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An Orc a Bar and Some Adventures
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#
271
Jul 24th, 2022, 04:48 PM
RWBY2019
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Yasir's and Cross - end combat
Yasir cast his spell and can feel it fail but it freezes the librarian next to him and Vania frowns
"oops I had meant to cancel it completely I may have power but is's not complete control seeing as how you own this sliver"
when she finishes her half minded rant a new player appears the same who summoned Yasir to dinner
"Not entirely what I had hoped for but the job is done"
he draws a massive axe dripping with fresh blood
"So how have you been you void born runt"
Vania tips her head back
"quite well really a nice man adopted me so I have no intention of staying"
she grabbs the very fabric of the warp ripping it open and letting sheer nothing pour in tuning the battlefield into half a hellscape and half a endless void Cross finds himself and lily on the side with Vania who conjures a new cyberarm from the void around her
"I think it time I embrace my forced lineage"
she then rips her normal arm off replacing it with the new starry void one tossing it behind her to Cross at his feet but a new issue arises lily breaks free of the hold something had on them and rushes down Vania grabbing her by the collar of her shirt and tossing her next to Cross before using D-55 to retrieve Yasir and forcing Vanias hand to open a hole in the dome and making their escape Lily stands there as the warp subsides leaving the area as it was she clutches the old cyber arm to her chest crying for a moment before her own arm take the form of a large shock cannon leveled at Vania
"whoa whoa lets not be hasty half pint"
Lily looks at her sister tears stream down her face
"promise me you wont go fighting cosmic being again without me and daddy"
her sister whose mood changes on a dime sighs
"all right I promise"
Vania then turns to Cross helping him to his feet after being shoved through the gap and brings him into a big hug
"sorry about earlier I wasn't all there today"
realaesing Cross she whirls around on Yasir
"as for you"
as yasir braces he feels Vania grab his hand pulling him into a hug
"It's been years since I got my ass handed to me like that First rounds on me "
as she pulls four whiskey glasses from the hole in her chest along with a fancy looking bottle of whiskey filling a glass for each adult and then filling on with a splash for lily at Cross's glare she simply hands it to her sister
"a little won't hurt especially for the nerves"
then standing back and toasting their getaway
"and yes I suppose if you feel it necessary dad you may find a punishment"
she gives a nervous giggle as she slips Roses holo projector back to lily and turns rose back on who's tapping her foot when the projector is activated with one question
" SO How long was I off"
OOC
I am indeed force ending combat but it's because the fight between Vania and Khorne is plot wise still a ways off same with Yasir's choice in alegences however I will be awarding for quick thinking and outstanding use of available resources 500xp to Yasir with 100 xp to Cross and mayfield
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272
Jul 25th, 2022, 12:57 PM
Dylan Scott
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Numb
His mind was screaming and a whirl of thoughts and pain, he could feel the blood pulsing through his temples sharply as he struggled and pushed against whatever was holding him still, helpless as he watched the scene unfold, watch as his daughter talking with a large man carrying a massive blood dripping axe, very similar to the one Yasir carries, he screams her name again as she pulls her own arm from its socket, throwing it aside as the warp rips open in the air and bleeds into the down, splitting it in two, on the one side the Axe wielding man, the remaining marines and Yasir, on the other, the void side is Vania, Cross and Snowlily
he doesn't even have the chance to process why the merchant is on the side of the opposition before he catches movement to his side and see's Snowlily has freed herself and is pulling Vania back towards him, thrown unceremoniously beside him but the diminutive little girl as her Drones, D-55 flits across the hellscape and retrieves Yasir before he react. In a blur of movement Cross finds himself being pushed back through the warm blood wall of the dome back outside to the Hiveworld, like Vania just the moment before Cross is thrown to the ground, his body able to move once more but he is in too much shock and can only watch as Vania, Snowlily and Yasir join him outside just before the dome of blood wavers and disappears, the hellscape inside no more and everyone finds themselves back on the hill surrounded by the Zergs slain by Vania.
The conversations going on around him are slowly filtering into his brain as he is pulled to his feet by Vania and dragged into a hug which he returns without even thinking, slowly processing her words as she turns to Yasir and then passes whiskeys to the small group, even giving one to Lily before pulling the projector from her pocket and reactivating Rose, who does not look happy to have been deactivated.
For several long moments Cross is silent and looks around the group, Snowlily back to her happy self, little hands holding the whiskey glass, looking up at him nervous and a little hopeful, clearly wanting to try it, Vania grinning, seemingly happy with everything that had gone on, Rose looking angry and wanting to know how much she has missed.
Looking over at Yasir, he is hard to read but he appears confused by Vania's reaction and if what Cross overheard was true then he could understand why, he didn't have all the answers and he had a feeling he would never learn the whole truth but Vania's comments seemed to suggest that Yasir was not in fact on Vania's side and might have been attempting to claim the fictitious bounty on his child
Stepping over to the merchant, Cross rests his free hand on his shoulder as if in camaraderie but the sensors in Yasir's Armour telling the merchant that if he wasn't clad in the advanced battle armour beneath the hologram then he would be in a lot of pain from the pressure of Cross's hand tightening on his shoulder. looking Yasir in the eye, Cross's ice blue pupils are lifeless and cold as Servain as he speaks, voice calm but devoid of emotion
"I don't know exactly what happened here Mr Abadard, but if you come for my children again in any way, I will end you"
Cross then pours the whiskey out at Yasirs feet and drops the glass after, walking away back to the FOB. After several steps he finds himself beside the corpse of an Ultralisk eviscerated by Vania. Pulling his Pistol from the holster on his thigh, Cross fired a round into its skull, the report of the projectile weapon loudly echoing. After several seconds, just watching the smoke trail leave the barrel Cross fires again, and then again..and again..a loud scream of anger and emotion leaves his throat as he unloads all nine rounds from his pistol into the Ultralisk corpse at point blank range.
As the slide locks back and the gun clicks empty, Cross pops the clip from the weapon with a flick of his wrist and slides a fresh clip into the weapon, firing again and again, a second clip emptied into the body, immediately followed by a third, then a fourth as he screams away the frustration and pain and anger and worries of days of stress and fatigue held bottled up since the sound of the alarm at New Servain before it was destroyed. By the time he collapses to his knees, the pistol falling from his hands, he has emptied six clips into the Zerg, over 50 rounds wasted on an already dead creature.
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina:
53 / 53 |
HP:
35 /35 |
Resolve Points:
6 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8 /
+7
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, +2
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12/
+10
, Physical Science: +7, Piloting: +11/
+9
, Profession (Hunter): +12/
+10
, Sense Motive: +12/
+10
, Sleight of Hand: +11, Stealth: +14, Survival: +16/
+14
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Character Links
Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
273
Jul 25th, 2022, 01:59 PM
triedtherest
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Yasir bin Abadard XXIV - Revengers...Disassembled
Yasir's magic didn't even touch Vania, hitting the Librarian instead.
"Sod it!"
The Merchant cursed, then glanced at the held (and probably furious) Marine.
"Sorry!"
He added sheepishly.
He felt relief as Khorne arrived to retake his prize.
Package delivered!
He thought, exhaling a breath.
She may be tough, but there is no way she can take on the God of War!
It turned out that she did not HAVE to take on the God of War!
The Chaos-infused Cyborg was even more adroit than Yasir at manipulating the Warp.
On the return to their Universe, Yasir idly wondered whose hands he would die at, and how they would do it.
Cross is pretty fast on the trigger with that Antimatter Rifle, but I think Vania may be even faster with her bare hands! Hmm, it's a bit of a toss up. Head torn off, or head disintegrated!
In the end it was "Head Confused!"
Vania had clasped him like a brother in arms, and placed a victory drink in his hand.
Top shelf booze too!
Cross had also clasped him, though much less like a sibling.
Unless those siblings were Cain and Abel!
Cross was certainly living up to his surname as he put increasing amounts of pressure on Yasir's forearm, until his HUD started flashing warning signs!
"
If you come for my children again in any way, I will end you"
"
The angry man had said before stomping away.
Yasir sighed, and glanced at Vania.
"I doubt there would anything left of me to end, Cross!"
He said quietly, knowing that the Sniper couldn't possibly hear him.
He glanced at the ground, and the amber liquid soaking into it.
"That was a damned waste of fine Spirits."
He looked back at Vania, and cocked his head.
"I know that you don't owe me a damned thing after what just happened, but....what the hell
DID
just happen? Also, you said that I should question my allegiance, what is it that I don't know?"
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (1/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 1/9)
Character Sheet
Last edited by triedtherest; Jul 25th, 2022 at
03:36 PM
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274
Jul 25th, 2022, 06:35 PM
RWBY2019
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The Group - Breakfast - Labeled outlaws
Vania silently takes Yasir, Cross and lily into the fob where a holo broadcast is playing
"This is Donny Vermilion with the latest scoop on the imperium ships harassing are great dominion they claim to clean worlds of a xeno threat called the tyranids but also slaughter millions of defenseless civilians just like those renegades from the outtrim world of Servain, the impiriums lead Tech priest said that the renegades have a skilled sniper and several high grade military weapons including an android but the ship they fly is of the most intrigue to dominion emperor Mengsk who when asked on the subject had this to say"
a holo projection of the emperor takes Donny's place
"I have never been this worried about some renegades since the scourge of James Raynor as they are better equip and have friends in the Protoss hierarchy I want their ship and heads there will be a heafty payout to a successful capture"
the emperor finishes his speech and Donny returns
"I hope you bounty hunters are good to go on ammo and bloodlust because the payoff is a mansion here on korhal a place in the royal court and several billion credits. This has been Donny vermilion with channel five news"
the screen shuts off and a gunshot is heard looking behind they see Xel his revolver smoking
"That pompous bastard"
Xel yells this at full volume
"he never questions that why would some renegades blow up their home planet"
a had touches his shoulder his ever comforting wife
"It's okay Xelfor we'll do what no one else will and kill him and Crossy I know your more than willing to stick it to the dominion after what one of their ghosts did to My niece but now I ask you Mr. Abadard and chief mayfield wanna hit the road and cause some pain"
Mari looks round at the group her eyes falling upon Snowlily whose flipping through several holo projectors displays several thuds outside signaling the arrival of more assets
"Daddy the ship is done and can carry the chiefs tank which is now capable of orbital drop and i've also got an extra troop transport for those who want to help throw the dominion for a loop"
when everybody gets outside two ships Are waiting Cross's new one fresh made and a small transport the chiefs tank is also looking good and more like a big special forces one with the new thrusters it has but someone decked out the cannon with some ultralisk tusks and the treds cover armor has hydralisk skulls on either end adding a we know what we're doing vibe Vania gives a guilty laugh and both Lily and mari glare at her
"what I wasn't going to waste my kills from earlier"
The void calling teen is also the soberest she's been since waking she then looks at Cross with a smile
"I'm not my innocent sister, the dealmaker that are merchant or even the skilled engineer that the chief is but I am your daughter"
she reaches into the void of her chest drawing out a khaydarin crystal that still shines blue
"I corrupted mine to channel void better but this will help with your headache and may assist in manipulating the psionic energy you control"
she then turns to the group
"Chief, merchant, aunty, uncle what do you say we give into what the dominion labels us and show them real hell show them a monster of their own make just as James Raynor did and use are assets to end the endless power struggle within dominion politics because there is alway people who are willing to fight for freedom and a shared belief they want outlaws lets give them out laws"
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Jul 26th, 2022, 12:07 PM
triedtherest
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Yasir bin Abadard XXIV - Revengers...Disassembled
There was a brief scratching noise, and a momentary spark, from the rear.
Yasir had struck a primitive wood match, and was using it to light another of his cigarettes. He took a drag from the vile-smelling stick, and regarded the blank screen.
"Sod it!"
He says, with feeling.
"I was planning to dabble in some Black Market activities in any case."
He points to the screen.
"But if they're going to pull
this
, then there is nothing to stop me from going full "Black Sail" here!"
He starts tapping at a datapad, while looking around.
"I have a couple of deals in the pipeline, but It'll take me some time to set up, probably the better part of a month, so I'll just see what we have here to scavenge!"
OOC
Scavenge Check
Dice
Profession (Merchant), with Merchant Savvy
:
2d20+12
kh1
(
11
,
16
(keeping 16)
)+12
Total =
28
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (2/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 2/9)
Character Sheet
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276
Jul 26th, 2022, 04:05 PM
Dylan Scott
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Numb
After his act of catharsis Cross felt better, although as his worried children helped him up and they went back to the Forward base and saw the broadcast, he felt the urge to shoot something again returning, this time his anger directed at Emperor Mengsk. It seems he would be adding the man to his list after all he thought as his hugged his children tight as they watched. It came as no surprise to Cross when the screen shattered at the sound of a gunshot. Cross would recognise the sound of Xel's immense revolver anywhere, and he would have likely beaten his friend to the shot if his pistol had any more bullets left but he would need to retrieve the remaining few clips he had from the Snowcat before he could do that.
Cross lifted Snowlily up into his arms and gave her a smile and a hug as Mari and Xel speak, seemingly recruiting people to their rebellion, yes it seems that now they weren't refugees and survivors of Servain Now, they were Rebels and Planet destroyers. Mari's words volunteer her and her husband and it goes without saying that Cross will be there to end the Emperor and from the looks of things Snowlily is onboard as she is fast at work calling down assets from the Phoenix.
Including the newly completed Iceraven Scout Ship, their new home. The addition of the Grav-Tank is a surprise but as Snowlily pulls up the schematic for the newly modified Tank and the modified drop compartment on the Scout Ship Cross can see she has done excellent work and the additional hasn't impacted the outward design or the streamlining of the shuttle at all. In fact the release of the apparently now orbital drop capable tank would be a deadly surprise for anyone they released it on.
"Well, i guess that takes care of the problem of who to invite onboard as the fourth member of the crew. Chief Mayfield, there is a berth and position available for you if you feel like joining a rebellion?"
Due to the design of the Iceraven and its size there was only berthing for 4 crew in the design, each of the quarters although small were luxuriously kitted out with private washrooms in each, One for Cross, Snowlily and Vania, with the fourth now offered to the Chief. realising the need for more quartering though Cross and Snowlily had spent time discussing and altering the plans before the final construction and with the addition of a storage bay for the Snowcat and an onboard fuel synthesizer and processing bay which would allow the ship to function virtually endlessly, the final storage compartment had been modified into a final double occupancy crew quarters for Xel and Mari, also luxuriously fitted out.
"I suppose you might prove useful too Mr Abadard, if your coming with then you'll understand why you will be berthed on the other transport though i'm sure"
Cross said to the Merchant, his voice cold. While the hunter was feeling less inclined to slitting the mans throat, his trust in the man was destroyed and would take a long time to regain, if it was even possible to salvage.
Taking the offered Blue Khaydarin Crystal from Vania, Cross gave her a tight hug
"Thank you Princess, I'll treasure it almost as much as you and your sister. Just be yourself Vania, No one expects you to be like Snowlily or the Chief, especially not me. Just be you and that will always be more than enough to make me proud"
The comment from Yasir draws his attention
"A Month? hmm should be more than enough time to finish a little business with a Ghost before we move onto the Emperor. We should get these ships loaded up and get away from this Hellscape of a planet. I need to make a call"
Climbing aboard the Iceraven, Cross makes his way to the cockpit and fires up the communications system, sliding his data-pad from his pocket and into the docking port, uploading Rose into the system. he isnt surprised when her holographic images appears beside him even though Snowlily and the portable projector aren't near, it seems his youngest daughter had scattered projectors throughout the ship for Rose as well during her tweaks to the blueprints
He still wasn't happy with what Rose had done and was unusually brusque with her
"Set up a video call for me with Mr Lynch at the Aiur Guildhouse"
It was unheard of for Cross to make Video Calls with anyone, let alone his contact at the Guild, in all their time corresponding they had only communicated through messages via the standard channels but this was important. Sebastian could see how serious Cross was on the call, truth be told he had been expecting the Hunter to reach out sooner.
"Is it true? Please tell me after the other falsified Warrants that man has tried to force on the Guild you are not even considering validating this ridiculous bounty on me and my children? i thought the guild didn't hunt its own?"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina:
53 / 53 |
HP:
35 /35 |
Resolve Points:
6 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8 /
+7
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, +2
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12/
+10
, Physical Science: +7, Piloting: +11/
+9
, Profession (Hunter): +12/
+10
, Sense Motive: +12/
+10
, Sleight of Hand: +11, Stealth: +14, Survival: +16/
+14
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Character Links
Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
277
Jul 27th, 2022, 07:32 AM
RWBY2019
Servant To The Omnissiah
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Cross - Comms with Mr.lynch and a chat with Vania
As Cross makes the call Mr.Lynch delightedly answers
"AH Mr. Cross how are you"
as Cross make his agitated comment about the bounty Lynch frowns
"The guild cannot stop other bounty hunters from taking a warrant but I can assure you any and all guild members are aware of the false accusations as most are aware of your nature, skill and guts given that word has spread about your hunt for Specter I assure you none from are guild will be taking the emperor's offer and any that do will have their membership revoked"
he pauses a voice behind him saying something
"I appreciate the call Mr.Cross but must now go as I have several important board meetings to deal with"
The call ends and Vania comes into the cockpit her starry hair and clothing now looking more vibrant she carries bottle of esoteric liquid thats deep black and giving off purple fumes
"You look like you need a hit and I have just the thing "
she taps her side opening the secret compartment pulling out a bag of fine white powder as she sets it up and Cross glares at her she asks him a question
"would you rather i hand you my respirator and a hit of voids venom this is an old earth drug called cocaine you snort it and feel better the alternative is this joint of marijuana I got same effect just don't drive your choice cause I'm doin the one you don't and addiction with these is near impossible with how you hold your liquor"
when she finishes speaking she continues set up without another word when she's done setting up she looks at Cross
"If you need a vent I'm here I've been through hell, and was branded a criminal several times but as you are probably aware dominion law enforcers are corrupt and in no way lawful"
she pauses pursing her lips
"I can wait Auntie Mari asked me to talk with you while they loaded my things so you and me dad now a heart to heart ask me anything no line "
she hits the door seal sealing the cockpit and preventing any eavesdropping after several moments of Cross's silence
"Lighten up man"
she playfully hits him in the shoulder
"wheres the man who helped me out of stasis alright I can play too"
she moves her pick me up tray onto his lap before tinkering with her arm
"take your time i've all the time in the universe cause a mix of pure void flowing through one blood and a menagerie of cybernetics has as you know the consequence of everlasting life bloody mercs had some balls to do what they did but they used me as a test project before themselves turns out i'm the first and only damned being to survive pure nothing binding with them"
she tinkers with her arm and waits for Cross to say or do something
Yasir
As Yasir scavenges for something worth profit he really finds only a few gems those really being perfect zerg organs and a few pristine zergling corpses both of which to most biotech labs is very valuable and could net him at least 50,000 for the organs and the corpses would be worth triple but what would fetch him the most is that gene seed Vania had collected as a he finds a small note explaining it
"All Gene seed comes from the genetic makeup of all twenty primarchs as a base and is used to make imperium marines but is also very rare and so the progenoid gland was created to allow more marines to be made after the the emperor was placed in the golden throne the process of using gene seed is not standardized and the enhancing mutations can be triggered in a variety of ways changing mortal men to Astartes the process however is very painful as it is a multi stage process to install each organ and modification"
the record is dated the 41 millenium and signed by Archmagos Yasir bin Abadard The XXIV and an attached file details his funding of several projects to improve Gene seed and valuing gene seed on the black market at a cool billion per progenoid gland
Chief Mayfield
As everything gose down and people get things going the Chiefs tank mate roddenberry comes and gets his hel looking the tank over and checking the seals as well as other basic diagnostics they are also visited by Cross's little grease monkey who had somehow made these modifications seamlessly and without sound she crash courses them though the new landing system and that is will usually have enough fule in the lad thrusters to jump up cliffs twice and how to fuel the thrusters as they use a hydrogen argon mix fuel that is kept separate from the tanks more basic vespene gas fuel and how if mixed they will literally vaporize everything in a mile asid of that better armor and a another visit from Vania to paint the tank (before she visits Cross) the paint being a beautiful street graffiti art and neon green names sprayed on either side reading
"Coldiron"
their inspection goes well (she also grafiti's is the other two ships with color but no name)
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#
278
Jul 28th, 2022, 07:54 AM
triedtherest
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Yasir bin Abadard XXIV - Back from the Future?
"Oh, we don't need to sit around doing nothing while I set up the deal."
Said Yasir, distractedly as he searched.
" A lot of the process is waiting for other people to get back to me. Seriously, the amount of middle-men involved in deals like this could probably rival a mid-sized planetary government in terms of manpower!"
He was exaggerating, of course, but not by much.
He became greatly interested in the organs, and as an expert Scavenger he had no trouble in preserving, labelling and storing them for the experts to examine at their leisure. He became physically
excited
when he realized that he had
fully intact
Zerg corpses on his hands, and treated them much as he had done with the organs.
He nearly wet himself, when he found the Gene-seed document!
This is just TOO good!
Yasir thought, mentally rubbing his hands together with pure avarice.
I could boost my physical form AND make vast fortune on the back of this!
He continued reading.
Let's see here. Hmm, says the record was dated in the....
41 millenium?
Huh, must be a typo! And it was created by someone called "Archmagos Yasir bin Abadard The XXIV". Huh, well that's.......WAIT!
He looked up, blinking, shook his head vigorously for a few seconds, then re-read the name of the signee.
"Yasir bin Abadard The XXIV?" How is this possible?
He wondered, for a moment, about time, destiny, and about a dozen other things.
He was too pragmatic to dwell
too
much on this, despite how startling the revelations discovered may be, so he immediately began to run through his
Dice
Culture Check -With Merchant Savvy
:
2d20+14
kh1
(
7
,
8
(keeping 8)
)+14
Total =
22
list of contacts
, as well as running various simulations of how the modifications could be
Dice
Medicine Check
:
1d20+12
(
18
)+12
Total =
30
performed.
It would do him little good without actually possessing the precious Gene-seed itself, so he sought out Vania.
"I noticed that you collected the gene-seed from those Marines."
He said, without preamble.
"Is there any way that I could
Dice
Diplomacy Check - Make a deal
:
1d20+12
kh1
(
2
)+12
Total =
14
Dice
Diplomacy - Merchant Savvy reroll
:
1d20+12
(
2
)+12
Total =
14
persuade
you to trade for it?"
OOC
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (2/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 2/9)
Character Sheet
Last edited by triedtherest; Jul 28th, 2022 at
09:19 AM
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#
279
Jul 28th, 2022, 01:01 PM
Dylan Scott
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Numb
The news from Lynch was the best he could have expected, he had hoped that the guild would hold to its oath of not hunting their own but with a bounty that size there was always a chance they would be swayed. He had known that they had no authority over the freelancers but it was comforting to know that anyone who came after him and his family was fair game. Breathing a sigh of relief, Cross gave Lynch a smile
"Thank you Sebastian, i apologise for my aggression, as you can imagine its been a stressful few days and this latest blow against my children was just too much to handle calmly."
Sitting back in the new seating, Cross props his feet on the console and closes his eyes, unconsciously pinching at the bridge of his nose, barely even registering that he doesn't in fact have a headache anymore as he thinks
My God has it really only been a couple of days? I never should have come in from the White
Hearing the cockpit door sliding open, Cross opens his eyes and smiles when he see's Vania enter, his smile wavering a little when the see's the substances she carries, he is trying not to judge, he knows what she had been through and why but it still pains him to see it.
"You don't have to worry about those warrants anymore sweetheart, i took care of them. the Aether Blade is not wanted anymore. Although it seems like we need to deal with this Emperor sooner rather than later to make sure it stays that way"
Taking the pick me up tray Cross put it aside on the console, giving her a smile and shaking his head
"Please keep all these in your room when your little sister is around Raven. I'm sorry about earlier, i wasn't myself. it was hard to see what was going on and not be able to help. I was frozen in place and couldn't help you, i didn't like that feeling. I'm okay now i promise"
"I don't need to vent sweetheart, but i guess there is a couple of questions i need to ask, just two. the rest you can tell me about when your ready. So number one is are any of those Mercenaries still alive? if so please give me their names, they are going on the list right after the Spector and the Emperor"
"but question two is much more important. do you know how to fly this thing?"
He asks with a grin, putting on a very bad, clearly over acted display of confusion at all the shiny new buttons and switches on the Ship
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Sense Motive check on Lynch to tell if hes lying
Dice
Sense Motive
:
1D20+12
(
14
)+12
Total =
26
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina:
53 / 53 |
HP:
35 /35 |
Resolve Points:
6 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, +2
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
280
Jul 30th, 2022, 03:26 PM
TurtleClub
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Chief
Mayfield would make dry runs of the vehicle's modifications, keeping track of the instructions given for the new tech as he and Roddenberry double check the simulations and specs of the launch gear. He had been wary of the completely new sights he was exposed to around the crew, unsure what to make of flesh armor and the myriad of new dangers in an already hostile system. Bart could at least find comfort in being a second pair of hands for the genius engineer girl, his ocular implants keeping a photographic record of her instructions for review. at the first few jump attempts and the fresh coat of neon paint, the chief had gotten around to calling the impressive war machine a "real bullfrog" of a tank. His attentions set now on getting the rest of the gear tuned up, Bart would give up his quarters to the first takers, opting to keep to the hangar.
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Bart - StarCraft
#
281
Aug 1st, 2022, 04:22 AM
RWBY2019
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Cross
Vania stares Cross down
"Firstly I can fly it but only if there is a data jack as I need analog control Secondly we go dark"
she stands up opening the wireless transmitter maintenance port unplugging it
"and lastly put this one hate to say it but you stand out in a crowd on other planets"
she tosses him from the void in her chest a heavy leather trench coat a pair of jeans,white t-shirt and several ammo bound bandoliers with a fancy black fedora toting a red feather
"took that all off some moron who ran with some old earth cartel wasn't the brightest but he new his way around a woman's body"
she laughs giving Cross a you know what i mean look [/SAY]When i killed him I ended up taking over the cartel for about a month before killing the rest turns out he was the don's son and whoa boy he did not like me hanging his son with is own entrails oh those were the days blood all over me and rooms painted red with innaered's i sometimes miss it[/SAY]she gazes longingly at the sky her starry eyes glimmering she clealy has some unfinnished business
"so earlier you metioned you had a ghost to kill or something so we can handle that but for now I have to finish packing and then we can proceed"
she exits the cab and the iceraven Yasir asking her something
Yasir
Vania frowns
"regrettably no Gene seed is not meant to exist here but i will make you a deal merchant find me this list of things and I will give you the means to use the gene seed on yourself and keep for a private army however since it's very valuable I will keep a vast majoraty of it and store it so as to prevent it from being used by others as if anyone in the Koprulu sector gets the secret and make a massive army we now have a bigger problem than just zerg "
she hands him a piece of paper with some very rare and valuable materials on it ranging from phase foraged plating to condensed antimatter (dc 20 profession merchant check to acquire the list)
Chief mayfield
As the Chief gets settled he realizes that the tank is being carried by magnetic pulse carriers not a hanger and it takes him no time at all to tune the gear as the little tech wizard of a daughter Cross has only adjusted them slightly from his preference
The group
by the time everyone is packed and ready to go it's around dusk nad Ji'nara and the protoss guard volunteers to keep the Phoenix on course for aiur as well as clean up the fob and get it back to the Phoenix drop hold as for after that Xel make a big and hearty dinner for the trip to space and during dinner several options are proposed for destination
OOC - Travel options
so like I said earlier the star chart is opening up now here are the options
Vania Proposes The city world Nion 4U3 (Vania having proposed this with the interest of paying an old friend a visit who could help)
Xel and Mari would Propose the military world of Succenus to Retrieve their old equipment but could easily get it from any military base on a planet via teleport
Ji'nara would recommended a more stealthy approach catering To Cross's vendetta against a particular ghost buy giving a contact on Vnaia s destination
Roddenberry would propose the vehicle forage world of Vosie D4 a good place to fetch some better armaments and ammo for the tank
Vanias and Roddenberry's planets both share a system and Xel and Mari's are in a neighboring system and feel free to suggest your own destination in character and build the world by giving the planet a name and denoting if it's a trade world or military ect
also yall still suck at diplomacy Yasir failed by one it was dc 15 to get a better deal from Vania
__________________
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GM of
https://www.rpgcrossing.com/showthre...218714&page=21
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#
282
Aug 1st, 2022, 02:34 PM
Dylan Scott
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Family Trip
Cross chuckled when Vania mentioned needing a Data Jack to fly the scout ship, just like he did
"Don't worry sweetheart, Snowlily will be the one flying but its good to know we can take over if we need to, there is definitely a Jack Console, i need it too"
Catching the assorted clothes she threw at him, Cross made a conscious effort to ignore his 15 year old daughters comments about the Don's Son, raising an eyebrow at the Fedora
"Thank you for the thought but there is no way in the White i am wearing..whatever this is"
"But i take your point, All of my clothing was lost when New Servain was nuked, all i had is my Cold Weather gear, i guess we will need to go shopping when we make planet-fall somewhere, don't tell your little sister, it will be a surprise"
Following the girl out of the ship, he makes his way to the FOB to gather supplies and organise things with the Protoss Guard, eventually finding out that they will be returning to the Phoenix and rejoining the others on Aiur. Cross will be disappointed to see Ji'Nara, M'Lash, Udun and the others go but he knows they will be safer on Aiur and have other duties to perform, covering for the missing Praetor while he deals with family business.
its an unusual place to be having a big family style meal, on a Hostile Hive world but as always Xel and Mari have outdone themselves with the meal, and he guesses the drinks and music were provided by Vania and her seemingly endless supply of alcohol and horrendous taste in music.
As the evening starts to wind down and departure gets closer, the group gathers to discuss options. Although well educated and an intelligent man, Cross is the only one of the group who hasn't spent any time off-world so he lets the others propose destinations. All of which sound ideal, for Cross though the choice seems just a game of numbers, with Roddenberry and Vania's destinations in the same system and with Xel and Mari able to retrieve their old gear remotely from nearly any destination and Ji'nara's contact also on Nion 4U3 it seems logical to start their travels there, but he was willing to listen to the others suggestions
"Vosie and Nion seem the most logical choices, the City World seems like a good place to start and we can check in with Vania and Ji'nara's contacts too and be close to Vosie, but do you think it would be wise to rearm the Coldiron first?"
"I'm willing to take your advice on this though, i know i'm not the most experienced off-world and right now being Praetor doesn't matter"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina:
53 / 53 |
HP:
35 /35 |
Resolve Points:
6 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
283
Aug 2nd, 2022, 01:33 PM
triedtherest
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Yasir bin Abadard XXIV - Back to the Profit Margin
Yasir briefly thought about telling Vania that she HAD to give him the Gene-seed because future history
Says
he possesses it!
And if he could have thought of a way of saying that in a way that he didn't sound like even more of a raving maniac than he was already seen, he would have done so!
Instead, he took the list of items, nodded, and said:
"I'll get back to you!"
Before walking away to consult his list of contacts, in order to
Dice
Profession (Merchant)
:
1d20+12
(
14
)+12
Total =
26
find
her desired items.
Later, at dinner, Yasir sits back, thinking.
"Well, obviously, I am somewhat biased here, but I would go with Nion 4U3 as our next travel destination. It's a City Planet, so there is a chance we could buy much of everything we need there anyway....for a Price! Plus, Contacts are kind of a one-off item! The other stuff, not so much."
OOC
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (2/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 2/9)
Character Sheet
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#
284
Aug 6th, 2022, 07:53 PM
TurtleClub
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Posts: 27
Bart
"What's the possible threat to these locations? I agree with you both on the first stop. I don't think a tank would do any good in a civilian population dense block. Best to keep the girl under wraps. Still might be smart to make a quick stop at the junker planet for heavier gear. I don't know why, but after all this, I could take a trip to the city wards too, get reacquainted with city life."
Bart would rub his chin thoughtfully, squinting some.
"we could take the ship down to Nion and then whip around Vosie on our way off the system."
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Bart - StarCraft
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285
Aug 7th, 2022, 11:17 AM
Dylan Scott
Great Wyrm
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Last Visit: Sep 30th, 2023
RPXP: 6635
Posts: 1,251
Family Trip
Glancing around the table, Cross noticed that Snowlily has been unusually quiet.
"Well it seems like we have a general consensus, Nion 4U3 for some rest and resupply and check in with our contacts, then we hit Vosie D4 to upgrade the Coldiron on the way to Succenus for Xel and Mari's gear, unless you can get it transported to a base on Nion or Vosie in the meantime"
"Mr Abadard, the transport is yours. Feel free to arrange the hold however you see fit for mercantile purposes. Can you fly? we can slave your ships systems to the Iceraven if needs be, i'm more than confident Snowlily can fly your vessel on remote"
His voice unusually cold when addressing the merchant
"Unless anyone else has any other suggestions? Butterfly? what do you think we should do princess? your part of the crew too, your vote counts as well"
Looking down at his youngest daughter, giving her an encouraging smile, tone of voice considerably warmer and more affectionate.[/B]
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina:
53 / 53 |
HP:
35 /35 |
Resolve Points:
6 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks.
Theme Knowledge - Bounty Hunting
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +1D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
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