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Papa Bear

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  1. Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Shadow: 2 Orn can barely contain himself. It had been a good long while since he'd swung his mallet with intent. He'd much rather be caving in the skull of an orc but brigands were just as dangerous. Well, it was hard to tell on that one actually. Orcs, well they didn't know what they were doing, really. All instinct and hate like savage, wild animals. Beating down an Orc was just what you had to do, like putting down a rabid dog. Brigands, on the other hand... well, there were sometimes reasons a man (and they were almost always men, occasionally hobbits but never Elves or Dwarves... well, yes, Elves in and of themselves were brigands. Only they were much more sly about it than Orcs). When Orn feels that everyone is in position (or near enough), he strides out, shield in one hand, warhammer in the other... singing! "Me be countin' up me money. Me be countin' up me money. And thinkin' 'bout wot me be buyin' Me be countin' up me money, Yes I am! Second verse, same as the first!" And on he went. He was not a minstrel, though he could tell a story. He did not have an ear for singing (nor the voice). But Orn belted out the tune as loud as you please and maybe made the song a wee bit worse than he'd normally sing it... or maybe not. When the first of the Brigands appears. "My Toys!" Orn shouts and immediately charges, remembering to veer left to try to give the Shield Maiden of Rohan a lane to ride. Well, that's probably a miss. Shield at the ready (perhaps a little too ready). AC 20 I didn't know where to place Orn on the map... I don't know who will show their ugly face first.
  2. It was a perfectly lovely day. People even smiled at you as you passed them by... that should have told you something was about to go awry. Suddenly two vans pull up in front of the bank and one turns and rams straight into the bank's doors. From both van, rough looking men jump out shooting AK47s into the air, even into the ceiling inside the bank. "Everybody on the ground, now!" One of the men shouts as he moves toward the northern tellers. "And maybe no one gets hurt!" a second one shouts as he moves south. "Maybe." A third one, with a wry, devious looking grin on his face mutters. A fourth gunman runs north just a bit from the van and sets himself up to see everything on the north side of the bank, while a fifth does the same for the south, but the security guard standing by the entrance takes the stalk of number 5's AK right in the stomach, doubling him over on the ground. There is chaos and pandemonium, audibly, as bank patrons and tellers alike cry out in shock and fear. "GET ON THE GROUND!" The first yells again. This time, everyone (nearly?) complies and drop to the ground, even the old man near John who is obviously in pain getting into the position. Outside, the second van (not in frame) pours out three more gunmen with a fourth in the side door of the van, kneeling, with a sighted AR15 aiming. A fifth jumps out of the back of the outside van with a similarly sighted AR15 and scans the skies as well as down the street. Each van still has a driver inside behind the wheel. All of the men are dressed in a blue motorcycle jacket with the same logo emblazoned on the left chest. OOC: OK, you all have initiative and will each be able to act twice for every action they get (You all have a speed of 4, they have a speed of 2). If you have a secret ID, this is a situation where you'll have to consider that before you do something. The Shriek will have to make an EGO check to stay focused because of the blaring, sudden, unexpected noise but should quickly recover (unless you fail badly). If you succeed, you get both actions, if you fail, you lose the first one, but get the second. If you roll an 18 (not trying to jinx ya), you lose both actions and will have to roll an EGO roll at the end of the 6th segment (phase two for you guys). Remember, you don't know the other people there are heroes, so if you take action, those AKs can really put the hurting on innocent bystanders. (The Segment 12 start of a battle where everyone gets to act doesn't apply because of the Sneak Attack nature of them busting through the doors of the bank.) You guys are up!
  3. I can't do Roll20 on my phone at work. I will have to post when I get home tonight
  4. If it matters, I am in Roughtrade's game.... Wai, where are you all going?
  5. I'd have to say that's spot on, but who knows what our @$$hat GM will do
  6. You have the gear of the two dead templars. Do you want to send along those corpses? Their gear? You don't really have any footage because that EMP knoced out your recording devices (though it was a disruptive signal, like a jammer, not an actual EMP)
  7. Role masters was great. Sadly, I no longer have any of those books, only MERPS
  8. Would anyone be interested in a MERPs game? I know The One Ring and AiME are probably better and certainly more popular but I just love that old system. I'm thinking about an adventure in the 'fourth age' that starts after Sauron is defeated and the One Ring destroyed. Not all the elves have left yet so players can still be an elf. But this will be an adventure 'looking ahead' to the future of Middle Earth (and since I'm not Tolkien, probably not a great look into that future). One thing that the old RPGs tended to lack was skills in charisma based things, like persuasion. MERPS was one of those systems but it does have a "Presence" attribute so any of those interpersonal skills was pretty much JUST a Presence roll. That works, but I was thinking of adding a new category for Social Skills (Persuasion, Deception, Intimidation, and Performance). Every Profession would have additional 'points' to spend on that category (bard having the most) and adding in 'feats' that we would discuss based basically on Pathfinder feats for professions like Warrior or Scout that doesn't really 'focus' on those social interactions so that they have something to 'spend' their social Skill points on or some such thing. I like working things out with players and granting unique benefits to characters... not toooooo many though, because that can break the game. But I think it would help distinguish one Ranger apart from another Ranger a bit the way they do in Pathfinder/D&D (At least in Crunch, the fluff certainly does!). I'm not saying I'm DOING this, but I want to toss it out there as something to discuss in case a group of players is as nostalgic as I am about that old I.C.E. system :) Anyway, I just got a Champions game started and was kicking around some other ideas (mostly because when I tossed out some choices for my new game, Champions got an overwhelming response in the thread)
  9. OOC: OK, Waiting on to join the Roll20, position and RP Medusa's entrance. Also, , you *should* have control of the Fluke's avatar now. I think you posted before I was able to set you for control of it. Right now, its like you're strolling down the street to the bank (which considering the RP, might be just fine!) but you ended your RP with entering the Bank so I just wanted to point that out so you can make changes if need be. I do not want to hold off too long before getting the scenario started. I will not be home Monday night but I might get some time on my laptop. IF I can, I'll go ahead and run with the next update in the game. If not, it will happen Tuesday night. I'll be a little slower in full updates when we are in combat and using the map because I generally can't use my laptop at work and I can't run Roll20 on my phone (which is how I do most of my updates). If SB can't get on to post, that will be fine. Medusa can just be strolling along or on a bus or something when the BLEEP hits the fan and jump in as soon as her tentacled head can make it. (Do Gorgon's have Snakes that grow out of their head or Tentacles on their heads with Snake heads at the end?) She can fly so she might actually be somewhere else and zip on over when she 'gets word' of the BLEEP and the fan and whatever else We've been really going at it (its been fun for me!) so this "long" wait to get things started is killing me 😁(ooo, all the way since Thursday!) as I think I wrapped up all but one of the individual RPs (wrapped up for the time being or finished it off... though in all honesty, you'll all be coming back to that little blurb of a story at some point in the future, some more obviously than others such as Geist's investigation where RR will have to make INT rolls throughout whatever we do as her character gets chances to investigate her own murder. I'm calling it a "Task" and you'll all get them eventually. Basically, you'll make INT or an appropriate Skill roll to accomplish something, but that something takes time so its not just a 'succeed or fail' kind of thing. How it works is when you have a few hours to devote to your 'task', you get to make the roll and how ever much you succeed on the roll +1 (because if your roll is a 14- and you roll a 14, technically you succeed, so you get the +1 as a minimum to count toward your Task Success Number. She had three rolls to start her task off and rolled 14, 14, and 13 on a 14- roll for a result of 1, 1, and 2 to get 4 points toward her TSN. When you hit the TSN, you accomplish the Task). anyway, I'm looking forward to how we're going to save Sovereign City!
  10. In fact, I do. You are correct. I forgot about Niles' Amulet of the Devout.
  11. Niles Gilderbrandt Level 8 Arcane Mystic () AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes Niles darts into the room, moving beside Aubren. Targeting the hexed gargoyle opposite him, he lets another fire bolt fly. Then quickly waving his hand, he calls forth his (using a bonus action) to attack the same gargoyle.
  12. No. He has a magic resistance version of Stoneskin on him. The fire does full damage, the magic weapon suffers resistance. But Vrod is probably going to 'help' you out again (He likes 'kill stealing')
  13. Ok, I should have said +1 for the task rolls since rolling your success number would result in zero... So two 13s and a 12 will net her 4 points toward the task completion
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