Elemental Proofing Paste

Neri Voler's page

2,197 posts. Alias of Hotaru of the Society.


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5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I'm working on it, but the incomplete submissions are a pain in the butt. I'm going to leave those out for now, simply because the headache of trying to piece together what they haven't bothered to piece together on their own would require tons of note-taking.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Sure thing, Kitty.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Depending on which way our paths go, it may fit rather well for my little skitterer to be your homie. But it's not likely to call anyone its master. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Aaaand, now I'm a tiny death machine. With Childlike Wonder.

Inspirations include: Tachikoma. Johnny 5. Also, a really fun familiar I built with my 'synthesist summoner' in another game a long, long time ago.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

But how to get ranks in philosophy as a maintenance droid...


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Yeah, I'm actually leaning mostly towards 'Part of the Ship, Part of the Crew' alongside my character's allegiance being 'to the ship and its cargo', with 'People are Cargo' and 'We're all slaves to something, the only difference between you and I is that I didn't choose my master'. So on and so forth. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Should I take that as a lack of interest?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Yeah, I'd figured out a lot of them by glancing and felt cheaty (my brain makes up rules that don't exist), and I felt it was intended to random roll it, somewhat. Hence Neri impulsively grabbing his.

I had plans for that first leadership. Was there a way to bring alventhin back?

Alrighty!

Onwards to Traveler talk.

I'm considering making a robot and 'belonging' to one of the other players. If you're both still interested, would it fit for you to own a robot? If so... What is my purpose..?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Had you expected us to metagame the choices of gems at all?

Had you expected for us to try to swap gems to connect more shrines, like we'd thought of doing?

Was the burned down tavern something to do with us directly?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Based on the stuff you've got up, it looks like you're most interested in running a scifi game in whichever system you play in. Do you have a general subgenre you're interested in running moreso than others?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Star Trek, as an IP is interesting, but I'm not sure I'd be extremely interested in exploring strange new worlds in a federation uniform. The 'd100' is also inherently intimidating. :P

Star wars is similar. I really liked Kotor, so I'm sure I could get into a tabletop variety somewhat, but I'm not enough of a fan to feel like I wouldn't just sort of be lost in the universe. I only really know the basics, and can't remember which is alderaan and which is tattooine without looking them up. I think the latter is wookies..? Maybe..?

Looking at Traveler, I saw a guy die twice in character creation in a video. Are all characters going to be extremely random in that system, as it looks they will be?

Big Eyes Small Mouth is definitely the genre I'm most interested in playing and a much simpler system than any of the others (I would assume). As such, it definitely has my vote. I really like xd6 games, as well. I liked the idea of Dungeon World, and my current favorite game on the forums is my Magical Girl game, which uses 2d6 for everything. (On that note, I've actually thought about trying to adjust Pathfinder to a 3d6 system) It also looks the most open, though, so it depends on what particular genre you were wanting to emulate on how into it I'd be.

Mechwarrior/Battletech always struck me as something that seemed like it would be very complex and probably that you'd want to use those cool tactical gaming boards at the local game store to play. That may be completely off-base, though.

Gurps explodes my mind with 'possibilities'. It's one of those games that just with a glance I was able to tell that it was really easy to make a useless character or a god with the same amount of investment. This, just like Big Eyes Small Mouth is more defined by what you want to play than anything else, to me.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Did you change up your gods much at all between your successful run and this one?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

This time you had:
Cop
Acrobat-turned-Thief (Art Thief)
Thief (High Risk)
Thief (Securities Specialist)
Thief (Financier)
Hunter
Musician

Feebers would have been pretty similar to 'musician' except that she was more a spoiled brat, instead of an emogoth. :P


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Neat on that last one.

I think Mikrasa's alignment was a huge surprise. Her and Alventhin would have been the best 'natural' fits for Phoebe (the person I was wanting as a cohort). Alventhin was off the table, leaving Mikrasa as the one she'd have taken and tried to 'power up'. The idea for that was that she'd have picked up either the broken staff or broken hammer to use as a weapon in case she ran into something violent (which would have likely bound her before she ever decided on a relief).

I'd even picked out a bunch of songs to 'play in her head' as she looked at the reliefs. Oh well!

Which gems do you feel would have been the most ideal ones for each player?

Also, If you plan on starting up something else and you're interested in me joining, let me know. :) I'm always interested in at least looking at a kittyface game. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Kong's made potions and his people could 'leave' because they had physical bodies. So if we told them to go chop down trees, they would. And I kinda feel like their unnatural aura would keep animals away.

Harry's gem was also necessary for upgrading/changing basically anything that required building. He was literally the builder.

I'd figured out pretty early that the classes were alphabetical. You'd mentioned that the martial classes just happened to wind up pretty much all evil, was that intended?

Had you intended for us to 'swap gems'? Had you had mechanics to punish or encourage that?

Was it intended for Kinsalia and Alventhin to both have the same animal?

For the bard and sorcerer?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

So, how did you intend for our interactions with the old gods to change? Were we supposed to change them, or they supposed to change us?

I kind of wondering how you assigned classes and alignments as well. It seems you had some randomization going on there.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Also... I feel like I didn't adequately say this in the last post: I'm sorry I screwed up your game so bad, Kitty.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I'm 100% against you doing something you don't want to do. I've been having at least a little trouble with the game ever since I caused the split. It became -really- difficult to play Neri when he was constantly blaming himself for everything that's gone wrong, from most of the village dying to the other group dying to the world knowing the 'demons' were back making it basically impossible to gather information. It puts a real damper on playing, knowing -everything- is your fault. :(

Slight rant that may make me more of a jerkwaffle:
Then there was the fact that every decision that split based on tables wound up going in their favor and against ours. Sterling's group got the whole town, despite not escorting Mahb's brood when we expected them to help the town and come back to us - their town lived, our town died, Mahb's brood lived for both. My scrying pool picked up the underground and lead us to it, their character randomly asked about 'sewers and lizard people' a day or so later, which made me pretty miffed (and I stopped reading there). Heck, even in the 'saving the town' arc, I watched Sterling edit his roll to move an acrobatics check to a success by using his assured skill, while blinded, when he was almost absolutely going to die due to his attempt to do so. He didn't even -reroll- the acrobatics, he rerolled something else before it to push both the failing rolls off acrobatics. That made it a lot harder to blame myself for the group split when I really -really- didn't like the other person involved, who was also a cheater.

Regardless, even without that stuff, I've just been at a loss for how to handle basically anything. It's like playing a game of slots where every lever drops out hand grenades that may or may not be active, and sometimes gives out coins. I dunno. It's been a huge struggle. Knowing that -everything- could have been avoided by the selfish know-it-all player just sharing what he'd learned like everyone else was doing could have prevented every bit of that heartache could have made things a whole lot better.

But there's still the part of me that says all of that was my fault.
And I'm sorry I screwed your tables up.

Regardless of that, it's been a fun struggle. There was lots of interesting story, interesting mechanics, and plenty of intrigue to try to puzzle out. The fact I was apparently 'always wrong' about anything you didn't expressly tell us as the DM was a little unfun, but whatevers. If you ever reopened the game on the boards, I'd totally be all for it, jumping in as a new character (definitely not Neri), because I still enjoyed the game.

One question: Do you think the game would have gone much better if we hadn't worried about dying so much? Like as Mud says 'what's the worst that can happen, character creation?' Or did you like that we were constantly trying to figure out every little edge we could use to stay alive (but ultimately slowing the game to a crawl, since we didn't even know how to find out what we didn't know)?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

"So... how to tell between a bar and a brothel. Or do we really care?" Neri asks as he looks around for any particularly busy buildings. If he doesn't spot any, he'll head for the strange looking boat, instead.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I'm not sure how 'Gather Information' works when we don't understand customs fully. But it can't hurt as long as we're careful with the information we try to coax out. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I'm currently going through a lot of mentally exhausting stuff. I'm trying to keep my head above water enough to keep up with posting in my threads. If I slip, please point it out to me and I'll try to do better.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

"A big ship with a deep hold is best, yeah. That'll be trade ships, probably and we'll likely be able to get passage on one without too many questions... and if it's not a passenger ship, we'll have less to worry about about looking or acting odd. We won't really be able to use 'being silkie' to be weird around people who go to the Silklands."


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

"So... things to do. Find a place to stay, check in with your clockmaker. What was so special about the clock, anyway?" Neri asks as he starts to walk deeper into town. "It's easy to meet back up if we just know where to do it. After that, even if we don't set up staying there, we can go find some food and drink, then go look into boats if that's still the plan?"


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I'd like to actually buy the clock (regardless of it's worth) while Luna is 'still around'. I feel like that's at least a plot thread we were meant to take up.

Otherwise, finding a place to stay is definitely high on the list. Asking the clockmaker where she'd recommend after we buy it might work pretty well, and having a place to stay means we have a place to meet up.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Generally fun is an accurate assessment. You were always 'such a butt' though. :P


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Neri shrugs, nods, and tips his drink back some more, swallows, and lets his seat roll forward back onto all four legs. "Guess we're going then." he says, nodding to Johnny.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

My prooblem with getting reckless now is that we're in a place we can't afford to be reckless even more. :(


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

So, I'm not sure if this will be longwinded or not. But since you asked...

To preface, I'm totally interested in continuing. I like the world and the concept. I like learning about everything going on. I like that it's a deep, explorable world.

I don't like feeling like every decision is 'pick a door, one is trapped, you don't know which, and trying to find out may be its own trap.' It's not like everything is out to kill us, but my character has become ridiculously paranoid (which is fair; he did kind of fail to save a town, and likely caused their deaths through a lack of information to begin with).

I've sort of had a hard time recovering from that, honestly. Neri was interesting when I made him, but now he's got all this... baggage that's hard to RP around. Mostly it's the fact that he's likely smarter than me and aware that most of the world wants him and his friends dead and that they don't even have a good reason to want them dead.

Unless Kong PM'd you, Id on't think he's lost, though. It's been a few days, so it's hard to know given that he just had a baby deposited on his doorstep.

Regardless, that's sort of where I'm at. I'm having a really hard time making calls when it feels like those calls will likely turn out badly and close another door we can only barely poke our heads into. :(


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Neri leans back in his chair just short of the light, before plopping back forward to take the ale in hand. He didn't recognize the stuff, and waited to see Johnny's reaction to it. The initial reaction was a poor one, but then he took another drink, so it couldn't be all bad.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

So, are you saying the bar team doesn't have any money to spend, Lina?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Not really. Even if that's the case 'hey, our friend who shouldn't really be trusted alone got lured into a building with shiny things. She's got our money, so we'll hold off on ordering until they come back.'

Hoping they come back. :P


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Ha. It'd be funny to find that Lunas people aren't thieves and vagabonds, but instead skilled, consumate professionals with occasionally barbed tongues... like the one present. :p


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Neri closes the door behind himself and moves into the room to go sit at the central table. "Place is busy. That's good." he offers as he slides into a chair and immediately rocks it back on two legs - assuming it hadn't looked shifty to begin with.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Sorry to hear everything's going so rough. Hopefully everything stays stable for you.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

"Yeah, it's been a bit since I last ate." Neri responds, "I'm not sure why you went with a pun there, though." he adds, pursing his lips his eyes narrowed at Johnny. He follows after Kong, holding the door open for Johnny before moving in himself once he'd entered.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Unmarked means probably either homes, or Luna's compund. The world may never know. :P

"Not really sure. Could be a Holy Grail thing." Neri says with a shrug. "No way to know until it gets closer, really."


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

This made me think of Kong.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Yeah, that's generally why I share my thoughts so often. Even if I'm wrong, the GM tends to not get to have group think on their side for world building and such. :)

But, if I'm wrong, that's your own fault for not leading me enoguh and also for not having the best ideas, like I do. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Yeah. I definitely figure we'll find Luna's in this town.

But Hobo Marks may be the wrong word. The idea is that vagabonds leave marks behind to show the quality of a hiding place, or the kindness of a stranger. They show safety and danger. And a Travel God with the Rune Domain probably does that. Otherwise... street signs. ugh.

Though I suppose it would also fit for maps and the like ;)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Johnny also has Rune. :) I went back and found the ones posted here; those that advanced sooner, I don't have the lists for. He's got like Travel, Rune, Good and two others I can't remember.

Did I already mention my new theory on our shrines, that we're thinking too small? Neri's Shrine is a volcanic fort that's been at war (and winning the siege) since ostensibly time immemorial, Liisa's is a gigantic forest with built in maze effects that couldn't be taken over but instead had to be salted and bound in literal cold iron chains and spikes.

I feel like we'll know it when we see most of the shrines, probably. But I'm still curious about that stupid burned down tavern-inn-thing...


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Heh. I just realized, with Johnny's domain including Rune, he's more likely to have the hobo marks in his knowledge base. :P


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I usually just spin the dice to show that I am teh bored. When they hear the dice clacking against things, they usually look up from their phones. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Yup. It's a shame when we have to hit them with sticks to get them to. :P


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

You notice that the clocks are ticking backwards. Too late, you realize that they're not clocks, they're timers. You walked into a bomb shop, and they're all about to hit 0. You die. Return to post 5087 and pick again, or restart your adventure.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Paging Lina, Liisa, or Luna to pick a door, any door. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Do you feel that I overstepped with my prompt about there maybe being signs Luna could recognize?

Or was it strictly the statement that referred to the probably-a-tavern sign?


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I just had a realization that the Dog and Star could be like... a hunting lodge-shrine-thing for the fire-god-with-hounds. Seems unlikely, but eh.

Did we ever notice any symbols around Luna's apartment, in particular, did Luna? Thieves Cant symbology could help us out a lot here, and if they're still around, something like that would probably be in effect... and a lifesaver... and a helpful direction to tug us in. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Last time a god got invoked by a priest in our presence, we got a save and Johnny failed iirc.

If it were a bug zapper, I doubt the guards would be scrutinizing reactions, and would instead just follow the lightning bolts. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Purely OOC, Star and Dog. If it's a tavern, it's the most likely place for her to go into to flash anyway... but if she doesn't, it's the most likely place for it to not be considered odd to go.

Even if she does pray, we'll likely still get a saving throw. Don't forget you can surge if necessary.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

"I'm fine with being in the rear group; I won't be of much use if something happens until I get to the front group, though, in the event we needed to. But since it's running away, it should be fine. Do you think it might be wiser for me to be in the front than Lina? She's... not exactly good at subtlety."

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