Adolphus surveyed his two prisoners as they were strapped into their seats on his shuttle. The mission to apprehend the human and Twi'lek dissidents had been routine and Adolphus was a little suspicious of how quickly the pair of criminals had given up fight was he and his troopers had shown up. As the repulsorlifts engaged and the ship left port, he had a small coughing fit, but waved off his 2-1B droid. Spaceflight always aggravated his system a little bit. He was sure the apprehension nagging him would be shaken off once he was back on his command ship, the Parascaptor, that was waiting in orbit around Moshaw.
Meanwhile, Elkar, a Duro captain of his own band of miscreants and pariahs, was trying to calm his engineer's nerves, "Look, the shuttle's heading out. If they were here for us, they'd still be waiting in port lettin' us ride in on their vapors."
The Wookiee's snuffed a response that even someone with no fluency in his language could probably take a guess at what it was. Elkar sighed and turned back to the controls. In the seat next to him, Lidian Bala, a young human turned her head towards the controls, "Boo's not happy, boss."
"Boo is hardly ever happy, Lid. That's alright though, like I said though, the Imps aren't here for us. We've got clear sailing right into port..." his voice trailed off as a light on his console flickered.
"What is that, boss?"
The alarm klaxons on Adolphus's shuttle started blaring. Adolphus turned on his heel and yelled to his pilot, "Report!"
"Sir, someone has a firing solution on us and the shields are not responding! Taking evasive action!"
Adolphus was thrown into the side of the shuttle as the pilot smashed the rudder into the ground in order to shake the lock. He pulled himself up onto his feet and made it into the cockpit, falling into the seat.
"Where are the shields? Why aren't they..." Adolphus was cut off by his pilot.
"Incoming, Commander. Brace for impact."
"Boss?" Lidian's voice was drowned out as the freighter's engines groaned in complaint to the maneuver Elkar was demanding from them. The shuttle had quickly veered from its exit vector and was followed even quicker by a missile from the surface.
The explosion was close enough to shake the frame of Elkar's freighter. Elkar slapped the intercom button, "Grab something! This is going to hurt!" The missile had thrown the shuttle into a dead spin and Elkar couldn't see any way out of the shuttle's path. The shuttle collided with his ship, metal screaming and tearing as gravity wrested both the ships out of their brief embrace.
Off in the distance, a swoop's engine engages as the two ships crash into Moshaw's jungles.
Adolphus:
Spoiler:
After the crash, you are left with your two prisoners, two troopers, and your pilot has a broken arm. Doc has suffered some light damage and is moving at half speed (15 ft.). Your comms are being jammed and you are unable to raise your XO on the Parascaptor. Your ship can enter atmosphere, but it will take time to get to your location and whoever launched that missile might be looking to make sure the job gets finished.
You can also see through the trees that at some point during the chaos, you've managed to bring another ship down with you. A crashed freighter is off in the distance. If their ship is damaged less than yours, you might be able to hitch a ride.
Elkar:
Spoiler:
Boo is pissed. The ship isn't going anywhere any time soon, and needs to be towed out of here before some massive repairs get made. Your crew is all a little banged up, but everyone has sounded off and is okay. You can see the Imperial shuttle that collided with yours through your cracked cockpit and can see it's in far worse shape than your shuttle. Your attempt to raise the port authority is returned with static, someone's jamming the signal.
More importantly, if anyone on that Imperial shuttle survived, they might take a keen interest in your cargo hold full of medical supplies and foodstuffs that don't bear a single Imperial customs stamp...
Refresher on your crew:
Boochacca and R2-AS1D: You know these two. Acid is still just a slightly eccentric R2 unit at this point, and yes, Boo has the wrench.
Jeho Shuah: Modeled after Josh's usual character's archetype, he is your muscle and bodyguard. Prefers archaic slugthrowers (M1911A1 .45) to blasters, and has a pet dog.
Ser'Amor'No: Defel that you keep around for his skills at information gathering and getting his hands on gear you need quickly.
Lidian Bala: Slicer you keep around just in case port authority does not want to give you clearance to leave or enter port. Takes the role of the crew's collective little sister.
Remy's character (name pending):
Spoiler:
You grimace as the civilian freighter goes down in the explosion, but a little collateral damage is the least of your worries right now. You disengage your armor's electrobinoculars and kick on the swoop's engines. Time to make sure that Shayla Paige-Tarkin has paid the price for attacking your home and killing your master and the people that you loved.
Pretty simple here guys. This is where we sound off and figure out who we've got for the campaign. Hopefully I'll hear from everyone that I talked to about this and we can get the ball rolling quickly on this.
This is the same Spycraft campaign that we started back at Armored Gopher, since some time has passed and you've had some time to sit back now is the time to revisit your characters. We never got that much XP so if you'd like to make some tweaks to your character let me know and I'll see what we can work out.
On that note, if you're not sure how much XP you should have, let me know and I'll check my notes and figure that out too.
Alright guys, this is where it's all going to begin. Once you create an account here, you can see there's a handy little place in your profile to create aliases for your characters.
For right now, I'd like everyone to sound off out-of-character in this thread. At the beginning of the story, the characters do not know each other and I'd prefer to keep the character discovery in game as much as possible.
Anyone who needs help creating a character should let me know now so we can get the ball rolling on this, I know that I've got at least 2 characters in the bag already and am hoping to see the other 3 or 4 I've got in the pipes show up here.
My DM told me a story about an interesting creature named Maulagrym. He then told me a story about how he felt that the crunch didn't really represent the fluff in a way that tickled him. He knows how much I like to tweak and play with the rules, so he challenged me to make them somewhat...meatier.
These new abilities would just be added to what they already have in Monsters of Faerun, and these are seriously early draft of what I've got going on, but I thought I'd throw out what I've got so far and see what peoples think of my ideas. So........what d'ya think?
Partial Transformation (Su): You have such a mastery of your forms that you can change parts of your body to gain an advantage in combat. A number of times per day equal to 1/2 your Hit Dice (rounded up), you may perform any of the following action:
As a move action, you may ignore the blinded, dazzled, deafened, grappled, held, or mute conditions for 1 round as you grow new organs to compensate for the ones not currently working. If the condition is from a magical effect, it allows you to reroll any saving throws made when the spell is cast.
As a move action, you may take an additional standard action this round.
As a move action, you gain the improved uncanny dodge ability (see PHB, page 26) for 1 round.
As a free action, you gain 1 extraordinary ability. If used to gain an ability that is based off Size, you may spend an additional use of this ability to be considered 1 Size larger.[note: hoping to emulate the holding them for 1 round and then using swallow whole next round]
As a free immediate action, you may take an additional attack of opportunity this round. [note: I don't know if a "free immediate action" is actually kosher using 3.x rules, but it's the cleanest way I've found to represent something you can do at any time and for an ability that stacks on itself]
As a free immediate action, you gain 10% miss chance for every use of this ability that you spend.
You may attempt to push your body past its limits using this ability. In order to do so, you must make a Fort save (DC 15 + 2 per attempt more than 1/2 HD). Failure leaves you stunned for 1 round as your attempted transformation does not manifest.
Slipped Transformation (Su): While on the Plane of Shadow, your body is so mercurial that you have a tendency to slip between forms, giving away your true nature. Any time someone successfully uses a Charisma-based skill check, you fail a skill check, or if you take damage and fail a Concentration (DC 10 + damage dealt), you slip from your current form into something else. Anyone with the appropriate Knowledge skill will instantly recognize your true nature.
My DM told me a fun story about a monster called Maulagrym. He then expressed his disappointment in how they were represented in Monsters of Faerun. While Spycraft is my d20 of choice, I do love tweaking the rules and seeing just how badly I can abuse them. So, he wanted to see what exactly I could pull out of my bathing suit area to try to give the Maulagrym something a little more...meaty.
This is what I came up with:
Partial Transformation (Su): You have such a mastery of your forms that you can change parts of your body to gain an advantage in combat. A number of times per day equal to 1/2 your Hit Dice (rounded up), you may perform any of the following action:
As a move action, you may ignore the blinded, dazzled, deafened, grappled, held, or mute conditions for 1 round as you grow new organs to compensate for the ones not currently working. If the condition is from a magical effect, it allows you to reroll any saving throws made when the spell is cast.
As a move action, you may take an additional standard action this round.
As a move action, you gain the improved uncanny dodge ability (see PHB, page 26) for 1 round.
As a free action, you gain 1 extraordinary ability. If used to gain an ability that is based off Size, you may spend an additional use of this ability to be considered 1 Size larger.[note: hoping to emulate the holding them for 1 round and then using swallow whole next round]
As a free immediate action, you may take an additional attack of opportunity this round. [note: I don't know if a "free immediate action" is actually kosher using 3.x rules, but it's the cleanest way I've found to represent something you can do at any time and for an ability that stacks on itself]
As a free immediate action, you gain 10% miss chance for every use of this ability that you spend.
You may attempt to push your body past its limits using this ability. In order to do so, you must make a Fort save (DC 15 + 2 per attempt more than 1/2 HD). Failure leaves you stunned for 1 round as your attempted transformation does not manifest.
Slipped Transformation (Su): While on the Plane of Shadow, your body is so mercurial that you have a tendency to slip between forms, giving away your true nature. Any time someone successfully uses a Charisma-based skill check, you fail a skill check, or if you take damage and fail a Concentration (DC 10 + damage dealt), you slip from your current form into something else. Anyone with the appropriate Knowledge skill will instantly recognize your true nature.
Now, this is pretty much my first draft and I fully intend to tighten up the text quite a bit (especially when it comes to the extraordinary abilities part), but I just thought I'd throw this out there and see what some peoples think. So.........what d'ya think?
So I was looking through Faiths & Pantheons the other day because one of the members of my group is a cleric of Ilmater. I noticed this book had a lot of prestige classes that were based on a deity, but was lacking one for Ilmater.
Now if I'm blind and/or illiterate and someone can give a page number, lovely. Otherwise I was wondering if someone who's a little more versed in FR cosmology had already taken a crack at this puppy.
Either way, I wouldn't mind some help putting the class together. I like to think myself plenty savvy on the mechanics, I just might need some inspiration and fluffy bits.
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