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Duvors

Eurobricks Dukes
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  1. Deciding not to investigate the body and the large, gun-like object laying next to it, the two instead decide to take a look down the next left... ...and it's another dead end. Notably, there seems to be some sort of access panel set into the end. Somewhat disappointed, you take a look down the other way... and are greeted by a far more grisly sight: The passage before you would otherwise be another simple dead end with a manhole leading to the surface, were it not for the copious amounts of blood spattered across the ladder and the severed arm still clinging to the topmost rung.
  2. Entering the Bazaar, Enson makes his way over to Sathos's Stumulants, where he buys three Plasma Potions, an Essence of Precaution, an Essesnse of Glibness, and an Æther Brew for seventy credits. He then moves over to Mynot's Munitions and buys a hampering, minor, contained, chemical, adhesive grenade for ten credits, leaving him with two credits to his name.
  3. "I was expecting to... walk? I have a stop I'd like to make on the way anyways."
  4. Both Heroes Insight Check (DC 0): Ronin (2,5,1) One success, Decker (4,1,1) One success. Thinking about it, this theory can't be true because it would contradict the note you found on Stoyer's body MM note: You aren't getting any more reminders like this.
  5. "Hmm." Enson 'said', taking a contemplative sip of coffee. "I suppose it depends on how watchful they are being, and if whoever our target is thinks us worth keeping an eye on to begin with." He lowered his cup. "I do not think there is anything stopping people from just walking in and looking at the message board, but I would not be surprised to find that some security measures are in place. In my experience, it's generally best to assume that the enemy knows you're coming."
  6. Having done all you can where you are, you head back out into the main passage and continue on. In accordance with Decker's suggestion, you start to turn right... ...okay, seriously, what the hell. That's the third dead guy you've seen this minute. Turning the corner more fully, you see that the right-hand path immediately leads into a dead end... Both Heroes Perception Check (DC 3): Ronin (3,1,5,4) two successes, Decker (5,4,1,3) two successes. ... about which neither of you notice anything odd whatsoever. To your left, on the other hand, there are a surfeit of passages available. Closest to you is a four-way intersection, followed by a t-junction. One strange thing you do notice is that the water here has been disturbed, a wide channel through the algal scum showing the passage of something through the murk. From what you can see, it leads down every passage you can see - except the one you came from - and that it stops short of the body. Map
  7. Ronin Insight Check (DC 0): (1,6,2) One success. Considering this is dead end, there really is only one direction the man could've come from. As for where he died, judging from the lack of blood anywhere outside of the immediate vicinity of the body he likely died right here. Perhaps desperately fleeing from his pursuer, risking suffocation rather than face them head on.
  8. Decker insight Check (DC 1): (6,3,2) One success. Hurrying over to the latest body, you step off the walkway onto the reeking pile of muck. Even through the mask the scent of copper is strong here, and the filth around the body is stained a reddish brown. Trying not to gag, you reach over and heave the body onto it's back, a task made all the more difficult by it having sunk partly into the mud. Even through the mess of mud and blood you can see the expression of fear on the dead man's face, and the black robes they're wearing. Opening up their robes, the cause of death is immediately apparent - something struck them in the chest with enough force to drive their sternum into their body, causing them to be stabbed throughout with their own broken ribs. From what you can see of the man's clothing, he clearly made an attempt to dress nicely, but the outfit is old and well-used. Oddly, you can't find a breathing mask. Searching around, you manage to find some things in the back pocket of their pants that hasn't been ruined by the state they're in - a pencil, a Sovereign Interstellar Bank Card registered to the account of one Jet Stoyer, and another scrap of paper with scribbled writing; Ask Avery about buying some flamethrowers from the smugglers. The blob is twice as big as last time I saw it.
  9. Having made your decision, you take a look down the tunnel to your right. Before you even enter, your indicators turn red, showing them that the air down this passage isn't fit to breathe. The passage itself is not long, immediately curving away to the left. Rounding the corner... ...you come to another dead end. You're about to turn back the way you came, but then you spot something on the requisite pile of muck at the end of the tunnel. Something suspiciously like a hand. Turning the beam of your flashlight on it, your suspicions are confirmed - it's another dead body. Map
  10. Enson looked up from his paper at the being that had introduced himself with a name that sounded like a whiffle ball hitting an empty jug with a friendly smile. "Me?" he said, "Oh, I've been here for... a year I think?" He heard out his hand to the newcomer. "My name is Ensonvilterayquis, Enson if you prefer. Pleased to meet you Mister Jonk." "Ah!" Enson said as his companion arrived. "Mister Jonk, may I introduce Billeck Wallard? He's a fellow newcomer to the establishment like yourself."
  11. Enson had returned to the Hall some time ago, mulling over the information he and Wallard had managed to glean. Currently he was in his favorite armchair, drinking his coffee and reading the newspaper article on the new Æthergate in the Khazarak-Ellarial system. What was that all about? He'd thought that there was only supposed to be one gate per system - when a system had one to begin with. Noticing a commotion over by the bar, he lowered his paper to get a good look at what was happening. Spotting the newcomer, he gave them a friendly wave, then returned to his paper.
  12. Upon reaching the body, several things are immediately obvious. To start with, the body is wearing black robes - well, they were black, currently they're a sort of reddish-brown - and is lying in a pool of dried blood. Another smear of old blood defaces the massive patch of moss on the neighboring wall, and one of the body's arms is obviously broken. The right one to be specific - you can see a broken piece of bone sticking out. Turning the body over the first sight to greet your eyes is the pulverized space where its face used to be. The gory patch where it was resting is covered with fragments of skull and broken teeth, and judging by the odd smear leading over the edge of the walkway... yep, that's his brain. Just... sitting in the sewage. Decker Insight Check (DC 1): (6,3,6) Two successes. From what you can tell, this man had his back to whatever killed him. Judging by your surroundings, his attacker leapt on him from behind, driving him into the wall with enough force to break his arm and leave that smear of blood before bearing him to the ground and smashing his face in. Forcing down your revulsion, you feel about the stiff, crackling robes for an opening and pull them open. The clothes underneath are nondescript in the extreme, looking worn and stained - not counting the blood. Feeling about his pockets, you find a small wallet containing two credits, a license to operate heavy machinery in the name of Rosco Bisque, and a scrap of paper with something scribbled on it: Crossways, two lefts, right wall.
  13. There isn't really much else to be said. Having made your decision, you return to the manhole and descend into the depths. Pausing only a moment to gather yourselves, you make your way through the hole Ronin cut in the grate, and press on into the dark. ~~~ You don't have to go far. It's only a short walk to a left-hand turn, which leads directly into a right-hand turn. And beyond that... ...that's a dead guy. Uhhh... Map E is the entrance G is the Gate D is the dead body Pin Plates are manholes Brown are planks Purple is where you found the shield Off-white is where you found the mushrooms Arrows are unexplored X is you
  14. @Endgame @Yzalirk The mission is still ongoing.
  15. @Yzalirk As you come to your feet and the crowd disperses, complementing you on the fight you put up or otherwise trying to soften the blow, Kenshi remains standing in place, watching you carefully. It isn't until the crowd has finished spreading congratulations and condolences between the two of you that he approaches to you, speaking low enough that only the two of you hear. "I'd like to lay into you for starting a practice fight with real weapons at your skill level, but frankly it's my fault for not checking first." As he speaks, he touches a tiny burn mark on his ear that hadn't been there before the fight started. Apparently that last strike came closer to his head than you thought. "You performed well, but it's obvious you still have more to learn. When your current task is finished, come see me sometime." With that, he makes a shallow bow and walks away without another word. @Endgame While Ronin is preoccupied with Kenshi, you feel once again a tug on your pants leg. Looking down with mounting feeling of 'oh gods no', you see Elfonn looking up at you with a... rueful expression? "Hey there buddy," he says, taking off his cap and running his hand through his perfectly normal sandy blonde hair, "I guess I wasn't able to deliver the goods this time. Here, have your mushroom back," he says, handing over the Shuelj Shroom, "maybe next time I'll be able to earn it properly." And with that, Elfonn disappears into a cloud of multicolored sparkles You spend a moment gazing at the spot where he was standing just a second ago, before glancing around to spot if anyone else saw that. But no, once again Elfonn's madness seems to have eluded detection by all but yourself.
  16. Unhappy. Everything's fine.

  17. Martial Artists already have an implicit incentive in that their class requires a high Spirit in order to function, thus they will likely have spells. The other two passive abilities have to remain the way they are for the playstyle to work (and Flow Like Water is a pretty big boost to Velocity anyway) and I don't want them to have a trait with an action cost. The idea behind giving them Meditate is that they have some leeway to cast spells without losing access to their class benefits, but not to make them proper spellcasters. Martial artists are melee combatants that can cast spells, but won't be doing it often. (An aside, the revised Battlemage I've suggested doesn't really have much incentive to hoard Spirit. If they end up spending too much, they can always attack with a massive bonus and potentially get most of it back.) As for limitations, I think per battle is too often (or not often enough depending on circumstances) and doesn't provide any opportunity to recover outside of combat. I was thinking of making it either per rest or per mission.
  18. Just a warning, I'm going to be taking a trip to Ireland sometime this April. I won't have computer access during this period, as my computer is by no means portable.
  19. Round 5 Elfonn rallies Ronin (+5) Ronin vs. Kenshi - (2,2,2,4,3,6,3,2,5,1,3,5,6,3,5,1,2,+2) Eight successes vs. (3,3,4,5,3,3,6,1,2,5,6,4,5) Seven successes = One damage Helena defends Ronin (+3) Hector defends Ronin (+2) Decker rallies Ronin (+1) Pip Persuasion Check (DC 1): (4,6,6,5,3) Four successes) Eqi defends Ronin (+1) 'Cyberdude' defends Kenshi (+2) 'Mustache' Regil Sunseeker is now unaligned Kenshi vs. Ronin - (4,6,2,6,1,6,5,4,4,+2) Nine successes vs. (3,5,3,1,4,2,2,6,4,5) Five successes = Four damage The duelists stare each-other down, each waiting for the other to make the first move. It is not long. Ronin leaps forward with a slash, but Kenshi deflects it with his own sword before attempting a follow-up strike of his own. Ronin reacts swiftly, turning aside Kenshi's blade and making an upward slash just to one side of Kenshi's ear before the swordsman lunges to one side. It is here that something changes. Ronin attempts another strike, but the sword barely starts moving before Kenshi's sword meets it, turning it aside and down. Before Ronin can react, Kenshi leaps into his space with an alacrity he had not previously displayed. Ronin barely has time to register the sensation on Kenshi's hand on his wrist before his sword arm is twisted behind his back and Kenshi's foot hooks itself around his leg and pulls, bringing him to his knees. For a moment nothing happens, then Kenshi releases his hold on you and steps away, sheathing his sword and making a sweeping motion with his arm. "It is over." he says, with a sense of indisputable finality. "Oh, good." says a vendor you haven't spoken to yet, lifting the carpet he's been hiding under this whole fight. "Is anyone hurt?" "No!" Kenshi snaps, speaking more forcefully than seems appropriate. The crowd doesn't seem to notice though. "C'mon partner, let's get you on your feet." Hector says, walking over to you Ronin and offering his assistance in getting to your feet. "That was a great fight you put up there!" Kenshi's supporter says, coming over to do the same. "Name's Reid Zemke, hope you don't take me rooting for the home team too personally." "Every time I back somebody, they loose." Pip mutters to himself, "Football, Kosho, doesn't matter."
  20. Thoughts on Meditation and associated classes. At this point, I am fully convinced that meditation should be entirely removed as an action. Instead I am in agreement that the proposed 'Rest' mechanic for recovering Vitality and Spirit is instituted. In my current thinking, rests would be player-initiated, but would require MM approval. Once this is done, every player rolls their Strength to recover Vitality, as well as their highest casting Proficiency to recover Spirit should they possess any. Players may also choose to add either their Survival, Technology, or Medicine to one player's Vitality roll, including themselves. Vitality and Spirit recovered are equal to successes rolled. In certain cases, an MM may decide that due to a lack of threats or the length of time without combat/spellcasting, that players regain all spent Spirit and Vitality automatically. On to classes. While the above will be sufficient for most players, for the Battlemage and Martial Artist, both will need some ability to recover spirit on the fly in order to function properly. For the Battlemage, I've already devised an alternative feature to allow this, and will now reproduce it here along with the other class features: Eldritch Onslaught When you deal damage with an Offensive Combat Check, you regain Spirit = # damage dealt. Infused Strike When you cast a spell, your next attack gains die = # Spirit spent. Transmuter's Advantage You may change the type of your armor if you have more than half max Spirit. The intent here is for a 'high-energy' playstyle where the player casts spells and makes attacks in rapid succession, but has to take time to reorient their defense if it proves suboptimal. One possible further change though, is to remove Nature from the Battlemage's qualifying Proficiencies, as that would give them native access to Healing Light. For the Martial Artist, I feel a different solution is needed. My current idea is to replace Purity of Mind and Body with an altered form of Meditate based on one of my prior suggestions. again, I will reproduce the whole class here with associated changes: Strike Like Lightning You may make an additional number of Unarmed Combat Checks = 1/2 current Spirit. Flow Like Water You may move up to 1/2 Velocity as part of a Combat Check. Meditate You may roll Insight or Religion to recover Spirit One thing I am uncertain of is if this proposed change should include a limit on how many times it can be use, and what such a limit should be based on. Spirit? Skill? Should the limit be per mission or per rest?
  21. Enson looked up for the terminal at Collette, an expression of mock astonishment on his features. "Why Miss Collette, I'm shocked, shocked, that you'd even think that was the case. I can't possibly conceive what makes you even consider the possibility." He nudged Wallard. "Come on," he said, "I think we've learned everything we can here."
  22. Round 5 Ronin defends himself (+4) Helena rallies Ronin (+3) Hector Persuasion Check (DC 1): (3,3,3,6,5,5) Three successes Decker attempts bribery - Accepted! Pip Persuasion Check (DC 3): (5,2,3,2,6,1) Two successes Eqi rallies Ronin (+2) 'Cyberdude' rallies Kenshi (+2) 'Mustache' defends Kenshi (+3) Kenshi moves to 5 Kenshi vs. Ronin - (1,3,5,3,3,2,5,2,+2) Four successes vs. (1,1,5,3,6,2,3,5,2,6,3,3,1,3) Four successes = Zero damage 'Mushrooms' rally Kenshi (+1) Mortimer rallies Kenshi (+5) Henrik Persuasion Check (DC 3): (5,3,6,4,1) Three successes Elfonn Initiative Check: (5,6) Two successes 'Rock Elf' Artemis Rosella Initiative Check: (6,2) One success As the standoff continues, Ronin takes the opportunity to size up his opponent, absorbing his every move, waiting for him to make the first move. It doesn't take long. With a wild yell, Kenshi leaps toward his opponent in an attempt to slip past him and deliver another strike from behind. Ronin doesn't let him though, catching his opponent's sword on his own before following up with a swing of his own that forces Kenshi to break off his charge. Desperate to break his opponent's defense, Kenshi unleashes a series of wild swings at Ronin only for them to parry each in turn, dancing back nimbly. Decker, meanwhile, decides to bite the bullet. "Yeeeesssss... perfect. Thanks friend!" Having said that, Elfonn takes the mushroom from you, lifts his cap slightly, and stuffs it up there as casually as someone else would put something in their pockets. As he does so, Decker sees... he sees... Decker looks around, surely someone else must have seen that, that can't just have been his imagination. But no, nobody seems to have noticed, or if they do, they don't care. ...ANYWAY, moving on from... er... that, Decker isn't the only one making new friends. Hector he spots trying to talk the dwarven lady into switching sides, only to see her shake her head. Meanwhile... "C'mon lady, are you just gonna stand there? Cheer!" "Yes! Come on, Kenshi! Kenshi!" "Kenshi! Kenshi! Goooo KENSHI!" "No, no! The other one! Cheer for the other one!" Enemy Kenshi (Duelist) ??? cycles old male Human Swashbuckler Stamina: 6/6 Velocity: 3 Strength: 3 Skill: 3 Smarts: 1 Proficiencies: Acrobatics 5, Insight 1, Melee 3, Performance 1 Credits: 10 Equipment: Well Made Sword (Calibrated Kinetic Melee Weapon), Cognitive Enhancer (Tool) adds +1 die to Skill and Smarts Checks Inventory: Pizza (Consumable) Has 4 uses, heals 2 Vitality per use. Multiple uses may be spent in one action, and may be split between self and adjacent allies. 'Cyberdude' (Bystander) Velocity: 3 Skill: 2 Smarts: 2 Proficiencies: Persuasion 2 Special: Cannot be convinced to not support Kenshi. 'Intelligent Mushrooms' (Bystander) Velocity: 1 Skill: 1 Smarts: 2 Proficiencies: Deception 2, Intimidation 1, Performance 2, Persuasion 2 'Magnificent Mustache' (Bystander) Velocity: 2 Skill: 3 Smarts: 3 Proficiencies: None that would help. Mortimer Wilcox (Bystander) Velocity: 1 Skill: 0 Smarts: 5 Proficiencies: None that would help. Credits: 45  Henrik (Bystander) Velocity: 1 Skill: 1 Smarts: 4 Proficiencies: Deception 1, Persuasion 2, Performance 1 Credits: 20 Special: Convincing them to move away from unaligned is a DC 3 Check.  Artemis Rosella (Bystander) Velocity: 2 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Perfomance 3, Persuasion 1 Party Ronin (Yzalirk) (Duelist)[REDACTED] Male [REDACTED]Character Points: 0/19Stamina: 2/7Velocity: 3 4Strength: 1Skill: 4Smarts: 3Spirit: 0/0Proficiencies: Athletics 1, Artillery 1, Deception 1, Melee Weapons 2, Perception 1, Stealth 1, Survival 1Known Spells: NoneCredits: 222Equipment: Cloaking Generator, Hard Light Katana (Calibrated Energy Melee Weapon), Rocketpack - Armor Attachment (+1 to Velocity when wearing this armor)Inventory: Gator Tooth (Can be converted into either a Kinetic or Elemental Standard Melee Weapon by a craftsman), Ion Laser (Calibrated Energy Artillery Weapon), Flashlight (Tool), Workman's Outfit (Standard Kinetic Armor) Filtration, Frozen Blood (Consumable) ???, Sleep Gel (Consumable) ???, Lamplight (Consumable) ???, Æther Shroud (Consumable) ???, Cytherian Salts x2 (Consumable) ??? Decker DaCabe (Endgame) (Bystander)24 year old male HumanVelocity: 2Skill: 3Smarts: 1Proficiencies: Melee Weapons 1, Short Range Weapons 2, Medicine 1, Perception 1, Athletics 1Credits: 52Equipment: Double Barrel Voltaic Shotgun (Calibrated Energy Short Range Weapon), Workman's Outfit (Standard Kinetic Armor) FiltrationInventory: Unloaded Pistol (Calibrated Kinetic Melee Weapon), Sandblasted Cuirass (Standard Kinetic Armor), Flashlight (Tool), Old Wolfclaw Veteran's Shield (Substandard Kinetic Armor) Dented Iron, Telescopic Stock - Weapon Attachment (Spend an action to change this weapon's optimal range by 1 category), Plasma Potion 2x Pip (Bystander) Velocity: 1 Skill: 1 Smarts: 1 Proficiencies: Persuasion 3 Special: Can only shift alignment away from the heroes via intimidation. Helena Morrigan (Bystander) Velocity: 2 Skill: 3 Smarts: 3 Proficiencies: Deception 1, Persuasion 1 Special: Cannot be more than one step away from Hector McCloud. Hector McCloud (Bystander) Velocity: 2 Skill: 2 Smarts: 1 Proficiencies: Persuasion 3 Special: Cannot be more than one step away from Helena Morrigan. Eqi (Bystander) Velocity: 1 Skill: 1 Smarts: 2 Proficiencies: Intimidation 3 Elfonn Deshelf (Bystander) Velocity: 4 Skill: 5 Smarts: 5 Proficiencies: Insight 5, Intimidation 5, Perception 5, Stealth 5 Inventory: Shuelj Shroom: (Consumable) Restores 10 Vitality, deals Stunned. Special: Has been bribed. Unaligned Bystanders Uhhh... there aren't any.
  23. @Classic_Spaceman Currently, no rules for elevation are actually in effect, though I did include them in my test fights for completeness' sake. I don't know if Kinto for is using my rules or a different system, so I can't comment on this specific fight in more detail.
  24. "Mmpf. Well, we'll just have to deal with it for now. Does Wranquen know at least?" "That is an excellent idea! Criminal records are publicly accessible, but the ITA or EPD could have information on him that wouldn't show up on public record. Why don't you take the lead on this one though? This really seems more your area of expertise." Enson will assist Wallard with Insight.
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