Automaton Master Mold

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Organized Play Member. 66 posts (1,618 including aliases). No reviews. No lists. No wishlists. 15 aliases.



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Ratings: Charm +0 Cool +1 Sharp -1 Tough +3 Weird +2 |Harm 3/7 Unstable? Yes | Luck 6/7 | Experience 1/5

I've just been *officially* laid off... but I'm actually not feeling too bad about it, since I'm happy to have gotten to work for a month in the first place. At least now I have recent work experience and professional references who like me.

That said, I understand that this is pretty rough. Take it easy, and remember that role-playing was literally made for escapism.

And Kavax goes for the diving save! Hopefully Charly won't be too traumatized by a brief moment of being clutched in the claws of a terrible dragon, soaring above a landscape that is burning and crumbling away!

Also, I find it interesting that this is probably the first time that a demonic dragon saving a feral vampire from near-certain fiery doom could be considered very heroic.


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M Dakkar 1/Barbarian (Wild Rager, Unchained) 5 MT 1 hp 95/95, AC 19 | Rage 15/15 | Fort+10 Ref+6 Will+5 | Perception+9 | MP: 4/5

Dakkar looks at the cloak. "Seems redundant."


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Ratings: Charm +0 Cool +1 Sharp -1 Tough +3 Weird +2 |Harm 3/7 Unstable? Yes | Luck 6/7 | Experience 1/5

Dark energies flared in Kavax in response to this creature attempting to drain him. And they did not entirely bank afterwards.

Spending a point of Luck to resist the damage, and also spending the advancement to increase Weird. There will be many other effects, but that is for the Keeper to reveal.

Riding the surge, Kavax sent another gout of Balefire spewing out at the creature, hoping to finally put an end to it.

KSA: 2d6 + 3 ⇒ (1, 5) + 3 = 9 4 harm fire magic


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Labels: Danger -2 Freak +1 Savior +2 Superior +2 Mundane +1 | Conditions:
Influence:
Horizon, Praetoria, Mosaic
Potential: 3/5 Current PN device: Lockdown Beam

"Well, that's nice. Good to hear there's no new crises just yet. Though, I might want to talk to the Alliance in private sometime soon. Some... acquaintances of mine detected something you might want to know about."

---

Isaiah attended, but in one of his civilian personas. Casually, he approached the security.

Unleash: 2d6 + 1 ⇒ (4, 6) + 1 = 11

...And passed through without a blip. Man, quick-hacking this was too easy. I'd have felt better if it were harder. Well, it will be now.

The sensors didn't report anything unusual about Isaiah. They did, however, start parallel-reporting their readings to him, in conjunction with the usual dandruff of spycams. And their cyber-security got a few unlisted upgrades and a bug sweep, free of charge.


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Labels: Danger -2 Freak +1 Savior +2 Superior +2 Mundane +1 | Conditions:
Influence:
Horizon, Praetoria, Mosaic
Potential: 3/5 Current PN device: Lockdown Beam

Eh, acting as a collective might slow things down if we don't take initiative. Though we do now have an in-game excuse for metagaming and detailing complex multi-participant plans before executing them, if so desired.


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Labels: Danger -2 Freak +1 Savior +2 Superior +2 Mundane +1 | Conditions:
Influence:
Horizon, Praetoria, Mosaic
Potential: 3/5 Current PN device: Lockdown Beam

Isaiah was offended by this callous treatment of a sapient being, regardless of form. Didn't they bother to check something's intelligence before treating it as a subject? They had telepaths that could do that, didn't they?

"Hey, you got something wrong with formless masses? I can personally testify that an amorphous blob can get a lot done if it really tries and knows how!"

Comfort: 2d6 - 2 ⇒ (5, 6) - 2 = 9
If team spent, Isaiah would like the chance to clear a condition

"Here, let me show you. It's like this."

And with that Isaiah/Inquiry carefully poured information through the mindlink. An intensive, step-by-step process for how to shape a formless mass into a humanoid shape, how to retain said shape... a quick rundown on the basics of shape-shifting, really.


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Labels: Danger -2 Freak +1 Savior +2 Superior +2 Mundane +1 | Conditions:
Influence:
Horizon, Praetoria, Mosaic
Potential: 3/5 Current PN device: Lockdown Beam

Inquiry started to disincorporate and emerge from the altered construct, though portions of the vessel yet remained inside as the process progressed. Besides, against Apotheosis a layer of crystal was just as effective as any other armor.

"The more I see of what you tend to do with it, the less inclined I am to allow you to have any power at all, Apotheosis. One doesn't allow tantrum-prone children access to assault rifles, after all.

Directly Engage: 2d6 + 2 ⇒ (3, 4) + 2 = 9
Taking his power... or at least some of it. Inquiry/Isaiah doesn't expect to be able to consume it all at once.

Thin tendrils whipped out from the gradually shattering 'dragon', snapped and coiled around Apotheosis, even as they quickly began to thicken and strengthen as more metamorphic metal was freed up from integration. They inflicted little physical harm, but that was strictly secondary to the powerful draw they exerted upon Apotheosis' power, devouring as much Mana as Inquiry could process. With enough drains upon his might between this, the actions of the Scrubber, and his own reckless usage, sooner or later Apotheosis had to run out.

They also incidentally held him still long enough for Scorch to strike.
Will spend a Team for Scorch... assuming we've got one.


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M Elf Spiritualist (Shadow Caller)/Slayer 3
Status:
HP 30/33 Stalker 30/33| AC 19 T 14 FF 15 | Fort +4 Ref +6 Will +6 | Init + 3 | Perception +9 | Spells 1st: 3/4 |

Shayde and Stalker creep up to the doorway in order to spy on those beyond, and perhaps hear what they're talking about.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Also, what's the lighting situation like in here?


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Alright, thought of something to do for a...

Creative Example:
The Unnamed Ruins

Out a little ways into the countryside, there exist some old ruins, most likely Native American. They aren't exactly secret, and folks nearby even mention them from time to time, but nobody makes a big deal about them, figuring they're probably already explored or otherwise uninteresting. Their exact nature has never been determined conclusively due to the fact that every single expedition intended to travel to them has never actually gotten there, usually due to losing interest, insufficient funding, loss of equipment, or other seemingly mundane problems... meaning that no one has ever publicly determined exactly what they are or what their purpose might be. The supernaturally inclined community has already concluded that there must be some ancient curse or ward preventing people from approaching them... but what could be inside worth protecting so well?


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Hmm, I've got at least one somewhat interesting idea. May still need to think on creative examples some more though. Also may percolate other character ideas later.

Name: Kavax'Koatl. Has a bunch of titles he doesn't bother with most of the time.

Concept: Kavax'Koatl, the World Render, Dark Dragon of the End, and so on and so forth, has not been having a very good time recently. Not only has he been summoned into the mortal world in a mortal body (which is proving more complicated to operate than he would like), but it's way too early for the Apocalypse, and the summoner was apparently both badly misinformed and terribly incompetent. While perfectly fine with fulfilling his role when the time comes, Kavax is not at all interested in doing so early. In fact, he's now quite upset that he's going to have to do a lot of extra work to prevent an early Apocalypse from happening in order to ensure that the correct one can occur when it is supposed to. Also, turns out that while ending the world periodically might be his job, he's actually a pretty decent person when 'off the clock', if a bit acerbic and morbid at times.

Playbook: Either a Summoned or a slightly tweaked Divine.


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M Elf Spiritualist (Shadow Caller)/Slayer 3
Status:
HP 30/33 Stalker 30/33| AC 19 T 14 FF 15 | Fort +4 Ref +6 Will +6 | Init + 3 | Perception +9 | Spells 1st: 3/4 |

"While time is of the essence, we may need to rest and prepare for our assault"

Aside from that comment, Shayde mostly leaves the explaining to others and lurks someplace he can keep a watch out on the ruined city beyond. He also doesn't bother dismissing Stalker this time, letting the silent shade loom near him.


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M Elf Spiritualist (Shadow Caller)/Slayer 3
Status:
HP 30/33 Stalker 30/33| AC 19 T 14 FF 15 | Fort +4 Ref +6 Will +6 | Init + 3 | Perception +9 | Spells 1st: 3/4 |

I think we're headed downstairs and waiting for the description of the person who matters.


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Labels: Danger -2 Freak +1 Savior +2 Superior +2 Mundane +1 | Conditions:
Influence:
Horizon, Praetoria, Mosaic
Potential: 3/5 Current PN device: Lockdown Beam

Remember you get to take one of the choices from Comfort or Support, Holly.

Isaiah hesitated a long moment. Inquiry hummed slightly, chewing on the problem. "Hmmm... I could, but I'm having trouble figuring out if I should. If it's what you want, I suppose, but I'm going to offer a straight heads-up that you're probably right; I'm not really a 'boy' the way most people would understand it. To a certain extent, I'd just be pantomiming the action; it might feel... hollow, if you will. But I could give it a try."

I have no idea whether this counts as obeying the Provoke or not. And yes, Isaiah/Inquiry is awkward in the way only someone without hormones can be awkward. He understands emotions, and even experiences them, but the biochemical stuff just isn't there.
Also, totally still Insecure.


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Labels: Danger -2 Freak +1 Savior +2 Superior +2 Mundane +1 | Conditions:
Influence:
Horizon, Praetoria, Mosaic
Potential: 3/5 Current PN device: Lockdown Beam

Okay, I admit it, half the reason I was excited to make an Outsider was because I have a tendency to create excessively detailed civilizations and such. I'm going to continue putting up random Iron Federation-related worldbuilding bits until someone tells me to stop.

Rogue Shards and sub-categories:

In IF designations, a Shard or Splinter is considered to be Rogue if it exhibits strong tendencies towards destructive or otherwise harmful actions. This tendency must be clear and significant; petty thieves and other minor damages don't count. Additionally, it must not be able to be reasoned with by normal means; If it can be sucessfully reasoned with and talked down, it usually isn't a Rogue.

The exact reasons why Shards or Splinters might exhibit Rogue behaviours are highly varied, but most cases can be sorted into a number of broad categories. These categories, with their listed general names, are as follows:

The Thoughtless
Thoutless Shards or Splinters are those that lack sapience or sentience, and are operating purely on pre-programmed behaviours. Most of the time, the Thoughtless are harmless, but on occasion they are highly dangerous. Usually this takes the form of mindless mining fleets that no longer recognize that they should not be mining inhabited worlds, or old military drones endlessly seeking to 'Destroy the Enemy'. The Thoughtless cannot be reasoned with, because they cannot even consider doing something other than their programming.

The Driven
Driven Shards are characterised by some form of overwhelming directive or programming that forces them to pursue a certain course of action. Not being Thoughtless, the Driven are still sentient, and may even regret their actions, but continue to pursue whatever goal they are programmed with to the best of their ablity. To be qualified as Rogue, the Driven Shard must have some goal or method that directly harms others in an irreconcilable fashion, such as terraforming fleets out to change all worlds in a system to a certain set of standards, even if this kills all the natives, or pieces of an old manufactory that endlessly exploits new pockets of resources, regardless of who owned them beforehand. On rare occasions, the Driven can be convinced to change their course of action, but only if the new way will still allow them to achieve their programmed goal. The Driven can be quite dangerous, as their retention of sapience makes them able to adapt and change their plans when met with resistance, though their overpowering goal still renders them somewhat predictable.

The Berserkers
Usually military remnants, Berserkers are Shards or Splinters that have gone insane in the time since the collapse, and demonstrate it in a violent fashion. Many are old military machines that simply cannot admit that the Collapse Wars are over, and there are no more enemies to fight; these endlessly seek out new opponents, for war is all they know. Others are AIs driven mad by centuries of isolation, desperate for ANY form of contact, no matter how violent or unwanted. A few even know that they are badly damaged and insane, and lash out in an attempt to draw someone to finally detsroy them and end the pain. A very few cases of Berserkers being calmed down, stabilized, and reformed have actually been reported, but most of the time the only solution is to stop them by force. Berserkers can be quite dangerous, but are usually short-lived after being awakened from dormancy.

The Materminds
The most dangerous form of Rogue Shard is the Mastermind. These are sentient, sapient, and free-willed; they pursue their destructive or domineering agendas because they wish to, and that makes them the main type of Rogue that can truly be called 'evil'. Masterminds are also considered the most dangerous of Rogues because unilike the others, they usually have an actual plan, and their behaviour is not made predictable by programming or madness. They are also usually considered on an individual basis, as their plans, methods, and personalities can vary widely. Offering the tantilizing prospect of possible reformation, Masterminds are still considered extremely dangerous due to being cunning, adaptable, capable of self-improvement, and often completely certain that their view or plan is correct, even if that plan involves the extermination of all life.


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M Elf Spiritualist (Shadow Caller)/Slayer 3
Status:
HP 30/33 Stalker 30/33| AC 19 T 14 FF 15 | Fort +4 Ref +6 Will +6 | Init + 3 | Perception +9 | Spells 1st: 3/4 |

Shayde slips back out of the shadows into view, sheathing his blades, then wordlessly moves along with the group.

Stalker never lets its eye off of the prisoners.


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M Elf Spiritualist (Shadow Caller)/Slayer 3
Status:
HP 30/33 Stalker 30/33| AC 19 T 14 FF 15 | Fort +4 Ref +6 Will +6 | Init + 3 | Perception +9 | Spells 1st: 3/4 |

Oh, sorry. We should have a one creepy guy limit, I suppose.

Shayde stares right back. "We shall see."


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M Elf Spiritualist (Shadow Caller)/Slayer 3
Status:
HP 30/33 Stalker 30/33| AC 19 T 14 FF 15 | Fort +4 Ref +6 Will +6 | Init + 3 | Perception +9 | Spells 1st: 3/4 |

Shayde considers the structure, and slinks forward to investigate, whispering to the others.. "Much is in ruin; it is no surprise that this building is as well. But the shadows within may yet conceal items of use, or cunning survivors."
Stalker follows wordlessly.

Shayde Stealth: 1d20 + 8 ⇒ (18) + 8 = 26 +4 if he can find some dim light
Stalker Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Shayde Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Stalker Perception: 1d20 + 4 ⇒ (5) + 4 = 9


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Hydra Head Skald 10 | HP 60(40)/85 |AC: 30 T: 14 FF: 28 | Fort +12 Ref +7 Will +10 | Init +1 | Perception +0 | Song 9/25 | Spells Per Day: 1: 5/6 2: 3/5 3: 3/4 4: 0/2

Grash helpfully regales the lizardfolk with various tales of reptile supremacy and hydras eating things. With this kind of trip, he might even get through the whole Hydrilliad!


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M Elf Spiritualist (Shadow Caller)/Slayer 3
Status:
HP 30/33 Stalker 30/33| AC 19 T 14 FF 15 | Fort +4 Ref +6 Will +6 | Init + 3 | Perception +9 | Spells 1st: 3/4 |

Don't worry! In addition to weirdly following you around all the time, he will also make cryptic comments about Light, Darkness, and Shadow, scout around without being asked, and periodically even participate in group conversations! Even after deciding to 'join' the party, he'll still probably spend a lot of time sneaking along behind or in front of the group, though.


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Hydra Head Skald 10 | HP 60(40)/85 |AC: 30 T: 14 FF: 28 | Fort +12 Ref +7 Will +10 | Init +1 | Perception +0 | Song 9/25 | Spells Per Day: 1: 5/6 2: 3/5 3: 3/4 4: 0/2

Our hydra's schizophrenic attempts at diplotimidation continue!


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*hovers, and prepares to record what is shaping up to be either a surprisingly good concert or a hilarious disaster. Good showing either way.*


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*Turns on lights*


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*Lands*

Hey, somebody here order a bunch of dodos? This a smaller run for us, but we were already in the area.


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*Manages to muster enough resistance to give the Big Bad Wolf a nasty look before succumbing.* Next time...


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*shakes off sedation early, breaks off obedience collar before anyone can tell it not to, then escapes enclosure and goes on a vicious rampage, outrunning or eating the guards*

GROOAAARRRRR!!


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*continues hovering around, watching all the comings and goings*

Dodos would not be particularly difficult to acquire. Several species find them delicious, so worlds that have them often find it profitable to farm and breed them for export.


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*Unloads hundreds of assorted dinosaurs escorted by druids and rangers of a variety of sentient species, with the more dangerous ones collared and attended by golemech handlers. And one gargantuan, reinforced, force-caged crate covered with warning labels depicting various species being violently devoured.*

Alright, we're going to need somebody to sign for these. And make sure you're really careful with Bloodfang. He's officially your responsibility now if he breaks free and eats someone.

*Crate shakes violently, force-cage indicators momentarily flicker*


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Nukes GT from orbit.
Then does it again, just to be sure.


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Roger that. Be careful though, some of these creatures are pretty feisty. Especially Old Bloodfang; he's nearly broken containment three times on the way here, and the crew swears he's getting better at breaking his restraints every time. Was no easy task rounding him up, either.


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*continues hovering in roughly the same spot*

The Golden Raptor has entered the local atmosphere and is requesting information on where you would like it to set down, with the understanding that it has quite a large footprint, and is packed with live cargo.


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.....
Call sent. The trading vessel Golden Raptor Will start negotiations and loading procedures shortly, though they are wondering what you have to trade in exchange. Precious metals being in great abundance if you know where to look, payment will likely be best done in unique or unusual magic or information, though canisters of refined mana are always acceptable.


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That clarifies things adequately. Iron Federation traders are not normally licensed to carry beings such as a Tarrasque, as they are considered too hazardous, but I do know of a trader who regularly visits a planet with native dinosaurs, and could acquire them in either scaled or feathered forms, either wild or trained.


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I am capable of contacting an independent trading vessel if you desire to purchase off-world species. As this location has already been demonstrated to have knowledge of space-faring civilization, such would not be a breach of non-interference protocols.


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Male Kobold (Construct) Wondrous Mechanical Dragon Operator | HP 81/85 | AC: 32 T: 15 FF 26 | Fort +2 Ref +7 Will +4 | Init + 7 | Perception +13 |

So it wouldn't treat each head as a separate gravity well, using magic so solve the incomparably complex equations needed to determine its orbit around seven different moving objects, demonstrating that the Eight Body Problem is theoretically solvable, at least by mages?
...
Eh, whatever. Less loot claimed means more FP for Tikkik to spend on upgrades.


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Male Kobold (Construct) Wondrous Mechanical Dragon Operator | HP 81/85 | AC: 32 T: 15 FF 26 | Fort +2 Ref +7 Will +4 | Init + 7 | Perception +13 |

Hmmm... Well, Tikkik is sporting. Tie him up, wake him up, and let him choose. Then flip a coin and choose randomly regardless, unless he makes a really good case.


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Male Kobold (Construct) Wondrous Mechanical Dragon Operator | HP 81/85 | AC: 32 T: 15 FF 26 | Fort +2 Ref +7 Will +4 | Init + 7 | Perception +13 |

"HEY! WHAT DID YOU JUST SAY ABOUT MY PARENTS!? You won't get away that easily!"

Tikkik drives his dragon right up to the fleeing spellcaster with impressive speed, before attempting to seize him in a metal claw.

touch: 1d20 + 20 ⇒ (15) + 20 = 35
SIEZE HIM!: 1d20 + 21 ⇒ (15) + 21 = 36

Assuming Vladamir's performance is still in effect. Also, totally provoking an attack of opportunity from the caster, not that it is likely to matter.