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    Default Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Spoiler: Setup
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    While even scholars and historians couldn't agree on the exact reasons of the conflict between the Duchy of Stahlberg and the Kingdom of Arkney it still technically belonged to, one thing was certain: the tensions were up, and the realms were only one step away from a civil war. Some blamed the Duchy for their hoarding of technological advancements, others pointed out King Terric's paranoia, while some, as always, were quick to blame the recent surge of "weirdos" popping up almost everywhere.

    The lattermost thought did have some truth behind it, though, even if it didn't lead to the conflict in itself. No one claimed to understand how it all started, but in the recent half century, people with weird, superhumanly abilities seemed to appear all around the Kingdom and further beyond. People who controlled fire, read minds, or even bent them... sometimes their power under control, but in some unfortunate cases, not entirely. They were shunned, exiled, lynched and worse, but after a particularly bloody affair orchestrated by the Church of the Family, the King stepped up and declared the "weirdos" (as the folk called them) to be untouched until it is decided what to be done about them.

    Then, at that perfect moment of opportunity, the Academy happened. Three fortunate "weirdos" or rather, "Talented" as they preferred to call themselves, presented a project to the King himself. They were a son of a Count, a daughter of a rather wealthy merchant prince, and a professor of medicine, which probably explained how they succeeded where many other Talented lived in fear, shunned by the public. They proposed an Academy which would take in all the Talented, teach them to control their abilities and, of course, remove them from the angry mob's reach. Very few people know the exact articles of their agreement, but there was, at least, an agreement.

    You are the Academy's second batch of graduates. Whether you were saved out of the streets, dumped off by your parents, or joined out of your own volition, you are contracted to work for the Academy for two years after you have finished your own two years of free and rather specialized education. This marks the start of these two years, and the Academy has apparently a plan in mind: to join the City Watch of Steadwick as part of a new unit specifically designed to deal with other criminal Talented. In this way you're also part of a trial project.

    Spoiler: Setting
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    Kingdom of Arkney: The reigning kingdom of the continent, with King Terric II "the Just" at the throne.

    Duchy of Longdale: Tying the City-States of the north and Free Tribes of the west to the kingdom, Longdale boasts numerous well-maintained roads, many trading posts, and the best inns in the kingdom. Both the Academy and the city of Steadwick remains within its borders, so this might be considered as your home for the time being.
    City of Steadwick: The biggest city of Longdale, Steadwick sports the highest trade flow and most diverse population in the kingdom. While not as technologically advanced as Dierdaal, many goods pass its borders and thus it's possible to find almost anything if you look hard enough.

    Duchy of Caedmor: The most populous duchy of the three, Caedmor is the farming powerhouse of the kingdom and both houses the capital as well as the royal castle, all in one.
    Capital of Friscester: Almost as big as Steadwick, Friscester is basically the heart of the realm even though being culturally less diverse. The Church of the Family is strongest there, and the capital also houses the biggest military force, having been built around the royal castle/palace.

    Duchy of Stahlberg: A mountainous region and rich in many ores and precious stones, the duchy is famous for two things: mining, and tinkering.
    City of Dierdaal: Called "The City of Wonders" by many, Dierdaal is said to be a century ahead the rest of the kingdom, at least in a technological sense. Almost all inventions now used in the kingdom can be traced back to this city, and there is allegedly hundreds more within, never seen across the lands elsewhere.

    Spoiler: Char creation
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    Warning: This game will use a lot of home rules and variant rules. Be warned.
    Theme: Gritty-ish psionic superhero cops in a 18th century-ish setting.
    System: D&D 3.5, with Psionics.

    Character creation (fluff): Of course a backstory is required, but it doesn't have to excessively long. Instead, also describe the personality, appearance, family/friends/enemies, other connected NPCs, etc. Feel free to make up stuff and fill in the blanks in the existing setting, with moderation.

    Character creation (crunch):
    Starting level: 3
    Books available: Core + Completes and UA. Take whatever you want, but any kind of magic, (Su), (Sp) and (Ps) abilities are banned. Psionic feats are also out, but will be given to you via in-game training. The world is devoid of the supernatural other than the psionic gifts.
    Stat generation: 14 point buy for your physical stats (Str, Dex, Con), and 14 point buy for your mental stats (Int, Wis, Cha).
    Equipment: 100 gp budget, but treat all weapons and armors as 5 times cheaper.
    HP: Max at first level, average (round up) for the rest.

    Character creation (now it gets complicated): When creating your totally mundane character, pick one psionic power (up to 2nd level from psion's list (including the specialist list), or up to 1st level from psychic warrior list). This signifies the core of your talent. Then, before the game starts, I will personally add similar and relevant powers to each character, and oversee some kind of a balance. This, instead of just creating a Psion or Wilder, is so that you won't get afraid of picking a weak power even as you like its theme. So, for example, if you pick something strong to be your core power, I'm likely to give you just a 1st level power or two as bonus, if any. But if you pick a weak power, I'll give you more powers to even things out. More on that selection:

    Teleportation and Creation subdisciplines, and anything to do with time travel, planar travel, Ectoplasm and Quintessence is out.

    About power "displays": Forget all the displays section. All mind affecting powers' displays become "mental" instead. All other powers have no displays other than their effects.

    When picking an "energy" power, also choose what elemental you wish to focus on.

    Power points: You have an amount of Power points equal to your level. You also regenerate 1 power points each round. This is to give a more "superpower" vibe instead of a classic D&D caster who has to play like an accountant. If you ever drop below 0 pp by outside means, you'll be exhausted until you regenerate back up to 0 pp. Your ECL also equals your manifester level.

    About stats: Your powers' save DCs will run off different stats for each school:
    Clairsentience: Wisdom
    Metacreativity: Intelligence
    Psychokinesis: Intelligence
    Psychometabolism: Constitution
    Psychoportation: Intelligence
    Telepathy: Charisma

    About saves: Your Will saves will use different stats depending on the power affecting you:
    Intelligence, against illusions.
    Wisdom, against charm effects, and anything unlisted as normal.
    Charisma, against compulsions and fear effects.

    About skills: Psionics skills are available.
    Concentration, Autohypnosis, Knowledge (Psionics) and Psicraft are always class skills, due to your education at the Academy.
    Heal might see some increased use due to how there is no magical healing.
    Disable Device and Knowledge (engineering) will also govern anything to do with firearms. And on that point:

    Items:
    There'll be pistols and muskets available, with some examples below. There won't be any magical items, but you might find items with increased masterwork bonuses (up to +3), and many other custom bonuses.

    Pistol: 2d6, 30 ft range, light, critical: x2, full-round to reload, 20 gp (modified)
    Musket: 2d8, 60 ft range, two handed, critical: x2, full-round to reload, 30 gp (modified)

    Also, these variant rules are in effect (from Unearthed Arcana):

    Massive damage threshold equal to Con score + Size bonus
    Armor as DR
    Armor Nonlethal Damage Conversion

    Surprise! Even more homebrew rules!
    Or: A bit about "dying" that I hadn't elucidated before:

    Failing the massive damage check brings you down to -1.
    Instead of being staggered at 0 HP and dying at -1 to -9 HP; you instead are staggered between 0 and -4 HP, and become dying at -5 to -9 HP. So even if you get oneshotted by a musket, you can at least move your tattered body around a bit and not feel like a total failure.
    Attacking nonlethally with a lethal weapon is made at -2 penalty instead of -4. However, if you miss by 2 or less by doing so, you instead hit and do lethal damage.
    If you fail a massive damage check by 5 or more, you also get a cool scar to show around. This, however, is only visual. It still means it can matter to some NPCs, of course.


    ***

    Character list:

    Lynam III Lucky Precognition
    Dr.Gunsforhands Leolin Animal Affinity: Strength
    Tsunamiatunzen1 Cain Far Hand
    JodienFyndmoore Florin Intellect Fortress

    *****
    Obituary:
    Smyg "Obsidian" Tak: Died in the hands of the "Beast" while protecting the Smoldering Boar Inn.

    City Watch:
    Maela: Commander of the Watch
    Rhon: Lieutenant, second in command.
    Mich: Sergeant, leader of the Enforcers (heavy infantry).
    Anton: Sergeant, leader of the Investigators (basically detectives).
    Quartermaster: Sergeant.

    Others:
    Rolf: Mercenary, friend of Vint.

    Talented roster:

    Academy alumni:
    Wanderer: The title given to graduates who continues to work for the Academy on diplomatic, recruitment-based, or various other missions. Usually well-experienced.
    Garrick the Third: Wanderer. A pompous jackass if you ever seen one. Emphatic abilities.
    Silvas: Wanderer. Serious but not unfriendly. All-around increased physical abilities.
    Teach: Wanderer. Serious, no-nonsense behavior. Some kind of a mind disabling ability.
    Zero: Wanderer. Cheery, child-like outlook. Can shut down Talents.

    Steadwickians:
    Lightning: Young thief/public hero operating mainly in the marketplace. A little bit more receptive and amiable than his counterpart. Talent is super speed.
    Thunder: Young thief/public hero operating mainly in the marketplace. A bit more crass than his counterpart. Talent is mighty jumps, sometimes creating shockwaves.
    Erwan: Small time gang leader. Talent manifests in singular bolts of lightning.

    Snowfall's Vigilantes: A vigilante team of young Talented nobles and other high-class citizens. Lead some revenge attacks against anti-Talented mobs, but were talked down and befriended by the Squad.
    Snowfall: Leader of the vigilante group, and a noble. Haughty, confident, and responsible. Talent is cold manipulation.
    Ironfist: A young noble. Frontliner. Touch-range telekinesis.
    Zombie: Frontliner. Supernatural toughness.
    Encore: Seemingly meek personality. Can force people to repeat their actions.
    Boomstick: Has a big gun.

    Blacklight's Crew: A skilled Talented team of thieves, specializing in pulling heists. Mostly captured alive by the Squad.
    Blacklight: Ringleader. Light manipulation.
    Gecko: Big, strong guy. Wall climber.
    Buzzkill: Stunning psychic attack.
    Mouserat: Petite woman. Increased speed and agility. Escaped capture.
    Marshal: Older man. So-called "strategist" of the crew. Telepathic communication and repulsion. Escaped capture and reappeared leading some bandits.

    Breaker's Mercenaries: A veteran team of Talented mercenaries. Last seen in the employ of the Doctor.
    Breaker: Ex-Academy. Supposed leader of the group. Power is telekinetic shields and blows.
    Aspis: Assassin and striker of the group. Possesses some kind of a bone armor, claws, and poison.
    The Queen: Plays at nobility. Talent is fire and cold manipulation.
    Madhouse: Only one in the group (?) with a crystal in his head. Telepathic subversive and illusive abilities.
    Manticore: So far unseen. Some kind of a marksman?

    The Underground Arena: A criminal organization which capitalizes on Talented cage fights and all its side benefits.
    Immortal: One of the apparent leaders of the Arena. A powerhouse.
    The Saint: One of the apparent leaders of the Arena. Possesses the (only) known example of a reviving Talent.
    The Businessman(?): Oversees the fiscal and administrational part of the organization.
    Fireangel: A prizefighter, and the previous champion. Fire and movement based Talents.
    Northerner: A foreign prizefighter. Improved physical abilities?
    Demon Hand: A young prizefighter. Possesses some kind of a phasing hand?
    Blademaster: A middle-aged, paraplegic prizefighter. Can fight by moving his own body telekinetically.

    Others:
    The Professor: A genius academician who founded the Academy alongside the Headmistress and the Dean. Unparalleled theoretical knowledge on Talents. Currently location unknown. Went into exile?
    The Doctor: An old student of the Professor, who specialized in crystals and gemstones, and their effects on the Talented. Responsible for creating the method of surgically grafting crystals into people's foreheads in order to awaken or boost their Talents. Escaped capture by the Squad.
    Vint: Mercenary with a crystal grafted to his forehead. Known to the group as the Beast. Responsible for the Smoldering Boar Incident. Killer of 10+ civilians and watchmen, including Smyg "Obsidian" Tak. Can't control his Talent due to the crystal(?).
    Tania: Telepath, freelance(?).
    Iwar of the Redfang: Barbarian mercenary. Comes from a clan full of fiery Talents.
    "Cap" Dulton: Captain of the Crimson Mongooses mercenary band. An experienced professional.

    The Usual Suspects:
    Broken Arrow: A fairly large mercenary band which operates in Arkney and beyond. Rumored to have multiple backers from various nobility.
    Viscount de Renlon: A nobleman and lumber mogul. Employs Talented mercenaries for his nefarious (?) deeds.
    Lord Coldbrook: A nobleman and an ally of de Renlon. One of the chief backers of Broken Arrow.
    Baron Gallagher of Dalibor: A nobleman and an ally of de Renlon. Is well connected with the Church.

    Currently in jail:
    Erwan
    Blacklight
    Gecko
    Buzzkill
    Vint, the Beast

    Lost in Time:
    Argus
    Echo
    Bart
    Jacob
    Thraskias
    Nathanial
    Andrei
    Moira
    Last edited by Cespenar; 2019-07-22 at 07:28 AM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    After the fight, are we gonna level up? Or make any money?
    Last edited by In4Dimensions; 2018-04-18 at 06:29 AM.
    Chaotic Good, probably

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by TheArcaneCaster View Post
    After the fight, are we gonna level up? Or make any money?
    I'd think you still have 1-2 missions before the level up. Your pay at the City Watch is 20 crowns (gp) per week, but I often timeskip a bit after a mission, so you often get paid after a mission or two.

    Sometimes, often after hard missions, there can also be bonuses. Especially if you did things right and/or fulfilled the bonus objectives as well.

    For example: the bonus objective of this mission is also to give a detailed report of the Arena's inner workings.
    Last edited by Cespenar; 2018-04-18 at 07:07 AM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by Cespenar View Post
    I'd think you still have 1-2 missions before the level up. Your pay at the City Watch is 20 crowns (gp) per week, but I often timeskip a bit after a mission, so you often get paid after a mission or two.

    Sometimes, often after hard missions, there can also be bonuses. Especially if you did things right and/or fulfilled the bonus objectives as well.
    Ah, I see. Is this a mission were on right now, or just a bit of fun?
    Chaotic Good, probably

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by TheArcaneCaster View Post
    Ah, I see. Is this a mission were on right now, or just a bit of fun?
    This mission was primarily about following the trail of the Redfang assassin who tried to assassinate the Duchess and/or the Grandmother (who is sort of like the topmost representative of the Church) in the earlier mission. The squad stopped the assassination, but the guy apparently was under some sort of mind control and could only remember his past up to the point where he was in the Arena. The squad was sent here to verify and follow that trail, especially by double-checking with his clan members. The only mandatory fight was the preliminary rounds where the newcomers are often forced to fight.

    But of course, if there's an arena in a game, players are going to try their chances.

    Edit: Currently Showstopper, Snake-Eyes and Jacob (the guy who quit the game recently) all lost their respective matches in the tournament (the opposition was pretty powerful, and Showstopper was/is holding back (not using Expansion) since she is under cover here). Only Ian/Cain got up to the finals, which I'm planning on starting any moment now, maybe in parallel with this match.
    Last edited by Cespenar; 2018-04-18 at 07:16 AM.

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    Planetar

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Cespenar, can you resolve the massive damage fortitude check of Azwar before Lucky moves?

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    is there retraining in this campaign?

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by luckless View Post
    oh, I thought the bonus psionic feats were something just the vets had. so we have 2pp/round regen, but not any of the other bonus feats they have?
    Yep, the 2pp round/regen is more of a blanket upgrade. Almost everyone with powers who make it to 6 HD get it. Sort of like getting to +6 BAB and getting your second iterative attack.

    About the other bonus feats the vets have: I think I've explained this before, but they are rewards after a few particularly hard missions they've pulled through. You'll all get chances (hopefully) to receive such in game upgrades as well.

    Quote Originally Posted by Tsunamiatunzen1 View Post
    O.K. let's see if pillar pushing does anything THIS time since Ian moves first.
    Also, I don't exactly like the looks of Blademaster's Dexterity. I'm sure he's got something nasty up his sleeve if Ian gets up close.
    Okay, I want this shenanigan to work, but normally you can't target objects with this, and normally, the target needs to make a Str check to not be pushed back. Now, 3x5x5 pillar segment is extremely heavier than a normal person which makes the situation also a bit... dodgy.

    Tell you what, for this time, I'll handwave that the pillar segment stands on its sides and that's why Ian is able to move it. In the future, though, he wouldn't be able to do so without the proper weight limits.

    So I'll treat this as if Blademaster was targeted, and let him do a Ref save vs. half, and if he succeeds, he avoids the extra damage as well.

    Ref - (1d20+4)[23] vs. 16
    Con - (1d20+18)[28] vs. 10+damage received

    Quote Originally Posted by Lynam III View Post
    Cespenar, can you resolve the massive damage fortitude check of Azwar before Lucky moves?
    (1d20+7)[15]

    He makes it barely.

    Quote Originally Posted by luckless View Post
    is there retraining in this campaign?
    Normally, no. What are you asking for?
    Last edited by Cespenar; 2018-04-19 at 08:19 AM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by Cespenar View Post
    Okay, I want this shenanigan to work, but normally you can't target objects with this, and normally, the target needs to make a Str check to not be pushed back. Now, 3x5x5 pillar segment is extremely heavier than a normal person which makes the situation also a bit... dodgy.

    Tell you what, for this time, I'll handwave that the pillar segment stands on its sides and that's why Ian is able to move it. In the future, though, he wouldn't be able to do so without the proper weight limits.

    So I'll treat this as if Blademaster was targeted, and let him do a Ref save vs. half, and if he succeeds, he avoids the extra damage as well.

    (1d20+15)[16] vs. 16
    (1d20+15)[16] vs. 10+damage received
    The weight limit thing I can possibly understand, though the limit on this thing is that it can only be one size category larger than Ian in order to be shoved back. Also, I looked at rules governing Str checks before trying this and objects don't have one so it auto-fails. Not to mention its unattended.
    The stone segment isn't actually separated? just tilted? O.K. I can also understand it being 3x5x5.
    However, it doesn't have a 'Target' entry like other spells. It has under 'Effect': Ray.
    "Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack."
    Also, why put in the 'object hardness is ignored' bit if it can't target objects?
    I guess the 'shenanigan' really doesn't do much since:
    1.: 2d6-2 isn't exactly efficient so Ian should just stick to his typical trick instead.
    2.: Was expecting something like a pin or at least crushing the wheelchair if he's floating.
    Guess trying something new wasn't the way to go.

    So a few questions:
    1. Blademaster is floating? I take it he used a power to get out of the way and is no longer in his chair.
    2. If we're counting it as manifesting on him, does that mean the +3 from Knowledge Devotion also gets tacked on?
    3. How much damage did that translate to since it was halved?

    Speaking of:
    Psicraft to identify 'swipe': (1d20+15)[16]
    Psicraft to identify 'float': (1d20+15)[16]

    EDIT: O.K.... I'm not sure if Ian rolled ones twice or if the quoted rolls did something.
    Last edited by Tsunamiatunzen1; 2018-04-19 at 01:50 PM.
    Invincibility lies in the defense. The possibility of victory is in the attack.
    - Diamond Sword

    My Homebrews:
    Dvati Rework
    Vengeful Friend Class
    Infestor Swarm
    Starfinder starship bombs and Hangar Support

    Dice:
    Spoiler
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    [roll]1d20[/roll]
    [roll]1d6[/roll]
    [rollv]3d6[/rollv]
    [roll]4d6b3[/roll]


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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Also, unless otherwise stated, if Ian needs to make a Fort check for not getting downed, he'll use the Inspiration point. (Although that option is going to be non-existent soon)
    Invincibility lies in the defense. The possibility of victory is in the attack.
    - Diamond Sword

    My Homebrews:
    Dvati Rework
    Vengeful Friend Class
    Infestor Swarm
    Starfinder starship bombs and Hangar Support

    Dice:
    Spoiler
    Show
    [roll]1d20[/roll]
    [roll]1d6[/roll]
    [rollv]3d6[/rollv]
    [roll]4d6b3[/roll]


    Current Avatar: Temjin

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by Cespenar View Post
    Normally, no. What are you asking for?
    nothing specific, I just wanted to know for build planning. I'm thinking of taking the champion of the wild (CC) acf, which trades spells for feats, since I can't get spells anyway. while the feat selection is mediocre, there are some necessary archery feats, but I'd get them too late, and it'd be convenient to retrade PBS and precise shot to whatever feat and pick them up from the ranger feats, but if I can't it's nbd.

    also I didn't ask since I assumed it was okay since I saw it on other people's sheets, but is able learner (RoD) okayed for this campaign?
    Last edited by luckless; 2018-04-19 at 03:32 PM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    With all these attack rolls and such at the levels they are, Thraskias feels like a little shrimp compared to Ian!
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    Chaotic Good, probably

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by TheArcaneCaster View Post
    With all these attack rolls and such at the levels they are, Thraskias feels like a little shrimp compared to Ian!
    Spoiler
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    Believe me, it wasn't always like this. Ian had a rough time making a meaningful impact in battle since his powers tend to cost a lot and everyone else was using their powers to boost their physical stats for substantial benefits.
    Ian's been in the spot Thraskias has been in.
    Invincibility lies in the defense. The possibility of victory is in the attack.
    - Diamond Sword

    My Homebrews:
    Dvati Rework
    Vengeful Friend Class
    Infestor Swarm
    Starfinder starship bombs and Hangar Support

    Dice:
    Spoiler
    Show
    [roll]1d20[/roll]
    [roll]1d6[/roll]
    [rollv]3d6[/rollv]
    [roll]4d6b3[/roll]


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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Should I also be commenting on Ian's fight?

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by BtanH View Post
    Should I also be commenting on Ian's fight?
    You can, Ian's been commenting on yours. (Albeit in his own mind)
    Invincibility lies in the defense. The possibility of victory is in the attack.
    - Diamond Sword

    My Homebrews:
    Dvati Rework
    Vengeful Friend Class
    Infestor Swarm
    Starfinder starship bombs and Hangar Support

    Dice:
    Spoiler
    Show
    [roll]1d20[/roll]
    [roll]1d6[/roll]
    [rollv]3d6[/rollv]
    [roll]4d6b3[/roll]


    Current Avatar: Temjin

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Pretty sure Andrei is too focused on trying to reduce this 2v1 to a 1v1 atm.

    What is the setup of the arenas? How can we see each other?

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by Tsunamiatunzen1 View Post
    The weight limit thing I can possibly understand, though the limit on this thing is that it can only be one size category larger than Ian in order to be shoved back. Also, I looked at rules governing Str checks before trying this and objects don't have one so it auto-fails. Not to mention its unattended.
    The stone segment isn't actually separated? just tilted? O.K. I can also understand it being 3x5x5.
    However, it doesn't have a 'Target' entry like other spells. It has under 'Effect': Ray.

    This is all moot because it doesn't let you use it on objects, normally. But I let that slide. Also, it has Ref save for half, so the ray is probably a typo. Besides, ray is less useful to Ian at this moment anyway.

    Also, why put in the 'object hardness is ignored' bit if it can't target objects?
    I guess the 'shenanigan' really doesn't do much since:
    1.: 2d6-2 isn't exactly efficient so Ian should just stick to his typical trick instead.
    2.: Was expecting something like a pin or at least crushing the wheelchair if he's floating.
    Guess trying something new wasn't the way to go.

    "Object hardness is ignored" is just default text on sonic damages. It's copy paste all through. Still I let you use it though.
    1.: Well, little compares to Ian's greatsword spam in terms of DPS, so, yeah.
    2.: I was considering something if he fails the Reflex save, actually. Couldn't decide between a Web-like entangle, or a grapple, but he succeeded the save.
    It's less trying something new, and more trying something outrageous. Leolin throwing Lucky up to 3rd floor is plausible because of her strength and his weight. But pushing a 2000+ lbs. block of stone where normally the power limits are around 250 lbs, ehh.


    So a few questions:
    1. Blademaster is floating? I take it he used a power to get out of the way and is no longer in his chair.
    2. If we're counting it as manifesting on him, does that mean the +3 from Knowledge Devotion also gets tacked on?
    3. How much damage did that translate to since it was halved?

    1. Yep, he used the levitation trick on Jacob's match because he wanted to show off, but in the Northerner match, I mentioned him taking things more seriously and just starting the fight with levitation from then on.
    2. I think he would gain them, yes. It's attack and damage rolls, after all.
    3. 10, halved to 5. Pretty much as if he used it on the man himself.


    Speaking of:
    Psicraft to identify 'swipe': [roll0]
    Psicraft to identify 'float': [roll1]

    Ian can't name the exact brand, but both the swipe and the float look telekinetic.

    EDIT: O.K.... I'm not sure if Ian rolled ones twice or if the quoted rolls did something.

    Your quotes actually ran the rolling scripts, and these ones just copied it.
    Okay, lots of stuff to address here. I'm gonna add in my comments in red up there.

    Quote Originally Posted by Tsunamiatunzen1 View Post
    Also, unless otherwise stated, if Ian needs to make a Fort check for not getting downed, he'll use the Inspiration point. (Although that option is going to be non-existent soon)
    Cool, noted.

    Quote Originally Posted by luckless View Post
    nothing specific, I just wanted to know for build planning. I'm thinking of taking the champion of the wild (CC) acf, which trades spells for feats, since I can't get spells anyway. while the feat selection is mediocre, there are some necessary archery feats, but I'd get them too late, and it'd be convenient to retrade PBS and precise shot to whatever feat and pick them up from the ranger feats, but if I can't it's nbd.

    also I didn't ask since I assumed it was okay since I saw it on other people's sheets, but is able learner (RoD) okayed for this campaign?
    Able learner is fine. I'm gonna have to say no on retraining though, that opens up a whole another can of worms.

    Quote Originally Posted by TheArcaneCaster View Post
    With all these attack rolls and such at the levels they are, Thraskias feels like a little shrimp compared to Ian!
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    Ian is kind of a glass cannon in that regard. His attacks are maybe the top at this level, but his defenses are less so, compared to Andrei, Leo or Lucky.

    Thraskias, in turn, is a smooth operator. We had similar characters proving to be extremely valuable in exploration and social encounters before, so everyone has kind of a niche.

    Quote Originally Posted by Tsunamiatunzen1 View Post
    Believe me, it wasn't always like this. Ian had a rough time making a meaningful impact in battle since his powers tend to cost a lot and everyone else was using their powers to boost their physical stats for substantial benefits.
    Ian's been in the spot Thraskias has been in.
    Ian has been pretty impactful to the setting, actually, by partially recreating the gemology stuff alongside the Doctor.

    Quote Originally Posted by BtanH View Post
    Should I also be commenting on Ian's fight?
    Yep, everyone should be free when his fight comes around.
    Last edited by Cespenar; 2018-04-20 at 04:07 AM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by Cespenar View Post
    Ian is kind of a glass cannon in that regard. His attacks are maybe the top at this level, but his defenses are less so, compared to Andrei, Leo or Lucky.

    Thraskias, in turn, is a smooth operator. We had similar characters proving to be extremely valuable in exploration and social encounters before, so everyone has kind of a niche.
    Don't forget the fact that Ian actually makes use of the Age categories. I've never had to deal with it before but I actually find it refreshing and interesting to play out. (Not to mention the bonuses to the mental stats and accompanying beard help with Ian's whole Professor gig)

    I can definitely think of a time when Thraskias' abilities would have been very worthwhile. That long stint in the party for example. In other words, when Thraskias isn't the object of aggression.
    Just wait for the opportunity and it will come.
    Last edited by Tsunamiatunzen1; 2018-04-20 at 03:46 AM.
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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by BtanH View Post
    Pretty sure Andrei is too focused on trying to reduce this 2v1 to a 1v1 atm.

    What is the setup of the arenas? How can we see each other?
    I can answer this one. There is a single arena and every fight is sequential. Our 4v4 fight happens before the final match between the Blademaster and Ian chronologically. However, to make the game go faster, Cespenar runs the matches simultaneously.

    So we can comment on Ian's fight with the implicit assumption that none of us end up dying :P

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Yep, after all it would be pretty boring to just watch and comment on Ian's fight the whole way through.
    I would have preferred to end the fight with Blademaster quickly so that we could move on and have everyone act at once, but I also have a very hearty distaste for one-trick shows. Thus, the reason for the comedy act that's about to happen.
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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    so in-universe, do our characters all already know each other from the academy? since it's two years to graduate and it's been 3 months or so in game since the campaign started, so they'd have been there at the same time. and how big is the academy and how is it run?
    Last edited by luckless; 2018-04-21 at 12:46 AM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by luckless View Post
    so in-universe, do our characters all already know each other from the academy? since it's two years to graduate and it's been 3 months or so in game since the campaign started, so they'd have been there at the same time. and how big is the academy and how is it run?
    Yes, you probably know each other from the Academy, since it's a tight-knit society. Think of its size like perhaps a single faculty of a medium size uni.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Does manifesting a psionic power provoke an attack of opportunity?
    Based on this text in the re-recruitment thread
    "About power "displays": Forget all the displays section. All mind affecting powers' displays become "mental" instead. All other powers have no displays other than their effects."
    I had thought they didn't as they had no display which indicated they were being manifested?

    If they do, I'll edit my last turn to include me manifesting defensively.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by BtanH View Post
    Does manifesting a psionic power provoke an attack of opportunity?
    Based on this text in the re-recruitment thread
    "About power "displays": Forget all the displays section. All mind affecting powers' displays become "mental" instead. All other powers have no displays other than their effects."
    I had thought they didn't as they had no display which indicated they were being manifested?

    If they do, I'll edit my last turn to include me manifesting defensively.
    Just because it's manifested with a display of 'mental' does not mean it doesn't require concentration. It's still obvious you're concentrating on something and is thus an exploitable opening. Also, 'mental' still has some indicators that a power is being manifested. One that was used during a social encounter was the mental 'ping' that goes off when a power is used.
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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Edit - I'm an idiot. Somehow entirely forgot what psionic displays are, thought they were something else. Gonna go roll a concentration check to manifest defensively.
    Last edited by BtanH; 2018-04-21 at 05:04 PM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Quote Originally Posted by BtanH View Post
    You're looking at the wrong part.

    "All other powers have no displays other than their effects."

    Which I read as "there is literally nothing indicating they are manifesting other than the effect, at which point it's finished so there is no chance to aoo"
    This could very well be an incorrect reading.
    The whole point wasn't to get rid of AoO's, it was just as a flavor thing. It's still probably obvious to us that they're manifesting no matter their method.

    EDIT: GAH! Ninja'd
    Last edited by Tsunamiatunzen1; 2018-04-21 at 05:31 PM.
    Invincibility lies in the defense. The possibility of victory is in the attack.
    - Diamond Sword

    My Homebrews:
    Dvati Rework
    Vengeful Friend Class
    Infestor Swarm
    Starfinder starship bombs and Hangar Support

    Dice:
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    [roll]1d20[/roll]
    [roll]1d6[/roll]
    [rollv]3d6[/rollv]
    [roll]4d6b3[/roll]


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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Yeah, I just totally forgot that psionic displays were an actual thing with their own mechanics. I thought he was referring to things like somatic components and whatnot. Sorry about that!

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Uh.

    So, Andrei didn't have Knowledge Devotion before. Went back to check that, and also saw that you just moved around some key skills, especially ones that govern almost all of the mechanics happened in this round (concentration, know:psi, etc.) Or would happen in this round.

    I know we talked about a wrong feat of Andrei that needs to be replaced, but all the other stuff, in the middle of combat and without asking me... ehh. And just after me denying retraining to luckless/Moira as well.

    So,

    1) Please don't do that in the future. Run all the changes through me.

    2) All the newcomers get a one-time pass to redo their sheets (I pretty much have to give this at this point).

    3) No retroactive defensive casting, AoO happens, the edited concentration check fails, Andrei goes down. It's at least a good thing that we're in the "tutorial fight", I guess.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Reasonable, my bad for not communicating better.

    From an earlier post -> Regarding the large musket I had. Expansion increases the size of all your gear when you use it, so the musket grows with me. Its a medium musket that becomes large due to expansion. Should I keep it medium regardless? I'm probably never going to use it unless I have to, given I have +4 to hit with it.

    Can I make further changes to my sheet? Planning to ditch dungeoncrasher. It overlaps a bit with Leolin's destructive rage, and while slamming people into walls is fun I think I'm better off focusing my resources elsewhere.

    Should I edit/remove my most recent IC post?
    Last edited by BtanH; 2018-04-22 at 01:34 PM.

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    Default Re: Psionic Anti-Crime Squad II: A Meeting of Minds [OOC]

    Expansion normally expands all your gear as well, but here I've tried a more realistically plausible approach and made it expand only the user. We had even spoken way back about Leolin's armor having to be custom made because of all the expansion-contraction thing going on.

    Keep the musket medium. If you want, you can get in contact with someone and custom-order a Large musket within the game. Or even a Huge musket maybe, which is basically a light cannon or a culverin at this point, but you'd probably need to really sweet-talk your way around the Watch Commander on why you're slinging around a cannon in your back as a protector of the law.

    You can edit the IC post according to my previous post, yes.

    *****

    By the way, this reminds me of Knowledge: Devotion and how much of a feat tax it has become. It really doesn't make much sense if every PC and NPC will need to get it in order to be "up to speed". Thus, setting-wide nerf time. This applies to Ian as well, sorry, but it also applies to some of the NPCs that you fought/will fight, so it's balanced in that way.

    Update the Knowledge: Devotion table to:

    0-10: -1
    11-15: +0
    16-25: +1
    26-35: +2
    36+: +3

    And it needs a standard action to activate.

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