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  #331  
Old Sep 26th, 2022, 04:55 PM
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Cross - Lily's GiftLynch Chuckles "I appreciate the enthusiasm but we have nothing with a cash reward as we are lacking in backers so handing out reward became impossible, but if your up for it i gave your daughter some priority cases on the world your on several of are hunters went awol and they need to be put down before they get to you and whatever is happening on your end" there is some voices off to the side and Lynch pinces the bridge of his nose again "I hate to do this again Mr.Cross but the protoss Hierarch wishes to see me so I will have to cut this short"
 

The call ends and thunder rolls over the Cat and city lightning streaks the sky as it darkens rain begins falling heavily and Lily's voice is audible in the Cats internal speakers "Daddy I've got a present for you enroute also in the secure lock box you can find a vial of grey liquid drink it it'll fix you up real nice" getting up from the chair and retrieving the mentioned container Cross passes by one of the speakers and can hear auto cannon fire orbital combat has started, Drinking the vial Cross feels better and like he could go three rounds with Vania in sparring a heavy thud outside signals the arrival of Lilys gift and dressed in his usual cold weather gear and hunting equipment Cross gets to observe one hell of a delivery pod easily bigger ten to fifteen times bigger than the Cat is a large tank attached on a landing pad is the ice Raven and one of the massive treads is open to reveal a large garage inside is fully furnished from hanging plants native to Servain to a enough bedrooms to fit the whole crew, as Cross explores his new ride Vania parks the cat into the garage and locks it down for movement arriving at the Bridge of the
vehicle Cross is Shocked as the only seat familiar to him is the turret operations the rest are beyond him but as he finishes his exploration and Vania arrives Rose's projection shows up to teach the teen how to drive the beast while she communicate some details to Cross in a private channel "Firstly boss never do what you did again I hate calling Vania and secondly, This was made by Lily as a gift for beating specter though we had to push it's assembly up as the dominion found the dreadnought. the cannon was designed with you operating it in mind and as such was kept simply so you didn't need to much exspalnation" Rose then elaborate on how it works and how to use it in fact the charging coil was provide by Vania a combination of the sniper they found and special capacitors Vania had on her that were infused with antimatter energy allowing rapid charging





Yasir - The Chaos gods summit The Gods at the Table look at each other and slaanesh speaks "we have nothing planned right now as we need to take stock of our forces and artifacts but your free to do as you wish the world you've been on is really of no concern but im sure if you have some chaos planned nurgle and khorne would love to lone you some troops maybe even Tzeentch will loan you some psychers " at this slaanesh excuses herself Khorne and Nurgle follow suite after leaving Yasir some of Nurgle's plague guard and Khorne's berzerkers. Tzeentch would respectfully bow and take his leave the chaplain who had stood by Yasir's side the entire banquete would take Yasir back to his chambers and help him into his combat armor "My lord I believe you are needed back in the material plane do visit soon"

Emerging from a portal Yasir finds himself and his employees at a barricade the previous leader of the thugs rushed over to him "Boss we got a problem dominion troopers and they've got marines with them" sure enough the dreadnought had been bored and the internal defenses were holding them back but once the marauders got here teh would be fighting at a disadvantage


OOC YasirYasir has two rounds before the dominion reinforces the marines that are pinned there is 10 marines in all


OOC CrossCross will be healed by the grey vial he drank he will be at full hp, half stamina and gain one resolve to use freely
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Old Sep 28th, 2022, 12:17 PM
Dylan Scott Dylan Scott is online now
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Blood is thicker than Void
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Cross couldn't help the grin as his superiors dilema, although it was more sympathetic than mocking, and a cover for the concern which Sebastian had risen, some of the guild hunters had abandoned the Guild and were planning to pursuit the emperor's bounty, Men and Women he had trusted and admired, would he now need to hunt them down first to protect himself and his children?

"Don't give it any more thought Sir, I am very well aware of the Hierarch's distain for proper etiquette where Terrans are concerned. Please give him my regards and if you feel you need to, by all means tell him that you have the Fully confidence and support of Praetor Cross behind you and assure him that despite my current situation i have not forgotten my duties to the Protoss"

After ending the call with Mr Lynch, Cross sits in silence for a few moments contemplating before calling Rose "Rose? Please will you liaise with Vania and assess the priority Blacklist cases she has been given, see who is now hunting for us and prioritise the ones we should be worried about, you should still have access to the Guild Personnel and Bounty Logs for the renegades"

Receiving Snowlily's message, Cross retrieved the liquid from the lock box and takes the opportunity to secure the Latinum Bar, Scepter's knife and the C-10 Bullet back in the box, along with the dose of pure Terrazine. As he did he called out to rose again almost as an after thought

"Rose?, when you have a moment please can you relay a message to the Phoenix for the attention of Captain Ta'arn and Garrett. Inform them that Sara Willow has been dealt with and wont be troubling them anymore so Garrett is free to come out of hiding"

Drinking the liquid as he went outside to see what his youngest daughter had whipped up this time, he could feel the aches and pains melting away as whatever it was got to work repairing and healing his body. by the time he reached the colossal drop pod he was practically a new man, still a few minor aches and bruises but nothing that a good nights sleep wouldn't fix.

Once again Cross couldn't help chuckling at what he saw, the engineer in him admiring the work of art that was the Tank The Chief would think all his birthdays had come at once if he saw this , heading inside as Vania brought in the Snowcat, Cross almost had a tear in his eye as he ran his fingers over the leaves of the plants hanging around their new home, Snowlily's drones had been busy it seems, he had never thought he would have had the opportunity to see a piece of his home world again but somehow his miraculous child had managed to bring it back. or at least provided a way to bring it back

When things settled down he would have to speak to Her and Mari about trying to harvest the seeds from the collection of plants she had saved and if they could find a suitable ice world replacement they might be able to Terraform and restore Servain somewhere else in the galaxy. He knew most people would think he was crazy to want to return to a world of ice and snow but that was all he had truly known in his life, and despite the hardships life in the cold would bring, most of the people of Servain felt the same way about their home.

Finally arriving on the bridge, he could only look around in bewilderment at the consoles and stations I think i need to contact Ji'nara and get the honor guard reassigned back here, i can't work this by myself

His bemusement was cut short however when he registered what Rose had said, choosing to ignore for now her reprimand when she told him that the dreadnaught was under siege by the Dominion.

"You can explain it to me on the way, We need to get up there and help, Is Snowlily safe? how bad is the attack on the Dreadnaught?"


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Stat BlockNathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)

Stamina: 26 / 53 |HP: 35 /35 | Resolve Points: 1 / 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) | CHA13 (+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 AOOUnarmed Strikes


Features and Abilities: Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), OrchishLanguages | 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 skillSkill Focus - Culture |You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throwsGreat 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 weaponFar 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 youLeadership | 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 advantageExplorer
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 bonusEfficient 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 DamageFeedback | 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 AreaPsi-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
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Old Sep 28th, 2022, 03:39 PM
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Yasir bin Abadard XXIV - Back to the Profit Margin
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Yasir stepped out of Hell and into....more Hell!
The Merchant nodded his understanding to his employee.

"Don't worry, I have back-up on the way to deal with this. Though....you may want to stay out of their way, when they arrive!"

Calling into the Warp, he called forth the Troops that his Patrons had loaned him.
The Fight has come sooner than we could have hoped for. Dominion forces are here with some "so-called" Marines! Let's show them that they unworthy of that title! Kill them all! Blood for the Blood God, Rot and Ruin!

OOC
Calls his loaned Forces into the fray.
 


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Old Sep 30th, 2022, 03:25 PM
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Cross - More Concerning MattersVania clearly eavesdropping walks over to Cross, slapping him across the face with a backhand "WE have a job to do down here next time i will knock you out lily can handle herself, she would not have deployed this if she needed us" Vania was right Snowlily would have said something if she needed them it's at this point however a report comes in the teleporter has a pending transport Vania looks over the manifest and confirms acceptance Vania then leaves the bridge and quickly returns followed by Garrett and the honor guard, Garrett leans up against Cross's seat while Vania stands at a command console in the center of the bridge the honor guard each manning a terminal Vanai make the call "all hands to stations get anti-munitions defenses up and shields raised we got incoming"



Yasir - Combat Start Yasir's loaned help comes forth from an infernal gate the berserkers shout praises to the blood god as they charge and kill several marines nurgles plague guard stand behind their master a pair of psykers courtesy of tzeentch they fire off several binding spells holding two of the dominion marines a plague guard asks for orders on how to deal with survivors of the enemy side
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Old Sep 30th, 2022, 04:15 PM
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Yasir bin Abadard XXIV - Back to the Profit Margin
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Yasir's reinforcements were performing admirably.
The Merchant cocked his head in thought, as the Plague Guard asks him what to do with the survivors.
An evil smile crosses his lips.

"Well...there's no need to be unpleasant! Why not give them a Gift from Lord Nurgle, and send them home to join their fellows!"

OOC
 


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Old Oct 1st, 2022, 05:15 PM
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Family Reunion
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Seeing Vania walking towards him, stalking would be more accurate though, he can tell she is angry and can see whats coming, seeing the lack of effort she is putting into the blow he is sure he could avoid it if he wanted too but he lets it happen, taking a backhand to the face without a word and letting her vent her frustrations, having been on the receiving end of her blows when she was trying this was barely a tap, not that he would ever admit to anyone that even that light tap hurt, especially in his condition.

Cross remained standing silently and looked at his eldest daughter as she ranted a little then left to collect the pending transport, he wasn't too surprised to see Ji'nara and the others, he was sure they were fulfilling their duties on the Phoenix admirably but they were "His" honour guard and they would have dropped those jobs in a heartbeat to keep their oath to their Praetor. The inclusion of his father in the transport was a surprise, an unpleasant one.

They had cleared the air and perhaps started the process of reconciliation between them but there was still a long way to go, his fathers presence was an unwelcome distraction he could do without right now and an influence around his children he did not want but for now he had to bite his tongue. Despite his concern for her welfare, Vania was right about Snowlily, she was more than capable of taking care of herself but that didn't stop his paternal instincts worrying.

It seemed that his status as Praetor, and father, had been made purely ceremonial and Vania assumed command of the Tank, which was for the best right now, entering a combat scenario when he was unfamiliar with the hardware would be a fatal mistake, the turret operations station was the only one he was familiar with so he made his way towards it, pausing briefly beside Vania and resting a hand on her shoulder, giving her a smile as she looked at him.

When he had her attention, he spoke in a soft quiet voice. "When this is over sweetheart, we need to have a conversation about your temper and how you let your frustrations out. I am not Beauford, I am not the Don's Son or the Tailor, that isn't how we do things in this family, we don't hurt each other, we do the opposite" His hand squeezed her shoulder gently as he gave her another smile before assuming his station.

As he ran diagnostic's and got the system online for what was to come, he resisted the urge to snarl at Garrett as he come over and leaned on Cross's chair, keeping his eyes on the consoles and readings, he kept his voice cold

"Now isn't the time Garrett, assume your station" After a moment, it was clear his father wasn't going to leave, perhaps he hadn't been assigned a station yet

Cross turned and looked up at the man standing beside him, letting out a sigh "Your granddaughters have a great deal more faith in you than i do, don't let them down Garrett" Like you did me, he thought but he left that unsaid but implied between them

"we will talk later"


Actions & Movement
 


Stat BlockNathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)

Stamina: 26 / 53 | HP: 35 /35 | Resolve Points: 1 / 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) | CHA13 (+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 AOOUnarmed Strikes


Features and Abilities: Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), OrchishLanguages | 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 skillSkill Focus - Culture |You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throwsGreat 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 weaponFar 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 youLeadership | 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 advantageExplorer
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 bonusEfficient 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 DamageFeedback | 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 AreaPsi-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
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Old Oct 3rd, 2022, 05:54 PM
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Cross - Vania At The HelmAs Vania gives orders Cross can't help but be proud of her, Vania acted like a proper superior no slang or cussing the only problem he could make was the cigarettes she had at her station along with a fabricated picture of her, Cross and lily all sat on the makeshift couch back on the hive world Garret however brings down Cross's mood " Son I know I failed you but That girl my granddaughter is just as disappointed in me as you are" he sighs and Cross gets a good look at his father's outfit a UED ghost uniform mixed with nerazim protoss dark templar tech a psi blade on his right wrist and a clearly new and in testing protoss rifle "but that girl is going through more than me she's addicted to substances I would never dream of touching and I can see her disappointment in herself and my station is right here watching your back by orders of your daughter and my superior. apparently the honor guard put some good will in with your boss and got her a rank she's a simple Templar Khas by what was told to me that means "He Who Brings Order" in khalani and she is a bringer of it within the judicator caste" Garrett was right on the translation but it was unusual for the judicator to give titles to people outside of the caste and even stranger for a executor like Ji'nara to take order from a lower rank but his internal debate would have to wait as the party had arrived. But as the party arrived it hit him a nerazim must be on the judicator council and they worship the void they might see vania as the incarnation of their god he would have to speak with Ji'nara on the subject.

The displays of Cross's Station lit up the exterior cameras showing a dominion armored unit the audio feed conveying the commanding officers demands "attention unknown vehicle you are trespassing on dominion soil surrender now and submit your vehicle for impoundment or we will open fire" Vania turns on the loudspeaker conveying in very vulgar language that they are terrans and that the dominion can go stuff it the dominion responds with a shelling from their tank and heavy thor guns. Vania switches the loudspeaker off and switches the tank to weapons free "make your shots quick and precise dad and ensure as little suffering as possible"


Yasir - Wrapping Up With The Cannon Fodder The berserkers slay another two of the marines and the plague guard infect the held marierins with a nasty disease that is explained as converting them into blight runners in the next few months Yasir and the psykers finish the last of the marinens up quickly and just in time for two dozen troopers and ten marauders to become just visible dow at the darkened hall


OOC Yasir's new opponentsYasir and his soldiers have put on a frightening display of battle fervour and bloodlust and as such the approaching dominion forces are shakened presenting a opportunity
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Old Oct 6th, 2022, 03:18 PM
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Blood is thicker than Void
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Cross kept his eyes on Vania as Garrett made his case, he knew he was trying to make amends and reach out. At another time he might have even let him but with everything going on, could Cross even dare to hold out hope that his father could turn over a new leaf and return to the man he once was before his descent? He seemed to be trying at least and acknowledged that Vania was his superior officer. Cross couldn't help chuckled that the man thought that Vania's orders would keep him at his side if Cross decided otherwise.

"You are right 'father'" there was no hiding the venom and resentment behind that term "She who Brings order is an impressive title for someone so young, Ji'nara must have really called in a lot of favours to make that happen, especially amongst the Judicators, and a Templar would out rank most of the people on this vessel, reporting only to the Executor Ji'nara really"

"But guess who that Executor reports too Garrett? On this vessel, in this fleet I am the Praetor, I decide who is stationed where and who gets to stay, If i want you gone then you are gone, don't you forget that" Cross let the information, the threat hang in the air. he knew Vania was listening and wanted to take another swing at him if she could get away with it in front of the crew.

Giving her a smile, he finally turned to his father "But who am i to contradict my daughter, for all your flaws old man you were a hell of a pilot, why don't you take that gunners station next to mine and we will show the Dominion what the Cross family is capable off?"

At the demands of the Dominion, He guessed Vania's response before she even made it, and despite his admonishment he couldn't keep the laugh from his voice "Language young lady. I see you were paying attention to your little sister before, those words sound very familiar" out of the corner of his eye he saw the smile on Garrett's face, although he was referring to himself having passed that rule onto Snowlily, who later told Vania, it was Garrett who had taught it to Nathan, along time ago

Ignoring the grinning man beside him, Cross focused his attention on the Dominion Tank on his screen, fingers dancing over consoles and buttons to zero in on the large calibre chamber of the Thor Guns pointed in their direction, lining up a shot down the barrel, his finger poised over the trigger, waiting for the moment, waiting for the dull red glow of the Dominion cannons to start, the indicator that there was a live shell in the chamber charging, ready for release, an extremely volatile and destructive shell which would react very badly should something trigger its payload before it could leave the barrel.


Actions & MovementTurn Summary
Initiative:
Move:
Action: Aiming to take out the Dominion Guns
Dice Attack via Piloting/Gunners Skill:
1D20+11 (9)+11 Total = 20
Plus whatever Modifiers Snowlily's Computers/Systems Grant
Bonus Action:
Reaction:
Notes:


Stat BlockNathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)

Stamina: 26 / 53 | HP: 35 /35 | Resolve Points: 1 / 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) | CHA13 (+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 AOOUnarmed Strikes


Features and Abilities: Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), OrchishLanguages | 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 skillSkill Focus - Culture |You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throwsGreat 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 weaponFar 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 youLeadership | 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 advantageExplorer
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 bonusEfficient 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 DamageFeedback | 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 AreaPsi-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.
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Old Oct 7th, 2022, 10:23 AM
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Yasir bin Abadard XXIV - Back to the Profit Margin
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Yasir looked up as the enemy reinforcements arrived.

He smiled, evilly.

"Ah, MORE uninvited guests!" He informed the Chaos Marines. "Kill them all. CHARGE!"

To illustrate his point, he pointed at the three closest Marauders, and engulfed them with a surge of electricity that erupted from his fingertips!

"POWER!" He cackled, evilly. "UNLIMITED POWER!"

OOC
Actions: Order Chaos Marines into battle.
-Cast Warp Lightning (effects 3 enemies in a chain):
Dice Damage - Warp:
2d6 4, 4 Total = 8

 


Character Sheet

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Old Oct 11th, 2022, 04:56 AM
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Cross - A unexpected occurrence As the displays of Cross's console display charging status. Vania coveys surrender terms to the dominion force present she then gives Ji'nara the helm. Before sitting herself on Cross's lap and passing out instantly.


Yasir - The engine roomYasir and his troops quickly dispatched the dominion and came to the engine room wreathed in darkness the only light being that of his mens flashlights the engine room was stained red. a crunching noise echoing with mild giggles echoed around Him "OOH yes more meat but tell me where is the white haired FREAK! is" A red mess then falls from the ceiling.


OOc about light postsorry for the lack of content this time been really busy but should be good for the next one
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Old Oct 11th, 2022, 05:26 PM
Dylan Scott Dylan Scott is online now
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Cross and Vania
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Listening to Vania giving the Dominion Terms for Surrender, Cross resisted the urge to pull the trigger when the system was finished charging. He wouldn't contradict his daughter when she gave them a chance, he was surprised though when she relinquished command to Ji'nara. Taking his eyes from the console as she walked over and curled up on his lap before passing out.

Cross caught her before she could fall and stood up, cradling her in his arms. He was of course panicked with worry but he had been through so much in the last few days he was practically mainlining adrenaline by now and was mentally numb, he immediately went into business mode and calmly called out commands as he carried Vania off the bridge

"Garrett! Take over my station and back up Ji'nara, resolve this situation anyway she see's fit"

"Executor Ji'nara, did Medic Urun come with you? please have him report to the medical station"

"Rose! Please will you guide me to the medical bay. Are you able to still scan Vania now she doesn't have her implants and find out whats wrong?"

Although he is walking as a brisk pace, Cross resisted the urge to run, keeping his daughter as steady and stationary as possible as he carries her throughout the vessel, following Rose's directions. doing his best to calmly think through his medical training, identifying any possible cause from the symptoms he is able to identify visually.

"Please can you inform Snowlily whats going on, she should know something has happened to her big sister"


Actions & MovementTurn Summary
Initiative:
Move:
Action: Medical Knowledge Check
Dice Medicine:
1D20+13 (14)+13 Total = 27

Bonus Action:
Reaction:
Notes:


Stat BlockNathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)

Stamina: 26 / 53 | HP: 35 /35 | Resolve Points: 1 / 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) | CHA13 (+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 AOOUnarmed Strikes


Features and Abilities: Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), OrchishLanguages | 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 skillSkill Focus - Culture |You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throwsGreat 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 weaponFar 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 youLeadership | 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 advantageExplorer
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 bonusEfficient 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 DamageFeedback | 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 AreaPsi-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
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Old Oct 13th, 2022, 08:42 PM
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Cross - Vania and the new oneArriving at the medbay Cross finds a strange sight next to doctor Urun, is Rose a solid android variant of her before Cross can ask about it she fires off "Boss we will talk later" she takes Vania to a medical bed "Doctor we need twenty cc's of remifentanil and a fatigue index" The doctor nods and collects the items Rose administers the drug while the doctor examis Vania using several tools provided by lily's latest build "Mr.Cross she is merely suffering from advanced stages of sleep deprivation".

Ji'nara comes over internal comms "Attention Preator Cross please remain where you are we are currently taking in new crew members, you will be informed when you safety is assured". at this Cross notices a pulsing containment field with a creature insize similar to that of lily "Ms.Lily sent that down with the tank it was previously in the care of a Tech Priest Vigh it seems to be a splice of human and some overly adaptive creature called a tyranid witch shares a few DNA characteristics with the Zerg and Lily thought you could help it like you did her" doctor Urun finises going back to caring for Vania with Android Rose while her deal with another of Tech Priest Vigh's broken toys.

Getting closer to the creature it's dressed in the same tattered clothing lily was only with four arms covers in cracking bone plating and matted dirty brunette hair with faintly grene brown heterochromatic eyes it's easily younger than lily but just as big Cross has to bite his tongue to stop himself from denting the nearest cabinet i rage at how Vigh treats both androids and biological creatures.


OOCsoo the new thing Cross has is nasigrus's replacement as nasigrus has been retconned both me and her player agree she was not working her posts will be left up and she still exists just not with the group so as such yall needed this little darling and Cross has a knack for taming random kids so yeaa sorry Dylan though she nowhere near as much work as lily or Vania figured i should make the new one the easiest
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Old Oct 15th, 2022, 01:41 PM
Dylan Scott Dylan Scott is online now
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Cross and Vania
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Cross was surprised to see Rose standing before him in the medical bay, though maybe he shouldn't have been considering the way the universe was working lately, He suspected Lily had something to do with it. But that was a conversation for another time, right now his focus was on Vania. It was all he could do not to interfere when Rose and Urun examined his unconscious daughter

Relief washed over him when the doctor told him what was wrong "Thank you doctor, I guess that makes sense now that her cybernetics are gone, she likely hasn't truly slept in a very long time" It was all he could do to not ask the doctor to keep her sedated until she recovered, Urun was the professional, he was just an overprotective father. Between the Protoss and Rose he knew she was in good hands.

He was about to return to the bridge when Ji'nara's message came through, he chuckled at her comment about his safety. a laugh which ended abruptly when he noticed the containment field and the creature inside, the young girl inside. Urun saw his attention and explained what had happened, wisely moving a tray of delicate medical equipment aside as he heard Cross's knuckles cracking from the tight fist he made hearing that the girl was another of Vingh's mistreated victims.

Spending a few moments to examine the girl through the shimmering pulsing containment field, he saw some similarities to Naisgrus, he didn't know what a Tyranid was but the Zerg were a very adaptive race, though this girl did look more human than zerg, though with 4 arms perhaps Kasatha would be more accurate. Taking a deep breath, Cross turned to Urun "Please can you have her safely moved to an examination room, i will be back shortly"

Moving at a brisk pace, Cross returned to the loading bay and the Snow-cat, firing up the culinary synthesizer unit and programming in two meals. It was only a basic unit so its only really had 2 modes. Bland but healthy, or tasty and empty sugars. Right now it was hot, tasty and packed full of sugars he needed. As the machine set tot work replicating the meals, he dug out his pocket tool and disconnected the Imaginarium Projector and slipping a fresh power cell into it.

Returning to the Medical Bay, He stopped at the cabinet and pulled out a set of medical robes for the girl. Luckily the Kasatha were a common enough species that most hospitals and medical facilities carried robes designed for the multi-limbed species that should be ideal for the girl. Entering the examination room, Cross set up the projector and set it running, cycling through the settings till he found a pleasant beach scene, adjusting the temperature of the room to make it warm as the projector altered the surroundings and projected the sound to match the image. He left the clothing close to the containment field and then sat down against the wall, starting to eat

"Rose, please will you drop the containment field" As the field shimmered and dropped, the girl inside would find herself on a warm beach, new clothing beside her and Cross sat leaning against a palm tree eating from a bowl of hot food. He gave her a smile and took a bite of the food in front of her before putting the bowl down and pushing it towards her, picking up the second and continued eating.

Letting her adjust and look around, Cross spoke softly and gave her a smile "You are safe little mouse, no one here will hurt you, do you understand me?. Can you tell me your name Princess? I'm Nathan"


Actions & MovementTurn Summary
Initiative:
Move:
Action: Take 10 on Diplomacy Check - Result 18
Bonus Action:
Reaction:
Notes:


Stat BlockNathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)

Stamina: 26 / 53 | HP: 35 /35 | Resolve Points: 1 / 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) | CHA13 (+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 AOOUnarmed Strikes


Features and Abilities: Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), OrchishLanguages | 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 skillSkill Focus - Culture |You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throwsGreat 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 weaponFar 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 youLeadership | 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 advantageExplorer
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 bonusEfficient 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 DamageFeedback | 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 AreaPsi-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
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Old Oct 15th, 2022, 05:33 PM
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Yasir bin Abadard XXIV - Back to the Profit Margin
right-aligned image

Yasir briefly glances at the red mess on the floor, then his gaze turns to where it came from, then hardens!

"Oh, HELL NO!" He shouts, angrily.

He gestures around, at the various Chaos Marines.

"I bring the Weird and Creepy to the table. I'm not having some "Johnny-come-lately" pitching up with a cannibal fetish, stealing my shtick!"

"Tell me who you are, before I have you flayed alive and have my Marines feast on your entrails!"

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Old Oct 18th, 2022, 06:21 AM
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Yasir - The Engine Rooms Uninvited GuestThe thing that dropped the mess of viscera and entrails giggles some more.

"How cute you figured out I take pleasure from this in moments although who I am doesn't matter I can't shy away from table manners"

A woman drops down from the ceiling wearing a bamboo hat and clothing consistent with a culture from old earth (Sengoku era japanese hakama) her visible eye shines with a red trail as she drops a cleaned arm "So I'm Akaiyuki tell me armoured one what is your name"


 



Cross - And His Little MouseCross watches as his new little mouse scarfs down the meal he had prepped. she fumbled with the Kathsa gown for abit before ripping it to pieces in frustration with the arm holes being too close together, she then indicated the bathroom and in poor terran saying "Help.... Bath ... me" she then indicates her back showing him she can't reach it helping his little mouse to the bathroom so her hair can get fixed and she can be cleaned Cross notices her size was a illusion she looked bigger than she was. her actual size is roughly two and a half feet tall.

Cross had to cut the tattered clothing off of his little Mouse, as it was caught on her bone plating and once off he could see that she had scars all over her body. once she was free of the clothing he was able to convince her to get into a warm shower so he could wash out her hair and get out all the mats half way through she made a comment "Mousey like Nathan Mousey scared of strange tech man, Mouse need home Mouse stay with Nice white haired lady and Nathan." she has adopted his nickname for her as her name as either she forgot her own or did not have one to start. Cross gets the dirt and mats out over time but when he's done and gets her in a variation of Lily's red turtleneck sweatshirt and Black sweats she climbs up his body and finds her way to his head sitting, on top in a cute way that made her look even more like a mouse.
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