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Nioca

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Posts posted by Nioca

  1. Out of her way. :( seriously you have known me as a woman for literally years at this point, how is it that you still think of me as a dude. what exactly am i doing wrong

    Well, for one thing, you're relying on a guy who recently referred to his own mother as "him" to keep his pronouns straight. :p

     

    More seriously, though, it was a failure on my part, not on yours. I'm sorry.

  2. ...I know it's a bit short notice, and I had something lined up with Lilith for this session, but... well, once again, something just came up. Apparently, everyone around me is a lazy idiot who can't keep an appointment and stay on time if their livelihood depended on it, and insist on procrastinating/stalling on every little task. When I have to do something, I have to drop everything and do it right this second, but everyone else can apparently take their sweet freaking time without any care as to how it might disrupt my plans or schedule.

     

    And normally, I'd just take it and move on. But the thing is? It's not just disrupting me. It's disrupting you guys as well, who keep having to reschedule just to accommodate my unpredictable schedule. I've never been known as the guy who flakes out or fails to arrive when he said he would, so it's been an increasing burden that I keep failing to make sessions when I said I'd be able to. And I just don't want to keep doing this to you guys time and time again, and it doesn't look like this RL idiocy is going to stop anytime soon.

     

    It's not a decision I'm making lightly, but I'm making it official: I will no longer be participating in this campaign. It's nothing against the campaign, Lilith, or you guys. My own personal life is interfering to an extent that makes successfully scheduling a solid 5 hour block of time infeasible. I'd like to especially apologize to Lilith, who went out of his way to accommodate me after last session (I was originally planning to just switch characters). This wasn't exactly what I was hoping would happen tonight. :(

     

    I wish you all the best of luck, and I'll still be following the logs.

  3. The 28th works for me.

     

    Also, an advance! Alas, it's not a particularly exciting one, but at least the wombat's more durable.

     

    Relian: +Survival, +Intimidate

    Waddles: +Vigor

     

     

    RELIAN GRIMBACK - Seasoned Human Druid

    Status: Healthy | PP: 20/20 (1/hr) | Wounds: None | XP: 36

     

    AGILITY d4: Fighting d6

    SMARTS d8: Spellcasting d12, Knowledge (Wilderness) d8, Survival d8, Knowledge (Arcana) d6, Notice d6, Tracking d6, Healing d4

    STRENGTH d6: [none]

    SPIRIT d8: Persuasion d4, Intimidation d4

    VIGOR d6: [none]

    DERIVED: Pace 6, Parry 6 (5 + 1 Weapon), Toughness 7 (5 + 2 Armor [1 vs Improved Hits]), Charisma 0

     

    HINDRANCES: Curious (Major), All Thumbs (Minor), Loyal (Minor)

    BACKGROUND EDGES: Arcane Background (Magic)

    POWER EDGES: Power Points, Power Points, New Power (Nature's Guardian)

    WEIRD EDGES: Beast Master, Healer

     

    ==== WADDLES THE WOMBAT ====

    An ill-tempered wombat that's served as a companion for Relian for four years. It's best described as tolerating Relian and being grumpy (at-best) toward anyone else.

     

    CharType: Extra | Status: Healthy | Wounds: None | Advances: 2

    Attributes: Agility d4, Smarts d6(A), Spirit d6, Strength d8, Vigor d10

    Skills: Fighting d8, Notice d6, Stealth d8

    Derived: Pace 4, Parry 6, Toughness 8 (7 + 1 Armor)

    Special Abilities:

    • Claws/Bite: Str+d4

    • Armor +2: Wombats are naturally sturdy, and they utilize their cartilage-reinforced posterior to protect themselves when attacked.

    • Burrowing (2''): Wombats are natural burrowers, capable of creating complex tunnels underneath the ground.

    • Size -2: Wombats are about the size of a badger or a medium-sized dog.

    • Small: Attackers subtract 2 from their attacks to-hit.

    Inventory: Leather Wombat Armor (+1Armor)

     

  4. Unfortunately, I won't be able to make tonight's session. Basically, some unexpected visitors decided to show up, which pretty much nixes me being able to devote any reasonable time to the internet this evening. :(

     

    Just put Relian on healbot duties (if necessary). I don't want to cause any further delays for the rest of the group.

  5. 30th works for me. I would've responded sooner, but I've been under the impression that the forums had been down the past couple days.

     

    (As it turns out, at some point during some recent web browser switching, I wound up with an old bookmark to the UBB.threads forums brought to fore, rather than the IPB forums. I had been clicking on the wrong bookmark the entire time. Oops.)

     

    Advance to come shortly is here. It's just two ranks of Knowledge: Arcana, since he's been around a lot of weird magical effects as of late.

     

    RELIAN GRIMBACK - Seasoned Human Druid

    Status: Healthy | PP: 20/20 (1/hr) | Wounds: None | XP: 30

     

    AGILITY d4: Fighting d6

    SMARTS d8: Spellcasting d12, Knowledge (Wilderness) d8, Knowledge (Arcana) d6, Notice d6, Survival d6, Tracking d6, Healing d4

    STRENGTH d6: [none]

    SPIRIT d8: Persuasion d4

    VIGOR d6: [none]

    DERIVED: Pace 6, Parry 6 (5 + 1 Weapon), Toughness 7 (5 + 2 Armor [1 vs Improved Hits]), Charisma 0

     

    HINDRANCES: Curious (Major), All Thumbs (Minor), Loyal (Minor)

    BACKGROUND EDGES: Arcane Background (Magic)

    POWER EDGES: Power Points, Power Points, New Power (Nature's Guardian)

    WEIRD EDGES: Beast Master, Healer

     

    ==== POWERS ====

    •SUNRAY (Bolt w/ Light & Solar Trappings) [1pp; 12/24/48Rng] - A highly-concentrated and accurate beam of sunlight which can sear through weak-points in a target's armor. Does 2d4 damage per each ray (up to three), or can fire a maximized ray that does 3d4 for 2pp. All rays have AP4.

    •RAPID REPOSE (Healing w/ Biological Trapping) [3pp] - Kicks the target's natural healing processes into overdrive, causing it to naturally rebuild lost or damaged tissue and purge toxins within seconds. Heals 1 wound on success, and an additional wound with a raise.

    •YARREN'S BATSIGHT (Darksight w/ Biological & Sound Trappings) [1pp/1hr] - Greatly enhances the recipient's hearing and grants them a form of echolocation not unlike that of a bat. In addition to normal effects of Darksight, it also provides a +1 bonus to hearing-based Notice rolls (+3 with a raise). However, sonic and sound-based attacks and hazards get a +2 bonus against the recipient as well.

    •VITAESHIFT (Boost/Lower Trait w/ Life Trapping) [2pp; 8Rng] - Altering and shifting the flow of life energy in a target, the caster can choose to either concentrate life energy in certain areas of the target's body to enhance a certain trait, or bleed life energy from those same areas to decay a specific trait. Increases or reduces a trait one die size (two with a raise) for 3 rounds, before the target's body restores its internal balance. Multiple targets can be selected, at a cost of 1pp per additional target (maximum 5 targets). Reducing an opponent's trait elicits an opposed spirit roll by the target.

    •NATURE'S GUARDIAN (Summon Ally w/ Nature Trapping) [4+pp] - A variant of Summon Ally. Draws upon the power of nature and forms it into the shape of a natural ally or allies. The creature(s) must be a natural animal (no elementals, undead, constructs, etc.), and it must be summoned into a reasonably compatible environment (artificial evironments such as buildings or heavily populated cities do not count as an environment for the purposes of this spell). In addition, the creature(s) will not follow the caster into an incompatible environment, and if its duration elapses, cannot be maintained if it is out of range. The creature(s) lasts for 1 minute (and can be maintained for an additional minute per 1 power point). With one raise, it gains the Hardy creature trait OR increases its duration to 1 hour (plus 1 hour per 2 power points). With two raises, it gains both.

    •SYMBIOSIS [2pp; Touch] - Transfers life energy from one target to another, enabling one to take on the wounding of another. On a success, removes one wound from a target, and causes the other to gain one level of fatigue. On a raise, this increases to two wounds for one level of fatigue. This healing functions outside the Golden Hour.

     

  6. I know it's not much notice, but I've been waiting on a couple of calls that I'll have to take if they come in this evening. One's a call regarding the condition of a friend who was recently hospitalized, and the other's a business call which just cropped up. Both should have already happened, but the latter caller is infamous for running behind on things. The former is... kind of a bad omen. Point is, I'll have to drop out of the session if either of those calls come in.

  7. My apologies for this taking so blasted long; real life got very, very, VERY busy. Now that I don't feel like I've been hit by a truck anymore, however, here's my advance. Basically, taking a modified Summon Ally power (more restricted, superior duration).

    RELIAN GRIMBACK - Seasoned Human Druid

    Status: Healthy | PP: 20/20 (1/hr) | Wounds: None | XP: 26

     

    AGILITY d4: Fighting d6

    SMARTS d8: Spellcasting d12, Knowledge (Wilderness) d8, Notice d6, Survival d6, Tracking d6, Healing d4

    STRENGTH d6: [none]

    SPIRIT d8: Persuasion d4

    VIGOR d6: [none]

    DERIVED: Pace 6, Parry 6 (5 + 1 Weapon), Toughness 7 (5 + 2 Armor [1 vs Improved Hits]), Charisma 0

     

    HINDRANCES: Curious (Major), All Thumbs (Minor), Loyal (Minor)

    BACKGROUND EDGES: Arcane Background (Magic)

    POWER EDGES: Power Points, Power Points, New Power (Nature's Guardian)

    WEIRD EDGES: Beast Master, Healer

     

    ==== POWERS ====

    •SUNRAY (Bolt w/ Light & Solar Trappings) [1pp; 12/24/48Rng] - A highly-concentrated and accurate beam of sunlight which can sear through weak-points in a target's armor. Does 2d4 damage per each ray (up to three), or can fire a maximized ray that does 3d4 for 2pp. All rays have AP4.

    •RAPID REPOSE (Healing w/ Biological Trapping) [3pp] - Kicks the target's natural healing processes into overdrive, causing it to naturally rebuild lost or damaged tissue and purge toxins within seconds. Heals 1 wound on success, and an additional wound with a raise.

    •YARREN'S BATSIGHT (Darksight w/ Biological & Sound Trappings) [1pp/1hr] - Greatly enhances the recipient's hearing and grants them a form of echolocation not unlike that of a bat. In addition to normal effects of Darksight, it also provides a +1 bonus to hearing-based Notice rolls (+3 with a raise). However, sonic and sound-based attacks and hazards get a +2 bonus against the recipient as well.

    •VITAESHIFT (Boost/Lower Trait w/ Life Trapping) [2pp; 8Rng] - Altering and shifting the flow of life energy in a target, the caster can choose to either concentrate life energy in certain areas of the target's body to enhance a certain trait, or bleed life energy from those same areas to decay a specific trait. Increases or reduces a trait one die size (two with a raise) for 3 rounds, before the target's body restores its internal balance. Multiple targets can be selected, at a cost of 1pp per additional target (maximum 5 targets). Reducing an opponent's trait elicits an opposed spirit roll by the target.

    •NATURE'S GUARDIAN (Summon Ally w/ Nature Trapping) [4+pp] - A variant of Summon Ally. Draws upon the power of nature and forms it into the shape of a natural ally or allies. The creature(s) must be a natural animal (no elementals, undead, constructs, etc.), and it must be summoned into a reasonably compatible environment (artificial evironments such as buildings or heavily populated cities do not count as an environment for the purposes of this spell). In addition, the creature(s) will not follow the caster into an incompatible environment, and if its duration elapses, cannot be maintained if it is out of range. The creature(s) lasts for 1 minute (and can be maintained for an additional minute per 1 power point). With one raise, it gains the Hardy creature trait OR increases its duration to 1 hour (plus 1 hour per 2 power points). With two raises, it gains both.

     

    ==== EQUIPMENT ====

    CARRY CAPACITY: 47lbs/30lbs (1st Tier Encumbrance)

    •MONEY: 148 silvers

    •Spear (5lbs) - Str+d6, Parry +1, Reach 1, 2H

    •Reinforced Leather (20lbs) - +2 Armor, only provides +1 Armor vs. Improved Hits, covers legs, torso, arms.

    •Backpack (2lbs + 20lbs Contents)

    --•Bedroll (4lbs)

    --•Flint & Steel (1lbs)

    --•Rope 30yrds (15lbs)

     

     

    Out of curiosity, where would a Frogadile fall, as far as summoning level? Seasoned or Veteran?

  8. Relian gets an advance! And a lifetime's supply of power points!

     

     

    RELIAN GRIMBACK - Seasoned Human Druid

    Status: Healthy | PP: 20/20 (1/hr) | Wounds: None | XP: 20

     

    AGILITY d4: Fighting d6

    SMARTS d8: Spellcasting d12, Knowledge (Wilderness) d8, Notice d6, Survival d6, Tracking d6, Healing d4

    STRENGTH d6: [none]

    SPIRIT d8: Persuasion d4

    VIGOR d6: [none]

    DERIVED: Pace 6, Parry 6 (5 + 1 Weapon), Toughness 7 (5 + 2 Armor [1 vs Improved Hits]), Charisma 0

     

    HINDRANCES: Curious (Major), All Thumbs (Minor), Loyal (Minor)

    BACKGROUND EDGES: Arcane Background (Magic)

    POWER EDGES: Power Points, Power Points

    WEIRD EDGES: Beast Master, Healer

     

    ==== POWERS ====

    •SUNRAY (Bolt w/ Light & Solar Trappings) [1pp; 12/24/48Rng] - A highly-concentrated and accurate beam of sunlight which can sear through weak-points in a target's armor. Does 2d4 damage per each ray (up to three), or can fire a maximized ray that does 3d4 for 2pp. All rays have AP4.

    •RAPID REPOSE (Healing w/ Biological Trapping) [3pp] - Kicks the target's natural healing processes into overdrive, causing it to naturally rebuild lost or damaged tissue and purge toxins within seconds. Heals 1 wound on success, and an additional wound with a raise.

    •YARREN'S BATSIGHT (Darksight w/ Biological & Sound Trappings) [1pp/1hr] - Greatly enhances the recipient's hearing and grants them a form of echolocation not unlike that of a bat. In addition to normal effects of Darksight, it also provides a +1 bonus to hearing-based Notice rolls (+3 with a raise). However, sonic and sound-based attacks and hazards get a +2 bonus against the recipient as well.

    •VITAESHIFT (Boost/Lower Trait w/ Life Trapping) [2pp; 8Rng] - Altering and shifting the flow of life energy in a target, the caster can choose to either concentrate life energy in certain areas of the target's body to enhance a certain trait, or bleed life energy from those same areas to decay a specific trait. Increases or reduces a trait one die size (two with a raise) for 3 rounds, before the target's body restores its internal balance. Multiple targets can be selected, at a cost of 1pp per additional target (maximum 5 targets). Reducing an opponent's trait elicits an opposed spirit roll by the target.

     

  9. Erm... so, I just had a slight scheduling conflict come up. And by "slight scheduling conflict", I mean "had a board meeting at 8:30 in the freaking evening abruptly dropped on him that he can't do anything about". I won't be able to attend on the 8th at all. :(

     

    Since this has kind of come up last minute, and Relian's been fairly quiet, you can put him on auto-pilot for this session, if rescheduling would be too much of a pain. I'm sorry for the trouble, here; I only just found out about this myself.

  10. Sure you do! It's right here! :p

     

    Short Version: He gets the Healer edge.

     

    Long Version:

     

    RELIAN GRIMBACK - Novice Human Druid

    Status: Healthy | PP: 15/15 (1/hr) | Wounds: None | XP: 16

     

    AGILITY d4: Fighting d6

    SMARTS d8: Spellcasting d12, Knowledge (Wilderness) d8, Notice d6, Survival d6, Tracking d6, Healing d4

    STRENGTH d6: [none]

    SPIRIT d8: Persuasion d4

    VIGOR d6: [none]

    DERIVED: Pace 6, Parry 6 (5 + 1 Weapon), Toughness 7 (5 + 2 Armor [1 vs Improved Hits]), Charisma 0

     

    HINDRANCES: Curious (Major), All Thumbs (Minor), Loyal (Minor)

    BACKGROUND EDGES: Arcane Background (Magic)

    POWER EDGES: Power Points

    WEIRD EDGES: Beast Master, Healer

     

    ==== POWERS ====

    •SUNRAY (Bolt w/ Light & Solar Trappings) [1pp; 12/24/48Rng] - A highly-concentrated and accurate beam of sunlight which can sear through weak-points in a target's armor. Does 2d4 damage per each ray (up to three), or can fire a maximized ray that does 3d4 for 2pp. All rays have AP4.

    •RAPID REPOSE (Healing w/ Biological Trapping) [3pp] - Kicks the target's natural healing processes into overdrive, causing it to naturally rebuild lost or damaged tissue and purge toxins within seconds. Heals 1 wound on success, and an additional wound with a raise.

    •YARREN'S BATSIGHT (Darksight w/ Biological & Sound Trappings) [1pp/1hr] - Greatly enhances the recipient's hearing and grants them a form of echolocation not unlike that of a bat. In addition to normal effects of Darksight, it also provides a +1 bonus to hearing-based Notice rolls (+3 with a raise). However, sonic and sound-based attacks and hazards get a +2 bonus against the recipient as well.

    •VITAESHIFT (Boost/Lower Trait w/ Life Trapping) [2pp; 8Rng] - Altering and shifting the flow of life energy in a target, the caster can choose to either concentrate life energy in certain areas of the target's body to enhance a certain trait, or bleed life energy from those same areas to decay a specific trait. Increases or reduces a trait one die size (two with a raise) for 3 rounds, before the target's body restores its internal balance. Multiple targets can be selected, at a cost of 1pp per additional target (maximum 5 targets). Reducing an opponent's trait elicits an opposed spirit roll by the target.

     

     

    Sorry for not posting sooner. Holidays have been surprisingly hectic. Will be at the session!

  11. *double-post*

     

    A rather late (and unexciting; it's a final point in spellcasting) advance!

     

    EDIT: Okay, maybe more exciting than first thought. In exchange for the gold and equipment everyone got, Relian wound up purchasing a new spell! Also Waddles is now an armored wombat (and technically has better defenses then his master, now).

    RELIAN GRIMBACK - Novice Human Druid

    Status: Healthy | PP: 15/15 (1/hr) | Wounds: None | XP: 10

     

    AGILITY d4: Fighting d6

    SMARTS d8: Spellcasting d12, Knowledge (Wilderness) d8, Notice d6, Survival d6, Tracking d6, Healing d4

    STRENGTH d6: [none]

    SPIRIT d8: Persuasion d4

    VIGOR d6: [none]

    DERIVED: Pace 6, Parry 6 (5 + 1 Weapon), Toughness 7 (5 + 2 Armor [1 vs Improved Hits]), Charisma 0

     

    HINDRANCES: Curious (Major), All Thumbs (Minor), Loyal (Minor)

    BACKGROUND EDGES: Arcane Background (Magic)

    POWER EDGES: Power Points

    WEIRD EDGES: Beast Master

     

    ==== POWERS ====

    •SUNRAY (Bolt w/ Light & Solar Trappings) [1pp; 12/24/48Rng] - A highly-concentrated and accurate beam of sunlight which can sear through weak-points in a target's armor. Does 2d4 damage per each ray (up to three), or can fire a maximized ray that does 3d4 for 2pp. All rays have AP4.

    •RAPID REPOSE (Healing w/ Biological Trapping) [3pp] - Kicks the target's natural healing processes into overdrive, causing it to naturally rebuild lost or damaged tissue and purge toxins within seconds. Heals 1 wound on success, and an additional wound with a raise.

    •YARREN'S BATSIGHT (Darksight w/ Biological & Sound Trappings) [1pp/1hr] - Greatly enhances the recipient's hearing and grants them a form of echolocation not unlike that of a bat. In addition to normal effects of Darksight, it also provides a +1 bonus to hearing-based Notice rolls (+3 with a raise). However, sonic and sound-based attacks and hazards get a +2 bonus against the recipient as well.

    •VITAESHIFT (Boost/Lower Trait w/ Life Trapping) [2pp; 8Rng] - Altering and shifting the flow of life energy in a target, the caster can choose to either concentrate life energy in certain areas of the target's body to enhance a certain trait, or bleed life energy from those same areas to decay a specific trait. Increases or reduces a trait one die size (two with a raise) for 3 rounds, before the target's body restores its internal balance. Multiple targets can be selected, at a cost of 1pp per additional target (maximum 5 targets). Reducing an opponent's trait elicits an opposed spirit roll by the target.

     

    ==== EQUIPMENT ====

    CARRY CAPACITY: 47lbs/30lbs (1st Tier Encumbrance)

    •MONEY: 148 silvers

    •Spear (5lbs) - Str+d6, Parry +1, Reach 1, 2H

    •Reinforced Leather (20lbs) - +2 Armor, only provides +1 Armor vs. Improved Hits, covers legs, torso, arms.

    •Backpack (2lbs + 20lbs Contents)

    --•Bedroll (4lbs)

    --•Flint & Steel (1lbs)

    --•Rope 30yrds (15lbs)

     

    ==== WADDLES THE WOMBAT ====

    An ill-tempered wombat that's served as a companion for Relian for four years. It's best described as tolerating Relian and being grumpy (at-best) toward anyone else.

     

    CharType: Extra | Status: Healthy | Wounds: None | Advances: None

    Attributes: Agility d4, Smarts d6(A), Spirit d6, Strength d8, Vigor d8

    Skills: Fighting d6, Notice d6, Stealth d8

    Derived: Pace 4, Parry 5, Toughness 7 (6 + 1 Armor)

    Special Abilities:

    • Claws/Bite: Str+d4

    • Armor +2: Wombats are naturally sturdy, and they utilize their cartilage-reinforced posterior to protect themselves when attacked.

    • Burrowing (2''): Wombats are natural burrowers, capable of creating complex tunnels underneath the ground.

    • Size -2: Wombats are about the size of a badger or a medium-sized dog.

    • Small: Attackers subtract 2 from their attacks to-hit.

    Inventory: Leather Wombat Armor (+1Armor)

     

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