Yakmar

Gergg's page

133 posts. Organized Play character for rhino43grr.


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Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"What in the hell are you smoothies blabbering about?"

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I hadn't really planned on making any changes to Gergg, so I'm ready to go whenever.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Works for me. The more streamlined the game mechanics are, the more fun it will be. I don't really like having to think through a dozen variables and conditions every time I want to do something relatively simple.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Is Arma coming back?: 1d100 ⇒ 15

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Oops, forgot to roll for sneakiness:
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"OK, enough chattering already. I'm sick of standing around, let's get our sh*t together and get into this Vault." Gergg suddenly blurts out.

Buncha military types, no wonder nothing's getting done. Probably trying to figure out which form to fill out in triplicate requesting clearance from their superiors to scratch their balls.

The small ghoul warily approaches the newly-opened Vault entrance, straining to make out anything inside while doing his best to hide his presence. Anything alive inside must have heard the echoes of the Vault door opening by now. Trusting his companions to fall into formation behind him, he again proceeds into the unknown.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I added a plasma pistol and 25 energy cells, but I haven't yet updated my cap count to reflect the purchase or the caps we got from Ian when we took Tyra back to town. I'll go back through and find the weapon pricing link some time.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Deep walker was appealing if we're going to be vault diving and using subway tunnels since it basically bumps up all the useful skills when I'm underground. Of course those dont kick in until level 3, though, which is why I thought ranger 2 would be my best bet... get those boosts asap and then diversify. Plus, I figure the guys with the big guns will do most of the heavy lifting in combat for the time being at least. I'll have my updated stats up by tomorrow afternoon if all goes according to plan.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"How old are you anyway, Darius? You know too much about vaults and the world before the war to be as young as you look. And here I thought I was the old man of the group..."

"As for those vaults left cracked open to see what would happen... I'm what would happen. Wasn't in a Vault-Tec vault, our bunker was under our house, but it's the same concept. Gradual, long-term rad exposure turns whoever doesn't die from it into a handsome little devil like myself."

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Ninja and rogue no stacky? Ok then... How about:

Urban Barbarian 1 to get controlled rage
Rogue 1
Ranger 2 (some archetype)

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

OK, how about:

Ranger 2 (Deep Walker): Sucks the good benefits don't kick in until level 3, but when they do...
Rogue 1: For trapfinding and such.
Ninja 1: For poison use.

I'll probably just keep adding Rogue/Ranger levels each time we level up from this point forward. I don't feel like messing around with the ninja's ki pool nonsense, so I'll just take the single-level dip.

Do the ninja and rogue sneak attacks stack to make it 2d6, or do they combine and just count as 1d6?

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

So does Ninja-2/Ranger(Deep Walker)-2 make sense or is it redundant?

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I still can't get anything to show up when I click the Weapons doc links. It takes me to the Google page and says the file name, but the majority of the screen is just gray.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

It will be a day or few before my new build is ready. Everybody feel free to keep shooting concepts my way that would work well with my small-sized ghoul and wouldn't require me to alter any of my ability scores. Yes, I'm lazy, but I also want to keep him super stealthy since that was kinda the point of going "halfling" in the first place.

Like I said earlier, the fewer variables and rules I have to think about when playing my new character, the better. You guys are way over my head with half the things you're talking about for your characters.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

If the .357 is doing 2d4+1 damage, I'll stick with the silenced 10mm and 2d6 (unless it's different with the new weapons doc).

I'm going to scrap the sniper idea due to my size limitations on weapons and come up with a different stealth-based concept instead.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Haha, I was actually thinking that nobody had moved any of the figurines around a few hours after I posted. Of course I wasn't at my computer when I thought of it...

Gergg smacks his forehead with the palm of his hand upon realizing what was wrong.

"I thought somebody had moved the figurines around to match the picture, but I guess everybody was too busy looking at the screen. Oh well, hang onto your butts for real this time."

He pulls the string again, just as he had before.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I can't get the Weapons page to show up for some reason, I'll try to access it again tonight when I'm at home.

Also, am I limited as to what calibers I can use as a result of my small size?

I was thinking about adding a .357 revolver since it can fire .357 or .38 and then just using .38 ammo in it unless I'm in a pinch.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Once everyone is in position behind the power-armored paladins, Gergg gently pulls the string tight and applies enough tension to get the switch to flip.

"Hold on to your butts," he tells the others as the switch moves.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Everybody back to the doorway, I've got this." Gergg proclaims, confidently. "Unless you're all against flipping the switch, that is..."

Hearing no objection, he drives one of his darts into the tabletop firmly on the Vault door side of the switch. He fashions one end of his spool of string into a loop, which he drapes over the switch and secures with duct tape, then guides the string around the dart to act as a pulley and lets the string trail behind him as he joins the others in the perceived safety on the far wall nearest the exit.

Obviously I don't want to get ahead of everyone, so my actions don't count unless we're all in agreement that we want to flip the switch.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I think some of them are in the right order already, but a few will need switched. We just need to figure out which figurine matches which part of the riddle." Gergg says.

"The only parts we have to worry about are:
SCIENCE DIES,
PROGRESS SLOWS,
DEAD MAN'S CORPSE,
MAN OF STONE,
FEAR AND MIND,
FRIENDS ARE SHY,
SLEEP IN REST,
ENEMY FRIEND,
PAINFUL WOUND,
The rest of the riddle is just nonsense for right now."

"'Painful Wound' is probably this guy, for example," he says, pointing to the bloodied figurine.
"And this one has to be 'Sleep In Rest'" he says as he indicates the yawning figurine in the nightcap.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I'm hoping to keep my character as streamlined and easy to play as possible so I don't have to remember too many rules and such. I figure the fewer options I have to consider in any given situation, the better.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Sorry, I took the liberty of assuming the spoilered computer info was read aloud by Kora as it appeared.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Well, you're gonna have a hell of a time taking them, Winter. They're attached to the pedestals pretty good. They've gotta be down here for a reason, too. Some sort of puzzle?"

Gergg studies the figurines and pedestals looking for traps. Perception (traps): 1d20 + 7 ⇒ (11) + 7 = 18

Suddenly, a new thought comes to him:

"I think all that mumbo jumbo on the computer is a riddle telling us what order these pedestals are supposed to go in. That 'Man of Stone,' part has to be talking about this guy!" he exclaims, pointing to the corresponding Vault-Boy.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I plan on making Gergg the sneakiest ghoul halfling in the universe, but I'd also like him to not be completely worthless in combat. I was thinking maybe I'd turn him into a sniper somehow.

Needless to say, I'm open to suggestions and guidance about how to accomplish that.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"They couldn't have been that smart. Heck, that last one ran from a grenade that had the pin in it and then blew himself up with it by not checking for traps."

Gergg scans the door he had successfully rigged to explode for any traps, as unlikely as they may be. He remains on high-alert as he sneaks forward ahead of the group.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
Disable Device: 1d20 + 10 ⇒ (6) + 10 = 16

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I have no idea what gestalt is, but I'll do my best to adapt to whatever.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"I probably shoulda told you guys this earlier," Gergg says sheepishly after listening to Kora's tactical advice, "But ferals and muties ignore us ghouls. I could have walked right up to the ferals who were down here before and not been attacked. You smoothies set 'em off immediately, but they won't treat me like a threat until I really provoke 'em."

"As for the other ghouls that were down here, all bets are off. If they're up to secretive sh*t they don't want nobody knowing about, they're liable to shoot first and ask questions later if they spot me."

"Basically, Winter, stay a few steps back at least and if I see ferals or muties I'll let you know to stay put."

I haven't been tracking my ammo consumption very attentively, so I'm just going to say that between the shots I've taken and the ammo we've found I still have what I started with. Also, I'll take this opportunity reload the clips in my original pistol and the one I got from one of the deceased ghouls.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Looks like you guys owe me a grenade!" Gergg says with a chuckle as he admires his handiwork and retrieves the string and pin before aiding Winter in searching for loot on the corpses and in the cabinets.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Appraise: 1d20 + 7 ⇒ (4) + 7 = 11
Disable Device: 1d20 + 9 ⇒ (4) + 9 = 13

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Gergg uses his nimble fingers to skillfully attach a length of string to the pin on a frag grenade and tapes the grenade to the floor near the base of the doorframe. He leaves the door cracked open slightly, but not wide enough for anyone to squeeze through without opening it further and runs the string along the floor, attaching it to the bottom corner of the door. He's careful to hide the nearly taut string with dust from the rubble and he places a bent tin can over the grenade.

Anybody opens that door and they're in for one heck of a nasty surprise. Just don't forget about it when we come back.

Navigating through the blockades, he joins the rest of the group and begins to lead them back to Gulchbottom.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"If we're going to split up and have a group take her home, I can rig up a tripwire-grenade on that door in case that coward comes back," Gergg suggests. "Maybe we can move a table or two around to make some obstacles and provide some cover in this (upper right on the map) corner for whoever stays behind, too, just in case he brings buddies with him."

"I should be able to scout ahead at least a little ways while we wait for them to get back, but we should probably save the fun stuff for when we're all here to participate."

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Gergg tugs on Darius' and Winter's sleeves, urging them to help him form a barrier to keep the little girl from seeing the dismembered corpses of her parents.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Apparently Winter succeeded in accidentally striking all the previously pulled nails with the crowbar and driving them back into place... Looks like this kid is staying put.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

STR: 1d20 - 2 ⇒ (8) - 2 = 6

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"It's all yours, Kora," Gergg answers, slightly embarrassed he had tried to claim to the pistol when Kora was without a working firearm. "Just don't go breaking it like you did your last gun or we'll have to stop letting you have nice things."

Help Darius: 1d20 ⇒ 11

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Deidre and Winter checked it over already," Gergg tells Terry. "I can always double-check it if you don't trust their trapfinding skills. If Winter finds traps as well as he proselytizes that might not be a bad idea, actually."

Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"It's scary in there?" Gergg asks the tiny voice inside the locker. "Well, I hate to be the one to break it to you, but it's pretty scary out here, too."

Would one of you big, burly manfolk come lend a hand prying this door open?"

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Got over your stage fright, huh Winter?" Gergg jokes as he maneuvers through the rubble to retrieve his grenade. "You're deadly accurate as long as your target's not looking. That'd still be an upgrade for me. I swear the sights on this pea-shooter are f*cking with me today."

He spins the silencer back onto his pistol and fiddles with the sights as though it will somehow improve his awful aim.

"Speaking of pea-shooters... Is that a matching pistol I see?"

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Those same horrible dice are precisely why I'm throwing grenade without pulling the pin this round. At least this way I can save it for later, hopefully.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"I agree. What a f*cking coward!" Gergg mocks the other ghoul. "But at least he's a live coward, for the time being! Keep this sh*t up and you likely won't be able to say the same for long!"

With that he pretends to pull the pin from his frag grenade and tosses it into the path of rubble slicing through the center of the room (aiming for K4).

The harmless grenade plinks into its resting place amongst the rubble as Gergg pulls his pistol back out from its holster and shouts. "Bombs away, f*ckers!"

Maybe they'll fall for my trick, but just in case: You guys with the big guns kill them before they make me look like an idiot by using my grenade against us. I was kind of stuck wasting this round anyway unless I wanted to really use the grenade since I'd have to take my move action to put it away.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I copied the top portion from Deidre's character sheet, let me know if anything else is wrong.

Also, looking at the info on my weapons, it seems the ranges for some of my weapons are listed in meters instead of feet, so I just multiplied them by 3 for simplicity. I could use some direction as to my frag grenades as well: from my sheet it looks like they've got a 30 ft. range and an AOE of 15 ft?

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Dibs on his gun!" the little ghoul shouts as he obediently jumps back onto the table he had been briefly using for cover.

"That side of the room's just asking to collapse right on top of you wrinkly bastards! Throw down your weapons and I don't throw this," he yells to the ghouls across the rubble from the group, holding his frag grenade up.

If I can get back down from the table after the others move without being in anyone's way, I'll go back to hiding behind it then.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I think for full-auto attacks and multiple semi-auto on a single target in one round, penalties to accuracy should progressively increase with each bullet fired. Same thing for three-round burst setting. Recoil is going to naturally shift your aim point.

Spray-and-pray could follow the AoE cone template, but you'd probably have to include an accuracy penalty to "narrow the cone," as Deidre put it.

I'm also thinking we may need to shorten the amount of time each combat round lasts, too. The standard of 6 seconds per round doesn't really translate well with weapons capable of firing several rounds per second.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Can I add something to my previous post? If I can: After taking a shot at the ghoul in H5 Gergg holsters his pistol and pull out a frag grenade (since my only move in that turn was a 5-foot step to get down from the table)

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Did I hit?

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Gergg, impressed as ever with his companions' firepower, looks dazed for a moment before hopping back down from his exposed perch atop the table and crouching down to take cover behind it. (F2)
"Dang! Remind me not to piss you guys off," he jokes to his comrades.

Somewhat surprised when Terry doesn't dispatch his target with a single shot, Gergg squeezes off a round from his pea-shooter at the ghoul.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 ⇒ (5, 1) = 6

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Nice shooting, now do mine!" the ghoul shouts as he struggles to fend off the feral who climbed onto the table after him.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

For the record, I liked my "get them to chase me into an ambush upstairs" strategy a lot better than being trapped in a room full of angry ghouls.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I'll pass this info along in-character after combat, but:
More or less, ferals and Super Mutants won't attack me unless they know I'm part of the group.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

"Damnit! Best laid plans and what not..." Gergg curses as he aims and fires another shot at the nearest feral.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d6 ⇒ (3, 1) = 4
"You big guys can get your asses down here any minute now!
Gergg moves to his left and hops onto the nearby table (G1).
Nice of the dice to smile upon my surprise attack.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Gergg signals to anyone behind him on the stairs, pointing to his own eyes, then toward the Vault room, he holds up two fingers, points at his chest and pantomimes gnawing on a large bone.
After trying to convey the occupants of the room, he signals for the others to fall back into the upstairs room with their weapons ready.
He waits for a few moments for the rest of the party to position themselves upstairs.

Vault Room:
Gergg pulls out his pistol and removes its silencer. He wants to make sure the ferals know where his shot came from so they give chase.
A part of him cringes at what he's about to do. The poor, mindless ghouls he's about to lure to their certain demise represent his own eventual fate, after all. He could just as easily be one of them had his circumstances been only slightly different.
He quickly pushes those thoughts aside and aims for the head of the nearest feral, his whole body coiled and ready to take off up the stairs once the brainless ghouls realize they're under attack and begin to come after him.
Sneak Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 3d6 ⇒ (1, 1, 3) = 5
As soon as the ferals turn and notice him, Gergg sprints back up the stairs screaming "Oh shiiiiiiiiiiiiiiiiiiiiiit!!!"