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You are here: Home --> Forum Home --> Recent posts by Celtia
Topic: Fading in.
Subject: I sense a presence...


Good to have ya back, Chessic, sorry to hear how life's been treating you. I wish you the best in all that you do.

Welcome back to the inn.

Posted on 2011-12-11 at 05:35:49.

Topic: Homebrew D&D Class: The Pistoleer [4e]
Subject: Thanks!


Thanks! I didn't really see the concept as being remarkable alone, truly...placing a gun-wielding class into D&D is something that has been attempted by many people. Just look at the Fable series of video games for a mixture of flintlock and clockwork pistols and rifles alongside swords and crossbows.

The difficulty, in this case, was to make a class that did not overpower any other existing D&D class (4e). Which is where I had the ideas for the complicated reloading system, as well as the lack of range and inaccuracy. That said, in tests - a level 2 pistoleer has fared slightly better when up against a level 2 Ranger...which is fair enough, considering a pistoleer is designed for single-target combat, for the most part.

EDIT: And yes....I'm slightly dubious that I'll find that many 4th Edition D&D players on the site. Can't say I blame them.

Posted on 2011-12-09 at 02:06:58.
Edited on 2011-12-09 at 02:08:55 by Celtia

Topic: Homebrew D&D Class: The Pistoleer [4e]
Subject: Tired...but I'm glad I'm done with all of that.


Wow...all that takes up WAY more space on the forum than I expected. It also doesn't look as neat, since I had to change a lot of the formatting. Oh well.

Anyway, to anyone who braved those walls of text, please let me know what you think of the class. I'll happily take any and all advice or thoughts or even questions as I slowly develop it. I have done my best to keep it balanced yet unique...something that's taken me a long, long time.

Heh, just to adapt it all to these forums means I've stayed up all night, from 2am to 5:30am. That'll teach me to start things late at night.

Posted on 2011-12-08 at 18:27:29.
Edited on 2011-12-09 at 01:47:01 by Celtia

Topic: Homebrew D&D Class: The Pistoleer [4e]
Subject: Level 1 and 2 powers.


Finally, here are the powers created so far. The two major builds of the Pistoleer include the Enthusiast - which centers on additional effects including movement and faster reloading - and the Gunslinger - which has improved capabilities to throw conditions at enemies as well as ensuring its attacks hit. The gunslinger is rather more simple, but an Enthusiast will be able to utilize terrain and more tricky tactics.

Dexterity is for the vast majority of attacks and damaging, but Wisdom is often used for additional effects (making Wisdom more important for Enthusiasts than Gunslingers). Constitution is usually used in burst and blast attacks, where a pistoleer can - however briefly - utilize elements of a Controller.



LEVEL 1 AT-WILL EXPLOITS

Down the Sights .Level 1 Pistoleer Attack
You look down the sights of your pistol, aim carefully, then pull the trigger.
At-Will �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity+2 vs. AC
Hit: 1[W] Damage
Increase the damage to 2[W] at 21st level
Special: You may use this power as a ranged basic attack

Afterburn .Level 1 Pistoleer Attack
As your hear the satisfying 'THUNK' of your bullet, you allow the sense of pride to fill you, as warm as the sparks from the muzzle of your weapon.
At-Will �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] Damage and gain temporary hit points equal to your Wisdom Modifier
Increase the damage to 2[W] at 21st level


Pistol Whip .Level 1 Pistoleer Attack
While it may not be a recommended use of a pistol, with the right know-how you can utilize one as an effective mace-like weapon.
At-Will �� Martial, Weapon
Standard Action ... Melee
Requirement: You must be wielding a Blackpowder Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1d6 + Strength modifier damage
Increase the damage to 2d6 + Strength modifier at 21st level

Covering Fire .Level 1 Pistoleer Attack
There’s not many things a pistol can do much better than cause a distraction. Particularly when that distraction is in the form of a heavy shot to the body.
At-Will �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity Modifier Damage
Increase the damage to 2[W] + Dexterity Modifier at 21st level
Effect: Target is marked to you
Special: You can use this power as a ranged basic attack



LEVEL 1 ENCOUNTER EXPLOITS

Run and Gun .Level 1 Pistoleer Attack
While moving, you take a skilful shot towards your target, gaining the ground you need to begin the reload process.
Encounter �� Martial, Weapon
Standard Action ... Blackpowder Weapon
Target: One Creature
Special: Before or after making the attack, you may move a number of squares equal to 1 + your wisdom modifier.
Enthusiast: You may empty your weapon of blackpowder residue as a free action after making the attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity Modifier Damage


Deer Slug .Level 1 Pistoleer Attack
You let loose a shot able to fell lesser creatures in an instant.
Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity Modifier Damage.


Bloodied Bullet .Level 1 Pistoleer Attack
You fire your weapon at a target’s vital points, the energy of your shot tearing through armour and flesh alike to leave your enemy clutching at their wounds.
Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. Reflex
Hit: 1[W] Damage. If the target moves on its next turn, it takes 5 damage.


Blow'em Down .Level 1 Pistoleer Attack
Loading a specially crafted soft shot, you take a risky shot to the upper torso of your enemy, throwing them to the floor and slowing their advance upon you.
Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature of your size or smaller
Attack: Dexterity vs. AC
Hit: 1[W] and target is knocked prone
Gunslinger: You gain a +2 bonus to hit.



LEVEL 1 DAILY EXPLOITS

Shrapnel Shot .Level 1 Pistoleer Attack
Your specially-crafted brittle shot is torn apart as it leaves the pistol’s barrel, its remaining – deadly – shrapnel hurtling towards multiple targets.
Daily �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One, two or three creatures within range and within two squares of each other
Attack: Dexterity vs. AC, one attack per target
Hit: 1[W] + Dexterity Modifier Damage and target takes 2 ongoing damage (Save Ends)
Miss: Half Damage


Powderblast .Level 1 Pistoleer Attack
Instead of a shot, you take your time instead to load a significantly greater amount of black powder, hold your pistol with both hands, then let loose a small, but energetic, burst of flame and cinders.
Daily �� Martial, Fire
Standard Action ... Close Blast 3
Special: You must be wielding a pistol, with an empty off-hand
Target: Each creature in blast
Attack: Dexterity vs. Reflex
Hit: 2d8 + Constitution Modifier Fire Damage
Miss: Half damage


Hunter’s Bullet .Level 1 Pistoleer Attack
It’s impossible to make a silent kill with a gun...but as any hunter knows, it’s possible to make a sure one.
Daily �� Martial, Weapon, Reliable
Standard Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity+2 vs. AC
Hit: 1[W] + Dexterity Modifier damage, and the target is slowed (save ends)


LEVEL 2 UTILITY EXPLOITS

Gunner’s Reprieve .Level 2 Pistoleer Utility
You find a moment of calm in the middle of battle, and you take the opportunity to stop the endless stream of reloading, breathe, let the ringing in your ears cease, and return to your senses.
Daily �� Martial, Healing
Minor Action ... Personal
Prerequisite: No enemies are within 4 squares of you.
Effect: Spend a healing surge, and you may make a saving throw.

Weighted Words .Level 2 Pistoleer Utility
You can get more with a kind word and a gun, than you can with just a kind word...
Encounter �� Martial, Weapon
Minor Action ... Personal
Prerequisite: You must be carrying a loaded pistol
Effect: You gain a +5 to your next intimidate check, until the end of the encounter.

Sight Target .Level 2 Pistoleer Utility
It’s important to make every shot count with a pistol, so you take the time to feel which way the wind is blowing, and check to see how your unsuspecting target is moving.
Daily �� Martial
Minor Action ... Range 10
Target: One Creature you can see that does not have cover or concealment.
Effect: Gain a +1 Power Bonus to attack rolls against that creature until you lose sight of it or until the end of the encounter.



Posted on 2011-12-08 at 18:20:00.
Edited on 2012-01-10 at 15:12:38 by Celtia

Topic: Homebrew D&D Class: The Pistoleer [4e]
Subject: The Pistoleer Class Traits


Finally, here we are...the basic Class Traits and Class Features of the Pistoleer. I'll try to refrain from inputting in lore-related information (such as what Gods a Pistoleer may often follow) since, like I mentioned, that's not the point of this. This is to get feedback on the mechanics and balance of the class, and in the meantime allow anybody else on the Inn to use such ideas.


PISTOLEER

"The pistol is the gentleman's weapon. It is elegant in its craftsmanship, easy to conceal in polite company, and able to kill in an instant."

Role: Striker. You excel at tearing the health out of your enemies one by one, as long as you remain far enough away to be safe. A small host of abilities allow you to utilize certain Blast attacks, leading to a secondary role as a minor Controller.
Power Source: Martial. Your skills are borne from your knowledge of the weapon, the perception of your surroundings and the practice required to fire straight and steadily.
Key Abilities: Dexterity, Wisdom, Constitution

Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Pistol
Bonus to Defense: +1 Reflex, +1 Fortitude

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier

Trained Skills: Perception. From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics , Thievery, Bluff, Intimidate, Dungeoneering, History, Perception, Streetwise

Build Options: Enthusiast Pistoleer, Gunslinger Pistoleer
Class Features: Ammunition Change, Pistol Talent,
Blackpowder Mixer, Return Fire




As seen above, the Pistoleer is very close to the Ranger, but with less proficiencies with Weaponry or Armor, but in turn having more healing surges and a very different set of class skills. The class skills lack stealth (for guns aren't known for their silence) but does have Bluff and Intimidate...tactics that work well with a weapon, be it through threats and/or ensuring someone that yes, the weapon is loaded. Also, automatic training in Perception is unique to the class, as such eyes would be a prerequisite to handle such an unwieldy weapon of war.

Below I explore the class features in detail.




Ammunition Change
Pistoleers have thrown themselves headfirst into the new technology and changes that Black Powder offers, and so it is little surprise that many are inventive and keen to experiment and try new things. Whether in an attempt to gain an edge in a gunfight, or purely to test the limits of such weaponry, it is common among Pistoleers to try alternative ammunition forms. Being so experimental, Pistoleers are constantly coming up with new alternative shot types, all with their own advantages and disadvantages.

To change ammunition type requires a minor action without a shot already loaded, this minor action entails opening up a different compartment or pouch to where new ammunition is kept. It is often done before battle begins.

Hard Shot: All weapon attacks with a pistol have a +1 to hit, but have -2 range.
Normal Shot: No difference.
Soft Shot: All weapon attacks with a pistol use a 2d6 hit die, but have -2 range.


Pistol Talent
Enthusiast Style - Expert Reload: If you move at half or less than your speed during a Move Action, you may clear your weapon of residue as a free action.
Gunslinger Style - Sharpshooter: All Blackpowder weapons may fire up to two squares further away.


Blackpowder Mixer
When using any Blackpowder weapon: Upon an automatic miss, all misfire effects are treated as ‘no effect’ unless a 20 is rolled.


Return Fire
Gain a +1 bonus to attack rolls while concealed or in cover from your target.






The ammunition change class feature went through many many revisions. At one point (indeed, I still have the notes) I created over a dozen types of deeply detailed forms of ammunition, including Adamantium and even Dragonbone shots. They'd act almost like Magic Weapons, but changed many features of the pistol from the range, damage die...even creating special effects on critical hits. Ultimately, the complexity (even for me) was far out of proportion of anything in the 4th edition, so I scrapped it for the simple system you now have.

The 'blackpowder mixer' benefits are available to other classes, but only if a feat is taken. I have yet to decide whether it is merely a feat or specifically a multiclass feat benefit.

Finally, the 'return fire' element also went through revisions, acting to slightly offset the disastrously low chances of hitting as a Pistoleer.

Posted on 2011-12-08 at 18:03:25.

Topic: Homebrew D&D Class: The Pistoleer [4e]
Subject: The Black Powder Category and the Pistol Weapon.


Black-Powder based weaponry, due to their unique mechanics, do not fit the same weapon categories as "Simple" "Military" "Superior" or "Improvised" Ranged Weapons, instead appearing as "Black Powder" Ranged Weapons. This means that feats regarding such categories do not affect Black Powder weapons, and no existing class has proficiency with this weapon. Eventually, new feats will be made for the new weapon category.

The 'Pistoleer' class is set in an area or time which has created pistols that work in a design similar to a Flintlock, but has yet to discover the effectiveness of longer-barreled weapons. As such, many Pistoleer abilities are incompatible with two-handed Black Powder weapons, such as primitive Rifles or Blunderbluss'.

The statistics of the Pistol are as below...

BLACK POWDER RANGED WEAPONS

One-Handed
Weapon. Prof. Damage. Range. Price. Weight. Group.
Pistol......+0.....1d12........8.......65gp....1.5 lbs....Pistol

Properties
Complex Load, Lightweight Trigger, Unsafe, Inaccurate, Brutal 1, Small


As you can see, all of the properties (almost all of them new) are where the Pistol is differentiated so. However, before I break down each of its properties I'd like to point out the extreme cost of such a weapon (almost three times that of a crossbow), as well as its short range, which cannot be extended unlike other ranged weapons (I reasoned that because of how quickly such a projectile loses its deadly energy, particularly since such a pistol uses heavy, spherical 'shots'). Its apparent lack of proficiency bonus becomes clear with the weapon properties, which I will explain below...

Complex Load: Before reloading a shot, a minor action must be taken to clear the blackpowder residue from the weapon. To reload a shot takes a Standard Action, requires a free Off-Hand, and provokes Oppurtunity Attacks.
Lightweight Trigger: To fire this weapon requires a Minor Action instead of a Standard. To drop this weapon requires a Minor Action instead of a Free.
Unsafe: If a ‘1’ is rolled on the Hit Dice, then an automatic miss occurs and the player must roll the d20 again and suffer the effects as per the table below.
Inaccurate: Without proficiency, suffer a -2 penalty to hit.
Brutal 1: As per existing rules (on a damage roll for the Weapon, re-roll any dice that lands on a '1')
Small: As per PH1.


As per the 'Unsafe' property, an automatic miss will trigger a d20 roll with the following effects detailing how severe a misfire it was.

0-5 Weapon is destroyed and requires repair. Wielder takes 1d10 Fire Damage.
6-10 Wielder takes 1d6 Fire Damage.
11-19 No effect
20 Shot is not used (no reload will be required)



As visible, the Pistol is a complicated weapon. Fortunately, for enemies/monsters using such a weapon, many of these rules will be either ignored or simplified. In addition, the 'misfire' event is partially imposed to limit other classes making TOO easy a use of this one-handed minor-action using weapon, since Pistoleers automatically recieve a Feat that negates any penalizing effect from a Misfire. Also, the time consumption of reloading, as well as the inaccuracy and lack of range, means that the pistol does not render any other ranged weapon obsolete.

EDIT: The 'lightweight trigger' keyword has been changed to include dropping the pistol requiring a minor action, due to the method of grip and where the trigger finger lay means that you cannot simply relax your grasp and have a pistol drop from your hand (it would simply hang on your trigger finger). This is primarily for gameplay reasons...theoretically, a player with the Quick Draw feat and carring 3 pistols would be able to make three attacks in one turn (not including Action Points) by switching his Move and Standard actions with Minor. Even so, this can still be exploited to save actions (dropping instead of reloading), but then...so can Crossbows in the base game if you have Quick Draw.

Posted on 2011-12-08 at 17:21:47.
Edited on 2011-12-11 at 12:00:07 by Celtia

Topic: Homebrew D&D Class: The Pistoleer [4e]
Subject: Homebrew D&D Class: The Pistoleer [4e]


Hello to all of the innmates out there! Ann adaptation of a D&D homebrew setting (that I co-create with 'clockwork demise') sees the advent of black powder throughout the world. I won't go into the details and lore of it under this forum topic, but I am going to place the plans for a new player class playable in said setting.

This new class, the Pistoleer, is a 4th Edition Player Class that utilizes the newest breakthrough in weaponry to full effect. It plays the role of a Martial Striker, primarily, but the unique mechanics of its weaponry causes it to lack the defensive and rounded abilities of the Seeker or Ranger. In return, however, its attacks (when they hit) deal a chunk more damage, and it's variety of self-aid utilities place its status slightly closer to a Fighter.

To play a Pistoleer requires slighly more effort than an Archery Ranger (possibly the closest equivalent). Pistoleers eat their way through their Actions every turn, often trading in their Standard and Move actions for Minor. In addition, through utilities and class features, Pistoleers tend to stack up bonuses to hit (bonuses they desperately need, since they are vastly less reliable than Rangers in hitting what they aim at).

As of writing this post, I have created all of the Class Traits and Class Features of the Pistoleer, and have begun the long and difficult task of creating their list of Powers, currently having only completed Level 1 and 2 powers.

Though I have plans for much more (including Paragon Paths and higher level Powers), I shall place my most recent developments on the class here.

All feedback would be greatly appreciated. I have spent a long time trying to balance the Pistoleer against the other classes from all three Players Handbooks, but I'll take as many opinions, thoughts and observations as I can get.

Posted on 2011-12-08 at 16:50:26.
Edited on 2011-12-11 at 07:53:39 by Celtia

Topic: CALLING ALL INN MEMBERS!
Subject: Is this thing still on? *Tap tap* Testing, testing...


And I'm back out of nowhere! (And did I just see someone else with my Avatar? This may get confusing quickly...)

If this is still open, then a description of myself...

Just over 6 feet, dark dirty blond/brown hair which I keep slightly longer than I should. A youth/young adult (exact age is private, but assume somewhere between 16 and 24, whatever is easiest).

Let's see... Blue eyed, pale-skinned Australian, and that about covers it.

EDIT: And Male. I keep forgetting I have to specify that, since I'm frequently mistaken by my username.

Posted on 2011-12-08 at 12:42:51.
Edited on 2011-12-10 at 04:11:57 by Celtia

Topic: "Fallout" game series, an RPG.
Subject: Sure.


Sure thing, thank's for the interest!

Posted on 2011-11-29 at 17:47:42.

Topic: "Fallout" game series, an RPG.
Subject: Welcome aboard!


Well, I'd be happy to have another player. Particularly one already so familiar with the setting.

Unfortunately, this adventure has hit a hitch of sorts, as you can read most recently on the Q&A thread. Until it is resolved (either through the eventual return of a previous player or an alternative arrangement with the existing players) this adventure has yet to move.

That said... you are free to join and make a character. I just can make no guarantees when this game will begin to move again. Make sure you scan over the existing posts (there's not too many) to get an idea of what's happened so far.

Posted on 2011-11-27 at 10:10:39.

Topic: Breaking the Fourth ~ A D&D Webcomic
Subject: Laughed Out Loud


Hah, fantastic! Love your methods of clearly describing movement. I've seen a great deal of comics where it's not nearly as easy to understand where things have come and gone from and to.

(Huh...look's like I'm posting again. Sorry about that everyone)

Posted on 2011-11-23 at 14:09:08.

Topic: Full House: Fallout Adventure Information and Q&A
Subject: Sorry!


Sorry! Sorry!

I shamefully just dropped off the face of the planet. In truth, I've had the time to post but have barely touched upon this site. I should've forced myself to at least make this post though...

Sorry, but clockwork demise is currently in France, something I only recalled he was going at all a week ago. He will be unable to post for about two months...that's a long time.

I've been working on other projects for tabletop games, but I'm sorry for neglecting this so. I am unsure as to what to do at this point with this game...as unlike my other one, I do not wish this to fizzle or go on an indefinite hiatus.

There's a few options, though...

Option 1: Since I dislike the idea of controlling his character for him or writing him out when he will be back, I can instead write his character 'away', as such, and his character will reappear and rejoin the storyline when necessary, with adequate experience and rewards similar to what had occurred.

Option 2: Go on hiatus for two months.

Either way...I need to know who is still prepared to play. I myself have been slowing and slowing in my posts, I realize, but I am determined not to let my short attention span ruin something I and other people have worked hard on. This is particularly for Jozan1, who has not posted for some time even before this break. Also directed at Grugg...are you still prepared to play when your character turns up? I can ensure, whichever option is taken, that your character will turn up within, say, 4-8 GM posts in the game.

Sorry, again, to everyone. I'll lost access to the Internet for the next 4 days, so I'll reply on Monday.

Sorry, again, for this neglection.

Posted on 2011-11-23 at 13:44:11.

Topic: Full House: Fallout Adventure Information and Q&A
Subject: Update


I'm still going to be busy for another week, I'm afraid. I did say a couple of weeks one week ago. ^^'

Don't worry, I haven't disappeared forever.

Posted on 2011-11-08 at 10:31:28.

Topic: Full House: Fallout Adventure Information and Q&A
Subject: Update.


I was going to ask clockwork demise to post, as I prefer to reply to two characters at once, so one player doesn't underdevelop or be left behind.

I understand this is going by slowly, but I have to take approximately a two week break anyway. Well, perhaps not. If another post pops up by clockwork or Jozan I will do my best to reply, but for the time being I'm going to be busy studying.

Thank you all for your patience. I won't let this game die, not when things are going to get much more interesting soon...

Posted on 2011-11-01 at 11:23:34.

Topic: Fallout: New Vegas - Full House RPG
Subject: Julie and Arcade.


Olsen

"Thank you, Olsen. Your help means so much to us all... I can give you a task whenever you're ready. Right now I need a trustworthy Follower to send supplies to a Freeside family we've sworn to protect. We have runners, but it's not quite that simple, and I don't think you should go alone. I'll tell you more when you're ready to leave, but until then - our food is your food, our water your water, as are what spare beds we have." Julie thanked Olsen, hesitating for a brief moment before leaning forward to kiss Olsen lightly on the cheek in a gesture of friendship.

"It's good to have you back."

Julie gave Olsen one last smile and apologetic look, before her attention was drawn away by a doctor who beckoned her over, looking for advice.


----------


Markas

Stephen blinked at the mention of Psycho, before shaking his head, slowly.

"No. Chems damage the mind and distort your perceptions. I just...need the Steady..." Stephen blinked again, before turning and slowly ascending the nearby stairs once more without another word. Arcade watched him go, sadly, before suddenly looking towards Markas, one of the ex-Enclave's sentences having just sunk in.

"The Brotherhood of Steel are dangerous. If they knew you were once Enclave, they'd likely attack you on sight...even if they didn't, they're not in the habit of allowing whom they see as Outsiders to join their ranks. Also, I'd appreciate it if you don't encourage Stephen's...cravings. It's hard enough trying to treat such a long-term psychological addiction to such a rare substance, even if we can at least temporarily cure his physical dependencies."

Arcade frowned, sighing.

"I'll ensure you're safe in this Fort for as long as you're here, but I'm afraid I can't do anymore to help you, Markas. Now... I have to get back to work; please leave me."

Posted on 2011-10-25 at 09:50:35.

Topic: Footprints: Part One, Chapter Five
Subject: Interesting...


Varis accepted the silent offer, putting his cup forward to be filled. Despite his tavern-ridden history, he didn't drink much lest he dull his tongue and voice, but he accepted almost anything that was offered or bought for him. Even so, he rarely had many forms of mead.

This place was too normal for Varis' view of an actual mage as opposed to the minor cantrips he can cast, but on the other hand, the crystal-encrusted walls outside must count for something.

"Yes...Khan was it? Pleased to meet you; I am Varis Caese, Mercenary and ex-Bard. I feel I should tell you that the councillor you tried to kill beforehand was slain by Smythian Knights." Varis spoke softly, deciding it best not to anger a mage, even with Karrain so close. Varis knew he should be furious at this mage whom was his enemy before, whom almost killed An'Inglefar as well as Varis, DHarem and Thom in the process, and might be in league with the Revolution, the Smythians and the now ex-living Barbant.

But something in Khan's manner was just too...simple, quiet, unassuming...innocent even. From the tower to his choice of drinks and his invitation, it all just seemed contradictory to what he seemed to have done.

Posted on 2011-10-24 at 04:37:57.

Topic: Full House: Fallout Adventure Information and Q&A
Subject: I'll be back.


Long story, cut short: I'm in a rush right now, and will be unable to post for a couple of days. See you on Monday, with any luck, and I apologize in advance.

Posted on 2011-10-21 at 09:07:29.

Topic: Fallout: New Vegas - Full House RPG
Subject: Whoooa...Arcade's not usually one for speeches.


Markas

Arcade's expression was hard to place, as he looked at Markas, blinking slowly before sighing. He gave a quick nod to Julie farkas, before putting a hand on Markas' shoulder, steering him around to walk towards the Fort tower on the side of the fort farthest from the gate.

Intelligence Check PASS: [7/2]

The tower where a Markas knew a sniper remained atop of, judging from the trajectory of the shot fired beforehand. Well, at least it's safer being beneath the sniper than within sight of his scope.

"I'm no commanding officer of yours, Markas. People call me a Remnant now, but I never served in the Enclave. Come inside." Arcade offered, opening the door to the fort, allowing Markas to enter before he followed in.

The ground level had a variety of desks and tables, documents on one and chemical apparatus on the other. From the smells and the unnerving colours and bubbling of the liquids, as well as the repurposed bathtup in the corner filled to about a quarter-mark with a strangely dark liquid, with a top covered almost entirely with glass save for a small pipe fitted on the glass...This looked like some kind of chem brewery.

"Don't mind the smell. Most of the things in here are medical and won't harm you as they're being prepared. Any chems I need to brew I take much more care with." Arcade assured Markas, before looking at him seriously, pushing his glasses further up his own nose with a finger.

"The Enclave is dead. There is no way around it. I know many others like you, who grew up within the Enclave, and so such a concept will seem surreal to you, I know. And it's for the best. There are ways to bring unity besides military power or in the pursuit of some percieved 'purity' in people. How the Old World ended is proof enough of that. I don't know how the Enclave acted within the old Capital...but I don't think that much could have changed."

"As for what you should do? Realize that there are many people out there doing their piece to rebuild, and in their own ways. Get over your hatred of the NCR, lest it drive you to destruction. There are no more Remnants within a hundred miles of here, but consider this a new beginning, rather than a dead end. There are good people trying to make a change. The work that we, the Followers do, helps people rebuild, making this world better. If you have no direction, then know any aid you provide will be appreciated here, regardless of who you may have once been."

As Arcade finished, steps could be heard clearly as someone approached, descending the nearby staircase until the person turned a corner to look at Arcade and Markas. He had a strangely subdued smile, and eyes that swept over the room in a somewhat unnaturally consistent speed. He breathed deeply constantly, but very evenly, and his face was slightly paler than looked healthy. Each step he took was paced evenly, if slightly slowly. He turned his unnerving smile towards Markas.

"You were the one outside... You should work on your grenade arm." He spoke, softly...still with the unnatural smile, the slightly dulled eyes and a voice that held an overly calm note.

Arcade sighed, looking at the man sadly.

"Stephen...it wasn't that difficult a shot, if it was just outside the Fort. Did you need another dose of Steady?"


----------


Olsen

As Arcade walked off, Julie's excitement wasn't particularly hard to notice.

"Olsen! It's so good to see you, to have you back." Julie cried, flashing the older Follower a smile, "God Bless you for coming back. I think I know why you're back, but I'm also hopeful that you'll stay for awhile. There's not many long-term Followers here among the guards, most are more recently hired. So there's not many I trust enough, or trust to take care of themself well enough, to send them around Freeside. As you've just seen, things aren't exactly...stable.


----------


Gus

Gus had finally been returned his weapon, the fight over as quickly as it had started. Without his weapon, he'd hardly been of much use, he reasoned with himself, before heading out to take care of the job he was promised. Clearly the streets were starting to wake up, which caused him to think twice about which route to take through Freeside, and which exit to go for to head to the Crimson Caravan Camp...

Posted on 2011-10-20 at 12:59:32.

Topic: Footprints: Part One, Chapter Five
Subject: Wasn't really sure what to post, before, sorry.


Varis shook his head, still deep in the thoughts of the deaths he had failed to prevent, raising his chin to look at the others.

"Well, I guess that's my cue..." Varis shrugged, walking over to pick up a cup from the pile, giving if a quick sniff to ensure it was clean, before examining the clear brown liquid. Botree mead wasn't the most common drink to have by any measure, and the look of the drink wasn't entirely familiar, so Varis wanted to see if it reminded him of the examples of Botree mead he had seen or even tasted at the taverns that had them.

Posted on 2011-10-20 at 05:39:29.

Topic: Flux Wars
Subject: Sorry I haven't been posting


Crystal shook the hand firmly, remaining silent for a moment, peering into the eyes of the Inquisitor.

"...Thank you. For your timely intervention. However, you spoke of a Priest of Narath, Inquisitor?" Crystal spoke softly, letting no emotion through her icy stature, though she stood up straighter in military fashion, no longer relying on her staff.

Posted on 2011-10-19 at 08:36:54.
Edited on 2011-10-19 at 08:38:11 by Celtia

Topic: Fallout: New Vegas - Full House RPG
Subject: That took a while to get that Latin to make sense...


The freesider spoke not a word, besides the occasional gasp of pain, as they passed into the Fort without incident. Though looks were thrown, no-one stepped forward to take Markas' weapon, either. Shortly after entering, the guard and doctor that helped inside the other Freesider returned, free of their burden, taking the leg-wounded one off of Olsen and Markas' hands with thanks, just as a door slammed shut somewhere across the Fort.

"Another attempted attack!? God protect us, was anybody hurt?", Julie Farkas' voice was heard over the existing din of the place easily, slowly coming closer to the unlikely duo, her figure unseeable through the mess of tents and makeshift buildings throughout the area, "Two Freesiders? Jake only took one shot, from what I heard, and that wouldn't be enough to scare off a group of locals regardless, so who-"

Mere meters away, Julie finally strode into the view of Olsen and Markas. At her side, a sandy-blond haired man, taller than Julie, walked. Almost in unison, they turned to look - Julie at Olsen, and the man at Markas through the spectacles he wore. Their exclamations were also at the same time.

"Oh."

The man was the first to react. He gave a glance towards the Plasma Defender slung at the waist of Markas, before looking back towards the Enclave member's eyes, holding out a hand to shake, if stiffly.

"You're the one calling himself a Remnant, aren't you? Hoc vere annus mirabilia. Mementote legis loci, ne a verbis ad verbera imus."

Posted on 2011-10-17 at 18:00:03.

Topic: Fallout: New Vegas - Full House RPG
Subject: No-nonsense.


The Freesider looked up at Olsen. His face was pale...certainly due mostly from the shock of the bullet wound. He dropped his knife after a second, moving his hands to clutch his wounded leg.

"We have no caps. Just take our weapons and don't let him die. We have families..."

As the Freesider finished talking, a Follower ran out from the Fort with one of the gate guards in tow, running to the stomach-wounded man. Fiddling around in the pocket of his lab-coat, the doctor brought our a syringe of Med-X, pulling open an existing tear in the Freesider's clothing, before carefully administering the chem as the guard held the wounded Freesider still. The groans of the Freesider subsided, and he gave no resistance as the guard and doctor hauled him up between them.

"There we go...we can't treat him out in here, we need to bring him inside. You", the unfamiliar doctor began, nodding towards Olsen, "bring in the other one." The Follower wasted no time in pleasantries, carefully moving away, holding up the Freesider's legs as he returned to the Fort.

Posted on 2011-10-15 at 13:46:50.

Topic: Fallout: New Vegas - Full House RPG
Subject: Medical jargon! Woo. (Also, xp update on the normal Q&A)


The leg-wounded Freesider looked up towards the Follower, gritting his teeth. His glare hid his fear behind a mask of hatred, as he swung out with a small knife at Olsen threateningly, despite being well out of reach.

"We know what you've been doing; poisoning or murdering those you claim to 'save', stay away from me!"

Even as the one Freesider spoke, the other coughed again, blood now soaking throughout his shirt. Olsen's bullet had done its job, and must have caused quite some internal damage. The blood loss was surprisingly great.

Medicine Check: [41/30]

Olsen predicted, through the amount of blood, that the bulet must have splintered, possibly having nicked the lowest part of the ribs. The fragmentation had caused some internal damage. Death by exsanguination - blood loss - would probably occur without medical aid within an hour, possibly longer.

Behind Olsen the other guard had returned, but said not a word before running back inside, assumedly to grab a Doctor.

Posted on 2011-10-14 at 05:39:52.

Topic: Full House: Fallout Adventure Information and Q&A
Subject: Clearing up a few things, now that that's provided a good example.


There you have it, your first taste of combat.

It can often last longer, but this had pre-prepared actions, as well as the ease of mere thugs to fight against.

In later combats, I might or might not point out how your character's SPECIAL is coming into play. I largely paced them in as an example as to what was occuring.

Agility largely determines when character actions take place. Succeeding in previous checks (such as Luck or Perception, as Olsen did) may give you an edge, and lower the Agility requirement to pass to act if your character reacts to something the others missed. Pre-preparing actions will also help determine when they take place. If a character has not prepared something, then their character will rarely try a specific action until or unless their player posts. It will vary from battle to battle, of course.

Particularly difficult combat maneuvres will use up AP. In this case, I would have inflicted a minor usage of AP from Olsen by shooting at a specific limb, past a group of people. However, with the battle over so quickly, it's largely reduntant. Drawn out firefights may become far more costly to how well you can keep fighting, though.

Posted on 2011-10-13 at 06:44:43.

Topic: Fallout: New Vegas - Full House RPG
Subject: That was...quick?


Markas Jaden

"Haven't you heard? The Fort's not safe anymore...they're only letting in old guards other men who've caught bowel-rot...apparently it's an epidemic around Prim...and now it's here. Word has it some poor guy with a leg wound developed it and now it's running through the patients there like yellow fever. Wouldn't like to have known the guy who got it though...damned contagious."

Skill-Assisted Dialogue used: Speech (Persuasion), Medicine
[02/??] = Failure
[17/??] = Failure


The sledgehammer-carrying Freesider turned his head to look towards Markas strangely, as if thinking, before being interrupted by the guard by the gate.

"Look, I don't know who you're talking about, but we're not keeping anyone here against their will. Either relinquish your weapons or keep moving, because you are not allowed in like that."

The Freesider turned back, before stepping slightly to the side...

BANG


----------


Olsen Macdonald

Perception check PASS: [8/7]

Olsen saw the eyes of a Freesider at the back of the group flick down towards where he assumed the hands of the sledgehammer-wielding thug was, predicting it to mean that the thug was making some signal behind his back. As he stepped to the side to reveal the Freesider at the back of the group raise a pistol and take aim, Olsen was already ready to act.

Agility check PASS: [5/4]

Olsen fired, his well-placed bullet flying past the group to hit the would-be shooter precisely. However, between the sway of the weapon, the moderate-distance shot was slightly off-target, and instead hit to the left and down of the shoulder, piercing his stomach area easily. A non-lethal shot with the same outcome, though, as the man dropped the gun in reflex, doubling over with a scream of pain.

Agility check PASS: [4/4]

Markas threw the grenade he'd prepared, the Pulse-charged weapon flung through the air. His less-than trained arm caught him out, though, and he'd underestimated the grenade's weight as it fell short of the target, still rolling within the explosive radius of a few. Between glancing at their screaming companion, and identifying where the shot came from, only a couple of the Freesiders recognized the threat of the explosive, but before they could shout a warning one suddenly grabbed his leg and fell as the sound of a second, more distant, shot rang out.

Perception check PASS: [6/8]

Both Markas and Olsen recognized the shot as having come from inside - or above - the Fort's walls, possibly a watchtower.

Finally, as the gate guard and Markas drew their weapons, the grenade lit up and detonated, the useless containment for the powerful electromagnet charge flung away as sparks of semi-transparant light criss-crossed through the air around the Freesiders like dulled lightning, the magnetic disruption doing little, but the force of its release causing them all to stagger if they were still standing.

All five of the unharmed Freesiders, including their 'leader' immediately turned and ran, heading away from the Mormon Fort as fast as they could, one of them dropping his weapon, a lead pipe, in the process. The last two lay on the floor, one trying to drag himself upright while clutching a wound on his leg, the blood starting to soak through his clothes, as the other coughed, writhing in agony as the stomach wound.





Posted on 2011-10-13 at 06:37:42.

 


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