2d10 ⇒ (10, 4) = 14
re-roll
good dice
re-roll
Bad Dice
Re-Roll
Wounds 1d5 + 9 ⇒ (5) + 9 = 14 Divination 1d100 ⇒ 31 Emp Blessing 1d10 ⇒ 5
Third Mind wrote:
Hey kids look! Big Ben. House of Parliament! three more hours of trying to get out of roundabout kids...big ben...parliament... --European Vacation
Aniuś the Talewise wrote:
Forewarned is half an octopus!
Freehold DM wrote:
And they complain they should be respected while on the road, yet they fly through stop signs and red lights with reckless abandon, cut through gas stations to avoid stopping, and are generally a complete nuisance.
Turin the Mad wrote:
Yep. Love that movie for the honest approach to gun-fighting (lots of reloads) and the humor... Always funny when someone thanks him for not killing them. Also: Brad: Go for B-Rad David: Hey Brad, what the f#~$! Brad: Uh oh, something wrong? David: Yeah, something's wrong. Something's very, very wrong. You said a smidge of pot, and this is not a smidge. Brad Gurdlinger: Smidge and half, no? David: Look, you got me moving enough weed to kill Willie f#*+ing Nelson, man. Ok, they are used a g$@ d*%n bucket brigade to put it on the RV as we speak! Brad: Wait, you just walked in there, told them you were picking up for Pablo Chacon, and they were like "Yeah, no problem?" David Clark: Why do you sound suprised by this?
BigNorseWolf wrote:
REASON: Mainly because we have had religion for the majority of human existence, and have ascribed a certain level of respect, if not for the people who follow their religion, but at least to the convention that religion is not inherently a "bad" thing (as it has been portrayed on these boards). UFO's, as a convention have only really been a "thing" since about the 50's. Given time, I'm sure the concept of UFO's will become a question of "when will they arrive", not "whether they exist".
Ding-Dong <DOOR OPENS, REVEALING POLICE OFFICER> "Hello Jimmy, noise complaint?" "Hello John. Noise complaint" <P.O. JIMMY TILTS HEAD TO THE LEFT, NOTICES MULTIPLE BODIES ON THE FLOOR> "You uhhhhh, 'working' again John?" "No Jimmy, just sorting some stuff out." <P.O. JIMMY SLOWLY REMOVES HIS HAND FROM THE PISTOL HOLSTERED AT HIS HIP> "I'll...uhhh...leave you to it then..." "Good night Jimmy." "Good night John..."
Ashiel wrote:
http://www.cnn.com/2015/07/30/us/walter-palmer-whereabouts/index.html I don't care how anybody feels about the dentist/big game hunter. Posting threats on the door of his business AND home is sickening. Also, this: http://www.tucsonweekly.com/TheRange/archives/2015/07/29/yes-the-dentist-wh o-killed-cecil-the-lion-is-an-a$#%~*%-but-peta-is-going-too-far-with-this-e xecute-him-thing Note that the dentist did not go to Zimbabwe specifically to kill Cecil. He went to hunt a lion. The group he hired lured Cecil to him. Also this same week three endangered elephants were killed in Nairobi http://news.yahoo.com/lion-zimbabweans-ask-amid-global-cecil-circus-1408226 92.html Local Perspective: "Why are the Americans more concerned than us?" said Joseph Mabuwa, a 33-year-old father-of-two cleaning his car in the center of the capital. "We never hear them speak out when villagers are killed by lions and elephants in Hwange."
Kobold Cleaver wrote:
Clearly you have not been paying attention to how that dentist is being treated. People are stalking him, his family, his children, the business...it's sickening...
I'm Hiding In Your Closet wrote:
Home Alone 2 Lost in NY. One of the more humorous scenes...but then, it's a scene with Tim Curry...so that makes it perfect.
Turin the Mad wrote:
Those of us who play the game will swear that movie is a prequel to Warhammer 40k. It sure does seem that way!
GreyWolfLord wrote:
Nope, I appreciated it for what it was. Light summer popcorn fare. Granted, I'm no big fan of DC comics, so I don't know one Green Lantern from the next. I have enough exposure to DC material to identify major heroes and villains. But not the intricacies of their plots, motivations, etc. Call it skill level 1 with a +2 Int bonus.
If you're going to see this movie, it might be in your best interest to see it at a discount theater, or on a night when your local cinema has a "1/2 price" night or something like that. Mine has $5.00 Tuesdays with free popcorn to members of the club. REASONS: The show does a fairly good job of building suspense, and it tries to make you interested in the characters. There were a couple of points that I was seriously questioning what some of the characters were doing. There were also a couple of occasions where you seem to led to believe the main character is talking to a wall at night, but then they show the other side of the wall and it is bright golden daylight! The motivations of the Bishop at the end come off as very suspect. Some of the things he does are not explained, and in character, he tells us that we have to just "trust him" <WARNING! WARNING!!>. At one point I couldn't decide if he was in league with the Bad Guy or not. The biggest problem is the pacing. All throughout they are building tension and character. Very nice. Then the really strange stuff starts happening. Awesome! Then suddenly the budget for the movie ran out and they said "OK THAT'S IT!" and the movie was over. I wandered out of the theater looking at my watch wondering if the movie was really 1 hr 40 min. It felt very short. Also, if you like Djimon Hounsou (Guardians of the Galaxy, How to Train Your Dragon 2, Gladiator), he has a couple of scenes, but he is not a primary character. He has a couple of scenes that are enjoyable, just not enough.
Rosgakori wrote: "Wait! I didn't stole anything! I was returning something that I stole!" Ant Man? ______________________________________________________________________ D.J.: I wasn't going to tell you this. I've been listening to the distress signal, and I, um, think I made a mistake in the translation. [Plays the distress signal] Miller: Go on. D.J.: I thought it said "liberate me" - "save me." But it's not "me." It's "liberate tutame" - "save yourself." And it gets worse. [Plays the distress signal again] D.J.: There - I think that says "ex inferis." "Save yourself... from hell."
Danforth CHambers:
Danforth Chambers
Adventure driven Antiquarian Sanity (6) 10 Hit Threshold ? Stability (6) 7 Health (5) 6 Special
Academic Abilities
Interpersonal Abilities
Technical Abilities
General Abilities
(Fairly certain this all adds up. Wherever possible, I put points spent in parenthesis)
Joynt Jezebel wrote:
Sleepaway Camp is older. 1983. Although that movie could be considered a subversion as the boy's uncle forced him to dress like a girl.
Neal Litherland wrote:
My rogue sits in a dark room....waiting...
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Crimson Slaughter. Take from them everything, leave only corpses! Most of my Brothers are attached to the Black Legion as part of Abbadon's Crusade...
dameondez wrote: I'm a nagaji slayer my stats are 20/17/15/15/12/11 and I use a greatsword. I want to attack twice in a round at least. What do I need to do or is their a way to do it now. I see things like full round actions and some weapons or Npcs have the +5/+2. How do I get that? Make sure your wife or girlfriend is into it first. Oh wait...that title is a trap!
Rolling away! Rolls:
WS2d10 + 25 ⇒ (8, 3) + 25 = 36
BS2d10 + 25 ⇒ (2, 6) + 25 = 33 ST2d10 + 25 ⇒ (9, 2) + 25 = 36 TO2d10 + 25 ⇒ (3, 6) + 25 = 34 AG2d10 + 25 ⇒ (5, 2) + 25 = 32 IN PR2d10 + 25 ⇒ (5, 8) + 25 = 38 WP2d10 + 25 ⇒ (3, 6) + 25 = 34 FE2d10 + 25 ⇒ (4, 3) + 25 = 32 Infamy: 1d5 + 19 ⇒ (3) + 19 = 22
WS: 36
Infamy: 22 (2)
Pride: Foresight: +5 Pr -5 Fl
Arachnofiend wrote:
Well yeah. I saw The 13th Warrior too! :D Lo, there do I see my father. 'Lo, there do I see
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Don't worry, I give you guys a discount on rent to live on MY planet... :D
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Julie Dei Vult wrote: Indeed. I believe we've all posted our actions, yes? We're not missing anyone? Correctamundo! Just waiting on NPC's to do their thing.
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Hephaest wrote: Overall, after this fight and we have ourselves a crib we should pull a Scooby Doo and split up (gang). The Astartes can scout out the underhive around the fort, wipe out some trouble makers to make a name for themselves, and throw their weight around to get us more followers. The humans can head up to the hive itself to get solid information on the hive - layout, population, defenders, and possibly start making connections with proper citizens. While we do want to make inroads with the nobles upstairs, I think the Mechanicus are uniquely vulnerable to being infiltrated and corrupted, considering how secretive they are anyways. I'm all for this....after we talk to the minions we already have. I hate walking into situations blind. Gotta finish Round 1 of combat too
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Julie Dei Vult wrote: I quite like Hephaest's idea of going for the machinery. I wouldn't mind having a couple of war machines bound to us. Thankfully they gave guidelines in ToD for such things! (Unfortunately, such things can be rather difficult to make :P)
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
I'm a big fan of consolidating our power. From the followers we do have we should be able to learn how and when food and water are made available, and also who controls said resources. Through threat of violence, or by discovering hidden vices we may be able to leverage those primary concerns. Once we have the primaries covered, we can expand our control (using the same methods) to wresting control of entertainment needs (drugs, gambling, vice). This means gaining control of the gangs that operate said entertainments. Adyl and Julie would be outstanding in that regard. Petty gangs, being what they are, understand direct leverage through violence and the threat of same. You and I (Valefor) can work to gain leverage of the more delicate resources (arms, armor, mercantile wealth), through Charm and judicious application of Psychic power we may be able wrest control, or at least manipulate supplies in our direction. This will give us the necessary wealth to use for bribery, or supplying our forces. Between Domitan and Hephaest, there is a brilliance available to pore through reams of reports to direct our action. Hephaest may be able to link directly into the communications centers of the hive, and monitor and redirect supplies to us, and the threat of discovery away from us. Dom, if you have any ideas on how else you could contribute, please chime in. Once we have control of the vice in this miserable hive we can start building a library of information with which to blackmail the nobility to our will. Some will join willingly, others will be useful tools. All will be used or discarded to our advantage. The main points that all of us must use is our discernment to identify how best to turn the population to our will. Violence, bribery, blackmail or rhetoric are all useful tools. Once we have direct control of multiple avenues we can start disrupting regular trade, cause riots at will and tax the resources of the local constabulary/PDF, picking at the edges and eliminating powerful opponents (leaders) as they arise. When they are sufficiently spread thin we can lead a general uprising across multiple fronts to cause the entire hive to capitulate. Then we have total control. And before anyone asks, the answer is "Yes, I monitor these forums almost constantly".
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
in round 2 I'll be doing the same thing I did previously (1/2 move 8m out of the blood spattered area, fire off Doombolt (Push 4 this time to guarantee damage)). Also, at least we have one post on Sunday...I really don't want this to die off.
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Point of Order! I'm spilling blood faster than the Khornate Berzerker! YAY ME! :D Big six meter (20 feet for you non-metric folks!) puddles of it... And I'll be smart enough to half move out of it so I don't slip and break my hip or something stupid like that LOL I can just see the Inquisitors trying to explain that sh%t too.. Inq1: Ummm...big puddle o' blood here...footprints leading out of it and no body... Inq2: Well someone must've hemorrhaged pretty bad, but they just walked it off I guess... Inq1: You thing what I'm thinking? Inq2: Yes and that's gross, just blame it on Chaos and let's get the mop brigade working on it! eeewwww Just gonna drop THIS here.
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Domitan wrote:
FYI: Good news! You don't have to roll each round to sustain a power. Just pay the sustain cost (Free action in your instance) and remember to reduce your total Psy Rating by 1 per power sustained
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Zurias moves forward (half move: 8m) then reaches up to the sky with one hand, physically pulling Warp energy to him. His off hand grips the charm at his belt. Doombolt Push (+2) WP 59 + 15 (Psy Rating 3) + 10 (Push) +10 (Psy Focus) 92 Doombolt 92: 1d100 ⇒ 91 wtf barely made it Rt Arm: 1d10 + 5 ⇒ (2) + 5 = 7 Pen 8 Rng 100m Targeting the parapet guard furthest to the right Psychic Phenom 1d100 + 10 ⇒ (25) + 10 = 35 +10= 45 (sustaining 1 power) Bloody Tears: Blood weeps from stone and wood within 3d10m (6) of the psyker Pressure builds around Zurias as he flings a clotted black and purple bolt at the guard on the parapet. The energy sinks into the ground and re-emerges as blood which swells out of the paving stones and rocks around him!
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
Thanks! Initiative: 1d10 + 8 ⇒ (5) + 8 = 13I'll take this one, I guess:D
WS: 37 BS: 32 St: 35/45 To: 42 AG: 40 In: 35 Pr: 42/52/62 Wp: 59 Fl: 50 +2 | Inf: 35 Pts 2/3 Corr: 29 Wounds: 8 | Initiative: +6/ +10 | XP: E: 5300 / Spent 5300 Acrobat 40 | Aware: 62 | Charm 50 | CL: Imperium/Scream Vort 35 | Deceive 50 | Dodge 40 | FL: Psyker 35 | Interrogate 59/79 | Parry 37 | Psyinscience 52 | Trade: Astrog 35 L Pwr Armr H/A/B/L: 7 | Neural Whip 37 r: 3m 1d10+5 I pen 0 Flex Shock | Stub Revolv 32 r: 30m S/-/- 1d10+3 I pen 0 clip 6 rld 2F Reliable
GM...you mentioned the wall with a parapet. What sort of entrance is there? Are we looking at a rickety gate with obvious holes, or is it substantially reinforced or what? |