. Hustle back to the city and find out what happened to Hamfatten.

3. Actually find out if there are dreamers (which he doesn't know)

4. When he finds out that everyone but him is having dreams then discuss the plan with everyone of the four of them going with the wasps/Orleva.

5. Start operation boiling water in a wasp's nest. With us being the boiling water.


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

Hey guys I'm going on vacation starting tomorrow for about five days so any posting will be real sporadic until the 16th or so!

Also I'm starting a new job on the 22nd. I have NO idea what that'll do to my posting rate but at least for a while it'll be slow for sure as I figure out how much free time I will have. Might even be more as the commute is shorter but we will see.


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They want to join Captain! Xerantha follows Cueta. They want the gift of unlife and to join the fleet!

Oh Zeera says seeming to deflate before brightening up. This is even better! Of course! You and your intelligence will make fine and honored additions to the defenders of True Eox. Why I will mentor you myself, Turn in your weapons and I will bring you to necrovites who will turn you into any sort of undead that you wish to be! Then we will speak of what the meddling Starfinders know.

Five bone troopers come up from behind the group uncertain as to what to do. They were expecting to carry out an ambush, not engage in negotiations.


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The Marrowblight starts to lead the group back towards Orphys stopping for a few moments to sadly pay her respects to the giant beast it had used as a guard dog. It'll take me a while to get over this she mutters giving the four of you a hateful glare for a moment. But the interests of the Corpse Fleet are more important than a pet.

On the way they pass the same gorge they had passed.

The desolate Eoxian terrain turns macabre here, as the sloping land descends into a gaping canyon that stretches for dozens of yards. But instead of sheer cliffs of rock, towering piles of bones and skulls of all sizes and shapes form the walls of the gorge. At the ravine’s eastern end, a wide pool of bubbling green acid abuts a sheer cliff. Several flat, stepped rocks next to the pool approximate a stairway climbing to the top of the cliff.

You are at the western edge. From above the steps on the eastern side out steps a vampire.

“Petty, foolish, irritating Starfinders! She declaims All of the effort I spent to weave my deadly traps, and for what? To have you bumble through, unharmed? Allow me to enlighten you. I am Captain Zeera Vesh, esteemed officer of the mighty Corpse Fleet—valiant navy of the true Eox—and you will go no farther. You’ve meddled enough in our plans. Now, I shall succeed where my lackeys have failed. I shall destroy you and bring glory to the Corpse Fleet once and for all!”

Xerantha tries to interrupt the Captain but isn't able to get a word in edgewise.


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Lord General of Sector Insignia

I'm good with that. This is all a calibration round anyway.

I'd say that the Mechanicus would actually work similarly wouldn't they?

In terms of preparation then I'd say the IG and IA can only assume the presence of each other in Phase 1. In terms of the game then they might 'over prepare' whenever one of the other forces decide to show up and that can be sorted out in adjustments in Phase 2.


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Xerantha slowly comes to as the massive amount of sonic damage that had rattled her senses slowly fades away. She stares at the human taunting her.

F%!@ off breather she says in Eoxian. Now that the translation software has clear audio to work off of it gets converted to Common. It comes across differently to each party member depending on the parental settings of the software, which is set by default to G.


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Male Human

I think it might be good to have some 'test runs' of how combats will be resolved to get a good idea of what the IG would do in similar future situations.

Maybe we can come up with some 'historical scenarios' for the sector and then see how our deployments would fare? That would inform the historical knowledge the IG will bring forward.


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Sheher decides to rest too. It's not like anything else more exciting was happening. Each RP is worth SO MUCH SP for Vanguards. It's pretty fun.


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Male Human

Ok. Here is my final list I'm pretty sure.

Made heavy use of
https://warhammer40k.fandom.com/wiki/Imperial_Guard_Vehicles

Infantry composition

2 Light Infantry Skirmishers
7 standard Line Infantry

1 Death World Regiment (Hot Weather specialists)
1 Death World Regiment (Cold Weather specialists)
1 Veteran Defensive Siege Specialists
2 Veteran Open Ground Warfare
2 Veteran Trench Warfare
1 Veteran Sapper Squad
1 Oversized and well armored Line Infantry Unit (Vanguard Unit more durable)

Mechanised Infantry

2 Sentinels
3 Hydras Mobile AA Divisions
5 Standard Chimera Loadouts
3 Hellhounds Mobile Flamers
2 Salamander Scouts

Artillery
3 basilisks
2 manticores

Tank Regiments
2 Leman Russ
2 Leman Russ Destroyer Tank Hunters
1 Leman Russ Punisher (Infantry Hunter)
2 Leman Russ Demolishers (City fighting, Line Breaching)

Super Heavies
4 Knight Households - 4 Knights each 16 Knights total
The best of the best of the children of Glory-B are marked for the exclusive academy of Boarboil. In an ancient induction ceremony each child who gains admittance is made to wear an Iron Halo reputedly wrought from a suit of armor worn by the Emperor himself in ages past. The Halo decides which of the four Houses the child is best suited for.

* The House of the Griffin: Honourable and straightforward. Dedicated foes of the enemies of the Imperium. They pilot Knight Paladin Pattern Imperial Knights
* The House of the Elephant: Dedicated to supporting and aiding the weaker members of the Imperium this House usually sticks close to the smaller units they fight alongside, fending off threats that would be deadly to them. They pilot Knight Valiant Pattern Imperial Knights
* The House of the Raven: Intelligent Tacticians who believe in not only being overwhelmingly powerful but also using that power in a fashion that allows them to outlast the foes of Mankind. They pilot Knight Crusader Pattern Imperial Knights
* The House of the Serpent: Opportunistic and Ruthless Fighters who do not believe the enemy is deserving of an honourable duel and will instead strike at their points of weakness as much as possible. They Pilot Knight Errant Pattern Imperial Knights

How the pilots of the Knights get along with each other REALLY changes on the social dynamics of each graduating class.

The House of the Raven is most likely to be asked, or volunteer, to spend a portion of their service under the direction of the Adeptus Mechanicum thus fulfilling the ancient oaths between Glory-B and the Mechanicus Forgeworld of the Fires of Industry.


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I recall quite clearly wondering why Astrianna of all people was the one pounding on the door of the final boss demanding to be let in.

Now I just expect it.


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Male Human

You know what. Let's lean into this thing.

The best of the best of the children of Glory-B are marked for the exclusive academy of Boarboil. In an ancient induction ceremony each child who gains admittance is made to wear an Iron Halo reputedly wrought from a suit of armor worn by the Emperor himself in ages past. The Halo decides which of the four Houses the child is best suited for.

The House of the Griffin: Honourable and straightforward. Dedicated foes of the enemies of the Imperium. They pilot Knight Paladin Pattern Imperial Knights
The House of the Elephant: Dedicated to supporting and aiding the weaker members of the Imperium this House usually sticks close to the smaller units they fight alongside, fending off threats that would be deadly to them. They pilot Knight Valiant Pattern Imperial Knights
The House of the Raven: Intelligent Tacticians who believe in not only being overwhelmingly powerful but also using that power in a fashion that allows them to outlast the foes of Mankind. They pilot Knight Crusader Pattern Imperial Knights
The House of the Serpent: Opportunistic and Ruthless Fighters who do not believe the enemy is deserving of an honourable duel and will instead strike at their points of weakness as much as possible. They Pilot Knight Errant Pattern Imperial Knights

How the pilots of the Knights get along with each other REALLY changes on the social dynamics of each graduating class.

The House of the Raven is most likely to be asked, or volunteer, to spend a portion of their service under the direction of the Adeptus Mechanicum thus fulfilling the ancient oaths between Glory-B and the Mechanicus Forgeworld of the Fires of Industry.

Edit: From Choon's linked wiki page threw in the kind of patterns they would use. Thanks for that!

I think that's my super heavy done. I need to rework my middle loadout.


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Male Human

Kachewan-35 - Agri world

Insol-8 - Mining World/Death World

Night/Day Death world shared with CmdKeen

Maximadin-37- Hive World/Manufactorum of mechanized infantry up to and including battletanks as well as the crews experienced with them as well as troops expereinced with defensive seige warfare.

Glory-B - Knight World/IG Millitary Academy in System SO 499-691.46 in alliance with Forge World "Fires of Industry". Takes in GG and recruits and puts out Knight Pilots, IG Officers, and troops experinced in open ground and trench warfare

Which one did you name Archepex?

Flavor
Kachewan-35
Kachewan-35 is as Large as a rock planet can get and is blessed with moderate climate on its one giant continental landmass which sits in a large world spanning freshwater ocean. It is so flat that it is said that you can watch your dog runaway for three years.

Its value as a breadbasket, source of water and seafood is so important that large settlements are not allowed on the surface and the only structures are the space ports that ferry these vital supplies to the rest of the imperium. These ports also contain work camps and the manufactorums that service the giant farming equipment and trawlers used to harvest the bounty of the world.

The planet's atmosphere is so large that it shares it with two of its moons. The first is Grey and covered with tenemant housing. It is in fact a Hive moon that provides the workers that harvest the Agri World and a few recruits for the IG. The second moon is a small orange rock and it is from here that the PDF are organized and the governance of the world and moon managed.

Insol-8
In the countless worlds of the Imperium the Hive World of Insol-8 is just another mote of icy dirt under the ceaseless gaze of the Holy Emperor; just another ink-blot on the ledger of his Administratum. But where most Hive Worlds push the poor to the lower levels while the privileged nobility live above, closer to the heavens and the stars, the opposite is true on Insol-8.

For the surface of Insol-8 is more akin to a frozen Death World than a Hive World. Roiling tempests, some millennia old, roll over the tortured land showering down seemingly endless storms of dagger like ice shards stabbing into a pock marked landscape close in temperature to absolute zero. Elsewhere drifts of snow as large as continents shift and morph, sculpted into alien forms by the ceaseless howling wind before being blown flat again.

It is only the stability of the stolid crust underneath the hellish frozen surface and the vast riches of mineral wealth deeper still that has drawn the attention of the Imperium. Once it was discovered that boreholes and solid vents and shafts could be tunneled deep into the crust with only minimal engineering a project was launched to create a mining outpost. Success breeds success and the initial post was expanded again and again under the auspices of the barely human servitors from the Adeptus Mechanicus with orders only to dig. Now a vast underground rat's nest many layers deep has been created. Vast mining complexes plumb the riches of the planet and a dizzying number of Hab tunnels house the countless millions of miner-citizens.Initially brought in from other Hive and Penal Worlds the population of Insol-8 has been self-sustaining now for generations. Giving the planet worth as it spouts out raw materials to feed the endless wars of the 41st Millenium.

Maximadin-37
Maximadin-37 is a Hive World which features habitable zones that are all heavily urbanized but with large tracts of hellish irradiated wasteland between. Travel between the habitable zones is accomplished through ground based vehicles which range from lightly armored speeders to heavily armored trade convoys which are needed to fend off attacks from the mutated barbarians that dwell in the radiation. These vehicles are built on world in heavily protected industrial areas that mark the boundaries between the habitable zones and the wastes. Not only do these areas produce the highly prized armored vehicles that the world relies on but also serves as defensive walls against the denizens of the wastes. Provides troops, mechanized infantry, light tanks.

Glory-B
Glory-B is an ancient world dedicated to the Imperium with a grand tradition of military excellence which takes pride in contributing troops to the Emperor's cause. One of its island continents (Australia-sized roughly) is completely dedicated to a military academy that turns the brightest or most well connected children of the world into officers for the IG, the most exception and talented of which are given the honor of piloting an Imperial Knight which are provided by the nearby Forge World "Fires of Industry" in an ancient compact between the two worlds. It also takes in offworld recruits in large numbers to be trained into grunt troops. Only the most exceptional of offworlders are able to overcome the prejudice of the natives to get into the officer track and only the dullest or most desperate to get offworld of the natives become troops. It is almost unheard of for an offworlder to become a Knight Pilot.


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

Thanks for the kind words all. A little bit of time has helped but your words of support have done even more.

It does seem like it's becoming more clear to people how deeply embedded and accepted bigotry has become in our society and that provides some hope that things might actually start to turn around.

I hate to get political for a bit here but if you guys could push back against people in your lives that make blanket statements about "Muslims" or "Islam" then that would be wonderful. Criticising specific Muslims or specific understandings of Islam on the other hand is not only perfectly okay but necessary. Blanket otherizations and demonization of us though is what makes tragedies like this far more likely to take place.

And that applies to any vulnerable group, not just the one that me and mine happen to be a part of.

Playing with you all is a bright spot in my life and brings me a heck of a lot of joy. I hope that I'll have the ability to keep doing so for a long time to come.


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

I'm going to take a break from posting for a few days guys. The mosque attack in NZ has me feeling pretty distraught. So many want me and my family dead just for being us. It gets to me.


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Female Human Unchained Monk/4 HP 36/36| AC 17 T 17 FF 10 | Fort 6 Ref 6 Will 6 | Per 12 | Init 6

I'm going to take a break from posting for a few days guys. The mosque attack in NZ has me feeling pretty distraught. So many want me and my family dead just for being us. It gets to me.


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Male Human

Ok I need to come up with three more planets.

* I already have an Agri World (Food, Water), with a Hive Moon that provides some men.

* I have a Mining World that will generate rare minerals and *occasionally* spit out specialised troops experienced in fighting underground.

Here's some spitball ideas

* A planet with one side that only faces the sun. It's a Death World, one side generates specialised troops experienced in fighting in harsh heat. The other produces specialised troops experienced in fighting in the extreme cold. Since trade between the two sides is the only way that people on either side can survive there has to be communities on both faces of the planet and trade occurs on a small isthmus joining the two main land masses which is wracked with storms due to the meeting of two very different climates. Nevertheless the isthmus also contains a spaceport through which the planet pays its tithes

BTW what's the fluff reason that people don't just leave Death Worlds?

* A Hive World which features habitable zones that are all heavily urbanized but with large tracts of hellish irradiated wasteland between. Travel between the habitable zones is accomplished through ground based vehicles which range from lightly armored speeders to heavily armored trade convoys which are needed to fend off attacks from the mutated barbarians that dwell in the radiation. These vehicles are built on world in heavily protected industrial areas that mark the boundaries between the habitable zones and the wastes. Not only do these areas produce the highly prized armored vehicles that the world relies on but also serves as defensive walls against the denizens of the wastes. Provides troops, mechanized infantry, light tanks.

Does that look fine?

The last would probably be a Forge World pumping out super heavies and heavy tanks.


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Male Human

Alright. Here's an ice world mining world I cooked up for Simmins originally.

In the countless worlds of the Imperium the Hive World of Insol-8 is just another mote of icy dirt under the ceaseless gaze of the Holy Emperor; just another ink-blot on the ledger of his Administratum. But where most Hive Worlds push the poor to the lower levels while the privileged nobility live above, closer to the heavens and the stars, the opposite is true on Insol-8.

For the surface of Insol-8 is more akin to a frozen Death World than a Hive World. Roiling tempests, some millennia old, roll over the tortured land showering down seemingly endless storms of dagger like ice shards stabbing into a pock marked landscape close in temperature to absolute zero. Elsewhere drifts of snow as large as continents shift and morph, sculpted into alien forms by the ceaseless howling wind before being blown flat again.

It is only the stability of the stolid crust underneath the hellish frozen surface and the vast riches of mineral wealth deeper still that has drawn the attention of the Imperium. Once it was discovered that boreholes and solid vents and shafts could be tunneled deep into the crust with only minimal engineering a project was launched to create a mining outpost. Success breeds success and the initial post was expanded again and again under the auspices of the barely human servitors from the Adeptus Mechanicus with orders only to dig. Now a vast underground rat's nest many layers deep has been created. Vast mining complexes plumb the riches of the planet and a dizzying number of Hab tunnels house the countless millions of miner-citizens.Initially brought in from other Hive and Penal Worlds the population of Insol-8 has been self-sustaining now for generations. Giving the planet worth as it spouts out raw materials to feed the endless wars of the 41st Millenium.


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Male Human

Man, you are going all in Choon! Hope you don't mind the rest of us being laggards.

For my planets. Here's my first idea.

The Agri world of Kachewan-35 is as large as a rock planet can get and is blessed with moderate climate on its one giant continental landmass which sits in a large world spanning freshwater ocean. It is so flat that it is said that you can watch your dog runaway for three years.

Its value as a breadbasket, source of water and seafood is so important that large settlements are not allowed on the surface and the only structures are the space ports that ferry these vital supplies to the rest of the imperium. These ports also contain work camps and the manufactorums that service the giant farming equipment and trawlers used to harvest the bounty of the world.

The planet's atmosphere is so large that it shares it with two of its moons. The first is Grey and covered with tenemant housing. It is in fact a Hive moon that provides the workers that harvest the Agri World and a few recruits for the IG. The second moon is a small orange rock and it is from here that the PDF are organized and the governance of the world and moon managed.


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Sheher is taking a few deep breaths but, perhaps irritatingly, looks just as unflustured and unhurt as she ever has.

I need a nap. She announces.


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Moved


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LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

This game's been an amazing experience and it's all because of the amazing world you've created and the amount of work you've put in GM. Not only is this a super unique setting but a very heavily modified version of Pathfinder and to have it go so well is a testament!

Oios is going to go back into detector mode.


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Voxel shrugs at the aggressive questioning. Astrianna was as soft as a oozeling compared to how Eoxian authorities usually operated.

Name's Voxel Darksend, Flesh Brewer. Well maybe the flesh was warped to have legs. I don't know anything about magic. There was nothing special about it. It's just flesh y'know. Those Corpse Fleet crazies don't get into the organization by being weaklings y'know. Some of those bastards are real strong and coulda filled up a contained and jumped right out with it. Keeping telling my bosses that we need more security but who cares about old Voxel eh?. Y'know Shan right? His job's to make sure that the flesh's cured into the right shapes for ocular grafts. We're the finest suppliers of artificial meat for the necrograft industry. Of course some Necorvites insist that real organically grown flesh, freshly harvested from the bones of the living is higher quality raw material but really it's not. Y'know they've done blind tests of artificial flesh versus organic and most of the time so called necrophiles are completely unable to tell the difference? It's all marketing I tell you. The thing about our stuff is that we can customize and specify it to a customer's exact specifications. We can modify colour, texture.. whatever.. doesn't taste bad either even though our stuff is meant industry rather'n dining!

Astrianna can't sense any deception. He just really wants to cover his ass for losing a valuable vat of raw materials!


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The dispenser spits out a strip of paper to Leila with the number 4 on it.

Shan blinks at the vidstreamer who seems to be fawning over him rather than the other way around but is certainly swept up by it. He's glad to accept the whole sheban and mugs for the selfie, holding up a hastily autographed of one of the headshot that Astrianna always carries around with her while Astrianna poses with her signature pink pistol.

Tell ya what. I work at Fleshworn Fabrications nearby, if you, or your friends, need anything, anything at all, talk to Voxel there and tell 'em Shan sent ya. And I'll get out of your hair.. you can take my spot

With that he retreats out of the Ministry with his autograph and a goofy grin. He hands Leila his own strip of paper.

It's got a 3 on it.

The ghoul is completely not impressed by the little show and it still takes about fifteen minutes before the ghoul pressed a button and the flashing number flips to 3. It's only then that she deigns to look up and notice the group.

Ah. The Starfinders. she says The bug sent you, huh? You know the stuff people report to me is mostly garbage, right? Petty, stupid complaints about the neighbors or outright lies about rivals and enemies, and none of ’em have nothing to do with the Corpse Fleet.

She lets her unnaturally long tongue loll out for a second as if in thought before pulling it back into her fanged mouth Still, once in a thousand moons, we actually get a legitimate lead or two. When that happens, I forward the reports to the government, who passes them on to the authorities and the Pact Council and all the Pact Worlds, or so I’m told. This time, I’m giving ’em to you too. You want to use ’em to go after the Corpse Fleet, be my guest. Literally, since I was instructed to set aside a room upstairs for you. It’s yours for as long as you’re here, as an office and as a bedroom, since you lot still need sleep, I guess. But don’t rush your business on my behalf; I just love strangers—especially living ones I can’t eat—staying in my office, particularly when my boss is pretty much forcing me to play host. Waneda smiles disagreeably, revealing very sharp, scraggly teeth.

See Handouts

You should probably look into both of these as soon as you can. The flesh brewer works at Fleshworn Fabrications. He said to ask for him at the factory’s back gates, which are right across the street from the ministry. That delightful stench you smell is from the flesh vats in the factory yard. I suppose you don’t like it much but it just makes me hungry. The retired trooper lives down the way. She’s retired, so she should be available whenever—what else is she going to do? If there’s anything else, I guess you can ask me.

Shen then pulls out a folder and a credstick.

I don't what you've done for my bosses, bosses, bosses, bosses... boss but you sure got into his good books. Here he wanted you to have this dossier of suspected Corpsefleet sympathizers around here and some creds too. To help you with supplies or whatever. There's Gentlesage's necrograts and sundries out to the left and Bonesmith's Boutique to the right that'll be glad to have it if ya want. Whatever. I don't care really.

Gain a dossier and 1000 creds each

After any followup questions she shows them to the other side of the tape and upstairs. It seems to be mostly supply and storage rooms. One of these has had the filing cabinets pushed to the side to make space for five thin foam sleeping pads. There's a small connected washroom consisting of a tap and a shallow depression at the bottom of which is a drain.

The group could choose to stay at one of the hotels designed for the living they passed attached to the starport instead... but those wouldn't be free!


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Brawler (Beast Wrestler)/8 | HP 88/88| AC 18 T 14 FF 14 | F 10 R 9 W 6 | Per +11 | Init +4 | MaFe 7/7| KO DC 19 1/1 | Combat Stamina 11/11

Zavier demonstrates the holds he uses on orcs as a way to help keep the crazy dwarf placated.

Aid Diplo: 1d20 ⇒ 3


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Spoiler:

2d10 ⇒ (2, 3) = 5
2d10 ⇒ (1, 2) = 3
2d10 ⇒ (6, 5) = 11

The humanoid visage nods and smiles. Please proceed out the door and a driver will meet you for a standard fee of 5 credits each. Do not worry about identifying the driver, your visual image has been captured and forwarded to the driver.

There is in fact only one exit and so it's not hard to find the taxi arrival and pickup lane outside the starport. The vehicles are cabs attached to what look like shambling zombie ogres and one of them is prodded by its minder, who looks like a ghoul. With a groan it ambles over to the four of you.

Yaa wannt go? The ghoul says holding out a hand for payment. Its second hand grips the harness of the zombie ogre and with a third hand it waves a dataslate which has your pictures, obviously taken by a camera in the information terminal, and the words MINISTRY OF ETERNAL VIGILANCE as a caption.

The ghoul seems to have exhausted its knowledge of Common at the initial meeting so it's a very dull but not very long trip to the Splice.

Lose 20 credits. It's overpriced you can tell but there seems to be no other option
There is a deep gloom everywhere as Orphys has just entered the night portion of its month long 'day'. It'll be dark and dim for another two or so 'standard' weeks.

Orphys is by no means a tourist destination. It is industrial and utilitarian and consists mostly of factories whose workforce is mainly undead. Necrograft companies might manufacture their products here but it's certainly not where their prestigious headquarters are located. As they get closer to the Splice the factories get dirtier and the workers they pass are mostly deathly silent or else moaning every so often. There are a fair number of androids though as Androids are not as put off by the undeath on Eox as other living creatures tend to be. Despite it being on a planet the darkness and oppressive atmospher makes it still feel as claustorphobic as any space-station in fact.

They pass rows of slum like abodes where they see more living people than in other places. Eating houses and taverns appear here and there to serve the living population. None of them look appealing in the slightest but seem the only place to get a meal not consisting of once sentient flesh.

Finally the shambling mount stops off at a wide, two-story building of black and rust dappled gray. It stands out from the other dilapidated structures on the densely packed blog thanks to a holographic banner declaring it to be the Ministry they are seeking. As the taxi leaves the stink of chemicals and rotting cadavers sweeps over the group in a wave as a nearby structure emits a cloud of green mist. The stink drives the four of you inside.

There they find a large waiting room with rows of rusty and, in some cases, lopsided hover chairs. A tall, boxy machine in a corner dispenses numbered tokens which doesn't seem to be necessary as there is only one other person waiting there, a shabby human. There is a banner with instructions on how to report Corpse Fleet Activity to the ministry. A wide front desk with a teller-like window faces the lobby at one end, with a holographic numerical display. It's currently at 2. Behind the desk, stairs lead to the second floor though they are roped off with industrial grade silver tape with a message stating NO ENTRANCE ALLOWED. Every banner and sign is written in both Common and Elebrian, with Elebrian given preference.

Behind the teller window is a ghoul working on her computer screens and ignoring what's happening in the lobby. The human looks over at the four of you with interest.


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Double nat 20s!


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Hey the GM didn't roll those on attacks against us so it's all good!


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N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Sheher hums to herself as the team around her goes to work. She could help but she found that everybody else seemed to work faster when she wasn't offering helpful koans. By doing nothing she was achieving more. An efficient use of energy to be certain.

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