Thrune Agent

Zimm Nata's page

103 posts. Alias of Spazmodeus.


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Apologies for the delay....

Zimm flows into the room , all smooth muscle and murderous intent, launching her self at the nearest sacrifice...

Charge(WS:48+10=>58): 1d100 ⇒ 39
Damage, Tearing: 2d10 + 1 ⇒ (1, 3) + 1 = 5 8 Damage


Wanted to take a moment and wish everyone a Merry Christmas; hope you get to spend some time with family and friends and all the best for the New Year!


Sorry, busy week...

Zimm took a knee at the side of the fallen Acolyte, muttering a prayer and touching one of the aquilae embossed into her body glove.

Then she unceremoniously relived the corpse of its stimm,photo visor
gas mask and tac-light.

Then, with blade still ready, she waited for the tech-priest to commune with the spirits in the door mechanism...


Zimm hops down from the truck , "Neh, the smart man is right, let's get him plugged in..." she pauses, then in a passable imitation of Ptah, "neh...interfaced with the Machine Gods..."

Drawing her blade, she advances into the building...

Awaremess:41+10 for hearing and sight: 1d100 ⇒ 63


Awareness:41 +20 =>61: 1d100 ⇒ 73

Zimm nods at Havelock's observation, having not noticed anything of interest at all, "Neh, makes sense that tech-man could turn off the guns from admin..."


Zimm nods, "Neh, let's get the mech-man to admin...plug him in..." she drawls, doing a quick check by feel that all of her sacred blades are in the proper place.


Thanks for the post OS...thought I'd done so already.

Also a reminder to me to sort out my xp purchaces....coming!


Oblivion's Scion wrote:

Havelock I love it! Search now falls under Awareness in the consolidated skills, which you already have, so you still have 100 xp to spend.

Zimm and Ptah, any thoughts on your XP?

Sent you a pm...


Opportunity Attack(WS:48+10=>58): 1d100 ⇒ 89
Damage, Tearing: 2d10 + 1 + 4 ⇒ (1, 3) + 1 + 4 = 9

Zimm smiles as the man attempts to flee, but the desperation of his flight takes her by surprise, her sword whistling by the back of his head by inches...


Zimm rolls to the side to avoid the enforcer's volley, then is on her feet in an instant, charging forward, her mono-bastard sword in hand...
Charge(WS:48+10=>58): 1d100 ⇒ 30

Damage, Tearing: 2d10 + 1 ⇒ (6, 10) + 1 = 17 Take highest...Righteous Fury Invoked !
Charge(WS:48+10=>58): 1d100 ⇒ 94

So....11 damage


Just confirming....are we in melee range? Just not sure where we are in relation to the enforcers...


Zimm runs up to the others, and looks at the burning building for a moment, then back to Havelock and the others, "Subtle...." is all she says.

If she sees a target of opportunity ( such as fleeing enforcer ) she will aim and loose and arrow before retreating with the others...

Half action: Aim, Half-Action:Shoot
Attack, BS(with Accurate Aim):30+20=>50: 1d100 ⇒ 16
Damage (Tearing): 2d10 + 2 ⇒ (5, 3) + 2 = 10


Res Habs:

Zimm runs alongside Yeli, pulling her bow from her battle harness as she goes, keeping an eye out for any hostiles

Perception:41, sight and hearing 51: 1d100 ⇒ 94


Res Hab:

Typical..." Zimm comments as she discards the other coveralls. At least her and Yelisaveta can somewhat blend in...

One last check of her gear and she sets off after the noblewoman...

How far from the action is the hab units....is getting up on the roof to snipe an option?


Still here as well


Sorry , got slammed...

Zimm holds one of the smaller jumpsuits in front of her and sees that it will be a bit big, but doable.

Taking off her combat harness, she puts the miner's coverall on then slides the harness back on, adjusting it to hold the coverall in place so it wouldn't hamper her movement.

She tosses the other smaller coveralls to Yeli then gathers up the others, "Now at least some of us will be less conspicuous...Hopefully those boys are behaving..."


Stealth:42: 1d100 ⇒ 27

Zimm easily keeps pace with Yelisaveta, tsk-ing to herself as the Princess almost bumbles into a crowd of miners. She does however nod at the quickness of the noble-woman's recovery.

She peers about, looking for the best place to enter the habs...

Awareness:41: 1d100 ⇒ 82


Huzzah!! Glad to hear! Indeed, enjoy this moment...the game(s) will still be there....


Having no interest in both the bars or the transports, Zimm trots to catch up with Yelisaveta...

Stealth:42: 1d100 ⇒ 16


Wonderful news!!! All the best with the new little one!!


Zimm rolls her eyes at the drama between Caius and Ptah, "Yeh, you can argue dogma later, let's kill some heretics..."


Zimm had sat on the truck as it ascended in the lift, her nerves all a jangle, expecting a fusillade of cultist armaments as they crested the lip of the chasm.

When nothing happened, she sat puzzled, as the others debated the next move. Her head bouncing loosely as the truck rumbled and bumps along, she raises her head and offers her own opinion, "Yeh, these cultists could have eliminated us easily as we came up that lift...ambush or sabotage of the lift. Why didn't they, yeh? I think it's because they don't care about us...they've either left or their doing something they consider more important...something dangerous, yeh? "


My apologies. I've been absolutely slammed with work and many of the games I'm in have not had my full attention.

I'll try to do better...things are easing off a bit :)


Zimm looks up the life sceptically, "Yeh, if they're not idiots they'll be waiting for us. Gonna pour everything they got at us the moment we get to the top..." she drawls.

She fetches her dataslate from her pack and checks if there's any other ways back up to the habitation level...


Apologies....having issues with some of my campaign notifications...

Zimm watches the interrogation with interest,until it's obvious the man has nothing interesting to divulge. She doesn't bother to watch his execution, instead going an seeing if she can recover either of the two arrows she shot at the miners.

Not terribly interested in what the tech priest was upto, she leans against the tunnel wall a bit away from the truck, watching back the way they had come...

Perception:41: 1d100 ⇒ 84


Zimm listens to the heretic prattle on, but recalls her lessons on the Other, in case he mentions anything worthwhile...

Forbidden Lore (Daemonology):30: 1d100 ⇒ 24


With the cultist threat eliminated and the foreman under interrogation, Zimm examines her blade, the miner's blood speckled there. Taking out a odd square of white material, she blots out a few drops of blood from her blade, the crimson liquid drying immediately.

Then as she cleans the rest of the blood from the blade, she trots down the tunnel to retrieve her arrow from the miner she killed.

She picks up the arrow and gently presses the arrow head against the same white cloth, where the blood immediately dries. She then wipes the remaining blood from the arrow, returning it to her quiver.

She casually walks back to where the interrogation was taking place, keeping an eye out for more miners...

Perception:41 (+10 for sight/hearing): 1d100 ⇒ 33


Ah right....all others...missed that..

Dodge:42+10:52: 1d100 ⇒ 3

The cart slams into the truck causing it to shift. With a smooth, practiced motion, Zimm rolls out of danger, coming up on one knee, re-targeting the miner and allowing the arrow to slip out of her fingers...


Zimm tracks the approach of the now single rider-ed ore cart and lets her arrow loose...

Using the previous 43 roll from before...

Quote:


Attack, BS(with Accurate Aim):30+20:50: 1d100 ⇒ 43
Damage (Tearing) : 2d10 + 2 ⇒ (9, 10) + 2 = 21

So 12 Wounds, 3 penetration....if it hit


Oblivion's Scion wrote:
[b]Reloading your bow is a half action, so you would not be able to reload, take an aim action, and fire all in one round. How would you like to adjust your action?

Durn it! Forgot about that. Ok, can she reload, then aim and shoot in the next round using that roll? If not, she'll just re-load and shoot...


Zimm smiles as her blessings have the desired effect, the arrow strikes true!

She ignores the sizzle and clatter of her companion's less blessed weapons, pulling another arrow. Calmly, she places it upon the bowstring, draws, holds her breath and once again releases it in a near silent prayer, "Interficiam propter verum imperatorem"

Half action: Aim, Half-Action:Shoot
Attack, BS(with Accurate Aim):30+20:50: 1d100 ⇒ 43
Damage (Tearing) : 2d10 + 2 ⇒ (9, 10) + 2 = 21

So 12 Wounds, 3 penetration....if it hit


Zimm moves slightly for a better angle, then draws an arrow back to her ear , compensating for the movement of the ore cart, aiming at whichever 'miner' is most exposed. As she gently releases the taut bowstring, she whispers , "Interficiam propter verum imperatorem"

Moritat Cant:

"Cut True for the Emperor"

Half action: Aim, Half-Action:Shoot
BS(with Accurate Aim):30+20:50: 1d100 ⇒ 1
Damage (Tearing) take highest of two rolls, plus accurate bonus damage for degrees of success: 2d10 + 2 + 2d10 ⇒ (1, 4) + 2 + (6, 8) = 21

So that's 14 Wounds damage, Penetration is 3


Zimm smiles as the expected ambush is sprung, jumping out of the truck and moving to its front to keep it between her and the advancing ore cart full of miners/cultists.

As she does so, she pulls her bow from her harness and snaps it open, also pulling an arrow from the nearby quiver and efficiently knocks it on the bow's string.

Seeing that the mutant has the foreman in hand, she focuses her attention on the oncoming ore cart...

Half action to ready the bow, half to move...


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From the previous description the workmen are several hundred meters behind us...


Zimm bends way down to attend to a wayward buckle on her boot. While her head is out of the sight of the foreman, she whispers into her comm, "Yeh, we've got combat knives on some miners and the lift-man has a stubbie...they are not what they seem... she warns on the shared frequency.

She then straightens, her attention sharp, watching for the inevitable ambush..

Perception:41, 51 if sight or hearing: 1d100 ⇒ 17


No worries....glad all is good there!


yup, me as well...except when you roll poorly :)


Sorry, got a bit busy there...

When Zimm notices that the the destroyed bridge led to new diggings, her curiosity is piqued. She sub-vocalizes on the chosen frequency, "Yeh, noticed a bridge to new diggings was destroyed out by the landing pad..."

Later, she hops up on the transport ,keeping alert...

Scrutiny:20: 1d100 ⇒ 56
Awareness:41: 1d100 ⇒ 40

If either of these require Hearing or Sight, her heightented senses add 10


GM:

Was that broken bridge on our dataslate maps? If so , where did it originally lead? thanks


Zimm's eyes narrow as she notices the broken bridge. Still crouched she pulls out her dataslate and compares that bridge with the maps supplied, seeing if they indicated where that bridge previous gave access.

Then, seeing the others enter the facility,snaps her bow closed, slaps it back onto her harness and makes her way inside as well.


Zimm stays crouched by the gangway, waiting for all to disembark, not trusting the well wishes of those that emerged from the complex.

She continues to scan for threats both among the strangers, and the environs...

Perception:41: 1d100 ⇒ 17


Zimm steps down the ramp, scanning the area for threats, she steps to one side to allow others to follow, crouching ...

Perception:41: 1d100 ⇒ 85


Zimm is quiet as the lander approaches the planetoid. She's discarded the Hiver clothes, and stands in her body glove, the hard lines of her body revealed...embraced. Liturgies praising the emperor emboss the close fitting armor at all angles.

A combat harness across her torso carries two swords, a collapsed bow and a quiver of arrows. No guns can be seen on her person.

She grabs a re-breather and straps it to her face, then slides a micro-bead into one of her ears, "I suggest frequency 1.3.33..." she says over the noise of the lander.

Those with any ecclesiastical background recognize the numbers as the index number of a hymn titled His Chosen Shall Triumph Always

Then, she pulls the bow from her harness, and with a small motion causes it to expand to its full size. Fitting a arrow to its string, she crouches, ready to disembark...


Zimm had been characteristically quiet during the journey, either training hard, or praying on her bunk, or cleaning her blades.

When Balthazar calls for prayer, she drops to her knees, her face upturned in zealous worship.

When he finishes, she whispers, et in sanguine tuo ex hostibus redempti sumus


Zimm takes a top bunk on the transport, still dressed in Hiver fashion, a worn pack in her hand.

For the duration of the voyage to the rendevous with the Rex Orpheus, she pulls out an assortment of blades and begins to clean and inspect them, muttering the whole time "Moritatus effunditur sanguis pro Caesar....Imperatoris gloriam uita et sanguine hostibus suis"

She occasionally emerges to grab something to eat in the kitchen, and Naltos notices her watching him train, before she walks away.

----

Acting the bodyguard, after listening to the Visan's spiel, she leans into address Yelisaveta , "Yeh, can't guarantee safety in ship we don't control..."


Zimm had continued to listen to the blather and planning, until finally it seemed that a consensus had been reached...mostly. When the Commissar left, she picked up a dataslate and slaved it to her own, copying the data.

Then standing next to Yelisaveta, she shrugged, "None of that is what I do..." she says simply, looking aside to the Noble, "Yeh, so I'm to be yer bodyguard or somesuch? That's fine, I'm really here for when it goes bloody...." Her voice reveals how much she anticipates such an eventuality.


As the discussion turns to matters of ore and factories and nobles and installation importance, Zimm does her best to keep at least a modicum of interest present on her face.

Some of her Sisters delve deep into politics and economics and such would be quite interested in all of the details being discussed. But Zimm was not one of those. Operational information was well and good, but all of this extraneous details bored her. Bored her yes, but still she listened...as the others talked and talked and talked...


Zimm feels eyes on her, and turns to meet the gaze of the quiet man in back.

Her eyes narrow a bit as she evaluates what she sees...more to him than meets the eye, she thinks, then turns back to the Commissar, glancing sideways at the mechos, Yeh, what's in store for us lot?" she asks, her accent horrible, her Gothic barely passable, identifying her heritage as lower even that that of a Hiver, despite her fashion choices.


Zimm stared at the former Commissar , indulging in a brief fantasy of seeing her punch dagger lodged firmly into his forehead, but discarded it with irritation...despite his bluster, he was an Agent of the Inquisitor. She'd kill him if the Emperor demanded, not on a whim.

Another tendril of iho smoke reached her nose, and it was then that Zimm realised why it appealed to her so...it reminded her of the marsh mist back on Dusk, near her home. A small pang of homesickness welled up in her chest, but she brutally pushed it down...that life was gone,now there was only the Emperor's Will.


Zimm inhales the smoke blow at her by the impertinent noble, savoring the acrid burn, returning the woman's half-smile, before turning her attention back to the table.

She ignores the Priest's rhetoric, knowing her own service to the Emperor is unsullied, her focus on the Inquisitor's men and their response to the Priest's inquiry.

Full Name

Aninga

Race

Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3

Classes/Levels

Human Oracle

About Aninga

Aninga

crunch:
Aninga
Human Oracle 2
N Medium Humanoid (human)
Init +5; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+4 armor, +2 shield, +4 Dex)
hp 22 (2d8+9)
Fort +2, Ref +1, Will +3
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +0 (1d4+3/x2) and
. . Morningstar +4 (1d8+3/x2)
Oracle Spells Known (CL 2):
1 (5/day) Divine Favor, Cure Light Wounds, Charm Animal (DC 15), Sanctuary (DC 15)
0 (at will) Stabilize, Mage Hand, Detect Magic, Mending, Create Water, Ghost Sound (DC 14), Detect Poison
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 11, Wis 8, Cha 19
Base Atk +1; CMB +4; CMD 18
Feats Improved Initiative, Toughness
Traits Adaptive Magic, Indomitable Faith
Skills Acrobatics -3, Climb -1, Diplomacy +9, Escape Artist -3, Fly -3, Knowledge (nature) +4, Knowledge (religion) +4, Perception +1, Ride -3, Spellcraft +5, Stealth -3, Swim -1, Use Magic Device +10
Languages Common
SQ mysteries (nature), revelations (nature's whispers)
Other Gear Chain shirt, Heavy steel shield, Morningstar, 22 GP
--------------------
Special Abilities
--------------------
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.

fluff:
The Oracle Aninga, who has heard Gozreh whispering in his ear in the thousand voices of the natural world since childhood. When world of the unnatural winter reached him at his home in Andoran, he made his way east to investigate and, if possible, to restore the seasons to their natural order.
As a boy, his curious connection to the god was noted by a druid, Mabah-Gareh, who took the child aside, teaching him the god's lore and wisdom. Aninga tried to emulate the druid's ways, but was distracted by the voices. They both knew that Aninga's path would be a different one, but Mabah-Gareh made every effort to prepare the boy for whatever destiny awaited him.

The old druid had another student, however, who resented the attention given Aninga, particularly as it became clear that Aninga would never become a druid. Patayin tried several times to drive a wedge between Aninga and Mabah-Gareh, but she was never successful. While they are rivals, they are both devoted to their teacher and their god, and thus far, neither has caused the other any harm. It is possible that Aninga has refrained from working against Patayin because he has feelings for her, but if that is the case, he has never spoken of them.

On his journey to Taldor, Aninga traveled in the caravan of a Varisian merchant named Janmar the Smiler, who never smiled. He paid for his passage with minor spells and the like, and at some point on the journey, he learned the Smiler was a smuggler. He has kept the secret, but the trust between the two is a fragile thing, and Aninga will be happy to put some distance between them.

As far as goals, his are simple. Travel, restore nature to its proper balance where it has gone awry, and possibly to earn Patayin's love. He fears arcane magics that pervert the natural world, and the ever-encroaching tide of human civilization.


Fearless Zeal:

Fearless Zeal (Story)
You're willing to lay down your life for your faith.
Prerequisite: You must be ordained as a sacred (or profane) champion of your faith by a high-ranking member of its clergy, or have the Devoted, Faith-Bringer, or Moral Debt background. Such an honor goes above and beyond the normal oaths required of a cleric or paladin.

Benefit: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. If you have 10 or more levels or hit dice, this bonus increases to +4 .

Goal: Die in pursuit of your faith's goals and be brought back to life. If you die in circumstances that don't involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.

Completion Benefit: If you died and came back, you become a living symbol of faith. Once per day as a standard action, you can inspire those who share your faith to great effort, granting them a +2 morale bonus on attack rolls and saving throws for 1 minute. This is a mind-affecting, language-dependent effect. If you create a new character inspired by your previous character, the new PC receives a +2 bonus to a single ability score. This ability score can't be one that already has a racial bonus. The new PC can later take this feat if he meets the prerequisite.