Sorcerer 2
I'm already DMing two campaigns on these boards, but since I was also a player in Mog's two campaigns and they're closing, I have time opening up in my (very active) posting schedule. Who would be interested in hearing what I have to say? Considering rebooting my all-skinwalker campaign that I had to close before. (double posted to Mog's two campaign discussion threads)
Sorcerer 2
Numeo skids to a stop just before colliding with the shield, and backs up rapidly. I need to get to a distance away from that monster before he disembowels me! Numeo thinks frantically. Is there access to the ship's hold below nearby on the deck? If so, Numeo jumps down it, trusting to the narrower spaces to afford him greater places to hide and ambush.
Sorcerer 2
Damage taken: 1d6 ⇒ 6 Naturally... Numeo is half-on and half-off the ship, his head upside down as he looks "up" at the waves below. One eye is bulging slightly from its socket, bloodshot, as blood flows freely from his scalp. "Ooooogh..." he moans, clutching at his head for a moment. Seeing the dark shape rising from the depths fills him with horror. "NOOOOOO!" he cries, as tentacles break the ocean's surface. His scream goes on unending as his blood drips into the water below. He struggles back onto the deck. "CAPTAIN!" he shouts, hoping to break through Kale's battle-rage...that he helped inspire. "WE'VE GOT TO CO-" his shouting is cut off by a hacking cough. Clutching his head, he looks about himself for his cutlass. Where did it go?
Sorcerer 2
GM Mogthrasir wrote: A frost-covered claw suddenly reaches around the conical shield from your left--the vice-like appendage ready to snip whatever's trying to stall its progress. What do you do? Taken by surprise by the sudden counterattack, Numeo's only response is to swing his cutlass and try to deflect the blow, inflicting as serious an injury as he can with his clumsy attacks. Hack and Slash: 2d6 - 1 ⇒ (1, 1) - 1 = 1 He...fails. He fails really hard. This is going to hurt...
Sorcerer 2
Numeo will attempt to yank the barb out of Grool's arm as quickly as possible without causing much further damage. Glaring at the other Crustacean that Quelthas is trying to strike, he grasps a cold blue potion from his bandolier chugs it before belching a cone of icy water at the foul Mer. -1 Ammo BELCH: 2d6 + 3 ⇒ (4, 3) + 3 = 10 Pick one: Belch forth a cone of volatilised mixture at something nearby - deal your damage to everything caught up in it. Damage: 1d6 ⇒ 2 Tags: Freezing, Explosive
Sorcerer 2
Numeo briefly clasps Quelthas' shoulder and nods squarely at him in thanks, before the rapidly yawing deck turns his attention back to the pitched battle. The mad alchemist watches Kale squaring off against the two crustacean troopers, and becomes aware of the danger his captain is in. Rushing at the free Mer, Numeo will spend 1 Warp to emit a smoky, hallucinogenic cloud of bio-drugs from his fingertips into the crustacean's face. (2/3 Warp remains) Hoping that the creature is now more susceptible to suggestion (similar to the way Scarecrow uses his fear gas), Numeo begins shouting and gibbering in fear. "THE KRAKEN IS HERE! WE'RE ALL DOOMED! ABANDON THE HUMANS AND FLEE!" he wiggles his arms over his head in an "ooga-booga-booga" motion.
Sorcerer 2
Numeo looks about himself nervously, isolated as he is on the ice floe. He glares up at the ship, trying to discern if anyone would be able to see or hear him if he shouted. Eh, worth a shot! "AHOY LADS! MAN OVERBOARD, I NEED A ROPE! CUE BALL! CUEEEEE BALLLLLLL!" he shouts as loudly as he can, hoping to draw their attention.
Sorcerer 2
The thing is, the Alchemist class is in a state of pretty heavy flux at the moment. The whole Warp thing was added in this most recent revision, which makes me think of certain potions as being shapeshift-like in that you gain a specific Move to use. For example, Kale, for your teeth, you might gain the Tear Out Throat move, or something. Still waiting to hear what Mog's opinion is on this; we're dealing with a lot of new territory rules-wise in this game. Is your Cassiopian Tusk on the ice platform near me? That's the one you're referring to, right?
Sorcerer 2
Sure, that's okay. First, Numeo looks to his own personal safety: What should I be on the lookout for? Next, Numeo tries to see if he can spot some sort of ringleader, a head to cut off of this cobra so the entire snake dies: Who’s really in control here? And because Numeo has a spirit of irrepressible opportunism, What here is useful or valuable to me?
Sorcerer 2
GM Mogthrasir wrote: Exuding smoke sounds like a cool mutation to make permanent. But I feel like that advanced move is worth house ruling. You can pick any mutation within your first 3 to make permanent. So if you like this one, keep it. If not, then you have two more chances to make one you think is cooler. (But if you pass up the second one, then the third is it without choice). Savvy? Sounds very generous, thank you! GM Mogthrasir wrote: The act of imbibing something underwater is an usual process. Many sailors have lost healing potions at the very moment that they needed them most due to being beneath the waves. As soon as one uncorks the vial, the substance dissipates into the surrounding salt water. You're no rooky, however, and wouldn't make such a blunder. Tell me though, what's your trick? Numeo wasn't popular among the local girls on the island for nothing. Putting the corked vial in his mouth, he works the cork free inside his mouth directly using a combination of firm suction and using his tongue as a tool. He uncorks the vial and swallows it greedily. GM Mogthrasir wrote:
Good enough, the alchemist thinks to himself. I'll just tread water in the fog until the boat comes near me again, then take my chance on the next tide. I assume grasping the railing as it sinks lower again would take...endurance? To resist the endless dragging of the water? I'll roll 2d6 and you tell me what modifier I should apply to it, I think it's probably CON, which is great for me, or maybe DEX, which is alright for me. Get back aboard!: 2d6 ⇒ (5, 6) = 11 Guess it doesn't matter, I succeed even if I have to use my sucky STR modifier! Take me back home, Eye of the Storm!
Sorcerer 2
I must escape the water before these damn Mers or worse drag me to my death, Numeo thinks, the shock of the water clearing his mind from his earlier fury. Time to hide. One of the tags on my Potion of the Mysterious Mists is smoky. I'm going to try and Imbibe the potion to gain the ability to exude smoky occlusion from my skin's pores, creating a color cloud in the water that the marine animals can't find me in. That should give me the time I need to untangle myself. My advanced move is Mutation - one of the advanced moves I gain from my Imbibe is permanent, able to be used again later at the cost of 1 HP. I gain 3 Warp, but am put in a spot, for my 7-9 Imbibe roll. Imbibe a Potion of the Mysterious Mists: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Sorcerer 2
Numeo glances up and looks at the net descending on him. Being entangled with this crustacean and his raging captain didn't sound like a good idea, so Numeo tries to dodge out of the way by jumping backward. He closes his jacket around him so the cloth doesn't catch on any hooks. DD Dex!: 2d6 + 1 ⇒ (1, 2) + 1 = 4 Uh oh..
Sorcerer 2
Quelthas Greybreak wrote:
Sorry, I was wrapped up in my question to the Captain. I am a Whovian, and that WAS a brilliant reference. :)
Sorcerer 2
Everett Kale wrote:
Numeo and Kale in the Captain's Cabin:
Numeo would hesitate briefly, rolling the hair between thumb and forefinger, before responding. He would make sure the door to the cabin was shut, and the oil lamps dimmed to make it harder for prying eyes to see.
That done, the mad prophet cocks his head to one side as he considers the Captain's question, looking at him over his shoulder. Turning to him, he mutters quietly, "Captain...there are magics known to my island that we can use for great power. There are...elements of risk, as with any endeavor. The cost...is high." He pauses, and stares directly into the Captain's eyes. "the rewards...are worth it." Without breaking his gaze, Numeo's right eye begins to twitch. "You, Captain, are somehow tied to..." he pauses, looks away for the first time, shudders. "events." he looks back up. "I have seen it. I must take whatever steps are necessary to ensure that you succeed. For...everything." And Happy Birthday Quelthas! Mine is in one month tomorrow. :)
Sorcerer 2
Numeo clutches his head as he stumbles backward. Blast! That would have taken my head clean off if not for the Captain's intervention...time to see what the subject of my prophecies is really capable of. "Captain!" he yells. "I devised a..." he hesitates briefly. "a Strength potion to even the odds! Get ready to tear them apart!" With a manic grin that flashes in the darkness of the islander's face, the alchemist whips open his coat. Darting one of his clever hands inside his bandolier, he grasps a Potion of the Monster (-1 Ammo). Uncorking it, he pockets the cork and withdraws a tiny vial, that he opens and upends over the Potion. A small, white hair - from Everett Kale's head - slips into the potion. Numeo cackles in glee as he gulps the now-bubbling concoction down, forcing the difficult-to-drink liquid into his gullet from sheer force of will. Voodoo!: 2d6 + 3 ⇒ (1, 4) + 3 = 8 Kale, the following effects are applied to you through weird voodoo magics:
Potion of the Monster: Invigorating: +1 Forward to next physical (STR, DEX, CON) roll due to superhuman capabilities.
Mutagenic: Provides 2 extra Warp when Imbibed, but it guarantees a side-effect. Since I rolled an 8, you would normally gain 1 Warp to spend on a monster move of the DM's choice. Because this is a mutagenic potion, you have 3 warp, but you get a side effect determined by the DM! Ground teeth of a grinder fish -You can use them in a potion to sprout a mouth full of vicious teeth. Bone-gorilla gallstones - extremes of your body are covered with bonelike plates, which can be protective or restrictive.
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Kale I think you missed my off-topic question due to Mog's filibuster and the thread switching pages. If I had approached you and requested a few of your hairs for my experiments, would you have allowed it? I just have to know if I got my hairs from you with your permission or not; either way, I have some.
Sorcerer 2
My vote's for the latter option - Cue Ball's a big lug, so feel free to describe him scrapping in the fiction as appropriate, but he shouldn't be providing a mechanical benefit unless he's skilled in that area. Keeps more of a distance between our characters and them. We're the crew, they're the redshirts. On a Star Trek show, you never see one of the background characters do anything they aren't trained in, because the focus of the drama isn't on them, it's on us, the main characters.
Sorcerer 2
GM Mogthrasir wrote:
Agreed
Sorcerer 2
...He opens a window- Dex: 2d6 + 1 ⇒ (6, 4) + 1 = 11 Changed my mind from Sanctuary to something else, since I liked what Kale provided for "When God Closes a Door" Numeo's eyes narrow as he glares over the side of the ship, dodging a spear that flies past his head. Looking back up, he sees that the coral has surrounded the Eye, run it aground, and provided a perilous terrain to swim in. Fortunately for us, the mad prophet thinks to himself, a fish will always give you the hook to catch it with... Looking down into the ocean, Numeo immediately notices that whomever crafted the coral-wall spell had made specially-sized gaps in the coral brambles for the mers to swim from. In these relatively closed-off areas the mers were able to maneuver and dodge freely. The key here is to drive them out of those safe zones, Numeo thinks, quickly. He opens up his robe and fumbles on his bandolier, grabbing one of his four concoctions at random. He glances at his crudely-scrawled homemade label - the symbol for "boom" and "ice". His Icy Grasp potions. Perfect...but he must act fast. The mers were in danger of overwhelming the ship before the potions would even have time to be thrown. Immediately, he turns to the captain and bawls, "CAPTAAAAIN!! WE MUST FREEZE THE INVADERS OUT OF THEIR SAFE ZONES! DRIVE THEM INTO THEIR OWN CORAL!" he waves a potion over his head madly. (I would say he throws it down there immediately but Mog asked for no actions forward.)
Sorcerer 2
GM Mogthrasir wrote: Then on to your new advanced moves: Mutation I believe can only be taken once, my reasoning being that I think I recall it coming up a second time in the 6-10 advanced moves on the first playbook. If you're given a chance to get it a second time, then it was likely limited the first time. I double-checked the original playbook and Mutation first appears as a 6-10 move, whereas in the new playbook Mutation is listed very early on in the advanced move section. Maybe the nerfed, new version of Mutation, where you retain a monster move for the cost of 1 HP, could be the 2-5 version, and the old, buff version of Mutation where the effects of your next Imbibe are permanent could be the 6-10 one. Just an idea. I love the idea of mutating my character over time, I loved the character creation section of the game Spore.
Sorcerer 2
GM Mogthrasir wrote: As for the Biologicker move, I will have to look at that when I get a chance before I make any calls. Clearly, as you pointed out, I think it should already make sense in the fiction that you could use monster components in your alchemical concoctions. But maybe Biologicker could be used to broaden that. I struggle with your proposal however as I foresee a slippery slope where you have built up a list of 97 potential tags, and I'm trying to come up with a new one for every monster you come across. Sometimes greater variety actually hinders it... so I'll come back to that one later. That's a good point that I hadn't really thought of. Maybe I could use the body part of a monster to...replace a potion tag with a monster move? So a potion brewed with Biologicker could have only 1 tag, but a monster move associated with it. Maybe one of the monster moves you used for the original monster.
About Dark TempestThis tall, masked, robed figure moves with a supernatural grace, focused on ending the career of the local evil mage with his double-bladed weapons of energy... "Dark Tempest", as he has become known, is a tall, lithe figure. He has olive toned skin, and almost impossibly black hair, which he keeps long, but up for combat. When not wearing Tempest's Mask, his eyes carry both seriousness and amusment within them, and glow a bit in dim light or darker. His chisled face is inviting, and when seeing to the day to day business of his station as leader of the Dark Tempest Society, he carries himself with an open demeanor, which is belied by an almost tangile feeling of power around him.
Background:
Nevermind... Cohort:
Hasan ibn Faheed 15 Psi War, 20 Psion (Telepath) 10 Dark Temptest Hasan Ibn Faheed was the first soul Dark Tempest would meet as a new Elan. His patient mentorship during those times lead to a lasting friendship. As DT began his mission and started collection a network, Hasan kept an eye on him. When he had ended a demon worshipping cult in Qadira, Hasan went to him and joined his cause. He worked to organize and keep track of things for DT while out and about, acting as part administrator for Sahirat Siad, and part field agent. He was the first the DT began to show the path of the Dark Tempest, and the first to master it besides DT himself. DT trusts Hasan's judgement of character, on who to recruit and who to let go. When Peak's Edge was completed, Hasan was the immediate and best choice to be the headmaster and spymaster. In the multitude of years since, Hasan is the closest thing to a brother DT has, and considers him family. He is also the only one left, besides the Elan council, who know DT's full history.
Personality:
He views his abilities as a tremendous responsibility, and uses them to protect other people from folks like himself.
He started a secret society to gather and train others to pick up his mantle and carry on his legacy, should he ever be defeated. He makes no bones that what he and others like him can do is fantastic and frightening in the eyes of the common folk, and these folk also have absolutely no defense against it. It drives him, but unless magic itself is destroyed, or psionic powers erradicated, he can never stop. As a result, he is a likeable, but sometimes broody fellow that acts with purpose, but his defense mechanism is sarcasm. This can be his most annoying trait, at times. He keeps his word, when given, and the code of honor he's set forth for his society is a facet of how he himself acts. He isn't exactly good, in the common sense. He can be a bit sadistic and act without mercy towards an abusive caster or manifester without hesitation. His trigger for this is anyone who's abused their power and hurt people, either with magic, psionics, or just brute force. He can not abide an oppresive tyranny... He will consider allowing a village to burn in order to save thousands, but will only actually do this if its absolutely necessary, trying to find a way to come out of a bad circumstance with loss of innocent life kept to a minimum. Organization Interaction:
Usij - During his time in Qadira and Kelesh he's run into these Div worshippers on several occasions. Hunting them is what ultimately makes him Dark Tempest. Sable Company - has worked with Sable Company in fighting corrupted conjurors from the Academae in Korvosa, Varisia. Hellknights - DT has a love/hate relationship with some members of the various orders of the Hellknights. He has both aided them against demonologists whose chaos runs anathema to them, and has fought against them protecting lay people from their brand of tyranny. Steel Falcons - He has worked with these folks fighting Cheliax slavery, and helping to reunite those taken with their families. Racial Stats:
Elan/half giant Hybrid (34 RP) +4 Dex, +4 Con - He is lithe, but still tall and hardy. See in Darkness – Can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. SR 11+HD (36) Powerful Build – Use weapons one size larger, count as large for CMB/CMD and vs. monster abilities (grab, swallow, etc.) Resilience – Negate damage by spending 1 power point per 2 damage negated. Immediate action. Resistance – Spend 1 power point to gain +4 racial bonus to saves for one round. Immediate action. Repletion – Spend 1 power point to go 24 hours without food or water. Jumper – Always considered running for jump purposes. Aberrant Nature – Take -1 on Cha based skills with non-Elan. Dark Tempest:
Dark Tempest
Traits:
Law Enforcer - You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles. Natural Born Leader - All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score. Long Jumper - When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is. Ambush Training - You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act. Crowd Dodger - You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square. Soaring Sprinter - You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you. Desperate Resolve - You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled. Unintentional Linquist - You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Protean. Schooled Inquisitor - You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures. Ordinary - You gain a +4 trait bonus on Stealth checks whenever you attempt to hide in a crowd. Stat Choices:
........Stat....Cost....Level...Racial..Total STR.....12......2.......................12 DEX.....20......10..............4.......24 CON.....14......4...............4.......18 INT.....12......2.......................12 WIS.....20......10......4...............24 CHA.....12......2.......1...............13 ........Total:..30 Blade Skills:
[b]Mind Blade Finesse: Mind blade is finesse able, no matter it's configuration. Alter Blade: Change mind blade's form every time its created, if desired. Dual Imbue: Apply psychic strike to both mind blades at once, at -1d8. Absorbing blade: Expend psychic strike to absorb a spell, spell-like ability, power or psi-like ability the would affect him. Must allow SR or PR. Can affect up to 8th or 9th level powers (number of psychic strike dice). Immediate action. Deadly blow: Crit range becomes x3. Reflective Blade: Expend psychic strike to reflect spells back upon the caster. Must be melee or ranged touch. Make a ranged touch to hit the caster. Can affect up to 8th or 9th level powers (number of psychic strike dice). Immediate action. Focused Defense: When fighting defensively or using Combat expertise or using the total defense action, add Wis mod as a dodge bonus to AC as long as psionic focus is maintained. Wing Clip: As a standard action, you can make a single attack against a single creature. If you hit, instead of damage, creature can't move for a number of rounds equal to Strength mod. Fort DC 33. Multiple throw: Can throw your mind blade as many times a round as you have attacks. Knife to the Soul: Exchange psychic strike dice for ability damage, you may mix n match. Int, Wis or Cha. No save. Twin Strike: May strike with both mind blades on a standard action, or attack of opportunity. Emulate melee weapon: Mind blade emulates a melee weapon of your choice. In this case it's a two bladed sword. Psi Warrior Path Abilities:
Dervish Path (Advanced) Powers: Force screen, metaphysical weapon Skills: Acrobatics, Bluff, Perform Bonus class skill: Bluff Trance: While maintaining psychic focus, gain +1 competence bonus to hit and damage while using 2 weapons. +1 / 4 levels after 3rd. (+5) Maneuver: Expend psionic focus, and take a 5 ft. step between attacks. Thre is no limit to how many 5 ft. steps you can take, but you must attack before each one, and total movement cannot exceed a double move. Ascetic Path (Advanced)
Mythic Stuff:
Mythic Tier 1 Mythic abilities Hard to Kill, Mythic Power (5), Surge (+1d6) Path Champion/Overmind Path Secrets Sudden Attack, Surging Psionics Path Abilities Crafting mastery Mythic Feats Dual path Capstone Fun:
Psi-Warrior Eternal Warrior Once per day as a free action, the psychic warrior can enter into a very powerful trance. As long as he maintains psionic focus, for up to 5 minutes the psychic warrior adds his Wisdom modifier (+11!) to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he increases his speed by +5 feet for every point of his Wisdom modifier (+55 ft!). These benefits stack with those that might be granted by his active path’s trance (or both paths, if using pathweaving). Soulknife
Dark Tempest
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