Wyssilka the Fantabulous

Myrp's page

39 posts. Alias of scranford.


RSS


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

"I'd be happy to dine with you... but must fix my cart first. Would it be asking too much for one of you to hold the cart steady while I fix the wheel better"?

The Poppet reaches into his torn backpack and pulls forth a bag of miscellaneous metal parts and after a bit of sorting pulls forth a long thin nail. "There! I can make this work".

"Are all of you friends? I would like to have more friends".


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
Vasily Antonov wrote:

Vasily looks at the walking toy with some amazement. He then remembers his manners and bends to help pickup the pieces that have been scattered about the area, dusting things off as he places them back in the now-repaired wheelbarrow.

Vasily gives a rather too formal bow as the poppet introduces himself. "Vasily Ant...Vasily, at your service." he stumbles not ready to give his full name in case there are agents of his enemies around. "How did you come to cross that uncouth lot, Myrp?"

"My friends you mean? I think they got kicked out of where they live and are just trying to get by".


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp is a bit cautious and apprehensive at the assistance and friendliness being offered simply stares as the others help him pick up parts... just waiting for them to start taking his stuff.

"It's really not worth anything. Here I have some leftover pie and scraps of meat... and even a few coins if you'll just let me keep my worthless junk".

He is further amazed when it becomes clear that they are helping not trying to steal from him.

"Thank you. I'll just be on my way". Myrp starts to wheel his barrow away, seemingly choosing a direction at random, and goes only a few yards when his hastily repaired wheel comes off again. He simply sits on the broken barrow and puts his face in his hands and begins to sob.

Sense Motive

Spoiler:

It's obvious he has no idea where to go.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
GM_Drake wrote:

I will get Stari's profile completed tomorrow.

@scranford: Which district of Absalom is Master Glynn's store in? Which district contains the home of the family that bought Myrp? Do you have a particular district in mind for where the street kids are pestering you when some (all?) of the rest of our characters step in to help Myrp?

Master Glynn's shop was in the Coins between the Grand Bazaar and Mudhaven. It is scheduled for demolition in the next couple of weeks. The rascals who were harassing Myrp were recently kicked out of the Crystal Palace and are trying to get the attention of the "Family Dogs".

Myrp was acquired by agents of Lord Yamthar for his daughter but quickly discarded for more "interesting" toys. The noble house is House Ormuz.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

1d3 ⇒ 1

Big Freddie pushes Myrp one final time sending him butt first into one of the larger puddles. He then flicked his cigarette at Khalaros and retreated into a door next to him shouting back over his shoulder... Mind your own business butt-in-ski.

Myrp rose from the puddle looking down at the wet and tattered but still ridiculous outfit the noble girl had dressed him in. "Uh... Thank you, I guess. They weren't going to hurt me... too much They were just fooling around. I'm Myrp". The small poppet curtseys.

Sense Motive

Spoiler:

The young / old poppet is very worried and on the verge of tears, if he was capable of crying. Though this wasn't a pleasant place at least it was somewhere to call home. Now it would be even less safe.

Myrp then picks up the wheel that had been thrown, inspects it for damage, and as if he was used to fixing things quickly reinstalls it. He then steps behind a rubbish container and picks up a ragged and torn pink backpack decorated with flowers and butterflies and tosses it on top of the junk in the wheelbarrow. He looks around as if not sure where to go, then kicks off his remaining shoe and starts off in a seemingly random direction.

@ GM Lia... not sure when you want to seize control here.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

The rain finally stopped and Myrp pushed his wheelbarrow full of disassembled toy Unicorn through the shortcut in the alley beside Master Glynn's shop. His smile faded as he saw Big Freddie and his gang sharing a cigarette on the corner. Too Late... They had spotted him.

"Come on Myrp! We're playing a game called Tag and you're it. You've just got to run away, and we'll try and catch you".

Freddie teased the strange looking wooden boy and tagged him... hard on the shoulder almost knocking him to the ground. Myrp began to run but getting his balance caused one of his loose wooden shoes to pop off.

Well I can't run in one shoe... and why are they being nice to me and inviting me to play with them. They're usually so mean.

As Myrp began to run their true intention was revealed as a large rotten tomato thrown by little Nancie hit him full in the back... but he ran... fast. None of the little street gang could catch him... but they could and did outflank him, knocking him to the ground several times. Each time Freddie would shout out. "Nope! Still, it".

He noticed out of the corner of his eye that a couple of the smaller little rascals had taken the wheel from his wheelbarrow and were scurrying away.

"Hey that's mine"!


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Rules are good with me.

Perhaps we could invent or find a situation where the remainder of the group come across Myrp in a dangerous situation and somehow resolve things.

Perhaps a gang of street kids are pelting him with garbage and trying to pull the weird doll apart? Perhaps Myrp is struggling to pull a wagon loaded with toy parts and a unicorn head along the street and a wheel breaks?


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Here is Myrp. I'll format the information better at the first opportunity.

Myrp

Spoiler:

Psychic 1

Small Poppet
Ghost Poppet (Humanoid)

Perception +6; Darkvision

Languages: Common, ? , ? , ?

Skills Acrobatics +2, Arcana +6, Athletics +0, Crafting +6, Deception +5, Diplomacy +5, Lore: Mercantile +6, Occultism +6, Performance +5, Stealth +5, Thievery +5

Str +0, Dex +2, Con +1, Int +3, Wis +1, Cha +2

Items: Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healing Potion (Minor), Steel Shield (Hardness 5, HP 20, BT 10)

AC 15 (+17 with shield raised);

Fort +4, Ref +5, Will +6

HP: 13/13; Resistances: Negative 1

Speed 25 feet

Melee: Shears +5 (Deadly d8, Finesse, Uncommon, Versatile P), Damage 1d4 S
Melee: Club +3 (Thrown 10 ft.), Damage 1d6 B
Melee Fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 B
Ranged: Hand Crossbow +5 (Crossbow), Damage 1d6 P
Ranged: Alchemical Bomb +2 (), Damage Special Varies

Unleash Psyche: Trigger Your turn begins. Requirements You’re in an encounter, you Cast a Spell on your previous turn, and you aren’t stupefied. You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.

• You’re constantly surrounded by the visual manifestation of your psychic magic.
• When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting.
• You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can’t use Unleash Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.

Calculate Threats: (Mental, Psyche, Psychic) Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.

Occult Known Spells: DC 16, attack +6;
* 1st Force Barrage, Kinetic Ram (1 slots);
* Cantrips Haunting Hymn, Needle Darts, Daze
* Focus Spells (2 points) Telekinetic Hand (Amped)
Telekinetic Projectile (Amped)
Telekinetic Rend

Additional Feats: Canny Acumen (Pereption), Ghost Poppet, Shiny Button Eyes, Specialty Crafting (Toymaking)

Additional Specials: Canny Acumen (Perception), Conscious Mind (The Distant Grasp), Constructed, Flammable, Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Precise Discipline)


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

going to be a bit limited in posting this week... but should be able to keep up... just not expound on things too much.

Myrp is basically waiting till you guys figure out what brought you to Absalom before joining the conversation as he's never strayed more than a few blocks from Master Glynn's shop in Absalom in his short life.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

It is trash to be discarded to these folk… and probably wouldn’t be missed. The shed probably isn’t even locked. It doesn’t work.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
GM-Lia wrote:

@Dr. Evil: Two questions. What subclass do you plan to use, since I didn't see that in the mini profile. Also, where is Exacting Strike coming from, as it seems to be just a fighter feat?

@Myrp: That's something you should discuss with the group. Stealing a mechanical horse from a noble right before a 1400-mile trip might not be something everyone is ok with. I'm not saying it can't happen. I am saying something that could both have group repercussions and be a logistical factor, should be bounced off of everyone.

Per my bullet points the horse had already been sent to the shed to be dispensed of later. I guess he could wait till it went from the garbage to the junkyard. Not really a big deal either way as it won't come into play right away. I had imagined he disassembled (If it's not already) the horse and hauled it around in a wagon.

I'm good with just waiting till he takes the FA to begin assembly, was just tying it to Myrp's limited history and knowledge of the world.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp planned on stealing the pony (Medium Sized) from the noble before leaving Absalom. Then at second level he was FA into Inventor, and the pony was to become his Construct Companion.

I think further down the feat tree there is something that lets you ride your companion... but until then he's a normal Inventors companion.


2 people marked this as a favorite.
Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

I'll write a little short story about this when I get some downtime... but here are some bullet points about Myrp.

"The weeks after Master Glynn's passing"

* Myrp was scared. The Master was gone, and he was left with the cats at night... until they all disappeared one night.
* He never liked Master Glynn's son (Fredrick). He was mean and never helped Master Glynn even when asked. When his mother died giving birth to his sister (Matilda) he became unbearable... but Master Glynn always got him out of his frequent bouts with trouble. Matilda simply stayed out of things as her personality was one of submission.
* In the months before Master Glynn's passing a rich nobles spoiled daughter(I'll search the Absalom book for a fitting foil) constantly badgered her father to buy Myrp for her, but Master Glynn refused to sell. Instead, he offered to make a fabulous mechanical pony for her... His Magnus Opus.
* Days after his death Fredrick opened the doors to the shop and sold everything in it... including Myrp.
* The spoiled rich girl was overcome with joy when her father brought Myrp home... and elated when the incomplete mechanical horse was brought as well... not so much when she discovered it didn't work...yet.
* As Master Glynn expected the little girl played with Myrp for about a week before he ended up in a toy box with all the other unacknowledged and forgotten toys. The horse ended up in the backyard shed to be dispensed of later.
* Myrp began to gain control of himself in that brief period though he pretended to be just a toy until the little girl slept. He then walked about the house learning about life... how to speak... and realizing his psychic powers. The housekeeping staff often wondered how Myrp kept ending up in the most unusual places and were slowly being convinced he was haunted.
* Finally, one night the girl accidently left her window open and Myrp took his chance to escape. Since then (three weeks ago) he had been moving from one place to another sometimes spending the evening with some of the poor children he remembered... sometimes holing up in Master Glynn's shop.
* Yesterday the new owner of the shop space came by and started throwing out everything Myrp was familiar with in the alley out back including Myrp. He gathered up a large pair of sheers, a few outfits, one of the bottles of elixir that Master Glynn took when he had his chest pains, and almost as an afterthought the heavy steel base that was used to support him in the window (Steel Shield).
* Something inside him gave him at least an immediate goal... find the mechanical horse (Unicorn) and finish the work he... I mean Master Glynn had started then see what the future offered.
* He stepped into the ally and stood in the street. What now.

Myrp is a mixture of unfamiliarity and wonder. He is innocent and not a good judge of people and social situations. But he wants to have friends that he can adopt as a family and will go tout of his way to help and protect them. He jumps at any chance to learn and experience new things.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

No problem. He's all yours.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Probably going to drop out of the game. Just not feeling a connection with my character. Thanks for the opportunity, and maybe we can game again another day


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
Albrek Dwarfson wrote:

Meanwhile, Albrek heads down to Delver's Square to question any adventurers that happen to be around.

Diplomacy: 1d20+9

"If it's OK I'd like to travel with you". "i know some people down there as well". 1d20 + 1 ⇒ (10) + 1 = 11 Diplomacy assist.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
Railina wrote:
Myrp wrote:
Railina wrote:

Railina grabs the vial from Ekard. "Let's we see what this stuff is made of." She then recites a few draconic phrases and studies the liquid intently.

Cast Detect Magic and study for 3 rounds, Spellcraft 1d20 + 9

"Whoops, I'm sorry". Myrp says quickly retreating. "Didn't mean to get in the way"..."Just trying to help". "I'll stand over here out of the way". The potion did look familiar to him though. He would never counter the decision of Railina though unless he knew it was dangerous.
"Aye Myrp, didn't know you were keen to alchemy, go ahead and take a gander at this one." Railin offers, tossing the vial to Myrp.

"Hey, I know", says Myrp. "Let's work together on it". "You cast your spell, and describe to me what you see, and we can try to decide together".


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
Railina wrote:

Railina grabs the vial from Ekard. "Let's we see what this stuff is made of." She then recites a few draconic phrases and studies the liquid intently.

Cast Detect Magic and study for 3 rounds, Spellcraft 1d20 + 9

"Whoops, I'm sorry". Myrp says quickly retreating. "Didn't mean to get in the way"..."Just trying to help". "I'll stand over here out of the way". The potion did look familiar to him though. He would never counter the decision of Railina though unless he knew it was dangerous.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
Ekard Keller wrote:

Ekard helps gather up the gear, wondering what to do with the bodies, then shrugs and decides it's someone else's problem. As the rest of the group leaves the warehouse, he'll take a glance outside to make sure they're aren't any city watchmen strolling nearby.

As they move down the street, he'll pull out the vial of blue liquid and waggle it at Railina. "Any idea what this stuff is?"

"Excuse me sir", Myrp meekly States. "Could I take a look at that vial". "Potions, and Elixirs are what I do for a living, so maybe I could help".

1d20 + 10 ⇒ (20) + 10 = 30 Craft Alchemy, or Spellcraft.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Coup de Grace automatically hit and score a critical. If the damage doesn't outright kill the opponent, then it must make a Fort Save of 10 plus damage dealt or die...so in the RAW, Albreck didn't actually miss. If this is a DM ruling however...

Myrp moves forward losing a crossbow bolt at the prone character when adjacent. If he can't get there this round he will simply move to within 20 feet and wait.

1d20 - 1 ⇒ (11) - 1 = 10 firing missile weapon at prone target.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp attempts another blinding ray at the dastardly opponent.

Ranged touch, into Melee Blinding Ray (1d20-1=1)

And the shadow puppet show continues....sigh...


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp holds out his hand and lets forth a blinding ray towards the last opponent.

Blinding Ray (1d20+3=6)...and illuminates the wall behind him, making a frightening shadow puppet but not affecting him in the slightest.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp gulps, then giggles with glee at the effect of his color spray, doing the funky chicken dance in a small circle.

Sorry my dot disappeared, and I lost track for a while. Should be back now


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

1d20 + 1 ⇒ (11) + 1 = 12perception


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

1d20 + 1 ⇒ (5) + 1 = 6


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Kind of waiting to hear where I'm needed as don't want to mess up any plans. Hadn't posted for a while and fell behind a bit.

Stealth (1d20+9=10)

But obviously Myrp's first time adventuring got the best of him.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

"I can be pretty sneaky too, if you tell me some way I could help", Myrp chips in. "Maybe as a lookout, or messenger"?


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp decides to go along with the group, and maybe they won't notice that he has joined them. If he keeps hanging around, then maybe he'll be noticed as an adventurer as well.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp quietly eats his meal, not saying anything (that's out of character for him, but he is awed at the moment), and observes his new companions, trying to memorize their names and what they do. From time to time he pinches himself...Is he really here with these adventurers...Is he an adventurer now...Is he crazy?...and with that last thought he hurriedly downs a swallow of wine.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6
Railina wrote:
Myrp wrote:
Taken aback at the friendliness of the strangers, Myrp gulps, and hesitates a second before quickly grasping the offered hand, and stammers out a greeting..."Yes...Glad to meet you...I mean thanks...I mean you're welcome...Wow real adventurers are talking to me". "I have seen you all about before...I'm Myrp...Pleased to meet you both".
Railina smiles at Myrp. "There is no reason to be nervous Myrp, you did a courageous thing blinding that thug. We would be honored if you came with us."

"You will let me come with you"? Myrp questions. "But I'm no adventurer, I'm not brave, or strong or anything". "I do know a little bit or magic...but of course, you just mean back to the Inn", Myrp ends with a hopeful and questioning look.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Taken aback at the friendliness of the strangers, Myrp gulps, and hesitates a second before quickly grasping the offered hand, and stammers out a greeting..."Yes...Glad to meet you...I mean thanks...I mean you're welcome...Wow real adventurers are talking to me". "I have seen you all about before...I'm Myrp...Pleased to meet you both".


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp approaches the party of adventurers and kind of stands around as though he's part of the group. He then approaches the released peasant woman, and offers her his hand. "Are you allright"? Myrp asks in a concerned voice.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp moves to within 30 feet, and lets loose a blinding ray.

Ranged touch, +1 Point blank, -4 for into melee (1d20+1=18)

And blinds one of the opponents.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Initiative (1d20+3=16)

Myrp watches the others run to the rescue of the lady. This was his big chance...Was he going to be an adventurer? Was this his time to shine? With a grimace of firm resolve he runs behind the group. Maybe he could prove himself...Maybe this was the time.
Acrobatics (1d20+3=22)

He nimbly skips among the slick cobblestones his light weight barely making a splash.

Due to his hesitation Myrp will act a round behind everyone else


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrp using his height, or lack thereof, makes his way towards the beckoning doorway, dodging from one sheltering larger person to another. Ah! a little frivolity and cold Meade would be a perfect ending to an otherwise non-productive day.

1d20 + 1 ⇒ (11) + 1 = 12 perception.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

I'd think maybe we play for a while, and see if an obvious name presents itself.


Male Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small Psychic / 1 | Fort +4, Ref +5, Will +6

Myrd skillfully dots

1d20 + 12 ⇒ (16) + 12 = 28 Craft dots


I think Myrp is now ready to spit death in the eye.


Here is the first work on Myrd. Still have to add background, equipment, and Ptolus specific stuff.