Lassiviren

rando1000's page

7,287 posts (8,582 including aliases). 1 review. No lists. No wishlists. 35 aliases.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Correct.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Will update in a few hours and take the enemy ship, missiles, and station actions.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Aprium 10 (Firstday)

One warm spring morning, Yoltzin approaches the Temple of the High Seven, located on the docks of the river. She'd never actually be in before, but the Wild Elf figured contacting them would be her first step in ingratiating herself with the local spiritual community.

The Temple was very formal looking, all stone and sculptures, elegant paintings of deeds mythical or long-past. Friar Darius greets her curiously after several long minutes of waiting (and enduring the occasional awkward look from parishioners.

The two clerics have a long discussion about various views of faith, the gods, and the divine world. Yoltzin is surprised to learn that there is already a local festival of the dead, Dia de los Descendentes, on Octum 31. It's even in line with season of her own culture's festival. The Friar, though, laments it's mostly just an excuse for the local populace to drink to excess, and for children to play pranks on their elders. He's quite interested in learning more about her own festival. Perhaps she'd be interested in giving a teaching during this year's festival, still a long way off. Hearing a different view of the sanctity of the dead might actually help some of his congregants become more observant, Darius reasons.

Yoltzin's offer of producing charms is met with some skepticism, and he asks the Elf hold off on that for now. Divinities being what they are, he'd like to read the spiritual signs to ascertain the Seven's approval before going that far toward integration.

Darius closes by letting Yoltzin know she is quite welcome to come to the Temple again and interact freely with the parishioners, but that she should take it slow.

Mayum 3 (Thirday)

Yoltzin, staying at the headquarters above the Courthouse, descends one day and is surprised to find a visitor. Friar Darius is there to ask her assistance. One of the families that came to Albarra as refugees, and has since relocated here, has had some trouble being taunted by undead spirits. Darius has some knowledge of such things, but Yotlzin's experience would be welcome.

Together, the two clerics manage to communicate with the undead spirits in question. Yoltzin is surprised to find these ghosts followed the refugees here from Santa Merceda, and that they represent rebels that died under the influence of the Quishat beetles. After a harrowing experience in which poor Darius is supernaturally aged years (Yoltzin being largely unaffected due to her long lifespan), Yoltzin manages to cleanse the spirits of the Quishat influence. After this, the ghosts are never heard from again.

Yoltzin gains the ability Exorcise Spirits as if she were an occultist of the same level. She can even attempt to (as in this case) exorcise the spirits themselves of some negative influences, returning them to their alignment in life. Instead of Charisma, Yoltzin adds her Wisdom to this check.

Exorcise Spirit.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Navigation is a Piloting subskill. The DC for this trip will be 15; the location of the planet and satellite are public information. Additionally, Garlus can assist you in your coordinates.

1d20 + 10 ⇒ (13) + 10 = 23 Success. +2 to Joyride's Piloting check to set coordinates for Mwangi Acres.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Raya is silent for a few moments as she considers. "Okay, Maxwell. I'll hold back on logging your departure for a bit. But that dinner better be a good one!"

Joyride convinces Raya to hold back logging the Betty's departure for a bit. Meanwhile, Cherry modifies the Betty's own logs to match the departure time noted in the official launch records.

Minutes later, the Betty is underway on her next adventure!


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

We've basically completed Adventure 1. You can assume you reach the fleet safely with the salvage ship in tow. Absent any objections, I'm going to allow anyone who's mentioned keeping specific loot (either for themselves or the ship) to lay claim to it. I'll total up the resulting remaining wealth and give you the amount your character can add to their sheet. Being that Clarissa is an NPC, I'll handle upping her wealth at level behind the scenes. She will not get a share of the treasure unless someone wishes to allocate a specific piece of equipment to her.

It will take me a few days to get the intro to the next adventure up. Probably this weekend sometime.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Alzura Frostflare wrote:
Double move 40', to where the "CO" in "command area" is.

Noted

Vaëlorin's shot hits, barely; a popping sound comes from within as the robot's systems reroute critical systems from the damage. It continues to function (mostly) normally.

That one hit due to the Cyleerin being Flat-Footed because of Joyride's action. Score one for teamwork.

Cherry still to act in Round 1 (besides her movement).


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Burlap almost misses the vulnerable spot in their armor he was aiming for. Almost. But he manages to hit it solidly enough; the bullet penetrates the chrome plating, and the Cyleerin soldier jerks back briefly, before regaining its firing stance.

14 HP damage applied


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

As Burlap opens the double-doors onto the bridge, he's surprised at the enormity. The length of the room is at least 75', and not much less wide at its widest point. It's probably as large as a bridge on a battleship. The area directly in front of him is a sort of Command area, a place where officers gather to discuss or plan. Further in, the actual Helm and other functional stations related to flying the vessel across space.

Burlap hardly has the door open when the whine of a laser rifle shatters the silence.

The attack auto-misses, since Burlap has decent cover behind the table and they weren't really prepared for the door to open.

Barely visible all the way on the other end of the bridge, half-covered by the helm console, Burlap sees two Cyleerin soldiers.

Roll Initiative.

Map at top of page is updated. PCs are close to the right edge of the image, enemies close to the left edge. Image is non-interactive. I may try to create something similar to Burlap's doc for the Betty in the future, but for now, this is how I've done it.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Alzura Frostflare wrote:
I like it from a story perspective, wandering scavenging survivor fleet and all. Polyfluid has the same worth/bulk/function as UBPs, but makes more sense IMO. Storing liquids is more space efficient than storing solids, adds just a tiny bit of realism to the scenario.

Agreed; I never really liked the idea that so much stuff can be easily converted to constituent units. Nevertheless UBP are very handy for calculation and record-keeping. example: "You find X, Y, and Z. Probably will break down to 100 UBP worth of goods."

Thanks for the suggestion of the Grinder as a mechanism to make that exchange make more sense. You might find one of those real soon-ish.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Vaëlorin wrote:


GM, are there higher tiers for this item beyond Mk 3?

Yeah, I just stopped it there since that was all you could reasonably afford. The higher tiers might have more advanced functions, rather that a straight numeric benefit.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Burlap 'LongTail' wrote:
Rando has been playing his cards close to his chest. I'd plan on a good range of planet-hopping and hijinks, so my advice would be to diversify.

Adventures will range quite a bit. Some planetside, some on board ships, some ship combat. Some exploration, both planetside and in space. So yeah, a wide variety of skills and abilities. I'll try to make sure people get chances to use their abilities.


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Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

I'm old and used to Tolkien's interpretation of Orcs, which is in some ways even less flattering. I have no problem conceptualizing them however the world does; fantasy races aren't real, and I don't equate them to the very real misrepresentations that have happened in our own history.

That said I don't have any problem exploring that misrepresentation in a fantasy context, either. I'm uncertain what Leta would think of such a thing and shall have to give it some thought it if comes up in her presence. She certainly holds Bashuk in high regard for her immense courage and ability.


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Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11
Miruna Blackthorn wrote:
With Leta being paralyzed, I think her CMD drops to 9, so I should be able to drag her back 15 feet to the east (which is exactly the amount I want to go). I've gone and moved us on the map to reflect this.

Much thanks.


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Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11
Bashuk Cinderhand wrote:
leta is paralyzed for a currently-unknown duration;

5 Rounds per the DM

DM Vayelan wrote:

Leta is paralyzed for 5 Rounds


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Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

I forget, are we auto-doing Weapon Finesse? If so that's +3 more to hit.


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Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Okay, I believe I can do the following; let me know if not and I'll re-think

Leta 5' step's out (or as a single move, either should work), and then casts Bladed Dash. When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. She moves 20' forward (through Miruna's friendly square), and then "may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet." Spell does NOT provoke AOO.

1d20 + 6 + 4 + 2 ⇒ (12) + 6 + 4 + 2 = 24 (+4 BAB, +1 Str, +1 Magic, +4 Cha (circumstance from spell), +2 morale (from Inspire Courage))
1d6 + 2 + 2 + 1d6 ⇒ (1) + 2 + 2 + (5) = 10


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Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Reminder too, once combat starts, I do have Inspire Courage +2 up; I assume I wasted a few rounds waiting for combat, but I've got a decent amount to spare, so I didn't bother cutting it off and re-starting.


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Orannis wrote:
Ah, just dusted this account off after ages of disuse with the hopes of jumping into some pbp and this game sounds excellent. Sad I didn’t see the thread sooner. Maybe buzz me if someone else drops (though for your sake I hope that doesn’t happen. I know what a hassle it can be getting games off the ground).

I'm waiting to hear back from a 5th player who was going to play a Druid but hasn't replied to my PMs. If they don't respond by end of the week, you're welcome.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Shada begins to close the door as requested, but leaves a foot in the doorway to catch it.

"So what is going on with the zombies? Is my teammate in danger? Because if she is, I'm going back in to help her, regardless of tests."


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Shada hesitates for a moment. If there is to be battle, she wants to help. However, as Zandora points out, we need information, and the test-runners may have some.

Shada nods.

"Very well; I'll come back the as soon as I learn anything, or sooner if I learn nothing!" Shada continues at a sprint.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Shada would choose to stay with Zandora given the choice.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Perception 30 to listen: 1d100 ⇒ 85

Lol


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Fellowship:1d100 ⇒ 63 Grumble grumble

Shada keeps her ears open, listening to the Dwarf's answers for the sounds of deception.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Sure. At least I hope that's a contest I can provide some value in.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Hmmm. Not yet. Hopefully someone will come along soon, but if not I guess we can go it alone.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Sorry, I noticed the discussion updates, but I didn't catch all this going on! Thanks for carrying the scene Zandora. Tried to help out where I could.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Yeah, it's difficult with the points given to have much of a chance at being good at more than one or two things, and by good I mean "okay." It's a hard gear to change to go from being used to having DC created around what a party has a good chance of succeeding at to the somewhat binary nature of having a certain percentage that "feels" like it's hard and fast. Maybe a notation (and if it's there and I missed it, I'm sorry) indicating bonuses/penalties based on difficulty would be helpful in alieviating this feeling. Like if the players got under the hood a little and knew they'd get auto-success for an EASY challenge, +20 for a SIMPLE challenge, +0 for an AVERAGE challenge, -20 for a DIFFICULT challenge, and no chance at all for an IMPOSSIBLE challenge, it might help us feel a basic competence now, with the hopes of gaining increasing expertise as we improve.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Fellowship to deceive: 1d100 ⇒ 81

Well, currently her case is substantially more solid than yours, I'm afraid. It's becoming increasingly apparent she was not involved.

[ooc]lol that went well[/lol]


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

You'll note they're not "messy," they are in fact bloody. Only a little though - they've been washed. Odd to lose a pair of gloves after washing blood out of them.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

"Let's try talking to Almena first. The body isn't going anywhere. We can backtrack later if needed."


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Yes, I agree. It does seem quite possible the shears are a double-clue, so to speak. The murder weapon and also related to the motive. To the garden! And afterword, perhaps we can interview Almena."


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

As far as the investigation, Shada has been letting Zandora lead for a couple reasons:
1. She's not really very well suited for investigation
2. As a player, I'm actually not very good with puzzles like this.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Hmm. How big is the print? Is it the size of my hand (a petit female hand) or was it bigger? How much bigger?


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

O.O Watching her companions with interest, taking in their actions and attitudes.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Sounds fine to me, my new friend.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Why are people just giving away these potions? Are those people related to the contest? Can we trust those potions?


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JonGarrett wrote:
Looks good! How did you find character creation?

Wow, sorry for zoning this comment.

To reply (better late than never), I found character creation pretty intuitive, once I learned how to use the website properly. None of the systems were really unusual to me, just combined in different ways.


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JonGarrett wrote:
Yup, just the (almost) unavoidable one.

Okay, I chose "Constant Nightmares" (due to a traumatic even in childhood).

Shada Revision 2


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Okay, so I had that advantage, plus one more. Doesn't that mean I only need one drawback, not a couple?


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Question about the Drawbacks. So under Human it says with Diverse (Human racial trait) that I get "an additional, free Advantage." Does that mean I don't need a Drawback for it? If not, it's not really much benefit, as I can take as many Advantages as I want WITH drawbacks, correct?


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Here's my 1st attempt at character generation. I aimed for a Monk/Ninja type thing.

Shada, Revision 1


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I'm a Jew and a gamer, for what that's worth, and I'm not offended. I guess if cultural appropriation is a massive concern, you're probably offended by a whole lot of stuff in D&D/Pathfinder, as Gygax and his posterity really just took every cool thing they could think of and threw it in there. Ninja, Samurai, Cavaliers, Witches, "Barbarians" (wow, really?). They're all fantasy creations based VERY LOOSELY on real world legends and history.

I guess if someone at your particular table is offended by it, either don't use them or use Construct or (borrowing from White Wolf) you could use The Created.


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Female Human Bard 3/Cleric 1 | HP 22/22 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +6 | BAB: +2, Melee +4, Ranged +5, CMB: +4, CMD: 17, | Init: +3 | Perception: +7

Emma Jane will follow Dawn up the ladder, going to examine the man on the floor. Rather than waste time with a heal check, Emma decided she's much better just trusting her gut.

Giving into the nightime
Is no cure for the pain
You gotta wade into the water
You gotta learn to live again
And reach out for my healing hands
Reach out for my healing hands
There's a light, where the darkness ends,
Touch me now; I'll help you feel again,
Touch me now; touch my gentle healing hands.

CLW


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Finally starting to see the light at the end of the tunnel. I'll try to post something tonight if I don't pass out from the almost-all-nighter last night.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

For those interested, I've linked a little introduction story staring Mary and Emma Jane that SV and I worked out. I would post the text here, but it comes out a bit long for that at 3 pages.

Long Lost Cousins


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Uret Jet wrote:


Comprehensive Setting Document for the Meridian Parallel

So, I somehow missed this crucial URL at the top of the character gen information. No wonder everyone seemed to have more information than me! I was going off the spoilers you put in the Starfinder thread plus the two maps!

Very informative.

Question, and maybe I missed it, but it seems like according to the document, Ullnswhere is finally starting to turn the corner. Is it basically only because it has started to spread that we're poking our noses into it?


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Female Human 30/30 HP; AC 18/13/16; Init +5; Fort +5, Refl +3, Will +8; Per +3

Dex check to kiss my butt goodbye?


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Shmick, Hickle and Malavine failed the save, taking the brunt of the damage as the negative spirit of the Forgotten Pharaoh passes across the desert plains in all directions, to be forgotten once more in the desert winds.

The team manages to gather a substantial bounty from the dead cultists and the pharaoh's human host. They are uncertain if the Cult of the Forgotten Pharaoh has been completely destroyed, but that is a question for another day. For today, they are triumphant.

After a brief detour in the desert returning one grateful Thraie former princess now queen to her home (which garners even more rewards), the victorious heroes successfully bear the Mask of the Forgotten Pharaoh back to Wati, and present it to Sebti, leader of the church of Pharasma, for safe keeping.

The next morning, the heroes awaken refreshed and ready to travel. The adventures of the last few months under their belts, they wonder what lies ahead. In the common room of the Tooth and Hookah, Zelda is the first to voice it.

"Well, what's next?"

THE END


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:
I'm really sorry for being one of those absent players.

Things come up; I certainly understand. But I think it might be time to put it to bed and start something new at some point. Anyway, we still probably have a month or two of gametime with what I've got left, let's just try and end it with a bang!

Classes/Levels

DEAD