Owlbear

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Meros replies "I'll tell the police to send me the technicians, I can pay them better then the Merchant and we need as many people who can deal with V'Sori tech as possible. I'll also tell the police that I'll be taking the damaged V'Sori tech and all the repair equipment. Just send me the address. My computers can probably break the encryption pretty easy. Good job.

I'm lining up a job for you which should be ready to start in a couple of days. Take it easy until then."

What do you all want to do?


A little ret-con...

As you leave the forest and reach the road to go head west to Sandpoint (long before you meet Thorfinn), Evesk watches the goblins head east, and says [b]"I think I'm going to follow those foul creatures to make sure they don't terrorize anybody else." In his single-mindedness, he doesn't even say goodbye, he just walks off.


The person with the cylinder first tells the "guards" to go away, then looks at Daisy oddly and says "No, at this checkpoint station you're pretending to be inspecting the backup" (holding up the cylinder) "and our papers to be sure everything's ok. At this station, you're in charge and should know what needs to be done, and sound 'official'. Try again." He calls the guards back over the radio.

He speaks quietly into some kind of recording device "Note to self : they must have administrative clothes on under their technician clothes, which must be easy to rip-off and dispose of quickly."


Someone please post what you're going to say to Meros about the operation, and its results, thanks!


Brook - *PLEASE* post your updated PC info in the Profile tab in the page that clicking on your PC's link takes you to!


I was thinking primarily of SW (not SWPF) when I came up with those rules. Martial Artist and Martial Warrior are SW Edges.

Jzero can get a +1 to his Parry by taking the Trademark Weapon Edge, which is allowed in SWPF for bare-handed fighters, but not in SW. Unfortunately, that also gives him a +2 to his Fighting, which the other classes can't get, because the Monk class automatically provides a +1 Fighting.


Small ret-con : the person with the cylinders arrives alone, hands over one cylinder, says what they said in my previous post, then radios for the "security guards" to show up. Nothing sinister should be inferred by this...seriously.


So, Brook - you were given an Advancement on Feb 23, what is it? Harold, what's yours? Remember, you can also boost your Stealth by one die for free.

Wren - I saw a movie *exactly* like the one you described, but I can't remember its title, or who played the master thief and his female sidekick. I think it was made in the 60's or 70's.


After a couple of days, the mock-up of the station is ready. All Alliance personnel are played by Silent Sleepers. You walk into the "reception area", present your credentials, and are given directions to where the repair problem is located (which is nowhere near where you need to be for the switch). You find your way to an entrance to the "middle ring" (you're told that the path presented here actually matches the path in the station, as far as is known), walk down the "middle ring" aways, and find a stand with a sign that says "Inspection Point". A few minutes after you arrive there, several people show up. One of them is carrying two cylinders about a foot long and 4 inches in diameter, the others are dressed as security guards.

The person carrying the cylinders hands you one of them and says "Now would be a good time to convince me that this is a valid stop, and attempt to swap the cylinders."


Game On!

You're walking on the road back to Sandpoint, when up ahead in the distance you see a lone figure walking towards you.

As it gets closer, you see that it's a male Dwarf in armor.

What do you do?


Back to magic items...

Chapter 6 of the SW for PF Core book describes the many magic items that are available to buy (in theory). But in practice, most magic items are expensive and/or rare, so you probably won't to be able to buy much.

Potions (page 207) range from 50 to 750 GP, and Sandpoint is a big enough town that you could probably find most of them.

Scrolls (page 207) range from 50 to 500 GP, and Sandpoint is a big enough town that you could probably find most of them.

Rings (page 208) *start* at 2200 GP, which I doubt any of you could afford at this point.

Rods and staves (page 208) *start* at 5000 GP, which I doubt any of you could afford at this point.

Wands (page 208) start at 50 GP *per charge* and goes up from there, so a wand of just 10 charges costs a minimum of 500 GP. But wands with useful Powers start at 1500-2000 GP for 10 charges.

Then, on pages 210-211 are lists of various qualities that can be added to armor and weapons. The typical cost starts at around 1500 GP and goes up from there.

Starting on page 212 are specific magic items that do many different various things, starting at around 2600 GP and going up to 25,000 GP and higher!

I've derived equations for the cost of any kind of item with any kind of Power you want in it, so if you don't see an item with a specific Power you want, just ask. But except for potions and scrolls, it probably won't be cheap.


The detective's response is "Well, it's all V'Sori tech, so it'll all be sent to Meros by his orders."

Anyone want to post what you say to Meros, or just say that you have contacted him and updated him on the situation?


"I think maybe we can use our facilities on this asteroid to provide you with a very rough mock up. Wouldn't want anyone else to know what we're up to. It won't have the same overall architecture or corridor placements as the real thing, but we can walk you thru the steps you'll have to take."

Do you all want to actually go thru the trial run in the game, or just say that you have? In other words, is this a PC request or a player request?


Updated updated "increase your attack skills" Edges :

Anyone except Martial Artists can use the Trademark Weapon Edge to add +1 to their Fighting (or other attack) skill, AND it increases Parry by 1. And you can take it twice (Improved TMW).

The modified Brawler Edge applies to all kinds of attacks, not just unarmed ones, adds d4 to your damage, AND it increases Toughness by 1. And you can take it twice (Bruiser, which increases your damage die by 1 instead).

Houserule : Martial Artist and Martial Warrior also increase Parry by 1 (each).

SWPF Monks can use the Trademark Weapon Edge to increase their Parry by 1, and the Improved TMW Edge to increase it by another 1 (RAW).

(There was no way I could get around giving Monks an extra +1 to their Fighting and Toughness compared to everyone else, due to the way the class was written.)


Wow, what a bloodthirsty group! ;) I'll make sure the next encounter lasts longer...

What do you all do now?


Brook, Harold?


I hadn't considered Velrek's point, that if I handle it myself, not only would I be rolling for the player (which I like to avoid as much as possible), but I might have to spend one of their Bennies, or else leave them in the Shaken or Wounded state, neither of which I am willing to make the call on. Well, ok, maybe if the player hasn't responded in like 3 or 4 days...

I suppose if the potential condition is "only" something like Grappled, Vulnerable, Bound, Entangled, or a First Strike or Counterstrike response, etc., I could wait a while, then just roll once and the player would have to accept the result. Are y'all ok with that?

As the ones being affected by this, how long should I wait before rolling for you? I know we're all a speedy group (as evidenced by your same-day response to my last post), but I think 1 day is too short (because IRL happens), so...maybe 2 days? What do you all think?


The new player suddenly had a lot going on in their life after they said they'd join, so I'm giving them some time to get their life in order. Sorry about the long pause...


"Well, don't forget the backup occurs in just a few weeks, so we wouldn't have a lot of time to practice. Our on-site agents have done everything possible to ensure the success of the mission, altho of course I can't guarantee anything. "Backup day" is pretty hectic, what with all the paperwork that needs to be filled out, which lowers the chances of anyone detecting you. And you'd have uniforms and credentials that say you belong there."

Turning to Arabella, he says "Being able to fast-talk your way out of situations might be the most important ability needed to bring this off successfully."

Wren, Brook, Harold - opinions?


I've been struggling with figuring out how to handle situations in combat that the players need to respond to in order to figure out their status (Shaken, Wounded, Grappled, etc.).

I've been putting your status in the Status List of each Initiative post, so that you can see that you need to make a roll to remove the status. But this only works if the status is inflicted on the PC *after* they've acted in the previous Round. In this case, the status isn't real, it's "pending". And if the PC's roll fails, then it becomes "real" for the rest of this Round, and for the next Round.

If a bad guy acts before the PC in the current Round and inflicts the status, the player *must* make the roll at the start of their Turn to determine their status before they can post their action.

It's keeping track of these 3 different situations that bothers me. We could get around all that if we declare that as soon as a status is imposed on a PC, they must immediately post a roll to see if the status "sticks" or not. It would slow the game down a little (waiting for the player to post), but then I'd know immediately whether the PC has the state or not, and if they do I just have to note it in their Status in the Initiative post for the next Round.

It also handles the Shaken+Shaken=Wound issue, because the player would immediately roll to recover from the first Shaken (or not), so then I would know immediately if the second Shaken (if it's actually applied) inflicts a Wound.

I kind of sort of have to do this anyway as the GM - when a PC imposes a state on an NPC, I immediately roll to see if it sticks.

Anyone not ok with this? Can anyone think of a different way to handle this?


Updated "increase your attack skills" Edges :

Anyone except Martial Artists/Monks can use the Trademark Weapon Edge to add +1 to their Fighting (or other attack) skill, AND it increases Parry by 1. And you can take it twice (Improved TMW).

The modified Brawler Edge applies to all kinds of attacks, not just unarmed ones, adds d4 to your damage, AND it increases Toughness by 1. And you can take it twice (Bruiser, which increases your damage die by 1 instead).

Martial Artist and Martial Warrior also increase Parry by 1 (each).

Let me know if these aren't clear.


Sorry, I thought I had played 2e, and the latest version was called something else. I have played 1e extensively in the past.

I'll keep an eye out for how many magic items are given as treasure in the second book of the AP, and try to sprinkle in a few minor items (mostly potions and rings, which everyone can use) here and there.


After a couple of weeks (much longer than they anticipated), the council sends a messenger to you all, asking you to meet with them. When you arrive, the leader says "Sorry for the delay, but we've been working out a plan that, if successful, should seriously loosen the Alliance's hold on the system. The plan consists of several major steps, which you don't need to know about now, except the first one : we want to make the Alliance doubt all their computer data.

To this end, we need you to get into the Alliance's primary data center and swap out their "master backup" with one of our own. The Unseen Sleepers that have infiltrated that facility can't do it themselves, because they'd be recognized. But we can provide you with backup.

Once a year, the Alliance makes a backup of the entire solar system's databases, and locks it away. This way, if any data breaches should happen, they can be restored right away. The next backup happens in a few weeks.

The process works like this : the building is composed of several "rings". The backup is made in the inner ring, then escorted under guard to the middle ring, where it is authenticated and locked in a storage case in the Seal Room, then taken via spaceship to an unknown location. We need you to intercept the backup in the middle ring before it reaches the Seal room. Our Sleepers have created false identities for you, and work orders for you to fix some equipment, within the building's database so you should be able to get in with no problems. Then you need to get to the middle, Administrative, ring. There, you need to get past the Seal Room to intercept the backup as it is coming from the inner ring before it is verified. There is a small alcove situated in the right place where random inspections take place, which would be the best spot to make the swap. Unfortunately, we have not been able to alter the building’s computer system to generate an inspection, so you’ll have to convince those transporting the backup that your inspection is valid. After the swap, you just come back out the way you came in.

We will provide you with tech uniforms and equipment, as well as a small spaceship that won’t draw any attention. You must get in and out without causing any fights or killing, because then the Alliance might suspect that the backup has been compromised.

What do you think? Do you have any questions?"


Six - I forget : didn't you say something at the beginning about painting your armor in non-V'Sori colors?


Vigor: 1d8 ⇒ 3

Two of the guards drop to the floor dead from Angel's and Noetic's attacks.

All the technicians crouch down to the floor, with their hands on top of their heads.

The other guards, seeing the fury of just those two attacks, drop their weapons and hold their hands up (they're hired hands, and not getting paid enough for this kind of action).

What do you all do?


Jzero : Y'all already have an Everburning Torch. The note "share of Everburning Torch:22" was how much everybody contributed to it when you bought it long ago (IRL).

You now have a second torch. You can keep it as a spare, or have someone else carry it to provide more light in un-lit places, etc.

ALL : PF for SW doesn't provide many magic weapons found as treasure, and they're expensive to buy, because SW doesn't use magic items to make the PCs more powerful like PF2e (which I hated), it uses Advancements to make the PCs themselves more powerful.

And, SW separates the skill bonus from the damage bonus. A +1 Fighting sword costs 4000 GP, and a +1 Damage sword costs 3000 GP. So what is a traditional "+1" sword in PF costs 7000 GP.

And as you've seen so far, SWPF doesn't hand out thousands of GP in their treasure, either.

But, since a +1 is *MUCH* better than increasing a skill by a die type with an Advancement, anyone can use the Trademark Weapon Edge to add +1 to their Fighting (or other attack) skill, AND it increases Parry by 1. And you can take it twice.

And I'd be willing to modify the Brawler Edge to apply to all kinds of attacks, not just unarmed ones (hint : take the +d4 damage, not the increase damage die by 1 type), AND it increases Toughness by 1. And you can take it twice.

These are the Edges that will make your PC a better fighter, and it doesn't cost many thousands of GP to get.

Thoughts?


Ummm...you said "level" - I know it's been a while and you've been thru a lot lately, but this is a SW game...or did you just mean "level" generically?

You have 3 Advancements, and you can have an extra 400 GP from your backstory adventures (which you don't have to specify).

If you're pressed for time, the PF for SW Core rulebook has a pre-gen'd Cleric (page 49) you could start from and modify as needed.

Post your PC here once you're done, thanks!


Noetic - sorry, due to your question I noticed that I didn't deal you into the Initiative. You get a...KC. So you can act now, along with Angel.
Angel/Fortune - since we're using SWADE Supers (and NE was written for the previous version), I'd go with a Pulse Pistol which does 2d6.
Hellion - I figured you parked close enough to be able to reach the bay door with one round of running.

Angel(blaster damage+Raise Damage) and Noetic are up!


ALL - the new player had a house emergency, they should be ready in the next day or two...


Yeah, and it has that pesky -1 Parry...


Make it so. ;)

Noetic and Fortune see no guards outside the factory (that would just say "Hey, there's something in here worth guarding"). Noetic telepathically notifies the others.

As the truck drives up, Noetic teleports into the Merchant's office, figuring it would be empty, which it is. They can see 6 guards holding their weapons at the ready, and 10 workers at various stations around the building, using hand-held and fixed-to-the-floor equipment on various V'Sori devices. Noetic relays this info to the others.

I guess we'll start melee here...

Round 1!

Angel:
4 Bennies, 0 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Fortune:
7 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Hellion:
4 Bennies, 0 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Noetic:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

VeeSix:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Guards:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Techs:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Statuses

Engagements

Modifiers

Initiative
Angel – QS
Techs – QD
VeeSix – 10H
Hellion – 9S
Guards – 8D
Fortune – 5H

Fortune - I'm giving everyone 4 Bennies to start now, so please confirm that you're starting with 7, thanks!

If everyone in the truck runs (no roll), you can just get to the large door that trucks can drive into, so you can take ranged attacks but no melee attacks.

Angel is up! I know the player is busy, I'll wait a day then 'bot her.


ALL - just curious, is anyone wearing clothing that screams "I'm a super!"?

Fortune - hope everything goes well!


Hellion - sorry to hear about the pet death, that's never a good thing...

So, several plans of attack have been mentioned. Can someone summarize the overall plan? Since there's no "leader", whoever posts first, that's the plan.


The AP doesn't say the sword is magical, and AFAICT in SW PF, if a weapon is magical, its description describes what the magic effect is, but the fact that the weapon is "magical" has no other game effect. There isn't a "magical damage resistance" monstrous quality that requires a magic item to be able to get thru.


As far as the police are concerned, any V'Sori tech in the hands of non-law-abiding citizens is enough for an arrest. VeeSix doesn't see anything small that could be of any use, just a wireless motion sensor that's pretty banged up.

Hellion - I'm assuming that your reference to "Neo" was meant to be "Noetic"...

Noetic calls the police, they arrive within a few minutes. They seem a little uncomfortable dealing with supers, but Meros has given them instructions to co-operate, so they take the Merchant and his goon away. They don't address the dead body on the floor at all to the supers, but call for an ambulance to take it away.

What next?


I want the new PC to show up before you get back to Sandpoint, so this is a good time to talk about treasure…

1. Ok, so I can’t figure out a way to track any plain old actual gold pieces that you have found and pocketed, so we’ll leave your current GP holdings as they are. But you’ve found some new items recently which you can sell when you get back to town :

Ranseur (Google it! :) 400 GP
100 GP pearl-handled dagger
Everburning torch (50 GP re-sell, unless y’all want to keep it for more light while exploring dark places - votes?)

2. Some items that should be distributed among the PCs :
Scroll of Blast (selective) --> Ceri
Scroll of Burst (burning hands) --> Ceri
Nalia’s bastard sword : damage Str+d8 AP 2, Parry −1, +1 damage if used in two hands, +1 to Fighting roll (bold items are different than a regular bastard sword)
Velrek picked it up after the fight was over and looked it over, so I’m assuming he’s still carrying it…do you want to use it or sell it (50 GP)?

Evesk does a Detect Magic on the medallion Nualia was wearing, and determines that once per day, it grants the wearer luck (in terms of game mechanics, it gives the wearer an extra Benny). Who wants it? Or I can roll randomly for you…

3. About a year ago IRL I posted that you had the following magic items :
SIX potions of Minor Healing! (removes 1 Wound)
Potion of Minor Protection (+2 Armor)
Wand of Shocking (Bolt, Electricity, Touch Range)
Wand of Fire (Bolt, Fire) - I believe Ceri was using this in the fight with Nualia

Does anyone have any of these items in their inventory already?


Everyone please see Discussion...


Mokshai?


Sorry - to be clear, everyone can pick an Advance of your own choosing, *and* you get to increase your Stealth by one die.


So, you all get the horse that was being kept in the stall, and Ripnugget's wives (despite his insistent begging that you not), and Ripnugget takes you to the few goblins that were at their posts which you didn't run into and tells them they're all leaving the fortress. The group walks a mile south thru the woods to the road, and you watch to make sure the goblins head east on it until they're out of sight. Then you start to head west back to Sandpoint.

If anyone wants to do anything else in the fortress before leaving, or handle the goblins differently, let me know...


1 person marked this as a favorite.

Sounds good. Everyone take an Advance, and up your Stealth by one die!


Noetic - retcon : when Dr. Destruction recruited you, he said to turn any law-breaking humans over to the local police, so that the gears of justice could deal with them (he said the same thing to the original members of the group, which you the player didn't see). He's trying to restore law and order to Earth...


You're only 5 miles from Sandpoint, and there's a (I'm assuming) decent road from Sandpoint to where you have to go north for a mile thru a stretch of woods to reach Thistletop (the goblin's fortress).


ALL - please see Discussion...


Well, it may be "my" game, but if the players aren't interested in what I want to do with it, it won't last very long... :)


Ok, I’ve got the first step in the new storyline figured out. It’s going to be a *long* story arc, and the nature of the game will change – backstories will suddenly appear in order to justify things that would have taken a long time to put in place, and once we’re in the story, I may just skip a month or two of game-time in order to allow unknown external events to happen. You’re going to be asked to go on “missions” for the Unseen Sleepers and Circle of Moths instead of using their own members “just because”, and in many of the missions you’ll be following a broadly pre-planned itinerary, but be able to make choices about the many small unplanned events that will happen along the way. Most of the missions will involve little if any combat, so stealth and talking (cough-Persuasion-cough) will be your primary way of dealing with things. However, that doesn’t mean that someone without Persuasion can’t speak up – you can still suggest things, or riff off of what someone else says. Occasionally, someone who’s good with their hands (Thievery) *will* be needed.

Since this would come up at the beginning of the next scene anyway, I'll tell you up front - you're going to be breaking the Alliance's and Blue Sun's stronghold on the system!

Does anyone have any questions, problems, or concerns with this? If so, I’ll gladly come up with something else.


Hope everything went well!


The Merchant frowns, then sighs, and slowly reaches into a pocket with two fingers and pulls out a phone, and hands it to Hellion.

What do you all do?


You could always take the Arcane Armor Edge to be able to boost your Toughness, and increase your Fighting die a bit, to make you more Paladin-like... Don't forget you have 3 Advances to apply after building the beginning PC.

Please post the PC here first for me to check it over.

Regarding introducing you in the story, I wanted to have something happen to the party on the way back to town that I wouldn't want you to miss out on, so you could meet up with them in the woods. The group already has a noticeable reputation in Sandpoint, and you could say that after you arrived there you heard a lot about them around town, and you set off to find them (it was well-known that they were heading to a place called Thistletop, and there's only one road between it and Sandpoint) and would like to join them in their fight against all the evil that seems to be plaguing the town.

Feel free to make suggestions about the introduction.


Jzero wrote:
Jzero's profile has a spoiler near the bottom about gear and it's been updated when items or gp get distributed.

So, I only see a single potion of minor healing in your list that could have come from "treasure". But I assume that part, if not most, of your 646 GP came from treasure as the game played out?