Harrowed Summoning

Frank Teton's page

69 posts. Alias of Cutlass.


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AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Sad to see the game fold, but hope things work out well for you.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

How many magazines for the Glock?

Frank field strips the Glock and checks it out. Then he cleans it and loads it. Satisfied that all is ok with it he attaches it to his weapon belt putting the spare ammo in a cargo pocket.

Frank would have turned the gecko meat into jerky and found something to wrap it up in. Frank would put that with the rest of his supplies in his backpack. Putting his backpack on, Frank would join the crew at the north gate.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank took a different trait. Guess he needs his beauty sleep. :-)


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

As far as I know Frank needs the same amount of sleep a regular human would. The info I got on synth racial Traits doesn't say anything about that.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank will head to the inn. When he gets there he will claim a bunk for himself. Frank will then see if he can find a kitchen and or stove somewhere he can cook the gecko meat.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank says, "I'm in."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank says, "I second the request for the weapons. At the very least I will most definitely need that pistol and double the ammo load out I asked for. If at all possible I'll also take a rifle, ammo and magazines like Vanessa asked for. Just double her order."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Sense Motive check: 1d20 + 8 ⇒ (13) + 8 = 21

Frank listens intently as Lupe makes his offer.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

It is not unusual for games to have periodic slow downs for any one of a number of reasons.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank isn't quite as paranoid as Venturea and takes a sip of the coffee. He says, "That's pretty good."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

On the value of coffee:

My first job in the Navy was working on the flight deck of an aircraft carrier. Now, the crew onboard a Navy ship is split up into departments and divisions. While a "division" in the Army or the Marine Corps is usually made up of several thousand people, a "division" that was part of a Navy ship's crew could be anywhere from about a half dozen people to around a hundred or so. The average size of a division tended to be around a couple of dozen people or so.

Each week, each division on the ship would send somebody to the supply department to pick up their ration of coffee for that week. The vast majority of the people there were getting their division's coffee issued to them in paper bags, the exact amount determined by how many people were assigned to that divsion. Usually one would be talking in the neighborhood of 3 to 5 pounds of coffee for an average division.

Then I would show up representing the flight deck division. We had 120 people assigned. Furthermore, by virtue of the way the spaces and compartments of the ship were laid out, we effectively ended up supplying coffee to anybody and everybody working on the flight deck who wanted to come into flight deck control to get out of the weather and grab a cup of coffee to drink.

So while most of the guys leaving the coffee issue had small paper bags of coffee for their division for one week, I was carrying back two large sealed cans holding 20 pounds of coffee each. I took them directly to a store room controlled by the division Leading Chief Petty Officer (LCPO) and locked them away. Now, the dirty little secret was that we weren't actually using anywhere near that much coffee. Coming back from a major deployment we could easily have several hundred pounds of coffee locked up in the LCPO's storage room.

What happened to all that coffee? When we were in port getting maintenance done the LCPO would approach the contractors working on the ship trading the coffee in exchange for getting them to do extra work that either hadn't been budgeted but needed to be done, or getting them to do jobs that would have been serious headaches for us to do ourselves.

So, what was the value of coffee? It was a significant help in maintaining the flight deck of an aircraft carrier in fighting condition.

:-)


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank writes the following:
Pistol & 3 dozen rounds of ammo (make, model and caliber same as what Venturea has)
Backpack
Canteen
fire starter/tinderbox of some kind
mess kit

Frank then hands the paper to whoever wants it


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank enters the shed and looks around.

Sense Motive check on Lupe: 1d20 + 8 ⇒ (14) + 8 = 22

Frank sits down at the table and puts the coffee bags on display. He says, "Genuine Starbucks. Hopefully it's still good."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank replies, "I hear you there. If my gear stash hadn't been robbed I'd be sitting pretty right now. As it is, I count myself lucky to have found the knife I did. But that H&K G3 with 11 loaded magazines and spare ammo was expensive enough back when they were making them. Lord only knows what something like that would be worth here and now."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

I was under the impression that it would normally be rather difficult to tell a synth from a regular human. Regardless, it's not the sort of thing Frank normally reveals about himself.

Frank says to the group, "We've got 12 lbs of coffee and a week's worth of gecko meat to trade. We all need lots of supplies. I'm not sure what we can get for what we've got to barter. At a minimum I'd like to try to get a decent pistol and some ammo. What does everybody else want?"

Frank tags along with everybody else as the group moves in to the encampment.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank mutters under his breath, "I never thought I'd miss Walmart."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Survival check for gecko meat: 1d20 + 8 ⇒ (6) + 8 = 14

I'll let somebody else play spokesman.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank tries to Sense Motive on the young man.

Sense Motive check: 1d20 + 8 ⇒ (7) + 8 = 15


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

How much is left of Venturea's riding gecko? Ought to yield quite a bit of meat when butchered out.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Glad to hear you're doing better.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank shrugged. He said:

"I'm not sure what happened, but I seriously doubt any sort of significant ground force invasion was part of it. It would be impossible for an enemy to mount that sort of operation while our Navy was still functional. Now, if somebody was going to take out the Navy, they would have nuked the heck out of Alameda. Given that we're relatively close to Alameda and we don't seem to be dying of radiation sickness then I'm pretty sure Alameda wasn't nuked. Which would in turn imply no large scale ground force invasion."

Frank shrugged again.

"I could be wrong though. Apparently the real fun and excitement happened about a century ago. I have no information about what went down."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank says, "I don't know about a posse. That would imply we had somebody to go after and a reason to be chasing them. But we can all help each other stay alive. There is safety in numbers."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Good luck and hang in there.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank reaches down and pets Max. He also looks Vanessa and Max over.

Perception check: 1d20 + 8 ⇒ (14) + 8 = 22

Frank says, "A whole bunch of freshly hatched and ravenously hungry giant tick larvae. If we didn't need the building for shelter I'd be tempted to burn it down."

All of which begs the question of whether a synth can detect other synths. My guess is that we would initially think the other was a human. Also given that Humanoids are Frank's favored enemy he should have got another +2 on his Perception check vs. Vanessa. Need the current GM to say if he's going to work favored enemy the way the other one would have.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank motions for the woman to come inside. He says, "My name is Frank. My companions will introduce themselves when they feel comfortable enough."

After the woman has entered Frank will close the door and barricade it shut again. Though he will take a quick look around to see how much of the gecko is left.

Frank says, "Do not open the door with the bar stool under it."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Back story now updated for this campaign.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Vanessa hears a voice reply from the other side of the door.

"Welcome to 'Paranoids R Us'. As long as we're only dealing with one person and one dog it will probably be ok. If we detect any more out there than just yourself and your dog it may be taken as evidence of hostile intent. You won't like us when we're dealing with hostile intent."

Frank looks at Venturea and Mortem to see if they are going to give him the go ahead. Assuming that they do Frank will holster his knife, move the stuff away from the front door and open it.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank moves stealthily to a spot that will let him remain hidden and from which he can attack anyone coming through the front door.

Stealth check: 1d20 + 10 ⇒ (11) + 10 = 21

Likely up against the wall adjacent to the front door, big knife held ready.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank takes the coffee out of the basement and puts it on the bar of the shop. When the other two characters leave the basement Frank will shut the door and wedge it closed with a bar stool.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank retrieves his club. He then gathers up the coffee. He says, "Unless you guys want to destroy the egg sacks let's just get out of here and barricade the door closed."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

The vast majority of the time I'm online I'm using a smartphone. So more often than not I can't move my icon on a map.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank will transfer his big knife from his right hand to his left hand (free action). He will then move in a straight line from l2 to g2 drawing his club as he does so. When he gets to g2 he will throw his club at the tick in f4.

Attack roll: 1d20 + 8 ⇒ (6) + 8 = 14

Damage roll: 1d6 + 3 + 2d6 ⇒ (3) + 3 + (4, 2) = 12

Let me know if you want me to handle that differently.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank readies his gladius and stealthily follows Mortem into the basement.

Stealth check: 1d20 + 10 ⇒ (13) + 10 = 23


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank gets ready to follow the other two into the basement.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank lays out the 4 knives and the rolling pin he found on the bar where anybody who wants them can get them. He retains the large knife (Crocodile Dundee definition of "knife", uses gladius stats) for use in the upcoming combat. Attempting to move stealthily he removes the bar stool from in front of the basement door.

Stealth check: 1d20 + 10 ⇒ (8) + 10 = 18

And finally got a decent result. :-)


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Ok.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank gets up and listens to the thudding in the basement. Moving as quietly as he can, he wedges the door to the basement shut with a bar stool. He also does another look around the coffee shop for scroungeable weapons.

Stealth check: 1d20 + 10 ⇒ (1) + 10 = 11

Perception check: 1d20 + 8 ⇒ (8) + 8 = 16


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

I was always under the impression that Frank would have had some of his gear in his stasis pod with him. Figure one big knife (use game stats for gladius), one pistol (with some ammo), and thieves' tools. If he has to scrounge everything but the clothes on his back I can live with that, but figure at the very least he would have been able to get a club and a dagger in the week or so he's been active.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Seeing that everybody else is turning in for the night, Frank follows suit. However, not totally trusting whatever device is being used for a lookout, Frank finds a spot where he is relatively hidden to sleep in.

Stealth Check: 1d20 + 10 ⇒ (2) + 10 = 12


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

May as well chime in on the discussion thread also. I need to know how you want to handle gear selection.


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Frank appears to be in his mid twenties. He is wearing a military battle dress uniform in a digitized desert camo pattern. Regardless of the fact such gear hasn't been in production for a century, Frank's gear looks brand new.

Frank catches the match and lights the fire. He says, "Thanks. I'm Frank. I just recently wandered into town and I'm just trying to figure out what's going on."


AC 14, T 14, F 10 | HP 33/33 | F +4, R +7, W +1 | Init +6 | Perception +8 Male Synth Rogue - 3/Ranger - 3 Gestalt

Right now Frank's gear is something of a question mark. Not sure what's available, what costs are, etc.. I will also need to do a minor rewrite on background. But with all that being said, let's get started ...

Frank looked over the shop to try to get some sense of what was there, and over his new companions as well.

Perception check: 1d20 + 8 ⇒ (13) + 8 = 21

Frank thought, "If this isn't the great grandmother of all goat molestations I don't know what is. I was awakened from my stasis pod only a week ago to find that the world as I knew it died about a century ago. No sign at all of the other members of my team. No clue as to what my alleged mission is supposed to be. These other people seem to be ok so far, but I don't know how trustworthy they will be over the long haul."

Frank is a Caucasian male. He stands 6 ft 2 in tall and weighs in at 190 lbs. He has brown hair and brown eyes.


What she said.


Looking forward to it.


Glad to hear that you're good to go. Look forward to playing the game.


I could do that.


Riuk wrote:
Vanessa Ares - S1T1 wrote:
Riuk wrote:
any one else not seeing this in the recruitment threads?
I see the above post, the previous one is a .
no i was wondering since the only way i ca find this thread is by going in to my post. Its not showing up in the recruitment thread for me

? I haven't been having that problem.


I'm currently in one Pbp that's been going for over a year. But that's the exception. In the vast majority of cases the GM simply disappears without a trace or comment. Hopefully that will not be the case here.


Jonny...Panic wrote:
helloo GM where could that pesky GM be,??

I don't know. But he's only been "gone" for a couple of days. No need to panic yet. :-)


Seconding Riuk. I'd prefer table 1, but I'll play wherever the GM thinks he needs me. Just a matter of changing favored terrain.

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