New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 8 of 38 FirstFirst 12345678910111213141516171833 ... LastLast
Results 211 to 240 of 1116
  1. - Top - End - #211
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: (OOC) The Primeval Dark

    flubbed that

    (1d20+30)[33]

  2. - Top - End - #212
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Alright boys, recruitment is open!

  3. - Top - End - #213
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Alrighty, with recruitment closed. It's time to get things moving. I'll start working on getting the updates ready and staggering groups into the IC, while also getting posts down for Stella since that needs to progress. But now im not busy with the recruitment anymore, so... Yah hoo~

    Expect it to take me a few days to start getting people in game, as the formatting for each opening post can take me 6+ hours, so that hurt's a little. In the meantime, you can choose your colors to let me know you're here, and talk about things-and-stuff.
    Last edited by Mornings; 2019-03-13 at 02:15 AM.

  4. - Top - End - #214
    Bugbear in the Playground
     
    forg99rules's Avatar

    Join Date
    Dec 2015

    Default Re: (OOC) The Primeval Dark

    Looking forward to seeing how this goes with all the new guys and with Loimi, gonna have him speak in Lime unless someone else wants it.

  5. - Top - End - #215
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: (OOC) The Primeval Dark

    Hello! I think Erik will go with grey.

    Thank you for picking me, here's hoping I don't trip on a rock and die immediately
    Last edited by Stevesciguy; 2019-03-13 at 06:51 AM.

  6. - Top - End - #216
    Ogre in the Playground
     
    In4Dimensions's Avatar

    Join Date
    Oct 2017
    Location
    Slightly Less Frozen Hell
    Gender
    Male

    Default Re: (OOC) The Primeval Dark

    I think a turquoise would fit my character best.
    Edit: no, grey.
    Last edited by In4Dimensions; 2019-03-13 at 02:26 PM.
    Avatar by smutmulch!

  7. - Top - End - #217
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Jan 2018
    Gender
    Male

    Default Re: (OOC) The Primeval Dark

    Hello everybody, Varag Chalk will be speaking in an orkie green
    Last edited by Ancient; 2019-03-13 at 08:06 AM.

  8. - Top - End - #218
    Alchemist in the Playground Moderator
     
    flat_footed's Avatar

    Join Date
    Nov 2015
    Gender
    Male

    Default Re: (OOC) The Primeval Dark

    Miryks will speak in Red.
    Quote Originally Posted by Peelee
    I vote we purge flat_footed.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Kish View Post
    flat_footed, you saved London, you know.
    Quote Originally Posted by Xihirli
    Yeah Flat_footed is such a killjoy. Let's take turns talking bad about him, he'll never read this.
    Quote Originally Posted by Murska View Post
    I didn't kill anyone, except I guess I killed everyone
    Quote Originally Posted by Batcathat View Post
    flat_footed

    Extended Signature

  9. - Top - End - #219
    Ettin in the Playground
     
    Triskavanski's Avatar

    Join Date
    Jan 2011

    Default Re: (OOC) The Primeval Dark

    ack, I was going to come in and reclaim my color.


    So we'll choose the most marvelous of colors, other than purple
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  10. - Top - End - #220
    Ogre in the Playground
     
    Chromascope3D's Avatar

    Join Date
    Jul 2012
    Location
    Across the spiraling sea.

    Default Re: (OOC) The Primeval Dark

    When in doubt, Fire Brick :p

    Sig by Mornings
    My Art!

  11. - Top - End - #221
    Ogre in the Playground
     
    Deadguy's Avatar

    Join Date
    Jun 2015
    Location
    The Ranch

    Default Re: (OOC) The Primeval Dark

    Regina will speak in "This."
    Last edited by Deadguy; 2019-03-13 at 11:51 AM.

  12. - Top - End - #222
    Bugbear in the Playground
    Join Date
    Sep 2007

    Default Re: (OOC) The Primeval Dark

    I think Navy Blue works for Walt Kincaid.

    For convenience, here's a copy of both versions of my sheet:

    Spoiler: Sheets
    Show


    Walt Kincaid- N human Marksman 4

    Spoiler: Crunch
    Show
    Strength: 14 +2
    Dexterity: 20 +5 (+2 racial)
    Constitution: 14 +2
    Intelligence: 13 +1
    Wisdom: 16 +3
    Charisma: 7 -2

    BAB: +4

    CMB: +6 (+4 BAB +2 Str)

    CMD: 19 (10 +4 BAB +2 Str +5 Dex)

    Fort: +4 (+1 base, +2 Con, +1 resistance) (-2 to save vs. any effect causing fatigue and exhaustion, or anything with 'cloud', 'dust', 'fog', or 'smoke' in the name.)
    Ref: +10 (+4 base, +5 Dex, +1 resistance)
    Will: +8 (+4 base, +3 Wis, +1 resistance)

    AC: 19 (10 +4 Dex +5 armor) (+1 vs. ranged)

    HP: 43 (12 + 3d10+6)

    Initiative: +5 (+5 Dex)

    Attacks:
    Two-handed morningstar +6 melee, 1d10+3 bludgeoning and piercing, 20/x2 crit
    Dragoon musket +11 ranged, 1d12+5 bludgeoning and piercing, 20/x3 crit, 130' range, misfire 1-2

    Spoiler: Attack notes
    Show
    No -4 penalty to make ranged attacks against foes engaged in melee
    +1 attack and damage for ranged attacks made within 30'
    Can take a -2 penalty to attack for +4 damage
    Halve all range penalties

    Can expend martial focus to:
    (if within first ranged increment) Add 2d6 damage and EITHER make a free ranged trip attempt the target, using the original attack roll as the combat maneuver check, or apply a stacking -2 penalty to the target's attack rolls, AC, and CMD until they remove the projectile as a move action (or multiples as a full-round action).
    (if not within first ranged increment) Add 2d10 damage and EITHER make a free ranged trip attempt the target, using the original attack roll as the combat maneuver check, or apply a stacking -2 penalty to the target's attack rolls, AC, and CMD until they remove the projectile as a move action (or multiples as a full-round action).

    Can expend martial focus and make a single shot as a full-round action to apply BOTH of the above effects on a single shot, and resolve the attack against the target's touch AC reguardless of range increment

    Can expend psionic focus to:
    Ignore range penalties altogether for one shot
    Add +3 damage to a single shot
    Reroll a missed shot
    This will incur -2 damage to all shots and halve my range increments until psionic focus is regained.

    Swift-action options:
    Horizon Wind Lancet: +1d6 damage
    Steady Hand: +60' to the first range increment only
    Wind Reader: +3 attack
    Inevitable Strike: +5-11 attack and ignore miss chance for a concealed target, spend 1-4 pp

    Spoiler: Skills
    Show
    Stealth 4 ranks, +3 class, +5 Dex, +5 competence, +2 racial, +1 Style Skill, -1 armor, +19 total (-5, not -20, when sniping: +11 enhancement with Chameleon power: +4 circumstance when immobile and prone with camouflage netting)
    Survival 4 ranks, +3 class, +3 Wis, +2 racial, +12 total (+2 trait to find food and water)
    Perception 4 ranks, +3 class, +3 Wis, +10 total
    Sense Motive 4 ranks, +3 class, +3 Wis, +10 total
    Profession (cook) 3 ranks, +3 class, +3 Wis, +2 circumstance, +11 total
    Climb 1 rank, +3 class, +2 Str, -1 armor, +5 total, (+2 circumstance if I have time to retrieve and use my climbing kit)
    Knowledge (nature) 1 rank, +3 class, +1 Int, +1 trait, +6 total
    Knowledge (geography) 2 ranks, +1 Int, +3 total
    Acrobatics 4 ranks, +3 class, +5 Dex, -1 armor, +11 total
    Autohypnosis 1 rank, +3 class, +3 Wis, +7 total
    Knowledge (psionics) 1 rank, +3 class, +1 Int, +5 total
    Artistry (scrimshaw) 1 rank, +3 class, +1 Int, +5 total
    Craft (alchemy) 1 rank, +3 class, +1 Int, +1 circumstance, +6 total
    Intimidate 1 rank, +3 class, -2 Cha, +2 total
    (Note: four extra skill points for Stealth from the Scout sphere)

    Spoiler: Feats, Traits, Drawback, Flaw, Racial Traits
    Show
    Feats:
    Simple Weapon Proficiency (1st-level Marksman bonus)
    Light Armor Proficiency (1st-level Marksman bonus)
    Gunsmithing (1st-level Firearm Proficiency talent bonus)
    Point Blank Shot/Precise Shot (1st-level Marksman bonus)
    Extra Combat Talent (Sniper Shot) (1st-level major drawback)
    Extra Combat Talent (Trip Shot) (1st-level human bonus)
    Empowered Shot (1st-level flaw bonus)
    Deadly Aim (1st-level campaign bonus)
    Extra Combat Talent (Mechanical Savant) (1st-level campaign bonus)
    Martial Training I (Solar Wind) (Horizon Wind Lancet, Steady Hand) (3rd-level)
    Expert Sniper (3rd-level campaign bonus)

    Traits:
    Adopted (Fiendish Sniper)
    Roving Range
    Child of Nature

    Major Drawback: Asthmatic

    Flaw: Uncontrollable Rage

    Drawback: Tainted Spirit/Post-Combat Shakes

    Racial Traits:
    Medium-sized humanoid (human), base speed 30'
    Speak Common
    Bonus Feat
    Practiced Hunter (+2 to Stealth, Survival: they're always class)
    Favored class: Marksman (+4 HP)

    Spoiler: Class Features and Spheres abilities
    Show
    Class features:
    Combat Style (Sniper)
    Style Technique: Expend my psionic focus while making a single ranged attack to add my Wisdom modifier to damage dealt
    Style Skill: +1 to Stealth
    Style Mantra: +2 competence to damage on ranged or thrown weapons while psionically focused
    Second Chance: 6/day, expend psionic focus to reroll a missed attack

    4th-level marksman manifesting (ML 4, Wis-based: 11 PP)
    Powers known:
    1st: Inevitable Strike, Chameleon
    Wind Reader: 7/day, spend a swift action to add my Wisdom modifier to a ranged attack

    Favored Weapon: +1 competence to attack with firearms

    Evade Arrows: +1 to AC vs. ranged attacks

    Scorned abilities:
    8th-level class feature: Mutate (as a 1st-level Master Chymist)
    7th-level class feature: Combat Surge (as a 7th-level Battle Wilder)
    6th-level class feature: Bloodrage (as a 6th-level Abyssal Bloodline Bloodrager)

    Notes:
    Martial Tradition: Canny Hunter
    1st, 5th-level feats traded to become a Proficient user of combat talents

    EQUIPMENT
    Huntsman Training
    Firearm Proficiency
    Mechanical Savant

    SCOUT

    SNIPER
    Hindering Projectiles
    Focusing Reload
    Sniper Shot
    Trip Shot

    Spoiler: Equipment
    Show
    (Began with battered firearm, self-upgraded to masterwork, enchanted separately) Dragoon Musket +1 (2,300 gp, 12 lb) with Far-Reaching Sight (4,000 gp, 1 lb)
    Two-handed morningstar (1d10 damage, x2 crit, bludgeoning and piercing, +2 to CMD vs. sunder, 15 gp, 10 lb)
    3x vial self-crafted alchemist's fire (20 gp, 3 lb)
    3x vial self-crafted acid (10 gp, 1 lb)
    3x self-crafted tanglefoot bag (50 gp, 30 lb)
    Combination Cloak of Elvenkind, Muleback Cords, & Cloak of Resistance +1 (5,500 gp, 1 lb)
    Chain Shirt +1 (1,250 gp, 25 lb)
    Heavyload Belt (2,000 gp, 3 lb)
    66 self-crafted dragoon cartridges (990 gp)
    Gunsmith's kit (15 gp, 2 lb)
    Ioun Torch (75 gp)

    Absurdly large masterwork backpack camouflaged to look like a mossy stone (50 gp, 4 lb)
    Bedroll and blanket (0.6 gp, 8 lb)
    Flint and steel (1 gp)
    Small tent (10 gp, 20 lb)
    Soap (2 gp, 4 lb)
    Collection of spices (50 gp, 2 lb: masterwork tool for Profession: Chef)
    Common coffee (0.05 gp, 2.5 lb)
    Iron pot and mess kit (1 gp, 6 lb)
    Ink, inkpen, blank book (23.1 gp, 1 lb)
    Hooded lantern (7 gp, 2 lb)
    30 pints oil (3 gp, 30 lb)
    Nice chess set (1 gp, 2 lb)
    Playing cards (0.1 gp, 1 lb)
    Cooking kit (3 gp, 16 lb)
    Gear maintenance kit (5 gp, 2 lb)
    Grooming kit (1 gp, 2 lb)
    Scrivener's kit (2 gp, 1 lb)
    Shaving kit (15 gp, 0.5 lb)

    Explorer's outfit (8 lb)
    Cold-weather outfit (8 gp, 7 lb)
    Hot-weather outfit (8 gp, 4 lb)

    20x caltrops (20 gp, 20 lb)
    2x bear trap (4 gp, 20 lb)
    10x marbles (1 gp, 10 lb)

    Healer's kit (50 gp, 1 lb)
    Climber's kit (80 gp, 5 lb)
    4x waterskin (4 gp, 16 lb)
    Compass (10 gp, 0.5 lb)
    One month's trail rations (15 gp, 30 lb)
    One month's wandermeal rations (3 gp, 15 lb)
    10x candle (0.1 gp)
    5 pcs chalk (0.05 gp)
    Crowbar (2 gp, 5 lb)
    10 sq yd canvas (1 gp, 10 lb)
    Small steel mirror (10 gp, 0.5 lb)
    4x empty sack (0.4 gp, 2 lb)
    Signal whistle (0.8 gp)
    Shovel (2 gp, 8 lb)
    Iron drill with 2x replacement bit (12 gp, 1 lb)
    Superior hacksaw (20 gp, 1 lb)
    Magnet onna stick (20 gp, 2 lb)
    200 ft silk rope (40 gp, 20 lb)
    100 ft string (0.02 gp, 1 lb)
    Grappling hook (1 gp, 4 lb)
    Sealing wax (2 gp, 2 lb)
    Map/scroll case (1 gp, 0.5 lb)
    Folding pole (2 gp, 10 lb)
    Block and tackle (5 gp, 5 lb)
    Earplugs (0.03 gp)
    Hammer (0.5 gp, 2 lb)
    Sledge (1 gp, 10 lb)
    Merchant's scale (2 gp, 1 lb)
    Portable alchemist's lab (75 gp, 20 lb)
    Assortment of bribery booze for many tastes (200 gp, 30 lb)
    Self-crafted alchemical glue (6.67 gp, 0.5 lb)
    3x self-crafted alchemist's kindness (3 gp)
    Self-crafted alchemical grease (10 gp, 6 lb)
    5x ink/potion vial (5 gp)
    Self-crafted smelling salts (8.33 gp)
    Camouflage Netting (20 gp, 5 lb)


    Spoiler: Fluff
    Show
    Appearance: Walt has a hatchet-faced look to him, a face that's ageless in a not-terribly-appealing way: he could be a hard-living twenty or a well-preserved fifty. In his prime as a Gale his skin was bronzed and weatherbeaten: now, as he recovers from long confinement and settles in to his curse, it is pasty and sallow in a fashion that contrasts queerly with his obvious familarity with the out of doors. There's something subtly off-putting about the way he moves- or, rather, the way he doesn't: when at rest, he tends towards absolute, supremely patient stillness, without the twitches, twiddles, and momentary glances around the room that others indulge in.

    In short, he looks like an oddball who's been on the wrong end of a beating from the ugly stick- an impression not helped by the simply enormous backpack he wears, a titanic thing more appropriate for a heavy draft horse than a man.

    Personality/Background: Some men get into mercenary work from the military: some were adventurers, criminals, athletes. Walt Kincaid came into that life as a hunter. From childhood he learned to trap, to stalk, to await the perfect shot with rocklike patience, to skin and dress and cook his kill, to treat his rifled musket with respect and care. He became a young man when he shot his first buck- and by the time he was a a grown man, the ecosystem had gone mad with the coming of the Long Night. Others in his position retreated to the safety of walled towns and agriculture, or suffered a variety of exotic and grisly deaths, but he stuck with it with equal parts grit, ingenuity, cussed stubbornness, and psychic talent he didn't know he had, slowly learning to sustain himself on a diet of displacer beast, owlbear and dire boar. His first encounter with the Cotton Club came as a guide: an up-and-coming team heard local scuttlebutt about a crazy mountain man who ate Veilbeasts and shat thunder and sought him out for help on a tough bulette hunt.

    Most likely, they thought to find some poor mad soul to toss into the jaws of the thing and buy them a few seconds of respite: at best, they thought they'd get someone who knew the lay of the land. They got that and more: a patient, methodical, soft-spoken tracker with a work ethic that would shame an ant, willing to spend days tracking the beast, observing its habits, choosing and preparing a killing ground, and spend exhausting, filthy hours digging earthworks and setting traps to ensure that the beast would die and every one of them would make it home alive. By the time the titanic thing had finished bleeding out, they were already racking their brains trying to come up with a way to tempt him into work with him on their next job...but they needn't have bothered. When they made their way to the then-unguarded center of that Tainted Land, and retrieved the strange documents that lay within, Walt was hooked: this was the first he'd heard of anyone making any real headway into the question of what had transformed his peaceful hunting grounds into a surreal hellscape and driven away or killed all others who'd shared his way to make a living. He joined up as a Prospect the day they got back to civilization, and made full Gale within the year.

    Never one for the wheels-within-wheels games of treachery and deceit that some within the Club delighted in, he always made his priorities entirely clear: first, ensure that everyone on the team made it back alive, and second, to unravel the mystery of what had broken the world. He wasn't the most successful or elite agent of the Club: when the assignment was amenable to his team's skillset and approach, he delivered careful, competent, reliable success. When it wasn't, he tried his damnedest, but was never shy about scrubbing a mission and pulling out if it looked like it was going to be a bloodbath, debt be damned. He was a survivor, not a glory hound- and for a time, he survived.

    Then he got the one mission he couldn't back out of: a mandatory assignment from Cayla Vronds herself, delivered in hush-hush fashion and urging that he assemble a strike team and carry out a mission in greatest secrecy and with little notice. It the most dangerous assignment he'd ever taken, exactly the kind of risky, swashbuckling horse**** he despised...and there was something else that bothered Walt about the letter, some subtle thing on the edge of awareness that called out to him without ever quite identifying itself. But he'd been with the Club long enough to know he didn't have a choice. He went out there and did it, took risks, flew by the seat of his pants, got two-thirds of his team killed for his troubles, and dragged himself back into the Cotton Club bleeding in half a dozen places.

    To face the icy rage of Cayla herself, who knew not a blessed thing of their daring escapades and had come within an ace of being killed in the arson and mayhem the team had engineered to make their getaway. There was no time to explain himself, no time to do anything at all,: only three seconds of confusion and terror from the moment he stepped into the Club to report his 'success' and saw Cayla's blazing eyes, then he woke up cursed and broken in the Sanitarium.

    He's had a long time to think about what went wrong and how. The assignment was from Cayla, there can be no question of that: the letter bore the woman's unforgable, unique Arcane Mark, it casually referred to mysteries of the Club and Walt's time in it that only she would know. And from the raw shock on her face when she saw him come into the Club, she didn't set him up, or she is the world's best actor. But there was something else about the letter- paper seeming strangely ancient despite ink wet on the page, strange turns of phrase and malapropisms, a seemingly-innocent 'mistake' that seems more unlikely every time he thinks of it. The thing was a Paradox Codex, from a Paradox Cayla and a Paradox Club- the genuine article and nonetheless wildly wrong. Through the endless pain and suffering of his curse, one thought has kept him sane: the same burning curiosity that brought him out of the wilderness and into the Club, now far closer to home. The Long Night made the world twisted and strange, yes, but never in a personal way. He will learn this thing at any price: when, why, how did the Universe manufacture this perfect tool of his destruction and deliver it into his hands?

    On family: His mother died in childbirth, and his father was never a warm man nor a sociable one, not scholarly or creative or fun. Theo Kincaid was a somewhat limited man, sometimes overwhelmed by the challenges of raising a child without Emma- but in his limited way, he did his earnest best to raise the boy, ensuring that he never went hungry or cold and working hard to pass on every scrap of woodcraft that he knew. Sometimes it felt more like a long, lonely apprenticeship than a childhood, but the family wasn't entirely solitary: he treasured the roughly monthly occasions on which Theo would return to the village, cook up a big cauldron of meat stew for all to share, and swap meat and furs for bread, fruit, tools, and the occasional toy or book or lesson for Walt. He survived the Long Night, but his age made him ill-suited to continue living as a woodsman in the surreal and hellish place the wilderness had become. Humiliated and saddened by the loss of the only life he'd ever known, he lived on as a 'townie', sustained fiscally by Walt's earnings at the Cotton Club and spiritually by roughly monthly visits where father and son shared a hearty pot of stew and reminisced about old times. Following his long confinement in the sanitarium Walt doesn't know if the old man is alive or dead: he suspects the worst.

    On his Scorned abilities: "Gods, there's no part of this rotten mess that I hate more than the 'gifts' it's given me. I spend my whole life hunting down beasts and monsters that have nothing but speed and strength and fury, killing them with the qualities that are properly man's: tools, cunning, guile and technique...and my 'gift' makes me good for nothing but brutal, mindless rage."
    Last edited by Toptomcat; 2019-04-07 at 11:27 PM.

  13. - Top - End - #223
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: (OOC) The Primeval Dark

    @Triskavanski, Toptomcat, Chromascope3D, what kind of roles do your characters fill? If I understand correctly, we'll be together for at least a little while while we do this Undertaking, so I'm curious about what your characters can do.

    I think I can safely assume that Walt is a ranged character, and I think Faux Paw is a sort of rogue, but I'm not totally sure.

    Erik is a solid melee combatant, with a bit of magic to him. He has abilities that allow him to become a hell of a lot more dangerous, in exchange for either an HP sacrifice each round, or a corruption cost. If we find suitable candidates(and someone tells him that he needs onyx), he can raise some undead to serve as meat shields. He also makes for a decent party face, with a good Cha and ranks in Bluff, Diplomacy, and Intimidate. Don't expect him to scout much, though, as even though I've negated his ACP, he has a -4 to Stealth from flaws
    Last edited by Stevesciguy; 2019-03-13 at 05:26 PM.

  14. - Top - End - #224
    Ettin in the Playground
     
    Triskavanski's Avatar

    Join Date
    Jan 2011

    Default Re: (OOC) The Primeval Dark

    Faux Paw is very much a rogue-like character. I do a lot of sneaking/stealing. I'm in no way a damage dealer, but I can throw some cards at people.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  15. - Top - End - #225
    Bugbear in the Playground
    Join Date
    Sep 2007

    Default Re: (OOC) The Primeval Dark

    Relative to a more traditional volley archer/TWFing pistoliero, Walt is actually rather poor in a traditional sort of D&D fight. Damage-wise, he'll reliably, dependably hit with a single shot of something north of 16 bludgeoning/piercing per round. If he restricts himself to doing so every other round, he can serve as a rather capable single-target action-denying debuffer, pretty reliably tripping the target whenever hit and applying a stacking -2 penalty to AC and attack, which the target can spend a move action to remove by digging the bullet out. If not, he can still open the fight with such a shot.

    He's excellently stealthy, and is set up to negate most of the penalty for sniping, or hiding after shooting at someone, even multiple times- a rare and difficult capability in Pathfinder. And he can hit reliably pretty much to the edge of his range a quarter-mile out. Those capabilities combined mean that while he's not wonderful in a conventional fight, he is spectacular at murdering from ambush and killing altogether without a fight, given preparation time and the right kind of terrain.

    He's also got the Scout sphere capability to identify a creature's weaknesses with Perception rather than an appropriate Knowledge check, and a Muleback Cords/Heavyload Belt item combination that lets him carry a simply absurd load of gear anywhere with functioning magic.

    Also, his Scorned abilities...and his flaw... let him do the Incredible Hulk thing of abruptly becoming a titanic, herculean avatar of rage who reduces everyone around him to hamburger while losing higher brain functions, human decency, and the ability to tell friend from foe. That will rarely be a good idea, but in sufficiently horrible circumstances, might be a least-bad option.
    Last edited by Toptomcat; 2019-03-13 at 11:54 PM.

  16. - Top - End - #226
    Ogre in the Playground
     
    Chromascope3D's Avatar

    Join Date
    Jul 2012
    Location
    Across the spiraling sea.

    Default Re: (OOC) The Primeval Dark

    Kazik's pretty much a tank that uses a lot of built in sustain thru temp HP and the like rather than AC to keep going. He's also invested in the Gladiator sphere for bullying purposes, and can stitch people up when they need it (assuming anyone would let a sadistic Kuthite near them with a needle, that is ).

    Conversationally, I kinda imagined him being the dry wit. He's something of a proto-absurdist, so he tends to find humor in unlikely places.
    Last edited by Chromascope3D; 2019-03-13 at 11:46 PM.

    Sig by Mornings
    My Art!

  17. - Top - End - #227
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    I lost a few hours of work by mistake, so I expect to have one or two groups brought in tomorrow night. Haven't gotten a chance to reply to pm's yet, but i'll be on that when I have a sec.

  18. - Top - End - #228
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Mornings View Post
    I lost a few hours of work by mistake, so I expect to have one or two groups brought in tomorrow night. Haven't gotten a chance to reply to pm's yet, but i'll be on that when I have a sec.
    Uh oh

    Did a laptop battery die on you? I'm embarrassed about the number of times that's happened to me

  19. - Top - End - #229
    Alchemist in the Playground Moderator
     
    flat_footed's Avatar

    Join Date
    Nov 2015
    Gender
    Male

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Mornings View Post
    I lost a few hours of work by mistake, so I expect to have one or two groups brought in tomorrow night. Haven't gotten a chance to reply to pm's yet, but i'll be on that when I have a sec.
    Sorry to hear that, Mornings; they're worth the wait! Take your time and we'll be here when you're ready.
    Quote Originally Posted by Peelee
    I vote we purge flat_footed.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Kish View Post
    flat_footed, you saved London, you know.
    Quote Originally Posted by Xihirli
    Yeah Flat_footed is such a killjoy. Let's take turns talking bad about him, he'll never read this.
    Quote Originally Posted by Murska View Post
    I didn't kill anyone, except I guess I killed everyone
    Quote Originally Posted by Batcathat View Post
    flat_footed

    Extended Signature

  20. - Top - End - #230
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Yeeeesh, that took abit. I was originally going to do 1 post for groups 1 and 2, and it still technically is a single post... but it went over 54K words, so I had to break it up. The IC post for both groups is up here at the end of the page (no, im not making a new thread since everyone is going to end up slamming into each other eventually).

    Make sure you read both posts if you're in Group 2, since everything before the Northern Cell Block applies to you as well. Basically... just read both lol


    With that out of the way, i'll get back to clearing out these pms

    Edit: fixed the link to point to the 1st post instead of the second half, woops
    Last edited by Mornings; 2019-03-16 at 08:21 PM.

  21. - Top - End - #231
    Alchemist in the Playground Moderator
     
    flat_footed's Avatar

    Join Date
    Nov 2015
    Gender
    Male

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Mornings View Post
    Yeeeesh, that took abit. I was originally going to do 1 post for groups 1 and 2, and it still technically is a single post... but it went over 54K words, so I had to break it up. The IC post for both groups is up here at the end of the page (no, im not making a new thread since everyone is going to end up slamming into each other eventually).

    Make sure you read both posts if you're in Group 2, since everything before the Northern Cell Block applies to you as well. Basically... just read both lol


    With that out of the way, i'll get back to clearing out these pms

    Edit: fixed the link to point to the 1st post instead of the second half, woops
    Woohoo!

    With both groups posting in the same thread, would you like us to put a header to state if we're with group 1 or 2?
    Quote Originally Posted by Peelee
    I vote we purge flat_footed.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Kish View Post
    flat_footed, you saved London, you know.
    Quote Originally Posted by Xihirli
    Yeah Flat_footed is such a killjoy. Let's take turns talking bad about him, he'll never read this.
    Quote Originally Posted by Murska View Post
    I didn't kill anyone, except I guess I killed everyone
    Quote Originally Posted by Batcathat View Post
    flat_footed

    Extended Signature

  22. - Top - End - #232
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by flat_footed View Post
    Woohoo!

    With both groups posting in the same thread, would you like us to put a header to state if we're with group 1 or 2?
    Preferably include your character name and group (northern cell block, etc) in each post. You can throw in your own little moniker, like 'sword of virtue' or whatever on there too if you have a different one you would prefer me to use than whatever I generated during the recruitment.

    Edit: I feel like I shouldn't have to say it, especially for opening posts... but remember the minimum post length (4 sentences). Though I feel like anyone who can't post that much with all this material needs to get drop kicked in the rear.
    Last edited by Mornings; 2019-03-16 at 08:40 PM.

  23. - Top - End - #233
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Mornings View Post
    Yeeeesh, that took abit. I was originally going to do 1 post for groups 1 and 2, and it still technically is a single post... but it went over 54K words, so I had to break it up. The IC post for both groups is up here at the end of the page (no, im not making a new thread since everyone is going to end up slamming into each other eventually).

    Make sure you read both posts if you're in Group 2, since everything before the Northern Cell Block applies to you as well. Basically... just read both lol


    With that out of the way, i'll get back to clearing out these pms

    Edit: fixed the link to point to the 1st post instead of the second half, woops
    *whistles*

    Damn, I like your writing. Also, really glad I grabbed that skeleton key now.

    Do you want us to roll those saves here first, then write what we're doing?

  24. - Top - End - #234
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Stevesciguy View Post
    *whistles*

    Damn, I like your writing. Also, really glad I grabbed that skeleton key now.

    Do you want us to roll those saves here first, then write what we're doing?
    You're always welcome to roll whatever you'd like in the OOC, or if you just like improvisation, you can add it in a spoiler at the end of your post IC. Just see to it you never post floating spoilers lacking actual IC-content in the IC thread. Keep all of the meta/statistical bits you can't find a way to include into a post, here.

  25. - Top - End - #235
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Mornings View Post
    You're always welcome to roll whatever you'd like in the OOC, or if you just like improvisation, you can add it in a spoiler at the end of your post IC. Just see to it you never post floating spoilers lacking actual IC-content in the IC thread. Keep all of the meta/statistical bits you can't find a way to include into a post, here.
    Absolutely. I just like to roll things first so that I can appropriately describe them.

    Will save: (1d20+10)[12]
    Fort save(in case of success): (1d20+11)[27]
    Disable device check on the door with a skeleton key: (1d20+10)[21]

    Damn, still on the floor, looks like
    Last edited by Stevesciguy; 2019-03-16 at 08:53 PM.

  26. - Top - End - #236
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Stevesciguy View Post
    Absolutely. I just like to roll things first so that I can appropriately describe them.

    Will save: [roll0]
    Fort save(in case of success): [roll1]
    Disable device check on the door with a skeleton key: [roll2]

    Damn, still on the floor, looks like
    That skeleton key is going to be clutch though, if you ever manage to climb out from the mud lol

  27. - Top - End - #237
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Mornings View Post
    That skeleton key is going to be clutch though, if you ever manage to climb out from the mud lol
    Yeah! Couldn't believe how cheap it was, even if you can only try it on a lock once.

    Give me a bit while I figure out how to RP Erik being really angry about being stuck to the floor

  28. - Top - End - #238
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Stevesciguy View Post
    Yeah! Couldn't believe how cheap it was, even if you can only try it on a lock once.

    Give me a bit while I figure out how to RP Erik being really angry about being stuck to the floor
    He's been stuck on the floor for years, you'd think he would have gotten used to it by now lol
    Though maybe a little concerned with his consciousness-destroying-dreams echoing through reality, but minor details I suppose.

  29. - Top - End - #239
    Bugbear in the Playground
     
    Stevesciguy's Avatar

    Join Date
    Sep 2018
    Location
    In your base

    Default Re: (OOC) The Primeval Dark

    Alright, posted! Let me know if there's anything wrong/needs to be changed

    Also, how are we doing this? Will groups 1 and 2 have separate rounds, or are we all in together?
    Last edited by Stevesciguy; 2019-03-16 at 10:06 PM.

  30. - Top - End - #240
    Troll in the Playground
     
    Mornings's Avatar

    Join Date
    Nov 2014
    Location
    Outside

    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Stevesciguy View Post
    Alright, posted! Let me know if there's anything wrong/needs to be changed

    Also, how are we doing this? Will groups 1 and 2 have separate rounds, or are we all in together?
    Groups 1 and 2 might as well be considered in completely separate instances of the game, if the time differences don't already evidence that. You won't be in the same encounters, because you're not physically present with each other to be capable of 'sharing rounds'. When/if you hit an encounter, what you find, who you meet, what quests become available - all of that is specific to each instance. This is reflected by only Group 2 having a quest, while group 1 does not.

    Now, if you enter the same instance as the other Group, then you will share the same time, and be on the same map - at that point, yes, everyone will be acting during the same group initiative.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •