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X51

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  1. Yes. Not a hard limit. It's determined by the damage value of your weapon and possibly plus a stat, and you can buy more dice with various point pools. There is not, and in fact they're unique to the system. Fallout has Vault Boy, Star Trek has the Starfleet emblem, and Conan has like a phoenix symbol. They're all 'effect' symbols, though, so an E would be a good stand-in, or maybe the stylized 'M' that Modiphius uses for a logo.
  2. 7. I'm starting this game off cold on the rolls.
  3. Galena (Summer) Hit PointsCurrent Total: 8/8 Hit Dice: 1d8 | Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60) Armor Class: 14 Saves: Wisdom +4, Charisma +5 >> Advantage on Saves vs. Charm, immune to magical sleep effects. | Skills+5 Deception +5 Intimidation +4 Perception +5 Sleight-of-Hand +5 Stealth | SpellsSpellcasting Ability: Charisma (+3) Save DC: 13 Spell Attack: +5 ========= CANTRIPS Eldritch Blast (Action, 120') >> +5 vs. AC, deals 1d10 Force damage on a hit. Mind Sliver (Action, 60') >> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn. ========= SPELLS KNOWN Cause Fear (Action, 60', Concentration, 1 Minute) >> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success. Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute) >> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage. Hex (Bonus Action, 90', Concentration, 1 Hour) >> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack. Sleep (Action, 20' sphere within 90', 1 Minute) >> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them. ========= | Other AbilitiesDarkvision 60' Fey Presence 1/1 (Action, 10' Burst) (Per rest) >> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn. Fey Step 1/1 (Bonus Action) (Per Rest) >> Teleport up to 30' to an unoccupied space Galena can see. Her first instinct on seeing the crowd is to bristle. They are not there for her and hers, however, and so her hackles recede. It is a strangeness of her that at times, the warmer her essence becomes, the colder her thoughts get. She would fight them today, if they'd stood before her like they did the day before. She notes the statue, she notes the red, but she has gathered this is not the focus today. To the temple they go. She recalls, if only just, what they are here for. Names of those who'd died in a fire. She thinks of this Whispering Way, this secret sect of death-mages. Kelemvorites might know more, or they might secretly be of such. Hard to say. Still, as she only half-knows, she lets one of the others do the speaking, keeping her sharp gaze on the various acolytes and clerks.
  4. Galena (Summer) Hit PointsCurrent Total: 8/8 Hit Dice: 1d8 | Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60) Armor Class: 14 Saves: Wisdom +4, Charisma +5 >> Advantage on Saves vs. Charm, immune to magical sleep effects. | Skills+5 Deception +5 Intimidation +4 Perception +5 Sleight-of-Hand +5 Stealth | SpellsSpellcasting Ability: Charisma (+3) Save DC: 13 Spell Attack: +5 ========= CANTRIPS Eldritch Blast (Action, 120') >> +5 vs. AC, deals 1d10 Force damage on a hit. Mind Sliver (Action, 60') >> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn. ========= SPELLS KNOWN Cause Fear (Action, 60', Concentration, 1 Minute) >> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success. Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute) >> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage. Hex (Bonus Action, 90', Concentration, 1 Hour) >> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack. Sleep (Action, 20' sphere within 90', 1 Minute) >> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them. ========= | Other AbilitiesDarkvision 60' Fey Presence 1/1 (Action, 10' Burst) (Per rest) >> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn. Fey Step 1/1 (Bonus Action) (Per Rest) >> Teleport up to 30' to an unoccupied space Galena can see. Having not been fully aware of the arrangement, she does not return to the manor at night, no. Instead she looks for food, and finds shelter in a neglected barn, having no coin with which to procure such things. She is there in the morning, though, yes. Fed or not, slept or not, she is there, though not as she left them, no. Different, now. No longer 'nan,' no longer hunched or frail. Her hair bears the sun's color, and her eyes the hawk's focus. She strides with the surest of steps, with youthful vigor, as she pushes back her hood and joins the others at breakfast. She says nothing as she eats, and eats heartily to fill an empty belly, and contemptuously, as if the meal had wronged her in days past. Between bites, she looks at each of her new associates, as if studying them for the first time only now. The Dwarf, much a Dwarf. The Catling, still precious. The Experiment, vaguely himboian. The Berserker (presumably) still possessed of the beef. They would do, yes.
  5. I got a 2, so I don't imagine she found much.
  6. In that event, were there any paying jobs listed on the Posting Pole?
  7. Galena has proficiency in thieves' tools, but does not currently possess thieves' tools. I figured we'd want to do the money thing as a group, so I didn't have her go to get her allotment yet, but that could potentially change.
  8. Galena's gonna spend the day trying to find out more about Gibbs and company, intending to spend the bulk of her inheritance on helping them out with whatever they need. Lemme know if you'd like me to roll something for that.
  9. Galena (Winter) Hit PointsCurrent Total: 8/8 Hit Dice: 1d8 | Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60) Armor Class: 14 Saves: Wisdom +4, Charisma +5 >> Advantage on Saves vs. Charm, immune to magical sleep effects. | Skills+5 Deception +5 Intimidation +4 Perception +5 Sleight-of-Hand +5 Stealth | SpellsSpellcasting Ability: Charisma (+3) Save DC: 13 Spell Attack: +5 ========= CANTRIPS Eldritch Blast (Action, 120') >> +5 vs. AC, deals 1d10 Force damage on a hit. Mind Sliver (Action, 60') >> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn. ========= SPELLS KNOWN Cause Fear (Action, 60', Concentration, 1 Minute) >> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success. Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute) >> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage. Hex (Bonus Action, 90', Concentration, 1 Hour) >> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack. Sleep (Action, 20' sphere within 90', 1 Minute) >> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them. ========= | Other AbilitiesDarkvision 60' Fey Presence 1/1 (Action, 10' Burst) (Per rest) >> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn. Fey Step 1/1 (Bonus Action) (Per Rest) >> Teleport up to 30' to an unoccupied space Galena can see. "Many dark things," murmurs she, upon inspecting the other tomes. In truth, books are not her strength, no. Always more about intuition than knowledge, for better and worse. Others here are more suited to such things, and she leaves them be. "Galena sees to matters," she offers quietly to the others, before making her leave. Back through the rain she travels to Ravengro, to the square, yes. Here, she does things. She stands outside the shops, gazing in through the windows for a short time as she notes where to get what. She inspects one of the 'posting poles' to note who needs what. Finally, she settles down near the Outward Inn, yes, and proceeds to watch. She watches for the Gibbs. She watches for others who were with him on the road, seeking to learn their names. Most importantly, however, she seeks that which they desire, things which coin might procure. She has no use for so much coin herself, but she knows a use for it all the same. To merely offer the coin in exchange for goodwill seems too much a bribe, so she will watch, and listen, and learn their needs. She will show care for their fears, care for who they are, and kindness will beget kindness, even in this dreary place, yes?
  10. Galena (Winter) Hit PointsCurrent Total: 8/8 Hit Dice: 1d8 | Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60) Armor Class: 14 Saves: Wisdom +4, Charisma +5 >> Advantage on Saves vs. Charm, immune to magical sleep effects. | Skills+5 Deception +5 Intimidation +4 Perception +5 Sleight-of-Hand +5 Stealth | SpellsSpellcasting Ability: Charisma (+3) Save DC: 13 Spell Attack: +5 ========= CANTRIPS Eldritch Blast (Action, 120') >> +5 vs. AC, deals 1d10 Force damage on a hit. Mind Sliver (Action, 60') >> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn. ========= SPELLS KNOWN Cause Fear (Action, 60', Concentration, 1 Minute) >> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success. Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute) >> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage. Hex (Bonus Action, 90', Concentration, 1 Hour) >> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack. Sleep (Action, 20' sphere within 90', 1 Minute) >> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them. ========= | Other AbilitiesDarkvision 60' Fey Presence 1/1 (Action, 10' Burst) (Per rest) >> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn. Fey Step 1/1 (Bonus Action) (Per Rest) >> Teleport up to 30' to an unoccupied space Galena can see. "Architecture," she mutters, and gives her head a small shaking. Petros would not have raised his child a fool. Then again, love makes a fool of anyone, in good ways and bad. Her thoughts, her suspicions, turn to the young gentlemen, but only for a moment. Things-which-may are not always things-which-are. She listens as the Dwarfling reads. Undeath. The greatest sin in a land such as Ravenloft, and thus the greatest source of power. It makes sense, yes, that the village folk would suspect Petros. They see him at Harrowstone, they see signs of necromancy, and things-which-may become things-which-are in their eyes. But Petros provides, as ever, the means to deal with such things. "Galena knows of ways and whispers, but no Whispering Ways," she notes, her hands fidgeting under her cloak. "Such things in the other books?"
  11. In the absence of a rule, I'd say that you can choose whether to take the new result. The primary difference between the Aim action and a Luck reroll is that you spend the luck point after the roll, whereas Aim happens before the roll. Since you're investing the action without knowing you'll succeed, I think it's fair to say it should always have the potential to benefit, and not to punish.
  12. Gunther's swing got your AP back 😄
  13. Apologies for the delay, still feeling a bit sluggish. I don't think Galena would think to ask about how Petros died, so I'll leave that to someone else.
  14. Galena (Winter) Hit PointsCurrent Total: 8/8 Hit Dice: 1d8 | Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60) Armor Class: 14 Saves: Wisdom +4, Charisma +5 >> Advantage on Saves vs. Charm, immune to magical sleep effects. | Skills+5 Deception +5 Intimidation +4 Perception +5 Sleight-of-Hand +5 Stealth | SpellsSpellcasting Ability: Charisma (+3) Save DC: 13 Spell Attack: +5 ========= CANTRIPS Eldritch Blast (Action, 120') >> +5 vs. AC, deals 1d10 Force damage on a hit. Mind Sliver (Action, 60') >> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn. ========= SPELLS KNOWN Cause Fear (Action, 60', Concentration, 1 Minute) >> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success. Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute) >> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage. Hex (Bonus Action, 90', Concentration, 1 Hour) >> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack. Sleep (Action, 20' sphere within 90', 1 Minute) >> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them. ========= | Other AbilitiesDarkvision 60' Fey Presence 1/1 (Action, 10' Burst) (Per rest) >> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn. Fey Step 1/1 (Bonus Action) (Per Rest) >> Teleport up to 30' to an unoccupied space Galena can see. She furrows her brow. Coin, he gives her. Coin. A contentious subject. So many had seen her babbling on the street and assumed she'd been asking for alms, but in truth, she never asks for a copper. Petros would try to give after his questions, yes, but always she would refuse. Still, coin has its uses, and despite not asking from those passing by, she still took them. A loaf of bread, or a tuber, and on rare occasion a pot in which to cook. But she has no use for this amount. Five score of the shiniest bits. Finally, in death, Petros had found a way to make her take his coin. It is not like she was expecting something different, mind - she expected nothing at all - but to be given such wealth for simply having him was a strange thing. Thinking on this keeps her quiet for some time, though she hears as the other speak. She remembers those on the road, the fear and doubt in their gazes. Clarity comes, then, and she begins to quietly chuckle to herself. "Clever Petros," she mutters. "Always clever, even now."
  15. It basically rolls damage dice against the damage you deal. It's pretty soft cover, so it's just one die, which I rolled on my previous post; it reduced the damage by one. I'll get a post up sometime in the next 24 hours or so.
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