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Twilight of the Imperium


Dantius

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Right, I've gotten all the results I'm going to get, and the session is scheduled for SATURDAY JUNE 26, 6:00 CDT!

 

Originally Posted By: Seiðmaðr
Yeah, cuz it's not like half the party decided to put points into the exact same skills as I did. tongue

 

Nalyd has a point. Eh, I guess your character can either just stay on the ship or leave the party on one of the planets, where he falls into the Plothole SPACE-Tavern (with Harsoh!)

 

Unless, of course, you want to hand over control of that character to someone else. That would work too.

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Firstly, everyone levels up.

 

Secondly, epic session was epic, and had more plot twist than a season of Lost. Here is a concise summary:

 

Click to reveal.. ((at your own risk))
Party entered orbit. Ship was hailed by faction calling themselves the "New Imperium". Party was escorted to surface by N.I. ships. Party was met by colonel explaining situation. The planet Dakkor had been abandoned 50 years earlier, and had slipped into civil war. The New Imperium was the remnants of the old garrison that were now fighting against the Kathas, a religious sect that controls most of the rest of the planet. The party then meets with the General (who does not wear the Spaceship-and-sun of an actual Imperial general, so he could be an imposter). After the party reveals the cargo of the ship they are chasing, he tells them that the ship they are looking for landed in Kathas territory, and that they cannot reach it. The General then offerers the party the following deal. He will contact the Blackshirts, another, smaller, faction capable of small reconnaissance and extradition operations that the New Imperium is currently at an uneasy truce with. In return, the Party must spy on the Blackshirts so that the New Imperium can then attack them at a later date. The party agrees to these terms. Next, they are led to a library where they discover that despite not even controlling 20% of the landmass, the New Imperium somehow has a superior industrial production. Their escort claims this is because of air superiority. Meanwhile, Xak in the ship tells the party that the New Imperium is gearing up for a massive attack on a location codenamed "Ward 4". This attack only began being prepared the day before the party arrived (the day the ship with he plans arrived). It appears that this is an attempt to preempt the seizure of the plans by the party. However, it turns out that Ward 4 is actually the codename for the Blackshirt Headquarters (the one that the party is travelling to...) Next, they head to the lunchroom, where a crooked cook offers them intelligence (and a universal keycard) for 150 credits. The party buys it, and it is revealed that the ship that they were told landed in Kathas territory actually landed in Blackshirt territory, meaning that the New Imperium could still be going for the nucleics, elimination of the Party, and the destruction of a rival faction. In addition, the word "nucleics" (the cargo of the ship) was heard, and this happened BEFORE the party arrived, so clearly they had insider info from someone on the Agis IV. They then head to the Quartermaster, where they happen upon an identical copy of the knife that the mercenary threw that killed Lucius (remember him?), and it is revealed that that is a standard issue KATHAS knife. The plot thickens. Finally, the party heads back to the General, who has secured them passage, but requires that they wear a wire at all times, so he sees everything that they see. This wire will be glued onto their skin, and thus impossible to remove without them noticing that it was intentional. With all that done, the party then retires to their ship, after a VERY busy day.
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Ding!

Click to reveal.. (Johnathon Dark, Level III)
JOHNATHON DARK

Occupation: Pilot

Temperament: Hotshot

Rank: Ensign

 

Attributes

STR - 3 (9/9 Stamina)

DEX - 4 (14% Dodge)

CRD - 1 (3 Speed)

INT - 4

END - 3 (19/19 HP)

Skill Points: 0/40

 

Skills

Pilot - 5

Turret (Atom Blaster) - 3

Melee Weapon (Nuclear Blade) - 3

Knowledge (Spacecraft) - 2

Perception - 2 (+1)

Diplomacy - 1

Computers - 1

Bluff - 1 (+1)

Handheld Weapon (Stun Pistol) - 2 (+2)

Armor - 1

I figured I might as well put some points into using a Stun Pistol. Since, otherwise, with a whopping 1 CRD, I'd be lucky to hit the broadside of a barn.

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Originally Posted By: Seiðmaðr
Hey, I'm back.

That was a fast rest of the summer.


Good, now we can get back to our regularly scheduled RP. Just send me the backstory and level and read the log and you'll be right back on track.

Also, try not to get grounded for the umpteenth time.
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Click to reveal..
Level 3 Combat Engineer


STATISTICS:

Strength - 1
Dexterity - 4
Coordination - 4
Intelligence - 4
Endurance - 2

SKILLS:

Weapon (Atom Blaster) - 3
Engineering - 4
Computers - 4
Artifice - 4 (+1)
Medic - 1
Armor - 1
Perception - 2 (+1)

ATTRIBUTES:

Health - 16 (+2)
Speed - 4
Stamina - 5
Energy - 6 (+2)
Dodge - 14%
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Here is the backstory for Dana. Enjoy!

 

Click to reveal..
The First Speaker was always heard first, as was his right. “Dana Forret. Your assignment to the Imperial Navy is nearly finalized. You need only prepare your assumed identity.”

 

Dana nodded to her superior, and responded, “First Speaker, I will assume the identity of Dana haut Templeton, daughter of the fictional Peer of the Realm: Pertinax haut Templeton. My backstory is that I, as a third daughter, was doomed to be used as a political bargaining chip and married off to one of my father's potential allies. To avoid this, I ran away and joined the Navy. I am sexually promiscuous and suffer from a mild personality disorder-”

 

Another Speaker sneered and interrupted her, “Hardly covert! You pick a rather intriguing person to pose as. Inviting questions is a poor method of infiltration.”

 

Dana smiled, “With utmost respect, Speaker, I disagree. I will use the strategy of hiding in plain sight. I will be boisterous and abrasive, living in the now, discouraging any probing of my past. If there is one person that will remain unquestioned in the line of duty, it is the scorned and seemingly insane daughter of a little known Imperial noble. Questioning such a person would be a seemingly futile and indeed painful proposition.” Dana's visage shined with confidence in this plan, and the Speakers felt this confidence as it radiated from her. They seemed calmed by it.

 

The First Speaker also got the final word. “Novel. Very well. We will trust in your judgment as we do with all of our agents. In the end, Seldon will prevail, regardless of your success or failure. Dismissed.”

Can't wait for the next session.

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Lucky bastard...

 

*grumbles about only 3 of a 6 person party being able to show up for Brigandage is the best available*

 

Cherish this, though. When ToI really gets awesome and hits its stride, you're going to have scheduling problems. Mark my words. It happened to Labyrinth, Blood Marsh, and now apparently Brigandage. So it's only a matter of time... tongue

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Dantius has informed me that I get to level to 3, as he only penalizes levels if people habitually miss sessions. Thanks again, Dantius. smile

 

Click to reveal..
Dana Templeton

Level 3

 

Health: 16

Speed: 4

Stamina: 11

Energy: 6

Dodge: 8%

 

STR: 4

DEX: 2

CRD: 3

INT: 4

END: 2

 

WEAPON SKILLS:

Handheld Weapon (Nuclear Blade): 4

Handheld Weapon (Needlegun): 3

 

GENERAL SKILLS:

Mental: 4

Bluff: 3

Armor: 3

Stealth: 1

That leaves me with one point in the bank.

 

Also, could other people post their levels here in the thread? I'd like to keep up with what other people are putting their skill points into (if only so I don't choose the same things) but some people haven't posted a level since they first made their characters.

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I might be ~15 minutes late since I'll need to leave work a bit early and catch a different bus than usual.

 

Here are updated stats for Pulver; since I was never told whether he gained a level after the first session, I've taken the liberty of assuming that he did, since everyone else appears to have.

Click to reveal..
Frank Pulver: Level 3 Demolitions Specialist

 

STATISTICS:

 

Strength - 3

Dexterity - 2

Coordination - 4

Intelligence - 2

Endurance - 4

 

SKILLS:

 

Weapon (Needlegun) - 3

Weapon (Atom Blaster) - 3 + 1 = 4

Artifice - 2

Survival - 3

Armor - 2 + 1 = 3

Perception - 0 + 2 = 2

Knowledge (Explosives) - 3

 

ATTRIBUTES:

Health - 22

Dodge - 8%

Stamina - 9

Energy - 3

Speed - 4

I'll see about composing a backstory for him next.

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Okay, I am a terminal procrastinator. But still! The log for Session 3 is up on the website, and you can download it HERE.

 

But more important things. Everybody levels up, and you're level 4 now! And being level four, you get...

*drumroll*

...Feats! You get to pick feats from the list of feats that I have. Of course, I can't seem to find my list, so I'll have to recreate it from memory and post it later. Expect it sometime tonight, and I mean actually sometime tonight, not sometime next week.

 

Oh, and the calender for session 4 is online here, too.

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Okay, here are the feats that are available to you now. Everyone is entitled to pick one of them in addition to your actual level up.

 

Click to reveal.. (Combat feats)
Weapon Proficency [Class]:

This weapon is your life. Do not lose it...

You recieve bonuses when using a weapons of your choice, and your knowledge gives you bonuses against enemies that attempt to use it against you.

 

Duelist:

May your knife chip and shatter...

You recieve bonuses when in melee combat, and have a chance to riposte when attacked with melee abilities

 

Gunner:

I say we just take off and nuke it from orbit- it's the only way to be sure...

Your skill with turret weapons is renown. When firing from a turret or a mounted gun, you may roll twice and select which one to use.

 

Quick Draw:

Yes, Greedo, I was just going to see your boss. Tell Jabba I've got his money...

At any point, you may fire a handheld weapon as a free action, catching all enemies unaware by default

 

Dual Wield:

Flash burst into the throne room of Ming the Merciless, twin ray-guns in hand...

You may dual wield any similar ranged weapons without penalty or stamina spent. You may not dual wield melee weapons with this feat

 

Click to reveal.. (Skill feats)
Power Armor:

This armor suits you...

You are entitled to wear armor two classes heavier than your Armor skill would allow.

 

Surgical Precision:

The world of medicine has seen its share of miracle cures...

Once per day, you may use your medical knowledge to attack; or your combat knowledge to heal. Add your points in Medic to your attack roll, or add weapon skill to a Medic roll.

 

Survivor:

There ain't no such thing as a free lunch...

No matter what enviroment you are placed into, you manage to prosper. Gives a bonus to City and Survival when in unfriendly or hostile territory.

 

Shrewd negotiator:

A man can smile and smile, but still be a villian...

Your skill with words is unparalelled. You can manipulate and use others to your purpose, recieveing a bonus to Bluff or Diplomacy.

 

Technician:

You know better than to trust a strange computer...

Your knowledge of technology is encyclopedic. Recieve a bonus whenever you are making an Artifice, Engineering, or Computer check to a hostile system.

 

Assassin:

Wake up! Time to die...

Recieve a bonus to Stealth and Perception checks. If you are attacking out of a Stealth check, you may opt to use your Stealth roll instead of your attack roll.

 

Click to reveal.. (General feats)

Great Fortitude:

You are beaten. It is useless to resist...

You recieve a one-off +5 HP bonus, and may opt to remain concious when at less than 0 HP

 

Orator:

In a time of universal deceit, telling the truth can be a revolutionary act...

Deliver a speech to your comrades, and roll. At any point afterwards, the other PC's may use this roll instead of the one they rolled.

 

Supreme Focus:

Try? Try not. Do, or do not. There is no try...

Once per day, you may expend five Stamina points and recieve a guaranteed critical hit on a roll of your choice.

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Questions regarding the feats:

 

Duelist: Are the bonuses both Offensive and Defensive, or is it basically just a boost to your attack power?

 

Orator: This one just seems really unclear. From a strict, rules-lawyer reading of it, it sounds like it can be used at the beginning of the day, and from there on, any and all rolls can be replaced with the Orator roll. Which might be troubling if the Orator roll is a confirmed critical, and for the rest of the day the party is riding on a never-ending stream of criticals. Actually, come to think of it, the thing doesn't specify whether the Orator ability itself is once-per-day, 5-times-per-day, or what, so someone could feasibly just keep rolling until he got that confirmed critical Orator roll. I'm fairly certain this is far from the spirit of the feat, but by a strict reading of it, such jerkery would be fully and completely legal.

 

Supreme Focus: Is that an actual critical, or a regular 20? I'm sure it's the former, but I'd like... cool...confirmation.

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Originally Posted By: Nioca
Questions regarding the feats:

Duelist: Are the bonuses both Offensive and Defensive, or is it basically just a boost to your attack power?

Both, but they only apply if the other person is also melee-ing you. You don't get this bonus if you're attacking someone with an Atom Blaster, for example.

Originally Posted By: Nioca
Orator: This one just seems really unclear. From a strict, rules-lawyer reading of it, it sounds like it can be used at the beginning of the day, and from there on, any and all rolls can be replaced with the Orator roll. Which might be troubling if the Orator roll is a confirmed critical, and for the rest of the day the party is riding on a never-ending stream of criticals. Actually, come to think of it, the thing doesn't specify whether the Orator ability itself is once-per-day, 5-times-per-day, or what, so someone could feasibly just keep rolling until he got that confirmed critical Orator roll. I'm fairly certain this is far from the spirit of the feat, but by a strict reading of it, such jerkery would be fully and completely legal.

Should have clarified. It can be used once per day, and if you use the roll, you can't use it again that day.

Also, it requires roleplaying. You can't just say "Okay, I give a speech and rolled a 14."

Originally Posted By: Nioca
Supreme Focus: Is that an actual critical, or a regular 20? I'm sure it's the former, but I'd like... cool...confirmation.
YYYEEEAAAA- Sorry, sorry. It acts like you rolled a 20 and confirmed a 4, so a minor critical.
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EDIT: Nevermind, I made up my mind. The level:

Click to reveal.. (Johnathon Dark, Level IV)
JOHNATHON DARK

Occupation: Pilot

Temperament: Hotshot

Rank: Ensign

 

Attributes

STR - 3 (9/9 Stamina)

DEX - 4 (14% Dodge)

CRD - 1 (3 Speed)

INT - 5 (+1)

END - 3 (22/22 HP)

Skill Points: 0/45

 

Skills

Pilot - 5

Turret (Atom Blaster) - 3

Melee Weapon (Nuclear Blade) - 3

Knowledge (Spacecraft) - 2

Perception - 2

Diplomacy - 1

Computers - 1

Bluff - 1

Handheld Weapon (Stun Pistol) - 2

Armor - 1

 

Traits/Feats

Supreme Focus - Once-per-day and for 5 stamina, can get a guaranteed minor critical on a single roll.

 

Click to reveal.. (Original Post)
Okay, guys. Help me out here. I'm stuck with several options when it comes to leveling, and can't make a decision.

 

SUPREME FOCUS +INT - The one I'm leaning towards. Basically, it fits his character, and improves four different skills. Plus, Supreme Focus fits with his hotshot mentality. Perks include the fact it improves four skills, including two related to his primary job (Pilot), and that the Supreme Focus feat has a lot of versatility. Drawbacks are that he starts to fall back on the curve when it comes to combat, and that piloting hasn't really come up thusfar in this campaign.

 

DUELIST +NUCLEAR BLADE - One of two min-max style options. Would greatly enhance his melee capabilities. Perks include the fact that (in theory) he'd effectively become the most powerful melee fighter in the party, if not the most powerful altogether fighter, and that this would also enhance his defensive capabilities slightly. Drawbacks are that most enemies thusfar have used guns and ranged weapons, and with John's new gun and low movement speed, closing with a foe might become an issue.

 

GREAT FORTITUDE +END - The other min-max style option. It'd provide a massive boost to his HP pool which, combined with his high Evasion and tough armor, would turn him into a veritable juggernaut in combat. Perks include the whopping +12 HP bonus he'd receive from the Endurance/Fortitude combo, thereby granting him the largest HP pool of any party member, plus the ability to inject himself with a Regen Fluid if he gets knocked into the negatives. Also, extra perception. Drawbacks are the fact that it's a bit munchkiny, doesn't really make sense from a character perspective, and still wouldn't improve his offensive capabilities.

 

SUPREME FOCUS +STR - Similar to the other Supreme Focus, this one boosts Strength instead, improving his offensive capability instead of his piloting skills. Perks include increased stamina to use Supreme Focus (and to overcome the Speed of 3), plus more powerful attacks and bluffs. Drawbacks are that, mechanically speaking, raising this stat right now has few other benefits than to improve melee capability.

 

GUNNER +DEX - Improves Johnathon's ability to fight when flying a ship (which, seeing as Doom, AKA the only other person capable of firing a turret hasn't attended a single session, might be handy if we get in a dogfight). Perks are that he'd be a very capable gunner, and that he'd also get an extra bit of evasion to improve his defensive capabilities. Drawbacks are that, as mentioned in the first option, piloting hasn't really come up thusfar, let alone space combat. Plus, it really wouldn't affect the rest of his skill set either.

 

---

 

Speaking of Doom, where, exactly, is he? I mean, he hasn't shown up to a single session yet. Is Zak getting delegated to NPC? Is he getting written out entirely? Or is he still going to just sorta be in this in-between state where he's a player-but-not-really?

 

Oh, and the player roster is horrifically out of date. And lacks Frank Pulver entirely.

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I have to keep resisting the urge to call this the Twilight Saga. tongue

 

Read the latest log today. Very interesting. Really, the game so far reminds me a little of Knights of the Old Republic, in it's atmosphere and progression. Not a lot, mind you, just a similar general flavor. I'm still dizzy from all the factions, though. smile

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Just think of all the annoying teenagers that we can fool.

 

Anyways, LEVEL:

 

Click to reveal..
Level 4 Combat Engineer

 

 

STATISTICS:

 

Strength - 1

Dexterity - 4

Coordination - 4

Intelligence - 5 (+1)

Endurance - 2

 

SKILLS:

 

Weapon (Atom Blaster) - 3

Engineering - 4

Computers - 4

Artifice - 4

Armor - 1

Perception - 2

 

ATTRIBUTES:

 

Health - 18 (+2)

Speed - 4

Stamina - 5

Energy - 8 (+2)

Dodge - 14%

 

FEATS:

 

Technician:

You know better than to trust a strange computer...

Your knowledge of technology is encyclopedic. Recieve a bonus whenever you are making an Artifice, Engineering, or Computer check to a hostile system.

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Gah, I hadn't meant to leave this to the last minute:

 

Click to reveal..
Frank Pulver: Level 4 Demolitions Specialist

 

STATISTICS:

 

Strength - 3

Dexterity - 2

Coordination - 4

Intelligence - 2

Endurance - 4

 

SKILLS:

 

Weapon (Needlegun) - 3

Weapon (Atom Blaster) - 4

Artifice - 2

Survival - 3

Armor - 3

Perception - 3

Knowledge (Explosives) - 3

(2 skill points saved)

 

ATTRIBUTES:

Health - 22

Dodge - 8%

Stamina - 9

Energy - 3

Speed - 4

 

Feat: Power Armor

 

I'm not sure if taking the Power Armor feat was such a great idea, since it does Pulver no good until he can acquire some fancy armor, which may be difficult, particularly given that he's unlikely to ever be able to buy it. None of the others just seemed like a very good fit, though.

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Originally Posted By: Niemand
I'm not sure if taking the Power Armor feat was such a great idea, since it does Pulver no good until he can acquire some fancy armor, which may be difficult, particularly given that he's unlikely to ever be able to buy it. None of the others just seemed like a very good fit, though.


Oops. Power Armor and Assassin were my placeholder titles I never changed. My bad. You don't actually need the powered armor, all it does is give a bonus to what level of armor you can wear.
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Click to reveal..
Level 4 Combat Engineer


STATISTICS:

Strength - 1
Dexterity - 4
Coordination - 4
Intelligence - 5
Endurance - 2

SKILLS:

Weapon (Atom Blaster) - 3
Engineering - 4
Computers - 4
Artifice - 5 (+1)
Armor - 1
Perception - 2

ATTRIBUTES:

Health - 20 (+2)
Speed - 4
Stamina - 5
Energy - 10 (+2)
Dodge - 14%

FEATS:

Technician:
You know better than to trust a strange computer...
Your knowledge of technology is encyclopedic. Receive a bonus of 5 whenever you are making an Artifice, Engineering, or Computer check to a hostile system.
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Interesting twist at the end. I really was surprised, as I read, that nothing more obvious went wrong with the assassination mission. And that nothing bad happened when they ditched the New Imperium transmitter. And a little puzzled as to why the dude they were working for had them disarmed, then talked to them a while and pretended to pay them, THEN doublecrossed them. Why not just off them as soon as they disarmed to go see him?

 

As for everyone hating them...well, I guess the NI will hate them for ditching the transmitter and helping their enemies, and the Kathas will hate them for killing the leader...but I'm not sure why the guys they just helped would hate them...

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Originally Posted By: Triumph
As for everyone hating them...well, I guess the NI will hate them for ditching the transmitter and helping their enemies, and the Kathas will hate them for killing the leader...but I'm not sure why the guys they just helped would hate them...


Well, why would they hand over the most advanced technology is quite possibly the entire universe as a thank-you gift when they could just kill them and keep it and no one would be the wiser?

They had to enter the office so they would disarm themselves without suspicion (they'd done it before), and Rodar needed to keep them occupied so the weapons could be safely removed, plus the shock troops would need time to get to the office. Basically, he needed to distract them and keep their guard down for long enough that everything could get into position.
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  • 2 weeks later...
Originally Posted By: Niemand
You'll be happy to know that since you brought this back to my attention, I have updated my response to reflect that I really ought to be working on my contest entry right now. Which entailed removing the whole of this week.


Yes. Yes, I'm very happy.

*scribbles* frank... be sure... premature detonation... 10d20 damage... *scribbles*
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Click to reveal.. (Johnathon Dark, Level V)
JOHNATHON DARK
Occupation: Pilot
Temperament: Hotshot
Rank: Ensign

Attributes
STR - 3 (9/9 Stamina)
DEX - 4 (14% Dodge)
CRD - 1 (3 Speed)
INT - 5
END - 3 (18/25 HP)
Skill Points: 1/50

Skills
Pilot - 5
Turret (Atom Blaster) - 3
Melee Weapon (Nuclear Blade) - 4 (+1)
Knowledge (Spacecraft) - 2
Perception - 2
Diplomacy - 1
Computers - 1
Bluff - 1
Handheld Weapon (Stun Pistol) - 2
Armor - 1

Traits/Feats
Supreme Focus - Once-per-day and for 5 stamina, can get a guaranteed minor critical on a single roll.

Sorry it's coming so late, but it's a simple update, so it shouldn't be too much of a hassle.
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I somehow thought I had already done this:

 

Click to reveal..
Frank Pulver: Level 5 Demolitions Specialist

 

STATISTICS:

 

Strength - 3

Dexterity - 2

Coordination - 4

Intelligence - 2

Endurance - 4

 

SKILLS:

 

Weapon (Needlegun) - 4 (+1)

Weapon (Atom Blaster) - 4

Artifice - 2

Survival - 3

Armor - 3

Perception - 3

Knowledge (Explosives) - 3

(3 skill points saved)

 

ATTRIBUTES:

Health - 12/30

Dodge - 8%

Stamina - 9

Speed - 4

 

Feat: Power Armor

 

It seems that I forgot to recalculate Pulver's HP last time, not that it made any difference. Since he was injured at the end of last session, I increased his HP proportionally (9/22 -> 12/30); I'm not sure if this is correct, though.

 

Also, with regard to this:

Originally Posted By: Dantius
Oops. Power Armor and Assassin were my placeholder titles I never changed. My bad. You don't actually need the powered armor, all it does is give a bonus to what level of armor you can wear.

It doesn't matter to me what the feat's name is, so no problem there. I also understand that no specific armor is necessary; my comment about my choice possibly not being very useful was because this feat doesn't do anything until Pulver manages to acquire some significantly better armor, which he will then be allowed to wear, which isn't something I can control at all.

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