Valeros

Volc the Guardsman's page

37 posts. Alias of LAB Rat.


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Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

An idle smirk colors Volc's lips and he nods politely in reply. "At our next meeting, perhaps."

When she departs, he watches both her and the Babyfaces go before leaning in to his companions. [smaller]"We are to meet her at Wraith's Tomb in an hour. I trust one of you is aware of the location?"


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Sorry about that, I think paizo ate my post. It's back up now, though!


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc cannot help but laugh at Keira's question and he shakes his head, gesturing for her to sit with them. "No, I fear it is not. Tempting as it may be, we have other concerns. For instance, what do you know of the Babyfaces?" He asks, his volume gradually lowering when he starts talking about the cloudboys in the room.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc purses his lips thoughtfully as he draws his gaze toward the newcomer in question at Feliks's prompting. Oathcog, jewelry, tattoos, lasgun, chain sword. Interesting. The feral worlder excuses himself quietly to stand and make his way to the bartender or mutant waitress. Regardless of whoever is willing to listen, he quietly buys a drink for the woman accosting the Babyfaces along with a message to be delivered by the waitress whenever Keira is finished.

GM:
The message Volc would like the mutant waitress to pass along is that his group wishes to speak with Keira. Just words, no funny stuff, with a drink as a show of goodwill. Even if it is swill.

That done, he heads back to his table and settles himself comfortably back into his chair. "Do we intend to sit and wait, or have we some manner of plan?" He asks his companions.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Heraldry DC50: 1d100 ⇒ 37
Toughness DC80: 1d100 ⇒ 5

Volc settles down with the rest of his group inside, frowning at the unconscious doorman on his way in. He sits and shakes his head in reply to the mutant girl, letting Daniel order as the mark on her neck catches his eye. When she departs and after everyone else has said what they will, he pipes up, "The waitress bears the mark of Captain Nils, a Rogue Trader. I'm uncertain if this is relevant to our search, but this could be a connection to the items we are looking into."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc scowls darkly and steps straight up to the doorman, with every intent to loom over him if he can or get in his face if he cannot. "Inside. We are all going inside. Get out of my way before I ensure that you will be eating your meals through a straw for the rest of your unnatural life."

Intimidate DC20: 1d100 ⇒ 3


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc falls into step just behind Ciaran and nods back to Odette in response to her comment. "Stay within my reach then, sister. We will look out for one another, yes?" By his phrasing, it is a rhetorical question. In his mind, it seems that there is no other way to get through this than to watch out for one another.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Knowledge DC40: 1d100 ⇒ 99
Awareness DC5: 1d100 ⇒ 97
Tech Use DC60: 1d100 ⇒ 14
Scrutiny DC45: 1d100 ⇒ 26

Volc scans the bikers and the Screaming Wheel with furrowed brows, his gaze settling on the doorman. He quirks a brow when he notes the man's current condition and leans aside to murmur quietly to Daniel, who seems to be the spokesperson for the group.

"The guard is inebriated in some form or fashion. Do with the information what you will." Afterward, he straightens and shakes his head at the horrible mistreatment of the jetbikes. He does make a mental note about the absolutely pristine one, though, just in case they need to make a quick getaway. "Shall we? Ought I lead or would you like to, Daniel?"


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Navigate DC25: 1d100 ⇒ 9

Volc frowns down to the underhiver that Daniel grabs and his entirely unhelpful bit of information, but stretches out a hand to his comrade. He pats Daniel on the shoulder with a sympathetic smile and nods in the direction of one of the bizarrely twisting crossroads. "This way, brother. I think I may be able to make sense of this labyrinth."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc leans in closer and traces a few lines across the map with his finger, making a great deal of mental notes. "We have options, it seems. If I were to wager, I would say that if our quarry is here," he says as he points out a secluded villa not far from the Screaming Wheel. "If he has an association with the babyfaces, it is likely he is located there at least some of the time."

"Further, should we find need of it, Fort Desoleum is just there," he continues, gesturing to another location on the map, "there is an Oathbondsmen precinct here, and a bazaar near the Great Gate. I imagine we will need to acquire more gear. However, I support going to Gallowsway."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Navigate: Surface DC70: 1d100 ⇒ 38 No idea how many degrees of success this is. I don't suppose that'd be enough degrees to net Volc where Lan's mansion is? :D Barring that, places where there might be other safehouses or places to requisition more gear would be good to know. Also, maybe spots that gangs like the one Lan is a part of would hang out? Seedy bars and the like?

Ecclesiarchy DC30: 1d100 ⇒ 35

Volc quietly nods his thanks as the rest of the group pokes around here and there, keeping his thoughts to himself for the moment. He takes a bit of time to peruse the map in question, making mental notes of spots of interest.

"Red, may I ask why you have labeled these lifts in such a way? And whether you deem it a viable option to use skimmers from these estates here?" He reaches out to point out the estates in question for her and anyone else listening.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Ah, crap. Forgot it was a specialist skill. I guess Volc doesn't know that?


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Linguistics DC10: 1d100 ⇒ 9

Volc gives a reflexive jerk when the woman appears and his hand strays toward his warhammer. But when she neglects to make any hostile actions, he furrows his brows and drops his gaze to her hands. A curt nod is his reply and he glaces to his companions swiftly. "Quietly. We follow her. Make haste, brothers and sisters."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc gives a jerk in surprise as the sludge splashes down atop his helm and grimaces as the searing liquid tries to chew away at his armor. Fortunately, he manages to resist the worst of the effect and shakes his head a bit to try to get the gunk off. "No time to check on one another. Make haste; we will lick our wounds once we are to safety."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Awareness DC5: 1d100 ⇒ 69 The sexiest number to fail on.

Volc is apparently too busy trying to lead the group away from the bondsmen to actually pay attention to fine details.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Administratum DC60: 1d100 ⇒ 2

With a quick nod in Daniel's direction to make his own approval known, the guardsman takes stock of their surroundings. Volc shoots a glance at their options to the left and right before making a quick decision. He reaches out to pat Daniel on the left shoulder and murmurs a quiet, "Alleyway on the left? The bondsmen are likely taking that right toward the guild house."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

"Perhaps persuasion would be the best course of action? Who among us has a silver tongue?" Volc suggests, looking back over his shoulder at the lot of them. "Unless we wish to simply make our way there through force."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Feliks: More because he's already been a bit hurt than anything else. Seeing as nobody else is hurt yet, except maybe Odette, that makes you a potential flimsy target.

"Haste, primarily. However, Feliks is likely correct. Let us be swift, but inconspicuous." Volc is perfectly content to take up a position just behind Feliks for the moment, letting the psyker go first.

So, looking like Feliks, Volc, Ciaran, Odette, and Daniel? Assuming Daniel doesn't want to be somewhere else in the marching order.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

If nobody else is averse to the idea, Volc will try to be up in front. If somebody else wants to take point, he'll make sure to be within reach of the two flimsiest looking group members. Probably Odette and Feliks at the moment.

The large feral-worlder peers around the area, feeling a pang of homesickness for the more archaic surroundings he is used to. Still, there is plenty to see as they trek through the streets. Leaning down lower, he murmurs a question across to Ciaran and the group as a whole. "Ought we borrow a steed from one of these citizens?"


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Deceive(Disguise) DC45: 1d100 ⇒ 30

Volc shrugs into his low hiver outfit as well, following after the rest of the group. To his credit, he seems to be doing a fair bit better than Odette does despite only barely knowing what he is doing. "Do we intend to walk the whole way? Or have you something else in mind?"


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Stupid question time. Does this:

Quote:
Everyone can increase their influence one

Mean that we increase our Influence by 1 point? Or put the modifier on it up one? I.e. Volc's Influence would either go from 20 to 21 or from 20 to 30. I'm assuming it's the former, but it's better to check, I think.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc offers a brief, gap-toothed smile in reply to Odette's thanks as he nods along with Feliks. Apparently he has been hit in the face more than once, if the missing teeth are any indication. "You are welcome, sister. I trust you to do the same for me, should I require the aid." He moves to follow after Daniel, giving the Collectors an appreciative nod for letting them go without further event.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

With a slight frown at declining his offer, he is perfectly fine with passing the LHO stick back to Daniel. For the remainder of the discussion, he keeps his mouth shut lest he further exacerbate things. At the mention of ridding the area of a den of smelt rats, he hefts his warhammer and sets the haft just below the head against his shoulder. This is a job that he can certainly do. "Right behind you, sister. Come, brothers. I would much prefer this debt to an Oath Cog, as I have no doubt you will, as well. If we are to work together, then we must work together, no?" Without waiting for anyone to voice an argument, he simply turns and falls into step beside Odette.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

"Sorry, brother," Volc murmurs to Daniel as he reaches out to snatch the LHO stick out of his mouth, holding it aloft for the Collectors to see. "I have an abundance of these that I would be willing to trade for her debt. As well as other items you may find of use. Magnoculars. Grapnel and line. What say you?"


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

The hulking guardsman steps up beside the others as he shrugs his combat vest on over his armor, warhammer dangling from one hand. He buckles the vest on lazily with one hand as he peers across the assembled Collectors, frowning thoughtfully. For the moment, he says nothing to the other group but tries to look just as large and imposing as Rynald. "Sister," he offers quietly to Ciaran, "a warrior cannot have too many allies. One never knows when they will need an extra set of willing hands."


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Frowning up at Ciaran, the guardsman shakes his head at her insistence on staying within the tunnel. But, at the end of the day, trying to make her join the others will hardly help things. So, for the moment, he hunkers down beneath the tunnel entrance and sets to hauling his flak on piece by piece. "As you wish, Sister."

Full Action: don armor. Not sure if that will take a full action or if it will take multiple rounds to do, but that's his plan.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Round 3

Volc nods approvingly in Feliks and Volkrad's directions as they slay the tiny menace and he moves back toward his own gear. If he feels that he has the time to spare, he will slide into his own flak armor and combat vest. If not, he simply shoulders the pack with all of his things in it and starts toward Ciaran where she stands at the tunnel entrance. "Good shooting, Brothers. Sister, come. We have only so much time before their fighting ends." He spreads his arms out in front of him as though he means to catch her. After all, no one gets left behind.

I can't even begin to guess what kind of roll it'd be to catch a falling person. Hopefully Athletics?


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Oh, I didn't mean to assume! You're free to say no. I'm still trying to wrap my head around the system, so we can say that Volc's previous miss was used as the free standard. That way it doesn't break the heck out of action economy. Sorry about any confusion.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

If the rat chased after Odette, that means it didn't do a disengage, right? So I could take a standard attack against it?


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Happy Halloween!

Out of curiosity, what sort of action is it to don armor? Or how long does it take in terms of action economy? I haven't got that book, but I will certainly look it up!


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Gonna go ahead and say that his warhammer is the thing that's Good quality.

Volc does not waste time about snatching up his warhammer, the cool metal and worn leather reassuring under his palm. He goes to snatch up his armor next, before the sound of a smelt rat catches his attention. His head whips around, dreadlocks flying as he spots the beast lunging at Odette, and he reacts without a second thought. The warhammer finds itself snugly, comfortably tucked between both hands as he charges the beast with every intent of turning it to paste.

Attack DC65: 1d100 ⇒ 72
Damage: 1d10 + 3 ⇒ (10) + 3 = 13

Swing and a miss. Unless there's high ground to be had? That's what he gets for trying to flatten the beast silently instead of letting out a war cry. Maybe he has its attention now, at least? One can certainly hope. It would be far better for the creature to come after him rather than the defenseless Tech-Priest. "Behind me, Sister. I will handle this beast. Retrieve your things." He does his best to sound calm, certain, reassuring despite the fact that he just missed the rat with his first swing.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Volc frowns at everyone else's complete and utter lack of haste in trying to get out the tunnel. That is just fine with him. If he has to be the first into the fight, it is far from the first time and certainly not the last. He crouches down to grab the lip of their ledge, working to climb his way down.

Athletics DC35: 1d100 ⇒ 37

Unfortunately, he slips whether due to a shoddy grip or muck on his choice of hand-hold. Fortunately, he knows better than to call out as he falls lest it alert any of their potential attackers. He keeps his mouth securely shut but for the grunt of pain when he lands.

Damage: 1d5 - 1 ⇒ (5) - 1 = 4 Less than Toughness bonus, so no damage.

Which is considerable, seeing as the fall was not even that far. Ouch. Once at the bottom, he hauls himself back to his feet with gritted teeth and scrambles in the direction of their waiting gear. No worse for the wear other than some slight pain in his ankles, he certainly manages to make good headway.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Great! Thanks and sorry ahead of time for a mass of stupid questions from a noob. Learning new systems can be rough.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Ah, gotcha. Fair enough! I have no idea which book the Sororitas came from, so I couldn't check on my own. :x

Also, is the rule meet-it-to-beat-it for rolls? Because if that's the case, that three for Emperor's Blessing succeeded. If not, that'll be a failure.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Stupid question, but how do you have all that extra stuff, Ciaran? I thought we were only allowed to get as many extra items that we weren't simply given from our background/role as our Influence Bonus.


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Emperor's Blessing: 1d10 ⇒ 3 Success!

A veritable wall of muscle hustles down the tunnel just a bit behind the group, coming into sight quickly. If there was ever a prime specimen of Feral World breeding, the newcomer is it. Long black hair bound into thick dreadlocks bounces with every step and most of his visible skin is mottled with scar tissue. Dark eyes peer out from beneath a heavy brow, his nose looking to have been broken more times than anyone would care to count. Fortunately, Volc has a strong jaw and a clear gaze as he skids to a stop beside Feliks, peering out the mouth of the tunnel.

Underworld DC50: 1d100 ⇒ 24 Success!
Awareness DC25: 1d100 ⇒ 50 Failure!
Impossible for Volc to make the last Awareness DC there, considering non-known penalties to skill checks.
Beasts Lore DC50: 1d100 ⇒ 74 Failure!

"Collectors. At least they're distracted. Go on, you're next," he says to Feliks with a nod as he moves to try to take the duster from the man. "Heard you all from down the tunnel. Sister's right, Brother. Get our things, then throw our lot in with someone. Can't fight as well without my hammer, after all."

Initiative: 1d10 + 3 ⇒ (9) + 3 = 12


Wounds: 14/14; Fatigue: 0/7; Fate: 3/3; Toughness: 4; Armor: 4; Move: 6m

Okay! I think I'm all set. I'd love feedback on the character's crunch as I have only most of an idea if I've done this right. I'll get some fluff in the alias soon, I hope.