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BJ Back From the Beyond

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  1. Well, the party survived its first encounter (no thanks to me ), and has pulled into Eidrisk. Next session is set for Monday, January 30th, at 8:00 pm EST if that's cool with everyone. I'll try not to be late next time.
  2. Well, this was going to be a 24 hour warning, but I overslept so... This is your 20.5 hour warning for session one! Spectators are welcome as always. Also, I still need an inventory and spell list from Sarachim.
  3. Okay, so the first session will be Monday, January 23rd, at 8:00pm EST. The room will be SWRPEternal. See you guys there.
  4. Character submissions are now officially closed! And we have ourselves a party! Please give a big round of applause for: Viatrix Verius Valerius, the human lieutenant! (Nalyd) Click to reveal.. (Stats) Player: Nalyd Name: Viatrix Verius Valerius Race: Human Male Occupation: Lieutenant Alignment: Conflicted Deity: Loshkut Level: 1 Strength: 5 Dexterity: 3 Intelligence: 2 HP: 20/20 STM: 10/10 Speed: 4 (encumbered by armor) Martial (Flail): 3 First Aid: 3 Composure: 3 Nature: 1 History: 1 Stealth: 0+1 racial Perception: 0+1 racial Click to reveal.. (Techniques) Savagery: (2 stamina) Viatrix howls loudly and charges an enemy with his shield and flail, attempting to knock them down, disarm them, and scare them. Discipline: Viatrix bellows orders to his comrades, giving everyone a bonus to all actions on their next turn. Click to reveal.. (Inventory) -Long green cloak -One-handed flail -Tower shield -Banded steel armor, including chest piece, mail and leather skirt, helmet, and shin and forearm guards -17 gold -Flint and tinder -Sword and armor maintenance equipment -Rope -Knife Click to reveal.. (Backstory) Viatrix occupies an improbably high position in the military of Actan, considering his heritage. Not only a human, but born a Sactorrian. His mother had fled Actan for Sactorria, where she met his father and gave birth to him. Soon after that, the three of them fled to Actan, as the fortunes of war shifted. There, both his father and mother found their calling among the soldiering life, and so dedicated themselves to Actan. Thus it was that Viatrix was raised - a born soldier. Though neither of his parents ever advanced very far, they proved themselves loyal and competent soldiers many times. When Viatrix came of age, he began to excel to a degree that demanded recognition. As he clawed through the ranks - of enemies and positions - first his mother and then his father fell to the hazards of their occupation. Viatrix shed his tears and swore to prove himself their better, dedicating himself more and more to his profession. When the order came to report to Lord Garbus, Viatrix did not question. Orders were orders. Bandek, the goblin dockworker! (Lilith) Click to reveal.. (Stats) Player: Lilith Name: Bandek Race: Goblin Male Occupation: Dockworker/Smuggler Alignment: Brutish Level: 1 Strength: 5 Dexterity: 3 Intelligence: 2 HP: 20/20 STM: 10/10 Speed: 5 Martial (Brawling): 4 Streetwise: 3 Stealth: 2 Perception: 1 Composure: 0+1 racial Nature: 0+1 racial Click to reveal.. (Techniques) Shove: Pushes the target into an adjacent enemy or terrain obstruction (table, wall, etc.) while attacking. If shoved into a terrain obstruction, inflicts increased damage; if shoved into an enemy, throws both targets off balance, penalising their attack and defence for the rest of the round. In either case, the user's defences are also penalised for the rest of the round. Smash and Grab: (1 stamina) Pulls the target close with one hand and attacks with a weapon held in the other. Inflicts normal damage, but on a successful attack the target is grabbed: they are immobilised and suffer a penalty to attack and defence until they make a successful Strength or Dexterity roll to break free. The attacker must remain adjacent to the target in order to maintain the grab, but can drag the target along at a rate of 1 space per round. Click to reveal.. (Inventory) -Leather Jerkin -Woolen cap -Steel-toed boots -Backpack with false bottom and concealed pockets -Long knife -Small crowbar -Cargo hook -5 feet of sturdy iron chain -Jug of cheap whiskey -2 gold coins worth of small change Click to reveal.. (Backstory) Bandek grew up in a seedy neighbourhood of Port Laz. As the fifth child in a poor family, he learned early in life that nothing was going to come easy for him: whatever he wanted, he had to take it for himself. For most of his adult life he's travelled from island to island, working as a manual labourer or as hired muscle until his well-deserved reputation for starting fights and associating with criminals catches up to him and he leaves town to make yet another fresh start. For the past few months, Bandek has been spending his time in Revossa, earning a living by loading and unloading cargo at the docks. He has taken advantage of his old criminal connections to earn extra money handling deliveries of goods under the table, either to evade taxes or to allow contraband into the city. Ever since Actan took over Revossa and imposed martial law, this extra source of funds has mostly dried up, so the chance to earn some quick cash working for a local lord is very appealing to him. Chantico, the party's pyromaniac... I mean, the lacewing sage! (Sarachim) Click to reveal.. (Stats) Player: Sarachim Name: Chantico Race: Lacewing Female Occupation: Sage Alignment: Explosive Level: 1 Strength: 2 Dexterity: 2 Intelligence: 6 HP: 14/14 STM: 10/10 Speed: 5 Magic (Evocation): 3 First Aid: 3 Nature: 2 Artifice: 2 History: 1+1 racial Religion: 1 Thievery: 0+1 racial Click to reveal.. (Backstory) Chantico was a mercenary in the recent war, first for Actan, then Sactorria, then Actan again. Unlike most mercenaries, she did not change sides out of a cunning calculation of her interests, but as a necessary follow-up to having set her commanding officer on fire. Now, with the war over, Chantico is unemployed, but her most recent commander gave her a good word with Lord Gorbus. Fortunately, none of her previous commanders are still alive to weigh in. Hopping Jaguar, the goblin ninja! (Triumph) Click to reveal.. (Stats) Player: Triumph Name: Hopping Jaguar Race: Goblin Male Age: 53 Occupation: Ninja/Great pirate hunter Alignment: Quixotic Level: 1 Strength: 4 Dexterity: 3 Intelligence: 3 HP: 18/18 STM: 10/10 Speed: 5 Martial (Unarmed): 3 Martial (Sling): 2 First Aid: 2 Stealth: 2 Thievery: 2 Composure: 1+1 racial Perception: 1 Nature: 0+1 racial Click to reveal.. (Techniques) Shoot from the Shadows: Time attacks so that opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If passed, character retains concealment. Masterful Flourish: Instead of attacking, dazzle nearby foes with a display one’s martial skill; this functions as an enhanced intimidate check based on melee skill. Disarming Twist: A deft attack that does no damage to the target, but instead attempts to dislodge an object from the target’s grasp. Click to reveal.. (Inventory) -Ninja clothes -Non-descript dark cloak -Dark leather gloves -Chainmail vest (worn beneath ninja cloak to muffle any sound) -Dark leather boots -Leather sling -Pouch of stones -Rope -Grappling Hook -First aid kit -Set of lockpicks -Emergency set of lockpicks concealed in boot -Stamina potion X2 -Healing potion X2 -Daily ration X5 -Piece of gold X30 -Compass -Telescope Click to reveal.. (Backstory) “Great ninja need no introduction. Formerly great ninja…do.” Hopping Jaguar (named for a fierce predator said to dwell on Ouracasos) spent much of his life in the village where he grew up, an isolated settlement on the north cape of Boranis. A skilled hand-to-hand fighter in his youth, Hopping Jaguar let his training slip as he grew older. A report of a minor pirate attack down the coast struck a nerve in the goblin, prompting him to sally forth on the Great Pirate Hunt, while resuming his training along the way. He’s drifted from island to island, meeting no pirates thus far (and unable to decide whether that is because they are all fleeing from him in terror, are much sneakier than he realized, or just aren’t as much of a problem as he first thought). The last ship he booked passage upon recently arrived in Revossa. While he explored the town, a strange messenger approached him, offering adventure… And last but not least it's Sarelim Silverwind, the human street urchin! (Nioca) Click to reveal.. (Stats) Player: Nioca Name: Sarelim Silverwind Race: Human Male Occupation: Street Urchin Alignment: Evasive/Kind Physical Description: Fairly unremarkable human male; dark hair, slightly tanned skin tone, blue eyes. Roughly 5'11'', 165 lbs. Age somewhere between 18-24. Wears traveling cloths and a pack, along with a reversible teal/navy cloak. Level: 1 Strength: 2 Dexterity: 4 Intelligence: 4 HP: 14/14 STM: 10/10 Speed: 5 Magic (Transmutation): 4 Martial (Unarmed): 2 Stealth: 2+1 racial Composure: 2 Perception: 0+1 racial Thievery: 1 Click to reveal.. (Backstory) Sarelim was about ready to panic. He had thought he had done a good job laying low in Actan. He didn't think he had been tracked here yet, and he thought he had kept a low enough profile not to be noticed by the local authorities. Yet here was a messenger, presenting him with a job offer from a noble, wanting to utilize his "unique talents". How much did this Lord Gorbus know about him? Sarelim was a long way from home; a Skarrifisskian orphan, Sarelim grew up learning to fend for himself on the streets. He scrounged where he could, stole when necessary, and otherwise led a rather miserable life in the streets of Nikorom, under the shadow of the religious zealots that controlled the city. As he grew older, he became more talented in blending into the crowd and getting into places he shouldn't without others noticing. He had been using those skills from Skarrifissk to live in the shadows here in Actan. He had even been getting bolder, making more brazen thefts from richer clientelle so as to ease the burden on both his wallet and his conscience; at least they could afford a small loss. He thought he had been doing this unnoticed, and he was only doing it until he could find some sort of trade skill needed in Actan that meshed with his talents. He needed to stay in Theris, at least for the time being... Because back in Nikorom, he stole from someone he shouldn't have, and paid dearly for it. And if the man he angered found him again, he would likely pay even more. [/applause] My apologies to Mistb0rn and Cabadath. If any of the current players drop out, you guys are on my short-list. It looks like the best days for us to meet are Mondays, Tuesdays, and Thursdays. AtCT is going on next Tuesday though, so for next week that just leaves Monday and Thursday. I'd really like to do it Monday, January 23rd, 8:00pm EST, but that means there's going to be 3 different campaigns having sessions in the space of 4 days. If this is going to cause problems or undue stress for any other players or DMs we could easily push this back to Thursday, January 26th, 6:00pm EST. What do you guys think?
  5. Originally Posted By: Lilith Originally Posted By: Dintiradan Change Skirmish to Assault and Assault to Duel? Mmmmaybe. I thought of this, but Duel is a little too specific -- you're not necessarily dueling enemies when you're using single-target attacks, you're just focusing on one at a time. Maybe change Skirmish to Assault and Assault to Focused? Yeah, I don't think Duel would work either. I like the idea of changing Skirmish to Assault (makes me think of military movements). The only replacement for Assault I've found that would even remotely work is Strike. Kind of came from the idea of a surgical strike, since you're only targeting one enemy.
  6. That makes five character now. We have enough for a party, but I want to give anyone who hasn't submitted a character yet a chance to finish it up and get it in. I'll give everyone until Thursday to submit and finalize their characters. After that I'll post the final party. I'd like to schedule the first session for sometime next week and get a couple of sessions in before February hits. That might make the schedule pretty tight, but I'm willing to try.
  7. The schools I'm most worried about are Abjuration and Evocation. All the other schools have lots of utility spells that are easily non-combat spells, but those two are geared almost entirely for combat. I don't thing switching to Sarachim's system will help all that much either as Abjuration and Evocation were lumped together to make Force Magic, IIRC. That still leaves you with a magic school designed almost specifically for combat.
  8. Originally Posted By: Lilith I think the non-combat skill system is pretty functional as it is, although I'm willing to be persuaded otherwise. So if I understand you correctly, the only thing you're removing from the skill list is the Martial abilities. That leaves the Magic skills in the mix, but since all the combat spells are affected by the new combat system instead of the skills that means that all the current schools are reduced to just their utility spells. To me this looks like it has the possibility to completely throw off any balance the current system has. Maybe.
  9. Here are the proposed melee techniques for Marra. They're all new so they'll need approval. Click to reveal.. Pounce: Marra attempts to sneak up on an unwary foe and attack them. Attack as normal, but make an additional Stealth check. If the check is passed, the attack will have a bonus to accuracy and will stun the target for a round if it connects. Can only be used if the target is not aware of Marra's presence. Cat and Mouse: Marra positions herself close to a target enemy but does not attack. If the target attacks her that round, she gets a bonus to defense against that attack. If that attack would miss under normal circumstances, Marra may counterattack. If the target attempts to move away or attack anyone besides Marra that round, she gets an attack of opportunity with a bonus to hit. Bound: Move action. Using her natural agility and grace, Marra leaps over an enemy or obstacle and lands on her feet on the other side. An Acrobatics check is made to determine the effect of the jump, with a bonus if Marra moved before jumping. A failed check will throw Marra off balance, denying her any other actions that round and penalizing her defense. If she passes the check by a significant margin, she may take an AoO against one nearby enemy as a free action.
  10. Originally Posted By: Lilith Keep in mind that she can still take those abilities, she just won't get a strategy bonus for them Okay, that was something I didn't understand at first; perhaps that could be a little clearer. Originally Posted By: Lilith It sounds like the trouble you had with statting up Lucia mostly reflects the fact that she's limited to having 6 combat abilities under the new system. I kind of want to put a limit on number of combat abilities somewhere, though, because in ATCT the number of spells and techniques characters know is already ballooning out to the point where people are having trouble coming up with new ones. Maybe 7 or 8 is the ideal number? I'm not sure. I actually brought up the possibility of having a flat number of spell/technique slots in the discussion after the last AtCT session. Thinking back, the number I proposed there was 5. I don't have any problem being limited to 6 slots; if anything, it's going to make me think harder about my strategies for combat (and yes, this is a good thing ).
  11. Just to try the system out and see if I understood it correctly, I took the two Motian characters I've used so far and converted them. I put them below in case anyone's interested. Click to reveal.. (Aaron and Lucia) Aaron (from End of Days) Level: 5 HP: 32 Combat Strat: +2 Control, +1 Assault Offense Spec: +1 Will, +1 Reflex Survival Strat: Balanced Defense Spec: +1 Will, +1 Reflex Combat Abilities: Vertigo (Ranged Control/Will), Agony Seed (Ranged Control/Will), Nightmare Aura (Control/Will), 3 melee abilities. Lucia (from All the Creeping Things) Level: 5 HP: 24 Combat Strat: +2 Skirmish, +1 Control Offense Spec: +1 Reflex, +1 Fortitude Survival Strat: Ranged Defense Spec: +1 Reflex, +1 Fortitude Combat Abilities: Solar Flare (Ranged Skirmish/Reflex), Cyclone (Control/Fortitude), Sudden Winter (Ranged Skirmish/Reflex), Flashbang (Ranged Control/Fortitude), Lucia's Kinetic Field (Ranged Control/Fortitude), and 1 other ability. In the process of doing this I noticed a few things. First of all, there are several abilities that can be used both in and out of combat. Take Lucia's Kinetic Field for instance. It can be used to move enemies around against their will, but it can also help move things around outside of combat. I take it this would be considered a combat ability, but what about other abilities that are a little less obvious? How do you define what is and is not a combat ability? The other thing I noticed was that magic users have less versatility in this system. For example, Lucia as she is in the AtCT system has a range of abilities that would fall under the Skirmisher, Control, and Assault categories of this system. In order to switch her over to this system, I had to drop an entire category of abilities (in this case I dropped her Assault abilities which means she would no longer be able to use Star Missile and Tyinian Sunbeam).
  12. Been there, done that. Sugarhouse has great ribs.
  13. So, two characters submitted so far. Both of them are fighter/tank types, in case anyone was looking to fill a niche. There are a couple of rules things that I forgot to bring up in the opening post, so here they are now. Click to reveal.. Identifying Magic Items: Anyone with any amount of skill in magic can attempt to identify a magical item. If you are trained in the same magic school as the one used to enchant the item your roll takes no penalty. Otherwise, your roll will take a -3 penalty. The only exception to this is when using a Divination spell designed to identify items. Food Rations: Each day you character must consume food and water to survive. You can do this by purchasing meals, foraging for or summoning food, eating one of your rations, etc. If you go through a day without eating anything you'll take a small penalty to all actions. This penalty will stack over time. Go to long without food and water and it will start taking a toll on your HP and stamina. If you have food and water rations in your inventory, I'll automatically deduct them when necessary unless instructed to do otherwise.
  14. Click to reveal.. (Marra) Name: Marra Race: Nephil Female Occupation: Scout Alignment: Vengeful HP: 16/20 STM: 7/10 Stealth: 6 [+1] Missile (Bows): 4 Perception: 4 First Aid: 4 [+1] Athletics: 3 Melee (Shortswords): 3 Acrobatics: 2 Composure: 2 Nature: 2 Banked Points: 0 I'll get around to filling those empty technique slots eventually.
  15. Quote: The island of Theris has long been a stage for the drama of war. Two sides of the island, one lead by the city of Actan and the other by the city of Sactorria, have been involved in a bitter conflict for generations. There have been periods of peace, but those were only long enough for the two sides to gather their strength and begin the conflict anew. It was in the recent war that a true victory was won by Actan. The port city of Revossa had long been an ally of Sactorria, but in a master stroke the forces of Actan were able to take the city and surrounding county-side, denying Sactorria not only of a powerful supporter but also one of its key defensive positions. Sactorria, seeing the enemy darken its doorstep, pursued a cease-fire. Though peace has been declared by both sides, there continues to be unease between them, as there always is. The lull in the fighting is seen by both as an opportunity to maneuver troops and embed spies. The fighting will begin again. The only question is who will be prepared when it does. It was during these tense times that you were approached by a messenger claiming to work for Lord Gorbus of Actan. Though you had never heard the name before, the messenger assured you that his lordship was interested in "employing your unique talents," and was willing to compensate you generously. There were few details on what the job involved, just a vague impression that it would be potentially dangerous and that you might be doing a lot of traveling. In the end, you decided to accept. After all, working for nobles usually pays well, and how dangerous could a peace-time mission be anyway? Well, I finally got around to doing it. That's right folks, I'm going to try my hand at DMing an AIMhack campaign, and in my usual style I'm diving into the deep end head first. So, here's the Same Page tool that Lilith brought up in the metathread: Click to reveal.. (Let's all get on the Same Page.) Do you play to win? a) Yes, you totally play to win! The win conditions are… Good play isn’t a win/lose kind of thing Player characters are: a) expected to work together; conflicts between them are mostly for show expected to work together; but major conflicts might erupt but you’ll patch them up given some time c) expected to work together; major conflicts might erupt and never see reconciliation d) pursuing their own agendas – they might work together, they might work against each other e) expected to work against each other, alliances are temporary at best The GM’s role is: a) The GM preps a set of events – linear or branching; players run their characters through these events. The GM gives hints to provide direction. The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals. c) The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations d) There’s no GM. Everyone works together to make the story through freeform. e) There’s no GM. The rules and the system coordinate it all. The players’ roles are… a) …to follow the GM’s lead to fit the story …to set goals for their characters, and pursue them proactively c) …to fling their characters into tough situations and make hard, sometimes, unwise choices Doing the smartest thing for your character’s survival… a) …is what a good player does. …sometimes isn’t as important as other choices c) …isn’t even a concern or focus for this game. The GM’s relationship to the rules is… a) …follow them, come what may. (including following house rules) …ignore them when they conflict with what would be good for the story c) …ignore them when they conflict with what “should” happen, based either on realism, the setting, or the genre After many sessions of play, during one session, a player decides to have her character side with an enemy. This is… a) …something that shouldn’t even happen. This is someone being a jerk. …where the character becomes an NPC, right away or fairly soon. c) …something the player and the GM should have set up ahead of time. d) …only going to last until the other player characters find out and do something about it. e) …a meaningful moment, powerful and an example of excellent play. Rules I'll be using the core AIMHack rules set down by Ephesos (which can be found here), with one minor adjustment: HP totals will be based on 10 + 2 * STR. If you want to increase HP, you must increase strength. Character Creation Your character will start at level 1 with 10 points to put into attributes and 20 points to put into skills. Your character's backstory should include some reason to be on Theris that does not involve the mission from Gorbus. The rest is up to you. Your inventory should reflect your character's background. I'll allow just about any item you want, but I reserve the right to veto anything unbalancing. If you're not sure if it will be allowed, pitch the idea to me anyway. The worst I will do is say no. You should have a list of spells and techniques for your character. You may have one spell/technique ready for each point in Intelligence. Availability When submitting a character please tell me what days of the week you will be available. Sessions will likely start between 5 and 8 pm EST. I'll be choosing characters primarily on the availability of players. Note: I'm going to be pretty busy for the month of February. I don't yet know what my schedule is going to look like or how long I'm going to be held up. It might be that won't be available for the entire month. We'll just have to see. Setting The campaign will take place in Ephesos' setting, Mote, on the island of Theris (which is one of my own design). Familiarity with the Mote setting will not strictly be necessary, but it will help. A rough map of Theris, with most major landmarks and towns already labeled, can be found HERE. I intend to update this map as the party learns about and visits new locations. Let the games begin.
  16. Next session is just under 19 hours away. Be sure to come watch as Marra turns Chadat into a floating pincushion!
  17. Seeing as how the squishy wizards (namely Lucia) keep getting attacked whenever we enter combat, it's high time the squishiest of them all learn how to heal herself. Click to reveal.. (Lucia) Name: Lucia Hannel Race: Human Female Occupation: Mage Alignment: Cheerful HP: 15/17 STA: 1/10 Magic (Evocation): 13 [+1] Perception: 8 (+1 racial) Nature: 7 Acrobatics: 7 (+1 racial) Athletics: 7 Arcana: 5 First Aid: 2 [+2] Spare SP: 1 Thanks to everyone who stayed after the session and helped me with this spell. You guys gave me some good ideas. Click to reveal.. (New Spell) Lucia's Kinetic Field -- Creates a field of magical force around a target that will drag them, and possibly anything around them, in a given direction. This spell can either strongly affect a single target or weakly affect all targets in a small AoE. Can also be used to relocate lingering clouds, both mundane and magical.
  18. Meet Marra. Quote: Name: Marra Race: Nephil Female Occupation: Scout Alignment: Vengeful Description: Tan fur with a few white spots about the ears, lithe and somewhat short. Wears a sleeveless tunic and dark trousers. HP: 20/20 STM: 10/10 Stealth: 5 Missile (Bows): 4 Perception: 4 Athletics: 3 First Aid: 3 Melee (Shortswords): 3 Acrobatics: 2 Composure: 2 Nature: 2 Bow Techniques: Take Aim: (1 stamina) Spends a full round observing a target and setting up a shot at its vitals. The character may not move, attack or use items during the round spent taking aim. If the character fires at the target the following round, the attack has a bonus to hit and inflicts triple damage. Shoot from the Shadows: Time attacks so that opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If passed, character retains concealment. Interrupting Shot: (1 stamina) A painful attack breaks a target's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Inventory: - Clothes - Cavewood Bow - Quiver: 8 crude arrows - Crude Shortsword - Dried Lizard Meat: 4 days worth - Lamp Backstory: Marra could still remember that day clearly. In the hours before the brightening of the fungi she had made her way into a camp of Empire soldiers. The humans from above were drunk and lazy, content in their perceived victories from that day. Their heavy eyelids were all the cover Marra needed. She spied her target, a colonel sitting by one of the fires. Marra knew him only as the cruel man who had ordered the razing of her village just days before. She readied her bow and let a single arrow fly. The colonel screamed and fell to the cave floor, an arrow protruding from his chest. The rest of the camp awoke in confusion. Two more fell to Marra's arrows before they found her and gave chase, but Marra was too quick for them. The wanted posters appeared the next day. Rather than have the Empire come for her in her sleep, Marra fled to the Abyss…
  19. I'm still interested, was just waiting for it to become official. I'll PM my character to Sara shortly.
  20. Hm. Maybe we should advertise in the Frontiers of Darkness thread.
  21. Originally Posted By: Nioca Is there still interest in this campaign? Are you kidding? I'm goin' through zombie withdrawal over here. Must kill zombies! Originally Posted By: Nioca Would you still be interested in playing even if we were down to just four characters? I'd be okay with it, though I must confess myself somewhat perplexed. With all the people who are obviously interested in joining a campaign and with a campaign that has twice now called for new characters, why has no one stepped up?
  22. Woo for self-inflicted combat! Click to reveal.. (Lucia) Name: Lucia Hannel Race: Human Female Occupation: Mage Alignment: Cheerful HP: 13/17 STA: 5/10 Magic (Evocation): 12 Perception: 8 (+1 racial) Nature: 7 Acrobatics: 7 [+1] (+1 racial) Athletics: 7 [+1] Arcana: 5 [+1] Spare SP: 1
  23. Ah, I think I see where the confusion was. Upon acquiring the captive bolt pistol I assumed it was already loaded and that the three pneumatic canisters were all spares. I'll change my notes to fix that.
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